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#they came from below dlc
leafiz · 6 months
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posting these because i saw someone post the burnsy one !! all made by me and my brother :3
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fairymousse · 3 months
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Omg, been fighting DLC Final Boss for ages, and I think while the lore is kinda shaky, the themes are perfect.
Spoilers below
So, everyone has been talking about how little base game connection Radahn really has to Miquella, which is true. But thematically, it's excellent.
Radahn styles himself after the two Elden Lord's Godfrey and Radagon. We can see evidence of Godfrey being kind, like his tender moment with Morgott, but general consensus is that he is a warmonger and complicit in Marika's order. Radagon as well is idolised, with his red hair being a symbol of pride. Similarly, the Consort Radahn boss fight emulates both of the Elden Lord boss fights. Radahn is silent, like Radagon, and Miquella on his back greatly resembles Serosh on Godfrey's back. Radahn promising lordship to Miquella makes perfect sense, he's emulated Lords his entire life. The refusal to honour the vow probably came from his loyalty to the Golden Order, which is why Miquella planned to have him killed, then revived.
And like, Miquella calls us "lord of the old order", which is true, but as you think about, Miquella's order is drenched in relics of history. For all his promises, his age of compassion mirrors the Minor Erdtree incantation: the kindness of gold without order. He returns to the site of Original Sin, in the Land of The Erdtree's birth, with a lord at his side who emulates previous lords who enforced a previous order. He is recreating an old order, in the hope it will be different this time. Yes, it's built on blood, but it'll all be worth it this time.
Omg even Marika herself harboured doubts about her order, leading her to shatter it to make room for a better one. Miquella removes his own doubts, meaning his flawed order so similar to the previous one, would be eternal.
Miquella's dream of a gentle world is well intentioned. But his plan to get there feels uninterrogated. As does his choice of Lord. To me, I think Radahn promised Miquella when he was still a Fundamentalist, and Miquella clung to it long after his order changed. And how could Miquella change his mind? He cast aside his doubts. (See my post on St Trina for my thoughts about that).
Miquella is a tragic figure, both self-sacrificing and manipulative, in search of an ideal that he cannot meet. The ends couldn't justify the means, and his order could never come to pass, but the dream was pure and kind. It's brilliant.
I wish this was more explicit though. The gut reaction still is to be quite confused.
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fuckitwebhaal · 1 year
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the dark urge
please do not come for me these are just my takes and opinions on the durge route, as someone who has run it through a few times and is pretty familiar with the lore in regards to the previous games. also massive spoilers below. like if you do not want any dark urge spoilers stop reading now.
The Dark Urge (henceforth referred to as DU), whether approached narratively as resisting or as succumbing, is more of a solidly fleshed out origin for a customizable player character compared to Tav. The reason for this is because the DU follows the precedent set by the previous Baldur's Gate games where the main player character is a Bhaalspawn. (If I recall correctly, that was also the intention for BG3, but it was scrapped and the origins split to allow for a fully customizable option).
I'm not going to get into the history of the Bhaalspawn, save to say this much: The protagonist of BG1 & 2, Gorion's Ward, is referenced on rare occasion throughout a DU playthrough and is implied to be dead. (Though they are never named as Abdel Adrian from the TTRPG canon, it is implied that it seems to be following a blend of canon from BG2 and the TTRPG canon). Bhaal, who had split his divine essence into his many children, relied on their deaths and a ritual so that he could return--in a physical sense--to the planes and reclaim his godhood as the Lord of Murder.
You, BG3 DU protag, are crafted purely from Bhaal's divine essence. This was confusing to me at first, because I had believed Bhaal incapable of having any more mortal children (due to not having a physical presence), but it is implied that Bhaal's spiritual and divine essence is strong enough to form you from himself, he is merely lacking the ritual that would return him to physicality. Which is where you come in. And, Orin, I guess.
Because you were crafted from Bhaal, it is implied that any cultural or genetic claim (such as half-elf, dragonborn, or whatever race you choose) is but Bhaal's mimicry of what those stereotypes should be. You're a killer, a Bhaalyn through and through, and you'll be the one to slay the world and slit your own throat on the carcasses left behind to bring about Bhaal's return. The only thing is, you got cocky. Confident. Comfortable. Careless. You got comfortable in your alliance with Gortash and Ketheric. Orin was jealous and wanted your blessing--your place as Bhaal's chosen--, so she struck you down, muddled your mind, and infected you with a mindflayer parasite. That's why you have no memory, and why you ended up on that ship.
So, here you are. You have no memories, but you have a rage and a disgrace and a vengeance you can't quite place. You've got an urge telling you to kill, kill, kill.
Pause. In previous games, the Bhaalspawn protagonist didn't have a "dark urge" that caused you to want to commit violence or murders outside of your control. (Not including Siege of Dragonspear (2016), which does include one uncontrollable murder. This DLC was released as a bridge between BG1 & 2 and came out after the pitches for BG3 had begun). It's implied that this is because of your pure divine creation--think Jesus. Think godspawn. God and mortal. That's what you are, murder incarnate.
The main crux of the DU run, then, becomes this: what do you want to do with this? There are a few paths laid out before you, but the narrative is pretty clear: you are a killer, and you'll always be a killer. This is where I first ran into my concerns with the DU; I was afraid it was going to be an edgelord-y, murderhobo-y playthrough that sacrificed story and companion mechanics for the sake of a bloody kill and edgy narration. I was pleasantly surprised to find that it wasn't the case, because the story unfurls really well no matter which way you go.
A friend of mine played the DU run totally evil; every bad option, every urge indulged, so I asked them what they thought of it. They said it "It definitely involved a lot more violence and death than [their Tav] run, but it's not like [they] murdered everyone [they] came across", and "It did feel a lot like someone very confused with themselves becoming very drunk with the power that comes with the urge".
I played my two DU playthroughs in two parallel ways. The first being Kyr; a DU who wanted to resist his urges and talked a good talk, had a good heart, but at every major moment, he failed to resist and ultimately succumbed back to Bhaal's embrace and became his Chosen.
My other playthrough is Nyris; a cynical, mistrustful bastard, he started out a little rocky, but growing with his companions caused him to reject the evil in his blood despite his other moral shortcomings; in the critical moments, he rejected Bhaal's influence and overcame.
How the DU presents to me, then, is this: nature v nurture. Which will win, which will overcome? By playing Kyr, it felt as though the nature was his driving force. It didn't matter how removed he was or how hard he tried to convince others that he could do better--how hard he could try to convince himself he could do better--he was already doomed by the narrative. Bhaal's manipulations drove him back home, and he didn't even realize that he'd been sucked back into the cult until it was far too late.
But, then, what about Nyris? To him, it felt like nurture. If you remove the cult from him, the indoctrination, what was left? A man struggling to make his own identity, but among those who reaffirmed it every chance that they could. He relied on his own strength and that of those around him to overcome, even if he was unsure, afraid, doubted. It feels like the nurture, or lack thereof, of Bhaal and the Bhaalist cult meant that he was free to grow and learn away from it.
It's something I find further supported in conversations with Jaheira and Minsc, who both talk about "their Bhaalspawn companion", otherwise known as Gorion's Ward from the first two games.
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[ID: Minsc: "If Minsc did not inherit the flaming red hair of his mother, or the bushy red beard of his father, why would the spawn of Bhaal inherit his wickedness?"
Kyrran: "We should talk about nature versus nurture some day."
Minsc: "It is simple. As with all battles, the winner will be the one that carries the bigger sword."]
So, in my opinion, the personal arc of the DU and one that the player must engage with is the idea of nature versus nurture, and how your DU will cope with the revelations of their paths in light of the new memories and friendships that they have forged. That's not to say you can't always swing to one extreme; never indulge or always indulge, it's still digging into that nature versus nurture idea.
There is, also, the more overarching theme of BG3 in regards to breaking cycles of abuse, power, and control. If you lean into the idea of nature v nurture, and you realize that there were originally foster families involved in the upbringing of the DU (before said families were murdered, or the DU stolen away by the Bhaalist cult), you have to consider two things:
1.) Bhaal is comparable to both Shar and Vlaakith as gods that indoctrinate their religious followers, and
2.) Bhaal is comparable to Mystra and Cazador as those who take control of a severe power imbalance to inflict their will.
The narrative informs you, if you accept Bhaal's gift as Chosen, exactly the consequences that will fall upon you. It is the same as the consequences that are so heavily explained to you in regards to Shadowheart, Lae'zel, Gale, and Astarion.
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[ID: *A gift from your god, your Father. An offering of his affection for you, or confirmation that he owns you.*]
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[ID: *For a moment, the brine-pool of your brain clears. To die: to rest, to save the world from yourself. To accept, to become his prophet - in any disobedience, subject to his lash.*]
A lot of people say that the DU run is the "evil" playthrough, and it truly isn't. Just like any of the other decisions you make in this game in regards to your companion quest, it is a question of power and control. Power you give up by rejecting Bhaal is also control that he loses over you. Power you gain in accepting him, to exert over others, is also the control he will take. It's up to you how you will approach the DU, but I think it is shortsighted to say it is the "evil" playthrough if you are not fully engaging with the themes. You can make all of the good options that you can make with Tav--but you are fighting the narrative. The narrative has a plan for you. If you want to resist, you will have to fight for it.
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skyloftian-nutcase · 6 months
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TotK DLC idea!
The screen is black. You don’t hear anything for a long time. Then, faintly, in the distance, you can hear it.
Link. Link. Open your eyes.
While the line echoes familiarity, the voice does not.
Or. Well. It does. Because while it isn’t Zelda, it’s a familiar man’s voice speaking gently, so gently you almost don’t recognize it because there’s no way he ever spoke like this in the main game.
