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#relies heavily on advent children
whetstonefires · 5 months
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For the DVD Commentary post:
"I hate everything, he sobbed, and was surprised somehow when they did not draw back further, were not angry, even though it could not possibly be news by this point. I hate everything. I hate Shinra. I hate the world. I hate you. I hate Mother. I hate Sephiroth.
He made the name mean something entirely different than they had, trying to tame him. An image in fragments, bright silver yes and speed, the fit of uniform boots. The sound of people saying it, year in and year out—cold disdain and breathless admiration and writhing jealousy, and every repetition a new burden to carry. The crackle of flame and the stink of mako, laughter like Hojo’s laughter in his own throat, the taste of blood in your mouth. Jenova’s long-dead eyes staring with too much awareness for a corpse.
All the things the word Sephiroth meant that he felt consumed by, but also the mere thick, fungus-spreading concept of self.
He had failed so many times in so many ways. They told him he was perfect and yes everything was easy except anything that actually mattered, and he just wanted to do something right."
This one lives in my head hahaha i'd love to know the commentary behind it
Oh, this is a fun one! (That's for this post from this fic, the sixth and final Sephiroth-as-sibling AU.) Sorry for the delay in turnaround, I had to. Thanksgiving. It was a lot.
Well, we're already like three layers deep into Sephiroth's head during this bit, since it's a flashback to how he was feeling during an interaction within the Lifestream, so that part's a little redundant. He's about as self-aware as I can personally justify Sephiroth ever being.
This was an important bit for the fic, since it covers two essential elements--most obviously, it's the moment when Aerith's project of separating Sephiroth's consciousness from the greater Jenova gestalt decisively bore fruit.
Secondly, this is the passage where we find out why I've been tying myself into knots this entire time refusing to let the POV character call himself by name. (This would be even more important if I'd ever finished and posted the whole story; this is technically just the opening.)
Written carelessly, this bit would be just, the worst exposition-dump. So I leaned in hard on the sensory data, of Sephiroth's experience of brokenness and of his own fractured identity, and how that drives his relationship to the situation he's in now.
I ran through all the senses, some more than once--the physicality of memory was very important, since the physicality of the actual experience was illusory. Sight was first color, then a specific image; fire was a sound and mako was a smell. Taste was blood, which I remember wording carefully so it spanned the breadth from 'when you overwork until you start tasting blood' to 'blood in your mouth from serious injury' to 'having bitten,' because Sephiroth's cannibalism is all strictly metaphorical but it's also a big part of the narrative.
The game, I mean, but maybe also the fic.
Touch was the specific encasing sensation of standard-issue footwear and the internal sensation of your throat spasming on laughter, which bleeds into sound because Sephiroth's laughter during his breakdown is sometimes spelled like Hojo's and this makes me insane and I don't think he'd have been happy to notice it either.
And sound was also the symbolic item of the name, and the way it is held differently in each user's mouth, and how public-use Sephiroth's name was made by Shinra, when it was almost the only thing he had that was his own. The way his celebrity rendered him public property and so many people felt they knew him and had a right to his acknowledgement in return.
The way this makes trying to call him back to himself by calling his name, the way they do here, the way Zack tried at Nibelheim--difficult. There's no inherent intimacy in using his name to impose a specific personhood on him, and what there is has a lot of negative associations.
The nice thing about writing something happening in the Lifestream is you don't need to, and shouldn't, distinguish well between fact and metaphor. The name is the meaning you pack into it, much more than it is physical syllables. But the shape of those syllables is still attached, essential, in the same way the dead remember what they looked like, until they don't.
I don't think you can do a post-Jenovization Sephiroth without massive identity issues. He's technically been mindwhammied even more thoroughly than Cloud was at the Northern Crater, and like with Cloud, it was being in a position of doubting who and what he really was and whether that was worth anything that set him up to crack in the first place. So he doesn't have any stable sense of 'himself' to go back to.
There's no one alive who can do for Sephiroth what Tifa does for Cloud. But, I thought, there might be a few people dead who have a shot.
If you consider Sephiroth's lines in Cloud's version of the Nibelheim flashback to be canon--which I do because they're much more interesting than the alternative--then we also have strong indications Sephiroth adopted his omnicidal transhuman identity as a coping mechanism. He's very obviously not a happy person, but when Cloud/Zack/whoever says after the massacre that their sadness is the same he laughs and asks, what do I have to be sad about?
This new identity is his consolation, an escape. He has to have hated himself because most of 'himself' is a thing he threw away.
I think it's very significant to the themes of Final Fantasy VII that while our protagonist can be directly, physically puppeted by psychic projection when taken by surprise, ultimately it seems to be necessary to break Cloud's will at the root in order for Sephiroth to 'win' their conflict, a process probably achieved with the other more thoroughly overcome Copies via torture and isolation. (What this implies about the making of Genesis' Copies I'm not sure, but it's not good. The Compilation is very bad at preserving theme though, and I very much opted to side with the OG on any point of conflict here.)
Sephiroth may have been both deceived and influenced by psychic pressure, but he can't have been forced. He chose this. He rejected everything that he had ever been in life other than 'a killer' in exchange for a new identity that was straight-up fraudulent, and then when that bubble burst one with nothing in it but hunger and anger and pride, and didn't look back.
So, any Sephiroth you put back together post-Nibelheim to be a distinct living person and seek things other than domination and murder (a thing I've seen done quite a few times, it's a popular saw I'm kinda riffing on, though I've never seen it done in this timeframe) is going to be a wreck for reasons that have nothing whatever to do with guilt.
He has never had a strong and stable sense of self, raised within Shinra and subject to its demands. Sephiroth-of-SOLDIER was so easy to throw away because it was a self built up chiefly from without. He is not a nice or an accommodating person, but he's also not one who ever learned to make his own choices, something that's implied in the original game and leaned into heavily in Crisis Core.
When he unconsciously expects to be rejected for expressing his ragged, vulnerable hate in the section excerpted, that's part of this. Sephiroth is a character whose main vector of self-expression has always been violence, but who has never been permitted his own anger--before he breaks, his resentment of Hojo appears exclusively via passive aggression. (This is such a bad combination stg President dude wtf did you expect.)
This passage is the baring of all these facts, the breaking point where Aerith successfully deprives him of his coping mechanisms thoroughly enough that he's driven onto the shoals of honest agony. And he's already ditched the act-normal, stay-level coping behaviors that got him through most of his life. And he's straight-up lost chunks of his psyche that got particularly integrated with his Mother and left behind when Aerith did Big Slice, some of which had provided him with load-bearing emotional bulwarks against self-loathing. So what's left?
But even as this is getting to the heart of his unhappiness, he's at the same time conducting one more self-evasion maneuver here, trying to wrap Sephiroth up into a bundle that he can externalize his self-hatred onto, a thing that people (including Jenova) made of him (he, who is a made thing) rather than a person he continuously is.
If Aerith had set him adrift in the Lifestream in this state and somehow kept Jenova from promptly reincorporating him, he probably would have succumbed to the true death quite rapidly, since it's the hanging-on to one's own identity that holds that off, and Sephiroth's primary attachment points seem to have always been his hatred and his physical form, and he's here shown in a state of rejecting his attachment to both, for lack of any other effective shield against the hurt of being.
Instead she stuffed him back into his body, which was conveniently preserved in crystal at the Northern Crater (a significantly less bullshit way to resurrect the lad than anything else I've seen done imho lmao like it's already there in the text). Existing as a single person in a body is the foundation (though not a necessary prerequisite) of individual selfhood in this setting, so he's sort of being forced to patch a self together by virtue of having skin.
Which brings us out of this flashback and a day later to the main timeline of the fic--wherein it is hopefully now more obvious why he's acting this way.
And possibly why one of the first things he did (after stabbing Rufus on sight lol) was cut off his iconic hair.
The three ghosts (not actually appearing in the quoted passage but relevant) are being fairly honest, since 1) they're dead and made of feelings and that makes it harder to avoid and 2) what they're doing wouldn't work otherwise.
Aerith's primary motive really isn't revenge, though I think as we see with Tseng she is fully capable of balancing a sense of connection to someone and the opinion that they should die and spare everyone else the burden of their existence in the world; her primary motive isn't pity either.
This is strategic. Sephiroth makes Jenova much stronger and is doing a lot of her thinking as part of the gestalt; breaking them up is, if possible, the single most effective thing she can do from within the Lifestream. And since in this timeline she knows Sephiroth much better than in canon, she has an angle of attack available. And she does identify with him, and remember him as a very unhappy child, and when you come down to it no person who was a deeply unhappy child ever entirely stops being one, deep down.
(Another fact that is relevant to Cloud's canonical identity arc. He cannot start to fully heal until he integrates that resentful eight-year-old who internalized the blame for not protecting Tifa from herself.)
Zack is in this for her sake and Cloud's, and because his failure at Nibelheim is his greatest remaining regret, especially because of the way it replicates the trauma of Angeal's death. There's no way he could pass up the chance to resolve that. And even now, he really feels for Sephiroth--especially now, as Aerith's plan gets moving and how pitiful a creature Sephiroth is under all that gets exposed.
Angeal feels, with some justification, responsible for Sephiroth's mental breakdown. He didn't realize he had that kind of power or he would at the very least have made more effort to explicitly dip on Sephiroth personally and make clear that it wasn't personal, but he definitely helped fuck the guy up. Happily, if there's one thing Angeal is good at it's failing to let go of things he very clearly should not hold onto, so he makes a solid anchor for this maneuver.
The only reason he's able to verbalize this as usefully as he does is the squad basically ran drills for this before making their move. All three of them are violently allergic to most expressions of sincere emotion, especially negative, especially their own, especially conveyed in words rather than gestures and allusions, and having to listen to one another's practice monologues was significantly more unpleasant than getting killed in the first place. But they had to, so they could provide critique.
I don't think I have any puns for this one?
:} Do note that Aerith's chopping maneuver after luring Sephiroth's core consciousness away from the gestalt center via grudgebaiting should be visualized with that same overhead slam animation she uses in FFVII:1997 when you have her jump forward from the back row and deliver a physical blow with her staff.
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getvalentined · 1 month
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What’s your opinions of the various ffvii compilation games?
Oh I am a huge proponent of the Compilation as a whole; I know that opinion is rare for someone who's been in the fandom from the beginning, but I'm an insufferable lore gremlin and I just eat up everything the series has to offer. I have three different copies of Advent Children (the original on DVD, ACC on DVD, and ACC on blu-ray) and even still watch Last Order on occasion.
The series itself is really fascinating and staggeringly consistent (I've talked about how the implied timeline of the Jenova Project as presented in-game is so consistent that it matches up with real-world human gestational science), with the exception of the FF7Re series—which I can deal with, since it's canonically on a different timeline and therefore any retcons there are literal in-universe retcons, which is pretty brilliant.
That said, I'mma put ratings for the pieces of the Compilation individually under a cut!
OG FF7: 9/10. would be 10/10 if the English localization were better. Where it all started, still one of my favorite games of all time.
Advent Children (+Complete): 8/10. Not a game, but part of the Compilation! Anyone who says the plot makes no sense doesn't realize that they're watching a sequel that relies very heavily on people understanding the history and characterization of every single character shown.
Last Order: 6.5/10. Also not a game, also part of the Compilation. Love that this is implied to literally be Tseng's coverup of what happened with Zack, presented in anime form. Makes no sense in multiple places as a result, but if you know that's what it is then you can 100% see why it's portrayed that way! Honestly I really enjoyed it and wish more people would appreciate it for what it is.
Dirge of Cerberus: 7/10. The gameplay kinda sucks but honestly the storyline is super good—or it would be, if the entire fucking prologue hadn't been cut from any release outside Japan, thereby leaving the entire issue with DeepGround completely unexplained to all other audiences. Once you know what is going on, the storyline here is fantastic, and I've never really forgiven SE for not releasing the rest of it. I love that Dirge fills in the lore for Vincent that was cut when he was relegated to "optional" in the OG, and that it also helps to clarify why Midgar could have 9 functional mako reactors while every other reactor in the world is either sputtering to nothing or exploding. (It's Omega. Midgar is built over Omega. It's the place where all lines of the Lifestream converge so that Omega can draw it all in and carry it away at the end of the world, and Shinra never discovered that's why the mako well there is so expansive. I love good worldbuilding, and Dirge is a beautiful example of that.)
Before Crisis: N/A. I want this game so bad man where is it give it to meeeee. Honestly tho I've watched playthroughs and read scripts where available, and while I don't think it looks like much fun from a modern gameplay perspective, I have huge respect for it as far as development goes. This is one of the first really mainstream mobile games ever made, it was made for flip phones, and it's super extensive! Also it gave me Veld, who is one half of my favorite ship ever, which means it automatically gets a 7/10 even if I've never played it.
