#and the way a lack of magic would effect the development of world history
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yuri-is-online · 1 year ago
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Azul “WHAT DO YOU MEAN YOU SHOT PEOPLE INTO THE SKY TO A ROCK?!??!” Ashengrotto
I'd also like to bring up the point that while there's water breathing potions I doubt they have anything to protect from the crushing depth of the deep ocean so I think he'd as freak the fuck out over the fact that humans have been that deep underwater. Very much in a WHAT THE HELL ARE YOU DOING?!? HUMANS CANT GO THERE!” kind of cay
YES
I think twisted wonderland might have something that would allow humans to transform into merfolk, which would allow them to go into the deep ocean depending on the type of mer they became, but the concept of humans going as they are in submersibles is just odd. Then again he supposes your world doesn't have magic or merfolk so they don't have to worry about bothering anyone. Same with going to space, Azul's hatred of flying cannot be understated the thought of going that far up willingly is just so beyond him.
Azul is a very profit minded person, but his specialty and passion lies in hospitality and fixing niche problems. Space and deep sea exploration don't seem like fields he would want to expand his business into. He might be interested in the logistics of investing in those sorts of things? But the actual mechanics would just mystify him. The moon in the fucking sky give him a break.
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dgcatanisiri · 1 year ago
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I've seen it said on occasion that it was a refreshing change to have the Inquisitor be unable to persuade and change the minds of the characters around them, that the characters felt "more real" that a brief conversation shouldn't change their entire worldview.
This is bull.
First of all, no one asked for their entire worldview to change, just that they GIVE a little - argue with Vivienne about the merits of mage freedom, be able to point out that fear is learned as much as anything, that the fear of mages has been taught because mages are not allowed to be part of the world that the common folk experience, or even that her view of magic is not shared BECAUSE it comes from so lofty a position in society, as she is a First Enchanter, leader of the Loyalists, mistress to the head of the Council of Heralds. Or, here's one of my personal favorites, the vote to break away from the Circles may have passed by a narrow margin, but it still PASSED, and if Fiona had refused to accept that, she'd have faced a hundred minor revolts instead of a singular organized one, which would have meant that the few who went around, burniating the countryside, would be seen as representative of them all, while have an organized structure to the rebellion allowed them the ability to disavow bad actors.
It's asking Sera to acknowledge that there's more nuance than her definitions of the world offer, or countering to Cassandra that, particularly if she intends to take a position of top authority in the Chantry, she needs to be able to look beyond its dogma and realize that to those who follow a separate faith, the Chant of Light is a herald of death, an omen of doom, because it refuses to allow any who follow a separate faith. It's telling Solas that the Dalish have been forced to build their history from tattered scraps, and rather than condemn them for what they lack, he should acknowledge and appreciate what they've recovered with no more than a vague notion of what the original picture looked like.
Y'know, it's asking to be able to actually ARGUE with these characters, rather than be lectured to by them about how THEIR views are the only proper way to view things, even if those views fly in the face of our experiences as the players, or even just how we roleplay a singular character. BioWare tries to talk up a stance of grey morality and a desire for the answers to be more than black and white, yet here in Inquisition, you ONLY get their stance, and, if you don't agree with it, you are dismissed - which also causes a lot of problems with something like the approval metric, where if you DON'T agree with a character, you'll never manage to unlock their full content - I am generally rolling a male Qunari Inquisitor, and yet I have, in over a dozen characters, only ONCE managed to obtain the rooftop cookies scene with Sera. If you don't get these scenes of character development, then you don't get to have a full view of a character.
And then there's the second and bigger issue - With most of the characters being various flavors of Andrastrian, with most if not all of them buying in to the narrative of the Inquisitor as the Herald of Andraste, a position that is borderline messianic within their religion, why do they NOT listen to the words that the Inquisitor says? If Skyhold becomes a place of pilgrimage as Cassandra notes in the arrival at Skyhold scene, if the Inquisitor is a voice of authority in Thedas like everything the game tells us, why SHOULDN'T their words carry weight, especially with the people closest to them? Why is the Inquisitor NOT persuasive to the people who know them when they believe through much of the game that they have been touched by a divine figure?
It doesn't make sense for the Inquisitor to lack in persuasive ability when the whole game is about how they have become a powerful voice and figure within the world.
So, no. It is NOT a good thing that the characters effectively brush off any attempt that the Inquisitor makes to argue with their stances.
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the-masked-reviewer · 1 year ago
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Wish (2023) Review
Potential spoilers ahead...
The writing, the animation, and even the color choices are nowhere near what one would expect from MULTI-BILLION DOLLAR company that is not only known for their animation, but a company widely considered to have revolutionized medium time and time again.
The writing is questionable at best, and at worst it, it feels like it was written by AI to some extent. Most of the dialogue feels rushed and incomplete. The questions with the writing really come to fruition when you look at the lyrics from the music, which, in musicals especially, is where the writing should shine and communicate the majority of emotion. The reason this movie doesn't succeed in this drastically important task could be for multiple reasons. One could be that the hiring of pop writers, who generally wouldn't feel the need to worry so much about making the lyrics carry any weight just so long as they are catchy songs. This led to less musical genre songs and more pop songs. Or… they used AI, which I feel is the more likely answer. I refuse to believe any human being would write the words "watch out world, here I are"(I'm A Star) and think it's good and acceptable under any circumstance, even when writing a pop song. Additionally, many of the scenes you'd expect to have any impact or relevance simply have no effect. For example, Asha at one point, fairly early on, wishes upon a star and the star comes to help her on her quest, but the star and whole idea of wishing on stars are practically irrelevant.
In terms of characterization, there isn't much to say due to the lack of establishing personalities and character arcs in general. Asha has little exposition, which isn't necessarily strange, it's actually fairly common in Disney Princess movies, but the lack of exposition coupled with the lack of believable motivation and growth results in a main character that is flat and a pure archetype with nothing unique. Every character in the movie lacks depth, development, and in most cases, personality. This makes it almost impossible for the audience to care about the conflict, the motive, and everything in between. This lack of development also makes it difficult for the audience to connect with anything or anyone within this story.
The Disney animation style is well-defined and well liked, however this movie's animation is just strange and feels un-mouse like. The animation ended up looking unfinished due to a lack of rendering and lighting. They tried to combine 3D and 2D animation which doesn't translate. As well as meshing the modern style with their classic animation style, despite the fact that these styles don't mesh the way they were trying to execute them.
The casting was really good. Which makes the mistakes, and questionable decisions, especially those in the writing, even more bitter because you know the cast is capable of delivering an amazing performance.
Many of the color palettes and choices were just simply unusual. The expected palette for example, is having Villains be associated with greens, purples, and blacks. This expectation was not only popularized but frequently attributed and associated with the company. And yet, they choose to disregard the precedent and history that they themselves fostered to put this movie's villain in white and gold, with the only sight of green being when ANY character does magic, while purple is Asha, the protagonist's, primary color. The color palettes may not bother everyone, but they are one example of where the choices made for this movie are weird and unexpected in negative ways.
The "message" that you have all the power to do anything you want, with no message of having hope, doing the right thing, or trusting someone/something to help you is done extremely poorly. Such a large company with such a successful history failing to even deliver this simplistic moral even a little is honestly sad. The plot of the movie makes little to no sense. There is almost no motivation for the audience to care about any of the characters, except possibly Asha, the main character. Many of the events throughout the movie feel disconnected and aimless. The entire movie feels like a series of "references" to other Disney movies, so blatant they should be called "callouts" instead, with few events pretending to be a plot between them.
In conclusion, this movie vastly under performs and fails to meet any of the standards expected of it. The only highlight i can think of would be Alan Tudyk's performance as the comedic relief goat. But even this character faces the same problems as the rest.
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laurarolla · 3 months ago
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It's finally done. Well, the playthrough and recording is done. The rest of the episodes will be uploaded over the next few days. 25 years after it was released and about 20 years after I first played it, I have finished replaying Septerra Core, an independent RPG originally created by a team known primarily for a Beavis and Butthead adventure game and driven by a level of passion that feels ahead of its time in many ways. Despite the game's many flaws, I enjoyed my time playing it again and learning about it after all these years. While you can say the same about almost every game on some level, it really feels like there is no other game quite like Septerra Core.
Septerra Core is a hybrid of turn-based console style RPG (sometimes called JRPGs) and a point-and-click adventure game. There is a heavy focus on worldbuilding, characterization, narrative, dialogue, puzzle solving, and exploration, with combat often feeling either lacking or exhausting outside of the game's boss encounters. Dungeons are varied and artistically beautiful mazes that go on too long but never really lose their aesthetic beauty, even when you have to walk backwards all the way through a long one after a quest. The character skills are unique and interesting while being largely useless compared to the power of the spell fusion magic system, which trivializes the late game basic encounters. The enemy and character designs are lovely, drawing heavily from 80s and 90s anime and artists and remaining enjoyable even as the game relies on color palettes to signify new threats with the limited number of designs present. The puzzles are creative even though they are often undermined by a lack of effective hints as to what to do next. And every single character speaks.
In a computer RPG, from an independent developer in 1999, two years before Final Fantasy X raised expectations for voice acting in JRPGs, Septerra Core brought in real human actors, including many of the studio staff, to voice every single line of dialouge in the entire game. And some of those voices? You might recognize Steve Downes in particular from gaming history as the iconic voice of Master Chief. His first game voiceover was in Septerra Core. Marty O'Donnell and Michael Salvatori would provide music and audio work for the game, predating their future efforts on Halo and Destiny. The game would be published by Monolith, who would soon leave game publishing behind to focus on game production and would bring us F.E.A.R., Condemned: Criminal Origins, and Shadow of Mordor before sadly getting the ax from Warner Brothers this year. This RPG, a passion project so often overlooked, is still connected to a greater history.
I enjoyed my replay of the game, but what stands out to me the most is how much it pushed me to want to know more about it. My search brought me to a series of blog posts by the game's lead designer, full of stories and information about this game that I would never have found if he hadn't made those posts. I'm reminded of the story of Richard Dyer, the man behind "Dragon's Lair." His story is often overshadowed by the most famous name associated with his creations, Don Bluth. For many, I suspect if they have heard of Septerra Core, it may have been from it's connections to Halo by way of Marty, Michael, or Steve. Septerra Core deserves better than to only be known for the most successful people who were involved in it. Septerra might be one of the most unique fantasy worlds ever created aside from Discworld, and its narrative, while nothing entirely new when considering the vast sea of stories that exist, is still truly something special. I hope that perhaps someday, as the game's ending foretells, perhaps a new generation can return to that fantastic world, and tell a new story to carry the Legacy of the Creator(s of the game) into another age.
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flastar13 · 5 months ago
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I think a Netflix Live Action series would be interesting. As for the change of nationality, my opinion is most certainly extremely unpopular but please don't crucify me, it would be very interesting and perhaps necessary. Something that caught my attention in the first anime and Crystal, is that all the operations of the dark kingdom are in Tokyo-Japan, despite the fact that: 1) Each general has a specific area assigned to work in, only Jadeite deals with Asia, and the rest should deal with other places like Europe, America and the Middle East. 2) It is not smart to keep attacking the same area in search of energy, even if you have already searched in other places for a mystical magic crystal, stealing energy from a specific place would attract unwanted attention from the sailor senshis. On the other hand, collecting energy from different places makes it harder for them to locate you.
Also it's pretty weird that they all reincarnate in the same place, maybe it makes sense with the sailor senshis, but as soon as the shitennou Another History hinted that they were reborn in other countries. I don't think Queen Serenity would be so dumb to make her enemies reincarnate near her daughter, so they must have been born in other countries. One Piece introduced a diverse cast even though the characters were considered Japanese, although in its favor the world in which the plot takes place doesn't have fixed ethnicities, so everyone can be multiethnic. Going back to the previous point, I think it's more realistic that the characters come from different places, I always found it too convenient for the plot that all the sailor senshis live in the same city, in the same country and that three of the five attend the same school. In other shows it's because a higher entity transferred them to the same class cough Evangelion. I think each Sailor Senshi awakening their powers in a different country, fighting the general that controls the neighborhood, and then reuniting with the rest of the team is great cough Evangelion again but it makes sense and is realistic that the chosen ones are not born in the same place neglecting the land, only Rei and Shinji are Japanese, Asuka and Mari are foreigners, okay Asuka has a half Japanese mother but her father is American and she herself was raised in Germany. I really liked PGSM, its plot twists were spectacular. It is the adaptation that best develops the cast, taking their backstories which were rarely or never touched on in the manga or any of the anime. We really see the family situation of Rei, Ami, and Makoto, and how that affected them so much that they were very lonely people until Usagi arrived. We really see the Shitennou interact with Mamoru, and remembering the past does not turn everyone into perfect soldiers loyal to their respective master. Each side and character takes information in a different way and acts according to their personality and character arc. It shows that a good live-action adaptation with its own plot development is possible. Its flaws aside from the special effects are the lack of information about the Shitennou’s second life pre-dark kingdom and Minako’s characterization. I love that Mina is an idol but can we have a flashback to her Sailor V days based on her prequel manga please? The Minako from the manga has been fighting the dark kingdom since she was thirteen, destroyed the dark agency on her own, worked with the Tokyo police, killed her first love in her first transformation and then had to kill her almost boyfriend Ace, only to remember how all her friends died and how her real boyfriend turned evil and joined the bad guys. I hate how the first anime makes up some absurd love triangle story, where Minako makes her surrogate older sister believe that she died just because the boy she likes is said surrogate older sister's boyfriend and that's her big tragedy. What the hell? Not only did they take away any depth from Minako but in my opinion they made her seem mean for traumatizing Katarina just because Alan loved her instead of Minako. The Minako of Damn Sailor V, disguised herself as the love of a boy she liked just to help him not get expelled. As for PGSM giving Minako a nameless deadly disease just to increase the angst is unnecessary when Minako's backstory written by Naoko is so rich and interesting, it's inexplicable why it wasn't used in PGSM given the darker and more serious approach, it was the perfect setting to show how screwed Minako is after the events of Damn Me Sailor V, as well as being an opportunity to explain how Minako became an idol, she had to participate in dark agency idol events and the Kaito Ace movie, attracting attention from the media and idol recruiters.
I didn't like that she was so serious, granted Minako is actually quite serious but she always wears a mask of perpetual happiness, I felt that Minako from PGSM was missing that, they made her an expy of the outers. I love the outers but they are their own characters. I think Minako is more of a joker type teacher like Gojo. At least that's how I see her. I think Minako is an idol who acts like a clone of Usagi but as Rei gets closer to her, she realizes that she is the opposite of Sailor Moon.Sailor Moon Crystal was a missed opportunity to develop the Dark Kingdom arc more with a bigger budget than PGSM, especially if they decided to make SenshiXShitennou canon, but sadly while it was fairly faithful to the manga, it didn't develop the themes that the original work introduced. We get more development of the SenshiXShitennou ship in the musicals than in a TV adaptation. Rei and Ami's family life was not given any screen time, even though Naoko had already published "Casablanca Memory" a short story that chronologically takes place in the Dark Kingdom arc, it deals with Rei's past and why she distrusts men. Why wasn't it adapted in Crystal? But it was used in PGSM, it wasn't 100% faithful but it was used to develop Rei's arc. As for Ami, while her family life was introduced in the Dream arc in the manga, a slight glimpse would help give her more depth, the same as her friendless state before she met Usagi.I think any change of nationality isn't that important as long as the plot is good.
