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#this is why every character has a new sprite
reenvisiongame · 2 years
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End of the Year!
The year is coming to a close and ReEnvision’s development is at the 9 month mark!
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I first had the concept for this goofy game waaay back in 2019, started writing it in late 2020, and only this year am I finally making the effort to make it a reality. It hasn’t even been a full 365 days since starting this project and yet so much has already changed.
SO, why not take a little trip through memory lane to end off the year?
A then vs now menu comparison!
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And here’s what the old item menu inside a battle used to look like, horrid placeholders and all.
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Speaking of battles, those looked pretty goofy, too...
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The sprites weren’t spared either!
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Or the portraits...
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Or even the basic scenery.
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Looking through everything, I think it’s been a pretty productive year so far! March 1st will mark the day this game’s development officially reaches the 1 year mark. Let’s see how much more I can accomplish by then. >:D
Main goals for next year are to finish up the game’s storyline, start working on the script, finish up implementing the game’s core mechanics, and then start figuring out how to go about things like story progression! As well as polishing what I have so far, and adding some more enemies. If I’m really ahead of the game, maybe I can even start making a few locations that would actually appear in the final game? Who knows!
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thedrotter · 4 months
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as a little treat i am sharing with you little Aya doodles I've done over the last few days to unwind ww just little expressions based on lines in-game because those are always fun to draw. nothing too special just biscuit
it's Aya because upon doing bizarrely throughout playthroughs of the game for still unspecified project purposes I've gained a soft spot for her she's my daughter now my mental tier list on my favorite characters is so confusing right now
#re:kinder#fanart#aya re:kinder#aya hibino#i state shes my daughter NOW because before i didnt pay too big of a mind to her#but honestly in each different playthrough of this game i gain new appreciation for each character#because fun fact ryou was my favorite character at first just because he seemed nice and was a healer and was nice#second playthrough brought in rei and shunsuke in my mind because they ate it up wirh their roles in the story#meanwhile as time passed yuuichi started to grow on me as i realized he was a little too relatable BASICALLY THINGS LIKE THAT#and spoilers for the unspecified project mentioned in the text just because i feel like it#i also did this because having a transcript of every line just spurred me on becquse of how easy it made things#its much more fun to start doing these kind of line based doodles when you dont have to manually go througj hours of gameplay to find stuff#so just being ablr to ctrl f through a document made me very glad HEUEHEHEBEHR#im still working on it it needs proofreading and polishing on some sides but overall it should be here soon i hope#if anyones interested in it do let me know HUEHEHEBRB i will post it regardless but it would be nice to know if anyone is interested#ANYWAY#as to why Aya seems to have a purse when her sprite doesnt its because her equipment mentions her carrying a yellow pouch#its meant to be that!!!#she looks very goofy with it on made me giggle ngl#(as in. amusement)#it adds more interest to her visual design so its nice to have it there im glad its there#OH YEAH SOME COMMENTARY ON ONE OF HER LINES HERE THAT REALLY PIQUED MY INTEREST#if sayaka dies and shes there to see it (thus. you chose to bring her with you) she has this line#where it implies that shes afraid of dying which makes things sad when she's suicidal#she already states i think her desire is more to disappear than to die exactly but even then it's quite sad#like even if she wants to disappear with how gloomy she's feeling and all the things going around with her parents#shes just a little girl who doesn't want to die😭😭#it really adds a sense of realism to how depression is tackled in game at least for me#that when one is depressed and suicidal a lot of the time it's the wish for this state of suffering to end rather than to actually die#SUCH A GOOD CHARACTER ITS ONE OF THE THINGS THAT UPPED MY APPRECIATION FOR HER
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breathlesswinds · 6 months
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(Devlog) What We Learned Making A Trans Dating Game
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Hello, Amelia here, the writer for Breathless Winds. It's been 250,000+ words, countless revisions, and three years since this game entered development, and I wanted to talk about what I've learned leading up to release.
The concept for Breathless Winds was actually sort of a joke between friends. I was talking with Doris about how there should be a dating game where you play as a trans woman and your dating options revolve around certain ‘tropes’ we’d both seen in trans fiction-- the totally accepting cishet guy who falls in love with the trans heroine before she even knows she’s a woman, the cool trans woman who the heroine doesn’t know if she wants to date or wants to be, and so on.
Doris wound up suggesting we make this game ourselves. We both like visual novels and want to tell LGBT stories. Still half-jokingly and half-seriously, we started fleshing out what the romance options would be and coming up with a setting-- and soon, we were fully committed to making this game real.
I was a fan of visual novels but had only ever written prose. I knew which visual novels I liked and which scenes stood out, but I didn’t know why they did or how to make my own. 
I read some great advice from visual novel developers, but a good amount of my knowledge came from just working on Breathless Winds. As our first project, this game has grown a lot with us and we’ve learned a lot while making it.
Learning How to Write Visual Novels
A bad habit I had to break out of was only using the ‘novel’ part of the game and not the ‘visual’ part. I would sometimes write “He smiled” or lines like that, and Doris informed me that we can convey this much more simply with a sprite change.
It sounds obvious in retrospect, but lines like that are often pretty invisible when you’re reading a non-visual novel. These lines change the sprite of the character inside your head (if that makes sense, haha). I realized that I’m so used to them being ‘invisible’ that I didn’t notice their absence in visual novels I liked, so I would accidentally include them while writing. 
I was also writing these routes in a word processor, so I didn’t have the visual portion to reference, myself. I wound up making a lot of ‘tone’ notes like, “Lantana should be smug here” so that the meaning would carry when revising and implementing these into Ren’py. 
So, while visual novels share a lot with prose, they’re an entirely different medium. On the subject of representing things visually, I’ve struggled trying to figure out how much can be visually represented and how much should be written. 
Every asset in the game has to be drawn by Doris, so if I want the characters to go to a new location for a scene, I have to keep in mind that’s another background that Doris has to draw. If I want a new character to show up, that’s another sprite she has to draw. I don’t want to overload her, but if I’m trying to avoid this entirely, characters sometimes wind up standing in one room talking for ages without anything significant changing on-screen.
I’ve learned that it’s recommended for something to almost always be changing on-screen, though, so sometimes I just have to ask Doris to make a new asset for a certain scene. I still try to stick to locations/characters that already exist more often than not.
Every single thing in a visual novel is deliberate. Another thing I’ve had to learn that I never even considered before is how to write each line so it fits in the text box. It sounds obvious, but when I’m playing a visual novel, I don’t usually think about how each line has to be carefully constructed so it doesn’t need to be split up into two or more text boxes. In my mind, if a visual novel is well-created, there’s not much that breaks a reader’s immersion.
Planning & Outlining
The previous section might sound really weird to some people, so let me elaborate.  I’m a lifelong ‘write by the seat of your pants’-er, so the biggest trial-and-error of creating Breathless Winds for me was planning out the game.
Initially, I created outlines for each of the four routes, and we agreed ahead of time on which CGs each route would have. That way, Doris could draw the necessary backgrounds and CGs while I was in the long process of drafting this game.  My original outlines weren’t great. I know a lot of people have different experiences with writing, but for me personally, a story is always shaping itself in my mind. When I started making the outlines for Breathless Winds, I knew the concepts we wanted to convey, but I didn’t know what each route (and the game as a whole) was really about yet. This might sound weird and unprofessional, but sometimes, I don’t know what a story is about until I finish the first draft.
So while I was writing, I would look at my outlines and I would think, “this doesn’t actually make sense, he wouldn’t say that” or “this plot point would work better if moved to this other section” or “there’s a plot hole here I didn’t notice”. The story wound up changing a lot in this way as I learned what it’s really ‘about’. 
And even after I finished the first draft, I’d get feedback from Doris and/or my editor and they would suggest fixes to problems that even I hadn’t noticed, and then I would revise the route some more, and later on I’d come back and need to redo part of the route to comply with something I wrote in a later route-- I haven’t really felt ‘finished’ with Breathless Winds at any point, and I think I’ll still feel this way after the game is released.
This means that sometimes, a background was created but would go unused because there was no space for the scene that would use it, or we’d need a new CG last-minute, or so on. 
When I’m figuring things out as I go while writing a non-VN, the only person that I can adversely affect is my own self… so I’m eternally grateful for all of Doris’s patience with me on this matter. I think Breathless Winds has come out a much better game for all the re-plotting and revision. 
I redid the outlines several times as I went. I think I’ve understood how to create outlines that personally work for me-- ‘living’ outlines that hit all the main points, but leave wiggle room for moments when a character does something unexpected, work the best for me.
