Tumgik
#impact. meaning. storytelling. you feel me?
eclipsecrowned · 1 year
Text
me playing this game like 'do i even like dr*gon age anymore--'
7 notes · View notes
genshinlesbian · 4 months
Text
just finished the Focalors execution cutscene and we’re about to face the whale. Had to pause and write down my thoughts because the religious symbolism here has me in a CHOKEHOLD
Fucking primordial water in the Oceanid’s veins to turn them human is what turns them back again? This is my body and blood?? Remember you were water and to water you shall return????
Moreover there is literally a character with the title “The Father.” Navia’s grief for her father is a constant theme. Do you see the vision here.
Hydro elements consists of three central figures, two intrinsically linked as the same person, split into humanity and divinity. The first created the second who suffers under the burden of holding faith in the first. One sacrifices herself with a device that suspiciously resembles a crucifix (or guillotine. Sigh. French people) to return power to the third.
Then he VERBATIM fucking goes and FORGIVES THE NATION’S ORIGINAL SIN?? Now he’s about to go face the LEVIATHAN???
brb I guess I’m adding “allegory for Christ” to the reasons I love Neuvillette so much….
Edit: The flood came. As in The fucking Flood From Noah’s Ark. walking on water casting the nets etc. the disciples were fishermen. FUCKING. PURIFICATION BY THE WATER?? BAPTISM, HELLO PEOPLE????
26 notes · View notes
sskk-manifesto · 2 months
Text
Ep 10!
#Idk it was. An episode. Not many thoughts tbh ajhdblabfdl#The Kyouka / Akutagawa scene is my favourite ever. But I suppose there's little to say about them I haven't said already lol.#The “Because I knew a man who had the same eyes as yours” will never stop being endlessly impactful.#And I still find it very remarkable how Kyouka is pretty much literally the only person other than Dazai that Akutagawa respects.#It hits me so hard.#Nothing else to add? I think the storywriting in this arc is very good. The plot twists are very well executed.#I remember when I was reading the manga and Ranpo challenged Chuuya face off I was so hooked!!#I was like‚ how is he going to win!!! It's very nice.#I think it's interesting that Atsushi stayed behind with Kunikida instead of facing the pm with the rest of the pm.#I wish we'd explored his decision and state of mind more‚ especially since he was portrayed as being visibly conflicted.#I think part of it simply solves a storytelling purpose of not leaving Kunikida alone...#But I don't think that necessarily means the decision doesn't suit him. Atsushi really looks up to Fukuzawa.#His trauma probably makes him more reluctant to break orders than‚ let's say‚ Ranpo.#And he's always been very spokenly against violence.#Idk. I just think it's interesting.#The line “Kunikida‚ you're the strongest and most virtuous of us in the Agency. That's why the enemy tried to break you first.”#is very emotional#The animation is so strained it makes me feel bad for the animators. So many static frames lingering for so long...#I feel like the result isn't necessarily terrible either. The drawings are not ugly‚ just very undetailed.#But it really feels like there was a group of people doing the best they could with the llittle they had...#random rambles#And I'm now all caught up with the rewatch!!!!!!!! 🥳🥳🥳 See you on Wednesday!!!!!
7 notes · View notes
dramarants · 1 year
Text
I'm sure someone's said this already since I'm so late to the game but absolutely obsessed with the show's minimal but incredibly effective soundtrack and all the handheld camera use. it pulls the viewers directly into scenes in a way that feels so rooted in realism. we're walking with them down the street in a silent night. being tossed around at the whims of the great wide ocean, the crashes of waves roaring in our ears, our view dipping in and out of the water. a shaking camera as jihyun approaches jaewon followed by a static shot of them together. soulful lyrics accompanying transitional montages. the raw audio of yoon won's voice, acoustic guitar, and natural sounds from the group permeating even after the bonfire scene fades to black. absolutely stunning.