If Hollywood was able to get their hands on a Sailor Moon Live action movie who would you want to do it?
TBH, I would be super nervous about Hollywood touching Sailor Moon. They don’t have a great track record with adapting anime of any kind, and the extremely small handful of female-dominated ensemble movies I can think of are nothing like Sailor Moon. Hollywood is pretty familiar with superhero films by now, but magical girls and superheroes have very distinct flavors and conventions despite their similarities, and I think a lot of the charm that makes Sailor Moon what it is would be lost in an effort to make it recognizable for an American audience. Plus, it would be pretty much guaranteed to be whitewashed, what with Usagi being blonde. 
I seem to recall a Japanese live action Full Metal Alchemist movie that looked amazing. I’d be way more interested in something like that, or a Japanese-produced Netflix collab. 
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historia-vitae-magistras · 2 years ago
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Aight so we’ve heard what paternal feelings Arthur and Francis have re: their people, but I’m curious to hear your impressions of nations who don’t actually have kids of their own. Gilbert has Ludwig but they’re still very much brothers, not parent/child. Does that change the dynamic? What about, say, Mexico? She doesn’t have kids but family is massively important to her culture. Then you got ones who act like actual children more often than not—USA or Australia would be my first thought.
Idk this is a fascinating thought experiment I’m curious to hear more
!!! Hello you, I haven't seen you in an inbox in a while <3. So I've got a question in the box about this for the young Anglos going to focus on Gilbert, Ludwig and Maria.
Gilbert, before 1918 takes a rather heavy-handed approach to his citizens in many contexts. I have varied wildly with whether Ludwig calls him his brother or Papa throughout my time in this pit. But is it a very paternal relationship in general? Being raised in a militaristic order with the hierarchy of the church and then later becoming what's essentially an army that just happens to be attached to a state made him a man who tries very hard to be both strict and fair. The Prussian education system was the finest in the world for much of the 19th century, with the larger German-speaking world leading the way in medicine, education, chemistry and several other fields. He wants to see his people thrive. He has a certain callousness regarding the lives of men; war is, after all, the endless meatgrinder, and it is what he's best at. But with his women and children, that relationship also exists. Obedience, discipline and loyalty from them correspond to Gilbert's devotion, even-handedness and sense of duty in return.
Ludwig for much of his history in the structure of the Prussian-dominated German Empire, where Gilbert filled the role of pater familas, soldier and usually had the final say; Ludwig filled that more domestic, civilian counterpart. He was and still is very young. He loves trains, he loves cars, he wants all the engineering advancements and is keenly interested in them and their practical applications of improving the quality of life for his people. In addition, he has always been very awkward in artistic spaces (baby gay didn't know why the fuck he liked men's butts so much yet) but is still very interested in the artistic developments of his people. Especially musically. I've always thought of adult Ludwig as having a very pleasant baritone singing voice and a very clear crystalline one as a child. He goes to the film premieres, he goes to the ballet, and he subtly pushes for artistic funding if he feels he can help there.
Maria, in my view, doesn't view herself as much of a maternal figure in the lives of her people. As semi-magical, semi-immortal creatures, they have that slightly uncanny effect. In some nations, people are just comfortable handing their children over to be held. She's one of those. She'll hold babies a bit awkwardly, but she loves them. And due to what she is, people don't comment on her singleness or her lack of an immediate family in Mexico itself. She feels most herself amongst them and usually passes among them without any problem. On the Day of the Dead, she's just another daughter putting flowers on her mother's grave. When the population takes to the streets, she's another protestor in the streets. She speaks Nahuatl She shops and eats in the markets. She has Valencia and Navelina orange trees in her yard. She doesn't mind the local children plucking their share from the branches. She lives and works and loves amongst her people.
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ashesandhackles · 4 years ago
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The Hogwarts Express scene in Prince's Tale: A Sirius and Snape analysis
I really, really enjoy Sirius and Snape as characters and their respective narrative functions in story. But what gets me most about them is how much Rowling hints about their backgrounds and so much of it makes sense with regard to who they are as adults. So I am going to be breaking down a very small scene from Prince Tale and getting into long winded hypothesis about their respective childhoods.
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So, let's start with Snape. The scene begins with Snape rushing to find Lily, already in his Hogwarts clothes. Harry notes he must have been eager to get out of his clothes - ones that look like he borrowed from his mother, as Petunia spitefully pointed out. This has always been a very interesting detail to me - first off, it indicates how poor Snape's family is. Second, this indicates his tiny rebellion from his father - he refuses to wear clothes of the abusive man, and prefers his mother's. I admit, I am partial to the reading that Snape refuses to associate with his father in tiny ways, rather than Tobias refusing to hand his son clothes.
(I have seen readings which say that it is also a sign of neglect - perhaps his parents bought clothes that simply don't fit him, but I am more inclined to think it's a hand me down, simply because Harry identifies so strongly with it. Because Harry knows what it is like to wear a hand me down that don't quite fit, that are too big for you, or the ones that make you look ridiculous.)
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Lily and Petunia's relationship is fraught with Petunia's jealousy. And young Lily is upset over it when Snape meets her. "I am not talking to you. Tuney hates me" she tells him. "Because we saw the letter from Dumbledore". Young Lily shows signs of being extremely emotionally reactive and this scene is one of them. It's easier for her to deal with Petunia's rejection of her by telling Snape she doesn't want to talk to him. It's a childish displacement of her hurt over her sister's rejection. (I am genuinely baffled by interpretations that Lily and Hermione are similar. Hermione is very cognitive person, Lily, as we have been shown repeatedly in memories, is not).
Snape, however, with his bad history with Petunia and his inability/ poor social skills to understand why this matters to her, goes: "So what?"
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Lily, who throws him a look of deep dislike, says "So she's my sister". This seed is important because this is what develops into "he doesn't get me" feeling she later displays in her teenage scenes with him. Interestingly, most of Lily's personal relationships have deeply interwined love and dislike - Petunia (whose rejection bothers her but she cheerfully informs Sirius that Harry nearly broke a vase her sister sent - which means there is resentment on her end too), James - who she was attracted to even before 7th year but also disliked at one point, and Snape - again, a contentious friendship filled with love and distance.
"She's only a -" we dont get to hear what Snape intended to say. And given his own acrimony with Petunia, it could be anything. However, I read it as "She's only a Muggle" because it ties into his feelings about his father. Snape, who is proud of being half a Prince, emphasizing his magical lineage from his mother's side, his refuge in a violent, neglectful home. (Barty Crouch Jr and Snape with their disappointing fathers - I imagine Voldemort is supremely attractive leader to people with broken homes like this)
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Snape, by all accounts, shows a disorganised attachment style. His caregiver, his mother - and perhaps the only parent he seems to have regard for, is too preoccupied by her own abuse to be there for her son - we see this in glimpses Harry sees in OOTP: " woman cowering" where a man shouts at her, and a young, neglected Snape cries in the corner. Children born in homes like this have trouble regulating their emotions, simultaneously displaying tendencies to aggressively lash out or show disassociative symptoms. Both of which Snape displays. Statistically, this is also seen more in low income households where economic instability and resulting domestic instability creates an unsafe environment for the kids to safely form ideas of their identity, or express emotions in healthy ways, modelling instead out of behaviour seen at home.
Then, Snape reminds her that they are going to Hogwarts. He is already in his Hogwarts clothes - now, Snape gets to be the impressive figure. The one who told her about magic, who theorised about how Muggles get letters from magical people, the one who told her about Dementors and Azkaban. He has already left behind the Spinner's End version of him, he wants to bigger than that, and is keen to be in place of magical learning and to join Slytherin. Essentially, he shows signs of unstable identity, insecurity - all prime for grooming into a cult.
And here comes along James Potter, who looks around at the mention of Slytherin. James's comment uses Snape's line and directs it to Sirius instead and it becomes a conversation between them, as a way to bond more with a fellow "rowdy boy" Sirius. Effectively ignoring the other two.
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Sirius as we see here, "does not smile" when James talks about Slytherin. He essentially says something that can be construed as a way to nip that conversation in bud: "My whole family has been in. Slytherin". This suggests to me that there is some loyalty to his family there and his disillusionment with them isn't entirely fixed yet. After all, Sirius's intense loyalty to his friends, more specifically James, did not come out of thin air. It is reasonable to suggest that he felt some loyalty to his family at some point and the intensity with which he regards his friends is a reaction to burned off and being a "displaced person without a family" as Rowling put it.
Interestingly, while his reaction to his mother and Bellatrix are obviously sore spots, his response to Regulus is comparatively quite soft. ("Stupid, idiot" - something he calls James later on in the same book, OOTP). I imagine Sirius has quite complicated feelings about his brother and he is capable of nuance (when the person isn't Snape, where his dislike seems to be borne of an intense projection): "The world isn't split into good people and Death Eaters". As someone who is grown up among them, Sirius would understand that.
His framing of Regulus's need to please his parents also further highlights what exactly is the source of disillusionment. He calls Regulus "soft enough to believe them" - which means he is crediting his own intelligence to see through his parents bigoted world view. Clearly, bigotry is not something the Blacks explained in a way that Sirius, eldest of their male line and their heir, bought it. It also probably didn't help the Blacks case that Grimmauld Place is in a Muggle neighborhood and that their eldest son is a bit of a wild boy with interest in pushing boundaries. His intellectual disconnect leads to the righteous rage he later feels but it began there. (Boy, it must suck to discover that everything you have been taught to value in the world and in yourself as the heir is essentially rubbish). Since his differences with his family began with seeds of intellectual disconnect rather than on intense empathy with downtrodden, it makes him, as a pureblooded privileged boy, unable to truly understand Lupin's fears regarding his lycanthropy. Hence, the Werewolf prank (I am not getting to the Snape bit, just the Lupin bit). To James' credit, he does understand what that means for Lupin and saves all three of them from different set of consequences.
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Anyway, back to the scene. James, who has made an ass of himself in front of his new friend, who he was getting along with fine until now, then goes "Blimey, I thought you seemed alright". (Btw, I find James wildly large ego kind of hilarious here, especially in light of Snape's comment about him to Sirius in OOTP: "You will know he is so arrogant that criticism simply bounces off him"). Sirius, who I believe has been raised like "royalty" as Blacks would, has good enough social skills to defuse a situation. He grins and says: "Maybe I will break the tradition".
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This line is an indication of Sirius's desire for independence, an identity seperate from his family. The use of the word "tradition" is interesting. It sounds like Sirius is expected to behave in a certain way, the heir of Black family whose parents thought being a Black "made you practically royal". Adult Sirius is contemptuous of this, or their "valuable contribution to Ministry" which means they just gave gold - it tells me that any and all conditions put on him by his family were to fulfill tradition that is either worthless or holds no meaning in his eyes. The root of the emotional abuse Sirius suffers from his family is this - realising his parents love for him is conditional on him being a certain way. (In fact, you can read Regulus desire to emphasise his connection to the family as a reaction to what he sees with Sirius - Sirius does not behave, Mum and Dad don't love him). As a child with unconscious knowledge of lack of love, Sirius then acts out, they react, rinse and repeat "until he has had enough". Sirius chafes against boundaries well into adulthood and doesn't react well to people enforcing it on him, even if it is out of love for him. Cue the fire scene with Harry where he behaves as if Harry is rejecting him instead of protecting him.
Sirius asks James about where he wants to go, and Snape, who is incensed about James being insulting about a House he put stock in, which he made part of new identity (so that he is no longer that Snape boy from Spinner's End) and was in general trying to be impressive about in front of Lily, "makes a disparaging noise" once James talks of Gryffindor. Snape's response to James' : "Got a problem with that?" is interesting. He says: "If you'd rather be brawny, rather than brainy-"
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This is an important value for Snape. He knows he is clever and values it. He spends his spare time inventing hexes, making great shortcuts to Potions. He has genuine thirst for learning and he hones it. In SWM, we see that he has written far more longer answers than anyone else, he is poring over his paper after exams. He even mocks Hermione's lack of inventive answers: "Answer copied word to word from the textbook, but correct in essentials". He values originality. It may be me stretching this, but I am partial to the reading: this is his way of rejecting his father once again, who is implied to be a violent man. (in other words, someone who is hypermasculine - "brawny". In fact, Snape's rejection of hypermasculinity is a huge post on it's own - Potions (brewing, cauldrons - coded as feminine arts), the doe Patronus, his proficiency in Occlumency and Legliemency (intuitive mind arts, again seen archetypically feminine) etc).
"Where are you hoping to go, seeing as you are neither?" - Sirius is quick with emotionally cutting insults. Snape hasn't even finished his sentence, but Sirius is already on his case. Which suggests growing up in a household with sharp tongues. It's a fair assumption, given Mrs Black's half mad portrait. It also tallies with Sirius's talking about his mother: "My mother didn't have a heart Kreacher, she kept herself alive out of pure spite" . The wounds are fresh enough on this. (Another interesting way Snape and Sirius act as inverse mirrors - Snape rejects his father, Sirius rejects his mother. Sirius acts as proxy for James for Harry while Snape takes on Lily's role of protecting him). However, you know who else is spiteful? Sirius.
While James is the physical bully (the tripping Snape, doing most of the bullying in SWM), Sirius attacks emotionally. ( Sample the one about Snape's appearance - "I was watching him, his nose was touching the parchment, there will be great grease marks all over it, they won't be able to read a word" or even the carelessly vicious- "Put that away, before Wormtail wets himself in excitement"). Curiously, with all that talk of how his mother being spiteful, it's her room he spends time in when he is depressed. (Again, in inverse mirror way, we can talk of how Snape looks for a father figure in Dumbledore - craves his validation and is proud of Dumbledore's trust in him). We could argue it's also because Buckbeak is there, and perhaps it's the largest room in the house, but it's very telling that's where Sirius spends time when he is "in a fit of sullens". Sirius's sense of abandonment from his family, makes him look for family connections with friends - a trait he shares with Harry. Interestingly, the first time he glimpses Harry in Privet Drive, Harry is also running away from home - just like he did. Anyway, I could go on.
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anywayhereskirkwall · 5 months ago
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Ok here are some long-winded thots:
Story:
One of the things that always made DA relatively unique in my opinion was the sociopolitical approach it took to magic, demons, and spirits. The belief systems, like real life myths, served as a way to make sense of the natural world and prescribe ways to act towards it. The myths were often messy and vague because life and the world is messy and vague. Similarly, the history of the setting was important, but was still being interpreted through the lens of the setting’s present. The conflict then arose from how different people and groups interacted with those social, cultural, and political factors. The later games, despite moving away from the series' ttrpg roots in terms of gameplay, have been moving closer to DnD style storytelling (for lack of a better term), where gods and supernatural beings are tangible, quantifiable forces that can be interacted with, confronted, and even defeated. There isn't anything inherently wrong with this per se, but if the mythology is too defined it can flatten the setting and make if feel more clinical. History is neatly explained and everyone just accepts everything as fact. Ironically, while multiple character arcs potentially (depending on player choice) revolve around learning to build to the future instead of fixating on the past (Bellara and Harding in particular), the game’s main story insists on fixating on the past.
