Yall, its time to ramble about visual/environmental storytelling cause this is silly article is driving me insane.
I won't argue for if the game should have had more constant and involved cutscenes like Robobot or Star Allies, but what I will say is that this game is VERY rich in story through the world design. The Forgotten Land as opposed to say the Land of the Sky in TD or the entire galaxy of Star Allies is like, DROWNING in writing and narrative. It builds so much mystery and intrigue through the theming of every world and even individual levels, with exploring both how the people of the land originally lived and how it's being reclaimed by nature and the animals.
I think the closest things maybe is Robobot and Halcandra in RTDL, the former having great little designs that key you into WHAT Haltmann is doing and what makes it so toxic. Halcandra though is the ultimate grand-daddy, the contrast between it and the Lor, and Egg Engines and Dangerous Dinner is full of theming and clues about the nature and history of the planet. AND THAT IS STORY, THAT IS WRITING! Especially when compared to say Star Allies, where most of the levels of the levels are just ye average Kirby themed fluff with little to say about the Jamba or the state they've left the galaxy in.
But when you play through the casino levels of Robobot, as well as delightful theming and level design, you see that Haltmann is erecting literally the most predatory entertainment centers imaginable. When you step off the sleek futuristic Lor into the scrapyards and wastes of Halcandra, you get fun intimidating final worlds, and a good grasp on *why* the people who made the Lor aren't around anymore, and may even start questioning why Magolor made such a great fuss of dragging you to this horrible place.
Music is also deeply important to this storytelling. Each of the factories/towers erected in ever world of Robobot's theme is a remix usually of themes related to older mechanical levels, subtly clueing you into where Haltmann go their technology from. Outside the Lor rather than the comfortable motif of Green Greens is this almost comically suspicious and disoriented theme once you're stuck on Halcandra and returning to Magolor with more doubts about his words. The final level inside of the volcano house a theme that is teasing the twist to come, and the theme for fighting Landia before the big reveal is less triumphant, and more majestic and pensive. Possibly trying to evoke more hesitance than confidence, even if most people wouldn't catch on to that on a first run.
But the cooler thing, is that while Robobot has this cool theming at key levels, and RtDL does at the end, this type of shit is pervasive ALL throughout Forgotten Land. Every world and nearly every level is a unique, well thought-out set piece! You get to see abandoned towns, cities, malls, stores, factories, resorts, and an amusement park, each which serves as more than just a fun location, but a clear picture of the world and the state its in. This intent is made clearer through the music and tone that goes out of its way to not highlight the destruction of these areas but their beauty, wonder, and mystery through the eyes of an clueless animals and our favorite pink alien.
The abandoned Alivel Malls theme is a track as upbeat and peppy as what must've played over it's speakers in it's hayday, because the hustle and bustle breathed back into it by the animals and Kirby just exploring this mysterious complex is just as lively. The theme of the Everbay Coast is peaceful and sunny despite the Holine ruins because it's as part of the scenery to the animals and Kirby as the picturesque palms and sands. And Wondaria!!!!!!!!! OMG WONDARIA WHERE TO EVEN BEGIN WITH EVERY FUCKING LEVEL AND THEME IN WONDARIA!!!
THIS IS WHY I CAN'T TAKE THAT CLAIM SERIOUSLY - y'know when I cried at Forgotten Land? In world 3. Not because of a cutscene or a line of dialogue, but just from the sheer emotion the setting evoked in me. The sweet, laid-back, starry-eyed wonder that it expressed from Kirby mixed with my own sense of nostalgia being aware of what that place was, and how beautiful it was to see it rediscovered and adored by Kirby and the animals of the Forgotten Land. It evokes such a strong feeling of bittersweetness, of existential dread comforted by the knowledge that the simple joys and memories we create places like amusement parks to share will continue on as long as there is life in the world.
And unlike some of my musings about past games, this was explicitly intentional. What truly brought the tears to my eyes was remembering an interview where the devs were explaining how they were trying to keep the tone light and Kumazaki said specifically they wanted to evoke peace and beauty rather than loss.
