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#THIS IS SO TRUE i love my new comfort rpg
daze4all · 7 months
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High cloud quintet being a family & Controversy breeds Creativity
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High cloud quintet being a family [By @milcoco10]
love love this concept or found families in general~ Just some fluff to breakup my yandere thoughs
Side Note I'm Kind of Sad Jing Yuan is alone so he was probably the kid of the group who idolizes or crushes on one of older members like how Yanqing admires him present day
Have fic with disciple reader crushing on him
also working on a fic where he has a childhood reader who stays with him after abundance war events when teh rets of quintet splits up
Jing Yuan is totally my comfort character
More on Jingliu x Baiheng relationship in Jingliu's Story Quest Spoilers sorta ahead mostly trying to sort out the lore and bit confused
Warning: Honkai Star Rail Lore Rant, Spoilers, & Controversy breeds Creativity
Also I'm honestly kind of confused, about jingliu's quest and the community what the hell happened? When I played stuff was so subtle did they fix it? but the wiki says very different stuff....
Spoilers for Jingliu's quest and how I make it work in my head form what rumors I heard to piece stuff together
To start with I think Baiheng x Jing Liu & Yingxing x Dan Feng still is the cuter couple
Mihoyo was Trying to make Baiheng like Guizhong
I think they were trying to make Baiheng like Guizhong in Genshin Impact is to zhongli .
Like this couple doesn't count cuz she dead
BaiHeng is a bit mary sue with her death as there were not many direct leaks using her name and her reveal was too sudden
In contrast guizhong made it work by slow lore leaks that used her name such as guizhongs tablets, guzhongs ballista and her making the the memory of dust but th emysteyr on her personaility and not knowing exactly how her death played out until later in the game which is till a bit mysterious at the reveal .
Baiheng like Guizhong who was made out to mysterious but was probably the peppy and optimistic glue of the group of high cloud quintets that fell apart when she died like the yaksha in genshin.
2. About the beloved referring to Baiheng:
Jingliu X Baiheng Support
Jingliu quest is mostly abot Baiheng becuase she was the beloved couple that loved her heavily hinted
china doesnt recoginze homosexuality so they change it to Dan Heng
also the heng in both thier name does that mean there related or somthing? kinda left field unless they tried to subtlely remake guizhong x zhongli situation but it failed
3. Still l think Baiheng reborn as Bailu is cool concept
Pretty much so quintet could be together again
Also I personally find family closer than ppl you date cuz often you can cut them off when relationship ends but not a close fried or family
So Dan Feng could’ve revived Baiheng  as friend as close as found family and glue that kept them all together and Blade helped thus becoming immortal himself by mistake isnt too far fetched. Though more romantic if it was blade being revived
Biologically speaking though someone had to be the surrogate? or egg donor as there vihadyra egg bailu was born or do they magically appear when somone dies and reincarnate?
Honestly with that lore in jingliu quest I'm not sure what is true or not if some of this is fake news to stoke fans but hey controversy breed creativity:
and hey wrote renfeng kid crack story to cheer ppl up before all this
Though I was writing a more serious one about the kid being raised on the loufu as Jing Yuan's discple coming up or maybe not if it's that controversial idk if ppl will read it now.
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It's time for matchup! Sorry my English, it's not my native language.
Sexuality: demisexual and pansexual
Gender: genderfluid
Personality:
I often become the voice of reason in situations where everyone around is too emotional and acting impulsively. I also take a calm and thoughtful approach to problems and try to think about and analyze them neutrally and without unnecessary emotions. This quality helps me help someone find a solution to their problems, or at least support them emotionally. I have a high thirst for justice and I have a moderate empathy for others, and I can take action to help someone. I am careful not to open up to people right away, but study them well before doing so (although this has a negative side in the form of my extreme distrust, but I will write about this later). Despite my laziness, I can be full of inspiration and enthusiasm for things that interest me and very quickly learn something related to the subject of my interest, or direct my enthusiasm in a positive direction. I have a courage and independence, which I "charge" others with. I also have a sense of humor that my friends like (although not everyone likes my sense of humor). I am caring and attentive to those who are dear to me, and I try to act for their comfort. Loyalty to those I care about is also my strong point. I consider myself an optimist, but I also take into account the real facts.
People quite often really annoying me with their emotionality and a lot of different misconceptions that are in their minds (I deal with this very often, unfortunately). Against this background, I often look down on those around me, although I do not show it. This sounds a bit hypocritical against the background of the fact that irritability and short temper are also my traits that I (sometimes) find difficult to control. I have very big problems with trust, it's not easy for me to open up to others. I rarely show my real emotions, even to those with whom I am close, and try to appear calm. Another problem is my laziness and procrastination. I'm very sarcastic with people I don't like, or when I'm just in a very bad mood. I also have moments of low self-confidence. And finally, sometimes I get jealous.
My life and mind are very chaotic - I have a habit of changing plans quickly, and for this reason I try not to make plans even for the next day.
I don't notice social signals well and sometimes don't understand whether some people's emotions are true or not and what certain hints mean (people need to tell me directly what they think or feel, otherwise I probably won't understand and guess it).
Love Language: words of affirmation and physical touch. I can tell my mate a lot and often how much I love them, reminding them of this more often, I try to come up with pleasant affectionate nicknames, and I realy like praise them! I can compliment their positive traits to cheer them up and boost their self-esteem. Usually my affectionate nicknames are words that I associate with this person in a good way. I also often hug my mate and stroke them. I really like hugging. I have no problem with showing affection in public, and I even like to do it.
Likes: coffee, spicy food, video games (I mostly like RPG), science fiction and fantasy (books, movies, cartoons, anime, video games - it doesn't matter), astronomy, psychology, birds, reptiles, dinosaurs, dragons (my favorite kind of mythical creatures, although dragons are now very diverse and unusual in popular culture), cold weather, night, winter, unusual inventions (it's even funny - when I see some real person or character succeeding in creating some technologies and inventions, I immediately feel an interest in them and their inventions), new discoveries in science
Dislikes: hot weather, bright sun and light, stinging insects, people who are too fanatical and confident in their rightness, yandere (I really don't understand why everyone loves this type of character so much)
Hobbies: I am good at writing texts and composing stories, I like to come up with the plots of my stories and make their text pleasant to read. I also like to draw, but it's harder for me than writing. In drawing, I prefer to use a technique, that is, a drawing tablet with a screen, rather than paper and pencils. I also like to spend time playing video games and reading books or watching some movies and anime (my favorite genres are related to fantasy and science fiction… And when it comes to video games, I prefer RPG). I also like to study things related to my interests - astronomy, psychology, birds, reptiles.
Aesthetic/Style/Overall Vibe: I'm not quite sure what that means… well, I prefer a combination of several colors, usually black with some other color (for example, blue) in clothes, if that's what it's about. Did I understand correctly what this means?
Character preferences: Characters I DO NOT want to be paired with: Valentino (I really hate him), Adam, Lute (I won't be able to get along with them), Niffty.
a/n: Just a note, what I meant by ‘Aesthetic/Style/Overall Vibe’ was like clothing style - It helps me imagine ya a lot better y’know?
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Husk
Due to your short-temper, but also your factual mindset, I think Husk would be a good fit for you. You both have similar traits and similar ways of thinking, and despite the fact that both of you have some pretty shitty trust issues, you both know that you can trust eachother.
Husk admires your creativity when it comes to literature and art in general, though, he doesn’t necessarily understand most aspects of it, he does think it’s sorta endearing that you have things your proud to do and show off, y’know?
I can see Husk being into words of affirmation, as he’s not really afraid to say it how it is, and he doesn’t really have shame in saying that he loves you. Husk isn’t too into the public part in PDA, not that he’s not affectionate in public, simply he just doesn’t see a reason to be, nonetheless, best believe he’s awfully cuddly behind closed doors, he’s a cat after all!
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Runner-Ups: Charlie, Lucifer, Cherri Bomb
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@the-soul-of-a-morningstar : please do not copy, repost or translate onto any other platform.
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shepherds-of-haven · 2 years
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lena pls feel free to ignore this because it is very off topic but i don’t know any gamer gamers and i’ve seen you and other tumblr people talk about those games where you make choices and romance various aliens and do you have to shoot the video game gun good to play those?? my gaming skills are on the level of pokemon or nancy drew for example but i would like to kiss aliens too !!
Hi anon, it's no problem at all, I love to talk games! So I sort of separate the games I like to play out into two categories:
RPGs with choices
Choice-based games
"RPGs with choices" are what you've probably seen me talking about on here, like Bioware's Mass Effect (the one where you get to kiss aliens) and Dragon Age (the one where you get to kiss, like, elves and mages and etc.) or Spiders's Greedfall. These are some of my favorite games in existence, so I can't not urge people to play them as soon as humanly possible, because the stories, characters, and choices are absolutely fantastic; but these do contain real-time combat elements! So for Mass Effect, for example, you will need to aim and shoot things in between wooing your crewmates, and you do run around fighting enemies you encounter on missions. I'm not really good at shooting things, by any means, and you can play these on an easy difficulty, but if your level of comfort is more turn-based, this is something to know heading into it! Same goes for Dragon Age and Greedfall: you do have to fight things, but taking it slow and playing on the lowest difficulty might be less intimidating for you! Maybe look them up on YouTube to get a feel of the gameplay first!
Honorable mention here is BioWare's oldest game, Knights of the Old Republic, which is set in the Star Wars universe and features a kind of turn-based combat, though it takes some getting used to if you're used to things like Pokemon. However, there aren't really romance "options" (if you play a female character, for example, you have one male romance option, and if you play as a male, the reverse is true), and a brand-new remake was recently announced, so it might be worth waiting for that, since the old version does have some bugs unless you download some mods!
If turn-based games like Pokemon are more your speed, I'd recommend trying out games in my second category, which are more casual, typically more "choice-based," and not reliant on real-time combat at all. Among these are:
TellTale Games - all of the ones I've played from TellTale have featured excellent storytelling, and their gameplay style is all about making choices and investigating things via point-and-click (so I guess pretty similar to Nancy Drew), so there's no combat or anything like that (you do have to make some choices quickly, though). These feature less overt romance, though some titles do have it and let you choose between romantic interests for your character! I'd recommend their Walking Dead games or The Wolf Among Us to start out with!
Life is Strange - yes to romance options and yes to point-and-click gameplay! I definitely recommend starting with the original, which I believe just had a new remastered version come out. I haven't played Life is Strange 2 or Before the Storm (the prequel to the first game), but I also adored the latest entry in the series, Life is Strange: True Colors! However, like the TellTale games, these do have you play a set protagonist, not a customizable one where you get to choose your name and gender, etc.
Honorable mentions specifically for you:
Fire Emblem - if you haven't given the Fire Emblem series a try, I'd recommend it, particularly the latest and greatest entry, Fire Emblem: Three Houses! There are less choices to be made here (you get to choose what house you join in the latest one, which greatly diverges the story you experience, and things like who you want to spend time with; but there's less dialogue or story-altering choices like in the other games), and it features turn-based combat just like Pokemon. There are so many options to romance (and even matchmake between other characters as well!) in these titles that it will make your head spin. Gender-choice protagonists and the ability to romance/pair up characters started with Fire Emblem: Awakening, I'm pretty sure, so you could start with that one; Fire Emblem: Fates (not as good imo); or try out the most recent and richest title, Three Houses!
Persona - like Fire Emblem, this is not an actual "choice-based" game in the same sense of the others, but there is a large cast of romanceable options, a brilliant story and world, and turn-based combat very similar to Pokemon. And you do get to choose how to spend your time and make little dialogue choices, and there are different endings to each story as well! However, if playing as a female or male protagonist is important to you, only Persona 3 Portable has that option, and you'll have to wait to play that one when it's released on Steam on January 19th!
Honorable mentions in this category also include Supermassive's games like The Quarry and Until Dawn. These are horror-based games, though, but are all point-and-click choice-based games that do feature some romance/flirtation, though you switch between different (preset) character perspectives to help see these relationships through (or ruin them, it's up to you). Best played with other people for maximum effect!
Hopefully that helps you out, anon! And if anyone has any other suggestions to throw in there, feel free!
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glasyasbutch · 2 days
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What Gets Left Behind (D&D Homework Week 1)
After James D'Amato's RPG Character Backstory Guide.
The last piece of Break that Day has left is the remains of her god piece. The shard of bone chipped off from the dead god's fossilized body that every Aegis gets implanted in them to bring their clay to life, and provide their magic, and link them to their past memories, and to the consciousness of every other Aegis.
The problem, of course, is that God may be infinite, but God's dead body is still a finite resource. Maybe they're not going to run out tomorrow, or soon, but they're going to run out eventually, and what happens then? The refusal of the Aegis to answer that question is what caused Day and Break to walk away the first time, and their stubborn refusal to acknowledge that Break had ever asked it is what caused Day to leave the second time.
A shattered god piece represents just about everything he found fault with in the Aegis, everything Break spent her life fighting against, which makes it all the more ironic that it's the only thing of hers that survived her destruction.
Former Flame
This object is related to a former passion. There was once something that moved you the way wealth, glory, or righteousness moves you now. Choose two five, then describe the detail in your own words: - I could not take this with me on the road. - My interest slowly waned over time until my heart had fully stolen away. - I could hold it in my hand and feel pride. - There were many in my life who smiled when they saw this. - Even now, I sometimes think of it during wistful nights. - This was crafted specifically for me with love. - I made this with my own hands.