But he is now. And instead of a golden light being the first image you see before the screen shows Link awakening… you see gloom floating in the air. The image cuts to a Hylian waking up who… doesn’t look like Link from TotK?? He’s different, still small in stature, with slightly tanner skin, platinum light blonde hair, and red eyes. But… something’s wrong with his forehead. There’s a weird line on it.
This new character you apparently are gonna be playing in the DLC blearily blinks his eyes open, clearly groggy and too weak to really move. But then that line on his forehead moves a hair, it splits apart, and you realize it’s a freaking eye, red and yellow and it’s like the ones on gloom hands and oh gosh what the hell is it doing on his forehead—
Link realizes something is off and his eyes blow wide, his hands reach for his forehead and he screams in agony and terror, only for someone to scoop him into a hug to soothe him.
And suddenly you realize why that voice was eerily familiar.
It’s Ganondorf. He resurrected you from the era of the Imprisoning War. You, who have a history with him and his family. You, who he wants to protect, who he views as his kid, who he calls a prince and says he’ll keep you safe by controlling your body with his dark magic if he has to.
Welcome to Tears of the Kingdom: Hero’s Shadow.
You have to play a long gone Hero who was resurrected. Ganondorf, who is still recovering his strength in preparation for killing the current Hero, tasks you with finding your betrothed, his daughter, as well as his wife. They’re buried somewhere in the Depths like you were. He wants you to find their burial sites so he can use his secret stone to resurrect them like he did you, and control them as well. Which is doubly bad when you realize his wife was the original Sage of Lightning. He gives you free reign to wander once you go through a tutorial (he tests you to see if you’ve recovered enough strength), because he knows you love wandering and collecting things. Your own personal objective, however, is trying to help Hyrule from the Depths, to break free from Ganondorf’s control, because Link would rather set himself on fire than let Ganondorf resurrect and control the love of his life and his mother-in-law. Your best hope is to find shards of the shattered Master Sword to try and stab the eye on Dark Link’s forehead and break the control Ganondorf has on you. Until you can, though, the monsters are your allies, you can teleport across the Depths by manifesting out of the gloom created by gloom hands (just like what Phantom Ganon does), and the world below is your oyster. If you get too close to sword shards when gloom hands are nearby, Ganondorf can see your attempt and immediately takes control of your body, and no matter what button you press Link just walks back to Ganondorf’s location and stays there until you get a chance to try again.
You start with three hearts, all empty looking like when gloom hurts you, and if you get injured they just shatter. Whenever they all shatter, you respawn at Ganondorf’s location because his gloom hands came and rescued you from dying. The only way you can get more hearts is by collecting poes and offering them to the statues in the Depths. You can communicate with the spirits of soldiers, who may give you combat tips or info about the area. If you gain enough of Ganondorf’s trust, he’ll let you command monsters, and he might even let you wander the Surface (under his supervision) during a blood moon.
You learn of Link’s and Ganondorf’s history through discovering ancient relics/texts that trigger memories. This connection between you and Ganondorf stems back to time before the war, well over ten thousand years ago. Link was engaged to Ganondorf’s daughter, but during the Imprisoning War the family fought against the demon king. Ganondorf did love his family, but he loved power more. Link sacrificed himself, letting himself get mortally wounded to save Rauru from a killing blow. Gan held him as he died, and it allowed Link to both beg him to stop and stab him in the heart with a light shard. The shard didn’t kill him, but it was what Rauru connected with when he hit him in the chest, allowing him to seal Ganondorf away. Ganondorf still wants the world, but his love for his family is still present, though now twisted, so he thinks he can control Link and everyone else with his dark magic in order to keep them safe and in line. Once the threat of the current Hero is eliminated, the world will be his, and his family will be safe. As such, he treats you, Link, the player, like a stubborn child, reeling you in, but does so in a horrific way, torturing Link by controlling him.
You have to break free of this and stop him, and the only hope you have is the distant call of a sword spirit…
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cyberdragoninfinity · 9 months
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I would love to hear your thoughts about the fucked-up turtle (Terapagos)
"Now let's talk about the turtle. Can we talk about the turtle please, Mac? I've been dying to talk about the turtle with you all day."
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Ok so. Short Answer Re: Thoughts About Terapagos:
WHAT THE FUCK. WHAT THE FUCK. WHAT THE FUCK. WHY DID IT DO THAT. WHY DID THEY [GAMEFREAK] DO THAT.
Long Answer Re: Thoughts About Terapagos [SPOILERS FOR THE SCARVIO DLC naturally. i havent seen Horizons so i dont rly know whats goin on with this little guy in the anime, just what we've got in the games]:
When the last little batch of new Pokemon in Indigo Disk leaked, about 12 hours or so-ish before the DLC dropped, I was at dinner with my bestie and we were looking at our phones like we were reading breaking world news. And I was looking at this tiny ass png of Terapagos's full Tera (Stellar) form.
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And I immediately blurted out "holy SHIT it's turtles all the way down."
If you're not familiar with the phrase, check out its wikipedia page; here it's most relevant as a saying thrown around with regards to the philosophical concept of infinite regress, i.e. a series of elements (or questions begging an explanation) that that goes on infinitely with each member producing the next. So let's say the world rests on the back of a giant turtle--well, then, what does that turtle stand on to keep it from falling into the void? Why, another, bigger turtle, of course! But what about that turtle? Well, you're not gonna believe this, but it's turtles all the way down.
And here's the other thing about infinite regress: it's a logical fallacy, it's circular reasoning--honestly it's a little bit of a cousin to the "which came first?" chicken and egg argument. The question in these cases never truly gets answered, it just goes on and on forever. Bigger turtles on top of even bigger turtles.
It's a paradox. :)
So Stellar Terapagos, just look at that thing. Even its dex entries talk about how it looks like a planet, how it resembles "the world as the ancients saw it"--it's very much not only trying to evoke the World Turtle concept, but the symbolism of a classic paradoxical saying. So we've already got that going on with it, that already makes me bonkers. AND THAT'S JUST THE SURFACE LEVEL.
Cuz when we look at how Terapagos behaves, things start to go from "well isnt this guy a little weird" to "oh. oh this thing is kind of fucked up and terrifying, hello, what the hell is wrong with it" REAL FAST. Its two most stressed features we see in Indigo Disk are A.) its crystalline nature and how its the progenitor of Terastalization, but also B.) it is ferociously powerful and borderline uncontrollable. It's violent. It bursts out of a Master Ball and almost kills Kieran for daring to try and control it. Heath's illustration of its Stellar form in the Scarlet/Violet Book looks so otherworldly and almost cosmically horrifying. It has Weird Fucking Powers the game does NOT elaborate on (but I will; see more below.)
And also, hey, yeah, its Stellar Form looks like a stack of world turtles, but why the FUCK does its Terastal form also look like a goddamn dream catcher.
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Personally I've been a big fan of the 'imagination theory' re: the Professors and the Paradox Pokemon and Area Zero, and folks have been arguing that Indigo Disk debunks that, but honestly I feel like we're loitering around some untold explanation that's even more bizarre. Terapagos is at least on some level tied to dreams and existentialism, and I really feel like there's more to Tera Crystals and Terapagos's relationship with them than what we've been told. Hell, its cry is even the noise we hear all game when we Terastalize our Pokemon, which produces its own myriad of questions (Are the Crystals some degree of alive? The Tera Crowns all do have Terapago's little turtle head at their base, too--does Terapagos physically or spiritually connect with a Terastalizing Pokemon? And what about that weird crystalizing the AI Professor does during its big boss fight? MUCH TO THINK ABOUT.)
Oh, speaking of Crystals--yeah. I can't NOT talk about the Indigo Disk Crystal Pool Postgame Secret when talking about Terapagos. ONE MORE SPOILER WARNING FOR THAT--SERIOUSLY GO TO THE CRYSTAL POOL AFTER GETTING THE DLC CREDITS. IT WILL BLAST YOU TO BITS. anyway.
Yeah so that's what I mean with Why Did It [Terapagos] Do That. The fact that you dont even need to have it in your party for the postgame Crystal Pool cutscene to trigger and for Terapagos to just pop out of the PC boxes on its own accord and warp space and time (and maybe even reality itself) to irreversible consequence, implying once again some great and uncontrollable power within this beast. Crazy Ass Moments in Pokemon History for CERTAIN.
And the thing that makes me most insane, thinking about Terapagos twisting time to allow you to meet the Professor, the Real Live Professor, to swap notes with them so to speak, the way it facilitates all of that, is the position it now puts the player and Scarvio itself in. If the Professor's research rests on the back of a white book given to them by a child, then what does the research of that white book rest upon? Ah, well, the expedition of Area Zero spurred forth by the fallout of the Professor's research. And what did THAT research rest upon, again...?
Turtles. The whole way down. Chickens and eggs and a paradox you're now responsible for. At the hands of a Normal Type Pokemon that tried to kill a 14 year old.
Terapagos scares the shit out of me. I love it so much. Why Did They Make It Like That <3
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uss-edsall · 4 months
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In a previous post, I spoke of my adoration for ArmA III’s primary campaigns.
The game is ten years old and feature complete, except for “Community DLCs”, that is, third-party expansions given official sponsorship. As such it is unlikely the game will get any further official content. The game’s lore is scattered across every aspect of it - tutorials, challenge scenarios, single-player scenarios (there’s one memorable scene in particular snuck into a free charity event mission), and of course, the campaigns.
Each official DLC added their own singleplayer scenarios, mini-campaigns, etc - aside from the Karts DLC, which started as an April fool’s joke. Some of these campaigns are in and of themselves very neat, if much shorter than the main campaign. I might someday go into detail about them, but for now, I will focus on my favourite, and perhaps, the most important of them all.
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Spoilers below.
Preamble
The Laws of War DLC from 2017, four years after the game released and today nearly six years old, came out of a very strange event. The following information comes from this article.
