Myriad Celestia Trailer — "Kyoden: A Cleave Across the Transient World"
THERE'S SO MANY HI3 REFERENCE HERE to the point that video alone could make a big money for standlone game !
For many HI3 reference, let those lore master handle the talk (lol). When AcheSwan video release I thought this "Mei" is HoT different AU if her Kiana died, which seems not so far fetched aside she become HoO. It's kinda ironic since HI3 Mei become HoO basically because of power of her love to Kiana and Elysia (let's simplified as that XD)
From pionner relics lore, I guess we can deduce that Acheron's Kiana I mean Frebass timeline is more backward than myriad celestial since it explained Frebass is just a 14 year old nameless girl. If we think they're same age, Acheron nowdays should be 18 or 20 ish.
Now into the interesting part, almost nothing explain about Frebass whereabouts in two Acheron videos ! So what's happened to the nameless girl diving herself into nihility ? One scene from Black Swan memories indicate the very same rooftop HoTMeiKiana scene which isn't a good sign...
And let me added something as that video showing a clear words that HI3 connected to HSR. Kiana is a human made person by Otto, meanwhile HI3 Otto already remove all branch of his existence as price of saving Kallen. Which means Kiana is special entity only at HI3, so there's possibility Frebass isn't Kiana but Durandal (real Kiana) like existence.
Now I watch the video I just feels grateful Otto doing so many things to stop honkai... if not for him, in one possible universe HI3 could become Izumo HSR
I only hope these missing piece will be explain in TB 2.1 !
PS : I guess HSR will cook really hard at 2.1 TB quest, with Acheron lore become like that it's all about how Aventurine past could beat Mei angst max level. So let's prepare lot of tissue and don't read it at public place (lol)
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small little thing abt botw/totk and the future of zelda games considering it seems likely that future zelda games might be in the same style as those two and how i feel like botw/totk don't actually feel like zelda games (kind of messy i just typed this out in a kind of informal or whatever way) (this post is long af btw so uhhhh yeah)
im part of the group that claims that botw/totk aren't 'real' zelda games but... i guess they are technically 'real' zelda games, but... they sure as fuck don't feel like it, and because of that, i'm not at all excited with the idea of future loz games being in the same style, especially with the pitfalls these last two games have fallen into having been things that past zelda games did especially well, it feels like things have been sort of flipped on their heads in terms of what's being valued or whatever
like... the best parts of older zelda games were things like the story and the characters and the puzzles and the dungeons and stuff like that... the best parts of botw/totk right now are just the gameplay. people enjoy these new characters, but they dont have the narrative backing that older games do, they don't have the same impactful arcs or roles allowed by a more linear story
the point i want to get at though is how botw/totk honestly don't feel like direct evolutions or steps up from past zelda games but rather just... entirely different game styles (open world games) with the zelda flavoring and worldbuilding and story styling slapped on top.
i mean... i feel like a half-decent example of some other well-known franchises that have jumped on this (honestly kind of thoughtless) open-world bandwagon are mario (mario odyssey) pokemon (sword/shield and scarlet/violet) fire emblem (kind of. with some free-walking segments in 3 houses and engage) and the soulsborne type games (elden ring), these are all other well known and storied game series' that have somewhat made the move to open world, and i think that switch was a bit smoother, kept the core and integrity of the games that came before much better than botw/totk did
elden ring is the easiest to explain- the gameplay loop and core mechanics are the same and build upon past games' you just have more room to run around and get killed in with some little open-world flourishes like material gathering.
fire emblem is... a bit less flexible in terms of changing up the core gameplay, and the addition of open-world segments are added to add bonuses to the strategy gameplay and allow for more support-building oppourtunities and little minigames, and its more or less evolution from echoes' dungeon-crawling bits and the customizable castle in fates. the core gameplay still effectively works the exact same, just with some little class or mechanic tweaks and additions.
mario odyssey, though each world was pretty massive, still had your typical 3d mario platforming, and the new hat stuff fit in pretty well with olderpowerups and gimmicks, and the boss battles feel and work pretty similarly to the way they used it- odyssey does feel like an evolution from past mario games (ps. playing two-player with one person as cappy snaps the game in half. its the secret easy mode lol)
the new pokemon games are pretty much just the same as past pokemon games, theyre just open world and buggy as fuck rip have extra little open-world flourishes that build on what past games set up. the battling works the same as ever and the progression is the same with a number of powerful trainers you have to battle to continue forward.
with botw/totk... the progression is dramatically different in terms of power-scaling, world presentation, item-gathering, puzzle-solving... pretty much everything in the established zelda format. i get that it was pretty much the aim with botw to have a fresh start and throw out a lot of the old standards but it just makes them feel so dramatically alien to past zelda games; theyre completely different experiences in pretty much every single way, and as such they dont feel like what we've (well, people who have started with and spent a lot of time with other loz games) learned to associate with the zelda titles.
