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#its defined by how realistic they feel
fandomsnrambles · 4 months
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Got like… a question for people who hate or dislike misako, nya, harumi, maya and other female characters…
Who are they to you outside of being someones love interest/ sister/ mother?
Like genuinely can you describe who Misako is without tying her to Garmadon or as a mother? She’s flawed but hating Misako to lift up Garmadon has never made sense. Can you add nuance to your takes when realising she left in order to find a way to make sure her family didnt break further? She left to make sure her husband and son didnt kill eachother?
can you give me a reason for why you hate Nya other than her valid criticisms for Jay? In fact, could you listen to her criticisms before saying ‘i hate how she makes Jay feel’ as if shes not lashing out BECAUSE of how Jay is making HER feel? Or do her feelings not matter as much as his?
Could you add nuance to Harumi that isnt calling her degradatory words like ‘sly bitch,’ ?
Why can’t you give the same grace and nuance to the female characters as you do the men? Are they just not worth the same effort and time to understand?
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bixels · 10 months
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Portal 2 is still the perfect game to me. I hyperfixated on it like crazy in middle school. Would sing Want You Gone out loud cuz I had ADHD and no social awareness. Would make fan animations and pixel art. Would explain the ending spoilers and fan theories to anyone who'd listen. Would keep up with DeviantArt posts of the cores as humans. Would find and play community-made maps (Gelocity is insanely fun).
I still can't believe this game came out 12 years ago and it looks like THIS.
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Like Mirror's Edge, the timeless art style and economic yet atmospheric lighting means this game will never age. The decision not to include any visible humans (ideas of Doug Rattmann showing up or a human co-op partner were cut) is doing so much legroom too. And the idea to use geometric tileset-like level designs is so smart! I sincerely believe that, by design, no game with a "realistic art style" has looked better than Portal 2.
Do you guys remember when Nvidia released Portal with RTX at it looked like dogshit? Just the most airbrushed crap I've ever seen; completely erased the cold, dry, clinical feel of Aperture.
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So many breathtakingly pit-in-your-stomach moments I still think about too. And it's such a unique feeling; I'd describe at as... architectural existentialism? Experiencing the sublime under the shadow of manmade structures (Look up Giovanni Battista Piranesi's art if you're curious)? That scene where you're running from GLaDOS with Wheatley on a catwalk over a bottomless pit and––out of rage and desperation––GLaDOS silently begins tearing her facility apart and Wheatley cries 'She's bringing the whole place down!' and ENORMOUS apartment building-sized blocks begin groaning towards you on suspended rails and cement pillars crumble and sparks fly and the metal catwalk strains and bends and snaps under your feet. And when you finally make it to the safety of a work lift, you look back and watch the facility close its jaws behind you as it screams.
Or the horror of knowing you're already miles underground, and then Wheatley smashes you down an elevator shaft and you realize it goes deeper. That there's a hell under hell, and it's much, much older.
Or how about the moment when you finally claw your way out of Old Aperture, reaching the peak of this underground mountain, only to look up and discover an endless stone ceiling built above you. There's a service door connected to some stairs ahead, but surrounding you is this array of giant, building-sized springs that hold the entire facility up. They stretch on into the fog. You keep climbing.
I love that the facility itself is treated like an android zooid too, a colony of nano-machines and service cores and sentient panel arms and security cameras and more. And now, after thousands of years of neglect, the facility is festering with decomposition and microbes; deer, raccoons, birds. There are ghosts too. You're never alone, even when it's quiet. I wonder what you'd hear if you put your ear up against a test chamber's walls and listened. (I say that all contemplatively, but that's literally an easter egg in the game. You hear a voice.)
Also, a reminder that GLaDOS and Chell are not related and their relationship is meant to be psychosexual. There was a cut bit where GLaDOS would role-play as Chell's jealous housewife and accuse her of seeing other cores in between chambers. And their shared struggle for freedom and control? GLaDOS realizing, after remembering her past life, that she's become the abuser and deciding that she has the power to stop? That even if she can't be free, she can let Chell go because she hates her. And she loves her. Most people interpret GLaDOS "deleting Caroline in her brain" as an ominous sign, that she's forgetting her human roots and becoming "fully robot." But to me, it's a sign of hope for GLaDOS. She's relieving herself of the baggage that has defined her very existence, she's letting Caroline finally rest, and she's allowing herself to grow beyond what Cave and Aperture and the scientists defined her to be. The fact that GLaDOS still lets you go after deleting Caroline proves this. She doesn't double-back or change her mind like Wheatley did, she sticks to her word because she knows who she is. No one and nothing can influence her because she's in control. GLaDOS proves she's capable of empathy and mercy and change, human or not.
That's my retrospective, I love this game to bits. I wish I could experience it for the first time again.
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bloomzone · 3 months
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GLOW UP DIARY:#2 LOVE YOURSELF FIRST
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" It's everyone's first time living this life, how can you be good right from the start? Even I'm still having a hard time."
- Hoshi (seventeen)
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heyy sparkles...so today it's the second part of the glow up diary..btw thank you so so much for the support in the first part "mindset is everything" I'm looking forward to update more part !!
©: bloomzone
#2 SELF LOVE
✉️:first of all sweetie self-love is the practice of appreciating and caring for yourself through actions that support your physical, emotional, and mental well-being. It involves self-acceptance, positive self-talk
Self-love is the first step to a happier life.
﹙ ✿ ﹚ being beautiful mean being yourself you don't need to be accepted by others you need to accept yourself your features are so so so beautiful you don't even know how u look in eyes of a stranger. Ur nose is in the right shape ur skin is so pretty no matter the color is ur eyes are so pretty ur height is perfect ur hair color is breathtaking u don't need to fit any beauty standards to be THAT GIRL and stuff,those imperfections like acnes scars body hair they don't change u they don't define your beauty you are beautiful inside and out ..
HOW TO BUILD SELF ACCEPTANCE
𝜗𝜚- accept yourself just as you are your flaws the good and bad replace self jugement with self acceptance take a paper or just if u have a diary or journal and write I LOVE MYSELF I ACCEPT MYSELF THE WAY I AM . 💌
𝜗𝜚- write down in ur diary/ journal/note app in the end of the day "how you feel",it helps u release emotions, reducing stress and anxiety. It encourages self-reflection, leading to better understanding of your thoughts and feelings. 💞
𝜗𝜚- daily affirmations is important always compliment yourself like "I love myself the way I am" "my body is perfect" "I accept myself"...🎀
𝜗𝜚- Notice negative self-talk and challenge it by questioning its validity and replacing it with more realistic and positive thoughts never talk sh about urself bbg ;)
𝜗𝜚- watch this video (click here) it will help u so so so much <3
𝜗𝜚- meditate,spend more time outside, listen to your favorite playlist, don't forget to not listen to what other say about you just focus on u and how ur body work .. You are more than a beautiful face, you are intelligent, compassionate, and an all-around wonderful person. Don't let anyone take away your shine.⭐
𝜗𝜚- Always remember that you are worthy and don't change who you are for anyone stay true to yourself and never doubt how beautiful you truly are. Keep smiling and remember that you are so loved and special. You light up every room and liam proud of you and don't let anyyyyyyyooooone let u down "look she is more pretty than" who care say I'm also pretty and everyone is different .💗
ıllı ⠀ : ⠀take care of yourself u are not alone n you are special xoxo .♡ ⠀ !!
©bloomzone !
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zan0tix · 6 months
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Hi tumblr user Zan0tix, I have to say that I love that you draw Jake as big and hairy AND fem. It's such a rare combination outside of mean-spirited caricatures, every time I see your Jake I get a big smile on my face. :)
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Hi tumblr user HermitCyclop ^u^ here is a jake drawing for you 🫶
The transmisogynistic demonisation of these features is so maddening!!! I agree! Im glad that the intent (appreciating these features) of my jake design reaches you c:
GOING TO PUT IT UNDER THE CUT BECAUSE I HAVE SO MUCH TO SAY. But jake english gender meta because i think about it Too Much and am taking this as an excuse to infodump abt it. 😁
The alpha kids and their specific defiance of both homestucks gendered narrative AND real life societal expectations are so fun to think about to me!! but since we are talking about jake, his specific defiance of both homestucks models of masculinity and femininity in the context of his queerness is like the reason he is my fav character.
