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#i know that each game we had a different protagonist
beevean · 2 days
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So some recent... discourse put into my mind the concept of "power fantasy", and how people relate to it in different ways. Of course, I'm talking about Hector :P
Is Hector, in the games, a power fantasy? I think the answer is "yes but actually no but actually yes it's complicated".
Let's be honest, first: Hector is a product of his time. He is, in many aspects, Castlevania's response to the wave of edginess that was en vogue in the mid-2000s - I don't compare CoD to ShTH for no reason lol. Hector was always meant to be an anti-hero contrasting the pure heroes the games always starred before him:
—Why did you choose the theme of "revenge" for this game? Iga: Up to now, the Belmonts have been seen as the good guys. I thought it'd be nice to do something other than a moralistic "good triumps over evil" theme sometime. After all, Castlevania has always had an excellent world for telling a "dark hero" story. Alucard would be one such character… though even he is fighting for a just cause: "I've got to stop my Father!" So he's still kind of a good guy. This time, though, I wanted the motivation itself to be impure. So this theme is what I came up with, and then I thought it would be even more interesting if each side was out for revenge on the other.
Hector has "impure" motivations. His quest is completely selfish: while all the other protagonists want to face Dracula (or others in his place) because it's the right thing to do, Hector is just in to kill the man who ruined his life. In fact, he really couldn't care less about the Curse, and multiple times in the game he asks why can't Trevor just deal with the issues he doesn't want to deal with lol. This is in line with other characters of the same caliber, such as Shadow sneering at a city being invaded by aliens until there is something in for him, or Guts who declares that he's willing to let a whole town fall prey to demons, as long as Casca is safe. However, this is not a detriment to Hector's character like it would be nowadays, as he's also very much mean to be "cool": while obviously every protagonist has his cool factor, even going back to Simon in the first games who defeated Dracula all by himself and then had to heroically struggle with the Curse, Hector is cool in that, well, deliciously over-the-top way that was all the rage back then. He can ride wyverns as he slashes them, he can go toe to toe with Trevor himself to the point that even he is impressed, he can forge a gun and an electric guitar, cutscenes show him punching a stone devil with his bare first, he gloats in Dracula's face that he can nullify his Curse... yeah, he's a gigachad lol. The flaws are only meant to make him cooler and not "boring", as paragon heroes were seen at the time.
I, personally, never cared about this part. I'm not the target audience for this kind of power fantasy. Sure, I like that Hector is over-the-top cool and I will always joke about his most outlandish feats, but I'm not so keen on reducing him to those alone. I couldn't even explain why avenging your dead lover counts as part of a power fantasy lol.
This is why I latched on so much on the first half of his story, the one where Hector deals with Dracula, and why I insist that Hector is much more than his admittedly cliché archetype of "angry man on a revenge quest".
Calling Hector "stoic" is not even knowing the meaning of the word. Calling pretty much any CV protagonist "stoic" is factually wrong, as even the more serious ones like Alucard and Shanoa have other depths to them (Alucard is still grieving for his mother and we see it in a nightmare, Shanoa was deliberately made stoic and she subtly longs to feel again), but Hector doesn't even begin to fit the definition of "One who is seemingly indifferent to or unaffected by joy, grief, pleasure, or pain". The whole point of CoD is that Hector was left so emotionally vulnerable by his grief that both Isaac and Zead used him as a puppet. Anger is the complete antithesis of stoicism. "well anger is still a toxically masculine emotion" - memes aside, Hector shows other emotions too, most notably around Julia, the only person with which we see how actually gentle and polite he is when he doesn't have Dracula's influence scrambling his brain. By the way, you cannot ignore the effects of the Curse on both Hector and Isaac when you analyze them, especially the former:
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It can't be plainer than this.
And it doesn't come out of nowhere, because not only Julia herself tries to warn Hector that Devil Forgemasters are susceptible to the Curse, he acts vulnerable around her. He apologizes for his unjust outbursts, sympathizes with her plight, is visibly affected by her grief when Isaac dies... sure, it might be all because he's lowkey crushing on her, if you want to see it that way (and I do have my words over the plot point of Julia looking like Rosaly: I would have preferred if the game had more time to show that Hector grew to see Julia as her own person beyond her appearance), but the point is that this behavior highly contrasts with how angry and aggressive he is to everyone else, which the reveal of the Curse recontextualizes.
Also, just saying, while anger can be toxic, the point of these storylines is usually precisely that revenge is bad. Unchecked anger is bad for you, and you shouldn't let yourself fall down that spiral, lest you lose yourself. Isaac got consumed by his own hatred and died as a tool; Hector realized in time that he should snap out of it and survives, also because he was nice to Julia and so she grew to care about him and saved him when he tried to kill himself <- a reaction that is very unmasculine, might I add, as toxic masculinity dictates that men should make other people pay for their pain. bro. bro this is the complete antithesis of "toxic masculinity". Again, this is really not knowing the meaning of the word.
I don't even need to pull examples from the manga, but just for completion's sake:
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iunno about you chief, but someone who bursts into tears just because wifey told him that she's happy he was born isn't exactly the portrayal of toxic masculinity to me.
Which makes me segue into the next point!
Hector and Isaac are victims of abuse, and this is another very important angle to understand them. And I'm not just talking about their childhoods, of which we only get hints, although of course it does matter that the two experienced so much hatred and rejection in their youth that Dracula was the better option for them.
We don't see the details, but Dracula affected both of them deeply. He put them in a competitive dynamic, favoring Hector over Isaac: Isaac grew bitter with resentment, which made him double down on his loyalty to Dracula, while Hector only got the appreciation he craved at the price of his very humanity and morals, which weighed on him. The point of this favoritism is not really the core of their rivalry in game, as that one was caused by Hector's betrayal, but it gives a different dimension to the character. It would have been easy to have the mistreated guy the one who decided to turn his back to Dracula, but no, it was the golden child. Isaac was so entrenched in this dynamic that he never broke free, choosing instead to blame Hector and do everything in his power to prove himself to an uncaring Lord, including (in the manga) killing his own underlings so that he would be free to face Hector by himself. From PtR:
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"My own body is proof of Your expectations for him" is such a hard-hitting line. Isaac fears that he didn't even disappoint his Lord, because his Lord didn't have expectations for him in the first place. It's Hector the one he's so proud of.
And Hector hates it. By all means, he should be happy to have a home, to be respected and appreciated and free to use his powers. And he used to be!
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"Lord Dracula... You once accepted and needed my powers. There was a time when such a thing gave me joy..."
Hector was grateful for his Lord, but he couldn't live anymore in the safety of the castle, if the price was committing indiscriminate murder for the sake of a senseless revenge, going against his morals and being used as a weapon. Hector had to make a choice: keep living under Lord Dracula's protection, but losing his humanity piece by piece, or breaking free and facing the world that hated him, but as a free man?
Hector chose freedom over conditional safety and love. He was ready to die, as long as he died a free man. He put himself first, he turned his back against people who did not truly appreciate him, and despite the mess he left behind it was the right decision. And that's the power fantasy I adore, and that is what makes him a strong character in my opinion. It's the embodiment of achieving self-confidence, the healthy selfishness, the affirmation of the self when everyone else around you only sees you as an object or a prize, the reassurance that even if you fall, you can always get up and try again and become a person you can be proud of.
And Hector, after breaking free, very much acts like a victim of abuse. I spent countless words over how he displays the belief that he needs to do something to earn the right to be loved by Rosaly, unaccepting of the fact that she simply does because, well, he likes him and sees the good in him, and that's it. I wrote a whole analysis on how this belief stems from a sad naiveté on how the world works, because Hector is naive underneath the aloof exterior, and it's not something to make fun of him for, but a tragic result of living under Dracula for so long. I'll also point again to him having breakdowns because he hates himself and sees himself as inherently unlovable.
I could also spend all the words about the parallels about how Hector loves Dracula and how he loves Rosaly:
In both cases, he latches onto the only person who has showed him a modicum of kindness. He wants to give his life for them. The difference being, of course, that Dracula only appreciates Hector for what he does (and I could also go into a whole tangent on how Hector was personally raised by Dracula to be his knight and he has a piece of his essence inside him which parallels how abusive parents see their children as an extension of themselves), while Rosaly for who he is. With Dracula, Hector understands that all the shallow care in the world doesn't matter if he isn't also respected as a person: he still cares about him, in some fashion, but not the point of clinging.
And if Hector is ready to lay down his life for Rosaly because she finally showed him what real love looks like, is it any wonder that seeing her die would spark such a fury in him that it makes him prey to the Curse and to being once again twisted into a tool?
The power fantasy comes from the part where Hector breaks free of the abuse and manipulation - twice over. But he is also relatable, with all of his flaws, weaknesses, and mistakes he makes. The whole point of Hector's journey in the first half of his story is that he feels the need to atone for his sins, and the consequences of his actions all catch up to him in the worst of ways. Ignoring this to reduce Hector to an edgelord who only spends his life angry and then hooks up with a Rosaly replacement (which incidentally also ignores Julia's personality and agency and I might even call as misogynist as the plot point itself) is a huge disservice to the thought and care put into him to make him stand out from his own archetype.
Power fantasies are not inherently bad. Depending on the fantasy, they can be inspirational. Hector is inspirational to me, if that wasn't clear, I see part of me in his circumstances and I admire his arc: it tells you, "you can break free too, you have the strength to do so, and you will find people who will love you without reason". And I just generally speaking find him a very well written character despite stemming from a rather outdated context, because all the details come together to make him fleshed out and tridimensional.
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malefilus · 2 years
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I’m really sad about it but I really am not looking forward to the next Dragon Age game. All of the press and statements that have been released just feel like it’s gonna be a let down in one way or another. I understand that the company and devs want to draw in a wider audience and get more people interested in the series, but the statement of ‘you won’t need to play the first games to play this one’ really concerns me. As well as them saying the Inquisitor won’t be a huge factor nor will your (possible) romance with Solas? A huge part of why I personally was looking forward to this game was that tie in. That ending of will it be a bitter end truly or will there be a chance for some sort of happiness? I felt before the announcements a bigger sense of need to not mess up my choices. Now I just feel like it’s going to be a horrid let down and something that ties in poorly with not so great character development. I’m hoping I’m wrong but man, it really is looking like this isn’t going to be a game for the older fans.
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felassan · 3 months
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Dragon Age: The Veilguard info compilation Post 2
[Link to Part 1]
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user’s post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a ‘info that came out in snippets from articles and social media posts’ collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal’ post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this.