"Her name, her full name, is 'Only once you break all earthly bond and dissolve into the astral sea shall you truly know god's fullness'. She went by many shortenings in the time I knew her. Earth, Bond, Sea, Full, True. Astral.
"Break.
"They were first created, the same as the rest of us, in a moment of pure divine desperation, by a god so angry at not being able to do anything that the earth itself rose up to enact His love for the mortal existence. They were created, the next five or so times, by His will as well. Struck down and melted into nothing but mud, only to reform in moments.
"After He was destroyed, we had to rely on each other for our creation. We took to building each other new forms each time one was lost, working together with careful eyes and hands to make sure all the details were just right. Whoever held them dearest would take the lead, their Sculptor. They had aid from the others, of course, we all cared a great deal for each other, and we'd spend a year working to get every last marking perfect. Then, on the final day, the ones among us with the steadiest hands would chip away a sliver of divinity from where he fell, sized to fit perfectly in your hand.
"We'd place it in their chest and stand by as the clay writhed and shuddered with new life, organs forming in the hollow chest cavity, blood pumping for the first time through empty veins, nerves exploding with sensation all at once. That was the most painful part, for them as well as their Sculptor, who would stand by and watch but know better than to touch them, as much as they might want to give comfort, as it might mar the clay that had not yet set.
"But it would pass. It would pass, and they would stand up and greet you with life in their chest again. You would know that you had done well when they smiled that same smile you'd been missing for a year and a day, and nothing had changed in a way that mattered.
"I sculpted her almost more times than I can remember, as she had sculpted me. Not every time, certainly not every time, but enough times that no one would challenge either of us for the role once we had claimed it. Hundreds of years of memories poured into her clay each time.
"She was everything to me - my mentor, my lover, my best friend, my protector, my partner, my guide, my creator, my creation. They were worth so much that I left our world with them, walked away from our demiplanar home and our life's work, just so that I would not have to leave their side.
"And there were no regrets in leaving. We found a new home, full of love and laughter even amongst the strife of adventure. Champion's Call, obviously. Everyone got along with her instantly, like she was meant to be there all along.
"Though my name is the one that evokes light, they were truly our beacon. Always the optimist, cool and calm against any threat, convincing the rest of us that we were going to fight and win and live through sheer will power. Outside of battle, the truest, kindest friend you could ask for. He was … our Break.
"She gave herself up for us, in the end. She stood between the planes so that we could all get out safe, running between two losing battlegrounds. They knew they could be rebuilt. They trusted me to remake them. And I did.
"But the things that allowed her to leave home the first time were … not quite so in this new form, and time had altered a few key factors in the social situation as well. So when I stepped back to rejoin my friends in retirement, she chose to remain behind."
Day sits for this interview, one of the few they ever managed to get pinned down for, formally describing their relationship with Break to some young and curious reporter with a notepad. It's uncomfortable, mostly because he's not used to this kind of attention the way the rest of the Call were. They all had the year after the planar split where they were hounded by people like this (and other, far less respectful ones) to get used to the questions and scrutiny. But Day had been doing as he described, a year and a day in the Aegis home plane, and only now was he facing the effects of his fame.
It feels strange to answer these questions, baring open the secrets of the Aegis. But then again, they've been around for hundreds of years, the legend is nothing new, and it's not like he's shared any details that people didn't already know at some point or another. Hopefully, he can end up correcting some of the truly egregious bits of misinformation out there.
Everything they say is all very formal, very planned (they sat down with Kez to practice their interview voice all of yesterday), just enough to make this reporter think they're getting the whole story. Just enough omission that they don't know where to ask the kind of prying questions that will really hurt to hear.
She fiddles with something in her hand as she talks, turning it over and over and over and over to keep calm. It looks like a stone, perhaps. Off white, rubbed smooth and shiny with wear. Sized perfectly to fit in her hand.
The reporter had eyed it when he slipped it out of his pocket before they sat down, but hadn't asked anything outright. "Just a worry stone," Day had told them, to keep them from getting curious later. "I'm not used to fame quite yet, still get anxious doing things like this - off the record, of course." This last bit said with a coy grin on Kez's advice, to imply that they're already quite comfortable, giving away perhaps a few extra details, so the reporter wouldn't feel the need to press for any.
"And I assume you miss her?" the reporter asks, eyes flitting up from their notepad for the first time in several minutes.
"You would assume correctly," Day answers, squeezing the item in her hand so tight it threatens to leave permanent marks in the clay of her palm. "Though, of course, I understand why she had to stay. And time has helped close the wound, at least part of the way."
"Do you think you'll ever see her again? That she'll leave - or that you'll return home?"
"Perhaps," and it's everything he can do not to shatter it, but he doesn't, he can't, it's all he has left of her. "I doubt she'll leave, but I may go back. Not any time soon though, I've got plenty of years still to keep the rest of the Call company out here before I go anywhere. And who's to say what will happen in those years to change my plans. We've already got one little one to see grow up, and I wouldn't be surprised if there were more soon."
Mention Callie getting pregnant if you need to change the subject, Kez had said. They'll drink that shit up like it's elvish firewine.
As promised, the reporter's eyebrows raise. "Are you implying the Edlynne family is expecting a second child?"
"No, no, not yet - at least as far as I'm aware." Day laughs, casually. The item is back to being turned, gently, between their fingers. "I'm just saying, Arthur and Callie have only fallen more in love in their retirement. Anything could happen."
The rest of the interview floats by, mostly questions about what it felt like to talk to a god as someone who was a direct creation of a god (intimidating, still), and whether they've visited any of the now-missing planes in any of their lifetimes (about half of them), and who in the Call would win at charades (Kez, not because of skill, but because of stubborn rules lawyering).
The interviewer stands up to shake their hand, Day returns the favor, and then quickly ducks out of the room, leaving them alone to gather their things in the parlor of Kez's tower. She's waiting for Day just up the stairs, arms ready for a hug that Day practically falls into. There's no tears, but there is a heaviness to it, enough that Kez has to guide them over to a chair and settle down across Day's lap, or else she wouldn't have been able to hold on to him.
"Why does it hurt so much to talk about?" Day mutters into their shoulder.
"Because it was everything, and now it's over." Kez's tone is soft, despite the matter-of-factness of their words. They've already had this conversation, several times, it's not like Day needs to hear the message. Just their voice.
"How on earth did you sit through so many of those things without losing it?"
"I was on WAYYYYYYY more drugs than you are right now, Daisy. Or drunk. Or both. Do you want something?"
"No. Maybe. No. … Later." Day repositions her head, unburying her face from his shoulder, turning sideways to press her cheek to his chest. She can hear his heartbeat, steady, strong, alive. "Can we just sit here for a bit?"
"Of course," Kez murmurs, pressing a kiss to the top of Day's head before threading a hand into their hair, keeping their head close.
They lightly squash and reform the locs beneath their fingertips, methodically working one of the more mold-able areas of clay in that way Day's always found calming. He hums contentedly, almost on cue. The godpiece is still in his hand, slung around Kez's back and resting near their hip.
He starts turning it over again, spinning with the same rhythm as Kez's fingers in his hair. He knows there's nothing there, really, but he can swear he feels a bit of energy sparking through it, into his hand. For a moment, just a moment, he can pretend all three of them are in one room again.
.
.
Broken Shackle
Before your life on the road, you suffered a persistent dread that you would end up condemned to a life of unnoticed misery. You were reminded of this fear every time you touched this object. Roll a d6 or choose, then describe the detail in your own words: - This was part of a profession you are glad to have escaped. - It was a way for society to punish what it did not understand. - Every detail whispers the dark promise of tedium. - Its delicate features make your strong hands feel ugly and unworthy. - It looked old and broken before you ever touched it and it looks much the same now. - This was given to you by someone with love in their eyes and pride in their heart.
The second to last look that Break ever held on her face was fear.
Fear that it would all be for nothing, that their little family would be torn apart if Thorn and Kez couldn't scramble through fast enough, that the cracks she could already feel climbing up her arms as she baked in the radiation of the space between planes would give out too soon and the rift would collapse and something devastating would happen.
Fear that she would not be strong enough to commit herself to this.
But that look faded quick enough, as she manged to stretch her hand out and yank Thorn through the portal, collapsing under the weight now borne on only one shattering arm.
They were all safe, she had kept them safe, she had kept the world safe. The planes were going to rip apart, and she was not going to get out in this last half a second, but that didn't matter in the slightest. She could see them all standing together, staring at her, in various stages of horror as they figured out what was happening.
Don't worry, she wants to say, but there isn't time. It doesn't hurt, she promises. I know what I'm doing, she thinks.
I chose this. I chose you. Every day I chose you, and I would never not choose you.
Do you believe me? I need you to believe me.
Everything I feel for you, it's written in my heart, in my core. If it's the last thing I do, I will give it to you, to make sure you believe me.
It's here, in my chest, Day put it there years ago. It's under my sternum. I can feel the cracks forming. The air's already hitting it, three inches deep.
Someone catch it, when I go.
Take it, hold it, feel it, so you know how much I cared for you, what I would have done for you, how I would have stood here crumbling for a thousand years for you, if it came to it. Take it and know, and let those sad, scared looks fall off your faces.
Don't worry. It doesn't hurt. I know what I'm doing.
I chose this. I chose you.
The last look Break ever held on her face was love.
.
.
Ghostly Comfort
Even if you despised your former life, there was at least one bright spot. What purpose did this serve? Choose one, then describe the detail in your own words: - It helped me sleep. - It reminded me of those I have lost. - It was a glimmer of beauty lost in ugliness. - It eased my pain.
They were in love until they weren't, because Day became too different of a person in the aftermath to feel those feelings the way he used to, they way they were expecting him to, like nothing had changed. He could fall back into the routine easy enough for a moment, a day, a week. But it was never going to be permanent. It was never going to be the way it used to be.
In the years since, you have tried unsuccessfully to recreate what you derived from this object. Write about the moment when you decided to discard your most recent attempt.
He tried pretty recently to reconnect, then ended up scrapping it and throwing it away: https://glasyasbutch.tumblr.com/post/748899769588596736/findings-in-the-waste-paper-basket-of-a-particular
Alternate answer, he tried pretty recently to reconnect, then ended up scrapping it and throwing it away:
"It really made me realize something, Kez, and you need to hear it. But you're going to hate it, so it's a good thing I'm telling you now, because I'm about to walk out that door and leave so you can get mad and strawman me as much as you need until you really process what I said to you ..."
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iheartchv · 3 months
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Hello there! if it isn't too much trouble may I request a romantic cod matchup please if you're still doing them and aren't swamped already? I'm Hal, my pronouns are She/They, I am 21 years old, 176cm or 5'9 height wise, and I tend to dress in a dark academia aesthetic, mainly with skirts fills and high heels cause I enjoy the power trip I get when I am over 6'3. I have chin length auburn hair (that does a very nice swirl thing like Mrs Incredible it makes me so happy), gray-green eyes, freckles, glasses and a slender hourglass figure. I would describe myself as a very sarcastic person who loves to make jokes (often the immature 'thats what she said' kind), and someone who likes to do fun fantasy escapism type activities (going to renfaire, playing DnD and RPG video games,etc.(I highly recommend the mass effect trilogy)). Peoples impressions of me range from cute and quiet to a straight up golden retriever. I am a pretty sedentary homebody most of the time though I can be more outgoing and confident when I am with people I know and usually they are some brand of weirdo or nerd (theater, Gamer, etc.) I also draw, make/alter clothes, learn about historical fashion, cook, and watch true crime. I have my issues, mainly with forgetfulness, anxiety, etc. making me a lowkey doomsday prepper because better safe than sorry, but I have always been the romantic daydreaming type and over time I have matured and am tired of new historical events making me more and more tired, I just want to find my person to do all of the things good, bad, easy, and hard with. I just want to make a home with them and be in their world. My love language is words of affirmation and acts of service.
🤔 I match you with...
Kyle "Gaz" Garrick 🚁
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Gaz would be your match
He's the nerd of TF141
He would totally love to play DnD with you
Video games, comics, anything with pop culture, you name it
You and him could talk for hours on end about different video games, theories surrounding any game/comic lore, etc.
He'd feel so comfortable around you, and he would give that same vibe back to you, letting you know that you can be yourself around him
When you wear your heels, and tower a little over him, he'd only playfully scoff and roll his eyes
As he got to know you, and spend time with you, Gaz couldn't help but feel like he was falling for you
He'd notice any little detail on detail
The corners of your lips when you smiled, the way the sun light reflected off your eyes and streamed in your hair
He wants to tell you you're the most kindest, gorgeous girl he's ever seen
One day he gathers the courage to tell you how he felt for you
"I care about you... a lot. And I can't stop thinking about you... I like you."
"As in 'like' like?"
"Yeah..."
You both would be blushing, looking away and feeling nervous
But as soon as your eyes met, your hearts seemed to beat in sync...
... and you share a soft, sweet, and romantic kiss
He holds your hands in his and gives the your fingers and knuckles gentlemanly kisses
Gaz will tell you everyday that he loves you, and that you're beautiful, you're gorgeous, and you're so perfect
Ask him to do something for you and he will
Through the laughs and good times you've shared, he never thought he'd find the one for him, who was his best friend
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pikespendragon67 · 6 months
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And Now, The Long Awaited "Pikes Check-up" Fall 2023 Edition!!
Decided to make it a habit to type out my current interests/progress in life in case I find it difficult to jump into conversations with friends
Let's begin, shall we?