with open world games in general it's a bit harder to have a truly impactful narrative akin to those in past zelda games, anyways. i will admit that botw was a good execution of trying out something entirely new, and the narrative and gameplay and world actually complement each other very well, so despite what i've said in the past I can't really fault it's narrative too much since it's a less traditional sort of narrative and effectively does what it aims to do very well.
totk, on the other hand, proves that this style of game does not mesh with the old style of storytelling at ALL. linear games can have proper narratives with coherent stakes, developing characters, twists and reveals and building emotion and mood- and all of that is thrown out the window with totk when they decided to try and have both a more linear story with actual reveals and development and emotion, while also letting you literally spoil it for yourself out the gate.
you can't really have a well-executed story when players are capable of doing things drastically out of order and of jumping into story beats without the prior buildup and straight-up ruining what could be otherwise emotional reveals, and players being capable of doing this is hard-baked in how the game fundamentally works. I honestly feel bad for people who found the fifth sage by accident before anything else.
you can't effectively have a linear story with character growth and plot developments and impactful moments while also allowing it to be experienced out of order and with massive time gaps in between; with this kind of stuff, you can't really have your cake and eat it too. say what you will about the linearity of past zelda games, but i bet you that midna wouldn't be as beloved as a character as she is if it weren't for the linear order of the story and its events. certain parts of storytelling may demand for a linear manner of telling that story.
botw's story works because none of the memories reveal anything groundbreaking taht you don't already know; they are optional and merely give you more information about these characters from link's past and simply inform you about the girl keeping ganon at bay. if you find a late memory first, that's fine- it technically doesnt reveal anything too important to you, it just fills in some gaps for you and your player character. it makes sense within the story itself for the world to be so open and for you to be able to do what you can; the story is not the focus, nor is it even needed to beat the game. the story was made with the gameplay and what you are allowed to do in mind, and as such doesn't include things such as in-depth character development or important plot-twists.
on the other hand, you can easily spoil totk's biggest plot twist in a handful of different ways completely by accident, just by getting curious about the world around you. this can shatter a lot of the mystery or tension in the plot and this can happen completely by accident to someone playing the game organically and blindly. the story itself doesn't take this into account, it reads more like a linear story that would be more suited to a linear style of play, coming across things in order to ramp up the stakes and let things be revealed at the best possible time. (tbh totk's story doesnt seem to take the player into account in general, if the game forcing you to watch basically the same long cutscene four fucking times says anything, jesus christ)
narrative pitfalls aside, botw/totk put heavy emphasis on gameplay, but not in the same way older zelda games did, and as such trade away the unique items and gimmick-y game-specific mechanics for a small toolset handed to you out the gate. what botw/totk do- giving you everything you need from the start and having very little true varation in the gameplay from then on out- make sense and works just fine for an open world game. there is, however, a lack of actual depth to that gameplay that other open world games do have (off the top of my head, the ability to unlock and upgrade abilities and have general character upgrades in fenyx rising as well as the impressive depths of elden ring's combat and character customization system). the most depth botw/totk has to the actual gameplay is just the fourish different weapon types and the ways you use your fourish abilities (saying fourish bc for real ultrahand and fuse are fundamentally the exact same thing). there is also just raising the little defense numbers on your armor and getting more stamina and health, but that does absolutely nothing to the actual gameplay but make link more durable.
i mean, sure, health in past loz games just makes link more durable, too, but thats how health upgrades in any other game work.
the gameplay switch makes sense, considering the switch from a linear puzzle-adventure concentric game to a more sandbox-esque open-world game, but it does not mesh with the former loz formula at all, so while the shift in style makes sense, it makes me think that you can't have a previous-style loz experience in an open-world sandboxish sort of game. especially with how in totk you can very easily bypass most of the fire temple just using the mechanics handed to you at the start. you can't have the same type of zelda dungeons in a game where you are allowed to do it 'wrong' and the game itself does not allow for the same kinds of puzzles.
i am of the opinion that so long as future zelda games work the same way botw/totk did, we will not get old-school zelda-style dungeons again.
the loss of a variety of items used for specific puzzles and environment switches is the loss of a varied dungeon experience and the loss of the same kind of world and character progression as past zelda games.
you are handed everything you'll ever need at the start of botw/totk. the only thing that will meaningfully change is how much damage you do. there are no alternate strategies opened up by new items that can double as weapons, no new traversal options or routes opened up by things such as grappling hooks or clawshots or whips or specific wands. even the battle system is drastically different, instead of being enemies that take specific amounts of hits to die while you can obtain progressively stronger swords, enemies are just damage sponges and you can get all kind of weapons that just do different numerical amounts of damage.