This has the side effect of making it feel much more similar to other ttrpg derivative crpgs. I can literally off the top of my head think of multiple crpgs in which fighting/confronting a god in some way is a major element of the plot (the Baldur’s Gate games, PoE: Deadfire, DOS2, etc. and this is just some I can think of in this one particular genre). Without going too deep into spoiler territory, Divinity Original Sin 2 has a very similar premise to Veilguard. However, Veilguard being closer to other games in substance and style does make it easier to compare them, and I think it compares favorably. Even dos2, which I love dearly, was more jumbled in its approach. Once you set aside the disappointment of Dragon Age moving away from what made the first couple games so unique and meet it on its own terms, I feel like it’s doing what it’s doing better than the competition.
I do wish they were able to include more decisions from previous games, but I understand how difficult that would be this far into the series, and all the issues with the game's development likely made it even more difficult.
Unless I missed something, we still don't know what the fuck the HoF is up to.
The game ends as all games should: talking a bald man with a knife down from a ledge.
Gameplay:
The gameplay and ui in general is actually quite a bit of fun once you get the hang of it, but it is kind of frustrating on principle that they sort of threw the fans of their older games under the bus by just completely removing the ttrpg elements of the first two games. It is an interesting sort of time capsule though in that the gameplay follows trends more common back in the 2010s. It makes me wonder if they would have stuck with/returned to the more traditional rpg format if it had been developed after bg3 met with commercial success.
Reaction to various spoilers:
I actually knew about Varric going into it (a friend asked if I wanted to hear something funny and unhinged that Solas did but warned me it was a spoiler, so naturally I said yes because I love hearing funny and unhinged things. And they were right. Solas sending Rook Varric Visions ™️ is indeed a very unhinged and funny thing to do) so I don’t know what my reaction would have been to that twist had I gone in blind. However, it was fun being able to watch and notice how no one besides Rook actually interacts with or responds to him. It does sometimes feel like they were killing off a character they knew fans liked to get a cheap emotional reaction, but honestly, as much as I wish he was retiring in Kirkwall, Varric dying as the result of some insane shit one of his friends is doing seems pretty in line with the life he lived.
I'm sad that you'll always lose at least one companion no matter what you do, but I think it did do a lot to a lot to add gravity to the situation. In hindsight, I think if everyone managed to make it out unscathed after spending the whole game talking about what a long shot your goal was it would have felt cheap. I'm still sad. I miss My Boys but I also would've missed Harding and I figure Taash doesn't need to lose both their mom and their girlfriend. As a side note, I chose the lich path for Emmerich because I figured my Shadow Dragon Rook would see the value of putting a good man in a position of power, but that also means Manfred didn't get resurrected, which means I lost BOTH Assan and Manfred. Everything is pain.
Finished Veilguard! I’m gonna be honest: I loved it. While it obviously wasn’t perfect and I wish it had done some things differently, I feel like what it did it did well. I’ll probably expand on my thoughts later, but it’s getting late and I have work in the morning so yeah. Game fun.
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wordsnstuff · 4 years ago
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Guide to Drafting
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Patreon || Ko-Fi || Masterlist || Work In Progress
Planning v. Discovery
The first thing you must decide when you embark on the journey of drafting a story is how you’re going to get it done. Typically, there are two groups you can fit into, though most writers are somewhere in between. There are writers who plan meticulously before they begin writing to create a very clean first draft, or there are discovery writers (otherwise known as “pantsers”) who find more success in choosing a premise and then using a zero draft to explore the idea before gluing down any details. You are most likely someone who falls between those two methods. Some initial planning to feel familiar with your idea before you do some of the planning through the writing itself. Having some semblance of a method will help you narrow down your own process, which is immensely important if you want to get any substantial project near completion.
Consistency
Drafting is a difficult process because it’s either the revisitation of ideas you’ve already had, or the generations of ideas in quick succession. If you want to have a draft in a reasonable amount of time, you must develop a consistency in your writing. I won’t say that it must be a strict routine because time management can be a luxury, but you must make the consistent effort to write, and keep it in the forefront of your mind. Even if you don’t write every day, it should be something you try to make time for every day.
Know What You’re Trying to Accomplish
To get a draft done, you need to set expectations for yourself and they must be realistic. That doesn’t mean they have to be easy, or an amount of work you’ve been able to accomplish in the past. Considering how much time you dedicate to writing and your skillset, it should be a goal within reality. In addition, you must accept that you cannot create a masterpiece in one draft. For each version of your story that you write, you must have a focused goal, such as maintaining consistent characterization, making the plot concise and engaging, or making the prose more fluid and efficient. If you have a specific and attainable goal that you can accomplish in a reasonable amount of time with a fair amount of precision, each draft will be better than the last.  
Designate Work to Phases
As mentioned in the last section, it maximizes your time and effort to have specific and attainable goals for each draft. This doesn’t mean that you rewrite the draft each time (though that is very common amongst writers), but that you designate tasks to draft versions. I find it very helpful in clearing my mind and soothing my perfectionist anxiety to make a “schedule”, outlining what I’ll accomplish in each version following the zero draft. For example, my draft schedules usually end up something like this:
Zero Draft: Main plot line, basic characterization, key world building
First Draft: Finalize Timeline, research for world building, structure
Second Draft: (Rewrite) Plot Development Fine Tuning
Subplot development
Foreshadowing
Build up to climaxes
Tone & Pace
Third Draft: (Intermittent Rewrites) Character Development Fine Tuning
Backstory
Subtextual Development
Making sure motivations are clear
Relationships between characters
Reinforcing character arcs
Checking dialogue
Fourth Draft: (Give to Beta Readers) World Building & Prose
Descriptions & Flow
Finalize settings
Checking grammar & punctuation
Reader Immersion
Fifth Draft: Incorporate Beta Reader Feedback
Write for Yourself First
In what some call the “zero-draft”, there are no rules. This draft is purely for your eyes. It’s you telling yourself the story for the first time. So, you don’t have to write in chronological order, or know the right word you’re looking for, or take a break every time you run into a problem. The purpose of the zero draft is to get a rough idea of as much of the story as you can and avoid getting snagged on minor details. This part is important. A lot of writers like to outline meticulously before they begin drafting and if that works for you, that’s great, but the majority of writers who attempt that get stuck in the planning phase, or burnt out on their story before a word of it exists. The easiest way to avoid those two situations is to do a zero draft, which can be as long or short as you want if it provides a skeleton for you to add meat to later.
Common Struggles
~ How do you estimate the number of words/chapters?... That depends on the genre, mostly. However, that’s usually something you decide in the second draft and beyond, and it can vary because of factors you haven’t got locked down until the plot and character arcs are firm or final. This is also something you’ll probably do a lot of tinkering with, and receive feedback on, especially from beta-readers, who can advise you on where natural breaks could occur from their perspective.
~ Why, after planning everything out, do I always struggle to write the draft?... 99% of the time, it’s because you’ve either burned yourself out, or accumulated too much pressure. When you put that much effort and time into a story, you can either slip into a headspace where you feel little excitement about it because you’ve already done all of the problem solving and had all of the revelations. It’s usually beneficial at this stage to take a step back (even if you’re not burnt out) and give your story some space, so that once you come back to it, you’re enthusiastic enough to fully realize your vision. If instead you’re struggling to write because you feel a lot of pressure to do justice for a story you’ve put so much love into already, take a step back, remember that the first draft is just for you, and work on letting go of the idea that the zero draft is meant to serve any purpose beside simply existing. 
~ How do I come up with the necessary scenes to move the story forward between major plot points?... Most writing problems can be solved by asking yourself the right questions. When you’re trying to figure out what your reader needs to see next in order to effectively set up the next major event, ask yourself “What would happen between event A and event B that would add context or make event B more impactful?”. Treat it like a real situation and try to map out all of the tiny, notable moments that would take place between the major plot points, and then assess those moments on the basis of how impactful they would be to the coming scenes, and whether they can add context, set the tone, or aide in the rising action.
~ How do I balance sticking to the draft and following my own creative instinct in the moment?... This is a judgement call. Sometimes you’ll realize that maybe you should have just stuck to the outline, but remember that you can always go back, rewrite, test things out, etc. Always save every version of every scene, just in case, and go wild. Don’t be afraid to take detours just to explore. The writing process is anything but linear. 
~ How do I maintain momentum in my writing progress when I constantly have distractions or other responsibilities that take priority?... Work at it. There’s no magic trick or piece of advice I could say that gets rid of your personal responsibilities. Write when you can, don’t make excuses on top of the reasons you have no control over, and remember that you create your own deadlines and expectations. Be kind to yourself, do what you can, and don’t spend potential writing time punishing yourself because there isn’t as much as you’d like. 
~ How should I designate space (words/pages) to specific scenes/description/conversations, etc?... Trust your instinct and remember you can always cut/add later. In the earlier drafts, I’d advise you try to create as much material as possible to work with, and in the later drafts, be ruthless when determining what is necessary and adds value, and what doesn’t.
~ How do I finish a draft if I regularly lose motivation or interest in my projects?... Accept the fact that motivation is fickle, and that no writer in history has ever maintained “inspiration” for any project from the beginning to the end. There are going to be days where you’re like “ugh this is not what I want to do right now”, probably more than there are days where you’re stoked to work on your project, but that’s reality. If your goal is to finish a draft, you must recognize that writing is work, and nobody wants to work all the time. Try to supplement the lack of motivation by setting a positive and enjoyable routine so that, even when you’re not particularly motivated, you still know that your writing time will be peaceful and comfortable. 
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dmsden · 3 years ago
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Modular Nostalgia - B1: In Search of the Unknown
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Hullo, Gentle Readers. I thought I might try a new kind of article - one that draws on my long history with the game. Since I started D&D with the original basic set back in 1979, I’ve had a lot of love for the various adventure modules that D&D has had. I thought I might look at some of these classic adventures and share my thoughts and stories about them.
This was the first module I ever saw, owned, or read for a TTRPG. It came with my Basic Set (along with the rulebook and numeric “chits” as they were out of dice due to the game’s massive popularity), and I found the cover captivating. I loved the strange pastel colors, the weird mushroom forest growing in what appeared to be a room, and the hint of tentacled menace from the pit in the foreground. The back cover seemed to show a tower rising from a twisted and ancient wooded crag.
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There really isn’t a ton of plot to it. Basically, you’ve found a map that may reveal the location of Quasqueton, a dungeon built by two retired adventurers who have long since vanished. You go for the pure motivation of looting their former abode. Even by the standards of early dungeons, this is pretty straightforward.
The dungeon was essentially a funhouse type dungeon without a ton of rhyme or reason to it. There are various traps, secret doors, one-way doors, teleportation puzzles, a magic rock that bestows a random effect on you if you chip a piece off and eat it (because why wouldn’t you?), a room of different colored pools filled with different liquids, a wizardly workshop with a living kitten in a flask of liquid that runs off if you open it, etc.
What was actually quite interesting about the module is that it had some excellent DMing advice in the module itself, especially in regards to the placement of monsters and treasures. There are few monsters or treasures specifically in the module’s descriptions. Instead, it has a list of appropriate monster encounters, as well as a list of potential treasures. It encourages the DM to go through and add both to help guide them on how to populate their own dungeons. I remember being a bit perplexed by this at age 10, but I got it eventually and still have my original pencil notations in one of my copies.
If I can say anything negative about the adventure, it would be to criticize the lack of a good motivation to explore the area, other than “Loot the place!” Also, since the module isn’t already fleshed out with monsters and treasures, it requires more work by the DM to prep than the average off-the-shelf adventure. These two negatives can be turned to positives, however, as the adventure is super-customizable. It wouldn’t be hard to make it a much higher-level adventure by making the monster encounters more dangerous, upping the damage of traps, and increasing the value of the treasures. You could also use specific monsters and treasures that you prefer to anything that the module recommends, and you could come up with a better motivation, your own story elements, and your own way to fit it into your campaign world. This would change it from a generic dungeon crawl to something very personal to you and your players.
If you’re wanting to run this module yourself, you have a few options. You can find a copy of eBay, of course (in either the original pastel version or the later full-color cover), or you can purchase a PDF via DM’s Guild/DriveThruRPG. One other excellent option, however, is to buy the hardcover reprint by Goodman Games. Not only does this contain the adventure in its entirety, but it also contains another classic adventure - the Keep on the Borderlands. Better still, it contains a complete 5E conversion of both adventures, including notes about connecting the two into a more cohesive storyline. If I ever went back and ran my Beyond the Borderlands campaign that I developed in my Worldbuilding articles, that would be the first adventure I had ready to go.
I hope you’ve enjoyed this article. If you’d like to see more of this kind of article in the future (or would rather not), drop me a line and let me know what you thought.
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phantasmagoriaoriginals · 4 years ago
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Here There be Monsters: Mage Basic Intros (Part 1)
Hyousa
She/her, Red Mage.
Her history is fairly normal. While her mother died in Hyousa’s early childhood, she was close with her father and lived happily enough even after the loss. She joined the Organization willingly for the sake of making a difference in the world, even mostly unaware of how difficult that would be. Cream was given to her as a Familiar a couple years in. 
Cheerful, energetic, and persistently optimistic, Hyousa is the kind of person who aggressively sees the best in the world and everyone in it. While some people consider her hopelessly naive, her determination can’t be beat. Hyousa is actively, willingly kind to everyone who crosses her path, whether they deserve it or not. She chooses to see the best. 
Her magic is the typical Red— pure power made of her own magical energy. It’s completely suited for physical combat, but somehow, Hyousa manages not to make it violent. She fights to help people!
5′5, 19. Thin, girlish build which nonetheless carries quite a bit of lean muscle. Short, cinnamon brown hair worn mostly slicked back and out of her face, with only a few strands escaping to fall on her forehead. Wide, bright brown eyes, fair skin. She constantly fidgets around. 
Sinclair
She/her, Purple Mage.
After growing up at an orphanage following the death of her parents in an unfortunate accident, Sinclair willingly joined the Organization as a way of making use of her magic. She’d mostly taught it to herself as a way of looking after the orphanage’s children, and once she had access to a real way to improve it, she wanted to learn how to use it properly. 
Sinclair’s personality is best defined as motherly. She’s an incredibly kind, soft person who others feel innately comfortable around. However, she’s also strict on those who do wrong and wants to see people improve, not be coddled. Caretaking is in her nature. She looks after those around her and does her best to keep everyone happy and well. 
Her magic primarily operates around charms imbued with curses and blessings. While she generally prefers to use the blessings to help her allies, when she sets her mind to a curse, it’s deadly. 
5′6, early 30′s. Fat, with a pear-shaped, soft build. Wide through the hips and all-around soft. Black, frizzy hair worn around shoulder-length, with shorter-cut bangs. Black eyes, round glasses, and soft, sweet features. Moderately dark brown skin. 
Livva
She/her, Yellow Mage.
