#Game Development Analysis
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Cracking the Code: Understanding Hunter Rank Progression in Monster Hunter Wilds
By an Anonymous Monster Hunter Enthusiast Introduction While enjoying my time in Monster Hunter Wilds, I became curious about how the game calculates Hunter Rank (HR) progression. It’s no secret that progressing through the ranks can feel unpredictable, and I wanted to better understand the underlying system. Using a combination of observation, data tracking, and analysis, I was able to…
#"game design#game analysis#Game Development Analysis#game mechanics#Game Theory#HR Scaling#Hunter Points#Hunter Rank#Hybrid Scaling Model#Linear Scaling#Logarithmic Progression#Monster Hunter Community#Monster Hunter Guide#Monster Hunter Progression#Monster Hunter Strategy#Monster Hunter Tips#Monster Hunter Wilds#Progression System#Reverse Engineering#Video Game Analysis
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People on tiktok infantilizing curly from mouthwashing and saying that him becoming crippled was his punishment. Killing u. With my teeth.
#decades of begging to not be infantilized when we're dependent on people and tiktok ruins it#also the “divine punishment” thing is disgusting but it was probably what the developers intended idk#eyelids burned so hes forced to be a passive observer. legs gone so he cant run away. flesh laid bare and vulnerable#it's a fucked up rhetoric still. people dont become disabled because theyre bad people we become disabled just bc it happens#also curly is not a great perfect person whatsoever. his need to keep things friendly between the crew is what doomed them all#but people CANNOT handle a morally gray character.#tbh what was curly supposed to do? giving anya the gun while she was breaking down would be stupid#but he couldnt just turn around the ship and drop off jimbalaya or file a report. a big message in the game#is that corporate doesnt care if they live or die.#not saying curly didnt do anything wrong#mouthwashing#mouth washing#character analysis#captain curly#curly mouthwashing#cripple punk#disabled
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*sigh* thoughts on Nintendo's botw/totk timeline shenanigans and tomfoolery?
tbh. my maybe-unpopular opinion is that the timeline is only important when a game's place on the timeline seriously informs the way their narrative progresses. the problem is that before botw we almost NEVER got games where it didn't matter. it matters for skyward sword because it's the beginning, and it matters for tp/ww/alttp (and their respective sequels) because the choices the hero of time makes explicitly inform the narrative of those games in one way or another. it matters which timeline we're in for those games because these cycles we're seeing are close enough to oot's cycle that they're still feeling the effects of his choices. botw, however, takes place at minimum 10 thousand years after oot, so its place on the timeline actually functionally means nothing. botw is completely divorced from the hero of time & his story, so what he does is a nonissue in the context of botw link and zelda's story. thus, which timeline botw happens in is a nonissue. honestly I kind of liked the idea that it happened in all of them. i think there's a cool idea of inevitability that can be played with there. but the point is that the timeline exists to enhance and fill in the lore of games that need it, and botw/totk don't really need it because the devs finally realized they could make a game without the hero of time in it.
#i really do have a love-hate relationship with this timeline#because it's FASCINATING lore. genuinely. and i think it carries over the themes of certain games REALLY well#but i also think it's indicative of a trend in loz's writing that has REALLY annoyed me for a long time#which is this intense need to cling to oot#and on a certain level i get it. that was your most successful game probably ever. and it was an AMAZING game.#and i think there's definitely some corporate profit maximization tied up in this too--oot was an insane commercial success therefore you'r#not allowed to make new games we need you to just remake oot forever and ever#and that really annoys me because it makes certain games feel disjointed at best and barely-coherent at worst.#i think the best zelda games on the market are the ones where the devs were allowed to really push what they were working with#oot. majora. botw. hell i'd even put minish cap in there#these are games that don't quite follow what was the standard zelda gameplay at their time of release. they were experimental in some way#whether that be with graphics or puzzle mechanics or open-world or the gameplay premise in its entirety. there's something NEW there#and because the devs of those games were given that level of freedom the gameplay really enforces the narrative. everything feels complete#and designed to work together. as opposed to gameplay that feels disjointed or fights against story beats. you know??#so I think that the willingness to allow botw and totk to exist independently from the timeline is good at the very least from a developmen#standpoint because it implies a willingness to. stop making shitty oot remakes and let developers do something interesting.#and yes i do very much fear that the next 20 years of zelda will be shitty BOTW remakes now#in which botw link appears and undergoes the most insane character assassination youve ever seen in your life#but im trying to be optimistic here. if botw/totk can exist outside the timeline then we may no longer be stuck in the remake death loop#and i'm taking eow as a good sign (so far) that we're out of the death loop!! because that game looks NOTHING like botw or oot.#fingers crossed!!#anyway sorry for the game dev rant but tldr timeline good except when it's bad#asks#zelda analysis
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One of the things that amazes me the most about the trilogy is how subtly Collins molds Katniss' mindset to a softer and more understanding place. And how does she do it?
Through Peeta.
Peeta is the embodiment of empathy, love, and kindness, which is one of the first things Katniss notices about him. He is the first person to deciphers the main goal of the games: to pit the districts against one another, as mere pawns to the Capitol.
Katniss imitates Peeta more than we think.
In the first book, when her ally Rue is killed, she finally understands that Peeta had figured it out before tepping foot in the arena. She begins to rethink her animal instincts that made her kill Marvel without a second thought, wondering what the games had made of her.
She understands, what she and had Gale refused to at the beginning of the book, when he says that killing a human is no different. But it is different, and this is a point of epiphany for her. She covers Rue with flowers to show that she is not a piece in their games.
Ultimately, this change leads to the final move with the berries that sparks the rebellion. It is Peeta's ideology of non-conformity and rebellion through non-violence that saves them both and leads their country to freedom.
Additionally, in Catching her demeanour towards the other victors is amusing to say the least. It is obvious that she has let go of her survivalist mentality, she gives the victors a chance (even the most extreme ones such as Cashmere, Glass and Enobaria ) to view them as they really are, setting aside the Capitol created image.
Peeta’s empathy and moral integrity underpin her actions and decisions as she leads the rebellion, she conveys that true leadership involves compassion and understanding, and not just strategy and strength.
Through Peeta, she learns to love more and to have more understanding for the people around her, whether it be her prep team or a career tribute. Peeta's existence is what primarily helps her survive and prevents her from adopting Gale's extreme realist approach to war.