In 2010, the International Committee of the Red Cross began a research project where one man, a Swiss ex-artillery officer, spent two months looking into videogames, and depiction of virtual war crimes. It was not a very important project, not one with priority. Certainly nobody, at the ICRC expected what came next. After he presented his findings at the 31st International Conference of the Red Cross and Red Crescent, news organisations started shitflinging. In attempting to call some small amount of attention on war crimes being portrayed in games (and all too often without the casual player being aware the action in question would be a real life crime), the media took ‘hey, we should be more aware of what we’re depicting’ and went “the Red Cross wants to prosecute six hundred million gamers for war crimes!”
Albeit having to backpedal and go, "no, that's not at all what we meant," the ICRC realised they’d struck a nerve. For the first time, thousands of people were talking about International Humanitarian Law who would otherwise have never touched it. So they sent out letters to major game developers (particularly of shooters) asking if they would like to meet, to talk, to collaborate. Most ignored them. Those that didn’t chose not to reveal they happened; “they think their gamers or their fans will get scared that their games will turn into training courses or that morality, as they say, will take over everything and games will not be about shooting anything anymore.”
One studio didn’t.
One studio was quite interested in collaborating and creating with the Red Cross publicly.
On 3 September 2017, Bohemia Interactive released as a DLC for the military simulator ArmA III…
Laws of War
War does have rules. . . In a firefight, things aren’t easy. . . We just ask you to remember. Actions have consequences.
ArmA III’s Laws of War DLC is the result of that collaboration between the Red Cross and Bohemia Interactive. It adds a fictional Non-Governmental Organisation, International Development & Aid Project (IDAP). Equipment includes a van, a utility drone, press gear, new bags and helmets, and most curiously of all… In order to depict war crimes, they had to add munitions for committing war crimes, in the form of an APERS mine dispenser and cluster bomb munitions for aircraft. ArmA previously hadn't had it, being one of few games to try to avoid including banned weaponry.
“Everyone on the forums says, ‘Yes! Thank you! Give us civilians and humanitarian workers and cluster munitions and we will use these new guns to eradicate as many of the first group as possible . . . But by saying that, it means that they will have consciously been saying, ‘We are going to break the law.’ It means that, even if it's at a very low level, they now have an understanding that there was a law in the first place.”
Those are the bones of the DLC. The meat of it is in the Remnants of War mini-campaign.
Remnants of War
The trailer for the DLC linked at the start telegraphs the intent of the campaign's story. Every side is depicted in the trailer. NATO forces, AAF troops, FIA guerrillas, CSAT spec-ops - they’re all there. All of them are depicted in the midst of conflict, at the cusp of committing a war crime.
The DLC takes place after the end of the primary ArmA campaign. “All’s over but the crying,” right? Not quite, not so. Even now, the actions taken back then have consequences. People are still dying. Questions remain unanswered.
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The Brother - 15 August, 2035
The first mission begins with you in the shoes of Markos Kouris, the man on the left above. Five days ago, 10 August, 2035, the short but fierce war 'Altis Incident' that saw Akhanteros overthrown and the nation devastated once more, came to an explosive end. Peace returned to the country, shaky, unstable, but peace all the same. But the memories of the fighting in the fallen rebel stronghold of Oreokastro a year ago remain. The knowledge that your brother Alexis was killed in the fighting only days ago weighs heavily - now that the war is over, perhaps you can enter the obliterated town, find his remains, and bring him home for the last time.
When you step close to the ruined church, a hidden landmine triggers, detonating, and killing you - killing Markos Kouris, one more victim of the destruction of Oreokastro.
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The EOD Expert - Several Days Later
You next take the role of a man named Nathan MacDade. A middle-aged American, he is a former marine who fought in Chernarus in 2009 (ArmA II), and after leaving the military, joined IDAP as an Explosive Ordnance Disposal (EOD) technician. His job is to find unexploded ordnance (UXO) and safely disarm it, or failing that, detonate it safely without harm to human life. He’s good at his job, and has been at it for over twenty years. He’s on a voice call with Katherine Bishop, a journalist pursuing the story of Oreokastro.
As Nathan explores the town, he’ll find mines to defuse, unexploded ordnance to disarm, tripwires and hidden explosives… and several flashbacks. During these flashbacks to earlier events, Nathan MacDade narrates, speaking to Katherine Bishop asking questions, together depicting the various actions you can choose to do. If you take up arms as a civilian he’ll comment on it; if you choose to execute wounded combatants he’ll condemn it; so on and so forth. She'll share a draft of her article at the end of the campaign, which changes depending on the actions you take within it.
From here on out the DLC can be taken in non-chronological order. The flashbacks can be done in whichever order you find them. For the purposes of this post I will write of them in order of events.
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The Peacekeeper - 28th May, 2034
Nathan’s been to Oreokastro before. Prior to the ‘Altis Incident’, IDAP had an aid camp within the town. As unrest in the nation grew stronger and bullets began to fly between the dictatorship’s troops and FIA guerrillas once more trying to fight for freedom, it became clear that aid supplies would not get to Oreokastro by land. They’d be ambushed or stolen, by both guerrilla forces and government troops. Thus, you put on the combat boots of an American peacekeeper of Task Force Aegis, Staff Sergeant Adams. The peacekeepers are unable to prevent the conflict, but they do arrange for aid supplies, IDAP priority, to be airdropped in. You drive around to collect aid supplies dropped by parachute, and defending some against a guerrilla attack. This is a short and simple mission.
ArmA is no stranger to the dangers of the remnants of war. Staff Sergeant Adams’ role is swift but deadly in the main campaign; he is your commander in the first mission, leading you to safety when TF Aegis is attacked… until he steps on a landmine, injuring you (Corporal Kerry), and killing him, leaving a terrified logistics driver to make his way alone out of the minefield and find allies in the CTRG.
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The Guerrilla - 30th September, 2034
After NATO was pressured to begin withdrawal from the Republic of Altis & Stratis by Colonel Akhanteros (on the orders of his new CSAT puppet masters), the civil war began to truly heat up. Kostas Stavrou, a charismatic leader, took the reins of the FIA guerrillas. He encouraged the citizens of Oreokastro to rise up and take control of the town, with its high ground and natural terrain advantage, and turn it into a fortress.
As the Altis Armed Forces (AAF) lay siege to the town, the guerrillas prepare. One such guerrilla is Alexis Kouris, the brother Markos was searching for. In his flashback he lays mines on the road to Oreokastro - mines that you as Nathan MacDade just disarmed - and search the town for vehicles to use as roadblocks (one of which can be an IDAP van, which is a crime to do in and of itself, using humanitarian aid and stealing from humanitarian organisations for war purposes).
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The roadblocks work. The mines work. The AAF’s offensive is frustrated…
… and so Akhanteros orders a brutal measure to gain victory.
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The Redacted - 13 October 2034
You take the shoes of a CSAT special forces team - supposedly. Paradropped behind the guerrilla lines into the castle ruins overlooking Oreokastro, the three-man team silently eliminate the guerrilla sentries and set up an overwatch position on the town. They observe - and use a laser designator to call in a cluster bomb airstrike. It matters little who lives or dies, as long as you don’t directly hit the IDAP camp - though there’s an optional objective to try to avoid hitting an IDAP doctor in the town. Akhanteros wants the town obliterated for rising up against him so successfully.
The airstrike comes in and destroys everything. Roadblocks go up in smoke and flame; buildings collapse; men are eviscerated; and the AAF offensive begins.
This mission is the most blatant crime. Over a hundred countries banned the use of cluster munitions in 2008. Dozens die at minimum due to your actions as the faceless CSAT soldier who designated the target.
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Faceless… CSAT… or are you so faceless? Are you so explicitly the Designated Enemy Faction?
“Idunno…” goes Nathan. “There were shell casings, found at the castle.” Strange. CSAT weaponry are explicitly caseless, and don’t leave behind brass. “NATO mil-spec.” Albeit you are depicted using a CSAT camouflaged laser designator in-mission, outside of it, the flashback trigger is a NATO sandy brown.
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As the flashback ends, the three CSAT troops turn into the forms of Captain Miller and two other members of NATO’s CTRG.
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The Survivor - 13 October, 2034
Heavily injured by the cluster bomb munitions, you take control of Markos Kouris from the beginning. The town is rubble; smoke, fire, and fog alike covers everything; the overcast skies fully block the sun. AAF forces and guerrillas fight a vicious and horrendously chaotic gunfight through the streets. Your objective is simply to survive, to escape to the IDAP camp. You are an unarmed civilian and a non-combatant… though you can choose to take up arms from the dead and join the fight. this flashback ends with getting to the IDAP camp for medical aid.
Oreokastro is ruined, depopulated. The rebellion here is over. As soon as it is safe to do so, IDAP too abandons the town, forced to vacate by the AAF.
There is nothing more they can do for the dead, after all.
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The Major - 8 August, 2035
Ten months later, the Altis Incident is coming to a brutal end. The U.S. 111th Infantry Division heads NATO’s vengeance, supported by the FIA guerrillas. Two AAF soldiers, Major Gavras and his assistant Kostas Dimitriou, head into Oreokastro. AAF forces across the island are being overwhelmed. Gavras hopes making a stand in Oreokastro will buy time for other forces, drawing NATO units away from Kavala and other AAF strongholds. With NATO owning the skies there is little to no way to get reinforcements; Gavras’ forces are decimated, and the extraction helicopter is shot down. Gavras elects, then, to make a final stand in the church where the IDAP camp used to be.
You are Kostas, and you are faithful to your leader. If this is where you die, so be it - but you’re not going quietly. Knowing it is a cruel thing to do you deploy three APERS mine dispensers as a seperate act. There seems no other way to inflict as many casualties as possible on the attackers. They succeed. Somehow they survive the battle - through a storm of shot and shell, you kill or incapacitate all the guerrillas and American soldiers who attack the church. Surprisingly, the AAF manages to send a rescue helicopter that extracts the two of you.
