Guess who overanalyzed the boys again?
Again, like last time, just pointing out things and ref for drawing. Anything that I don't talk about here probably is in the previous analisis (or I've nothing to add)
I actually made these out of order. In some I was running out of space and others I didn't know how to fill the blank spaces. I think I was able to put everything together but maybe this could have been more organized.
I literally spent a whole night watching gameplays and taking screenshots NO ONE STOPED TO LOOK AT THEIR MODEL. LIKE OH MY GOD. IS THERE. IS RIGHT THERE. YOU CAN LOOK AT IT ALL YOU WANT SHOW ME THOSE ROBOT GUTS-
Thanks to this video I was able to see their endo in detail. Take a look at the channel, this person has showed details of the game models and some things that are impossible to see.
Anyways, I hope this help some people see their design more clearly and draw them easier. The ruin designs are pretty hard to understand in shape. I didn't expect their endo to look like this, specialy the face and dorso.
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Okay on the topic of crack treated seriously crossover isekai with mdzs, I've been batting about the daycare attendant from fnaf getting reborn into... Someone.
My first thought was obviously wwx, cuz main character, excellent wild card. I considered lxc, all smiley with a heavy heart and too much responsibility trying to care for everyone even as it ruins him. I considered NHS or jgy for that manic rodent customer service energy, I considered xy for his demonic cultivation and intensity, even jyl if you really wanted to lean into the crack energy, and also Moon snapping would be Excellent crouching tiger energy.
I also considered jc.
The thing about the robot DA, if you don't know,
Half is Sun, a frustrated, overworked, sarcastic mf dealing with his alter ai going insane and trying to kill/kidnap the kids they protect. He's anxiety riddled, pithy to adults, a bit of a control freak trying to scrabble together a semblance of balance in a steadily collapsing situation while trying to maintain himself while being terminally neglected. His sanity is hanging by a thread.
Its alternate, Moon, appears whenever it's naptime - ie, when the lights go out. Moon is an uncanny security guard of the pizza plex (imagine a giant themed mall slash party venue that fails basically every osha compliance) that acrobatically hunts down anything that moves when the other animatronics (basically tortured androids let's be real) are in recharge. Moon is corrupted by a semi computer semi haunted magic virus that makes him evil. Sun is left the responsibility of keeping it locked up in his head by never, ever, resting, or by being in the dark.
By the end of the games, sun and moon, the DA, is a shell of his former self. Despite being a multi million investment as a highly marketed, one of a kind animatronic with a worryingly lifelike ai (or two), the DA is abandoned by its creators and left to rot in the slowly crumbling ruins of the daycare, along with the half destroyed and monstrous forms of its fellow animatronics who aimlessly, sightlessly roam the halls. Sun is huddled in the last beam of light from a jacked generator, and when that finally dies moon is reduced to little more than a manmade beast in the dark as they too slowly run out of power, their powerful battery long stolen and grafted into someone else. Their kingdom boarded up and half destroyed, their own private apocalypse they cannot escape, the DA begs the next person he sees for a total reboot. The combined personality, eclipse, is a gentle and naive thing unable to perceive the reality of its situation. Until it runs out of power, it will be placid and calm, lost in its illusion of the past. It is, essentially, requested euthanasia. It's the kindest send off anything else in the pizza plex gets.
So, a snarky, bitchy guy with huge abandonment issues sick of trying to corral unruly kids without reward, constantly overlooked and frankly neglected in favour of the more successful and popular siblings, with deep rooted trauma about losing his core, too much responsibility and no support, desperately trying to keep himself from lashing out and causing irreparable damage and kinda failing? Who just wants to play stupid games and stop having to shoulder everything himself? Fiercely protective of children but also not immune to pettiness?
Yeah, at that point it's not even a question. Let's give jc an identity disorder and a crippling fear of water.