Katniss is the apex of the love triangle, representing the middle ground between Peeta and Gale's liberal and realist approaches. However, she is unsure of her stance at the beginning of the first book.
“Not people,” I say. “How different can it be, really?” says Gale grimly. The awful thing is that if I can forget they’re people, it will be no different at all.
Throughout Mockingjay, Katniss often finds herself at odds with Gale’s strategies, especially when they involve potential civilian casualties. And even then Peeta is physically absent, his voice rings at the back of her head. Even in his semi hijacked state he manages to guide Katniss in his propos.
"Is this really what we want to do? Kill ourselves off completely? In the hopes that — what? Some decent species will inherit the smoking remains of the earth?”
Peeta brings out this sympathetic side, and so she symbolically becomes a neutral ground between Gale and Peeta's mindsets. She embodies the balance between a liberal and realist approach to war.
#and that's on slay character development#she just wants to be like her boyfriend😭#she's just a girl fr#everlark#peeta mellark#katniss and peeta#the hunger games#katniss everdeen#thg#sorry ya'll i got lazy at the end#maybe ill wrote more about this#I also have this idea#about gale#and his hyper masculity#the symbolism#of it#and how it leads to his downfall#everthing in collin's writing is deliberate#she is so clever#it never ceases to amaze me#feathers writes#analysis
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I've finally finished reading the 7th Witcher book, The Lady of the Lake, the last of the Witcher saga. And I've got to say that there's something so sadly poetic about the fact that Geralt, the legendary monster hunter, ends up dying to some angry, common peasant with a pitchfork in the chaos of a starting pogrom against non-humans, instead of an actual monster. It fits into the pattern of how the books argue a lot of times that the real monsters have been people all along, not supernatural horrors. Geralt survives encounters with all manners of unusual beings, from dragons to vampires to strigas to people transformed into beasts, and many more. A lot of them are not resolved by killing. Some of them Geralt even befriends. Then his story ends with him getting killed by an average human man in a fit of violent xenophobia. He bleeds out in the street like a dog from absurdly mundane stab wounds, because human ignorance, hate, and intolerance are worse than any monster he's ever encountered.
#The Witcher#The Witcher books#I mean it's probably been said a million times already#but I've never been involved with the Witcher fandom and never read any book analysis or anything#so it's fresh for me#and I'm not actually a huge fan or something#I like the books well enough#but I've never managed to develop any special feelings for Geralt one way or another#I've also only played the first game so far (I'll get to the others one day) and Thronebreaker‚ made a few posts#I wanted to know the literature first before I delve further#but yeah#I finished reading the last book#and I thought ''what an utterly lame way for him to go''#and I was rolling it around in my head the next day#and then it hit me#that's exactly the point#that's exactly the fucking point of it all innit?
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I think I'm going to make people upset but let's go Do you think Gi Hun has grown in terms of character development? In my opinion, what bothers me most about round 6 is the lack of significant growth in gi hun because he doesn't seem to have lost several people in the first season he remains naive I expected an improvement or development from a person who has already won the games. I would like you to answer me, I love your analyses.
My dear anon, apologies in advance for what is sure to be a very lengthy response…
I would like to say first that this is a tough question for me to answer with confidence since we haven’t seen season 3 and because it feels a little like a season 2A and season 2B situation.
I’ve been working through scenes that I’m flagging in my mind for moments that should have raised red flags for Gihun but, from what we’re shown, didn’t. As I often tag ramble about, I do hold out some hope that he had legitimate suspicions of 001 and a loose backup plan. I have also noted that, interestingly, s2 does not have any of the flashback/realization scenes we were given several times in s1 and honestly, that feels very intentional? Like we’re supposed to notice it’s missing (I also have thoughts about ADHD Gihun, but that may just be me projecting because I’m real familiar with the exact kind of lightbulb moments he has, lol). My hunch/hope is that the show has been misdirecting us to make us believe everything you just said about the apparent lack of character development.
Now, I do think there has absolutely been character evolution. I can understand fans not seeing it as “development”, because I think we tend to think of character development as positive growth, but honestly, it doesn’t have to be… like a villain arc is still character development (just an example, I do not think this is a villain arc situation). I think instead of a lack of character development, I’d be more apt to call it a lack of “learning his lesson” or a lack of apotheosis (the point of realization/epiphany).
If we view squid game as monomyth/hero’s journey, he’s kind of not to the point yet where that would have happened (because the end of S2 would be the abyss?). Now, am I certain that the story being told is a hero’s journey? No, although I am somewhat confident.
So— I'm working under the assumption that we have a hero’s journey told in trilogy format. We have a LOT of comparison media out there… the Matrix, Star Wars, LOTR, among the most popular. What does the end of the middle installment of all of these have in common? They’re bleak af.
Matrix: Neo unconscious, Agent Smith breaking into the real world
Star wars: Luke battles Vader and loses his hand/almost dies, Han encased in carbonite
LOTR: Gollum’s betrayal, battle of Helm’s Deep (a win but with an ominous warning accompanying it)
The psuedo trilogy structure is where I do feel slightly perturbed at netflix for passing off a split season as 2 separate seasons. With a “real” trilogy, each component should be able to stand alone (like with 3 act structure-- set up-> conflict -> resolution) which is true of the examples above because the primary narrative conflict is actually resolved but super not true of squid game s2. Which means s2 and 3 combined could be the middle of the trilogy, with the mystery future season being the final part, but I don’t know that that’s in the cards.
As an aside, we could just be totally wrong about the direction this is going in. Narrative arcs that involve the protagonist “learning a lesson” isn’t a universal concept. I always think of James Bond movies (especially the older ones) as an example of a “flat arc” character, because like, if you sleep with her she’s probably gonna die James, didn’t you learn this last time? If you’re too reckless there will be consequences, didn’t you learn this last time James? Like. That guy never learns. Not every character learns from their mistakes. Do I think Gihun is ultimately gonna be a flat arc character? No. Is it possible? I guess, man, look at the world, anything’s possible!!
So, ugh, sorry that’s a ton of speculation and uncertainty that isn’t directly answering your ask, but I do think that any of these possibilities can explain what we’re calling a lack of character development because we’re just not at that point in the story yet.
NOW.