Character Creation
It is the best CC BioWare has ever made in a game [source]
The faction we choose will determine who we as protagonist Rook were before they were recruited to put a stop to Solas [source]
Certain conversation options are only available to Rooks of certain factions. For example, Grey Wardens get conversation options that are focused on the Blight, as they know more about it from other people. It also impacts how people talk to Rook (reactivity from characters and then faction reactivity from plots relating to that faction) [source]
Faction choice affects a lot of things [source]
There aren't unique missions (I think this means like the playable Origins in DA:O), but faction choice does set the course for Rook for the rest of the game [source]
"body customization and morphing. From more muscular characters, to curvier builds, and just about any shape you want to give your character, there are all sorts of toggles to adjust so you can give them any figure you want". "There's even features that let you choose proportions, so you can alter their height, give them wider shoulders, and much more" [source]
There are makeup options [source]
There are tattoo options [source]
The hair uses a "Strand system" to "make them behave and move in a believable way for the different races" [source]. (Fel note/speculation: I think "race" here refers to irl, as opposed to like human vs qunari or something, as the language they are using for human/elf/dwarf/qunari is "Lineage")
There are 4 voices to choose from for Rook: two feminine and tow masculine (one American, one British for each) [source]
In CC, 'Lineage' is the game's parlance for race i.e. human, elf, dwarf, qunari [source]
We can pick Rook's name, but the dialogue calls them 'Rook' [source]
In CC we can "make a few key decisions that will impact how The Veilguard begins" [source]
"I really do think its our most feature-ful character creator ever." [source]
Story and lore
In the opening segment of the game (see more on the story's opening moments here), we're too late and Solas' ritual worsens, so Rook and the companions go to stop him. When travelling to the next location (Arlathan Forest) in the chase after Solas, the characters travel through an eluvian [source]. The Forest is where his ritual is taking place. Varric then asks the player if he should confront Solas, and players then work to take down the surrounding statues in order to stop the ritual. "I won’t spoil what happens next, but I’ll just say the player and Veilguard have a tall task ahead of them if they want to save Thedas." [source]
Four of the 6 faction options for Rook (Mourn Watch, Lords of Fortune, Veil Jumpers, Shadow Dragons) are "rooted in northern Thedas" [source]
Certain conversation options are only available to Rooks of certain factions. For example, Grey Wardens get conversation options that are focused on the Blight, as they know more about it from other people. It also impacts how people talk to Rook (reactivity from characters and then faction reactivity from plots relating to that faction) [source]
There aren't unique missions (I think this means like the playable Origins in DA:O), but faction choice does set the course for Rook for the rest of the game [source]
A line of dialogue Dorian had at the Winter Palace in DA:I about what Tevinter is like informed the devs' approach to bringing to life the setting of Tevinter: ""There's a line in Dragon Age Inquisition that we always like to call back to," Epler says. "Dorian goes to the Winter Palace, which, up to that point, is probably the most impressive thing you've seen [as the Inquisitor], and [he] says something like, 'Oh, this is cute.' And we had to ask, what does it look like? What is Tevinter if Dorian sees that [the Winter Palace] and thinks that?"" [source]
The fact that Minrathous used to be the land of the elves was factored into the location's design. John Epler: "You can see the architecture has changed. It's become a lot more elven focused. And something that we've kind of hinted at, but we've never really shown explicitly, is the idea that Tevinter is built on the bones of the ancient elven empire. Tevinter itself, Minrathous itself, all the magic you see, that's just a pale imitation of what the elves are capable of. So you'll start to see as you get deeper into the game, the elves, for example, worked Lyrium into their building materials. Tevinter can't quite figure out how to do that. So instead, you'll see more gold and gems, kind of imitating it, but not ever quite approaching what the elves are able to do, and really creating that continuity of the space. Obviously, Solas isn't too thrilled that this world is the way it is, because he lived in a time of miracles and magic, and even the most magical place in Thedas isn't magic like the elven people used to be able to do" [source]
At the end of the opening portion of the game there is a "jaw-dropping title card cliffhanger" [source]
On the opening sequence: ""One of the things we wanted to do with this game is make the prolog feel like the final mission of a different game," John Epler says. "We really needed to get the stakes, the spectacle, right off the bat. Obviously, players who had been waiting to confront Solas have been waiting for just this moment."" [source]
Each companion has their own storyline that runs parallel to the main story [source]
You cannot succeed without the companions. Each of them has a reason why they need to be part of your party, why they need to help you stop the end of the world [source]
All 7 companions are recruited in the game's first act [source]
The firey demon looking guys shown near the start of the Gameplay Reveal are Rage Demons. Demons in general got a revamp in this game "to more closely align their look", this can be seen with the shades and the Pride demons as well. "they’re creatures of emotion so they have a spectral nervous system look" [source]
The Pride demon the group fight at the Solas face-off in the Gameplay Reveal video "was more a direct tie to Solas than anything else, but it didn't escape us how much it echoed the beginning of DA:I". they wanted to show the stakes and the scale of Solas' power [source]
Characters, companions, romance
Harding was one of the earliest characters that the devs wanted to bring into DA4, because she was such a fan favorite. She is this game's 'traditional returning' character [source]
Each character's romance flavor or style is different. They don't want every character for the romance to feel the same. They want everyone to have their own flavor that's appropriate to them as a character [source] [two]
"We found as we were building a story, more than ever before, it's a story about the people around you; a story about building this team, and working with them." [source]
Each companion has their own storyline that runs parallel to the main story [source]
You cannot succeed without the companions. Each of them has a reason why they need to be part of your party, why they need to help you stop the end of the world [source]
All companions are pansexual (specifically pansexual, not playersexual) [source]
Their pansexuality may come through in what we learn about their backstories [source]
No companion romance is race-locked [source]
Companions reference their past experiences or partners, and they reference who they'll become romantic with. [source]
If you don't romance a character, they may find a different partner for themselves. This could be within the companion roster itself or outside of it in the broader world. [source] For example, if the player does not romance Harding, she may get together with Taash [source]
The game is rated M [source]
The game contains nudity [source]
We can start flirting with the companions pretty early [source]
All 7 companions are recruited in the game's first act [source]
It is not until later parts of the game that you really commit to romance and things get pretty spicy [source]
The nudity, spicy things etc is more towards the end of the game [source]
The devs want the companions to be relatable and fully realized. So things get spicy, but in a more relatable way for people than e.g. some of the more shocking and comical scenes of this nature in Baldur's Gate 3 [source]
How sexually explicit the scenes are varies between characters. Some are more spicy than others. They have diverse personalities like in real life. "Some of them are more physical, more aggressive, and some of them are more... we have a gentleman necromancer [Emmrich], for instance, that is more intimate and sensual." [source] "some characters may be a little more steamy while some characters maybe a little bit more innocent" [source]
The romance and relationship system is more fleshed out than in previous BioWare games. A character's romance will be better woven into their personal story arc and into their involvement in the core questline of the game [source]
"BioWare has also worked to ensure that getting to know your characters as friends feels just as satisfying - and that just because you're not banging your buddy, their (platonic) relationship with you will still continue." ""One of the things we tried to do with The Veilguard is it's not just romantic relationship building," Epler continued. "You need to get to know a person before you can really build that kind of relationship with them, and if you choose not to build a [romantic] relationship, we never want to feel like you're being cut off. There's no 'okay, well, their arc isn't progressing, I'm done'." We want to make sure the non-romantic relationships are deep as well, with friendships not just for companions and yourself, but also between companions across the party."" [source]
GDL reprises his role as Solas [source]
Gameplay, presentation, performance etc
The game has a photo mode [source]
Combat is fast-paced [source]
If you pause the game using the ability wheel you can scan enemies to learn more information about them [source]
Each of the 3 main classes is distinguished by how it generates and spends energy for abilities [source]
Each of the 3 subclasses for each 3 main class promise to offer some meaningful distinctions from each other [source]
for this, rogues have momentum. You build momentum by attacking, by dodging, by parrying, and you lose it by being hit, so there's really a focus with rogues on avoiding damage, avoiding attacks. They build momentum quickly, but they lose it quickly. Warriors have rage, which they build a little bit more slowly, but they don't lose [source]
Attacks can be cancelled [source]
Regarding enemy weaknesses, some of these are elemental. In other cases their defenses are more vulnerable to specific types of abilities [source]
Combat seems to be a matter of managing our abilities as best we can to whittle down enemy defenses and take advantage of their weaknesses [source]
Over the course of the game we get access to three abilities per companion as well as an additional two abilities we can slot, and an additional ability that coms off of items that the devs will not talk about for now [source]
Fully offline single player, no EA account linking, no micro-transactions [source]
The game uses advanced rendering tech in Frostbite, nice subsurface scattering, high quality meshes, while having a striking pseudo-painterly look [source]
There are blood spatters in the game [source]
Production values on the game have gone through the roof. It looks like a big improvement on what came before [source]
On the music: "lots of foreboding tunes mixed with epic flair" [source]
Good voice acting, great facial animations, good hair tech, busy-looking environments and worlds [source]
It's not open world. "There are open areas you can explore around in, but it's mostly structured/mission based, sort of like Mass Effect." [source]
There are difficulty options [source]
They will talk about PC spec stuff at a later time [source]
There is probably an option to see damage numbers [source]
There are many reasons why the game is M-rated [source]
There are lots of abilities, with 3 swapped in on the wheel at any one time [source]
There are a bunch of accessibility options and they will talk about these soon [source]
The ability wheel gives you flexibility to enhance your playstyle. If you don't want to use it at all, you don't have to and that's no issue as shortcuts are available [source]
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gayelderstourney · 1 year
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OLD MAN YAOI BRACKET ROUND 1
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Propaganda:
Gerald Robotnik/Black Doom:
Scientist who wants to blow up the world and his evil alien boyfriend
Dude they had a son together and his name is shadow the hedgehog
They created Shadow the hedgehog together. Yes Shadow the hedgehog. This is canon. Theyre also super divorced just trust me on this.their old man yaoi is real
we as a society would not have shadow the hedgehog without their old man yaoi
old man fucks alien so he can bring his daughter back from space safely, gives birth to sad gay hedgehog
you KNOW they fucked
they’re shadow the hedgehogs dads. Like canonically. black doom is an alien god guy and gerald is eggmans grandpa who didn’t love him enough and gave him daddy issues. he also went insane after the government killed his granddaughter (who he loved instead of eggman) and tried to kill humanity :3 these two are like bitter exes to me. they’re both dead. the devil from the bible fucked that old man
Black Doom and Gerald Robotnik are Shadow the Hedgehogs dads. Gerald is a (silly, slightly insane) old scientist and Black Doom is a two thousand year old alien who wants to destroy the Earth. Its not canon but Shadow's gay dads mean everything to me. They kiss and hold hands on the space colony.
IM DOING MY PART!!! GERALDOOM SWEEP BAYBEEEEEEE!!! GO SHADOW’S GAY DADS!
Sheo/The Nailsmith:
It's really nice because you unlock it after the nailsmith asks you to kill him with the pure nail and you refuse and walk away. He then says he was wandering hallownest without purpose until he found sheo who helped him discover that there was more to life than just one calling. These two are probably the only characters in the game to have a genuinely happy ending
The nailsmith loses his purpose in life after finishing his ultimate masterpiece, his lifelong goal, the pure nail. He requests the protagonist to try the nail on him, but If you refuse, he will find sheo who helps him to find new meaning in life and realise that there is more to life by teaching him different crafts. They can then be seen sculping figurines together, and sheo is also painting the nailsmith.They share a common love for art and crafts and inspire each other. Sheo's story is that he was a nailmaster, but got tired of it, and put down his nail to pick up a paintbrush. I think it's beautiful that he could help the nailsmith realise what he himself did. They both also used to live in solitude without even realising how lonely they were, and I think it's cute tuhat they can do art together now :]
They are two bugs retired from their career and making better lives for themselves and they’re gay about it. Nailsmith believes at first that he has nothing left after creating the perfect nail and asks the knight to strike him down, and if you don’t, he meets Sheo, a retired nailmaster finding a new calling in painting and sculpting. They find a shared love in creating things and Nailsmith finds a new calling in art as well. The achievement you get for uniting them is called “Happy Couple”
Gay bugs gay bugs gay bugs (Cw mention of suicide) They both used to pursue their one passion in life: forging the perfect nail (sword) for the Nailsmith and the art of combat for Sheo. Sheo realized he could just leave that life when he lost his passion for fighting, and he found himself a new purpose in life: art. However, he always seemed very lonely, completely isolated by all other bugs in his hidden house in the middle of a thorn jungle. When The Nailsmith achieved his goal and forged the perfect nail, he lost his purpose in life and his will to live. He asks the player to kill him. However, if the player refuses, he can later be found in Sheo's house, modelling for Sheo or sculpting figurines with him. He thanks the player for not fulfilling his request, because he has found a new calling in life here, making art together with Sheo. They both express how happy they are to no longer be alone. This also gives you the "Happy Couple" achievement, confirming that they are a couple.
THEY'RE CANON!!! They're fucking canon!!! You can talk to them at one point after doing a Bunch of Stuff to get them to meet each other and you get an achievement called "Happy Couple"!!! Gotta love old man yuri
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shera-dnd · 3 months
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I have decided against my better judgement to be weird about the Dawntrail MSQ
and we can't talk about an expansion set in the fantasy americas without talking about
COLONIALISM
oh yeah, we're going there baby
So disclaimer that I may be brazilian, but my ass is white as hell, so take everything I say with a grain of salt. Also if any native americans have made posts on this please let me know so I can boost their analysis as well
Also also I'm more than happy to delete this post if I mess up. I'm genuinely trying to make a thoughtful analysis, so if I fuck up just say the word and this thing is gone from this website
Oh also also also, Dawntrail MSQ spoilers ahead!
So FFXIV has had a... messy relationship with colonialism over the years
The fact that the major antagonists for the first half of A Realm Reborn a literally called "beast man tribes" is absolutely not a good start to this story
Add to that the fact that The Twelve (Eorzea's gods) are shown to be kind all powerful deities, while the Primals (the tribal gods) are evil spirits summoned to bring destruction to the world
and yeah no ARR is not good with that shit. It's EXTREMELY not good. If I hadn't been told it got better later on I would have dropped this shit before I got to Titan
But they have been taking steps to unfuck things. First we're shown that even the "civilized societies" (in this case the catholic elves) can summon Primals, then that Primal summoning isn't an actual native custom but was introduced by foreigners with malicious intent, and that not all "beast man" practice that
Then they changed the names of the "Beast Man Tribe Quests" to "Tribal Quests" and then finally to "Allied Society Quest"
Which would have been an empty gesture had like half of the post-Shadowbringer patches, as well a lot of Endwalker, not been about forming alliances with those people and working together with them, recognizing that they have as much right to the land and to life as any Eorzean, this all culminating on the Primals being summoned with the express purpose of helping you protect the world you all share
I guess they realized that they couldn't have their big bad for most of the game be the evil expansionist empire, if they didn't like actually reflect in their own imperialist fantasies they were propagating
Then the teaser trailer for Dawntrail drops and everyone in the fandom is like "wait... are we gonna do a colonialism?"
And memes were abound of how all those lessons from before don't apply to the "New World" of Tural
THANKFULLY the actual questline leading to Dawntrail helped to settle some of those worries
We're not going to Tural to explore a new uncharted land, but are actually being invited over by the local royalty in order to aid them with their right of succession. We get introduced to the nation of Tuliyollal and how it's a thriving land with its own culture and not just a "terra nil" waiting to be colonized
Still there are some worries that this is gonna turn out poorly and that we're just gonna end up being white saviors
But I think they managed to avoid that pretty well
For starters neither the Scions nor the Warrior of Light are the protagonists of this story. You're all simply supporting character's in Wuk Lamat's story
A story that centers her people, her culture, and her family
And it's not even one culture. They don't portray Tuliyollal as this monolithic mish mash of every single native american culture
No, the lands of Tural are in fact comprised of multiple different people's and nations, each of them with their own customs and traditions which are informed by their history and the lands they live in
In fact learning about their cultures and partaking in their customs is the whole point of the Rite of Succession. It's all set up so that the next Dawnservant would be someone who understands and respects each of the peoples that comprise Tural
(I could, and probably will, write about what Dawntrail has to say about what makes a good ruler)
And our girl, Wuk Lamat, is shown to be the rightful heir because she really goes out of her way to understand each of the nations and show her appreciation for their customs
Putting her well above her Sharlyaboo brother Koana, The King of Unresolved Daddy Issues Zoral Ja, and whatever the fuck is going on with Bakool Ja Ja
(I joke, I love my two headed traumatized dumbass)
Tho I will admit that this does end up giving the tribes a somewhat "planet of the hats" vibe. Like their named NPCs are diverse and interesting, but you can just assume that most random NPCs of any given people are gonna act according to the stereotype
Which is unfortunate, but I have hopes that with the next few patches and the addition of Dawntrail's own Allied Society Quests, we'll get to see more to them
But that... is only up to lvl95 and the end of the Yok'Tural (southern Tural) segment
because then we get to Xak'Tural (northern Tural) and holy shit does it feel like they drop the ball there
Like they really COULDN'T keep themselves from making Shaaloani a fucking Wild West map
Instead of doing anything with the actual cultures and histories of Native North American people, they just do wild fucking west
Because there's ceruleum in them thar hills! And apparently Koana turned most of the region into Sharlyaboos too
So we get a bunch of Wild West frontier towns mixed with native american tribes and mud brick cities. We have trains and guns and a sheriff and a duel at high noon, but now everyone got native american names
At least there's one group off to the northern side of the map who seems to stick to tradition and live in harmony with nature, and that group is shown respect by the other people of the region
so we at the very least avoid the "cowboys vs indians" crap, but my god does that region just feel bad compared to everything else they had done so far
Then we get to the big twist: THE CYBERPUNK PORTION OF THE GAME
because yes, we go full fucking cyberpunk
so turns out that a whole segment of Xak'Tural got colonized by the kingdom of Alexandria, including the lands of the Shetona (Erenville's people)
And I feel like this is the most poignant section of the MSQ when it comes to colonialism
Because here we have Alexandria, an empire that has reached the limit of what it can do sustain itself on its own world, and so has decided to spread out and colonize others in order to gain resources
We see the Shetona and other natives of the region being separated from their families and kept in isolation from the rest of their people
And tho Queen Sphene is shown to be a kind and caring ruler who gives people a choice when it comes to joining the empire, WELL SHE'S STILL THE QUEEN OF A FUCKING EMPIRE
Like her form of kindness and just stagnant peace is put in stark contrast with Wuk Lamat's own love for her people and more proactive pursuit of happiness and harmony
(again with the "what makes a ruler theme")
Also the people that choose to be assimilated into the Alexandrian Empire? Yeah, they're doing so because Alexandria has advanced medical technology and you can only receive their aid if you're a citizen
Not only that, but you have to be a working citizen. We see later on a character being denied medical aid, because he lost his job, thanks to the King's decision and at no fault of his own
yeah this is cyberpunk, not just sci-fi
ALSO can we talk about how the technology used for that medical aid and the little gizmo they give you to signify you're now a citizen, will literally erase the memory of the people you lost
So the Turali who are assimilated into Alexandrian culture not only lose ties to their culture and their loved ones, but are not allowed to grieve their loss, because what they once had is slowly being erased
How their choices add up to survive on their own OR be assimilated
How this all takes place IN NORTH FUCKING AMERICA!
