it is all chaos and entropy. the thing is that the chaos and entropy make it beautiful and lovely.
yes, it's true that nature and the universe are uncaring and unspecific, and that is terrifying. i have lived through some of the unfairness - i got born like this, with my body caving into itself, with this ironic love of dance when i sometimes can't stand up for longer than 15 minutes. i am a poet with hands that are slowly shutting down - i can't hold a pen some days. recently i found a dead bird on our front porch. she had no visible injuries. she had just died, the way things die sometimes.
it is also true that nature and the universe are uncaring and unspecific, and that is wonderful. the sheer happenstance that makes rain turn into a rainbow. the impossible coincidence of finding your best friend. i have made so many mistakes and i have let myself down and i have harmed other people by accident. nature moves anyway. on the worst day of my life she delivers me an orange juice sunset, as if she is saying try again tomorrow.
how vast and unknowing the universe! how small we are! isn't that lovely. the universe has given us flowers and harp strings and the shape of clouds. how massive our lives are in comparison to a grasshopper. the world so bright, still undiscovered. even after 30 years of being on this earth, i learned about a new type of animal today: the dhole.
chance echoing in my life like a harmony between two people talking. do you think you and i, living in different worlds but connected through the internet - do you think we've ever seen the same butterfly? they migrate thousands of miles. it's possible, right?
how beautiful the ways we fill the vastness of space. i love that when large amounts of people are applauding in a room, they all start clapping at the same time. i love that the ocean reminds us of our mother's heartbeat. i love that out of all the colors, chlorophyll chose green. i love the coincidences. i love the places where science says i don't know, but it just happens.
"the universe doesn't care about you!" oh, i know. that's okay. i care about the universe. i will put my big stupid heart out into it and watch the universe feast on it. it is not painful. it is strange - the more love you pour into the unfeeling world, the more it feels the world loves you in return. i know it's confirmation bias. i think i'm okay if my proof of kindness is just my own body and my own spirit.
i buried the bird from our porch deep in the woods. that same day, an old friend reaches out to me and says i miss you. wherever you go, no matter how bad it gets - you try to do good.
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UNTITLED EVIL LUIGI AU COMIC THING | Page 2 & 3 of (???)
Eggman Bowser’s come to make an announcement. Particularly to shut down any premonitions Mario may be holding onto a little too tightly. Bowser and Mario are able to set aside their differences (for now, at least) so that they can work together on a common goal-- figuring out where the hell Luigi is.
(A/N under cut)
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believe me when i say i really wanted to link all the pages together in a neat, practical way so that everything would appear more organized than it actually is, but tumblr hates me and won’t let my posts show up in the tags if i include a hyperlink of any kind. :D
i read somewhere that tumblr only disallows posts from showing up in tags if it includes an external link (vs an internal/link to another tumblr page), which, in theory, shouldnt be an issue since the pages i’d be linking to are also on tumblr but regardless it’s not cooperating with me anyway. i’ve been on tumblr for what feels like a million years but this is the first time ive tried to make my posts cohesive like this so if anyone knows how to fix this issue im all ears 🙃 for the record, everything related to this au will be going into the following tags on my blog: #my art, and #evil luigi au. we’ll just have to sort things that way for now, i guess 😭
i start work tomorrow so can’t say when there will be a new page but i do have a lot planned out already. so hopefully i’ll be able to continue what ive started for at least a handful of more pages 🤠 next page will be fun to work on. for a bowuigi-centered story, where’s the luigi?! he’ll show up soon. just in the form of a flashback for now though 👀
also sorry if my handwriting is evil. it’s just personally easier/faster to write out everything by hand than type everything out but i may try to type the next page’s dialogue to see how it goes and to see if it makes things look ✨cleaner✨
(also also i spent so much time trying to figure out how to draw them doing a handshake for the “truce” panel. i ultimately failed. therefore.... fist bumps LMAO)
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I was thinking about kotlc recently and how the Black Swan originally wanted to wait to bring Sophie into the Lost Cities until way later, probably when she turned 18, and how different of a person Sophie would have been if that were the case.