Born with an innate magic known as the “human sealing container”, Livva was highly valued even from childhood. She spent her early years being passed between “homes” and different people who owned her— usually to use her for her magic or to own an expensive prize—, until the Organization took possession of her instead. 
Serious, cold, and disinterested in the world, Livva is the kind of person who rarely shows fondness for anything. She’s seen some of the most selfish sides of humanity, so her worldview is quite corrupted. The things she does are only because she’s forced to, and she has no real attachment or loyalty to anyone or anything. She just exists. 
Her magic, as mentioned above, is sealing-based. A seal on her tongue allowed her to hold “objects” inside of her body and release them at will. These things range from artifacts to spells, to even offensive energy. 
5′10, mid 20′s. Tall, slightly pear-shaped build with notable curves. White, fluffy hair that falls to her shoulders and has considerably more volume towards the ends. Dark brown, somewhat lifeless eyes, fair skin. Posture is always stiff and near-perfect. 
Madeleine
She/her, Orange Mage.
An amnesiac, she lacks any memories from what she assumes to be almost twenty years of life. She only remembers her time with the Organization, and is currently in the process of trying to discover more about her past— including a large, mysterious scar across her chest. However, she doesn’t necessarily want to look too deeply. 
Madeleine is friendly, open, and upbeat. Despite her internal issues, she tries to make life better for herself and the people around her. She’s close friends with Sinclair, likes to use her magic for other people’s enjoyment, and is generally a very kind-hearted sort. However, when it comes to missions, she has a serious, brutal side that comes out. 
Her magic is similar to Sinclair’s but involves food (specifically sweets) instead of handmade charms. Her desserts have a variety of effects and are more useful in a conflict situation than you’d expect. 
5′9, early 30′s. Tall, athletic, curveless build with wide shoulders and strong legs. Dark brown, thigh-length hair worn in thick box braids and a high ponytail. Dark, warm-undertoned skin and sparkling brown eyes. Large, diagonal scar across her chest from collarbone to navel. 
Aurora
She/her, Green Mage.
Born without her left leg from the knee down. It took a while to find her a suitable prosthetic, but after getting a highly functional one and practicing plenty, she’s completely adjusted to it. She’s always lived in the shadow of her older sister, Rosaria, who she both adores and resents thanks to a feeling of having to live up to her success. 
Strict, intense, and serious, Aurora is the picture of ambition and hard work. She’s always felt a need to compensate for her self-perceived weaknesses and feeling of being “second best”. However, her cold exterior hides a warm heart and burning passion. She’s the type to never give up on anyone or anything when she sets her mind to them. 
Aurora’s magic, as Green magic always is, is derived from the world around her. The main way she uses it is to increase her speed, agility, and mobility through absorbed energy from other moving objects. 
5′7, early 20′s. Slim, straight build with long legs and a narrow shape. Long, hip-length, white hair worn loose and straight with bangs and shoulder-length sidelocks. Intense gray eyes with pale lashes. Black and silver, high-tech prosthetic from below the knee down on her left leg. 
Ranisha
She/they, Blue Mage.
The oldest of many siblings, Ranisha had to grow up fast and take on a lot of responsibility. Developing excessive maturity so early gave her a jaded, logical outlook on the world, where she prioritizes what needs to be done instead of what she wants. She joined the Organization for money as well as something to do with herself that felt like success. 
Ranisha is most notably aloof, cold, and efficient. She takes her work very seriously, places her job before any personal desires, and doesn’t make friends easily or well. Seemingly uninterested in anything but what’s assigned to her, many people feel intimidated by her strict nature and harsh standards. She butts heads with Vash quite a bit. 
Her magic turns written symbols into weapons manifested solely from her energy. Ranisha favors guns over bladed weapons, can use anything from small pistols to larger rifles, and her accuracy is near-unmatched.
5′8, early-mid 20′s. Fairly average build with slight curves. Somehow petite despite her height. Black, thick hair styled in a short, natural faux hawk with close-cropped sides. Black eyes, dark, cool-toned skin, and pleasant features that are always set in a stern, neutral expression. 
Katz
He/him, Brown Mage.
While he grew up as a relatively normal Mage, Katz considers getting involved with the Organization to be the worst mistake he ever made. The job is stable and suits his skills well, but the people he has to deal with drive him absolutely insane. He developed a stress-related drinking habit from a young age, which did nothing to help his nasty attitude.
Katz is the kind of person who’s hit his breaking point. He’s an angry, bitter man who’s perpetually exhausted, short-tempered with everyone around him, and a raging alcoholic on top of all of that. While he’s very good at what he does, Katz is the type who most want to stay far away from. His dead-eyed glare is incredibly intimidating. 
His magic focuses on sealing. Specifically, sealing the powers of others. Katz creates items that, when placed on someone’s body, restrain some or all of their magic to whatever extent he crafted them to. 
5′11, mid 30′s. Thicker build that’s on the stockier side of muscular. Reddish taupe-colored hair worn in a short style that falls about to his ears and is often slicked back. Fair skin, dark eyes, and a good amount of stubble on his upper lip, cheeks, and chin. Perpetual scowl. 
Emilio
He/they, Purple Mage.
A lot of Emilio’s life has been spent wishing he was something other than himself. He grew up relatively average, but underwent a fair amount of bullying for being shy and reclusive. When he learned magic, his main goal was to change himself— and he did that completely. He’s always trying to hide from the person he used to be. 
Emilio is best described as a charismatic jokester. Despite being very much a “class clown” type, he exudes so much pleasant, cheerful energy that people can’t help but be drawn to him. However, underneath his sunny disposition is a serious, capable man who wants to give his best to the people close to him... as well as something of a dark side. 
The magic he uses revolves around shapeshifting. Emilio can change his own appearance at will and is known to constantly be doing so. No one is sure what his original appearance is, and Emilio isn’t telling. 
Mid 20′s. Everything about Emilio’s appearance varies. He can change his height, hair color, eye color, features, build, and more with a simple spell, and he does that frequently. He seems to favor taller, more handsome looks, though, and usually retains bright hair and eye colors. 
Vash
He/him, Orange Mage.
Trained in magic from a young age, Vash made it his mission to be as good at it as possible— and gather all the admiration and respect he can. He’s never experienced much in the means of personal hardship, but the standards he’s placed on himself do plenty of damage. He’s been in the organization since he was fifteen, thanks to his family’s choices. 
Short-tempered, viciously ambitious, and high-strung to a fault, the main things in life that drive Vash are gaining the approval of everyone around him and making himself look as impressive as possible. He’s a hot-blooded teenager in every sense of the word, and painfully unaware of his own inexperience and how dangerously reckless he can be. 
Vash’s magic is typical for the Orange kind. He uses elemental powers; in his case, fire. Despite being made of magic, this fire burns just like the real thing and is every bit as destructive and hard to control. 
19, 5′8. Skinny, lanky build with less muscle than you’d expect. Straight, chin-length, black hair usually worn covering one eye. Pale skin, orange eyes, and numerous silver piercings all over his body. Extensive burn scars covering him from his magic going haywire.
Alexander
He/him, Brown Mage.
Born to a prestigious and high-class Mage family, Alexander grew up in the lap of luxury. He was spoiled to a fair extent, but the consequences are fortunately mild. Told from a young age that he’s destined for great things and incredibly capable, Alexander has always felt like he doesn’t have to do much of anything to be successful and loved. 
Alexander is friendly, sociable, polite, and generally pleasant to be around. He’s the kind of charismatic person who draws others to him whether he tries to or not. However, he also has an unfortunate tendency of viewing people as lesser than him and expects things that he shouldn’t more often than not. He’s also worryingly naive. 
The magic he uses relates to forcefields. Alexander can generate and manipulate forcefields out of his magical energy, and uses them for defense as well as offense. Their purposes are quite varied. 
6′1, early 20′s. Tall, broad-shouldered, elegant build. Dark red, wavy hair worn in a short-ish cut and sometimes styled with a low ponytail or pins holding the side back. Dark hazel eyes, handsome features, and fair skin. A perpetually welcoming smile and the posture of a trained nobleman. 
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milktoast-mcgee · 4 years ago
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the boys and their royal arms
I’ve rambled about this a little bit before on twitter, but I decided to finally sit down and get these thoughts out about noct, his boys, and the royal arms they use!
tldr, the royal arms prompto, gladio, and ignis use during the armiger chain (in addition to the talismans they can get and the boons the kings’ sigils represent in comrades) illustrate key aspects of their characters. 
Introduction
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Throughout Final Fantasy XV, Noctis and his retinue search for the Royal Arms, the weapons of the Kings of Yore. They're representative of Noct's birthright and his destiny as the True King. He and his companions, Prompto, Gladio, and Ignis, search for the weapons all over the world. As he adds them to his Armiger, not only does Noctis use the Royal Arms, but the boys wield them as well -- notably, in the Armiger Chain combination attack. Accumulating more of the glaives makes the chain last longer, and all four boys use every weapon in the collection together.
Beyond the battle mechanic, the Royal Arms each of them use carry a strong thematic element. Each glaive illustrates something about each young man -- their characters, their strengths, their weaknesses, their character arcs. This idea extends beyond just the Arms to the Kings themselves, present in their sigils in the Comrades expansion as well as the unique equippable talismans each boy receives.* These themes perfectly illustrate just how connected Prompto, Gladio, and Ignis are to Noctis -- they are fundamentally linked, inexorably bound together.
* (These are only present in the Royal Pack/Royal Edition. They are found in Insomnia in Chapter 14, either after completing all the Kingsglaive quests for Cor. I think. I don't remember... shhsdugif)
Prompto
"My whole life, all I ever wanted was friends... but no one ever wanted me back. So when I finally found people who did want me, I did everything I could to make them stay. And ever since then, I've lived my life in fear -- that one day, they'd find out who I really was, and they wouldn't want me anymore."
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Prompto struggles greatly with self-doubt and rejection. He knows he's an outsider and feels that outsiderness to his core, even as a child. But in the face of that, he strives to play the mood maker -- he tries to hold the party together, keep the air light, and make people happy. He attempts to remain outgoing and cheerful, even when he's not, or nobody else is. Noctis and the others love him dearly, regardless of his origins, because he is who he is -- sweet, caring, talented, heartful, thoughtful Prompto. While he at once represents rejection and outsiderness, he also stands for unity and togetherness, and these elements are present in his connection to the Kings.
Prompto receives the talisman of the Clever. The talismans accentuate the boy's unique abilities, and Prompto's grants him increased critical hit rate and unlimited ammo for the SMG. Prompto's gunplay is incredible -- acrobatic, precise, and powerful. It's a far cry from how Prompto tends to feel about himself; he is skilled and capable, even if he doesn't believe he is. The Clever is the perfect mantle for him to carry to represent this.
Though Prompto doesn't use the Bow of the Clever in battle, the Clever fits him very well. The Clever is said to have been a king "versed in myriad arts both martial and intellectual." The Clever's weapon easily fits Prompto, but during the Armiger Chain, it's Noctis who uses it -- while Prompto wields the Sword of the Wise, which carries its own significance. 
Noct uses the Bow of the Clever, it fits Prompto as a weapon: it's the only glaive that's projectile, aside from the Star of the Rogue, which Prompto also uses. It fires spectral arrows to skewer foes all across the battlefield. In addition, in the Comrades expansion, the Clever's sigil allows the bearer to summon spectral arms at will. It replaces the use of spells to summon eight special armaments to wield at once. It's a form of battle very appropriate to Prompto, isn't it? 
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The Clever is said to have been talented in many varied ways. The same could definitely be said of Prompto, whether he believes it or not. While a commoner, he keeps up with his royal companions in battle. When he knocks enemies off guard, he can deliver devastating blows to rival even magic. He can take photos in battle effortlessly -- something his companions love, except when Noct is being gnawed on by a daemon. But while Prompto sees himself as incapable, a burden to his team, he's well able to keep up with them, and strives to hold the group together. The mantle of the Clever fits him so well in this aspect.
But while Noct uses the Bow during the Chain, Prompto uses the Sword of the Wise. The Wise is the King who first erected the Wall and established the borders of the kingdom of Lucis. He was a notably mighty figure and protected the realm. His blade represents the foundation of the Kingdom, and Noct's birthright -- and while Noct uses the weapon that most fits Prompto, Prompto in turn uses the Sword of the Wise, a clear symbol of Noct's royal blood. He is more than capable and deserving to wield it, even briefly, despite how Prompto feels about himself.
Prompto also uses the Star of the Rogue. The Rogue was a figure reviled by the people. She "spurned the public eye and took to the shadows." It's a huge shuriken, and Prompto actually briefly wields it against the daemonified Rogue in the Citadel battle. The Rogue is a figure of royal power but rejection -- intensely shunned by the people, choosing to rule away from their eyes. She wears a mask in her armor; it doesn't appear to be a helmet or battle regalia, but rather a means of hiding her face, obscuring herself further. 
The queen is a figure of stealth and prowess, but will never quite belong to the public, to her people. Only when she is gone is she remembered fondly by history. Prompto definitely feels he doesn't belong, and likely that he never will. He's a lonely child from a lonely home. He knows he's from the enemy nation, branded by them. For years, he doesn't believe he deserves to be Noctis's friend, and pushes himself to be good enough to finally approach him. Even when he's assimilated into Noct's retinue, he feels he doesn't compare to the likes of them, and fears the day they all reject him... even though the idea is completely unthinkable to them.
This idea extends nicely to the third Royal Arm Prompto uses, the Scepter of the Pious. The Pious is described as a king who "ruled the realm according to divine law and worked hand in hand with the Oracle." It's a weapon that strikes with a blade of light. It enhances magic and is particularly strong against dark elements. The Scepter is a weapon to represent unity, togetherness. The King worked with the Oracle -- a nice parallel to Prompto's correspondence with Lunafreya, and how she gave him the courage to befriend Noctis -- to unite Lucis. It's a weapon that represents strength in teamwork, in united people, breaking down the walls that divide them to live as one.
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Prompto's use of the Royal Arms illustrate his biggest fears and greatest strengths. He's an outsider, terrified of rejection. But he's a dedicated and loyal friend, devoted to helping them and keeping them happy. Despite the differences that could potentially drive them apart, Prompto is a vital part of Noct's retinue. Despite his wavering confidence, he is talented and incredibly skilled. He's unique and irreplaceable, and his closest friends know that. One day, Prompto will, too, and he and Noct can knock down the barriers between their people once and for all.
"I owe Noct everything, for standing by me always. And now... it’s my turn to stand by him.”
Gladio
"I swore a vow to do whatever it takes to protect you and the future of our world."
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So, let's get this out of the way: Gladio suffers from a tragic lack of character development. While this can be another sad side effect of XV's troubled development **, we can attempt to spin it into something subtle and quiet, illustrating Gladio's softer side. His connection to the Royal Arms shows that not only does he want to be strong, he wants to protect those he cares about above all else. Gladio is ultimately very caring and deeply, truly loyal, even though he's as hard and heavy as blade steel sometimes.
