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#MY FAVOURITE INCOMPREHENSIBLE HORROR
bfdifan26 · 1 year
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RECOVERY CUBE YAYYYY
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tutubola · 3 months
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i think the most upsetting part of 03 is that we can compare it to mangahood where everyone had a happy ending and its like damn. literally everything went wrong for everyone
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thunderboltfire · 6 months
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I have unwittingly witnessed a new level of the absurd. Behold, the AI-generated equine anatomy models.
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Ah yes, my favourite parts of the equine body. Paster and... *looks at the smudged writing on hand* boob. At least this one looks purely decorative and the being actually looks like a horse. But don't worry, it gets worse.
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If we completely ignore the hipopotamus musculature of this one, there's still a lot of things that don't make sense in this one, like a tail that ends in a series of bone spikes and a complete lack of molars. You could make a cool pokemon on the basis of this, but it's not even in the realm of being an actual anatomy help.
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I'm firmly convinced this is not a horse, this is something that really, really wants you to think it is a horse. The more you look, the more things look... wrong. The more details turn out to be shifted, bones crammed in to fill in the familiar form, its shape merely implied so that the human mind fills the gap. Of course the text seems like gibberish, because its anatomy is incomprehensible. it's either a parasite or a monster and in each case, it's an eldtrich body horror. I'm kind of angry at how well this joke writes itself.
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prokopetz · 5 months
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"It's better to do one thing well than two things poorly" is definitely a solid rule in game design, but I have to admit a weakness for old console games that were basically two different games stacked on top of each other. Zelda II: The Adventures of Link (top-down exploration overworld which becomes a side-scrolling action platformer in dungeons), Blaster Master (side-scrolling metroidvania which becomes a top-down arcade shooter in dungeons), and The Guardian Legend (top-down action RPG which becomes a vertical shoot-'em-up in dungeons) are all titles I remember fondly, but I think my favourite example of the type is the Super Nintendo version of Jurassic Park, which has a brightly coloured Legend of Zelda style top-down overworld, then when you go inside buildings it becomes a survival-horror first person shooter. It's a game-mechanically incomprehensible choice which actually makes perfect sense in terms of emulating the source material, and it's a small disappointment to me that nobody's ever made a serious effort at elaborating on it.
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that-ari-blogger · 11 months
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Critical Role's Cameraman
So, Critical Role (@criticalrole) just released their newest opening title sequence, an animated sequence in the same style of Your Turn To Roll and I would be remis as a film nerd to not pick apart every detail.
What fascinates me about this introduction, however, is the camera movement and shot composition. Allow me to explain.
I DONT THINK THERE ARE SPOILERS AHEAD, BUT JUST TO BE SAFE
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So, we open with a hand, this is a close up, I don't think that is unobvious.
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But this stops being a close up rather quickly, before it starts moving away. The shot just gives the hand context, and suddenly you aren't in an extreme close up of a hand, you are in a medium shot of a very large person. Then the camera pans backwards, and you can see villains and places spring up, although the perspective on Matt remains weird. Is he a few metres from you, or a hundred? How big is the Game Master here? There's a sense of mystery, of incomprehension. This is setting up some cosmic horror shenaniganry.
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Then, we get Fearne. This is a wide camera motion, swivelling around her in a tracking shot that focuses on her face, and those eyes. It is like a reverse panorama, where Fearne is taking in the world, the world is observing Fearne.
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But I want you to take note of the leaves here, because they are used to form a connection between her and Orym. The transition uses them, while it isn't a direct wipe transition (the leaf just flies close to mask an abrupt cut), it is framed as one. The name of that isn't important, though, what's important is the leaves. By being in both shots, they emphasise the relationship between the two characters. But where for Fearn they show off her sense of wonder, for Orym, they take on a very different meaning.
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Notice, however, how still this shot is. There is no sense of danger here. This is a scene of a warrior with a sword and two people passing on from this world. But it's calm. Because this is a memory. Orym might not be at peace with the death, but the memory isn't a violent one, it's a memory of his family's lives.
Cut to a close up. Orym creates a gust of wind.
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And cut to the next shot.
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I will not lie, Bertrand is my favourite character across all of Critical Role, so this shot of him made me smile, but it isn't the point here. The point is Imogen's introduction.
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Although is Bertrand not actually the point? Because take a look at how Imogen is shown here. Do you notice anything?
She's shown in the exact same way. Imogen is shown doing the exact same thing that those who have died have done. And she can see them ahead of her. The camera panning back shows a wider perspective here, showing her as she tries to run, tries to get away from the same path as Bertrand.
The wind from Orym's blade that came to this scene gets across a consistent element: Memory. This is a dream. But dreams can become nightmares.
As Imogen loses her footing, the camera gives some of its wildest movements yet. It tumbles around her, then looks up.
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The camera stops moving when it sees the red moon, because now the viewer has something to orientate themselves around. There is a constant point, and we can see Imogen falling down. And getting closer, and closer, and closer, until.
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These are the three frames in order, there is nothing in between.
Imogen crashes into the screen, and we get an abrupt impact frame (that's the black and white one) then Ashton. This is so cool to watch, in my opinion, but it is quite possibly the opposite of smooth in camera work. So why is it so cool? Motion.
The motion is in towards Imogen and out away from Ashton. They are both falling, just in different directions. And the impact frame both helps smooth over and accentuate the abrupt transition.
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The camera around Ashton is a tracking shot. They are falling, but they remain the exact same in the screen (shrinking slightly). The rest of the world moves. And when Ashton lands, the screen cracks. The tracking shot is used to show Ashton's disassociation with their surroundings. Not in a "I feel nothing" type of way, but in a "it's me vs the world" type of way.
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Then, there is an abrupt cut away. Nothing hides or smooths this at all, because Ashton's memory isn't smooth, and neither is Ashton. Remember the disassociating thing I mentioned, now it changes again to someone who gets lost in his thoughts. Medium.com calls this an "anxiety stare" and as someone who does that on the regular, I can attest to this abruptness being exactly what that feels like.
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I'm not going to talk too much about the ship, but just be aware that there is a Dutch angle (the horison is diagonal) here to heighten the stress of it.
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Likewise with this shot, there isn't much to talk about. The slow outward zoom and triangular composition are neat, and the tiered reactions (bottom row reacts, then middle, then Fearne) are amusing, but other than that, not much.
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Then we meet Laudna, playing with Pate and giving him life. That's a neat little shot, I wonder if there's a metaphor there.
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Oh.
This is a super cool visual because it establishes exactly who this character is in two seconds. But I also want to point out the symmetry of this. The hair becomes the blood which becomes the hair again, and then the tree.
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Laudna is introduced as big and scary and imposing, and that is very intentionally undercut by making her look small.
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Being small means you are less likely to be the focal character, so shrinking Laudna takes away her agency. Only to give it back through Imogen, and when the camera pans back outwards, Laudna is the same size, but the colours and the surroundings make her feel less alone, and as a weird result of that, less small.
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And last but not least in this moment, there is the delayed drop of the hands. Laudna finally feels safe and finally breathes a sigh of relief.
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That, however, imediately match cuts to this. FCG's vision. The red tinting has obvious implications that I don't need to explain, but the match cut heavily implies a connection between this group and the Bells Hells. There is a fear that this might happen again made clear by a single transition.
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Here's something else. FCG doesn't move. At least, the camera doesn't treat them as moving. It's a slow panning out as if nothing is happening. It's the disassociation vibe that you get from Ashton's falling shots now repurposed to someone who isn't in control of their own actions. This is what FCG is afraid of, this is the important pieces of his character. This is FCG.
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And just like Laudna, FCG finally gains agency when surrounded by their friends who hug them, and FCG finally moves.
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Chetney Pock O'Pea, outlaw of the RTA, alpha of his own heart. A fundamentally chaotic character who takes rules as suggestions to be intentionally ignored. A man who's first instinct upon meeting you is to consider how you could be killed. And he is introduced whittling, with a steady camera and warm light illuminating his face. This is a peaceful side of Chetney, there is a duality to him.
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Speaking of which, notice how Chetney draws back from the light as he transforms. His eyes begin to glow, but they don't illuminate him, until this:
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Chetney is now backlit by the cold light of the moon itself (There's a neat reveal of Ruidus caused by the pan, but that's only tangentially relevant). Notice how much further you are from him here than in his first shot. But notice how much of him is visible, and how much of the screen he takes up. It's the same, this is still the same character. It's a true Doctor Jeckyl and Mr Hyde character. This isn't split personality, but a character who can be a different person in each form, while still remaining Chetney at all times.
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There is more in this video. I encourage you to watch it, but unfortunately, Tumblr has a limit on how many images I can include, so I will leave you with this final shot. A group of heroes looking up at a threat that is so much bigger than them, a threat that is literally controlling the light. But the Bells Hells are closer to the camera, they take up more of the screen. The battle isn't lost, instead, it is just starting.
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kerubimcrepin · 6 months
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Dofus: The Production - reviewing the Xa and Tot interview
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pictured: 7yo Joris, 10yo Joris, 60yo Joris, and 584-585yo Joris.
Funnily enough, this interview will touch onto something already mentioned in the artbook I already reviewed.
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The origins of Joris as a character.
Sadly, it is machine translated, but I think we'll understand it well enough.
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Here we learn that Joris was inspired by Vivi from Final Fantasy. I am sad to report I had never played Final Fantasy, and all my knowledge of him comes from hearsay at best, but Id do find there to be some very funny and twisted parallels between Vivi and Joris, beyond their troubles with lifespans (Vivi's being extremely short, Joris's the opposite...)
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Like lol. Lmao even. (laughs fondly at the memory of having drawn fanart of Kerubim and Joris cannibalising one another as symbolism for Kerubim's selfish exploitation of Joris for his own emotional needs and regrets, — and Joris growing to derive pleasure from being exploited by Kerubim, and being a willing participant in the mixture of parentification and infantilization he experiences after the 600 years of living with his dad.)