He props himself up that he wants to be the adventure "hero" in the homestuck sense (the hardheaded blue femme fatale) and the western media sense (the hardheaded action man) yet whenever pressed to actually act on what he says he always refuses or obfuscates. Because really what he wants is to just be himself! I really love the alpha kids because they all just want to be Themselves, not be restricted and defined by what is expected of them, (all the characters have this but the alphas particularly really hammer this home for me)
The heavy emphasis on their beta selves, the heteronormative archetypes they embodied and what went wrong in their lives that manifest as fears in their alpha selves... im always thinking about it. How differently society affects queer ppls choices in life and then the fact that they all get a second chance and getting to watch them live out that second chance and realize their queerness and them all caring so much abt eachother and wanting to aspire to be better FOR the ones they love!!!!!! it always tugs at my heart strings to ponder😢😢
IM SO GOOD AT GOING ON TANGENTS MY BAD but basically. The alpha kids explicit queerness and how despite the comic itself protesting, they are all shown to be deserving of love (of all kinds) And as a person who super heavily relates to jake, his experience with his own identity (and dirks unending adoration and love for him and likewise jakes belief and admiration of dirk) serves to me as a reminder that yknow! We are all worthy of love!! Even if we dont think ourselves to be (this is just the message of shrek.) and there is always hope to be found in things improving!!!!
But in a text thats explicitly queer and not shy about letting its queer characters do wrong in realistic ways i think this message is incredibly powerful and certainly one of the best things about the comic in my eyes. And i love embracing that in my art of the characters! Drawing queer (but here specifically trans) characters all getting to be proud of themselves and their appearances makes me feel proud of myself alongside them and I think its wonderful to be able appreciate other trans peoples experiences and looks through it too!!
I specifically in homestuck fandom dont really see anybody but twinks (usually dirk or eridan LMFAO) portrayed to be fem in any manner 😢 when jake is the most explicitly feminine man in the comic. (I think the transmisogyny thats kind of rampant in this fandom means people dont want to consider those outside conventional attractiveness being feminine or transfem identities outside binary transwomen if even that😭😭) I am being the change i wana see in the world 🙏 The amount of transfem fat gay bear jake in the world increases by one every time i post
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daretoassume · 3 months
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all beliefs are neutral until you assign a meaning to it
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the belief "i am lucky" is just as true as the belief "i am unlucky." it is only when you consciously or unconsciously attach an emotion or personal significance to these beliefs that they start to affect you. regardless of which belief you choose, once an emotion is tied to it, it will influence your thoughts and actions accordingly.
the physical reality is the effect of what is happening on the inside, not the other way around. reality reflects your beliefs about yourself and others. if that is the case, then you are completely in control of your reality. but what is stopping you from believing that is your constant reaction to physical reality. you think you are a victim of your physical reality when you have complete control over it unless, of course, you prefer to be a victim.
flip the switch.
a person only needs to discipline his mind to make everything work out for him. seeing experiences from a neutral perspective and then assigning the "preferred emotion or state" means he is disciplined and in tune with himself and his emotions.
why does negative seem more realistic than positive?
because you already have a meaning attached to it, consciously or unconsciously, you have already CHOSEN to believe the negative instead of the positive. why? because you feel it is more NORMAL than the positive, that the positive is just a big scam and you do not feel like you deserve it. because society has made it seem real, well, everybody is experiencing the negative more than the positive, why shouldn't you?
hence, the negative has more power than the positive, but only because you have CHOSEN the negative belief instead of the positive. whatever that is, it will serve its purpose to you.
if you are so CONFIDENT with the negative, why can't you do the same with the positive?
how can i see circumstances in a positive way?
"but there are negative things that happen in life"
are there really? or the masses just agreed that it is something to be negative about? yes, sure, circumstances do exist, or something happened that you do not prefer, but there is a purpose of why they exist. it could be to teach you something like patience, or it exists for reasons beyond your understanding. maybe the reason why that juice spilled on your shirt, making you late, actually saved you from an accident. can you see circumstances in a way that they serve a purpose?
"it is only your definition that determines how you experience anything in physical reality." ♰ bashar
it is a matter of how you see your experiences in life. watch how you define your circumstances because it might not be serving you at all. stop defining circumstances as "well, something bad just happened," which means it should throw you off, making you sad, bitter, resentful, or helpless. you have to learn how to control your emotions and how you define those "sudden circumstances" that you thought "threw you off."
every time something "suddenly" happens that you do not prefer, you must make a CONSCIOUS DECISION to view it from a neutral perspective and understand that it serves a purpose, even if you do not know the reason it happened in the first place. see it that way over and over again as this will practice you over time to discipline your own emotions.
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vaguely-concerned · 2 years
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listen I don't even know what I'm talking about anymore but on this playthrough of DA2 I found myself once more entranced and heartbroken to see hawke reenact their relationship with their mother with the entire cursed city of kirkwall. you can never do enough for leandra, and you can never do enough for kirkwall. leandra is proud of you, and kirkwall uplifts its champion, but no matter how hard you try for them you can't fix everything there that's broken, no one could, and even the fact that anyone would feel the burning responsibility to take that task on is a huge warning sign on its own. leandra will easily allow you to sacrifice yourself on the altar of the family's continued well-being again and again, even when she'll beg you to spare the twins from the same thing. it's such a sad, painfully realistic thing because I truly don't think leandra meant to fuck up her kids, and yet she primed her oldest for an abusive toxic codependent relationship with an entire ongoing dumpster fire of a city state better than she ever could have if she had meant to.
I think what leandra actually, deep down wants from you is something you can never ever give her and that is cruel to ask of anyone, but especially your kid -- to bring her back to a time when she was happy. to reclaim when you were all happy, when nothing was broken that couldn't be fixed, before malcolm died, before you had to leave behind bethany or carver's broken body on the ground. to get her childhood back from where she left it and found it all gone and in ruins when she returned. 'this is all your fault'. this is the tragedy of parenthood sometimes I think, that capacity to define a life: she said that once, in a moment of profound pain, and she probably wouldn't have said it under other circumstances and she apologizes later, but now hawke has to live with that forever. leandra can't bear her own emotions without letting them spill over onto someone else so she won't have to hold the discomfort of them anymore, and hawke is left to shoulder that burden and responsibility again and again, handed the impossible task of making it all okay again, somehow -- of stopping anything bad from ever happening again in the Nr 1 Bad Things Constantly Happening capital of thedas.
and then at the same time there's the mirror of how varric's whole family wants orzammar back (and to him orzammar is just a ghost he's seen in their eyes -- there's something in his voice when he says 'That stupid plate was the whole city of Orzammar to him' that gets me every time, how much he understands that he doesn't understand and how lonely that makes him among them, and on top of it all he's frustrated and ashamed and sad that he just doesn't get it and can't meet them on it -- like it's a betrayal that he actually belongs up here, when varric wants so badly to be loyal), just as the hawkes want happiness back. (I don't think it's Lothering in itself that longing is for, it's for being together. Lothering was just the place they stayed the longest.) they're all in exile, even as they try to make a new home out of that exile.