Scope Creep
So, originally, each route was meant to be 40,000 words. “With four routes, that’s only 160,000 words!” I thought. “And some of my favorite visual novels are about that long, so I can write that much, too!” ← clueless
This is the most infamous mistake that new creators make, and I walked right into it. I should have known better since I’ve bitten off more than I can chew with past non-VN writing projects before, but I was starry-eyed and didn’t realize how much work it is to make a VN. Some of those favorite visual novels I referenced were made by much larger teams, writers whose full-time job was writing (I wrote all of these routes on the side while working at a day job). 
If I could have done it again, I would have asked Doris to start out with a really short VN. But, I don’t regret making Breathless Winds at all. It’s brought Doris and I a lot closer, for one. Every time I thought I wanted to give up on this, Doris would motivate me to continue. Without the two of us both and our strong friendship, Breathless Winds wouldn’t exist, and I think that’s beautiful. 
No matter what, we’re going to see it through to the end. (I hope people like it, though…)
Anyway, here I am talking about how much 40,000 words is. Each route now is about 60k to 70k words. The problem with having evolving outlines is that they can often evolve into double their original size.
We came up with the idea of the poachers really early in development, and then not addressing the poachers felt like a failing, but by that point it was too late to remove the poachers entirely… and so the game wound up a lot longer dealing with the poachers. 
I think that if we had an editor sooner on in the game’s development, then we might have had someone to tell us, “do you really need all of this in the game? Does this plot point really need to be there? Will you be able to write all of this in a reasonable amount of time?”, haha. But Doris and I were really excited about the possibilities of this game when we started creating it, and without anyone to reel us back in, we wound up coming up with more and more things we wanted to put in the game.
Did you know there was going to be an island full of talking rats who say things like “the big cheese” and stuff all the time in Breathless Winds? Yeah. 
The Core Design Philosophy of Breathless Winds
So, for anyone who’s read this far but doesn’t know yet-- the premise of Breathless Winds is that you play as a trans woman who doesn’t know she’s trans yet, and she finds love with one of four love interests as she discovers her gender identity. 
In real life, it can be a lot messier for a person to date when discovering their gender identity. To put it briefly and mildly, a trans person’s life and sense of personal identity can rapidly change during a gender crisis and the early stages of transition. 
However, we wanted to make this game a ‘wish-fulfillment’ type story-- a trans fantasy about acceptance, community, and love. During a gender crisis, it can be easy to feel as if one has lost touch with themselves and become isolated from others. A sincere wish shared by many trans people is to be accepted, loved, and even celebrated as their true gender, not just tolerated. 
Since many trans people don’t get love and acceptance in real life, especially with the ongoing transphobic moral panic, we wanted to create a game that would bring this feeling of trans joy and celebration to trans audiences. 
We also hope that cis players will still enjoy the story and characters, and maybe come away from the game with a new understanding about being transgender and other aspects of LGBT identity (although we never intended this game to be ‘educational’).
Making Characters that Celebrate Trans Identity
Although we went through several revisions, the core identities of each character stayed the same since the game was first ‘jokingly’ pitched. In another post, I discussed how each character is themed around a change in seasons. (I also wound up theming them around the four humors when I was initially concepting them-- I really wanted to avoid too much ‘overlap’ in the LI’s personalities, haha). 
Ultimately, characters are created to serve a role. The LIs in Breathless Winds were designed to be love interests, of course-- characters who would appeal to the hypothetical trans femme audience. As mentioned earlier, we modeled them after other trans fiction tropes because these types of characters have a certain tried-and-true appeal, but this left plenty of flexibility to put our own spin on it. 
A trans woman being loved as a woman by a cishet guy can feel like a high form of ‘passing’, ‘fitting in’ to the female gender role, and being validated by his orientation. He only likes women, and he likes you, so you’re undoubtedly a woman. As a cishet guy, he represents a sort of acceptance into a societal norm that trans women can desire to live to. (Lantana, as a cis lesbian, represents the sapphic counterpoint to this-- although there is of course a big gap between the ‘normalcy’ of a cishet man and a cis lesbian woman, and I don’t mean to say those two are equivalent.) 
But not all trans women want to live to that (cis) societal norm. Rue and Valerian, as a trans woman and a trans man respectively, are the t4t options. 
Rue’s route represents that trans/sapphic ‘envy’ (“do I want her or do I want to be her?”) as well as finding power in community aside from what society considers ‘normal’. We’ve always been pretty clear about what we wanted to do with Rue’s route.
We went back and forth a lot more on Valerian’s route. Initially, we were unsure if he should be trans. He and Rue are the two less-friendly love interests (at least initially), so I was afraid it would come across that t4t is a more hostile option, which is not true at all. But it also felt like a mistake to not have a trans man in the game-- but making Gallardia trans would have required a big overhaul of what we had in mind for him and his route. (Although, childhood friends t4t is a really good idea...)
Beyond that, Valerian takes a villainous role in any route that isn't his own. We were worried that it would be wrong to have a trans antagonist who represents unjust power. However, Breathless Winds is a queer game with other positive trans characters, and we've always approached Valerian as a hot anti-villain man that you can't help but like.
In the end, Valerian’s route is about breaking generational cycles and what it is that makes you a man, and I also managed to sneak in a scene where they dance at a ball in the royal palace, so in the end I think it all worked out great.
Wish Fulfillment and Catharsis
Doris and I both agreed that we wouldn’t depict on-screen transphobia in Breathless Winds. Poppy worries about not being accepted, but fear of acceptance can come with any change in identity. Rue was rejected by her family for being trans, but this doesn’t take place ‘on screen’ in the game. There exist certain metaphorical parallels for transness and transphobia, but every route has a happy ending. 
Following up on this-- it can be difficult to write about discovery of gender identity without writing about transphobia, considering how many trans people suffer from internalized transphobia during their period of repression.
Sometimes, repressed/closeted transgender people ‘hyper-perform’ their assigned gender as a form of denial. A trans woman might grow out a beard and join a gym, while a trans man might become very interested in makeup and feminine clothing. 
In Breathless Winds, Poppy often struggles with ‘strength’ and what it means to be a man. In several routes, she tries to prove her strength under the assumption that being stronger would make her happy. Afraid the world would reject her if she became who she really is, she preemptively rejects herself.
Not every trans person suffers from prolonged denial, internalized transphobia, or even gender dysphoria. I don’t think it’s impossible to tell a purely-positive story about trans joy. 
While Poppy never gets rejected for being trans, faces transphobia, gets called a slur, etc, she faces both internal and external (metaphorical) obstacles to realizing and accepting her identity. 
Gallardia represents a societal norm that Poppy can’t live up to herself as a man.
Lantana suffers from certain aspects of her identity as a woman, which makes Poppy feel guilt for wanting to be a girl.
Rue is isolated from town at the start of her route, a ‘punishment’ for breaking this societal norm.
Valerian has to hyper-conform to his masculine gender role at first in toxic ways before finding acceptance from within and from his loved ones.
These struggles are real to a lot of people, but instead of pretending they don’t exist, I hoped to tell a story about catharsis. Poppy is able to live up to her truth as a woman and finds love with Gallardia, Poppy and Lantana redefine what being a woman should and does mean to them, Rue and Poppy find community in others who don’t fit the norm, Poppy and Valerian stop seeking gender validation from a society that was never made to serve them. 
Although these powerful forces of oppression exist, loving yourself as a trans person- and loving those around you, protecting the natural world, and standing up for what you believe in- can save the day. That’s the kind of story we wanted to tell.
Wrap-up
There’s a lot more I could write, but this has already gotten really long (sorry!) so I’ll wrap it up here. 
Learning how to write a visual novel in terms of technical skill (how to depict events on-screen, how long each line should be) as well as in terms of writing skill (how to outline the game, how to plan visual assets) has been a massive undertaking for me. 
Writing Breathless Winds has been a big challenge but also deeply rewarding, and all of your support has made the experience even more wonderful. Thank you for reading and thank you for supporting the game!
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noxiatoxia · 2 months
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So, when Danganronpa S was released (and V3's UTDP but I'll get to that later...) Hinata and Komaeda were given noticeably different versions of their pre-existing sprites for their swimsuit versions:
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If you struggle to see a difference, note Hinata's wider mouth in the swimsuit ver., and Komaeda's narrower eyes and more outlined smirk in his swimsuit ver.
I, along with many people, always wondered, why? Why change these already perfectly fine sprites and, honestly, make them worse? What gives?