** (Rumor has it, Clarus, Gladio's father, was going to betray the Crown, and Gladio would face deep inner conflict over it, having to choose between his father's ideals and Noctis's journey. Apparently the role was given instead to Drautos/Glauca in Kingsglaive, who has a much more prominent presence in the movie than Clarus. None of this is confirmed, though, and isn't present in any released canon materials... so who knows. It's worth mentioning because it speaks to maybe their taking out Gladio's planned character arc and forgetting to put anything back in its place...here’s the reddit post that compiles the theories pretty well, if you’re curious.)  
Gladio receives the Tall's talisman. When it's equipped, it accelerates the rate at which Gladio's valor gauge increases. His valor, in battle, best increases from uninterrupted combos and counterattacks, both appropriate given his nature as Shield, well-trained for battle but focused on defense. It's a simple boon that's incredibly valuable in battle, and battle is an inescapable aspect of Gladio's life. Along with the talisman, Gladio wields the Sword of the Tall. It's a broadsword, Gladio's preferred type of weapon. The Tall is said to have been "built like a mountain, towering over all others." It's a peculiar kind of sword with a chainsaw-like blade, which rips and tears mercilessly through enemies. For its incredible strength and vitality boost, it lowers elemental and magic defenses. This is matched by the Tall's sigil in the Comrades expansion, which greatly increases attack power at the cost of casting spells. The Tall's is a mantle of muscle, not mettle, but it's not the only King's presence Gladio carries.
Gladio also wields the Shield of the Just. His secondary preferred weapon is a shield, obviously focused on defense and counters. The Just is a queen of yore -- she and the Rogue are the only queens of Lucis present ingame. She is not given a name, but her armor has a massive silhouette, her presence immense. The Shield of the Just, as expected, offers Noctis huge defense. It greatly decreases attack to grant significant defenses, both physical and elemental. Its description describes the Just as a queen devoted to peace who was loved by all. Though her phantom visage is imposing, the Just is a strong, steadfast figure of peace, not violence. It's a strong contrast to the Sword of the Tall; if the Tall's is his blade, the Just's is his shield.
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The Axe of the Conqueror is the third Royal Arm Gladio uses. While the Tall and the Just represent Gladio's strength and will to protect, the Conqueror represents willpower and moving forward. The Axe describes the Conqueror as a king who "performed great feats of arms, expanded his realm, and made his people prosper." This is all too appropriate for Gladio's role in Noctis's retinue, not just as his protector but his guide. When Noct can't move forward, Gladio pushes him. When he can't think, Gladio thinks for him. When things get difficult, Gladio helps Noctis grow and move on, whether he wants to or not. Gladio is a big brother, after all, and he wants only the best for those he cares about and wants them to succeed, just as the Conqueror did.
Gladio's use of the Royal Arms illustrates his boundless strength both in offense and defense. He carries a broadsword and shield and the needs of his companions. Gladio pushes forward. He is fiercely loyal and cares deeply for those around him, and pushes forward without hesitation, bringing those he must protect with him. Gladio wants to be strong, not only for the sake of power, but for the power to protect the ones he cares about. He cherishes the things he holds dear, and will protect them with all his being.
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"You're right, I am afraid. ... Maybe I'm not really cut out for the job I'm expected to do. ... I may be all muscle and no mettle, but I'm gonna keep protecting Noct the only way I know how."
Ignis
"This world means nothing to me. Do with it as you wish. ... But I refuse to let Noct sacrifice his life to save ours. I won't let you take him away."
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Ignis has served the Crown for nearly all his life. He's been Noct's companion the whole while -- his friend and brother, as designated by King Regis himself. Since he was a child, he's carried royal responsibility. He's composed, precise, and calculating, well-versed in all kinds of matters, political and not. He's a strategist, a royal advisor, and he keeps at Noct's side without hesitation. While he maintains a very cool, thoughtful demeanor, confronting problems with plans and logic, he has a relentless, reckless side. He is willing to resort to violence should the plan call for it, especially if the safety of Noctis and his companions is at stake. Ignis has a very smooth, calm surface with a deep, deep underlying intensity that rarely shows.
Ignis receives the Wanderer's talisman in the fallen Insomnia. When it's equipped, it boosts Ignis's Total Clarity gauge, heightening his senses and deepening his focus. In battle, Ignis uses strategic elemancy -- imbuing his daggers with fire, ice, and lightning -- and counterattacks. He doesn't utilize raw strength; instead, his battle prowess uses his strategic mind. Reaching Total Clarity allows him to unleash a particularly decisive blow. He is a fast, strategic, relentless attacker, perfectly carrying the mantle of the Wanderer. In addition, the Wanderer's sigil in Comrades carries an entirely supportive effect -- it casts Cheer on the party, heightening their abilities. It fits Ignis's penchant for strategy, supporting his comrades and planning instead of rushing into battle and relying on raw strength.
The Wanderer is said to have been "quick like the wind and went where no man had gone before." His swords "rain fury -- together they deliver thundering blows." The Swords of the Wanderer have three distinct forms, interlinked and not, to adjust to the needs of battle. The Wanderer was clearly a versatile, flexible fighter. He roamed the unknown and pressed on into strange territory without fear. "Wandering" implies a lack of a destination, focusing not on the end of the journey but shoving onward regardless.
It's too fitting that Regis tells a young Ignis something he will never forget: "One cannot lead by standing still. A King pushes onward always, accepting the consequences and never looking back."
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When Ignis is blinded by his sacrifice and Noct disappears into the Crystal, the Wanderer mantle fits him even more. The light has disappeared from his world, both literally and metaphorically. He can no longer see -- greatly debilitating his extensive prowess -- and his life's purpose, being at Noctis's side, is left to the lurch. He investigates the royal tombs and the ruins of old civilizations to the best of his ability. He pushes on alone, not to prove anything to his friends but to himself. He refuses to burden anyone, even though the boys would never think that of him. He's left without a destination, without purpose, but pushes onward, always. He finds the ability to fight again, delves deep into the history of Eos, and holds onto the hope that one day Noctis will return. And, soon enough, he does, only for the prophecy to snatch him away once and for all.
Ignis also wields the Katana of the Warrior, which couldn't be more fitting for him, especially given his relationship with Noct. The glaive is even found in Fondina Castino in Cartanica, the boys' first stop after the catastrophe in Altissia. Ignis is blind, hating himself for every stumble, hating how Gladio and Noct fight while Prompto tries to stop them. After the retinue finds the Katana, Ignis finds his resolve and tells his companions he will continue, and if he can't keep up, he will not hinder them. He will gladly fall behind if it means they can push on together. "I would remain with you all," he says, "to the very end."
The Warrior's glaive bears a tragic description: "A king was changed forever when his beloved queen was taken from him prematurely. This was his katana." The weapon strikes swiftly, calculatedly, cutting down foes “in a single heartbeat." It carries magical defense but is especially weak to dark elements. The Warrior's mantle couples well with Ignis's losses throughout the story -- he loses his home, his sight, the light of the world, and his most beloved companion. Even then, he pushes on. He carries his sorrows and pushes onward, regardless, knowing full well the pain of losing everything that matters, and what else there is to lose.
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The third Royal Arm Ignis wields is the Mace of the Fierce. The Fierce was said to be "gentle before his people but an ogre on the battlefield," dealing massive, crippling blows with his glaive. This weapon in particular illustrates the side of Ignis he keeps carefully hidden. For all his composure, his careful planning and strategic mind, he can be reckless, ruthless, and violent. When planning to infiltrate an Empire base, for instance, he's not above torturing someone to get information he needs. When he needs to get something done, he will get it done. When it comes to Noct's safety, he will do whatever it takes. He will gladly throw away his own safety, his sight, and his life to save him. This duality is nicely represented by the Fierce's glaive -- nice and composed, but cold and relentless when the situation calls for it.
Beneath his calm, placid surface, Ignis is a blazing fire. He's intensely driven, fiercely loyal, and wholly devoted to Noctis as he has been his whole life. He will throw everything away without question, even himself, if it means saving the ones he cares about. He is thoughtful and strong, careful and precise, but has a tendency to be ruthless, reckless, and destructive -- forgoing his own wellbeing to reach his ends. In the wake of tragedy, he pushes on, holding onto unwavering hope, unyielding devotion, unable to ever let go.
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"Even if it costs my own life to save him... I will pay that price!"
All for the True King
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The remaining four Royal Arms are used by Noct in the Armiger Chain. They, too, carry significance in his wielding them -- especially in the combination attack, symbolizing the unity of him and those he cares about. Noctis wields the Blade of the Mystic, the Bow of the Clever, the Trident of the Oracle, and the Sword of the Father during the Armiger Chain. The Blade of the Mystic stands for the Founder King. The Bow of the Clever is a weapon especially fit for Prompto, who then wields the Sword of the Wise, one of the fundamental figures of Lucian history. The Trident of the Oracle belongs to Luna, and the Sword of the Father belongs to none other than King Regis.
Noct's use of the Royal arms in the chain complements those his boys use, further symbolizing the unity and togetherness between them and the people -- and the whole world -- they care about. The Kings' stories are present in the Prince's friends, showing just how deeply connected they are to Noctis. There's no doubt Noct loves his boys dearly, and their thematic connections to the Kings and their weapons only illustrate how much they care about each other. They travel together, ride together, and rule together with the blessings of Kings past. Even in the wake of trial and tragedy, they remain inseparable, inexorably bound together, standing tall in the face of the dawn.
tldr AND DARLING DARLINGGGG STANDDDD MY MEEEE
screenshots from ardynizunya on twitter and the final fantasy fan wiki -- please let me know if you need credit for any of these! ;o;/
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ninjas-and-coffee · 4 years ago
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WU SUCKS but not the reason you think
I'd like to preface by saying Wu has made a lot of mistakes and should be held accountable. But like the main arguments against Wu be like.
1: Morro
2: Traumatizing kids
3: Keeping secrets
4: Mot treating his nephew like is damn nephew.
5: Flirting with his brothers wife.
And the thing about that needs talked about. 1:Morro. First off getting kids hopes is not cool. It can be detrimental to development depending on the age of the child. BUT. Not a single soul told Morro to train tirelessly for 60+ years after his death to take revenge and be the green ninja. Absolutly no one. Wu had compassion for his failings and wanted to show Morro he could still he great without being the green ninja. But the little brat ran tf off and got trapped and died. And he got cursed, how- we dont know. But its implied that it's either intentional entrapment or you have to be a terrible person, guess which category he probably falls into. Mind you Wu also told our OGs that they could also be the green ninja and none of them went off the rails to settle some invisible score. Morro made his choices and he made shit ones. Wu was an influence but not the problem. Morro is unstable, dramatic, and holds grudges Wu didnt cause that.
2: the traumatic experiences the nina go through are also not exactly his fault. He didnt just pick them off the streets. THERE WAS A PROPHECY. Ok? Yall with me. Fate isnt uncontrolled by anyone the ninja needed to be trained to help Lloyd fight the Overlord. That wasnt his decision. And yall act like the ninja couldn't leave whenever they wanted to. He didnt gaslight them or belittle them in anyway that wasnt for teaching. Please bring me receipts if you think otherwise. I do admit he could help a little more, be more clear, but when has a old magic teacher character ever been straightforward. With that logic fuck Dumbledore, and Gandalf, and any wise old teacher that goes to find chosen one who once again are chosen by fate not the master himself. Yall literally cant blame Wu for Child's Play and you cant blame Wu for their experience with Nadakhan either. The enemies that go out of there way to attack the ninja are not a direct cause if Wu himself. Usually. It be like blaming Garmadon for Chen. Yes they had history but it's still not his fault
3: Secrets. I will admit there is next to no reason for keeping secrets from the ninja. Considering history always has kind of score to settle. But considering his age and the apparent imprisonment or death of his past enemies there no way to predict every problem that comes back to screw him over. The Time Twins for example. Yes they came back for Wu. But he did remove their powers and separated them over 20+ years ago. They were not exactly threats to his new students now were they? Again with Aspheera, who was literally locked in a tomb why take the time to educate the ninja on a problem he had no idea was going to come back for him. Same with Morro to a more confusing degree. MORRO DIED. How was he to prepare the ninja for that? Yes please tell me how they were supposed to prepare for a dead guy. I'll wait.........k. he should be more forthcoming with the ninja, about things he knows could harm them, like the Serpentine after Lloyds released them, Chen, the Overlord, the effects of Travelers Tea, Tomorrow's Tea, Oni, Etc. But most of the time the ninja go and do it first then wonder why Wu didn't warn them.
4: His nephew. Wow his parenting sucks. Morro is not his damn child let's start there. Comparing their relationship is unfair. Wu cared for Morro the way he cares for Kai and Nya. He never accentuates a paternal relationship with then. Cause they are students, students he has to train with he intent to send them out onto dangerous battle fields and mind games. He was alone so yes it looks different but it's also a leap to just assume that Wu viewed Morro as his own despite treating him the exact same way as his 6 other students. Now back to Lloyd. Why didnt he get his nephew from Darkleys where it was known he ran away from multiple times? I DONT KNOW. No one does. That is a bad move I can only theorize about. Maybe Misako said something about staying away, maybe he wasnt kept in the loop about his nephews whereabouts due to idk KICKING HIS FATHER INTO HELL. C'mon yall. Now in the later seasons my best guess is that he doesnt know how to differentiate his nephew from the chosen one side and the goofy child side. Hes never had a child and his early relations with Lloyd were scarce and when Lloyd came to live with him. It's not due to some familial obligation, destiny literally called for it. Putting some definite strain on their relationship. I'm not excusing it he should try better, but he'd have to build a relationship from nothing and most people know their immediate family upon birth or during childhood which is not the case here. Wu treats his nephew more like a vessel of power than a person which isnt cool but knowing that the kid might not come back after every fight is a good damper on happy relationships is it not?