the bosses themselves- big staples and draws of zelda games- also work extremely differently. instead of having to leverage specific items to expose weak spots or having to fight in a specific manner to do damage, you are just asked to... do damage. even in totk's bosses, where sage abilities are most certainly helpful, the only boss i found to truly require a sage ability was the lighting temple's boss; the others i either hardly used the sage at all (i didn't use yunobo at all in the second phase of the fire temple boss and hardly had a need for tulin with the wind temple boss [esp considering i was using a 3-shot lynel bow to make the poor fucker a cakewalk]) or found that alternative solutions felt better, like resorting to splash fruit on repeat water temple fights instead of wrestling with having to activate and use sidon's ability. the sages are honestly fairly poor replacements for dungeon specific items.
this kind of causes botw/totk to play more like a poor man's dark souls or just like any other open world rpgish game. i don't play botw/totk for the experience of a zelda game, i play it because it's an open world game that i can walk around in for five minute before switching to something else because i liked something in that other game better.
the combat in botw/totk isnt designed in such a way that makes it feel good. mineru's mech is fucking dismal, but since it's just either shooting with a bow or attacking with one of three types of melee weapon with some timing for a dodge, it can get stale fast. it doesn't necessarily even feel good, since there's not enough variety for it to get really engaging. (this is def an uneven comparison, but elden ring's combat feels considerable better with the different dodges you can do and the amount of attack options you have with just one weapon, not to mention the amount of control you have over your general fighting style.) combat in botw/totk at hour 1 is the exact same as combat in botw/totk at hour 100, the only different being the amount of damage you do or how much of a beating you can take.
it just... the styles of botw/totk can't allow them to feel the same as older zelda games. the shift in style was clearly a good move to draw in series newbies and shake things up, but it comes at the caveat of making them feel distant from their predecessors and uncomfortably similar to other games like them. it's hard to avoid comparisons with elden ring when on the surface they are very similar games, one just feels more true to its core identity
this all is said without mentioning the way in which botw/totk lore feels almost dismissive of past series staples and seems intent on not looking back while also taking every fucking attempt to nudge you and say 'hey, remember that zelda game' and honestly all that shit does is make me want to play a different zelda game.
botw/totk seem altogether very desperate to distance themselves from past zelda games while also being unable to really tear itself from what came before and it just culminates in me spotting linebeck island on the map and going 'damn i miss linebeck' and turning the fucking game off to play phantom hourglass instead. say what you will about phantom hourglass, but it certainly handles its story progression and character development infinitely better than the game that lets you accidentally shatter the impact of the story by deciding to check out that cool temple in the distance of the depths
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okay, i am quite literally Jennifer Slopez when i'm answering my ask responses and even Slower when i'm doing paras, so everyones just gonna have to put up with me spoon-feeding yall little hcs abt the divorce hurt/comfort para while i attempt to finish writing it.
but an-knee-wayz, there's a part in it where ravenstan finally gets kyle on the couch and is trying to dress and assess his wounds so naturally, he's like Okay Take Your Shirt Off...and jersey has the Audacity!!! to LAUGH at him!!! like hello?? so stans all annoyed like literally What?! and kyles like idk ur just Not Usually The One Making Demands ;) do you also want me to take my pants off while i'm at it? & ravenstan rolls his eyes like Ur So AnNoYinG Will You Please Just Do The Thing I Asked? & jerseykyle says sir yes sir ( LOOOL ) i will say stan do be oogling him but he's also stressed bc kyle is Fucked Up :(
siiiiiiigh, but you know, ravenstan is Patchin Him Up and jersey is just watching him bc for an adhd boy he is Very Focused, like studying kyle very intently, biting the inside of his cheek, pursing his lips, tilting his head to the right so he can get a closer look, trying to blow his bangs out of his eyes, swearing lightly under his breath bc he's distressed when hes not humming quietly while working.
and kyle is like omg he's so Cute :') <3 also jersey is extremely annoying in this para bc he misses stan to Death/hasn't seen him in Forever :( which is a very long time not to fluster your super best boyfriend, so kyle smirks up at him like Did Your Eyes Get Bluer, Red?
( he does call raven red to make fun of him for publicly roasting him at the cd show ) and stan looks up a bats his freaking eyelashes at him, leans in and kyle is like ohhhh my god did that actually fucking work?! is he gonna Kiss me and closes his eyes...it did NOT work btw! bc stan just jABS this cut on his cheek w/ a rubbing-alcohol soaked cotton ball and kyle is like OOOOWWW OH MY GOD!!! and stan is like Stop FUCKING Hitting On Me!!! LKHDSHDLS amazing...i'm crying.
like...you know when your super best boyfriend who you're basically married to breaks up with you because you can't tell him you love him, then you show up half dead on the doorstep of the apartment you used to happily share together & will not stop fucking Flirting! With! HIM! while hes trying to SAVE UR LIFE???
because jersey knows all about that!!!!