THE CYBERPUNK CITY IS LITERALLY SET IN THIS WORLD'S EQUIVALENT TO THE UNITED STATES
So yeah, I don't think is is accidental. I genuinely thing that they're making a point about the realities of imperialism and colonialism, as well as taking some shots at the US while they're at it
Of course this part is still centered around Wuk Lamat, and instead of having a moment of "the only ones who can stop the evil white europeans are the GOOD white europeans", we have Wuk Lamat be the one to save the day, defeat Sphene, and save her people from the colonizing empire
So I would like to argue that everything that happens from lvl97 onwards is them picking up the ball again and making a real point
buuuut that comes at the cost of us being unable to engage with the native peoples of Xak'Tural outside of the context of colonialism
Which genuinely fucking sucks, and I hope it will be remedied with the post-Dawntrail patches
As well as handling the whole shared land situation they ended up with and how this might end up in a Land Back sort of movement, and oh boy can they mess shit up royally there
So in conclusion FFXIV has had a messy relationship with colonialism and imperialist fantasies and tropes, but the devs seem to be making a concerted effort to undo their mistakes and show respect in their depictions of american natives
They still fuck up
boy do they
but they're at least trying, and I'd say Dawntrail so far has been quite well executed
so yeah, look forward to more insane rambles like this one I guess
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physalian · 15 days
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Fantasy Worldbuilding Without Ignorant Protagonists
A reminder, as we approach Arcane Season 2, that exposition in a fantasy setting can be given sparingly, and yet still tell an enthralling story.
Or, imagine how different Arcane, or Game of Thrones, or Lord of the Rings would have been if they were “stranger in a strange land” type fantasies with ignorant Earth protagonists who needed the whole plot and kitchen sink explained to them?
I dislike audience exposition vectors, not just in fantasy, but usually in a fantastical setting ranging from urban fantasy to superhero stories, because they’re an author crutch, giving the illusion of having to explain every little detail so the audience can keep up when… if this character wasn’t the hero, and you had to pick a character who knew about the world to be your protagonist, they wouldn’t be asking all these obvious questions and you'd still be able to tell the story.
I know why they exist, so they can be the vehicle through which the audience lives vicariously. We share their wonder and amazement as this cool new realm awes and humbles and frightens them.
But what these characters tend to lack is agency, specifically when they’ve been around in this setting for long enough that they really should start to know better. Or, if they’re built up as smart and self-sufficient, and yet don’t ever seek out information about the plot or their new world beyond asking the other characters dumb questions.
Example because I love these books: In The Titan’s Curse (PJO Book 3) Percy complains about not being able to manipulate the Mist, of which his new rival, Thalia, can do easily. This is one of the first things he does in the book. Because he has to remain the butt of the “seaweed brain” joke (and Annabeth must remain The Smart One), Percy hasn’t already learned how to do this very important trick (and he never does).
While it would behoove him to learn, when he’s had 2.5 years to do so, he just… didn’t. He also doesn’t know what the Manticore is to retain the suspense… when he’s had plenty of time and motive to study up on all the things that eagerly want to kill him, and has a nerdy girlfriend who’d be more than happy to lecture him with this information.
Even something as simple as Percy being shocked that he’s right that it’s the Manticore would have given him a little bit more agency. He’s an incredibly clever character, but still has to serve as the audience exposition vehicle, so he has to remain ignorant so the plot can explain things to him. He's as cherry-picked clueless as the story demands sometimes.
So. You want to have a character for the audience to live vicariously? Please give them expository agency.
Meaning–give them means and motives to learn about their new world on their own instead of asking questions as the plot demands. Or even let these characters form their own biases on what they think they know so that the actually knowledgeable characters can go “um actually”.
I once wrote a protagonist who was from her fantasy world, but purposefully ignorant about life beyond her planet. Why? So I could have all my other characters explain things to her that they would not explain to each other. But she was from a world with heavy information policing and manipulation, so she thought she knew plenty (naively, not arrogantly), giving plenty of fodder for conflict as opposed to just exposition.
It wasn’t just A learning about the new planet for the audience’s benefit, it was A realizing she was misled and lied to, and learning what “facts” she has that are wrong. Was it perfect? Heck no, but not only was this part of her character growth, by the second book, she was all studied up and when something unknown came along, the whole team shared in the confusion.
I did the same thing with Elias, my protagonist in Eternal Night of the Northern Sky. He’s very purposefully, literally sheltered, literally grew up under a rock, but his people have incredibly loud biases against vampires. Elias has plenty of knowledge about his world, both that is correct and vastly incorrect, while still lacking basic knowledge of other survival skills because he’s never had the opportunity.
Elias’s biases drive early conflict and conversation. He’s not going “what’s a vampire” so the other characters can stop the plot to explain them to him. He’s going “I know exactly what a vampire is” and the plot is him getting kicked on his ass with the truth.
So you can have that naive amazement factor, but also still have a character underneath. You can also let that character show off their acclimation into their world by not being afraid to stop making them the ignorant exposition machine.
Just thoughts.
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marsprincess889 · 1 year
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JYESHTA
The battle, the loneliness and the cost of victory
Mercury ruled, Mars's sign.
A very lonely nakshatra indeed. Jyeshta means "the eldest" and it's also known as "the best". But what does that all mean?
To understand Jyeshta, we have to remember that it's fully in the sign of Scorpio. The previous nakshatra- Anuradha, also fully in Scorpio, is its yoni consort. Scorpio is the natural ruler of the 8th house of death, transformation and the occult. It's shrouded in secrecy, yet Jyeshta nakshatra still manages to be one of the most notorious lunar mansions.
Jyeshta's symbol is a round protective talisman or an umbrella. It's ruling deity is Indra- the lightning god and the king of the gods, who is covered in eyes and thus sees everything. The goddess associated with Jyeshta is Dhumavati- an old hag who's always hungry. Jyeshta natives are known for their success in the material realm, but little do most know that there's a lot more to it than that.
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We begin the story of Jyeshta with a somewhat outcasted underdog. They're not that understood, they are independent by nature, and most importantly, they do not trust a soul. Why so defensive, some might ask, but that's the eyes from which Jyeshtas see the world. Despite humble begginings, they're usually not pitied or treated as a victim. Since they do not like asking for help, they rarely get it, and honestly, that's the way they like it.
The underdog enters the world stage, immideately attracting attention because they do not follow anyone else's rules, but rather- their own. They have their uniqueness that protects them. Combat by combat, they defeat each and every one of their opponents and soon are seen as a new threat. With that comes jealousy, with jealousy comes resentment and/or respect. With all that comes fear. Jyeshta's power is "to rise, conquer and gain courage in battle". The battle is life, but what does it mean to rise and conquer? How does one outsmart their opponents? The answer is you simply do not fight them.
When you view someone as an opponent you automatically set yourself up for losing. The opponents are equals but since you're an individual and since you know that you can't trust anyone but yourself, why would you play by their rules? Why would you equate yourself to them? Jyeshtas honor their own uniquness by protecting their energy (mercury rulership, very similar to Ashlesha) and learning their lesson from the previous mercury-ruled nakshatra- Ashlesha, they only engage in a fight with worthy opponents. Jyeshtas know they're only one worthy opponent for them and that's themselves. So, they just work on being better and better, not getting distracted by petty and unimportant squabbles, literally rising above the unnessecary conflict and thus conquering everything they rose above.
But is success all there is to life? Jyeshta is the survivor, always thinking about the next step and enjoying the independence despite being so widely disliked because of their difference, because of their uniqueness and success. Sure, they're content being themselves, but as natural loners they struggle with emotional intelligence, hence their reputation as insensitive jerks for masculine people or rude bitches for feminine people.
A Jyeshta story- The Queen's Gambit
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I want to analyze a fictional Jyeshta story that has been brought to life on screen- The Queen's Gambit. The writer of the novel - Walter Tevis had Ketu in Jyeshta nakshatra. Ketu represents your stored primal creative energy, past lives, the past in general, the father's lineage and a person's daemon. A daemon is basically the opposite sex version of you who is the personification of your creative and sexual energy. Walter Tevis wrote about the archetype of a Jyeshta woman, making her the protagonist of his story. Considering that I haven't read the book, I'll analyze the Netflix series that it inspired.
Chess overall is a very Jyeshta game. It's a competitive sport but it requires concentration, intelligence, discipline, talent and skill. If you make one miscalculation, then you're lost.
SPOILERS AHEAD
Our protagonist, Beth Harmon, begins as an 8 year old girl who lost her mother and was taken to an orphanage. There she never looked at elders the same way that others did, having a critical mind and an independence and uniqueness to her that set her apart from others from an early age. She was exceptionally good at maths and unusually so, considering her age. One day, she goes into the basement and finds the custodian_ Mr. Shaibel playing chess with himself. She's immideately drawn to the game and doesn't leave him alone until he explains the rules. Since then, she's hooked.
She eventually leaves the orphanage, getting adopted by a childless couple at 15. She already thinks like an adult and treats her new mother's authority like it's nothing and she's not really challenged in that. Jyeshta is the stage where you're the authority, you're the only one who's responsible for yourself, you're the eldest, the wisest and that energy makes others want to depend on you in one way or another. It's where you find the strength in yourself to make everyone else submit. So, Beth started to earn money by playing chess. It's important to note that her new mother had a drinking problem and despite that, Beth didn't drink herself before she thought she deserved it. Only after achieving some success does she slowly start getting addicted to substances, her addiction increasing as her success grew bigger.
Being the best in the game was not exactly easy for Beth, as she struggled with her love life. Jyeshtas are often not concerned with the emotional aspect of life, despite having a certain sensuality to themselves. They're naturally closed off and because of that many people find them mysterious. They won't hesitate to to attack anyone though, but their every move is calculated and planned.
Beth was bullied at school and that's a common Jyeshta theme (see my The Princess Diaries post) but she never paid any attention to it and later we see the mean girl she was at school with living a completely different life than her- the one that she would not want. The scene perfectly captures the difference between the Jyeshta archetype and the masses. Jyeshta is focused on winning, defeating themselves and by that defeating their opponents so they have little time for anything else. In contrast, her high school classmate was married and with a child, living a typical suburban American life.
In another scene, we see her success and loneliness turn to arrogance and rudeness as she encounters and old opponent, friend and ex-lover who was living a simple life and showed his contentment with that. That shows a more negative and quite a sad side of the Jyeshta archetype.
She hits rock bottom, starts to lose her focus and at the last minute, when she has no money to fly to Moscow for the tournament, a helping hand comes in. We'll get into why she accepts that help.
Her helper was her childhood friend from the orphanage_ Jolene, who was snarky and honest to her from the start. It's very telling that she was Beth's first friend. Jyeshta is a full-circle moment, it's the growing into your own power after you've defeated your past self, after you've managed to move on from past pains. When Beth had had closure with Jolene and after attending Mr. Shaibel's funeral, she goes into the orphanage and enters the basement. She sees how he had all the newspaper pages about Beth taped to the wall. Beth breaks down and cries. After confronting the core part of herself, she accepts help from Jolene because she's already healed that part of herself, so she'll have no unwelcome ties with Jolene, only the one she chose. She's conquered herself from that time and now is free to rule it. The only thing that was left to do was to go out there and be herself, because after you defeat yourself, there's truly no one else to defeat.
She defeats the Soviet champion and and makes peace with all parts of herself. When she's about to leave Moscow Beth gets out of the car and takes a walk, truly enjoying life. With the war with herself behind, she remembered why she's so good at chess, because she truly loves it so much. She enjoyed the competition and the tension, she loved the battle. There was no reason not to, not when she was unafraid of being who she was. After all these combats, she realized that there was only one real enemy-herself, and defeating that enemy requires bravery, the strength to bear the hardship and skill, a lot of skill to survive and all of that based on cunning.
When you realize that, the world is your oyster. It's all a game, and it's your game, you're alone.
She sees a big group of old men playing chess with each other in a park. Beth stops by, and the men, recognizing her, invite her to play. Beth sits down, smiling, knowing they'll both enjoy the game she takes her gloves off and says...
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If you liked this PLEASE like, comment or reblog, or even message me. If you have jyeshta or if you know them or if you like The Queen's Gambit, definitely let me know what you think. This was a bit stressful, considering my ketu is in jyeshta and it was not easy to dig into the deepest parts of myself. This series came out while i was going through a ketu antardasha that shook me to the core and it spoke to me so much. Anyways, thanks for reading, love you and take care 🤍.
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nautilusopus · 2 years
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okay FIIIIIINE i'll throw my hat into the Goncharov ring
Been a while i've done a proper movie breakdown, may as well be this one.
Rather surprisingly (but perhaps not too surprisingly given the unexpected renaissance of things like the original Dracula and Breaking Bad on this website out of seemingly nowhere and with very little prompting), I'm seeing a lot of new people suddenly interested in Martin Scorsese's seminal film classic Goncharov, originally released in 1973. Obviously a movie like that doesn't make it coming up on 50 years without generating a lot of discussion about the different ways the movie resonates and why, but coming into it in 2022 there's been so much cultural cruft that's collected around Goncharov that (similar to stories like Fight Club and Scarface) it's a little hard to parse what it's actually about with all the mythologising that's gone on around the characters.
Those movies, in one way or another, are about portraying the downfall of their protagonists -- Fight Club's after ironically creating another system of control and dehumanisation and becoming what he sought to destroy, Scarface's after being consumed by the wealth and power he's amassed. A lot of people assume it's that kind of story, because aren't most well-loved movies? However, I think this is ironically an assumption made because of the genre of film it is. All the people that aren't going, "OMG Goncharov is so cool and badass and fucks bitches," are going, "WOW I can't believe Goncharov is a cautionary tale about power corrupting," and in the process people miss that Goncharov is first and foremost about loss, in all its different forms.