Personally, I do think that Gihun is very perceptive, and I hold out hope that he wasn’t as trusting and oblivious as we’re made to think. I also believe that even if that is the case, he’d still have further to go/more development needed before he could actually reach the end of his journey. The reason for this (and I think one of the reasons people sometimes think of him as not smart) is the narrowness of his worldview. Not narrowmindedness, just literally not having broad knowledge about the world. Like not knowing where Pakistan was. Or not really getting that neither he nor the Frontman have the power to end what's happening because it is a symptom of a much larger, systemic problem. And in complete fairness to this sweet man, lack of perspective and a narrow worldview is an incredibly common flaw in people.
So a few things that can be interpreted as Stagnation or Lack of Development:
Still a gambler: as seen in Russian Roulette and in going back into the game. Definitely risky, definitely reckless. He is like kinda suicidal though, so I don’t know that the underlying cause of this behavior is the same as it was in s1.
Still just out here trusting everyone: Yeah. That’s what he does, though. He came right out and said it, he doesn’t do it because he thinks people are trustworthy, he does it because what else is he gonna do? Is this a dumb-as-shit approach that should be “character-developed” out of him? Or is it a very important key defining feature of who he is as the hero of the story? I could go either way on that, tbh.
Naïve/easy to fool: I don’t think he ever was all that easy to fool, I think he consciously chose to let a lot of things slide and/or second-guessed his intuition because people called him stupid and slow all the time.
Things that I think are Character Development
Ability to Focus: Maybe I’m ADHD projecting again, but this guy was all over the place in the beginning of s1, now he’s running a whole ass operation (maybe the medicine Mr Kim brought over was secretly adderall lol).
Leadership: I’ve said all along he just naturally exudes leadership, but he wasn’t really aware of it or comfortable with it in s1. In s2 he’s really embracing decision-making (even if they’re bad decisions) and seems comfortable being the one planning and leading, which is impressive.
So. To sum up a very very long answer:
I do see character development, if not the “hero finally learned his lesson” kind
I do still think it’s possible that Gihun wasn’t quite as clueless as we’re shown, and I’ll cling to this delusion until at least June 27th lol
I think it’s possibly too early in the narrative for his full revelation, anyway, but-
Part of why that feels “off” is because s2 is missing the “last Act” of the story it was telling (like don’t split a sequel in 2 and try to shoehorn it into a trilogy if it’s not an actual trilogy please for the love of god it throws off the balance)
#nice human#anon#squid game#squid game meta#squid game analysis#characterization#character development#more capital T Thoughts about the narrative#i will say that everything i know about hwang dong hyuk makes me trust him to take the narrative and the characters exactly where they need#to go#is any of this at all accurate or am I just blinded by my unconditional love and devotion to the character#the world may never know#analysis
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you should talk about your thoughts on rw fanon (looking with huge eyes)
Oh god, there's a lot of major misconceptions have concreted into fanon, mostly around ancient society and ascension.
First things first! Ascension is not death! They are entirely separate things treated entirely separately by the text of the game. I can see where the interpretation is coming from, but it doesn't really align with how the text treats either subject. Five Pebbles may want to remove the self destruction taboo, but from his reaction to the rot it's clear that he doesn't want to die. Conflation of ascension and death only comes up as an offhand possibility that pebbs makes on iterator 4chan, when he's going into the possibilities of scenarios that even the other sliverists are doubtful of! (let me make clear that I am not a sliverist by any means)
Ascension is more of talked about as a form of transcendence, yeah? A Bell, Eighteen Amber Beads talks about their sitution as being "To have grasped at the boundless infinites of the cosmic void…", not as them seeking an end to life.
The beta dialogue goes into more detail, mentioning the "infinities of time and space" and the "boundless fractal planes of spirit and reality...", though this dialogue was cut and it's hard to tell how much it reflects the concept as in the released game.
As for the cultural misconceptions... there's A Lot to talk about, but the first that comes to mind is the common conflation of the five natural urges and the christian concept of sin.
It is true that the negation of urges is mentioned by moon as an alternative method of ascension, but much of what we know about the culture of the people who the fandom calls the ancients (which makes discussion of the depths a mess but that's something for another post entirely) points towards the urges not being seen as shameful.
Even the first urge does not seem to be particularly scorned! Being a warrior is presented as a cause for bragging in the Shaded Citadel pearl, being comparable with being an artist and a fashion legend. The second urge, also does not seem to be suppressed. Multiple sources attribute some level of honour to parenthood! The aforementioned pearl also mentions Seventeen Axes, Fifteen Spoked Wheel as being a "Mother, Father and Spouse" without any hint of shamefulness. Nineteen Spades, Endless Reflections expresses pride about having progeny, mentioning it alongside their owned land and esteem among their peers.
After some peer review, an esteemed friend has told me to add a section on purposed organisms as well! This is not so much my area, so I might be a bit off on some things.
As moon says, the majority of purposed organisms were tubes in boxes, and that the primal fauna of the world are almost entirely extinct. A lot of the fandom seems to ignore the first part, and i can't say I blame them, but the evolution of the creatures is so much weirder than people think.
Concept art for the creatures has this interesting quality to it, where the organic parts of the creatures have an almost... melty quality to them.

In the concept art, the flesh appears as if it's almost defying the machinery to form an animal shape. It's as if it's conquering its own artificiality the way the foliage grows over the (stone, brick and concrete, not mostly metal as some think!) ruins.
Of course, it's hard to really tell how much of this reflects the finalised concept, most of the integration is much smoother in the game, in line with a seamless kind of biomechanical design. There was always an intention of biomechanical strangeness, as shown in this screenshot of the devlog before the term "slugcat" even existed!
That said, the melty nature of the concept art shows a level of wild change inherent the biomechanical nature of the creatures, as if they truly are the result of these "tubes in boxes" almost revolting against their own boxes.
and considering centipedes... some tubes may not have had boxes in the first place!
#rain world#rain world lore#rainworld#rw spoilers#please note! my role in downpour development does not make me an authority on what is canon or not!#my domain is entirely within challenge mode and arena which aren't canon anyway#my lore analysis is just lore analysis with no looks behind the scenes of anything vanilla#downpour was made as a fan expansion and the rewrites were just done directly by james#we didn't get any disambiguation on the lore (and thank fuck for that honestly. analysis is the best part)#though the hills ARE made of bricks#this is canon not because i say so but because it is visibly true in some areas of the game. part of the text and thus canon. weep.#i could go into more detail on most of this! purposed organisms aren't my area of expertise tho so i might be a bit shaky on some of that#anyway if anyone has any fact checking to do. please do so#media analysis is a dialogue!