Current Life Events
It's been over a month and I still haven't had my annual review at work so if I don't get it by the end of December I may go nuts. Need to either get a better position in this firm, get better payment, or probably find a job somewhere else because wow working 8 hours (which is essentially 10 due to traveling & 1 hour lunch break) is not worth $20 an hour [i'm in CA so that's like barely above minimum wage & i gotta keep other expenses in mind].
On that note, I do have an interview for a state job next Friday (though I hope my coworkers/supervisor don't find it odd that I dress as usual on casual Fridays) and I keep getting calls from legal recruiters, so that's a good sign. Might try a probate firm since I enjoyed being a loan signing agent.
Brother and sister-in-law are hosting Thanksgiving this year! This will be the first time in decades where my parents don't host (and even then, it's mainly just a few family friends instead of actual blood relatives when they host. Think the last time I've been to a family Thanksgiving was when I was 7?) I get to properly meet my niece-in-law instead of just seeing her at the wedding. Sadly no nephews-in-law, so I might need to cut back on the gaming talk
Next party event for me is White Elephant with IRL friends, then for Chrimbus my parents & I are gonna go see my godparents for a week. Finally a week vacation (I need better hours too OTL)
With every passing day I think of gender being wonky so hopefully one day (when I'm financially stable to be on my own comfortably and without the fear of losing things) I can figure it out. Right now I'm thinking of using Bishop as a secondary online name but we'll see if that sticks.
Possibly maybe could go to Japan in April? Mom said she's organizing an event with my brother's old high school and she might be able to get my dad & me to join. Though I'd be a complete weeb, so I feel like I'd be rude to folks in Japan, I'd still love to go.
What I'm Playing
As much as I love Sea of Stars, I was getting antsy to play something else. (Especially when I heard the requirements for the true ending). SO, I decided to swap over to Digimon Survive since my brother got it for me for Chrimbus last year. I would've played it at launch but of course Xenoblade 3 came out at the same time and then I got lost playing Pokemon Scarlet then Hi-Fi Rush then Octopath 2 then replaying 999 then Ghost Trick then Sea of Stars-
But yeah I'm loving the character writing so far in Survive (I'm on part 3 most likely going to end with the moral ending) and the Digivolutions keep me on my toes. I don't think there's a branching system like in the Zero Escape franchise/AI The Somnium Files, so I'm not sure if I'll do a repeat playthrough. Gameplay itself has an isometric camera like FF Tactics so it can be a bit wonky placing your units to attack enemies. Plus I like how this game actually tells me what path I'm taking (hint hint Triangle Strategy before New Game+)
I also just got Super Mario RPG but the timing for action commands feels off? I press when the exclamation point appears but apparently I have to wait for the attack to actually connect. Weird
Then for games I'm watching through LPs because of time/funds/my wrists being god awful so it's hard to play games, I just finished watching Judgment and I think Yakuza Like a Dragon still holds the award for the game that made me cry the most but damn this also had good moments.
I'm also now watching P5 Tacticia (might get it if I can get used to Xcom gameplay) and man I can really make a babygirl meter based on the older dudes in P5 (going from Kasukabe to Sojiro probably)
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New PFP that I've named Hattagan c:
Finally, man I might want to sell my PS5 despite it being my graduation gift from 2021. It's uncomfortable to play it with my current chair (as I like to usually play games lying down to help my back), and with me working full-time now, it's difficult to find motivation to play when I get back home. I'd need to connect to my work's Wi-Fi to take advantage of remote play, unfortunately. And while I could get a longer USB cord to keep the controller charged or get a bean bag or something, my room's way too small for that configuring & I'd have to keep unplugging the console when we clean every other week. Most of the games I want to play are already on Steam and are playable on the Deck, so I might use that instead. (Though I pray Ghost of Tsushima and Gravity Rush 2 get ported, then Yakuzas 4-6 are made playable for Deck).
Current Collection Wants So Far
Ever since I've garnered my own funds, I've made a habit of collecting fan things. It usually boils down to plushies (mostly Pokemon, but now favorite characters as well), games to collect (currently Switch, GBA, DS, 3DS, and Vita since I'm not really playing my PS5 for PS4 games anymore), Fire Emblem Cipher cards, and now DVDs for series/movies I like because I can't trust streaming services these days. Don't know if I'll be able to do Pokemon cards because I just collect for art & characters I like. Plus with how the Paul brothers ruined that market, I'd prefer to not dip my toes in that. When I get my own place, hopefully I can get other consoles to collect for. (Also I'm not planning on getting everything; mainly just games that pique my interest).
What I'm Watching
Last week, I saw the new Digimon 02 movie dubbed. Glad that Davis, Veemon/Ken, and Hawkmon reprised their roles. The only real issue I had was Armadillomon having the Stitch voice instead of the usual Texan accent. Other than that, Digimon's movies has this weird air of trying to market to nostalgic fans by telling them to move on from Digimon. I get folks didn't like the ending of the original 02 for shipping reasons, but the DigiDestined still had their Digimon as adults so I think it's a bit mean to say adults can't have Digimon or that they should stop having them. On that note, I felt like the "villain" could've been more terrifying if they actually showed how messed it up it was. (Like you're expecting me to believe it created Diaboromon just by it saying it watched the events on TV?)
So along with me nearly finishing Scott Pilgrim Takes Off (just have 2 episodes left since I decided to binge last night), here's what I'm watching in the fall 2023 anime season
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needless to say i am going insane so i'll at least give some highlights
Paradox Live: I got into the series for Saimon back before the anime came out (I think it was a few months before Buraikan were officially revealed?) and wow the songs are great. You might've noticed me posting some of the groups like TCW, AKYR, etc. So far the animation for the series is self is pretty good, though they're changing a few story beats from the audio dramas. Like man we're getting starved on AKYR content. In terms of my favs, they're Saimon, Haruomi, Hokusai, and Shiki with Anne getting an honorable mention as well
Undead Unluck: I love the fast-paced humor and animation. I think the director for the Monogatari series is working on this and it's paying off in spades.
I'm dreading next week's episode of Jujutsu Kaisen and I'm praying that when Hiromi's in the anime that he'll get a good casting for both sub and dub (my hopes are Akio Otsuka and Joe J. Thomas, but that's personal bias talking). If he ends up dying I might drop the series.
Black Jack appeared in episode 1 of Pluto and that got me so stoked. Like I know Black Jack and Astro Boy are both Tezuka, but still.
Everything else is great, mind you, but my mind can only process so much. I'm also hoping to see Boy & The Heron when it comes out because Robert Pattinson actually voice acts in it, so here's hoping he gets other opportunities like that.
I'll most likely edit this post to add some other things, but yeah, that's my current status atm!
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qichin · 5 months
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Some thoughts on my thoughts on Numenera
I'm going to try and sort out my thoughts here. I've been spending a lot of time thinking about Numenera, from my own sessions, to reading the books again and again, to reminiscing about the big era of D20 inspired designs. I absolutely love Numenera the setting, but I've never been able to warm up to Numenera the system for Numenera the setting.
Numenera, for those uninitiated, is an RPG by Monte Cook Games that came out in 2013. The hook is that you are playing on Earth, but 1 billion years in the future. The 8 (maybe) great civilizations that have come before manipulated and toyed with reality in a way that would seem like magic to us, and each of them left behind their devices and structures and changes to the world. In come the current humans, with no true understanding of any of these wondrous technological marvels - the numenera - and try to rediscover all this lost knowledge.
Let me be clear - Numenera the setting is brilliant. Monte Cook has proven back with Ptolus that he can worldbuild weird and wonderful settings, and this game is so full of strange ideas and mind-bending possibility that I'm itching to explore it.
Numenera is also a system, one that was later extracted and turned into the universal Cypher System, with lots of advice on how to run various genres with it. I like the Cypher System, I think it has a lot of great innovations and is light-weight enough for me to be comfortable with it. HOWEVER, more and more I have this nagging feeling that it's a bad fit for Numenera the setting. And I'm trying to figure out why.
So, I guess Part 1, What is the game about?
Part 1 - What is the game about?
On my journey in becoming a game designer, I had certain tenets drilled into me, mainly that if the game is about something, the game mechanics should help emphasize that the game is about that thing. This manifests in two basic questions asked at the beginning when nailing down a game's design goals:
What is the game about?
How is the game about that?
This is the basic approach I intuitively have whenever I read a new game and evaluate how it might play (and if I would enjoy it). So what do the answers look like here for Numenera?
Question 1 is simple, the game text itself tells us this explicitly: "The Ninth World is about discovering the wonders of the worlds that came before it," and "discovery is the soul Numenera". And on page 123 of Numenera Discovery, we get this entire section:
The core of gameplay in Numenera - the answer to the question "What do characters do in this game? - is "Discover new things or old things that are new again."
It doesn't get much clearer than this. "What do the characters do" is literally one of the questions to ask during ideation, and again and again the designers tell us that they want the game to be about discovering things.
So how is the game about that? It... kind of isn't. At least not mechanically. The only thing referencing discovery in a mechanical sense is that one of the two ways PCs gain experience points is through discoveries.
Then what does the game actually have?
Part 2 - The actual game itself
Many parts of the rules system are rightfully celebrated. The character system with its three parts ("I am a Clever Glaive who Rides the Lightning", "I am a Graceful Nano who Crafts Illusions") is beautifully evocative and makes for character titles that sound cool.
The core resolution mechanic of lowering task difficulty and the associated "casting from hit point" effort mechanic are a nice change of pace, if a bit fiddly at times. And GM intrusions are a superbly elegant way for the GM to influence the narrative while buying player trust.
And then of course there are the eponymous cyphers, bits of forgotten devices that nobody truly understands, and used in ways completely divorced from their original purpose (like using a laptop battery as an explosive). They inject a constant stream of weird into a game that's all about weird, and mechanically produce a rotating roster of new and varied character abilities that can be controlled by the GM.
That said, many levels of the game are confusing to me. From a high level perspective, Numenera attempts to be a more rules-light, rulings-not-rules kind of game that gives the group a core resolution mechanic which allows for some interesting gameplay decisions, and leave the rest up to the group to make up. Per se, this is not a problem.
I've played plenty of rules-light games that take a more "toolbox" approach (is that a term? I'm just going to use it as a term). That is, give everyone at the table a solid resolution mechanic, tips on how to apply it to different situations, and then let them have a go at it.
So there's a lack of guidance from the system in helping the players tell the types of stories the game is ostensibly about, and instead provides a hammer to hit every nail the GM puts in the players' way. But even with this view, something was still bugging me about the ruleset, but to see it, we have to delve deeper.
Part 3 - Ruling the mystery out of discovery
The problem comes when, delving deeper, details and individual crunch start to rear their head. For instance, the game uses abstracted distances (immediate, short, long), but then many of the cypher effects include very precise measurements for time, distance, weight etc.
Similarly, actions and tasks that players can perform are handled very loosely; the game features no fixed skill list, and "positive or friendly social interactions with other people" functions like a skill with mechanical bonuses. And yet, class abilities are rife with detailed conditions and/or effects.
It feels like a framework that is very vague, but with very specific rules once you actually choose to do anything.
And in a way, this is the biggest rub. The flavor of numenera keeps reinforcing how everything around the players is Weird StuffTM left behind by unimaginably advanced civilizations, and yet mechanically, it's function is explained so much detail that the mystique of it all vanishes. Just like someone explaining a joke or a magic trick, the game tears aside the curtain to show you the wizard behind it, and hopes you'll buy into the illusion anyway.
To say nothing of how the rules feel confused. This is reflected in the detailed-yet-not-actually-detailed-enough combat system, and the way the game tries to reassure you that it doesn't have to be about combat, and yet puts such a heavy emphasis on it with is character abilities, traits, and an entire class (of three) devoted to nothing else but fighting.
At this point, the game suddenly feels like a vague recipe that just tells you to do whatever, but all the ingredients are very precise in their usage. It has led to restrictive play with constant checking of details on both sides of the screen in my own sessions, completely counter to the premise and promise of the system as a whole.
It just feels so misplaced, I guess.
Part 4 - What now?
So what's the point of all this? This was mainly to sort through my thoughts on this game. I really love Numenera as a setting, but playing it with what is now the Cypher System never felt right. Writing all this is helping me see the parts I enjoy and the parts I don't.
And it'll likely lead to some form of homebrewing, adapting, or redesigning the game to fit my purposes, and with my thoughts more in order, I can go about that with a clearer direction and goal.
If you've stuck with me to here, thank you, and maybe you've gained a bit of insight into game design, specifically for Numenera. Don't let my thoughts dissuade you from trying this game. It's very beloved by many, and the setting is one of the most interesting I've ever come across.
Until next time.
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haladriel · 1 year
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Tagged by @iamstartraveller776 and @lazymeriadoc (thank you! 💕) to share 8 TV shows that hold a special place in my heart:
1. Sherlock (BBC) (2010-2017)
My first true TV and fandom love. Once wrote an essay on Sherlock as a visual text and ‘writing London’ for the viewer through its cinematography. (Because I knew it so well and my lecturer let me.)
2. The Hour (BBC) (2011-2012)
Ben Whishaw as a mid-century sardonic journalist at the dawn of British news broadcasting. Fifties aesthetic with charismatic characters and a dark espionage-esque streak. (Cancelled far before its time, but a masterpiece.)
3. Mad Men (2007-2015)
Character studies! All the character studies. Women front and centre. Mid-century social progress issues. Peggy Olson.
4. Life on Mars (UK) (2006-2007)
Psychological time-travelling police procedural in seventies Britain, ft. DI Sam Tyler and DCI Gene Hunt. British social issues and history with a flavour of the fourth wall and characters so real I feel like I know them. (Don’t believe the marketing, they’re all softies.)