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Anyway,
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Joris's progression as a character being "joke character -> character Xa created to be cool and awesome in a moment of inspiration, despite Tot's brief -> he bewitches them both fully" is so funny to me.
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I always found it funny that Tot doesn't really see the forest (dofus aux tresors de kerubim) for the trees (child neglect and the psychological horror of Joris Jurgen's entire existence).
Not even going to comment on not knowing what the hell "epic-burlesque" is supposed to mean.
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Now we move onto my favourite part of this interview: Tot's thoughts on Joris as a character.
I'm glad he said that they've worked on his life story through multiple centuries. Gives me hope that Tot has given thought to Joris's experiences during Leorictus Sheran-Sharms silly, perhaps even whacky reign.
I want to note the word choice here, — Joris isn't mysterious, but jaded. All of his caginess and "mystique" is attributable in equal part to his distrust of others, cynicism, and exhaustion with the horrible things he has seen throughout his life.
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Which would very likely include being cagy even about his class, considering the whole "huppermage gencocide" thing that happened after Leorictus Sheran-Sharm.
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The thing about Joris is that it is hard to appraise him from our own point of view. I had always liked how this franchise treats immortal characters, — they are beings with feelings, who make mistakes, who have issues.
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But it does not make them any less incomprehensible.
In a way, he is so compelling to me, because I find his existence terrifying — Joris is someone who started out with all these ideas of kindness and justice, but can someone who is 600 years old really uphold them?
Judging from Waven, we know the answer to this question.
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I think that with Joris's character, as well as Kerubim and Atcham, one of the major themes is stagnation.
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While at times their immortality, and the freedom it provides, is referred to in a bit of an "optimistic nihilism" way,
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Especially with the themes and motifs referenced in Aux Tresors de Kerubim, (especially with the ending directly referencing Diane Ardant's monologue,)
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It's such a painful mixture of stagnation and endless freedom. There's a horror of never being able to escape, — not from having to experience the horrors of history, not from your own childhood house.
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And then there's the horror of moving on from everyone you ever loved. While Kerubim and Joris share this one, I associate it more with Kerubim simply because he is so obsessed with the stories of his youth. It feels as if what was two hundred years ago is just yesterday, to him...
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While with Atcham it's just speculation and my own headcanons, the sort of immortality, stagnation related horror I associate with him is dependency. He is not the same, strong person he used to be when he was alone. If he had to go back to Brakmar after all this time, he wouldn't be able to adjust. It's like all this time has declawed him.
Joris never really knew a life outside the all-consuming relationship he has with Kerubim and Atcham, but for Atcham it's different. And with every unchanging year that passes, he settles more and more into this peaceful existence, — and if he were torn away from it, just like Joris and Kerubim, he would not be able to function.
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I think that the theoretical endpoint of where Kerubim, Joris, and Atcham could end up is whatever is going between Qilby and Shinonome.
Being one another's only meaning, in a world devoid of meaning, for better or for worse. Probably for worse.
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txttletale · 7 months
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what is it that makes an episode top 10 bad for you? i ask cuz quite a few on your list don't even click my radar, they're just bland rather than infuriating (for me)
rosa -- spectacularly ill-conceived plot that contrives to have the doctor and friends sit on the rosa parks bus (!). hinges the stakes of its plot on a deeply minimizing and racist view of rosa parks and the civil rights movement
arachnids in the uk -- overwhelming reaction was 'why am i watching this'. episode that made me give up on chibnall who. all the characters potter around a hotel for forty five minutes before realizing that the problem goes away on its own and everything we've watched has been a huge waste of time
spyfall part 2 -- inexplicably makes it so that the only historical figure friends the doctor has to mindwipe are women, throwing s9 and s10's much-deserved critique of nuwho's mindwiping habit in the trash. the first master of colour is a nazi. most racist moment in the show's history. huge letdown of any potential spyfall part 1 indicated
the battle of ranskoor av kolos -- boring. bad. there's no battle and ranskoor av kolos doesnt mean anything. characters walk around with paper-thin motivations. central conflict is stupid and is resolved in a stupid way. sub-childlike understanding of its own morality
the timeless children -- i once heard this episode described as 'the master spends 45 minutes forcing the doctor to look at his powerpoint presentation' and yeah
victory of the daleks -- nothing but nauseating british jingoism and churchill worship until the new daleks get revealed with a bunch of fanfare only to spend their debut story standing perfectly still in color coded order. then amy saves the world because she's Woman and knows about Romance
the crimson horror -- doctor-lite episode about my least favourite recurring comic relief characters until the doctor shows up at which point he's a sex pest
the bells of st. john -- what if phones but too much
a good man goes to war -- like a bad version of journeys end where instead of beloved characters teaming up to save the day its a pirate wh oshowed up in one episode, a blue guy who sold river a gun or something once, and three guys we've never seen before, showing up to resolve the unbearalbe amy pregnancy plot with a stupid twist that goes nowhere and means nothing
name of the doctor -- after half an hour of Going to a Place clara steps into a hole. a lame resolution to the lamest arc in the show's history. i dont care abouyt anything that happens. at this point we're so buried in incomprehensible moffat nonsense that every other line in this episode is a reference to some ongoing arc words or another. like shut up about trenzalore i dont caaaare
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the-pink-baphomet1861 · 2 months
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The biology of Dredge
Or: What the f**k happened to that fish!
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Part 1; The blue mackerel 
So, Dredge.
It’s that one simple fun fishing simulator about sailing to four different scenic, beautiful, geographically impossible locations while helping the locals and interacting with the wildlife. Just you and your boat for miles, nothing else at all. Sit down, grab your rod, don’t worry! It’s not like anything’s gonna happen to you, especially not involving the noises you’ve been hearing from under the hull. They’re probably just the currents hitting the side of the boat, relax! Feel the cool night air and the gentle, salty, insidious mist on your face and listen to the sounds of the sea, but not too closely. You never know what might be whispering on the tides.
I am, of course, messing with you. In reality, Dredge is a game about sailing through a haunted sea full of unknown horrors and lovecraftian abominations all while searching for the key to a lock you can’t fathom. I loved Dredge, it was a fun game, and my favourite part had to be the art, (besides the wonderfully simple gameplay and riveting story, of course) and my favourite part of the art had to be the aberrations.
For some explanation to the people who haven’t played Dredge, every time you fish from a fishing spot, there’s a chance that the thing you catch won’t be a normal fish, but a mutant little beast with all sorts of fascinating deformities. The chance is basically guaranteed if you see a little blue glow above the fishing spot and these guys are a good bit more valuable than their non aberrant counterparts, so you’re kind of incentivized to collect as many as you can. 
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Looks like mama’s eating good tonight!
That isn’t the reason I’m writing this though, because each fish and crab in the game comes with at least one aberrant variety, each with their own unique design and flavour text, which I LOVE! It makes the eldritch presence feel all encompassing, even as you deal with the much larger threats in the sea. Recently, however, I’ve been thinking about the actual, physical effects of these mutations and how they would affect the bodies of their poor, unfortunate hosts, and as a marine biology student, I thought that this would be the perfect opportunity to both study and learn about the biology of some of the fascinating animals in the ocean and talk about a game I like! It’s a win-win!
Some ground rules first:
Dredge is a video game, and as such things that appear in it don’t necessarily reflect reality in all aspects. The team at Black Salt Games are amazingly talented people, but I’m not so sure how much marine biology they know, and if they do, they probably aren’t going to drag the game to a screeching halt in order to explain three pages of notes incomprehensible to anyone who hasn’t been studying marine biology for at least three years. It would also make the game a lot more boring if everything strictly adhered to reality. So everything in this document will be strictly speculative.
I may be a marine biology student, but I am in no way a complete expert. There are going to be a lot of things that I’m probably going to mess up. This isn’t a strict scientific breakdown with 100% accurate information, and while I will try my best to find good, reliable sources for my info, things are going to get pretty fantastical as time goes on, especially for the fish that are specifically made for the game. This is just for fun and not some inscrutable scientific paper built on loads of evidence.
I will NOT be covering any of the larger monsters in the game. This is already a massive undertaking with nearly 200 fish and aberrations to get through and a ton of research to do, and that’s not even getting into the lore implications that these guys are full-on eldritch abominations from another dimension instead of just mutated animals. I might do something like this for them in the future, but for now it’s just the aberrations you can catch and sell.
And with those formalities out of the way, let’s get into it!
Specimen #1: Blue mackerel
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This little guy is probably the first fish that you’ll ever catch, they’re the easiest fish outside Big Marrow, not requiring any special equipment, and are in many ways the game’s tutorial for how the fishing mechanic works.
But what kind of fish ARE these guys actually? As in, which species do these guys belong to and what does that mean for how their physiology will change once they start mutating?
Well that’s what this first section is all about.
Who’s that ichthyoid?
In this section, I’m going to be going over the appearance and description in the game and trying to use that in order to find out what species these guys belong to and how exactly their bodies work. This section will vary in length from entry to entry, as while the game isn’t generous enough to give us the scientific names of each fish, there are some that are more obvious than others, and there are some that need a bit more digging.
Starting off with our little guy here, we can see that my largest trophy was about 28,1 cm in length, although I did read that their max in-game size was 30 cm. They have a bluish grey colouration with six black stripes running down both sides. Their body is that of a standard fusiform plan, which means that the animal has an almost cylindrical form that tapers off into two points at both ends, as opposed to other body plans like eel-like or elongated. The tail fin also has a particular shape, in this case forked, which means that the tail has a two-pronged appearance while still being a singular fin, as opposed to a lunate tail fin, which is two separate fins that both have a pronged appearance
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A triad of diagrams that display the differences in body plan, the different kinds of fins and tail fin shape, you’re gonna be seeing this a lot. BE ADVISED that these are incredibly variable and can change a lot depending on the species of fish.