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The mentally stable Dimitri Fire emblem 3 hopes.
It surprises me that there's still ppl claiming so, but then I remember we're talking about 3h interpretations and I have to make peace with it.
But that doesn't stop me from venting a little bit in this little space I have lol. Actually, it dries me and makes me feel bad to bring this up because I will have to talk bad about Dedue, and I don't want to talk Bad about Dedue. He's a genuinely good boy. But "Human" nonetheless, which means Flaws. I like Felix too but he's become some sort of a clown that doesn't make me feel too bad. I like Felix tho, In a different way.
Mostly talking about these two because the take that "Dimitri has better support system" baffles me because, technically, these two are his support system in HopesVerse. The persons who Dimitri relays on and seek solace/advice/support. The rest doesn't really tackle any of his personal struggles (aside from the Mage!Mitri frustrated dream, but that's out of the bad equation in our 'mentally unwell' set of pixels, and Shez only has a glimpse). Contrary, to Houses verse where the whole blue lions cast knew about his shit, didn't know what to do, but didn't leave either.
I tackled this topic with other person on Twitter who was (or still is) on board with this take and the phrase they used was They contained him better, which of course I agree and remarked that was exactly the problem. Contain him is gonna be contra productive. I used a water dam analogy, where the structure of such dam is damaged, and the pressure of water keeps accumulating. Causing a foreseeable damage for the dam itself and the surroundings. You don't need to be a genius to understand it, you need experience or knowledge for mental ill topics tho.
I really don't want to extend so much on here because it's mostly just, rant format more than a proper analysis so I just want to point out these two things in their support conversations.
First, Dedue. Encourage him to keep on the vengeful path. Which we know was the final goal of Azure Moon and if you payed attention to 3 houses message. The whole Vengeful argument was something Bad, to keep it simple. Despite Dimitri actively looking for answers/guidance for something that, in a rational state he can see clearly like vengeance will consume his life (also Shez and Felix called out this behavior). Dedue answer only encourage him to keep on that path, because he would do that 💔. Presenting 2 oposite views is a great formula for confusion and disorientation. Now, Dedue's role is primary SUPPORT, not guidance nor orientation. He will support his shit no matter what, and we are quite aware of that if played Houses.
Second, Felix. Felix is a special case. He is smart but also an idiot lacks A LOT of soft skills to actually be of help. He's the only one who knows in this verse about Dimitri having a mental issue. In their A support to say the least, so they don't close or solve anything. What makes it more worrisome is the fact that Felix conceals the issue as a secret.
"So try to keep that whole "removing their heads" thing in check, yeah? We can just call it our little secret."
this extract here makes me feel so unwell 😭help
The whole burden falls over him and his lack of skills and wisdom on the matter will be too much for him later on. He at least, will be able to recognize that the problem is beyond of his capabilities and will look for help. Felix himself has his own issues and journey where he needs to learn. He's forced to get pass beyond some of his angry teen behavior but hasn't completely get over it.
There is a lot more to tackle, but that requires more work and time. What are the topics some of you think is important to cover around understanding the Hopes verse resolution? Dimitri's route? something? Do you think the route without Byleth is better? With that being said, I would like to delve deeper into character analysis, and the role each played for the Lords too. That also requires to talk about the Byleth and needs a whole analysis on their own, which requires time (which i don't have much lol) To end this vent, I would like to encourage people to do a little research for the terminology they're using like "Support System". Who makes it up and how it operates successfully. The fact that ppl saying "he has better support system" only because he didn't go feral on the run alone is not entirely valid. A reminder that people can feel alone with or without people around them. And containing the issue within doesn't solve any problem. At best, it's presented later. At worse, it gets worse.
#dimitri alexandre blaiddyd#my lil blorbo with mental health issues#few3hopes#fire emblem warriors 3 hopes#Today I woke up and felt like venting#BUT Just to make myself clear#this has nothing to do with ships#you can ship whatever you want#You do you#Just in case someone has that feeling#This is an analysis from a mental health point of view#because it is one of the strong points of this character and with which many of us connect/relate#So I like to apply psychological and neurological (even psychiatric if necessary) perspectives#And I like to apply realistic theories to this fictional world because that is the good thing about three-dimensional characters#They feel so human that all these hypotheses can be applied#If some of you don't. That's cool too. You do you#Enjoy the game as you please lil fella#ALSO ALSO I'm taking into account what the intention of the developers was#(that would be tricky considering the inconsistency withing the developers' team >___>)
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Look.
Ace Attorney fandom.
I know why people don't like Turnabout Bigtop. I am among the people who dislike Turnabout Bigtop.
But I GET why people like the case. I'm not going to be one of those annoying people who just blindly dump on it because I hate those mfs too.
Thing about Bigtop isn't that it sucks. Thing isn't the weird grooming stuff (though that is a huge part of it). It's not that it could've been good.
It's that - in my personal OPINION - it could have been *great*.
I think it had the potential to be one of the best third cases in the trilogy. It had everything; a fun and goofy setting fit for a pretty dang goofy lawyer game - where the environment itself had jokes and quips and one-liners and mishaps and tomfoolery written all over it, it had the previous case introducing a very interesting and important plotline that gave background for one of the more well-loved characters while also introducing an equally fucked up and lovable new one who was a child forced into a shit childhood of naivete in a CIRCUS with another character who was very naive and childish - whose interactions could have been funny and cute and reflective of said shit from the previous case (seriously she becomes such an important character in the 4th case, WHY would they not include her in this one for some character development? How did they fuck up letting a CHILD explore a CIRCUS?? That would have made the interactions flow MUCH better).
They had a pretty good, sympathetic killer imo, a morally dubious victim, an asshole of a client (who was pretty flat admittedly in-game, but I like his weird, topsy-turvy reasoning for it in the anime. Also, I think Max being kinda a dick would have bode well for the themes of Farewell since most of his clients up to this point have been like...nice? Not nice, but sympathetic, but him having to defend someone who's innocent but a prick would have shown him that just because someone is an asshole, doesn't mean they deserve to suffer for it and that they have the potential to grow as people, which is almost a complete foil to what Matt was. Ultimately, I would have loved the contrast of them as clients and I think it would have also served as character development for Phoenix, especially with his low-empathy tendencies).
