post-trimax vash meets stampede wolfwood
[ID: Black and white comic of Vash and Wolfwood of their Stampede versions. The comic starts with Wolfwood continuing off a conversation, saying “I didn’t mean t’say anythin’ bad to her. She just took it the wrong way. But anyway...” Wolfwood speaks with a hand gestured flippantly while Vash, who’s seated next to him, just listens. Vash thinks to himself, “Talks more about himself... Honest expressions... Immature, though he was pretty immature too.” He smiles and continues to think, “And yet...”
A panel of Vash’s eye directed now to the sky. He thinks, “Some things are bound to be the same with us...” He thinks of a memory, the version from Maximum of him and Wolfwood, back shown as they chatted underneath two moons, one moon with a hole through it. Vash continues, “Isn’t that right, W-“ His thoughts are interrupted by Wolfwood coming into a view, a close up his deadpan expression. Vash utters out “-olfwood..?” with a nervous expression. He starts to explain, “Um. Sorry if it seemed like I wasn’t listening, I was! So, let’s keep talking?”
Vash smiles and puts his hands together as he says, “okay?” Wolfwood glares at him with gritted teeth and Vash immediately remembers, “Right, he’s more short-tempered...” He continues to think, “Maybe Plan B works with him—“ before he’s grabbed by his coat collar aggressively and changes thoughts, “OK, never mind, brace for impact..!” But he’s surprised when he’s tugged instead, him and Wolfwood flops against the ground. Wolfwood puts an arm over Vash and says, “I don’t need to be entertained, blondie. If yer tired, we can go to sleep.”
Two close up panels of Wolfwood and Vash’s eyes looking at each other, Wolfwood taking off Vash’s glasses as he says, “Am I wrong?” Vash thinks to himself, “Actually... I was being genuine when I said I wanted to keep talking. I don’t feel tired at all. But, I think you know this body more than I do.”
Vash’s thoughts continue, “I can’t deny the me you’re fond of from being taken care of. And I could never deny your kindness. Even though...” Vash finally smiles and says, “You’re not wrong...” Wolfwood smiles back before tugging Vash closer and says, “Then, let’s sleep.” Vash asks, “Should we get a blanket?” Wolfwood asks, “Why?” before kissing Vash on the cheek, “I’ll keep you warm.” Vash puts his face into both his hands and flushes. Wolfwood smiles cheekily and asks, “What?” Vash responds, “I was caught off guard..” Wolfwood says, “You’ve said worse though.” Vash responds, “Did I...” The panel phases out and the dialogue returns to Vash’s thoughts. He thinks, “I want to stay a bit longer. Talk a bit longer.
You’re tired here too. The future is always going to be unfair to you. I want to protect you from it. I want to hold you close so you won’t go far.” The thoughts overlap the scene of Wolfwood now sleeping peacefully against Vash with an arm over him, Vash’s jacket draped against him as a blanket. Vash looks at him and a small thought bubble thinks, “He can fall asleep first...” His previous thoughts continue, “I know I can’t. I already had that chance.” A close up of Vash putting his hand over Wolfwood’s. He continues, “I wasn’t capable once, I can’t be sure I’d be capable a second time. And in a way...”
Vash’s thoughts continue with the back drop of the sky, Stampede’s sky of two moons without holes, “Some things are bound to be the same. But I know you’ll be loved again and again in a way I’d never know.” A split panel, one half contains the sleeping face of Wolfwood from Stampede, the other of Wolfwood from Trimax. In turn, the Vash lying down looking fondly at Wolfwood shifts to the post Trimax Vash while the other versions, Stampede and earlier Trimax, are faintly drawn next to him doing the same. Vash closes his eyes and finally drifts to sleep as the final text reads, “Goodnight, Wolfwood.”
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a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want]
dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
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Okay so I've seen it a few times now and there are people who genuinely believe the Squid Sisters have the least content out of every group. I mean, I get forgetting Deep Cuts but the Squid Sisters do have as much as Off The Hook. Sure, OTH is starting to look like favorites now but the SS aren't left behind. Here's an itemized list:
They're in every main story mode. They have three whole games about them. The concept of story mode revolves around them. Just because they aren't proactive in them doesn't make it not count. Their quips and banter are what made us care and learn about them. It did flesh them out. They don't have to actively help to be main characters and receive development. The only game you could argue that is Splatoon 3 but it has a writing problem in general. It did close their story, subtle but interesting and well-written (for what Splatoon is), across the three games.
A short story. They're the only ones who have that. That has insane development, providing a lot of details about them. Like, that's a MAJOR thing that's lore-dumping so many things.
They're in almost every concert. They're in all but two concerts. They're canon too. This gives them a lot of presence in the franchise.