Our blue mackerel also has two evenly spaced dorsal fins that are somewhat rectangular and relatively short, reaching their highest points at the top right corner of the fin (although the rectangularity of the fins might just be part of the artstyle) and the pelvic and anal fins seem to share these characteristics, although the pelvic fin is much shorter than the rest, and although I can’t fully make out the pelvic fins, it seems to an almost teardrop shape with the bottom left portion of the fin connected to the area near the second gill slit. The mouth ends in a pointed snout which isn’t too thin, but it is still quite noticeable. 
I haven’t really said much about the habitats of the fish yet, which you would think is pretty important, but here’s the thing, Dredge is frustratingly vague about where it actually takes place. I joked about it before, but the fact that a volcanic hotspot, a mangrove swamp, a coral reef, a temperate cliff area and wherever the marrows are all occur within a few days of sailing doesn’t sound likely to me at all, (although if anyone does know any similar real world areas I would absolutely love to hear about it) but there might be something we can use here. As you can see, each fish comes with an area marker that tells you what kind of gear you need for catching it, but we can actually use this to mark down a habitat and narrow down our search a little. For the blue mackerel we see that it is listed as coastal, which means that it probably stops appearing once you get too far out into the open ocean, so keep that in mind.
Now we can get to the fun part, actually identifying the specific species this fish belongs to.  
First off I think we can safely say that this fish belongs to the ray-finned fish group because it probably has bones and isn’t a coelacanth or a lungfish, which I think is pretty uncontroversial. Narrowing it down is where this gets tricky. You see, the identification tool I was using, a site called fishbase which seems pretty reliable, has a bunch of different options to make your search easier,but they’re all things like the habitat where the fish lives, what it eats, how many spines it has in its fins, and for some reason lacks things like the fish’s colour. All things that would be helpful for a real-world marine biologist trying to identify what they caught, but not so helpful for us trying to find a fish in a fictional video game.
Eventually I did manage to whittle away the options through looking at things like the fin and body shape as well as things like size for species I found interesting, until I got to the Scombridae family, which consists of tuna, bonitos, and of course, mackerels. From there all I had to do was find the species that fit the description best, easy right? WRONG! None of the species I found had all the key characteristics I was looking for. None of them had that deep, bluish-grey colour or those six long stripes running down the sides that I was looking for. So in the end I decided on the closest match I could find.
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Image source:https://www.fishbase.se/summary/Scomber-australasicus.html 
The blue mackerel (Scomber australasicus) 
Most of the main traits are there, it has relatively short dorsal and pelvic fins, with a similar almost-teardrop shaped pectoral fin and that same forked tail fin. The colour is a pretty good match too, albeit silvery blue instead of dark bluish grey, but still pretty similar. There are some differences though. The six, distinct, vertical bands on the game version are much less distinct and vertical, and much more numerous and the anal fin is much shorter than in the game and the maximum size was also said to be higher, around 44 cm with 30 being an average rather than the stopping point, but I think we can ignore this as part of the game.
And yeah, I know. Big whoop. The fish called a blue mackerel turned out to be a blue mackerel. I do think that going through this is important however, as it doesn’t just give us a starting point to work with when it comes to the more vague fish, (and trust me, it gets vague sometimes) but also lets us learn a bit more about both the morphology and taxonomy of these animals. Plus, that info will be pretty handy when we inevitably find a fish we can’t properly identify and have to dip our toes into speculative biology.
Now we get to the part you’ve all probably been waiting for since this post started:
WHAT THE F**K HAPPENED TO THAT FISH?
Finally we can actually get started on looking at the aberrations and breaking down the physiological changes! Hoo boy, this is gonna be fun!
First off, some more groundwork. (I know, I know, but this is still important, so bear with me) 
The internal anatomy, specifically the skeleton, is something we need. It’ll allow us to pinpoint the basic look of what happened anatomically, which gives us the information we need to make more specific assumptions about what’s going on here. I will also bring in information about specific, real-world fish diseases for more accuracy. So be warned! There will be pictures of real fish gore and gross parasites, and with that disclaimer, on with the show!
I couldn’t find a specific diagram of S. australasicus’s skeleton, so I decided to use this neat 3-D model of another, incredibly similar (so similar that scientists used to believe that the blue mackerel was a subspecies) species known as Scomber japonicus, or the chub mackerel.
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Image source:https://sketchfab.com/osakanaWatch 
Now let’s get into some mutations!
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Mutation #1: Grotesque Mackerel
This little guy was the first aberration I ever caught, I can still remember the day. I was happily fishing, minding my own business, when suddenly the fish I had caught came up with a distorted version of the normal “You caught something!” jingle and I was looking at this gross, sick-looking, mutated version of the blue mackerels I was so used to finding. I knew that the aberrations existed, I had already peeked at the encyclopaedia a little, but actually seeing and catching one was a whole nother experience. I remember feeling both morbid curiosity and a bit bad for the little thing, neither of which were helped by the flavour text that pops up the first time you catch an aberrated fish, but that’s enough nostalgic waxing, let’s get into some marine biology!
The first thing to note is the noticeably bent spinal column, which gives the fish a very distinct hunchback look. There are several different kinds of spinal deformities that can affect vertebrates, but I think the one most likely to be the culprit here is called kyphosis, which is a deformity which causes the upper back to curve forward into a pronounced hump and can affect basically any animal with a spinal column, including fish. We can’t exactly dissect the animal to see where exactly it bends but it seems to reach its highest point around the 10th or eleventh vertebrae, roughly right before the halfway point, and is quite extreme, as the whole spine is at a curved angle. This would probably be quite painful for the fish, the vertebrae disks would probably start digging into each other as well as impede its ability to swim straight, but that isn’t the only thing that would mess with its swimming.
Most of the fins, aside from the pectoral, tail, and one of the dorsal fins have completely atrophied into the fish’s body, with the remaining ones having undergone some serious changes. The pectoral fins appear to have lost a lot of the spines that make up the fin, and the remaining ones have grown to nearly half the fish’s length, which makes it much harder for the animal to make sudden turns, not helped by the lack of a primary dorsal fin. Speaking of which, the secondary dorsal fin is the fin that seems to have undergone the least amount of changes, being just a bit taller than normal, as well as the abnormal colour, but we’ll talk more about that later. The tail fin has gone from a general forked shape to an almost perfect crescent, again suggesting a difference int the number of spines, but this time an increase rather than a decrease, and they have also appeared to have increased in number as well, leading to the fin being proportionally much larger than before. The fish would still be able to swim, just not very well, as the narrower pectoral fins, the larger tail fin, and the lack of stabilising fins would probably give it a rough time controlling its movements, leading to uncoordinated swimming as well as a lot of collisions with obstacles.
The last of the skeletal deformities is the skull which, while still retaining the pointed shape, is also pretty messed up. The upper jaw appears to be forced forward over the lower jaw, along with the cranium, and the entire mouth just seems smaller than before. This might also be an effect of the spinal deformity, but it's hard to say for sure. It also looks like the skull has swollen and deformed a bit, as the snout is much less pointy and far more wide and blunt, as opposed to the normal fish.
You also might’ve noticed another feature of the mouth, those magnificent pearly whites of theirs. They’ve grown much larger and sharper than you can see (or rather, can’t) on the skeleton which, when combined with the deformations in the skull, would definitely affect their feeding behaviour and their ability to catch prey. In real life, while the blue mackerel is mostly a planktonic filter feeder, they can also be rather voracious predators, striking at basically anything they think they could eat, which is a lot. Things like plankton, squids, small fish, and even non-food items like burnt cigarettes and bare hooks aren’t off the menu, so they pretty much only have one row of small, pointed, teeth on their bottom and top jaws and some teeth on the roofs of their mouth. This coincides with their lifestyles as mostly planktonic but still very predatory fish in coastal and open oceans, with their teeth mostly serving the function of holding prey in place when feeding and to keep them from leaving the mouth, not to grab onto and tear like animals with larger teeth.
The altered teeth on the other hand are much larger and sharper, and appear to have decreased in number as well, there is still only one row however. They also seem to be much more uneven. Assuming that there are no large changes in behaviour, and the fish still catches prey in a similar way to before the mutations, it would mean that the teeth’s new shape would actually get in the way of capturing prey rather than helping them, which when combined with the decrease in swimming ability from the deformed fins and spine, would probably mean that the fish is much less successful than the healthy fish when hunting, which would lead to smaller body sizes and much more aggressive behaviour as the fish grows hungrier. Yeah, these fish aren’t doing well. 
With the skeletal abnormalities out of the way, let’s move onto the other forms of mutation. We can’t see much about the internal organs and muscular structure, but there does seem to be some swelling across the body, which could indicate a multitude of things. First, it could imply inflammation, which is when bodily fluids fill an infected portion of the body to allow the immune system to react better to a large amount of disease-causing organisms, but filling areas of the body with fluid can be detrimental in certain cases, not to mention painful. It could also be the sign of unregulated tissue growth, large amounts of an almost cancerous level of growth, which could cause the body to expand, which would not help the fish’s already hunger-strained body, but these growths are nothing compared to another little mutant. (we’ll get there soon, don’t worry)
The next part to discuss is the colour, which has gone from the regular bluish-grey to a vivid electric blue. There are multiple ways an animal’s skin can reflect a certain colour, such as specialized cells in the skin which hold different kinds of pigment, which is how colours like yellow or orange are produced by animals, but blue is a bit different. Instead of being produced by any sort of pigment, blue is reflected by the structures of an animal’s skin rather than any sort of pigment. So in a fish’s case, the scales would have certain structures on them which would scatter the light and make it appear blue. In our little grotesque buddy’s case, all it would take would be a shift in these structures in order for the light to scatter differently and for our eyes to pick up a different shade of blue. Actually, the fact that the fish has lost the black stripes makes it seem like the scales have actually lost pigmentation, which isn’t a very good sign for the fish’s health as the pigments in the body are breaking down for whatever reason. The lighter, more vibrant shade of blue could also make them more visible to predators, which also would not be good for the fish’s health, but in a different way.