34 notes · View notes
fiendishartist2 · 1 year
Text
the bar for "revolutionary" webhorror is so low. what happened
#god lord im so sick of itttttttt ToT#if you dont know analogue horror is on is deathbed and now ppl are onto ''digital horror''#which is the same thing except using digital mediums instead of analogue (like the internet instead of vhs)#and i do mean the same thing lol nothing has changed#not the conventions of storytelling not the limitations of the medium not the types of scares it presents#the only thing that has changed is the aesthetic. and that is unbelievably sad#if youre going to do a horror series based in the internet then why not.... actually use the medium of the internet for horror#theres so many scary things about the internet (esp early internet!!!!!) and yet no one is using that for their series#just the same old ''missing children's spirit communicating through tape oops i mean the website :)'' like cmon man.... :(#why not use things like viruses or the sudden connection to any and everyone through the internet or early hoaxes/creepy ads#lack of regulation on the early internet or the isolating/uncanny aesthetics of old hardware (kid me was so scared of computers lol)#or literally anything else that is DIRECTLY CONNECTED TO THE MEDIUM YOUR SERIES IS BASED ON#does anyone else on earth care about this or am i just picky??? hello???#i just want smth that leaves a genuine impact. i just want a series that feels like smth thats never been done before#i just want webhorror that knows what it wants to be and fits neatly into the confines of its medium#petscop felt like a real videogame. it felt like smth i could see in an ''obscure ps1 games youve never heard about!!'' video#it had a will they wont they about whether or not the game was actually talking to paul (through ghosts or other users etc)#but it was never in your face and it was left just vague enough that instead of breaking immersion it sucked you in even more#paul felt like a real person playing a real game and experiencing genuine fear and obsession alongside the audience#there was never a point where the screen started turning red and pauls voice became distorted and ''scary'' while creepy imagery popped up#bc petscop works entirely within the limitations of a man playing a videogame. no more no less#thats the kind of dedication to the medium that i want!!!!!!#i only critique webhorror so much bc its my favourite type of horror and i want it to improve
12 notes · View notes
thedevotionaltour · 5 months
Text
horrible: the guy you hate wrote a really fucking good story you really thoroughly enjoyed
5 notes · View notes
hostilecityshowdown · 5 months
Text
the amount i need modern wrestling fans to study the von erichs until they're able to point at other wrestlers and go "i know where they learned that" is unreal
#[ colour commentary ]#yes yes we always come back to me rambling about kerry and mean mark callous what of it. /j#this is actually a post about fritz and japanese wrestling at heart but progressive diseases are robbing me of my ability to put anything#into words beyond a desperate plea to sit your ass down and Watch the decades of wrestling people have already suffered and died to bring us#and to Feel the impact of wrestlers of the fifties-eighties for yourself. not just be Aware of it. if wrestling as a vessel for storytelling#could be a book you read It Would Be. if it could be a handful of movies/videos you watch It Would Be. but it isn't. and when we#Care about wrestling and want to engage with it we have an obligation to engage With Professional Wrestling. With the athletics. With the#tapes. With the promotional material including printed programs and cut promos and magazine articles. learn about amateur and collegiate#wrestling. learn about grappling. names of maneuvers. origins of some of those names. the names and legacies of venues. the sociopolitical#history of time periods and regions in which wrestling was happening. you will read the gimmicks and you will love the pontiact silver dome#as you would a spouse and you WILL learn about the heart punch and why it is the most devastating move in professional wrestling--#/j okay anyway. i lay back down now#train of thought inspired by the undertaker's kerry-honed drop kicks but Post inspired by fritz literally going to japan to save wrestling#okay. lay down now.#go watch some memphis tapes
5 notes · View notes
inkskinned · 1 year
Text
the thing is there's like, a point of oversaturation for everything, and it's why so many things get dropped after a few minutes. and we act like millennials or gen z kids "have short attention spans" but... that's not quite it. it's more like - we did like it. you just ruined it.
capitalism sees product A having moderate success, and then everything has to come out with their "own version" of product A (which is often exactly the same). and they dump extreme amounts of money and environmental waste into each horrible simulacrum they trot out each season.
now it's not just tiktokkers making videos; it's that instagram and even fucking tumblr both think you want live feeds and video-first programming. and it helps them, because videos are easier to sneak native ads into. the books coming out all have to have 78 buzzwords in them for SEO, or otherwise they don't get published. they are making a live-action remake of moana. i haven't googled it, but there's probably another marvel or starwars something coming out, no matter when you're reading this post.
and we are like "hi, this clone of project A completely misses the point of the original. it is soulless and colorless and miserable." and the company nods and says "yes totally. here is a different clone, but special." and we look at clone 2 and we say "nope, this one is still flat and bad, y'all" and they're like "no, totally, we hear you," and then they make another clone but this time it's, like, a joyless prequel. and by the time they've successfully rolled out "clone 89", the market is incredibly oversaturated, and the consumer is blamed because the company isn't turning a profit.
and like - take even something digital like the tumblr "live streaming" function i just mentioned. that has to take up server space and some amount of carbon footprint; just so this brokenass blue hellsite can roll out a feature that literally none of its userbase actually wants. the thing that's the kicker here: even something that doesn't have a physical production plant still impacts the environment.
and it all just feels like it's rolling out of control because like, you watch companies pour hundreds of thousands of dollars into a remake of a remake of something nobody wants anymore and you're like, not able to afford eggs anymore. and you tell the company that really what you want is a good story about survival and they say "okay so you mean a YA white protagonist has some kind of 'spicy' love triangle" and you're like - hey man i think you're misunderstanding the point of storytelling but they've already printed 76 versions of "city of blood and magic" and "queen of diamond rule" and spent literally millions of dollars on the movie "Candy Crush Killer: Coming to Eat You".
it's like being stuck in a room with a clown that keeps telling the same joke over and over but it's worse every time. and that would be fine but he keeps fucking charging you 6.99. and you keep being like "no, i know it made me laugh the first time, but that's because it was different and new" and the clown is just aggressively sitting there saying "well! plenty of people like my jokes! the reason you're bored of this is because maybe there's something wrong with you!"