I'm both kind of surprised and frustrated people miss this, given how utterly pervasive the movie is with its clock symbolism -- it's the one thing everyone remembers about it, it was in all the tie-ins. I dunno, maybe that got funneled back into the theory where they're meant to reinforce how Goncharov is just a mortal man at the end of the day, which is fine I guess, but the movie overall becomes a lot clearer when you interpret it through the lens of, "These things are gone and you can never get them back; clocks don't go backwards."
One of the most fascinating things about the movie is how every character embodies a different kind of loss. I'm gonna ease into this and start not with Goncharov but with:
Rybak, who is usually associated with loss as we typically think of it, i.e. the loss of loved ones via death. This comes up all the time, either in his trust issues (why he's being such a prick at the wedding), in the card game (he never bothers to bet much money, knowing he's bad at poker, and still loses all the same). Rybak is terrified of loss, cannot manage it, and ultimately is punished by losing what few people he had left and then being spared by Lorenzo who deems him punished enough, and is forced to survive, to grapple with what his life is now without them.
Goncharov's is actually more subtle, and it's loss of small, insignificant things as a result of the larger losses he believes he's processed. This is something that's frequently contrasted against Rybak. The pawn shop going under is actually a microcosm of this whole thing. Goncharov anticipates that this is obviously going to lead to financial issues for him, plans accordingly to deal with this, and... it works! He's saved! Except that means card games can't be hosted at his place anymore, given it's burned to the ground. Does this matter, in the grand scheme of his life? No, of course not. Poker night still gets had all the same. But it is different now, and always will be. Little things like this continue to add up, until something as insignificant as a towel -- a towel that never should have been in his room, but Sofia is no longer there to drop off his laundry and chat with him -- is ultimately the final nail in a coffin built of insignificant splinters, each one an imperceptible change underneath the much more larger, noticeable story beats of things like grief.
Otto is the big obvious one I'm not gonna linger on: loss of his youth, moments in the past that he wants to redo but can't. Most people at least seem to have gotten this one.
(This is also what the clocks get associated with a lot, which again, doesn't NOT make sense but also if it were just for this one character that, while thematically important, was honestly just a side character with limited screentime and only two scenes, would they really be all over the movie before Otto's name is even mentioned?)
Sofia's a bit abstract, and is the loss of self -- of the familiar anchors we have to who we are, what we think our core principles are, our place in society, who we want to be to our loved ones -- and by the time she dies she is rendered utterly unrecognisable to herself, and is horrified by it. She grieves herself the same way Rybak grieves his wife (even gets a direct visual callback via the way her face is lit when she's burning Lorenzo's check). You see echoes of this in Goncharov as well, but while Sofia is grieving the person she used to be, Goncharov is grieving the world around him (even though really, it's the same world it always was -- time keeps ticking on, one second per second, and neither one of them can ever un-fire that gun).
Lorenzo, tragically, gradually loses his freedom (and maybe in a parallel world would actually be the protagonist of a movie where he chokes on his own hubris like everyone seems to think Goncharov is GRUMBLE GRUMBLE). As he comes into his own more and more by his family's legacy, he is afforded fewer and fewer options about what decisions he can even make. Arguably he was doomed from the start, but the further he clings to power as a means to freedom, the more it drives him to destroying everything he ever (thought he) cared about. The tragedy of his character, and what makes him a good villain, is that he can clearly see what he is doing to himself and he absolutely hates it (his walking out early at the wedding is a tacit admission of this), but his absolute refusal to accept loss, to accept grief and pain and all the awful shit that comes with the human condition, is what causes him to toss aside every out he has because if he has enough CONTROL over his situation, surely he will never have to lose anything ever again. But, really, he already has.
I dunno. Goncharov is one of those movies that is great, and everyone seems to realise it's great, but nobody ever really puts into words why, and that's how you get Fight Club fans lmao. And it sucks because the actual discussion around the movie beyond "it's another hubris story but REALLY GOOD guys" is so much more fascinating and a much more earnest emotional truth that just never gets talked about.
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stxrr-strxckk · 2 months
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Something I noticed about I Saw the TV Glow that I haven't seen anybody mention yet
I saw this movie in theaters back in early may when it was released (Twice!), and it's been lingering in my head ever since then. Something I noticed on my second watch through: When Owen (and the audience) first see the Pink Opaque, we see Tara and Isabel in this sort of 90s nostalgia light, and I always thought they looked quite similar to Maddy and Owen. For example: Here is Owen and Isabel next to each other for reference.
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While it's not entirely the same (Owen has softer features and is warmer toned, Isabel is more sharp and cool toned), they do look like they'd at least be related, cousins at least?
Same with Maddy and Tara, though not as much. (They looked more similar after Maddy's haircut, but I'm too lazy to change the photo)
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But then, at the end when Owen is rewatching Pink Opaque? It's completely different. That nostalgic effect is gone and all of a sudden Tara is nowhere to be seen (Since Maddy left the world they were trapped in), and Isabel is completely different. Instead of being the confident, strong, WOC we see her as originally, she's just the same boring white protagonist of every little girl's show we grew up on.
And of course Owen is panicking, realizing that he lost his chance: He buried Isabel; she's dead underground, without her heart and instead of being who he truly is where he truly belongs, he's just... Owen. Stuck in suburbia, living the hell of being a queer kid growing up in the suburbs. Except now, he's an adult living a lie, knowing what he could have had is gone and he's stuck.
And another thing: I think the choice of the fun zone being where Owen works is deliberate. Sure, they could have kept him at the theater, but the theater shutting down is not only accurate (sad but true- please support your local movie theaters!) but shows how everyone is moving on from that experience of going to see a movie in person- choosing streaming instead.
And we also notice this change in the Pink Opaque when Owen is watching it streaming. This is a reflection of how media felt more special growing up when it was in a physical form. Cds, vinyl, Dvds, casettes, film reels, even game cartridges, we've always had some physical object that bonds us to the worlds of creativity in which artists express themselves. And whether you've noticed or not, it's a special sort of feeling that just... Dies with streaming. Its like you own a piece of the media. Like saying: "This is mine, it's my personal piece of media that belongs to me and only me." and that's always made it feel special. Sure, there may be multiple copies, but this one belongs just to you. Not to mention the ritual of actually putting in cds, dvds, casettes into a player, or playing vinyl on a record player. There's this action you have to take to consume this media that's familiar and sort of gets you to anticipate what you're about to watch (much like Owen and Maddy's ritual of Maddy taping the show then leaving them around school for Owen to find) whereas now, you're just on a streaming service that lots of people own, and you're just mindlessly scrolling through hundreds of options.
Another thing: What do we see when Owen cuts his chest open in the final few minutes? TV static. Like when a tape finishes and you don't take it out of the player. Now with streaming, you don't get that static. His connection with the Pink Opaque stems from his friendship with Maddy, the nostalgia of his favorite childhood show, and of course: his own queerness.
It's no secret this movie is about growing up queer and feeling like something is wrong. Like some part of you missing, the part that makes you normal. I've seen many reviews on IMDB that clearly missed the point, so I really want to spell it out here: THIS IS A MOVIE ABOUT QUEER PEOPLE FOR QUEER PEOPLE. And I've never seen a movie so perfectly encapsulate that feeling more than this one.
From my experience as a queer POC growing up with little to no representation I know this feeling all too well of seeing someone and realizing: "Wow, that's me." And projecting who I wanted to be onto that person. Then, later revisiting that media to realize that a: you've become them, your true self, or b, in Owen's case: that you've buried that person alive and barely recognize yourself.
It's really such a unique experience that I've never been able to put into words before. These scenes gave me such a visceral feeling and I almost cried in the theater. The scene of Owen in Isabel's dress is just the cherry on top. I myself am lucky enough to not need to transition and growing up I didn't feel as much dysphoria as my other trans friends, but this reminds me of a good friend of mine who used to dress in heels, makeup, skirts, and dresses to try and lessen the dysphoria she felt growing up in the wrong body.
I also love how the movie shows being queer in school.
Like how Maddy asks Owen if he likes girls or boys, and he replies with: "I think I like TV shows."
Avoiding the question because you either don't know the answer, or are so afraid you're gonna get bullied even more for being who you are.
Growing up, there weren't many queer kids in my school. So when we found each other, we stuck together. But for most of school, we were alone. No groups, not many friends, no space at the lunch table for us.
And seeing Owen, I just felt this connection to him almost immediately. Alone, not part of any group, until he finally finds Maddy. They don't have anything in common except the show, which is really the only reason they're friends, but it keeps them together, They're bonded.
For me, I see this as finding another queer kid in a mostly straight school. You may not have much in common, but that identity means you two will stick together, no matter what.
TLDR: I love isttvg, it makes me cry, everyone in gay and fuck imdb.
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teecupangel · 3 months
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I realize I've had a similar idea in the past, but please consider: reverse isekai protagonist Desmond who is the only human left in the world after touching the isu device because everyone else was transported into a bunch of different parallel universes (/=crossovers of your choice), each containing one of his ancestors.
He must now convince his ancestors to undo their parallel universes an de-isekai the world before reality collapses in on itself.
Oh, and he has no idea how to contact them, all he can do is get into the Animus and see what they're doing.
No preassure.
(+extra points if we get some cameos from the modern day protagonists. Maybe they're the key to fixing the world?)
You know what would be funny?
If everyone was transported into universes connected to their voices and the modern day Assassins are there for the ride and have no idea what the fuck is happening.
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So we have Altaïr and his voice actor Philip Shahbaz has been in a lot of films and tv series. Considering how I write Altaïr, I would suggest we punt him to one of the crime procedural series that his voice actor guest starred in. We can go for SEAL Team because the episode Philip Shahbaz is in for that series is set in Syria so we can have Altaïr see what his homeland has become in this possible future. Alternatively, we can kick him to NCIS instead and it would be a case of Altaïr having to deal with both the modern day world and hiding himself from the NCIS team who is looking into the death of a military personnel that, coincidentally, was nearby when Altaïr was transferred into their world. Since you want one of the modern day protagonists as a cameo, how about instead of being a cameo, they become the main Assassins’ sidekick? The Watson to their Holmes, some may say. We’re pairing Altaïr with the initiate of Unity and Syndicate (there is a possibility that they’re not the same person but I normally just make them the same person because they’re meant to be us in those games). The initiate would know how the Brotherhood operates so they serve more as Altaïr’s assistant that he calls ‘novice’. The recruit is actually the one who realizes they’re in a tv show because they watch criminal procedural shows while grinding (because, according to them, Arno’s rank system is a grindy piece of shit)
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For Ezio… now, Roger Craig Smith has done a lot of character voices BUT there is one specific character that we’re going to choose because (1) it will confuse the hell out of Ezio and (2) the characters share the same birthday: Sonic the Hedgehog. And he would have the lovely Layla assisting him for this predicament. Layla is just as confused as him but the best part of this entire thing is that Layla grew up playing Sonic the Hedgehog so they’re not going in blind. Sonic absolutely mimics Ezio’s voice whenever he wants to mess with the man XD
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Okay. So for Ratonhnhaké:ton… he voiced a multiplayer character in Red Dead Redemption and that is all the excuse I need to kick him to RDR. Normally, he’d be punted to RDR1 but if you want to punt him to RDR2 instead, be my guest. Regardless of which game he gets kicked into, the main premise is the same. Ratonhnhaké:ton tries to find the Brotherhood but sees none and gets roped into the Van der Linde gang’s ‘shenanigans’ (RDR2) or entangled with Dutch’s Gang (RDR1). For this one, he gets stuck with Numbskull and it’s a very tense partnership because Numbskull admits that they’re a Templar (whether by choice or because they were coerced would remain vague until later on) but they’re both in the same mess so they’re gonna try and make the best of it.
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And now we come to Haytham. I am sooooo tempted to put him in a Hallmark movie called Christmas at Holly Lodge just to fuck with him. BUT if we really want to fuck with him, we kick him to Riverdale and let him suffer through the batshit crazy plot that series had. And, just to rub salt to the wound, he’s stuck with Noob who is starting to Bleed Edward Kenway. Haytham gets roped into Riverdale’s plot because Noob believes that’s the key to how they can return to their own world. The problem? Noob only watched the first season of Riverdale so they’re both flying blind XD
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In post-apocalyptic world where Desmond is the only human left…
Instead of the Animus, he finds out what his ancestors are doing because the Apple connected to TVs from a random mall that Desmond went to for a supply run.
He’s still working out on how to contact his ancestors.
But his phone… strangely enough… has four new contacts that he doesn’t recognize.
Desmond still needs to find a signal though XD
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misscammiedawn · 5 months
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Ange Ushiromiya's Recontextualized Memory and Unprocessed Trauma in Umineko No Naku Kori Ni
CW: Full spoilers for Umineko, a mystery visual novel game which is best enjoyed without knowing spoilers in advance. The game and thus this essay will feature discussion of child abuse and suicide.
For those unfamiliar with my blog I have a tag called Media, Myself and I where I talk about positive/accurate representation of dissociative disorders in media.
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Today I want to talk about Umineko No Naku Kori Ni the third and fourth titles in 07th Expansion's "When They Cry" franchise. The game is a multi-layered fiction that starts off as an Agatha Christie inspired closed circle murder mystery taking place during the weekend of October 4th 1986. The murder mystery displayed has no more than 18 humans stranded on an island in the middle of a storm and the audience is invited to try to work out the mystery of what happened.
As the story progresses the audience are presented with a number of different possibilities, each an in-universe attempt to rationalize the tragedy that took place and killed all but two members of the Ushiromiya family.
It is eventually revealed that to the eyes of the world, no more than 18 humans were on the island that weekend and only one returned to their life afterwards. Some in the world have been quite focused on working out what happened during that weekend.
It's a complicated narrative that has multiple layers and each layer communicates not only with the audience reading the game but an audience of people in-universe trying to solve the mystery as well. When we first experienced the game we had joked that it was sold to us as Anime Homestuck but it ended up being Anime House of Leaves.
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The easiest way to describe the narrative structure is that the first 7 episodes of the game, each containing about 20 hours of narrative, have within them a fictionalized version of events written in-universe by people who may or may not have been present at the event with episode 8 is mostly its own thing. To explain in further detail would distract. The point is Umineko is a complicated narrative and there is too much to cover a play-by-play.
