#but never really gets explored with depth after the first two games
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da2 had a lot of flaws but i wish it's reception had been warmer because there's one thing i think it absolutely got right: shifting the location and telling a low-stakes story (by the standards of the next two installments with its world-ending crises i mean). i think they could have gone on like that for more games.
da3: move to orlais and stay grounded to orlais and expand this one country's situation intimately, centering the civil war and the game.
da4: move to antiva and do the same. tell a story with assassin intrigue, the crows, sinister plots from behind shadows...
da5: move to rivain, or tevinter, or anderfels or...
easy way to have a new protagonist, new cast, and new lore each time without having to deal with past player choices too deeply but still leaving plenty of room for cameos and easter eggs
#ofc it would have to end at one point#but i think instead of an epic trilogy built up like mass effect#we could have had all these stories about a world that is actually so interesting#but never really gets explored with depth after the first two games#dragon age#dragon age origins#dragon age 2#dragon age inquisition#dragon age the veilguard#bioware critical#mine
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Explaining & Exploring Caleb's Behavior in Homecoming Wings
This contains spoilers for what happened in Caleb's Homecoming Wings main story update, especially Night Unending so I'd suggest finishing reading it before reading this because this is just me talking about Homecoming Wings.
Before I begin, if you dislike Caleb that is completely your right. If Caleb upsets you that is completely fine. Additionally, this also isn't a justification because let's be real even though as far as yandere's go I don't personally find him that intense he was acting pretty crazy in his main story. Also wanna add that nobody owes Caleb like understanding of his character at all if it's that bad for you. This isn't being written with the intention to change minds or that you have to suddenly like Caleb cause of it. I'm just really obsessed with this man.
I mainly just wanna add more nuance to the topic of Caleb a bit? Because while he is and was certainly unhinged I don't like the idea of people labeling his behavior as him doing crazy stuff just for crazy sake or purely because he's a red flag. Because to reiterate he is def a red flag and more than a bit unhinged but he isn't ONLY that and I don't believe his behavior is based solely on being that but a myriad of things.
For instance, the most problematic and controversial moment in the main story is when Caleb gives MC medicine which results in her soon after noting drowsiness. Many people are of the opinion that Caleb purposely drugged MC, some think it was an act especially ill-intentioned. I personally believe it was not as malicious as it came off considering MC was indeed sick and the cold medicine she took helped. But it's also implied that Caleb gave her the medicine knowing that it would make her drowsy. Anyway, I'm not going to debate whether it's right or not.
Rather, I am more interested in the reasoning. That reasoning is simply that Skyhaven is highly dangerous. Throughout the main story, I can think of at least two incidents in which MC finds herself in danger. The first is with Viper who in the story attacks MC. While MC obviously manages to at least fend off Viper she still struggles and it ends up being Caleb who saves her.
This of course makes sense to me because MC is first and foremost a hunter. She's trained to fight wanderers, not what sounds to be experiments meant to serve as weapons considering Viper is either quite obviously a cyborg or made to some extent of machine.
The second is when MC manages to chip and track Caleb and follows him to the Farspace Fleets clean-up. Which MC finds out is actually them getting rid of ridhuman-turned-wanderers (from what is implied to be unethical experiments). She gets attacked by a bunch of wanderers, injuring her knee but is yet again saved by Caleb.
What I mean to say isn't that MC is somehow defenseless but rather she is completely out of her depths with Skyhaven. It's not a lawless land like the N109 zone rather it is a strict place to the point it exudes almost a sort of oppressive feeling. Crazy, messed up stuffis clearly going on there that MC has only begun to unravel, and will perhaps never truly grasp. Of course, this is not her fault as Caleb is stubbornly insistent on being secretive and won't tell her. Though the "won't" is closer to a can't (due to circumstances even we the players have yet to be fully aware of other than what the game seems to imply).
Where I'm going with this is not only is Skyhaven much more dangerous than N109 zone but on top of that realistically speaking compared to Sylus, Caleb is pretty much powerless. His role is that of a pawn and he has much power as is desired of his role. Sure he can order and boss people around as Colonel but what good is any of that when he lacks the true power needed to protect MC?
It's already clear that the professor that Caleb is implied to have made a deal with in order to protect MC has his sights set on her. Even more by how Kevi who was "saved" by the Farspace Fleet ended up becoming a part of this professor's "family" suspiciously including Viper and a seemingly present Caleb it seems that the Farspace Fleet and this professor is connected. I don't think it would be a stretch to presume based off of this that it's all connected to the Ever MC is looking into.
Considering all of this, what can Caleb, a pawn meant to be eventually cast aside for a better piece do to protect MC when his power is so limited? The answer is, of course, to hide her. Which is why on several occasions in the story he restricts her movement (by locking her up). He obstructs her goals on several occasions not because he's a red flag but rather because he knows every goal she intends to complete will put her under the radar of the exact people who will hurt her, and who he wants her hidden from.
Which is why he even gives her that cold medicine likely knowing it'll make her drowsy because if MC was actually successful in her attempts in rescuing Kevi from the fleet's grasp (and by extension the professor's and possibly Ever's) then she would be put be in deep waters. Everything Caleb does is so seemingly in order to protect MC even if it means being in misery and pain, even if it means upsetting MC, even if it means the only person in this world he cares about ends up despising him. To Caleb, none of that matters if she's safe.
However, Caleb is completely powerless, defenseless, and weak under the authoritarian (and so far mysterious) system of Skyhaven so his only option is to play the villain to keep her safe as otherwise means to let her get hurt.
Because of all this, I even personally believe that Caleb is more overprotective than he is possessive. It's just that it wraps back around to being possessive. It's a lot more than just him loving her, than him wanting her to be his but that he believes that despite his powerlessness that he is the only one who can protect MC. That the only way MC can be safe is with him. This is purely because Caleb has been playing the role of MC's protector, her shining knight in armor for so long that it's deeply entrenched in his identity. He cannot imagine himself living life as anything but someone who protects MC. In fact, I'm of the opinion he believes his only purpose is to protect MC and keep her safe. The only thing that keeps Caleb alive and somewhat sane is this role he clings to desperately. Not because that is what he is but rather it and MC is all he has left. Without it, he is nothing. So perhaps, in this regard despite how much Caleb tries to convince MC, it is he who needs her the most rather than vice versa.
MC can survive without being his princess just fine. Rather, MC even doesn't have the slightest desire to play the princess role Caleb seems to want her to. Her consistently communicating to Caleb the sentiment of "I don't need you" is exactly that. It's not just her refusal to play the role of a princess, not just her denial of Caleb's role as a protector but a rejection of him entirely because even as MC's gege he has only existed as a protector to her. She might as well have just told Caleb "I hate you" which is why I believe after hearing it he almost always seems to snap. He doesn't see it as an assertion of MC's independence (which I personally do) but as MC wholly, entirely rejecting him. Since what even is his purpose if he can't protect MC? What's his purpose if she doesn't need him like he's always needed her? What's the point of having lived and suffered all the way up until now if MC doesn't need his protection?
I feel like a lot of his behavior in Homecoming Wings, especially in Night Unending can be explained simply by this. Caleb's only role, his only purpose is to keep MC safe. Even in the nearing end of Captive Bird where his snapping is less about his role as protector and more about his deep feelings towards MC and his role as her family and MCs albeit understandable insistence on imposing it, he still clings to that role of protector. He still obsessively talks about protecting her, about keeping her safe because again, that is the only purpose and role Caleb has known his entire life so that role is as connected to his feelings as anything else. Ironically enough, despite him resenting the role of being MCs gege he still retains an identity of it.
#lads#lads caleb#lnds#lnds caleb#love & deepspace#love and deepspace#love and deepspace caleb#character analysis#caleb#lds caleb#xia yizhou
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“Wow I hope BotW gets a sequel someday…” - my TotK summary <3
It’s been a year, and honestly. I did not complete that game at all. I watched lets plays and cutscenes in youtube and a few playthroughs of my friends. And every time, my regret of buying this game grows ever so slightly. I know I sound mean and harsh but I prommy I got nothing against ppl who actually enjoyed TotK. This is more of my personal experience of how my excitement playing this game completely burned me out less than halfway through the game.
Gameplay
I’ll start with gameplay first, as I have issues with it. Let’s start with the physics of the game itself. Ngl, there was a small worry in the back of my mind when I realized there would be in-game physics and that you have to rely on those said physics. I personally don’t have a good experience with game physics and they usually tend to frustrate me. Which somewhat happened when playing the game. It didn’t happen too often, thankfully, maybe because the zonai parts didn’t tend to last long. Speaking of Zonai parts and builds
I wish building Zonai stuff was a bit more fun. Or at least give us more time to experience our builds. We already have a disadvantage by having a limited amount of batteries that you have to slowly upgrade throughout the game. So, seeing that one of your Zonai pieces starts to flash and disappear is annoying. I understand we can obtain more zonai parts throughout Hyrule, but I wish it lasted long enough. Also, the fact that you can’t really travel a lot in many of the builds, oh how disappointing it was to build a cool Zonai truck with big ass wheels but get frustrated that it couldn’t pass through a few bumps on the road. I feel like the Hoverbike is the best Zonai build of the game.
The Ultrahand is fun when trying to solve puzzles or merge random items. Fusing weapons, on the other hand, is my favorite thing in the game. There’s something really satisfying about fusing a really powerful weapon together. I really don’t mind that the weapons are breakable if that means I have a spot to make a strong weapon. Weapon durability never really bothered me. Both games push you to explore around to look for weapons. I think it would be boring if they weren’t breakable.
The shrines are a big improvement from BotW's shrines. I wished there were more challenging Shrines over the many King Rauru blessings. I can't really say much about the dungeons as I only completed two out of the five. But I think there was a bit to be desired; it's almost a Zelda dungeon.
Sage abilities. I want to speak to the game designer who thought it was a great idea to activate the sage abilities with the same button you click to pick up items on the floor. A total downgrade to the way you’d activate the Champion abilities in BotW.
Rupees. I would like to speak to the game designer who thought it was a great idea that you now have to manually press A to pick up rupees from the floor rather than casually walking in front of it to automatically pick it up. From my previous point, do you know how many times I’ve tried to pick up rupees only for Tulin’s ability to fly them away from me?
The sky islands, ohh boyyy, finding out that they had to reduce the amount of sky islands is disappointing, but I understand in a game design aspect. BUT it is disappointing that the game was advertising itself for the sky islands, only for there to be very few in the final. Like remember back in 2021 when they were advertising SkSw HD, and then i think a year later a totk teaser dropped and Link was falling from the skies? Good times ❤️
The Depths: I enjoyed the Depths a bit more than the Sky Islands. But it does get boring after a while if you’re not there to fight monsters or look for treasure, which is also disappointing. I love the OST descending down a chasm and entering the depths. Also, don’t get me started on how frustrating it is to use Zonai builds there compared to the surface or sky islands.
I think those are all my thoughts on the gameplay. I still have a few more issues with it but I feel like it mixes with the story so lets get that over with
Limitation vs Freedom
My biggest issue with this game is that it gives you the freedom to do whatever you want. However, there is still a story attached, and the story still wants to play out linearly. So, we have a game that grants you total freedom on how you want to play this game, but the story is still linear. But even if you decide to experience the story while doing dungeons and shrines. The game doesn't update with the piece of information that you discover.
The Dragon Tears are a really flawed way to experience the story. Zelda's memories are scattered across Hyrule; the number of times I've seen ppl say they accidentally got the tears out of order cause they thought it was similar to BotW's way of getting the memories. Basically, if you happen to be near one memory, you might as well get it cause it'll get annoying to go back and forth. Only to the person's shock, they got a cutscene meeting the Queen and King and then going up the Hebra region as that's the closest memory from the previous one. Just to see Queen Sonia dead on the floor.
What also bothers me is that the game doesn't update when you make a discovery in these memories. For example, I found out that Phantom Ganon can transform into Zelda in the memories and walk up to the NPCs in hopes of a change of dialogue. But getting nothing, walking up to Purah, Tulin, then Yunobo, and seeing no change of dialogue got really tiresome. It's as if the game doesn't believe you're smart enough to connect the dots.
Also, for people who decided to explore and get the Dragon Tear memories before entering any dungeon. There is very little change of dialogue, suddenly the game strangely punishes you by not letting the npcs acknowledge what you just discovered. While it's not an actual in-game punishment, you're stuck with characters asking a million questions that you already know of. Suddenly, the game's freedom to do whatever you want gets put to a halt because you decide to have the freedom to experience the story however you'd like.
NOW I get to move the part that I’ve been waiting (dreading) for!!
Lore
Sheikah Tech…I don’t care how simple the explanation is on why they are gone. It is probably the dumbest explanation I’ve seen. The fact that it wasn’t even questioned in-game and by the developers baffles my mind. How does it vanish in thin air? Their explanation is that the Calamity no longer exists doesn’t make sense to me either. The Sheikah tech has been there for more than 10k years but only in a dormant state. I don’t want to ask any more questions, or I’ll be here all day, but it drives me up a wall how the lore of the Sheikah got shafted to the side for the new stone technology aesthetic. Speaking of which-
Zonai in general. The fact that WE DONT EVEN GET LORE from the Zonais aside from being viewed as gods is sooooo ughhhhh I wish there was more. Why are there two remaining Zonais? (This probably got answered tbh but idc to look) Who’s the ancient hero and how come he looks like a Zonai or just in fact a different race we’ve never seen before?