#this was much longer i had to cut it down for legibility#but i do want to say i am aware this post doesnt touch on human rights violations as a result of fast fashion#that is because it deserves its own post with a completely different tone#i am an environmental educator#so that's what i know the most about. it wouldn't be appropriate of me to mention off-hand the real and legitimate suffering#that people are going through#without doing my research and providing real ways to help#this is a vent post about a thing i'm watching happen; not a call to action. it would be INCREDIBLY demeaning#to all those affected by the fast fashion industry to pretend that a post like this could speak to their suffering#unfortunately one of the horrible things about latestage capitalism as an activist is that SO many things are linked to this#and i WANT to talk about all of them but it would be a book in its own right. in fact there ARE books about each level of this#and i encourage you to seek them out and read them!!! i am not an expert on that i am just a person on tumblr doing my favorite activity#(complaining)#and it's like - this is the individual versus the industry problem again right because im blaming myself#for being an expert on environmental disaster (which is fucking important) but not knowing EVERYTHING about fast fashion#i'm blaming myself for not covering the many layers of this incredibly complicated problem im pointing out#rather than being like. yeah so actually the fault here lies with the billion dollar industries actually.#my failure to be able to condense an incredibly immense problem that is BOOK-LENGTH into a single text post that i post for free#is not in ANY fucking way the same amount of harm as. you know. the ACTUAL COMPANIES doing this ACTUAL THING for ACTUAL MONEY.#anyway im gonna go donate money while i'm thinking about it. maybe you can too. we can both just agree - well i fuckin tried didn't i#which is more than their CEOs can say
15K notes · View notes
tiktaalic · 6 months
Text
let's all talk about supernatural. i'll start. in 2009 kim manners told misha collins it was gay to sit on a bed. due to the lack of distance. he was right. and misha collins did it anyway. what followed was 12 years of television subject to different directors writers and actors all with different opinions on the subject of whether or not dean and castiel were gay. because of this rotating list of minds and directions the messages you receive are varied. but crucially. there is groundwork laid in closeups. standing five feet apart in bobby's kitchen filmed as if they're face to face. across the room from each other in tmwwbk but cuts between close up to close up. now you could easily argue that camerawork that rejects this method is trying to convey a different message of less empathy. but. we are not working only with camera work that conveys distance. we're working with a foundation of intimate conversations filmed as intimate closeups . followed by intimate conversations filmed with yards and yards between them. for an amv i was trying to use the s8 talk where cas is sitting on the bed and dean walks over sits down and says talk to me and i eventually had to scrap it because they're never in the same frame. i was going frame by frame in that scene trying to get maybe three seconds where you can see both of them but you never can. in the scene where dean sits a foot away and asks. what's wrong. you can tell me. you can talk to me. and cas proceeds to bare his soul. which is one of two things: bad directing, or purposeful directing. bad directing requires us to operate under the assumption that people who work on supernatural are bad at their jobs (likely). purposeful directing requires us to operate under the assumption that people who work on supernatural are good at their jobs, and given an intimate conversation, looked for ways to dilute the emotion in it, and did so. this is also likely. when supernatural shows me castiel telling dean i love you, and does it with shoddy camerawork, they are practicing tell not show. they are turning to the camera and telling me. this means nothing. disregard this. dont you see how they're a good court length apart from each other. doesn't this distance make you feel like you should interpret this with a platonic lens. but what they are showing me. is castiel telling dean winchester. i love you. which comes across even through the janky disjointed shots. the diluted effect still has an outsized emotional impact. so my takeaway is not. well i guess this means nothing. it is. i see the tricks you are trying to use on me. and they dont work on me because i know how to interpret storytelling and i'm not young and shiny and stupid. my takeaway is . wow. dean and cas., are in love for real, and they put it on my screen, and i am going to plant dynamite in director richard speight's home
2K notes · View notes
maplebellsmods · 8 months
Text
Tumblr media
Expanded Storytelling Relationship Bits Mod: 2
Ok..more storytelling and relationship options for your sims! 
(Really tried my best to push this out before the end of Jan) 😮‍💨
If you want more info about the mod check this page out: Expanded Storytelling Relationship Bits Mod 
This time around created more relationship bits. Here they are
Tumblr media
I wanted to try something new this time, which is why it took me so much time. I'll get into it later.
But there are a few new things I have added and changed from the previous one. First off, there are more interactions available: social interactions, phone interactions, and rabbit hole interactions.
Each one of these interactions corresponds to a specific relationship bit.
Healing Touch: 'Plan Relaxing Activities Together,' 'Offer Comfort through Hugs and Physical Touch.'
Wisdom Seekers: 'Ask Questions about the Universe.'
Unbreakable Connection: 'Celebrate Anniversary of Enduring Connection,' 'Promise Everlasting Friendship' (Only available pre-promise).
I do need to note that, just like the other mod, many of these are cosmetic and don't have a full effect yet. (Emphasis on 'yet,' as I will slowly but surely make these more functional.)
Tumblr media
If your Sims have the Wisdom Seeker, Tech-Savvy Partners, or Night Owl Companions relationship bits, some interactions will unlock on the phone:
Wisdom Seeker: Study Together at the Library 
Tech-Savvy Partners: Send Tech News 
Night Owl Companions: Night Time Activities Menu 
(Regarding nighttime activities, I haven't found a workaround for this issue yet. However, here's a temporary solution: When selecting an activity for the two Sims who have the rabbit, choose the Sim you want to go with first, and then select yourself again using the same option. I'm not sure why this happens, but it can be a bit inconvenient. I'll work on making the process more streamlined in the future, but for now, this is how you can get them to go to the same activity.)