The narrative is intentionally convoluted and contradictory with part of the fun of playing the game being to work out what events are true and what the rules are for discerning "magic" from "truth".
Even with a concept as seemingly opaque as Truth, there is the often quoted "Without love it cannot be seen" motif, that our emotional connection to events will always color how we interpret events.
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The story is remarkably long. How Long To Beat puts each half of the game up at about 60 hours. So that's 120 hours of pure reading with very little gameplay.
There are multiple plural characters ("Oh, I am one yet many", indeed) and we shall discuss them in due course, but for clarity I wish to focus my discussion today upon the relationship between a survivor and their histories. The novel has much to say on the topic.
The above image discussing the nature of truth is from Episode 4, the chapter where the protagonist is Ange Ushiromiya. Younger sister of the protagonist of the first Episodes, Battler Ushiromiya.
Ange, 6 years old at the time, was sick on the weekend of October 4th 1986 and was not present on the island for the massacre. One weekend she had a full and lively family and then in the span of a single week everyone she had a connection to was killed in unknowable circumstances, she was whisked away to live with her aunt, the sole survivor of the tragedy, and would live the life of a cursed child, forever haunted by the tragedy that stole away her life.
Ange's story takes place in "The World of 1998" where she seeks The Truth. She states multiple times how she is incapable of going on with her life until she knows The Truth.
The events of 1986 are presented via "forgeries", published stories which tell the story of the 1986 tragedy utilizing facts that are known about the family. Ange pours through them, attempting to uncover the truth. She suspects her aunt may be responsible. Why wouldn't she harbor suspicions? Aunt Eva was the only one of the no more than 18 humans to leave the island and became the sole inheritor of the Ushiromiya family fortune.
Complex Post Traumatic Stress Disorder is formed when an individual endures long-lasting and repeated bouts of ongoing trauma, typically in childhood. Survivors often find themselves caught in an inescapable cycle of grieving that lasts months and years beyond the loss and remains fresh and raw in spite of the time and changes that have occurred since the event. The individual is tethered to the past by an inability to move on from their loss. In psychology this is referred to as Complicated Grief and though it is most commonly discussed with death, it can present itself for grieving lost time, stolen youth and lives unlived.
Ange is riddled with Complicated Grief. Her story takes place 12 years after the events on the island of Rokkenjima and yet she constantly tells those around her that she is unable to live without knowing the truth. Ange's unprocessed grief is unearthed when her aunt, the only survivor of the massacre, passes away while maliciously refusing to give Ange any insight into the truth that she alone knew, twisting the knife as she turned over the family fortune to a child that was not her own beloved George.
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Ange's sole reason for existing is to make peace with the tragedy of her past and Eva's final act was to tell her she would never have it and would instead live a cursed life of a victim in the public's eye. Eternally scrutinized and criticized.
Ange, now knowing that the only chance she had to be given the truth and still feeling that she needs it in order to live her life, runs away and starts a journey to either make peace with her tortured past or end her own life.
Ange's suicidal tendencies are played up dramatically and much of the final episode is the conflict between Ange's inability to live with her grief being played out in hyperbolic fiction. The stakes of the story amounting to "will she be able to live after learning The Truth."
But what is Truth? Would learning who is responsible for her family's death truly give her peace or would it only serve to trap her further in her endless cycle of grief?
Trauma therapy tends not to focus on Talk Therapy for the most part as such therapy indulges a survivor to dwell on their unprocessed traumas and will only serve to retraumatize the client. In many cases it is detrimental to perform Motivational Interviewing (reflective statements designed to display to a client that the clinician is listening and interpreting their words without offering direct guidance or intervention) or Rogerian "person centered" (a similar tactic designed to keep a client talking without engaging in a back-and-forth, every reply should be a prompt that inspires the client to continue sharing without boundaries and reach their own conclusions) techniques.
The reason why is that these forms of therapy have a belief that "the client holds all of the answers" and the clinician's job is to let the client get out of their own way and walk towards the answer. It is a solutions based therapy where the client is trusted to clear cognitive distortions and navigate around mental blocks between themselves and what they need.
Ange's stated goals are far from healthy.
In survivors their Core Beliefs are informed by their trauma. Those who were raised in a house of neglect may have an unresolved core belief that they are unworthy of love, those who feel shame and guilt for what happened/how they were treated may have a belief that "I should have..." - A helpful list of common negative core beliefs and positive beliefs that can be instilled, click here.
Trauma therapy contains an element of identifying these beliefs and where they originated and working to overcome them. There are many different therapies in the world that attempt to do this but they all include some element of processing trauma, accepting trauma and committing to the future.
In Ange's case she does not need to know what happened in order to live. She has to accept what happened and live.
To make this clear, should Ange learn what is presented to be The Truth it will break her and she will be unable to accept it and in doing so ends up unable to live.
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All of this is a prologue to talk about acceptance and our emotional connection to memory.
Prior to Eva's death, Ange was raised in a boarding school where she was ruthlessly bullied by the other students. Both Ange and her aunt are in the public eye for the scandal associated with the Rokkenjima massacre and Eva actively despises Ange and refuses to give her the care, nurture and privilege that the other students of the rich academy enjoy.
She lives a lonely and cursed life. Her one solace is getting to find time alone to sit and read her cousin Maria's "Grimoire", her journal. When she reads the journal she can clearly picture her cousin in her mind and interact with her. A form of "magic" that Maria taught Ange back when the two of them were friends, prior to the massacre in which Maria lost her life. In the past Maria had created a magical society called Mariage Sorciere and Ange was one of the members before being excommunicated.
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We'll discuss it further in a while however while introducing Maria I wish to note that she was most likely forming a dissociative disorder prior to the massacre. The series writer Ryukishi07 was a social worker prior to his career in visual novels. He does a remarkably good job of displaying how abusive and neglectful family dynamics can impact a young mind. Maria, despite being 9 years old, has speech patterns linked to an infant's maturity, she often switches into a "witch" persona and she will hold up her stuffed animals and voice out their speech, treating them like separate individuals. She is bullied at school and her mother hits her when she does this but she is incapable of acting any other way. It's who she is.
A small portion of the second chapter even having some of the cousins stop to discuss the possibility that her overactive imagination and play-acting may contain elements of dissociative identity disorder. It's never fully confirmed and she dies at age 9, but Ryukishi07 displays a convincing depiction of extreme childhood neglect that would lead to a severe dissociative disorder had she have grown up.
We learn throughout the story that her journal contains sketches of many magical entities impressed upon the servants of the island and toys that Maria has. These entities becoming the magical cast of the "Gameboard".
Though not the focus of this particular essay, each episode of the game is depicted as a chess match between a game master (representing the author of a murder mystery) and an opponent (representing the reader trying to solve the mystery) and these matches take place in a world of purgatory. This world is populated by a magical cast of characters each of whom is paired with a member of the mundane cast on the island.
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The game often repeats that it takes "two to create a universe". There needs to be one to imagine it and one to perceive it and mark it as real. This is displayed on the gameboard but it is also displayed with the way that for every imagined character who exists as part of the magical cast, there is the one who imagines and then there is one who their imagination is displayed onto.
Maria is a child of extreme neglect, as we will discuss soon, she had no one to displace her imagination upon (spare for her mother who she imagined as being possessed by an evil witch when she became violently abusive) and so she imbued life into her toys. Bringing Sakutarou, her stuffed lion doll, and her band of toy rabbits to life. This earned her the title "Witch of origins".
The magic in the game's universe operates on a rule that "it takes two to create a universe" logic. The concepts of Magic and Love being intertwined. "Without love it cannot be seen" has many meanings but in terms of creation it means that anyone can apply "the anti-magic toxin" of mistrust/disbelief by simply rejecting another person's reality.
So much of the magic and love in this world is built on trust and being able to believe in that which is shared. The concept is explored from many angles throughout the game, Episode 6 focusing on love in the form of trust between a writer and a reader and the contract between them requiring a murder mystery to be solvable and for a reader to earnestly engage with the fiction and accept it as it is written.
Within Mariage Sorciere, this love is to accept that the characters and imaginings of its members. To be a member is to accept all as it is presented. Sakutarou is a magical lion boy who speaks. To doubt this is to be excommunicated from the order, which is why Ange was kicked out of the witches alliance. To say Sakutarou wasn't real was tantamount to trying to kill him.
Maria's love is without doubt. In Episode 7 we learn that she is not capable of viewing people as anything more than how they present to the world. Her imagination paints how she perceives the world. When her mother's behavior drastically shifts when she enters a violent and abusive rage she firmly believes that her mother has been possessed by a cruel witch.
When a familiar adult approaches her speaking as the Golden Witch Beatrice, she does not see the adult. She only sees Beato. This is vital to her testimony throughout the game regarding the murder mysteries.
One last thing I wish to go over during this analysis of Ange and Maria and their relationship to their traumatic childhoods. That is the title of witch.
By now I hope it's been made clear that magic is imagination and love is trust. Whether it be testimony being believed, the contract between author and reader or the inner reality of one being seen and regarded and acknowledged by another.
As someone with DID, I like this concept a lot. It would be so easy to simply dismiss our condition and the presentations. But with love it can be seen.
The game shows a number of different types of witch. From the witch of origins who can make new imaginings that do not require another person to validate them to the Golden witch who has enough money to make reality via sheer financial coercion or the witch of truth who can make reality by asserting it to be so or witch of resurrection who can keep those who died alive in their memory.
Each witch is using their magical ability to "create" by taking their imagination and moving it out into the world. The Witch of Truth is a detective whose deductions are believed to be fact even if the accused disagrees. The Golden Witch can take any scheme or desire and pay people to make it a reality.
And Ange, the Witch of Resurrections, can bring back the dead by remembering them and keeping their voices in her heart. They live on in her writing. In her words. In her memory. So when she reads Maria's journal she can bring the Maria of 1986 into the world of 1998. When she reads of Maria's magical companions they can accompany her.
With this context, we return to Ange in her teen years.
Lonely and consumed by grief she is only able to find solace in imagining Maria with her, imagining Maria having forgiven her for saying Sakutarou wasn't real.
As she accepts the role of apprentice witch she is allowed to perceive Maria and her menagerie of imaginary friends.
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Though there's a certain amount of strain and physical discomfort in maintaining the thought process of so many at once. Maria is able to do it remarkably easy but Ange has to struggle.
It's okay, Ange, dissociation headaches are an absolute bitch. They get better after a certain amount of stabilizing and communication work.
All the while she reads about Maria's home life.
To break the essay structure and be real for a moment. This segment hit me hard. I choked up crying and needed to take a break from the game for a while. The depiction of child neglect and abuse was too real and I feel it serves the fiction to depict it as such but it is a hard read. Please be kind to yourself as you read on.
Rosa Ushiromiya is the youngest of the Ushiromiya children, furthest from the inheritance and least respected of Kinzo's progeny. She likely suffered a large amount of abuse and neglect in her own childhood both physical from the eldest sibling, Kraus, emotional/psychological from her sister Eva and a combination of both from her other brother Rudolf.
Children raised in abusive households are more likely to develop personality disorders born from attachment trauma. A typical display of this is dichotomous thinking, praising and devaluing the same subject in waves based on stimulus. Within Borderline Personality Disorder, for instance, this is where the concept of Splitting and Black and White Thinking come from.
For Rosa, this manifests with her mood swings that have her violently scream and hit her daughter before lavishing her with apologies, affection and attention.
Every character in Umineko is burdened with a painful past. Each character feels the need to displace that pain outwards and project it onto other people. For instance Rosa displaces her pain onto Maria. Both of Ange's aunts displace theirs onto her. Kyrie displaces hers onto Battler.
Generational trauma is a heavy theme of this game.
Rosa makes her way as the head of a small fashion design label though she does not see a lot of success in her role. Early in adulthood she had a relationship that ended with her pregnant with Maria. Maria's father, upon learning of the pregnancy, left.
Rosa is young, lonely and feels that having a child makes it difficult for her to find love; in the time and culture of 1980s Japan being a single mother was seen as shameful. She finds that the best way she is able to date is to act like she does not have a daughter and take extended vacations across the country on weekends with her dates.
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Leaving her daughter home alone.
Rosa has a number of hang-ups about the optics of leaving Maria in someone else's care, she is shown on multiple occasions in the story to fly into a rage when her ability to be a parent is put into question and she has massive cognitive dissonance in that she cannot bare to be seen as a bad mother and so she acts like a horrible mother to avoid looking bad.
I have seen a lot of debate on the logic here and first off, anyone who approaches this story with a view of "it does not make sense that a character acted this way" lacks the Love required to enjoy this story in full. The author enters a firm agreement with the audience to work within the confines of the fiction and not to disrespect the fiction by rejecting that which is offered. He will deceive us but never lie. In that we have to believe in the story.
But it's also a sign of those who have grown up with a proud optics obsessed parent and those who did not. Sad to say, I have experienced a few of the things which happen in this chapter and I have no doubt that Ryukishi07 saw some of it in his social worker career.
When Rosa leaves Maria alone at home, for days at a time, she orders her to never make anyone aware of her situation. More important than anything else never speak to the police about what goes on in this house.
That. I have lived that one.
What Ange reads and what Maria shows us in this episode is a weekend where Maria is home alone, her mother having forgotten a promise that was made to her and Maria is locked out of her house. She spends an entire evening searching for the lost key and eventually needs to seek a friendly store worker who recognizes her to get help.
This leads to police intervention, a social worker showing up at Rosa's house and...
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I glossed over a lot. This is a dense book and this story takes up much of Episode 4. Suffice to say, Maria's friend Sakutarou was murdered in retaliation for Maria summoning attention of Rosa's bad parenting. Rosa abandoned her daughter for a full weekend after breaking a promise and when she was locked out and defenseless she asked for help and was violently punished for doing so.
Another function of the witch of origins is the ability to break the cycle of generational abuse. She does not take her pain and push it into someone else, she creates an imagined evil mother to hate and fear while continuing to love her 'real' mother. This way she never has to doubt the love she has for the mother who she has happy memories of and who custom crafted a lovely plush lion just for her.
Which leads to the discussion of trauma, memory and processing.
Ange, upon reading this story is crestfallen. She views Maria as a pitiable child, only to be confronted by MARIA who defends Rosa. Arguing that she legitimately forgot her promise, rather than deciding that her daughter was not worth the time or effort.
She claims constantly that Rosa is a good mother and that she is happy.
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Maria, a being who can only view the world with love, despite being abused and hurt; chose to be happy and so through her magic it was so. She was happy.