5. Ashes to Ashes (2008-2010)
Sequel to Life on Mars. Like LoM, except it’s DI Alex Drake, the British pub has been usurped by a trattoria, there’s a statement checkerboard ceiling, and the music is addictively eighties. Emotionally charged: psychological, cosmological, philosophical. And all of the usual solving crimes and driving very fast and stuff.
6. The Lord of the Rings: the Rings of Power (2022-present)
In hand with my real-life RPG buddies and Zelda, responsible for the long overdue reminder that I love fantasy and swords and heroes and horsemanship. Etc etc etc. And obviously a good, complex character arc with a delicious moral conundrum. With a whole mythology I can delve head first into. The gift that keeps on giving.
7. Death in Paradise (2011-present)
My comfort watch. Patterned detective show under sunshine and reggae. Inexplicably incredibly popular in Germany and worldwide.
8. Thunderbirds (1965-1966, repeated in 90s)
I grew up on this. International Rescue. Honour, humanitarianism, family. Mid-century. Slow television, superfast aircraft. Tracy Island featured as a make on Blue Peter. (I still have the toys.)
No new tags from me, but anyone who fancies it please do!
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I’ve been feeling a little weird lately and seeking comfort, so I decided to go replay splat2′s story mode.
I don’t know if I’ve mentioned this, maybe briefly, but I didn’t play much of splat2 when it was active. I played a little bit of 1 when it came out, enough to fall in love with the concept but also enough to know it was for people much more mechanically skilled than me (a person who favored slow-paced sim games, turn-based RPGs, and point-and-click grindfests). I watched my housemate play 2 a bit but I couldn’t justify the purchase myself for something I figured I would terrible at. (I remember watching them play salmon run, and asking ‘wow, there’s a PvM co-op mode now?’ and thinking for a moment that maybe that would be less intimidating to learn, and then I saw a steel eel for the first time which was HORRIFIC, then watched them get completely swamped with with bosses and wipe, and decided .. no maybe not).
It was Splat3′s testfire, that I just so happened to hear about happening in a friends discord server, that happened to hit me at exactly the right time. I finally had a better job, was well on my way to healing from the trauma of my 11 years of working retail, and going through a bit of an inner renaissance, particularly getting in touch (possibly for the first time as an adult) with the true concept of play, the idea that playing didn’t have to have high stakes, that you don’t play to get a good grade in playing, you can just play to have fun and experience the thrill of intense situations in a setting where no actual danger is present.
I fell in love so quickly. I played the testfire every moment that I could and felt like I was finally, finally getting to enjoy this. In retrospect I was so bad at it-- I could barely swim up walls and I couldn’t even figure out how to use my special for the first several hours of gameplay and after trying out tons of weapons found that I was having the most luck using rollers and running over people (lol). But my skill level, for once, was something I wasn’t giving a single brain cell to worry about. I was just enjoying myself, celebrating every tiny victory and laughing at how many times I would just run off the map because I had so little spatial awareness. I won a 100x, I experienced my first squidparty, I did tricolors on attacking and felt intensely bonded with the random strangers I got partnered with. I was experiencing so many wonderful new things all at once and was absolutely euphoric.
And once the testfire was over, the emptiness it left behind left me so restless I thought I might start climbing walls. So to tide me over between then and release, I borrowed my housemate’s copy of splat2, figuring I could at least attempt story mode and learn the basics.
It was hard. Like really, really hard. I don’t... play these kinds of games. I could barely control where I was walking, I absolutely could not aim, I had zero confidence in jumping and missed even easy jumps routinely. I made it through by sheer stubbornness and force of will, running over and over through the same levels until I got lucky enough to get through them. Many levels I finished with a time of over half an hour, one at least 40 minutes, and that’s after lord knows how many failures. The last two kettles in the last zone nearly broke me. I actually cried tears of relief when I finally finished Platform Madhouse, shaking from the tension of making my final moves with the greatest precision and calculation that my clumsy and inexperienced hands could.
But... I did it, you know? And in doing so, I managed to prove to myself that I could do it-- that these kinds of games actually weren’t impossible for me, and that maybe, maybe I could overcome whatever other challenges awaited me in 3 and beyond, too.
Anyway, that’s way too much backstory to say that going back through the splat2 levels again was something of both a surreal and comforting experience. I went through them all in the span of a day, during a workday even, just playing in short intervals during breaks and lunchtime. Those last two kettles (minus octavio) were still the most difficult, but they didn’t take more than a few tries. It was satisfying to gracefully sail through so many of the levels that I struggled so painfully with less than a year ago. I’d say my confidence in making jumps has absolutely improved the most and is the thing I think has had the greatest impact on my ability to navigate the game-world in general.
I’ve been finally playing octo expansion too. A bit late maybe, but I think I had just really overhyped the difficulty in my mind and intimidated myself out of it. As it turns out, the main story is still very accessible, even to lower skill levels. You don’t have to actually complete most of the levels (or even play them) and even the points you pay to play you can go into debt with, so there’s never any real danger. You can skip levels after failing them enough times, so I think the only way you can actually get stuck might be the final segments. Granted, I’m still putting off going to the P R O M I S E D   L A N D until I have a long stretch of time for it (This is the same reason I still haven’t done After Alterna >>.., I just.. don’t have the sheer continuous amount of time to sit down and grind it out. I wish I could save states in these games so I don’t have to lose progress if I need to task-switch), so I might take this back, but so far that’s my impression.
And it’s been really enjoyable. I was happy to find there’s a ‘Who Caused The Big Bang’-style level that takes seconds to complete to make it easy to farm points (I keep wanting to call them power eggs when they’re not, lol). The levels on average are definitely more challenging than Alterna, but there are certainly several that I’d consider less challenging than Those Aren’t Birds and Target Town, and there are even some that Alterna practically made copies of (the one where you cut a shape out of boxes, for example).
That said, there have only been a few levels that I might say I breezed through-- they’re pretty challenging, but they don’t feel un-doable, and it’s so satisfying when you do overcome the challenges. It’s giving me an honest confidence boost to watch myself successfully take out a octosniper (my most feared enemy in my early days) with a charger (probably the weapon class I am weakest in) while balancing on a rotating platform (which were my absolute worst nightmare my first time going through splat2′s story mode). There’s still several levels I have to clear and some I haven’t even unlocked, but since they’re not keeping me from finishing the main storyline, I feel like I can just complete them as I feel up to it and there’s no reason to rush or get frustrated.
I love the levels where you just... play anarchy modes against octolings. Especially the one where you play rainmaker on manta maria-- tetras is a weapon option for that one and it’s quickly becoming one of my comfort levels in addition to just being good practice for firing the rainmaker. And I just love the entire vibe of everything-- much like Alterna there’s so much to see if you stop and look around, so many childhood-items floating in the sky, mixed with the music that gives me those vaporwave-esque feelings of nostalgia mixed with melancholy mixed with a feeling that’s somehow equally comforting and unsettling. And all that woven into these... weirdly juxtaposed grimdark/horror elements expressed with clown-like lightheartedness. It’s just a masterpiece of a setting and I’m so so glad I got the nerve to play this.
Splat2 in general has just been kind of a fun thing to mess around in with friends when we feel like a change of pace. Sometimes we do salmon run which is kind of awful without egg throws or squid-rolls, but we’re so low-rank that it’s still just kind of a chill experience.
I wouldn’t say I’m on a break from Splat3 anarchy because I keep intending to play it, and I know I’ll have fun with it, but then I get set up and sit down to do it and end up playing octo expansion instead. I think I may have low-key intimidated myself out of getting back into anarchy since I fell out of practice when I was out of town again; it feels like it takes me so long to get back into the swing of it and I take my losses a bit harder than I should. I tell myself octo expansion is good practice, and that’s not entirely untrue, but deep down I do know that the only thing that’s going to get me over my hesitance to play anarchy is playing anarchy.
But I guess at least if I’m going to put off addressing something I’m intimidated by, I’m glad I’m doing so by addressing something else I was previously intimidated by.
I’m really looking forward to Side Order now, especially since now I have the confidence that I’ll actually get to enjoy it along with everyone else and not get bogged down or walled off by being unable to complete basic things. I just feel a lot more capable, and it’s nice.
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undertale-data · 3 years
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[Image Description: An Undertale chat box that has “WHY FANS LOVE UNDERTALE” at its center. Next to it are a line chart and an Egg from the Dating Hub on its left, and a CRIME measurer (also from the Dating Hub) on its right. End I.D.]
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[Image Description: a pie chart titled, “LEVEL OF LOVE FOR UNDERTALE.” The textbox on the top right reads, “On a scale of 1 to 10, 1 being the least and 10 being the highest, how much do fans enjoy Undertale?” From the top going clockwise, 12 or 0% chose 5 and below; 23 or 1% chose 6; 98, or 4%, chose 7; 325, or 12%, chose 8; 529, or 20%, chose 9; and 1664, or 63%, chose 10. End I.D.]
It’s clear from all of the data analyzed so far that fans who took the time to answer our survey love Undertale. It is unlikely that they would have taken the time to answer so many questions if they had not, and even less likely that they would have come across our survey in the first place. Naturally, it comes as no surprise that 63% of our responders gave their love for Undertale a score of ten out of ten. 95% gave their love for Undertale a score of eight or higher, and only 12 responders responded with five or below, a number so small that their responses had to be lumped together to be visible on the pie chart. Of those, only 3 responders gave their love for Undertale a score of 1, and based on those responders’ other answers, it is likely that they were only intending to troll. We are very fortunate that the vast majority of responders took the survey seriously, enough so that responses like this are barely a blip in the data.
Now, for our final analysis post of the event, we will delve into the reasons that fans love Undertale so dearly.
(Essay and highlights under the cut.)
There have been countless essays on the impact that Undertale has had on people’s lives. I can hardly add more on the subject than what has already been said, but I hope this summary can provide a brief overview of what stood out among the over two thousand answers given in response to this survey. That said, due to the sheer volume of answers, I could not read every single one in depth—however, I did skim all of them, and some that stood out or were representative of several responses have been highlighted below. If you would like to see what every fan who consented to share their response had to say, you may view the full list of responses here. Note that these responses have not been edited in any way. This document may take a long time to load, as it is over 100 pages long.
(Warnings for mentions of suicidal thoughts in the following essay.)
Several responders loved the theme of choices mattering in Undertale. Whether people played the pacifist, merciless, or neutral routes, they enjoyed how the game reacted to their actions. For some, it even made them consider their own morality. One touching response explained the impact that the theme of mercy made on them. “I realized that Mercy isn't something that's given to those who deserve it. Flowey didn't deserve it. I don't deserve it myself. Shoot, we ALL need Mercy in our lives.” Many fans left similar comments about how the themes of Undertale made them better people.
Undertale changed how its fans treat others, and it also changed how fans treat themselves. The theme of staying determined and the messages of hope in the game were a light to a very large portion of fans. I cannot list all of the fans who said that Undertale helped them out of a dark place, or that they would not be alive if not for Undertale. “DETERMINATION became a metaphor for not killing myself at a really rough time in my life and I’ll always cherish that. Undertale isn’t afraid to go to really dark places but at the same time holds on so tight to its hope.”
Undertale brought fans together in unexpected ways. Some said they met friends or significant others through the fandom. “I wouldn't have met my now husband without Undertale,” one fan said. A different fan who is non-native English speaking mentioned that the game and the fan community helped them to learn English.
It would be impossible to discuss Undertale without mentioning the fan community. Whether for good or bad, many responders mentioned the fandom in their responses. Overall the feelings towards the fandom seem positive, though many made references to “toxic” parts of the fandom without specifying which parts they consider toxic. Others rejected the idea of toxicity in fandom. One response said: “[SLAMS FIST ON DESK] I KNOW MOST PEOPLE SAY THE FANDOM IS TOXIC AND CRINGE OR WHATEVER BUT OH MY GOD. The Undertale fandom, both the UTMV and the actual UT fandom, has been so much fun to be a part of. I've met countless friends because of our shared interest in something related to the game! The art people create can be breathtaking and so inspirational, and the fanfics are so so good!! I've seen people write incredible things for this fandom and it's what made me continue writing!”
One thing that makes the Undertale fandom unique is the way it embraces various AUs. Some fans are tired of AU content, but the majority of responses show a love for the creativity behind AUs. “Roll your eyes at the 50th AU Sans all you want, it's encouraging people to step outside the boundaries of fanart and pushing people to make their own ideas! I mean, hell, it was how I gained the confidence to start making my own original content.” The lack of a judgemental atmosphere seems present in the AU community, according to the responses we saw. There is an interesting balance between AU and canon (sometimes referred to as “classic”) content that another responder pointed out: “The fandom helped keep the game alive all these years, with all of its AUs. Although personally, I always enjoyed AUs that kept characters as close to the classic material as possible (dancetale, outertale) I do appreciate the creativity of the fandom. They almost created entirely new stories with new characters of their own! If it weren't for those people, the Undertale fandom would have probably not been as active as it is now. I do feel like we're getting a resurgence of classic content now too! (In 2021)”
Regardless of the many AUs the fandom has created over the years, the original game of Undertale still feels like home for many fans. They wished they could reclaim the feeling of playing the game again for the first time, but even though we can’t reset time in real life, there is still a special feeling for fans each time they play Undertale. One fan said, “Even the best fics I've read can't capture that feeling of nostalgia/almost-"coming home" that comes with hearing the music and talking to the characters.” This feeling is one that can be cherished time and time again. In the words of another responder: “It always feels welcoming like home or like comfort food that I never grow tired of no matter how many times I go to it.” Others pointed out the strength of the found family trope in Undertale, which likely contributes to this feeling of “home” as well.