(varric and hawke's real 🤝 quality across all personalities, affinities and choices is 'parentified child' lmao. so much of varric's character makes perfect sense once you know he grew up supporting a mother who was an emotionally volatile alcoholic, honestly. between varric, the hawkes, isabela, seb if you have him and merrill's whole Situation with marethari I feel like DA2 covertly is to mommy issues what ME2 is to daddy issues fjsdjfa)
basically I think I'm trying to pick apart exactly why the fact that leandra is clearly proud of hawke and tells them so several times doesn't feel like it helps at all, almost feels more like a cage even though it's clearly meant well? and what I'm getting is that it's because my sense of what hawke actually needs, in general but especially from a parent, isn't admiration or approval but to be loved and supported and understood. I don't believe leandra ever quite understands them, and it scares her because it makes her think she maybe never even understood malcolm. (that's the subtext of a lot of what leandra will say about him in legacy, at least. he's slipping away from her as the years pass after his death and she fears she never really had him in the first place, if he had secrets like these.) she consistently treats her oldest more like a partner or peer than as her child, which considering hawke is always described as being very similar to their father… I mean I totally see how that could be easy to slip into for her after he died especially, but it doesn't make it any less fucked up or unfair.
the real leandra in legacy is. she is SO absurdly self-centered, if you really pay attention. I don't want to keep dunking on her because I don't think she's like this on purpose, but it boggles my mind. if you do the quest in act 1 she gets so upset and overwhelmed that the kids just sort of sit there like :( at the end, which adds to the trend that through the game you constantly see hawke comforting leandra, and you pretty much never see leandra comforting hawke, beyond some light vaguely encouraging comments in passing. if you do legacy in act 2 while she's still alive hawke comes to her, tentatively asking if malcolm ever spoke to her about any of it -- clearly requesting some sort of emotional support or help to make sense of it. she then expresses her side of it, but never once does she say anything to the effect of 'hey that was a lot to go through, are you okay after all that?'.
instead she essentially hands them the responsibility of having a good life, to repay what malcolm did for all of them. and in theory that's not the worst takeaway I suppose, malcolm probably would want them all to be happy, but in the moment it only feels like more expectation heaped upon you somehow? especially since you don't really get to express anything about how it made you feel before she goes to the 'ah no use complaining' zone (after SHE got to express her grief at feeling like she's losing more and more of that old life, and hawke barely got to say anything fhsfalkjfs). in general she really doesn't do much like. parenting, does she haha. there is so much love there in that relationship, and yet so little comfort. Oh, those days. All of us, in that simple place. Well, that's neither here nor there, is it. This life, we have to make the best of it. And thanks to you, and him, I will. Oh well, mum, I'm uh. I'm glad you feel better after that, at least. Nice to be of service.
it's varric's ghost-leandra who actually acknowledges what a burden hawke has taken on, that shows an understanding of why they're doing it, acknowledges the loss they've been through and also reassures them in their sense of belonging that still can't be taken from them, despite it all -- The best of him is still with you. The best of all of us. It's what makes you try so hard. You'll always have that. We'll always be family. (you can't take 'loved' away, huh.) you get a bit more of a reconciliation/reconnection between hawke and their dad's memory by being reminded he got like this too, you know (implicitly you're not alone). varric through leandra is the one who tells them what they probably would have wanted and needed to hear from a parent right then -- It's going to be alright. that's what Hawke, The Champion means to everyone else, and for once they get to be the one to hear it. except only in a kind dream that never really happened. I. it. hmmmmmm. crushing. that is crushing. but also so incredibly tender from varric's side, and so moving to me that he's seen all this stuff and so desperately wants to give them that comfort. anyway DA2 is about love in some of the realest and thus messiest and most human ways I've ever seen and it makes my brain go wild it's my favorite game of all time goodnight
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what's your favorite thing about sanji? 💙🩵
okay as a funny answer i'd say its because hes so loser-coded. like hes a pathetic sopping wet purse dog of a man.
but as a genuine answer it's because of how layered he is. for as over the top and anime tropey his personality is... he's very realistically done? somehow he feels grounded and human to me in a way that some of the other straw hats arent.
even though his defining trait is kindness, he refuses to show ANY emotional vulnerability due to his trauma. instead he'll play a dramatized caricature of himself to distance any of the genuine emotion involved. he'll hide any kindness under a layer of either grouchiness when it comes to men, or infatuation when it comes to women.
sanji almost never lets his walls down, even when hes with the straw hats, so we dont get to see/understand him fully until he's at his worst emotionally (whole cake island).
its at times like that when we see who sanji truly is - a deeply insecure yet kind man with a severe guilt complex. the reason why sanji acts the way he does is because he HATES himself, even to the point where he doesn't want to be himself.
which is why he puts on the act of a tough guy womanizer because, in his mind, thats better than the soft-hearted little boy he still is at his core... but its that part of him that i love the most! i love whenever he gets to be honestly sweet!
obviously his pervert gag has its moments where it shoots sanji's characterization in the foot but i dont HATE his attitude towards women and i feel the people who want him to change entirely miss the point.
his strict binary for the genders stems from his early childhood where all the men in his life were monsters and only women were kind to him. even once he got picked up by zeff it was a tough love situation and sanji adopted that.
he views men as inherently worse than women, and its a character flaw that defines his personality. its important for a well written character to have a flaw like that. it fleshes him out.
i could go into a whole different conversation about his unintentional queer-coding... but this post is already long enough so i wont.
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ddarker-dreams · 1 year
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random yan chrollo blurb because i can't stop thinking about him even if i try . 🙏
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“Are you sure?”
“I’m sure.”
“… Are you still sure?”
“I’m still sure.”
“Swear to me.” 
“I swear.”
“That wasn’t sincere enough… swear… swear on the Troupe. In the name of their, uh, honor, or whatever.”
“Honor?” The word sounds humorous coming from Chrollo’s lips. “Very well. I swear on the honor of the Phantom Troupe that I won’t go back on my word.” 
You sit across from a formidable opponent. Fate has decreed this your lot, so you’ve taken what has been forcibly thrust upon you and sworn to crush it. However, at this stage, you’ve modified your parameters to be more realistic. The new, somewhat more obtainable goal is to leave a dent. Or a scratch, perhaps. 
For this dream to be realized, risks must be taken. The risk in this case is a willingness to interact with a man named Chrollo Lucilfer. His is a species defined by its tenacity. Through trial and error, you’ve concluded that typical avenues of escape aren’t in the cards. Nothing concerning the life you lead now is ordinary, so creativity and a solid vision are paramount. 
Your adversary sits leaning forward, his elbow on the table, forearm extending upward, and palm open. He observes you with the degree of amusement he always does, content in waiting for you to make the first move. 
You take a deep breath. Oxygen floods your being and blood circulates in full force. Every system in your body is primed and ready, there’ll be no better window, so you take it, springing into action. 
Contact is made with his outstretched palm. You steady your footwork for better balance, then pull, demanding everything your muscles can deliver and then some. This immense exertion of force is the culmination of your efforts. Hours of scheming by the window, exercising self-control not to pour salt on his strawberries so he’d be more affable to your requests, running mental calculations and simulations… 
… Alas, it’s not enough. 
You pitched a pseudo arm wrestling competition where you could use any means necessary to make him budge. You didn’t dare stipulate that you successfully pull his arm down, your hubris doesn’t extend that far; but the slightest movement on his part would spell your victory. A victory that’d have him fulfill any request your overactive imagination could conjure up. These terms and conditions were smoothed out in a verbal binding contract. 
His countenance is the same as it would be if he were flipping through a book or pulling his phone from his pocket — entirely casual. He isn’t even straining himself to maintain this stalemate. It’s possible that his physical strength is simply beyond your understanding, as is that parapsychological phenomena he refers to as Nen. 
“What,” you heave, disbelief coloring your tone, “Is your body made out of?” 
“Oxygen, hydrogen, nitrogen—” 
“It was rhetorical, Mr. Alchemist,” you cut him off. 
He simply shrugs and smiles. Somehow, his arm still hasn’t moved an inch throughout that exchange. The thought of this metric gives you pause. An idea is sown and imbued with life in the span of a few seconds. 
“Ah, that’s the expression you get before you say something endearing,” he comments, almost dreamily. 
You ignore him and straighten up, ready to argue over technicalities like your life depends on it. Seeing that you’ve abandoned your previous scheme, he relaxes back into the chair. 
“I have a case. How do we know your arm didn’t move… an atom to the side?” 
Chrollo tilts his head. “An atom?” 
“Yes. If an inch is a unit of measurement, there has to be something smaller. So maybe your arm didn’t move an inch, but it moved the width of an atom. Are you following me?” 
“...” 
You barely comprehend it. 
One second, you’re standing, the next, you’re sitting, with arms and a familiar cologne engulfing you. You can feel the low rumbling of his chest. He chuckles into your ear and secures you tighter against him upon sensing your instinct to struggle. Scowling, you cross your arms while he regains his composure. 
