#and it felt arbitrary to include some side games but not others
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How much dialogue there is in the mainline Ace Attorney games
I made some graphs about how much dialogue there is across the "mainline" Ace Attorney games (AA1-AA6):
graphs split out by episode/character + data notes below the cut
Total Dialogue by Episode (game order)
Total Dialogue by Episode (length order)
Total Dialogue by Character
Overall, there's over 1.5 million words of dialogue across the mainline AA games (about 1,570,000 words, by my count)
Data source: I’m using a dataset that I put together pulling from the episode transcripts on the Ace Attorney wiki (which I did almost entirely via Python, but with a bit of manual cleanup). There’s bound to be some error resulting from that process, but the numbers should be pretty close.
#Ace Attorney#Ace Attorney in Graphs#Graphs#sC original#I kept going back and forth about whether to include Investigations + PLvPW in this or not#since I have the data for those games but not for GAA/DGS#and it felt arbitrary to include some side games but not others#so my compromise is that I'll add Investigations/PLvPW data in a reblog lol
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Review: Super Mario Sunshine
Super Mario Sunshine is a weird game for a lot of different reasons. It was among some of the first game reviews I ever wrote for the internet, for one, all the way back in 2005. I was proud enough of that review that when it came time to relaunch TSSZ News in 2008, it was one of five archived reviews I transplanted on to the site. It was also a strange case where I became convinced it was a game I’d never play, originally. I was 23 years old, with no job, no money, and no prospects. I was desperate to play the game that was being sold as the sequel to Super Mario 64, but I could not envision a future where that would ever be possible.
Eventually, I reached my breaking point. Earlier that same year, somebody had linked me to something called “Quake Done Quick.” It was attached to a relatively new site, called the “Speed Demos Archive”, a hub for videos of people finishing games as fast as possible. The site was small, updated manually, and featured a list of roughly 100 games -- maybe less. This was before Youtube, so these were downloadable video files, usually in AVI or MPG format. And it was here that they had a Super Mario Sunshine speedrun. Even on my fledgling broadband internet, it took a considerable amount of time to download. But, with nothing more than two hours of raw, unedited, uncommentated gameplay footage, I watched a user named “Dragorn” play through the entire game (his old run is still viewable on the Internet Archive). Watching a speedrunner flip, spin, and trick his way across levels, I became convinced that Sunshine was incredible.
A few months later, I was surprised by my brother with $200 for Christmas, stuffed inside a greeting card. He said it was for “all the Christmases he missed” since moving out, years ago. Combined with other money I’d received in gifts, I headed to a Gamestop and purchased a Gamecube with my own (used) copy of Super Mario Sunshine. In my mind, it did not matter that I had spoiled the entire game for myself only three months earlier with the speedrun video. Watching someone else play is no substitute for a controller in your own hands. I needed to play it for myself.
In the modern context, Super Mario Sunshine is one of the games attached to the recently released Super Mario 3D All-Stars collection. Full disclosure: I will not be buying this collection, and I have not played the version of Super Mario Sunshine it includes. It’s not that these games are bad, but even from the outside looking in, the collection looks underwhelming. It’s full of basic, bare-bones ports of games that deserve more. But it does mean that these games have been on my mind, particularly Super Mario Sunshine, which I finished replaying, separately, a little more than one year ago. It was the first time I’d finished the game since that fateful Christmas of 2004, and it provided a refresh in perspective.
The truth of the matter is, brushing aside everything else about it, Super Mario Sunshine is an easy game to hate. Nintendo was trying a lot of new things with the Gamecube, struggling to figure out what could be done with the leap in horsepower over the Nintendo 64. Their pitch was a Mario that was subtly more serious and realistic. Sunshine is a game with a surprisingly large number of cinematics, and a considerable amount of narrative setup. It sounds like a joke, but it’s true: the game opens with Mario taking a long-deserved vacation on a tropical island, only to be arrested and wrongfully accused of crimes he did not commit. He is sentenced to community service, forced to clean the island of a paint-like substance its residents claim he has used to vandalize their resort town. This is accomplished with the F.L.U.D.D., a backpack-mounted squirt gun perfect for washing down walls and floors. It was the first manual labor he’d been shown doing since the NES version of Wrecking Crew in 1985.
It’s odd territory for Mario, but it leads to the game’s first real problem: Plot. Sunshine is not a game that’s packed with story -- there aren’t a lot of named characters, and there aren’t a lot of genuine story arcs to get hooked in to, but it’s way more than you got in most Mario games. Regardless, the influence of a narrative structure is definitely felt within its levels. One of the benefits of Super Mario 64 is that there was no set order to anything; you might drop in to a level with a specific goal in mind, only to accidentally stumble on to something else. You were encouraged to follow your curiosity, collecting stars more through natural exploration. Even though it’s not always obvious on the surface, the objectives in Super Mario Sunshine are following a specific plotline, which means flat, rigid linearity.
So you might reach an amusement park area, but you can’t go inside until you finish the mission where you open the front gates. Even once you re-enter the level for the next mission inside the amusement park, exploring its various rides will be a moot point, as the game will want you to focus on a specific goal instead. Want to ride the rollercoaster? Too bad, the story dictates it’s not available yet. Though you still have that go-anywhere, do-anything world design from Super Mario 64, the current mission is the only thing that’s ever active. Another example: at the beginning of the game, you open up the first stage -- Bianco Hills. Even though you have a whole village and a sizable lake area to explore, there’s little to do out there, because your mission is about reaching the bottom of the windmill. The second mission, again, doesn’t involve the village or the lake, but now asks you to reach the top of the same windmill in order to fight the game’s first boss, Petey Piranha. And so it goes: big zones to explore, but most of it useless as Sunshine slowly trickles out objectives one at a time, following a barely-visible narrative that drags everything down.
Nintendo had other intentions for the game, too. The company was known for taking its time with game releases -- Super Mario World released in 1990, and it took six years for Super Mario 64 to follow it up. Even once a game was announced, there were often months or even years of delays as the game got pushed back, and back, and back, as with Ocarina of Time. Similarly long waits happened for many of Nintendo’s other flagship franchises (Super Mario Kart, Super Metroid, etc.), and the peanut gallery was getting restless. With the release of the Gamecube, Nintendo made a vow to explore other avenues to release more games, more quickly.
The problem was, all of those delays are exactly what lead to Nintendo’s extremely high bar of quality. Rushing these games out the door meant cutting corners and finding easy ways to tack on extra play time, skipping necessary fine tuning. In The Wind Waker, this notoriously led to the last fourth of the game, wherein you must find and decode maps to dredge up half a dozen pieces of the magical Triforce. For most, this meant hours of sailing out to random, completely featureless areas in the middle of the open ocean hoping to find a single golden tortilla chip. “Tedious” is putting it kindly, but it saved Nintendo from having to delay the game too many times in order to add more in-depth content.
In Super Mario Sunshine, this manifested in a degree of repetition that is difficult to ignore. In both Super Mario 64 and Super Mario Galaxy, most mission objectives are unique. There are occasional repeated missions, like finding 8 red coins, but by and large it's things like rescuing a baby penguin, opening a pyramid, assaulting an airship, or finding your way through a gravity-bending maze. There's enough variety that you don't notice as much when you're asked to do yet another one of Galaxy's purple coin comets.
Sunshine still has unique goals like that, but they are much fewer and farther between. Instead, the bulk of the game is filled with doing the same four or five missions over, and over, and over again. Finding fruit to hatch Yoshi or hunting red coins can be fun occasionally, but Sunshine often makes you do this stuff multiple times per level. Most bosses also must be faced at least twice, sometimes up to three times, and very little changes from fight to fight. And then there are the races -- a man named Piantissimo is waiting for you in most stages, looking to race you to an arbitrary landmark, and every single level has one penultimate mission where you must chase down the hero's evil doppelganger, Shadow Mario. It’s padding, basically, and thanks to a tenuous grip on narrative, there’s few ways to skip the things you don’t want to do.
This isn't even touching on the game's blue coins. They're one of Sunshine's rarer collectibles, and ten blue coins can be traded at the shop for a single Shine Sprite (the main item central to the story). The majority of blue coins can be found by hosing down graffiti found around the island. Spray a circle-shaped pattern on one wall, and a blue coin pops out of another circle-shaped pattern on the opposite side of the level, which you must run to and collect before it disappears. Then, the opposite: spray down the second pattern, and another blue coin will appear back where the first graffiti used to be. In a game full of rerun objectives, this is the worst offender. Rarely are these blue coin graffiti spots interesting or challenging; they primarily exist to fill space and fluff up the Shine counter.
The level concepts themselves also suffer from this repetition. In any other Mario game, “tropical island” would be one theme among many other level types, like deserts, volcanoes and frozen lakes. Sunshine tries to stretch its one theme out to last an entire game, and in practical terms, this means that even after 18 years and two complete playthroughs (three, if you count the speedrun video), I still can’t remember most areas in any kind of specific detail. I remember a couple stage names, maybe a few environmental traits (like the hotel at sunset or the amusement park), but anything beyond that and it all starts blurring into homogeneous beaches, docks, and villages. Even the music -- beyond the iconic acoustic guitar of the Delfino Plaza hub world song, absolutely nothing about Super Mario Sunshine’s soundtrack stands out as memorable in the slightest. Every part of this game plays, looks and sounds like every other part in the worst way possible.
And yet, through some miracle, Super Mario Sunshine does not come out the other end being a bad game. It’s not necessarily good, either, mind you. But when I finally managed to get my hands on this game back in 2004, it made me angry. Super Mario 64 was a tough act to follow, and rather than build on those concepts, Sunshine felt like a massive regression. Nowadays, it’s easier to see the bigger picture. Super Mario Sunshine was a stop-gap as Nintendo slowly pushed Mario back to a more linear, level-based structure. Super Mario Galaxy was another step in this direction, doing away with the open worlds in favor of traditional, straight-forward level design, something that would later be perfected in Super Mario 3D Land and Super Mario 3D World.
That makes Sunshine more of a curious black sheep than anything else. It’s definitely not a game worth hating -- its biggest offense is simply being dull, and there are worse fates. For my replay, it became the sort of game I chipped away at, bit by bit, over the course of nearly three years. As it turns out, the best cure for repetition is to forget everything you were doing the last time you played. It’s even fitting on some level that a game about Mario taking a vacation is best served in lazy, slow, indifferent chunks. Make no mistake -- there are better, more polished, and more engaging platformers out there for you to play. It is in no way a stretch to call Super Mario Sunshine the worst 3D Mario game, but it speaks to the franchise’s high bar of quality that even the worst 3D Mario game really isn’t so bad.
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I’m pissed off, and sad, and scared, and I have a lot to say right now. This all needs to be said, for my own sake if not for anyone else’s.
Very recently, the Supreme Court ruled 7-2 that employers under the Affordable Care Act are now allowed to roll back access to birth control for their employees, as long as their religion disagrees with it. This ruling was made in the name of religious tyranny, and NOT that of religious freedom. Christian-run businesses can now force their beliefs onto their employees by actively denying them the healthcare that they very much need.
Can you imagine the outrage there would be if SCOTUS decided that it was suddenly okay for a Muslim-run business to break FLSA standards during Ramadan? After all, if a Christian-run business shouldn’t be forced to pay for all ACA-protected aspects of an employee’s healthcare, why should a Muslim-run business have to sacrifice profits when eating lunch during Ramadan is against their religion?
“Oh, but there are federal protections to keep something like that from happening.” Are there? Are there really? The ACA gave employees FEDERALLY PROTECTED access to birth control through their employers, because an employer’s religious beliefs shouldn’t be used to control the freedoms or hurt the wellbeing of others. Now look where we are.
This court ruling essentially dictates that religion can make you exempt from federally-mandated rules for the sake of profit. It puts the employer’s beliefs above the beliefs and wellbeing of their employees. It puts any company’s self-proclaimed God over the law, and allows them to forgo worker protections because, according to them, it’s what Jesus would want.
And where do we draw the line? Should a company that’s run by a Jehovah’s Witness be allowed to deny coverage for a needed blood transfusion? Can a religious company claim that any illness is a righteous punishment from God, and the use of modern medicine to treat it would be sinful? What would that mean for something as devastatingly expensive as cancer treatment? What if the CEO doesn’t agree with vaccines? And really, why even stop at access to healthcare when there are any number of ways that a company could encroach on their worker’s rights in the name of God?
Too many people in this country are entirely dependent on their employers for their health insurance. Healthcare costs in America are the highest in the western world by far, and life-saving treatment is often prohibitively expensive without it. This SCOTUS decision may ultimately deny many Americans their constitutional right to life.
Employers pay private insurance companies to provide care for their employees. This is a blanket expense. They don’t get an itemized bill for the healthcare that they’re covering. They’re paying for general healthcare coverage to be provided by insurance company, and that’s it. The employers are not the insurance companies themselves. They are not the ones processing the claims and choosing which to deny and which to cover. Your medical record is private, protected information. Your employer does not have access to that information under HIPAA. If your employer isn’t allowed in the room with you during your doctor’s appointment, they absolutely shouldn’t be allowed to pick and choose what care you can and can’t receive.
These companies are literally just saying, “see that person right there? I don’t like that they’re on birth control, because I’M a Christian, and that’s against MY beliefs, so now THEY can’t have it.” A Christian forcing their beliefs onto someone else isn’t religious freedom, just like a Muslim forcing their beliefs onto a Christian wouldn’t be. This is religious tyranny the and Christian-backed persecution of women.
And for this specific ruling, it really is that arbitrary. This ruling is a poorly-disguised move to further strip away the rights of women in the name of Abrahamic theocracy. The idea that this decision would save money for these employers is completely asinine, considering good reproductive healthcare and access to birth control reduces long-term costs overall (I will be adding the stats and sources to back this up in a later post).
And here’s an important reminder for you all: reproductive healthcare is still basic healthcare. Taking care of one’s needs regarding their reproductive system benefits their overall health. And even if you disagree with me there, “birth control” is a pretty damn big misnomer. While it is commonly used to prevent unwanted pregnancies, there are a myriad of other reasons that a woman might need it for.
Birth control can control hormonal acne. My own mother was put on it for this reason back when she was a teenager.
It can be used to help regulate one’s mood. A dear friend of mine is on it for this reason. She suffers from severe depression, occasionally to the point of suicidal ideation. I am fucking terrified about what this court decision could mean for her.
It reduces one’s chances of getting uterine cancer. I have a family history of uterine cancer, and it can be hard to detect. They only found it in my grandmother by chance when they were performing an unrelated surgery.
It reduces your chances of forming ovarian cysts. Women with PCOS often suffer from these, and they can be quite painful. My mother had to have a football-sized ovarian cyst removed from her abdomen, and histology found that it contained pre-cancerous cells.
It can relieve symptoms of PMS and PMDD. Again, this is a form of hormonal mood regulation, as well as a means of controlling many of the unfortunate physical side effects of the menstrual cycle. PMS and PMDD are often topics of ridicule, but their symptoms can have a serious negative impact on one’s day-to-day life. I’ll add more information on this later, since there’s a lot to cover.
It can help regulate one’s menstrual cycle. For reasons I shouldn’t have to explain, knowing when blood and viscera is going to start pouring out of your crotch really helps with being prepared to deal with it. It also helps to avoid really embarrassing situations in public, or the need to clean bloodstains out of clothes and furniture. Irregular periods are a gruesome guessing game. I’ve been there. I don’t want to go back.
It can make your periods less painful. Periods happen when, once a month, the uterus sheds its inner lining. As in, the person having their period is bleeding internally, because one of their organs is shredding and expelling parts of itself from the inside. That shit hurts. Many women have reported vomiting or passing out from period pain. For me, the average period cramp can be compared to really bad gas or diarrhea pain. You know, the kind that has you breaking out into cold sweats on the toilet while you silently beg for mercy to any god that might be listening. Fun, right? I’d recon my pain level is about the average, too.
It can be used to manage menstrual migraines. Did you know some women get migraines in conjunction with their periods? Migraines are debilitating. Imagine having them chronically, getting them frequently around the same time every month, then being denied affordable access to the one medicine that was keeping it in check because your asshole boss says that Jesus wants you to suffer. Bonus points if you get fired because the migraines had a negative impact on your ability to work.
It can reduce your risk of anemia. Some women get really heavy periods. Like, crazy heavy, to the point where they bleed so much that it’s unhealthy. Technically speaking, I fall into this camp. I’d hemorrhage to the point of needing a transfusion if I went long enough without birth control. Gee, I sure hope the insurance-throttling company that I work for isn’t run by a Jehovah’s Witness.
Birth control is the only non-invasive way to control uterine fibroids, which often go hand-in-hand with endometriosis. These are non-cancerous growths within or around the uterus can cause uncontrolled bleeding, and may be quite painful in and of themselves. A ridiculously high number of women have this, myself included. Most women that have them have no or very few symptoms. I was not so lucky.
And that’s just a few of birth control’s many uses. And actually, let me talk about my fibroids some more for a second, just so you all have a better idea of what it means to live with this shit. TMI time. I take birth control. I’ve been taking it regularly for about five years now. I’ve never had sex before, and I don’t plan on it any time soon. This is the one and only reason I’m on the pill.
Five years ago, during my freshman year of college, I started bleeding out of the blue. Really, really badly. This “spotting” was sudden, and heavy, and unrelenting. I’d completely bleed through a super tampon in less than two hours, when one of those would last a good eight hours on my heaviest day during a normal period. I had to sleep with towels on the bed, and set an alarm to wake up early so I could take deal with the shed blood before it got too bad, and to give myself extra time for cleanup before classes. After going from horizontal to vertical for the first time in several hours, getting to the bathroom was a race against time and gravity.
I lived like this for a full month. Tampons and pads, for those of you that have had the privilege of never needing to buy them, can get really pricey. Doubly so for a broke college student, triply so when they need to be extra-large packs containing extra-large products, and quadruple-y so when that broke college student is still managing to bleed through those products at an absurd rate. And, it hurt. The pain was worse than usual; the camps were sharper, more persistent, and sometimes it felt like someone was jabbing a big needle into my abdomen and twisting it around. I was taking OTC painkillers constantly, and they barely made a dent in the pain.
The bleeding started just over a week after my last period had ended, so it was way too early for it to be my next cycle. I figured that maybe my cycle was syncing up to my roommate, or some other chick on my floor had some weird hormonal imbalance, and the outside interference from other people’s hormones was screwing with me enough to make my own body act weird. I figured I’d just have to wait out this one bad period, and everything would settle back down to normal. But, two weeks passed and absolutely nothing changed. The bleeding wasn’t slowing down, and I started to get worried that it wasn’t just an abnormal period. I waited a couple more days, then booked an appointment at the health center. It was more than a week until they could see me.
The consensus was fibroids. They couldn’t give me an official diagnosis without an ultrasound, but all signs pointed to that one conclusion. They said that the only way to make the bleeding stop was by taking birth control. I wasn’t happy about it, since my mom had me convinced that birth control would actually increase my risk of cancer (not true, as I later found out), but I agreed anyway. The nightmare was over a few days later.
So, off topic but still related, I had surgery on my foot a couple months ago. It had to be immobilized for a while, and I was put on blood thinners to prevent any clots from forming while I recovered. Birth control pills can actually increase the risk of blood clots, so I made the choice to hold off on taking those for a while, just as an added precaution. Sure enough, only five days later, the bleeding and the pain was back. Again, it had been only a week since my last period.
I still need to be on birth control. It is a medical necessity for me. My fibroids are still around, and I’ll still spot and cramp up if I miss a pill. I’ve recently been told by my doctor that a permanent fix, and my only other option for treatment, is a hysterectomy. I am 22 years old. Most surgeons would never dream about performing that procedure on me, even if it didn’t already come with its own health risks.
And hell, even if it is used just to prevent pregnancies, what gives someone else the right to deny a woman her bodily autonomy? Human beings are sexual creatures. They’re going to fuck, regardless of whatever laws or religious doctrines are involved. We are quite literally built to have sex, and it’s entirely healthy to do so. There are plenty of peer-reviewed studies that go into detail on the matter; just hop onto Google Scholar and see for yourself. And, maybe, preventing pregnancy is a need in and of itself. What if a woman has a condition that would make pregnancy extremely high-risk? Is she not justified in taking birth control to protect herself from grievous injury? If she’s married to a man, does that married couple not have a right to sleep together without fear of one of them literally dying for it? Even by Christian standards, it doesn’t seem right.
This decision that the Supreme Court has made is utterly shameful, and countless law-abiding American citizens will now be denied access to needed care that they otherwise couldn’t afford without insurance coverage. This is truly a loss for America and her people, and one that will cause suffering for decades to come.
#long post#text#my thoughts#scotus#politics#feminism#fuck republicans#fuck conservatives#and fuck the evangelical right#religion#christianity#america#2020#sorry if i’m not the best writer#fuck#theocracy#angry#fibroids#birth control
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Random Ask Dump - Anniversary Edition (50+ REALLY OLD ASKS!)
Going through OLD AND CRUSTY ASKS to try and chip away at the inbox. HERE WE GOOOO...
That’s an interesting idea, and I could run it by Cake, but I think it would honestly be a LOT to track from a programming perspective. Especially ‘cause killing Sans is gonna result in a “bad ending,” so to speak.
