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#its got that kinda sciencey empathy(?) side to it thats integrated for psychics i think
jnixz · 2 years
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*Sits here contemplating once again on how psychic specialties and more commonly used powers can say something about the characteristics of a character, even just from the first game
from markmanship/psi-blasts being something that channels aggression into a more focused controlled and productive outlet as a step forward in achieving a goal. It is trained in a level that has different sides but all fundamentally the same in its design, with a literal target as the goal to be reached
to levitation, a power that comes more easily to the person when they are able to maintain lighter and more positive thoughts at a level of consistency, like having a little spring on their feet when in a good mood and being able to reach something somewhere like a boost in energy. The mindscape encourages a lively energy and litters with small challenges that rewards to the next section and back-up boosters to encourage moving forward whenever they fall down.
then there’s the counselor that encourages using physical capabilities and punching through things to get to the end, with a mindscape that appears harsh and a voice that eggs on to move (punch punch punch), pushing to complete a challenge to prove oneself worthy -- and again at a much more nightmarish level, although this time it turns out that communicating and understanding helps reach the end far more than fighting can
then we get an elder who is an teleportation expert that is quite literally and figuratively all over the place, a comedic and bizarre atmosphere fitting for the word play it serves. It is essential for a teleporter to land where they intend to, a freedom that like stretching out wings in the sky, to go where there where before quicker than anyone else can. With the pieces scattered, he is everywhere yet stuck in one place. 
He teaches all the other powers but never lets any visits to his mind. But bit by bit the need to be at right time at the right place seem to be coming closer, even when one doesn’t realize it at first 
(He questions why he feels the need to keep an eye on this kid like this, when he could just do it the way he does with the rest of the campers. One surprise little spoon-bender shouldn’t be all that different. But in each little training, a question itches at his mind. Something nags at him he can’t quite reach just yet)
And then when he is alone, by the campfire with all seven faces and a name, he remembers. 
Right time, right place. He doesn’t stay there for long.
Up till the kid calls him again (Right time, right place.)
then things start coming along together at last*
This game is so good you guys
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