Tumblr media
The new feature I've been working on, which I'm quite excited about, involves social interactions. I've always felt that many social interactions lacked depth and context. So, what I'm currently working on is creating social interactions to fill that gap
One of these interactions is 'Provide Emotional Support,' which is available for Sims with the 'Healing Touch' relationship.
In this interaction, your Sim will be presented with several options when they are feeling sad. Your Sim can choose from these options to express why they are feeling sad. Once they make a selection, the other Sim will ask for more context, leading to the exchange of contextual advice and reassurance.
Tumblr media
I've also developed another social interaction, 'Try to Confess Feelings,' which is available for Sims experiencing 'Unrequited Love.
Attempting to confess your feelings will lead to various outcomes depending on the option you choose. In this interaction, the Sim who hears the confession will have several response options available.
The choice made by the listening Sim will have an impact on their relationship, both romantically and platonically. Some response options may harm the relationship more than others.
The way the Sim responds through the animation doesn't affect the outcome. I've designed it this way to leave the choice entirely in the player's hands. However, unless both Sims are in a flirty mood and have a high friendship level, the Sim who hears the confession will always use the rejection animation. Nevertheless, this animation choice doesn't alter the outcome.
Tumblr media
The social interaction 'Forbid Relationship With' can be used either before or after designating two Sims as star-crossed lovers. Some of the options will even add the 'star-crossed lovers' relationship bit to the two Sims (if they didn't have it), while others will remove it (if they did have it).
The interaction can be found under the Mean -- Arguments Pie Menu Category. Only a parent, grandparent, uncle, or caregiver can trigger the interaction. 
Tumblr media
Depending on the chosen options, the relationship can either suffer a negative or experience a positive impact. While all of the options will influence the relationship, certain responses will have a significantly greater effect on it than others.
Tumblr media
These are all the main points! I hope you all enjoy this new feature because I'm eager to create more! There will be additional interactions and other things I'll be adding to this mod. I'm constantly learning new things, and it's truly enjoyable to implement them!
Download Here
Public Feb 24
1K notes · View notes
ohnoitstbskyen · 7 months
Note
I know it would probably bring a lot of hate comments but I am begging you to roast the hazbin character designs because I'd love to have someone properly articulate why they don't work so I could send it to people who won't believe me when I tell them. 🫠 Understandable if you don't want to get into it though.
I don't think there's that much there to roast, honestly?
Those designs are clearly an extremely specific stylistic choice, and because that style is consistent throughout the show, it ultimately feels coherent with itself.
There are trade-offs being made. Because Hazbin's design style is SO stylized and so heavy on decoration and detailing, because it puts a lot of emphasis on costuming, it isn't as good at communicating specific character storytelling as a more grounded style could be (it's kind of the same tradeoff that stuff like Genshin Impact makes).
Like, why does Sir Pentious' hat have an eye and a mouth on it that makes its own expressions? Apparently not for very much reason at all, except that Pentious has a bit of an eyes-motif going on in his design and it was one more place to put an extra eye. And that's a valid criticism of his design, but also the entire show is designed like that, so frankly it would be weirder and more out of place if his design alone didn't have that kind of overelaborate decoration going on.
It does create a situation where I have a hard time "reading" the character designs sometimes. For example, Vox, Alastor and Pentious all wear a similar style of suit with upwards-turned shoulders, butterflies and pinstripes. Now, am I meant to read that as Vox imitating Alastor due to his crippling need to replace and outdo him, and Pentious imitating the style of powerful Overlords because he thinks that possessing their level of power will finally give him relief from his paranoia and self-loathing?
Or is it just a design fixation of the creator who keeps putting their characters in suits because that's just what they like? I can't really be sure, because sometimes design elements are used to intentionally tell stories about how characters relate to themselves, their world and one another, but plenty of other times designs look the way they do Because Of Vibes.
But again, that lack of clarity is clearly an intentional trade-off - and the benefit of that trade-off is a design style that is extremely varied, wild, expressive and memorable. Hazbin Hotel seems like a very easy show to draw fanart of, and a very fun show to draw fanart of. Those designs (especially the hyper-expressive faces) are begging to be the subjects of traumatic headcanons, unbearably cotton-candy soft fluff fantasies and weird, taboo, homoerotic power dynamics. Slaps roof of character design, this bad boy can express so much vicarious emotional intensity.
It's very exuberant, very excited about itself and very self-indulgent, it's a style that prioritizes visual impact and visual interest over readability (something which the animators of the show navigate with real skill, props to them) and individual aesthetics over worldbuilding.
And I don't blame anyone for being turned off by that (I certainly was the first time I started seeing those designs going around), but I would struggle to call the show's designs "bad" when they are clearly achieving exactly what they want to achieve.
I have some criticisms, especially re: how the show treats skinny bodies as an unquestioned, desirable default, and employs fatness as a means of alienating and abjecting the audience. That sucks very badly, and is a serious disappointment, and one of the few places where the show feels like it is being cowardly in its design philosophy. But I don't have it in me to do some kind of Hazbin Hotel Sucks And Here's Why takedown, its problems are not unique or extreme enough to warrant it, at least not as I currently understand them.