There's a misconception I have seen and I will admit I held for myself upon reading Episode 4 that Maria was preaching to deceive ones own self in order to be happy. That it was enabling and accepting of her own abuse.
But this is actually one of the deepest things Umineko has to say about generational trauma...
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Chapter 8 revisits the idea with a version of the gameboard where the Ange of 1986 is allowed to be on the island, something which was impossible because in truth she was not. Not even the witch of miracles could change that which is certain.
In this game, set by Ange's older brother BATTLER, the 6 year old Ange is treated to a fun halloween party with her aunt Eva run by her loving family. Throughout the entire story Grandfather Kinzo was made out to be the source of all evil and in this episode he is displayed as a kind and loving grandfather.
The entire reason I wanted to write this post and include it in my Media, Myself and I series (in lieu of discussing the overt plurality in the game, even) was due to a conversation Ange has with Battler about this deception.
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Source: LP Archives - The full conversation can be found on this page for anyone who wants the full breakdown.
The entire story of Umineko is a struggle for those who experienced horrors to be able to come to terms with their memories and process them. This is true for Ange, it is true for Maria and it is true for the other members of the cast also.
Memory is malleable and uncertain and can and does become distorted due to understandings and contexts gained at a later stage, particularly when bias is in play.
For a graphic of how this works please look at this:
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Source
The more a memory is reactivated the more it is eroded of its initial context and additional contexts bleed in. For Ange's circumstance she remembers her parents through the lens of knowing that her father was embroiled in legal troubles from his womanizing behavior. It is unlikely a 6 year old Ange remembers Rudolf in this light but her view of her father is painted through this lens and thus when she retrieves these memories the present context forces itself into the past.
This is just how the human mind works.
EMDR and other trauma treatments are focused on hijacking this system. When a traumatic memory plays out the amygdala processes the emotions and sense of danger which activates the nervous system. This process does not even require a conscious recollection; should a trauma memory be associated with a certain scent the nervous system will activate upon smelling it even if the survivor does not recall the event attached to the stimulus, the amygdala most certainly does.
I have spent too much of my life considering which of our memories had lavender scenting…
For EMDR the process involves retrieving the traumatic memory without allowing the client to reexperience it while ensuring they do so within the context of the present while highlighting safety and security. This allows the memory to be filtered through without the activating the nervous system. In some therapies this can be a process of re-parenting in which the emotional absence is provided either by the self or via a proxy. The idea is to allow the memory to break association with the trauma and be decontextualize until the memory no longer has negative associations.
Where I had assumed Maria's choice to be happy and think the best of her abuser was an act of enabling and self-deception, I now see was an attempt to stop dwelling on the negatives of the situation and allowing the past trauma to become a defining point within the present.
Maria cannot choose what happened to her. She can choose how she intends to live with what happened with her. She cannot know for certain what Rosa's motivation was in her actions. In fact as we go through the game the audience comes to be given some sympathetic information which though can never redeem Rosa's terrible parenting, can allow one inclined to feel sympathy for her. Like everyone else in the game, she's a victim too. Quite literally in 1986.
There's no way of knowing if she maliciously lied to her child and went off on vacation abandoning her or if she legitimately forgot her promise. No one is arguing that what Rosa did was forgivable. But it helps Maria continue living a happy existence knowing that she was loved and that the good memories she has of her mother are true, even if the bad ones are also true.
Maria, filled with love as she is, elected to see The Good Mommy and The Bad Mommy. Is this right or wrong? It's unimportant. What matters is if Maria can be happy.
Sakutarou was a stuffed lion said to be handcrafted by Rosa. Given as a gift and beloved above all things for Maria. When Rosa destroyed the Sakutarou doll the lion cub boy died and could not be resurrected by Beatrice because it was a unique item created by Rosa.
In Chapter 4's conclusion, Ange does the impossible and resurrects Sakutarou. She does this because Sakutarou was never a custom made doll crafed with love. He was a mass produced toy sold in travel gift stores that Rosa happened to pick up on her way home. She lied. Ange never tells Maria this. The miracle of Sakutarou's rebirth is enough. Knowing that the beloved handmade toy was not hand-crafted would not make Maria's life any better. Sometimes believing in magic is the best thing for someone living in a world painted by despair.
Funny that Ange understood that much for Maria and yet still sought after the One Truth up until the very end.
The finale of the game comes down to presenting this option to the player and by proxy Ange herself.
In a world where you cannot change the past and you cannot fully accept what happened, is it better to continue digging up the past and re-experiencing the trauma in hopes that there lays a truth that will make it all finally make sense or to try to make peace with the past and find moments of peace to hold onto. Holding to hate and pain only serves to bring the pain of the past into the present.
Ange, the witch of resurrection, has the ability to keep her family with her long after their death. Should she be haunted by the family that she was deprived or be happy for the limited memories she had and not be tethered to a world of the past she could never have possibly been part of.
Healing in Umineko is accepting love and making peace with loss. It is learning to live unburdened by tragedy and do the best with what was done to us.
If we cannot let go then we'll continue living in the world of the past turning over the events over and over trying to make sense of it and even if we are somehow granted the magical context, the one and only shining truth... it will only serve to make things worse. You can keep the past alive without letting the past control your future.
And Umineko does a remarkably good job of showing that.
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Gosh... that took far longer than I'd hoped. Umineko is a difficult piece of fiction to type about because so much of it is subjective and hard to present to a broad audience without providing ample context.
I'd hoped to talk about Yasu's DID but I suppose that shall have to await another update. My original draft for this discussion was to discuss the different forms of dissociative amnesia with Ange's story serving as an example of how recontextualizing memory works. I may yet go back and do a full amnesia based ramble in the coming months. I just needed to get at least one aspect of Umineko drafted as it's been living rent free in my brain since December.
If you enjoyed this breakdown and found it interesting, please check out some of my other Media, Myself and I essays.
Derealization in Night in the Woods and Metal gear Solid 2 - Describing the sensation of derealization where the brain stops connecting associations between the self and the things one perceives in their surroundings. One example displaying how this impacts a person living with DPDR and the other showing an example of a game attempting to make a player share the experience with the player character.
DID and the healing process in Mr. Robot - A run down of the experiences of discovery, exploration, rejection and healing within DID as displayed in each season of Mr. Robot, along with a disappointed rundown of why the final episode fumbled the ball.
Bruce Banner and the roles of his alters - A breakdown of the formation of The Incredible Hulk's DID and what roles his many alters play.
Romantic relationships with systems - A look at the marriage between Bruce Banner and Betty Talbot-Ross Banner in Hulk comics and a frank discussion between Betty and one of Bruce's alters about how relationships function in a system.
Personality Play in Penlight - A review of one of the routes for a hypnokink visual novel called Penlight in which the protagonist hypnotizes a woman to have an alter personality, along with some descriptions of how dangerous play like that works in real life and what the consequences could be.
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anxiousdreamcore · 9 months
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Frontiers of Pandora story review ✨
BEWARE! Heavy spoilers ahead.
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Alright, since I don’t see people talking about this game as much as I’d want on my socials, I decided to put together a little review where I talk about the story, what spoke to me, as well as some critiques.
To summarise my opinion; I love it! The story knows where it’s taking place and takes advantage of it. It covers dark topics and succeeds in staying as serious in tone as the movie franchise, which makes the campaign feel like it truly belongs in the world of Pandora.
To speak more in-depth; the plot of a Na’vi residential school had me hooked from the first moment. I think residential schools that native children were forced into are a topic not talked about often enough, so I appreciated the developers and writers bringing awareness to such facilities, even if it’s in sci-fi form. reconnecting with Na’vi heritage that was stolen from the main character and their family is executed quite well, as playing frontiers lets you get immersed into the feeling of exploration and discovery. The player is as un-knowledgeable about the world around them as the protagonist, and being able to experience new connections, abilities, places, stories and traditions side-by-side with them has been an amazing ride.
The different Na’vi cultures shown in the game are written organically. They each possess an intricate fashion based on their values, environment and history, but that is not all. Every clan has a cast of characters, bigger or smaller, who bring further life into the western frontier, help expand on the lore and provide entertainment. My personal favourites of these characters have to be Nefika and Kin, both elderly Na’vi with a welcoming presence and charm. Second to them come Eetu and Okul!
Then there is the main cast, which is MC, their three found family siblings, a.k.a the surviving Sarentu children, So’lek, Alma and Priya. We consistently stay in contact with them, both as part of the campaign and as part of our explorations, sharing experiences with them. The protagonist character is righteous, brave and endlessly adorable in their reactions to the world around them, and the trio of Sarentu forever have a place in my heart. I liked the concept of each one of the Sarentu children representing a different reaction to their past abuse and toxic relationship with John Mercer.
Nor, who had most luxury of remembering his life before being taken by the RDA, tries to distance himself as far as possible from everything human, and progressively adopts an antagonistic mindset towards his human allies, as well as a growing feeling of resentment and vengeance. I do not blame him for it and I believe it makes sense. After him comes Ri’nela, who, during Mercer’s captivity, tried staying out of sight but protecting her siblings where she could. Without Mercer, she feels insecure, constantly stumbling and at first, regularly looks guidance from Alma. She beats herself up for things that happen to Teylan and A’hari, despite being unable to have fixed them, but eventually grows into a stronger person, being able to take on the role of a Tsahik in the clan. Lastly, there is Teylan and he has to be my favorite character in the game. His bond to Mercer is strong, as T.A.P is all he ever knew, so without John, he begins falling apart. Lack of constant control and lack of ""affection"" from Tey’s "father figure" leave him feeling ten times as insecure as Ri’nela. He has a hard time learning Na’vi ways, keeps lagging behind and ultimately sticks to technology and hacking, which is worsened by So’lek’s nagging, as he obviously doesn’t know how severe Teylan’s abuse was and simply assumes that he is "lost" in the new world. Eventually, Teylan does what many abuse victims do, and returns to his abuser. An action I kind of predicted, but which still really hit me. His voice actor did an incredible job of portraying this character and the rest of the campaign I spent praying that I’ll get to bring him back home. In the end, I’m happy he’s at home and safe. 🥹💖🫶
Now to the grown ups. I don’t have much to say about Priya, but I grew fond of her. I liked her development from an awkward girl that sparks horrific second-hand embarrassment in the viewer to a resistance member who actively puts herself in the line of fire to help her friends. I found myself getting worried for her whenever she didn’t respond or was in danger.
So’lek is a character who I was immediately fond of, and I liked his growth as well. He saw himself as completely separate from human resistance members, and his thoughts are often occupied by revenge, but he comes to care for MC, the Sarentu and eventually the humans. Seeing him protect Alma when Nor attacks her was a brilliant moment.
Lastly, there is Alma herself. A very grey character who did horrible things in the past, like leading the program side-by-side with John Mercer. I liked her development, from an aloof and seemingly supportive teacher at T.A.P, to a person that orchestrated the entire project. Her grief and guilt feel organic, and I found myself having a lot of difficult feelings about her as it is obvious she cares for the Sarentu children, but her sins cannot be forgiven. I’m happy Ri’nela made the choice to simply part ways with her in peace, instead of trying to build a new bridge.
Now, for what I believe was executed badly. It’s quite unfortunate, but the game suffers from the same problem as Avatar the way of water, only quadrupled and that is; we don’t get enough time with the characters.
It feels even worse because in comparison to the movies, games don’t have to worry about pacing or time limits. The campaign can be as long as developers wish, but it came out rushed anyway. Part of the reason I got as attached to the characters as I did was because I spent time getting emotionally invested into everything they said, their minor behavioural cues and voicelines, but not everyone is as dedicated, and those people should have the right to experience a good story as well. They shouldn’t have to seek it out between the lines.
The only characters who I felt were properly developed are Teylan and Alma. They had the most extensive arcs and their growth was tied into a nice bow. But what about Ri’nela, Nor and So’lek? Nor suffers from Metkayina syndrome gets completely scrapped shortly before the finale, So’lek only gets crumbs of growth and Ri’nela is at times forgotten about completely. Her development as a character is too off-screen and between the lines for most people to catch it, and I find that sad because she’s such a sweet character when you actually get invested into her.
In the end, Frontiers of Pandora’s story feels like a good joke with all the necessary setup but only half-delivered punchline. I had very reasonable expectations and a lot of them were not fulfilled. This project is definitely miles better than whatever Ubisoft has been releasing in these last years, but I really hope that the DLCs will expand on the story further.
Verdict on the campaign; 7 out of 10. The setup and the beginning of the story were just perfect, but in the end, the characters didn’t get the treatment they deserved. Thank you for reading.
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felassan · 2 months
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John Epler in the BioWare Discord (August 7th, again) -
User: "Since the dialogue wheel is coming back, will our choices set our Rook as diplomatic/humorous/aggressive with varying tone and voice lines similar to Hawke being able to be blue/purple/red?" John: "Not to the same degree - we want to give you the freedom to play your Rook differently depending on who they're talking to (you might be kinder to your companions and brusque with authority figures, for example), but your tone choices will have an impact within a conversation and, sometimes, with specific characters across multiple conversations." --- User: "I have to ask: how muscular can we make the elves?" John: "Reasonably so. You won't be making any massive bodybuilders but like... Timothy Olyphant?" User: "As a follow up what about humans and qunari? Quite muscular a la arnold or big viking type? Or not so much that lvl?" John: "Larger lineages (Qunari, esp) are bigger by default so the upper bounds are going to be bigger, but for modeling and animation we did want to put some limits on it. But your Rook can look pretty reasonably muscled, regardless of lineage choice." --- User: "Are there any time-sensitive quests (in terms of gameplay time, that will fail automatically if not addressed in a timely manner), and if there are please tell me they're at least indicated as such in some way?" John: "There are quests that can go away and technically 'fail' if you don't address them - but, to be VERY clear, this is not an in-game timer, but rather as you progress the game's story forward. That said, we do try to sign post them as much as possible." --- User: "Does Rook ever get the choice to cuss?" John: "Yes. You'll know when you're doing it, and we leave it up to you to make the choice, but sometimes, cursing is exactly what the situation demands."
[character limit text break!]