“Don’t be cross with me, dear,” he smooths out your shirt, as if it’d exonerate him of his transgressions. “I’m not laughing at you. You’re just… everything. Everything I need. I’m sorry. Please finish your point.” 
“Court’s adjourned.” 
“That’s a shame. When might it reopen?”
“Never, you’re sentenced to death. No appeals.”  
“I thought you opposed capital punishment?” 
“Each second that has passed since this conversation began has regressed my views by a decade each.” 
"I'll just have to hold onto you for the time being then."
All you can muster the strength to do is sigh.
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luna-rainbow · 5 months
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RE: People giving Bucky a hard time over his "I'm invisble, I'm turning into you.." line being "selfish" That whole scene is Bucky displaying behaviour consistent with depression or traumatic stress. He's drinking by himself in an isolated area, isolating himself from social situations by not sitting with the ohers - he doesn't initiate the convo with Steve and he's apparently smoking. Although a lot of people did that then we didn't see any sign of him smoking before? Not that I recall anyway. And I don't believe he was jealous of a woman paying attention to Steve instead of him or "taking" Steve from him. Bucky's a true friend (I'm not a shipper full stop): and true friends aren't possessive nor do they take issue with you spending time with others or flirting with the same person as them.
I think Bucky was simply testing himself. He wanted to see if he could still muster the confidence and charm to convince a lady to dance with him which he'd probably never had any problems doing before. Its the first time he initiates a conversation the entire scene.
When it didn't work was when he knew there was something wrong. I don't think it was just the super-soldier serum. It's interesting that after that Steve is really the only person he interacts/talks to having been very sociable and outgoing before. Some people have also noted that his tone of voice chances as well, he seems to speak less often, more softly and his tone is quieter. So maybe "I'm turning into you" is actually a kind of role-reversal. Bucky is now the quiet, less confident, introverted one and the one who has been victimized (and is about to be again by HYDRA). Kind of interesting as well that the serum now means Steve is taller than him too.
Poor Bucky. Cut him a break and give that man a hug. And a cookie. A cookie can't hurt.
Hey nonnie, I'm not sure who's been giving Bucky a hard time over the "I'm invisible" speech but I'm glad I haven't seen it XD
I had a meta a while ago about that particular line. It's not a fixed headcanon by any means, I was just running with the flow of Bucky's thoughts to see how he might have ended up in that moment.
And yeah, I agree, I think he was in a very vulnerable place at that time. Not just what he went through during imprisonment, but he's also traumatised by what he's seen so far in the war, and now someone who matters very much to him is in danger (Steve) and he can't do anything about it. I'm basing my projections on what Sebastian had said about Bucky in the "let's hear it for Captain America" scene -- that no, he wasn't jealous of Steve in that moment, he was just horrified he wouldn't be able to protect him anymore. He's torn between admiring Steve for the courage, and the very realistic fears of seeing Steve come to harm, but he also knows Steve too well to talk him out of it. So he's not in the best headspace in that moment.
I do want to gently disagree in that jealousy in a friendship doesn't make it less pure or less good, it's simply a very human response to what is at its heart a fear of abandonment. Even if you logically understand that you need to let your friend have other relationships, you can still feel jealous if that eats up time you'd normally have with your friend, and apprehensive about what else you might lose. It's what you do with those emotions that defines your morality. This is why a lot of fans say that Bucky has had a villain origin story but has come out the other end a hero -- he's gone through an arc of loss and fear and jealousy, but come out the other side still staunchly Steve's friend, and that's a heroic arc.
As always I think Sebastian did a fantastic job with Bucky. The change in Bucky pre-war and post-war is considerable.
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His voice is lower and coarser, his mannerisms are much more "schooled" rather than boyish, it screams less bravado and more of a quiet assurance, and that frown never lifts from his brows. But yeah, a lot of that is battle-hardened professionalism, but I think a lot of that is also Sebastian factoring in Bucky's mental health. And his eyes are on Steve a lot more even when they're not conversing -- shipping angle aside, Steve is his commanding officer, and my other thought is that...his eyes are always on Steve because the danger to Steve is much higher now, and he's always made it his personal mission to make sure Steve's going to be okay.
(I mean there's also a lot we can say, or has been said, about that particular scene in terms of male writers writing female love interest badly, but that's an entirely different topic)
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transmutationisms · 1 year
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hello! im just finishing up my read of structures of scientific revolutions, which has genuinely been very useful and shifted my understanding of science in a way being around people doing scientific research all day really didn't! i don't have a liberal arts education so i would love to get a sense of (a) what else of the philosophy / history of science canon is worth reading in the original (b) standard review papers or introductory textbooks and (c) critiques of the canon. i understand this is a big ask ofc, so feel free to point me to good depts / syllabi from good courses. thanks :)
yessss such a fun question >:) so, the thing that was so great about 'the structure of scientific revolutions', which i'm sure you've picked up on, is that kuhn pushed historians and philosophers of science to challenge the positivist model of science as a linearly progressive search to 'accumulate knowledge'. the idea of a 'paradigm shift' was itself a paradigm shift at the time; it was an early example of a language for talking about radical change in science without giving into the assumption that change necessarily = 'progress' (defined by national interests, mathematisation, and so forth). this is still an approach that's foundational to history and philosophy of science; it's now taken as so axiomatic that few academics even bother to gloss or defend it in monographs (which raises its own issue with public communication, lol).
where kuhn falls apart more (and this was typical for a philosopher of his era, training, and academic milieu) is in the fact that he never developed any kind of rigorous sociological analysis of science (despite alluding to such a thing being necessary) and you probably also noticed that he makes a few major leaps that indicate he's not fully committed to thinking through the relationship between science and politics. so for example, we might ask, can a paradigm shift ever occur for a reason other than a discovered 'anomaly' that the previous paradigm can't account for? for instance, how do political investments in science and scientific theories affect what's accepted as 'normal science' in a kuhnian sense? are there historical or present cases where a paradigm didn't change even though it persistently failed to explain certain empirical observations or data? what about the opposite, where a paradigm did change, but it wasn't necessarily or exclusively because the new paradigm was a 'better' explanation scientifically? how do we determine what makes an explanation 'better', anyway, especially given that kuhn himself was very much invested in moving beyond the naïve realist position? and on the more sociological side, we can raise issues like: say you're a scientist and you legitimately have discovered an 'anomaly'. how do you communicate that to other scientists? what mechanisms of knowledge production and publication enable you to circulate that information and to be taken seriously? what modes of communication must you use and what credentials or interpersonal connections must you have? what factors cause theories and discoveries to be taken more or less seriously, or adopted more or less quickly, besides just their 'scientific utility' (again, assuming we can even define such a thing)?
again, this is not to shit on kuhn, but to point out that both history and philosophy of science have had a lot of avenues to explore since his work. note that there are a few major disciplinary distinctions here, each with many sub-schools of thought. a 'science and technology studies' or STS program tends to be a mix of sociological and philosophical analysis of science, often with an emphasis on 'technoscience' and much less on historical analysis. a philosophy of science department will be anchored more firmly in the philosophical approach, so you'll find a lot of methodological critique, and a lot of scholarship that seeks to tackle current aporias in science using various philosophical frameworks. a history of science program is fundamentally just a sub-discipline of history, and scholarship in this area asks about the development of science over time, how various forms of thinking came into and out of favour, and so forth. often a department will do both history and philosophy of science (HPS). historians of medicine, technology, and mathematics will sometimes (for arcane scholastic reasons varying by field, training, and country) be anchored in departments of medicine / technology / mathematics, rather than with other faculty of histsci / HPS. but, increasingly in the anglosphere you'll see departments that cover history of science, technology, and mathematics (HSTM) together. obviously, all of these distinctions say more about professional qualifications and university bureaucracy than they do about the actual subject matter; in actuality, a good history of science should virtually always include attention to some philosophical and sociological dimensions, and vice versa.
anyway—reading recs:
there are two general reference texts i would recommend here if you just want to get some compilations of major / 'canonical' works in this field. both are edited volumes, so you can skip around in them as much as you want. both are also very limited in focus to, again, a very particular 'western canon' defined largely by trends in anglo academia over the past half-century or so.
philosophy of science: the central issues (1998 [2013], ed. martin curd & j. a. cover). this is an anthology of older readings in philsci. it's a good introduction to many of the methodological questions and problems that the field has grown around; most of these readings have little to no historical grounding and aren't pretending otherwise.
the cambridge history of science (8 vols., 2008–2020, gen. eds. david c. lindberg & ron numbers). no one reads this entire set because it's long as shit. however, each volume has its own temporal / topical focus, and the essays function as a crash-course in historical methodology in addition to whatever value you derive from the case studies in their own right. i like these vols much more than the curd & cover, but if you really want to dig into the philosophical issues and not the histories, curd & cover might be more fun.
besides those, here are some readings in histsci / philsci that i'd recommend if you're interested. for consistency i ordered these by publication date, but bolded a few i would recommend as actual starting points lol. again some of these focus on specific historical cases, but are also useful imo methodologically, regardless of how much you care about the specific topic being discussed.