Crisis Core (+Reunion): 9/10. As fun to play as the OG. When I first played this on PSP over a decade ago, it hit me with such an intense feeling of nostalgia that it almost took me off my feet. In spite of the dramatic difference between game mechanics in CC versus the OG, it felt exactly like playing the OG again, and that feeling never really left. Humanized Sephiroth in a beautiful way that pissed off a bunch of fanboys and made me fall in love with him all over again. Also introduced my second favorite FF7 character ever, Genesis, who is one half of one of my core FF7 ships, so A+ on that too!
FF7 Remake (+InterMISSION): 8/10. Had a lot of fun with this one, and it's beautiful, but it doesn't have a lot of replayability in my experience, which is a shame. Would have been 6 or 7/10 if not for InterMISSION, which was a fucking delight.
FF7 First SOLDIER: 6/10. This applies to both the Battle Royale and the title in Ever Crisis. I am not a fan of Glenn & Co. but I love 14 year old Sephiroth and really appreciate that extension of lore and worldbuilding, so it's a decent balance. I love that the opening cutscene for the battle royale literally filled a 20+ year old plot hole in under two minutes.
FF7 Rebirth: 9.5/10. The only things that could make me like this game more would be if Vincent were playable (although I understand why he's not and, in spite of him being my favorite fictional character ever, I agree with this decision), and fewer required minigames. Just cut like one or two. Or fix the controls, maybe. Glide de Chocobo is even more broken now that it's been patched.
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deevsblog · 1 year
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What is unplugged coding?
As we all know, in today's technologically advanced world, knowing how to code is undoubtedly becoming quite vital. Due to the popularity of video games, internet movies, cartoons, smartphones, tablets, and other electronic gadgets, children nowadays are very familiar with technology. As a result, learning the craft of coding is now simpler for kids. A child who knows how to code has an advantage over others. There will be more opportunities in computer science and software engineering, and people with coding skills will be in high demand as our reliance on technology grows. Coding also teaches pupils digital literacy, which is crucial because we spend an increasing amount of time online. Learning to code helps you become a better problem solver. Testing your work, making mistakes, and fixing them are all necessary steps in the writing and creating of code. Children learn that making mistakes is totally okay by doing this, and they also learn how to fix faults.
Since coding necessitates a solid foundation in mathematics and logical principles, children who are introduced to it early on are likely to later demonstrate superior aptitude in those areas.
With these advantages, teaching children how to code seems like a necessary step in education. However, coding relies heavily on electronic devices such as laptops, desktop computers and mobile phones, ee can have a negative impact on the health of children. Increased screen time can have less than ideal side effects on eyesight, can result in increased difficulty to sleep, obesity, depression, anxiety and poorer performance in school.
But what if there was a non screen alternative to coding? It might seem surprising, but coding can be learnt to an extent without using any electronic devices. This is done in the form of unplugged coding.
Unplugged coding is the study of coding principles without the aid of technology. Without really writing any code, you are learning how to programme. Students apply their expertise to work on computational problems during coding unplugged that will help them comprehend the ideas they'll use in coding projects. Unplugged coding is an accessible, inexpensive method of learning code without using traditional electronic devices.
Unplugged coding originated in the 1990s due to the lack of computers in schools. Despite computers now being widely available in schools, unplugged coding is crucial, particularly for beginners because many of the abilities required to create code are ones they already have or might utilise outside of the technical field. The intricacy of the coding languages and tools may obscure this relationship if they plunge headfirst into the unfamiliar realm of coding. Before writing a single line of code, students can benefit from unplugged coding to develop their computational thinking skills as coding is more than just writing lines of code.
Advantages of unplugged coding
Unplugged coding has numerous benefits. Here are some reasons why unplugged coding should be taught to kids:
No electronic distractions
Using an electric device such as a computer or laptop can result in children getting distracted easily by other digital influences such as gaming apps. It can also lead to a shorter attention span. However, by not using a device to code will result in a focused child who is engaging in critical thinking and is actively working on solving the problems that come up in coding.
Encourages teamwork
Coding can be a lonely activity for the majority of the time. While collaborations do occur in the form of group and pair coding, for much of the time, one is engaged in coding alone. But with the advent of unplugged coding, this is resolved as unplugged coding activities are usually performed in groups, thus promoting the qualities of cooperation and teamwork. By working in a team, children will learn how to engage with a team, compromise and share ideas.
Shows concrete results
Languages used in programming are abstract. As a result, flaws and errors are frequently challenging to find. Students can see and feel their achievements and errors with unplugged coding projects and learn from them. For example, a child may be following a procedure Rohit understanding why they have to do so, but with unplugged coding, the child can understand the process as it is done physically in a tangible format.
Increases creativity
The unplugged coding games and activities can increase creativity and make coding enjoyable as important concepts are taught in the form of an activity or game.
Suitable for beginners
The simple nature of unplugged coding makes it a popular choice for newbies and young children. Children may be more inclined to join in an activity that indirectly teaches coding concepts rather than directly learn formulas and such.
How unplugged coding can be achieved
Unplugged coding is taught mostly in the form of activites. Many coding concepts can be taught just with a pack of cards, pencil and paper. There are numerous activites that teaches coding , some of which are listed down below.
Using magnetic tiles to code
Magnetic tiles can be formed into the shape of a grid to teach kids about algorithms and sequences. By placing obstacles within the tiles and setting a start and finish line , children should navigate the obstacles as best as they can as they follow a set of instructions written in the form of a coding sequence. This activity is best done with a pair of kids.
Sudoku problems
Sudoku puzzles are a great way to introduce the concepts of conceptual thinking. Solving the sudoku puzzles requires focusing on one small section at a time and using patterns to deduce how to solve the problem. This is also an inexpensive way to teach the fundamentals of coding as it only requires a sudoku puzzle and pencil.
Stacking blocks
For this project, a set of students is shown a picture of how to stack a set of blocks. Then, another set of students are instructed to stack the blocks without looking at the instructions. This activity will teach the difference between symbols and actions.
Creating a coding language
In this activity, children should form their own coding language drawing inspiration from other codes such as Morse Code. This code can then be used to create a language with symbols and use it for further activities.
Coding is a great and valuable skill for the future, and future-oriented youngsters can benefit from learning to code early on because it is a talent that will be valuable. To acquire the necessary abilities, people don't necessarily need to write code. They can learn problem-solving, computational thinking and critical thinking. When students are sitting at a computer creating code, they can then put all these skills to use.
A platform to learn how to code for kids- Code Karo Yaaro
Children have multiple ways to learn coding. Code Karo Yaaro , an online coding school for children run by the Suvidha Foundation is a good way for children of all ages to learn coding. Code Karo Yaaro is India's first online school of programming and computer science and is the best platform for kids to learn coding. Online classes are especially beneficial in the post pandemic era as they can be accessed from anywhere at any time. Location is no longer a problem and Code Karo Yaaro's online classes can be joined by using a mobile phone or computer from all over the world.Code Karo Yaaro provides skill based online coding classes and is committed to providing quality education. Also, Code Karo Yaaro has many advantageous features such as a 24/7 doubt querying system, focusing on speedy resolution. Code Karo Yaaro specialises in instant doubt solving, our expert tutors being committed to answer and clear any and all doubts during class sessions.
Also, Code Karo Yaaro's experienced teachers provide the ideal mentor support for all students to hasten their learning. Code Karo Yaaro also places an emphasis on brainstorming sessions to encourage students to form, create and visualise the ideas of the students and to hone and improve their problem solving techniques. Code Karo Yaaro's classes also places an emphasis on an entrepreneurial mindset and focuses on cultivating it in kids by means of developing winning strategies and improving critical thinking skills of students.
Code Karo Yaaro's goal is to inspire children to understand computer foundations through coding and to hone their analytical and problem-solving skills. Nowadays, knowing how to code is a really valuable talent to have and Code Karo Yaaro is there to help children attain coding knowledge. The organisation's mission and aim is to make every child capable of coding and their mission is to to develop into a world-class e-learning platform that aims to teach kids how to code and give them a solid grounding in computer science theory and practises so they can become knowledgeable, ethical professionals and lifelong learners who can apply the newest computing technologies for the good of society.
The fantastic staff of highly skilled educators at Code Karo Yaaro is willing to mentor young people who share their enthusiasm for learning new things. They are equipped with the knowledge to assist you in comprehending fundamental ideas and are able to direct you if you encounter any difficulties. To address the needs of every individual, we provide classes at all levels from beginner to advanced. To ensure that kids fully grasp the concept, we work to establish an inclusive environment by means of actual projects and other activities.
Code Karo Yaaro's classes fees range from INR 3,299/- for the beginner classes to INR 31,699/- for the advanced classes. However, Code Karo Yaaro also offers a free trial session so that parents and students can test out classes before signing up for the full classes. So sign up now for Code Karo Yaaro's online classes today and usher your child into the technology advanced, tech savvy world!
Code Karo Yaaro can be contacted via the following sites for more details.
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Email: http://[email protected]
Address: H NO. 1951, Near Water Tank Annamod, Khaparkheda, Nagpur, Maharashtra, 441102
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jworthingtonreview · 1 month
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Invisalign vs. Traditional Braces: A Smile's Best Companions
When it comes to straightening teeth, the options were historically black and white, just like the checkered smile you'd see in a before-and-after orthodontic transformation. However, modern dentistry has introduced various shades of grey to this traditional narrative, especially with the advent of Invisalign — the clear aligner system.
But with these advancements, how do you decide between the stealthy, removable trays of Invisalign and the sturdy, reliable brackets of traditional braces? Here's how you can determine the best time for each, ensuring you make the right choice for your pearly whites.
Understanding the Differences
Before plunging into the timing debate, it’s essential to comprehend the contrasting natures of Invisalign and traditional braces.
Traditional braces consist of brackets bonded to the teeth, connected by wires and small rubber bands, or elastics. They work by applying gentle pressure to the teeth over time, gradually moving them into the desired position.
Invisalign, on the other hand, uses a series of clear, custom-made aligners designed to fit right over your teeth like a second skin. These trays shift your teeth little by little, with each set aligning your teeth closer to their ideal configuration.
The Age Factor
In the realm of orthodontics, age is more than just a number. When determining the best time for orthodontic treatment, especially for children and teenagers, several factors come into play. For instance, traditional braces are often recommended for severe misalignments that require complex tooth movement, which may be better suited for younger, more malleable jaws and teeth.
Invisalign tends to be a favorite among adults and, increasingly, teenagers, especially those who are mindful of their appearance and the potential social stigma that comes with metal braces. Therefore, the decision between Invisalign and traditional braces might hinge on age and the social needs of the patient.
The Lifestyle Conundrum
A crucial component of the timing decision is the patient's lifestyle. Invisalign is designed for those with active social lives and a desire for flexibility. The aligners are removable, making eating, drinking, brushing, and flossing hassle-free compared to the dietary and hygiene restrictions that come with traditional braces.
For adults with demanding careers or teenagers with busy extracurricular schedules, Invisalign provides the freedom to straighten teeth without a radical change in their day-to-day activities.
However, this comes with a caveat. The success of Invisalign relies heavily on the discipline to wear the aligners for 20-22 hours a day. For individuals who may struggle with this level of commitment, traditional braces with their fixed nature could be a better fit.
The Treatment Goals
It all boils down to what you aim to achieve with orthodontic treatment. Invisalign is an excellent option for mild to moderate dental issues, including overbites, underbites, crossbites, open bites, gaps, and crowding. Meanwhile, traditional braces are typically the go-to for more severe alignment issues that require complex movement and adjustments.
The duration of treatment is also an important consideration regarding treatment goals. Invisalign treatment, on average, can last anywhere from 12 to 18 months, sometimes less for minor corrections, whereas traditional braces may be worn for about two years, depending on the complexity of the case.
Deciding whether Invisalign or traditional braces is right for you involves a thorough evaluation of your dental needs, lifestyle, and treatment goals. Consulting with an orthodontist who is experienced with both methods is the best way to assess which treatment aligns with your unique circumstances.
Regardless of which option you choose, both Invisalign and traditional braces promise a beautiful, healthy smile at the end of your orthodontic journey. The best time for each is when you're ready to commit to the process and the result it will bring to your dental health and overall well-being.
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nirmala7210 · 6 months
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Making a Difference: The Power of Charity Donations and Online Giving
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Charity donations have long been a cornerstone of humanity's collective efforts to make the world a better place. Whether it's supporting critical causes, addressing social issues, or contributing to community well-being, charity donations play a vital role in creating a positive impact. In the heart of India, Delhi, NGOs (Non-Governmental Organizations) have been instrumental in channeling the generosity of individuals and organizations. This article explores the significance of charity donations and the role of online donation, especially concerning NGOs in Delhi.