As mentioned briefly earlier, the music is part of what makes Undertale feel like home for fans. Even when responses focused on other aspects of the game, many would throw in a comment about the soundtrack at the end. One comment focused on the music said “IT'S SO GOOD like I will literally go through the entire thing over and over and not be bored with it. It makes my monkey brain so happy you have no idea.” Like with the game itself, the music has incredible replay value, an amazing feat considering most of the tracks use the same few motifs. “I think what I like the most about Undertale is how the music attaches you to the story,” another responder said. “They're simple melodies that stick with you throughout the whole game, and they can remind you of both good and bad times.”
If the music sticks with fans in their hearts, then the game’s lore sticks with fans in their minds. Even six years after the release of Undertale, fans are still creating new theories and digging up new secrets. The way the game breaks the fourth wall in particular intrigued many fans and has stuck out through all these years. The awareness that the game shows for the RPG genre makes it memorable. The game plays with the player’s expectations and turns them on their heads, all while reminding the player that they’re in a game. There are few other games that do this on such a large scale, so it’s no surprise that fans cite this as one of their favorite things about Undertale.
Lastly, the LGBT+ representation in Undertale has been a huge draw for fans. Especially in 2015, the sheer volume of non-cishet characters was unprecedented, as one fan pointed out: “It's practically unheard of to see so MANY from just one source, especially during its heyday in 2015-16. Hell, you can't even GET the true pacifist ending without helping two gay couples hook up. It's really nice to see all of them being accepted for who they are and not judged for their sexuality or gender, at least in-canon.” The LGBT+ cast including Frisk, Chara, Napstablook, Monster Kid, Mettaton, Alphys, and Undyne each connected with fans in unique ways. It’s clear how important this is from responses such as: “There are canon nonbinary characters 🥺. i have never seen representation of myself before.” “It made me gay and trans so thanks for that.”
Once again I am overwhelmed with just how much there is to say about Undertale. One responder really understood when they compared Undertale to an iceberg, explaining that there are so many layers to the game that there is something for everyone: “everyone can find something to enjoy in the lore/game regardless of what kind of fan they are! Being able to appeal to various types of fans—from simple happy shipper people to deep dive lorediggers—is the mark of the coolest games!” I would have to agree with them.
It’s been six years, and despite everything, it’s still you. Thank you for reading, participating in this survey, and above all, staying determined.
Highlights:
DETERMINATION became a metaphor for not killing myself at a really rough time in my life and I’ll always cherish that. Undertale isn’t afraid to go to really dark places but at the same time holds on so tight to its hope.
I think the coolest thing was having the opportunity to watch the AU community grow from its bare roots. It's nearly insane how big and complex it's gotten, unlike anything I'd ever seen before. Roll your eyes at the 50th AU Sans all you want, it's encouraging people to step outside the boundaries of fanart and pushing people to make their own ideas! I mean, hell, it was how I gained the confidence to start making my own original content.
i love how the lgbt rep is so naturalized... there are just gay people! and its nobodys business!
The music is my go to answer, but what I really really REALLY love is how the minor characters have so much personality to them when you talk to them. They aren't incredibly important to the overall story, but they're all so likeable and diverse that you just can't help but like them immediately!
I think it was the first videogame I have played that broke the fourth wall that much. Of course there has been other videogames that broke it but just for one or two tongue-in-cheek jokes. The guilt of killing mama goat was also something intense as well that I appreciated as an experience and that I didn't think a videogame could cause on someone.
I love how no character can be seen as completely bad! Everyone builds up Asgore as some horrible villain, but he turns out to be a 'fuzzy pushover' who's broken and just wants his family back by the time you meet him. Then you think Flowey's an irredeemable killer who engineered the suffering of the monsters across many timelines, and he is... but he also used to be the kind and beloved Prince Asriel Dreemurr, traumatized by his death and subsequent rebirth, projecting his best friend onto you.
The fact that choices matter in the game. Your first playthrough and getting the golden ending for the first time. I can never replicate those feelings again, wish I could erase my memories and replay the game from the start.
I wouldn't have met my now husband without Undertale.
(Toxic parts of the fandom aside) The community is possibly one of the kindest I've ever met. Cringe culture is completely dead, and I feel like I can be myself. I felt a very close connection to many of the characters, and I loved consuming content about them when I was in a rough patch in my life.
just everything, the whole game has just impacted my life so much. i know it sounds really lame, but when the game first came out, i would purposely put my hands in my pockets and sway slightly, like sans' idle animation. of course i dont do that anymore haha, but undertale still really impacts me to this day, and i wouldnt have it any other way :)
it made me gay and trans so thanks for that
I realized that Mercy isn't something that's given to those who deserve it. Flowey didn't deserve it. I don't deserve it myself. Shoot, we ALL need Mercy in our lives.
The thing I love most about Undertale is no matter how many times I play or watch a playthrough it always makes me genuinely happy. It always feels welcoming like home or like comfort food that I never grow tired of no matter how many times I go to it. Toriel still makes me feel all warm and cozy in her home, the Skelebros always make me laugh, and I still cry on the inside watching Frisk comforting Asriel. And on the flip side the No Mercy run still invokes the negative emotions in me as well. In short Undertale just feels like a second home to me and I always wish I could stay.
The reader inserts are my favorite way to decompress after a hard day
I think Undertale helped me discover my love for 8-bit games, and made me realize how IMPORTANT music is in video games.
the worldbuilding and character design are my favorite parts of the main game apart from the music! I’m also a huge fan of the random AU music- not for like underswap or underfell i like the stuff where someone makes a megalovania for a random au where gru from despicable me replaces sans as the character. i think its funny
Just... the vibe, honestly? Even the best fics I've read can't capture that feeling of nostalgia/almost-"coming home" that comes with hearing the music and talking to the characters.
there are canon nonbinary characters 🥺. i have never seen representation of myself before.
[SLAMS FIST ON DESK] I KNOW MOST PEOPLE SAY THE FANDOM IS TOXIC AND CRINGE OR WHATEVER BUT OH MY GOD. The Undertale fandom, both the UTMV and the actual UT fandom, has been so much fun to be a part of. I've met countless friends because of our shared interest in something related to the game! The art people create can be breathtaking and so inspirational, and the fanfics are so so good!! I've seen people write incredible things for this fandom and it's what made me continue writing!
There's a scene where Frisk (the player) is going towards what is presumably going to be their death. They will fight Asgore and he will use their human soul to break the barrier and free his people. The music, despite the player's impending doom, is... triumphant. You are not the triumphant one here, and yet, the score invites you to experience the monsters' joy and happiness as they tell you the tale of their subjugation. The monsters are going to be free. This is their victory, but they don't hate you or want you to die. They're just... happy. That scene has always struck me very deeply. I feel it represents the best parts of Undertale.
I loved how well thought out the Geno route was. It really made me feel like I was doing something horrible, and the characters were very obviously reacting to dire circumstances.
I dunno? I like Undertale for it's characters, story, music, secrets and many more. I am not good with Headcanons but I also like the neutral endings and how different they can depending on who you spare and kill
I was very bad at english before, i thought i couldn't progress because i was very shy and not confident. But my sibling and i wanted to have the best experience with this game so we wanted to play it in english. It's this game and the fandom which helped me to make huge progress in english !
THE SOUNDTRACK. IT'S SO GOOD like I will literally go through the entire thing over and over and not be bored with it. It makes my monkey brain so happy you have no idea.
to avoid writing an essay i will say one word. Mettaton
It is like Toby specifically made the games to fit the iceberg meme and it's awesome, everyone can find something to enjoy in the lore/game regardless of what kind of fan they are! Being able to appeal to various types of fans - from simple happy shipper people to deep dive lorediggers is the mark of the coolest games!
I love almost everything about Undertale as a game on its own. The music, the art and especially the characters and how they interact. They made me feel at home. Undertale means a huge amount to me. (I even got a tattoo of the castle when you and MK walk together!) The fandom helped keep the game alive all these years, with all of its AUs. Although personally, I always enjoyed AUs that kept characters as close to the classic material as possible (dancetale, outertale) I do appreciate the creativity of the fandom. They almost created entirely new stories with new characters of their own! If it weren't for those people, the Undertake fandom would have probably not been as active as it is now. I do feel like we're getting a resurgence of classic content now too! (In 2021)
the mystery. toby fox refused to give answers to anything and i think thats very sexy of him.
I just feel guilty for liking it so much when I'm in my 30's. But I recently got diagnosed with ASD, so I guess it explains things a bit. Many ppl consider Papyrus to be neurodivergent, and some adult fans are too, so seeing that makes me feel a bit better.
i think about "Despite everything, it's still you" everyday of my life.
I like how it's just as funny as it can be serious. All routes are this way. I laughed as much as I cried when I played the Pacifist route and then once I opened the game again and Flowey was telling me to let them be happy, I immediately turned off the game. I somehow felt bad.
The Found Family Trope
The True Pacifist Ending is just...man. And the fanworks about saving everyone even when the game doesn't let you? MANNNNNN
I think what I like the most about Undertale is how the music attaches you to the story. They're simple melodies that stick with you throughout the whole game, and they can remind you of both good and bad times.
there's honestly a LOT to love about this game, but i think one of my favorite things about it is just how many lgbt+ characters there are??? i can think of alphys, undyne, frisk, chara, mettaton, napstablook, monster kid, asgore, mad mew mew, the dress lion, the royal guards, and arguably even papyrus off of the top of my head, but im sure i'm forgetting a few from just undertale alone (there's even MORE in deltarune)!! it's practically unheard of to see so MANY from just one source, especially during its heyday in 2015-16. hell, you can't even GET the true pacifist ending without helping two gay couples hook up. it's really nice to see all of them being accepted for who they are and not judged for their sexuality or gender, at least in-canon.
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[Image description: A wordcloud in the shape of the capitalized word UNDERTALE. The text is white on a black background, and uses the font found in the game. Some of the most visible words are: Game, Love, Music, Life, AU, Store, Friend, and Feel, which represent the most common words in the essays people wrote about their love for the game. End of ID]
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raritarous · 3 years
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Deltarunes narrator part 1
Who is Deltarunes narrator? This is going to be an examination of Deltarunes narrator and a comparison between Undertales and Deltarunes narrators. My goal with this analysis is to determine weather the two games have the same narrator, and what that could imply about Kris and Deltarunes placement in the timeline. Full disclosure I believe narrator Chara theory to be true so this we will be working under the assumption that Undertales narrator is in fact Chara. This is gonna be a long one. I’ll be breaking it up into parts and then probably building a masterpost once all the parts are complete.
Masterpost
Lets start with comparisons. 
The narrator seems much more neutral having no quips for multiple checks and no added flavor or opinions while checking things around the house.
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checking the cactus in Undertale
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checking the cactus in Deltarune
Once we arrive in the dark world is where we start to see a bit more personality out of the narrator. The first battle with lancer to be specific. Declaring “Lancer bursts in!” in the battle info and giving what I believe is the first bit of dialogue that is not just a statement of fact.
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From here the narrator seem far more lively in their narration, giving us dialogue like 
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This sudden change in style leads me to think one of a few things is happening to the narrator upon entry to the dark world
1. Day to day school life is boring and the narrator is disinterested in these mundane things. But an RPG style adventure in a new and exciting place has them interested and invested in what’s going on.
2. The narrator is more familiar and/or more comfortable with the dark world.
3. The narrator changes when we enter the dark world.
Now it might be a little early to start throwing out theories but I do have my reasons why I think all three of these are possible (and also reasons I think each is wrong) so I think I’m going to save the rabbit holes for later and continue on with comparisons for now.
Another subtle difference between Undertales and Deltarunes narrator is when giving the player options.
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In Undertale the heart defaults to one of the options given while in Deltarune the heart sits in the middle of the options given. If this is a sign of a more neutral narrator, a stylistic difference between narrators, or just an updated UI that is meant to eventually handle more than two choices I can’t say but I did want to point it out. 
I’m not really sure this next bit fits in here but I’m also not sure it doesn't so we’re doing anyway. 
How the narrator refers to the player in battle. There's not much to compare here between Undertale and Deltarune because there is only Frisk to take into account during Undertale, and the narrator always refers to them as “you”. But I have noticed something interesting that I’m not yet sure what to make of during Deltarune combat.
 You vs Kris
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The narrator makes a distinction between “you” and Kris. 
Again I am going to restrain myself and not start jumping down rabbit holes just yet. I love jumping head first into wild speculation but for this I want to try and take a more restrained “lets look at the facts” approach. That's not to say I won’t be doing any wild speculating, I’m just waiting until I have more then a gut feeling and a wild idea to go on. perhaps that will be in part 2. But there is one conclusion I feel confident in drawing at this point. I doubted that anyone was thinking this but I feel it is safe to say that Kris is not the narrator.
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So... I have a lot of thoughts on the finale. I've deliberately kept my mouth shut, more or less, on the campaign overall because I'm a firm believer that you can't pass judgement -- at least not complete judgement -- on stories until they're over and done with.
Well, it's done! Kind of crazy. I've been watching Critical Role with almost insane consistency, viewing almost every single episode live, with maybe five-ish exceptions, since episode 19, and I've been blogging it for, what, two and a half years?