User: "Does the bioware team read the other channels and if so do they think we're unhinged or endearing?" John: "Little of column A, little of column B. But I mean, I've been online for 27 years, the internet has ruined me as much as anyone." --- User: "all the Rooks we've seen so far are wearing purple, please tell me we dont have to wear purple" John: "Everyone else can wear whatever colour they want but you, specifically, must always wear purple." --- User: "All the games have had unique faction symbols for our protagonist (Warden, Champion of Kirkwall, Inquisition) I assume there will be one for the Veilguard Will the symbol for it get released before the game or is this something that will be revealed in-game/after it’s launched?" John: "Every faction has their own symbol - including the Veilguard themselves! You may have noticed it in some of the art out there." --- John: "As a general comment - one thing I want to be super clear on - even as creative director there are things I can say, and things we're not ready to talk about. I'd rather spend my time answering what I can instead of a dozen 'sorry I can't talk about that yet' - especially since this channel is on slow mode." --- User: "There are blood effects in combat after Rook hits an enemy. And I think a developer shared images of the blood effects on hit after the reveal. Will characters be covered in blood or other environmental effects? Like getting wet from walking in puddles or muddy from running on dirt?" John: "There are environmental effects that persist on characters, depending on the environment you're traversing. They're subtle, but they're there!" --- User: "how many tattoos can we choose from? are there also full bodied ones too?" John: "I don't know the exact number, but there are quite a few. Some are full body as well, though you have control over colours and opacity on a more granular basis."
[character limit text break!]
User: "Of the zones/areas revealed what was the most challenging to design?" John: "Each has its own unique challenges. Arlathan seems simple because - well, it's a forest, right? But what about Arlathan makes it different than places you've been before? How does it fit into the established lore? Minrathous is a different kettle of fish because we've talked about it extensively and in a way that meant it HAD to be grander and more impressive than anything we've built before, which can be a tall order. The team did a fantastic job on all the areas, though." --- User: "which faction has the best fashion, in your opinion?" John: "Crows. Largely because 'black leather and feathers' isn't a look I could pull off in the real world but I am glad my Rook can." --- John: "Alright folks. I've gotta head back to work, but please keep asking questions and I'll answer what I can as soon as I can!"
[source: the official BioWare Discord]
There was also this question and answer:
User: "Can we name our saves like in Origins?" John: "I had to double check because I was about 95% sure on the answer, but also, I've been on this project for its entirety and sometimes I remember features that we had to cut (or never actually built) - yes. You can name your saves to reduce confusion."
but the answer may have now been deleted.
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elbiotipo · 4 months
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So when it comes to distance in a fictional setting, is metric king? I wrote some fantasy post-apoc recently where the protagonist measured it in Oranges and Aevums (the latter being their own name), but more generally speaking is it worth it to hash out bespoke measurement systems for fictional cultures, do you think?
Oranges as a measurement unit sounds so funny, and a measurement based in... yourself makes surprising sense, given all the measurements based on body parts. Why not YOURSELF?
Well, I would think in a real post-apoc world metric would be king indeed, scientific and technologic instruments are in metric even in the US and you could always get a ruler from a school or scales from a grocery store, so eventually you could get back on track to reforming the metric system. It would be interesting, though, if every society during isolation had slightly different measurements for the same units because of faulty equipment (say, ohms or amperes or even grays) and they had to make a congress to clear things up.
Returning to your main question. My perspective here is the same as conlangs. It's very, very fun to have them, but it's not fun to force your audience to read them. When I write something set in a fantasy or science fiction setting, in my head I'm assuming the characters are speaking different languages and I DO explain them and even give examples of them, but the story itself is written, for both the reader's and the writer convenience, in a language we can understand (Spanish in my case, and then it can be translated). Same with units of measurement. I seldom use direct units of measurement like writing "the ship was 110.3 meters long" (in science fiction, it's often a trap as they force you to stay true to them), when more descriptive language can be used...
In any case, you could do, for the kind of immersion I love, say something like "she was 14 oranges* tall, rather small for her age" and do an asterisk like "*A.N. : 1.39 meters tall". This is very fun when used sparingly, because it gives the worldbuilding obessed reader something to play with, you can do the conversion yourself and learn more about the world, without interrupting the story. Some understandably dislike this approach, but I think that if you know what you're doing, you can hide some pretty deep lore behind it. In one of my favorite retro games, The Ur-Quan Masters, there is an alien race called the Slylandro who live in a gas giant. When they tell you their ancient history, they use their own system of measurment based on the rotation of their planet with its own names like Dranhasa and Dranh. The game actually provides you with the rotation time on "Earth" time, so some dedicated fans did the conversion, and found out the dates fit with major events in the game's past. I thought that was an awesome bit.
But I digress again. Does this mean you should not talk about measurements in your story? No, it can do for very fun plots and digressions, as well as make things more realistic and beliveable. A fantasy world sharing all the same measurement units can be as unplausible as everybody speaking "Common". Let's remember that the current metric system is a modern invention which took a long time to be adopted (and some, well one, country, still resists it). Just take a look at the many, many historical systems of measurement:
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This was especially prominent in places like the Holy Roman Empire, where every statelet, county, principality, free city, prince-bishopric, duchy, archduchy, etc. may and most often did have different measurements from each other. Just take a look at how measurements varied from each German region, it's crazy. The systems of weight where particularily important. Before the introduction of standarized coinage, coins also varied not only between kingdoms, but between regions, and even towns, and coins made at different times with different alloys had different values. Rather than money in our modern sense, you could think of them as some kind of 'asset' that could vary in value depending on the circumstances. What's more, those values had to be checked by people who knew what they were working with. Silver and gold content could be weighed, ah, but you need good scales and weights, and someone who knows how to work them! And these people could easily rip you off, or you could lose value accidentally if those scales weren't done just right or fiddled with on purpose. In fact, this is where the word 'Mark' comes from.
It wasn't as easy to take say a 100 something bill and get the change in 1 something coins. There is a very interesting subplot in the anime Spice and Wolf where Lawrence, the trader character, has been paid in gold coins, and he has to trade them into lesser denominations. However, he has to be REAL careful so that nobody scams him given all I told you above. Even getting 'gold' coins was a gamble before modern coinage and banking (another long topic). How much of that is REALLY gold and not an alloy with silver or other metal? Who can you trust to tell you how much your coins are worth? Are they compatible between borders or even time, is this version worth as much as the others? Things that characters in fantasy who have just plundered a dragon's hoard almost never think about. Except in Spice and Wolf.
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(here is a gif of Holo to break the wall of text)
This all of course, as again you can see in Spice and Wolf, can make trade very tedious and even unstable. This was one of the reasons why the metric system was so quickly adopted in Europe and then elsewhere; consistent units just allow for easier trade. Lots of other things involving measurement can have a major impact on your story. For one, you NEED consistent and accurate measurement to create even the most basic industrial and scientific equipment. You can wing it for a time like alchemists (and even they knew their measurements) but eventually, you need to measure things to understand them. To have working steam engines, steel production, chemical industries and more, you need to know your temperature is. If you want to do electricity, you need measurements for current, resistance and charge. If you're doing engineering, you need to have lenght, weight and volume very, very clear, or people will die. They don't necessarily need to be universal like the metric system (though it has lots of advantages, being coherent between units and decimal so it doesn't jump between different denominations) but they need to be standarized and measurable.
Most of the above, unless you're writing some kind of encyclopedia about a fictional scientific revolution (BASED BASED BASED) will not affect your characters directly. But IT IS worth keeping in mind for what kind of world your characters are living in. The standarization of measurement units always means SOMETHING in the state of your society, the strenght of the state and centralized authority, the state of scientific understanding (one could say that trying to measure the world was perhaps THE scientific revolution, "Man as a measure of all things"), the capability for industry and the standarization of coinage and trade.
Even if you don't have your characters interact directly with those things, they will interact with them. It's also, like I've said in the examples, fun to imagine characters having to learn or deal with different units of measurement, just as it is fun to imagine them learning new languages or cultural quirks. It's something I've done in the past, in my space opera setting, the worlds descended from the United States STILL use the imperial system, much to the frustration of the rest of the metric human sphere. There is also an alien character who has a hard time to learn human measurements, and that makes her melancholic about her past, as they can't intuitively see the now-extinct measurements she does. Again, man as a measure of all things... this does include other thinking beings...
There's more I could talk about here regarding time, but I did a post about that, though I'm not satisfied with it and will probably redo it in some time at the future. In any case, there's lot to talk about why every calendar in science fiction has 365 days and 24 hours.
As always, if you found this interesting and helpful, I would be very thankful if you gave a tip to my ko-fi! And feel free to ask about anything you'd like!
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pequenaotaku · 5 months
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Now that my shock, my embarrassment, my indignation, my sadness and my anger have passed, and I'm calmer… Yeah, there were a lot of feelings per second when that bomb was dropped on Roy's route.
Anyway, I ended up thinking of some theories, and I just wanted to put it on record.
Spoilers after the cut
01. Fake relationship I really want to believe that this relationship between Roy and Brune is something like a fake relationship. Something they're faking to deal with a personal situation because they're good friends, and everyone at the company got in on the game, in this case. It was actually very shocking when it was mentioned in the episode that the two of them are a couple, but precisely, it was very out of the blue! We never see the two of them interacting during the episodes, and suddenly they're a couple? Brune herself is only seen next to Elenda, practically. I had even gone so far as to wonder if they didn't have something. And within the episode, if you choose to have Happy Hour at home, she sends a message to Elenda, her friend, letting her know that she couldn't go to the party because of water infiltration at her mother's house, but she doesn't tell the own boyfriend? Plus, he's going to the party anyway. Roy is cool, I imagine he would offer to help his girlfriend and mother-in-law with this problem. Something seems so strange to me… It could be my paronoia, still driven by the frustration from before despite everything. Another thing that I just remembered, but that I don't have all the facts gathered to support the argument, is that, in episode 1, when we go to the rest area for the second time, we find Brune and Elenda arguing about something mysterious. Elenda thinks Brune should impose herself on something, but she doesn't want to. I only chose the option of not interfering, so I don't know if it has any relation, and I also don't know if they explain a little without going into details if you choose the other options. But precisely because it doesn't have any context, it sounds suspicious to me. I mean, why would New Gen's screenwriters go to the trouble of creating a mysterious dialogue about an unresolved issue, which the protagonist even needs to witness before moving on with the story, so as not to use it later as a scheduling tool? Of course, we've only had two episodes so far to have context about this couple. Still, it's so strange. I love Brune, but she's really the last person I would imagine would be in a relationship with Roy. They just don't seem… on the same vibe? Of course I could be very wrong and end up breaking my face too. Premium Highlight for the moment in the scene when the protagonist goes all out to kiss Roy thanks to Truth or Dare, everyone thinks it's better not to, and even so Roy insists on at least giving her a little kiss on the cheek. I still don't know how to feel about this… 02. Relationship in ruins One thing I ended up thinking too, and this completely taking into account the description and title of episode 4:
"Hearts Looking For Love"
The entire Devenementiel team is meeting for coffee at Cozy Bear and, by force of circumstances, talking about relationships. The time has come to take stock of each person’s love situation…
It is also quite likely that, if Roy and Brune are indeed in a relationship, they may cut ties due to incompatibility. Like I said, they look very different from each other. That old law of physics about opposites attracting is beautiful in fiction, but realistically speaking, it doesn't usually work very well. Two people in a relationship who just disagree or don't have at least some tastes that they share and enjoy together can work like giving someone a rope to hang themselves. Speaking from experience. At the same time, I understand that for every rule, there is an exception. I just never saw it happen, but who knows? Anyway, that's not the point. This second theory of mine starts from: They are incompatible, or, somehow, the relationship had been cooling down for some time before the protagonist arrived at the company. In this next episode, they end up breaking up, and this generates the conversation at Cozy Bear. Perhaps the company group decided to get together to console one of the broken hearts and the conversation about the main theme of the episode ended up arising from this point. 03. Beemoov wrote another route about betrayal… Realmente n��o quero acreditar nessa, mas considerando que já fizeram uma vez, envolvendo o Eric, eles não precisam ter medo de fazer de novo, imagino… There's not much to say here other than what the title suggests. New Candy is officially a "Comedora de casados." "Affectionate" term that we give here in Brazil to people who go after people who are already committed to try to date them. Easy to sum it up as a lack of character. It's okay that, in her case, it was really unintentional, after all, she really didn't know. Still, it's comical and tragic that it happened twice in a row! One with Ioan and, for those following the route, another with Roy. And I thought that lightning couldn't strike twice in the same place. I laughed so nervously when this bomb was dropped, you have no idea…
In any case, what do you think? Do you agree with me, disagree with me, or have your own theories?
Ps: I think this all ended up coming out as a big rant…
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heretyc · 10 months
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Horror [Trager, Eddie Gluskin, Val]
Horror: A collection of small fics, consisting of Outlast's most iconic antagonists [in my opinion].
The poll I started isn't over, but "canonically" is winning and I love it. Dark shit here we come lol. I will be writing for my beloved Terror-iffic Trio [aka my favourite antagonists from each game]. A party with these 3 would be lit.
Drabble ideas here.
Content Warnings: Uhhh...Outlast Antagonists lol. That is your warning.
Trager: Gore, awful jokes, his bare ass.
Eddie: Gore, murder, injury, mentions of his...lovely little display, sexual assault [minor, just a slight touch, no penetration]. [Please lord don't let him teach an art class.]
Val: Sexual assault [slight penetration w/ fingers], gore, murder, mud, Val's bare ass, mud breasts and mudgina.
I mean it, this is pretty heavy shit. It isn't too graphic, but if SA triggers you...either look away or read with caution. Trager's section is safe. Unless you're afraid of his ass...cause me too, man.
MINORS GTFO. Miners can stay as long as they're not minor miners.
Read with caution, I condone none of this. Fics underneath the cut.
You/MC take the place of the protagonist. So...you are Miles/Waylon/Blake. Yayyyyy....? Or nay? Depends on how you feel. MC is gender neutral, but is referred to with fem pronouns in Eddie's section for obvious reasons. You do not talk in Trager or Eddie's sections as Miles and Waylon were "mute". You speak in Val's section, though. You are described as having breasts in Val's section as both sexes/all genders have breasts. Tiddies for everybody!!
Enjoy.
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Drabble idea: "See, this place isn't haunted!"
Sometimes, a saving grace can be your one way ticket to hell. And this had been an excellent example of that. The angelic voice over the dumbwaiter was a dream come true; after running and hiding for so long, it was like you were granted a break.
Only for your face to fall as the scarred face of a man greeted you. The air around him reeked of danger.
This was not the haven you were lead to believe was waiting for you.
"You made the right choice here, buddy," he declared before punching you in the jaw, a pained yell leaving your throat, and he was quick to take advantage of your shocked state to haul you into a wheelchair.
He must have done this a dozen times, as he was quick to lock your wrists into the cuffs attached to the chair. They were tight, and he merely chuckled at seeing your attempts of getting out of them.
He looked fucked up.
