I love how sadistic, mean, creepy, trollish law seems to just have this absolute love for luffy things that overrides all else. Like I mean he’s had that fluffy had since he was a kid, wears those fluffy necked/lines clothing on multiple occasions, fluffy father figure in cora, his navigator who he is super protective over is mega fluffy and gets special cuddle privileges with mr trafalagar ‘don’t touch me I’ll stab you’ law. It’s just so amusing to me
i bristled like a sprayed cat at that first typo lmfao
YES. its great. he is all that terribleness (i say appreciatively) but he is also a enjoyer of finest things in life like fluffs
dude freaking kikoku has a furry white guard trim that matches his hat and his wife.
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Heeey!
Do you think that valtor would have scars? like from when his mothers trained him and tortured him? hence why he wears so much clothing and only his face and hands are visible (this beautiful face).
I do not! Mostly because I think Valtor is a vain little bitch who needs to be pretty at all costs, and I don’t think he would consider scars or other “flaws” as beneficial to that end. (This does not mean I don’t think he wouldn’t have sustained the injuries you are describing. I think he just would have found a way to conceal or heal them entirely)
Valtor's modus operandi in two out of three of his most plot relevant conquests — Solaria and Eraklyon — was charming and winning the trust of influential people at court — Cassandra and Diaspro, respectively. It's fair to assume he has practice wooing and manipulating people to his side. Which is, in general, easier when you are conventionally attractive. Combine that with his make-up, defined cheekbones and elaborate clothing, it’s safe to assume he has an interest in looking not only good, but FANTASTIC by the magical dimension's beauty standards. (He's succeeding.)
And I think that's something his mothers — who are not attractive by any standards at all — would see value in and want to use. While permanently scarring him would definitely serve them if they intended to really, really punish him for something, I don’t think they would rob themselves of a potential advantage just to make a point. I'm supporting this idea by pointing at the s3 season finale, where they DO kind of disfigure him, but only because it’s clear Valtor has outlived his usefulness, is losing anyway, and openly defies them when confronted. They likely could have done this earlier, if they had wanted to.
That being said, you're right, we don’t see much of his skin anyway. He could be hiding a mess of scars under all those fancy ruffles and no one would be aware. This is the point at which I typed out half a page worth of outfit analysis before closing the tab and losing it all. It’s fine tho, I realized halfway through I was getting a bit off-topic.
TL;DR: a JUICY headcanon that fits very easily into his canon design and behavior, just not one I personally tend to go for in my fics. Also, I'm gonna have to find some high-res s3 shots of Valtor, because BOY is it hard to find references for this man.
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I think another reason why I'm of the opinion that 3H's writing falls flat due to superfluous exposition, is that... it actually does what I think is great gameplay-story integration.
And that's the character paralogues!
Every character has a paralogue which ties their personalities and backstories into that mission's plot, without exception. Certain gameplay elements are also introduced to suit why the characters are doing what they're doing in those missions.
They're not flawless of course (map reusal is a bitch), but they are nonetheless stellar ways to tie in the characters to their world.
So what's the issue? The problem then becomes, why the hell is there so much else then?
I'm not advocating for everything else to be cut or for character backstory/development centered supports to be shelved, of course. But when you have paralogues-missions that are very well crafted to engage the player in the game flow and the writing simultaneously-why do the characters reveal the same things and go through similar developments in other places, like supports, the monastery, sometimes even in story as well?
Because you can miss out on paralogues? Well this game makes it so you can skip the monastery, supports can get locked if you don't do them in time, and those sparse story moments don't exist if the side character dies. There's no functional reason why you need multiple avenues to dive into the same few character plotlines, especially when one method does it consistently better and more involved than the others.
And logically or writing wise, there's even less of a reason other than they really wanna make sure you know these characters really well. Which is in no way bad of course, it's great to make a cast that you're proud of and want people to fall in love with every aspect of each of them. But there's nudging your audience to a position, and then there's outright making the line between player control/influence/preference and authorial intent too blurry.
Inevitably yeah, people did love this cast. That's why 3H is so popular and why their characters rank so highly in polls. But I reiterate from previous posts: 3H doesn't do anything special that previous FE games didn't as well. The cast isn't particularly deeper than most FE casts on average, nor is its world/story writing any more impressive. There's just more of it being delivered and put in your face than normal. And because many finer details unique to 3H's plot construction end up irrelevant (or outright contradictory to the main plot when thought about for too long), most of what's pushed is the character writing and backstories and Fodlan's primary backdrop... over and over and over again.
To me, that becomes tedious and ironically makes me care less for the world as I find incessant need to reiterate major aspects of the story near verbatim to be artificial and suffocating. But I'm not most people, and I can't fault others for finding great joy in it. I just thoroughly hope that the gameplay-story interaction is taken as priority like it was with Engage for future FE games, because these are still video games at the end of the day. When your game is being talked/argued about more than it's actually being played (for reasons that don't specifically have to do with archaic design elements as a result of its age)... shouldn't that be seen as a bad sign in the eyes of a video game designer?
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the only 'negative opinion' i have abt dunmeshi anime so far is abt like color choices/palettes just not being the bestest but thats something i actually think is also not a strong suite of dungeon meshi The Manga, its always been something ive been disappointed by when i see something colored and im like damn thats kinda basic to me sorry :( but color choices in stories dont need to speak to me personally i dont care. i can go watch promare. i do expect the color usage might become a little better as the story progresses in the anime but again like i dont know if ppl have just .. not noticed that this criticism of the anime also applies to the source material
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