It's a weird feeling. It's been such a constant thing for me that I'm always gonna have love for it and remember with a lot of fondness.
...Which is in spite of the fact that I can now comfortably say I'm pretty eh on the ending. I know not being positive about something most of us have loved a lot for a very long time can sting a bit, but I personally think it also stings when people relentlessly crow over how good they think it is or want it to be, to the point where you feel you can't voice your absolutely valid upsets or dissatisfactions. So, here goes, if anyone's interested! I'd be curious to see other opinions, too!
I actually drafted a post talking about my overall frustrations with the campaign a whole two weeks ago, and then scrapped most of it when 140 blew me out of the water. I was really touched, and really happy. I hadn't expected it, but it shockingly felt right, you know?
Unfortunately 141 robbed me of most of that satisfaction and brought me right back to neutral.
The blanket statement you have to make, of course, is that you can’t criticise this as a DnD game, and you can’t be mad at the cast for playing it in a way they think is best for them. They’re the players, Matt’s the DM, and in the end it makes no sense for them to try to make themselves act how they think the audience wants them to, and I’m sure most of the audience wouldn’t like the result anyway.
That said, there is an audience. And that’s where I see this clash coming in. As a DnD game, as long as the players and DM have all enjoyed it and been satisfied, it’s a successful game! But for us, it’s not a DnD game. For us, we’re watching a story be written in real time through the medium of an RPG. And while as a DnD game you can’t fault it, as a piece of media, I completely get why the way things have gone has sat weirdly for a lot of people.
It's not satisfying to see so many character hooks dealt with so quickly or left as an offscreen "and then you do it." If they don't want to keep playing to dive into it, absolutely, but for us who have been watching this as a story with all these character elements get so built up, it's a huge anti-climax.
Which is a lot of what this campaign has been, really.
Oh, Nott’s cursed! But through a really cool character moment that problem is completely taken care of with no consequences we see. Yay, I want her to be Veth and that was an iconic move from Jester! Still, it kind of feels like this was built up to be a big problem and at the first success it was let go... Caleb's got a really intense frightening past he tries to hide, I wonder how the Mighty Nein will respond? Oh, they found out, but it's not a difficult revelation for anyone. Looks like it's easy for them to move past it and forgive. Yeah, that's healthiest for the characters, but huh, kinda undercuts it as a storyline or point of interest. Oooh, Avantika’s back! Ah, they’ve killed her and grabbed the eye again. I mean I don’t want them to die or for Uk’otoa to be free, but I’m starting to feel like that’s not much of a threat anyway. The Traveler’s been kidnapped! Nah he hasn’t, he tried to save Jester so he was let go with no further issue, and also he wasn’t actually in any danger anyway. Oh... Cool. So... Why should I care or be worried?
And these are just the biggest ones I remember being kind of let down by. I wanted to see them STRUGGLE for the successes to have meaning. To my view, threats of failure -- real failure -- really decreased the more the campaign went on, with a few exceptions.
Because don't get me wrong, we've definitely had struggles, and those have made for some of the best moments! Molly’s death, Yasha’s kidnapping, Yeza’s imprisonment. When failures that were threatened are allowed to occur, it’s far more gratifying when it’s followed by success, because you understand that that success was actually necessary. It shows us that what they do really means something.
Honestly, that's why the final battle really shut me up, because nothing makes you quite feel stakes and failure like having two PCs die, and having a resurrection ritual fail -- AND knowing that failure would be delivered on, had it not been for a seemingly miraculous roll of the dice to turn it around. One of the greatest failure's -- Molly's death -- made the success of his resurrection put a lot of my other issues to rest immediately, because to be honest? Molly's resurrection was the biggest success of the campaign, exactly because it was originally the biggest failure.
But this episode, we got to see the other side of making threats and successes feel disappointing -- when you get the impression that success was robbed from you. Again, their characters, their choices, but to have them roll an intervention to get Molly's soul, to convince Molly to come back with his own possessions they've so loved, after so long and so many struggles... only to apparently not get Molly at all?
Changed, of course. Memories, maybe he'd never get them back, though that seems inconsistent to how the initial resurrection was played and Matt's hints. It even makes sense that not having his memories and being a bit different, he might forge a new identity, but insisting Molly was a different person entirely after such a supposed hard won success to get Molly back, especially after what his death meant to the audience and potentially healing that old wound? It robs the narrative of a LOT of catharsis, at least for me and I know many others.
Trent, too, I'm very up and down on. He was so built up -- and what fun that build up had -- and I very much disagreed with the idea that the best story would be dealing with him offscreen.
It's true that you don’t need to explicitly address, confront, or explore every big aspect of character's story hooks and background ties for PCs to move past them and grow healthily. But that does not make it a satisfying viewing experience. People quietly healing in real life is healthy. People quietly healing in an explosive fantasy setting is frustrating for the audience.
What on earth is the point of a story if you don’t get to SEE THE ESTABLISHED CONFLICTS go anywhere? A lot of the characters got distant, quiet resolutions, if that, to everything we wanted to see.
Except, we did get to see Trent. It was a really fun, inventive battle, from opening to conclusion, but much like Travelercon, much like Nott's/Veth's problem with the hag, these were things that the audience in general wanted to see be really dug into and explored, and every single one of them got, in my opinion, quickly tidied up instead. Trent got beaten in the first and only proper battle they had with him, which, after all his build up, is pretty disappointing for a villain many of us wanted to see be a big deal. It really just felt like they were trying to tidy up to get on with the epilogue, which is not what a lot of us were looking for with Trent especially.
And that's how most of their endings felt to me. It didn't feel like any of them had reached a comfortable conclusion. Literally all of them, bar Veth and Caduceus, continued on their character journey threads, without each other and very quickly. Meeting Yasha's tribe and Vandran, Caleb finally openly debating changing time for his parents, Trent and Zeenoth's trials and the changing of the guard at the Assembly... All were things it would have been so fun to have all the PCs react to and explore together, and instead they were fleeting encounters in the latter half of a seven hour finale.
Is all this, from Molly not really coming back to Trent being a finale side plot to the Nein continuing on their individual journeys, potentially realistic to how these fantastical things might go down in real life? Sure! But that's not necessarily a good thing.
Stories THRIVE on conflict and resolution. That’s what makes them FUN! Conflict isn’t nearly so fun in real life and resolutions are often frustrating question marks, so no, past a certain point I don’t WANT stories to be realistic. I want stories to be SATISFYING.
And campaign 2 has fallen far short of the mark.
I haven’t spoken... Basically a word of this for most of the campaign, because as I said I’m a firm believer that you can’t necessarily judge something until it’s over, and because I ALSO firmly believe that being negative WHILE trying to enjoy something is counterproductive. I have had no interest in spoiling or naysaying the fun of the campaign for anyone, least of all myself.
But it's done now, and all I can say is... I really have had fun. I love the characters. I love their relationships. I’m pretty okay with where they’ve ended up. I’m not mad, really, and I’m still going to think of this campaign with a lot of affection. But it hasn’t been a satisfying story, even though for a week following episode 140 I thought, despite all the brushed over story threads, it might be.
So... to try and reclaim some of that satisfaction for myself, I might ignore some aspects of the finale proper. Namely Kingsley specifically. Taliesin's choice -- but to me, it's pretty clear that who we saw at the end of 140 was Molly, and the tags on my posts will reflect that, just as my 141 tags will be for both Kingsley and Molly, for clarity's sake. I personally want to believe Molly did come back, however others might want to interpret it. The victory in 140 that meant so much to me is hollow otherwise, and it just kind of hurts that we would lose Molly after everything. I was okay with him being dead -- I'm not so okay with his resurrection being stolen.
Kingsley will always be canon, but Molly is what I choose to acknowledge. I get if you don't like that take, and that's okay! I didn't care for canon's in the end. That's the good thing about storytelling, is that no one can stop you from making your own versions.
For the people who are hopefully hyped for campaign 3, heck yeah have fun! I’m on the fence. My investment, which... I think I can objectively say was pretty substantive as this blog will attest, doesn't feel rewarded, so I’m not convinced I can faithfully keep up for over three years all over again with a strong possibility that I will once again be left disappointed. It's been a huge chunk of my life, and... yeah!
I’ll take a break, probably, view (and liveblog, if people want!) campaign 1 when I’ve had a mental stretch and vacation, and then... I might start campaign 3. I definitely won’t be able to put the same time in it I did campaign 2 (my first love no matter what), knowing that it’s likely to not be so vindicated, in the end.
I swear I’m actually writing this in fairly good humour, but I totally get its always disappointing when the people you come to for fandom enjoyment just aren't sharing your fun. Honestly I’m half tempted to write all those frigging AUs I have sitting around! But I wanted to say my piece, and try and logically outline why this ending has been lacklustre for so many people, ultimately myself included.
Episode 140 felt right because it felt like a natural conclusion -- these disparate people coming together and finally being whole, finally soothing the hurt that MADE them so long ago. Episode 141 spat on that sentiment -- they all scattered to the winds, not as happy people to live out their dreams, but as confused people chasing up loose threads towards an unknown future, with the friend they thought returned still lost to them, ultimately.
It doesn't feel like the ending we should have gotten for the Mighty Nine, who were finally, finally all together. Until they weren't. So to me? I choose to acknowledge that they were, even if I have to force it to happen post-epilogue in my head.
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thechekhov · 4 years
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So glad you decided to play Undertale! I think it would really suit you so I’m so happy you got into it! Could I have your thoughts about the game? I would LOVE to hear them. I’m ALL for long essays and rants, that’s my jam, but even just a small review from you would make me ecstatic!
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Alright alright alright alright. 
I am ecstatic that someone asked because I have a lot to say AS ALWAYS. 
I’m gonna try to keep this readable, I swear. Will add pictures in between to keep things interesting. 
However, due to the length this will SURELY achieve, AND due to spoilers (and yes, laugh at me all you want, the game has been out for 5 years) I’ll put this under a cut. Read at your own (f)risk.
Metagaming - the game plays YOU
When I first started Undertale, I ‘knew’ these things:
there’s a stabby one with a knife, their name is chara
there’s a flower everyone hates
something something sans something something
and the last, and perhaps most important thing
you can spare your enemies to avoid killing them
The thing is. The THING IS. 
I did not realize how pervasive this strategy was. My thought at first was ‘okay, so I don’t have to kill EVERYONE.’
I had no idea that the reality was that I didn’t have to kill anyone.
I’m sure many others have already said this, but Undertale kind of changes the way you think about other games. It forces to you examine simply fighting your way through the RPG by introducing completely non-murder-y ways to resolve issues. This conversation-based combat style is not the first of its kind, I’m sure, but it’s also incredibly well done. It ties into the story, it ties into your decisions.
It ties into your decisions SO MUCH that it changes everything else in the outcome.
Undertale is a game well known for breaking the 4th wall. However, it does so in a strangely eerie, heart-wrenchingly real way. It teaches us that there are other solutions to conflicts - and it really... it really TEACHES us, you know?
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Which is funny because to be honest, it took me a while to get the lesson.
(You may already be fully aware of this but yes, my first True Neutral Route was extremely organic. I legitimately had no idea that there was even more than one ending. I was just stumbling about er... killing. Out of habit.)
The beauty of this is that the game drives home that point even more effectively because I was fully unaware of my own bias. I had assumed that some enemies would require killing - DESPITE TORIEL SPECIFICALLY TELLING ME TO TALK TO THEM, and the entire Ruins tutorial being about Mercy. I killed the Dummy on accident (granted, it was due to me pressing the key too fast a few times) and didn’t think much of Toriel’s disapproval. I killed a few monsters because I saw my level was low and decided to automatically grind a little bit. 
By the time I got to Toriel, I was still not comfortable with the mechanic. I knew I could Spare her somehow - after all, she was a kind monster, and clearly an important character - but the Spare option didn’t yield promising results the first few times I chose it. I ran out of patience and decided that maybe... maybe it was like pokemon! 
Maybe I had to get her health down to a certain level before she would allow me to pass through.
Funny thing though.... you know what happens if you attack Toriel one too many times? Even if she has most of her health left? 
Yeah uh... it activates that one-hit-KO thing from No Mercy Route.
So of course, what happened? I hit her one too many times... and killed her! And of course, immediately panicked and reset. 
I got back to my previous save, Spared Toriel PROPERLY this time, and walked out of the ruins only to be confronted with my own reliance on the magical ‘redo’ button which was... apparently... not that magical.
Because it WASN’T a clean redo. Flowey apparently remembered. 
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The idea that the game would KNOW about my previous attempts beyond the save file snapped me out of my casual Undertale playthrough. I realized that something was up - this game was not going to be like the others.
I think it was from this point on that I tried to be more careful, but again - I still hadn’t quite gotten the memo about not killing. I took down a few monsters around Snowdin. And when I got to Papyrus, I grew frustrated about not being able to beat him (I ended up losing several times and coming back to try again) and went off to grind SOME MORE because I figured that could raise my HP and increase my chances of holding off long enough to Spare him. 
(The incredible thing about this game is that actually, raising your level gives you only a slight advantage. You can be level 1 and carrying no items, and as long as you’re relatively proficient at dodging the bullet hell style projectiles you will have no issues.) 
Anyway, the point is that I realized I could spare the big monsters and did so readily - but I didn’t bother to spare many of the smaller ones. 
I figured it didn’t matter. 
And then I successfully evaded Undyne, gave her a cup of water, etc... and then went to her house to meet Papyrus, fully expecting her to befriend me anyway. 
And you know what happened?
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“She said she won’t hang out with a murderer.“
I think that probably hit me the hardest at that point in the game. 