Draconification…god. I have many thoughts and also many thoughts about the secret stones. It is an idea that I find interesting and could’ve worked for me. If it didn’t contradict itself in many aspects, as in how becoming a dragon, you will lose your sense of self. I think it would be a nice foreshadowing of the fate Zelda could’ve had. I think making the other dragons take a role in that and expand on it would’ve worked. Idk I think instead of implying it, it could’ve been expanded and shown a lot more severity of the situation.
Apparently I don’t got much on lore, but you know what I got much of????
STORY
This one is going to be a FAT one so bear with me. God where do I even begin here, I'm going completely omit the part where the game feels like it’s gaslighting you through the npcs cause I feel like everyone knows that.
My biggest frustration with this game is that it has such interesting story concepts and cinematic moments. But I can’t but feel like these moments were there first, and everything else was built around it. However, whatever suspicion I feel about how they created this story, only to my shock and horror that there isn’t a credited group of people in the credits, only an outside team (company?). Before I continue, I think it’s dumb when people say TLoZ didn’t have much of a story when previous Zelda games had a storyline to follow (OoT, MM, WW, TP, fucking…even Link’s Awakening, and more). So yes, TLoZ does have stories. It’s not just about the dungeons if I'm being honest.
What I find so odd is that Monolith Soft has games such as the Xenoblade games, where the latest game of that series does have a credited team of writers. Hell, BotW had two credited writers. But I won't go far speculating why they decided to hire a company outside the team to write TotK; it is only interesting to me why they did that. Since there really isn't a solid team of writers, I will focus my issues on Fujibayashi as a story writer; after all, he is the director of this game. And I've seen multiple interviews after the game's release where he explains a lot of the game's "lore" and story that should've been easily explained in the game in the first place. I think this will be me sharing my opinions rather than critiques... boy where do I even begin...
Sages—the ancient sages, not counting Mineru, are pointless. I felt no connection seeing the Ancient Sages meet their predecessors. Can't believe Age of Calamity made me feel more strongly about the Champions meeting their predecessors than the ancient sages did. - I also think they really don't share anything important. Maybe the first time, yes, but you could easily remove their cutscenes and just have Mineru explain how everything went down, and nothing will change. - Now, to the present Sages, I can't really say much, sadly. Tulin and Yunobo were the only characters for whom I completed their quests, and I enjoyed their character arcs, especially Yunobo's. If I could pick up TotK again, I would try to do Riju's arc, as it seemed really fun to play from the playthroughs I've seen my friends do. I don't really care for Sidon. Before I dropped the game, I was going through his quest and got really irritated fast for many reasons that I have mentioned here previously.
King Rauru and Queen Sonia – There has never been a character that I've enjoyed where I think they deserved much better than what they were there for. I get it; Sonia was only there as the character to be killed off to move the plot forward, but oh my god...I could've saved her. I wished we could've seen her more involved in the story than just standing by Raruru's side. - King Rauru, my brain turns foggy when I think of this man, and sometimes there are too many words to explain my issues. But to water it down, I feel we centered ourselves too much on these characters who don't even affect the main protagonist to some degree. Sure, King Rauru first appears at the beginning to show you his magic hand abilities. But I guess I was hoping something like how the previous TLoZ games had your companion help you throughout your journey and are the key fact of many things in the story (Midna and KotRL appear in my head when I mention this).
Zelda—sighhhhhhhhhhhhhhhhhh. I think this game would've been 10x better if she had been the protagonist. I know it probably wouldn't make sense because she turns into a dragon by the end but Idc. What frustrates me about Zelda is that she's given very few options. It's a war or nothing. It's becoming a dragon or being stuck in the past forever. I guess that's the tragedy of her story, but instead of me feeling sad, it frustrates me.
Link—Oh god, here we go. Link has a very small role in this, and you can disagree with me. But how is it possible that this is one of the few Links that has little involvement in the story? Link just happened to stumble into a bigger mystery than it already was. Link didn't even prove himself to Ganondorf why he's a threat to him aside from the first cutscene and Rauru.
Ganondorf - .........I hope this is the last time we see Ganondorf in the series. I know that sounds shocking, but if Fujibayashi is going to take the lead in storytelling for future games, I don't want him to make another iteration of Ganondorf. To me, Fujibayashi works better by making completely new Zelda villains. Ghirahim and Kohga are perfect examples. Ganondorf in this game was so underwhelming and disappointing. He never directly confronted himself with either Link or Zelda. Gameplay wise, he's great, but the story? What is he doing here? Literally, it feels like they only brought Ganondorf back because people questioned about Ganondorf back in BotW.
Conclusion
There are many aspects of the game that I enjoy; however, in my case, the bad outweighs the good. That's why this game frustrates me: There was a lot of potential to be seen. There is probably more for me to say that I'm either intentionally leaving out or just forgetting cause there are many things. Happy one year TotK 🎉🎉🎉
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Dragon Age the Veilguard: My Thoughts
I have played through all of the latest Dragon Age installation (except for two side quests in Rivain, and one blighted dragon that I was locked out of for the entire game due to what I believe was a bug) and I have things to say.
After finishing it I had so many conflicting thoughts and feelings, and those internal conflicts have only grown after letting the experience marinate.
I want to start with saying that I am writing what I'm going to say as a nonbinary, queer, bi, pan, poly, “leftist” progressive feminist vegetarian working at an NGO LGBTQI-organization, so you can safely assume that I am not coming from a grifter or alt-right point of view.
To give you an idea of where I am coming from:
I grew up reading folktales, mythologies and fantasy literature by Pratchett, Tolkien and Eddings; playing the Swedish version of Dungeons & Dragons, making role-playing games, and programming text based fantasy adventures in DOS as a kid. That's how I ended up in this whole fandom in the first place.
I am an original Dragon Age fan. I've followed and absolutely loved the series since before the release of Origins. As I watched my friends play Baldur's Gate 1 and 2, but never had a good enough computer at home to play those games myself at that time, I was elated when I got to hear talk of a game universe that was the “spiritual successor to Baldur's Gate”, and I followed all info on the development and marketing, until the game was released. And boy did they deliver, Dragon Age: Origins converted me into a gamer and cemented my love for cRPGs as well as my love for BioWare.
I did many playthroughs of Origins; every origin, good runs, evil runs, canon runs. All the DLC. Several runs of Awakening. When the demo for DAII was released I was apprehensive due to the really weird look so it took me a while to play it, but when I eventually did it was amazing. The companions and the story were stellar, and it didn't really matter that they reused the dungeons, I just wish they had updated the maps so it wasn't as obvious. Several playthroughs later with both siblings, all romances and different allied endings I was ready for the next installation.
I pre-ordered Dragon Age Inquisition as soon as it was possible, the collector's edition, so I ended up learning tarot to use the deck that came with it. I bought all the art books for all the games. I kind of wanted to stop playing Inquisition at the 1337 hour mark but now I have over 2000 hours in the game, with all the DLC completed, and I've played every race and class, explored all the different ways the character can be portrayed as devout Andrastian, carefree selfish asshole, elven supremacist or goodie-two shoes hero, and I’ve even written a guide to how to get the best DAI experience here on tumblr (tldr; get out of the Hinterlands, talk to companions, skip the shards 😅).
And then I waited for ten years. Played Mass Effect 1-4, Fallout 3-4, Skyrim, Witcher 3, Baldur's Gate 1-3, Horizon Zero Dawn and Forbidden West, Elder Scrolls Online, Star Wars: The Old Republic, Divinity: Original Sin 2, The Outer Worlds, Cyberpunk 2077 and Starfield to bide my time. Followed Ghil Dirthalen's YouTube channel religiously. Read most of the Dragon Age Wiki, even contributed to it. Made my own mad person mind maps over the lore and timeline of the universe; the Maker, the titans, the spirits, the elves, the veil, humans, Tevinter, qunari, the blight, Andraste and the Chantry.
I love the darkness and depth of the Dragon Age universe. How it consciously turns fantasy tropes on their head in its own way. I have memories of the writers of Origins explaining that when they created the setting they wanted to contemplate how the existence of magic, elves and dwarves actually would play out in a gritty realistic world filled with bigoted and narrow minded people, and then followed through with those conclusions. How the plight of the elves had clear connotations to the holocaust and the Jewish gettos of Europe. It was a curious series not afraid to follow their own trains of thought, making you nauseated, flabbergasted and upset on the way.
I followed the twists and turns of the development at BioWare. Through development being halted due to teams being moved to Andromeda and Anthem, the pivot to and from multi-player live service, mass leavings and layoffs, teaser trailers, Kotaku articles and whatnot. It was a roller-coaster pendulum swing between being afraid and hopeful, oftentimes at the same time. I refused to completely give up hope, I never did, and I was immensely excited for the release of Dragon Age Dreadwolf.
Eventually it came! Name changed to Veilguard. A quite weird League of Legends-esque companions trailer. A spoiler filled gameplay video. Marketing team spoiling endgame scenes with official trailers. Rumors of amazing character creation and a shocking reveal that only three choices would carry over from the past three games. We already knew the Keep wouldn't be used, but only three? Nevertheless I pre-ordered and then it came.
And I played it.
I loved it so much, but at the same time I had so many deep grievances that threatened to take over the whole playthrough unless I somehow managed them. I had to create a document that stayed open at all times on my second screen just so I could write down things that I just could not let go otherwise, that made me able to keep focusing on the game and not the hard to swallow moments I was getting stuck on. I have never experienced anything like this before, but on the other hand I have never loved and been invested in any game fantasy universe like this.
This was the result of all my reactions to Dragon Age the Veilguard:
THE LOVE
Things I really loved
the lighthouse <3
the look and graphics of every place, the game is absolutely stunning, and the visual people have outdone themselves, the level designs, the environmental storytelling is amazing and beyond
the cities, the markets, I LOVE LOVE LOVE them, and they give so much cyberpunk 2077 vibes in a good way
dock town gives awesome low town vibes from da2 ❤️
the main story
the new lore drops, omg the lore, yum yum
buskers playing the old tavern songs, just love it
the blight, visually, oh god I loved it, it was really a throwback to the fleshyness of the Deep Roads in Origins
the new look of the demons, I actually loved it eventually as I was first sceptical, even though the pride demons were abit too much floaty neon
so many new iterations of enemies, in such fun ways
the faction systems and factions stores
the companion gear systems
the gear system, upgrade systems
the short letters ❤️
the leveling up systems, really funny, great to be able to refund at any time
the world maps and fast travel systems
the cards where you chose your companions, stunning
the scene in front of the lighthouse eluvian, awestriking
the companion conversation system where you could see on the map of the lighthouse if they had anything new, or a quest or where they were if you wanted to eavesdrop - it was very refreshing after talking to everyone in camp in bg3 every night to see if there is any new reaction to something you did, now I could just talk to them if they had something and not compulsively all the time
the quest formats of walking along with your companions in areas you otherwise can end up in battle in, loved that so much, a calm way to experience these absolutely stunning environments
the combat system on explorer mode, when at highest level the animations that played out were mad cool XD that was fun!