5: Misako. Good lord I don't have to explain this one. No excuse. It shouldn't be happening. BUT. After Garmadons death she was a free woman as gross as it is. It's more a flaw on her than it is him she chose to have a baby with one brother and still try to get with the other. And I know it takes two to tango but dont get mad at the idiot that the cheater is cheating with. Be mad at the cheater. The thing people really dont get about love triangles. The "other guy" brings on the questions/options but the person who cant choose or screws with both parties is the one in the wrong. Lloyd seems ok with it. Because Tommy said so. I dont particular give two shits about his take on the show half the time. If Lloyd were actively against it the Wu would probably stop. If the Fsm family acted like a normal ass family we probably wouldnt be here. But their priorities are a little screwy compared to typical nuclear families. Not an excuse just some perspective
NOW, why he is a bad character despite all of those arguments. he chooses to train soldiers rather than care for impressionable teens. Yes the situation called for it but the pressure could he alleviated if he decided to actually help before the world was on fire. He chooses to teach by experience than be upfront. Which works sometimes but not when actual lives are at stake. His trial by fire teaching works but the possiblity it could go wrong is to big to be brushed aside. His seemingly unreachable vault of empathy is hard to swallow. He rarely actually feels things for other people, his lack of enthusiasm when they pull through something hurts to watch. His lack of empathy about raising his nephew to attempt to kill his father is frightening. The pride he demonstrates by choosing not to disclose his past until it's too late is dangerous. He doesnt directly put down the ninja unless he has to and its more implied than anything and is on his students and this fandom for taking it so harshly. He trusts them a lot because he doesnt see them as kids anymore. They are warriors and it was necesary. He should have more compassion. He should be more straight forward, he should try to act like a person and not some ethereal being of elsewhere that doesn't have time to appease feelings or care about people until after hes wronged them. His values are off kilter sometimes which is whatever until it starts to hurt people
But yall need to stop blaming him for other people actions. Morro was a mess to begin with. His problems are in the past because he took care of them already. Misako came onto him. (He should have resisted but he didnt start shit she did). He needs to try to be an uncle alongside being a teacher. He needs to act like a fucking person more than the infinite cache of wisdom and unforeseen unused power that he acts like. And also it's a kids show. How many children think the way yall do?, we're teens/YAs we're reading into things. A LOT which makes everything more complicated. Comments rebuttals open. There's a collection of little mistakes hes made along the way that dont fit into these categories but these are the main reasons I know people hate him and the little things add fuel to the fire. I will legit talk about anything Except for the morro thing I am so tired of seeing it Morro made his choices hes a fucking Villain Wu didnt make him that way being a bitter asshole did that. Thanks for reading!! :3
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kelseyeroberts · 4 years ago
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Pointless War in Howl’s Moving Castle
How Miyazaki Renegotiates Imperialist Assumptions By Kelsey Roberts When the 75th Academy Award for Best Animated Feature was declared to be Hayao Miyazaki’s Spirited Away, the room erupted into enthusiastic applause for the director and his passionate team at Studio Ghibli. However, neither Miyazaki nor any of his employees stepped forward to receive the award. In fact, his presence, or lack thereof, was quickly and conspicuously glossed over by the Award announcer, Cameron Diaz, who accepted the award on behalf of the Academy before the show continued on. That Miyazaki would miss an invitation to his first nomination, and only win, at the Academy Awards was indicative of something much more powerful than recognition for the arts. Two years prior, on September 20th, 2001, United States President George W. Bush addressed the nation after the attacks on the World Trade Center in New York City. In his impassioned speech, Bush declared that any forces opposed to the United States and their War on Terror, were choosing to side with terrorism. With lines clearly drawn in the sand, Hayao Miyazaki stood back and said “no” to making any decision at all. In fact, he made it very clear on several occasions that he would not visit a country that was dropping bombs on another. At the time of the 75th Academy Awards and the success of his movie Spirited Away, Miyazaki remained resolutely in Japan, working on an emphatically pacifist cinematic reply to the ultimatums presented by the world’s most boisterous military presence.
English poet and novelist Diana Wynne Jones published Howl’s Moving Castle, the first novel in a series of magical children’s books, in April of 1986. The plot centers around a young woman named Sophie Hatter and her dealings with the eponymous Howl Jenkins, a womanizing wizard who travels through time and space via a magically “moving” castle. Ingary, the fictional country in which the story takes place, is full of magic and fairytales, supplying a handy backdrop for deeper questions the character’s face throughout the story. Does a character’s agency matter if fairytales are true and magic supplies near limitless power to some and not others? Sophie, believing a fairytale assumption that she has nothing to achieve other than quiet spinsterhood, resigns herself to this fate, just before being dumped headfirst into an epic romance featuring curses, witches, and kings. Howl, with the might of magic on his side and no earthly consequence to face in result of his endless agency and selfishness, realizes the impressive force of responsibility, though only when it comes to the people in his care. He willingly chooses to lessen his own agency to protect and provide for Sophie and his family. The end finds them reaching an equilibrium of agency and responsibility, of destiny and magic, to live happily in their mystical country. Unfortunately, Wynne Jones’ novel remained unawarded during the original print of the novel, and faded quietly to the shelves of children’s libraries until Japanese animator Hayao Miyazaki happened to read it while visiting Strasbourg, France.
Struck by the magical environment of Ingary (no doubt flavored by his recent trip to Strasbourg) and the question of just how a magical castle would move, Miyazaki quickly had Studio Ghibli purchase rights to a feature length film. In 2001, the studio announced that it had begun production of the film with Miyazaki at the helm as director and featuring a musical score created by the equally prolific Joe Hisaishi. Entranced by Wynne Jones’ descriptions of Ingary, Miyazaki chose to return to France, this time to Alsace, to study both architecture and surrounding natural settings to use in his storyboards. The film’s castle designs, and by extension all representations of both technology and magic throughout, were heavily inspired by the French artist and novelist Albert Robida. Robida, a futurist who died in the 1920s, envisioned future technology to be integrated more fully into the everyday, rather than the notions of mad-scientists and scientific abominations that were more popular with his peers. This naturally absorbing technology is reflected in the aliveness of Miyazaki’s interpretation of the moving castle and the visual incorporation of Industrial-era technologies into the practice of Ingarian magic. After spending 3 years in production, and consisting of approximately 1400 storyboards, Howl’s Moving Castle was released to Japanese audiences on November 20th, 2004vi. The film was distributed by Toho in Japan before being dubbed into English by the Walt Disney Company for release in the United States on June 10th, 2005. Howl’s Moving Castle was nominated for Best Animated Film at the 78th Academy Awards and as of 2020, it stands as the fifth most successful film released by the country of Japan.
Methods
By choosing to create a film to critique the war practices of the United States of America, Miyazaki is likewise critiquing the ideologies that lead nations like the United States to interfere politically, economically, and militarily in other countries. These ideologies, also called hegemonic structures, work to perpetuate themselves in the minds of the privileged that enact these ideologies upon the oppressed. In an effort to define the differences between those privileged by Western ideology and those oppressed under it, Albert Memmi suggests that he doubts that an entitled citizen’s “gullibility can rest on a complete illusion.” In other words, those that privilege from Western ideologies are at some level aware of this inequality and choose to deny its existence to preserve their own benefits. While the recent actions of the United States military, including the invasion of the country of Iraq, have been analyzed and critiqued politically, there have been few direct consequences to those that directed the military. In fact, military expenditure in the United States is still the highest of any country in the world. Only by directly confronting the concept of war, without valorizing or propagandizing the actions and reactions of countries or ideologies, can violent hegemonies be broken down and effective discussion can truly begin.
The strength of these hegemonies is aided by the continuous circulation of information and media that reinforces them. Western education and Western art, including cinema, reinforce the economic, moral, political, and militaristic dominance of the Western culture. One of the only ways to actively combat these hegemonic mediascapes is to produce and analyze media from outside Western structures of thought. Ella Shohat and Robert Stam call this active combat “multiculturalism” in their book on Unthinking Eurocentrism. Eurocentrism, this continuous domination of Western ideology, “sanitizes Western history while patronizing and even demonizing the non-West.” By choosing to represent Western cultures as the only morally correct and only forward moving culture, while systematically infantilizing other cultures and ideologies as “developing,” Western education and media pick and choose exactly what histories and lessons deserve legitimacy and which do not. Hayao Miyazaki was born in Tokyo in 1941 to a father that manufactured parts for Japanese imperial fighter planes. By the time he was four years old, he had been evacuated from three different homes and had witnessed the fire-bombing of his country. As such, Miyazaki has a significant perspective about Western notions of war, having experienced both sides of an imperialist military force. Imperial Japan provided his father with a job and his family with protection, until United States militarism tore through his home, his family, and his national identity. Eurocentrism, particularly the valorization of the United States’ Pacific campaign during World War II, would not allow for Miyazaki’s unique perspective on imperialist war practices to be critically disseminated. Shohat and Stam’s call for multiculturalism as the solution opens the door for Hayao Miyazaki to provide many varied filmic representations of his unique perspective of both Japanese and United States imperialist hegemonies.
Hayao Miyazaki, in looking to discuss these significant concepts from a safely fictional distance, actively confronts both his own Japanese cultural identity, and the individual identity of the spectator. The encouragement of this feedback loop of dialogue is reminiscent to Stuart Hall’s considerations of cultural identity in his essay, Cultural Identity and Cinematic Representation. Singularly important to Hall’s analysis of cinematic representation is a duality of identity that could be similarly identified as a feedback loop. First of these cultural identities is the concept of a “shared culture, a collective ‘one true self,’ hiding inside the many other...selves.” This shared culture is rooted deeply into common experiences and social codes that allow society to continue functioning with relative stability. The discovery and expression of this deepest cultural identity is attributed to powerful creative and representative force that allows marginalized peoples and ideas to express themselves outside of the more restrictive hegemonies of cultural identity. The second definition of cultural identity conversely involves strong points of difference and individuality present in each person, which as previously noted, are entirely at the mercy of hegemonic structures looking to reinforce their own supremacy. Hall calls this second definition a “becoming” of identity, that is continuously redefined and negotiated in relation to both recent history and present considerations. Miyazaki, choosing to confront both definitions of cultural identity with his cinema, presents his audiences with the tools to renegotiate their own cultural identities and preconceived notions.
One of the most intense differences between Diana Wynne Jones’ original novel and the filmic adaptation of Howl’s Moving Castle is the narrative inclusion of war. The original novel talks about war only tangentially, with Ingary’s King requesting Howl’s help to find his missing war-general of a son. With impending war relegated to a sub-plot, the bulk of the story focuses on how Sophie and Howl grow closer together through prolonged disagreements and magical shenanigans. The narrative of the novel paints a distinctly Western perspective on the valorization and presumed agency of those involved with war, by choosing instead to focus on a relatively privileged wizard who can shirk responsibility in favor of womanizing and magical travel. Memmi likewise considers a colonizer to be a man of this type: “If he preferred to be blind and deaf to the operation of the whole machinery...; he is then the beneficiary of the entire enterprise.” Ignorance of the harmful constructs of war, using war as a subplot as though there are not direct consequences to war, makes the original plot compliant with hegemonic constructs. Conversely, Hayao Miyazaki’s adaptation of Howl’s Moving Castle drags the war to the forefront of the narrative. Fear of war and death is the motivation for Howl’s selfishness, and the motivation for him to gain responsibility for the safety of Sophie and his country. By bringing war to the forefront of a children’s narrative about assuming responsibility for power and the abuses of those powers, Miyazaki creates an environment to confront the complex duality of his own cultural identity as a Japanese man, and to confront the similar injustices he saw in the United States occupation of Iraq.
Analysis
Hayao Miyazaki is a master of visual shorthand; every shot does as much heavy lifting as possible to assist the audience towards personal connections. From the first second Sophie’s hometown, a village in Ingary, appears on screen the audience is bombarded with militaristic propaganda, including an ever-present national flag. Featuring unfamiliar and highly visible strips of pink and yellow, hardly a shot of Ingarian civilization is shown without one or many Ingarian flags hidden in plain sight. Miyazaki elevates this level of nationalism to uncomfortable levels early on, highlighting his own experiences with imperialism. Soon after we meet Sophie, we witness her pass by a highly detailed grand parade of troops and war tanks.  A crowd of civilians cheers the soldiers’ uniforms and perfectly timed goose-stepping, waving Ingarian flags as heavy brass trumpets play something heroic and distinctly European in style. Throughout the film, as the war causes casualties, Sophie overhears civilians casually discussing the lack of motives for the fighting and their superior military technology. In 2004, this kind of patriotism may have seemed familiar to the population of the United States. After the attack on the World Trade Center, Walmart sold approximately 116,000 American flags, and another 250,000 the next day. Nationalism was pouring through the streets of America, and that nationalism looked like stars and stripes. Concurrently, anti-Muslim hate crimes in the United States rose by over 800%, and the Patriot Act was implemented, removing safeguards against government surveillance and seizure. Shocked beyond reason, United States citizens overlooked the stripping of their own rights under the guise of national security and patriotism.
While it is quite clear that Miyazaki recognizes the visual affect that is attached to military performance, he does not hide his distaste for the valorization of war. Everything outside of the Castle seems to be focused exclusively on Ingarian nationalism and wartime propaganda, and yet inside there is a distinct absence of hegemonic structures of any sort. When Sophie first enters the Howl’s abode, she immediately learns several seemly disconcerting things; Howl is a terrible housekeeper, and a sarcastic fire demon pilots the whole Castle. A small child named Markl is left alone to watch Howl’s business aliases while the wizard disappears for days on end. Within a few scenes, Sophie’s previously “predetermined” constructs of home, trust, and family are broken almost beyond repair. Two of these hegemonies just happen to be civic duty and citizenship. Howl elects to keep the Castle moving through the untamed Wastes of Ingary, far from military occupation and government control. Rather than the lawless and desolate wasteland that Sophie first believes, the Wastes prove to be glorious mountainsides and lush green lands, reminiscent of Miyazaki’s travels to France. Though extremely capable of leaving his country entirely, Howl chooses to remain in the countryside of Ingary, removing any reminders of the violent constructs which he does not feel represent the natural beauty of his home. In this way, Miyazaki contrasts two drastically different forms of nationalism. One is focused on the outward enforcing of hegemonic constructs on other countries, and the other is focused on the inward appreciation of the natural resources and beauty that a country can provide its citizens.
Unfortunately, Howl is not able to fully escape his own moral imperative to help people. Though he hides from the draft notice issued by the King of Ingary, Howl travels to the frontline to protect civilian homes from the carnage of battle. Scenes showcasing indiscriminate battleships dropping firebombs punctuate Howl’s interactions with his family, providing a clear connection to his reason for fighting. While in battle he confronts several less powerful wizards that are mutated with magic. Later, Howl comments sadly that these wizards readily turned themselves into monsters under the King’s orders, and as such will never regain their humanity. Throughout the film it is implied that Howl’s dedication to Sophie and to his own personal freedom are the only things that prevent the loss of his own fragile humanity. The emotional and physical cost of war is not limited to either side of the confrontation. All individuals that take part in the structures of violence are affected. Clear connections between these wizards and the soldiers that fought in the War on Terror are made, focusing on their difficulty to return to civilian life and their struggles with the atrocities that they commit. A database called the Iraq Body Count has been working diligently to try to document the countless Iraqi civilians that were killed by the United States invasion. Unfortunately, they are only able to provide a rough estimate of between 185,497 – 208,547 deaths from violence. Miyazaki’s urge for victims of war and soldiers to lean on family and nation while under these stressors, while a bit simple in concept, reflects a lack of compassion shown in Western media for both the civilians of foreign nations and soldiers who do not return proud of their accomplishments in war.
Comparisons could be drawn between Howl’s active pacifism and general Japanese cultural identity post-World War II. After the total annihilation of two of their cities by nuclear bomb, and the death of hundreds of thousands of civilians by firebombing, the Japanese Imperial Government surrendered to the United States on August 15th, 1945. After their country brutalized in the name of imperialism, it was likewise brutalized in the name of Western democracy. Soon after, a constitution was put into place to usher in new political constructs, one of which being the intensely debated Article 9. Within this article is the assertion that the Japanese government will never again have a standing military presence, or more specifically: “Aspiring sincerely to an international peace...the Japanese forever renounce war as a sovereign of the nation.” In choosing to directly confront the ideological structures that preclude war as a part of politics, Japan opens larger conversations about pacifism that Miyazaki makes great narrative use of. Outwardly expressing his opposition to amending Article 9 of the Japanese constitution, Miyazaki emphatically declared that “Japan is not a country where a war can be fought.” Unlike the boisterous, illogical military might continuously pushed into the audiences’ face, Howl exists as a direct example of the Japanese ideal of active pacifism, to actively choose peace in the face of injustice and violence.