I had a bit ‘....oh’ moment at that point because I realized that the game would punish me for killing even the ‘not-important’ civilians of the Underground. It wasn’t about just sparing the ‘boss monsters’. My actions had consequences beyond just the ‘elite’ characters that we all tend to focus on.
Because yes, it made sense. It wasn’t about just Undyne - why WOULD she randomly be my friend after I killed tons of living beings?
From there on, I spared everyone, but didn’t reset. I decided to see how it would unravel.
The thing I want to talk about, which is a little difficult, is that...
It took me that long to learn that kindness was the answer. And that, in itself, ends up being a metaphor. 
It’s difficult to be kind if you have not been show how to be.
It’s difficult to change the way you behave (in a game or out of it) if all you know is using other methods.
It was hard enough to spare Toriel before I realized I had to just be very patient and trust that her attacks wouldn’t hit - though at first I thought she would just kill me! 
It was hard to avoid Papyrus’ attacks and I had to die several times before I successfully got through it. 
It was near impossible to fight Undyne because I legitimately had no idea Fleeing was an option. I struggled for ages at her stage, and I had to ask for help to understand what I could do.
And that’s actually honestly very true to life as well.
Being kind takes risk. Being kind takes effort. And sometimes, being kind means asking others HOW to be kind. 
When you choose to be kind, you risk being hurt, and you risk being trapped (Toriel). When you choose to be kind, you need to expand a lot more energy to succeed (Papyrus). When you choose to be kind, you need to sometimes reach out to others to show you how to properly do it (Undyne).
The rest of the playthrough probably went about as you expect. I completed the game, didn’t kill any Boss Monsters, fought to the end and... got that really unsatisfying Neutral Ending which felt strangely bittersweet. 
And of course, after I was done, I was prompted to go back and do a proper Pacifist Run. Which I did. I learned about the background of Determination, about Chara and Asriel... and about how everything came to be the way it was.
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The thing that gets me the most about this game is how it serves as a direct parallel to how we use videogames. In fact, Undertale is a videogame... about videogames. 
Chara appears to be a direct metaphor for the people that use videogames to escape - to cope with whatever happened to them in The Overworld. Bad family life, or bad relationships or whatever we suffer - escapism through games is not, in itself, a new theme. 
Chara arrived in Undertale by dropping themself down a hole in the mountain, perhaps even seeking to end their life. They dropped into a world which offered them comfort and companionship, a new family and a new life - but in the end, their nature was destructive because their means to finding a solution inadvertently used other people as fodder. Asgore, Asriel - they used everyone else to complete their plans. It wasn’t about forming connections - it was about Completing the Quest. 
I wonder - did Chara even HAVE access to a MERCY option? 
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Was their world one without the option of sparing someone? Did they only have the choice of acting - and was Mercy in the hands of whoever attacked them? I wonder how difficult it might have been for them. I wonder how that, in itself, shaped their perception of the world. 
I wonder if that’s why, during the No Mercy run, people recognize you as Chara? If they come back and attach themselves to your resonating DETERMINATION?
If this is true, was MERCY perhaps created later, brought into existence once Asriel himself made the choice to NOT fight, to turn back and flee, even after being attacked by humans in the Overworld? 
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(It would be a nice parallel to Asgore DESTROYING the Mercy option when you enter the fight with him...)
...
In the end, I think Undertale is about many things, including video games. 
But it’s also hurting - and being hurt. 
It’s about how trauma can shape us, how we deal with feeling grief, and loss, and depression - and not being able to feel anything.
It’s about how we focus on goals and use DETERMINATION to keep going - even when whatever it is that’s driving us no longer has any SOUL. 
It’s about how our action have consequences, but they also carry the weight of a choice, and how powerful those choices are, and how powerless we feel when we aren’t given a choice - not to fight back, nor show mercy. 
I think that’s probably the reason this game resonated with so many people. It really brings something we love about videogames to the forefront - that ability to fight back, to have full and total control of our own lives...
And it also shows us how having that endless loop of repetitive grinding and fighting with zero consequences can lead to an incredible hollowness and make us numb to how we interact with real-life people. 
Anyway. 
Good game. 
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nagirambles · 2 years
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Its pretty telling that laxus thinks gildarts is never coming back from the 100 year quest. It makes me think that he had some more information about it than others... Also, i loved the last chapter of seeing the future!! Thank you! It inspired me to read it all over again. Gray seriously cant catch a break, but his friendship with cana is heartwarming ❤❤❤
Thanks for reading! :)  ❤ glad you’ve enjoyed it, I do my best. FT really is such a comfort show. 
Honestly, I liked the 100yq concept better when it wasn’t a serialized story. The mystique of such an epic adventure, and so many possible reasons why no one’s ever been able to properly clear it in a century... it’s just a great meta mystery that should have stayed unseen and unrevealed like how we ended the main story. 
I’m still miffed over the entire thing being so simply plowed through by a just a random group of decently strong wizards in the sequel. (don’t get offended, that’s what we are. You think the world’s so dumb to never have organized an international alliance of overpowered wizards ally to try and conquer this quest in a whole century? I love them, but 100yq should have been taken by all seven dragon slayers instead of our main crew) After all, the major conflicts we’re having trouble with there has little to do with the content of the quest itself and more about new, outsider antagonists showing up to create additional battles for the sake of battles. 
At this point in 100yq, I feel it’s quite dumb that they still have to keep a secret about it, because the scale of their battle is literally grounds for another war-scale conflict, this time on an international (interdimensional) level, and yet, we’re containing it to a land per arc, kind of like One Piece but if the Strawhats never got the attention of the marines which wouldn’t make sense. It’s like the ‘oh sorry, we can’t tell you’ reminders are only there for continuity and to keep some guild characters out of the picture. Which is also kinda dumb because we broke continuity long ago with the fact that Gildarts just wandered around for four long years doing nothing apparently. 
 So yeah. I liked the 100year concept when we genuinely thought it was a major threat and not just an action RPG where you unlock new areas and powers as you proceed.
And-- true! Laxus being so sure that Gildarts is never coming back could just be him being a jerk as usual for this part of the story, but long absences isn’t even out of the ordinary for that guy. Sure it’s never been so long, but Laxus set a precedent in the early arcs of knowing things he shouldn’t-- like, he saw Mystogan’s face and identified him as another Siegrain (he didn’t know who Jellal was, as we can gather from his surprise that Erza knew him)-- so honestly, Laxus could have been used for so much more in a buildup for it.
A thought came to me. What if Laxus did know more about the 100yq than he should, and during his exile, he went to find out more about it? It would have been cool to see traces he left behind in the sequel. Maybe scars on his opponents, or hints, left behind by Laxus that’s the key to winning the fight? There should’ve been stuff like this for Gildarts too. 
So much potential, what a shame.
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j-minte08 · 3 years
Text
Why do I award BalanWonderworld as a masterpiece?
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Introduction
⚠️I'm using a translator, so I apologize if any parts are difficult to read.
In this article, I will write about why I award Balan Wonderworld as a masterpiece, with answers to criticisms.
When I played the demo version, I thought this game was SO BAD. But I believed Yuji Naka and bought the full version. (Before I knew it, I had bought four of them...) I'm not raving blindly about it.
At first, I was hopelessly disappointed because nothing had changed from the demo version. However, in chapters 2 and 3, I was impressed by the three-dimensionality and beauty of the stages, and in chapter 4, I realized the comfort of gaining freedom through the acquisition of costumes.
By the time I was completely finished, I was convinced that this game was a great piece of work.
This is an article that I wrote after spending nearly 100 hours on this game.
I hope you will read it.
Main part
First of all, this game is not a game with flashy action as its primary objective. (Flashy battle action is possible in some scenes.)
【Puzzle】 【RPG】 【Exploration】
It is structured around these three main components.
The game also features a "Balance AI" that senses the player's movements and makes changes to the difficulty and world. There is also a presentation of my own work, so please take a look!
Please read with the above in mind.
■ One button action is stressful.
▶︎ As mentioned earlier, this game is not intended for flashy action. At its root, it is an RPG and does not require multiple buttons. The reason it's a simple operation is because it doesn't need to be.
There is only one button, but instead the player is given the freedom to select up to three actions of their choice. The way to play Balan is to find your own strategy within these constraints.
Some people point out that you can't jump, but only a few outfits limit jumping. Most of them are attack-oriented outfits. It's up to you to decide whether you want more attack power or more movement power.
If you're still not convinced, this game just isn't to your liking.(If that's you, I recommend the Wii version of Rodea.)
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NiGHTS and Sonic are also action games with simple controls, but the concept is different from Baran, as explained below.
From the very beginning, NiGHTS and Sonic are one-button games that allow for exhilarating action. The action feels good and allows for improvement through trial and error.
However, Balan begins in a state of helplessness. One of his goals is to use his wits and eventually gain the power to run freely around the three-dimensional stage.
Freedom from discomfort. This catharsis is the best part of Balan.
It is also linked to the story's theme of opening closed minds.
■ The structure of the puzzle is sketchy.
▶︎ There is an intention behind this. By making the puzzle structure more flexible, the player is given more choices.
Therefore, each player will have a completely different solution to obtaining a single statue.
Also, each time you play the game, you will find new strategies, making it a game that can be played repeatedly.
This is the reason why Yuji Naka was so confident about this game.
Personally, I think that this action with a puzzle concept has a similar point of view to card games and rock-paper-scissors.
The Mega Man series is a typical example of a game that requires you to observe the situation and your opponent's movements to find the right technique and move. In fact, there is a famous episode where it was derived from rock-paper-scissors. This is also a game where you can enjoy improving through trial and error, but I think the structure of the rules is similar to that of Balan.
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■ It's a pain to stock up on costumes.
▶︎ There is no need to overstock costumes. The minimum number of costumes needed to clear the course will naturally be available. Dependence on certain costumes can make the game monotonous. Also, the BalanceAI can sense your movements and take countermeasures.
As the difficulty level increases, you will have a hard time because the costumes will not come back.
The game is made more interesting by the style of play that allows you to use all the costumes to their fullest extent and bring out the true value of each one.
If you run out, explore the stage while collecting costumes. It may lead to new discoveries.
Even if you don't have a specific costume, there are many situations you can get through by applying other costumes.
This degree of freedom is what makes Balan so interesting. The strategy is left to your imagination.
■ The stage is curved. Isn't this a useless design?
▶︎ The curvature of the map allows you to see every corner of the stage. You may be confused because there is no other game that tries to do something like this. However, this is an ideal map for exploration games.
The basics of this gimmick are used as of chapter 1. Chapter 7, which has particularly large differences in elevation, makes good use of this gimmick.
■ The difficulty level is too low.
▶︎ Basics → Application → Review (Boss battle)
This game is designed to follow the above flow thoroughly. As a result, the difficulty level in the early stages is kept low, but the endgame is quite difficult. I almost lost my mind in chapter 12.
The bosses are easy to defeat. However, it is difficult to conquer all three strategy patterns.
Also, if you keep defeating enemies quickly without taking damage, the difficulty level will increase.Stronger and faster enemies will appear in large numbers.I found the difficulty level increased at chapter 3.
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In other words, the difficulty of the game depends on how good you are.
■ I want to have a HP separate from my costume.
▶︎ This system prompts the player to use a different costume in case of failure.
Depending on the situation, you can either sacrifice valuable costumes, or use inconvenient but well-stocked costumes... The game throws a variety of choices at the player. This gameplay becomes more apparent as the difficulty level increases.
If you separate the HP from the costume, this tense gameplay will be lost.
The system of choosing outfits based on what will happen next fosters the ability to think and survive on one's own. It will also help the child's ego independence.
■ I need more explanations and hints. It's designed in an unfriendly way.
▶︎ It's not a game that requires you to do anything difficult, so if you think about it, you should be able to understand it to some extent. All you have to do is immerse yourself in collecting statues by any route you can think of.
Some people criticize Balan for being old-fashioned, but they are missing the point.
Games are essentially content that teaches you to think and act for yourself. This is a posting of what games should be, and a refreshing return to the basics.
However, I don't mean to criticize modern games. The immersive feeling of being in a movie, and the friendly design of the UI that shows you where you are going so you don't get lost. I think it's a beautiful evolution for today's hectic world where it's hard to find time to be alone.
However, to be honest, it is abnormal to say that only works that follow the latest trends are evaluated, and it is difficult to say that there is creativity in such works. Evolving technology and the presence or absence of originality have completely different meanings.
I would like to say that games like Balan, which have their own rules and think for themselves, are what we need today.
■ I don't understand the story. I want subtitles.
▶︎ With both video and dubbing, the amount of information is extremely high. By not using real words, all the people in the world have the exact same experience. Very romantic, don't you think?
It's not to dismiss the unspoken parts as non-existent, but to let your imagination run wild and have fun with it.
Since ancient times, there has been an aesthetic in Asia that finds meaning in blank spaces.
If you want a more substantial story, I recommend the novel version, which probably has what you want. It is available for Kindle.
At the end
Balan Wonderworld is a game designed to grow with the player the more time they spend playing.
Despite its gorgeous visuals, the reality of the story is deep and Yuji Naka's philosophy shines through, making it a masterpiece that can be called a compilation of his work.
At first, you may find some scenes difficult or the system annoying. However, they all have a meaning and will make sense as you continue to play.
Balan is built on a very complete system.
EVERY MOMENT IS AN ADVENTURE... This tagline is true.
But the fact is that Balan is a very peaky game. But that's also true for Sonic and NiGHTS.