LIKE THIS IS WRITING! This is storytelling, this is intention. It's just subtle, but not at all unimportant, and it ties into the more overarching plot. It raises the question constantly of where the people went that is answered by Forgo, and expresses the dichotomy between the simple innocence of the animals compared to the ambitions of the people who abandoned them and that is now possessing their leader. It creates stakes for Elfilis and Forgo's intentions to destroy everything so beautiful and pure about the current world, but as it absolves the current world of guilt, it puts into perspective JUST HOW LONG Forgo must have been locked away that things changed so much. And as softly as the exploits of the original people are portrayed by the game, knowing their treatment of Eliflis and Forgo as a thing of entertainment and tool for innovation is sickening placed in contrast with it.
Like back to Wondaria, the way it shows how much space travel must have pervaded the imagination and escapism of the people either before or after Forgo's arrival is insanely smart. And it gives me chills in the best way seeing Kirby run around images of cartoon aliens from a civilization who would never meet him. Of Kirby, Elfilin, and Bandana sticking their head into a cardboard cutout of an astronaut meeting an alien, with the text "wish you were here" above in a script they don't even understand. A SCRIPT THE WRITERS MADE FOR THIS GAME SO THAT THEY COULD ADD MESSAGES LIKE THAT INTO THE WORLD FOR KEEN PLAYERS TO NOTICE AND MAKE CONNECTIONS.
Like it's insane. The dedication the Hal Labs has to stuff like this is maddening! It's so sweet and heartfelt and crafty, I'm so pissed off how little respect it gets because people don't understand visual storytelling!!!!! Saying Forgotten Land is light on story is preposterous, it might just be one of the most finely crafted stories the series has had to date, and is just a really solid piece of science fantasy writing in general honestly. It is packed with environmental storytelling that drives me Up The Fucking Wall, Man.
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if you don’t mind me asking, how in the everloving fuck did you get mercury AND arsenic poisoning?? is that common??
siiiiiiiiiiiigh.
so, no...thankfully, my dear, sweet darling:
i don't think it's terribly common, ( neither was the arsenic i guess, but i'll get into that ) but it is when you're stupid as fuck like me.
because i am too lazy to type it all out again and don't have it in me to be eloquent ( i am saving that for writing about the boys, now that i, thankfully, can coherently write again ) i will send you the synopsis that i sent elite sickfic style dr. ana ( god's fucking angel )
**it's the updated, more articulate ( give or take ) version because i tried to explain it to the girls the day i got home ( take it easy on them please, i couldn't text or call and gave them quite a fright, ily girlies ) unfortunately, i was still not super good at making words and processing things, so i wrote this now that i am functioning better.
sorry for spooking you all about the parasite; long story short, it was not as deadly as i thought -- I DID, HOWEVER, STILL HAVE A VERY NASTY BACTERIAL INFECTION, LIKE WHEN I SAY NASTY, I MEAN VERY, VERY, VERY BAD AND I WAS FIGHTING IT CONCURRENTLY WITH THE PARA WHICH MADE IT SEEM A LOT WORSE, VERY ASS!
but long story, medium:
alright! gather round kids --
it's uncle nina story time.
tw for gross medical stuff / me being in mentally ill hell
anyways, looking forward to sharing my writing with you all again and answering my asks if we still care!
love you and hyh,
metal head uncle nina
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I am just now realizing how many side quest and dlc quests deal with reuniting family members in Fallout 4.
So many of the radiant quest for the minute men require you to save a kidnap family member, to talk to a grieving family that wants you to bring them back even if it’s just a part of them or memento. So many people tell you the reason they exist is for someone they lost or are scared of losing. Fallout 4 deals with loss in so many ways but it all becomes even more sorrowful because it’s the sole survivor dealing with all of it.
There’s a futility in it all. It’s constant lose and hopelessness from people who know this is just how life is now. That they see that families being torn apart is so normalized. How much are they fearing for Shaun? For the companions they’ve come to know as family? They rarely can comment past acknowledging a mutual understanding but they would probably have so much more to say, to ask.
Fallout 4 really lacks on that part. The sole survivor rarely feels like a frantic new parent looking for their stolen infant in a world where so few people bat an eye to things like that. I want something raw and visceral. It’s the one time I’d actually like an over the top cutscene depicting grief or just a focus on their eternal thoughts.
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