Robert M. Young. 1969. "Malthus and the Evolutionists: The Common Context of Biological and Social Theory." Past & Present 43: 109–145.
David Bloor. 1976 [1991]. Knowledge and Social Imagery. Chicago: University of Chicago Press (here is a really useful extract that covers the main points of this text).
Ian Hacking. 1983. Representing and Intervening: Introductory Topics in the Philosophy of Natural Science. Cambridge: Cambridge University Press.
Steven Shapin. 1988. “Understanding the Merton Thesis.” Isis 79 (4): 594–605.
Steven Shapin and Simon Schaffer. 1989. Leviathan and the Air-Pump: Hobbes, Boyle, and the Experimental Life. Princeton, NJ: Princeton University Press.
Mario Biagioli. 1993. Galileo, Courtier: The Practice of Science in the Culture of Absolutism. Chicago: University of Chicago Press.
Bruno Latour. 1993. The Pasteurization of France. Translated by Alan Sheridan and John Law. Cambridge, MA: Harvard University Press.
Margaret W. Rossiter. 1993. “The Matthew Matilda Effect in Science.” Social Studies of Science 23 (2): 325–41.
Andrew Pickering. 1995. The Mangle of Practice. Chicago: University of Chicago Press.
Porter, Theodore M. Trust in Numbers: The Pursuit of Objectivity in Science and Public Life. Princeton University Press, 1996.
Peter Galison. 1997. “Trading Zone: Coordinating Action and Belief.” In The Science Studies Reader, edited by Mario Biagioli, 137–60. New York: Routledge.
Crosbie Smith. 1998. The Science of Energy: A Cultural History of Energy Physics in Victorian Britain. Chicago: University of Chicago Press.
Chambers, David Wade, and Richard Gillespie. “Locality in the History of Science: Colonial Science, Technoscience, and Indigenous Knowledge.” Osiris 15 (2000): 221–40.
Kuriyama, Shigehisa. The Expressiveness of the Body and the Divergence of Greek and Chinese Medicine. Zone Books, 2002.
Timothy Mitchell. 2002. Rule of Experts: Egypt, Techno-Politics, Modernity. Berkeley: University of California Press.
James A. Secord. 2003. Victorian Sensation: The Extraordinary Publication, Reception, and Secret Authorship of Vestiges of the Natural History of Creation. Chicago: University Of Chicago Press.
Sheila Jasanoff. 2006. “Biotechnology and Empire: The Global Power of Seeds and Science.” Osiris 21 (1): 273–92.
Murphy, Michelle. Sick Building Syndrome and the Problem of Uncertainty: Environmental Politics, Technoscience, and Women Workers. Duke University Press, 2006.
Kapil Raj. 2007. Relocating Modern Science: Circulation and the Construction of Knowledge in South Asia and Europe, 1650–1900. New York: Palgrave Macmillan.
Schiebinger, Londa L. Plants and Empire: Colonial Bioprospecting in the Atlantic World. Harvard University Press, 2007.
Galison, Peter. “Ten Problems in History and Philosophy of Science.” Isis 99, no. 1 (2008): 111–24.
Daston, Lorraine, and Peter Galison. Objectivity. Zone Books, 2010.
Dipesh Chakrabarty. 2011. “The Muddle of Modernity.” American Historical Review 116 (3): 663–75.
Forman, Paul. “On the Historical Forms of Knowledge Production and Curation: Modernity Entailed Disciplinarity, Postmodernity Entails Antidisciplinarity.” Osiris 27, no. 1 (2012): 56–97.
Ashworth, William J. 2014. "The British Industrial Revolution and the the Ideological Revolution: Science, Neoliberalism, and History." History of Science 52 (2): 178–199.
Mavhunga, Clapperton. 2014. Transient Workspaces: Technologies of Everyday Innovation in Zimbabwe. Cambridge, MA: MIT Press.
Lynn Nyhart. 2016. “Historiography of the History of Science.” In A Companion to the History of Science, edited by Bernard Lightman, 7–22. Chichester, UK: Wiley Blackwell.
Rana Hogarth. 2017. Medicalizing Blackness: Making Racial Difference in the Atlantic World, 1780–1840. Chapel Hill: University of North Carolina Press.
Suman Seth. 2018. Difference and Disease: Medicine, Race, and the Eighteenth-Century British Empire. Cambridge, UK: Cambridge University Press.
Aro Velmet. 2020. Pasteur's Empire: Bacteriology and Politics in France, its Colonies, and the World. Oxford: Oxford University Press.
i would also say, as a general rule, these books are generally all so well-known that there are very good book reviews and review essays on them, which you can find through jstor / your library's database. these can be invaluable both because your reading list would otherwise just mushroom out forever, and because a good review can help you decide whether you even need / want to sit down with the book itself in the first place. literally zero shame in reading an academic text secondhand via reviews.
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chriskotiesen · 3 months
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How do you think of your wonderful beasts?
Usually I start with really vague ideas for shapes or colour schemes and just make the creatures up as I go along. Most of the time I'm aiming to make something that has personality but isn't too easy to compare to any existing animal. If it's too boring then I'll weird it up a bit by rearranging parts or throwing on extra shapes. If it's too abstract then I'll swap in some more realistic animal features.
I saved some in-progress pics of yesterday's creature to step through the process:
I started by giving myself the very open-ended task of drawing a creature with a mouth in an unusual place. When sketching digitally I often like to forgo lineart and just play with blocks of colour.
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Why is it crescent shaped? Why is it orange? I dunno. But I think that I can turn this into a body with the mouth at the centre of the mass. There are certainly weirder and more interesting places to put a mouth then in the belly, but I don't really know how this sketch is going to go from here. Maybe I'll put more mouths on the feet or something. Finding out is part of the fun.
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Let's start simple. I figure that it should have arms to pick up food, as well as eyes and a nose to clearly define a 'head' somewhere away from the mouth. Okay now it looks like a creature, but not one that I particularly like. Also there's nothing between the nose and the mouth so it looks less like it has a mouth in its stomach and more like it just has a really big, weirdly-shaped head. I can fix that if I move the arms above the mouth. And I'll give it a tail and another bend in the torso to balance it out and make it less front-heavy.
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Now we're getting somewhere. I'm starting to like this for reasons entirely unrelated to the mouth, so I'll just remove it completely. It's getting in the way of the rest of the anatomy. There's no client or art director dictating what I need to make here. The initial premise is just a jumping-off point and I can ditch it entirely if the design works better without it. I like this bug-eyed, cobra-hooded aardvark-centaur-dragon-thing. That seems like enough of a creature without throwing on extra features.
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I try to keep my palette organized and only add more colours when they feel necessary. The countershading here helps to define the creature's shape a bit better and break up all of that orange, as well as just making it a little more realistic. I made the tail bigger just because I like what that does for the 2d composition of the picture.
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Cleaning up the shadows also helps to make the volume read a bit better. The stripes help too, but I mostly added them to break up the orange some more and make the creature more interesting. I also started laying in some blobs of colour for a background. Now that all of the basics are in place it's just a matter of adjusting colours and polishing out details until I'm either happy with it or just sick of looking at it!