that you can walk into and climb ladders at the same time as companions and that they teleport to you or enemies in battle, lovely
squeezing through narrow passages, sliding down, walking on thin planks
the no fall damage jumping
opening doors like in dark souls games
that lucanis had a contract on a bronto once XD
elgar’nan has an amaaazing voice actor giving weight to his menace
loved the format of the ending in the style of mass effect 2, so well executed! one of the best endings of all times
the varric twist OMG!! I cried ❤️
I have cried and have had goosebumps so many time during this game ❤️ I love so much of it so much ❤️
the hype for what the "devouring storm", "the adversary" and "it's eye" is, and a potential next game
the joining chalice T_T
THE MEH
Things that were meh
that the romance was super PG13 T_T I guess I am spoiled after bg3 but to get a peck and then a lying hug on a couch and an "I love you" was of course wonderful, but NOT ENOUGH XD I absolutely loved the Lucanis romance otherwise, very spicy in it's way, but I really wanted the scenes of origins, da2 or dai - we honestly didn't get that here
wasn't a fan of the cartoony vibes for the characters but I still grew into almost immediately, I really wish that they had done something to not make all important characters look so extremely young, some people who should be in at least their 30s look like teenagers.. they should have used more rugged face textures
that there was no real way to make your inquisitor look like your original inquisitor like in they did with hawke in Inquisition, kinda broke immersion and emotional connection
the controls (ok remappable so it was fine in the end)
the lol dota fortnite overwatch type of ui vibe
whats up with all this drowning all the time XD
that you have to destroy stuff to loot it - very dark souls (they have clearly been elden ring inspired in this game) - very unimmersive as you trash the markets in all major cities…😅 but in the end it was fun, but still insane XD
repetetive puzzles in especially arlathan forest, wish they made more meaningful quests there instead to slow the pace
wish I never watched the game trailers they released, they spoiled too much of the
would have loved to be able to zoom in a bit more
too many cats XD 😉
the music was more like starfield or a scifi game than dragon age - there was a lot of modern music instead of the classical brass orchestra or choirs, I missed that
I missed the chantry, and the chant of light
personal quests starts like in the shadow of mordor games, interesting, a bit weird 😛
THE 😬
Things that I did not like
that I could not recreate a body that is similar to mine (and I have a completely normal female body that is just kinda curvaceous) because they put an unrealistic cap on boob and butt size, it makes me really sad because it feels like there is something wrong with existing like me, especially since women like me are the only ones not allowed to be included and represented in a game that otherwise prides itself at inclusion and representation
the stressed opening throwing us into the main action of the game far too quickly with far too little buildup as to who your character is, how they were drafted by Varric, what they have been doing, why they have been split up, what their relationships are like and why you should care about your own character
the gold exploding everywhere when looting or opening chests, it is really immersion breaking and unnecessary, I really hope someone can mod that out
the new look of the darkspawn: I like that there are so many different types and the amazing idea that the blight has changed, but they obviously went for comedic effect instead of horror here which makes me so sad, it feels like it ties in with other choices that make the game more juvenile that are hard to reckon with, especially since the game is marketed as “mature”
the new combat system on anything other than explorer, a huge nope for me, unfortunately, but I can only congratulate all those that seem to love it
that we, true to american culture and despite healing magic existing in this world, get death scenes of people just sitting and watching someone die crying for dramatic effect instead of trying to help them… it irks me every time it happens in any media
that you cannot sort your inventory by any values or show only light or medium armor or anything, a missed opportunity

THE 😭
These last grievances are the hardest ones to put into words and the things that have stayed with me since I played the game. They have given rise to so many questions as to why these choices were made, because these things are so obviously choices that it becomes really hard to understand why they would chose to go this route.
But here they are, the three major grievances I have with this game:
1) the lore breaking or retconning
2) the writing regarding companions, NPCs and its ideas of "teambuilding" and preaching
3) that there is so little real choice
The lore breaking or retconning
That there is much lore that is missing, and many choices or things from the previous games that are not referenced, felt a lot more okay than the instances where actual lore and world building was retconned in a way that was not explained in any capacity, but where you were just supposed to live with the fact that this is the new reality of the world.
I am not fully sure why this happened, and it felt really disrespectful to the game itself, its previous creators and all those who love this universe. It feels like they did it for two main reasons: one was that they wanted to remove things that could be somehow perceived as “uncomfortable” or “problematic” to the player, and the other was in instances where I think that the writers did not have enough knowledge or interest in the world lore, or experience with playing the previous games, and thus missed important pieces of lore where they had taken part of just some of previous codex entries and just kind of gotten it wrong. I really don’t know.
They seem to have retconned and thrown out the window all previous elf lore regarding dalish and city elves, that dalish elves are very hateful towards shemlen, and that humans are generally racist against elves, and that city elves are oppressed, and that they are often andrastian, and that not all elves even speak elvish…
Playing an elf mage warden was a rollercoaster of people talking about "my people" when I most likely grew up in a mage circle and was drafted to the wardens and should most likely not speak old elven? All elves just talked about "our people" and "our culture" like if that was a thing constantly, but it is so much more complex in this universe. And it seemed all elves just suddenly knew elvish, which was not a thing in the older games, that was like a cryptic language people didn't know much about.
The weirdest scene in the whole game that had me rubbing my eyes to make sure I was seeing and hearing correctly was the one where you meet the Veil Jumpers for the first time and the two leaders of the faction for some unknown reasons had knowledge of Solas being Fen'harel and most importantly that the old elven gods were power hungry evil mages. Like, that should not at all be any kind of common knowledge, that just felt absolutely insane. No explanation given as to how they could have pertained that bit of info.
And there was something really off with Arlathan, where the whereabouts of the ancient elven capital was like the biggest mystery of the previous games; no one knew where it had vanished, it had just been buried according to legend, and suddenly there is just a large crater in the middle of Arlathan forest and loads of city parts kind of left? Just, really strange.
And all this talk about the Tevinter blood magic destroying the elves while walking in that forest - where we literally just learned in the last game that it was not Tevinter that destroyed the elves, but the elves themselves and that when Tevinter came they were long gone, which makes those throwaway conversations just like this huge retcon of the last games. Kind of like someone reading the early lore and being like, aha, this is what happened, without also taking part of the events that showed that as being a false belief…
And it feels like this was done because it fits in with this whole new idea of “elves good” and “man bad” vibe of the story, where elves had been turned into some kind of indigenous population that were fighting the evil colonialist Tevinter? Which is not at all the original lore; in the original lore pretty much everyone’s an asshole in different ways (even if Tevinter are more assholes than most).
They have also removed a lot of the difference between surface dwarves and thaigh dwarves with their quite oppressive cast systems and racism towards the surface dwarves and peoples.
And they made the chantry into the catholic church in Antiva, is that really lore friendly? The chantry run or other mage circles aren’t really referenced anymore, even with several new organisations around that forming after Inquisition no matter what choices you made, and mages aren’t really treated any special, and people don’t seem to be afraid of them or revere them as they would in the rest of the world or Tevinter, and magic has been turned into some kind of scifi magical tech instead of what it used to be.
And apparently dragons have treasures now, but they never used to have that, so that's another thing where it feels like the writers did not write for the Thedas but for like generic fantasy.
And the Crows of Antiva are only a friendly family instead of an unscrupulous child buying assassin’s league (I hear that has kind of been explained in some written media by a war between the different crow factions, but they could have somehow then explained that...), and the pirates lead by Isabela - one of the worst perpetrator of cultural theft known from Dragon Age 2 where she stole the Tome of Koslun, with so little care as to return it to the point that a war with the Qunari broke out in Kirkwall - are not pirates but culturally sensitive treasure hunters, but of course without explanation as to how this could come to pass.
I have seen many people complain about things and references that are missing but that actually ARE in the game, and that is why I am not as upset about the missing lore because I know that there are probably a lot of that lying around in codexes and scenes and little NPC conversations and such that I have missed, just as many others have missed a lot of things. But those things that ARE there, that break the earlier lore without any given plausible explanation, that is what hurts.
The writing regarding companions, NPCs, "teambuilding" and preaching tone
Generally people are just too happy and cheery almost all the time.
I've heard "you've got this" WAY too many times - the disconnect between the dark lore and world and the NPCs who are so unphased almost all of the time, except for when emotion is needed for a scene, is too large. There is way much more cynicism needed here to reflect the evil in the world and the actual goings on around. This constant cheeriness was present in both companion dialogue and NPC interaction.
This game is obviously themed around building "a team" - that's the main premise, but the idea the writers have about how you do that doesn't feel based in reality. It feels like the power fantasy of nerdy queer computer developers on how they want people to feel or operate. Rook is made out to be a good leader because the question "are you ok" is used in any and all (not always reasonable) situations. Romantic questions are blunt in a way that not everyone would be comfortable with, but all companions are still happy with that in-the-real-world not very successful flirting style, and it feels like that is a power fantasy of writers who just wish the world would function like this.
You as Rook feels like your companion's mom and therapist, and their struggles are so juvenile and safe that they are about that they cannot sleep, forget to eat, that their mom told them to do something, that grandma might not approve of them, or that they do not like vegetables… And you tell them how to live their lives; they should eat, and sleep, and lots of other cliches, but the game also tells you as the player through companion dialogue that it is also good to do breathing exercises, drink less coffee, eat more flax-seed because it's good for your stomach, and how often you should shower. I as Rook even gave the mega ancient goddess Mythal modern style RELATIONSHIP advice, I wanted to sink through the floor…
This game feels preachy in a way that I have never ever felt in a game, it is like there are some writers there who just discovered that mindfulness, flax-seed and personal hygiene are good for you and now have to tell that to the WORLD. If kind of feels like they were envisioning us players some young vulnerable gamers that they needed to save with their hard earned life wisdom. I feel like the writers behind a lot of the companion interactions were not suited to write the kind of deep meaningful content that you expect from this kind of game.
The amount of times I have heard "Thank you" and "I am sorry" in this game is insane. The characters thank each others and apologize constantly like there is no tomorrow, and they resolve their differences within two sentences like - "I hate your whole way of life" - "Oh, I'm sorry I wish you said something sooner" - "Oh, no, I am sorry, I should never have called you assbag." It's just… so much bad writing, I don't know what to call it, it's shallow and flat and I just wish it was so different.
A whole lot of the preaching style could have been remedied if there had been more “show, don’t tell” in this game. It feels like the writers have forgotten that when you want to convey a moral, cultural, artistic or political message through a piece of art, like games are, you need to do it through the power of allegory and not just by having characters outright saying what is right or wrong.
For example, if the message that you want to get across is that cultural piracy is bad, you should not have a character posture for an organisation just telling you how good they are for returning treasure to cultures they come from; you should write a quest where you dig up a piece of treasure that gives you some kind of power, but where you later find out this is an important cultural relic of some lost tribe that really wants it back, and where you as the player have to grapple with the weight of that moral choice. Even players who would then choose to keep the relic for selfish and power-grabbing reasons would still feel kind of morally bad, and they would still get the message you are trying to convey. This kind of mechanic in storytelling is something that is missing throughout the whole game when it comes to different moral, social or cultural messages.
Also, in the character Bellara the retcon or writing for a different universe and strange companion writing converges. She namely talks about herself as autodidact - that she has learnt not by studying but by poking around and figuring out what goes boom - but at the same time she has many discussions with professor Emmerich about academic stuff and she uses all the fancy words, words that are also out of lore-words, about frequencies and things that come rather from Elder Scrolls and sci-fi universes, whereas in Dragon Age magical power relates to blood (titan blood, human blood, blighted blood and so on) or the fade and spirits. A person who is self taught by only learning and doing would not at all talk like that "you need to huperflux the enchantment-condesator", they would say "you know that feeling you get when it's about to go boom, that's when you do like this show and hold your breath" or something.
That there is so little real choice, you have only one personality and morality
You get very little choice in this game, so little that it almost no longer really feels like an RPG. Especially around who your Rook is and how they act, oftentimes they will just continue talking and say things about their life and background that you had no idea about and had never chosen. You are getting to know your character at the same speed as the NPCs of the game.
For a while while playing this game I honestly thought I had lost my ability to read and understand the English language, and was making plans to try to regain my language skills, because I had never before experienced such a disconnect between what you choose as a player and what Rook actually says. I realized later that this disconnect was not only felt by me but by others as well, and that there is a large disconnect between the options and what is said.
I don’t need to be “evil” like you could be in Origins or can be in the Baldur’s Gate games, but at least I thought you could be a kind of paragon or renegade version of Rook, or at least that you could form your personality like Hawke and be kind, funny or harsh - but not even that. Rook is more pre cooked than Geralt in the Witcher games, this is more of an interactive movie in many places, so many that I wish they were more honest about that and made those conversations more into quicktime events where you would just experience the scenes like in Detroit Become Human or games like those. The illusion that there are RPG choices where you have less choice in dialogue than you had in Fallout 4 is just hurting the experience, and especially hurting any immersion and connection you can have with your player character.
You are only allowed to be heroic, and just one type of heroic; not the one that is ready to sacrifice things for the greater good or to get things done, but only the goodie two-shoes hero (that for sure oftentimes is what I play, but which feels meaningless unless there is an option to go another route).
The most glaring example of this forced morality that pretty much breaks the fourth wall was when Rook goes by a scene in a blighted city where several people have been hung and says very dramatically that “this shouldn’t happen anywhere” and then proceeds to murder 20 Venatori agents with zero thought as to who their mothers, children or pets are. That comment did not feel like a legitimate comment that would be said by a Rook as created by genuine interest in the character or their connection to the world, but much more as a clear “social posturing” or “virtue signaling” for the player behind the computer screen that this is a good person, and that they are good according to the only specific moral view the hero is allowed to have (no chaotic good allowed).
It was also very present in Rook's interactions with Solas' memories in the crossroads. When confronted with a memory of the blight being created and threatening to spread to the whole world and how Solas sacrificed ONE of his agents to guarantee that the blight would not spread to the world the only way to react to that was the Solas was a horrible callous and evil person for not saving this one person and possibly condemning the world. I think they somehow meant for Rook and Solas to be moral opposites, where Rook would always protect the little people against oppression and Solas would sacrifice the little people for his missions, but it really feels so off to not have any say in your RPG characters moral values, even within the tropes of heroes.
This kind of virtue signaling is also present in many other parts of the game, used not to deepen the characters but to position them as the "good guys", and my best example here is how they handle Emmerichs vegetarianism. It could have been a really interesting trait that could have resulted in interesting conversations about morality, mortality, spirits of animals and flesh - but instead this trait is mainly used to position the other companions as good because they have (wow, time to get impressed) remembered to cook vegetarian food for Emmerich, several times even (naaw, that is so nice and inclusive of them, uwu). This cheapens the whole thing and makes it instead feel preachy (which it is at this point) and it's such a wasted potential.