The simplest way to illustrate Miyazaki’s own difficult reckoning with his unique cultural identity is in comparing the depiction of technology in the beginning and ending sequences of the film. Howl’s Moving Castle begins as many Miyazaki films do, with an introduction to a main character. However, the main character portrayed in this first shot is neither Sophie Hatter nor Howl Jenkins, but the infamous Moving Castle, stalking its way through a heavy fog in the Ingarian countryside. Direct attention is paid to the lifelike mechanics of the Castle’s movement, the creaking and groaning of enormous gears and bellows of its anthropomorphic “face,” as four spindly chicken legs hold up the incomprehensible weight of the underbelly and spike-like towers. Each mechanical piece, though entirely disparate and featuring a slap-dash sort of connectivity, works together within the whole of the Castle to provide an astounding feat of both the technology and magic that permeate the narrative’s universe. In these first shots, the audience is introduced to the “human technology” favored by Albert Robida; a living, breathing home for the other protagonists, something that audiences can connect to. Technology of this sort is the technology that Miyazaki experienced as a child; watching his father create flying machines that he envisioned as vehicles to adventure. Quickly, as in life, the peace of these beginning shots faces a violent juxtaposition, and in the next sequence spectators watch as the Castle hefts its girth behind a cloud of fog, just as two small military planes bearing Ingary flags pass by.
The final shots of Howl’s Moving Castle, after Sophie has successfully restored Howl’s heart and the family has both actively and passively saved their country from catastrophic destruction, feature a reversal of the initial sequence. Through a thick blanket of thunderhead clouds, a hole reveals enormous and anonymous battleships flying in formation. Their muted sounds and shiny seamless technology, seen throughout the film in direct contrast to the hodge-podge hominess of the Castle, is rendered soulless. None of the life of the Castle is present in the machines of war. For Miyazaki, technology used for the object of violence and death cannot be alive. Instead, the technology is stripped of all liveness, just as the wizards who submit to Madam Sulliman lose their humanity. With the war ended and yet not won, these violent machines are castrated, and their purpose has ended. They disappear, covered by the blanket of darkness that their purpose has covered them in. Then, from behind a curling tuft of cloud emerges the newly restored Castle, into an endless bright blue sky. This third iteration of the Castle, featuring sweeping wings, is no longer tied to the ground. Instead, Howl and Sophie stand romantically at the helm, watching as Calcifer pilots their home towards a brilliantly sunny horizon.xxv While this ending may seem saccharine in comparison to the more realistic ambiguity of the outcomes of war, Miyazaki seems to favor the notion that those who fight for the safety of their country deserve a measure of peace at the end of their service. Whether or not Miyazaki thinks that measure of peace should be afforded to those in control of these soldiers is decidedly less certain.
Conclusion
Hayao Miyazaki’s distinctive personal history, coupled with his complex cultural identity as a Japanese citizen, makes him uniquely determined to speak on matters of pacifism and war. As an animated film director, his medium allows him a certain distance from distinct hegemonic structures and allow him to confront difficult concepts in a gentler fashion. This is not to say that Miyazaki is in any way ambiguous about his intentions. As depicted in Howl’s Moving Castle, Miyazaki uses visual storytelling to paint the country of Ingary to be a fictional mirror of the nationalism present in the United States in the early 2000s. Ingarian flags hang from every building outside of Howl’s sheltered Castle, reminiscent of the patriotic fervor that gripped the citizens of the United States at the beginning of the War on Terror.  Howl himself provides the audience with a character that reflects Miyazaki’s own distaste for this sort of brute nationalism, instead choosing to appreciate his country in more passive, classically romantic ways. Soldiers and wizards that brazenly choose to fight for their King are treated with compassion and pity, lamenting their lost humanity, while Howl’s dedication to his family and his country are the only thing that prevent him from meeting a similar fate. With design cues and philosophy borrowed from Albert Robida, Miyazaki crafts clever shorthand to portray technology in both militaristic and humanistic ways, highlighting the liveness and the hominess of humanist technology, and shunning the militaristic technology as sleek but soulless. Doing so provides Miyazaki an outlet to confront his own disconcerting childhood, having spent his youth connecting the technology of adventure to the machines of imperialism. Though his opinions on war, pacifism, and the United States brand of nationalism are overt in this film, Miyazaki as a single director is unable to completely dismantle the hegemonic structures that he critiques. However, Howl’s Moving Castle does provide a thoughtful and methodical meditation, allowing for the beginning of discussions about the ideologies that power the machine of war. Bibliography
Cavallaro, Dani. Hayao Miyazakis World Picture. McFarland & Co., 2015. 
Cavallaro, Dani. The Animé Art of Hayao Miyazaki. McFarland & Co., 2006.
Hall, Stuart. “CULTURAL IDENTITY AND CINEMATIC REPRESENTATION.” Framework: The Journal of Cinema and Media, no. 36, 1989, pp. 68–81. JSTOR, www.jstor.org/stable/44111666. Accessed 26 Jan. 2021.
Iraq Body Count, www.iraqbodycount.org/database/.
MacCarthy, Helen. Hayao Miyazaki: Master of Japanese Animation ; Films, Themes, Artistry. Stone Bridge Press, 2010.
Memmi, Albert. The Colonizer and the Colonized: Introd.by Jean-Paul Sartre. Beacon Press, 1972. 
“Miyazaki, Hisaishi, and Their Collaboration.” Joe Hisaishi’s Soundtrack for My Neighbor Totoro, 2020, doi:10.5040/9781501345159.0008. 
“President Bush Addresses the Nation.” The Washington Post, WP Company, 20 Sept. 2001, www.washingtonpost.com/wp-srv/nation/specials/attacked/transcripts/bushaddress_092001.html. 
“The United States Spends More on Defense than the Next 10 Countries Combined.” Peter G. Peterson Foundation, 15 May 2020, www.pgpf.org/blog/2020/05/the-united-states-spends-more-on-defense-than-the-next-10-countries-combined. 
Yazbek, Yara. “Miyazaki Hayao's ‘Howl's Moving Castle’: Environmental, War-Related, and Shojo Discourses.”
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sagasofazeria · 4 years ago
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My Attempts At Making Unique Nonhumans Part 5: Dragonborn!
This is gonna be a long one my friends, so buckle up. (This is part 5 of this series, to see the others just go through the “Nonhuman series” tag on my blog!). Also, some of these changes will kind of retroactively apply to true dragons as well b/c of how this all works.
Taglist: @talesfromaurea @hellishhin
General: 
Dragonborn!! I have changed a LOT of what goes on here. I actually changed the origin of dragonborn itself even. In my mind they’re just another in the same family as dragons, literally just humanoid dragons. The first dragonborn were much closer to their true-dragon cousins (wings and etc), but over time the dragonborn have become more and more different as evolution happens. There are some dragonborn who are more draconic than others, but those are usually small, ancient, and isolated pockets. This all also means that the lines can get blurred when it comes to dragonborn, and often with dragonborn they are either clearly similar to the common attitude of their true dragon counterpart or completely different. It depends on many factors, obviously, especially their upbringing and culture. Another thing I changed was their lifespan, because it’s such bs that the DRAGON species isn’t long lived. That’s like a whole thing with dragons, it should be reflected in dragonborn too. So, in my world, dragonborn tend to live a long time, anywhere between 250 and 600 years or so. They’re roughly on par with dwarves, if not slightly longer-lived. Another thing dragonborn have is the ability to unleash a roar that sounds like a full on dragon (like Shakari did during the battle at Dymea’s hideout). This is often used for battle cries and other similarly dramatic things. (Imagine an army of dragonborn unleashing a war cry. It’s a common tactic to instill fear in an enemy and it works pretty much every time.) Additionally, their scales, in classic dragon fashion, are like iron. Most dragonborn use their scales as natural armor because it’s easy and pretty effective. Another thing is that dragonborn have senses that rival even the elves, because that’s another iconic dragon thing that I felt that they deserve. I’ve also decided that because I personally adore tattoos, it’s very sad that dragonborn and other scaled species couldn’t have them, so I’ve invented a special “scale-paint” that allows permanent marking on dragonborn and other scaled folks. I mean, there’s always magic, of course, but scale-paint is generally easier. Last thing I added here is that very very powerful dragonborn sometimes gain the ability to shift their form, just like ancient true dragons, but it is extremely rare.
Metallic/Chromatic:
Okay, so, metallic and chromatic dragons. Honestly, in my world, the difference between the two is negligible at best. They’re just two different groups of dragons. I don’t like that one is evil and one good because that’s boring. Plus, I mean, why would a dragon, an ancient creature with vast knowledge and power, never be able to learn or change its behavior? Doesn’t make sense. Of course the distinction is even further reduced with dragonborn, to the point where gold and red are just scale colors and you can guess pretty much nothing based on that. Although, I did take away the Paralyzing breath in both the metallic true dragons and metallic dragonborn, instead just sticking to the one option. I also feel like chromatic true dragons should be able to shape-shift as well, so I did that too. Anyways, on to the colors! Gonna put it under a cut because again, this is a long one.
Red:
Red dragonborn! Most dragonborn, the closer they are to their true dragon relatives then the stronger and more numerous the traits they share with them will be. Some common things to see in reds are extra large horns, serrated claws for climbing mountains, and gray/black/brown undertones that would help blending in in the mountains. It’s also very common for their breath to smell like smoke, obviously, and for their bodies to be extremely warm. Red dragon scales are prized for giving off intense heat even years and years after death, and some red dragonborn scales have the same warmth. Red dragonborn also have the strongest scales of most dragonborn besides black, even to the point of reinforced scales in impact heavy areas (allowing for tumbles down mountains without severe harm). This helps more with true dragon hatchlings learning to fly in the mountains, but some red dragonborn inherit it as well.
Blue:
Blue dragonborn tend to vary a lot in how actually “blue” they are, seeing as how blue is quite possibly the worst color for surviving in the desert, the usual habitat of actual blue dragons, when you can’t fly (unlike true blue dragons, who it works for because they can hide in the sky). So they go from brownish muddied blue to straight up sapphire depending on how necessary camouflage was in their genetic history. Besides that, they have a few traits that, again, vary depending on how distanced they are from true dragons. Examples are scales/a horn that easily conduct electricity, a system for conserving water that runs just beneath the scales, special markings around their eyes that help them see in the sun (much like a cheetah), and a smell of ozone. Their breath/their inherent electrical charge can be used for a lot of purposes, from excavation to glass sculpture. (I like to imagine little baby blues making sandcastles and then their parents turning them to glass with their breath and saving them later.) I imagine glass art is probably common with most of the heat based dragon types, actually.
Green:
Green dragonborn, unlike most others, have to be far more careful with their breath weapon. They have venom sacs and a special organ to hold the toxin they can breathe, but it’s hard to tell the difference, especially for young greens. They’re a bit like vipers in that sense, that the babies can barely control their venom. Some common traits green dragons can have is obviously their camouflage in forested areas. Their scales often have a slight shimmering layer so that even in dappled/varied light they can remain stealthy. Green dragonborn also obviously have a super boosted immune system in order withstand poison (and not just their own). They usually are also the only dragons/dragonborn who lack horns besides occasional smaller and more antler-like ones. They also have can have a leaflike texture to their fins and frills that can help collect water (and also serve as a way to regulate a bunch of bodily functions. For example the fins would serve a similar function to sweat, among other things.), and even gills in some cases.
Black:
Black dragonborn have the strongest scales of any dragonborn besides red, as their scales are built to withstand their acidic saliva. Black dragonborn, like black dragons, are unique from other dragonborn/dragons because a lot of their bodies can be worn away or decaying before they die, because their organs just... don’t. Similarly to their saliva, their stomach acid is even more powerful. It is the most potent acid known to mortals, and black dragonborn often carry on this trait. It’s said a black dragon’s stomach acid can melt through almost anything, and because of this, acid reflux can be deadly to young dragonborn who haven't fully developed the acid-resistant coating on their throats and organs yet. Some other common traits are gills (for swampland living), and longer claws that can be used for slashing or stabbing (helps when spearing fish). 
White:
White dragonborn tend to be the biggest dragonborn since they need the protection from the cold. They are still cold-blooded, like other dragonborn, but the ideal temperature is much lower for them. I also gave them horns, but not normal horns, something more akin to mammoth tusks. So white dragonborn also tend to have tusks. Additionally, white dragons have these strange quills along their spines that create a chilling sort of howl when rubbed together or a when a breeze blows through it right, and white dragonborn have these too. They’re often used by hatchlings and mothers to find each other. Another common feature is having huge and occasionally webbed feet/hands for running in snow without sinking (or swimming), like built in snowshoes. They are another type of dragonborn/dragon that also commonly has gills.
Gold:
Gold dragonborn, the shiniest of shiny. Also, funnily enough, the dragonborn with the weakest scales (which is really not very weak at all, by the way. Iron can still break on them). Of course, though, this is often used for body art. Gold dragonborn often semi-melt their scales’ outer coating with their fire, and then create all sorts embossings and patterns on themselves before it cools. Best part about this is it can be redone if they get bored (which can happen when you live 500 years). Only thing is this can further weaken the scales or cause damage if done too many times. Some other common traits are their fins, which work very similar to those of the green dragonborn.
Silver:
Silver dragonborn!! I so rarely see metallic dragonborn in my personal games, actually, but I admit silver dragons/dragonborn are my favorite. Silver dragons in my world have a triceratops-like plate/crest on their foreheads that they use to bash into one another in fights (and to break rocks), so silver dragonborn tend to have something similar on top of their heads. Another interesting part of silver dragonborn is that while they speak draconic naturally, their tongues are actually so flexible and their vocal cords so versatile that they are able to mimic most speech they hear, and learn how to pronounce almost any new languages very quickly, a benefit they gain from the habits of silver dragons to visit along mortals. They also have a much higher tolerance for thin air, and their true dragon counterparts can fly the highest into the atmosphere of any known dragon. They also have the same malleable scales as the gold dragonborn, though slightly tougher, and claws that are serrated like reds’ are.
Bronze:
So first things first, I have changed some things even with the true dragons. I have switched the habitats and breath weapons of bronze and brass dragons. Bronze dragons now live in the hills/plains and breathe fire, and Brass dragons live on the coasts and breath superheated air/steam. Besides that they are generally the same, however. Regardless, bronze dragonborn. They too have malleable scales, though they will retain their shape much better and are far stronger (as well as requiring more heat). The bronze dragonborn tend to have similar adaptations to the blue, like the eye markings. Their horns/crest are slightly different though, since they don’t need to conduct electricity. Some common features among bronze are serrated claws for rockier areas, or large feet and tail for balance on sand (which blues would likely have as well).
Brass: Brass dragons/dragonborn are a little weird but I like em. They normally breath superheated air BUT they can scoop down into water and gulp some of that and if they have excess can turn their breath weapon into steam instead through use of a special organ. Also they of course have gills and webbed claws, as well as scales that have a sort of water resistant coating that helps them glide in and out of water. They also have eye markings to help them see despite glare of sun on the water, so the brass dragonborn may inherit many of these. Brass dragonborn also have the malleable metallic scales, just less so than others because the waterproof coating makes it difficult. They also tend to have extra strong gator-like tails.