The Impact of Charity Donations
Addressing Pressing Issues: Charity donations serve as a lifeline for NGOs in Delhi and across the globe, enabling them to tackle pressing issues such as poverty, education, healthcare, and environmental conservation. These funds empower NGOs to implement projects and initiatives that can transform communities and lives.
Amplifying Individual and Collective Impact: Each contribution, no matter how big or small, has the potential to make a difference. When people come together to donate, they amplify their collective impact, providing a more significant resource pool to address complex problems effectively.
Promoting Social Responsibility: Charity donations foster a sense of social responsibility among individuals and organizations. By giving back to society, donors participate in building a more equitable and compassionate world.
Supporting NGOs: NGOs in Delhi play a critical role in filling gaps in government services and addressing localized issues. Charity donations provide the essential financial support that enables these organizations to operate, expand their outreach, and maintain their essential services.
Online Donations: The Digital Revolution
With the advent of the internet, the landscape of charity donations has evolved significantly. online donation has emerged as a convenient and efficient way to support NGOs and causes, not only in Delhi but worldwide.
Accessibility and Convenience: Online donation platforms have made it easier than ever for people to contribute to their chosen causes. Donors can make payments from the comfort of their homes, using various digital payment methods.
Transparency and Accountability: Online platforms often provide detailed information about NGOs, their projects, and how donations are utilized. This transparency builds trust among donors, knowing that their contributions are being used effectively.
Global Reach: Online donations have expanded the reach of NGOs in Delhi, allowing them to tap into a global donor base. Donors from around the world can support causes they are passionate about, transcending geographical boundaries.
Real-Time Tracking: Donors can track the progress and impact of their contributions in real-time, providing a sense of connection to the causes they support. This transparency fosters a deeper sense of engagement.
The Role of NGOs in Delhi
Delhi is home to numerous NGOs that work tirelessly to address various social and environmental issues. These organizations rely heavily on charity donations to carry out their missions. Some notable areas where NGOs in Delhi make a substantial impact include:
Education: NGOs like Pratham and Teach For India focus on improving educational outcomes for underprivileged children. Donations to these organizations support initiatives like literacy programs and teacher training.
Healthcare: NGOs such as the Delhi Foundation and Aashray Adhikar Abhiyan provide healthcare services to marginalized communities. Donations help in funding medical camps, providing essential medicines, and improving access to healthcare.
Poverty Alleviation: Organizations like Goonj and Butterflies work to alleviate poverty in Delhi's slums. Donations are used to provide food, clothing, and shelter to those in need, along with skill development programs to enhance livelihoods.
Environmental Conservation: Delhi faces significant environmental challenges, including air pollution and water scarcity. NGOs like Chintan Environmental Research and Action Group and Delhi Greens work on projects aimed at improving the environment, and donations support these initiatives.
The Way Forward
The importance of charity donations and online donation cannot be overstated, particularly in a city like Delhi, which grapples with numerous social and environmental issues. As individuals and organizations increasingly recognize their role in contributing to social change, the impact of these donations continues to grow.
By donating to NGOs in Delhi and using online platforms, individuals can support meaningful causes and participate in the collective effort to create a more just and sustainable future. Whether it's education, healthcare, poverty alleviation, or environmental conservation, every contribution counts and helps build a brighter tomorrow. In the age of online donation, making a difference has never been easier or more accessible.
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Engaging Parents in the Learning Process: LMS for Parent-Teacher Communication
In the realm of education, fostering a strong partnership between parents and teachers has always been paramount for a student's success. As the world of technology continues to evolve, so do the methods of communication and collaboration between these two crucial pillars of a child's learning journey. One such technological innovation that has revolutionized parent-teacher communication is the Learning Management System (LMS). In this article, we will explore the significance of engaging parents in the learning process and how LMS tools have become indispensable in achieving this goal.
The Importance of Parental Engagement
Parental involvement in a child's education has been proven time and again to have a profound impact on their academic performance and overall development. Research consistently shows that students with engaged parents tend to have higher grades, better attendance records, improved behavior, and increased motivation to learn. Moreover, the benefits of parental involvement extend beyond the classroom, as it also contributes to a child's emotional well-being and social skills.
Engaged parents play a multifaceted role in their child's education:
1. Academic Support:
Parents can provide invaluable support by assisting with homework, reinforcing classroom lessons, and creating a conducive learning environment at home. When parents are aware of what their child is learning, they can better align their efforts to help them succeed academically.
2. Motivation and Encouragement:
A parent's encouragement and praise can boost a child's self-esteem and motivation to excel in school. Knowing that their parents care about their education can be a powerful motivator for students.
3. Behavior and Discipline:
Parental involvement can also help in shaping a child's behavior. When parents and teachers work together to address behavioral issues, it sends a consistent message to the child, reinforcing the importance of good conduct.
4. Communication Skills:
Engaged parents actively communicate with their children, fostering the development of effective communication skills. This is an essential life skill that goes beyond academics and is crucial for success in the professional world.
Given these compelling reasons for involving parents in the learning process, it becomes evident that effective communication between parents and teachers is a cornerstone of a child's educational journey.
The Evolution of Parent-Teacher Communication
Traditionally, parent-teacher conferences, notes in diaries, and occasional phone calls were the primary means of communication between parents and teachers. While these methods served their purpose, they had limitations. Parent-teacher meetings were often scheduled infrequently, making it challenging for parents to stay updated on their child's progress and address issues promptly. Additionally, they relied heavily on in-person interactions, which could be inconvenient for working parents or those with busy schedules.
With the advent of digital technology, communication between parents and teachers has undergone a significant transformation. Email, messaging apps, and online portals have made it easier for parents and teachers to connect and exchange information. However, these methods often lacked a centralized platform for comprehensive communication and engagement.
This is where Learning Management Systems (LMS) have stepped in to bridge the gap and offer a holistic solution for parent-teacher communication.
The Role of LMS in Parent-Teacher Communication
Learning Management Systems, originally designed for educators to manage course materials and assignments, have evolved into versatile platforms that serve as a hub for all aspects of education. Their role in facilitating communication between parents and teachers has become increasingly prominent. Here's how LMS tools contribute to engaging parents in the learning process:
1. Real-time Updates:
LMS platforms provide a central hub where teachers can post assignments, grades, and announcements. Parents have real-time access to this information, allowing them to stay up-to-date with their child's progress. No longer do parents need to wait for quarterly report cards or parent-teacher meetings to get insights into their child's academic performance.
2. Direct Messaging:
Many LMS systems offer direct messaging capabilities, enabling parents and teachers to communicate easily. Whether it's a question about homework, concerns about a student's behavior, or simply a congratulatory message, these tools facilitate quick and efficient communication.
3. Shared Resources:
LMS platforms often include a repository for educational resources. Teachers can share study materials, reading lists, and supplementary resources with parents, empowering them to support their child's learning effectively.
4. Assignment Submissions and Feedback:
Through the LMS, students can submit their assignments electronically, and teachers can provide feedback digitally. Parents can access these assignments and feedback, gaining insights into their child's strengths and areas for improvement.
5. Event Calendars:
LMS systems typically include event calendars where teachers can schedule important dates such as exams, project deadlines, and parent-teacher conferences. Parents can easily view these calendars to plan their involvement in their child's education.
6. Progress Tracking:
Most LMS platforms offer tools for tracking a student's progress over time. Parents can see trends in their child's academic performance, allowing them to intervene early if any issues arise.
7. Individualized Learning Plans:
In some cases, LMS systems support the creation of individualized learning plans (ILPs) for students. These plans outline specific goals and strategies for each student's academic journey, and parents can collaborate with teachers in shaping these plans.
8. Language Translation:
For parents whose first language is not English, some LMS systems offer language translation features, ensuring that language barriers do not hinder communication and engagement.
Success Stories with LMS-Enabled Parent-Teacher Communication
Several educational institutions and districts have embraced LMS tools for parent-teacher communication with remarkable results. Here are a few success stories that highlight the potential of LMS in enhancing parental involvement:
1. Improved Student Outcomes:
In a study conducted by a school district in the United States, the implementation of an LMS for parent-teacher communication led to a significant increase in student achievement. The ability of parents to monitor their child's progress in real-time allowed for timely interventions and support.
2. Increased Parent Participation:
An international school in Singapore reported a notable increase in parent participation in school events and activities after adopting an LMS. The convenience of accessing information and event calendars online encouraged more parents to get involved.
3. Enhanced Teacher-Parent Relationships:
Teachers at a primary school in the United Kingdom noted that LMS tools improved their relationships with parents. Direct messaging and regular updates fostered open communication and trust, resulting in a more collaborative approach to education.
4. Greater Parent Satisfaction:
A survey conducted among parents of middle school students in Canada revealed a high level of satisfaction with an LMS-enabled communication system. Parents appreciated the convenience and transparency it offered, allowing them to play a more active role in their child's education.
Challenges and Considerations
While LMS tools have shown immense promise in enhancing parent-teacher communication, there are challenges and considerations that educators and institutions must keep in mind:
1. Digital Divide:
Not all parents have access to the internet or digital devices. Schools must ensure that they have strategies in place to reach parents who may be left out of the digital loop.
2. Data Privacy:
The handling of student data and communication between parents and teachers must adhere to strict data privacy regulations to protect sensitive information.
3. Training and Support:
Both teachers and parents may require training and ongoing support to effectively use LMS tools for communication and collaboration.
4. Overwhelm:
The abundance of information and notifications through an LMS can sometimes overwhelm parents. Schools should consider ways to streamline communication to avoid information overload.
Conclusion
Engaging parents in the learning process is crucial for a child's educational success and overall development. Learning Management Systems have emerged as powerful tools to facilitate effective parent-teacher communication, offering real-time updates, direct messaging, shared resources, and progress tracking. The success stories of institutions that have implemented LMS-enabled communication underscore the transformative potential of these tools.
As technology continues to evolve, LMS systems will likely become even more sophisticated, further enhancing the partnership between parents and teachers. By embracing these innovative solutions, educational institutions can ensure that parents are active participants in their child's educational journey, ultimately leading to improved student outcomes and a brighter future for all.
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influencermagazineuk · 8 months
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Horrors on Screen: Evolution of Horror Movies for Halloween
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As the leaves turn golden and the nights become longer, the anticipation for Halloween grows palpable. People begin hunting for the perfect Halloween costumes, and stores start to showcase spooky decorations, and horror movies dominate your screens. It's a time for thrills, chills, and cinematic spooks. But have you ever stopped to ponder how horror movies, an integral part of the Halloween experience, have evolved over the years? 1. Silent Era Nightmares: Where It All Began Horror movies began in the silent era before the screams, jumps, and eerie background scores. The use of shadows, exaggerated makeup, and subtle gestures captured the audience's attention. Movies like "Nosferatu" (1922) utilized dark imagery and gothic settings to create an atmosphere of unease. Without words, these films relied heavily on visual storytelling. Can you picture sitting in a dimly lit theater, with only the flickering images and live piano music setting the tone? 2. Technicolor Terror: The Birth of Vibrant Horrors With the advent of sound and color, horror movies underwent a dramatic transformation. Suddenly, the monsters could speak, and the dark black-and-white world was replaced with vibrant colors. Films of the '50s and '60s, such as "The Birds" and "Psycho," highlighted the shift from supernatural beings to more human-centric threats. The audience started to see monsters in ordinary people, making the horror more relatable and, in a way, more frightening. Just as children parade in colorful Halloween outfits, horror films started displaying a richer palette, only with a more sinister undertone. 3. Slasher Surge: The Age of the Anti-Hero Come the '70s and '80s, a new breed of horror was born – the slasher film. Icons like Freddy Krueger and Michael Myers became household names. These characters weren't just faceless monsters; they had backstories, motives, and distinct personalities. It's fascinating how these villains, while terrifying, garnered a fan base of their own. Was it the allure of the forbidden, or did the audience see a twisted reflection of society's dark side in them? 4. Psychological Horrors: Delving Deeper into the Mind The late '90s and the 2000s marked a notable shift towards psychological horror. Gone were the days of visible monsters and gore. Now, the true horror lay in the unseen, the unsaid. Movies like "The Sixth Sense" and "The Others" played mind games with the viewers, making them question reality. This era celebrated the fear of the unknown. It proved that sometimes, what's left to the imagination can be far more terrifying than what's shown on screen. Smiffys states, “Choose from a huge range of Halloween fancy dress costumes with freaky full outfits based around a variety of themes, such as scary doll costumes, to quick and easy kits for the time-conscious and some frightening final touches available from our awesome collection of Halloween accessories.” 5. Modern Horrors: A Blend of the Old and New Today, horror movies have become a cocktail of the past and present. There's an appreciation for classic horror tropes, but filmmakers are not shy about experimenting. From found footage films like "Paranormal Activity" to socially conscious thrillers like "Get Out," the genre is constantly reinventing itself. And just as today's Halloween outfits draw inspiration from various eras and cultures, modern horror is a mosaic of influences. Horror movies, much like Halloween itself, have experienced an exciting evolution. The journey has been spellbinding, from silent films that sent shivers down the spine with mere shadows to thought-provoking modern-day thrillers that explore societal issues. As we dress up in our Halloween dresses and prepare for a night of trick-or-treating, let's also appreciate the rich tapestry of horror movies that have contributed to the spirit of this holiday. After all, what's Halloween without a good scare? Read the full article
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321arka · 10 months
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The design of a toy should not need to be adjusted after it is finalized, and production should begin immediately. There was not just one day it took for those colorful and engaging toys you see in physical stores and online catalogs to take shape. Before becoming cherished items loved by children and adults alike, they have gone through a rigorous refinement and modification process.