And when it comes to the choices in the main game there is only one big choice before the suicide mission ending that is major and creates some replayability, but it doesn’t have a particularly large emotional effect because you have not come to know the places enough to care about them properly. The choices you make in the companion quests are, with the exception of Emmerich’s quest, so shallow and just affect their gear instead of their stories in any meaningful way, that I just wish they didn’t have any choices at the end of the quest lines.
SUMMARY
In conclusion: a lot of people have tried to explain these choices of retconning the factions and the lore, and the strange “teambuilding” discourse, as stemming from an idea of Rook as a heroic hero and their team “The Veilguard” as some kind of Avengers. And that for this purpose everything they do has to be good, they have to have only one type of personality, with one type of morality, have only one type of interaction with the world and their companions, the companions have to lack any type of “problematic” (or god forbid interesting) or morally ambiguous character flaw, and all factions you collaborate with have to be morally unambiguously good and the bad guys have to be unequivocally evil preferably without grayscale.
This way of thinking, if this is true, makes these choices that they have made for the game kind of make sense, but it is still such a weird choice to make, to take a complex dark fantasy story that is Dragon Age - and a cRPG franchise known for morally difficult and emotional choices and complex morally grey factions and cultures - and turn it into this hero-fiction, with clear cut morals and cartoony vibe aimed at younger audiences.
This could have been such an amazing game (which is in many parts still is), but something went really wrong in the direction for the writers and I ache so bad for all those developers that I am sure really tried their best and probably suffered under insane creative direction. I don’t know how else to explain this.
It feels like, when playing through the game, like the teams that made the environments, the main story and the companions were three different teams where the first two got all the time and resources, and no micromanagement, whereas the last team didn't have any contact with the others and got the short end of the stick.
I am still waiting for the Kotaku article where they talk to 19 people who have worked on this keeping them anonymous and telling us the real story about the experience of making this game.
Thank you for reading this far, I seriously hope you loved this game no matter its strange choices at time, and I would STILL say after all of this that it is worth playing for all Dragon Age fans out there.
Dareth shiral.
#dragon age#dragon age the veilguard#bioware#rook#solas#thedas#design#review#thoughts#veilguard#dragon age veilguard#veilguard spoilers#da veilguard
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Yuri!!! on Ice post-canon headcanons - Part 1
-Yuuri becomes the first skater to ratify the quad flip in-combination, with a triple toe-loop. When he lands the combo at the 2018 Winter Olympics, it predictably breaks the internet and becomes known as the Katsuki Combo. Phichit becomes the second person to cleanly land it
-Minako bartends at the Viktuuri wedding reception in Hasetsu, and is single-handedly responsible for getting everyone trashed on their 'Stammi Vicino' signature cocktail. Things get pretty risque towards the end of the night when the new grooms begin to make exceedingly over-the-top declarations of love for one another. Neither Hiroko nor Toshiya bat an eye at any of this
-The first 'Viktor and Friends' ice show -- even with the Chihoko drama -- was such an incredible success that the Katsuki-Nikiforovs make it an annual excuse for all of their friends to get together in the off-season. The Hasetsu City Council becomes so fearful over liability issues when they notice how many tourists try to scale Hasetsu Castle to get pics in 'Shining Chihoko' pose, that they permanently install guardrails on the top of the Castle
-Viktor begins learning how to pole-dance under Yuuri's instruction. It's a 50-50 in terms of whether their lessons are actually productive versus them just ending up having sex, lol. B/c they are the most extra ppl imaginable, they work with Christophe to come up with a routine to perform at the 2022 Beijing Games banquet. This is their "last hurrah" in terms of banquet shenanigans, as the 2022 Olympics marks Yuuri's last competition before retiring
-Mila and Sara begin dating during the 2019 off-season, and Sara eventually moves to St. Petersburg so they can live together. Mila has Viktor choreograph a gala skate proposal routine, and when she performs it for Sara, everyone thinks it's amazing/adorable that she caps it off with her new fiance's damnably difficult signature jump combo (the triple lutz-triple loop)
-After a few years in St. Petersburg, Viktor and Yuuri move permanently to Fukuoka, Japan, where they coach/train at the same rink as Kenjirou (who never quite gets over his Yuuri hero worship, but does learn to tone it down...somehow). The move to Japan allows the Katsuki-Nikiforovs to begin working with the Nishigoris on long-term plans to expand Ice Castle Hasetsu into a top-tier training center
-Once Yakov retires, Yurio "follows" Viktor/Yuuri to Fukuoka and becomes Viktor's second student. This "works" in some respects, and is a disaster in others. With his ample free time upon retirement, Yakov attempts to repair things with Lilia
If any of the above headcanons sound interesting to you, you might be interested in my 2018/2022 Olympic Games fic series, which is currently comprised of 7 different parts! When I first began posting part 1 (currently at 212K words and counting) last November, I didn't do a great job of promoting it. So, as it (and the overall series) gets closer to completion, I'm striving to do better around that!
I originally set out to write an in-depth, post-canon series for two main reasons:
1) I find the politics of competitive sport really interesting and, obviously, canon Yuri!!! on Ice doesn't really touch on this in just 12 episodes. But politics/bureaucracy truly do weave into just about every aspect of an athlete's career, and particularly with such a talented/prominent Japanese skater moving to St. Petersburg to live and train alongside the sport's "Living Legend", I found myself ideating around what the implications of that would mean in-universe, particularly for the Winter Olympics
and 2) I wanted to see more of the "give and take" that we know to be true of Viktor and Yuuri's relationship. Naturally, as Viktor grows into his role as Yuuri's coach in canon, the narrative is largely about how he supports Yuuri, and I wanted to be able to explore more of the opposite (Yuuri learning to support Viktor in a more overt way than is implied).
Part 1 of the series is centered around the 2022 Olympic Games, but jumps back and forth in time so that you are able to get glimpses of how their relationship has evolved from their earlier days, as well as to see the ripple effect of a big event that took place at the PyeongChang Games.
Last but not least, if you like reading post-canon Yuri!!! on Ice but don't have energy/interest in reading a very long WIP, I have lot of other stories up on ao3, which you can find here
#yuri on ice#yuri!!! on ice#yuri on ice headcanons#viktuuri#victuuri#viktor nikiforov#victor nikiforov#yuuri katsuki#katsuki yuuri#my writing#yuri on ice fanfiction#post canon yuri on ice
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Webcomics at Day 100 #10: The Order of the Stick
Pages read: 9/25/2003 – 4/4/2006 (books 1&2; 301 full page strips)
Reason for selection: D&D is really important to nerd culture (and online culture since 3e), and this is probably the most popular and longrunning D&D webcomic, to this day loved, followed and theorized on by a large fanbase.
Current status: Ongoing with no set schedule, averaging twice monthly updates. Creator Rich Burlew says the current book will be the last, but fans predict the arc will not end until 2031 or later.
Content warnings: frequent misogyny, sexualization of female characters, equating sex and gender, occasional transphobia, sexual humor, occasional jokes about sexual assault and harassment, one joke about slavery, extreme amounts of cartoon violence
Overall thoughts:
I am definitely the target audience for Order of the Stick. As a long time D&D player who also enjoys hearing about games I didn’t play in and likes webcomics as a medium, it’s not surprising that I fell in love with this very quickly, because I’m the exact type of person it’s being written for. As such, it’s hard to analyze whether it’s easy for non-D&D players to get into.
D&D references appear in the majority of strips, typically to 3.5e – the edition released shortly before the comic’s debut, which almost entirely dictates the characters’ abilities and the rules of the world they live in. Most references are still relevant to more recent editions, and the comic riffs on random encounters, initiative order, attacks of opportunity, momentary in-game retcons after remembering an extra feature or skill bonus after the fact, timeskips during travel, rogues stealing from party members leading to intraparty conflict, the ‘all PCs have dead parents’ backstory stereotype, and especially alignment.
The entirety of book two, ‘No Cure for the Paladin Blues’ (so named because it features a paladin dressed in blue), explores alignment in more depth than the occasional jokes surrounding the other topics. Roy, an honorable leader who has sworn an oath but isn’t a paladin by class, and Miko, who is a true paladin and follows her order’s rules to the letter, come to blows over the meaning of ‘good’ and ‘lawful’, whether intent or outcome determine a person’s alignment, and what it means to live in a world where alignment is objective, codified, and detectable. These are ideas that later D&D editions will also question, but not as efficiently as secondary character Celia, a sylph defense lawyer, does in a literal courtroom scene in comic 282.
The D&D references range from these blatant ones, to the more subtle. To zoom in on a moment I loved, strip 214 features a moment where Miko – a party ally, who would be controlled by the DM in a real game – goes against the party’s planned stealth ambush and barges into an ogre camp to confront the leader. This would be really bad D&D etiquette in most games, as a DM would be taking agency away from the players, not allowing them to even attempt a plan they’d worked hard on. But it works well as comic writing, because it characterizes Miko and sets up a new three-way conflict between her, the party, and the ogres.
Establishing characterization is much easier with D&D ability scores and spell lists to lean back on, but Burlew has never made official character sheets for the party to allow the story to come first. Instead, Burlew uses common player character archetypes – a respectable human fighter/party leader avenging his father, a Scottish dwarf cleric who likes ale and can’t roll stealth, an androgynous elf mage who prefers learning about the limits of arcane potential to social interaction, an annoying, pretty, constantly singing and talking when he shouldn’t bard (who surprised me by being dumb instead of horny), a treasure-obsessed crackshot rogue, and a chaos gremlin. XP and level up mechanics provide an easy, in universe reason for characters developing new powers.
I found most characters quickly likeable, except for the chaos gremlin – halfling ranger Belkar is the party’s evil member, generally played for comic relief. However, as the overarching plot is introduced as early as strip 13, and other characters are given two dimensions and ethical beliefs within the first hundred strips, Belkar’s being loved by the party of relatively decent people despite his selfish, violent and amoral actions (stated outright in strip 285) feels out of place and unearned to me. His misogyny and sexual harassment of female characters, also played for laughs, really contributes to this – it’s hard to overlook, especially as it’s reflected by the author.
Burlew falls into common pitfalls when writing female characters – for example, a woman only being taken seriously when she is competent and can out-perform the men, a man needing to experience being treated like a woman in order to respect one, and regularly referring to women as ‘bitches’, ‘whores’, and ‘chicks’. In 2015, Burlew said that he has few regrets about his early work, but that they include ‘[u]nintentional sexism and/or insensitivity to gender issues. Doing my best to fix it going forward.’ This acknowledgement is important to my decision to keep reading.
[Note on next paragraph, added later: I have now been informed that Vaarsuvius is canonically genderqueer, confirmed later in the comic! huge win for representation and on Burlew incorporating reader feedback & thanks to the anon who let me know!!]
Against all odds, the wizard of unspecified gender Vaarsuvius is actually written fairly well. The ambiguity is often treated as a joke, and minor characters will sometimes assume their gender one way or the other – but the other main characters don’t know and are okay with not knowing. They’re respectful and don’t question it when Vaarsuvius doesn’t use the gendered dungeon toilets, and while Vaarsuvius shares a room with female party member Haley at inns while the men all share a second room, strip 225 makes it clear that this is because Haley and V are good friends, not because they share a gender. (As a sidenote, Haley and V’s sweet and unlikely friendship is my favorite dynamic in the comic).
Artistically, the characters are drawn as stick figures (as represented by the comic’s title) with clean lines and bright colors in strips that are typically one A4 page. The first OOTS book was printed in February 2005, with further books released after each major story arc, so Burlew has written the bulk of this comic knowing that it will be collected in print. Likely, this influences the decision to mostly stick to the A4 style, and rarely include oddly shaped strips, animation, hyperlinks, hover text, or other web-specific elements. Important story beats and milestones do see extra-long strips, with the 200th strip covering a long-foreshadowed battle four times as long as a regular strip – with white space indicating the page breaks. Strips may play with panel order while keeping the A4 format, such as comic 242, which uses arrows to indicate that panels should be read vertically, not horizontally.
Character designs are extremely recognizable from the first strip, and the art style gets slowly more complex – while the stick figures remain, backgrounds grow more detailed and shading is introduced over time. With the early strips, the art in print books is (allegedly) an improvement over the web versions, an incentive to buy print copies when the full archive is available for free online.
Most characters speak in white speech bubbles with black text, but there are exceptions – core villain Xykon the lich has black speech bubbles with white text, creatures of pure light have yellow speech bubbles, sylpha and ghosts have blue, and a bastion of lawful good order has red. Lowered opacity speech bubbles with dashed outlines indicate whispering, and (in a more questionable choice) bold lower case speech indicates a character has low intelligence. The different colors are effective at making characters from other planes feel truly alien, and the importance of the speech bubbles reflects the wordiness of the comic – the text is small, speech bubbles are often paragraphs, and even zoomed into 150% I ended up with a bad screen headache after a couple hours’ reading, which makes an archive binge much harder.