An attempt was made by Undyne to have all three hang out at the same time. Papyrus was SUPER EAGER. ...but one thing led to another and there were many messy explosions of chemicals and lots of smoke. Alphys had to step in before things got out of hand. It was all very daunting for her. Pap and Undyne are VERY LOUD, VERY AMBITIOUS PEOPLE.
I actually have some ideas of some side comics I may do at some point! :o It’s just that right now there’s a lot going on.
I need to poke Carni about that at some point. He’s just been very busy with other projects!
Clearly he’s standing on the “out to lunch” sign.
I wanna say that it’s very possible in theory. :o It probably affects them differently since monsters’ emotional state affects their magic and their physical state.
I do like little easter eggs like that, though I’m not sure where I’d fit it in atm just ‘cause I already showed Pap’s room, haha.
I made the chase theme for Mad Dummy as well as Mad Mew Mew’s battle theme. @pinewsun made the battle theme for Mad Dummy, and @thomasthepencil made the Season Dude battle theme and MD’s overworld theme. :o
That’s a really fascinating conundrum! You’re absolutely right- if IF was a standalone game, then from a writing standpoint, having more subtle implications would make sense! The reason I chose a different approach for IF is because it’s set after Flowey’s already known to be evil and I like to give different POVs rather than stick to just Frisk’s.
That’s an interesting thing, actually- both fights lean heavily on the fourth wall. Both are treated as climaxes for their given routes. It’s funny because Asriel’s fight is a lot more straightforward and less meta by comparison.
I agree! The thing with Papyrus is that he’s extremely powerful- he just doesn’t want to kill. But it’s a deliberate choice not to kill- he’s able to force his attacks to do next to no damage. He’s also pretty darn crafty, as he made the Gauntlet himself. It really is just a case of Undyne’s personal biases and concern for him.
That was a deliberate choice. :O Papyrus is very influential toward Frisk. He is best skeleboi.
Papybot loves you, anon! He just wants to feed you WHOLESOME SPAGHETTI!!!
It is possible to whistle through teeth. ...alternatively, magic. As for the music, Undertale implies that the music is heard! Maybe it’s just... a thing that exists in this world. Or it’s just meant to be a silly meta joke. I try to keep it somewhat ambiguous other than occasional nods to it. Chara’s pants are lighter because I just... felt like it, I guess? Haha. I wanted their feet and pants to stand out more from each other, so they have khaki pants. As for the Undyne fight being animated, well, this ask is old by now, but Sparks was the one who was down for it.
Well, the teaser’s been out for a long time now, but that’s the idea! It’s also why this has been in production for so long. The Determinator has some really over the top attacks (that weren’t even shown in the teaser), and Sparks animated in Photoshop. That’s how hardcore he is.
Shhhhh. Don’t give me ideas. I’m already slacking on Tem Village. :P
Sometimes I do have slumps and burnouts (see Antipode’s lengthy hiatus), but breaks lead to me being refreshed and coming back with even more enthusiasm than before!
Oh, there are a lot of these throughout the comic. For instance...
Flowey appears in a few background shots in the Ruins!
When Sans says “or maybe...” he looks at the empty flower pot. This was one of the earliest bits of foreshadowing about who created Flowey, and nobody noticed it at the time!
The MTT vending machines initially look like this but have helpful items.
And then they look like this, with an angry face and pose- Mad Dummy has possessed them!
As of Part 38, it’s been revealed that he did first meet Asgore as “Santa.” As for whether or not he knows the truth, time will tell. :o
Oh, these are excellent suggestions for calls! I’ll try to keep these in mind.
So, I believe Glyde uses the Mysterious Door motif. Jerry uses the motif in its battle theme- I believe it’s a mix of original motif and Wrong Number song?
Sans is a master of power napping. He probably gets a decent amount of sleep, though.
There are a lot of ways to interpret Pap’s lack of sleep! In IF, he can get by without it, but he also has a lot of reasons to avoid sleeping. Some reasons include productivity but also due to a looooot of heavy baggage. More on that later.
I think sleep can definitely make monsters healthier. Rest = better mental health as well as physical health, and with how important mental and emotional help is for monsters, that’s very important!
They just really like socks. Socks are warm. Socks are slinky. And googly eyes are the best. So they took on the form of a really eccentric sock puppet and sock collector. Scandalous.
It also has Alphys’ motif, as the two are the leaders of the royal guard!
I would say the lack of Asgore as an influence has left Undyne slightly less grounded? Like, she had Toriel and Gerson in her life, but her relationship with Toriel is... definitely not quite as close? Like, Toriel by that point kept people at an arm’s length due to losing multiple children (including one from old age). So, while they were on friendly terms until the aftermath of the DT experiments and the tapes’ release, it was more like mutual respect and a sorta professional relationship with Undyne admiring Toriel and wanting to spare her from more heartache.
That is a really interesting idea. While that didn’t happen, I do need to maybe revisit the grumpy dog at some point or another. He’s still a lil’ salty.
I think in terms of layout it won’t change much, but there will be new/different content for sure. :O
Mad Dummy’s base design is mostly original, but she has a wig + headband from DIO from Jojo Part 3! Fun fact: While MTT has Kamina shades, Papyrus’ goggles are loosely based on Simon from Tengen Toppa Gurren Lagann in terms of color. :O
So basically, when Asriel defeated Frisk, he had the power over the timeline to reset it as he pleased- in theory. However, that power was overwhelming for him, and due his lack of understanding OF said power and one last ditch attempt at resisting from Chara, things went wrong.
There is a track that takes some inspiration from Rage Awakened. It’s not released, and it’s not exact, but it won’t be released for a WHILE. Like until the part comes out.
I think it’s just the fact that tacos are so random. Like, my biggest beef in that regard was that OG Underswap had a lot of arbitrary replacements for things in UT and not all of them made sense. Like, if Sans was to make a foreign food, ramen would’ve made more sense due to Alphys being weeb trash, haha.
Okay, so the rough timeline iiiis... Falling: - Cyan - Green - Orange - Blue - Purple - Yellow Dying: - Cyan - Orange - Blue - Purple - Yellow - Green
You know, it’s funny because this ask is super old, but that’s basically sorta what happened. :O It became a beach-themed resort.
Never forget MTT fangirl Temmie’s pool escapades.
I think Forgespring for me because I had to make the tileset myself (it took a few months, I think?), but Aquarius was definitely in the works for a while. But once I had the tileset from Fours, the rooms were very easy to design!
That woulda been pretty rad! Maybe I can find another spot for it one day, haha.
I think for Dohj, I’d have to check with Fours, but I’m certainly not opposed at some point? Right now, the following chars can take questions: - Frisk - Papyrus - Sans - Undyne - Alphys - Napstablook - Mettaton - Asgore - Chara - Flowey
Cyan appears in Part 45! :O No answer about orange for now, tho.
I do have vague ideas for Tem village. I just haven’t had time to go back and do it.
Stay tuned and you may find out! :O
Hmmmm... I had a lot of fun with MTT SPIRAL and the Determinator, tbh. They were both very time consuming, but I love how they came out! Also, buff Jerry.
Turnabout Storm. :)
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It’s a really awesome fan crossover that works way better than it should. :P
None taken! We know that with headcanons, everyone is gonna have their own interpretations. These are just the voices we liked for Fireglobe Production, but everyone has their right to their favored interpretations!
Yeah, Knight Knight is one of the coolest CORE mercs in the original game. It was fun to repurpose them for Inverted Fate as royal guards. :o It made room for unique encounters in the CORE in the form of them robots- as Undyne would rather use machines than other monsters to do her work.
Personally, I see it as an Asriel motif, but I also acknowledge that at one point it WAS gonna be an Asgore motif. Toby has a habit of just using whatever music works for a scene (see sans. at the snail farm.)
I do have a few ideas, though I won’t say for what yet. :o
He’s likely made blueprints for that train. :P
It probably would just have different flavor text/progression!
So basically, I treat the starting motif for BAaTH/Power of NEO is just a “true hero” motif.
MTT is definitely major in IF! As for whether or not he’ll have a hangout, time will tell. There’s definitely more to resolve with him, though.
I’m gonna remake at least a few of the older tracks, including Regret. My goal is just to bring the OST to a similar standard of quality.
So, animated parts coming up: Part 47, Part 49, Part 50. There may be some other parts, but we’re gonna wanna scale things back for a little bit for the sake of all our sanities.
I go with both. ;)
Honestly, probably fairly similar to the bully fight in the Ruins- which is why I ultimately decided not to do one. Both fill similar archetypes, though I think if I did do a battle, I woulda still had Flowey interrupt at the end and scare them off.
It’s a very emotional scene. Far more tragic than her geno death, IMO.
Well, the main goal in that regard is the remasters (Part 9 is in progress). Otherwise, I do think these hiatuses are good for working ahead. I’ve still gotta do more work, though, because my buffer this time around is a lot smaller from the trial-hiatus buffer. Alas!
Honestly, the website is the best thing to happen to IF. It’s allowed us to do so much with the comic’s presentation that would be impossible with imgur. NORIX IS THE BEST...
#inverted fate#ask dump#asks#undertale au#behind the scenes#undyne#frisk#papyrus#asgore#sans#alphys#lore#toriel#fallen humans
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Castlevania Season 3 was disappointing
(Spoilers for Castlevania Season 3, if you haven’t seen it yet it’s out now on Netflix. I suggest watching that first before reading this review)
I won’t say it was an awful season by any stretch of the imagination but man was it a drag to get through.
Almost nothing of significance happens for the majority of the season and the things that did happen felt extremely off and weird. 10 episodes, 25 to 30 minutes each, and every single one except for the fucking TWO LAST EPISODES were spent dicking around with a mystery that had little to do with anything from season 2 beyond a really out there twist that I’m sort of iffy on. Top that off with a lackluster arguably stupid ending to leave us off on a needless cliffhanger, and that’s the magic remedy that will leave me feeling pretty damn frustrated.
The best parts, in my opinion, were with Isaac’s massive undead crusade he was waging throughout his journey for revenge, and Trevor and Syph’s interactions with each other as well as with the little villagers. Isaac’s arc going from a servant of Dracula to slowing evolving into the master of the damned felt genuine, intriguing, and badass! I really wish he was the next main villain instead as it makes sense thematically. He carries out Dracula’s nihilistic views of humanity in a similar but now more direct way and that can lead into something really intriguing. However, for some reason, this season left him and his whole journey on a back burner, and virtually everything else that is implemented into main villain role fell flat on its face execution wise.
For example; The new vampires of this season are Camilla’s three other empress sisters, and while they do have a plethora of personality at the very least, that kind of comes at a cost of the main threat being extremely diluted. We go from this hurting sympathetic undead overlord with the power of an anchent GOD, to a couple of wicked sassy sisters who just wanna eat people forever? It’s a bit lame of a progression from what we once had, we know Vampires like to eat people that’s nothing new or exciting. There’s no real twist to it besides it being “led by women in the dark ages” and granted that makes sense here since it IS the dark ages, but come on we literally just had arguably the BEST adaptation of friggin’ Dracula! This shouldn’t be all they got moving forward from that.
Now, I have ZERO issue with the main antagonists being female or even two of the four sisters (not by blood don’t worry) being a lesbian couple. I hate that I have to emphasize this, hell I often defend Cinder Fall in RWBY more than anyone in the fandom at all despite her issues as a complex and sometimes flat out badly written character. However, The four of them in this season have the most basic of plans that it seems arbitrary status quote fluff at best. It felt like just because it’s Castlevania, we HAVE to have the vampires as the villains. Even though in the games the Belmont’s were literally fighting werewolves, dragons, skeletons, and the GRIMM REAPER??
Therefore, the sense of urgency and tense calculating plans of ‘survival vs extinction’ is completely gone. And yknow in a way, I can kinda initially SEE that working in a sort of “Empire Strikes Back” esque plot. Yknow, with Alucard and the gang go around cleaning up Dracula’s leftover horde only for Isaac or even Camilla to have this huge vengeful comeback of dominance? But there’s no one exactly “striking back” or even taking any kind of immediate initiative after Dracula’s death. It’s been MONTHS after the whole event and no one seems like they really care about that world changing event from the last two season’s. Everything is fine and dandy, no one has a single worry in the world! How enthralling...I miss Godbrand 😑
Besides the plan the four empresses have as well as Issac’s revenge, which I hope will both be more explored in season 4, no one really has any goal to warrant THAT kind of length of a season. This is more of a Netflix problem that I have with most of their shows and it’s one of the reasons why I don’t like watching them. Almost every singe show Netflix produces now, feels the need to overstuff itself with needless filler that gets us really nowhere until the very end where it SUDDENLY all comes together. But because of the nature of binge watching and considering how Netflix wants to desperately keep their subscriptions in fear of intimidating competition, they make these shows 12 episodes long with HALF HOUR OR MORE amount of filler content that’s supposed to satisfy us cause it’s “cute”?! No, stop this shit! Granted, Castlevania wasn’t nearly AS bad as the live action shows, but honestly, what exactly was shown to us that couldn’t have been reduced to like 5 solidly paced episodes focused on one or two plot lines ONLY like before? It worked perfectly back then, why change what ain’t broke?
As much as I don’t like the immediate rush of Trevor and Syph’s out of nowhere sexual relationship, I didn’t overall mind it too much since they still somewhat felt consistent. Their characteristics play off very nicely with one another and it’s pretty easy to see the chemistry between the two....HOWEVER I’M STILL GONNA COMPLAIN ABOUT IT SO HERE WE GO!
I get that they were setting them up as an endgame ship of the series, there’s no denying that, but they start fucking for what feels like (to the audience) two days after and I think that’s a bit ridiculous! Even if Alucard states that it’s been at the very least a month worth of time since the events of Season 2, there’s no real physical signs showing that statement to be true. Hell, Trevor’s beard and hair remains the same despite a HUGE passage of time where it would naturally grow out to indicate said time passing by. But both him, Syph, Alucard, and damn near everyone else looks the exact same as last season. So for all I know it could have been like a week since Season 2 and that to me doesn’t feel exactly earned. The Season 2 finale didn’t explicitly leave off Trevor and Syph officially a couple, they felt more like partners in crime more than anything else. Not to say that there wasn’t any chemistry there to develope INTO a relationship GRADUALLY, but going from a little spark of interest to the immediate jump of them sleeping together naked all comfortably as if they’re a goddamn married couple is a STRETCH! Even Trevor himself thinks so too so don’t jump down my throat about not being immediately swooned by the shipping fanservice given to us. I don’t dislike them as a couple at all, in fact I think their dynamic is cute! However, I would have also liked to have this couple feel natural and earned. They most certainly do not feel earned this way, at least to me.
Oh god, then there’s this out of nowhere sexual tension between Alucard and his new two recruits from another region hinted at in the previous season? Mind you, Alucard was doing literally NOTHING throughout the entirety of Season 3. Yep, literally the ONE DUDE WHO BASICALLY KILLED DRACULA gets about fuck all story progression afterwards out of the three. But what they DO give him are these two new vampire hunting student’s who look identical to one another (no racial they just literally look like fraternal twins) so I assumed they were either siblings or a couple, which makes it REALLY WEIRD WHEN THEY BOTH FUCK ALUCARD OUT OF NOWHERE?! I’m NOT making this shit up I promise! What makes even less sense is that it was really just a ploy for them to steal the Belmont knowledge of killing vampires to show to their people who have been enslaved. Which of course ends with them being killed so it really makes this entire conflict in his character damn near pointless besides “sad vibes check”, but here’s the thing...why didn’t they just keep doing training with Alucard?? There were virtually no downsides to having him teach you how to kill Vampires to save your village from being enslaved, he was teaching you both very well and gave you like the eternal knowledge of how to kill literally EVERY MONSTER and even let you live in the castle FOR FREE, food and wine included! What was the turning point for them to want to kill him all of the sudden? Cause he’s a vampire?? THEY FUCKING KNEW THAT ALREADY!!! Why was is suddenly not a problem at first but then coincidentally a problem now? If they wanted to use this to somehow depict this notion of “Oh my dad/Dracula was right humans are the worst” mindset, trust me, it was better conveyed with Isaac. These twins side plot not only made no sense, but also felt unjustified for Alucard to be an emo boi. I get that it’s supposed to be symbolic of him going through the same issues that both of his parents went through, but none of that really showed how bad human’s are. Just that those two twins didn’t think things through apparently. So the point of Alucard having this odd character convenience shift feels by the numbers cliché, and most importantly CHEAP.
It really makes no sense to me why they’re adding so much of this filler for such a long time, especially with some of this filler being oddly sexual. I don’t mind honest depiction of sex between consenting adults of course, but it just felt so misplaced and awkward at parts where it showed itself. I felt like I was reading a mediocre fanfic of Castlevania instead of the actual show itself! Granted, Season 2 had somewhat of a similar dilemma but the lull in between was still showing the character specifically doing things to further the story along. Towards the end, it gave us a way more satisfactory closure of that saga with Dracula that felt natural and well earned. This season however, felt like they were scrambling with different ideas here and there and didn’t know which to go with. Alucard training new recruits in his castle, Trevor and Syph figuring out an estranged (and BORING/GENERIC) cult of Dracula’s plan, Camilla setting up an army with her fellow sisterhood of evil vampires to gain ultimate power, Hector surviving captivity by using his wit and charm, Isaac raising up the dead for revenge on his deceased master, a new character introducing an all new world to the lore of Castlevania as we know it, all of these interesting concepts and ideas that could easily make up for a good season alone! And instead of focusing on one or two ideas to develope into something natural, they ended up saying “FUCK IT! Fucking I dunno what to- WE’RE DOING ALL OF IT I DUNNO!” and mixed the whole thing in a blender of different flavors that don’t necessarily blend together well enough for a tasty satisfactory meal. It just ends up being a mesh of okay at best, and gross at worst.
IN CONCLUSION, Castlevania Season 3 had a rocky start, an okay middle, and a kind of cool end. There was definitely some cool and exciting ideas implemented in here, but not enough to warrant that lengthy amount of time that Netflix seems to love to give to most of their TV shows. Sometimes less is more, and all that shiny cool glitter isn’t necessarily going to turn out to be gold. I’ll give this season a 5/10. It’s not the worst I’ve ever seen but it certainly could’ve been a lot better.
P.S. “Who Do Ya Voodoo” from Dead Island is Isaac’s new theme song, you can’t convince me otherwise.
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To be fair, I've always seen CF as a pretty obvious villain route. Its not as extreme as say, the Demon Path in Soul Nomad, but you are joining the one person thats an antagonist in all other routes and you are helping her accomplish her goals of reconquering the continent. But CF stands out because its the only route who changes the entire progression of the story, and it does it in a way that makes Edelgard look better. Rhea gets away, Edelgard doesn't get a foothold in the kingdom by [1/4]
assasinating the regent, and Dimitri wasn't set up for execution. A majority of her more extreme and unarguably darker actions are simply not present in CF. But that's not because Edelgard seen in CF is a 'changed' Edelgard or a 'good' Edelgard. The circumstances and change in story in CF simply hasn't allowed her to go to the same extremes she does in all the other routes. That is what is making her look 'better'. The change in CF is in the story itself, not in Edelgard as a character. [2/4]
Imagine instead a CF where you end up joining her through the actions she does in the other routes. You wake up after the timeskip with Rhea already been captured and hidden away in Enbarr like on all other routes. You're now supporting an Edelgard that is halfway through conquering the Kingdom after assassinating their Regent and framing Dimitri for it, while pushing hard at a neutral alliance while a desperate Claude tries to hold his country together. [3/4]
Despite getting what she wanted in the first half, she's now hellbent on 'unifying' the continent, even against the will of the people in it. This would be a pretty obvious villain route, wouldn't it? Theres nothing wrong with enjoying antagnonists or playing as a villain. I've just seen so many people that seem so desperately to want Edelgard to be 'good', even though a lot of the evidence in game just says otherwise. [4/4]
Yeah, the problem with the story differences between CF and the other routes is that they have nothing to do with Edelgard or with Byleth’s decision to side with her. I saw some people a few months ago trying to rationalize Cornelia not enacting her coup in CF as a sign that Arundel had less influence on Edelgard because of Byleth’s presence, but I don’t really buy that because it occurs during the timeskip on the other routes...you know, when Byleth’s not with Edelgard in CF either. My headcanon for that is that either Arundel or Cornelia felt that, with the church relocated to Faerghus, the chance of the coup succeeding had dropped significantly. That however falls back on another arbitrary change, with Rhea not captured at the Battle of Garreg Mach. That’s not because the Imperial army doesn’t use Demonic Beasts in CF as I’ve seen a number of Edelgard’s fans claim; they’re still carrying out their blood experiments on villagers in Part 1, the army has Beasts in their ranks in Chapter 11, and the playable army in CF is explicitly a small special ops force separate from the main Imperial army that would logically not make use of such large and cumbersome beings.
There’s no Watsonian (in-universe) reason why Rhea isn’t captured in CF; it’s a change solely to allow the player to still feel like an underdog even when they’re on the side that instigated the war and is invading the rest of the continent. That is however why I say Edelgard has no character arc in CF. She opens up to Byleth, is surprised when they side with her, mopes around Garreg Mach for half a decade doing nothing because of a plot contrivance, and then once Byleth comes back she just wins and wins and wins some more and the one time she appears to lose something - when the Agarthans nuke Arianrhod - she lies about it to everyone and just handwaves it as something Hubert can deal with in the postgame. All of her personal development come Part 2 pertains to her romantic feelings for Byleth, and as is the case for all of this game’s self-insert romances it has no bearing on the plot and no proper resolution unless you pick her as your S rank.
While I think the idea of a CF with the same story structure as the other routes is intriguing, I’m not sure if it would feel like it would have very strong stakes provided we’re still including a Byleth with no personality who never questions what Edelgard is doing and certainly wouldn’t turn against her at any point. Who would even be the final boss? It couldn’t be Edelgard, I wouldn’t buy Rhea breaking out of her imprisonment for no apparent reason, and neither Dimitri nor Claude has the buildup to function as such if they’re mostly following their roles in the other routes. Thales in an evil vs. evil final clash, maybe?
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FFVII:REMAKE - A Review
So I beat the game two weeks ago and started writing down my thoughts while they were fresh in my mind, but I didn’t post anything then because my one IRL friend who is also playing it hadn’t finished it yet and I didn’t want to risk posting anything spoiler-y. But the extra time has allowed me to play through the game again on Hard difficulty, which has allowed me to reconsider and elaborate on some of my thoughts. And frankly at this point I just need to dump my Very Big Opinions somewhere, so... here ya go.
I discuss visuals, gameplay, character and story below. I’ve tried to keep spoilers minimal up front, though obviously if you want to go into the game totally cold, don’t read this. All major spoilers are clearly tagged. All of it is below a cut to spare your dash.
Also, there are pretty pictures, because why not?