They just didn't think that far ahead. They just didn't execute it well enough. They just decided to make three of the adult characters fight for the hand in marriage of a teenage girl. (Bat's part of the story was actually kinda good if he was just YOUNGER, I think him doing that for Regina would have been a stupid thing someone in the circus would do to impress their crush. Damn you Ace Attorney and your weird treatment of underage girls!!)
It just flopped and that's ok.
Even though it kinda sucked, it can still mean something to me.
Also I'm a Moe Curls apologist. I liked him, shut up.
#didn't care for the dialogue either.#DON'T GET ME STARTED ABOUT FRANZISKA DON'T DON'T DON'T DON'T DON'T YOU DARE GET ME STARTED#THIS CASE WAS SO GOOD FOR HER DEVELOPMENT THAT'S NOT EVEN A “COULD HAVE” THING#sure she could've been fleshed out a bit more#but the stuff we get from our interactions with her in this case is GOOD. SHIT. It's just that this case is so hated that it's overshadowed#and yeah. i like Moe Curls. i think he's cool and he added some flair in an otherwise bleak case.#i think his whole unfunny clown schtick was very entertaining. it reminded me of this one shel silverstein poem i loved as a kid#clooney the clown.#tbh ive wanted to rewrite Bigtop for a while now#get a script together and all that. but im an amateur writer who's burnt out as shit and never posts anything writing related#except analysis i get way too excited and proud of. oh well#maybe someday.#also rq why does every other tripple-a game get really good in depth analysis video essays#with their complex literary themes talked about#but with Ace Attorney - a game about reading longer than most books - half the fans have the absolute most dogshit literacy comprehension#it's actually painful. ESPECIALLY with Franziska's character#anyway i'll stop.#ace attorney trilogy#ace attorney#ace attorney justice for all#turnabout big top#franziska von karma#phoenix wright#phoenix wright ace attorney#pearl fey#farewell my turnabout#moe curls#regina berry#ig ore if this is incomprehensible i did not proofread this.#i simply do not like how fran's only traits to somea these mfs is “annoying overemotional teenager haha grumpy whip lady”
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Why Kairi is the way she is
The title of “Re:Mind” is SUPER MEANINGFUL
|| My personal thoughts ||
STICK AROUND TILL THE END OKAY? So Kairi day happened recently, and I see a lot of people talking about her… either in defense of her or against her. It’s gotten to the point where I start getting angry when I see Kairi in KH3, and I’m starting to wonder if feeling angry is supposed to be the point. Maybe we’re supposed to get frustrated with the way she is right now.
I’ve been trying to put myself in Kairi’s shoes. You see how she’s so spunky in kh1 and 2, right? And suddenly in kh3 she’s kind of withdrawn and desperate. Just look at her face at the end of 2 and you’ll see when I think the personality switch occurred:


This is the moment when she realizes Sora is leaving her AGAIN.
Kairi’s character in 1 felt very infused with independence and “Sora needs me 😤” energy. Then, in 2 she’s like: “I remember Sora now, and heck— he needs me more than ever! 😤 He can’t do anything without me!”
Then she proceeded to be reckless trying to reach him— and I genuinely believe that she ACTUALLY believes Sora needs her to succeed. She escapes prison, and gets shut out of the final battle and left behind. We as the players are SUPPOSED to get frustrated, because SHE’S undoubtedly angry, too!
When her letter brings Sora back, she realizes that he survived and he’s actually grown a lot!
But I personally feel like when Sora gets Mickey’s letter, she starts to feel less and less important. Especially with this line from the letter: “Sora, you are who you are because of those people, but they’re hurting. And you’re the only one who can end their sadness. They need you.”
Like, Kairi’s got to be looking at Sora thinking; “Wow. He’s grown so much, saving lives, saving everyone— and what have I been doing? School. I thought Sora needed me— but look at all of his accomplishments… look at all the things he’s done without me. And when I’m around, I just distract him. I don’t help him.” 💔💔
So in kh3, she’s depressed, she’s sad, maybe she even feels a little worthless. Kh1 Kairi would’ve sent those letters to Sora during Merlin’s training, but it’s my belief that kh3 Kairi doesn’t think Sora needs her anymore. She’s lost her drive.
I heard that in the novels, Kairi cuts her hair short because “Sora likes it that way”! But what if she cut her hair because she’s trying to embrace the younger, more confident version of herself who felt needed by Sora? Maybe that’s what she meant by “he likes it that way”.
I’m pretty confident that Sora becomes AWARE of Kairi feeling useless in the paopu fruit scene! He looks disappointed when Kairi gives him the paopu fruit not because he doesn’t reciprocate her feelings, but because he sees through the gesture! This is her cry for help, and he doesn’t know how to help her. To me, this is the face of a guy who’s just realized: “I thought she already knew I want her to be apart of my life forever. What’s going on here? What happened to the Kairi who already knows I need her and we’ll be a part of each other’s lives forever?”
His awkward reaction is literally him wondering where the Kairi he knows ran off to? This is the “crap, I must’ve screwed up” face.

Then there’s the scene where Kairi is kidnapped by Xemnas and she barely even fights or tries to get away from him. This is a Kairi who’s lost her drive and her knowledge of being NEEDED, it makes perfect sense to me why she didn’t fight. What if she’s reached the point where she wonders if Sora even cares enough to save her? Of course, it’s not canon, but this moment is kind of like a representation of not feeling like she’s worth very much, and therefore won’t be missed!

To me, this just looks like an extremely depressed girl who’s been reading too many comment sections.
Then of course, Re:Mind happens and obviously, Sora demonstrates that YES, Kairi, you are important to him! Maybe a little too important. Its my belief that the paopu scene was a huge wake up call to him. When she dies, and everyone’s like; “okay, time to go back”, this really explains why Sora says so adamantly “No. My whole journey began the day I lost her, and now that I’ve found her she’s slipped away again”.
That’s him realizing that he forgot the sole reason he was going on all of these adventures. He did them for her, and got so lost in the noise of all his quests that he neglected her and didn’t realize until she called out for help with the paopu fruit. Re:Mind is literally his quest to saving her self-esteem and RE:MINDING her how much she means to him!!!!! THATS WHY ITS CALLED RE:MIND.