ANYWAYS UR WELCOME! Xx <3 :*
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| K A R M E N |
[ Category: The Promised Land ]
| So while her mother is busy trying to fit into the world of the Promised Land, because I can never find a way to make my OCs work out the way I intend for them; Here's Karmen in her new purpose!.... And also actually has a place that fits well; Of course she is Caligo and Asim's daughter, and is in fact a mix of the two's origins. While having some of her father's Fae attributes, while having mostly of her mother's Witch blood... Although whether or not she's more powerful than her traumatised mama.. That's a question for another time!
.. Anyways, cuz I have now made it a tradition, I draw Karmen in her refs always at her 17 years old glory, cuz kids and babies are hard to draw- Also cuz that's when her badassery begins lol..
Name: Karmen
Height: 5ft "2"
Species: Nocturnal Elf / However by the family tribe she is officially considered "Fae" despite physical evidence of her born as mixed race
Extra:
She grows up and becomes a mechanic at the age of 17, she started becoming invested in technology and such when she was 3; Overtime is became a passion, hence why she is capable of making small contraptions out of scraps. Her biggest project (which takes her to the age of 25, roughly an 8 year time span) when she randomly comes across a long abandoned assassin bot who appeared to have been built by the Deceitful before being discarded
She's very much a daddy's girl since Asim has spoiled her silly when she was young, although not blaming her mother for being the one who is on edge however; Karmen would always protect her mother, even when she was just a toddler. Her parents (Asim mostly) would tell her the sad stories and upbringing especially of Caligo, hence why she became protective of her mother figure at such a young age
She was given a spear by the tribe elder when she was 10, a special heirloom that was passed down from the "Sights of the Future" tribe; Although Asim decided to personally smith twin swords for her in hopes she'd pick up on his fighting style so to train her well, Karmen genuinely isn't a fan of dual wielding blades. Watching her be so natural with the spear however, inspires Caligo to try spear training themselves
Since the tribe mostly consists of travellers who had left their "nest" to search for other places of safety away from threats, Karmen always finds a way to "surf" down slopes whether rocky, snowy, sandy and whatnot; ... So she constructed herself a shield that can swiftly slide on almost any terrain. It's rumoured that she used her witch abilities she got from her mother to make it "magical", however Asim jokingly likes to claim it's the magic of the Fae
She can be an awkward and clumsy mess, she's prone to having tantrums like her mother, however since Caligo is technically still young in a sense, Karmen is more of a saint when it comes to them. Mother can act out BADLY, not their intentions however
Calls the tribe elder "grampi" since Asim practically refers to him as "grandfather", so she's kind of picked up on that too but more childish
She trains herself so she can eventually take over the tribe from her father one day, however since it's still Asim's turn next to replace the elder once they leave the world of living, she'll have to wait some more.. Which isn't much of a problem for her, she's a very patient person surprisingly
Hearing Caligo speak of their older sister sometimes, Karmen during moments where she's not being supervised has tried on a few occasions to look out for her (Katsumi), however hearing rumours of a "bounty hunter" appearing more frequently within recent activity, she's nervous.. Yet she has some theories on who that could be
+ + + + + + + + + + + + + + + + + + +
I believe that's all I have for her new purpose for now, I need to really re-sort Caligo and Katsumi's re-purposing as well but for some reason I am really struggling on trying to fit them into this weird puzzle as is so they might not be shown off or be appearing anytime soon yet til I find something that could eventually work out
Also I've just noticed, since I tend to colour scheme a lot of my posts...
WHERE THE FUCK IS YELLOW?! THEY GOT RID OF THE COLOUR YELLOW!! WHY!?!? THAT WAS A NICE YELLOW TUMBLR WHY'D YOU GET RID OF IT!?!?!?!
That sucks balls!!.... But at least I can copy-paste the text even the colour font on other posts, it just sucks now cuz now I won't actually be able to use it for future characters refs!... And I still have yellow-mainly themed OCs that I've still yet to re-design... This sucks now it's even more limited than what it was.. Especially with this AI bullshit scandal they too decided to jump on the waste of time bandwagon for...
fuck the Internet it's just a scummy cesspool of bullshit, lies, hate and corrupted companies and rich shits ruining the lives of every day working class....
Fuck you!!
... Anyways- Yeah I have name for the tribe now, "Sights of the Future", although very much blind to what the future will bring... They look onwards and either embrace or adapt to whatever happens to them... And I will NOT be doing the same! I look onward to the future and all I see is black, humans are devolving, they have adapted only so far and now they are moving backwards like the cesspool of lies and deceit they are..
. Karmen, Art © Me . DON’T RE-POST .
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