First, my background with this franchise: I played through the original FFVII multiple times; I’ve watched and rewatched Advent Children and Last Order, played Crisis Core, gave up on Dirge of Cerberus despite my deep love for Vincent Valentine (sorry, VV, but your game was just a mess), and lamented that Before Crisis wasn’t available in my country. I even played (and own!) Ehrgeiz, the obscure fighting game that featured the main cast. (Still bitter that they didn’t keep Miki Shinichirou as the voice of Sephiroth. He’s one of my faves.)
^ Ehrgeiz, a mediocre fighting game that forever endeared itself to me by including Turks!Vincent Valentine as a playable character. 💖
In short, I’ve been waiting for this game for DECADES.
So. Here we go. My thoughts on Final Fantasy VII: REMAKE.
The good:
The character models are very pretty. With individual pores, threads and scuffs visible, they’re so detailed that it’s almost impossible to reconcile them with the mouthless sprites from the original game – even more so than Advent Children (and dear goodness, that was over a decade ago now, wasn’t it?). Still, they’ve kept the costume details and absurd proportions largely intact (Barret’s fists are literally larger than Tifa’s entire head, yet somehow it works visually), so it’s not too much of a departure from the familiar.

They’ve kept the aesthetic. I was afraid the game would try to update the iconic world of Midgar, but by and large, it’s full of visually-arresting designs that preserve the gritty-industrial look and feel of the original.
Japanese version is included. BLESS YOU, Square Enix, for including the Japanese voices and character animations. Not only is it impossible for me to hear Cloud in anything other than Sakurai Takahiro’s voice, but the Japanese script is a bit nicer to the characters. I’m not really keen on the English dub… but more on that below.
They fixed the spelling of Aerith’s name. This may seem like a minor point, but considering it’s been 20 years and I’m still bitter that Devil May Cry still hasn’t corrected “Nelo Angelo,” it’s a small victory.
Improved combat. Admittedly, I wasn’t sold on the new combat system at first, but after playing through the game twice, I’ve come to really like it. It has a few rough edges and can get chaotic in some battles, but it does a decent job of blending the feel of an action game with turn-based strategy. The fact that you can switch to a more traditional turn-based system if you prefer is also nice. (I haven’t tried Classic mode yet, though.)