The very last thing I want to talk about are those small beady, red eyes. The encyclopaedia describes them as bulging, but the illustration makes it seem more sunken than bulging, so let’s go with that. In any case, it probably isn’t good. Eye pigmentation is based on genetics, but to get a bright, vivid red like that usually means one thing: blood, and lots of it. It could mean that a lot of blood vessels could have burst and flooded the eye, obscuring the pupil and giving it a menacing deep red shade. The sunken-in state of the eyes is something known as enophthalmos, which can be a result of various things in fish such as sudden changes in salinity or a result of certain infections.
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Mutation #2: Lumpy Mackerel
How long was that last section? Like three pages? Hoo boy we’re gonna be here forever. Thankfully I think that the rest of these are gonna go much faster, I hope. In any case now we’re gonna be looking at one of the more intense mutations in the game. Look at this thing, Where do you start!? I guess with the obvious.
This thing is absolutely covered in large, bulbous masses, I mean just look at it, you can hardly tell there’s a fish under there, and these things are huge as well. Compared to the rest of the anatomy, they would be at least a decimeter or even more if they appeared on a human, which isn’t good, in case you were wondering.
Now onto what I think these actually are. It’s hard to pinpoint exactly what they are, but I have a few ideas. They could be cysts caused by something like lymphocystis, which are sacs that can contain air, fluids or semi-solid materials, which would explain things like the smooth shapes, but the problem is that cysts usually form in one specific part of the body due a specific cause, like an injury or infectious organism, and that cause can change depending on where the cyst forms, and considering the sheer amount of growths, I don’t think a single kind of cyst can be the culprit. They might be some of the growths, but I think that the main cause is actually cancerous tumours.
Tumours are clumps of cells that can form under specific circumstances, and can sometimes result in a rather obscure medical condition you might have heard of called cancer, which in short is when cells in the body undergo several key mutations which essentially makes them go feral, they stop fulfilling their ordinary function and start rapidly multiplying and draining valuable nutrients from the body, growing into a large clump that does nothing but take up space, get in the way of important functions and generally be a nuisance. There are two categories that specific tumours can fall into, benign and malignant, which basically describes how aggressively the tumour is growing and how much of a threat it is to your health. 
Benign tumours generally aren’t very dangerous, they’re mostly just a clump, with some never even requiring removal. They don’t invade surrounding tissue or grow back after being surgically removed or even growing all that fast. However, benign doesn’t mean harmless, as they can still cram other, more important organs and do have to be monitored in case they do become malignant, which I think we should talk about now.
Malignant tumours are the dangerous ones, the ones that have entire foundations dedicated to treatment, and with good reason. These things are nasty, they do everything that benign tumours do and more, they’re cancerous, they invade tissue, they can grow really fast and take a lot of nutrition, they spread to new parts of the body, they kick grandmas and burn down orphanages, they are the worst. They are also what I believe to be causing these growths in the fish. I’m not entirely sure what exact kind of cancer it is and frankly I don’t think we can know, just that it is now everywhere. This I think is the result of metastasis, when cancerous cells break away from the original tumour and migrate to new parts of the body, where they begin growing into malignant tumours themselves.
However, there are a few other things we have to consider in this situation, the size and the amount. Most of the time tumours are rather small, even if comprised of thousands of cells, there are cases of absolutely massive tumours inside people, (don’t look up pictures if you value your mental health) but they don’t grow to this frequency in that size, probably because a person usually dies without treatment before that can happen. Which means that something, probably dark magic, is keeping the fish alive.
Other than the tumours, I couldn’t really see any easily identifiable deformities to the skeletal structure under the growths (except for one, but we’ll get there soon) as the only fin I could make out, the tail fin, seems relatively unchanged, at least compared to the grotesque mackerel, but the other fins appear to be either obscured or reabsorbed by the growing masses. Now for the skull, oh boy the skull. A particularly large mass seems to have grown either on the top of or inside of the skull, stretching the eyes from their sockets and deforming the jaws. I believe it to be inside the skull as the entire structure of the face seems to have been changed rather than a tumour simply growing on top of the skull, and since we can’t see the rest of the skeletal structure, we can’t tell if there are any more significant skeletal disfigurement.
The last thing I wanted to discuss is the colour, which has gone from the usual to a sickly greenish-yellow. Now yellow fish aren’t uncommon, with xanthophyll being the primary pigment, but given the obviously unhealthy nature of the fish, I don’t think that it’s just the pigments changing. So I did some research and eventually found another likely candidate known as jaundice, which is a condition that occurs when dead red blood cells accumulate in the body due to issues with the liver, causing the skin to turn a rather sickly shade of yellow, and it can occur in fish as well, and it can also be caused by certain kinds of liver cancer, which I’d be surprised if this fish didn’t have.
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Mutation #3: Many-Eyed Mackerel
Here we are! The last mutation in this post! Can you feel the excitement? Let’s not dawdle and get right into it!
So unlike the other two, I thought I’d start with discussing the colours instead of the skeletal structure because it doesn’t seem to have changed all that much. The fins, except for the pectoral fins, which seem to be completely gone, and spine are all in basically the same place as the healthy fish and don’t seem to have undergone any specific changes, but the colouration is another matter entirely. The fish looks like a giant, eye covered carrot, which should clue you in on my idea on the matter. Carotene, a pigment most often associated with carrots, but can appear in a ton of other things as well, such as brown algae. It bonds with chlorophyll and allows it to pick up and receive energy from other light sources, basically expanding the range of colours the organism can use for photosynthesis. I don’t think it serves this function in the fish, as fish are not known for their photosynthetic qualities, but it is probably the result of whatever genetic scramblings the magic is doing to these fish, causing these pigments to form in the skin of the animal where there previously was none. 
Eyes are incredibly complicated structures with lots of different parts that all contribute to their function. You have the lens, optic nerve, iris, retina, cornea, and all the muscles that allow the eye to move and contract. This means that the eye begins to form very early in the development of an organism, driven by proteins called morphogens which tell certain undifferentiated cells to turn into specific cells at specific points, and all the eyes in the mutant seem to be fully formed despite their random placement. So that means that the extra eyes would have had to form very early into the fish’s development, probably caused by the disruption of morphogens in the embryo, which caused eyes and their surrounding structures to form sporadically across the fish’s skull.
The eyes also seem much larger than before, compared to both the illustrations and the real life photo. In fact, the one that I believe to be the normal pair of eyes, the top-right pair, seem to have bulged out of their sockets, and the other eyes seem to be in a similar predicament. We can’t know for sure, but it seems like the other eyes have formed with eye sockets of their own, albeit while bulging out of them like the normal pair, but again, we can’t know for sure.
At first I thought that the fish would be unable to absorb oxygen considering that several of the eyes seem to have grown over the the gills, but it’s possible that the eye growth would have spared at least the last gill slit, which would allow the fish to have water pass over their gills and absorb oxygen without the eyes completely compromising the fish’s ability to breathe. Gills are really good at absorbing oxygen and can function pretty well as long as water can pass through, so even if there's some difficulty, it's not as impossible as it seems.
Final words
So now we’re done with this round of fish! I’m not really sure what to put here, it’s not like there’s some scientific conclusion we can draw other than “these fish are fucked up”, which I’m sure you could draw just by looking at them, so I think I’ll just give my closing thoughts.
I really like Dredge. It’s a game which has a lot of great elements which make it fun and rewarding to explore, such as learning about the story and seeing the new fish designs that come with each area, especially as a student myself learning about the sea and the creatures that live there. Each of the designs are beautifully and carefully crafted to fit both sides of the game, and I love going over each one and learning more about both their eldritch, mutated forms with wild changes, and the real world biology that inspired them.
This is the first in a series that will be going over each catchable fish in the main game and the dlcs and analyzing their biology both as real world animals, and as little mutant monsters, and it would be wonderful to share this with anyone who is willing to listen to me ramble on about a horror fishing simulator and its wonderfully creepy inhabitants.
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taxkha · 6 months
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Is there a genre/story you want to do for your future webcomic?
I think your use of color is fantastic! Do you often rough in colors before finishing your lines? Was peeking at the wip you posted, and was curious about your process(👀👀👀)
my planned comic story, if I ever end up working on it, is gonna be fantasy, horror, tragedy! These three are my main characters:
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And Maheloas is currently getting a redesign because I want him to be more asymmetrical but jfc its hard. I'm capital S Struggling. And thank you so much! Hm my progress really depends on how serious I take the drawing I work on and how easy it is for me to draw in that moment! For example for that one og trilogy AA fanart I did recently I only did this very rough sketch here:
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and then I went into the lineart already without doing a clean sketch. Or I guess in this case my clean sketch is the lineart lol.
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So for this drawing I didnt do any color blocking at all!
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I then colored everything in. I usually just pick whatever color feels right so during this step I usually dont even fix much at all unless its super off. And then I start adding effect layers. For this one the amount of layers I put on top is very limited as I wasn't trying to do any crazy mood setting so this is what I did:
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I usually put a light beige color on top of my drawing and then try out various layer settings and copy and paste it and then I play around a little with gradient maps, this purple to orange one being my favourite. Then at the very end I add a paper like texture on top and put it on 50% soft light to get that grainy look. Since you asked about me doing the color blocking in my wip, I usually do that when I draw something that is more out of my comfort zone to establish the shapes or when my sketch is becoming too incomprehensible for me so I need something to tell things apart. I hope this was helpful and thank you for the interest in my progress! :]
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spigosaur · 9 months
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Hi!! What's your favorite hatchetverse character to draw?
Heyo! Thank you so much for the ask, I'm sorry it took me this long to answer it.
I actually haven't gotten around to drawing many hatchetfield characters yet because I've had very little time to draw at all lately. But the obvious answer for me would be any of the Lords in Black (especially Wiggly and Tinky just because they're my favourites). As somebody whose passion lies in designing characters myself, I just love how freely you can interprete their designs: they can be a very simple-shaped doll, a humanoid or an incomprehensible being of horror or anything in between.
For other characters, I love drawing Ted simply because he's my blorbo, who I'm thinking of all the time anyway, and while I feel similar about Wilbur Cross, I find it hard to balance the triple denim contrast-wise. Pete's hair looks fun to draw, and also, I need to draw Ziggs because I love their style.