596 notes · View notes
sas-soulwriter · 1 year
Text
Hello , here are some really basic writing tips.
Intriguing Openings: Start with a bang! Drop your readers into the middle of action or create a mystery that begs to be solved. Make them curious from the first sentence.
Character Backstories: Dive deep into your characters' pasts. Share their quirks, secrets, and defining moments. Readers love discovering what makes characters tick.
Sensory Descriptions: Paint a vivid picture using all five senses. Describe the smell of freshly baked cookies, the feel of a soft summer breeze, or the taste of a sour lemon.
Plot Twists: Keep your readers on their toes with unexpected plot twists. Surprise them by turning a seemingly predictable story into something extraordinary.
Cliffhangers: Leave your audience hanging at the end of a chapter or post. A well-placed cliffhanger will have them eagerly awaiting the next installment.
Metaphors and Similes: Add color to your writing with creative comparisons. For example, "Her smile was as bright as a thousand suns," adds a vivid and poetic touch.
Character Relationships: Explore complex dynamics between characters. Highlight their conflicts, alliances, and the evolution of their relationships throughout the story.
Symbolism: Incorporate symbols or motifs that carry deeper meaning. They can enhance the overall theme and give readers something to ponder.
Narrative Voice: Experiment with different narrative voices, such as first-person, third-person limited, or even second-person, to find the one that suits your story best.
Foreshadowing Mysteries: Drop subtle hints and clues early in the story that will become crucial later on. Readers love piecing together mysteries.
Unreliable Narrators: Consider using an unreliable narrator to keep readers guessing. They might misinterpret events or hide critical information.
Flashbacks as Puzzle Pieces: Use flashbacks strategically to reveal key aspects of the story or characters. Make them fit together like a jigsaw puzzle.
Dialect and Dialogue: Give characters distinct voices through their speech patterns and accents. Engaging dialogue can showcase personality and culture.
Emotional Rollercoasters: Take readers on an emotional journey. Make them laugh, cry, and experience every emotion alongside your characters.
Settings with Personality: Make the setting almost like another character. Show how it impacts the characters and the story's mood.
Evoke Empathy: Share characters' vulnerabilities, fears, and desires. Readers relate to flawed, authentic characters with whom they can empathize. Let them fail.
Experiment with Structure: Play with non-linear timelines, multiple perspectives, or fragmented narratives. Challenge traditional storytelling conventions.
Clever Wordplay: Incorporate puns, wordplay, or clever language usage to add humor and depth to your writing.
Cinematic Scenes: Write scenes that readers can visualize as if they were watching a movie. Use dynamic action and vivid descriptions.
Leave Room for Imagination: Don't spell everything out. Allow readers to use their imaginations to fill in some blanks.
Remember that storytelling is an art, and there's no one-size-fits-all approach. You can use these techniques to improve your unique style and the story you want to tell. Most importantly, have fun writing.
And remember to drink enough water!
If you want to have more of this , than click below and follow me.
Tumblr media
561 notes · View notes
theblogwithoutfear · 2 months
Note
karen page is so annoying in the show...is she better in the comics somehow or is she just like that
So I've actually wanted to talk about this forever, but I kept forgetting to make a post about it. Your ask is a perfect opportunity to write down all my thoughts. Brace yourself, because I have a lot to say. Sorry in advance lmao
I actually prefer Karen in the show. To be fair, I have not finished all the comics, but so far I think her TV counterpart is a lot better (I still like her a lot in the comics tho, don't get me wrong). The NMCU version of Karen Page also has a lot of Kirsten McDuffie (another comic book girlfriend) in her, which is great in my opinion.
A lot of people find her annoying, but to me it's her flaws that make her such a fantastic character. She isn't a caricature, stock-girlfriend character pulled from a box of tropes; she's a well-rounded individual, extremely realistic, a mirror of Matt Murdock, and a woman with real agency. Her actions have major consequences on the plot. In my opinion, a lot of superhero girlfriends (in comics, movies, TV, whatever) are written more like props than characters, and they don't have any agency or actual plot relevance. Which is why, when a lot of them die, their deaths feel so cheap and inconsequential. That's where fridging comes from. It's been a problem with superheroes since their very inception; and a problem in storytelling at large. So often in fiction, women are flat and unrealistic.
So to me, Karen's heavily-flawed character is refreshing. She is extremely impulsive; she's deeply intelligent, but makes such stupid decisions; she can be hypocritical, self-destructive, and petty. Sometimes she manipulates people, even unintentionally. She's very well-meaning, but constantly makes mistakes. And it's these mistakes that move the plot forward, and reveal important things about both her and Matt. Her actions have real consequences for the story, and she undertakes her own journey throughout the narrative. She is almost as much a protagonist as Matt is, in terms of her character development and growth.
For that matter, every one of the flaws that I listed are things that Matt does too. They are almost perfect mirrors of each other; people who are immensely concerned with justice and compassion, people who care for the truth, and people who want to make their city a better place. However, as they go about it, they stumble and make mistakes and endanger other people. They're hypocritical and contradictory and impulsive. They constantly have to call their own moralities into question, because they almost never live up to their high ideals.