Weapon customization. The Skill Points system allows you to upgrade your loadout instead of acquiring new gear. The tutorial was somewhat lacking (I didn’t quite figure out the multiple-core-unlock thing right away), but I appreciated the ability to add materia slots or stat buffs rather than just cycling through a dozen swords that Cloud apparently keeps in his back pocket.
Background dialogue management. On the whole, the conversations as you run through town enhance the story without slogging down the gameplay; you don’t have to stop and talk to every single resident, because snatches of their conversation reach you (and your on-screen chatlog) as you pass. You can stop and listen for more detail if you want, or you can just keep moving. The extra worldbuilding is really nice.
The music. The orchestrated versions of the original themes are excellent (and some of those music cues gave me goosebumps… Did I spend way too many hours immersed in the original game? Probably). I can take or leave some of the collectible jukebox tunes, but the background music in general is good. (But did I earn that Disc Jockey trophy? Yes, yes I did.)
Supporting character development. Jessie, Biggs and Wedge actually have characters! And personalities! Clichéd ones, admittedly, but it’s an improvement over the original game killing them all off within the first few minutes. The game also does justice to the Turks, and actually surprised me with how much depth of character it gave Reno and Rude in particular (perhaps setting them up for a mini redemption arc so players forgive them for dropping a plate on tens of thousands of slum residents?). Their moments of concern for each other and (brief) crises of conscience made them more than the stock villains they were in the original game, more in line with their temporarily good-aligned characters in Advent Children. Tseng, likewise, was on point. However, I do have to qualify all this with one irate question: Where the heck is Elena?! Seems like the female characters are always getting left out… /sigh/

Improved plot devices. REMAKE cleans up some of the more questionable and outdated content from the original. As you likely already know from the demo, the new game somewhat exonerates the protagonists by having Shinra blow up their own mako reactor to turn public opinion against AVALANCHE (possibly because someone finally realized that it’s hard to sympathize with characters who are willing to melt down an entire reactor and kill a bunch of innocent civilians). AVALANCHE are still eco-terrorists, but they’re… terrorists with a conscience? I dunno, at least they feel bad when people die now… Likewise, the weird and uncomfortable Honey Bee Inn segment of the original game has been reborn as an amazing dance extravaganza. Less voyeurism/prostitution, more Vegas floor show (complete with minigame choreography) and makeover. The whole Don Corneo scenario is still hella creepy, but frankly, there’s nothing that can fix that.

Series references. Fans of the original will appreciate all the inside jokes and direct references to the original game and other franchise entries: One-off comments about Chocobo racing; a broken console in Wall Market that shoots at you; a framed picture of the original 32-bit Seventh Heaven; ads for Banora apple juice; side mentions of characters and plot devices from spinoff games; PHS communication… The game definitely pays tribute to its history. They even recreate the original loading screen and several of Cloud’s iconic poses/animations throughout the game:


The neutral:
Recycled gags. Look, I know Advent Children was the ultimate evolution of FFVII for a while, and admittedly, it did some things very well. The running gag with Rude’s sunglasses and the victory fanfare being used as a ringtone are some of the best moments in the film, in part because they were so unexpected. But as much as I enjoyed the repeated nods to AC in this game, they felt a little desperate, like there were no new jokes to insert so they had to double down on the ones they’d used the last time this franchise had a renaissance. (See Rude’s broken sunglasses, below.) And fitting into the series as a whole, it feels a little weird. Why is Rude’s ringtone the same as the clones’ from Advent Children? Does Barret really need to sing the victory fanfare over and over when he defeats an enemy? Is there supposed to be some history behind that song that was left out of the worldbuilding? It just feels too meta.

Arbitrary localization of names. I don’t really grasp why it was necessary to rename so many items and characters for the English market. Some changes make sense for localization (e.g. Whack-a-Box certainly works better for an American audience than Crash Box), but others seem arbitrary, like changing Aniyan Kunyan to Andrea Rhodea or Mugi to Oates (a play on the meaning of his name in Japanese, but... does it matter?). And then… well, I don’t want to spoil A Major Plot Element, but there’s another thing that changes names from one English word (in the Japanese track) to a different English word. Why? No idea. It doesn’t affect gameplay, and it’s not really a problem, but listening to the Japanese track, I found it jarring to have the subtitles contradict what I was hearing.
Underutilized characters. While the whole gamut of original FFVII characters make appearances, several of them aren’t used to full effect, or aren’t used at all to advance the story. Rufus Shinra’s bossfight is a decent challenge, but while his character was vital to both the original FFVII and Advent Children, his presence in this game is little more than a cameo. His fight could be cut or swapped out with any other boss, and it would have zero effect on the plot. Similarly, while Hojo is a key player in the full story (which this game doesn’t cover, since it’s only a fraction of the original timeline), he’s largely wasted here, except as a means of extending play time by making you wander through corridors and fight a bunch of monsters for “research.” (I have no idea what his motivation is; you’d think he’d be more interested in recapturing Aerith or Cloud, but instead he just... opens an elevator and lets them leave? after they beat up some midbosses.) Reeve Tuesti actually has a solid presence in this game, but since he’s ONLY ever active as himself, there’s no explanation for the random Cait Sith cameo in one scene (players new to the franchise probably have no idea why a random cartoon cat showed up for a few seconds and was never mentioned again). Obviously the plot arcs have to change when the game is covering only a few days’ time in a much longer story, and the major players need to be introduced at some point if they’re going to feature in later games in the series, but from a narrative standpoint, there are an awful lot of superfluous characters doing things for no reason in this installment.
The bad:
THE PADDING. Dear goodness, there is so much padding to make this a standalone game instead of just the first chapter of a longer adventure. I got really, really sick of running literally from one end of the map to the other on side quests – and that’s me, an avowed trophy hunter who spends hours scouring dark corners for collectible items in other games, saying that. So much of this game felt like time fill that didn’t really advance the story. It’s also full of unnecessary new characters with improbable Squeenix hair, like Roche the super-annoying motorcycle SOLDIER (below), or Leslie, Don Corneo’s doorman who somehow merits his own backstory and side quest. (Though in fairness, every FFVII sequel has added superfluous characters, with Crisis Core possibly being the worst offender.) But it just felt really drawn-out and bloated for a game of this generation. If this game had been as compact and tightly-written as the other games I typically play, it probably only would have taken me 15 hours to beat instead of 50. (I don’t actually know how many hours I spent on it the first time through, as I didn’t check the play clock before restarting on Hard difficulty. I do know it took me over 110 hours total to complete the game on both modes, though much of the second run was spent dying repeatedly on a handful of nasty fights. Hard mode removes items and MP replenishment, and if you run out of MP at any point during a chapter, you’re going to die. A lot.)

The pacing. Related to the above... the Midgar portion of the original game was just the setup for a larger story. It wasn’t meant to have its own complete dramatic arc so much as to introduce you to the world and the major players. Consequently, there are some really odd beats in this story, as well as a total lack of urgency in your mission. There are no natural places to slot in the side quests and minigames, so they’re shoehorned awkwardly between plot sequences. “Quick, our friend is in mortal peril and needs our help!” "Okay, cool, we’ll go rescue her after we spend ten hours running around town doing random errands for townspeople and playing games with the local kids.” Uh... what?
The graphics just aren’t as good as they should be. While the character models are gorgeous, there are a lot of low-res background textures and weird polygons that don’t quite match up with other components. Most egregious are the Shinra logos, which frequently get close-ups as part of the fixed camera work and, frankly, look like lossy JPEGs. (See image below, screencapped from a PS4 Pro. Those jagged edges on the logo are present throughout the entire game.) There are weird clipping errors and artifacted images and reflective surfaces that don’t reflect, making the game look more like something from the PS3 era than a 4K late-gen PS4 game. (And it’s not that we don’t have the technology: Uncharted 4 was released back in 2016, and the rendering of its vast world was twice as pretty. Devil May Cry 5, released in early 2019, has far more realistic textures and object interaction. Granted, those are different types of games with fewer NPCs to render, but I feel like there’s no excuse for a game this big to look this mediocre.)
The HUD could be better. The lower-corners concept is okay, though it took me a while to train my eyes to travel between both sides of the screen and track the fight action. But for a long time, I didn’t even notice the commands in the upper left corner of the screen, and after playing through the game twice I still have no idea what they say because I couldn’t focus on the tiny text long enough to read them while trying not to die in combat. (I just looked it up; apparently they’re combat control shortcuts? Huh, that would have been useful to know.) It wasn’t until my second time through that I realized there even WERE separate controls on screen during the motorcycle minigames; I had resorted to panicked button mashing to figure it out the first time through because there was no tutorial (you’re just dropped into the action) and, having ignored the small text for the previous hundred combats, I had no reason to look for on-screen instructions there. Not that it would have helped, since on many backgrounds the text in the upper left is really difficult to read (see below). It’s worth noting that I have better than 20/20 vision and played this game on a large TV screen and still had trouble reading some things; on a smaller TV, or for someone with less acute vision (like my sister, who is blind in one eye), I think even the basic menu controls would be difficult to see. While you can resize the font for subtitles, my cursory glance through the menu did not uncover an option to increase the size of the HUD.
Inter-fight menu mechanics. Specifically, the inability to save (or save loadout settings) between fights in a multi-part sequence. There are several back-to-back fights in which it is necessary to switch characters or change gear between bosses. The game treats them as one continuous fight, though it does allows you to access the equipment menu by holding square during key cutscenes. Which is good, if you only have one of a particular materia or accessory that you need to switch between characters, and in most cases when you die the game lets you restart just before your current fight instead of restarting the whole sequence -- also good, since some multi-stage bosses can easily take 20-30 minutes to beat, and if several of those are strung together in sequence, you’re in for a long play session to get past them. But since it’s treated as one fight, you can’t save between bosses (more than once, I had to leave my PS4 running in Rest Mode overnight and just hoped we didn’t have a power glitch), and if you happen to get killed and need to restart the fight, your loadouts reset. Which means if you’re, say, fighting the end boss on Hard difficulty and get killed in the first two minutes -- which happened to me a lot -- by the time you restart the fight, sit through the unskippable cutscene, access the menu and rearrange all the materia and accessories you need, you’re spending five or six minutes gearing up for two minutes of play, and then doing that over and over again every time you die. It gets really old.
The English dub script. *deep breath* Okay, look, I know I can be a bit elitist about translations, but I really do not like the English adaptation of this game. It makes Cloud come across as less socially-awkward and far more of a deliberate jerk, Aerith is mouthy and even swears (which is not accurate to her original character), and it downplays some of the symbolism that’s more obvious in the Japanese script. One quick example: When Aerith gives Cloud a flower, she says (in Japanese), “In the language of flowers, this means ‘reunion.’” It’s subbed/dubbed in English, “Lovers used to give these when they were reunited.” That’s a subtle difference, but since the concept of “reunion” is a freakin’ huge part of the FFVII plot, and since Sephiroth was on screen literally seconds before that line is delivered, my brain automatically went, “OMG REUNION!!!” while I’m guessing people listening in English only picked up on the romantic subtext. It’s a pretty minor thing, and of course translation is always a complex balancing act between literal meaning and local market understanding, but the English version just seemed to me to have a different vibe overall. (Unfortunately, the English subtitles are the same as the dub, so unless you can understand the Japanese audio you’re kind of stuck with that dialogue.)
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[WARNING: SPOILERS BELOW THIS POINT]
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- …And my #1 complaint about Final Fantasy VII: REMAKE is…
…it’s not actually a remake.
Sure, the game starts out the same way and covers a lot of the same events, but fundamentally, it’s a sequel, not a retelling. It’s evident from Cloud’s future-oriented visions throughout the game that something else is going on, and the ending MAKES NO SENSE if you don’t already know the story. Heck, even the rest of the game doesn’t really make sense if you don’t know the story -- Sephiroth’s presence is never explained; Zack isn’t even introduced, just shows up randomly at the end; Cloud’s flashbacks of Tifa and her dead father in Nibelheim are left as a complete mystery (and since she evidently remembers the burning of her town, judging by her dialogue outside Aerith’s house, why doesn’t she even react when Sephiroth shows up?).
The core elements of the plot – the Feelers (Whispers) preserving a specific fate; the three entities from the future (whose weapon types just happen to correspond to certain named characters) defending their timeline; the return of post-Advent Children Sephiroth (the only time we’ve seen him in human form with one black wing), who has inhabited the Lifestream since his death and promised that he would never truly disappear, who in the end appeals to Cloud directly for an alliance rather than attempting to control him, because he knows now that Cloud is strong enough to defy the Reunion instinct; the change in the outcome of story events in which Biggs (and, unconfirmed as to which timeline he’s actually in, but quite possibly Zack) now survives his intended death -- all point toward Sephiroth trying to manipulate destiny into an alternate outcome in which he is victorious, and using this naive version of Cloud to facilitate it. That means this game is taking place in an alternate or splinter universe, created at some point after the events of the original Final Fantasy VII, and possibly even after the events of Advent Children.
All of that is fine from an overall continuing-story perspective – it opens up a lot of interesting possibilities, like the fact that Aerith might survive now that Cloud has seen prescient flashes of her death (among other events), and there are opportunities for more story twists and changes from what players might expect. But touting this as a remake of the original game has the potential to confuse players who are new to the franchise. FFVII was groundbreaking back in 1997, and it defined JRPGs for an entire generation of Western gamers. But that was more than two decades ago, and a lot of current gamers weren’t even born then, so while they’ve probably heard of the classic game, they aren’t necessarily steeped in its lore. FFVII:R relies heavily on prior knowledge of the series to carry its twist ending, so it largely fails as a standalone game.
Also, speaking as a longtime fan of the franchise… I honestly found the ending rather lackluster. It was a twist, of sorts, but not the sort of shocking, mind-bending revelation that made the first game so iconic. Granted, it’s hard to follow an act like revealing that your protagonist’s entire identity is a lie, not to mention killing off one of your main characters a third of the way into the story! But when the surprise ending is just, Surprise! We’re going to change things up a bit this time around so you aren’t entirely sure what’s coming! Also, here’s a gratuitous Sephiroth fight because everyone expects that, even though it doesn’t serve the main story at all nor resolve any conflicts previously established within this game! it smacks of Different for the sake of Being Different, not for the sake of a really amazing storyline they’re hiding up their sleeve. It’s a bit of a let-down, and I find that I... just... don’t really care that much. Which, for someone who’s been a fan of the series for nearly a quarter of a century, means there’s a Big Freaking Problem somewhere. If you’re not keeping the attention of your die-hard fans, how do you hope to build a fanbase of players new to the franchise?
Given the pacing and story issues inherent in this game, I’m not convinced that the following game(s) in the franchise are going to be structured any better. Considering the amount of pure side-quest padding they did in Midgar, I have no idea how they’ll maintain that same tone on something the scale of the World Map portion of the original game, unless they just completely eliminate things like Fort Condor and the submarine and the spaceship side quests. I have a feeling the Gold Saucer is going to be reduced to a Jessie flashback, a Chocobo race (probably to win a key item), and a battle arena run like the coliseum in Wall Market in this game. If they include all the story elements and side characters from the original, this series is going to be a dozen games long.
Still, on the whole this game was enjoyable, and I’m glad I played it. It wasn’t as good as I’d hoped, but they haven’t completely killed off my interest, so I’ll probably continue with the series whenever the next game comes out. Though I’m not really sure if the higher-priced edition I pre-ordered was worth the extra money, so I may wait and see how the next game is shaping up before deciding which version to get...
But if they don’t give me a really pretty (playable) Vincent Valentine in the next installment, I may riot. I do have priorities.