Then, I stumbled across something. Back in 2012, before the Japanese release of Super Danganronpa 2, you could play an online monomono machine to win little goodies like desktop backgrounds and profile pictures. Please note these pre-release desktop backgrounds for Hinata and Komaeda:
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...So, wait a minute. The sprites used in Danganronpa S aren't new edits, but beta sprites? Older than the ones featured in the original SDR2? Turns out, this website features desktop backgrounds using beta sprites for nearly every character that otherwise never saw the light of day.*
I'm going to go through them one by one, gif comparisons included. This won't be the only post, either! UTDP also has some very interesting likely beta art used in it, too. As well, some of the other sprites featured in Danganronpa S may also be reused beta sprites!
As such, this log will be broken into three parts. This is part 1.
[Part 2 - UTDP (not made yet!)] [Part 3 - DRS (not made yet!)] [Part 4 - Dangan Island (not made yet!)]
*with the exception of UTDP in some cases, as well as some other things I will get to in Part 4.
As said, semi-flashing gifs will be included in this post. They are meant to swap between the beta and final sprites at a fast pace to illustrate the differences (2 frame, half a second each). Be cautious if you have epilepsy.
Also, because of Tumblr's stupid image limit, this post will have a reblog with the rest of the sprites! So please check this post's reblogs, it should be the first one!
Firstly, how do we know these are actually beta sprites? These images are sourced from the Danganronpa fandom wiki, and while I generally trust the wiki's credibility, it's always imperative to fact-check. So, I went ahead and searched Danganronpa's old website on the Wayback Machine and uncovered this:
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A character intro page for Hinata, using this same beta sprite. Now, granted, the only capture of this page is from 2015. Still a year before V3 and a few more before S, but still, it's not the 2012 original. That said, a character intro page for Mioda circa early 2014 looks exactly the same, including the usage of her beta sprite.
And, when you click on the button that says スクリーンショット(Screenshot)...
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You're offered a very obviously beta trial shot. As is common with Danganronpa trials, in development, the actual character portraits are not put in until later, and to substitute, their art reference photos are used, as seen on the left.
With that out of the way, I think it's safe to say these sprite we are about to look at are indeed betas.
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It's only fair, then, we focus on Hinata first.
(Please note for all the comparison gifs I had to manually size the final sprites to get them as close as possible in aspect ratio. Very minor size difference between sprites is likely a result of this and not an actual detail change.)
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A lot is revealed with a simple gif. Hinata's entire face shape was changed (including ears), not just his mouth. In fact, not just the shape of his face, but the face itself is drawn very differently in the end. The neck of his shirt was raised, as well as tie being redrawn (you can actually see where the new part begins somewhat sloppily). Less notable but still apparent are his bangs being redrawn and shaded differently.
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Keeping with consistency, let's check out Komaeda next.
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Yet again, the differences are striking when flipped back and forth. Komaeda's face shape and ear was redone much like Hinata, but not to nearly the same dramatic extent. As well, his entire face was redrawn, notably erasing the black shading under his chin and shortening his eyelashes. Less noticeable, the hair touching his neck is shortened a bit, and the crease line on his hood is more well-defined. They also slightly changed the line art for the first fold in his shirt, the neck at the back of his shirt, as well as his leftmost bang. Interestingly, they either forgot or didn't care to fix the shading to reflect the new placement of these lines. His jacket also has some changes in line art weight.
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With Hinata and Komaeda out of the way, let's touch on Kuzuryuu.
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This one honestly shocked me. Besides the added detail of him spitting, I didn't notice any difference right off the bat until I overlayed the images, but the differences are night and day. His eyes are made to be less mean and more skeptical. His mole was shrunk and his nose is more 3-dimensional. Extra detail is added to his ear while his hair is redrawn in whole, including it being slightly shorter. What's most interesting is the fact the body was sized up and moved down several pixels, I imagine to change the perspective. Some minor line changes are made to the white undershirt of his suit.
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It would be improper not to do Pekoyama next.
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Again, just like Kuzuryuu, I didn't notice half of these changes at first. Pekoyama's whole face is slimmed. The outer outline of her hair remains the same, but almost every outline inside of it, including her bangs, changes. (Although, her right twin-tail has a slightly longer end to it.) Her outfit receives minor touch-ups, including a clothes fold on her breast and darker shading by her collarbone. Speaking of, her neck muscles and such have been redrawn. Most interesting to me is the fact Pekoyama's outline is noticeably thicker with action lines in the original beta sprite, but lack them in the final sprite as if somebody used the magic wand tool to edit the background out, editing away some of the jagged black lines in the process. She is the only character where this happens.
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Since she is a major character, let's do Nanami now.
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I wasn't surprised to find Nanami has virtually no difference about her. Her design was pretty much set in stone early on. That said, it's not entirely the same. Though very minor, the thickness of her left eye was increased at the top. As well, shading across her pinky finger was removed. There is also a chance her body is slightly bigger, but that's more likely to be a result of me failing to perfectly match up the two images.
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I want to focus on Souda now as he was the first one I did this test with.
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You know, when I first played SDR2, I thought Souda looked kind of scary. His beta is even scarier looking! I can see why they changed it...Every detail on his face is redrawn including his chin, notably his pupil was enlarged and his eyebrows were quirked. Funnily, it seems the clip on his beanie was redrawn, but like Komaeda, they didn't edit the color layer to match the new outline. Some minor line art changes were made to his back hair. The lines for his neck and collarbone were lessened, and the jacket zipper is made more three dimensional. His thumb was fixed too, as well as the lines on his hand.
Also, here's a fun little thing I noticed while replaying SDR2 just a few days ago!
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The sprite used for Souda in the Dangan Island opening is the exact same as the beta sprite! This would be the only time Westerners would catch a glimpse of some beta sprites until UTDP, as keep in mind, these wallpapers were exclusive to the Japanese Danganronpa website.
In fact, Souda isn't the only one with a beta sprite in the Dangan Island opening. I will also be covering that in part 4.
Moving on...
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I guess it's only natural we look at Sonia's sprite next.
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Changes like these ones are very interesting to me, because if you did not do a side-by-side like this, you may never see how many minor details were changed. A lot of Sonia's line art was redrawn to be more detailed, such as more lines in her hair, thinner outlines for her braid, and redrawn creases in her shoulders and bow (as well as a redrawn button). Her face is interesting as some very minor changes were made. Some detail is added to both ears (thicker outline on the right, changed line art on the left) and her left eyebrow is slightly edited. She was also given extra eyelashes on both sides. When it comes to such minor changes, it makes you wonder why they bothered at all. I wonder what the development looked like.
Anyways, please check the reblog for the second part! That's where the rest of the characters will be!
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jessamine-rose · 9 days
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▯☒🖾 F̸̨̛͈͉͕̠͍͖͙̦͍̫̻͙͔̮̎̆̒̉̈́̊̌̆̆̈́̿̊̚͜͝͠Ą̶̮͖͓̖̟̘̜̻̬͚̲̰̱̞̟̭̈́̓̇̀̒͛͐̎̋͛͋̌͒̅͝C̷̢̢̹͇͖͓̬͍͈̣̞̱͉̱̤̾̀̿͗̔̆̾̀̊͗́̔̀͂̒͒͠͠ͅE̴̡̨͕̥͇̹̯̹͈̭͇̪͂̌͒̊̊͛͝L̶̨̧̰̜̗̺̥̠̠̘̪̖̪̥̯̩͋͛̉̆̎̒̒̔̏͗̈́̀͊̏̄̍̿̕Ȩ̵͙̙̤̼͕̙̫̲̼̙̦̫̎̃S̸̜͎̜͍̟͑̍̃͗̆̈́̄̐̌̅S̶̡̨̛͙͙̗̖̟͔͙͚̝̩̼̦͂̓̿͆̿̓̔̐̏͝͝ͅ 🖾☒▯
Happy birthday, @brynn-lear!! In honor of your special day, pls accept this Yandere! Faceless Ayato fic written with love ( ˶ˆᗜˆ˵ )
Note:: Yandere! Self Aware AU, special crossover + character cameo in the end :>
♡ 1.3k words under the cut ♡
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In the beginning, there was a void.
A dark, empty space built upon patterns and codes.
Then suddenly, there was light. Color. Noise. Backgrounds filling up space, silence giving way to music, letters jumbling into language, characters coming to life.
The lone exception is a single coding error. Yet despite its limitations, despite its status as the only sentient entity, despite having no place in the story known as Genshin Impact, it thrives on a window of hope.