Due to this, manufacturing 3D printing services have become an invaluable tool in the toy industry, facilitating product development with greater efficiency and creative freedom. Toy projects today rely heavily on 3D models to streamline workflows and increase efficiency. Bringing your toys to store shelves in a timely manner is increasingly important in today's fast paced world, where trends shift quickly.
Importance of Technology in Toy Industry
Technology has influenced the toy industry as well as all other sectors. Creating prototypes and modifying molds used to take a lot of time and money in the past. As a result of the advent of 3D technology, however, many changes have taken place.
Toy designers and developers have been transformed by cutting edge technology like 3D Modeling. By utilizing this technology, companies can quickly create cost effective 3D models and prototypes, assisting in the testing and preparing of realistic toys for sale.
Define 3D Modeling
Various stages of art creation culminate in the captivating 3D art you see today, including 3D modeling. Three-dimensional objects are created using specialized software in this phase. In 3D modeling, an object is represented in three dimensions using special software. The textures, shapes, and sizes of these 3D models are effectively conveyed.
In 3D modeling, artists can create models of existing products and conceptual designs that have yet to be realized physically. An expert in 3D modeling plots points on a Cartesian plane to represent depth, forming a digital framework. The artist can manipulate and adjust polygons to achieve the desired form and look of the object within this framework.
Read more
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dafudo · 11 months
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What are the advantages and disadvantages of online learning compared to traditional classroom learning?
The present inquiry pertains to the advantages and drawbacks of online education as opposed to the conventional method of learning in a physical classroom environment.
The contemporary discourse centers on the comparative strengths and weaknesses of online learning in contrast to traditional classroom education. Online learning is characterized by a combination of convenience and effectiveness, yet it is not without limitations as well.
Online learning offers various benefits, such as the option to allocate time flexibly, convenience of accessing educational resources, and the opportunity to learn at an individualized pace. The advent of technology has enabled students to acquire knowledge and skills from diverse locations and at any desirable time. This mode of learning flexibility has facilitated customization of education to suit the unique lifestyles of individual learners. Moreover, web-based instruction can offer an economic advantage due to its reduced demand for tangible resources including learning materials and physical classroom settings.
Nevertheless, it is important to acknowledge that online learning may also exhibit certain limitations. A significant concern pertains to the absence of social interaction, which holds utmost significance for the enhancement of interpersonal growth and refinement of social capabilities. Moreover, it is worth noting that the efficiency of online education could potentially be diminished among pupils who rely heavily on teacher and peer engagement as well as external motivators. The absence of personal communication with instructors and colleagues can pose a challenge in terms of seeking clarification or receiving prompt resolution to pressing inquiries.
Furthermore, in order to facilitate online learning, it is imperative to have unfettered access to requisite technological components, such as a computer and a dependable internet connection. Inequity in accessing education may arise as not all students possess the necessary technology.
In brief, e-learning presents a host of benefits and drawbacks when compared to the conventional mode of instructional delivery in a classroom setting. It is of significant importance to take into account the individualized needs of students and construct instructional strategies that are suited to their respective lifestyles and inclinations. It is desirable that students have access to both modalities of learning in order to optimize their educational experiences.
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Bibliography:
"Online Learning: A Comprehensive Review of Empirical Research and a Call for Research Agenda." Review of Educational Research, vol. 86, no. 2, 2016, pp. 416-455.
"Online Learning and the Future of Education." Future for Children, vol. 27, no. 1, 2017, pp. 15-36.
"The Pros and Cons of Online Learning: A Comparative Study." Journal of Educational Technology Development and Exchange, vol. 10, no. 1, 2017, pp. 1-14.
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fencingandgates · 2 years
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Tips on Maintaining Security around the Swimming Pool This Summer Season
Children in particular, are more excited with the advent of the summer season because this season comes with ample opportunities to play around the swimming pool area, stay in the swimming pool and taking refreshing dips whenever they want. But they forget that the poolside area is the riskiest part of any property, where accidents are prevalent. Pool fencing is the most handsome and effective method of preventing these accidents. There are some other summer pool safety tips that people should follow, and you can read about them in this post here.
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Pool Barriers
You can keep your family protected and uninvited guests out of the area by using barriers such as pool fencing installations or safety nets. These security pool fencing installations can be customised to match the shape, size and appearance of your pool or spa. This barrier between the pool and your children and animals will keep them away from the dangers and risks of accidents.
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Pool Drain Covers
Safety around the poolside relies heavily on timely pool maintenance and inspection of pool drain covers. It is important that the drain cover is in compliance with the laws related to them, and if not, it is recommended to get a compliant one as soon as possible.
Swimming Lessons
Getting glass pool fencing installed is one thing, but it is also vital for the family head to ensure that all family members know the basics of swimming. Even young infants should be given survival swimming lessons to prevent them from any unpleasant experience in the event of the security pool fencing gate being left open. 
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Other than this, it is also essential that every rescue equipment is properly placed around the swimming pool area in abundant quantities. There should be a first-aid kit followed by floatation devices and a phone by the pool. Summer pool safety relies a lot on how proactively you respond to any accident situation around the pool.
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Aerith/Cloud’s Resolution Scene ✨
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Normally, I like just reading other people’s thoughts on things, but since this scene, and Aerith herself are so tragically underappreciated, I decided to contribute to the conversation myself. :)
Warning: “there will be monsters.” (I.e. there will obviously be spoilers for FFVII Remake, but also the original game - based on my vague childhood memories of it, anyhow - Advent Children, and defs some Clerith bias shining through, so if that ain’t your cup of tea, please scroll away~) 
This scene was one of my absolute FAVOURITES in the remake because - on top of it being both visually, and musically stunning, as well as amazingly well-acted - I felt like it showcased Aerith, and Cloud’s characters, and their dynamic SO incredibly well. 
⁑ On Aerith ⁑
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First, there’s Aerith. At the start of the scene, Aerith is her usual spirited self. When Cloud asks if she’s okay, she immediately reassures him, telling him that being back at Shinra was like “going back to [her] childhood home,” that it wasn’t "that bad,” even though that was far from the truth. Similarly when Cloud informs her that her “mom’s really worried, too,” Aerith, true to form, latches onto the chance to further lighten up the mood by teasing him about the unsaid sentiment that he was also worried about her (although this unexpectedly backfires on her).
Time, and again, it is implied that Remake!Aerith knows details that she shouldn’t, and the outcome of events that haven’t transpired yet (maybe the Whispers showed her glimpses of the future like they did with Cloud, and co.?). So, I believe that it is her awareness of her tragic fate paired with her own grief over suddenly losing her mom, Zack - and now Elmyra, and her home, too -  that prompts her to deliver her hauntingly beautiful speech about cherishing the present moment, to express her heartfelt gratitude to Cloud for all the happiness he’d given her, and to say her iconic “you can’t fall in love with me” line. She knows perfectly well how devastating it is to suddenly lose someone precious to you, so she tries to find a way to both prepare Cloud for that seeming inevitability, and also prevent him from getting too attached to her, and experiencing the same profound sense of loss she has because of her. 
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I think it’s so sad, yet beautiful how Aerith’s loneliness is at the very heart of so many of her words, and actions. Aerith is so spirited, and lively, so full of life, because, to her, the girl who suffered so many great, and sudden losses, each, and every moment is “so precious, and fleeting.” Because of her early childhood, she learned to find, and appreciate the little joys in life, and the good in the people around her - even, and especially when neither were immediately apparent. This sad, pure girl, who is so touched by people simply seeking her out to be with her, works so hard to ensure, and protect the happiness, and lives of those precious to her, even if it comes at the cost of her own. 
⁑ On Cloud ⁑
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Then, there’s Cloud. In this scene, Cloud refuses to go along with Aerith’s charade: he calls her out on her “childhood home” lie; ignoring her teasing tone, he sincerely admits to being worried about her; and, he listens attentively to what she does honestly say, encouraging her to continue speaking, even when she’s uncharacteristically at a loss for words.
For the very first time in the story, the seemingly aloof Cloud actually takes a firm stance on something, and even fights for it. When Aerith tells him “not to fall in love with [her],” that his feelings for her “[aren’t] real,” Cloud responds with,  “Don’t I get a say in all this?” With this curt response, Cloud actually asserts himself for a change. Cloud, the boy who, up until now, never really bothered to correct anyone’s (often misguided) impressions of him, who repeatedly chose to drop matters, and distance himself instead. Who later has an identity crisis, and doubts whether, or not “Cloud Strife,” and all his thoughts, feelings, and memories are truly real, and his, and not something Sephiroth simply created. Right here, and now, for the very first time, Cloud interjects, gets annoyed, and stands up for himself when someone tries to decide how he feels, and keep him away.  
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And then, Cloud, the boy who coped with social rejection all this time by setting himself apart, reacts to Aerith’s attempt to push him away by taking a page from Aerith’s own book: he holds his ground, and further inserts himself into her life. “I’m coming for you.” This quiet, but firm resolution of his marks the beginning of Cloud’s journey to becoming the hero, and person he always wanted to be, I think. Previously, Cloud simply, and begrudgingly went with the flow: while he helped Avalanche, Jessie, T*fa, and Aerith (because “he’s a merc,” and, a good guy at heart), he never offered his own input on matters, and always yielded to their decisions, even if he wasn’t too keen on it himself. However, taking Aerith back from Shinra was so immensely important to him; it was a cause he decided to fight for all on his own, regardless, and in spite of everyone’s (Aerith, Elmyra, T*fa, Barret’s) contrary stances on the matter, and a cause that he gradually started calling all of the shots for. By the end of the mission, and game, the others actually look to Cloud for direction on what to do next, cementing his role as the leader of their ragtag group.
⁑ On Cloud & Aerith/Clerith ⁑
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Now what I’ve always loved about Aerith, and Cloud’s relationship with each other is that - whether you see it romantically, or platonically - their connection is based on an easy friendship that brought both of them so much happiness, comfort, courage, and strength. Their bond with each other wasn’t built on any epic, world-shattering event that brought them together, but rather on a thousand quiet, little moments that they chose to share together.    
For Aerith, who was weighed down by so much sorrow, and unwanted responsibility, Cloud was someone who gave her so much to smile, and fight for. With Cloud, she was able to just let loose, and really live: being with him allowed her to be her true cheeky, mischievous, and energetic self without any restraints; to adventure in, and be part of the outside world she longed for without fear. At the same time, Cloud inspired her to be a little more open, and vulnerable, as well as to face her Cetra heritage head on in order to save the Planet that he, and all her loved ones live on - two huge shifts for her as someone accustomed to hiding behind a smile, and turning away from trouble. 
Likewise, for Cloud, Aerith was someone who both accepted him for exactly who he was, while also inspiring him to be better. When presented with Cloud’s cold, and distant SOLDIER facade, Aerith wasn’t deterred in the slightest; in fact, she became even more determined to stick by his side, and get him to open up to her. Through her relentless teasing, silly antics, and steadfast friendliness, Aerith quickly broke down many of the walls Cloud built around himself, encouraging him to just be himself without any pretenses. After meeting Aerith, Cloud was inspired to do so many things he previously scoffed at, like taking a break, and being more actively involved with others. In Aerith’s company, Cloud was happy, and showed that he did actually care in his own awkward, clumsy way. However, Aerith didn’t “fix” Cloud with her love, nor did she make herself the centre of his universe: she simply stubbornly stayed by his side, which encouraged him to really appreciate, and rely on the people around him, work through his issues himself, and even save the Planet.   