#final fantasy vii#final fantasy vii: remake#ff7:r#final fantasy 7: remake#ff7 remake#video games#long post#review
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Futari wa Pretty Cure Max Heart Episodes 25-47

Light and Darkness are more alike than you think.
I know, I broke the promise I made last time, but as you can guess things didn't work the way I wanted so I couldn't put this out earlier. But that doesn't really matter that much because I'm here, and this finale was amazing, and I'm more in love with this series than I ever was and this is what matters!
After this first paragraph is not a surprise if I say that I enjoyed this second half of Max Heart. Writing this post will be a little hard for me without being way too repetitive from what I wrote for the first half because this is a pretty solid season and most of my feeling from the first half got carried away through here. The show kept on an amazing level of quality all the way through and the way they slowly started to escalate things to culminate in such a high point at the finale didn't leave that much room for a very low or very high point that needed to be discussed on a certain way that I already haven't touched on the first post.

I have barely anything negative to say about this part, but I did have a few nitpicks here and there that don't necessarily ruin my experience or anything but that were things that got me thinking about in the afterward that I feel like I need to discuss about briefly just so these thoughts can leave my head.
My first problem and the only one that is exclusive to this part is, surprise surprise, Lulun. I feel like Polun gets a bad reputation for having a somewhat rough start in season 1, but trust me, Polun is amazing, it's Lulun who -is the problem. And Lulun is a problem for two major reasons, the first one is that she's kinda useless, like, yes the show gives her a purpose but it's not something that could've been done for Polun, for example. I feel like if Lulun was written out with Polun inheriting her powers very few little of the show would change, Polun would lose those episodes where he learns about siblings love but then those wouldn't be necessary since he wouldn't have a sister and they could use that time to work with something else for him. And the other reason why she ends up becoming a problem is the fact that, different from her brother, she didn't get any development, she ended the show more or less the same as how she was introduced so there's very little to remember about it that isn't her crying and clinginess.

My next two points are kinda intertwined and they aren't specifically related to this portion of the story but for the season as a whole. I got a problem with the Heartiel and with how they just appeared whenever the show thought it was the time. The point I made in the first post about liking them remains, but it was really awkward how this was supposed to be a quest but had no quest element to it throughout the whole season but then the final Heartiel appeared because they "filled a condition" like if it was a quest so... I think they could've written them in a better way.
And this ties in with my problem with the villains, they had a similar quest where they had to watch the Boy in the mansion and make him grow, but they didn't have anything to collect and even if they did it wasn't shown to us so it always felt like the villains attack for the most part were just random, arbitrary, and without a purpose. Of course, after a certain point this wasn't more the case, in fact, after Hikari and the Boy meets for the first time Viblis start to get very overprotective of the kid so she's always ready to go all out if it meant it could keep the Boy safe, but when it comes to Circulas and Uraganos it felt like just tossups that were there just to fill a quota. Yeah, they created a lot of cool and interesting fights, but they felt very lost in the middle of all of this.

My other problem, that is more like a disappointment rather than anything else is the fact that Nagisa's story with Fujipi didn't reach a proper conclusion I feel. Like yes, they had a lot of times where they bonded on the season, and it was great as a side development for Nagisa, but I feel like this story was finished without an end. If they had made this point of the story happen a little sooner and we had the opportunity to see Nagisa actually showing signs that she's more chill about this situation it would've been a more concrete way to feel like this chapter of the book has ended rather than how it happened and it made me feel like the show ended without giving this plotline a proper conclusion.
My final nitpick is that because this is a show that happened at the same pace almost matching with the same time frame of the original show a lot of plots felt reused. Like in this second half only we had the training camp, we had an episode where they helped on a farm, we had Nagisa's birthday, Fujipi's birthday, Christmas, the school trip, the school play, another story of the girls potentially getting apart, and a few lacrosse games that were part of the tournament season I believe. I know that some of these are inevitable to change, and each one of the episodes was different from its "counterpart" from season one so it's not like a blatant copy and paste, but at certain times it gave me that taste of reheated food, which it's not bad on itself but you can still feel the difference from something fresh.

With that being said, I still enjoyed the hell out of this season. As I said, these were nitpickings I had after I already had finished the show and I sit down to think about it and think about what I'd write for this post, not something that took my entertainment or anything like that.
One thing I think this part has done very well was mixing the understand people's feelings theme they had during the first half with the theme of hope that was present through Season 1 in a way that didn't feel weird and inconceivable and without making it feel like it was forced. I'm not gonna lie, I wish that they had stuck only with the understanding theme, but that's just because I was oversaturated by all the talk about hope in Kamen Rider Wizard and I was in need of something different and not a fault of the show itself.

Something tells me I have talked about them in every post about Futari wa, but I couldn't wrap up this series without mentioning how great Akane and Sanae were in this show. I'm gonna sound repetitive but their presence as mentor figures is so strong, I'm so glad the show didn't just forget about them. Even though I feel like they didn't take all the mileage that they could with Sanae, she provided some gorgeous moments that made me feel warm inside. This season was Akane's moment to shine, having her as Hikari's "caretaker" opened up more opportunities for her to appear and all of her interactions that got the chance to go beyond the trivial stuff always yielded fun and touching moments that gave an extra flair to the season.
Putting plot aside for a little bit, it's impossible to talk about Max Heart without mentioning how great the action is. No joke, in almost all episodes of this second batch I've written on my notes "this was a great fight", I don't know what happened in between Season 1 and Max Heart that made the higherups allow for a bigger budget, but you can see that the money was spent on a very good way, especially after episode 40 or so. Watching the Max Heart fights makes you go "YAS, THIS IS WHAT PRECURE IS ALL ABOUT at least in regards to the fighting magical girl portion of the thing XD"

And I think what crowns such a wonderful and memorable season was the ending, those final 4 episodes were magnificent. They deliver on the plot, they deliver on the action, they deliver the hype, they deliver on the characters, it's just awesome. My vocabulary isn't vast enough to describe everything I felt while watching it, it was just like I was in a trance, watching it, absorbing it, being enchanted by it, and becoming an emotional mess. Like, I knew they wouldn't kill Hikari, this is precure deaths don't happen like that, but I was really apprehensive for her during episode 45, and having her "sacrifice" herself in order to revive the queen broke me, especially because I few minutes before Nagisa and Honoka were already punching me with the feels with those scenes of them looking back at moments where they felt desperate but their family was there to give them hope.

And it was also great to see a tradition being born when they started the fight against the Dark King that had possessed Baldez and the power of the people of the city brought the Sparkle Braceletes back and while the fighting was going on they had that very emotional speech that he wasn't fighting just the Precure, he was fighting EVERYONE. Like, I know at this point this is a staple, but seeing the first one happening, after everything that was build up during those 96 episodes, was just EPIC and very hype.

Rewatching Max Heart was magical and even though it irl it was a more bumpy of a road as I would've expected and wanted, I'm very glad I decided to embark on this crazy journey to rediscover this series and deconstruct a lot of silly and shallow thoughts I've carried for years about this show. This can change as a continue to go down on this franchise and I rewatch other seasons but Max Heart has definitely become one of my favorite precure seasons of all time. Pure gold.
The Splash Star post that was due to come out tomorrow will only be released on Friday because of logistic reasons, but before that, I'll release a post on the Max Heart movies that I thought of including here but 1, this post is already very long; and 2, I didn't feel like it belong with the other things I discussed in this post. In any case, thank you all so much for reading through all of this, it means a lot to me. I'll talk to y'all another time. Bye-bye~

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A Rose Among the Briars (Part 1)
After a month of quiet encounters with Vergil at the local book cafe, you finally decide to break the ice.
My attempt at writing a meet-cute, featuring you and Vergil. Some of the dialogue popped into head and I had to write a scene around it. So have some fluff, ya’ll. Hope you enjoy!
Ever since coming back from hell, Vergil has slowly integrated himself into the human world. His relationship with Dante has gotten better, though they still fight a lot from time to time. He and his son, Nero, have made inroads towards a family bond, but it’s still so new to him being a father that he can’t tell if he’s doing it right…and he hates uncertainty, especially within himself. On days like that, where the human world and his adjustment in it becomes too overwhelming, he escapes to a coffee and antique book shop he happen to find while walking off some steam. It was quiet, had good tea, and not very crowded. The perfect refuge while he internally relaxed and recharged away from the prying eyes his brother, his son, and the rest of the crew.
Vergil sat in his usual secluded corner, sipping his favorite black tea, and reading one of the old books that cover the walls of this shop. The day was overcast, rain was expected to fall at any moment, so the shop was desolate. This suited the older Son of Sparda just fine. He was looking forward to a peaceful afternoon alone…that is until he heard the bell chime as the door to the shop opens and you step through.
“Hello again,” you address the barista, smiling brightly as you exchange pleasantries and order your drink. There goes my seclusion, Vergil thought as he secretly watches you. Both of you frequent this little nook of a shop. He took notice of you immediately because you dared to sit in the same secluded section of the shop as he, either unaware or not caring about his presence. He tolerated you invading his privacy since you never spoke. You just sipped your beverage, read, and occasionally observed him out of the corner of your eye. He found himself also observing you in turn over time, wondering why you insist on being this close to him while everything about him instinctively says stay away. After awhile he got used to your quiet company. He sometimes looks forward to seeing you, taking note what book you were reading that day…though he would never admit that in confidence to himself.
Vergil went back to his book, but he continues to nonchalantly watch you out of his periphery vision as you wait for your order…and inevitably come over and bother his solitude. He took note that this was the first time he saw you wearing a dress. A blue chiffon summer dress with a resplendent floral pattern to be exact. At least she has elegant taste in fashion, he thought as he let his eyes wonder your form, mentally admiring your attractive form.
He quickly shifts his eyes back to his book as the barista calls your name and you retrieve your prepared beverage, thanking the barista as you made your way back to where he knew you would go…the close corner across from him. Vergil takes a deep meditative breath, falling back on his mental techniques he uses while he wields the Yamato to empty his mind of all distraction. He vowed to try his best to blend in while living here. That included playing nice while out among them. Also, he quite liked this coffee shop, and if he had to get used to the occasional stray customer to enjoy it…so be it.
You arrive at the corner across from him, grab a book, and sit down. Your eyes spare him a glance as you scan the multitude of books on the shelved walls before leaning back in your seat and start to read. Both of you sat there a while, you sip your beverage serenely and Vergil keeps reading, showing remarkable forbearance as he once again reluctantly shared his space. He felt proud of himself in that moment; he’s come a long way if he can endure this long in a stranger’s company.
Eventually, you finish your drink, rise up from your seat, and walk a few steps to inspect one of the walls of books. Your back is to him, and Vergil couldn’t help to notice your stature. He surmised that if he stood you would have to crane your neck up to meet his eyes. Your delicate fingers brush against the old books until they come to an empty spot. It seems she’s about to take her leave, he thought. His brows furrow in slight puzzlement. You usually stay a lot longer, but perhaps you have a prior engagement to get to and only had a few minutes a visit. Either way, it wasn’t his business, so he went back to his task and prepared for blessed solitude once more.
“You’re surrounded by briars.”
Your voice rang out around him. After a month of your continued frivolous company you finally speak to him. He expected you to be a simpering woman, foolishly trying to engage him in some droll conversation about the weather or some other such nonsense. Instead, your blunt and cryptic statement quickly proves him wrong.
Vergil peeks up from his book at you as his brow scrunches up in befuddlement. “I beg your pardon?”
You look over your shoulder at him as you replace the book in your hands back to its respective place on the shelf. “Briars…you know what briars are, right? The motif on your coat remind me of briars.”
“Of course I know what briars are,” he sneers and returns to his book, intending to continue his reading. “And they’re vines,” he adds. He may be annoyed, but he wouldn’t let you regard his attire incorrectly.
“Ah,” you mutter, raising your eyebrows as you nod head and turn back to the shelf. He thought that was the end of this arbitrary conversation until your voice once again rang through the room. “Well, that doesn’t suit you at all.”
“What are you prattling on about?” he snaps. Vergil didn’t bother to hide his irritation as his silver eyes glare at you, warning you that his patience was growing thin.
“Well,” you start as you turn your body to fully face him, seemingly unaware of his agitation or just out right ignoring it. You meet his gaze head on. “Vines extend themselves and…not to be rude, but you don’t seem the type that easily reaches out to people.”
Such insolence! He glowers at you and was about to put you in your place until he notices your modest posture. Your hands were clasped in front of you, arms relaxed, and legs standing straight close together. You show no sign of hostility nor fear. Your eyes, which are level with his since he was sitting down, never left his confrontational gaze. Vergil’s brow eases a bit. He decides to indulge you a bit since its not very often that people last this long under his intense stare…not because you impressed him or anything.
“Hmph…have you thought perhaps it’s not people I’m reaching for?”
You tilt your head a little as your lips curl up thoughtfully. “True.” Vergil grins smugly, thinking this one sided game of verbal sparring is over. “But I like the idea of briars for you,” came your swift reply, nodding your head as if it was the most obvious thing in the world.
“And why, pray tell, is that?” he queries sternly, raising an incredulous eyebrow at you. He was genuinely curious about your answer, and if he was honest with himself, curious about you. But he refuses to show you any sign of that. Instead, he marks his place in his book and closes it, still maintaining the constant eye contact with you. He awaits what silly notions you have of him so he can decisively end it and be done with you.
“Briars are prickly. Nature’s way of deterring creatures from treading on them. Most stay away from briars, but if one were patient and slowly step through the shrubbery, prying apart thorns with utmost care…then they may come upon the reason for the thorns. For among briars wild roses may grow…beautiful, delicate, and protected from the unwary passerby. And to those who risk pricks and scratches, yet still move forward…finding such a wonder is a reward in and of itself.”
Your gaze never wavers from his as your pensive words flow out in to a steady stream of thought. As he listens he can feel the usual permanent scowl that accompanies his face slowly dissipate. All of the rigid coldness that always resides within him leaves his body. For the first time in a while…Vergil was stunned.
You must have mistaken his quiet surprise as confusion because you hurriedly brushed a loose strand of hair behind ear as you clear your throat. “I guess…what I’m trying to say is…no matter how difficult it may be…you’re worth it, Vergil.”
A genuine smile lights up your face. Time stood still and his surroundings seem to fade out around him as a soft warmth spread throughout his chest. Right then and there, Vergil didn’t see just another faceless human to be ignored. Before him was a confident and eloquent woman, who somehow managed to make a miniscule crack in his taciturn shell. He wanted to be furious that you blind sided him with this stunt, but…to his surprise, he was impressed and…flattered.
You finally broke eye contact with him as you retreat to collect your things. “Well, I should go now. Sorry for distracting you from your book. I promise not to disturb you again in the future. I just needed to get that off my chest.” You give him one last glance, eyes gleaming with soft worry as you bid him farewell. As you briskly made your way to the exit, a soft rumble of thunder fills the air.
His piercing eyes follow your retreating form as he was still comprehending what exactly happened. It’s been a long time since someone paid him a genuine compliment. All this time you didn’t mean to intrude on his personal space…you were just assessing him from afar, waiting until he was comfortable enough around you to finally break the ice and start a conversation. Vergil knew he wasn’t an easy man to converse with…he knew his devilish nature makes most humans steer clear of him, but you just weathered his cold bitterness and-
Wait a moment...How did she know my name?
Just as that stray mystery presents itself he registers the light pattering of rain outside. He looks back at your corner and spots something you forgot to grab before your rushed departure. He knew that you walked here…he’s eavesdropped on your chats with the barista on occasion and you once told them that you like to take in the fresh air and the sights of the city. But your walk wouldn’t be pleasant nor dry since right there on the table was your simple black umbrella, not with you to ease the onslaught of summer rain.
Vergil snaps his book shut and quickly stood up. He put the book back in its proper place on a shelf, gathered his belongings along with your forgotten umbrella, and left the shop. As he steps outside, he opens your umbrella and let it shield him from the warm rain. He sometimes caught sight of you through the shop window and knew you always came and went in the same direction. He follows your path, hoping to come upon you and return your umbrella. He shook his head in disbelief. It’s not like him to rush ahead with no plan, besides returning what’s yours because it’s good manners. He wasn’t even sure if he would find you. It would’ve made more sense to just keep the umbrella and wait to return it to you the next time he ran into you at the shop. Or better yet, he could’ve given it to the barista for safekeeping. But he didn’t do either of those things…instead, he was out here, foolishly searching for you.
Vergil marches on for another minute and turns a corner. There she is! He spots you standing at the corner of a street. Your blue chiffon dress was swaying delicately in the breeze as the rain started to sprinkle down steadily. He heads straight for you, and as he got closer he notices that your head was leaning up towards the sky, eyes closed as your face glistens in the rain. You were the image of pure tranquility and Vergil slowed his pace until he halts just a few feet away from you. For the first time, he lets himself take in all of you. As his brazen eyes roam your body, truly realizing your beauty, he softly took a deep breath in through his nose. He thanked his demonic side for blessing him with enhanced senses because your scent was utterly intoxicating. He almost lost himself in it before shutting his eyes, chastising himself for losing his composure and reigning it back in.
He soundlessly steps up beside you and positions the umbrella to cover both you and him. Your brows furrow as the rain ceases to fall on your face. You open your eyes and they spark in recognition as they take in the underside of the umbrella. Your eyes swivel over to see who’s holding it and they widen in shock. Vergil was staring ahead, letting the moment drag on a bit before he spoke.
“You’re going to need this if you don’t want to get utterly drenched and inevitably sick,” he stated matter-of-factly.
Your mouth parts in awe as you continue to stare up at him. You blink your eyes a few times before you collect yourself and look away as you reply, “I suppose I do.” You don’t reach for the umbrella though. Vergil observes you from the corner of his eye and sees you biting your lower lip in thought. He waits patiently though, taking the opportunity to study you up close and mentally marveling at your lovely profile.
“But what about you?” you ask. “It’d be a shame if the rain ruins your nice coat and uh…hair.” You look up at him inquisitively.
Vergil peers down at you. “Why would you care about that?”
“Because I’m trying to be decent, Vergil. And perhaps you can take it as an apology for me being super blunt earlier.”
“How do you know my name?” His eyes squint in suspicion.
“The barista told me. They always take down a customer’s name for their drink order. It felt rude to refer to you as the “alluring and intimidating blue gentleman” that sits in my corner.”
“Your corner?” Vergil scoffs, leaning his face down a little towards you.
You, despite his intimidating height, stood your ground. “Yes…my corner. I came in one day and there you were…sitting in my chair. I didn’t feel like making a big deal about it though. Figured I could share the space since you fascinate me and thought perhaps after a while we could have a friendly chat…until I clearly screwed that up. Sometimes I don’t know when to shut up.” You close your eyes and sigh regretfully.
Vergil lets your words sink in. The whole reason why they’re in this situation…is because he took your spot? And you were actually trying to spark a friendly conversation…with him? She thought he was fascinating? Vergil would’ve laughed at the sheer absurdity of the whole thing if it weren’t for the sincerity of your words. He clenches his jaw for a moment as he collects this thoughts. As much as you bewilder him…he can’t deny there is a certain draw to you. He didn’t have to think long before he came to a decision. He pushes through the sudden feeling of being self-conscious as he taps into his humanity and attempts to open up to you just a bit.
“I’m not…the best…at connecting with people,” he admits, his words coming out stilted. “Nor do I express my feelings in a typical manner. But if you…still find me worth it…I’m willing to try.”
Your head snaps up and you meet his gaze. You both stood still under the shared umbrella Vergil held as the rain continued to pour down around you. After a moment your eyes soften and you smile that same smile he witnessed in the coffee shop. And once again he felt warmth form in his chest again. He wasn’t used to these feelings you give rise to…but he found in that moment that he doesn’t dislike it.
“Of course, Vergil…that’s all I ask: a small step among the briars.”
“And perhaps that small step will lead you in the direction of the wild roses you so desire,” he replies softly and for the first time since he met you…he gave you a small smile. Your eyes sparkle in wonder as a slight tinge of pink graced your cheeks. But you didn’t avert your eyes from his meekly…You held your gaze, just like he knew you would. And oh…what a daring sight to behold.
Vergil offers to escort you home since you insist that he stay under the safety of the umbrella for as long as possible. On the way, he engages in easy conversation with you about common interests. You both like books, tea, and classical music. You don’t know much about poetry, but listen intently when he recites a favorite of his for you. Afterwards, you claim that you have a new found appreciation for it and thank him for sharing. Vergil nods curtly in satisfaction. He found that you knew a lot about the ancient classics and asked for recommendations. You beam and promise to point out your favorite volumes in the coffee shop.
You eventually arrive at your home. Vergil takes note that its not to far from the office...which means you’re pretty safe from demon attacks if it should happen close by. When you get to the porch he passes your umbrella to your hand, careful that his body doesn’t invade your space, but surreptitiously lets his fingers brush against your hand. Your skin is silky smooth. You thank him and take it back, a slight hitch in your breath the only sign that you felt his touch, but daring not to pull away. Vergil couldn’t stop the pleased grin that crept on his face. He bids you farewell and begins to leave, preparing to brave the foggy rain head on. But you stop him by raising your umbrella high above his head, which requires you to stand on your tippy toes.
“Please…you need it more than I do at the moment. Just…return it to me the next time we see each other at the shop,” you state, your eyes entreating him to take it and stay dry.
Vergil regards you for a moment before giving a single nod. “Very well. See you then…soon.” He grabs the umbrella and, as you turn to go, he feels the lightest caress against his gloveless fingers. He watches you go, leaning out the frame of the front door for a second to say goodbye before heading inside.
As he makes his way back to his domicile, Vergil contemplates the events of the day. Of all the possibilities and outcomes…he honestly didn’t expect it to end with a new found flirtatious friendship. You amaze him and he can’t deny your loveliness. You said that he was worth it. He wishes you luck pulling apart his tangled briars, because despite wanting to know you, he knew it would be difficult to open up. But…he was willing to try, just to see more of your vibrancy. Perhaps, he ponders as he came to the stairs of Devil May Cry, she’s what I’m searching for within myself.
Perhaps you are a rose among his briars.
Read on my Ao3
Read Part 2 here.
My Master List if you want more. ❤
#vergil#vergil sparda#vergil dmc#devil may cry#dmc5#you#reader#female reader#romance#fluff#meet-cute#writing#fanfiction#a rose among the briars#vergil being awkward#but in a cute and infuriating way#also low key tsundere#but you find it endearing#kisses for the grumpy one#if you like wielding yamato#and getting caught in the rain#vergil x reader#harlot writes
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The Hobbit
So I’ve been playing some of my older games past couple of weeks, including this one.