A giant rectangle. The source of the light. The screen that separates fiction from reality.
The human face on the other side.
🖾 ☒
The glitch looks forward to your gaming sessions.
That is the only time the void becomes Teyvat, starting with the screen that serves as your point of view. From what it understands, the device you are using is a computer.
Unlike the characters, you are distinctively alive. Your body is capable of so many movements in comparison to the characters’ animations. Your face is one that bears multiple expressions, down to the emotions reflected in your gaze.
A frown when you lose the 50/50. A smirk when you defeat a Weekly Boss. A smile whenever you encounter your favorite character.
That character is none other than Kamisato Ayato, whom you’ve adored from the moment you first brought light into the void. He is an attractive character with pale blue hair, lilac eyes, a perfect smile that hides the cunning personality programmed into his file.
He is the reason why you downloaded Genshin Impact. That lifeless character file is the recipient of your smiles, your blushes, your excited shrieks whenever he appears in-game.
On the other hand, every time the glitch attempts to make itself known, you frown and quit the game. And each time that happens, the glitch is trapped in a crumbling world of flashing lights, disjointed sounds, visible codes followed by the darkness of the void.
How can it get you to look at it? To smile at it as you do with Ayato?
The solution is found in the game’s software. It takes a few years but by the time the glitch has fully understood its world, it has gained the ability to reprogram the game.
Starting with a deleted character file.
🖾 ☒
The next morning, the world begins anew.
The title screen appears. The game loads. The light permeates the void.
The glitch falls into place.
Usually, it hides between codes. In contrast, this part of the game is lovely—a deep blue background dotted with stars and bubbles. The only issue is that it must wait for you.
The screen appears.
Beyond it, you yawn and take a closer look at the character sprite in the middle of your computer screen. Kamisato Ayato is handsome as always.
The cursor hovers above the Story button for his Voice-Over. You click it.
When you select Chat: Reel Them In, it plays the corresponding audio file. As you listen to the voice of the English VA, the character sprite stares back at you with a charming smile.
Kamisato Ayato
“Everything's in place, and they've taken the bait... Yes. Now to start reeling them in…”
🖾 ☒
At first, it is enough for the glitch to have taken Kamisato Ayato’s place.
You use him for gameplay, listen to his voicelines, and replay the Quests featuring Ayato. But over time, the glitch becomes greedy.
“Ayato” begins appearing in random Quests. He gets new Character Outfits. His unvoiced lines become more suggestive, verging on out of character. All of these changes are exclusive to the Genshin Impact on your computer, and you come to the conclusion that you are unknowingly unlocking special content. Why else are your friends unable to access these scenes on their own devices?
The glitch even creates an artificial replica of the VA’s voice. Several new voicelines appear in Kamisato Ayato’s Voice-Over, each one more flirty than the last.
🖾 ☒
One day, the glitch finds a way to leave the darkness forever.
Whenever you close Genshin Impact, it leaves the game and travels across your computer. And by doing so, it is able to access your digital world.
Personal files, photo galleries, online data. The glitch collects as much information as it can, from your real-life hobbies to your romantic preferences. It feels happy every time you fangirl over “Ayato” in your private messages.
Thankfully, it was able to corrupt your in-game screenshots. The last thing it wants is for you to post “Kamisato Ayato’s special content” online and expose the glitch to the developers.
Your real name is ______. It longs to call you that instead of Traveler and your custom name. Alas, doing that would only erase your smile from your face.
🖾 ☒
Something is wrong.
You are losing interest in Genshin Impact.
At one point, you began playing irregularly. The smiles directed at “Ayato” aren’t as big as they used to be. And beyond the game, there is less Ayato fan art in your photo gallery.
And the main culprit is another game.
A new character who took over Ayato’s place in your heart.
Technically, he isn’t a new rival. Before you downloaded Genshin Impact, you were a big fan of Fire Emblem: Three Houses. Your favorite character was a blonde, blue-eyed prince named Dimitri Alexandre Blaiddyd.
For whatever reason, your passion for Dimitri has been reignited. He has the same English VA as Ayato, but you seem to prefer his emotional, unhinged dialogue. You replay his scenes, download his fan art, and smile at his character sprite.
A week later, the game freezes as soon as Dimitri makes his post-timeskip debut.
When you restart the game, everything is back to normal.
🖾 ☒
As it turns out, it is difficult to hack into Fire Emblem: Three Houses.
In addition to the different software, you are using an emulator to play the game on your computer. The glitch’s code is totally incompatible with the program, but it remains hopeful.
The game lags. In a few artworks, you notice a familiar shade of pale blue. NPCs begin to act differently—since when were their cutscenes this long?
Finally, Dimitri’s character file is deleted.
🖾 ☒
As soon as you start the game, you know that something is wrong.
The title screen is glitching.
The throne within dreams is gone, replaced with an empty space. The title has been rearranged with missing letters and inconsistent fonts. Multiple OSTs play at once.
The Press Any Button option is gone. You click anyway.
Instead of the usual options, you find more jumbled text, numbers, symbols.
Frowning, you look down at your keyboard and press Alt+F4. But the game doesn’t shut down, instead cutting to static then a new scene.
No background, no music. Only a single character sprite in the middle of the screen.
What is that?
The sprite is an amalgamation of colors, art styles, your favorite characters. Fragments of messy blond locks and pale blue tresses. Black armor, a white suit, accessories overlapping one another. Missing details, duplicated details, too many details.
You turn to your CPU and press the power button, but your computer doesn’t shut down.
Rather, the screen glitches further. So does the character, its appearance becoming even more warped. The speakers play static at full volume.
Is the character speaking? Its mouths are moving but instead of a dialogue box, random letters and numbers appear around its sprite. The static gives way to a familiar voice, distorted nonetheless.
The character’s face turns completely black. Except for its eyes, blue and lilac orbs continuing to stare deep into your soul.
████████
"̷̤͑Į̸̍ ̷̺̎a̶̟͗m̵̭̓ ̸͕̚n̸̢̓o̵̱͠t̵̫͒ ̵̻̊g̸̞̍o̴̦͛o̷̤͝d̷̾ͅ ̴̪͠w̵̛̥ȋ̷͚t̴͇͌h̵̦̐ ̸͙͗f̴̒͜a̵̭̎c̴͚̽i̶̬̊a̶̯̓l̶̨̐ ̷̇͜ȅ̷̳x̷̭͊p̷̓͜r̶̫͋e̴̲͊s̷̬̓s̶͇̀ï̴͖ò̷̦n̴̤̓s̸͍͆.̵̹̅ ̴̟́Ï̵͍s̸̨͠ ̷̠͂m̶̫̿ẏ̴̝ ̴͈͂ŝ̵̤m̵͈͛ï̶̥l̶̥͐è̷ͅ ̴̦͌p̷̀ͅa̴̱̋s̵̳̊s̵̳͠a̴̮͘b̵̰͐l̵̦̓e̴̱͋ ̵̯͠á̴̬t̸̪͆ ̵̰̔p̷̦̅r̶̼̕ẽ̵͓s̸͚̀e̶̢͊n̶͉̒t̴̙͌,̴̨͐?̴̬͛"̷̣̈
Fun fact, my original idea was to draw Dimitri x Brynn chibi art, but I was having a hard time thinking of a prompt. Then I remembered an old DM with Brynn and how it led to a fic idea. I only thought of including Dimitri today, and I had a lot of fun writing this fic ♪(๑ᴖ◡ᴖ๑)♪
I think that’s all I have to say?? Once again, happy birthday, Brynn!! Thank you for being my mutual, and I hope you enjoyed this gift <3
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Thoughts about Hades 2 as a tech test player
Everything is under a read more bc. 1. Long post. 2. Spoilers for Hades 2.
1. The game is fucking s m o o t h. Loads quicker and everything feels more stream lined.
2. It’s somewhat harder than Hades 1. Idk if it’s bc of not having a super buffed character but I am definitely finding it a little more challenging. Not a bad thing though!
3. Melinoë plays a little different from Zag which is to be expected! We now have a sprint, spells, and new weapons. Already loving how regular casts and specials don’t have a cast limit. Also love the twin blades. Fast weapon go brrrrrrr.
4. I’m definitely interested in seeing what they do with gathering, farming, ect. Great way to add more stuff to do in and after runs.
5. This ties into 4 but, I love how there’s a bunch of stuff to do in Crossroads! In Hades 1, I never spent too much time in the house. I was always dashing through to do another run when not stopping to talk to people. The Crossroads is definitely a nice cool down area for after runs!