Lots of illustrations. Makes sense. Of course they are with how long they've been around. Still an important sign that they're a major part of the franchise (obviously, the main story is about them). It's always nice to see them in different situations anyways. They also get some lore out of them, fleshes them out and whatever. Which brings me to my next point.
Different outfits. It's not only giving us a sense of how they dress, but it's telling a story. Said it before but, for example, we know Marie likes dressing up for Story Mode and be a mentor of some sort. If you pull that string, you can get that she's someone who puts on a façade depending on the occasion and likes teaching/guiding people, her idea of mature and cool is a traditional outfit from her hometown.
Special Fest variants. Yes, they all do. However, the thing that differentiates them is that this is outside their game and, even though they were mostly reskins, they did get fully new outfits and hairstyles which neither other groups did.
Technically, they got a DLC. Even if it's the old hub and basically promo for Side Order.
They're in Smash Bros. That's not nothing. They're not spirits, they're full-on assist trophies. They better be in it honestly, but it's still something they have over the other two groups. It solidifies their status in the franchise.
Many songs, including remixes. Obviously, but they're also on the Splatfest list which never happened before outside of special events. They started it in Splatoon 2's Final Fest and started it in Splatoon 3's regular Fests. They're trend setters! Which leads me to...
Boss Fight. Final Boss, even. Callie started it. Literally. She fought us. The fact that she was The Final Boss™ puts her above the others. They wish they were her.
Solos. They did it first. They've also got not one but two mash-ups of their solos so it gotta count. I would argue that theirs are special too as they're meant to be solo pieces while the Anarchy Poisons are always put together be it on the soundtrack or the concerts. They were made to, and it's lovely, as Deep Cut's continuing the trend OTH's set: a united group that values each other and their work over fame. Their music is made to be together. Anarchy Rainbow and its Poisons is just that, something that's all of them, always. They were also fused in every live version, and the in-game live version, unlike Tide Goes Out and Bomb Rush Blush. These were forcefully mashed up as each sang over the other, desperately trying to drown out their will and win this fight. It's only now, years later, that they get an unexpected mash-up, joyful and harmonious —which in a way is a part of their story, them reclaiming this song as they bring their solos together. The Squid Sisters are working for themselves, they now do whatever they want with their careers and what they sing, how they sing, when they sing is up to them and only them.
They're the end credits of every game. Special mention to Splatoon 3 that just sacrifices its own idol group for them. Unlike Splatoon 2, Deep Cut was involved in Story Mode and for all the 10 minutes they spent in it, the end credits should have been theirs as they sure as hell didn't get a DLC. Their equivalent was a last minute addition at that, unceremoniously added later on without much spotlight. Jeez, they could have had a second collab song instead or something!
They've got the final battle song for every game. Makes sense because it's their story and their games, it's the culmination of their work every single time. Unlike the credits, they at least shared the spotlight with Deep Cut... Hey, if Marie's their boss, doesn't that make her a part of their group or vice-versa? She better be, she's the one handling their paperwork after all (poor woman, it's a mess too and they're not spending wisely. Shouldn't have been talking about becoming a manager, Marie, you're getting roped up in too much silliness and Callie won't help).
Participation in 2 Final Fests. By that, I mean actually having a team and representing it. Otherwise, they're involved in every Final Fest.
Merch. I mean why wouldn't they have some?? But it had to be added. Special note for the concert CD and special edition. I guess I'd put there the interview bit Marie conducted in Splatoon 3's soundtrack bonuses. That's another bit of trivia/insight on her work. The Nintendo Magazine interviews also count as they're relevant to their characters.
Their song is a major part of their world and franchise. Calamari Inkantation has a special place in the lore and the franchise. It's THE song but also THEIR song.
4 amiibos. They might not give their outfits (which I kinda like because I'm not fond of how they did it for the others) but they give out gear related to their story, the game, and that we should have gotten. At least they're fixing that flaw I guess.
Storyline during the Splatfests. Not sure if it should be added but it did culminate into long lasting conflict between the two of them and started their storyline. Since it's missing in Splatoon 3, I think it should be noted. It fleshes them out and makes them feel a bit more alive, like they're affected by the results.
Most of these could apply to Off The Hook too. My point is that the Squid Sisters haven't been neglected, not from Nintendo's point of view. They're more than included, arguably the stars of Splatoon 1 and 3. The thing is that Off The Hook is the fan favorite right now so most of our attention is on them, not the others. The Squid Sisters have also been so ingrained in the franchise that we're used to it. We readily accepted they would be the stars of Splatoon 3 because they took over most of Splatoon 2 until Octo Expansion. We assumed the other two groups would get DLCs, or that Deep Cut would be involved in OTH's like in the Main Story, only to realize that Nintendo didn't give a damn and gave the spotlight to OTH alone in an attempt to replicate what Splatoon 2 did. Obviously, once we got over Side Order, we kinda realized this was unfair and that there was favoritism. It didn't help that OTH was featured in regular battles and that Splatoon 2 and 3 handled Splatfests differently, with special events and work done to the idols. We've come a long way since the first game, which itself had changed plenty during its time, so it feels unfair that the Squid Sisters didn't benefit from what the others got or for as long. That doesn't mean they didn't get a lot and weren't the favorites for a long time.