I’ve just re-beaten it today, so now I’m going to ramble about it.
So this game, as you can guess, adapts the story of the Hobbit. And, arguably, it does a better job of adapting the Hobbit book while bringing in Tolkien’s other works AND its own original elements than the Jackson movies.
Gameplay wise, its I believe a lot like a 3d Legend of Zelda game. There’s a variety of puzzles, platforming, and a simple combat system. You can also lockpick chests in a mini-game, or just use a skeleton key.
There’s a few collectibles, but its either experience (Courage Points for this game), money, potions, rocks, keys, and a variety of required objects for getting past the level. Or for optional quests.
Delivery wise, this game looks a lot like a early 2000s 3d game. The artstyle is fairly cartoony, with a few relatively decent scenes scattered throughout the story.
What really sells this game is its soundtrack.
https://www.youtube.com/watch?v=zHvOPjAfyng
https://www.youtube.com/watch?v=anKk61Fa_QE
Its fucking amazing. Dare I say, criminally underrated. The ambient pieces in the levels especially helps sell the mood that you’re a Hobbit thrust onto an epic adventure, and your path from barely managing to get by to cutting down Goblins in the Battle of Five armies.
Which brings up the plot of this game. I might do posts on each level sometime, but for now ‘ll just cover the entire game.
It follows The Hobbit pretty closely, with some places expanded upon. A notable one is the level Troll-Hole, in which you scour a cliff side and a cavern network to find the titular hole. Where in the books the Company finds the hole rather easily. You also discover a Silvan Elf (Wood Elf) in the caves, having run afoul of the trolls. She shows up later on, helping Bilbo in both the Elvenking’s Halls and the Battle of Five Armies.
The rest of the game follows this trend; keep to the book for the most part, while adding more to it. Sadly there’s a few areas where the game doesn’t cover the books. Namely, Beorn’s House and Bilbo’s return.
As such, Beorn just shows up in the battle as a giant bear. Which is accurate, but the player has no prior interaction with him. I think Beorn’s home would’ve made for a nice level, but oh well.
More egregious, the game just ends after the Battle of Five Armies. I feel like originally you were supposed to be able to return to the Shire, as there are many doors that you can interact with in the first level that you can’t actually go in. I guess that either they ran out of time, or for some reason felt that the game should end with Bilbo heading off into the sunset.
Personally? I would much prefer to get the chance to scurry around the Shire once more, dressed in mithril mail as I attempt to get my belongings back from where they’ve been auctioned to. With the end of the level and game being the storybook sequence of Balin and Gandalf visiting Bilbo, the ring on the mantelpiece.
Even so, I enjoy playing the game, even if there are a few annoying parts. I give it an overall (arbitrary) 8 out of 10.
#The Hobbit#The Hobbit 2003#The Hobbit Sierra game#Lord of the Rings#seriously just look up the soundtrack and listen to it#you won't regret it
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cut your teeth // chapter 1
It’s said that everyone in Starklake knows a missing person. For the last decade, the small town has been plagued by disappearances and sparked its own satanic panic. Through the combined efforts of the police and tourism departments the general public is none the wiser. In fact, the nearby beach is perfect for bonfires and camp outs...
Chapter 1 Almost two years after that fateful homecoming night, the survivors of the Westchester attack come together for their first annual camping trip.
Word Count: 2.1k
Note: The leaves emoji links to accompanying Choices music. I decided to use 2nd person POV to simulate the experience of playing the app in a sense. I’d love constructive feedback and any comments! Strap yourselves in for a wild ride of a mystery.
Tags (For this first chapter I’m basically considering this a thank you/dedication for good pals! 💝): @brightpinkpeppercorn @strangerofbraidwood @jesusofnazario @itlivesinthegays @lady-kato
[ 🍃🍃🍃]
It starts the same way every time. Somewhere deep down you know it’s not real, but you don’t have a chance to stop it. You feel as though you’ve been walking for miles. Every step sends a dull ache up your legs, but there’s nowhere to stop and rest. Besides that, you’ve felt it coming closer and closer the whole time. You heard from one of your professors that the reason cavemen survived was their sheer ability to endure the hunt. Where wild beasts tired after a sprint, humans could track for hours. Which is how you know what follows must be human—a beast would have taken you out long ago.
Tall pines surround you and every step feels agonizingly slow and heavy. You finally consider just collapsing onto the ground when you hear it. Telltale whispers that feel as though they’re coming from all directions at once. They are growing louder and louder despite your efforts to escape them. The edges of your vision grow dark as a shadow begins to envelop you. You feel a sharp blow to the side of your head—
[ 🍃🍃🍃]
“Whoa!”
Your eyes jolt open as a hard smack against the car window shakes you from your nightmare.
“Sorry. The potholes here are crazy,” Andy says and casts a worried glance at you. “You alright?”
“Yeah. Ouch,” you say as you rub the already growing bump on the side of your head.
Andy’s focus is back on the road as he attempts to avoid any more potholes. The road stretches on for miles ahead and is flanked by tall pines. Unlike the ones in your dream, the morning sun makes these look almost friendly.
“I know what’ll make you feel better,” he says.
“A kiss?” you tease as the fog of your nap wears off.
“I was gonna say picking up some snacks at the gas station, but if you insist on a kiss…”
“Oh I definitely do,” you say as you lean over.
“I could go for some snacks,” Tom pipes up from the backseat.
“Ah!” you jump in your seat, “I totally forgot you were riding with us,” you turn to look back at Tom who has the whole backseat to himself.
“Oof. Straight shot to the ego,” Tom winces and cutches his chest.
“Hey! You know that’s not what I meant.”
“Don’t worry about it, Katya.,” he laughs, “I’m just stoked you guys decided to invite me to your camping trip.”
“What? C’mon, man. Of course we’d invite you,” Andy grins at Tom through the rearview mirror.
“And it’s not just a camping trip. It’s the first annual Westchester Badass Club camping trip.” You turn back to Tom and make jazz hands.
“Please tell me you don’t actually call yourselves that.”
“I named our group chat that, so it’s basically the same thing,” you nod resolutely.
“I’m just excited to see everyone again. Everyone’s out doing their own thing now, so other than you two I barely see anyone.” Andy frowns and you notice him drumming his fingers on the steering wheel.
“You wouldn’t believe how hard it is to coordinate eight people’s schedules after you graduate high school.” You groan and feel the bump on your head throb just from remembering the constant rescheduling, following up, and organizing it took to even make one trip happen. Now with Andy finally graduated from his senior year, a summer camping trip sounded like the perfect activity to bring everyone together. Luckily group chats and Pictstagram made keeping in touch with everyone a lot easier.
“The last time we were all really together was at the memorial,” Andy says.
“Gosh, that’s coming up again soon too,” you frown and think back to the nightmare you had earlier.
“It’s in a few months. Do you think you’ll give another speech?” Tom asks.
“I hope not. There’s not much left to say. At least as far as the rest of Westchester is concerned.” You shift uncomfortably at the memory of your nightmare and the similarities it shared with the events that had taken place. “Anyways… this campground seemed nice online. Bonus points for being close enough to town that we won’t be totally screwed once we realize we forgot to bring something important.” You change the subject and hope it’ll stick.
“So… how much longer ’til we get there?”
You pick your phone up out of the cupholder and pull up the GPS app.
“Five hours.”
Tom whistles and leans back into his seat.
“Geez. Guess I’ll make myself comfy back here then."
“Are you gonna be okay driving so long?” you ask Andy. Your gaze naturally drifts over to his left leg. Despite Andy’s assurances to everyone (including the college recruiters) that his leg was doing better, you know enough to see that he still has his bad days.
“Hey, my eyes are up here,” Andy teases, “I’m doing fine. Really. Besides, what’s the point of getting a car if I’m not gonna take it out for a road trip or two?” he pats the dashboard.
“Alright. But if you need a break let us know.” You point between Tom and yourself.
“Seriously, dude. And we promise we won’t crash it or anything.”
“Speak for yourself. I’m going Dukes of Hazard on it the moment I get on the wheel.”
The next stretch of road is punctuated by singing along to old school hip hop (‘Can they even say that on the radio?!’), games of I Spy (‘Ok… I spy something green.’), and debates on the finer points of who really controls the music on a road trip (‘I have girlfriend and front seat privileges.’ ‘Oh yeah? Well I have seniority in how long I’ve been friends with the driver.’ ‘Neither of you has good taste in music.’).
———
Some time after crossing the Oregon-California border you decide to make your final stop.
Apart from the gas station and a tire shop, there isn’t much to see. The woods are far sparser and you swear you can smell the sea, but it’s definitely just in your head.
The three of you pile out of the car and stretch your legs. You swipe your card at the pump to pay and Tom heads into the gas station to pick up some final snacks.
As the number on the pump’s display slowly creep up you realize Andy hasn’t said anything yet. You turn to see him leaning against the hood and experimentally kicking his leg in and out. He stops when he notices you watching.
“Hey.” He grins innocently.
“Don’t ‘hey’ me,” you cross your arms, “You should have said something earlier if you weren’t feeling good.”
You’ve gone through the same conversation at least a dozen times before.
“I know, but if I can’t make it through one road trip…”
“Andy, you need to stop making up these arbitrary rules for yourself.” The two of you pause for a moment in awkward silence before you speak. You clear your throat and drop your voice to a comically low baritone. “Alright, Kang. I’m benching you for the rest of this car trip. You’re riding in the passenger seat ’til we get to the beach.”
The two of you break out into laughter.
“You’re so cheesy.”
“You mean you aren’t impressed with my vast knowledge of sports lingo?”
“If I close my eyes it’s like I’m really on the court.”
You finish filling up the car and settle into the driver’s seat. Not long after, Tom finally emerges from the gas station. His pace is hurried and when he finally gets in you notice his worried expression.
“Hey. You alright, man?” Andy leans his seat back and looks over to Tom.
“Yeah. The attendant just said some weird stuff after I mentioned where we were going,” he says.
“Gas station employees are either really cool or total weirdos. I wouldn’t worry about it,” you reassure him as you pull out and back onto the road.
“Spoken like a true horror movie victim, Katya,” Andy says.
“Shut up!” You laugh and playfully punch him on the arm. “I refuse to be a cheesy teen movie. I read Google reviews for this place. If a bunch of old white people say it’s fine, it’s fine.”
Your banter seems to ease the mood and the conversation slips back into something more lighthearted as you finish up the last leg of your trip.
———
[ 🍃🍃🍃]
The scenery begins to change the closer you get to the beach. The tall, dark pine forest is pushed further back and what trees do line the road are short and sparse You drive by the fork in the road that leads to the nearby town of Starklake. Even outside of the town proper you drive by a few homes and small businesses. A small brown sign points you in the direction of the campgrounds.
“We’re here!”
You pull into a small gravel parking lot and hop out to stretch your legs. Surprisingly, only a couple other cars are present. You figured that a beach campground would be absolutely swarmed during the summer which was why you had been so insistent about leaving early in the morning. The almost stranded lot proved that to be a wasted effort.
“Look who finally decided to show up.”
You recognize her voice before you even turn around.
“Ava!” you shout and have to hold yourself back from running over and hugging her. “How long have you guys been here?”
“Almost an hour. We were lucky to find a spot with how busy it was,” she waves a hand at the almost deserted parking lot.
“Ok, so I may have overestimated how packed it’d be. Can you blame me?” you say, grabbing your bags from the trunk.
“Oh don’t worry. We’ve already decided you’re in charge of setting up camp,” she says and grins.
“Suddenly I’m regretting my decision to ride with you,” Tom jokes before giving Ava a short wave. She nods in return.
“Don’t worry. I know the secret to setting a camp up real quick,” Andy says and slams the trunk closed.
“Pitching the idea that camping under the stars is the hottest summer trend?” you offer.
“No, but that can always be Plan B.”
“If you’re done trying to worm your way out of the work I’ll show you where everyone else is,” Ava says and begins to walk ahead without waiting for a response.
“You know it’s been too long when I actually miss Ava’s attitude,” Andy says.
The three of you scramble to keep up with her on the way to everyone else.
Your campsite ends up being about a fifteen minute walk from the parking lot, but the landscape of the beach makes it feel far more secluded. A rocky peninsula juts out to the right and encloses the campsite in its own little space. While the water isn’t crystal clear (or even particularly inviting) just being by the ocean invigorates you. Up ahead you see familiar figures standing by a small mountain of bags and camping gear.
“Hey guys!”
“Lily!” You break out into a run, but the sand slows you down and instead you amble on over to the group with all the grace of a giraffe. You almost knock her over with the force of your hug when you finally reach her.
“Whoa!” she yelps, trying to steady herself.
“Sorry. I just missed you.”
“You’re so lucky we missed you too or you’d need to do a lot more than set up our tents for making us wait so long,” Stacy says and pulls you into a hug.
“Don’t worry. Ava already chewed us out about it,” Andy says after he and Tom drop your cooler and bags off with everyone else’s.
“It hasn’t been that bad,” Dan says and bumps a volleyball over to Andy.
“Dan’s right. There’s actually some really interesting examples of the growing erosion problem on the beach here,” Lucas says and points out certain spots of the shore.
“Oh my god. Somehow your nerdy Picstagram posts pale in comparison to the live action Lucas,” you say.
“I’ll take that as a compliment,” he says and pulls you into a side hug. “It’s great to see you all again.”
“Same here. I’m psyched we all get to hang out again before I start school,” Andy says while bouncing the volleyball between Tom, Dan, and himself.
“Let the first annual Westchester Badass Club camping trip begin!” you exclaim to a chorus of groans.
“I think I’m going to be sick.”
End of Chapter 1
Chapter 2: With the camping trip in full swing will everything go on without a hitch?
#my ff#it lives in the woods#ilitw#sorry for the tag spam yall#andy kang#ava cunningham#dan pierce#lily ortiz#lucas thomas#stacy green#tom sato#tomoichi sato#my mc#andy x katya#andy kang x mc#ilitw fanfiction#ilitw fanfic
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Stuff to appreciate:
* the pokemon theme remix sounding like football/rugby/otehr sports tourney music! we’ve seen it confirmed that there’s poke-football here so i hope they do reference rugby too and maybe some hockey? we’re honestly a really sports mad nation, tho not as much as america perhaps
* All the lil touches of random normal british stuff that i just TOTALLY MISSED the first time watching cos well its fuckin normal for me lol! im just realizing this is the first time ive seen a house have a wheelbarrow out front in a pokemon game. do other countries just not have as many wheelbarrows or do you like to hide them or somethin?? HOW DO YOU GARDEN! we like wheelbarrows so much there’s several characters in old kids shows thatre just a wheelbarrow, and lots of grandmas like to keep broken wheelbarrows and turn them into plantpots just for the aesthetic of wheelbarrows. Also welly boots!! what do people even call them in other countries cos wellingtons is a very british thing right?
* other nice touches: route signs being like our traffic signs LOL IM CONSTANTLY GONNA MISTAKE THEM FOR A SPEED LIMIT, a lot of those nice pastry crust lookin turf-roof cottages even tho sadly they arent super common anymore nowadays, generally showing a LOT of different british housing architecture like even got the old london double chimney stack things!
* oh man they even got those ground staircase things what is even the name of those actually? i always like the aesthetic of country villages that are more in harmony with nature and it sucks that so much of britain is more industrialized instead nowadays
* BIG BAGS like lol i was going OMG IM SO GLAD THE PROTAGONIST FINALLY HAS A BIG BAG even before i realized it was britain like wow is that a stereotype about us that we carry giant bags everywhere cos thats fuckin true. ‘tardis purses’ are really common amoung anyone who doesnt use backpacks, like everything has to be hybridized with a backpack somehow or else u wear a cardigan just cos stupid modern clothes aint got good pockets FUCKIN HELL I COULD FIT A WHOLE HOUSE IN A CARDIGAN i still remember how in high school i cut a hole in the bottom of my pockets so i could stuff things into the entire lining of the jacket and basically wear a bag like OH i just realized this stereotype must be really old and maybe thats legit where the tardis/mary poppins/d&d’s bag of holding actually came from? you ask for literally goddamn anything on a train in britain and someone’s gonna pull it out of apparantly nowhere, being prepared is just a Thing here
* lol they cant really show how much Pub Culture we have over here in a kids game probably? like we’re one of the world’s biggest consumers of alcohol and HOO BOY, drunken riots are a frequent occurance along with the sports obsession. also over here we straight up dont have non alcoholic cider and i was REALLY CONFUSED that america ONLY has non alcoholic version like i DIDNT KNOW IT EXISTED so i just thought they gave their kids beer?? cider festivals over here are real fun, its part of how ‘pub culture’ is kinda an all ages thing even if the kids cant drink the stuff. like there’s all fun farm events and kids rides and bbq and stuff at a cider or ale brewing town festival thing. and basically the difference between pubs and more american style bars is that pubs are..like.. homey? they really are just the ‘jrpg tavern’ thats a thing of old history in america. its more of a hangout spot thats open all day and is more spacious with comfy seating and they do food and gardens and stuff. its common to bring kids to a pub during the day and its only in the evening that its adults only, which is kinda arbitrary cos i mean they still sell booze in the mornings its just that its ONLY booze in the evenings and the family meal kitchens close. also in the mornings they still have all the gambling machines turned on and lol as a kid my dad used to plonk me down on them so i could ‘play games’ while he talked with his friends. it was extra funny how the european gambling laws made them take the game corner out of pokemon cos i knew what a slot machine was even before i played pokemon and i was like 4 when it came out XD