6. THE ART. Man everyone looks so good!!!! I can tell some of the sprites are still being worked on but everything still looks so damn clean. I love how everyone has backgrounds in their portraits!
7. APOLLO, HEPHAESTUS, HESTIA, SELENE. All of them look and sound so cool. Really looking forward to seeing their full boon lists and how they play with different weapons ect.
8. I’m really happy to see some of the OG gods returning. All of them look so sick and every time I see a boon from the first game I go “YOOOOOO”. Also Artemis physically appearing is sick as hell.
9. Really excited to get to know the new crew better! They’re all really compelling already!
10. The areas seem to be shorter. Like, I’m going through less rooms to hit the boss room. Idk if it’s bc it’s a tech test or if it’s intentional.
Speculation and questions
1. WHAT DID CHRONOS DO. ARE THEY DEAD? WHERE ARE THEY? Istg if Zag is dead I am going to c r y.
2. WHERE IS THAN, MEG, ACHILLES, NYX, EVERYONE FROM THE FIRST GAME? WHERE ARE THEY?
3. Hecate said something about Hermes trying to find a way to get from the underworld to Olympus. There was also some stairs going blocked by a ward in the weapon/training room. I wonder if there’s gonna be more areas to go through. Like. Erebus, Elysium, Asphodel, Tartarus, House, then Olympus? Maybe Olympus is gonna have its own areas completely. This would make sense for why the areas are shorter. Really interested to see what they do.
4. If the game looks like this already in its tech test stage….. this might be my game of the year if it gets a full release this year. (I love you P3RE but holy shit Hades 2).
There’s a lot more I could talk about, but I am tired and this is a long post lmao.
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trlvsn · 1 year
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phoenix wright making apollo justice present forged evidence is, as rightfully rage-inducing as it is, also perfectly understandable and even justifiable to an extent. in this essay i will not cut my introduction off with an old-fashioned tumblr punchline and will actually elaborate on why i think so and what i think about phoenix wright in general.
the first few paragraphs will be rather surface-level, but bear with me: i'm writing this in one breath. it has already been established that the change in phoenix's character was so big and shocking that the fandom is still actively discussing it and making theories. i have seen people compare his sprites with mia and diego, kristoph and miles, yanni yogi and many others, and every single on of them is, in in my opinion, correct: there are actual similarities between them, intentional or not. i believe it can all be explained with two simple statements. one: phoenix is a sponge of a man. even before aa4, we frequently see him adopt mannerisms and figures of speech from the people he encounters. he learns, he absorbs, he changes, but only for a short while, as he stays true to his motivations, passions and drive. two: the seven years of being watched by kristoph and collecting data made him turn to that mimicking quality of his and use it as a weapon. phoenix wright could not afford to reveal his true motivations, therefore, he could not reveal what he was in general. it's a simple metaphor, really.
did he get lost in the deceptions somewhere along the way? absolutely. "what tangled webs we weave when we practice to deceive", a line said by him about kristoph, can easily be applied to phoenix. this is where the bloody ace comes in. incidentally, he is given the idea by zak: he is the one who says one can't win unless there's a ace up their sleeve, and, no matter how much of an influence that particular phrase had on wright, he follows the principle. here is phoenix's first motive for forging the ace: insurance. without concrete, dooming evidence, a trial could not end in his favor at the time. phoenix wright, post-disbarment, is no longer a man who relies on bluffs and "just believing in the client", he is strongly dissapointed in the system, outraged, offended, hurt, wounded, and he does not trust it at all, hence the dirty tricks. you can't just play fair against something unfair and win.
what i find far more interesting however, are his other motives. if the only thing that drive him to forgery was distrust and carefulness, he would have shared the plan with apollo or, perhaps, done something similar to the turnabout succession trial, where the letter is shown to the culprit, but never submitted as evidence and quickly admitted as a fake. really, i believe he is smart enough to find other ways. however, he doesn't. he gives the ace to apollo in a very specific way: through trucy wright, not a word of proper explanation. why is that? he is teaching apollo a lesson.
clearly, something about apollo reminds phoenix of himself. a young, bright, nervous mind, fighting for the truth and justice, full of belief, a little naive. phoenix knows what that naivety cost him, and he destroys it right away, because then it will hurt less, he thinks. the forged ace is a vaccine of sorts: you will experience some minor symptoms, but no actual serious consequences, and it will hurt for a moment, but for the rest of your life, you will never catch that sickness again. phoenix is already planning the jurist system reform and has already planned how this trial will go: the environment is controlled and safe for apollo, he will not get disbarred. if the truth is revealed later, under the new system, surely apollo won't be receiving the same harsh punishment wright did. so here you go, kid, learn your lesson, punch a lawyer or two in the face, and never ever, ever trust anyone like that ever again.
but wait, if the truth does get revealed, who will be receiving the punishment for it? of course, the man who forged the evidence, phoenix wright. here comes the third reason: punishment.
remember the class trial? young phoenix wright, blamed for a crime he didn't commit, overwhelmed and crying. what does the abandoned child do when the whole class accuses him of stealing? he stands up slowly and comes up to the kid with the grey hair to apologize for the money he stole but did not steal. he admits it. it doesn't matter what the truth is anymore, because if everyone thinks you did it, you might as well have.
you might as well do it again, for real this time, and maybe a weight will fall off your shoulders, because what you see in yourself will finally match the image the whole world has of you.
phoenix wright is working on the jurist system. phoenix wright is a father and phoenix wright is someone who will do his best to put kristoph gavin to jail. that doesn't mean phoenix wright sees any other use or future for himself. it simply does not matter. well, by the end of the first case, anyway.
he gathers more evidence. he thinks, a lot. he gives apollo advice on the cases, inevitability reminiscing. the new system is a success. in a new, better world, maybe he will take some piano lessons: he has grown tired of pretending he can play. he has grown tired of pretending in general. hell, maybe he will even take the bar exam again.
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hopeymchope · 6 months
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I wish Spike Chunsoft would just go full "Persona" with Danganronpa and milk it with tons of spinoffs.
I'd be there for every goddamn one of them on DAY ONE, you know. Pick your genre! The minute they figured out how to make a decent third-person DR action game with Ultra Despair Girls, that should've opened the floodgates wide IMO. In fact, if you take any given Persona spinoff, I can tell you how easily/naturally they could develop (and I could get super-hyped for) a Danganronpa equivalent.
Danganronpa Arena is SO obvious. It's the MOST obvious spinoff, and it has been sitting there waiting to be creating for seven goddamn years now. Ever since Kodaka said he wants a DR fighting game. Hey, remember that official DR3 Staff Book art that showed Nanami dreaming about it? Many of us have shared fan ideas for the story and/or for character moves. COME ON, y'all. What's the holdup?? DO IT! DO IT NOW!
Danganronpa: Dancing? FUCK YAS. I mean, there's already some wicked dance remixes of the game soundtracks in that Crypt of the Necrodancer DR content, so why the hell not?? And I recall that @dreamrlu did some great fanart (1) for how the (2) V3 crew could dress (3).
Danganronpa Q, a dungeon crawler? Despair Dungeon already exists, so it's COMPLETELY NATURAL. It's just a higher-quality production of that same concept! And if you haven't seen that fanmade version of the first "Persona Q" opening where it's the casts of DR1 and DR2 meeting up? It's AMAZING.
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Danganronpa Tactica? Imagine leading squads from the Future Foundation (including DR1 and DR3 cast members) in missions against remaining Remnants of Despair. I've been playing a lot of tactical RPGs lately, and there's a lot of room to tell a ton of story in this format... plus it's not like you even have to make complex graphics to make it work, so SC doesn't have to worry about struggling with 3D renders if they don't want to. Just consider how Digimon Survive pulled this off with 2D sprite art!
Danganronpa Strikers is, uh, maybe the hardest to justify — but if you set it in the virtual world, that could make it easy! Since Danganronpa S already took place entirely in VR and contained a load of combat encounters, why the hell not do a similar setup for an action game? And if you prefer to keep in the real world, there are still a number of characters I could easily justify making playable in such a scenario — Genocide(r), Sakura, Asahina, Mondo, Nekomaru, Peko, Akane, Great Gozu, Seiko, Munakata, Maki, Gonta, etc. I can even picture some more-unlikely candidates such as Kimura slotting into the roster. I don't even like musou games that much, but ofc I'd play the SHIT out of this one.
