The second he realizes Donna is upset and panicking because they were suddenly taken away from Rose and god knows where in the universe, he took her and kissed her hand and held it against his hearts as he looked into her eyes and promised to get her home. He is comforting her and grounding her. Fourteen really is able to show so much more physical affection and vulnerability. So much more of the love he has in him. He's able to be there for Donna as a friend in a way the Doctor has struggled to do all his life. (x)
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Most straight relationships in media: “Even though there's no development and no chemistry and we don't look like we love each other that much we'll date because we're straight and that's what we're supposed to do. Right??”
Most queer relationships in media: “If saving you is a sin, I'll gladly become a sinner.” — “Dying together also included a ‘together’.” — “You changed my destiny from the moment we touched.” — “I would know him in death, at the end of the world.” — “The hero and the warrior were like the sun and the moon...”
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Sae Niijima is such a good character it drives me insane a little. She's not a mother nor a maternal or doting older sister but instead a twenty four year old who was thrown into a position of responsibility that she never asked for. She loves Makoto just as much as she resents her and its so apparent every time they talk up until November. "Are you studying?" (I want you to do well) (I need you to get a job and stop making my life harder) "I'll use any method necessary to get this promotion" (Life will be easier for us) (So stop distracting me with your problems) "Focus on your future" (I know that you're capable) (I can't afford to waste my time on you, so stop wasting time on others)
Makoto is not only the sole reason she pushes as hard as she does for a promotion, for success, and the reason that she loses herself in her animosity over her fathers death, but also someone she can't stand for so long. Makoto was 14-15 when their father died. Sae was 21. As soon as she got the career she wanted and things started to look up, her stability was robbed from her and she was disillusioned with the system that her father had taught her to rely on and completely adhere to. How do you manage, the daughter of a cop, following his footsteps towards law enforcement, when you're suddenly reminded of how unfair it is? You can't quit, your little sister relies on you and she's so young and struggling just as badly with this grief. So you pick yourself up and you get moving again. You push harder, press further. You abandon your morals and your ethics because punishing criminals (guilty or not) is almost like punishing the man who killed your father.
And the whole time she's fighting for promotions, going for drinks with the SIU Director to make herself more favourable for promotions, trying to navigate being a woman in a competitive, suffocating, male-dominated field, falling behind despite doing so much where others are promoted for doing so little - all the while your little sister comes back from school and her biggest issues are so small compared to yours.
Persona 5 revolves so heavily around grief and loss and change and Sae embodies all of that so well, all of the sharp and unpleasant and jagged parts of grief.
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percabeth angst post-Tartarus will always have my heart. the fics where when they apart, they go borderline batshit crazy? phenominal. because yeah you fall into hell with someone and they become your reminder of all that is good, so there absence feels like hell. the fics where one of them has a nightmare and the other is the only one to bring them out of it? top tier. because yeah the sound of the other's voice is enough to remind them that on their darkest nights there is light in the world, so of course they respond like one soul calling out to its other half. these two will be the end of me. just know that.
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Y'know, I think I figured out why the Hells still feel like a new low-level party to me, even though they're level 13 and almost 100 episodes in.
I don't quite think it's the lack of conversations, or the fact half the party's plot hooks are big ties to past campaigns - though that definitely plays a part.
... Bell's Hells still primarily rely on quest givers.
Most of their goals are given to them and do not feel organic to the party, and constantly remind us that the Hells are pretty much never the most powerful people in the room. Which is usually something you see with a low-level party.
NPCs offering jobs is not a bad thing; it's a very common plot hook. Matt has been extremely skilled with using NPC quest givers in those two campaigns. Not only do they provide an obvious plot thread, but they can put the party in the path of others (say, the Nein running into the Iron Shepherds while doing a job for the Gentleman and everything that came of that). And the Hells had a solid start with it too - Eshteross was an excellent quest giver!
The problem is that Bell's Hells have never really not had a quest giver.
Maybe it's a byproduct of the more plot-heavy structure of this campaign? But while prior parties have felt like they decided on their course of action and what they prioritized, Bell's Hells feels less like level 13 (13! Level 13!) experienced adventurers and more like an MMO group clicking on the exclamation point over an NPC's head. Where does the plot demand we go next? Who do we report back to?
They're level 13.
At level 13, Vox Machina had just defeated a necromantic city-state to clear their name and Percy's conscience. And, you know, the Conclave just destroyed Emon. No one was explicitly telling the group to gather Vestiges and save the world (though Matt guided them there), and they were usually among the most powerful people in the room. They chose which Vestiges to prioritize, which dragons to tackle when, even if the over-all plot was pretty clear.
At level 13, the Mighty Nein were celebrating Traveler Con (another PC goal, I'll note) after brokering peace between two nations, accidentally becoming pirates and heroes of the Dynasty. The Nein regularly chose what to do based on personal goals, not grand ones. Though definitely smaller fish than Vox Machina at this level, they were very independent and gaining solid political clout.
While we're at it: level 13 is one level lower than the Ring of Brass, who had a huge amount of sway over Avalir. They ended the world, and also saved it, while in the grand scheme of things being only a smidge more powerful than Bell's Hells are now.
Can you really see the Hells wielding that amount of influence, when they're constantly being told what to do next?
The god-eater might be unleashed, so Bell's Hells have no time to do anything but what is asked of them. No time for therapy unless stolen from Feywild time, no travel on foot and late-night watches. They haven't even had time to grieve FCG. Percy was grieved in the middle of the Conclave arc. Molly was grieved when half the party was still in irons.
Matt is in the very unfortunate spot of not being able to give the Hells the same agency as the other two parties. Not only because of the world-ending plot introduced so early on; they are surrounded by characters they know (and the cast knows) are stronger and wiser than them - the familiarity of the past PCs and NPCs is to their disadvantage.
Why would the party reasonably ignore Keyleth's task that will help save the world and go off on a romp? Why would the cast when they know well Keyleth has to be sensible and with the best intentions in mind? The stakes are just too high.
It means that the Hells still feel like they're running errands instead of pursuing their own destiny. Their accomplishments are diminished as just being parts of a to-do list, and any stakes feel padded by several level 20 PCs/NPCs standing 5 steps away ready to catch them.
This isn't Bell's Hell's fault, nor is it Matt's. It could be amended, I think, if the Hells are really left to their own devices for a long period of time without support and shortcuts (like during the party split)... which would be really tricky to pull off at this point in the campaign.
They're level 13. They're big fish, but they're stuck in a pond full of friendly sharks, so they don't feel big at all.
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