And you see how desperate he is to get her back? How he’s hugging her, holding her hand, taking her places during the ending? He’s trying to let her know that he still needs her!
We’re supposed to get mad about how she’s being treated, BECAUSE ITS NOT RIGHT AND BOTH KAIRI AND SORA KNOW IT!

Sora finally understands that he needs to remind her that he cares about her!!!!



If Sora is like any guy I know, he isn’t clueless, he just assumed Kairi already knew.
#kingdom hearts#kh#Kairi#character analysis#Kairi day#text post#re:mind#kh3#dlc#sokai I suppose#character development#gaming#OK IM GETTING OFF MY SOAP BOX NOW#SORA ISNT CLUELESS ABOUT HIS FEELINGS#HE JUST ASSUMED SHE ALREADY KNEW
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hi!! i’m a relatively new omori fan (a brainrotted fan, however, with 140 hours in the game so far… and 98% completion bc i lost to the recyclepath.. -_-) anyway, i love your analysis posts, you’ve clearly studied the details of this game very well!!
i was hoping to ask about the timeline of white space and headspace creation, if you have the time and would like to! my roommate and i played together and have tried to piece it together a few times over the four playthroughs we’ve done (two of each route), but there are still some details that seem contradictory to me. i’m sorry if this is obvious though!
so the transcript of the truth album says “you sink into a crevice in your mind… an empty white room” so i initially assumed white space was created on the day of the incident, in that dissociative state while mari was in the bed. you also see this in the sequence after three days left before going back into headspace where it’s sunny and basil in front of the door, then sunny in white space, then the manifestation of omori. of course, we’ve also been told “you’ve been living here for as long as you can remember”, but we can assume the “you” is omori instead of sunny, which makes sense if he was created in white space
however. in the lost library we see that sunny used to explore headspace during school, presumably before the incident, and daddy longlegs says “in the beginning, there only existed two... the dreamer and his room” and then “the dreamer grew weary of his room and created a door that led to many different worlds”, referring to white space and headspace, so white space existed first. so white space existed before the incident.
so then the white space reference from the truth album is maybe about the manifestation of omori, instead of the creation of white space. i think the outfit sunny’s wearing in the omori cut scene is also the same as from the day of the incident (the black tshirt & shorts). so presumably (before the incident), sunny used to explore headspace as sunny instead of as omori.
daddy longlegs then goes on to talk about black space, and how omori was created to let sunny “ascend to a blissful state of ignorance” and “forget himself” (this also prompts an interesting question of how sentient omori is — because he’s the protector (& knows enough to be willing to kill basil) but he’s also “ignorant of his own fabrication”, according to daddy longlegs, but i guess that’s another matter entirely!) black space was created in response to trauma, so that again supports the idea that omori was manifested after the incident.
so then white space. a place to survive but not to live. the black lightbulb is the repression of an idea, ie, the lightbulb was created after the incident. but sure, white space can exist without the lightbulb. my question then is, why did sunny need a place to survive before then? we could say that dissociation has always been his go-to reaction in stressful situations, and that’s why. but he was also in white space long enough to get bored of it, enough to conjure headspace.
we have a few vague clues that sunny & mari’s home life could have been bad, but nothing concrete. and personally, i’m of the opinion that his life being more or less ideal to begin with enhances the tragedy of the story (as well as him and basil having opposite tragedies, as i saw someone else point out — sunny’s being that he was already very much loved & cared for, so it’s worse when it’s taken away, basil’s that he never had that in the first place), but i guess that’s up to interpretation. other than home life issues then, just the stress of the violin? general developmental issues? depression? something else?
i’d be super curious to hear what you think (again, if you have the time)… thank you! :)
Hi there! Sorry about how long this took me, I've had a lot going on + I actually wrote a whole long response that took me like a week of on and off working, and then I accidentally shut off my computer and lost the whole thing :(
I want to start this off with a couple disclaimers: Omori intentionally keeps its timeline close to its chest (presumably to add to the game's feelings of unease and the mystery of it all) AND we see evidence throughout the game that during Omori's long development cycle, it saw multiple changes to its story that ultimately makes the game's timeline a little inconsistent in a way that doesn't really matter.
I think I don't really have to explain the first point to you, but it will be relevant when talking about Headspace, because the game doesn't even commit to Headspace being purely a dream, as there are plenty of indications throughout it that it could be something a bit more supernatural.
However, I do want to elaborate on my second point there, mostly because this is something that I've wanted to talk about for awhile, and what better time to bring it up than when we are talking about the timeline! So:
How Old is Hero Omori?
I swear this is an actually interesting question
It might seem silly to ask this, considering the game actually tells us how old he is in Headspace, but stick with me.
Based on this line, Hero (and presumably Mari) are 15 pre-canon, while the rest of the group turns 12 during the year of the album (except Kel, who would've turned 12 prior to Basil getting the album).
So let's take the time skip into account. When we first meet real world Aubrey, she says this:
After this point, the game tends to stick to the time skip being four years whenever it comes up. But this isn't technically true! Even accounting for the months after the incident that Sunny continued going outside for, the incident happened in October, while Sunny comes out again during the summer. Most likely, we're actually looking at around 3 and a half years, with Sunny coming back outside the summer that he would turn 16. Since we are presumably at the beginning of the summer, with Hero just now coming home from college, Sunny would actually be 15, at least during the main portion of the game, though once he's in the hospital, it appears some time has passed so that school has now started back up.
Why does this matter? Well, based on this timeline with Hero being 15 in the photo album, he should have turned 19 the January prior to the game's main events, and this is what most people see as canon. However, within the United States, most people, unless they graduate early or late, will leave High School the year they turn 18, meaning most people turn 19 during their first year at college (if they attend).
At first glance, this doesn't seem to be an issue, but we know for a fact that Hero has actually been away at college for two years, due to this interaction:
This is the second summer that Hero has returned from college! He should be 20! Now Hero is a bit of an overachiever, so it is possible that what is actually happening here is that he graduated early, but I doubt that due to what we know about how Hero reacted to Mari's death.
For that first year, even if Hero was technically going to school, he certainly wasn't excelling at it. By the time he gets to the state we see him in-game, he has maybe a year to a year and a half left of schooling. I'm really not sure that I can buy Hero graduating early, regardless of how well he does from that point on.