(Also, as a side note, I think many of Karen's flaws—as with Matt's—come as a direct result of all the trauma she's been through: her mother's death, her brother's death, her alcoholism and drug addiction, her dad cutting her off, being framed for murder, almost getting murdered in prison, etc. So I think it's fair to give her some grace.)
But what makes both Karen and Matt so lovable, imo, is that they keep trying. No matter what mistakes they make, they get back up and try again. They do everything they can to atone for the blood on their hands.
I think also (and I'm not accusing you of this, just a certain subset of people in the fandom) that people are more willing to accept Matt's flaws than Karen's—because there's a lot of misogyny built into our society, and there's this ingrained idea that women have to be paragons of virtue. Women, both in fiction and in reality, tend to be put under a microscope and dissected, while men can get away with a lot more. So Matt and Karen have identical flaws, but only Karen gets hate for it, which makes me very sad.
It may be the writer in me, but imo flaws are what make a character—and a story—meaningful. A well-flawed character can take a ridiculous, implausible story and make it feel grounded and real and impactful. A well-flawed woman even more so. I love Karen for the same reason I love Jessica Jones and Wanda Maximoff; or, to go beyond Marvel, for the same reason I love Jo March and Katniss Everdeen and Miss Haversham and Katherina Molina. They all elevate their respective stories beyond the initial premise and plot. Flawed female characters are realistic and impactful, and therefore empowering.
Obviously, to each their own. Some people just find her annoying and don't like her personality, and that's fine. But for me, that's what makes her feel real, and that's why I love her.
91 notes · View notes
blueskittlesart · 5 months
Note
I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
120 notes · View notes
linkspooky · 3 months
Note
Does it ever frustrate you (like it bothers me), that the heroes and civilians (and many of the fans) have no concept of "the big picture"?
I mean being optimistic is one thing, but the hero kids are going back to class, hero society is being rebuilt and the same structures are getting back in place with barely a question of what might change, if anything will...
Like shouldn't they know by now??!!
Hawks looked into the league of villain's pasts.
Deku was told directly by shigaraki what was wrong with their society in the last war.
There was a whole (plausibly canon) movie revolving around the threat of the quirk singularity, and still nobody cares.
Judging by the recent chapter, the civilians are the same as they always were, or have become even worse in their mindset.
And at least so far, the heroes haven't shown anything concrete in how they plan on doing things from now on, if their actions or beliefs made any real impact.
At this point it really feels like either:
A. The Lov (Toga, shigaraki and some others) make a miracle resurrection/recovery.
or
B.it's the cycle of violence until inevitable extinction...
Do you feel differently or the same?
Hello, friend.
I definitely share your frustrations.
I think this post by Tumblr User BNHAObservations might be onto the type of societal reform that Horikoshi might be going for in this epilogue.
So there's two approaches that you can approach to MHA, and specifically it's endings. BNHAObservations is using Literary Analysis. That is they're not talking about the work in terms of "thing good, thing bad", but rather assuming that everything Horikoshi put into his work is intentional analyzing the themes which Horikoshi is putting forward. What is the theme of MHA and how does Horikoshi demonstrate that theme with characters and events in story?
That's the question to ask if you're taking a literary analysis angle.
(By the way if BNHAObservations sees this I'm not criticizing your post in any way sorry if I give that intention I'm just using it as an example, and also reccomending people read it because it's a good post. This post isn't a response to this post I promise I'm just linking it to provide an opposite point of view from my own).
The second is Literary Criticism. While I prefer Literary Analysis, I've been taking a Lit Crit approach as to late because. My question is not "What is the theme of MHA?" but rather "Does MHA use the tools of storytelling to communicate it's theme to it's audience well?" So, let's discuss how Hori chooses to convey the themes of the fictional world he created.
So as I said BNHA observations has an answer to your question from a literary analysis perspective. The gist being "Horikoshi seems to be suggesting that the improvement to society will come from the public being more involved with stuff like community outreach to assist the heroes, and maybe with Spinner's comic the villains voices will be heard on top of that." Which is a valid perspective and why I linked it.
However, from my literary criticism angle I don't think that particular theme is communicated well by the story. This is why while I think acknowledging the cultural context of the story is an important perspective, it's just one perspective because MHA is still A STORY and it has to use the tools of storytelling to get those messages across. MHA can exist as a piece of cultural commentary and still be confusing about what exactly kind of commentary it wants to make, because it doesn't function as a story.
So here's the literary critcism angle of: Why is it so gosh darned frustrating that the public at large doesn't seem to have changed at all by the ending of MHA?
When you are a writer you can write anything you want. But if you want to write a story that people want to read you have to follow the rules of good storytelling.
There are reasons why storytelling rules exist. A story is a bond between author and reader, readers to other readers. It is a communication between humans and humans work in a certain way.
I'd also argue that literary criticism is something that exists across cultures, like for example I watch Japanese Horror movies with my friends. Japanese Horror movies are very different from american ones because what that culture considers scary is different. However, if I'm watching the movie that has bad lighting and uncreative camera work, and I criticize it on that grounds, I think the rules of what makes good and bad camera work and shot composition work across cultures.