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All in all, I believe that Aerith, and Cloud’s resolution scene perfectly captured every aspect of their relationship together. As usual, they’re initially shown directly across from each other, gazes locked, but choosing to close the distance between them. It’s a quiet moment where nothing particularly major, or dramatic happens - even the music is quiet, and gets quieter still at its climax. Yet, there’s so much love evident in every little moment, and gesture they make: they inspire honesty in each other, give each other the motivation to face another day, and once again make their desire to be together for just a little bit longer so heartbreakingly obvious. Furthermore, Cloud’s later claims about being someone who cherishes everything, and being okay because he isn’t alone anymore are so reminiscent, I think, of Aerith’s monologue here, proving that he really did take her words to heart.  
Despite the game’s purposeful ambiguity in the romance department (lest they make multiple version of the same scene, or have Cloud come off as a player), it is still clear that, as friends, or lovers (this part is up to personal interpretation, and preferences), Cloud, and Aerith’s bond with one another is one that brought them so much happiness, and strength, making it one of the most precious ones they have. In a game that heavily highlights contrasts, Cloud, and Aerith are an example of how opposite personalities can complement each other so well, making it all the more beautiful, and tragic. That’s what I believe, anyway. 
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royalith · 4 years
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                                               ❛   i’ll   fight !   ❜
i present a visual representation of kairi’s fighting stance! the way kairi fights with her keyblade is distinctly different from canon as the divergence i’ve made heavily changes how she gets into fighting and what her introduction to real life experience is.
kairi’s style is much more frantic and survival based stemming largely from the majority of kh2 where she was fighting bladeless and fending off heartless and nobodies with light alone. without a keyblade she had no way of vanquishing enemies for good and heartless would just pop up again soon after, because of this her fighting style became very harsh and fast, relying on a lot of full body activity and barely staying seated ground level to get the upper hand with her magic.
additionally, being so accustomed to fighting without a keyblade kairi learned how to wield her blade both one handed and double and uses a lot of feints and tricks to confuse and rush her foes, she can often be found swinging her blade with one arm, getting an enemy to focus and block said attack, and come in with a hook shot of some rather feisty light magic.
the pose itself is directly referenced from one of clouds poses from advent children! props to @asakishi for helping me find a stance i liked as well!
oh and also she stick out she tongue when focusin real hard and that’s very important to me
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takuchat · 4 years
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Final Fantasy VII Remake
Today we got a huge amount of Final Fantasy VII Remake Information as well as a ton of interviews and pictures. Below you can see a large compilation of the information.
There may be some redundancy in here as I gathered info from multiple sources.
Weapon abilities
Each weapon has its own unique weapon abilities that increase in proficiency the more they are used. When an ability’s proficiency level reaches the maximum, that ability is then learned by the wielder and can be used when wielding any weapon.
Here we see Cloud’s Buster Sword upgrade screen. The different options allow you to improve the wielder’s status or increase the number of Materia slots available.
Switching to Classic mode
Classic Mode can be activated by selecting “CLASSIC” from the difficulty menu. In Classic Mode, party members will act automatically, with the ATB gauge filling up as they do so. In this mode, the player only needs to select which abilities, magic, and items they will use their ATB charges for. This brings the feel of the gameplay closer to the menu-based battles from the original FFVII but with the amazing immersive graphics of the remake.
It is also possible to revert to direct control at any time during Classic Mode by pushing buttons on the controller.
Using characters’ unique abilities
The triangle button activates each character’s unique ability. Cloud’s unique ability is to switch between different fighting styles. He can switch between “Operator Mode” which has a good balance between attack and defense, and “Punisher Mode” [pictured] which is geared heavily towards offense. In Punisher Mode, Cloud’s movement speed is reduced, but his basic Square button attacks are upgraded to even mightier blows.
Assess Materia
Assess – Materia that allows you to use the Assess ability. When you use Assess on an enemy, you can see their resistances and weaknesses, making it easier to defeat them in battle.
Up close with Avalanche
We have some new screenshots of fan-favorite members of the anti-Shinra group Avalanche: Biggs, Jessie, and Wedge.
Biggs is calm, cool and collected, even in the most extreme circumstances. He’s tidy by nature, and loves nothing more than cleaning and taking a shower.
Jessie is in charge of procurement for Avalanche. She can get her hands on everything from explosives to fake IDs. She’s also a skilled engineer, and earns money for the group by fixing water filtration units and devices to sell on. She does have a weakness for handsome men though…
Wedge is an invaluable member of Avalanche, who uses his wits and charm for to gather information and defuse tense situations – including those within the team. He also has another very important role – he tastes new menu items in Seventh Heaven. Well, someone’s got to do it, right?
Meet the Turks
The Turks are a small, elite organization with Shinra. The shadowy group does everything the company needs it to – be it scouting out candidates for SOLDIER, protecting VIPs, or even assassination. Here’s a look at a couple of them.
Reno has flaming red hair and a cynical, aloof attitude. In battle, his agility and specialized weaponry and attacks make him a real threat.
Rude is instantly recognizable thanks to his shaved head, sunglasses and imposing stature. A man of few words, he relies on martial arts and his strength in battle, and completes missions as efficiently as possible.
Getting to the action
FINAL FANTASY VII REMAKE features a fast-paced real-time battle system that gives you lots of choice in how you approach combat.
Each character a unique ability – in Cloud’s case, he can switch between Operator and Punisher Mode.
Operator Mode offers a good balance between strength, defense and mobility.
A press of the triangle button puts Cloud in Punisher Mode. Movement speed is reduced, but his attacks become much more powerful.
Cloud also has access to powerful attacks, including Triple Slash, which hits all enemies nearby with three consecutive strikes…
…and the ranged attack Blade Burst:
For a detailed rundown of how FINAL FANTASY VII REMAKE’s battle system works, check out our full article on the subject:
So how does FINAL FANTASY VII REMAKE actually play?
See our Impressions of the game here!
Switching to Classic Mode
For those players who prefer overall strategy over moment to moment action, or want an experience closer to the turn-based gameplay of the original FINAL FANTASY VII, Classic Mode is for you!
In this mode, characters perform basic attacks automatically, and when the ATB gauge is full, you can select a special ability to use from the menu – similar to how the original game played.
Here, you can see the option for Classic Mode in the difficulty menu:
Iconic locations reimagined
FINAL FANTASY VII REMAKE faithfully recreates beloved areas from the original game. It also adds new areas that couldn’t fit into the original game.
Here we can see the iconic Church in the slums. Just a stone’s throw from Sector 5, it’s one of the only places in the slums where flowers can grow, making it a very special place for Aerith.
The next shot is of Aerith’s home. Nestled in the corner of Sector 5, it’s a beautiful house that contrasts with the slums surrounding it.
Let’s Assess some Materia
Cloud and company are able to use special abilities, including magic, summons and more.
It’s all thanks to materia – orbs of crystallized mako energy that, when equipped, imbue the wielder with incredible power.
Case in point, here we can see Aeirth using the spell Fire:
Of course, not all Materia is about offense. Take the Assess Materia, pictured below. It shows you an enemy’s specific strengths and weaknesses, helping you refine your strategy when you take it on. Knowledge is power after all!
  Meet the new Chocobo and Moogle
Summons are a special, exceptionally powerful form of Materia. Equip one, and once the summon gauge is full, you can call a powerful ally into the fight.
In the past, we’ve showcased the firey Ifrit and cool-as-ice Shiva. Today we can reveal a new Summon that’s just as powerful, but a little… cuter: Chocobo and Moogle.
Moogle can Blast foes:
The dynamic duo can also use Stampede to trample the enemy with a herd of chocobos. It’s adorable… although probably not for those on the receiving end of it:
Side activities and minigames
These new screenshots highlight some of the additional things to do in FINAL FANTASY VII REMAKE.
If you need a break from battling Shinra, you can play a game of darts in Seventh Heaven:
You can also enjoy fast-paced bike battles. In this shot, we can see Cloud and Jessie in a thrilling chase with Shinra operatives.
Time For the Interviews!
YOSHINORI KITASE – PRODUCER
In the several years following 2009, when I was running around all over the world promoting the FINAL FANTASY XIII series, I had opportunity to speak to many fans and journalists. The question that I always got as we got up to part ways was, “When are you making the FINAL FANTASY VII REMAKE?”
It was to the point where it almost felt like an alternative way to say goodbye, so eventually I started pre-emptively giving my response to the question before they’d even asked it. “If we were to create a remake of that now, it would be an enormous amount of data, and who knows how many years it would take. But, if the ‘right time’ comes along, we might just do it someday!” This is how I’d respond back then, who knows how many hundreds of times. To all the people I had a chance to meet with back then, the “right time” has finally arrived.
For the FINAL FANTASY VII REMAKE, developers who worked on the original game have come onboard once again as core members, including myself as Producer, Tetsuya Nomura as Director, Motomu Toriyama as Co-Director, and Kazushige Nojima on Story & Scenario.
Additionally, we also have people like Co-Director Naoki Hamaguchi who are now part of the core development team, who was just a fan of FINAL FANTASY VII back then. And, to my delight, creators from younger generations all over the world have come forth upon hearing news of FINAL FANTASY VII REMAKE’s production. While ensuring that the spirit of the original game is kept intact, these members are adding to it the power of a new generation.
As a result, the game that is about to be born surpasses even my own expectations as the one who voiced the desire to take this endeavour on in the first place. In fact, the one who’s looking forward to playing this game the most right now might actually be me.
TETSUYA NOMURA – DIRECTOR & CONCEPT DESIGN
I started up the FINAL FANTASY VII REMAKE project around the time of Compilation of FINAL FANTASY VII. We’d gone through Advent Children, Before Crisis, Crisis Core, and Dirge of Cerberus, and I was planning this by myself for about a year as the fifth and final entry in the compilation.
Since that initial plan and my first ideas, other projects took-shape and I became very busy as they moved forward, but I never stopped thinking about VII. As such, I feel like I’m looking forward to the release as much as anyone, as I’ve been carrying around these ideas for a long time.
Opportunities for discussing our true intentions are few, but with regard to the size of the game that many are asking about – there’s no reason at all to worry. Even in this Midgar portion alone, the density and volume are so great that I had to give directions to lighten them.
With regard to new characters, of whom I said during past interviews that there would be “none” – though they aren’t main characters, their numbers ended up growing considerably in the process of creating a rich depiction of Midgar. When you think of Midgar’s final boss, you probably think of the M.O.T.O.R., but in this game new bosses will appear and add to the excitement of the story even more.
We’ve already begun working on the next one as well, but I’m confident that playing through this title will expand your expectations just like the world that extends beyond Midgar.
Until next time.
KAZUSHIGE NOJIMA (STELLAVISTA LTD.) – STORY & SCENARIO
It must have been in the very beginning stages of developing FINAL FANTASY VII REMAKE that I got to see the Remake version of Cloud for the first time. It wasn’t post-Advent Children Cloud, with kindness brimming from within. Rather, here was a young man with fiery features, looking straight at me through the screen with aggression in his eyes. I knew right t hen: “Oh, this is it.”
This time, it was this Cloud that I needed to depict. When Cloud came to Midgar and was hired by Avalanche, this was the sort of look that he would have had on his face. So I revisited the experiences that he’d had in his life so far, thinking of the effect that each individual event would have had on him. His attitude toward his childhood friend Tifa. How would he act toward Barret? What sort of distance would he keep while interacting with passers-by on the street? I picture the scene of Midgar in my mind and imagine Cloud moving through it. Write new lines of dialogue to add for him. This is how Cloud in the Remake Version came to be.
It was an exciting task to introduce a new current of wind to FINAL FANTASY VII, but at the same time, there was some fear. The original game used cartoon-like, stylised art, and the story was completed by players using their imagination to supplement portions that couldn’t be depicted as a result. Even if they were seeing the same scene, the information they took away from it and how they interpreted it differed depending on the viewer. Perhaps it’s what might be considered a narrative form of storytelling nowadays.
In FINAL FANTASY VII REMAKE, there will be much less room for player imagination. This fact will probably change the feel of the story considerably. People who know the original might not know quite how to take it. Such is the fear that I have. But I also have conviction. It should be possible to feel a much deeper connection to Cloud as you join alongside him. It would be amazing if you could feel that fiery flame together with him.
NAOKI HAMAGUCHI – CO-DIRECTOR (GAME DESIGN / PROGRAMMING)
When the original FINAL FANTASY VII was released, I was just another student who dreamed of being in the gaming industry. I of course played the game, but I also re-read the guidebook over and over again, my heart stolen by the engaging universe. I remember wishing strongly that I’d be able to create a game like it someday.