OOTS has a reputation for beginning as humorous and becoming more serious and story driven in its third and fourth books. I haven’t reached those yet so can’t compare, but I already find that while jokes are frequent, the story takes precedence when necessary – and like other comics I’ve read, even Burlew seems surprised at how quickly the strip becomes something beyond its original intentions, letting a character say ‘Wow. That’s a lot more planning than I thought this strip had’ as early as strip 60. However, he also says that having the characters leave the dungeon and take on a bigger quest in strip 122 was partly because he ‘was leaving a lot of good jokes on the table by never having them go to town or on a wilderness adventure’, so the ‘plot driven’ and ‘joke focused’ drives are coexisting then. I’m really excited to see how the tone and story develop over the next thousand strips. :D
Relevance to Homestuck:
As best I can tell, there’s no official connection, though there is fanbase overlap. I’ve said before that Homestuck is a precursor to actual play podcasts, and plan to write more about that someday. In its case, Andrew Hussie clearly acts as DM with the command-submitting readers acting as players; D&D mechanics aren’t used, but the dynamic is spot on.
In Order of the Stick, the characters referencing movies, modern slang, current events and 21st century professions is extremely reminiscent of real D&D play, as this sort of humor is common to both regular D&D groups and actual play shows like Acquisitions Incorporated and The Adventure Zone. A pair of lawyers sent by ‘the spooky wizard who lives by the coast’ are introduced in strip 32 and become recurring characters, a reference to Wizards of the Coast, the real world company who owns D&D. The same is true of characters mentioning exposition, sidequests, plotlines, character mirrors, and other concepts that D&D players know about, and therefore put into their characters’ mouths in games.
OOTS characters feel like they have players and the strip captures the experience of the gaming table really well, but readers don’t have much influence, and Burlew is taking on all roles. This is true even when they contradict, like in strip 21, where the character’s actions of killing a chimera go against the DM’s plans to have him be a recurring villain.
Like Homestuck, OOTS begins as a fairly small scale story – taking place in a single dungeon – but expands within a couple of years to include threats not just to the world, but to the very fabric of reality. In a couple of very minor parallels, both feature the dunce cap (HS 746/OOTS 14), the 8 ball (HS 804/OOTS 127), and a plot important meteor (HS 196/OOTS 134). Meteors seem like a surprisingly common feature of webcomics, actually, and I wonder if this was a big part of 2000s culture that I don’t remember. OOTS has a minor character, Banjo the Clown God of Puppets, who appears in several strips including 80 (regular Banjo) and 85 (as the eldritch Banjulhu). His mysterious and unsettling appearances are reminiscent of Lil Cal, and his tentacles of Rose’s eldritch doll. I could also discuss Kickstarters here but I think I’ll save that for a few years down the line.
Scholar Gabriel Romaguera wrote his master’s thesis and part of his PhD thesis on Order of the Stick. I’ve read his master’s thesis in full and really enjoyed his analysis, which is far more comprehensive than my own (though as a sidenote, I do genuinely hope to write a master’s thesis on Homestuck someday). He’s only one scholar, but a lot of his analysis links up with the limited Homestuck analysis I’ve read. Romaguera discusses serial vs archival reading, web vs print versions, and whether the OOTS books can be considered a webcomic.
‘Some of the material is only relevant when read within twenty four hours of the original publication... Readers are supposed to wait for new installments, read them, go over to the forums, reread them to make sure th+at no detail was left unnoticed, speculate what would happen, and continue to wait until the new issue is published and then the cycle continues. This process makes for a deeper connection to the narrative and to the characters as years go by.’ (Romaguera, p.138)
This argument is presented uncritically and unproductively, just as it has been by many Homestuck analysts. While it’s technically true for any serial work, it becomes more true when participation in an active fan community of theorizers, proofreaders, lorekeepers and fanwork producers is seen as critical to understanding the work. From some time browsing the forums, this is definitely true of both OOTS and Homestuck moreso than other webcomics. (It’s also the attitude that made my lab scientist brain go ‘okay, cool theory, but have you tested that experimentally?’) Romaguera goes on to say that ongoing webcomics could be taught in classrooms when teaching students about serial narratives as ‘[t]he serial reading experience is often taught in hindsight and with nostalgia that suggests that current readers have missed out on the original text as it was intended to be read.’ (p.151) I agree and I love this idea more than words can say.
‘This effectively makes OOTS an ongoing trans-media narrative, wherein some parts of the narrative are exclusive to one medium, and some parts are exclusive to the another one [sic]. Readers go through the process of piecing these parts together to make this third text and thus fully attain the narrative. Still, this practice only goes on until Burlew publishes the final book and all of the narrative is collected in one authoritative text.’ (Romaguera, p.139-40)
In most webcomics (including Homestuck), print editions are supplementary, collector’s content. With OOTS, it seems like both the author and fans give the print editions a lot of importance. Once OOTS is no longer serialized, it does seem likely that the print editions, which include entire books of bonus material not found online, will be seen as fully definitive. Similarly, I would call The Unofficial Homestuck Collection the definitive edition of Homestuck, due to its functional flash player, wealth of supplemental content, and options for reading spoiler free. Ultimately, both these works have transcended their original websites in a way few webcomics have.
Continue reading? I think this is my favorite webcomic I’ve read for this subproject so far. I usually would’ve read 2009 strips for a comparison, but didn’t, because I want to experience the story linearly without spoilers. I could get totally obsessed with this. I want to make D&D character sheets for the beta kids.
#webcomics 100#order of the stick#oots#dnd#order of the stick replay 2031 to 2059 (NOT doing this)#chrono
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All my thoughts on sonic movie 3 that I can write out in one post (spoilers included)
Where do I start? There’s so much I love about this movie, and just a few things I’m a bit disappointed about. The good stuff first of course.
They’re a family! Sonic, Tails, and Knuckles really act like brothers here and I love that! I also love that Tom and Maddie are still there as parental figures but don’t hold them back from being ultra powerful beings. They trust that they’ll be alright on their mission, and are supportive when they ask for help.
I loved Shadow in this, because of course I did. I was a little hesitant about Keanu voicing him at first, but it really grew on me. Every scene with him looked amazing.
Shadow and Maria are so cute! We’ve never gotten to see them having fun together and it just feels so special that we get that now.
The parallels between Tom and Sonic versus Maria and Shadow! So good!
The action scenes! Every single action scene was awesome!
I kind of like what they did with shadows origin story. It leaves it kind of open ended whether he’s from the same planet as the rest of them or if he’s from the black arms. It’s something that could be explored more in depth in a potential spin off.
LIVE AND LEARN!
AMY! She’s here and she looks great!
METAL SONIC! This leads to so many questions!
God they really turned up the fruitiness of stonebotnik. If you thought they were gay af in the other films they take it to another level. Robotniks last message was basically a love confession.
Both so many references to the games and call backs to the previous films.
I know it isn’t everyone’s favorite thing, but I enjoy the goofiness in these movies. It’s just unadulterated fun, and I feel like that’s really at the core of what Sonic is. Along with the seriousness and the hardships, he just loves life and his friends so much. And we to get to see him growing as a hero from this, balancing that carefree attitude with moments of reflection and maturity when it’s really needed.
And now, just a few things I was left a bit disappointed with:
Look, Maria’s illness doesn’t define her as a character. It’s not her one and only trait that makes her notable. But I think they missed out on the deeper connection that she and Shadow have because of it. That Shadow was literally created because of her. She is his very REASON for existing, she is his whole world. Her death takes such a deep toll because of that. His reason for existence is gone, taken away from him, ripped from his arms. Of course their story is still touching in the movie, and grief over a loss like that is powerful, but there’s a bigger character arc that they’re missing out on. Who is shadow now that she’s gone? What purpose does he now live for?
The pacing is just a bit too fast. I know that’s really saying something about a Sonic movie, but it just stood out more to me than in the other films. It felt like we didn’t get to take in a lot of the hard hitting scenes. Instead most of the more long drawn out scenes were focused on the comedic scenes. And I know I said I like the goofiness of the movies, and I do, I just think it shouldn’t be the only aspect we really get to take in. While the second movie I felt like they should have cut down, I think they could have benefited from just a few more minutes of runtime. Just something that let us breathe and take in a scene or two.
Those are probably my only real complaints about the movie, but they really hold be back from being absolutely in love with everything about this movie. But just like the other movies, despite my few complaints, I had an amazing time with it! My friend that came with me really enjoyed herself, we were laughing together at it, and it was great! I’m already gushing with my other friends who just saw the movie about everything I loved in it.
My one regret is that I didn’t go to a fan event to watch it. My theater was packed, but everyone was just so quiet? Like, everyone after was talking about how much they enjoyed the movie on the way out of the theater, but there was just something in the air. It was a smaller theater, and everyone there either had kids with them or was clearly a Sonic fan wearing merch and dressing up, but there was just this weird vibe. It’s hard to explain. It’s sort of like everyone there was afraid to be seen as a “weird fan”, and while I admit I was low key worried about people cheering at Maria’s death, I think we somehow over corrected? Like even at parts that got a laugh out of me and my family it felt like everyone was just quiet. Maybe the jokes didn’t land as hard with them, but even the moments that I know got everyone hyped felt quiet (I know from what people walking out of the movie were saying). Which is totally fine, but it’s just nothing compared to the energy when I saw the second movie. Of course that was because our game club had rented out the theater as a big trip. Still, I really just missed that energy. I loved feeling as excited as everyone around me that was watching it. As much as my friend enjoyed herself, it just wasn’t the same feeling as being in a room of people cheering.
I’ll admit though, I was the exact same. I’m an autistic person who’s been masking my entire life, if the audience is dead then I’m dead on the outside while I’m internally screaming. I at least had my friend to whisper all my excitement to.
I’m sure there will be many people who have the opposite experience in the theaters. If you can find a fan event to go to, I hope everyone who looks forward to things movie doesn’t feel the need to hide their excitement. (Except maybe don’t cheer at a child getting killed, that is just a bit too much). But for everything else, don’t be afraid to show your excitement. Don’t be ashamed at cheering at a laser shooting the moon, or pissing on the moon if that’s the meme that got you into this franchise. Cheer at super sonic and super shadow. Cheer when live and learn plays. Cheer at the end credits (which is when I really got to hear my theater whisper in excitement). Please, never be ashamed of your interests and what makes you excited.
TLDR: 8/10
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❤️2023 Quan-Tea-Co Fics Recs🖤
The wonderful members of our discord server, Quan-Tea-Co, have written a lot of fanfics this year - this is the rec list!
🖤 SFW No Ship Fics
the friendship we have is a rare find by cherubcurls, Gen, In and out. “I've got this.” she affirmed to herself breathily, looking down at her hands that held two cups of coffee rather than one, still steaming, still fresh. Her heart swelled with affection. She grinned, “We've got this.” OR; Penelope and Spencer agree to meet up to have a study session before finals. A couple of things change and they end up not studying at all.
and i saw my life in photographs of faded memories by whateverislovely, Gen, Morgan reminds him just a little too much of the football players who bullied him relentlessly all through high school and even college. He’s big and imposing, with bulging muscles and a look on his face that says, Are you kidding me? when Hotch informs him that Spencer is the newest member of the BAU team. Five times Spencer misinterprets Morgan's intentions, and one time he's finally able to straighten things out.
where do we begin to get clean again by whateverislovely, Teen, Spencer often participates in toasts with the group using water or tea or potato chips instead of alcohol. This fic explores the events that may have led him to stop drinking.
silence like a cancer grows by whateverislovely, Teen, Diana doesn’t forgive Spencer for having her institutionalized… at least, not right away.
❤️Mature No Ship Fics
Surrender by @starzzyeyed, Mature, He doesn't want this, not really. He never wanted it. But he's in too deep now, and getting out seems less and less possible as the days trickle on, like sand through an hourglass. Or: An in depth look at Reid's addiction, and what it might have been like for him.
what’s this, the consequences of my actions? by cherubcurls, Mature, Because Spencer wasn’t used to safe. He needed adrenaline to pump through his veins and soften the blow for him to have a good day. His family never really liked how violent he was. OR; Spencer comes back home from a particularly horrible fight and his Dad is less than amused.
Solved Game by Boots17, Mature, Solved game: a game whose outcome can be correctly predicted from any position, assuming that the game is played perfectly. A season 12 canon divergence in which Mr. Scratch dies a little too early, Reid accepts the plea deal, and Cat Adams plays a very long game. Years later, the two finally get their rematch.
Ships are under the cut
🖤SFW Aaron Hotchner/Spencer Reid
A Gentle Touch Hurts So Much by ProfessorWorm, Gen, Spencer has unaddressed childhood fears dredged up by Aaron’s attempt to help him recover from his knee injury.
Day 4 - FFC - Second Love by a1_kitkat, Teen, Spencer never much cared for anniversaries, neither does Aaron… this time there’s an exception.
There Are Secrets That We Still Have Left To Find by @starzzyeyed, Not Rated, Spencer Reid is seven years old the first time he comes out to anyone. Three times Spencer comes out, across three different points in his life, all with three very different outcomes.