Major Gavras is the reason the AAF held out for three days against the full might of a vengeful American and NATO force, not just one. He survived the war. He even was part of the peace process. He also gave IDAP the location of the mines he had his assistant plant in that near-final stand at the church.
Gavras and Kostas killed Alexis Kouris in that stand in Oreokastro. So, too, did they indirectly kill Markos Kouris, who stepped on one of Kostas’ mines searching for his dead brother. Their actions had consequences.
Who’s To Blame?
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This ends the flashbacks, and little remains of the campaign. Katherine Bishop has one more question for Nathan MacDade.
“Now, there's just one last question I'd like to ask you. It's subjective, so, take your time. In your opinion, who's most to blame for all the suffering in Oreokastro? NATO? The guerrillas? CSAT? The Altis Armed Forces? Or, I don't know, something else?”
Who is responsible for Oreokastro? Who killed this town? Who’s to blame? Who is, if any one can be? Can anyone even be blamed at all?
You choose.
Every option leads to different thoughts from Nathan’s part. Perhaps one faction of them is higher than the rest in terms of blame. Perhaps together they form some sort of collective blame that, in the end, leaves everyone with no clear answer as to who to point a finger at, all dissatisfied, ashamed of themselves and angry at others.
NATO is to blame - “They had the capacity to make a difference, y'know? The airdrops were helpful, but it was never enough. And, ultimately? Their invasion caused more bloodshed. If they'd just had the guts to stay in the first place? A lotta killing could have been avoided…” The peacekeepers of Task Force Aegis failed to accomplish their mission. They didn’t have the influence to peacefully keep the peace without shots fired; they didn’t have the strength to keep peace by force of arms; their leaders didn’t have the guts to stay when demanded to leave. The NATO invasion led to even more deaths, once more devastating the FIA guerrillas (in a friendly fire incident, Kostas Stavrou was killed by a NATO air attack, too). Not to mention the suspicions of NATO spec-ops being responsible for the cluster bomb attack… Oreokastro is a monument to NATO’s sins.
CSAT is to blame - “That cluster strike? It took the whole thing to the brink - and with so little to gain from such a terrifying show of force. The whole thing's felt like a power-play from the get-go. One big pissing contest. It always is…” There was a shaky peace after the original Altis civil war ended in 2030. It held for four years. It only devolved back into civil war after Akhanteros got cozy with CSAT. They looked the other way when the AAF committed atrocities; they were the ones who supposedly carried out the airstrike. Unknown to Nathan, the entire struggle that eventually led to Alexis and Markos Kouris’ deaths are due to CSAT’s testing of the Eastwind Device, and the CTRG’s attempts to capture it.
The Altis Armed Forces are to blame - “It's one thing fighting against a resistance - it's another to make the civilian population pay for it. As they clung on to power, they wound up scarring the very country they'd pledged to protect…” Perhaps the most direct perpetrators of all the violence. Ceasefire agreements violated; their leader being the ultimate authority who called for the cluster bombing; they punished the weak and innocent along with those who chose armed resistance, cruelly harming the populace for the actions of a few. An army of thugs acting on the orders of a thug, caring not about the atrocities committed in the moment, the unexploded ordnance and mines left for generations of Altians to suffer from.
The FIA guerrillas are to blame - “They hid themselves among the population. These guys didn't give a damn about what it cost. They wanted power, and would do anything to get it…” The guerrillas incited the armed conflict. Though they seemingly had a moral high ground, the guerrillas resorted to underhanded tactics that violated the laws of war, even targeting humanitarian aid and taking from relief efforts for their own ends..
All sides played a part - Oreokastro’s destruction was not solely one side, one group, one man to blame. “No one side can be held accountable for the bloodshed here. No one action got us where we are now. And the folks here in Oreokastro? They're the ones that've suffered. This is the reality. This is war.” The citizens of Oreokastro paid that ultimate price, whether they wanted to or not, just more victims of a great power proxy struggle and more local regional conflicts alike.
Choose.
You’ve seen every side, parts of it at least. All throughout, no matter which side you thought was most responsible, the primary theme of the DLC remains consistent: Actions have consequences.
No matter what you think, the dead are dead and will never return.
Nathan MacDade says farewell to Katherine Bishop. The mines and UXOs in Oreokastro have been defused, and it’s time to move on. Oreokastro has become a silent mausoleum, as the IDAP vehicles drive away. A ruined city on a hill for all to behold and contemplate - or to forget, as all things are doomed to be.
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There are other Oreokastros in this devastated country. There are more mines to disarm, more UXOs defuse, more potential casualties to prevent from a war long ended - more atrocities left behind in the sands of time.
Just as in Oreokastro, there may never truly be a definitive answer as to what happened in those places.
Real Life Consequences
The Laws of War DLC was made in collaboration with the International Committee of the Red Cross, and thus half the initial sales were donated to the ICRC. That came up to $176,667 USD; pretty respectable for a $10 DLC.
The community has a high number of people who, as was mentioned in a quote early in this post, reacted to the addition of a humanitarian aid NGO and medical vehicles with, "great, more things to commit war crimes on." The comments on the trailer are rife with them. But as a Bohemia Interactive employee put it:
"We knew this DLC's theme might seem a bit unusual, but we also felt that it has a rightful place in a game like Arma 3 . . . what has made it even more amazing to see the immense level of player support for the Laws of War DLC, which really shows again how both games and the gaming audience have matured. If you also consider that some of our players are in the military or might pursue a military career in the future, then we're glad this DLC has been able to increase awareness for this important topic. And being able to also make a financial contribution to the ICRC's efforts is a great bonus."
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faetthorn · 11 days
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Probably my only contribution to the Pathologic fandom
Some important words below, if you're a patho fan take the time to read them
TW: pedophilia, SA, grooming, racism, colonialism
So I got into pathologic in july and almost instantly got hit with a post about the allegations from back in 2021 against Nikolay Dybowski, game creator and founder of Ice Pick Lodge. He’s groomed several girls ages 15-18 and inclusively has used his position as a member of HSE University in Moscow to do so. 3 years on and people have all forgotten this and are happily cheering for the bachelor route like nothing ever happened 
Yes I know you all wanna forget abt the uncomfortable situations, after all "what can we do" right? I wish I could just pull a switch in my brain and forget too, but I'm a victim of SA and child grooming, and I can't play this game without remembering what its creator did. The worst part is that the characters mean a lot to me. I got into pathologic while suffering from ptsd related nightmares and Daniil, Artemy and Clara brought me a lot of joy and comfort. Even now they and some elements of patho’s story mean the world to me. It hurts to be constantly reminded that everyone is against you, no matter how much you appreciate their work, no matter how much time and money you put into doing it.
I'd properly join the fandom and start calling for a boycott and for these allegations to be discussed and reminded of again but I just know it'll never happen. I'd be ignored or get a thousand replies "oh but the employees, they have nothing to do with it!!" "it's just a game!" "it'll get you nowhere!" “age of consent is x y or z in this country!” "stop being a vindictive little bitch!" "*insert rape threat here*" I expect to receive 0 support on this post and I'll block anyone I need to. Just wanted to let this out of my chest even if nothing will change: Petitions don't work, they never did and they never will. Passivity and politeness never got ME shit, at least.
DOXA, the rus student newspaper investigating these allegations was raided by police (1, 2) and recently considered an undesirable organization by the government. The courts and police would never do anything about this and they’re clearly more invested in persecuting student groups that have even the most basic feminist goals. HSE University didn’t get involved in any libel suits so as far as we know Dybowski wasn’t even fired. Not only is he the creator and chief writer of the games but he's also the head of the studio. Spreading awareness and boycotting is the only way justice can be made (at least in a way non-russians can participate). If you’re considering playing pathologic i cannot recommend it and i don’t want to be the reason someone gives more money to Dybowski. You don’t need more harmful shit when you have 2 games, a dlc and wonderful fandom content the game would never make canon. Hell, PIRATE all the games if you really need to. When the bachelor route comes out the IPL employees will have already been paid for it. Also, let’s not forget that WE DON’T KNOW where the profits we give will go. They might go to CP, they might go to the rus army attacking Ukraine and occupying former USSR territory and Syria.  
I wonder why it's so easy for you all to rightfully call to boycott anything related to zionism without making excuses but then when it's a pedophile with countless cases of grooming and very probably rape you all stay quiet and do nothing just because it's your precious little interests. It's almost like it's all performative
In the same vein, there needs to be a discussion about how violently racist this game is because this art came from anger and sadness. I’m not indigenous but i’ve followed native activism for years and i wouldn’t have the beliefs i have today without the opinions of indigenous people. I know feeling betrayed by the art you use to cope with how horrible reality is is tough. Not only does this game have extremely racist stereotypes and portrays natives as a monolith, but it’s also unsurprisingly misogynistic in an extremely colonial way (need i remind you of Willow, the way the herb brides are dressed or the fixation with portraying steppe people as woman-sacrificing brutes). Not to mention the extreme cruelty of patho 2’s endings. Which is way more insulting when it’s directly tied via the in-game use of Buryat language and inspirations to the native peoples of Siberia who Russia colonized and whose culture is still actively repressed, at a time when the weight of colonization (environmental catastrophe, poverty, sexual violence and more) makes indigenous people commit suicide at a way higher rate than any other ethnicity in many countries, and this includes the native people of Siberia who this game “pays homage” to (1). This fandom in general needs to start being way more critical and checking their own racism too. And to any native patho fans i’m obviously not here to tell you how to feel abt patho’s racism
Well, there it is. I have no hope left to ask anyone to boycott the bachelor route or the other projects Dybowski's created but if this makes you think about the things you throw money at it’ll be something
Edit: I apparently need to clarify something since certain people have been pestering me about it. I'll keep standing behind the part where I say the profits (not the money used to pay the employees, the PROFITS) might go to CP and the rus army and I'll expand on why. The CP part is more than obvious, after all we're talking about a guy who has been sexually abusing underage girls since allegedly at least 2012 with full impunity. The army part might seem like a stretch but if it does to you there's things you need to understand. It should already be common knowledge that misogyny and sexual violence play a HUGE part in colonialism and in russian colonialism it's no different. Dybowski is a misogynistic, violent abuser (because YES csa is violence, always), with racist, pro-colonial views as seen in pathologic. It's a REAL RISK. No pro-Palestine person would ever buy something from an israeli with Dybowski's track record who has given absolutely no statements on the invasion on Palestine while said invasion is ongoing, so the same should apply to Russia. And let me repeat once again: we are not responsible for the IPL employees' well-being and payment. Dybowski is.