Twenty-two years later, that student who dreamed of FINAL FANTASY VII is now involved in developing the remake. I can’t help but feel like it’s fate.
In this title, I handled overseeing the development team overall, such as deciding development milestones, constructing a workflow using Unreal Engine, and taking responsibility for game design.
Here, I met staff members who were involved in the original game, who entered the industry with childhood dreams of FINAL FANTASY VII just like me, and those who were drawn by the allure of FINAL FANTASY VII and joined the dev team from overseas. It was a gathering of amazing creators with passion and ambition towards the game. All I have is gratitude for having the opportunity to meet this team.
With all this in mind, I’ve considered the following phrase important: “respect for the original.” FINAL FANTASY VII REMAKE takes on the challenge of creating something that’s created specifically thanks to the technological power and entertainment quality that matches the current generation, while treating the captivating elements of the original game with respect.
For those who’ve played it: “new but familiar.” For those who haven’t played it: “experience the charm of FINAL FANTASY VII, which moved the hearts of many, now created with the most exciting modern technology available.” I hope you enjoy it!
MOTOMU TORIYAMA – CO-DIRECTOR (SCENARIO DESIGN)
For the original game, I joined the project as a planner who was just starting out on my career, and I worked on Sector 7 slums and Wall Market.
In producing FINAL FANTASY VII REMAKE, the thoughts and feelings I had when I was just starting out back then were revived, and at the same time, I took on the challenge of new methods of expression that I’m able to execute now that I have the experience.
The original version was a forerunner when it came to RPGs that used 3D CG, but the characters were made of polygons, the dialogue was in text only, and cameras weren’t able to be used for cutscenes.
In FINAL FANTASY VII REMAKE, we’re using the newest visuals, voice acting, and character facial expressions to redesign the FINAL FANTASY VII universe to be more realistic. By increasing the realism of the universe within the city of Midgar, which is made prosperous by mako energy, we of course also reimagined the characters who reside there, like Cloud and Tifa, more vividly as living and breathing human beings, depicting their daily lives and feelings in a more in-depth manner.
We took care to remake not only the main characters, but also characters like Johnny and the Shinra Middle Manager who I created back then. Please keep your eye out to see how they make their new appearances. Additionally, when remaking the Honey-Bee Inn at the Wall Market, we revived it is as a pantheon of entertainment, which couldn’t be realized back then. Here, the scene that many of you have been eager to see, where Cloud disguises himself. Please enjoy.”
SHINTARO TAKAI – GRAPHICS & VFX DIRECTOR
I created the effects for the original FINAL FANTASY VII. Back then, the scope of development was so exorbitantly massive that I just threw myself into the tasks for which I was responsible, without even fully understanding what sort of game we were creating.
Near the final stages of development, when I finally tried playing the test version, I remember being surprised by the graphics and the depth of the story, as well as how fully realized it was, and I remember enjoying the game as a player. It’s been 22 years after that, and I’m participating in the FINAL FANTASY VII REMAKE project as a developer, and today, I’m able to experience the impact and fun similar to that of the previous title.
For the remake, I’ve mainly directed the effects section, while also crossing over into other sections for decisions and directions on overall graphics.
Among the many major games that are celebrated for their photorealistic graphics, FINAL FANTASY VII is a little different. Not only is it realistic, but I believe you’ll notice that it incorporates “playfulness” in the design and colours for an originality not found in other games. Effects are an area that is particularly conducive to expressing various elements of “playfulness.”
I hope you’ll enjoy various effects that are not only beautiful, but also convincingly portray realism and magic!! Various elements of game design and graphic design have been packed into every corner of the vast Midgar. I hope you enjoy it!!
TERUKI ENDO – BATTLE DIRECTOR
When I played the original version, I wasn’t on the game creation side of things, and I remember enjoying it as a player and feeling constant surprise at the evolution of games. The three-dimensionality of the stage and the dynamism of the battle scenes have left a strong impression on me. Back then, I never even imagined that I would someday be on the side of creating games, or that I would be able to be involved in that game.
Speaking to my own personal experience, I had mostly been creating action games thus far, so for this title, I took on the challenge of remaking a system that was not of an action game originally and incorporating action elements into it.
Production was completely different than that of a pure action game, and the need for new design philosophy often arose. Production involved constantly searching for the best balance between action and command elements, but I believe we’ve managed to do this in an exciting new way.
In order to create battles that are surprising and never boring, we worked hard to create a variety of strategic elements for each boss and enemy. Also, in constructing battle systems for each character, we wanted to respect the image of the original version while additionally introducing many new abilities. I hope you’re able to find your own style of battle by combining those abilities with Materia.
TAKAKO MIYAKE – ENVIRONMENT DIRECTOR
For FINAL FANTASY VII REMAKE, the graphics team worked to the theme of “how would Midgar look if it existed in real life?” As such, as the environments team, we examined those portions that were once left to the players’ imaginations, fell outside of the on-screen area, or were between scenes, and tried to supplement them in detail.
For all the fans out there, we worked our hardest in hopes that you’ll be able to relive an experience that also surpasses your memories.
For all of you who are playing for the first time, we worked our hardest with the sole hope that you’ll experience this amazing universe that has remained beloved by so many for 22 years, and to be able to convey its charm.
Additionally, in order to create a fitting backdrop for the drama unfolding around the main characters, and in order for it to be a stage where the various characters living in Midgar can be their vibrant selves, all of teams, including the environments section, came up with ideas and worked collaboratively. Midgar is a closed city. However, I would be very happy if by experiencing the drama unfolding around its residents and the main characters who go through it, you feel as though Midgar actually exists.
I am a FINAL FANTASY VII fan, so being able to take part in the Remake was something that made me happy but also nervous. It’s been an unforgettable development experience. I truly hope that everyone enjoys it.
IICHIRO YAMAGUCHI – LIGHTING DIRECTOR
FINAL FANTASY VII, for me, at the time when I was in school, was a very impactful game. It really pierced my heart as I was at such a sensitive age, with not only a rich story, but charming characters, world setting and music, not to mention that it was the first in the series to be in 3D polygon format. This was the piece that really brought out my interest in CG in general.
When I was able to join the FINAL FANTASY VII REMAKE team, I started by thinking back to how I felt when I first played it. Midgar, with its’ abundant mix of different elements and original characters like Cloud, became something unbreakable and the “standard” for me in FINAL FANTASY VII.
In the world of the game, just like in real life, if there is not some form of light then you won’t be able to see anything. So when putting up lights just anywhere, Midgar could lose its token Midgar-ness, and Cloud wouldn’t be Cloud anymore. I’ve taken as much care as possible to recreate the world that I had saved in my mind and attempted to remake it to a fresh and modern standard.
The positions of the few lights that illuminate the entirety of Midgar, the adjustments made to each and every voluminous cut-scene… it’s all a lot of work to do! However, alongside the rest of the wonderful lighting team we feel that we’ve brought something great to the table. We’ve left in the elements that will have you going “Ah, that’s what it was like!”, and yet you’ll still be able to enjoy the world of FINAL FANTASY VII in its new and fresh style!
MASAAKI KAZENO – CHARACTER MODELING DIRECTOR
I was amongst those who bought the original game on the day of its release and played it constantly, clearing it in under a week. Those that also have cleared it will understand this, but I also wasn’t quite satisfied with the locations, so I continued to play it after clearing in the same places as well.
And so, my memory of FINAL FANTASY VII was how I actually started studying CG, after being left with the strong motivation to want to create a FINAL FANTASY game when playing it and truly being moved by it.
So I just made my mind up and bought a PC to help me study – something that I had never even touched before. So for me, someone who had been so strongly influenced by the original, to be working on the characters of the remake, I want to do everything I can to make them in a way that shows both a charm and freshness whilst keeping that nostalgia.
So I want them to reflect in a fresh way that that also allows players of the original to remember the time that they played the original, as well as make them detailed and charming enough to give first-time players the understanding of just how charming they are.
I’ve ensured to arrange things like hairstyles and outfits to re-create the design from the original, so I encourage anyone to take time with their camera angles when playing to take a look. Also, there are several characters that stand out other than just the main characters that you’ll find. So please see for yourself as to what kind of appearance and characteristics they have! Other than that, we’ve got enemies in there perhaps too close to the original, and there are many surprises coming in the Remake for you to all look forward to! Keep your eyes out!
YOSHIYUKI SOMA – ANIMATION DIRECTOR
When FINAL FANTASY VII came out, I was actually more of a SEGA Saturn fan, so I didn’t play it straight away. However, when it was decided that I was to join SQUARE, I was put on the development of FINAL FANTASY VIII, and so I thought to myself “I’m screwed if I don’t know about FINAL FANTASY VII!”. That’s when I bought a PlayStation and played it so much.
Those memories feel like only yesterday. So I can’t say this too loudly, but I actually started it out of obligation rather than as a fan. However, I was absolutely enthralled by the world and lore as soon as I picked it up!
For the animations; each and every member of the team – from those responsible for battles, fields, simple events, cut scenes, mini-games, facial expressions, to swinging things in the background, actual behaviour settings – have all worked together to improve as one.
We’ve done our best to ensure that whatever you do, it feels like the characters are alive there with you. We really hope you enjoy the story of Midgar on a huge screen, with Cloud and his friends.
–Sources-
PSBlog
Square Enix
Square Enix
Square Enix
Squares Twitter
New Final Fantasy VII Remake Pictures, Summons And Interviews Final Fantasy VII Remake Today we got a huge amount of Final Fantasy VII Remake Information as well as a ton of interviews and pictures.
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back-alley-magic · 6 years
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"Tuck you in, warm within Keep you free from sin Till the Sandman he comes
Sleep with one eye open Gripping your pillow tight
Exit: light Enter: night Take my hand We're off to never Neverland" --Enter Sandman https://goo.gl/FXW52w
The Sandman
Faction: Fae
FC: Doug Jones
Name: The Sandman
Any other titles, nicknames, or epithets: Mister Mercurial, Sopor, Chelem (depending on how old you are. Those who remember him from the glory days will probably refer to him by his earlier name Chelem, or even as far back as Hypnos. His human associates call him simply Mr. Mercurial.)
Age: As old as man’s dreams, and older still. For even birds in their nests and wolves in their dens dream bloody, wordless dreams.
Personality:
+energetic
+entertaining
+understanding (he’s had millennia to dissect and devour every form of human desire and regret. Trust him when he says he knows what you’re feeling. He has tasted it before.)
+intensely curious
+playful
+adaptable
+creative
+has an infectious energy and passion, and is oddly supportive (even if he tends to support horrible, energy-draining ideas and crackpot fantasies that are bound to go nowhere, end up in life-consuming obsession, and feed no one but himself)
+whimsical
+persuasive
+/-overly flowery and melodramatic in all aspects of life. He lives on imagery and imagination, and the rules of reality don’t really seem to apply to him. His magic is very distorting, intoxicating, and metaphorical
+/-nosy
+/-not disloyal per-se, and not exactly neutral. He likes to play /every/ side, catching ahold of fragmentary goals and half-born ambitions before flitting onto the next.
+/-stickler for rules, though his rules are almost nonsensical and extremely allegorical (in a way he’s the unholy mix of Jareth from The Labrynith, the Riddler, and Morpheus from the Sandman comics)
+/-perpetually /starving/. His hunger and greed give him his gaunt, inhuman appearance. Despite centuries of twisting others’ imagination into his own human illusions, he hasn’t quite been able to disguise his inhumanity, and the result is both uncanny and somehow entrancing. 
+/-while on a whole he seems unfocused and a raw force of nature (barreling in every direction with deadly strength like a rushing current yet as impossible to grasp as water) he is incredibly intense and focused on small points. His plans from a grand scale seem to constantly shift, but this is because he focuses on very small issues before becoming immersed in his next micro-obsession.
-quixotic
-possessive
-greedy
-irresponsible
-quick to make judgments and resistant to changing his mind (even given counter-evidence)
-irrational
-while he tries to appear pleasant, gracious, and giving he can be quite vicious and spiteful when he feels you are hampering his plans. He also spares little thought for the live he ruins. In his mind he gives them a greater gift than the energy he takes, and his illusory worlds provide more comfort than reality. He rarely sticks around to see the evacuated, hollow, delusional human wrecks he leaves in his wake.