Like at the start of the series, she's this child prodigy who has to go to community college in the fall at the age of 12 because her parents won't let her go to Yale (a totally valid parental choice btw), and the thing is I think she would have THRIVED in that environment. Like at first she would be scared and hesitant because in all other school environments she has been bullied for being as smart as she is, but now she's going into a school that people choose to go to in order to learn. Community college doesn't just have mean, jealous teenagers who attend, there are people of all ages and all walks of life who are ready to learn. Sure, Sophie would still be the youngest one there, and I doubt it would be super easy with the whole mind reading thing, but she would be in a much more supportive environment when it comes to learning than anything else she's experienced.
She'd be able to make friends with her peers, being able to bond over a shared love of whatever they're studying, and these friends don't think she's too smart or too weird. She maybe finds some way to muffle the voices in her head better than her earplugs did. Yeah, she still gets headaches, but she can manage it. I can see her taking as many classes as she can, figuring out her passions and what she might want to do as a career. She'd be in a fantastic place academically to transfer to any school she wants when she turns 18. I can even see her parents letting her graduate when she's 17 and allowing her to transfer to a four year college to get a bachelor's in whatever she wants to study, whatever she finds her passion for, because she worked hard for this, and doesn't hate school now, and has found a path for herself in life that feels right.
And then the Black Swan shows up and whisks her away from all of that, and she's heartbroken because she doesn't need to be taken away from everything she's worked so hard for. Yeah it feels nice to finally have the whole mind reading question answered, but she doesn't need a new place to belong, she has one. I imagine this Sophie being a lot more confident in herself, but a lot angrier too. She's fascinated by her new world, but desperately wants to go back home, to just live out the life she's been working towards. I can see her working side by side with the Black Swan from the jump, because she's in a world with injustice and she can't just sit back and let this slide, but constantly fighting back this resentment for them and how they took everything from her. I think of how canon Sophie had a brief moment of hesitation when it came to training her Telepathy, and I think this older Sophie would be conflicted between wanting to know more about this abnormality that she's been dealing with her whole life, and wanting to cling to her human identity and her old life as much as she possibly can. Because she's been ripped away from it, and no matter what her genetics say, this Sophie still views herself as human.
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a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want]
dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
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Most of the irl friends I’ve pointed towards Arknights bounced off cause “there’s soooo many words i ain’t readin all that shit.” And like. Hmm. Oh honey is a dinky little visual novel too much for you? Small-brain behavior tbh if i’m being honest. Sad! But it got me curious exactly how much reading there was in Arknights and thankfully, someone has made a helpful website with word count breakdowns by chapter, up to date as of Lone Trail.
Lone Trail, by the way, is a fantastic story which is 67,831 words long. For comparison, that’s a little longer than The Fault In Our Stars by our beloved John “The Screamin’ Semon Demon” Green. Intriguing! It’s also the longest side story, beating Near Light by about 2500 words, but not quite as long as the longest main story chapter, Chapter 8 (Roaring Flare) with 71,345 words. That’s a single chapter about as long as JD Salinger’s Catcher in the Rye. The entire main story up through Chapter 12 is 378,377 words, longer than Dostoyevsky’s The Brothers Karamazov.
If you add up all the “big story text” — the main story, side stories, operator records, and operator files — the Arknights English story word count comes in at 2,382,337 words. For comparison, that’s longer than A Song of Ice and Fire and The Lord of The Rings, combined. Christ almighty, it’s three times as long as The Holy Fucking Bible by God. And that’s not even all of it, that’s excluding module story text and any of the story from the side game modes like Reclamation Algorithm and Integrated Strategies.
So I’m trying to get people to play this stupid fuckin game like yeah check this game out it’s a really cool story, you just gotta read the equivalent of War and Peace five times over and you’ll be caught up. bro cmon it’s a cool story there’s furries and babes in it cmon bro.
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