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Done!
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novlr · 4 months
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How do I create laws/rules for my world-building?
Creating laws and rules is a crucial aspect of worldbuilding in any piece of fiction. Well-crafted guidelines help maintain consistency, add depth, and enhance the reader’s experience by making the fictional universe more believable and immersive. When fiction is set in our world, in current times, these rules are implicit but still exist. The trick is to make all readers, regardless of genre, feel that same familiarity.
Why are laws and rules important?
Laws and rules provide structure and order to your fictional society
They help define the boundaries and limitations of your world
Consistent laws and rules make your world feel more realistic and believable
They can serve as a source of conflict and tension in your story
Laws and rules can reflect the values, beliefs, and cultural norms of your fictional society
Understanding your world’s laws and rules will help you create a world that’s more immersive
Consider the context of your world
Take the genre and tone of your story into account when creating laws and rules
Consider the technological advancement and magic system (if applicable) of your world
Think about the political structure and power dynamics within your society
Reflect on the history and cultural background of your fictional world
Determine the environmental factors that may influence laws and rules (e.g., resource scarcity, climate)
Tailor your laws and rules to fit the unique context of your world
Draw inspiration from real-world examples
Study historical and contemporary legal systems for inspiration
Look at how different cultures and societies have approached law-making
Analyse the laws and rules of other fictional worlds you admire
Consider how real-world laws and rules have evolved over time and why
Examine the consequences and implications of real-world laws and rules
Adapt and modify real-world examples to fit your fictional world
Balance realism and creativity
Strive for a balance between realism and creativity when creating laws and rules
Ensure that your laws and rules are logical and consistent within your world’s context
Allow room for creative and unique elements that set your world apart
Consider how your laws and rules can contribute to the overall narrative and themes of your story
Don’t be afraid to break conventions and introduce unconventional laws and rules
Remember that your fictional world is an opportunity to explore new ideas and possibilities
Integrate them into your story
Introduce laws and rules organically through character interactions and world-building elements
Use laws and rules to create conflict and tension
Show how characters navigate and respond to the laws and rules of your world
Explore the consequences of breaking or challenging the established laws and rules
Use laws and rules to reveal aspects of your characters’ personalities and motivations
Integrate laws and rules seamlessly into your narrative to enhance the overall reading experience
Evolve and adapt laws and rules
Consider how laws and rules may change and evolve in response to events and character actions
Reflect on how these changes impact your world and its inhabitants
Have laws and rules be dynamic and responsive to the needs of your fictional society
Explore how different groups or individuals within your society may interpret and respond to changes in laws and rules
Use the evolution of laws and rules to showcase character development and growth
Consider how the changing laws and rules may impact the overall plot and direction of your story
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talenlee · 7 days
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Game Pile: Kentucky Route 0, One of Three Games About America
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Script and Thumbnail below the fold!
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Kentucky Route Zero is a magical realist point and click game of what I’d normally call Narrative Adventure, which came to kickstarter in 2011, then came out in 2013, 2014, 2016, and 2020, because you can’t have nothing for free, even things you pay for. The game is a text-driven game without any of the trappings of your typical point-and-clicker where you jam a ladder in your pants and try to work out why you want to put green dye in the water fountain. Instead it follows the haunted mind of Conway, a trucky driver and his interactions with small handful of people on a part of the Kentucky Interstate, while he to find the place he needs to do his delivery, despite being utterly lost.
I enjoyed what of Kentucky Route Zero I played, but the thing that stands out to me in hindsight is its sound design. It’s a beautifully defined game, audio-wise, with all sorts of thoughtful foley for its environments, and the way that even the pieces of the interface that Conway interacts with have their own sort of specific authentic sounds, chonks and thunks and ch-zzzzses.
It’s also visually splendid, beautiful in what it tries to represent in the heightened reality of its setting but also the format of a videogame. These places look good from the angle that’s chosen, creating lines of artwork and bars of cages, depending on what you’re focusing on, and by being a fixed-camera story of its type, Kentucky Route Zero takes on traits of theatre, with blocking and careful positioning and timing all making up part of how the story unfolds.
A story I haven’t finished.
See, I don’t feel like playing Kentucky Route Zero Act V.
Sit down, traveller. Let me tell you a story.
There’s a chance you’ve heard this story before. I’ve anonymised it here, not because I think you shouldn’t be able to work out who it is, but because the idea of focusing on the who runs the risk of ignoring the what. Plus, I don’t want to direct anyone to a person who said something stupid and encourage fights. That’s not the important issue.
This is the story of when someone perfectly represented something, and probably never realised it.
You will sometimes hear me talk about the take that ‘there are three games about America,’ with a tone of utter revulsion and derision. This is from an incident back in 2020, when a game developer and advocate for inclusive games, had an opinion, on the internet. This advocate is well-established and has a big audience, but also, he’s crucially, not a white guy, not a Christian guy, and not an American guy. These are factors that play into what he said, which was, in summary, that while Kentucky Route 0 was no doubt phenomenal, he wasn’t interested in playing it right now.
To this, an actual adult responded with:
This is legitimately the worst take you’ve ever had. There are only about three games that are actually American, and this is one of them. Everything else is designed for export. Kr0 is a precious and valuable thing. It is of immense and intense personal importance.
Now, resisting the urge to argue with a tweet, which is just generally a bad practice that leads to doing things like wanting to be on twitter, and setting aside this tweet conflating ‘this is of personal importance to me’ and ‘this should be of importance to you,’ this position describes the idea that there are only three games that are ‘actually American.’
What does it mean to be ‘actually American?’
America is a pretty pervasive presence, if you’re not aware of it. Most people in the world have to know about what’s going on in America. We know about your Presidents and your Senators and your Constitution, to the point where people can be more aware of how your country’s laws work than their own country’s laws. I’ve often seen it held up as an example of how poorly educated people in say, Canada and Australia are that we believe we have, say, a ‘first amendment right,’ but the thing is you have to ask why there is that.
We watch so much American TV.
We listen to American music.
We try to make our news broadcasts look like yours, because that’s what real and legitimate news looks like. We try to retell your stories in our local languages because that’s what real media looks like. Our children sing songs in your accents because that’s the culture that a multi-trillion dollar economy has pumped into the whole world.
America demands we attend their wars and surrender our living to become their dead and when we are done America sells the survivors a cheeseburger.
This is not a remarkable or controversial statement. You must know, this is not even vaguely challenging to know about. Everywhere in the world is replicating parts of the American empire, because America exports and enforces the vision of the American empire. McDonalds may sell curry in India, but it’s very important that the curry being sold is McDonalds curry because that is how you know it’s an American style curry.
What this means is when someone tries to assert there are only really three games about America, that’s a kind of specialised brain rot that requires you to consider games that are very much about America as not being really about America. And thus we see the other thing about America, which is it’s not enough for America to be the most important place in the world that everyone else in the world needs to recognise, but also, most of America is inadequately America for this vision of America. You saw this in the wake of 9/11, and the election of Barack Obama: huge amounts of American media resurged in extolling the values of ‘real’ America, as opposed to the parts of America where the vast majority of Americans lived, which just so happened to paint a lot of marginalised people living in the cities as ‘fake Americans.’
I am not bringing you unique information. This is just obviously true things if you don’t live within the boundaries of an environment that flatters you as the most normal thing in the world. The vast majority of the world is not America. There are eight billion people in the world, more or less, meaning that America is about 4% of the world, and yet, it is catastrophically, overwhelmingly, deleritously the common touchstone for how things are ‘supposed’ to work. This is through media imperialism, which is mostly supported by American companies exporting all their media to foreign markets extremely cheaply.
‘about three games that are actually American.’