To quote this post:
Storytelling rules are rules of communication. Rules for handling expectations and saying what you intend to say without it being misheard. Rules for tugging at emotions and pulling heartstrings in a good way rather than a bad way. Storytelling rules are lessons learned by authors of the past that failed to communicate what they needed to. They are not that subjective.
So to address your ask finally friend, I believe a lot of audience comes from Horikoshi's inability to get his theme across in his own story with the tools of storytelling, just what he wants to say about the the society that he's created in his fictional world.
The first is the very obvious discrepancy between setup and payoff. As an example I read the Sam Vimes discworld novels, which you could say is copaganda about a good cop who does his job. However, the story is not trying to be a deep analysis about the crimminal system, it's a fantasy story taking place in a deeply corrupt medieval city where the main character is a parody of Dirty Harry. In other words it doesn't bring up any of those deeper issues so I can just read it for what it is, knowing it's kind of dated.
MHA sets up these deeper issues in a way that calls to be addressed. It's made clear several times in both Shigaraki's walk, and his speech during the first war arc that there's already enough heroes and yet problems in this society persist.
Tumblr media Tumblr media
Theme is basically the story asking a question and then providing an answer. The question is: If there are so many heroes then why are there so many people who don't get saved?
It seemed like the answer we are building towards is that heroes need to change the way they deal with villains, hence why everything post War Arc focuses on the main trio trying to save their villains without just putting them down. You have Twice's death at Hawk's hands, and the question of why heroes only save the good victims. You have the parallels between Shigaraki and Eri. You have Deku say "ONE FOR ALL IS NOT A POWER FOR KILLING."
Tumblr media
Hori is an author who makes choices and he chose to deliberately bring up these issues and not address them, and that makes the story feel unsatisfying to read because serialized stories hook the audience by promising future development.
Read this story because you want to see how the Todorokis will find a way to unite their family. Read this story because you want to see how Bakugo and Deku will become the greatest heroes, by saving by winning and winning by saving.
Twice's death, Toga's question about if Uraraka is going to kill her, Shigaraki's walk, OFA is not a power for killing these are all things that mattered in the story and then suddenly didn't. If you promise a story is going to address something and then you renege on that promise the audience will find it unsatisfying. If I'm reading a murder mystery and it ends with everyone eating cake and the murder hasn't been solved (and that's not the point of the story) I will feel like the story has wasted it's time.
So it's not just a case of "MHA was never going to be a story of deep societal reform because it's a shonen jump manga" but these themes are brought up, and then never addressed again.
Which is where we get my second layer of criticism, the massive tonal whiplash. My Hero Academia seems like a story of how kids are going to grow up to be better heroes by saving their villains, until it's not.
My Hero Academia is not a tragedy, until it becomes a tragedy in the last five minutes. Every single person thought Shigaraki was going to be saved somehow, until he wasn't. Everyone thought that Twice's death was going to be the last death in the league of villains, because the kids were going to realzie they have to find another way than killing the villains, until it wasn't. The audience isn't stupid for thinking this was going to happen, that's what Horikoshi was foreshadowing in his story until he threw it out.
The worst part is the tragic tone doesn't work, because it's poorly written as a tragedy. Greek Tragedy revolves around the fall of the heroes (this is a japanese work and japanese theatre is different, but Superheroes are inspired by the greeks). If the villains failed to get saved, then it should be a failure on the heroes part, it should be devastating on the heroes.
Hawks failed to save Twice but he's fine, Deku failed to save Shigaraki (OFA is not a power for killing) but he's fine, the only hero who seems personally affected by their loss is Shoto who is losing his brother. If this is a tragedy then heroes should be the ones to fall because tragedies are about the tragic flaws of the heroes.
However, we get this tonal inconsistency instead where no consequences stick to the heroes and every single bad thing that happens to them gets magically done away with by plot convenience.
Tumblr media
So Hori has shown that he can just handwave away whatever kind of grievous injury he wants, and yet he still chooses to go out of his way to unnecessarily punish the villains for their actions, in the manga that's supposed to be about saving them.
And even if we go with the "Well, their hearts were saved" approach, the manga fails to demonstrate how their hearts were saved. Naruto, a manga running in the same magazine, does this so much better with characters like Obito.
Look at Obito's sendoff in the manga. A character who also is responsible for directly harming the main characters and who went to war with the entire world.
Obito has a dream sequence where he realizes he could have always gone home and still tried to become Hokage and he wasn't beyond redemption. He lives long enough to assist Naruto in the fight against the final villain. He gets called awesome by Naruto for trying to become Hokage because they shared the same dream.
Tumblr media Tumblr media
His last moments in the manga are Rin the girl he loved comforting him in the afterlife, by saying she was watching his suffering all along. His literal last action is to lend his power to Kakashi his best friend in order to fight together once more against the villain.
Tumblr media
Shigaraki on the other hand doesn't even get the majority of screentime in his own death chapter, he gets two pages compared to AFO's five.