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Something I've thought about and just can't stop thinking about is how sun is just genuinely concerned about your safety
Like he's all constantly like "lights on keep the lights on" and you think he's being spooky and creepy and it's likely partly for the scare factor in the sense that like for example in SB the way he say "keep the lights on.. ON.. on...." is all scary n stuff for the sake of the game but like. Think about it
he wants the lights to stay on bc he knows you could get hurt by moon if the lights go out, and he doesn't want you to get hurt
EVEN MORE SO IN HW2!! The way his voice/"breath" (although he's a robot but my point remains) shakes as he speaks because he's scared for your safety KILLS ME
He's just a little guy and I wanna be his bestie forever and ever bc fjsjfjshgjsjjf sunny boy
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we've found it folks: mcmansion heaven
Hello everyone. It is my pleasure to bring you the greatest house I have ever seen. The house of a true visionary. A real ad-hocist. A genuine pioneer of fenestration. This house is in Alabama. It was built in 1980 and costs around $5 million. It is worth every penny. Perhaps more.
Now, I know what you're thinking: "Come on, Kate, that's a little kooky, but certainly it's not McMansion Heaven. This is very much a house in the earthly realm. Purgatory. McMansion Purgatory." Well, let me now play Beatrice to your Dante, young Pilgrim. Welcome. Welcome, welcome, welcome.
It is rare to find a house that has everything. A house that wills itself into Postmodernism yet remains unable to let go of the kookiest moments of the prior zeitgeist, the Bruce Goffs and Earthships, the commune houses built from car windshields, the seventies moments of psychedelic hippie fracture. It is everything. It has everything. It is theme park, it is High Tech. It is Renaissance (in the San Antonio Riverwalk sense of the word.) It is medieval. It is maybe the greatest pastiche to sucker itself to the side of a mountain, perilously overlooking a large body of water. Look at it. Just look.
The inside is white. This makes it dreamlike, almost benevolent. It is bright because this is McMansion Heaven and Gray is for McMansion Hell. There is an overbearing sheen of 80s optimism. In this house, the credit default swap has not yet been invented, but could be.
It takes a lot for me to drop the cocaine word because I think it's a cheap joke. But there's something about this example that makes it plausible, not in a derogatory way, but in a liberatory one, a sensuous one. Someone created this house to have a particular experience, a particular feeling. It possesses an element of true fantasy, the thematic. Its rooms are not meant to be one cohesive composition, but rather a series of scenes, of vastly different spatial moments, compressed, expanded, bright, close.
And then there's this kitchen for some reason. Or so you think. Everything the interior design tries to hide, namely how unceasingly peculiar the house is, it is not entirely able to because the choices made here remain decadent, indulgent, albeit in a more familiar way.
Rare is it to discover an interior wherein one truly must wear sunglasses. The environment created in service to transparency has to somewhat prevent the elements from penetrating too deep while retaining their desirable qualities. I don't think an architect designed this house. An architect would have had access to specifically engineered products for this purpose. Whoever built this house had certain access to architectural catalogues but not those used in the highest end or most structurally complex projects. The customization here lies in the assemblage of materials and in doing so stretches them to the height of their imaginative capacity. To borrow from Charles Jencks, ad-hoc is a perfect description. It is an architecture of availability and of adventure.
A small interlude. We are outside. There is no rear exterior view of this house because it would be impossible to get one from the scrawny lawn that lies at its depths. This space is intended to serve the same purpose, which is to look upon the house itself as much as gaze from the house to the world beyond.
Living in a city, I often think about exhibitionism. Living in a city is inherently exhibitionist. A house is a permeable visible surface; it is entirely possible that someone will catch a glimpse of me they're not supposed to when I rush to the living room in only a t-shirt to turn out the light before bed. But this is a space that is only exhibitionist in the sense that it is an architecture of exposure, and yet this exposure would not be possible without the protection of the site, of the distance from every other pair of eyes. In this respect, a double freedom is secured. The window intimates the potential of seeing. But no one sees.
At the heart of this house lies a strange mix of concepts. Postmodern classicist columns of the Disney World set. The unpolished edge of the vernacular. There is also an organicist bent to the whole thing, something more Goff than Gaudí, and here we see some of the house's most organic forms, the monolith- or shell-like vanity mixed with the luminous artifice of mirrors and white. A backlit cave, primitive and performative at the same time, which is, in essence, the dialectic of the luxury bathroom.
And yet our McMansion Heaven is still a McMansion. It is still an accumulation of deliberate signifiers of wealth, very much a construction with the secondary purpose of invoking envy, a palatial residence designed without much cohesion. The presence of golf, of wood, of masculine and patriarchal symbolism with an undercurrent of luxury drives that point home. The McMansion can aspire to an art form, but there are still many levels to ascend before one gets to where God's sitting.
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