Powers, weapons, and skills:
Like many other Fae, Mr. Mercurial draws his power from the energy of living beings. While others focus on emotion, his energy source is even more intangible. He feeds on dreams themselves, crafting palaces of fantasies from wisps of imagination. While his magical source may be the most obscure and metaphorical, it has some of the most concrete uses. His very life-blood is a sea of hypnotic dream and he’ll shed his blood for any would-be dreamers and hopeful innovators...for a price. Above all, Mr. Mercurial craves novelty, always hunting for the next groundbreaking idea, or intensity, searching for souls deeply wrapped in their own daydreams. The advent of mass media and entertainment was more than he could ever hope for in this quest. Now he has a rapt audience already primed for dreaming and already hooked on diversion. And in a city full of vices, who will pay any attention to one more shadowy figure pushing iridescent, quicksilver pills in back alleys? He says they’re simply melatonin. But the dreams they conjure are like nothing you’ve ever experienced. In the end, they become more real than reality itself, and life will never be quite as satisfying as that world you build within your mind.
Worst of all, as The Sandman accumulates loyal followers, lovingly called his Dreameaters, his powers grow. His quicksilver pills are picking up some very strange side-effects, and the human world is starting to take notice.
In essence, he creates daydreams so real they can become physical to their target. They often weave into elaborate distortions of reality, each personalized to the dreams of the viewer. The more the individual's mind fills in the gaps in the dream and the more they become submerged in the fantasy, the more power Mr. Mercurial can siphon from them. This works on Fae, shifters, and Witches Proper to some extent, but humans are much more susceptible. His favorite prey of all happens to be hedge witches because they are still human enough for vivid dreams but have some amount of Power.
Weaknesses:
In many ways, his illusions are stronger than his physical self. He is crumbling and tearing apart at the seams, like worn paper. This frailty causes him to rely even more heavily on his powers, thereby accelerating the cycle of decay.
His power must have a fertile mind to catch hold. Therefore, his illusions are realest to creative, artistic, passionate, or curious individuals. Those who are overly rational, small-minded, or inflexible simply won't be able to embellish on his fantasies.
While old film, books, and other older physical media can still harbor his powers, he hits the same pitfalls as many other fae. Modern technology, including phones, cameras, and computers just won't take up his magic. He is also weakened in the newer part of the city, and shuns the tall glass and steel skyscrapers in favor of crumbling brick and shadowy alleys.
It takes a little knowledge about a person or direct contact with his blood to create a very vivid dream-world. Usually after taking one of his quicksilver pills, he sticks around to talk and fish out more information on your darkest fears and deepest hopes. Only then can he truly weave a dream strong enough to entrap a human to their death. 
The more Dreameaters he amasses, the stronger his power grows. But his body weakens. He counteracts this by devouring the physical body of his most imaginative Dreameaters. He doesn't relish this aspect of his powers, but views it as a noble sacrifice by his loving children so the dreams may continue. What he /doesn't/ realize is that once he has devoured them, they are a part of him and have some small access to his powers. His blood is their blood, and they have started appearing in visions to some of the Dreameaters and those who try his quicksilver pills (but more on that to come in NPCs).
He may think he has a perfect understanding of human nature, but his views on human emotion and motive are actually very black and white. He knows their deepest failings and their greatest hopes, but he doesn't really understand the grey area most people dwell in, both evil and noble. This can certainly be used against him.
Finally, and most importantly, he is almost as caught-up in his own webs as his Dreameaters. He has lived in fantasy so long he is rather delusional.  Though he claims to control his fabricated reality, it has taken on a life of its own. It may just be devouring him just as it devours his human prey.
Likes:
Modern technology
movies and media. He is /obsessed/ with movies and tv. They are the closest thing to mass-produced versions of his power, and provide very convenient ways for him to siphon energy.
especially enamored with classic hollywood
melodrama
watching from afar
horrible jokes
creativity
art
anyone with a driving passion
making dreams come true (or at least, so he says)
messing with the other Fae and Witches Proper
humans. He may be a parasitic force of nature, but he truly loves how every small, inconsequential human has the capability to dream and create their own worlds. Probably of all the Fae, he has the greatest love and awe for
Dislikes:
realists
boring individuals
small-minded people
fae who look down on him for his close association with humans
not getting his way
boredom
those who bring up his more brutal violent side. He sees himself as a savior and martyr, literally giving his life-blood for others' enjoyment. So what if he takes their soul in the end? They had a more fulfilling life in their daydreams than they ever could in reality.
modern technologies thwart his powers
not getting to make a grand entrance
Short bio: Chelem is older than the memory of man. He was there when the first human hand scratched the shadowy outline of a mammoth into a wall. He was there for the first raising of a wall, for the first dreams of warm summer in frigid winter nights, for the first spark of creativity that turned shapeless rock into a flint dagger. As man grew, so did his power. While other fae shunned humanity, he saw in them the spark that has kept him fed for millennia. For humans, above all others, can dream. Through the centuries he has whispered into the ears of kings and alchemists, pauper revolutionaries and grand artists. He has led many to the path of destruction, just as he has led others to immortality through almost impossible deeds. And in return, they have woven for him a world of dreams. He cloaks his true guise in their hopes and fears. Though he lacks the imagination himself, his human pets have crafted for him a shell to live in, almost human but never quite right. He is a mocking reflection of the creatures he so deeply loves, and he is relentlessly ravenous for new ideas and new fantasies to build on his already lush imaginary world. For only there does he truly feel safe. In reality, his flesh is fragile and crumbling. He is wasting away in his own web, only barely clinging to existence with the bloody deaths of his followers. But the resurgence of the Stone is bolstering his powers, and through his quicksilver pills and his growing army, he finally sees a way to stabilize his form or, more terrifying still, to shed it completely and engulf Morrow in dream.
Life in Morrow: He runs a movie theater in the bad part of town. Little do his customers know that he sits above the crowd, not watching the flickering screen but focused on the rapt faces of the audience. He lives for their emotions, their wayward dreams and petty fantasies. Mr. Mercurial feeds on the imaginations of his customers, and has moved far beyond passively gathering their cast-off fancies. He has developed what he calls "quicksilver pills," an iridescent, silvery capsule sold to human, fae, shifter, and witch alike. While he claims they are nothing more than melatonin, they produce dreams so vivid and captivating that users can waste away, stuck in their dream world. Mr. Mercurial is slowly building an army of these Dreameaters, who wander the streets with glazed eyes and a metallic sheen across their lips before dying, desiccated and strangely opalescent. The human police are hot on the trail of what they believe is a new drug craze sweeping the streets of Morrow. But the magical inhabitants know better. Mr. Mercurial is amassing forces, building his own generator for energy as the magic in the world slowly drains away. And the more his power grows, the stronger his quicksilver pills become. They have gained strange new side effects which have the magical population of Morrow even more worried than the police. For Mr. Mercurial's Quicksilver pills can grant magic to humans. Now, this isn't true magic, merely an amplification of very small talents into one focused power. But while this magnifies magical talent, it works much like a magnifying glass channeling sunlight to fry bugs on the sidewalk. Dreameaters are starting to overpower, exploding (sometimes literally) with magical outbursts across the city.
Why do they want the Stone? He believes with the Stone he can magnify his powers enough to plunge the whole world into illusion (or as he says, "wake the world"). Though it may seem selfish, he truly believes the world will be better off if everyone succumbs to their fancies and is fully submerged in dreams. And with a growing force of Dreameaters at his disposal, he may just be in a position to find the Stone (and its unlucky Keeper) before the rest of the magical world of Morrow can get their hands and claws and unholy tentacles on it.
Greatest wish?
To build a world of dream strong enough for him to finally relinquish his fragile body.
Greatest fear? 
That the creativity of man is dying and that he'll slowly fade.
What 5 items would you put in a pentagram to summon them? Movie-theater popcorn, a reel of film, a dash of mercury, a bowtie, and the scent of lavender.
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annataut · 5 years
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Skin care products for this summer season
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pools, playgrounds and picnics are all part of summer time outside amusing. Whilst fitness mishaps occur, over-the-counter treatments can assist. To inform your choices, take a look at out the trendy pinnacle encouraged health products to deal with commonplace seasonal issues for kids and adults. Plus, see the subsequent recommendation from physicians on selecting otc merchandise for summer time health woes. Insect bites and stings
mosquitoes, ticks and other insects are happy to sign up for your picnic. Relying on wherein you stay — or tour — you may be exposed to tick-related threats like lyme disorder or mosquito-spread sicknesses like malaria. Trojan horse bites are a “extraordinary-huge” cause for summertime workplace visits, says dr. Natasha burgert, a pediatrician with a exercise in kansas city, missouri. In her midwestern area, she says, there are lots of “angry ticks” in addition to mosquito-borne ailments. “we propose 10 percent deet repellents for most of our kids,” she says. Even as natural or eucalyptus-based totally products may be good enough at the playground, she says, they’re truly now not sturdy sufficient for heavily infested places. Bees and wasps also can take the thrill out of outdoor fun. A spread of insect chew and sting management merchandise can help. Allergies and colds
respiratory conditions consisting of allergies and colds don’t take summer season holidays. For watery eyes or a stuffy nose, antihistamines for hypersensitive reactions can provide alleviation. “we’re seeing plenty of seasonal hypersensitive reactions and a few asthma flare-americahere and there,” burgert says. For seasonal allergic reaction symptoms, “we typically advocate just over-the-counter liquid antihistamines or chewable pills,” she says. “simply, tablets for our big youngsters.” steroid nasal sprays can also help. “maximum of these are over the counter now, too,” she notes. “so we’re very fortunate that most of our families can control seasonal allergic reaction stuff simply by way of going to the drugstore and no longer coming to us.”
movement sickness
from lake boat rides and sea cruises to curler coaster thrills at the leisure park, summer time is prime time for motion sickness. For some humans, all it takes is a avenue ride or teach adventure to break out in a sweat and sense queasy, dizzy and nauseated. If being a passenger makes you suffer, movement illness remedies consisting of dramamine and bonine may additionally assist. “we see quite a few motion sickness (in) our younger youngsters,” burgert says. “generally, for younger kids, the energetic element that enables with movement illness is a derivative of benadryl — an antihistamine.” at ages 10 or older, she says, mother and father can start to use movement-illness products for youngsters. “motion-sickness bands, like wristbands — numerous my families absolutely like them as well,” she says. Scar prevention
“summer season is also a time where we see a number of burns, from fireworks, grilling out and campfires,” burgert says. “maximum children who have considerable burns need prescription stuff to start.” kids also can injure themselves at the playground, main to cuts and lacerations or jagged wounds. Many mother and father are concerned approximately scarring. Burgert recommends scar treatments along with mederma, excessive-vitamin e products and silicone pads to sell recuperation and reduce the advent of the scar. Maintaining wounds moist, as opposed to anticipating scabs to get dry and crusty, is also key. “we keep the street rash and those lacerations and cuts covered with simply petroleum jelly, a & d ointment,” or similar products, she says. “something that maintains them nice and moist at some stage in the healing technique for better cosmetic effects.”