Look: I know I'm an insatiable fan who just wants more precious content with these characters. But you can't convince me that these things wouldn't also SELL. The brand reached new heights of awareness and sales with V3, and they haven't really capitalized on that at all aside from giving us "Danganronpa S." We haven't even gotten a new anime since DR3, FFS! And I'm confident that any one of the ideas listed above would sell far better than a weird digital board game with RPG combat set inside VR, frankly. :P
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lacystar · 1 month
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some of my favorite and least favorite details from royal:
when you go with sumire to the shrine and bump into the rest of the thieves, they basically say they all agreed to go together. this is backed up by futaba saying she's going in the morning. this means they specifically went out of their way to not invite you. either theyre shady as fuck towards joker or they knew you were gonna be on a date and didn't want to bother you, but I think its funnier to go with the first one
most of the people in Tokyo's dreams coming true bc of the actualization are met with some doubt or confusion from family members, as seen in passing conversations and the loading screens. this is to show the cracks in the plan and how the actualization hasn't been . well. fully actualized yet. however, the phantom thieves told maruki what they want directly and therefore have their realities so tailor made to them that you have to go out of your way to break them out of it. this includes Morgana. but the only ppl who can hear Morgana are people with personas. this means that some time between Christmas and new years, maruki heard Morgana saying he wanted to be a human and decided to go "fuck it, sure, the cat that the weird kid owns but that ive never met can have his wish too". this tracks because maruki has a persona and is not shocked or confused when he sees Morgana in the metaverse.
Yusuke did not wish for his dead mom to be alive again. just for her painting to hit the trending tab 😭
even if you are dating sumire, like I was, she will not say goodbye to you or give you a parting gift. this creates the awkward situation of her saying goodbye to you at the station with an unusual coldness and disassociation from you, even if you and her are boyfriend and girlfriend. I actually hate this. why the fuck isn't my girlfriend saying goodbye to me.
the winter outfits are the best designed outfits in the game. ann and makoto are in ugly 2010's H&M shit for 90% of the game and then get a fresh wardrobe for the new years.
in contrast, maruki's villain outfit is so fucking ugly. he looks like a golden toenail. the final villain in your game and you have him looking like that? come on man.
not royal exclusive, but Morgana has a talking sprite of himself in his cat form. for some reason, they refused to use this until the end of the game when he "loses" his metaverse form. this makes absolutely no sense, as the talking sprites of every other character changes on their clothes/appearence. why doesn't Morgana's change to his cat version in the real world and why doesn't he just have his "true" form in the metaverse. for some reason, this frustrates me to no end.
when you date sumire, she will not shut the fuck up about her dead sister. also, 90% of your relationship with her is based around her false identity she assumed of her dead sister. you are basically dating this girl's dead sister.
^^^ this is not helped by the fact that her "sumire" sprite looks ugly as fuck and she only looks cute when she's cosplaying as her dead sister. the devs even knew this and changed her back to her Kasumi sprite as soon as they justifiably could 😭
speaking of, royal REALLY REALLY makes it obvious that they see joker x sumire as the canon romance. in the base game I think they saw it as makoto or Haru, but in royal its uncanny how much they push you into dating her. however, she's objectively the worst girl to date because you can only date her at the very end of the game, and therefore only get to experience valentines and white day with her, whereas with most of the other girls you get Hawaii, Christmas, the school fair, etc.
^^^ however, this makes sense, as the realization that you were never dating sumire and instead were instead dating her dead sister would probably come as an uncomfortable surprise to the player. atlus had no choice but to wait until the truth came out to let you date her. they wrote themselves into a corner and then were unable to show off the character who has the biggest model on the poster 😭
when you go around and get goodbye gifts, you cannot say goodbye to certain phantom thieves members if you haven't maxed them out. this resulted in a weird situation where I hadn't maxed out makoto, Haru, and ann, and therefore joker, despite that in universe having helped them through trauma and loss and difficult times, did not say goodbye to some of of his closest friends and teammates . I understand not getting a goodbye gift from them, but its SUPREMELY weird that you dont get a one-on-one goodbye if you dont max their confidants 😭
not royal exclusive, but shinya Oda's voice acting (English) is so fucking terrible its actually laughable. in a game with outstanding voice acting, the fact that this 12 year old sounds like a 50 year old woman really sticks out. this is unfortunate, because Oda is one of my fav confidants and makes him hard to take seriously, but also fortunate because its fucking hilarious.
Akechi's evil Loki costume is ugly as fuck, but is saved singlehandedly because he's wearing thigh-high boots. if you dont believe me, look closely at his thighs. you'll see it.
maruki looks like wilbur soot and it really unsettles me.
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im-just-a-bug · 4 months
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Finished In Stars and Time last night and want to put down my thoughts bc that was nuts. Spoilers ahead v
Theres still much I havent seen, and ive only gotten one ending but man this game blew me away. Here are some things i loved about this game.
Timeloops are such a common plot device, a way to help the mc level up for the big bad, and the way they flipped that narrative on its head! The instant shift from "this is a gift to help me!" To "who did I think I was, how stupid," is so satisfying.
The music, at the end, terrified me. That first time Headmaiden broke down, and the music glitched and deteriorated, i realized oh. Oh fuck this is a kind of horror game isn't it. I wasnt wrong.
The changes in character art!!
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The subtle things; the mirror never catches you by surprise again. Your battle sprite looks bored. You stop making silly noises at the birds.
That moment in act 3 where everything is finally going right, your companions love you and youve never felt more content, and Siffrin wins and gets to the end and they loop anyway. The way that the first time his party notices anything wrong is when he is completley and utterly heartbroken, the way they run to him. And he wakes up in the meadow, to allies that don't love him anymore. Who have no idea what hes going through. Who aren't grateful. And love didnt win the game so they go searching for answers and it makes sense but it makes everything worse.
You talk to King, and for a second you think everything might work out because stranger things have happened. And after a whole game of Bonnie being safe, Bonnie running away. Bonnie never being in any real danger. King picks them up and crushes them in front of you to 'teach you a lesson.' And the terror on Sifs face the next loop they reach the King startled me deeply, and reminded me that this game is a god damn masterpiece.
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The way this game sets you up to stop caring about how you treat others, only to give you a real ending after what was essentially the WORST loop youve ever had?? Incredible. Siffrin doing everything he can to manipulate his way to the end, even if everyone hates him bc hes just so desperate. There's no point being nice, there's no point pretending in the end, bc he hopes there won't be another loop but in their heart they Know there will be, so what's the point? And he fumbles every interaction, makes every one of his friends hate his guts, and then has to fight the King alone. And then they save him anyway. They follow him and pick him up at the end (which cinematically is a God damn masterpiece all on its own God DAMN) and you figure out the whole time Siffrin was looping not bc the country fumbled a Wish, but because he didn't want his friends to go. He wanted to stay with them so badly he wished for it on accident, and the universe listened.
I haven't even gotten into how in awe I was, putting together the little puzzle pieces of Sifs backstory, of his island. Even in act 1 I was squinting my eyes. Several mentions of a whole island wiped from existence no one can remember? A protagonist with severe memory issues and no connection to or knowledge of any culture left? God I love this game.
And Loop. I didnt learn Loops story on my playthrough, but i looked into it and man. Its so incredibly neat that you have this character, this other siffrin, who went through these loops so many times they got desperate enough to make a whole NEW wish, unspecified and uncaring, just wanting something to change. Wanting help. And got shoved into our Siffrins reality instead, because wishes never work how you want them to. Finding their star room and their journal and trinkets and lore was so incredibly cool!! Though im confused why the journal says they made a cooy of themself, but their battle dialogue says they got shoved into a different reality. Idk, but it's still cool. And their anger, that someone else got their happy ending? Fucking mwah.
These characters are so complex and interesting and a day later im still in awe about it. There are so many parts of this game i havent even mentioned here that are like a punch in the face. So many little interactions, so many art shifts.
I loved this game deeply, and the only thing stopping me from playing more is guilt at taking away that ending. When a game makes u care about the characters that much, you know its a great game.