Copper:
I also changed coppers up! It felt weird to have the acid one in the desert, so I changed it up and gave the coppers lightning. Like blue dragonborn, they can have many desert adaptations alongside their conductivity in their scales, interesting thing about coppers is that they have the fins like greens, but they are used slightly differently. Mainly they’re used to feel changes in the air (when a storm is coming and etc) but they can also release heat, and can press down against their bodies to prevent damage. Coppers (and blues) are also generally good at burrowing in sand, and often you’ll see coppers leaping in and out like scaly sand dolphins.
Iron:
Ah look! It’s me, I did another thing. I may have created a whole new type of metallic dragon. Behold, the Iron Dragon. These guys live primarily underground, and are generally slightly smaller than other dragons, using their wings more like bats use theirs, flitting around cave ceilings (also they are blind and have echolocation also like bats lol). So Iron dragonborn inherit many of these, and since they live underground, often interact less with other dragonborn and surface societies, and usually retain much more of their draconic traits. Their scales are malleable as well, and possibly some of the strongest. Iron dragons/dragonborn also breathe a thick, heavy smoke, that serves both a a noxious cloud and a way to blind their enemies (since they use echolocation anyway).
Gem Dragons:
honestly? Not really sold on em yet, so there’s none in my world. Could change though, I dunno.
Ah this was fun. Enjoy dragonborn immensely, now they have some extra fun flavor! Yay! Feel free to leave suggestions for next week, I’m thinking probably either Kobolds or Orcs? Still not sure though.
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phenomenalcosmicpowers · 4 years ago
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Post-Trailer Generation 5 Thoughts
So, a trailer for the beginning of G5 has now been released. And as promised, I am having a supplementary post to my preliminary thoughts and concerns heading into G5. Though I do first want to answer something I’m sure some might be curious about and that’s if G5 will have any bearing on I Dream of Twilight Sparkle. Given the thing about it being supposedly being the same Equestria at least according to mentions of the Mane 6 as the ancient times and by execs.
G5’S EFFECT ON I DREAM OF TWILIGHT SPARKLE
I will go ahead and say that no, other then if there’s maybe a part of the movie and/or upcoming series I want to make some sort of reference to for any reason that G5 will not happen in the IDOTS universe. The thing about the premise of G5 contradicts a huge thing that’s part of Secrets of the Dragon’s Tear in that Life itself is Magic. With presumably years and years of no magic, G5’s world wouldn’t exist. It’d be the lifeless wasteland that was seen in the Season 5 finale. I will stay firmly on G4 characters as I still have plenty I want to do with them. I’ve once thought about ending I Dream of Twilight Sparkle on the 10th anniversary of the blog next year. But that might not be enough time to fully explore everything I want to do post-Secrets of the Dragon’s Tear. So rest assured I have lots of plans still without having to dive into G5 material.
Another huge difference in IDOTS case that I will point out is that thousands of years by now as I imagine is implied by G4 being Ancient Equestria in G5. Is that Twilight (and Spike too, who will probably be full size at that point) will still be around. And even the others of the Mane 6 and other characters of the G4 generation will likely be able to guide the living as summonable spirits. I doubt under that context that the world of Equestria deteriorates to G5’s situation with this all in mind.
(More after the break)
REITERATING THE CONCERNS ABOUT THE G4-G5 CONNECTION
But now to actually get the trailer itself, it generally shows what we know already but this is the first time we see a little bit in how they’re executing it in motion and acting. They are going to continue mentioning that G4 is the ancient times of this world with the only reason Pony relations that seems to have deteriorated is the long passage of time. Which seems like a terrible interpretation of time. Division still happens in our world especially in the politics side of things but thousands of years ago (or even just a few hundred years ago) it was far worse then it is now with authoritarian empires, monarchies, and enslavement of people everywhere. There’s not a period of history from thousands of years ago that most of us look to have again like Sunny will for Twilight’s reign.
If we are to take it at face value that G5 happened after G4, the peaceful world we saw in The Last Problem where not just all 3 pony types but even non-pony species popullate many areas of Equestria and live in harmony. Even if perhaps you’re not a fan of one or both of the final two seasons of the show, The Last Problem showed that Twilight’s friendship school accomplished it’s goal in helping Equestria reach out to other places in the world. It’s hard to see from that point how things can deteriorate where things seem to be far worse then Celestia’s sole rule of 1,000 years. Or to go even further, it seems to have gotten just as bad if not worse then the Hearth’s Warming story of the founding of Equestria. It’s arguably worse then even the Hearth’s Warming story since even if it was obvious the three types of ponies hated each other, they tolerated each other enough to bargain the necessities at that point. The earth ponies would make the food if the Unicorns move the sun and moon and the Pegasi help with the weather. But as seen in the trailer even one sighting of a unicorn in an Earth pony town puts the whole place in a panic.
Speaking of the Hearth’s Warming story they’re going to have explain why the Windigoes aren’t currently ravaging the planet in Ice and Snow like in the story if we’re to truly believe this is the G4 world we know. Somehow I feel they’re not going to for that deep cut in terms of the lore of G4. I think any connection to G4 is going to be treated more as an afterthought. References to Twilight and her friends, the toys in Sunny’s house, and murals to the past the only huge indications that G4 was the ancient past and never explaining how things got where they are now. I believe this is an attempt of Hasbro to bake it’s cake and eat it too. They want to try to retain G4’s popularity heading into G5 so they try to say G5 is the same exact world even when so much of the evidence we’ve seen so far is too different to be world we knew. (I know there’s a map that shows the Pegasi have what might have once been Canterlot. But there still needs to be more) I feel like most fans going into this should go into this thinking this is a totally new world despite the references to G4. Or even perhaps the ancient G4 isn’t the same G4 we saw in the show. Maybe the Friendship school never happened in this timeline for example. An alternate universe G4 where they never developed the school might make this at least somewhat more palatable. Though even then there’d still be questions.
Another note in the story is as a sort of flipped from G4. Where Canterlot had Unicorns seem to make up most of the rich upper-class ponies. The pegasi seem to be the upper-class and/or royals this time while the Unicorns are actually the poorest of the three and Earth Ponies are middle-class. I slightly joked after hearing that maybe this is a universe where Cozy Glow actually got what she wanted given she was a Pegasus heh. Not that makes any sense either, as there’s probably no honoring of the Mane 6 if they got defeated by a Pegasus filly.
BOOK LEAK
On the same day of the trailer we also got something of a leak of book that comes out next week that recaps the movie in a children’s book style (Don’t worry I won’t spoil anything from it, but yes I did see the scans). Now naturally not all details of an entire movie is probably going to get in a picture book with small excerpts of text on a 32 page book. But it does generally give an outline of how the movie goes. The scans give enough of an outline of how the movie will go. I just have too much concern about G5 to resist knowing how the movie will go to wait until the movie releases. I still intend to see the movie itself but it’ll sort of give me an idea of what we’re in for. For a spoiler-free review of what I know, I think under it’s own merits if we ignore the G4 elephant in the room it’ll probably be a decent way to start things.
FANDOM REACTION
I think if the context was G5 was it’s own separate universe with no connection to G4 it could potentially have some standing on it’s own and will probably have young kids enjoy the movie that see G5 before they see Friendship is Magic. For older fans of G4 though, heading into this generation there’s going to be a lot of things preoccupying the mind before we even start watching the movie. Having G4 as the ancient past has something of a pro of at least getting some fans who liked FiM to at least give this a chance, but at the cost of leaving certain expectations and putting some of the creative freedom in a bind because to tell us this is the same world means you will have fans pointing out contradictions where as there would be no concern if this world was allowed to be it’s own thing The writers and staff of G5 are going to have fans that criticize them for any choice they make that doesn’t fit with G4 in some way. I’m not going to be one of them of course, as that’s annoying behavior even if I agree with the fan who’s criticizing them. And fans have plenty to already raise an eyebrow at, such as normal animals oddly having wings and/or horns when normal animals tended to be just normal animals in G4 (Albeit alot more sentient then real life animals).
LACK OF NON-PONIES?
There also doesn’t seem to be any sign of the other species that became more prominent in late G4. There’s not even a Spike from what we can see thus far. Unless maybe there’s a 6th main character that gets introduced in the beginning of the series that has a little dragon companion this would be the first time since maybe My Little Pony Tales that there was no Spike. I imagine we will get the return of some non-pony species.but it’s still going to be an elephant in the room because the end of G4 showed that basically all other species became allies to the ponies. Did relations to the non-ponies also deteriorate terribly? And there’s also the possibility that many of the Dragons have long enough lives that they remember Twilight’s reign. Maybe even a possibility of full-grown Spike making an appearance in the series. But then there’s still griffins, hippogriffs/seaponies, yaks, kirins, changelings, and more. You keep the world of G4 you have to keep in mind all the species that played a role at some point. If you ignore them for too long it’s another point to those who might feel that this isn’t truly G4’s world.
ALICORNS
I won’t say much on subject of Alicorns since I already mentioned that in the preliminary thoughts, though I will reiterate things like even if say we overestimated the immortality of Alicorns they may still need to point out that Twilight, Celestia, Luna, Cadence, and probably Flurry Heart too are all gone. There doesn’t seem to be any signs of Alicorns at all. To be honest it might be that the only real Alicorn reference is the possibility during the scene where Izzy disguises everyone as unicorns. Someone manages to see either Zipp’s or Pipp’s wings and thus they get a lot of unwanted attention. (And in contrast probably one of the non-Izzy main characters horn disguise falling off)
CONFLICT AND HAPPY ENDING OVERRIDES
I get that the main response to concerns of G4 fans is there has to be some sort of conflict for this series to be interesting as otherwise you go back to the too saccharine days of G3 where the conflicts leave almost no danger to the world at large. But we can still point out that if this was presented as it’s own world separate from G4 this would be ok. But not the same world where Sunny’s goal had been more then already achieved. It doesn’t lay the blame at the Mane 6 for failing at the very least but it certainly looks down at all their descendants generations later of being unable to withhold the Mane 6’s lessons and keep the peace. They had the solutions for divisions mostly solved, yet it’s somehow squandered. It won’t be easy to swallow for anyone who loved the conclusive happy ending FiM got. And even for fans who weren’t as into the ending as others they’re only being vindictive if they say it makes their criticism of the ending valid.
The point is the series ended as happily as it could of gotten, and you will bug fans no matter what you do if you attempt a happy ending override. Just look at how for example the Last Jedi bothered some Star Wars fans with Luke’s characterization after the joyful end to the original trilogy.
HARD ACT TO FOLLOW & DIVISIVE FANDOM MOMENTS
Now, even if G5 had none of the pre-conditioned concerns it would have a lot to live up to. G4 is the absolute highest peak MLP has ever gotten to. Hasbro’s going to try to repeat the same success but it’s a lot more likely G4 remains a lightning in a bottle that can’t be repeated. And any attempt to recapture that lightning such as applying G4 as the ancient past is looking to backfire. It’s very likely that even if G5 is generally a success, Hasbro will not reap the same benefits that it got from G4. The cost of a big success is the pursuit of attempting to repeat that success but ultimately not working out quite the same way. I don’t wish any ill will of Generation 5, I want it to have an audience and the staff to enjoy themselves working on the show. I don’t think it will quite capture the same attention I gave to G4 but that’s ok. This is how Hasbro’s operated for decades, as I’m sure Transformers fans have gone through the same feeling.
There are shows that have maintained fandoms for years despite the show having ended more then 10 years ago. I don’t think Friendship is Magic is going to be forgotten anytime soon. There are sure to be clashes about G5 in the coming years as it’s impossible to control an entire fandom that will have it’s vocal parts at eachother’s throats. But I don’t plan on looking down on anyone who ends up enjoying G5, I hope in some way there are those who may enjoy G5 as much as we did G4. And also for said G5 fans to respect those who continue to do mainly G4 content. I plan to give G5 a chance to grow on me, I just know the G4 is the past concept is going to somewhat bother me in a similar way to how for a long while Starlight’s lack of a full-fledged backstory prevented me from looking at her character with nothing but lukewarm feelings (Until I expanded on her myself in a story after the show’s ending). But just like with Starlight I don’t plan to rain on the parade of those who did end up liking Starlight. Especially considering I’m probably among the fans that were on the other side of those arguments as someone who liked the idea of Alicorn Twilight despite how divisive it was. I’ve been somewhat on both sides of different controversies in G4’s time itself. As G4 itself had it’s own divisive parts in it’s own history. Arguably, G5 being the distant future makes it just another part of those fandom controversies.
Though even with everything that happened a positive side of all of those is there were many fans invested one way or another to get heated about the show. Not saying it’s a good thing to have fans at each other’s throats but it’s part of G4’s legacy that people cared when something disappointed them. I think while there were certainly a good number of fans that left the fandom over certain stuff especially in regards to Season 3 and the first Equestria Girls. Those who stayed generally still had good things to look forward to. I myself kind of feel like Starlight’s reformation was the closest to a jump the shark moment where Season 6 failed to capitalize on nearly all it’s opportunity of what Season 5 laid up for the show’s future. But there were still good episodes in Season 6, Season 7 had some pretty great episodes, Season 8 is a bit of a mixed bag but even that had it’s fun parts, and I’m on the side that I’m happy with how the final episodes of Season 9 finished off the show. I don’t think Starlight’s reformation was a point where the show never reached another high point and I’m happy it was successful enough to get a conclusive ending rather then either getting canceled after a finale that didn’t leave things off with a proper goodbye or ending too early. As if the show had not been as popular as it did, Magical Mystery Cure would of been the series finale. I’m actually one of those who loved MMC, but for the show not to get things like the CMC’s cutie marks and just leave things that Twilight is a princess and that’s it certainly would of been way too soon of an ending.
CONCLUSION
Obviously, the staff seemed to plan for more then 9 seasons as no doubt they probably had more plans for the Student 6 and/or Cozy Glow had they gotten the green light for Season 10 or more. But for what it’s worth, it still got an conclusion that not all cartoons like this get. For all it’s ups and downs, MLP retained my interest for the entire run that I started watching and I still intend to do fan content about it’s characters a few years after it ended, so G4 MLP continues to be retained in a special place in my heart. Perhaps that’s a big reason I have the concerns about G5 that I do that I’m attached to that universe and for it to say things go downhill even if it’s not really the fault of the Mane 6 or anything makes it hard to accept very easily. I do think my concerns about the G4-G5 connection have merit either way, but I will repeat that I don’t wish any ill will on G5. Whether fair or not, G5 has a lot to live up to after the success of G4 and the consequences will be there for fan expectations. I hope it finds a decent enough audience regardless, and I hope that if I try to ignore the baggage of the implications of an Ancient G4 Equestria being part of this that maybe there’s something there for me too. I never thought I’d be invested so much in a cartoon about magical talking horses to this point a long time ago, but gosh darn it G4 managed to do so. And the staff behind G5 will have a lot on their shoulders to try to maintain that interest. Even if that task is impossible, I hope they try their hardest. Even if I’m not as invested into this generation, I want to be able to respect a good try.
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