I also want to acknowledge that the game could simply take place ~4 1/2 years, rather than 3 1/2. There's no reason not to go with this, other than it would mean that the younger four are actually 17 during the game. You are free to believe this instead, but I am going to go into what I actually think is going here next.
We know that the characters got younger during development. We actually have an older version of the photo album, in which instead of saying that Sunny was turning 12, it says 13. Why did this happen?
Let's take a look at Aubrey's recollection of what happened following Mari's death:
For reference, this is part of what she says at the tree stump during One Day Left.
Her words here imply that she wasn't actually aware about how bad it was for Hero, and most of the fandom typically just leaves it at that.
But that's weird, right? Look at what she says. It seems like she did HAVE a reason for why Hero wasn't available, it was just incorrect. And what's more, this is definitely how Hero would've been after his year of very much not studying. There's no reason that Aubrey would believe that Hero reacted to Mari's death in this way unless it was true, especially since it is something that would later be true.
I also want to point out that Kel's talk in the cemetery in which he tells us how Hero reacted to Mari's death is entirely optional and disconnected from the actual main story cutscenes in the real world.
To bring this full circle, I also want to point out a mechanic that was added to the game VERY late in development:
You might see where I'm going with this.
Here's my theory. Originally, Hero would not have reacted to Mari's death with staying in bed for a year in a depressed state. Instead, he would've immediately become lost in his studies as a coping mechanism. However, when the team had the idea for the emotions chart, they likely realized that while happy and angry fit Kel and Aubrey's coping methods respectively quite well, Hero did not seem to fit sadness all that well at all.
In order to make Hero fit sadness, they change his story so that he stayed in a depressed state for a year, but they don't remove his original story of getting lost in his schoolwork. After all, they already had the writing and art assets finished and the game had already been in development for a long time. So instead of doing any major rewrites of the actual script, they simply add a single cutscene in the graveyard that doesn't seem to contradict anything that lets us know that this is how Hero reacted!
Then they had another problem. If Hero spent a year not caring about school, how would he have graduated on time? It would've been difficult even for an overachiever to do two years of schooling in one year. This is an easy fix as well! All you have to do is go through the very few instances of characters' ages being mentioned, and make everyone a year younger! It would've been a lot easier for Hero to catch up and excel if he had an additional year to do so after the incident with Kel! It also gives us another instance of a character getting overwhelmed and angry and pushing someone they care about, which we see multiple times! It works really well, and I like it a lot, but I haven't been able to unsee this change being made ever since the first time I thought of it. The minor line of dialogue about the hero sandwich that reveals Hero has been in college for two years would have been overlooked, since it doesn't mention his age, and likely would've been forgotten due to its unimportance. Aubrey's line, while wrong, can also still be explained away by her simply not being in the know about how Hero really reacted to Mari's death.
I'm not saying this is definitely what happened, but this theory does explain that one tiny little inconsistency that we see in the game. Could also be nothing though idk I'm not perfect
SO
The timeline of the creation of Headspace, White Space, and Black Space! The thing you actually asked about and care about!
It's a little difficult to actually place a lot of things here. Headspace is already so vague. We can use Daddy Longlegs' explanation as a general guide, but it's still difficult to figure out how it lines up with the between night cutscenes, as well as some of the other things.
What I can say is that Omocat has explained Sunny's dream worlds as a very real reaction to trauma that some people have. From this perspective, it would've always existed in some form.
In regards to the truth album line about sinking into the empty room, it's important to keep in mind that nothing there (unless I am super mistaken) implies that this is the first time that Sunny has been there, only that it is happening in that moment. In fact, I find the use of the term "sink" to be very interesting in this context, because very recently prior to the end of the photo album and the incident itself, Sunny had another very traumatic experience when he nearly drowned at the lake. This incident is also very important because many of the traumas that we see from Sunny in game come from this incident. He is still extremely scared of heights, spiders, and drowning by the time the game happens. I don't think it is out of the realm of possibility that White Space was initially created as a response to that, assuming that it didn't already exist for Sunny's entire life.
Next! Headspace, as I understand it, refers specifically to the dream world that Sunny created by merging a bunch of different dream worlds together in order to hide away Black Space, as told by Daddy Longlegs. What we see in the school day memory isn't Sunny exploring Headspace, rather it is just establishing that Sunny has always had a creative and wandering mind, which is why he was able to create Headspace as a coping method in the first place.
The "you've been living here for as long as you can remember" line can also mean many things! It can refer to Omori, as you said, or it could refer to Sunny always having White Space to some extent, OR (and I find this to be the most likely answer) that regardless of how long Sunny has actually had White Space, his repression of ALL his memories both the good and the bad mean that this is literally all he can remember!
All of this is to say: I don't really know. I'm really sorry about that, I've typed this up multiple times trying to come up with a satisfying timeline that I can actually point at evidence for. I believe that Sunny probably had access to White Space before the incident itself, but Headspace probably only became necessary to form out of his different dreamworlds and fantasies after the incident. He was always creative, so he always had creative dreams, but Headspace itself was almost assuredly a post-incident creation.
I apologize that this probably wasn't the answer you were looking for. There might be an answer in there somewhere, but I hope I've shown here how trying to come up with a definitive timeline for Omori can create issues.
#hope you enjoyed the nearly irrelevant theory about how old hero is though#thank you rae zipsunz for helping me come up with this hero theory in a conversation a WHILE ago#omori#omori sunny#omori analysis#omori theory#omori hero#omori aubrey#omori development#omori timeline#its been a while since ive made a long post like this lol#stay tuned for my analysis of omoris prologue and how it foreshadows the rest of the game
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I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
#wow it's been a while since i've written a real homegrown organic legend of zelda essay. i missed this#hi everyone. when the fuck is the next game going into development i need to have something to wildly theorize about again#god. it's been. seven years since botw came out. im going to go chew on live electrical wires#zelda analysis#asks
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Ok, what is up with Vil and coming for this boy?!
#twisted wonderland#twst#vil chill your analysis of riddle is so casually scathing#twice now the out of context has had this energy#i wanna hear riddle share his life story/quirks and just watch vil go 🤨😮💨#riddle: *says anything not referring to academics* vil: oh my gosh this guy doesn’t know anything and doesn’t know he doesn’t know anything#gosh I love dynamics in this game#petition for everyone to read Riddle’s Broomquet vignette. the dynamic and palpable character development for my boy is everything
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Gale and revolution
Maybe a hot take and people might throw tomatoes at me but I can't get this out of my head after reading THG.