I wish I had more to say about non-lib characters, but I simply haven't drawn them enough.
So here you have this random doodle of Wiggly and Tinky instead:
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earphone-jacks · 1 year
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My Hero Academia Class 1-A Music Headcanons
I've been catching up on the manga and thinking a lot about Jiro making a collaborative playlist to help her really connect with her classmates lately. Anyway,
Deku listens to soundtracks, like bombastic instrumentals from old superhero movies, and I like to think he enjoys some fantasy adventures too. He also likes J-rock, including some openings and endings from the anime. He's pretty open to recommendations no matter the genre, but generally prefers more mellow stuff to help him relax and study or just unwind after a long day, and tends to listen to the same small handful of his favourite songs anyway.
Bakugo listens to heavy metal, particularly extreme metal. He loves the blast beat drumming and harsh vocals. A lot of the lyrics are incomprehensible upon listening, but if you took the time to look some of them up, they'd give more insight to his more vulnerable side that he's too prideful to show. I also like the idea of him having a softer private playlist that nobody lives to speak of.
Ochako didn't really seek out new music on her own before high school and formed her taste mostly from the radio or recommendations from friends. She has a lot of fun going through the playlist and she's happy to listen to anything from bubbly J-pop to heavy metal. I think she'd be a big fan of Babymetal.
Iida also likes instrumentals for studying, but more classical, and with faster tempos that he can take his morning runs to as well, like allegro. Something like hardcore techno would be funny, maybe some sport anthems, and a few more mellow rock songs that he picked up from his brother for when he needs to cool down.
Todoroki was very isolated and had a really limited musical library before high school. He'd also just listen to some classical, traditional Japanese music, or whatever was on the radio, if anything at all. He later gravitates to edgy alternative rock, or anything with relatable lyrics that help him vent his emotions. I think he could use that.
Tokoyami likes goth, modern classical, anything mellow, dark and ethereal-sounding with poetic lyrics. His music is oddly calming and haunting at the same time. He doesn't like anything too loud or harsh-sounding, partially because it can excite Dark Shadow too much.
Tsuyu and Koda both listen to cozy movie soundtracks, like from Disney or Ghibli, folk, lo-fi, ambient nature sounds, anything grounding and soothing, or "cottagecore".
Momo listens to classical, traditional pop, or modern music with elements of either, like baroque/chamber pop.
Jiro is already confirmed to have a preference for rock, probably alternative rock, and punk. I'd like to think some metal as well, but she'll listen to almost any genre and has impeccable taste in everything. She was largely influenced by her parents, and maybe grandparents, so her library spans a few decades as well.
Mina and Toru both listen to upbeat J-pop, and I like to think one of them introduced the others to Little Glee Monster. Maybe some sappy or wistful love songs more in private. Mina also likes 70s pop, disco and hip-hop, the kind of music that just compells you to dance and sing at the top of your lungs, maybe some psychedelic space rock and sci-fi horror soundtracks.
Kirishima is also confirmed to like 80s rock, like Eikichi Yazawa and Tsuyoshi Nagabuchi. I'd also think he likes stuff from as far back as the 50/60s as well, since Yazawa is the closest thing to Elvis from Japan that I know of, and that he picks up some more modern hard rock and metal mostly from Bakugo and Tetsutetsu as well.
Kaminari and Mineta both listen to J-pop, mostly from female idols that they think are cute. Besides that, Kaminari likes pop rock/punk and a lot of English music, and seems to have formed a lot of his taste from whatever was popular on the radio or social media with the occasional unexpected banger. He also had a dubstep, Vocaloid and hyperpop phase.
Sero is almost as adventurous as Jiro with music. He has a talent for finding underrated indie bands, and songs in a few different languages as well.
Aoyama also listens to some classical, but more opera, as well as French pop, some disco and house that he can vogue to. It's mostly upbeat but there's some sad-sounding songs in there as well that the others can't translate.
Shoji doesn't have much to contribute, being a minimalist, but he generally likes the more mellow indie stuff. He can get overstimulated easily.
Sato and Ojiro both like upbeat stuff, and enjoy music more as background noise for training, or baking in Sato's case. I also think Sato would enjoy the girls' bubbly pop music, and Ojiro would like some traditional stuff. Idk man they're nothing characters
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thatmoththoth · 1 year
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Jon distortion go khihjgvjhkgcjg.
WARNING: the following image has body horror, bright colors, and themes of insanity.
The distortion of it was Micheal, but if Micheal was Jon and not Helen. (That makes sense right?) anyway the spiral is probably one of the scariest fears to me personally. It’s also one of my favourites because of just how incomprehensible 90% of it is lol. He no longer goes by Jonathan sims and exclusively goes by Jon because the spiral hates surnames or something idk.
You can find the prologue to the fic I’m working on relating to this here:
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ohnoitstbskyen · 2 years
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Reflecting on my work in 2022
As this official Hell Of A Year™ draws to a close, I guess it is appropriate to both reflect on what I've been doing this year, as well as do a bit of plugging for work which I am proud of.
So here's a list of some of the videos I made this year, along with some thoughts on their creation and how I feel about them, some self-criticism, some behind-the-scenes, and a little self-congratulation where it is appropriate.
I struggle somewhat with memory and a clear sense of time - to me, time is more of a continuous stream than a series of delineated moments. This is often frustrating - I get lost in it, and when I look back on a list of my work and activities, it is less an experience of "oh yeah, ha ha, that happened" and more of a "wait what do you mean that happened then? And before that other thing? But after that one? What the hell?"
Worst case scenario, it can be kinda distressing, honestly. It feels out of control, anxiety inducing, like I don't have a handle on my life.
... which is an absolutely fantastic tone to strike for a New Year's list of my favourite videos. 2023, woo!
The Boss Designs of Bloodborne Finale (February)
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It took me nearly three months after the penultimate episode of the series to finally put this video out. My The Boss Designs Of series is some of the best work I've ever created, at least I think so. It's certainly some of the most creatively fulfilling work I do, and some of the most challenging too.
I try to walk a line between providing a fresh perspective on the games I've played for the series, but not getting contrarian or off-the-wall just for the sake of it. With Bloodborne, I do think I managed some really good critical contributions to the readings of the game, like my reading of the Blood-starved Beast as a self-sacrificing martyr for the beast community of Old Yharnam, which was apparently quite novel, or my crackpot Parasite Theory of Bloodborne's madness.
And I do think I've gotten better and better at editing gameplay footage too, I think I've managed to learn a good balance between joke-edits and continuity and story editing. I always kinda fret on the one hand that the gameplay footage and my live commentary is too boring to stand on its own, and on the other hand that editing in too many jokes and gags would just be obnoxious and tedious to sit through.
The thing Bloodborne nails more than any other horror game I've seen is the sensation of the nightmare. And not just in its visuals or its monster designs or the surface storytelling, but in the push and pull between extremely specific imagery and story beats and complete ambiguity the moment you scratch at the surface. Bloodborne is on the one hand a fairly obvious story about the abuses of organized religion and unethical science, but then underneath that there's also this deep obsession with the violence done to women's bodies specifically, and how that violence spills out and caustically eats into the humanity of everyone who is complicit in it.
And then underneath that there's an exploration of birth trauma, where the Great Ones are parental figures as incomprehensible to the player as parents are to a newborn child, pushing you here and pulling you there and inflicting incomprehensible violations of your bodily autonomy out of apparent sympathy.
And underneath all of that... it's also about how cool it would be to transform into a werewolf, actually. The themes of self-creation and transformation and claiming monsterhood as self-empowerment are incredibly queer and especially apt for trans readings.
It all flows together in this soup of imagery and meaning that I cannot crystalize into a unifying Theory of Bloodborne, no definitive reading, no comprehensive hot take. Which is frustrating when you're trying to create a video essay, but infinitely compelling when trying to think about it.
I don't know that I managed to capture all of that in the The Boss Designs of Bloodborne finale, but I do know that I tried to, and I'm proud of that.
Melina, the Maiden - Boss Designs of Elden Ring #1 (March)
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Staying with The Boss Designs of, here's a video about which my feelings have become decidedly mixed. Not because of anything that is in the episode, mind you, but out of a certain disempowered bitterness I've developed about Elden Ring over the course of the year.
I cannot overstate how excited I was for Elden Ring, and how desperately I enjoyed finally getting to play it back in March. It's a brilliant game, an incredibly immersive world, and one which I badly want to return to.
... and then I didn't get to play the game for nine months. It was partly my own mistake - I tried recording an absolute ton of footage for episodes early, playing as much of the game as I could while it was still fresh, hoping to put out a lot of episodes of the series early while the game was fresh and Relevant In The Algorithm™, and also just out of sheer excitement. In so doing, though, I ended up shooting myself in the foot, because as I began to edit episodes together I also found myself feeling more and more distant from the experience of playing.
The pile of footage in front of me, begging to be converted into episodes, became a roadblock of work looming over me, a source of guilt and stress and frustration, that put extra stress on my mind every time I tried to make any other video and which stood between me and getting to play more of the game I have anticipated more than any other for years.
In 2023, I will get back to Elden Ring, I swear to god I will, but in the meantime I am quite happy with how the three episodes I've made of this series so far have turned out.
Also, the new intro song I commissioned from @trewatsonmusic absolutely slaps.
What's the deal with Zeri and Neon (June)
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My ambition for the What's the Deal videos has always been to expand them beyond League of Legends (and I have done videos on characters from other things), but being a YouTuber is also my job, and League of Legends is the moneymaking subject on my channel, at least for now.
Not that I resent that. For all that League deserves the criticism it gets, I still insist that it has one of the greatest casts of characters in modern gaming, underserved and ignored though most of them are by Riot Games. There's so much to talk about once you get even a little bit under the surface, and I do feel like I've been doing a better and better job at doing that in the What's the Deal videos over 2022. Zeri, for example, is a fantastic addition to the class warfare dynamics of Piltover and Zaun, especially in her conflict with Renata Glasc and the themes that could be explored through that conflict. And it's not lost of me the extent to which she was a direct response to the xenophobic attacks on Asian-Americans that have surged out of American politics in recent years, either. There is value to proclaiming that someone like Zeri belongs in the worlds of big pop culture institutions like League of Legends, even if (as always) it is the workers at Riot Games making that proclamation, and Riot Games Inc. allowing it because it serves their commercial goals.