❤️NSFW/Mature Aaron Hotchner/Spencer Reid
Subscribed by AestheticTek and @goobzoop, Explicit, After stressful cases, Hotch finds that camming in lingerie helps him to decompress, while Reid happens to stumble upon the most attractive man that greatly resembles his biggest crush, his boss.
The Absence of Sound by BluePenguinLightning, Mature, The sudden onslaught of sounds startled Spencer Reid awake, not that he ever slept well anyway. He hadn’t slept well in two hundred and seventy-four days. In all honesty, he wasn’t even sure how he managed to make it that far. In which Reid somehow manages to survive a sadistic psychopath but that's only the beginning.
kill your indulgences by cherubcurls, Explicit, Hotch was his; his to keep, his to possess, his to feed on. “No,” he tried to mumble. As best as he could with his canines still firmly lodged onto his throat. “Mine.” OR; Hotch lets Spencer feed on him.
The Boy by house_of_lantis, Explicit, Lord Aaron Hotchner is one of the most ruthless rulers of the City. But despite his fearsome reputation, Lord Hotchner is respected by his people and beloved by those closest to him. He strives to bring order and justice to the City and to protect it from anyone who dared threaten it. Spencer is the newest addition to Aaron’s private harem, stolen from his previous master. Affectionately nicknamed the Boy, he is the exclusive body slave to Lord Hotchner and he learns to navigate the politics of the harem.
Hide and Seek by Highway58, Explicit, An Unsub fixates on the BAU Team, determined to make them his passion project. Spencer Reid is his ultimate target but in order to get to him, he has to go through the people he holds most dear in his life.
Heathen by Highway58, Explicit, The dreams would not stop. Ever since the unexpected case in Las Vegas when he forced himself to confront his painful past, Spencer Reid had not been able to sleep. The visions haunted him relentlessly... he couldn't resist the need to forget it all. Something was happening to him. Something he'd been suppressing for most of his life, ever since that one moment in his childhood he couldn't--wouldn't--face. Soon, very soon... he wouldn't be able to resist his own biology. Even though he had no idea it was even part of him. He was just a Beta... right? Spencer Reid approaches a crossroads he never imagined he could face.
Ain't Always Gold by Highway58, Explicit, Omega Spencer gets knocked up by his Mate Aaron Hotchner in the wake of Emily's death and he doesn't know it until it's about to kill him.
Call Me Daddy by goobzoop, Explicit, Aaron teaches Spencer how to date, but it’s not women he’s making him better for. It’s himself.
Let Me Be Your Only Choice by TobiasHankel, Explicit, After Spencer is kidnapped by Hankel, the team expects to find the omega scared and possibly beaten. They didn’t expect to find Spencer next to a dead Alpha and dying from bond rejection. With limited options and a dying Spencer, Hotch is forced to make a decision that Spencer can’t even consent to in order to save his life.
Every Version of You by goobzoop, Explicit, Hotch's whole world comes crashing down the moment he witnesses his husband get injured right in front of him. Spencer makes it through, but the road to recovery is more difficult than he could have ever imagined. Or, amnesia fic!
A Fool There Was by reasonablerodents, Explicit, Hotch is using Spencer to take out his frustrations regarding his failing marriage. Spencer is so desperately in love with him that he’ll put up with anything- just as long as he can be close to Hotch.
Touch The Leather by reasonablerodents, Explicit, “Well, the problem with shoes is- um, they’re dirty, there’s a staggering amount of bacteria even on the cleanest ones, I don’t want…” He trails off again, swallowing hard. Or: Hotch wants Spencer to prove how much he loves him.
Room on the Third Floor by Matthew1972, Explicit, One minute Aaron Hotchner is walking free, contemplating a forever with Spencer… the next he gets snatched away. Locked up in a cage to the whims of an unsub unlike any other he's ever faced. A hunter and wildcat shifter trafficker. But then, his inner panther and human self alike refuse to be tamed and collared to live out his days as the wildcat alone. To be another victim sold. Will his defiance become his downfall? Or does Aaron get to return home to Spencer and see through on his proposal?
🖤SFW Derek Morgan/Spencer Reid
Maybe Someday Soon by @justjasper, Teen, "Derek talks about you." The Morgan women know that he's in love with Reid. They also know that he is absolutely clueless about it.
Washed Away by TobiasHankel, Teen, It had been over a year since Spencer Reid went missing after he was kidnapped by Tobias Hankel. He was presumed to be dead, but Morgan refused to believe it and move on. After a case takes the team back to the same state Spencer went missing in, Morgan might just get the answers he has been looking for.
❤️ NSFW/Mature Derek Morgan/Spencer Reid
Spun Hearts by JustJasper, Explicit, After a harrowing case Morgan needs control, and Reid needs a fix, and they wind up in bed. Reid sees this as a potential evolution of their relationship, but Morgan is adament that he's not gay. The path towards what they both want isn't a simple one, and a recurring case brings some painful things to bare as they both try to navigate what they are to each other.
When We're Together, Our Bodies They Start Fires by JustJasper, Explicit, 2x06, "The Boogey Man", Reid sits in a police station practicing trying to lockpick a pair of handcuffs with a paperclip. Some short time later, he misses a hangout with Morgan, who goes to check on him.
🖤 Other Ships
Home by KatrioneSpecterRossi, Explicit, Emily Prentiss/David Rossi, Usually when there's a disturbance in the middle of the night, it involves Emily waking up from a PTSD-induced nightmare with her gun pointing at her bed partner's head. This time when she wakes up, it's for a very different reason...that turns out being a great deal more fun.
Level Pegging by Starzzy, Explicit, Elle Greenaway/Spencer Reid, “I don’t need, or frankly have the time to have sex,” he manages at last, somehow forcing his feet to move and take him forwards to the coffee maker. He almost forgoes the sugar entirely, wanting the bitter taste to wake him up from this walking nightmare he seems to be living in right now. “All I’m saying is, you wouldn’t be my first,” Elle says as she comes up to stand next to him.
❤️ Crossovers
I Used to Dread the Thought of Falling Quickly by Chaotic_Librarian, Explicit, Supernatural, Dean Winchester/Sam Winchester, Spencer Reid/Dean Winchester/Sam Winchester, Spencer Reid/Dean Winchester, Spencer Reid/Sam Winchester, Spencer Reid knows how to stumble into odd situations. But being kidnapped and then promptly flirted with? Seduced? by two of the FBI's Most Wanted? That has to take the cake. That, however, won't stop him from falling in love.
Entertained by Chaotic_Librarian, Explicit, Supernatural, Spencer Reid/Sam Winchester, Sam's sitting on his bar stool on the miniature stage again, his guitar in his lap. Another stool serving as his table with a half-drunk glass of whiskey, he looks out across the mediocre crowd. Typical Wednesday. That's his preferred crowd, anyway. Joanne managing the bar, Pauline working the floor, and him on the stage as cheap entertainment. Strumming his guitar and singing country songs he learned by heart years ago. Sometimes he'll do requests. But not often. Not a lot of Kansans approach the stage when he's playing. They just let him do his thing.
I Must Admit that I was Reeling by Chaotic_Librarian, Explicit, Supernatural, Spencer Reid/Sam Winchester, Aaron Hotchner/Dean Winchester, Spencer goes way too far to get closure on his fling with Sam Winchester. Because it was just a fling, right? It's not like they're meant to be, right?
To Love And To Be Loved In Return by reasonablerodents and Starzzy, Mature, Grease (1978), Aaron Hotchner/Spencer Reid, Penelope Garcia/Derek Morgan, Jennifer "JJ" Jareau/Emily Prentiss, Aaron Hotchner accepted a long time ago that he was never going to be able to be his true self. Not only was it illegal, it was highly unlikely that he’d ever find someone willing to be in hiding with him for the rest of their lives, unless America got a whole lot more open and accepting. That all changes when Spencer Reid transfers to Oakdale to finish his senior year.
Thank you everyone for making such great works this last year! The Quan-Tea-Co server is open to new members as long as you are over 18 years old. Invite Link.
#criminal minds#criminal minds fanfic#fic rec#spencer reid#aaron hotchner#hotchreid#moreid#emily prentiss#how are so many of these hotchreid omg guys#derek morgan#2023 fic rec#criminal minds discord#discord#supernatural#crossover
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bog tour - countdown to 1 year of games
T MINUS 3 DAYS
In the penultimate bog tour post, where I post author's commentary on each of my games in the 16 days leading up to my 1 year TTRPG design anniversary, we're discussing 'Earth Mother, Sky Father'!
'Earth Mother, Sky Father' is a two player conversation game about the Māori creation story of Ranginui, the sky father, and Papatūānuku, the earth mother. The players will ask 7 questions between each other, following branching paths to explore different aspects of their relationship.
Thoughts
Hoooo, EMSF my absolute beloved!!!
To my knowledge, this is the first internet published Māori focused TTRPG, outside of like, extremely racist game settings of New Zealand. A kickstarter launched not long after I published this, claiming to be the first Māori TTRPG, but I disagree! The day after I posted this one, someone else posted a system agnostic Māori stories inspired setting guide. #trendsetter? Or just really good timing on my part, more likely!
Check up this unhinged way I tracked the branching paths and topics of questions:
Just noticed now I didn't finish the last few as I was writing them. Damn. Probably forgot to save! The part in the bottom left corner is bc I copy pasted the whole of the farmer and the bog body so I didn't have to redo the 'proceed to x' branches.
In this game, I made two PDFs, one that has audio links for each instance of te reo Māori used in the text and one that's just the text! It was a lot of work, and I wish I'd found a better way to embed the audio than linking to a google drive link ugh. If anyone knows one, please let me know and I can do an updated pdf!
I first thought of this game when I read Morgan Davie of Taleturn's 'The Oracle and The Curse' upon reading the 7 Questions RPG system, but didn't think I had the skills to do it at that point. At some point I was like 'fuck it, if I keep waiting till I think I'm skilled and knowledgeable enough, I'll never make it' and just did it!
One thing I do think about is if I should have made Rangi and Papa more tonally distinct.
Fav things
All the te reo Māori content! My good friend Ruataupare helped me with all the te reo translations. I gave my best attempt at the sentences, and they made them actually be right.
One of the question is 'Do you ever feel that we’re simply playing roles in a story?'. The meta narrative of it all!!!
The question: 'Will you ever stop looking for me in everything?'
This section, from Rangi to Papa:
Have I said yet that I love you? Have I said it lately? Have I told you that despite our distance, you remain in my heart, and will live there forever. A part of me is with you, and a part of you is with me. Our wholeness disappeared when our children pushed us apart. Have I told you that I love you? Have I impressed upon you the depth of my care and affection for you?
The question: 'What grief do you carry close to your heart, my love?'
Stats
'Earth Mother, Sky Father' has 802 views (the highest of my games!) and 145 downloads (2nd highest). It has 8 ratings, and is in 38 collections (5th highest).
'Earth Mother, Sky Father' is a game about the aftermath of the indigenous Māori creation story. Explore the relationships of two atua (deities), and their relationships with each other, their family, and the world around them. Get it for $2.99USD or for free if you're BIPOC, here.
Tomorrow is our final game commentary bog tour, with the game 'rhyme on the radar; an assemblage of micro rpgs'. Hei āpōpō, e hoa mā!
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You have such a way of articulating things I’ve been vaguely feeling into intelligent coherent statements. Would you care to elaborate on the way that how Laudna+Imogen “went canon” was a curse?
Hey anon,
Thank you! So this is the thing: obviously I tend towards a fairly critical and snarky demeanor, but like, the best way to put it is in the context of the impending Nein show. I, and most of the people I chat with who are also not feeling Imogen and Laudna's relationship, are not of the "if that PURPLE FLOATY HOMEWRECKER SKANK SHOWS UP I will EXPLODE and SCREAM and DIE" or "fjorester divorce" or pretending Yasha doesn't exist persuasion re: this relationship (or for that matter the WELL if Percy dies after 70 years of marriage to Vex and then she's with Keyleth for the rest of her life WE WIN type of person either). Like, honestly, there was a post advocating for a breakup, but I think it included within it an argument that they reunite after some time apart, and that's kind of the mood. I'm not mad, I'm just disappointed. There's no ship war to be had. I don't dislike the ship because of competition or some fundamental dislike of the characters, and I honestly would like to be able to like it, and the path for it to not suck would have been immensely simple. That path even still exists, though with every week it grows narrow and less smooth and far more awkward, but I think it will require a pretty serious out of game conversation that as far as I know hasn't happen, and I am not holding my breath given the lack of movement.
That's why it's a curse: the generic form of this curse would be "may your ship become canon prematurely, with with only one person really invested, and that person not actually prepared for it or expecting it, and may it have virtually no moments and exist in a very plot-heavy work where it is almost certainly going to be largely out of focus, after the groundwork when things were quieter was never laid, and may it be so close to being good but consistently miss the opportunities for that to happen."