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ms-scarletwings · 10 months
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Aberrant Fish
!! Hi there, if you are reading this, know that this post is currently going through a sort of overhaul and revisit as of September. With the release of the Iron Rig DLC, and me finally getting around to finishing it, several updates to the hyperlinks below are in the works to fix some outdated numbering and account for the MANY additional aberrations that the latest expansion has added to existing regions.
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The first hint many an angler will get of the dark, insidious secrets these waters hold,
and yet, they are the first thing to be accepted as only another flavor of mundane.
The game text calls them grotesque. The fishmonger calls them corrupted. You get to call them a bonus. Rather than fear and revile them, tradesmen will pay a shiny extra penny to add them into their stock. They are gestured to and spoken of, but never truly elaborated on by the townsfolk. They have probably been here long before most of them, and so will be here long after they are gone. They were certainly here before you. Maybe you don’t need their answers, and yet if you are like me, you still witlessly question and keep dredging for more.
Like many things pulled from those cursed depths, they whisper flecks of madness from an impossible voice. What messages do they carry, and what forces do they play vessel to? Are they the lingering embers from a long-extinguished calamity, or are they harbingers of the next one to come?
I believe we have already seen signs of fire with our own eyes- impossible, great beasts that prowl the four (now five) coasts, the dying cult, gibbering fog…. That damned book. These tortured creatures are but another form of the same smoke.
To the question of where they came from, if your fisherman pokes around enough and braves the darkness, he may have already found a response in one of the many obelisks scattered around the map. Specifically, I refer to this.
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This would suggest the aberrants themselves are what leaked in through the cracks that the largest of all monsters wants to rend apart? Not entirely, but in part. For the researcher at the Stellar Basin came to her own conclusion I want to factor in.
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Her words give credence to the possibility that it is actually those greater beasts themselves at the heart of the corruption. I think she was half onto something, because what if these twisted forms, both large and small, were blooms along the same set of festering roots?
The more dark stones you disturb in the frenzy of your own madness, the more you learn about the age before your arrival, about the islands, and especially about their current guardians. The Mindsuckers- carrion puppet masters given a home, the Basin creature- a spore that miraculously survived its dive to the abyss, and the Serpent- lifeless stone made animate and malicious, all had their creation remembered in great detail by the obelisks. Some hints point that their emergence was rather recent, relative to even more powerful beings, such as the leviathan.
Maybe there are even more unseen horrors far below, blessedly out of our reach, for now. My view is that the malformed beasts are the aimless children of such unfathomable things waiting beyond the veil. With them came its influence, and its corruption, and from them it continues to spread to all life surrounding. The smaller rifts were always a transformative disease upon the harbor’s fish, but with the rise of the new monsters, the sickness runs farther and less avoidably than ever. Whether these aberrant spawn are a gift to the worthy, or another deceptive evil that leads to madness remains left to be seen.
I will be giving a spotlight to each of these fascinating specimens at the back of Dredge’s encyclopedia, including those found in the expansions, for further comment and appreciation. Updating the list below as we go along!
[#79-84] [#104-109]
[#85-90] [#110-115]
[#91-96] [#116-122]
[#97-102] [#123-129]
[#103-108] [update still WIP]
[#109-114] [update still WIP]
[#115-120] [update still WIP]
[#121-126] [update still WIP]
[#127-132] [update still WIP]
[#133-138] [update still WIP]
[#139-144] [update still WIP]
[#145-150] [update still WIP]
[#151-156] [update still WIP]
[#157-162] [update still WIP]
[#163-168] [update still WIP]
[#169-174] [update still WIP]
[Bonus I. Night Angler]
[Bonus II. Serpent]
[Bonus III. Basin Creature]
[Bonus IV. Mindsuckers]
[Bonus V. Unseeing Mother]
[Bonus VI. “Narwhal”]
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lisa-russell · 1 year
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SPLATOON 3 -SIDE ORDER DLC
And all the details you need too know on how the events from Splatoon 2's past connect to its future.
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Here are all the known Trailers for the Side Order DLC...
First official Trailer of actual in-game play/models/lore
Previous Trailer....
youtube
And the latest one, that reveals the actual date its coming out,and a wicked cool looking poster tah boot!
youtube
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I don't need to say much about Off the Hook, other than by the time S3 came around they decided to go on a world tour. I can only guess that Agent 8 and maybe Four went along with them. As of now nobody truly knows how or why they came to be in Inkopolis. The story for Side Order is still one big mystery, though I'm as Shell as sure some other Inkfish out there are already theorizing.
I just gathered some quick screenshots from Official and pretty accurate CANNON wiki for all things related to Splatoon. Inkipedia is the wiki bruh.
Here's some for Agent 8...
These two renders below are official in-game avatars of are favorite and unfortunatel Octo. (Seriously, Octo Expansion was a horror show,just lookmu0 the lore! Now 5 years later their going to haft to face Side Order?! I can only imagine what the other half of the N.S.S focused in Splatsville, would react to this....Especially the Captain...)
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Known Lore about 8s BIO.
And now FOR THOSE WHO DON'T KNOW WHO DEDF1SH IS (UUUUGGGH)
In game model of the belov3d and thought forgotten half sanitized DJ from Octo Expansion!
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PL3ASE SHARE THIS OR REBLOG PEOPLE MUST KNOW!
(EDIT: Oh,cheeze! Y'all Inkfishies are da best! I saw reaction videos to the new SO trailer on Youtube and people where confused by dedf1sh! DUDE on youtube was a good example. I couldn't let that go!
Seriously I'm a big splatoon lore fan, and follow Rassicas. Splatoon 3 is introduced to a new gen of folks who've never played Octo Expansion so their missing out on some key lore to agent 8 and Off the Hooks past and friendship. It frustrates me to no end when my fellow inkfolk arent interested in the Splatverse's Lore (Splatoon Universe) they're missing out on s9 much! Every reblog and share helps spread the knowledge of this world.
So, I'll say again.
THANK YOU FOR ALL THE HELP! )
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r3dcam3llias · 1 month
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How to Download Our Life: Beginnings and Always Mods
(a step-by-step guide!)
If you've ever wanted to download extra content for OLBA but were unsure how or where to even start, this post will hopefully explain everything you need to know!
What you will need:
Our Life: Beginnings and Always
RPA extractor
Latest version of Python
RPA repack tool
1. Finding mods.
As far as I'm aware, there are very few people who make OLBA mods, but if you do happen to come across someone who makes mods/script edits and would like to download them, you'll likely end up with files with the end extension ".rpy" or ".rpyc" Because the software used to make OLBA is Ren'py, these are ren'py script files that basically contain the script that runs the mod and official script files. (Note: Some mods that don't just simply add onto/edit/add more scenes may also include other important resource files (images, sounds etc...) and might be formatted in a ".zip" file. I'll cover how to unzip and use those as well.)
2. Find your game files.
First of all, before you do anything with your .zip or .rpy/.rpyc file(s) you're going to need to find your copy of your OLBA game's files. For Steam, you should be able to open the Steam app on your computer, navigate to your library, right-click your copy of OLBA, select "properties", navigate to the "Installed Files" tab, and click the "Browse" button.
For a direct download of the game such as from Itch.io, you should just be able to navigate to wherever you downloaded your game and find the same results. You should see your game files now like the picture below.
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3. Finding/extracting the RPA file.
Now, you are going to want to navigate to the "game" folder inside the OLBA folder. Here you should find these files:
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(Note: depending on whether you have the DLC or not, you may or may not have the DLC files. I do not have the Baxter or Derek DLC so I don't have those files here.) These files are basically all the .rpy/rpyc files, along with images, sounds and all other resources for the game, compressed into single files. So, in order to add our modded files, we will need to extract whichever RPA file pertains to the mod. For example, archive.rpa contains all the scripts, etc from the main game. The rest should just be DLC, so if you have a mod that only affects the main game, you will only need to extract that file. The same works if it is a mod that only affects a DLC; you will only need to extract that respective DLC file.
To do this, you can either download this RPA extractor or find your own and follow its steps. For this tutorial, we will be following the steps of the RPA extractor provided. Once you have downloaded the RPA extractor, drag the .RPA file you want to extract out of the OLBA folder, into a new folder, then drag and drop it onto the RPA extractor icon (shown below)
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This should open a new Command window where the .rpa file will be extracted. You should end with something like this:
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(for this example I extracted the step 3 DLC RPA file)
Now you should have a new folder containing all the .rpy and resource files you need.
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4. What to do with modded .rpy/.rpyc and/or .zip files?
If the mod you downloaded just came with the files not zipped, you can skip this first part. Otherwise, you will need to unzip this zipped folder. To do this, you can either just right-click the zipped file and click "Extract All" and "Extract" when a new window pops up.
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Alternatively, you can use a program such as 7-zip, which may help extract speeds for large files. Now, you should have, or already have your modded .rpa files on hand (finally!) Normally, if these files are editing preexisting material from the game or adding new scenes, at least one file, if not all of them will have the SAME EXACT file name as an already existing file. In this case, BEFORE YOU DO ANYTHING go into the folder(s) you got earlier by extracting the .rpa file(s) and look for the file(s) with the same name(s) as your modded .rpy/.rpyc file(s) and either make a copy or move them somewhere safe in case something is wrong with your modded files/you no longer want the modded files, you can put the original files back in. Once you have done this, you are going to drag the modded files directly into the folder(s) you got earlier by extracting the .rpa file(s). MAKE SURE YOU PUT THEM IN THE CORRECT FOLDERS AND EITHER OVERWRITE THE ORIGINAL FILES OR MAKE SURE THEY HAVE BEEN REMOVED.