Now, I'm gonna address the thing that made me write this in the first place:
They do have a story and development. Just because it wasn't in your face doesn't mean it didn't happen.
Up until Splatoon 3, the story wasn't as obvious as it could be when it came to the idols. Marina's background is clear-cut, because you cannot be too subtle about it, but apart from some big lines, it wasn't directly stated, nor was her development in Octo Expansion (it's heavily linked to Agent 8 and the Octavian but the fact that she comes to be comfortable in what species she is and overcomes her fear of being found out and rejected should count as a story). She's fascinating and it's important to the world.
But that doesn't leave the Squid Sisters flat and boring. They had an arc! Them slowly resenting each other because of their time as Splatcast anchors, because they were always pit against each other, because of the way being an idol works, is a story in itself. It was bad enough to get Callie to free Octavio, who's a terrible, dangerous person as far as she knew then, and go to the Octarians, poor, underground enemies. The Hypno-Shades are more like heavily suggesting you to obey, we know that Callie had some sort of free will to put glitter, of all things, into their ink. She also was fully conscious of her actions when freeing Octavio, and we know this guy isn't a mastermind and world class manipulator. Marie wasn't doing much better, working a lot and being stressed. Fame drove them apart and broke Callie down to the point of going to people who wanted hers dead. She freed a war criminal. Once Marie saved her, mostly from her own despair, they decided to do their own thing. They didn't need fame or their careers. Family was more important. Tidal Rush was their solos crashing against each other, not listening and trying to sing over the opponent, until Marie blasted on a song that meant the world to them. The hymn of sea kind. The song that they won that fateful contest with when they were young, the reason why their dream came true. The song that they sang when safinf their dear grandpa, powerful enough to make Octolings give up everything and try to join the surface. A beautiful memory. Something that was theirs. And so they sang. Together. "I remember everything!" The innocent days they practiced for the contest, the terrifying ride to Inkopolis, the nervousness of their first Splatcast. But they were together. She wasn't alone. Marie had always been on her side. Neither of them wanted this. If it had been up to them, nobody would have compared them to each other. They wouldn't have been choices for their last Splatfest. It's a certain kind of cruel to ask which of the two teenage girls was the better one. Callie wasn't angry at Marie, she was angry at the system. She felt awkward, self-conscious, worthless because of her status as a celebrity, because she as a person didn't matter. Her comfort? Who cares. Take the photos, sing the songs, be careful to be perfect. She was overworked, isolated, and the only person she could count on was put in the same position and told she was a competitor.
Fresh Start is the two of them reconnecting away from show business. Going back to their roots. They stop being idols afterwards, they don't sing much anymore. They get their own careers. Callie slowly finds the strength to be in the spotlight after so long and goes back to acting, unlike Marie this seems to be more of her thing. Marie keeps on with her podcast, now using it to hype Callie up. Splatoon 3 even shows us that Callie is some sort of spokesperson, announcing that an Inkopolis stage will undergo reconstruction. She's rebuilding her career on her own and making it her own. The Squid Sisters, while some of the most people in the world, weren't recognized in the Splatlands. Sure, Shiver and Frye probably didn't give a damn about Inkopolis musicians but Big Man is a fan, he's even showed them their music, and he still didn't recognize them. They're known for their music, their names possibly for themselves. Splatoon 3 is the only game not to give them a story, even its details don't imply much. But the previous two games did.
It's a story of two girls who got famous too soon, too suddenly, and got eaten by showbusiness. It's two young women taking their power back and breaking free from the idol life. It's a family that managed to heal from the damage fame caused over the years.
I dunno but I think it's beautiful and I'm a sucker for stories that criticize being an idol and family coming together. The Squid Sisters' entire thing was being idols, that's their entire concept, especially identical ones which is dehumanizing enough. It's fitting and not something you'd expect out of Splatoon of all places but it's the kind of franchise that gets surprisingly deep and dark in its smallest details.
No, they're not neglected or underdeveloped. Their story is there, just not as flashy as you'd expect. Their presence is something we're so used to that we don't clock it anymore, moreso when the other group gets attention too. Splatoon 3 didn't handle the writing well, as fun and silly as it gets, and it shows in a lot of ways. It's easy to go "so what was the point of the Squid Sisters being there?" when the story didn't bother doing anything with them for once but they weren't the only one neglected nor did they not get content in other ways!
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