If you have enjoyed Yuji Naka's past works, you will surely understand the quality of Balan. I recommend that you take the time to face this game first without any preconceived notions.
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Now that I've spoken highly of Balan, I'd like to offer some criticism of the official advertising.
I think the main reason for this failure was the poor choice of stages included in the demo version, which made it difficult to convey the fun of expanding the degree of freedom by acquiring costumes, the sense of freedom, and the fun of being able to create a number of unique strategies.
As for the official SNS, rather than introducing the costumes and the storyline by themselves, the official should have done a better job of showing how they are all connected to make this game interesting.
That's how it looked from my personal point of view, but I believe that the current situation is the result of continuous failures in the area of advertising.
I'm so disappointed that this masterpiece is being buried, and I hope that the officials will have the guts to turn its reputation upside down even now.
Hopefully, this game will get the recognition it deserves. I love Balan Wonderworld.
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hiccanna-tidbits · 3 years
Text
Autistic Hiccup x ADHD Anna Headcanons
SO I’ve been really into the whole Autistic x ADHD ship dynamic and Hiccanna...highkey fits??? Like y’all know I will die on my “Anna has ADHD” hill, but after reading this post by @hobie-brown I’m like wait, the autistic Hiccup headcanon is wonderful too??? And blends SO WELL with ADHD Anna??? And I absolutely HAD to explore it more so BOOM headcanon time! Another special thanks to @hobie-brown for writing the super lovely autistic Hiccup headcanon masterpost that inspired me to do this!
Disclaimer: I myself am not on the spectrum (part of the reason I’ve always felt a little weird about definitively HCing characters as autistic unless I see actual autistic people HC them that way too), so most of the stuff here is stuff I know secondhand from my autistic friends! I do have ADHD, so I can always promise that ADHD Anna will be 100% authentic XD
~Anna absolutely gets into Hiccup’s special interests to try and impress him. The most obvious one being, of course, dragons, but also dinosaurs (extinct dragons), lizards (tiny dragons), and Dungeons and Dragons (An RPG game that does, in fact, include dragons). Hiccup absolutely had that dragonology book as a kid and got obsessed with it beyond all reasonability. Hilariously, Anna’s wooing strategy of indulging his special interests works like a charm--mainly because a) he’s pretty flattered that someone takes THAT much of an interest in what he likes and b) half the time, ANNA finds that she genuinely gets into whatever said special interest is and finds them easy to hyperfixate on. It helps that the more she obsesses over it herself, the more she has to talk to Hiccup about XD
~Specifically, Anna definitely joins a DnD campaign at some point so that Hiccup will think she’s a “cool gamer girl”--and then gets unironically obsessed with it and starts writing 10-page backstories for all of her characters. She later tells Hiccup it started out as a ruse to win his heart via nerdiness, and he absolutely loses his shit laughing.
~One of their overlapping special interests/hyperfixations is high fantasy. Hiccup is, unsurprisingly, all about the mythical creatures while Anna is more into the magic and the zesty political drama, but you dun best believe they catch every CGI-ridden fantasy movie that ever comes out. They’ve both spent a literal fortune on fantasy movie tickets, even moreso on watching them in 3D or Imax. How embarrassing for both of them.
~Another less-obvious overlapping interest is history. Hiccup gets into it while looking into the cultural mythos of dragons (he’s pretty fascinated by the fact that so many cultures around the world thought up similar creatures independently), while Anna gets into it because she grew up cooped up bored and lonely in a big house, and entertained herself by looking into the history behind some of the family paintings. They don’t seem it at first, but they’re actually both huge medieval and ancient civilization history buffs.
~Hiccup is THE most touch-repulsed person you will ever meet. This is unfortunate, as he is also SUPER touch-starved and absolutely does not realize it (I mean, I’ve never gotten the vibe Stoic was the super huggy type, considering his and Hicc’s relationship in HTTYD 1). This means he has absolutely no fucking clue what to make of Anna when they first meet meet. Anna’s the sort of person to give physical affection pretty freely, especially if she likes you--usually in the form of hugs, arm pats or playful swats, putting her elbow on your shoulder, etc etc. Hiccup is kinda just like “this is way too much touching but like??? I kinda like having her this close to me??? What do???”
~Anna, meanwhile, notices that Hiccup kinda stiffens up whenever she touches him and seems to not be crazy about it and she’s just immediately like “yo what’s wrong???” And as SOON as he admits he’s not all that crazy about being touched randomly she’s like “OH MY GOD I AM SO SORRY” and never touches him without asking again.
~As soon as she finds out touch a kind of A Whole Thing for him, Anna is like...AGGRESSIVELY respectful of Hiccup’s boundaries when it comes to physical affection. Almost annoyingly so. She gets in the habit of basically never initiating any kind of physical touch without asking first--even long after they’ve started dating, and he’s told her it’s okay to initiate touching as long as she’s not smothery about it. She still refuses out of principle.
~They come up with a kind of “consent language” so Anna can pretty quickly determine when it’s all right to touch Hiccup--because Anna still really likes being physically affectionate with him, and he does actually like receiving physical affection a lot of the time (because, again, touch-starved), he’s just choosy about who does it. They work out a system based off of small, light touches that Hiccup doesn’t mind where it’s basically 2 taps on his shoulder for “can I hug you around the neck,” 2 taps on his side for “can I hug you around the waist,” 2 taps on his arm for “can I grab/lightly slap/punch your arm,” and 1 tap on is shoulder for “can I put my arm/elbow on your shoulder.” If he’s cool with it he’ll either nod or just say “yeah go ahead.” It works a lot quicker than asking “can I do such-and-such specific touch” every single time, and allows Anna to keep some of her spontaneity. They develop this during their friendship and it ends up rolling over into their relationship, even after Hiccup has basically told her she doesn’t need to ask permission for a lot of these anymore. She adds a new one after they start dating--she taps him a couple times wherever she wants to kiss him to ask if it’s cool to give him a smooch! It usually is.
~INFODUMPING. Literally SO. MUCH. INFODUMPING. Hiccup absolutely WILL NOT SHUT UP when he gets to talking about one of his special interests. Anna just will not shut up in general, but when the topic changes to one of her hyperfixations, it’s even worse. If you try to have a conversation with these two while they’re infodumping, you WILL get talked over. Honestly, left to their own devices, they could probably infodump to each other for literal days on end.
~Despite how much they both like to infodump, they’re both pretty good about being patient and indulging the other when it’s their partner’s turn to infodump in the conversation XD They are, however, notorious about accidentally triggering a barely-related infodump in the other person. It’s not uncommon for one of them to finish a rant and then the other goes “OH THAT REMINDS ME” and sets off on a completely different, barely-related rant.
~Hiccup actually really appreciates how overexpressive--and occasionally overdramatic--Anna tends to be. He never has to try and figure out what she’s thinking because she just says everything in her brain, and her body language basically always matches how she’s feeling to a ridiculous extent, so he never has to give himself a headache trying to read her. The fact that she’s the opposite of subtle and has no filter whatsoever works great for him, because he doesn’t have to drive himself insane trying to understand her. He gets her better than he gets most people because she’s an open goddamn book. The boy’s never been the best with social cues at all, never mind the nuanced, obscure ones, so Anna’s general straightforwardness and utter inability to hide her true feelings at literally any time is a breath of fresh air. What you see is basically what you get, and Hiccup wouldn’t have it any other way.
~People think when Anna and Hiccup start dating it’s gonna be a disaster, mainly because he’s so blunt and she can be...”oversensitive” (i.e. has a REALLY bad case of RSD). Turns out they’re dead wrong--because Hiccup has RSD too! (I mean, come ON--look how BADLY he wants to get his village’s approval! And how hard he takes it when his dad or someone else is mad at him--even if he tries to hide it with snark) He’s actually one of the few people who can be blunt enough with Anna that she realizes when she’s being a dumbass but tactful enough not to hurt her feelings or set off her RSD--because god, has he been there. When Anna is being especially difficult and has worked herself into a real bad funk, Hiccup (and sometimes Elsa) is the only people who can talk to her and get through to her without getting blown up at.
~They stim in similar ways!!! They both tend to fidget or kinda bounce up in down in place as a way to comfort themselves and calm themselves down (I see them both having a lot of anxiety and generally being kind of paranoid, although Anna is MUCH better at hiding this via putting on a cheerful face). They both do the leg bounce!!! Also if they get SUPER excited they’ll do a little awkward happy dance!!! They both also tend to stim by rubbing things in small, repetitive motions--with Hiccup, it’s usually his sketching pens, his ear, his head, or the back of his neck, while with Anna, it’s usually her other hand, her arm, her clothes, or really anything with kind of a comforting, consistent texture (some favorites are rubber, felt, and velvet). After they start dating, they actually will stim with each other’s hands while holding hands--usually by squeezing the other person’s hand in kind of a repetitive pattern or doing the thumb-rub thing on the back of the other person’s hand. It’s not uncommon for them to each be doing something completely unrelated while holding hands and just stimming on each other’s hands the entire time. Anna especially really loves when she feels Hiccup stimming on her, because it’s her little indicator that he’s happy and feels at peace and content in her presence and she LOVES being able to do that for him!
~They both stim by playing with hair too! Anna likes to play with her own to stim--mainly by figeting with the end of her braids or tucking hair behind her ear. She DOES love to ruffle Hiccup’s hair too (and she LOVES how fluffy it is!), but it’s usually not a stim thing. After they start dating, Anna does occasionally stim by massaging Hiccup’s hair/scalp, but she doesn’t usually do it for very long. Hiccup really loves braiding Anna’s hair, or just playing with it when it’s down. it helps him relax and clear his mind to have something fairly repetitive and/or mindless to do.
~Even after gaining some confidence, Hiccup still has a fair bit of social anxiety, so he and Anna basically always go to parties and social events together and stick with each other the whole time to make it less intimidating for him. Hiccup generally prefers to let Anna do the talking when they chat with people, and sometimes if he’s REALLY nervous he’ll sometimes even let her kinda talk for him (not in a condescending “speaking over” kinda way, but more in like a “I can sense you’re not comfortable speaking here so I’ll help you out as best I can” kinda way). She always makes sure to leave space in the conversation for him to take over talking if he wants. She’s also incredibly prone to bragging about his accomplishments to basically everyone they know. Hiccup is both embarrassed and flattered by this.
~When Anna finds out about meltdowns (probably through Hiccup mentioning it kind of offhandedly--“Eh, sorry I went AWOL last night, I was having a bit of a meltdown. Don’t worry about it, I’m fine now.”) she lowkey gets super anxious and frustrated because she REALLY wants to help, but has no idea how. Cue literal HOURS of research on the internet and AGGRESSIVE memorizing of any and all tips that she reads that she thinks would help. Which, of course, means several MORE hours spent going over flashcards like she’s studying for a goddamn test, because Anna has never been known for her sharp, expansive memory.
~The first time Hiccup ever has a meltdown in front of her (maybe after a really bad phone fight with his dad or something? Just general sensory overload?), she takes him to a secluded room and IMMEDIATELY gets rid of anything that could be agitating sensory-wise. She dims the lights! She closes the blinds! She throws a nearby clock, an alarm, a timer, and several other objects with only the slightest potential of making an annoying noise out of a nearby window in a fit of passion! She goes on a frenzied quest to find Hiccup’s noise-cancelling headphones--and finishes it in record time! Even in a state of emotional turmoil, Hiccup realizes that Anna’s being just a little too methodical in how she goes about all this--these are the kind of things that wouldn’t ever occur naturally to her to do. So as soon as he calms down a bit and has screamed into a pillow for a while, he’s like “...did you go on the internet to look up how to help with meltdowns?” and Anna’s like “...yes?” And Hiccup is lowkey so touched he starts crying all over again...and then, naturally, makes a long string of snarky comments to try and distract from it XD
~For their anniversary Anna saves up a bunch and buys Hiccup a lizard and a terrarium!!! She gets him a crocodile skink because, I quote, “Well, they always look annoyed, they’re kinda shy, they don’t like to be touched, and they look like tiny dragons, so they reminded me of you!!!” Hiccup screams like a goddamn fangirl, he’s SO excited. As luck would have it, Hiccup’s crocodile skink is a lot less skittish and prone to hiding than they usually are, and he actually lets Hiccup pick him up and pet him without much issue. Which is honestly great, because repeatedly touching something smooth and even like lizard scales helps calm Hiccup down when he’s agitated and helps with some of his sensory issues.
~Probably goes without saying, but Hiccup basically NEVER genuinely gives Anna a hard time about her memory problems or how she’s not always the quickest on the uptake, and if anyone tries to call her annoying, dumb, or immature he will absolutely roast them into oblivion. He does sometimes like...lightly tease her about jumping into things without thinking or never shutting up, but he never pushes it if he can tell she’s genuinely bothered by it (and, again, Anna is very easy to read, so it’s not hard to tell XD)
~I’ve seen other people in the fandom HC either Hiccup, Anna, or both of them as BOTH autistic and ADHD, and honestly...fuck yes!!! I’m down for this too! I love the idea of these two disaster ND kids just vibing with each other on so many damn levels that it’s like...incomprehensible to the average human XD Like man, they fuckin GET each other!!! I’m pretty happy with most combinations of ADHD + Autistic headcanons for Anna and Hiccup, so long as they end up vibing!!!
~THEY JUST. THEY LOVE EACH OTHER. SO MUCH. THEY LITERALLY WOULD DIE FOR EACH OTHER. I AM SURE OF IT. I’M CRYING. 
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