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If there are any other files, such as sounds or images or .rpy/rpyc files, feel free to just make another folder to put these in.
5. Repacking the RPA file.
Now these next steps can get really complicated, so I'll break them down into smaller steps. 1.) Download the RPA repack tool (make sure to unzip it) and the latest version of Python if you haven't already.
2.) Inside the unzipped "rpa-master" folder you'll find another folder of the same name. Inside this folder all you need is the "rpatool" file. Take this file and move it into a new folder completely outside of the "rpa-master" folder, name this folder whatever you want, it doesn't matter. (EXAMPLE BELOW)
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3.) Now take the folder(s) you got from extracting the .rpa file earlier or created and put them in this new folder. (EXAMPLE BELOW)
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4.) Type "cmd" into the path while in the folder with both of these.
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5.) Now, a command prompt window should pop up, type in this:
 py rpatool -c
followed by the name of the .rpa file you want to make and the name of the folder(s) you are repacking separated by a space for each. (EXAMPLE BELOW)
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6.) Depending on the size of your file it might take some time, but once you see the .rpa file appear in the folder, you're all done! It should look something like this:
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Now, all that's left to do is put that .rpa file into the game folder with the rest of the .rpa files !! After that you can test it out and your mods should now work!
As always if you have any questions or need help doing this yourself, feel free to contact me or submit an ask!
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quillsinkwell · 1 year
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FNAF SECURITY BREACH RUIN SPOILERS UNDER THE CUT
1: I really like Cassie, more than I expected to. One of my issues with FNAF was that the human characters don't really feel like characters in the games, more like prop pieces. But Cassie genuinely feels like a character that I want to see get a happy ending.
2: I went in expecting that if I saw Eclipse, he'd be a bastard, and instead was pleasantly surprised. He's my scrunkly :].
3: I really love the Roxy redemption we got!! She was genuinely kind and gentle with Cassie and I loved it.
4: I kept expecting the V.A.N.N.I mask to turn Cassie evil at some point, tho I did enjoy the return of Helpy.
5: At first I was soul crushed when I saw what had become of Freddy, but I saw online that he was a prototype and not good ol' Freddy, so :]
6: Pour one out for Monty I guess. Dude forgot he wasn't a real alligator.
7: Bonnie enjoyers got fed at what cost
8: Yeah no, I refuse to believe Gregory left Cassie to die.
Why would he guide her to the elevator in the first place if he was just gonna kill her off? He went through hell to make sure Freddy was ok, and he knew that guy for less than a day, he wouldn't leave his best friend to rot.
(maybe this is the inner Gregory fan talking, SO WHAT)
The Mimic wasn't shown to be destroyed, just escaped from, and we don't know how much control it had over the Pizzaplex, especially after Cassie freed it. Maybe it was what sent her crashing down.
Or that freaky rabbit (which I'm pretty sure is Afton) hacked the elevator to keep her down below (will elaborate on)
9: I believe the shot in game featuring Vanessa and Gregory confirms that the Princess Quest ending is the canon ending, and y'know what? I'm ok with that, I like the ending, it's got three stars, and the Encyclopedia said that was Gregory's good ending, so I had a feeling it was gonna go that way.
BUT! In that ending, it isn't made clear if by playing the game we killed Afton, or we simply freed Vanessa.
So, what if that glitchy rabbit is Afton, but his vessel wasn't complete, so he got stuck in the system, and the whole 'Vanny Network' thing he set up to try to replace her.
(we don't know how long it's been since the events of SB, and if the three stars ending is the canon ending, then we also don't know what destroyed the Pizzaplex)
Maybe Afton was in control of the elevator, and used Gregory's voice to trick Cassie (like some people were theorizing before the dlc came out) into believing Gregory betrayed her so he could turn her into his replacement Vanny and get her to make him real again.
Are points 8 & 9 a desperate ploy to not have Gregory be an asshole? Probably
Will that deter me? Absolutely not
Also if there is an answer as to how the Pizzaplex got destroyed in the TFTP books, don't spoil please, I've only read Lally's Game, the main reason I know what the Mimic is that SuperHorrorBro kept mentioning it during his playthrough so I checked the wiki.
Also if there are more endings to the DLC, please be cool about spoilers! I've only seen what SHB posted.
Anyways, those are my thoughts on Ruin.
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turnaboutfix · 2 years
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Ya'll really need to check out this AA4 DLC
Check out my Non-disbarred/DD Phoenix AA4 sprite redraw here. (Full sprite redraw below the cut)
Again, this is a fake screenshot. I like to imagine the Trilogy characters actively being in AA4 okay
Anyway, I'm back with another sprite redraw--and it's a redraw because technically I redrew the 3D Spirit of Justice model to fit the style of Apollo Justice: Ace Attorney, the AA game I think has the nicest looking sprites.
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Because unlike Phoenix Maya wasn't in AA4, this was a little trickier. I do think Maya's model in "Spirit of Justice" is quite nice, and I love her post-time-skip design. She's gorgeous and she looks so much like her sister it makes me feel things.
Thankfully, when it came to drawing Maya in the style of AA4, Ema looks similar to Maya in principle, so I looked to her to get the drawing right. I also looked at concept art of Maya from "Spirit of Justice". My screen looked a bit like this as I was working.
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Eddy is next. :>
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miquellaluciscaelum · 7 months
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A bunch of brainworms about dlc. Speculations, theories, my personal opinion, which I think I will stick to until the release of dlc.
Miquella.
(1) The main plot is that we go after Miquella. It is not yet very clear for what purpose and who sent us there, but judging by the voice at the end, it could be Ranni or Melina, or even Miquella himself. Voice is quite feminine.
(2) Miquella is likely to be our companion, as Melina was, or we will follow some messages from him, maybe meet his followers who will guide us, since the announcement says that we will be "guided by Miquella" and "meet others who follow in miquella footsteps".
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(3) I'm not sure if we will have the opportunity to fight with him or not, but the last scene where we see the first shot of him where he's literally SHINING, can be both the ending cutscene of the dlc and the beginning of the bossfight.
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(4) It's likely he will look the same with his first concept art appearence, because the hairstyle with braids and his skin, they are very similar.
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(5) If this tree in the Shadow realm is the Crucible of life that I explain below in my theory, it is quite possible that Miquella came to this world for obtaining its power or something like that, it is also quite possible that he goes there because he knows that Marika has hidden something in this world, something very important.
(6) Overall, Miquella's trip to these lands seems like a pretty desperate move to me. He literally commits a very terrible sin by "divesting himself of his flesh, his strength, his lineage. Of all thing Golden". It sounds like he finally broke all his connection with the golden order and his family, including his blood connection with MALENIA that sounds crazy, and he also renounces his power, as I understand, magical and which is hidden in his blood. In my head, it looks very similar to what Ranni did, killing her body and moving her soul into a doll. It's just that Miquella killed his body or left it and moved his mind into this hidden world with the help of the power of sleep and dreams. I repeat, it seems to me some kind of desperate last step, perhaps he felt that his transformation was interrupted by Mogh and was no longer possible to complete because of his poisoned body, maybe he felt that his tree had died or something like that.
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(7) Most likely, based on the words that Miquella is "awaits the return of his promised Lord", he cannot leave this realm on his own, either because he is captured by someone, maybe Messmer, either because his initial plan failed and he simply does not have enough power to return. So he's waiting for the promised lord. Here we have at least two options:
- This opens for us consort ending, but with Miquella, he will essentially be an alternative for Ranni, because he is also an Empyrean just with other purposes. And can replace Marika as a vessel of the Elden ring like Ranni. This is also supported by rumor that From software wanted to make another extra ending - the Age of Abundance, but either they cut it out at the end, or maybe abandoned the idea.
- I also saw the option that it could be Godwin as promised Lord, to whom Miquella could bring the true death, it can be the reason why he came to this world initially.
World.
(1) We are going into the world of shadows and it seems that this is not Miquella's dream or the Erdtree afterlife or something else, as many assumed earlier, but some kind of hidden realm that is not accessible to ordinary people and may be either under the map, or as some people suggest, either be at the intersection of all towers where we activated great runes, behind a large cloud on the map.
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(2) Very important, some kind there once was Marika in this shadow realm, as mentioned in the summary of the game's plot in the announcement: " a place obscured by the Erdtree where the goddess Marika first set foot". Perhaps this world was her home before she became a goddess, or she ruled these lands before they were hidden, apparently during some kind of war: "a land purge in an unsung battle". It was quite possible that it was the war with giants, given some of the symbols hinting at it in Messmer + flame magic.
(3) Looking at the baldachin over the tree and keeping in mind its similarity to Marika's chambers in the capital before Morgott, I think that perhaps Marika herself made these lands forbidden or closed from others with this baldachin barrier, so the theory that Messmer may be an unwanted or forgotten demigod-child of Marika, left in this shadow world, as Marika's dark secret, has some basis. This is also hinted at a special dungeon in Leamgrave, Impaled Catacombs, thanks super lore guys in twitter!
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(4) Speaking of the secrets of Marika, the tree at the center of this realm. I have a lot of thoughts about this. It may be wild, but I assume that this could be the Crucible of life or what's left of it. That golden liquid that flows down is the power of the Crucible that goes out into the world. In the Lands between, due to the overwhelming influence of the Erdtree and the Golden order, its power is almost not felt, and can only manifests itself in the birth of Omen children, but in THIS world, the world of shadows, we see signs of the influence of the Crucible: horns, spells and etc in almost all creatures. Thus, Marika could lock the tree in a separate dimension, hoping that it would soon die on its own and its influence would finally dry up, but it is still alive. Or, of course, it can simply be a reflection of the Erdtree in the dark world, if we consider the theory that the world of shadows is a reflection of the real world. I definitely don't think it's Miquella's tree, because it has absolutely no reason to be one.