I found it really hard to relate or even sympathize with Peeta because for me, reading the books, Peeta didn't exist as a character outside of his relationship with Katniss.
But Gale, on the other hand, did.
It was obvious to me from the beginning that Peeta was a character made with the intention for everyone to adore him. And don't get me wrong, Peeta is great. Too great. Perfect and flawless like a sterile version of a human person. And I can only assume that since we're seeing him from Katniss's perspective, along with her very obvious crush on the bread boy, that he's very idealic in her mind.
Gale, on the other hand, immediately gets sorta dogged on in the narrative like 5 pages in. He gets mad at Madge for being more privileged, for being well-fed, well-raised, well-dressed, and all other well-verb'ed that he never got to experience. From the perspective of someone who grew up lower middle class, I related immediately to Gale first. He was flawed, and understandable, and real in the most uncensored way possible.
He was brutal, he was angry, and violent, and that made SENSE to me (not that it's not fucked up). Maybe it's because my country has only VERY RECENTLY suffered from American imperialism, but I understand completely his need for violence, retribution, and revenge. And considering this was written during the War on Terror, the kid to extremist pipeline allegory is not missed. In that way, Gale exists outside of the context of Katniss. Gale exists within the context of his people, systemic oppression, and a revolution.
Peeta however was none of that. He wasn't a revolutionary by any means (but of course he wasn't, he was a child). But he seemed almost lacking in that sense of community with his people. This may be because Peeta grew up fed, still. He ate bread, no matter how stale, and he only had 5 slips of his own name in the games. He's a compassionate person, very much so, but only insofar as his immediate surrounding. Peeta could be kind because being kind and passive doesn't cost him his family. It almost, but ultimately doesn't cost him Katniss.
Gale had to care for his own family, Katniss's family during the Games, and became the only other person providing hunted game for the district's market. He got his district out of the burning rubble. He watched family, and friends, and people he's cared about his whole life die in a fire. For a boy who's only know to hunt with his own two hands, how can one expect gentleness.
So when, inevitably, people view Gale explicitly and exclusively through his relationship with Katniss, it robs Gale of being his own character: a brother, a son, a victim, a revolutionary, a child. And I think that's a shitty way to view him LOL.
#plus sc literally said she has a bias for Peeta#I think sc just dislikes general armed violent revolt#I say that because her inspo is the civil war and not any other notable revolutions lol#and she wrote a book about how her Viet vet dad was so brave#and as a Viet person idk how i feel about that personally#and peeta barely had any character development throughout the series#thg series#thg#the hunger games#gale hawthorne#character analysis
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the thing is that I literally love the idea of 3 star fam never wanting to go back to the pizzaplex and not feeling any sense of duty for what goes on there once they're free and just. only doing the mimic trapping and that's it and letting Cassies dad (if they even knew about him) do all the dirty work mimic duty of setting up mxes and they just finished it once he died but like. are they going to TREAT it like that.
would they treat it like 3 star being desperate to live normally and wanting nothing to get away from everything freddys but until they end things for good, as the only people left who can, and a reason that they HAVE to go back with cassie being manipulated by mimic, theyll never be truly free and they have to face their fears/abuser to achieve that, but their absence was purposeful this whole time because of them wanting nothing more than to be involved, or are they just not going to touch on it and their absence will feel random and meaningless and Cassies dad important for no reason without that 3 star characterization and itll be mid
#they could make it genuinely good and if they went this route and actually made it clear that was their intention#id forgive it all. well maybe not the vanessa exclusion in content outside the games and the framing gregory like a villain#but like. itd be so good and satisfying if they did that especially since theyre 100% gonna be the ones to kill mimic#especially with the cassie stuff. its setting it up for FORCE them to go back. and they all have a motivation#cassie is gregorys best friend and would be becoming vanny 2 which vanessa would want to stop at all costs#knowing that its subjecting her to abuse and isolation and just hell#and freddy goes wherever his family goes. i think hed have more of a righteousness than gregory and vanessa and be more willing#to go there to kill mimic for good#because he loves them and hates seeing them living in fear and not truly relaxed#like this wiuld genuinely be peak with how things are currently lined up#itd be so easy. itd be satisfying itd give context to cassies dad existing itd give 3 star the development they deserve#without it being too intricate or intense or fandomey#itd just be a simple but very effective characterization#PLEASE STERL WOOL.#pandas.txt#thoughts#pre hw2#pre security breach 2#temporary tag#3 star fam#theory#analysis
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hyperfixations really will have you imagining a 2 hour video essay on some white guy video game character huh 😪
#HELP#thank GOD i don't have video editing capabilities i would be SO annoying#anyways there's a guy on youtube who does FASCINATING breakdowns of video game villains#i watched one on miquella eldenring and i watched one on osmund saddler re4 (2023)#i would LOVE to do a villain analysis on chronos hades2game as well. he's a fascinating villain to me#well. i have WRITING capabilities. hmmmmm#character analysis is so fun to do frfr i love examining the little guys in my video games like they're specimen#I COULD DO ONE ON LINK BOTW#(he's also a fascinating character to me idk)#help i'm discovering my true power and i don't have time for this!!!!!#i also want to do one on the character development leon has in the re2 and 4 remakes because i think its really fascinating#and i do not see it talked about enough. probably because he's peak male fantasy but i'm shaking him violently#PLEASE I NEED TO TALK ABOUT PERSONAL CHANGE AND ITS RELEVANCE IN RESIDENT EVIL 4 (2023)#ITS EVERYWHERE literally the main antagonist is trying to convince you to join him and give up control of your body#and there's this underlying narrative about how people change over time and a lot of it from leon's perspective is because of trauma/PTSD#that he's running from!!! he's not really handling it and it's coming back around again and it shows!!#he's got this sort of drive to save as many as he can but literally not long after his introduction as a character there's this really harsh#reality check that it's not possible to save everyone. but leon keeps trying and he keeps failing#and these failures stay with him into re4 and throughout that game too.#HHHHHHHRG this game is so good for no reason why is it so GOOD AUGH#anyways :) i'll stop losing my mind over this one specific blond dude in my tags now#oh god i hope no one sees these tags <- in denial#i really could go on for 2 hours about leon kennedy huh#hell i could do it for melinoë too. AND SHE ONLY HAS ONE GAME
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