I brought in Nickyboi for an assist on this one as well, which is something I want to do more. I want to do more collaboration. First of all because it's nice to offload work to someone else, but also because this job is fundamentally kind of lonely. I'm just a guy in his office making videos 99% of the time, and collaborating with a fellow creator feels like being part of a creative community in a way that solo work and shitposting at each other on Twitter simply doesn't.
And I am proud of the little fanfiction snippets I've started writing in the The Future segments. One of the points of the What's the Deal videos is to communicate to an audience why I'm excited about a character, why I feel like they're worth giving a shit about, and I think those fanfiction segments have done a better job at getting that across than almost all of my character design and animation chatter. Plus, it's nice to flex a bit of creative muscle in that way now and then.
Speaking of which, I still need to write that happier ending for Kai'sa and Taliyah, don't I? I have A Plan™ for that, it's just about finding the time to make it real...
The 15 Most Beautiful Splash Arts in League of Legends (September)
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This one is easily the biggest surprise of the year for me. In the latter half of 2022, I took quite a lot of sponsorships - first of all because they were offered (good lord there was a rush of them in August!), but also because I really wanted to save up and pay down debts.
One of the consequences of that was the extreme delay of Elden Ring, but another was that all of a sudden I had to get content out on a very set schedule. Most of my work is done on the steam of Whatever Catches My Creative Attention At The Time, but with a deadline hanging over my head, suddenly I had to find video ideas whether they presented themselves naturally or not.
I feared that a list-video would be a turn-off for my audience, I feared that it would be seen as shallow and tacky, like a 2010s Buzzfeed listicle. I feared that people just wouldn't be interested in the kind of art analysis I like to do, or would find it pretentious to seek meaning in what is - let's be real - commercial artwork meant to promote game cosmetics.
The benefit of a sponsorship is that the video has already made a profit, whether it does well or not, and I thought that in making this video, I was being self-indulgent and "ignoring" the desires of my audience.
Instead, it's one of the best performing videos ever on my channel, and people have cited it as a favorite among my videos quite a number of times.
Which was really... encouraging, honestly. I didn't expect it, but this video really did give me a confidence boost that the things I care about and find interesting do have an audience, even extra-nerdy rambling about League of Legends cosmetics.
Building a Better Soraka (September)
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Building a Better is a series title I sometimes regret a little bit, because no matter how much I try to explain in the videos themselves that there is no such thing as a perfect character design and that my revisions and ideas are not meant to be definitive in any way, I always get comments from people accusing me of declaring myself The God of Character Design and sitting in holy judgment over the work I'm critiquing.
To an extent, I guess that's unavoidable on the internet, but... maybe the series title was a bad gamble on that front.
I do stand by, though, that my designs have a reasonable argument that they are improvements over the originals. Arguments that can be interrogated and criticized, but valid, reasonaed arguments, not mere polemics.
Building a Better Soraka was an experiment in creating the series, as instead of working with a single artist to iterate on design improvements, I ended up commissioning more than a half dozen people for artwork and using different renditions to make my argument. It did hurt the coherency of the video a little, I feel, but it did open me up to a much more flexible way to produce videos like it in the future, which I'm happy with.
Plus, I really do like what I came up with here, and I adore the ways that @sabtherobot, @sinizade and @lekyrin executed my ideas and brought their own visions of the character. Soraka is a character who deserves a lot better than the basic design she's stuck with, and whose story can do so much more visually than Riot is willing to allow it to do.
"Not Without You" - the story of Nasus and Renekton (November)
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Of all the writing I did this year, this is by far what I am most proud of.
The video itself did not perform very well, nor did I expect it to, but the reactions I saw from the audience on this piece... yeah. That filled a very hungry part of my heart, I'm not gonna lie.
Writing a novel is a life ambition for me, as it is for many people. Actually writing it is a lot more elusive, though, in part because I struggle to feel confidence that my writing would ever hold up to the scrutiny of an audience. I struggle to feel that I would ever be able to connect emotionally with people, that I would be able to make what I feel sensible through writing.
This story proved that I can. Not to a big audience, perhaps, and I certainly don't have any delusions of genius or grandeur. I do not ever expect to be a famous or fêted writer, nor an important one. But... I do feel like with this story, I proved that I can at least be a competent one, which is frankly all I want.
And Nasus and Renekton were grateful subjects, too. Their story is naturally deeply emotional, albeit strangled by Riot's chronic indifference towards their most compelling narratives, and a lot of what I ended up exploring in there did come from a very genuine place in myself. It was nice to touch that part of my soul, and make something out of it, even if it's only silly fanfiction for a silly video game.
I am cautiously optimistic about 2023
Looking back over the videos I made this year, while I have a lot of work that I am proud of, I also see a lot of videos that I think I made less out of a desire to make them and more out of a fear of not making them. Videos that I made because I felt like the audience expected it, because the algorithm demanded it, because rent is always coming due and I am petrified of ever being broke again.
This is normal and natural, it is to some extent just the nature of the creative process under a capitalist market system where your work must always have some sort of price tag. But... I don't want to keep doing it. If I have an ambition for 2023, it is to make more of the videos I want to make, more videos that I only I can make. To give myself a little bit of a break and ease up on the self-recrimination and stress.
I have so many projects I want to get to, and being in my 30s I am becoming more and more conscious that while I (hopefully) have something like twice my current lifetime left to create the things I want, time is a finite resource, and spending it trying to please a website algorithm probably won't do me that much good in the end.
Anyway, some other things I did which I am quite proud of:
Played through God of War: Ragnarök while telling stories about the mythology of my childhood.
Ran around the world of Eorzea, accompanied by some of the funniest, silliest and most generous FFXIV players a man could dream of.
Finished a Pokémon HeartGold Nuzlocke with possibly the most nerve-wracking finish I have ever had to a Pokémon game
Reviewed every single Gen 1 Pokémon
Finished Great Ace Attorney Chronicles 1, probably the let's play with the most voice acting I have ever done. Some of it is even good!
If you've read this far, thank you so much for your time, your attention, your interest and your indulgence. Your 2023 be a good year, and may the tides of history wash gently over us all.
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honourablejester · 11 months
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On the topic of wizard character concepts, a slightly older idea of mine, stemming from the discussion of the various schools and what it might say about a wizard to consciously choose them. Specifically, the idea that people might think that abjuration wizards are cowards for clinging to the most protective aspects of magic.
Which, in my head, combined with the idea of tiefling virtue names, and a very traumatised tiefling who named themselves Craven, in the deep conviction that yes, they are a coward.
And, if you’re going to have a traumatised character, you go to Van Richten’s Guide to Ravenloft and give them the Haunted One background. And not just because it’s one of my favourites, but because, since we’re a wizard, as in a bookish nerd, there’s a pre-made harrowing event that traumatised the hell of us right there: “You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.”
So. Our little baby tiefling wizard read a bad book, a bad book that fully scarred them for life and turned their hair literally white, and ever since then they’ve devoted their studies to the magic of protection, and renamed themselves in the full and sincere belief that they’re a coward. I am picturing a rail-thin hollow-eyed nerd literally hugging their spellbook for protection.
But why would a traumatised and self-professed coward go adventuring? Because they saw horrors, vast, incomprehensible horrors, and they know their pathetic magic right now wouldn’t stop a hair of it. If it can’t stop a goblin arrow, it sure as hell can’t stop an eldritch thing from beyond the stars. So they need to improve their magic, and the only way to improve defensive magic is to, well, defend. Plus. All their wards and libraries wouldn’t stop what they saw either. Sometimes the best defence is a good offence, or at the very least entails acquiring enough specific information to create targeted defence. Such as finding and preventing the access point from opening, for example.
I kind of want the book they read to be the work of a scholar afflicted by an allip. They didn’t get far enough into it to actually contract the allip’s curse and become one, but they came damn close. Hence why there was some actual physical transformation as a result. The hair-turns-white-with-shock thing is an old trope, but an enjoyable one, and I want it.
(Look, allips are one of my favourite creatures, they’re cool, shattered traumatised undead who discovered secrets man was not meant to know, and who are desperately trying to share that hideous knowledge to relieve themselves of its burden).
I think we’ll take Eldritch Adept somewhere down the line, for Armour of Shadows or possibly Devil’s Sight. And I’m flipflopping between Glasya and Levistus tiefling, because I think Armour of Agathys might also be a part of their heritage they cling to, but Invisibility would also be tempting for them. (I would love if a DM let my tiefling’s innate spells act like the ones from the updated races, as in I could have them be INT based and also cast them with spell slots. If that was the case, I feel like definitely Levistus tiefling).
So you have this patient, methodical, high-strung, twitchy, deeply traumatised scholar who has self-loathing embedded directly in their core, doggedly out here rattling and shuddering their way through the terror because there’s worse terrors waiting and they’ve got to be ready for them.
Yes, I have a type, why do you ask?
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andmaybegayer · 8 months
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Last Monday of the Week 2024-01-29
Sometimes you forget how to use a computer. It's fine it'll come back.
Listening: TERRORTORIES is so good. It took me a while to come around on MiSLeD but it's so worth it. They are having so much fun with it. Here's Real Boy and also Five Less Fingers for good measure.
Reading: Finished Not the End of the World by Hannah Ritchie. Worthwhile if you haven't spent a lot of time looking at hard numbers on climate and sustainability topics, it covers a lot of good ground, like getting reasonable proportions on plastic waste in the oceans, land use for various use cases, drivers of particulate pollution, all without being very defeatist or too triumphant.
Started on Calvino's Invisible Cities. because that feels appropriate.