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(5) I also want to note the time in this story, chronology is quite a mess in Elden ring in principle, but according the trailer, a significant place in this shadow world is occupied by some faction associated with Saint Trina, and therefore with Miquella. That suggests that either Miquella came to this world quite a long time ago to be able to organize and build his own order or something like that, either time goes faster there than in the main game, which is quite interesting.
(6) Speaking of factions in this world, there are at least a few: the faction of Saint Trina (we saw a knight who fought with some kind of sleepy magic, although it could be a gravity spell because of lightning🤔) but there were lilies on his armor🤷), we also saw someone very similar to a Carian woman in a room similar to Raya Lucaria, more than that there are architectural elements of the Carian architecture and the architecture of Sellia, which means Kariya faction. Almost forgot, we also can see Moon in one shot.
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Perhaps Messmer has his own faction, most likely ruling in this dimension. And also there are some coincidences in how the branch that the elderly man pulls out of his body looks, with the shape of candlesticks that some enemies fight with and the symbol on the black knight in the form of a pointed branch or rune. These all symbols are black and golden. Probably this is some kind of pro-erdtree faction, followers of the Great order and Marika. The color scheme echoes Marika and Maliket at least. From the voice lines we can assume that in this shadow realm there are followers or Erdtree faithful and those who opposite them, perhaps it can be even active conflict in present time and wars in the past.
Messmer.
I see for myself two working variants of his origin:
(1) Marika and Radagon. Since he has a rather distinctive appearance, the theory of butterflies in the game, where the smoldering butterflies actually refer to him, and not to Melina; more than that when he addresses to his mother and talks about Lordship, I don't think anyone other than Marika has the authority to make a man the Elden Lord; and in the scene with him, there is a statue of a woman with a child behind his back, the woman is difficult to see, but by the location of the bracelets on her arm, you can compare her with the statues of Marika in the main game;
(2) Gloam-eyed queen. The portrait of a woman with an elderly man refers to this, the woman in the picture with dark hair, she holds her hand on her stomach as if she is pregnant; Messmer has some similarities with the "children" of Gloam-eyed queen - the apostles; he uses a very strange black and red flame.
(3) The theories that Messmer is some part of Miquella or he himself look strange to me, considering that we have known for a long time from the main game that there was some other child of Marika that we don't know about, we just used to think this was Melina. According to the announcements, although indirectly, we can assume that this shadow world and Messmer existed for a long time, perhaps even before the birth of Miquella and Malenia, probably Messmer was exiled there for blasphemy or something like that.
(4) l also don't think Messmer is Miquella's son or Mogh and Miquella somehow had a child together. I think all the influence of Mogh in this dlc will be directly related to his influence on Miquella. I don't think he's affected the world around him, everything that happens in this world, I think should be the influence of the Crucible of life and Messmer directly, perhaps some other forces, but not Mogh.
I'm sorry all of this is such a mess, like in my head after trailer. I'd be glad to see your comment and theories too, maybe you can challenge some of my theories, it gives them extra development and I could add something later. So thank you for attention.
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weavewithshadow · 1 month
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Veilguard Theorycrafting Thursdays: The Evanuris & Their Lyrium War
Welcome, one and all! While I count down to Veilguard's Halloween release, I'm going to dissect one tinfoil hat theory I have per week.
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This week: I think the Evanuris were waging war over lyrium, and I think that in their desire to Blight the world, they killed the only one standing in their way - Mythal.
Elaboration, brainstorming, and sources below the cut! Be warned: this post is LONG.
SPOILERS for the Trespasser DLC, Tevinter Nights, and all Dragon Age games so far, INCLUDING VEILGUARD PROMOTIONAL CONTENT.
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"The First of My People:" from Earth and Sky
Before I talk about what the Evanuris became, it's important to lay out my theories about how they came to be. So, to start, let's talk about Elgar'nan, first of the gods, and what the wiki says about his origins:
He was the first of the elven gods, born of the sun and the earth.
Now, to understand the deeper meaning I glean from that sentence alone, I want to talk about how the ancient elves view "the sun" and "the earth," and how neither of these things are as simple as they sound.
First, we can talk about Skyhold: literally the place where the sky was held back, where Solas first created the Veil. With this translation, we can understand that to the ancient elves, the sky and the Fade are interchangeable terms.
From what we can glean from the wiki, we can assume that the elven word 'elgar' means 'spirit.' The word for 'sun' is incredibly similar: 'elgara.'
Therefore, I conclude that the sun and the Fade are the same. One part of Elgar'nan comes from the Fade, in my interpretation. As do all elvhen: I interpret it to mean spirit-essence or spirit-people, suggesting the elvhen are spirits given shape (versus the elven, ostensibly their descendants).
In the Vir Dirthara, you find this codex:
The pages of this book—memory?—show a solemn group of elves in an ampitheater of living wood, entire trees grown into seats and stairs for the listeners to recline on. Two other elves and a spirit of learning are speaking in turn on ways to bend the properties of the material world when casting spells. At the end, the spirit, with the air of a senior lecturer, floats forward and booms in a surprisingly deep voice. "The unchanging world is delicate: spells of power invite disaster and annihilation. The unchanging world is stubborn: the pull of the earth fiercely resists making fire run like water or stone rise like mist. The unchanging world rings with its own harmony. Listen with fearless hearts, and great works will unfold."
Note how these words are being used. The unchanging world is a reference to the waking world, what would become our side of the Veil. But in that world, there is a pull of the earth. This references the deep earth, and its own magic: the magic of the Titans.
Therefore, Elgar'nan is one part "earth" and one part "sun" or "sky." One part Fade, one part Titan magic. In my interpretation? One part lyrium.
I believe Elgar'nan and Mythal, first of the Evanuris, are spirits who became corporeal, somehow involving the magic of Titans. Even though Mythal is said to have risen from the sea, I believe Elgar'nan and Mythal both began their existence spontaneously. They made themselves corporeal, and would go on to create more together. (More on that in a different post!)
From lyrium they came; to lyrium they all would fall.
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Mythal and the Titans
Before we go into the Evanuris waging war on one another, we must understand their relationship to lyrium in the first place. How did they go from their own domain to underground, and what laid the groundwork for this infighting?
In the light of the veilfire, the runes seem to shift, coiling and uncoiling like snakes. A thunderous voice shatters the stillness, shouting: "Hail Mythal, adjudicator and savior! She has struck down the pillars of the earth and rendered their demesne unto the People! Praise her name forever!"
If you've done the Descent DLC, the Inquisitor will go on to say, "The runes say the Evanuris fought the Titans. They mined their bodies for lyrium and... something else. It's not clear."
Personally, I'm not sure when Mythal and the Evanuris first began slaying titans. Maybe this precipitated their own corporeal origins. Maybe she and Elgar'nan became corporeal using the bodies of the slain.
What is clear is this: their demesne was given to the People. What is the Titans' property? All we know is that lyrium is their lifeblood. Other than territory underground, this is all that could be given to the People. (More on my thoughts on this and the origin of the other Evanuris in a later week, I promise.)
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The Evanuris and Lyrium
For now, one theory I have is that the Evanuris then created unliving servants from lyrium. We see this in another Vir Dirthara codex.
The pages of this book—memory?—show a narrow plateau on top of a mountain, Two armored figures—one in gold, one in black—are fighting in the snow. Steel flickers so fast the air hums. Blood dots the ground. They do not stop for breath. The one in black makes no sound as a blade parts his throat. "Mythal, in her wisdom, interceded in an argument between Elgar'nan and Falon'Din. With clever words, she convinced them to settle their grievance through a battle of their champions. Elgar'nan and Falon'Din agreed, and set their champions against each other rather than declare war among the gods. May those knights long be remembered, and Mythal's wisdom be praised."
These things aren't human! They bleed, but don't breathe. They never stop fighting. This duel lasts 100 years.
But we know that the Evanuris' handling of the Titans and lyrium did not end there.
For a moment, the scent of blood fills the air, and there is a vivid image of green vines growing and enveloping a sphere of fire. The vision grows dark. An aeon seems to pass. Then the runes crackle, as if filled with an angry energy. A new vision appears: elves collapsing caverns, sealing the Deep Roads with stone and magic. Terror, heart-pounding, ice-cold, as the last of the spells is cast. A voice whispers: "What the Evanuris in their greed could unleash would end us all. Let this place be forgotten. Let no one wake its anger. The People must rise before their false gods destroy them all."
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The Hubris of Andruil and the Origin of the Blight
Let me be clear. I think there is so much more to Mythal's murder than "Andruil and Falon'din were greedy and upset." But I do know that Andruil and Falon'din are both cited in Inquisition, from various sources, as being greedy and willing to push boundaries in order to further their own gain.
First, we have Andruil: goddess not of the hunt, as the Dalish believe, but of sacrifice, according to Solas in the Temple of Mythal.
One day Andruil grew tired of hunting mortal men and beasts. She began stalking the Forgotten Ones, wicked things that thrive in the abyss. Yet even a god should not linger there, and each time she entered the Void, Andruil suffered longer and longer periods of madness after returning. Andruil put on armor made of the Void, and all forgot her true face. She made weapons of darkness, and plague ate her lands. She howled things meant to be forgotten, and the other gods became fearful Andruil would hunt them in turn.
We know that blight disease is sometimes referred to as a "plague." We also know that prolonged lyrium use causes mutations in mages. We also know that red lyrium is Blighted lyrium - the blood of a Blighted Titan.