Just to recap the issues, stripping away all the past snark:
It's never really felt like these were two people who had been best friends for two years. They've always felt like friends of circumstance - like people you meet the first week of college and kind of go around with so as not to be alone, or the only other person your age on your street. Because they were both extremely lonely they clung to each other...but they really don't actually connect with each other much in conversation other than just kind of blandly repeating how much they mean to each other and never showing it. They have no real boundaries or limits with each other, likely because of that fear of being alone, but they aren't exploring that in a Heavenly Creatures or Thoroughbreds kind of way either. There's virtually no sense of history - no inside jokes, no shared experiences prior to Zhudanna except for one throwaway line that, like many of their interactions, fell flat. Like...I don't actually think that it's bad to aim for a platonic female friendship and end up with an F/F ship but like. Beau and Jester had a great platonic female friendship that happened to also include Beau's brief crush. Imogen and Laudna didn't even sell me on them being friends, let alone lovers. They have always felt like oddly clingy roommates. Their respective interactions with quite literally every other PC - few of which I find romantic and many of which I find explicitly not romantic - all feel like they have more depth. Orym is explicitly not attracted to either of them and they've both had more meaningful and honest moments with him. Pun unintended but they both felt infinitely more alive during the party split when they couldn't just go to their dull gray comfort zone of each others' meaningless repetitive affirmations.
Zooming into that lack of boundaries and conflict, there's no arc. Once characters get together often the conflict resolves, but there needs to be a build to that point, and we simply don't have that. The two points where this could have happened were: the gnarlrock fight, had it actually played out, could have led to a deepening of the relationship and some honestly and character development but due to what I am again interpreting as fear of losing the other to the point of never addressing any of these points of friction, it just resumed the status quo. Similarly, as I mentioned, Laura flat out said she went in expecting to be rejected. I think that story would have won me over. I think that if Laudna had rejected her, and Imogen had to grapple with that (and, by extension, Laudna's justified anger and trauma from the Team Issylra didn't disappear into thin air) and they spend some time actually figuring out who they are as individuals and Laudna lets herself be more than a validation machine who pushes her emotions down, and then eventually they come back around to each other? I'd be unbelievably on board. And you can go back, to my posts and others, in which we were pretty harsh on the fanon cottage cheese (yes, I am going to try to make this happen) version but said "I trust Laura and Marisha to do this in a way that is interesting" and then they straight-up didn't.
Obviously this has the potential to change - I even think the next episode is finally a case of maybe bringing all the Delilah stuff to a much needed head which in turn might introduce something into the relationship - but man it's been a whole lot of nothing since they kissed. I think Laura's initiated every single conversation, as mentioned Laudna can't even reciprocate 5 minutes of dancing on a ghost pirate ship without wandering off, and they didn't even bother to take watch together.
Something I keep going back to, and which ties into the above, is Brennan Lee Mulligan's whole discussion of how important character creation is to story. The thing is, these characters were created as close friends. Why does this feel so lacking? Like...why do Kima and Allura, two NPCs, feel like they have more weight? Why did the platonic relationship of Molly and Yasha, for which Ashley wasn't even present, feel like it actually was a friendship of 8 months? Sam and Liam came up with an entire system of grifts! Why is literally the only detail we have from the time between leaving Gelvaan and the time arriving in Jrusar is that at some point Imogen and Laudna saw someone with nipple tassles, and that came up once, like 60 episodes ago? Why are people so frequently sold on say, Loquatius/Laerryn, which had less than 24 hours of gameplay over a single night in-game? Why does every single Circle of Needle and Thread member relationship feel more real? Why were Aabria and Travis able to convincingly play ex-lovers in a handful of episodes despite Aabria deliberately surprising him? Like...I am not saying preparation wasn't done, because it very well might have been, but it's not coming through at all and plenty of other people have managed to get across an existing friendship or relationship in a fraction of the time, within the same campaign, so it's not that the plot is moving too fast for it. And again, if prep wasn't done, or if it's not coming across, that's really fixable, but it hasn't been fixed. I think of the 4SD episode where, five or six episodes later, Marisha and Laura still hadn't talked about the relationship and it's like...yeah. We can tell. Literally a two hour trip to a cafe would fix this but god I don't think there's been one.
Anyway, obviously this was an incredibly popular ship, but it's honestly slowed down noticeably since going canon because...it's not that great, and there's not much content in canon. I think a big appeal of the ship was the anticipation and the fanon and now that it's canon...I suspect a lot of people are quietly realizing that actually yeah this is kind of all it is, at least for now, and something is going to have to happen to bring about a change.
And I hope so too - I joke about being a hater, and I am very much a critic...but this really is the realization of that post about being more of a dismayer than a hater. Laura's past two ships are probably my favorites, and Beauyasha is high up there, and even as Vaxleth isn't really up my alley it's sweet and it makes sense and has a lot of great moments. It really would not take a lot of work to make this ship good or at least okay and not...nothingness, but it does take some, and I haven't seen it.
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If Leon had lived longer or survived, I believe he would've been one of the main characters in the story.
I usually see promotional materials, such as merchandise, including Sayaka alongside the main trio of THH, despite her death in chapter 1. This is understandable given her early portrayal as the heroine. However, let me explain why it would also make sense for Leon to be included in the main group if the story had focused on him as it did with Sayaka.
Danganronpa often pairs characters with others who complement their themes, forming what I call "narrative partners," whether in duos or trios. This isn't just limited to main characters—most have these connections, though there are exceptions.
Leon's narrative partner is Sayaka. They are designed as complementary opposites, each embodying the game's central theme of "talent" more than any other characters, a theme that wasn't touched upon after their early deaths in the story. Also, Leon's crush on Sayaka, which is evident throughout the Danganronpa series, further ties their stories together. They were also the first characters created, serving as a foundation for the series.
Moreover, Leon shares characteristics with the "best friend" archetype seen in other Danganronpa games, like Kazuichi and Kaito. I would argue that these characters were inspired by Leon, suggesting that if he had survived, he would likely have become close friends with Makoto, potentially forming a trio with Makoto and Sayaka. This is supported by class photos showing them together, hinting at a potential narrative thread that was never explored. This relationship could have added depth to Makoto's character and made his optimism more realistic by showing it develop through genuine friendships, rather than it coming out of seemingly nowhere.
Including Leon and Sayaka in the story would have not only supported Makoto's 'optimistic' character trait through their friendship but also balanced out the stoicism of Kyoko and Byakuya. This balance is necessary, in my opinion, because Makoto often gets overshadowed by the two, who generally aren't very friendly, creating a rather unbalanced group dynamic.
Just as Sayaka relies on intuition and Kyoko depends on logic and facts, Byakuya's uptight and overly serious demeanor would clash with Leon's more light-hearted and playful nature. With Kyoko and Byakuya providing logical perspectives and Sayaka and Leon adding emotional depth and sentimentality, the group dynamics would have become more engaging and interesting, in my opinion.
I would have enjoyed seeing Sayaka and Leon embody the themes of talent, alongside Makoto and Junko symbolizing hope versus despair, with Kyoko representing mystery, thus tying together Danganronpa's main themes, with Byakuya taking on the role of the crucial anti-hero of the story. I also feel that this would have been much better than what we originally got, to be honest.
These are just my thoughts, but I'd love to hear your ideas too.
Oh, and maybe I should note that the official character list for THH goes exactly as follows: Makoto, Sayaka, Leon, Kyoko, and Byakuya. So, I shared an official picture of them together at the top! It makes me really happy.
Thank you for reading. :)
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I feel like there's two possible explanations I've for why Blaze acts the way she does in 06. (Okay. Three, but one of them is kind of dumb and weird.)
The first is that in the continuity of 06, Rush hasn't happened, and that the Sol dimension doesn't exist, but was instead created when the destruction of Solaris undid the events of 06, and the Sol dimension was created as a side effect of the universe correcting itself around the altered reality, rewriting Blaze's past. However, this doesn't explain why Blaze remembers Crisis City in Generations, since it would be impossible for both of these continuities to coexist.
The second is that Rush did happen, but Blaze is actively concealing her connection to Sonic to avoid either A. Silver's potential negative reaction or B. Becoming an obstacle for Mephiles to remove to more effectively manipulate Silver. Unless I'm misremembering, the only major characters we really get to see Blaze interact with in 06 are Silver and Mephiles, so this wouldn't be the hardest secret to keep. This... Also doesn't really explain why she'd remember Crisis City, but there's at least no contradictory continuity, and it gives some very interesting potential depth to her character.
The third, wackaloo explanation is that Blaze wasn't actually there at all, and was some sort of psychic projection imaginary friend for Silver caused by his trauma, isolation, and psychic powers fritzing out. This could explain why Silver and Blaze feel like they know each other even after the events of 06 are undone, because of some kind of weird interdimensional psychic soul connection. This also does not explain at all how Blaze would remember Crisis City, since if this were true, she wouldn't actually have been there. But it is an interesting idea.
Ultimately, I can see reasonable explanations for all these- even if the third option is really weird and out there- and while I'm personally quite partial to the second option, because interesting, I would be open to any of these three. But ultimately, while I doubt we would ever get any kind of direct continuation or acknowledgment of the 06 story in a game again, I would love to see some kind of exploration of Blaze in the events of 06 in something like the IDW comics, because that is a problem in the lore that would be really interesting to solve. And it would also open the possibility to somehow bring back the Solaris arc, with Blaze's potential connection to Iblis, which feels significantly less like it's never going to happen now that Mephiles was in Shadow Generations.
#blaze the cat#sonic 06#sonic idw#sonic the hedgehog#sonic fandom#sonic x shadow generations#sonic#silver the hedgehog#mephiles the dark
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What do you love about zachconnor? ^^
Ahhh thanks for asking! Here are some reasons why I would ABSOLUTELY DIE for this non-canon ship!
Their Chemistry: In both the books and show, I found they had pretty good chemistry with each other. I know we don't really see a lot of them (especially Zach), but I always found them to be such an interesting duo. Honestly, sometimes I wondered if they had feelings for each other in the books - especially in GGBB when Connor got nervous when Pip asked him where he'd been after the memorial. Like do you have something to say, Connor? Just admit you've got a crush on him.
Continued Point (See Above): In the show, specifically, I was completely convinced Zach had a crush on Connor. There's a moment when, during that game at the calamity, Connor gets chosen and Zach looks a little jealous. Do you have something to share with us, Zach? DO YOU HAVE FEELINGS FOR CONNOR BY CHANCE? We may never know, I suppose. Connor probably also had a crush on him too cause he wanted to specifically stay up with Zach to watch for the stalker, and was carrying his bag when they were packing up (I know that seems minor but I DON'T CARE). Connor Reynolds, I know what you are, and it's 100% gay.
Friends-to-Lovers Trope: I do love a good enemies-to-lovers romance (I am literally writing one as we speak!), but friends-to-lovers is also pure excellence. This specific trope works so well with ZachConnor cause I think, at some point, one of them would've developed a crush on the other (my personal headcanon is that Connor fell first for Zach). I also feel like they were each other's gay awakenings, honestly. There's just something I love about two characters being each other's queer awakenings but they don't wanna admit it cause they're both best friends and don't wanna make it awkward.
Their Dynamic: As mentioned previously, I found them to be an interesting duo. I say this because I think that their personalities balance each other out really well. As from what we've seen in both the books and show, Connor is quite extroverted. While Zach, on the other hand, seems to be introverted. Introvert x Extrovert ships can work so well when done correctly, and I think ZachConnor works cause neither of these traits are overtly toxic (Connor doesn't push others too hard, and Zach's shyness doesn't stop him from speaking when needed.)
Potential Character Depth: Furthermore, the character depth that could happen if this ship ever got explored in the show. It makes sense for the books to not explore them further, cause duh, they're not main characters, and the books are focused on Pip and Ravi (love them!). However, I think the show could explore these two as well, since shows (e.g: Heartstopper) can expand further on characters who may have been sidelined due to a book's focus on the leads. I just keep imagining a storyline where they're both so conflicted with their feelings for each other since it's so obvious that they like each other, but they also don't want to act on it in case it ruins their friendship. Can you imagine the angst? The exploration of queer self-discovery? It would be so good. It makes me wanna write a fic about it now.
Overall, I think more people should ship ZachConnor/write fanfics for them. I would love to read other people's interpretations on their characters/the ship. They're such an underrated non-canon ship and it sucks that people don't wanna write for them. Just letting everyone know that I'll read your ZachConnor fics if you write them! I'll interact with your content! Make the first step and write for them!
Again, thanks for asking! Loved answering your question! :) - Em
#agggtm#a good girl's guide to murder#zach chen#connor reynolds#zachconnor#zach x connor#connor x zach#agggtm tv show#mlm
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So I’ve binged “The Wind Rises in Longxi” 风起陇西 drama and I highly recommend! It is such an underrated drama. The story is incredibly suspenseful, the action is exciting and interesting, the characters are intriguing and filled with hidden depths, and the drama respects the audience’s intelligence by letting you figure things out and put the pieces together instead of handing things to you on a plate.