* yay for big fancy libraries and museums!! i hope maybe they also show buses and trains? its generally a thing that we have more extensive and well funded public transport and buildings than america. like no offense but i was fuckin FLOORED when i learned that there’s whole states that have no trains! like over here buses and trains are used even more than cars! having even one single place unreachable by bus is enough to cause protests! also maybe have some hospital themed gym leader to symbolise good healthcare but honestly they could have put that in ANY of the regions so far except for unova. srsly im always so scared for my american friends cos of that...
* IS THAT A FUCKIN REUSEABLE CARRIER BAG?? like what a weirdly specific thing to reference! do other countries have the carrier bag tax too?
* also LOL putting stickers on the back of the wardrobe!! thats such a brit kid thing, whenever u move to a new place and it has furniture included you’ll always turn something around and see a bunch of stickers someone left from years ago. it was alwyas funny as a kid to see which ones got wrecked in the move, i dunno why a headless bugs bunny was the height of my afternoon at age 9
* Weird notice: this house looks a lot like the Old Chateau from sinnoh? except obviously its more modern and not abandoned and all. makes me think that the dub kinda hecked up by calling the place french and it might have been intentionally meant to be british? its just called a ‘foreign style house’ in japanese, not a chateau.
* ALSO SINNOH FEELS! please bring the minigame back! i always felt an odd kinship with oreburgh town as a kid cos the town i grew up in was also a former mining town that turned from a capitol city port into absolute disrepair after the industrial boom ended. struggling to find a new identity and mostly getting by on tourism value of the mines and all. so makes me think this is actually legit a wales town and maybe even cardiff in particular? or other former mining towns of britain. cos having an extensive cave network thats completely unused and youre just allowed to walk around in it like its no big deal = honestly 100% accurate, the underground minigame would completely fit us. i wonder if japan really does have a similar case of the mines all being 100% abandoned and only repurposed into history museums and travel routes?
* this npc is cute and also i appreciate the accuracy to school uniforms over here! this is usually what its like for primary school (i think thats elementary in america?) and itd be in different colours for different schools and have the school badge on the left side there. and summer uniform is often just taking the jumper off and then the shirt underneath also has the same logo on it. but in my school as a kid they annoyingly made us buy a whole separate set of identical shirts but in a different colour to indicate summer uniform like GEEZ DUDE its already expensive enough! made more sense in high school where winter shirts are button up blouses like suit jackets and its only summer that gets a regular cotton shirt. but there you also wear blazers (kids’s suit jacket) instead of jumpers, and jumpers are optional if it gets extra cold but its more of a light cardigan style instead. also boringly every damn school’s colours are black blazers except like one or two rare exceptions. i got extra unlucky and the two high schools i went to also had red shirts so i kept getting them mixed up until i noticed the wrong logo halfway thru the day
* hey lol literally the park behind my house. we get real shitty weather here and i actually kinda hope maybe umbrellas are something we could pick in character customization?
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Random number games such as for instance the Bingo or Roulette are based upon the option of random numbers, sometimes from a computerized generator or maybe from some other gaming tool.
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Blogpost on Girlhood rewritten 4 sydney eheheehe
I started making this post a while ago and then didn't because I had no real reason to finish it but now I do so here u go hehe.
I've noticed that many of the women I know (myself included) had phases where they believed they were not women. When I try to explain this to cisgender people who haven't experienced that, it goes over their heads a little bit. I think they believe that very few people genuinely struggle with realizing a queer identity, and that most people just "know."
When I think of my early teen perspective, I think it actually makes sense that I jumped to the conclusion that I may not be a woman once I realized that my thoughts on gender do not align with most people. When you're in middle school, coming into an understanding that the arbitrary traits our society assigns gender to are actually pretty illogical is hard to do without it making you think you must be transgender to think that way. When you're in middle school, the only other people you know of that think that way are probably transgender.
But recently, I've been thinking about it a little differently. Not to say "Younger me should have known!" because I think it's good to contemplate and experiment with your own gender, even if the conclusion is that there's nothing to be changed. I've seen this discourse online before so it's not like it hasn't been said before, but that few years in online queer communities where it was pretty much exclusively about what label you wore and what pride flag you used was really harmful to queer ideology as a whole. Instead of breaking down the walls that queer people feel trapped by, it just added slightly bigger walls around the initial walls. "You're either this or that" became "You're either this, that, or maybe one of these 55 other very specific labels. Also you have to pick one or you're not really like us."
Some people were kind of beyond the idea of forcing one specific gender label, but not quite beyond the hyper-specificity of it all, so they would pick a few different labels. But then, those people would get piled on, it would cause a bunch of fighting and discourse and accusations of bigotry, and all of this was probably really frustrating for older queer people to see. They were watching a bunch of young people pass the "One size fits all" approach to identity, but get stuck at "These few sizes should fit all, but if they don't, we'll just make more until we get everyone!" I wish my younger self could have seen a community of queer people who understood that identity can be, and pretty much always is, an extremely individual experience.
I think this wave of identity-forcing and then identity-policing I grew up seeing made it really hard for me to accept that I didn't really need a one-word answer to my identity if I didn't find or even want one. Before I struggled with my identity, I felt the same way about myself as I do now. I don't think my "gender" has changed with my ideology shift.
I remember liking my brother's toys more than mine. We had action figures, mini Halo figurines, and Legos. I was introduced to gaming through watching my brother play. I can't recall a single toy of my own because they simply weren't as impactful for me. I'm really trying to think right now but I can't remember any of my own toys at all. Before writing this, I think I would have described my childhood gender experience as disliking "girly" things. But now that I really run it through my brain, I realize that I just didn't care about them and I liked my brother's experience better. Any perceived "dislike" of girl things was probably just because I felt like I had to pick a side. I remember calling myself a tomboy despite always dressing like a girl. It was just the way I felt about things.
Even now, most of my favorite things about myself and favorite pastimes are what people consider masculine. I've picked up more feminine traits over the years because I'm more comfortable with femininity, but they're nowhere near the most important things about me or what comes to mind when people think of me. Being a little girl unimpacted by femininity made it hard to think I could just be that, someone who absorbs femininity passively without rejecting it. I love feminine and girly things when I see other people engage with them, but applying them to myself doesn't really work for me. I used to think if I wanted to be "feminine," it would be absurdly more effort and useless to achieve that, but it turns out I just don't like it that much.
I hope this suffices sydney sowwy it took so long
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A Reflection On Narrative Power vs. Player Agency In Games
As a lifelong gamer, my history playing them has of course been filled with amazing moments, or else I wouldn't be as passionate about them as I am. However, there are few moments that I would say have had a deep impact on me, that have transcended the everyday experience we'd expect from them and given me a whole new respect for the medium and what it's capable of. One of the greatest of these for me came from BioShock, which along with a litany of other things that title did right serves to make it one of my favorite games of all time, and one of the personal greater influences on me as an aspiring game designer myself.
That moment came in the form of my first couple encounters with Little Sisters in the game. Traditionally, in RPG's I've favored the evil choices my first play-through, I suppose mostly to enjoy a contrast from the demand to be a moral rule-abider in real life and the necessity of playing the good hero in all other games that don't provide such choices; in other words, as a way to more fully embrace the escapist potential within games taking such a form. However, when I encountered the narrative display of a little girl in terror struggling pathetically to get away from me, that predilection of mine I mentioned was given pause. Whatever subtle alien features that character had because of the presence of the parasite within her, she was still first and foremost in my mind an innocent and helpless child, and by extension a being deserving of moral consideration.
It seemed such a strange notion: the real world was for having moral pause and giving moral consideration, and games were for a freer expression of free will and choice than reality permits us to take, whether because of our own personal moral convictions or simply an awareness of and fear of repercussions were we to act more freely, from social stigma to outright punishment. Yet there I was with a feeling in some ways more alien to me than the fictional ailment afflicting the girl.
While I didn't fully comprehend and contemplate the significance of what was occurring to me in that moment until later reflection, the end result was the same: I saved the Little Sister. I never felt so validated from making the morally upright choice in a game as I did following that, when the newly healed child thanked me, the observing doctor did the same, voice full of a subtle but palpable undertone of emotion, and the girl scampered up to the safety of the vent in the wall, struggling in her efforts still, but now purely out of the physical difficulty of doing so as a child rather than having anything to do with fear of me. I understood, and I felt, that she knew I was her protector and that she was safe with me. As she struggled I approached, looking for a way I could help, and even when it was clear there was nothing I could do and that she would automatically make it up on her own, I still liked to imagine as my view tracked her progress that her finding her footing and getting up the rest of the way was because I had caught her and given her the gentle boost she needed, whether or not my arms actually appeared to do those things. I felt a rare kind of power in games, and it had nothing to do with leveling up, perks, skill trees, loot or upgrades. Understand, though, this isn't the profound impact I referenced at the start: this is just one of the layers to it.
Not long after this, I ran into my second Little Sister. This time, however - my previous experience notwithstanding - my traditional nature got the better of me. I had none of the playful malevolent intent that would accompany my making evil choices in other RPG's typically. I simply knew the general rewards for harvesting were supposed to be greater than for saving, which had its basic appeal of course from the gameplay perspective, and beyond that was intellectual curiosity as to what exactly would happen when I made that choice. So choose to harvest I did.
It's strange...I've long considered not displaying dead children or having the killing of children be depicted in games as a lamentable restriction on artistic expression within the medium, keeping things too sterile instead of having honest representation of the dark reality of something that can occur or even has occurred within the game's world. In spite of that, I found BioShock's solution to be more unnerving in a way: the girl just disappeared completely. I knew what had actually occurred, but there was no sign that she had existed. This had an arguably stronger impact, because in the aftermath I had my previous experience from saving one to contrast it with, which meant I was readily aware that there should be a face there, innocence there, hope there...and I had deleted all of that. My reward? The number of something that would improve my character progression was higher. In any other scenario in an RPG, that numerical boost would count for a lot. In that moment, though, it felt so arbitrary and meaningless.
I remember that I paused the game to come to grips with the situation. I wasn't emotional in the sense that I wanted to cry, but I felt extremely unsettled. I scrambled mentally to figure out what to do, though there was little that could be done. Progress got saved automatically. There was no taking it back. Perhaps I should move on? But I didn't want to. I felt like the specter of that decision would weigh on me the remainder of my time playing. Even if I only ever saved the Little Sisters from then on, I knew there would be that one stain on my record, and just as you notice the one stain on an otherwise white sheet first rather than how pure the rest of it is, so too did I know that would be the only choice that mattered to me, in a way. I hesitated a moment longer, and then decided to do something I'd never done before in a new game I'd just started playing: I quit, I deleted my save, and I started over. I saved the first Little Sister, I - with satisfaction - corrected my previous mistake and saved the second, and for the rest of that play-through and every play-through that came after that, I only ever saved each and every Little Sister.
When I reflected on it later - something I've done a number of times since then, actually - I fully processed and appreciated what had occurred. I had been offered freedom of choice, but the power of what was presented in narrative to me made me willfully reject that choice. That is an incredibly profound accomplishment, when you think about it. That freedom of choice, that agency, is the one thing that separates the stories of games from any other medium. While the macro events of the story may be predetermined, the moment to moment experience is left to the player. At the least this encompasses the specifics of the actions that occur within the enemy encounters, but at most this can include choices that influence the look of the world and the fate of its characters, as we find within RPG's. Whatever their particulars from game to game, this is one aspect that all storytelling games include as a hook that separates them from movies, television shows, and books: you can have influence. To then convince a participant to deny themselves that privilege because they've connected personally to a character, or to the moral nature of the situation they find themselves in...in no truer sense I think can the narrative of a game be said to transcend the medium than in a moment such as this.
Recently, I was re-watching Ken Levine's "Narrative Legos" GDC talk where he outlined the vision for what the studio hopes to accomplish with their next project after moving on from the BioShock franchise, and something stuck out to me that hadn't as much the first time. Near the very end of the presentation, after outlining how these dynamic and emergent narrative elements could be integrated into the gameplay loop of player progression and rewards, he mentions how once the general mechanics for such a system are in place, one of the challenges from there from a narrative perspective is creating narrative around characters powerful enough that when it comes to picking who you ally yourself with, while certain characters would yield more beneficial gameplay rewards, the player would feel temptation to side with someone else simply because they like them better. This directly harkens back to the dynamics used in BioShock I've been talking about in the general sense - pitting powerful narrative impetus against player agency - and that it was not only mentioned, but mentioned as a final subject within that talk tells me that this is still a concept that's of pivotal interest to their studio. This gets me very excited, not just for what the creators of BioShock will create next, but more broadly for the future of narrative-driven games in general.
For a long time, achieving realism and immersion in gaming has revolved around the basic sensory experiences of it, such as graphics and sound. When there was such a large discrepancy between what they presented us and what we would expect to see in reality, this was a sensible focus to place effort into. Now, however, the lines separating games from photorealism and so forth are thin, where they are possible to even see, and so the focus has started to shift elsewhere. Motion controls and virtual reality have taken the stage in more recent time as where the next focus ought to be to attain that next level of realism and immersion, and perhaps this is rightly so...to an extent. When all is said and done, however, I believe the final horizon of achieving realism and immersion lies beyond any such sensory experiences and rests finally in the power of the narratives crafted for our games. Whether in the strength of the characters within the stories, or the impact of the themes and moral issues throughout them that we're confronted with, the narrative will ultimately be the true final threshold on the way toward connecting players deeply to the experience in the case of any game where a story is being told.
Does this mean every game needs a story, or that every one that does has to say something meaningful about the human condition or wax philosophical? No. But I do mean that there is certainly a place for this, and to my mind it is a largely untapped place, both within the industry's creative capabilities on the one hand and within the hearts of fans of the medium on the other. My hope is that between this article and the general sentiment and efforts of others, more of this kind of risk-taking narrative ingenuity will be encouraged, because there is still so much more of it yet to be had and enjoyed. And so, to those who created BioShock, I say thank you...and I'm paying attention. My question to other developers in turn out there is...are you?
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Biscuit Reviews Assassin’s Creed: Odyssey