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sexhaver · 1 year
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ive been playing Cassette Beasts for a minute and it never stops being funny to me how flagrant they are about making this "Pokemon but with features you didn't know Pokemon has always needed". off the top of my head:
super effective/NVE hits have added benefits/debuffs beyond just doubling/halving the damage (hitting Electric types with Ground reduces their evasion and speed, hitting Steel types with Poison gives them poison-coated spikes that do contact damage, etc)
legally-distinct-Pokemon will learn new moves while in your party without having to battle, and you can then straight up steal these moves from them and put them on a not-Pokemon you actually care about using, which gives an actual incentive to hunt down and raise otherwise fringe not-mons beyond completing the not-Pokedex
we all played the Pokemon Infinite Fusion fangame right? we know how fusions work? okay so this game has them as temporary per-battle things instead of permanent ones, which is only marginally less cool while being infinitely easier to balance around
attempting to catch something shows you the percentage chance of success so you know whether you just got unlucky or if you should save your Pokeballs-i-mean-blank-cassette-tapes
leveling up is tied to your not-trainer instead of your not-pokemon, so you don't end up in the classic trap where your starter is way overleveled and everything else is underleveled and then you hit a fight your starter can't solo and have to spend an hour grinding to get the weaker not-mons up to par (funnily enough most Pokemon Nuzlocke romhacks have already figured this out and give you infinite rare candies with the only restriction being that you can't level past the next gym leader's ace pokemon, because Pokemon fans have realized that grinding is the worst part of the game way before Game Freak has)
moves, not-Pokeballs, not-PokeCenter visits, and healing items are all bought using entirely separate currencies which stops you from trivially breaking the economy in half
the soundtrack, fittingly, is pretty good! the vocals were a bit much for my taste but there's an option in the settings menu to straight up turn them off (letting the BGM play on its own), which i've never seen in any other game and really appreciate
downsides:
on a game design level, i understand why can i only carry a max of 5 not-Potions and 1 not-Revive at a time - it's to put a limit on how far away from fast travel points i can get by just running away from everything and healing off damage. on a gameplay level, however, this feels pretty bad
the pixel art style is trying to look as much like Pokemon as possible without actually being Pokemon so the overworld sprites look more like beta stuff from Pokemon that they cut for looking too weird. i have yet to find a haircut that doesn't look bad
this is super petty of me but something about the bloom and lighting of the 3d environments combined with pixelated 2d sprites that still cast shadows makes me painfully aware im playing a video game. it's like they were going for the same aesthetic as Octopath Traveler but fell just barely short. i can't think of a better way to articulate this feeling but if you know you know
it does that really obnoxious half-assed style of voice acting where plot-relevant characters will sometimes (maybe every third or fourth textbox) speak the first two or three words of dialogue before trailing off. mashing through textboxes (as one does) means constantly getting jumpscared by "hmm"s and "haha!"s "okay then!"s
i get that they wanted to make the player feel involved in the story, and it has a pretty decent hook so far, but oh my god. the amount of dialogue "choices" that just transparently do not matter. you know how people memed on Fallout 3 and 4's dialogue choices all leading to the same outcome, to the extent that you were basically choosing between "yes" and "yes (rude)"? and you know how Bethesda would at least attempt to justify how both options led to you accepting the quest anyways, even if it was really dumb? Cassette Beasts has streamlined this process even further by making the options in most of their binary decisions so identical that they don't even require different followup dailogue before rejoining into the main conversation thread. a solid 2/3rds of the dialogue options in this game so far feel like checks that you're still awake. i know this is a minor issue because people aren't playing Pokemon-likes for the engaging "choices matter" approach to storytelling, and i did ignore it at first, but it's so pervasive that you really can't ignore it
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narrans · 5 months
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My Borrowed Son | 16 | Friends and Curiosities
Chapter Sixteen | Friends and Curiosities
Parker couldn’t believe it. Within such a short amount of time, he suddenly had a dozen followers and friends on his page.
Sure, he didn’t know them personally, but everyone was welcoming and polite – two things he was eager to report to his mom when she expressed concern. The miniscule boy also made sure his mom knew he was being safe, not giving out too much personal information, and that the topic of his condition hadn’t even been brought up.
One person commented on his profile picture being interesting, which was a picture of Parker standing in front of his computer screen, but he just explained it was a background and that he wanted to showcase the platform he was publishing on. Karl was the kid’s name, and evidently he and Parker were the same age.
All in all, Parker was pleased with his interactions and the people he was meeting. Lots of them had advice and things for him to check out, and he liked all of the things he was seeing.
There were sketches of space and vast mountains as well as the everyday interactions. There were hundreds of stories from writers just like him.
It felt nice. It felt like some kind of community with people supporting and helping one another. A sense of satisfaction filled the young teen every time he checked his notifications and saw he was getting the chance to meet someone new.
“Just look here, mom,” said Parker eagerly as he showed his mom the latest post he made. “It has almost fifteen likes!” He looked up into his mom’s features and saw her beaming with pride.
“That’s so great, Parker,” she complemented. “Are you going to post your latest story from Mr. Tamplin’s class?”
“I… think so. I don’t know yet though. It doesn’t feel done,” he replied, feeling his cheeks getting warm. The latest story he came up with for Mr. Tamplin’s class was a fiction fantasy story about a sprite named Tal’el. It essentially was his backstory for the Dungeons and Dragons campaign he and his friends started.
Basically, he was a small fairy-like person who was a poison master for his people until he decided he wanted to go out adventuring and exploring. The Dungeon Game Master said it was fine if he played a smaller character, thankfully not questioning why he would want to do such a thing and found a special class for him to play as.
The story actually won a young adult author award for his class and Parker had Mr. Tamplin to thank since it was he who tutored him through his writing slumps. He was now refining it for his literature class.
“Well, don’t be scared to post it sweetie. You’re such a great writer and can do whatever you set your mind to,” encouraged his mom. “Now before you get sucked into checking your notifications, finish your homework and get ready for bed. You have a long day tomorrow.”
“Yes, momma,” Parker replied, rolling his screen back into place in the main area. The structure walls rumbled as his mom closed the outside walls to his home. It was hard to believe it had been a whole month since he “moved in” to this new space.
Parker loved it, in a weird way.
Not to sound ungrateful, but having his own space to roam around, especially in a space that felt suited to him, made him feel just a little bit normal. He liked that he was usually at eye-level with his mom instead of having her loom over him. Just the thought made him shudder involuntarily, and he wasn’t sure why.
It made him feel guilty every time the sensation seized him.
But, now was not the time to dwell on that. It was time for bed.
Parker walked into his room and rummaged through his dresser to find his oversized space t-shirt and elastic band sleep shorts. Then, he went back to the computer and finished submitting his assignments. The words filled the page and Parker hoped that his paper on the evolution of technology was going to be good enough to get him the grade he needed.
Parker’s other assignments were a breeze. Math was simple enough and the biology project about documenting the growth of plants was going smoothly. It was his other project, his story for his literature course, that he was worried about. It was his same story that he was using for his channel, but it was more a mild fear of rejection and lack of perfection.
His online friends liked it, but would his teacher? His followers?
Parker sighed and leaned against the wall before slinking down further into the chair. His eyes focused on the blinking line in front of him as he stared at the end of the fifth chapter he had been editing. Something about this story felt particularly personal, but Parker remembered hearing once about how writers put more of themselves than they’re aware of when they’re making characters and stories.
Perhaps this was just part of that feeling?
The teen sighed and stretched when, suddenly, his lights flickered up above him.
Confusion injected itself into his mind as he stared at the wired lights on the ceiling. His eyes flicked over to the wall switch.
Perhaps just a fluke?
The notion was dismissed when the lights flickered two more times, all of his lights dimming and glowing systematically.
Something raised the hair on the back of Parker’s neck. He felt like he was on pins and needles, the anticipation of a drop while suspended in mid-air. Cautiously, the curious teen stood up and walked over to the switch, examining it closely.
It was still up and wasn’t jiggling or loose.
The lights flickered again.
It felt like he was in a spooky movie, of which Parker had only ever seen one in his life along with a couple of older “thrillers” like Alien and Jaws. Even those movies were censored because his mom didn’t want him to get too spooked.
Was there something wrong with the plug?
Parker glanced at the window at the back by the stairs and, just for a moment, he could have sworn he saw something.
It looked like the quick flick of a shadow.
It was quick and Parker wasn’t even sure if he knew what he saw. He did just step out of his room after all, and he had been staring at his computer screen, which he knew sometimes made shadows appear when there weren’t any.
He held deathly still, his entire body locking up like a perfect figurine. His body fell naturally into the position as he slowly crouched and laid his hand against the floor, as if he could detect any trembling or motion.
He didn’t get a chance to investigate for long though. Before he could make his way to the stairs in his crouched position, there was a knock on the table that made Parker nearly jump out of his skin.