Watching: Started Mobile Suit Gundam because I figure it would help me make sense of Friends at the Table and I did not realize how much F@TT directly apes Gundam specifically.
This show does not fuck around, from the memes I assumed it was more subtle with the horrors of war but nah. The gundam is firing the war is bad missile directly at you. What if you were driven to instrumentalize yourself as a tool of war.
Also Legend of the Roller Blade Seven at Bad Movie Night which is truly the worst movie we've ever had at Bad Movie Night, utterly incomprehensible in a bad way, don't watch it, not worth it.
Playing: More Dark Souls, entered Blighttown after clearing the Gaping Dragon. So far so smooth but blighttown seems like it might be a difficulty spike, although I have a lot of upgrades I haven't made yet.
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Making: @thosearentcrimes hit me up for some photography and I am always down for that, here's a couple of my favourites:
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Tools and Equipment: The best $20 you can spend on kitchen knives is getting one you already have sharpened by a real professional.
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peterstamatin · 9 months
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The Beginner’s Guide to The Void
(by caspiancomic)
The Void is my favourite game that I’ve never played.
Released in 2008 under the name Tension, it’s the second major release from Russian studio Ice-Pick Lodge, following 2005′s Pathologic. If you are familiar with this foreign indie art game, you are probably full to bursting already with indie gamer snob cred, but I implore you to help yourself to a bit more. If you’ve gone so far as to play it, you’ve got more snob cred than even I, so congratulations on that. For those of you interested in experiencing it, which will hopefully be all of you, it is available to PC users on Steam, but for the rest of you, I recommend CannibalK9′s spectacular Let’s Play.
Let me repay my debts right away. In this essay, I hope to open your eyes to some of the thematic through lines of The Void, encourage you to experience the game yourself, suggest that in the future you think more fully and deeply about the thematic core of your chosen games, and maybe expose you to a beautiful, little understood, and criminally under appreciated diamond of a video game. But if all I accomplished with this essay was CannibalK9 reading it and learning how much his LP affected my ability to read and appreciate games, media generally, and life, I would still consider it an unqualified success. CannibalK9 speaks beautifully, a trait I admire in others and seek to cultivate in myself, and he has a great deal of knowledge and wisdom regarding this game. Many if not all of my own ideas are indebted to his observations of and reflections on the game. If you know him, or are in contact with him, send him this way. I’d love a chance to thank him for everything he’s done for me.
And before we get down to it properly, one last thing. Ice-Pick Lodge is, at the time of writing, running a Kickstarter to fund their next game, called Knock-Knock. If you’re a fan of either The Void specifically, or atmospheric horror games generally, I’d highly recommend chucking them a few bucks. They’re only looking for a modest $30 000 to fund the game, and even a tiny donation gets you access to the finished game, so please do go check that out.
But enough sentiment for now, eh? Let’s get down to it.
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Once, when asked what Neon Genesis Evangelion is about, I cherished the opportunity to glibly respond with “everything.” It’s an answer that only makes sense to those already familiar with the series, and as such, was completely unhelpful to the person who asked me. But I maintain that it’s true. On a textual level, of course, Evangelion is about children who pilot giant robots to fight against alien invaders. But thematically, Evangelion is about religion, death, parent/child relationships (and as an extension, God/creation relationships), sex, puberty, loneliness, identity, free will, science, and basically anything you care to name. The Void is similarly weighted with thematic theses. The primary difference is that even on a strictly textual level, The Void is borderline incomprehensible, particularly on a virgin playthrough.
Still, that’s all just stage setting. I’m here to provide as in-depth an analysis as I can manage for a couple of The Void’s thematic hearts. Like Evangelion, The Void has a lot to say, and it says it quietly and clearly. For the purposes of this essay, I will be examining The Void’s relationship with death and the afterlife, and feminism and patriarchy.
But first, crib notes! The Void is dense with information, and I’m going to be referring to characters and concepts by their names from now on. The section that follows is more comprehensive than a “Beginner’s Guide to The Void” probably should be, but nowhere near an all-encompassing overview of the game. Some of the elements of the game that are not of importance for the discussion to follow- like glyphs, the presence and role of predators, etc- have been excluded from this explanation to keep the focus tight and the length tolerable. Also, where multiple characters give conflicting information on a topic (which happens all the time in this game), I’ve either attempted to include all the information, or focus on whichever version of events ended up being most true.
It features what you might call spoilers, but in order to progress through this discussion it’s important that we all know the characters and terms I’m about to discuss. So if you’re hellbent on a blind playthrough (the best way to play, according to CannibalK9), go play the game and come back when you’re done, the essay will still be here. As for the rest of us, let’s dive on in.
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How do you feel? Dizzy? Overwhelmed? Confused? Well, believe me, it only gets worse. This information is presented gradually, obliquely, and resentfully by multiple characters all whispering different lies and half-truths in your ear over the entire game. Detangling this particular Gordian Knot has taken a lot of careful examination and consideration of the game’s glut of information. Even so, I am 100% open to the idea that I have misinterpreted or otherwise misunderstood some element of the game and its mythology. Necessarily, any summary of the events of the game is going to involve some conjecture, a bit of artistic interpretation, and your own interpretation may differ from my own. This is as close as I could come to the “truth” about this game, but the beautiful thing about The Void is that finding your own truth amid the cacophony is one of the most satisfying facets of the story. If the above summary doesn’t mesh with your interpretation of the events of the game, I’d love to hear about it. Otherwise, definition of terms aside, we can now jump into an examination of the thematic undercurrents of the game.
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The world of The Void is married to death. The first character you meet, the melancholic Nameless Sister, is called Sister Death by her siblings. Throughout your journey, when you are approaching death, it will be Sister Death who warns you. Towards the end of the game, Sister Death will also make the ultimate sacrifice: she rips out her final heart and surrenders the last of her Colour to you to aid you on your quest. This act of generosity deeply disturbs the Sisters and Brothers, and I don’t mind telling you it deeply disturbed me. The characters of the game were shocked because “giving” in this world is either impossible or taboo, depending on who you ask. I was shocked because I didn’t realize until her sacrifice how much I really cared for Sister Death, and how much she obviously cared for me.
But for all Sister Death does to keep you alive, it is implied from the very beginning that our character is dead already. The Sisters, or at least Sister Death seem to believe you fell into the Void from above, while the Brothers insist you came up from below. Brother Triumphator insists that the Guest is “not alive, he’s quite dead.” In any case, Master Colour makes it perfectly clear (if his word can really be taken on the subject) that the only way to travel between Limits is to die. In the final leg of the game, Master Colour will also tell you that you are the soul of the Void- that you are the reason the Void is dead. Should that be true, you would be the wandering spirit of the well and truly deceased Sleeper, and therefor quite dead indeed. No matter how you cut it, the Guest is almost certainly dead, as the accounts of the various factions of the game only disagree in this respect on where you came from.
In spite of your posthumous nature, the threat of death still looms large over The Void. The sprigs of Colour you harvest to survive will periodically tell you that “there is no death in the Void.” This is, of course, patently untrue. Sister Death warns you early that beneath the Void is the Nightmare, the realm of Absolute Death. Should your hearts empty, you will sink into the Nightmare. In addition to this, Brothers can be killed in combat, and Sisters can be cannibalized with Aya’s Vampire glyph. At the end of the game, you will allow a Sister ascend, and if Colour is to be believed, travelling up to a new Limit requires death in the current one. As if that wasn’t enough, it’s made unambiguously clear that one Sister will ascend to the detriment of her siblings: everybody but the selected Sister, including the player character, must die for her to reach Breakthrough.
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When we examine these elements of The Void’s mythology, then, we can reach a conclusion about its thesis regarding not only the afterlife, but life. Let’s sum up. In The Void, reality is described as being like a chain of Limits, one above the other, travelling up infinitely high, but with a definite bottom in the Nightmare. Travelling between Limits is only possible upon death, and the deceased will either travel down, or with a great deal of effort and sacrifice, up. The Brothers, nightmarish creatures themselves who believe yourself to be one of them, and believe you ascended to the Void from the Nightmare, refer to the Void as Paradise. The Sisters, beautiful human women in appearance, aspire either secretly or obviously to reach Breakthrough and ascend. Sister Ole and Sister Yani, the uppermost Sisters in the Void, occupy chambers almost uncannily similar to the Limit above, and Sister Yani even claims she has been there. From these elements we can draw the conclusion that afterlife and life are, essentially, one and the same.
What we perceive as the world of the living is merely our own Limit, and upon death our spirit will either sink into the Limit below, which we will perceive as either a purgatory like the Void or a kind of hell like the Nightmare, or we will travel up, to what we might call Paradise. The Void suggests that there is no after life: only life.
There is, however, an interesting caveat to that unique interpretation of the after life. The chain of Limits has a bottom, the Nightmare, which we could call Hell, but it is infinitely tall. The Brothers (who, it is my belief, ascended to the Void from the Nightmare) refer to the Void as Paradise, in spite of the fact that to our eyes it is miserably bleak. From this we can infer that the Limit above our own would be perceived as a Paradise. In fact, ascending a Sister with the Rite of Devotio is said to create a world “for” or “from” that Sister- a world both created from and perfectly suiting the ascended soul. This is all evidence that the Limit above our own is equivalent to the concept of Heaven. But, the chain of Limits is infinitely tall- meaning that “Paradise” is, essentially, relative.
In a couple of ways this is sort of depressing. First, it implies that something approximating “perfection” can never be achieved. Sister Aya refers to Breakthrough as “creating a life from mere existence”, but no matter how high you manage to ascend, you will never reach a sort of “Absolute Life” to counterbalance the Nightmare’s Absolute Death. The second way this chain of Limits can be interpreted negatively is the implication that there is a Hell, but no Heaven. The Nightmare is a very real and definitive dead end on the chain of Limits, but no such finish line exists at the top of the chain. This means traditional western concepts of Heaven- perfect happiness, tranquility, peace, and togetherness with God- simply do not exist in the world of The Void.