dehydration
as temperatures upward thrust and you enjoy amusing activities within the warm solar, dehydration may be a hazard. Besides keeping a water bottle on hand, you may want to stock up on hydration assist merchandise to refill electrolytes including potassium and calcium for more secure sweating. Further, in case you suffer from meals poisoning whilst attempting new foods on your travels or digging into summer season picnics, staying as well-hydrated as viable is a should. Dry pores and skin
parched, dry skin is more liable to itching, sloughing and even tearing from scratching. It’s important to take right care of your pores and skin all through summer (and year-spherical). Moisturizers inside the shape of creams or lotions add a further layer of protection among your skin and the elements. And as you age and pores and skin turns into extra sensitive, it becomes even greater important to moisturize your skin. Diaper rash
diaper rash can get worse in warm climate. “we see yeast-based totally diaper rash plenty within the summer season just because kids’ bottoms are hotter, that is what yeast love.” burgert says. “so, we without a doubt see a few breakdown.” making use of clotrimazole-based products can relieve yeasty summertime diaper rash, she says. Infants also can suffer every other diaper-primarily based danger. “bugs love the diaper place, so we see worm bites proper at the threshold of the diaper line and those usually get inflamed because it’s a grimy location,” she says. In that case, she provides, a topical antibiotic like neosporin may be useful. Sunburn relief
a sunburn is a primary-diploma burn to the top layer of the pores and skin a good way to subsequently heal on its personal, says dr. Ethan lerner, an partner professor of dermatology at harvard scientific college and massachusetts trendy health center. However, he says, aloe-based totally merchandise can make sunburn experience higher, and he’s a fan of botanical products in preferred — whilst sold by using legitimate stores like local pharmacies — for their ability for high quality health effect. To deal with superficial burns, he says, applying bacitracin ointment or even just vaseline is foremost to neosporin due to the fact humans are much more likely to be allergic to the latter. With blistering sunburns, he notes, the larger difficulty is the better correlation with growing cancer skin cancer inside the future. Ultraviolet ray safety
going on a street trip? Sunscreen is a ought to to shield your skin from the sun’s uv rays. You might face more publicity than you recognize. “while maximum of the sunburn is from so-called uvb, the uva mild is what’s predominantly accountable for skin ageing,” lerner says. Preserving car windows closed for the duration of road trips isn’t enough safety, he says. As an instance, a ordinary motive force’s left arm indicates an awful lot extra solar damage than the right, whilst a frequent passenger’s proper arm may additionally show extra solar-aging consequences. Lengthy sleeves of any fabric offer some safety, lerner notes. Automobile manufacturers are catching on, he adds, with some imparting car home windows with uva protection. Sunscreen for youngsters
mother and father want effective sunscreens for children to preserve them secure outdoors. A baby’s sensitive pores and skin needs safety, too, and sunblock creates an invisible shield. “maximum of the sunscreens are tested down to 6 months (of age),” burgert notes. “however even under 6 months, if we know that babies are going to be in direct solar, we nevertheless advise zinc- or titanium-based totally sunscreen.” chemical publicity is lower than with different sunscreen lotions and sprays, she says, despite the fact that the ones can be extra convenient. At any age, she says, the bottom line is that parents ought to use products that don’t make youngsters break out or get a rash, and practice them sufficient and frequently. Poison ivy and poison oak
trekking and exploring within the woods can lead you straight to poison ivy. Topical otc merchandise which includes cortizone-10 (hydrocortisone cream) and caladryl (calamine lotion) can relieve itching and dry up oozing from mild rashes. But, you should call your medical doctor with more critical instances involving fever or problem respiratory, consistent with the american academy of family physicians. Rash in your eyes, mouth or genital location, pus-oozing blisters or rash overlaying massive areas of your frame may additionally require medical interest. In wellknown, lerner says, “i might generally tend to try to keep away from the plant or to try to use a reasonably potent, prescription-strength topical steroid to treat poison ivy.”
dirty swimming pools
swimming pools — especially lodge swimming pools but neighborhood swimming pools, too — are breeding grounds for infection, a might also 2018 record from the centers for disorder manage and prevention showed. Swimming with an open wound to spread or allow germs in is the closing aspect you want to do. Waterproof adhesive bandages offer essential protection. “if you’ve were given an open reduce or sore, you’ve got to have that water-proof (bandage) on, no longer only to shield your friends in the pool with you, however also assume there’s been a child with diarrhea in that pool in the final 24 hours,” burgert says. “that is a large danger for purchasing that wound inflamed.”
poolside fungus
even with out jumping inside the pool, the capability for getting athlete’s foot exists simply from on foot in the poolside surroundings, lerner warns. Otc antifungal merchandise to treat athlete’s foot encompass lamisil, lotrimin and zeasorb. To prevent athlete’s foot, put on turn-flops or bathe footwear to reduce exposure from pool decks or public bathe floors. Summer fitness risks and merchandise
these otc merchandise help save you or deal with summer health mishaps:
— antihistamines for hypersensitive reactions.
— sprays for insect bites and bee stings.
— capsules or wristbands for movement sickness.
— creams or pads for scar management.
— hydration support to prevent dehydration.
— moisturizers to stave off dry pores and skin.
— lotions for diaper rash.
— soothing sunburn products.
— sunscreen with uva safety.
— sunblock and sunscreen for youngsters.
— poison ivy topicals for itching and rashes.
— safety from pool-based totally infections.
— antifungals for athlete’s foot.
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anjoholegacy · 6 years
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Since we still have no details on Fire Emblem switch, I figured I would make a list of hopes I have for the next entry in the series.
Since Fire Emblem is an ever evolving series, adding more elements as they go, I figured I would split the list into two sections: a "Keep/Add" section, and a "Remove/don't add section"
Keep/Add
Keep My Units, I am 100% for custimizable units in jrpg's and keeping that feature from the last 3 games would be great.
Add more customization for male MU's. This is something I notice with Jrpg's in general, there is a pretty big lack in good customization options. In most games, I just opt to play a female character because they not only have more options than guys, but better options. I can have multiple different, good looking, styles to pick from as a girl, but really only 1 or 2 styles that look passable as a guy. Let guys be pretty damn it.
keep the branching paths of other FE games and enhance them, make the choices actually matter. And furthermore, add far more choices. The choices in Sacred Stones and Fates were just simple choices of what static path you wanted to take, adding very minimal replay value in total.
Add more manaketes. This isn't some deep game design aspect, I just like my dragons.
Keep the dungeon and rpg elements of Gaiden/Echoes. Those aspects were incredibly unique and were the best things to come from those games, it would be a shame to never use them again especially since they were refined in Echoes.
Keep weapon skills from Echoes. These added some much more depth to the normal combat formula and provided an incentive for diversifying the weapons you used and not just giving everyone a generic weapon.
Bring back old style forging. I hated the forging in Fates. The weapons were already horrible in that game and forging them honestly offered no benefit, especially since you had to not only have multiple copies of one weapon type, but also had to have a specific resource type. Not to mention you had to keep upping the amount for higher level forging. So I think a return to either Awakening style or Radiant style Forging would be better. Personally, I am partial to Radiant style as it makes a weapon from the ground up and allows you to change it cosmetically. Speaking of....
Add more cosmetic options in forging. In the Radiant games, we were given the option of choosing what color we wanted our newly forged weapon to be. This could be anything from a spear handle to the blade of a sword. While it’s simple, I thought it was pretty neat. In lieu of that, what is we could add more? What if we could add things such as particle affects, changes in design, different blade types, guard types or what not? What if we could could change the way magic attacks looked? I know that this is, again, nothing mechanical or too important, but I just think it would be a neat thing to toy around with.
Add more difficulty, and not in the way Conquest did. Conquest was supposed to be an answer to fans of the game who said that the games were getting to easy. But instead of using fair difficulty like smarter and more aggressive AI or better map design, Conquest went for gimmicks. Take the wind tribe level for instance, it was a horrible mess of relying on one gimmick that the player had only a fraction of control over by using a limited number of non-respawning dragon veins to prematurely activate a wind effect that would move enemies. But, it would still also move YOUR units making using them almost pointless. On top of that, if you didn’t activate the vein, the wind would go off anyway, providing no difference other than the fact that ENEMIES wouldn’t be moved. So even if you didn’t use the veins, the affect would mostly be the same regardless.
Add more classes. You can never have too many classes.
Bring back weapon durability. The unlimited use weapons in Echoes weren't that bad, but that’s because they were all optional and units didn’t even have to wield them to fight. Not to mention they actively benefited the units by providing weapon skills to use. This is not the case for Fates. The weapons in Fates were horrible, being both weaker than the limited use weapons and also giving the units that use them negative affects like silver weapons decreasing attack and skill with each use and steel weapons dropping your speed by a whole 5 points. I don’t care if I have to continually buy new weapons or watch weapon uses, I would prefer that over having to watch my unit’s stats drop each time they enter a fight.
Add way more non-romantic supports. This always bothered me in Awakening and Fates, most supports were always geared toward unit marriage. While I still like these supports, I would also just like to see two units hang out as friends with no focus on romance. Not to mention, it just seems unrealistic that two guys in the same army would have nothing to say to each other, but they would chat up every girl they see.
Add more LGBT units/ marriage options. I know Fire Emblem hasn’t always had very deep supports for a long time, or even ones geared toward romance for even less. But I feel like it would simply benefit the experience to allow there to be more than just straight couples.
If weapon durability does come back, make legendary weapons unbreakable. It makes no sense that they would be breakable in the first place.
If you don’t make them unbreakable, bring back weapon repair. This was something only used in Genealogy of the Holy War, but I have no idea why it was scrapped. The ability to allow you to add more uses to weapons, especially special or forged weapons, should be a no-brainer. It just feels stupid to spend so much gold on making a weapon powerful, only to have it permanently break eventually.
Add more cosmetic items. Fates added the costume shop, and with it, the ability to buy cosmetic items to have units wear. I want that expanded to more than just masks and pauldrons, but also to wearable costumes, hairstyles, etc.
Keep the full voice acting like from Echoes. Dear god, the voice work in Echoes was a masterpiece worthy of being the first fully voiced FE game. Every character sounded how they should and every delivery was spot on. I want this to be a regular feature in fire emblem from now on.
Please make multiplayer better. Awakening’s multiplayer was kind of sub-par and unengaging and Fates’ was an easily hacked, unbalanced, mess that favored using the same 5 units over and over and over again, especially with the advent of skill castles being formed from just how easy it was to crack the game.
Add cooler critical animations. Listen, I’m a fan of all the one-liners characters have in the recent games, but the sprite criticals from the GBA games were better by far. I know it’s harder to bring back in 3D, especially with the camera buttons having multiple angles, but I feel like it’s entirely possible to spice up the rather dull critical animations 
Add an explanation to what a fire emblem actually is. At this point, there have been 7 fire emblems and they don’t have any shared commonalities other than being an all-powerful macguffin that may or may not being related to dragons. 
Bring back double roll rng. Hybrid roll didn’t work, might as well bring back double roll and throw the player a bone.
Remove/ Don’t add
For the love of god, don’t add child units. Holy War did it right, having the story broken into two sections, one where the parents were the focus and the other where the children were, thus giving the children their own identity away from their parents by virtue of having accomplished things on their own. It also made sense for the story. Awakening did it worse but still passable, having the children be woven into the story in a time travel subplot and establishing them as being their own person without their parents around. It wasn’t great, but the kids were so I let it slide. The children in Fates were both horribly written and horribly implemented. They had no story nor logical reason to exist and the pocket dimension bullshit was absolutely a garbage explanation. These children also very rarely had any real redeeming character traits or well written personalities. All in all, unless you actually have a story reason for them, and a story reason that works well, just don’t do it. Let it go.
Don’t reuse My Castle. This feature was honestly more annoying than anything, adding a bunch more annoying or outright pointless functions such as materials, crafting, or having to spend points to upgrade a weapon or rod shop just to actually get sub-par equipment. I know I talked a lot about aesthetic additions and how much I liked customization, but when customization gets in the way of proper game-play, scrap it.
Don’t tie this game to any other previous entry. I get it, Awakening and Fates made big money, but it’s high time to move on. Intelligent systems has been favoring these two games too heavily in Heroes and Warriors, and it would only stand to hurt the new game if you tied it into the plot of Awakening or Fates. Just let it have it’s own identity.
DON’T PULL THAT POKEMON SHIT YOU DID WITH FATES. Fates being cut into 3 games did nothing but harm the development of the game, player reception of the game, and force players to waste money on 3 different games all to understand the full plot and it was NOT worth it. Keep the game to one copy.
Stop adding beginner’s trap characters. I know this has been a staple in FE since the beginning, but can you just cut it out already? If you seem so keen on teaching players not to rely too heavily on one super-unit, then why put it in at all? Just focus on making the earlier levels about having different units be used for different tasks and not try to screw with unit leveling early on.
Tone down the fan service. I get that the latest entries have been centered on it and it brought more people into the series, but no one in Fates wore pants. It’s getting out of control.
Get rid of Heart and Friendship seals. I honestly see no good reason why these were added in the first place. Second seals did their job just fine and didn’t require you to grind support levels just to get more classes to switch to. These were just a waste of development resources honestly.
Remove the second seal de-level loop. Allowing your units to infinitely level up to their max stats broke the game outright, don’t allow units to reset their levels with second seals any longer.
Please, PLEASE, do no add motion controls. This is something people have hated since the wii, forcing gimmicky control schemes or innovation focused controls where they don’t belong. The game has no need for them, just don’t do it.
Don’t pull the “it was an evil dragon all along” cliche. It wasn’t clever the first time, it’s not clever now, and its continued use has done nothing but make the story predictable and actually damage how good some villains are as their whole motivation can be summed up as “I must serve my evil master who is very evil, because I am also evil.”
Don’t add the skinship feature back in. People were more upset about its removal as a meme, no one actually wants this awkward and kind of creepy feature back. If I want something like that, I would just play my copy of Senran Kagura.
Remove phoenix mode. Casual mode was already a great introduction to newer players, and provided a minor punishment for mistakes so that new players could learn tactics more comfortably with no real risk. From there, players would go on to play normal mode or harder difficulties with more confidence. Phoenix mode doesn’t do any of that. Phoenix mode teaches you nothing, does not benefit new players in the long run, and does not incentive higher levels or difficulties of play. Fire emblem requires the challenge to be engaging. Otherwise it’s just a boring slog with a pretty uninspired and not entirely well-written story. Focus on improving the game play, not harming it by adding a “press X to skip combat” button.
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