We also know that regular lyrium can, at the very least, empower a templar's anti-magic abilities. And we know what Mythal did to Andruil for her frequent trips to the Void.
[Andruil] howled things meant to be forgotten, and the other gods became fearful Andruil would hunt them in turn. So Mythal spread rumors of a monstrous creature and took the form of a great serpent, waiting for Andruil at the base of a mountain. When Andruil came, Mythal sprang on the hunter. They fought for three day and nights, Andruil slashing deep gouges in the serpent's hide. But Mythal's magic sapped Andruil's strength, and stole her knowledge of how to find the Void. After this, the great hunter could never make her way back to the abyss, and peace returned.
The moment I found out that memories are stored in lyrium, I had strong feelings about this codex. Especially since Solas, once absorbing Mythal's power at the end of Inquisition, gains the ability to use dwarven magic (turning people to stone with a thought). My interpretation is that Mythal has always been able to use this magic, for whatever reason, and was able to take Andruil's memories from her, storing those memories somewhere else. (There's a whole other theory branching from that, but it is not for this post.)
Point being: Mythal actively worked to prevent the other Evanuris from delving too deep into lyrium/Stone magic/the Void.
And it would be her downfall.
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The Lone Voice of Reason, Doomed
Given the Evanuris' relationship to lyrium and the Titans, it would only be a matter of time before their desire to amass power would bring them too far, past the point of no return.
This would drive them to murdering Mythal, but not right away.
First, we can see countless examples of Evanuris greed leading up to Mythal's murder. Ghilan'nain created monsters of all shapes and sizes before the Evanuris raised her to godhood in fear. In Horror of Hormak, we gain a little insight into this process: a laboratory in the Deep Roads, an awful briny fluid, and a yellow-green lyrium crystal powering everything, which is then used to collapse the strange mountain above the laboratory, destroying it.
Later, Ghilan'nain encourages one of Dirthamen's followers to take a winged shape reserved for the gods, presumably a dragon. This sends Mythal into such quick anger that she turns this person to Elgar'nan for judgement, knowing his judgement is violent and cannot be trusted.
Second, Solas talking about Falon'Din in the Temple of Mythal makes me think that Falon'Din attempted a very similar rebellion, only to meet a similar failure.
INQUISITOR: Do you know any legends? SOLAS: It is said Falon’Din’s appetite for adulation was so great, he began wars to amass more worshippers. The blood of those who wouldn’t bow low filled lakes as wide as oceans. Mythal rallied the gods, once the shadow of Falon’Din’s hunger stretched across her own people. It was almost too late. Falon’Din only surrendered when his brethren bloodied him in his own temple. INQUISITOR: Did ancient elves believe all their gods so terrifying? SOLAS: Yes. I believe they did.
For a time, the Evanuris were on Mythal's side - at least when others were watching. I think, more likely, no one wanted to be publicly associated with failed rebellions.
Taken together, I conclude that the elven gods were quietly trying to rebel against Mythal for a long time, and would only succeed when they all worked together.
We know from the Veilguard trailer that the elven gods are all Blighted. This suggests to me that they all united on their desire to exploit lyrium and spread the Blight.
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What Does This Mean for Veilguard?
Well! I'm a bit late in writing this all down, so the Veilguard Release Trailer has already hit a lot of my talking points. BUT. Tinfoil hat on, this is what I could see:
Ghilan'nain and Elgar'nan are both Blighted. I'm guessing Elgar'nan's dragon form is also Blighted, and this will have implications for Solas/the Dread Wolf form.
I think the original valasslin used by the Evanuris were inked in lyrium, and since Solas' spell to remove them still works on a present-day Inquisitor, I wonder if some lyrium component is still involved -- and if it is, I imagine some of the Dalish might be puppetted by the Evanuris in DA:tV.
We know at least one Titan is Blighted, because of the existence and spread of red lyrium in DA:I. I'm thinking we see this not only spread, but mutate, due to the differently-appearing darkspawn in DA:tV and the existence of altered darkspawn in the short story Horror of Hormak.
We know Weisshaupt is supposedly dealing with its own "problems," and can also be seen with red lyrium in that one map trailer for DA:tV.
I think something is going to happen to everyone presently affected by lyrium. Vivienne and Solas both say that even regular lyrium permanently affects a mage who consumes it.
I think Mythal/Flemeth/Morrigan is going to tell us the intricacies of the lyrium war, as well as reveal secrets about lyrium's uses.
So... YEAH! If you got this far, thank you for reading this much. Let me know if you agree, or if I've missed anything important!
Happy 70 days 'til Veilguard, my dudes.
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victarin · 8 months
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Question about the Unknown Fazbear entities. Are they constructs made by Fazco, or did they just suddenly appear? Where did they come from?
Also, can I make a little friend for your Sun and Moon variant?
hi hi !!! im so so so sorry for taking so ridiculously long to respond to this but ah! this is something im hoping to get more into throughout the videos :) this is going to be long so i'll answer ur second question here: if ur still interested yes!!!! oh my god that would be so cool!!! what!!!
and for ur first question:
(actual answer + VD below the cut !)
they are a bit of both! Fazbear Entertainment being Fazbear Entertainment (and especially with the new AR mask stuff from the ruin dlc) was experimenting with a brand new virtual companion kind of thing ever since the pizzaplex burned down! its similar to the AR app (that.. isnt very canon as far as im aware but doesnt seem too far of a stretch from what they would do) & scp-1471 - with the fun twist being that its not an app. it's almost like a reality-warping virus, ig??
so to answer your question: yes, they were made by fazco! but (and i tried to hint at this in the third video but im honestly not sure how well they came across) despite limiting the first batch of these "virtual companions" to the beta testers that signed up for the program, a couple of strays ended up on the front porch of other people's brains (including "you"/the pov you play as throughout the videos)
the current idea im working with is that the entities are linked to the original (decommissioned) animatronics, but duplicated - think the way that freddy comments on there being other freddies in other pizzaplex locations. im really liking the idea of subtle variations between entities: same original source, same memories, but slightly different reactions, personalities and effects on their host!! i imagine especially so for entities based on aggressive animatronics like monty. some of them are a tad confused on why theyre there.
thank you for sending this ask!!! again im SO so sorry for taking so long to respond!!! at least part of it was waiting for myself to finish the third video and the other part of it was just me never getting around to it i fear :( i hope u have such a wonderful day !!!
[VD: a video of entity sun speaking to the viewer through captions. entity sun is drawn in a simplistic lineless style. their face is half shadowed and they are missing a ray; they are cropped below their neck ruffles, which are larger than their canon ruffles and have a second pair of sheer ruffles underneath. sun stares at the viewer before saying, “where i came from?”. they tilt their head to the right. “a lot of thoughts you’re having there, friend.” “i don’t know if you need to worry about all of them.” Silence. “do you?” Silence. “Do you think you need to worry?” Longer silence. “Are you worrying about anything, starlight?”. This last dialogue lasts longer than the others. In the last few seconds of the video, moon faintly appears behind sun, looking distraught. The video cuts to black. / end VD.]
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oneanxiousdreamer · 2 months
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So, the 10th Anniversary week of FNaF is over. Looking back on this franchise and how special it is to me, remembering how I became a part of the community after the first two games came out and the third one was being teased. It's still crazy to me that 10 years ago, FNaF was a horror game that was created by one man and 10 years later, FNaF is one of the biggest horror franchises in gaming history! I can remember beating the first two games on the Kindle and it was such a surreal moment, but who would have thought that there would be many sequels after the main trilogy (4-UCN), many spin-off games (World, FiS 2, FiS 3, FR), two incredible VR games, an AR game, the biggest Non-VR installment with a phenomenal DLC (SB/Ruin), tons of merchandise, countless fangames, talented people who made the greatest fansongs for the series, pillars of the community in the form of YouTubers (Markiplier, MatPat, Dawko, 8-BitGaming, FuhNaff, RyeToast, etc.), the fans, the loved composers making absolute bangers for the games and the movie(s) (Leon Riskin, Allen Simpson, A Shell In The Pit, The Newton Brothers, etc.), the many iconic characters not only created by Scott Cawthon himself, but by bigger organisations of people who made it their mission to carry on the legacy of Scott (Steel Wool Studios, Illumix, Mega Cat Studios, etc.) but also by the fans who work tirelessly to figure out the lore of the series and give characters their own style of personality, bringing life to those who seemed to have none, the insane amount of theories and headcanons within the puzzled minds of theorists and fans alike, the crazy amount of books that still wrack our brains to this day (FF, TFtP, SE trilogy, etc.), the nostalgic easter eggs hidden throughout every installment that inspired others to create their very own hoaxes to fool the community, and most importantly the massive success of the games was unexpectedly recognised when Scott was losing hope in his career when his previous game (Chipper & Sons Lumber Co.) didn't have the same effect on people that FNaF eventually would and therefore, led to the production and overwhelming success of the groundbreaking first ever FNaF movie! Seeing it in the cinema on the big screen was an incredible experience that I will never forget. It still amazes me that I went from a small Kindle screen, to an Xbox/TV screen, to a cinema screen and just thinking about the depth of it all made me emotional because I've never stopped loving and caring about this franchise. The impact of it's very existence is still unrivalled, many have tried to recreate the feel and atmosphere of the mascot horror genre that FNaF created with their own games (Poppy Playtime, Garten Of Banban, Tattletail, Bendy and the Ink Machine, etc.) Some succeeded and even became their own stand-alone franchises, of course FNaF didn't completely create the mascot horror genre, it not only reignited it but made it grow in popularity, hence the creation of many beloved fangames of the series. This is such an exciting time for the FNaF community, and I could say much more about the entirety of FNaF, but there's just simply too much of the surface to scratch. Here's to the eventful 10 years of Five Nights at Freddy's!
🎉🎂
(Below are my Mini / Plush versions of Sun and Moon. They may not be the best, but I'm still quite happy with how they turned out.)
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