This fascinating piece of doofusry still, even now leaves me agog. ‘Actually American.’ Kentucky Route 0 is actually American, you see, as opposed to… what? Is America’s Army one of them? You know, the game financed by the American Army? What about Call of Duty, a franchise that is in part subsidised by American military complex manufacturers? What about Grand Theft Auto, a videogame that tells the rags-to-riches story of American excess in criminality, setting aside the way it’s made by a Scottish company. Actually American, because American doesn’t mean America, it means one tiny little pool of ‘America’ where the speaker can imagine there’s a realness and an authenticity to the America-ness that doesn’t involve all the messy realities of what it is to be America. It’s the towns of hard-working people, that suffer under your particular description of oppression, whether that’s cities full of nonwhite people or corporations bleeding the country dry, always eliding the social cruelties and terribleness of these places, as if giving people money stops them from being bigoted (for example).
This is then used to recruit these poor, superior Americans, the you know, America Americans, whose sufferings are noble and whose authenticity cannot be impeached and they are then used as a defense against criticism of, you know, America. It’s the same speech Charlie Daniels gave about how foreigners may think they could push around Barack Obama (a dude who bombed a lot of shepherds with the most elaborate and brutal military ordinance in the world) but they were going to have a harder time taking on Americans who wrestled alligators, who at this point have exactly zero recorded drone strike kills.
This is because America America isn’t real.
‘Real’ America is a nebulous nothing that you can project whatever you want onto, and which is also not responsible for anything terrible that America does. It’s not the American Empire, it’s not the exporter of culture, it’s somehow purer, better, a sort of individualised folk who are to be protected and extolled, shriven of all the things about America that make it anything but its perfect idealised form of America.
I could go on.
I really could.
This is something that defines the world I have to live in. I speak English. I’m white. I’m from a coloniser state. I should be able to integrate easily and smoothly into the white supremacist capitalist hierarchy of American culture, but we are told, that no, we are not acceptable. We are only valid as long as our differences are invisible. We, a real people, do not get to have opinions on America, because we do not know True America. When you spell colour wrong in a chat message, when your accent isn’t quite right, when you don’t know the difference between junior and sophomore year of high school, then you are shown, you are evinced, and you are made very aware that you are other, you are outside, you are wrong.
And really, there’s no good reason for it. We send our soldiers to America’s wars, we buy America’s submarines, and we sing your songs. Our currency mimics America’s, our culture permeats with America’s, we even have such a crushing inferiority complex about the empire that there’s an academic term for what we feel about our own media compared to the media of the truer, proper empire to which we are vassal.
The term is ‘cultural cringe,’ and it was coined by Henry Lawson, who you, odds on, have never heard of. In 1894, he wrote:
The Australian writer, until he gets a “London hearing,” is only accepted as an imitator of some recognized English or American author; and, as soon as he shows signs of coming to the front, he is labelled “The Australian Southey,” “The Australian Burns,” or “The Australian Bret Harte,” and lately, “The Australian Kipling.” Thus no matter how original he may be, he is branded, at the very start, as a plagiarist, and by his own country, which thinks, no doubt, that it is paying him a compliment and encouraging him, while it is really doing him a cruel and an almost irreparable injury. But mark! As soon as the Southern writer goes “home” and gets some recognition in England, he is “So-and-So, the well-known Australian author whose work has attracted so much attention in London lately”; and we first hear of him by cable, even though he might have been writing at his best for ten years in Australia.
This is imperialism. This is a way in which we have been induced and brought by the empires around us to accept their ways as correct, as the normal, as default. And that is the mindset you must have if you want to look at the breadth of videogames, with their American ideas like health insurance, readily available guns, the importance of freedom, the ubiquity of air travel, the branding and iconography of types of food and the sports metaphors and then say ‘yeah, this doesn’t have anything to do with America, not really.’
Anyway, this thread, this incident, was a big deal at the time, in that there were a lot of people from within the community of game developers and journalists who seemed very happy to line up and get mad at a brown foreigner for being inadequately enthusiastic about the possibility of playing a videogame. But don’t worry, after a day or two, an apology was forthcoming for all of this fracas, by which I mean, the original developer apologised for being so thoughtless as to, again, express honest lack of enthusiasm in a videogame.
For me, this was a kind of break point, where I started just blocking indie devs on sight. I don’t want to know what they’re involved in, I don’t want to promote their work, and I will hold tiny grudges against them that I do not seek to transfer or encourage in others. This was one silly incident in which a lot of people said something silly because they don’t know better, or they’re arseholes.
None of this is fair to Kentucky Route 0. It’s a game with its own intentions and its own perspective. It’s not trying to make this conversation happen. Kentucky Route 0 has been choked and gripped by this position around it, where to talk about an American game, someone put a cross on it that made it the avatar for All Things America. The wild thing to me is that I had, prior to this point, played two episodes of Kentucky Route 0. I thought it was pretty good, and I liked what it did with the negative space of dialogue options – when a character you’re controlling makes excuses, the excuses you choose show you other things you could be making excuses about that you, the player, didn’t know beforehand. That’s some good Narrative Storytelling Design, I like that a lot. But now I can’t really engage with Kentucky Route Zero because the main thing it makes me think about is how this final chapter, meant to round out the game’s story and present a conclusion and a point, became this flashpoint for a lot of people to be very casually racist.
Which kinda poisons the whole thing for me. It’s an authentic thing, I’m sure, it’s a thoughtful thing, too, but the people stepping up to say I should care about it did so in a way that made me hate them.
Any time you see me say ‘three games about America’ I’m talking about this, and the attitude of a particular kind of American that America is, as always, exceptional. It’s real easy to not realise when you’re just voicing your self-centeredness and how easy that is to ignore the opinions of people around you and what they’re saying. This is what I’m talking about when I mention ‘the three games about America.’
[fade for credit text]
By the way, the three games about America are Crash Bandicoot, Sam & Max Hit The Road, and Bust A Move.
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I think some people forget that peppino can be kind of a jerk. He's not your perfect awkward nervous guy who can do no wrong, he is not perfect, but that doesn't make him a bad guy. He has flaws, because thats a normal human thing to have.
Sometimes he gets angry and a bit mean, sometimes he takes joy in beating the shit out of the tower residents, sometimes he gets selfish or says something mean to someone. His anxiety is not his only flaw, please don't forget that. He is not a perfect sunshine boy who can do no wrong. He is not nice and friendly 100% of the time. He is a human person, he is a complex being who cannot be easily defined as completely good or completely bad.
Sometimes good people do shitty things. Sometimes a person will not act in the kindest way possible. Sometimes someone will do something not realising (or caring) how it makes others feel. Sometimes people have bad days. Sometimes people make mistakes. Sometimes people are wrong.
Peppino is a human, he is not immune to being a jerk sometimes. Again, this doesn't make him a bad person, it just makes him human, and I don't want people to forget that and misinterpret him as being someone whos only flaw is his anxiety. Yes it is a key part of his character, but theres more to this guy than that, thats not his only flaw or imperfection or whatever you want to call it. He's not 'kind perfect guy who also has anxiety', theres more detail to who he is than that.
Peppino can be a bit mean, Peppino can be hotheaded, and you know what? Thats okay because thats what a person is like sometimes, and that is a sign of a complex and realisticly written character (even if he is a cartoon guy, his personality still feels realistic). He's not the same guy all of the time, he doesnt respond to every situation in the same way, he's not a one note character. Sometimes he sucks as a person, but its okay because despite all that, he's a loveable and endearing character, and he isn't a horrible terrible person, he just is human, and thats okay.
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osakanone · 3 months
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"How realistic are mecha, really?": They aren't, but not for the reason you're thinking of or the one adjacent to it. Trust me.
Crossposted from reddit, since people seemed to like it. Like in the thread, I am very happy to answer questions about any esoteric weirdness.
Hold my beer. Again
They're not becoming a possibility. Yes. I know. This sucks. But stick around. Its not for the reasons you think. Well it is, but it also isn't. You'll see.