The story is set in the three kingdoms period and much of the background and certain key supporting characters are inspired by The Romance of the Three Kingdoms, but the genre of the drama is firmly “Cold War Spy Thriller” in the style of John Le Carre (one of the inspirations for the author of the novel this drama was adapted from).
The plot centers around two protagonists:
Chen Gong, code name Baidi, is a spy for the Shu kingdom who has lived undercover in the Wei Kingdom for a number of years. He finds himself in mortal danger as a chain of leaks suggest that a Wei spy in the Shu intelligence agency is intercepting his messages and exposing the rest of his undercover team. With each passing day, Wei’s counterintelligence unit comes closer to discovering his identity. However, an investigation by Shu’s internal investigation bureau reveals clues that point to Agent Baidi as the traitor in their mist…
Is this a set-up? Or did Baidi in fact betray his country? Is Baidi perhaps a double agent…or a triple agent? Xun Yu, deputy head of the Shu Kingdom’s internal investigation bureau, and Cheng Gong’s old friend and brother in law, is on a mission to find out
Meanwhile, Wei military intelligence has launched a new covert operation against Shu, but what are they really after? And what kind of game is Prime Minister Zhuge of the Shu Kingdom playing with them? Xun Yu does not have the clearance to know, but whatever games they are playing, it’s endangering the lives of his colleagues and loved ones, and he is determined to discover the truth
The language of the drama is a bit jarring at first because many of the lines follow the novel’s style, which is written in what readers call a “Cold War novel translation style.” So you get anachronistic terms like “intelligence agency”, “investigative unit”, “counterintelligence”, “sovereignty”, and “political legitimacy.” And you get English inspired phrases like “Good luck, Agent” in the Chinese novel and script.
But this stylistic choice allows the novel (and drama) to comment on modern geopolitical absurdity using Three Kingdoms as its medium and explore the dynamics of the Three Kingdoms period using modern political lenses. But it’s done in such a nuanced way that you are never quite sure who’s supposed to be the Soviets and who’s supposed to be NATO. And maybe that’s the point.
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The Legend Of Heroes: Trails in the Sky FC Review
Depth, Detail, and a sense that the world you're exploring is lived in.

The Legend of Heroes: Trails in The Sky First Chapter had a reputation that intrigued me. I've heard that it's an incredibly slow game that's packed with text. That the purpose of this game was to serve as a 50 hour prologue to it's sequel, Second Chapter. And that it apparently has a brutal cliffhanger that justifies all of that. It does. I'm literally only writing this review in an attempt to stop myself from burning through the next game too fast. The reputation it has for being slow is very earned but being in the mood for a slow burn experience made that a lot less jarring. I can't recommend this game to people who don't want to read a lot though. It will kill the game for you.
In First Chapter you play as Joshua and Estelle Bright. Two 16 year old kids being raised by a legendary bracer named Cassius Bright. Bracers are a guild of freelance mercenaries with a very specific moral compass. Namely to help people. They'll get rid of monsters, save a cat from a tree, escort people from town to town, etc. They just can't intervene with the military or politics of any nation. Joshua and Estelle want to become full fledged Bracers just like their father but in order to do that they need recommendations from guild branches all over their kingdom.
You'll go from town to town picking up odd jobs from the local guild branch in order to complete enough work to earn that branches recommendation. All the while getting a familiarity with each town you go to and the people who live in it. A Bracer has a duty to the people after all. It may sound like pretty standard JRPG fair but this game does something incredible when it comes to talking to the townsfolk.
Minor advancements in the story will give EVERY person in a town something new to say, and this happens several times per town. A lot of these people have little storylines during your stay and may even pop up in future towns. Some will talk about what's going on in the story but others are absorbed in their own dramas. You don't have to go out of your way to talk to everyone but you will miss out on lore and flavor if you don't. There's a lot of fun stories and characters to discover. I've had entire play sessions just being talking to townsfolk because the story advanced a little. I really hope the sequel remembers these background characters.

The towns are gorgeous and they know it too. Every time you get to a new one you'll get this nice sweeping shot of the streets and points of interest. Each town has their own personality to them that keeps the game fresh but it goes beyond the aesthetic of the town itself. Each building feels intricately designed in a way that actually baffles me. Someone put thought into these buildings making sense in a way they genuinely didn't have to for a JRPG. There'll be rooms that you'll never have to enter for any reason but they'll be filled with props and purpose because THAT BUILDING would need that room.

I remember being blown away that a weapons shop had an out of the way stock room that I never had to go into but was still decorated top to bottom. It makes the world feel so much more lived in. This game revels in detail on every level and it's easy to see the love that went into this world feeling like a real place with real people.
My biggest fear for future entries is that they stop this level of detail with the townspeople and their surroundings. I can understand them not doing some of this when we switch to a more traditional 3D view without the set camera angles but it would still be disappointing. Only time will tell if they can keep that up!
That said the main cast are so charming as well. Joshua and Estelle's bickering is hilarious and got several laughs out of me. Joshua being this calm and subdued rogue countered by Estelle being a rage tornado is so funny.

There's a solid party to build in this one and they all bounce off of each other in fun ways. They'll be swapped in and out as the story progresses and I liked that compared to just collecting them all. It makes it feel like they have things to do aside from hanging out with you. My favorite party member is easily Zin. He's this massive bear of a man who is also a monk. My favorite character is Nial though. He's basically just Spike Spiegel as a reporter and I adore him.
Despite this game having magic and ridiculous airships it all manages to feel VERY grounded because they explain the hell out of it. Orbments are the way you access magic and skills and you get a literal manual explaining how it all works. Depending on the combination of quartz you install you'll get certain abilities or stat increases. Every characters abilities can be customized to your liking but some have certain elemental preferences. I really like how customizable this system is.
The airships are these hulking technical marvels with all these cool moving parts and when you actually get inside and explore them you can see how thought out the vehicle is. There's so much technology world building like this in the game that kind of teeters on steampunk or something similar. They have these cute chunky designs that I like staring at.
I should probably mention the combat at some point! It's turn based with moves that can change the turn order of everyone taking part in the combat. Random effects like critical hits appear on the turn counter and if you delay someones attack someone else might get that random effect. It's pretty engaging because if you don't pay attention you could give that critical hit to an enemy. It's a solid system all around and I never got bored of it. There's some awesome special attacks too!
I loved this game and can't wait to play it's sequel. The world building is fantastic. The environments feel lived in and atmospheric. I love the people that inhabit them and all their quirks. The writing is genuinely funny and heartwarming at times. The politics and subterfuge were engaging. I love the party we've assembled so far and can't wait to see more of what they get up to. First Chapter felt like reading a REALLY good book or watching one of those anime that just suck you into their world. It's a fantastic experience that I recommend heartily to anyone that can stand a bit of reading and a slow start because this meticulous set up is clearly going somewhere incredible.

#Game Review#videogame review#written review#written game review#trails in the sky#the legend of heroes#the legend of heroes trails in the sky FC#trails in the sky fc#jrpg#trails series#game recommendation#my reviews
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No. 4 - D1, Descent into the Depths of the Earth (August 1978)
Author(s): Gary Gygax Artist(s): David C. Sutherland III (Cover), David A. Trampier Level range: Average of 10, preferrably party size 7+ players Theme: Underground exploration Major re-releases: D1-2 Descent into the Depths of the Earth, GDQ1-7 Queen of the Spiders
Wait, really? This adventure has never gotten an official adaptation after 1e? That feels really weird. Granted Queen of Spiders in particular would absolutely work with 2e, but, wow. Is there a reason for that?
Ahh, 1e cover art. Looks like hot fucking garbage in the best way. Well, at least it's not a trace? You may be aware that early DND had a bit of an art theft problem (mostly stealing off of comic covers), but I don't actually have a list of all the known cases -- finding art credits at all is enough hassle as is without tracking down which paintings are also stolen. The usual suspect is "Greg Bell" and if you want to look this up the word you need to google is "Swipes", not traces. Just, be aware that's a thing going forward.
We start off on a weak footing: a light retcon. The ending of G3 didn't really imply that the drow had an escape route to the underdark in the Hall, at least not going off the map, but the text of D1 does. It didn't really even have a reason to pursue any drow into the, well it's not called the Underdark yet. In fact, it's going to be a hot minute til then, it'll receive that name in '86 from a not particularly liked supplement that got pumped out during the TSR Money Issues era. So for now, it's just The Depths. G1-3 were highly enclosed dungeons, D1 is a wilderness hexcrawl situation. Which is kinda strange, since like the G series, the D series was a tournament module. The answer to this conundrum, is that it isn't a conundrum, because only D2-D3 were used at GenCon XI, as well as an alternate Q1 that never was. Shame! The Lolth egg raid sounds cool.
A big hexcrawl, in fact! It's almost weird to me that D1 is the middle of a sequence at such a high level, rather than the beginning of a sequence at a low level, simply because there's so much stuff? Hexcrawls aren't my jam (admittedly I've only played in one ever, but I have Forever GM syndrome very hard so maybe one day that'll be fixed…) so it's hard to not see something this huge and go "wow this must be totally overwhelming to run". But we will press on dauntlessly!
We get some guidance on how to run this, including to really sell the "spooky cave" vibes. Gary is one again strangely invested in the importance of caving itself, but here it feels a bit more appropriate than it did in G2. Happily, shockingly, excellently: there IS a way to secure the Drow's favor from the word jump! Wiping out the Mind Flayer camp will have a, not 100% but extremely high chance of the drow FINALLY leaving you alone. Yay! And included in the module are some bonus cave battlemaps in case you need to random encounter in a cave. Also yay! Actually, in general in this introductory section Gary is generally sending out good game design vibes, going to great trouble to mention "if they're being careful, don't fuck them over" and "just straight up tell them you can't teleport very far down here" and "make sure you tidy up this framework into a real adventure". All very good signs!
The artwork is, broadly, much cooler than it has been up to this point. Which is good, because we're getting a whole lot of random tables here. They do a nice thing in this section, where they give 'purposes' to a lot of the random encounters, not full-on spark tables but at least knowing that the ghouls serve the drow is a very handy "why are they here?" to know.
The adventure lightly, reasonably, railroads you into your first encounter -- a checkpoint. It's a pretty rote fight, there are two factions but they can't really be posed against one another in any obvious way. The sub boss has a faerie fire grenade, and the big boss has a cloak that lets you turn into a lurker to fly away in a pinch. It's lightly teased that they worship Lolth here. But otherwise it's mostly just "welcome to the underdark motherfucker!"
There's a brief illithid encounter, which is likewise rote. Chop em' up and move on.
Finally, you have your dungeon-dungeon, which is a trog warren. It's mostly just Some Drow and Some Trogs, and it almost feels obligatory? It's got that "bunch of random caves" vibe that I do not like in dungeons. B1 and 2 will both end up doing this. But among the funny things is:
The first appearance of a death lance (drains d4 levels) on some bad motherufcker drow fighter lady
The medal you can negotiate from the drow can also just be looted
A lich is just, kind of taking a nap. the cheeky little fucker has put a magic mouth on basically everything everywhere, so you're flooded with magic aura if you think you're going to see shit coming. He's got some really neat shit, like a portable hole, but unfortunately his non-magic valuables are extremely cursed. Figures.
Sometimes I forget that ghouls and ghasts are sentient and intelligent, since I have had it so trained in my mind that ghouls are essentially smart zombies rather than people in any meaningful sense, but not so in ADND land! These ghouls are trying to ditch the drow they serve, which, understandable.
Thing I only learned now: ADND had many, many sphinxes. Andro (big tough and good), crio (smaller, dumber), gyno (smaller, a little meaner, classical sphinx behaviors including riddles), and hieraco (evil, vicious, and animalbrained). Ours here is the hieracosphinx, which is a pet of some drow lady.
Hopefully we can agree that old timey bugbears were silly little guys. I don't buy that they're evil, they're too silly! And yawn the usual lady monster / child monster dilemma is here, how droll. Your party picked a side 30 sessions ago and now it's just procedural.
Apparently the dark elves and trogdolytes practice mutual aid with one another, though Gary specifies it's coercive so not like that put your flag down. I do think it'd be pretty funny to reveal that the trogs are Actually Really Good and have a lot to teach others about societal organization. There's not really much to say about it as-written, it's just more of that mothers/child dilemma tripe.
At the end, an actually cute little trick that I cannot fathom the party ever working out without the Drow Merchant just straight telling them: There is a room with a magical pool in it. The pool is surrounded by a ton of small gem, which if removed, magically reduce any nearby gems in size and value. But, if you toss gems into the pool, they increase in size and value. Neat! Infinite money machine!
The adventure ends with the unveiling of a new monster-people: the Jermlaine, which are basically just mean little guys who sneak around and cause trouble. Not really a threat, just extremely annoying. Your guys will wanna chop them up for being assholes, but really they're just like the most petty guy at your job. It's a weird addition, but not unwelcome. On the whole, D1 is some lovely and mildly ambitious connective tissue bridging the D series together, and I'm actually kind of fond of it now. Maybe my players will visit The Depths soon…
The adventure ends on an illustration of ya bois taking care of some trolls and shit. Thanks Dave!
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