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And yet in spite of this, I personally can’t help but interpret this positively. Consider it a facet of my- to borrow a phrase from CannibalK9- “gratingly optimistic” personality. For a start, as an atheist the idea of Heaven isn’t compatible with my belief system. But more than that, the idea of a final resting place in which souls spend the rest of time in perfect harmonious bliss is not in keeping with the tone of The Void. The Void is about struggle- tension, if you like- and it values hard work and dedication above all things. The idea of struggling your entire life to make the world around you a better place, and being rewarded with a higher Limit to work your craft on, is much more appealing to me than a kind of winner’s circle in which spirits congratulate themselves for the rest of eternity.
In his Let’s Play, CannibalK9 makes an inspired comparison between the infinitely tall chain of Limits and creative pursuits: you can always improve, but never perfect, your given craft. Perfection is dull. Everything interesting in life comes from tension, from learning, practicing, struggling, trying, failing, and succeeding. Why should the after life sanitize the most rewarding elements of life? In the cosmogony of The Void, there is no resting on laurels, no pats on the back, and no air of self congratulation. The end of every life represents a new opportunity to improve yourself and the world around you. How often have you looked back at your own life in abject embarrassment, wishing you knew then what you know now? Have you ever looked at something you wrote or drew several years ago and been repulsed by your own inexperience? Are you haunted by the time you were cruel or inconsiderate to someone who trusted you? Did reckless mistakes you made when you were younger have a disproportionately strong effect on the course your life took? In The Void, the end of every life represents an opportunity to approach the whole ordeal again with more and better wisdom, inspiration, trust, intelligence, and kindness. Consider it a New Game Plus mode for life. How many people here would prefer that option to an eternity spent strumming on a harp?
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You might think it’s strange that a game in which a host of powerful male characters protect and repress a sorority of helpless little girls could be considered feminist. Is it possible for a game in which women are literally bound, have no power except their beauty, and depend on a male spirit for sustenance, could have a healthy and sympathetic tone for women? What are we to think of a game in which the only female characters are forced to provocatively pose and strip in exchange for the substance they need to live, like a gentleman’s club where the dancers beg for food stamps? Well, it’s my opinion that this game has deep, strong feminist themes in its very DNA.
When feminism and video games enter the same conversation, more often than not attention is drawn to female characters with strength and conviction. Well, no, when feminism and video games mix more often the result is entitled children throwing their toys out of the crib and making fools of themselves. But in the more civilized corners of the internet (they do exist), great attention is payed to Lara Croft, Jade, Samus- the girls who kick ass and take names. And rightly so- a woman who can accomplish any task a man can and doesn’t make a big thing out of it is commendable progress in an industry that is overwhelmingly male-dominated.
However, while these characters and games are great examples of feminist game icons, I think they all fall into the same category: feminist power fantasies. There’s nothing wrong with a good feminist power fantasy, of course, but it’s only a single facet of what could be a much larger jewel. The Void has a more subtle, more literary feminist streak. It’s my belief that The Void can be very satisfyingly read as an allegory for modern feminism- a woman’s eye view of life amidst the patriarchy.
The Void’s gender politics are extremely obvious, and impossible to ignore. The Brothers and the Sisters have gendered names even as factions. They are totally segregated by gender, and the Brothers are the exclusive wielders of all the power there is to be had in the Void. With the exceptions of Echo and Aya, the sisters are prisoners in their chambers, each one both guarded and dominated by their respective Brother. Even those ostensibly “liberated” sisters are only free to move about the Void at the behest of the Brothers. In other words, the women in this game are utterly repressed by the men. This isn’t a coincidence- the singularly male ruling class keeping the female population in their place is a literal manifestation of the concept of the patriarchy, silently handicapping women to benefit a small ruling class exclusively composed of men.
Although women in video games being attractive by traditional standards is nothing new, the way the Sisters’ loveliness contrasts with the monstrousness of the Brothers is significant. Divorced from its here strictly physical manifestation, The Void seems to suggest in this way that all women are beautiful (intelligent, courageous, selfless, inquisitive, creative, etc) while all men are ugly (vain, egocentric, hypocritical, self-righteous, pompous, and so forth). This is an extremely strong stance to take, and contrary to the opinions of many a Youtube comments section feminists do not believe that women are superior to men, and certainly not to the degree seemingly hypothesized by The Void. But, The Void does not strive to create an allegory representative of the real world, remember. The Void represents the patriarchy as viewed through the lens of its female victims.
As long as we keep this in mind, the loveliness of the Sisters and the striking grotesqueness of the Brothers will make more thematic sense. Through this lens, many of the character decisions made by Ice-Pick Lodge will come into focus. For example, the fact that the Brothers consider themselves the infallible champions of the Sisters, or that the Brothers consider the Sisters somehow dangerous or threatening, or even that the Sisters resent rather than fear their Brothers. Using this interpretation we can also make sense of the seemingly problematic concept of the Sisters being unable to free themselves: one of the core tenets of a functioning patriarchy is that it is a system in which women are powerless, subservient, and subordinate. If the Sisters were capable of fighting the Brothers themselves, The Void would cross over into the above mentioned “feminist power fantasy”, and would not be representative of a “pure” patriarchy. In order to represent an airtight allegorical representation of the patriarchy, the female characters are necessarily powerless.
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There are two factions still to incorporate into this formula, though: Colour, and the Guest. Colour is certainly a masculine presence, and Colour in The Void is representative of power. The patriarchy is so entrenched in the Void that the very voice of “power” is male, and what’s more, power itself desires to remain exclusively in the hands of men. In the final leg of the game, Colour begins speaking to Golden Eyes constantly and aggressively. Although Colour introduces the player to the concept of Breakthrough, and teaches you that this rite ought to be performed on a Sister, as the game progresses Colour at first suggests, and then demands with increasing annoyance, that Golden Eyes perform the Rite of Devotio on himself. It is never suggested that a Brother could achieve Breakthrough- although they are explicitly referred to as being able to “take”, they consider Nerva to be poisonous- so Colour’s only option for keeping power in male hands is to ascend through his male vessel, the Spirit.
The final piece in this particular puzzle is the Guest. The Guest is by all accounts outwardly male. He has a masculine body when you view his hearts, and he spends much of the game successfully disguising himself as a Brother. However, the Guest lacks many of the qualities The Void associates with masculinity. He doesn’t speak, which contrasts him with the Brothers and their interminable self-righteous tirades. He also, strikingly, lacks genitals. Don’t dismiss this as censorship or authorial restraint either: any one of the Sisters will stand as naked as a newborn should you unlock all her hearts, and all their sex organs are clearly visible. In these ways The Void differentiates between a character who is a pillar of the oppressive patriarchy- the Brothers and Colour- and a character who is simply male.
But why is the Spirit male at all? The suggestion to me seems to be that overthrowing the patriarchy and creating a society in which women are truly considered equal to men is the responsibility of everybody, including men. In the Void, Colour is power. In a power-unbalanced society, evening the odds requires the empowered party to sacrifice power to the powerless party. The relationship between the Guest and the Sisters is collaborative- it represents men willingly and happily draining their own privilege and power and offering it to women. With this interpretation, it makes one male character offering power to women under the disapproving gaze of ten empowered men that much more significant: according to The Void, the power equalization between men and women is going to come slowly, from a dedicated minority of male feminist allies, and is going to be met with outrage and violence from the vast majority of men.
This makes Master Colour’s description of the barriers between Limits as a “glass ceiling” much more meaningful. By willfully surrendering his own power to a woman, against the wishes of the ruling patriarchy, the Spirit allows a Sister to literally break the so-called glass ceiling, and ascend to a position above that of even the Brothers. Now that we accept that it is the responsibility of men and women both to overthrow the patriarchy, we can make more sense of the Spirit’s systematic elimination of the Brothers. The Void’s contention is that for women to truly ascend, feminist men need to not only empower women, but actively destroy the patriarchal elements in their society and themselves. The Guest- the male feminist- literally destroys the patriarchy in his quest to empower a Sister.
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Finally, the ultimate goal of The Void is coloured, if you will, with feminist (or at the very least, feminine) themes. The Rite of Devotio will allow one Sister to ascend to the Upper Limit- creating life from mere existence. This is tantamount to a kind of birth. If the Upper Limit is where true “life” occurs, then the Void is not only an afterlife, but prelife. You could call the Void a kind of womb, in which there exists the possibility for many different lives, but only one can be chosen. Even the concept of the Void- vacant, hollow, accepting- is symbolically vaginal. The layout and design of the Void even echoes the appearance of a uterus, fallopian tubes, and ovaries. The Sisters in their chambers could be said to be unfertilized eggs. In this analogy, then, Colour becomes seminal. It’s the substance used to fertilize a Sister so that she can ascend to the Upper Limit to be born. After all, in order to perform Breakthrough, the Spirit must reach a state of Turgor- turgidity, the opposite of flaccidity, being the state of tissue that has become rigid with the absorption of fluid. In other words, for humans, an erection. In this light, try not to think too hard about the fact that the oldest Sister is nineteen.
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Well, that represents just about the sum total of my most concrete theories regarding The Void. The Void is a spectacularly nourishing experience, and I had to trim away several potential avenues of thematic exploration to save on space and time. In the future, I may return to The Void, and use it as a jumping board to discuss art, love (platonic, familial, romantic, sexual, it’s all there in some form or another, and every player will have a different reaction to every Sister), religion, truth and lies, how we define ourselves against those around us… essentially any topic you care to mention can be meaningfully addressed using the language of The Void. For today, though, I hope I’ve managed to enrich your understanding of this and all games, the way CannibalK9 nourished my own understanding of this and all games. Once again, I’d like to implore you to check out Ice-Pick Lodge’s Kickstarter, and for any PC users, don’t forget that The Void is available on Steam. If you good folks have something to add about The Void (and anybody who has experienced it must have something to say about it), whether you’re building on or tearing down something I’ve said above or you’d like to pursue your own avenue of thought, please feel free to drop a comment, or even contact me personally. I could discuss this game to the end of time, so it certainly wouldn’t be an imposition.
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