The robot needs the technology more than the technology needs a robot.
the technologies which the robot needs will improve and alter the doctrine of every other platform
This creates a doctrinal lock-in where the potential functional space for them to exist is unmet -- that they are so far ahead, that nothing new can emerge that isn't just other platforms becoming more generalized (eg, a post-stall recovery aircraft, or a helicopter with high impact landing-gear and a rigid rotor/jet engine design to act as a surface-fighter -- a tank which walks or manoeuvres like a robot is just flat out of the question: Tanks are made to be simple-as-fuck boxes which tank hits, and shoot and acquire asap and rumours of their deaths as a doctrinal weapon are exaggerated by recent events where obsolete weapons which aren't maintained properly who's crews aren't adequately trained were fighting very clever civilians with drones)
What you consider "realistic" (5th/6th) is just as if not more unrealistic than other gens purely because of their smaller size and very bizarre relationship with the environment -- they're just both too big, and too small to make sense, sitting in a size niche which is just very weird
If such a vehicle does exist, its going to be defined by its functions rather than a humanoid appearance
we know this because specialized platforms tend to beat specialized platforms historically until specialized platforms mature and become generalized
thus, the closest you're probably going to get is some weird variation of DARPA's Ground X Vehicle Project meeting with Gravity Industry' style mobility in limited cases, hybridized with smaller robots and wingsuits, which mix manoeuvring operation styles, with some rocker-boogie mechanism elements for terrain handling: It won't be humanoid, whatever it is.
This is assuming you can magically solve the square-cube law of volume-mass which is partially negatable with certain custom topologies exceeding graphene but actually manufacturing them would be miserable work probably not even be something you can make without microgravity
Energy flat out isn't solvable with what we know about right now. Nothing with that energy density can exist that isn't going to simultaneously make for an incredible fragile, dangerous and problematic source of power given the forces involved. Cooling is also a horrifyingly unsolvable problem on this scale, as is radiation management: You can't just dump molten tungsten in emergency cooling mode - you'll not only proceed to alert everybody who has even the vaguest IRST capacity to your position, but you'll also probably set fire to the environment and cook off your own ammunition. *
Motors aren't well suited to the tasks of such bodies (its like trying to make a slingshot out of dental floss), and we don't have an effective way to turn electricity into a form of motion which corresponds with the shock absorbing and motion control qualities which are actually desirable yet
Even if we did, the actual means of ensuring it doesn't fragment every time it moves don't exist. Every time an A10C fires its main gun, the fuel lines micro-fracture and have to be replaced after it lands. Metal, when you subject it to high physical forces ends up feeling and behaving closer to how you would think of glass. You'd need a material capable of repairing itself too, atop the quasicrystalline property which again, just isn't doable, let alone simultaneously.
So in terms of our mindset going into this?
Its... Probably not happening barring a very, VERY extreme change to how we understand physics to function, or some really kick ass (and actually entirely possible) changes in how engineering achieves outcomes (which could happen if the greatest threat to the mecha didn't exist)
Combat is moving towards information dominance. 
That's drone swarms, and role modularized long range travel, and the idea of fighter beyond-visual-range combat extending out to infared search and track systems which are networked to one another, which we're already seeing in singleton weapons and their mounting strategies even on the personal scale, which DARPA is currently investigating which everybody wants to mate with the gravity industries gear for boarding ops so the most likely avenue is to scale up from people, rather than scale down from vehicles as the development pathway -- but there's probably going to be multiple pathways with competing niches once the technology becomes cheap enough.
Costing
Ultimately its down to "how much money do I have to spend to defeat something more expensive than myself?" -- because our current structure of war is defined by cost, and by making the other guys surrender by using economic, and military violence (private, and publicly funded) instead of convincing them that we (NATO members, etc) have good opinions purely because of the natural benefits of "doing as we say" (which we see with basically any conflict in the last 70 years, which are usually feigned as ideological but pretty much always about disrupting market competition, dominating markets, or controlling a pressure position in another country to achieve those two things).
This isn't because they're particularly excellent weapons, but because they're cheap relative to the strength they offer, and how we define cheap is very different to how we defined cheap 100 years ago -- both in good, and terrible ways (such is the way of history).
Mecha are kinda the ultimate boondoggle. They are very very expensive, and just don't make sense.
They're cool as hell, yes.
But they don't make sense.
DISCLAIMER: If you're prone to depression, are dealing with a lot right now, or don't want your day ruining, you should stop reading NOW. What comes next is a psychosocial hazard and could be very bad for your mental health. LAST CHANCE . . .
The "real" reasons
If conflict some how became a meritocracy of leading by excellence rather than intimidation, and about human outcomes instead of cost outcomes, then things could change, but we don't live in that world.
Remember, violence exists to end human conflict (not to be confused with military conflict, which violence is the primary instrument of): Human conflict is when two parties oppose one another and communicate about what their goals and intentions are. Violence happens when communication stops. Communication stops, because parties cannot come to terms, or because nobody wants to be reasonable because the inherent request is unreasonable to the interests of the other party.
I'd love to say physics is the greatest threat, or maybe our concept of conflict but its not: * Its economics.
The concept of private-equity (not to be confused with venture-capital investment) is kiiiind of the dominant economic system on the face of the planet which dictates the interest of every nuclear power's actions against every non-nuclear power) is functionally dissolved, and investment models as we know them magically become better regulated OR a better economic system comes along which totally undermines private equity.
Its an economic finger-trap where most of the money that would be reinvested into people and technologies to push the world forward ends up getting swallowed up.
It also has private armies) and simulates the economy and political events in order to control them for maximum profitability. Yeah.)
We already live in Armored Core, folks.
And that economic system knows that if it gave free agents like ravens any kind of military power, it would functionally undermine itself, which is why it will never happen.
Private equity benefits from not having technology change, because its primary goal is wealth extraction. It leads to the collapse of every business you've ever seen go under, its why products undergo enshittification, which is coming for everything.
Its why the housing crisis happened, why the banking collapse happened, and its why there's an incentive to continue industrializing diseases like insulin instead of curing them.
tl;dr:
The one thing AC gets super wrong is you can either have the depressing relatable low-saturation late-stage hyper-capitalist dystopia where life is cheap on planet earth and everything terrible about South Korea times a thousand covers the whole world, and you need to have your own organs brought from you and leased back to you to lock you in to a lifetime of debt the same way everything else works...
OR
you can have the robot;
You can't have both.
e: I'd pick the robot any day
--
Apologies for any inaccuracies, I haven't edited this and I threw the original together in the space of around 40 minutes. Questions very welcome: I enjoy giving long detailed and substantiated answers.
If you enjoyed this, please consider reading my other work on the theoretical design factors of mecha, their control systems, and my fictional writing in mechposting.
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3-aem · 2 months
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Helloo! I just wanna say your art is very yummmmm. I love satoru with all my heart and I love the way you draw him!!
Recently i’ve been trying to get into a more painterly realistic art style and I was wondering if you had any tips on where to learn, videos or anything like that?
‘stuff that helped you?
would be very grateful for it 🙏
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tbh ive avoided answering these bc i don’t wanna be an authority on this.
1. despite all of us being human if i told you to list out all the details that comprise a human face how much detail could you do into? eyes, eyebrows, nose, mouth, ears- but what about how the eyes sit in the skull, where the nose bridge begins and how the nose curves at the end, the cupids bow, how defined the cheekbones are, how wide or narrow the jawline is? where do the ears sit, how far should the eyes be, how long should the nose be? Imagine youre dictating to a sketch artist, the level of detail you have to provide for them to draw precisely what you’re seeing is A Lot
2. chances are you dont know off the top of ur head or just can’t provide details down to the minuscule. thats fine and the only way youre gonna learn is to just study references.
3. Draw what you see not what you think. This is actually kinda difficult once you try because naturally when youre staring at any sort of reference you are attempting to understand it and in doing so ur understanding gets transcribed onto paper. but sometimes you don’t understand right. This is how you end up with eyes where the artist has attempted to draw out every lash because the understanding is ‘eyes have lashes’ but what you see is ‘eyelashes naturally clump and there are too many to individually see so the depiction should be clumps of eyelashes’
4. Why do you see what you see. You notices theres a bit of a shadow or fat underneath the eye, touch ur own eye feel it and you will notice its because your eyeball isnt sunk fully into the skull. those gross anatomy pics come in handy here.
5. bonus but actually the application of style is built on an understanding of reality. to use the example of eyelashes clump you can now take that and stylize it. they clump but what if theyre also highlighted in a hot pink border or are particularly long and pointy.
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