When I first heard of the announcement for Assassin’s Creed Odyssey I had no interest in this entry, especially when I saw the first gameplay footage and noticed how it followed the style of Assassin’s Creed Origins. With that, I also figured that Odyssey would contain many of the faults of Origins, especially since it was coming out one year after despite Ubisoft stating that they were going to not do yearly releases for the series anymore. I was originally going to do a Side Seat Review for this game, observing the gameplay and story but not actively play it. However, after watching my wife’s first play session it really impressed me and the next day I went to get a copy for myself and would play alongside my wife, with her as Kassandra and me as Alexios.
This is a first for the longtime series and this approach allowed us to see how these choices evolved and impacted the story. Both characters will follow the same story in the game.
Once selected, you’ll then be living their life during the Peloponnesian War, where your character is a mercenary during the war. They take on a contract to kill a Spartan General which prompts them to pursue the mystery of their family. This is nice change of pace from the standard Assassin’s Creed character plot of Templars kill family member, protagonist angry and goes to seek revenge, a plot that has been used in the majority of titles with the exception of four of them (Assassin’s Creed, Assassin’s Creed: Revelations, Assassin's Creed IV: Black Flag, and Assassin’s Creed: Syndicate).
As stated earlier, your choice impacts the story and it’s those choices that determine how certain events will play out. For this being the first time Assassin’s Creed introduces this, I was actually fairly surprised how well Ubisoft managed to execute this. I really felt that my choices had an impact to the overall story.
Both Kassandra and Alexios have great moments in the story and both voice actors deliver excellent performances. There are a few scenes where Kassandra does perform better than Alexios and the same can be said to Alexios as he has scenes where I felt he had the better performance. Both protagonist will even approach a few scenes in different ways as well. A good example of this is the scene where you encounter a character known as the Cyclops of Kephallonia. Kassandra approaches the scene with a playful intimidation making her a mercenary to not take lightly but still , whereas Alexios approaches the scene with a sarcastic edge. Despite being the same line, the approach that both voice actors took with the same line was a cool way to see how it played out.
As mentioned previously, Odyssey continues the gameplay shift that Origins began, turning the Assassin’s Creed series from an open world adventure, to an open world RPG. Where Origins had a weird hybrid with RPG mechanics where everything was dependent on your character’s level, meaning if an enemy was as much as one level above you, you were in for a bit a tough fight. Odyssey however has made the full leap, with obtainable gear, skill trees that the player can place skill points in, in accordance to their gameplay style, and abilities that can be performed in battle. The biggest improvement is even if enemies are one level above you, you can fight them with no issues. Even enemies that are quite a few levels above you, as long as you use the proper abilities, dodge, and parry at the appropriate times, you can take them down.
Another vast improvement is assassinations. In Origins, it didn’t matter if your hidden blade was upgraded to the max, an assassination did not guarantee a instant kill for certain enemy types. So, my initial concern was how assassinations would be handled. With Odyssey, it’s all dependant on specing your skill points in the right abilities in the Assassin Skill Tree, as well as your Assassin Damage stat. If spec’d appropriately, you can easily take down enemies with an assassination no matter what type of enemy they are, bringing back the satisfaction of sneaking up on enemy and killing them without being seen. With that being said there are a few instances where level is still too much of a determinant factor. Although this was a more tolerable issue, I still found it annoying to meet what I feel was a arbitrary number.
One of the new gameplay additions to Odyssey comes in the form of Conquest Battles. In these battles you can side with either Sparta or Athens. The purpose of this is allow one of the nations to gain control of the region of Greece the Conquest Battle takes place. It is then you’ll fight in a battle killing Soldiers from the enemy nation until either your chosen side or the enemies’ meter becomes empty. A successful battle can lead to rewards, however, during the Conquest Battles, I participated in, I found that the rewards I gained were not worth the effort that I put in. I also felt that this feature could have possibly been more woven into the story as a variable that caused minor things to happen, but it proved to be nothing but a meaningless distraction that carried no weight.
Naval exploration and combat also makes a return to this entry and in this one I feel is an understandable downgrade. In Black Flag you have many customizable options for your ship as well as various tool and weapons in the combat. With Odyssey, all you have are arrows and javelins which again is an understandable downgrade considering the time period Odyssey takes place.
The notoririty system also makes a return with some changes. You gain notoriety by having your crimes witnessed by someone. As it climbs up, you will eventually have a bounty on your head where mercenaries will hunt you to claim the bounty. I thought this was an interesting factor as you could be in a middle of infiltrating a fort or in a fight and a mercenary could appear to give you a little bit of an extra challenge. I was however disappointed with how witnesses were handled. This is the first Assassin’s Creed game where you can kill civilians without getting a potential game over. Ubisoft had a chance to further expand stopping witnesses to a crime, a mechanic made famous by Red Dead Redemption, just with their own spin, but Ubisoft didn’t seize the opportunity to do so which left me disappointed.
As far as the controversial aspect on how the game feels artificially grindy to pressure players to purchase the XP booster, I didn’t feel pressured at all. When I mentioned this to my wife she brought up the point that the game has many opportunities for you to gain experience. There was an abundance of quests and activities for you to gain experience. For the players that wanted to simply focus on strictly the main story, which is the side that argues that the game felt artificially grindy, my counter argument for that is that Odyssey does not follow the traditional Assassin’s Creed formula to where you can focus on the main story and not worry about side content. This is an RPG and in an RPG, you have to partake in side content to get stronger and gain additional equipment. It was even like that in Origins where you had to partake in side content to get stronger and I didn’t see any accounts of complaining at that moment so I’m a bit confused as to why this seems to be an issue with Odyssey for the community.
I will add that is rather dirty of Ubisoft to include an XP booster and other boosting items in the game that you have to purchase with real money as a way to try to get extra money from players. In the words of Jim Sterling “If you’ve made a game that people want to pay to not play and they want to pay to skip it, you’ve made a shit game.” Although I don’t believe that Odyssey is a “shit game”, it’s actually the most fun I’ve had with an Assassin’s Creed title since Black Flag, it is concerning that these boosters are included and it does make me concerned that Ubisoft could potentially start doing this in not only Assassin’s Creed, but their other franchises as well.
I know that Ubisoft has had purchasable shortcuts for a while now in their games and although they never interfered with the game before, the fact that they are now offering a purchasable shortcut for XP progression is something that could be a potentially dangerous trend in the RPG genre, especially for Triple AAA games. I am concerned about it because there are already reports of people buying this XP booster and saying how much more of an enjoyable experience the game was and one article even called it it’s “best feature”. I fear Ubisoft will keep this in their titles moving forward and it’s also something I feel they’ll slowly inch towards, making XP gains less and less with each passing title.
As a long time Assassin’s Creed fan, this has become my new favorite game in the series. So much so that I actually plan to play the DLC content at a later time because I had that much fun with it. I hope Ubisoft continues to make improvements to the Assassin’s Creed formula and hopefully we can see a return to following an Assassin or even another Templar for that matter.
However, I feel that fans and players do need to keep a closer eye on these purchasable shortcuts as I am afraid that this could get worse overtime to the point where a player would have to purchase one of these boosters to do even the most basic of progressions. Until then, we as players must continue to push back on the “time-savers” and microtransactions to where they affect the core gameplay.
Assassin’s Creed Odyssey receives a 4 out of 5
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