It's not just the fact they get unsympathetic deaths, the story also bends over to show that they deserved it. Toga doesn't want to accept prison for her actions so it's okay for her to commit suicide even though she's a young girl. Shigaraki didn't want to give up being the hero to the villains, so it's okay that Deku didn't save him.
Tumblr media
People are discussing whether or not Spinner should be held accountable for not saving Shigaraki because of his character flaw of deciding to not think about things and go with the flow, but that ignores the fact that once again Spinner is not the main character. Yes, characters should be held accountable for their flaws, but the protagonists are the one who should be held the most accountable because the story is not about them.
Spinner and Deku both failed to save Shigaraki, but let's look at their punishment. Spinner is in prison for the rest of his life probably, almost became a Nomu, and has survivor's guilt for being unable to save Shigaraki in time due to his own actions.
Deku... has to live with the fact he killed Shigarki and will "never forget it."
If we are going for a tragic ending, and Deku is the center of that tragedy, than Deku should be the one suffering for his failures. Deku should be held just as, if not more accountable than Spinner.
Spinner is held accountable and that makes him a good character - but to what end? I know what it's to slide blame away from Deku, which is also why Spinner randomly says something racist at the end of his scene.
So in all it's not frustrating because MHA isn't some deep, thoughtful criticism of Japanese society. It's frustrating because it violates the rules of setup and payoff, and it also is extremely tonally inconsistent.
A common response to this is I've seen is "You should just like MHA for what it is, and not what you want it to be."
However my underlying problem is that MHA as a story seems to be very confused about what kind of story it is. That confusion shows in Horikoshi constantly throwing out his own foreshadowing, and the wild swings in tone from tragedy to a story about optimistic young kids who are going to be the best heroez eva. Hori can tell whatever story he wants, but that doesn't necessarily mean he's telling it well.
As I said Hori's indecisiveness shows by this point in the story. I've already discussed this with Class1aKids but it really seems like Horikoshi is setting up two things with scissors-kun:
He'll either be A) A new villain that Deku and the kids prevent from becoming the next AFO or B) a resurrected Shigaraki who can save the rest of his league and fulfill his role as hero of the villains.
At this point there's equal foreshadowing for both, and this is my personal theory but it truly seems like Hori is gauging audience reaction to see which path he should take. If the japanese audience is satisfied with the villains "hearts" being saved, or if he should bring Shigaraki back to let the villains end on a more hopeful note.
102 notes · View notes
batmanschmatman · 8 months
Text
It’s interesting to me to see how many people have been saying they feel like [character’s] death was too sudden or too early, and while I agree from a writing standpoint we didn’t exactly have a lot of time with him and they COULD have framed the show differently to give us more, I also think it’s sort of The Point that his death is sudden and kind of out of nowhere.
The air war was incredibly fucking brutal. I’m not saying it was more or less so than what the BOB or TP guys went through because they’re all awful, but it’s a well accepted part of the WWII experience that anything to do with flying planes might have seemed glamorous and cool but was actually terrifying and had a sort of uniquely horrible flavor to it when it came to facing the death of your friends.
(And this isn’t even getting into the stuff happening on the ground when cities became viable targets, but that’s for a different post.)
When Hoobler dies, the guys are there, they see it happen, they can try to help him, and then they know after a point that he’s dying. They can sit with the body afterward and take his stuff to send back to his family. Even in the more fast paced deaths like Rob Oswalt, Sledge and the others can look at his body and have a moment - however brief! - to say goodbye. There’s often no mystery of what happened, you’ve seen the wounds and know they’re dead. And you also HAVE to push it down because you’re being shot at and need to keep yourself alive. 
All of that is real important in the grief/mourning process. Guys in the 100th usually didn’t have that unless someone on your bomber died. You’d go up with your friends, you’d see their planes get hit, there’s nothing you can do besides watch for chutes and hope they survive to be taken prisoner. And then you come back, and your friends are gone, there’s no body to bury or sit with or touch. Their stuff is all still in the barracks like nothing happened. Sometimes you’re not even immediately sure if they are dead or not! You don’t know who those chutes belonged to, or if they made it safely to the ground instead of dying on impact or immediately being caught by the Germans and executed. But your friends are gone and you were powerless to do anything to help them.
And then you get to do it all over again knowing it’s going to happen to other friends or to you and there’s basically nothing you can do about it. How do you cope with that? What does it do to you to feel like your friends just literally vanished into thin air even though the last time you saw them, they were healthy and young and alive? And then new guys replace them, and you have to decide if you want to make friends with them or close yourself off, because these guys are going to die too.
(Oh, and if a member of your crew got badly wounded? You could have HOURS before you got back to base, and you have some first aid training but you’re not a surgeon, you don’t have plasma or whole blood to give a guy to help keep him alive until you make it back. So another horrible traumatic thing you get to deal with. Wounds that could’ve been treatable if you’d been at Carentan or Guadalcanal could be fatal.) 
I’m not saying this show is a masterpiece in storytelling by any means, but… You’re supposed to feel shocked and angry and robbed of the chance to get to know these guys? Because that’s literally how their friends felt. It’s a point Miller makes a lot in the book, and a really vital part to understanding why being in the AAF (or other air forces) was such a meat grinder physically and psychologically for these guys. 
159 notes · View notes