He stood in front of you, hands behind his back, and his eyes were scanning you like a wolf scans its prey before it mauls it to bits, "You're not a variant...huh. Well, buddy...you can call me...Trager. Everyone else does, anyway."
As Trager made noises looking you up and down, you looked at his face. Coated by some half-assed attempt at a mask and some strange glasses upon his face, you come to the conclusion that he was some doctor here.
He clicks his tongue and smacks you on the back, "You've got a lot of things to learn here, buddy. I am honoured to be your teacher."
Teach you about what, exactly? You didn't want to know. But he started to push you forward, and you only questioned where your hell would be.
This place was already hell, but...at the hands of some crazed madman, it was different.
Trager hummed to himself, making jokes here and there, and he once grumbled when you didn't laugh at a stupid impression, before he finally made it to an elevator. It was...somewhat cleaner up here, for some reason.
However...
You could feel a breeze upon your skin, and upon hearing the howl of wind and torrential rain, you saw an exit. Pitch black and windy, yet so much more welcoming than in here. You questioned if there would be a tornado warning or something by how violent the wind seemed to be.
The rain out there was intense, torrential, heavy and oh so divine, and Trager only chuckled.
"You want to take a quick walk, bud?" He leaned down next to you, eyes looking into yours like he was an old friend, despite also looking feral. "Run free, like Forrest Gump? Unfortunately, we're running out of time." He clicked his tongue once more, pulling you into the elevator.
This was a cruel joke. Even the Elvis impression - awful impression, mind you - wasn't as bad as this.
Standing beside you, Trager pressed a simple button on the control pad before clasping his hands together behind his back. After a moment of movement, he looked back toward you, his voice a tone that suggested jest, "Did you know they call elevators a "shaft" in other places of the world?" He chuckled, shaking his head slightly.
Looking at him, you realized his skin looked...awful. Like he was a draugr from that video game you used to play.
His scalp was scarred, and after spending an hour in this place, you realize you're lucky your scalp was untouched.
Wires upon wires were wrapped along his arm, and upon closer inspection, you were horrified to notice that they weren't wires, they were tubes.
Of his own blood.
How did he not feel that?
A man like him probably enjoys that, to be honest.
His nails were quite long as well, albeit you couldn't blame him...hygiene in a place like this was laughable. He probably had to exert his inner wildcat to defend himself in this shit hole.
You nearly sobbed when the elevator came to its destination, and he took hold of the handles once more.
It smelled of death and lost hope up here.
Choruses of screams reached your ears and you flinched. He seemed to notice, as he violently shushed the poor bastards trying to break free of their confines, "Sh. Shshshsh...you weren't putting your tongue to good use anyway!"
Tongue...??
The man shrieking had a bloodied mouth, and he soon quieted after choking on, what you assume to be, his own blood. Trager only sighed, muttering to himself, "Really, I just needed something to lick my stamps."
This...was a cruel joke. Taking someone's tongue for stamps?? You were deep in thought, only for Trager to notice and grin evilly, "You should see what I do with the balls."
...Dear god.
"Yeah, this weird...cannibalistic guy downstairs begs for them...the guy knows what he wants, I gotta give him that. He reminds me of somebody...eh, buddy?"
He poked you in the shoulder as he pushed, and it appears he was referring to you.
"I saw your camcorder. You're some sort of journalist, here to...what, expose one of the biggest experiments in history?" He laughed at the notion, shaking his head. "I admire the bravery, really. Braving through disturbed masses...I have to admit, I'm impressed."
You only gulped.
"People love to say this place is...haunted." Trager noted, pushing you into a bathroom of some sort. Bloodied, smelled of decay and looked like a paradise for bugs and bacteria.
What had scared you the most was the array of torture devices he had laid out on a tray. This man was deranged, one way or another.
He continued his one-sided conversation, focusing on the aforementioned tray as he walked over to it, "I mean, who wouldn't? People love to paint asylums as haunted. They hear a ghastly noise or a terrified scream and immediately tell the papers that a house of human suffering is haunted."
Trager's hand hovered over each instrument of torture, trying to pick which one, but he hadn't stopped talking.
"And I am more than sure that's your entire...reason for coming here. Trying to prove it was haunted. But guess what, buddy?"
He finally picked up a blade, long and serrated, and he pressed it against a finger of yours, the edges sharp against your thin flesh. He leaned in close, his dry lips forming into a smile, "This place isn't haunted."
He moved away, the blade removed from your finger, and you breathed a sigh of relief as he placed it back down onto the tray.
"No, no. It's worse."
He finally picks up a gigantic pair of scissors, much like something you'd see picking away at a shrub, and he was more than eager to shut them and open them, metallic hisses invading your senses, much like the feeling of doom.
You will die here.
"This place is an example of human cruelty, my friend," he announced, voice loud and cheerful as if he wasn't about to maim you, and he placed the blades around some of your fingers. He cared not for your horrified shrieks and begs, he only leaned in once more and whispered,
"And you will be nothing but an example of what happened here."
Slice.
...
"Oh, come on, buddy...it's not like you needed your middle finger anyway. Now open up...I have some stamps to lick."
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Drabble idea: "Oh my god, are you okay?!"
"Darling, please! You act as if I've done something rancid! What have I done to you to make you so afraid of me?!"
The bloodied behemoth on your tail was quick and hurried as he chased after you, his feet slamming against the rotting floorboards. You almost couldn't hear the music that played alongside the horrific display he handmade. The smell was awful, but the sight of it was enough to make you vomit.
You would not be the victim to the Groom. Not now. Not ever.
You would not have your pelvis slit, or your chest stuffed like you were a sex doll [ironically, that's all you would be to him], and you would not let him confess his undying love for you. It was fake and corrupt like this entire asylum.
Despite the smell of mildew and death, adrenaline filled your blood and you could tolerate the disgusting scents as you breathed in, your legs not yet faltering.
You've heard what he's done. The man who so giddily chased you rambled about it as you snuck around, and you were not pleased.
This was the only way out. Sometimes you have to take risks...right?
This wasn't worth it, though.
And sometimes, luck runs out. Like right now, as you are stuck in a dead end.
There was only an elevator. And it was not on your current floor.
Shit.
You could jump and risk a broken leg...or...
The emergency ladder. Broken and rusted, but it's tetanus over death.
You could explain all of this to the news with lockjaw.
"Wait, what are you doing?! Don't, don't-!"
You had leaped, gripping onto the ladder as your bottom half slammed against it. With a hiss you tried to pull yourself up, only for the ladder to break underneath you.
The top had snapped, and you tried to grab onto what remained on the wall, only to fall, your heart stopping.
Of all things to die from, it was a rusted ladder.
Oh well.
As your body slammed onto the top of the elevator, a sharp pang began to blossom from your ankle, and you look to see shards of glass sticking out of your flesh. Now coated in blood, you cried out and ripped the shards out, piece by piece. Blood pooled around your foot as you cradled it.
"Oh my god, are you okay?!"
The behemoth above looked down at you with a horrified expression, his hands out and wanting to hold you.
"I hate to see you suffering without me! Why would you do something like that to yourself?!"
His voice was full of panic and concern, and for a moment it seemed wholesome, until the panicked silence became one of anger. There was...tension.
"You would...rather die...than be with me...?"
His tone had shifted so quickly. He was unpredictable, and that's what had made him so...scary. In general, he had looked like he crawled from a 1940s horror series. Sweeney Todd had come to mind, actually...
"You're just another whore, aren't you?" He growled out, only to sigh, like this was a normal occurrence. "It's quite alright, darling. A good man can turn a whore into a house wife...and I have faith in us. Let me just..."
The elevator roared to life, and you panicked even more, now. Your poor heart would likely kill you before he had the chance to. But as you rose, he merely hummed to himself, waiting for the elevator to rise to his floor.
You had no chance at moving or escaping, as when you reached the proper floor, he was quick to grab you before you became sandwiched between the top of the elevator and the ceiling.
He dwarfed you. Instantly. He carried you bridal style, an eerie smile on his face, "Come, now. I must make sure you look perfect for our wedding."
You had no chance, now.
He clicked his tongue, footsteps hard against the rotting boards, and his voice was quieter as he spoke, "And I need to wrap up your foot...you are a silly one, darling."
It didn't feel silly. It felt like your ankle and foot were on fire, stinging like mad.
You had accepted your death already, but if there was also one thing you could accept, it's that he wasn't actually half bad.
Minus the...anger fits and the "whore" bit, he would have been wonderful. Looking up at him, you see a man soiled by corruption.
His eyes would have been a beautiful, shiny blue if not for the pools of hemorrhage. They had looked...empty. Dead. But whenever he looked at you, they shone like his soul had been revived.
Is this what he had wanted? Love?
Everyone in this hell hole had been deprived of it.
It was sad. Really fucking sad.
But you had read about what Eddie had done, and seen it too. And he was past the point of no return. He had done too much to be redeemed.
Dread made itself a home in your stomach as you were laid upon something cold and wet, and you were strapped in. Arms and legs spread, and your clothes were ripped off.
You were now nude, and being touched by the Groom himself.
His hands were gentle as he caressed a calf, "You have such soft skin...you will look absolutely beautiful," he cooed, hand gliding itself upwards toward your knee, then your thigh, and then...
You only flinched when you felt his hand begin to caress your genitals, as gentle as could be, as if he wasn't violating you. T'was the touch of a lover.
But he was no lover, no.
His fingertips merely grazed along your private flesh, rubbing it as if he had wanted to stimulate you, and you wanted to scream.
Eddie sighed dreamily, like he was a married man and his life would be filled with nothing but happiness, and he, luckily, let his hand glide up to your navel. "You look divine already, but when I'm finished with you? Oh, darling..."
He removed his hand, thankfully, but he was quick to turn on the saw, and all you could feel was cold air from its rapid movements and doom.
He gripped the sides of the table you were on, and he was smiling like this wasn't totally fucked up, "I know this will be hard..."
You felt the table move, slowly but surely, and you began to wriggle, but he continued, "You will have to deal with this...and then the conception, which I promise, will be wonderful," he winked as the saw came closer, "Then the pregnancy...and oh, I can just imagine the birthing. You will look so beautiful, darling...like a goddess. Mothers are goddesses in their own right."
And all you could feel was the sting of the saw, and your soul fading from your body.
...
"You're just like the rest. Filthy whore."
You're lucky you weren't alive to see your mangled body, tossed with the rest.
Ready to rot.
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Drabble idea: "I want to go home..."
Val, in a sense, had been an angel to you.
They did not have a halo, made of purity and gold, or have pristine, white wings to wrap you and hold you close, no. They did not bear robes of white or play a golden harp or sing a divine chorus.
But they had wanted you all to themselves. And they would not let Knoth's guard dog, or his sickly bastards he called "friends", ruin you before they had a chance to.
Because unlike Knoth, or Marta, or Laird or Nick or whoever the fuck, Val would put you back together.
They are a loving mother, dedicated to spreading love.
It had been painted in blood on your way to the mines, 'LOVE SET US FREE'. Bottles encasing candles, bodies strewn up like Christmas decorations...
What were they trying to do, exactly? Make their cause look homey? Elegant? Acceptable?
You had felt oddly welcomed. Every single enemy in your way was slain, journals and notes left in your path to urge you to come to them.
"Come to me," the red ink beckoned you on the dirtied paper, "and I will show you my love."
They had been so kind as to leave batteries and bandages. Before you had taken the small, makeshift raft, a final note had been placed in one of the small shacks, the bed made and smelling of firewood,
"I am waiting for you."
You did not want this. But you needed to find a way out.
The mines were not welcoming. You were not alone. And you had been chased into the underground, where you are now; held down by Heretics as they muttered, "mother, burn..."
Like the fallen angel ready to relieve the sinners of their pain, their martyrdom, Val had approached, coated in mud and looking like the demon of the mountains.
In their hand was a torch, raging with fire, and it made their white eyes so much more intense.
They had hummed eagerly, the hum evolving into a laugh as the torch was placed down and the Heretics were shooed away. You were too afraid to move or notice their cold, dirtied hands leaving your flesh.
Their eyes were wide, pupils tiny, and they smiled as they strutted to you, "We are creatures of appetite..."
They moaned, feeling up their body and their fake breasts, like they were a porn star and giving you a show.
"I want to feel your hunger," their voice became quiet, something only you could hear, and they leaned close, your eyes staring frantically into theirs, searching for any fragment of humanity.
There was none. And you felt saddened, knowing that the Val in those journals was not this Val.
This was something different.
"I want to know your desires...and show you what true pleasure feels like," they rasped, pushing you down and straddling your hips, grinding against your clothed stomach. Your fear had aroused them.
"I want to go home..." you whispered, tears rushing from your eyes, and they only laughed, leaning close to your face and whispering, "This is your home, my love," a muddy hand came up to caress your cheek and wipe the tears away, "and I...will be doting."
You had no chance to respond or even acknowledge the powder blown into your senses, or the tongue forcing your mouth open, and immediately, they sought dominance over your own muscle, wrestling with it. It had ventured to each nook and cranny of your mouth, like they wanted to taste everything about you, and they eventually pulled away with a moan, saliva connecting you two.
They licked their lips, humming in delight as their hands rushed to push up your shirt and reveal your chest. "Your body...is delightful," they breathed out, squeezing your breasts and rubbing your nipples with precision.
That powder did something to you. You had hated the feeling of their hands, but now you were overheating; desperate and quiet moans leaving your throat and making the cultist above you grin.
"I don't..." You couldn't even finish your sentence, as they pinched a nipple and made you shriek. It made them chuckle, and their hands moved south, ripping your zipper and breaking it. They got off for a second to completely rip your pants and undergarments off, and their naked thighs wrapped around your bare hips.
"Did you enjoy my gifts?" They questioned, hands now massaging your thighs, "You needed those batteries so badly...to document the lies of Sullivan, didn't you?" They purred, their hands tight and knowing just where to touch to get you to cry out in pleasure.
"That's why you came here. Fell from the sky, wrapped in flame..." they bit their lip, feeling aroused at the notion, "To record his bullshit."
You had even forgot about your camera, and you questioned where it was, until Val snorted, "It's gone, my love," their hands moved upwards to your genitals, "taken away...by my children. You won't need it anymore."
There was no pain when you felt their finger enter you. It was more pleasurable than anything you had ever felt, and it made you moan the loudest, and Val had revelled in this.
With precision their fingers located your pleasure spot, and sped up.
Your pleasure was their pleasure.
"God doesn't love you...not like I do."
And in time...you would know it to be true.
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