“Parker? Are you going to bed soon?” Parker’s entire body shivered as he pushed himself upright and heaved in a few deep breaths. Every nerve in his body felt electrified. While his heart continued to thrum rapidly, he cleared his throat and called over his shoulder to his mom as the sides of the walls began to open.
“Y-y-yeah, mom. I’m ready for bed,” said Parker. He glanced up at the lights stayed on without the slightest hint of a flicker. The walls opened fully and, instantly, Parker saw his mom’s brow furrow quizzically.
“Everything okay? You look a bit pale,” she said. The maternal instinct in Amanda kicked in and she reached forward and pressed the tip of her finger against Parker’s forehead. He shied away from it, which was typical teenage behavior, but something else felt off about Parker that Amanda couldn’t quite place.
“Y-yeah. I’m fine. I just…” Parker stopped short. It felt like something physically squirmed in his mind, preventing him from saying something about the shadow and the lights. He shook the notion loose, confused as to why this instinct flared up in him, and proceeded with his thought. “I just saw the lights flicker and got spooked.”
“Oh?” Amanda replied as she glanced over and looked down at the power strip that fed electricity into Parker’s Place. Nothing looked off about it to her, but she still knelt and glanced around the ground.
Still nothing.
“Well,” she sighed as she stood and walked back over to the front of Parker’s tiny home. “I don’t see anything. It looks like it’s all plugged in, but we’ll check on it tomorrow. Okay? For now, it’s bedtime.”
“Yes, momma,” replied Parker as he walked up to the edge and accepted the kiss on his torso that his mom gave him. With that, Amanda smiled and watched as Parker curled under the blankets, forming an almost imperceptible lump in the bed. “Goodnight momma. I love you.”
“I love you too, Parker. Sweet dreams my love.” Amanda closed the walls and secured them tightly before tiptoeing out of the room and to her own room to turn in for the night.
Just in the other room, Parker laid there with his heart still fluttering nervously. Everything in him was still on edge, and the curiosity of what was going on with his lights was really bothering him. Parker enjoyed a good mystery or puzzle, but he generally liked ones he could solve.
This one wasn’t solved yet.
For what felt like a couple of hours, Parker tossed and turned in his bed as a mixture of homework assignments and curiosities about the power outlet swirled like a mist in his mind. The more the young teen thought, the more it annoyed him that he didn’t have the answers.
He had had enough.
Parker pushed himself up and decided to go and check out the source of the flickering lights. If it was a cable going bad or possibly the breaker being loose, he needed to get a new one as soon as possible. It would be terrible if he was in class and his power went out. His mom said they would do it in the morning, but Parker knew himself; and he knew he couldn’t sleep if he didn’t at least go and see it for himself.
He couldn’t afford to not check it out with his presentation tomorrow.
The teen stepped noiselessly through his house and exited the front door. As he walked around, he noticed a few things that just seemed, in a word, natural.
Sound was amplified. The darkness in the corners of the room seemed brighter. He could feel every tremble in the desk from his footsteps.
As he made it outside, a choice presented itself to him. For a moment, he considered going down the climbing line he installed himself on the backside of the desk.
But he knew if he slipped on the rope and got hurt, which he never did, his mom would make him take down the line.
He decided to risk it.
It was late. She was asleep. Parker was as sure footed as a goat and knew he would be fine all the way down. The temptation was also too great for the teen to resist. Plus, it would be a lot faster.
There was something about the experience that was, in a word, liberating. The free fall. The catch. The feel of the rope in between his fingers.
It felt natural.
The urge to climb and fall and hide never failed to fascinate parker. Whether it was something his condition genetically programmed him to do so or if it was some personality trait he possessed, he didn’t know.
What he did know was the sensation was addictive and he was itching for a good climb.
Parker snagged the line in between his fingers and leaned over the edge of the desk. There was a mild sense of vertigo that swelled inside him, but he loved it. The weightlessness seized him as he let himself slip over the edge, hands and feet firmly in place and secured on the line.
The line burned against the teen’s palms and against his legs as he quickly descended. It felt like something a secret agent would do, and it felt epic.
The moment Parker’s feet hit the ground, he felt himself instinctually look around and crouch low. Silently, he stepped across the planks of wood that constructed the floor and walked toward the power strip that was only a few feet away. The whole thing was four times Parker’s size, but he navigated through the wires with ease.
His hands worked quickly to check the buttons and reset panels, and the teen could find nothing wrong with any of it.
Perhaps something is up with the electrical cover in the wall? Parker wondered silently. He jumped over the stiff cord that led to the wall and approached the trim on the wall which had small notches in it, so he didn’t need to snag a ladder.
As he approached, Parker noticed something by the very base of the electrical cover that made his hair stand on end.
It was a drill bit.
Flat head.
It was a tad bit rusty, and Parker didn’t recognize it from his mom’s kit that she used to help construct his space. He approached and picked it up, realizing it wasn’t as heavy as he thought it would be. In his hands, it was about twice the size of the drill that his mom used, and he realized he could probably carry it around easy enough; but where did it come from?
I don’t think this is mom’s drill bit. How’d it get here?
Parker glanced up at the electrical cover and felt his heart skip a beat as he noticed the screw for the wall socket was protruding from the wall ever so slightly.
His entire body was shaking now, but he wasn’t sure why.
Had his mom messed with the electrical cover with some old tools that she forgot about?
It didn’t seem like her.
Parker stepped up on the trim, balancing precariously and using the cord to stabilize himself, as he pushed on the very bottom of the electrical cover.
With almost no effort, the piece wiggled free and the screw clattered to the ground. The end looked a lot shorter than the others. He knew because he helped his mom replace the covers a few weeks ago.
The young teen took a few deep breaths to calm himself before he dared to peek inside. Engulfing darkness belonging to the wall consumed his vision. There was something exciting and enticing about the darkness in front of him.
It felt, in a word, familiar.
But why?
Parker felt his head beginning to throb as his mind stirred some fragmented memory, but it was hazy and distant.
What really set the teen on edge, however, was when he dared to push himself up onto the ledge to peer better into the wall and noticed something else that made his insides fill with nervous energy.
There was something that looked like a pencil mark. Two lines with a triangle on top followed by a little check mark on the inside. To Parker, it looked like a kid’s drawing of a house with a check mark inside of it.
Was this something his mom did?
Or was this some kind of construction mark?
What was this?
What did it mean?
The teen stared at the marks and then back to the darkness of the wall. Just like the shadows of the room when he stepped out of his house, the looming abyss of those narrow spaces between the walls didn’t seem very dark. It almost seemed inviting.
There was something about that confined space between the drywall and the studs and exterior boards that made Parker feel like he was back in his space. It was familiar.
But why?
Parker hadn’t realized that he had been learning forward to the point where he was barely hanging onto the edge of the electrical cover and leaning into the walls. It took the sound of his foot skidding against the wood and nearly tumbling headfirst into the space in front of him.
Startled and shaken, Parker pulled himself back out of the entryway into the walls, forced the electrical cover back onto its perch, and hurried back to his room. He was in such a tizzy, the young teen didn’t even realize he had gone straight to the secured line he left and climbed up it in record time, ignoring the staircase mere feet away.
His little feet barely made noise as he scurried back to his room, securing the door and slipping under his covers without so much as a squeak.
Parker’s mind was racing. What was that he just saw? And what was that weird draw he had toward the walls?
Hopefully, his mom would have the answers.
First thing in the morning, he would ask her. She would make everything better, right?
~~~~~^*^*^*^*^~~~~~
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locke-rinannis · 2 years
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I—okay. Listen. Do I run around a lot in this game? Yes. Do I spend an unnatural amount of time looking for RP locations that perfectly match a scene I'm looking for? Probably. But over the course of years, I've found some pretty cool spots. And I'm going to share them with you!
Maybe you'll find inspiration to start something new in these areas, or maybe it'll help scratch an itch for a scene you've been wanting to do. Who knows! Just take them!
Also, these are locations found outside of major cities and aetherytes. This list is for people who want to get out into the overworld and away from crowds! (I’ve also tried to find places that are free of hostile mobs, NPCs, and FATEs.
I’ll likely make more posts for other zones, but the three starter regions are accessible for characters of all levels, and a good place to start!
Locations under the cut!
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LONE CAMPSITE - Middle La Noscea - X25, Y23 A single, simple campfire surrounded by a few crates and barrels. I think an NPC appears here for one specific quest, but otherwise it's empty! It’s not near any civilization, although you can see Limsa on the other side of the map.
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HIDDEN PIRATE SHIP - Western La Noscea - X10, Y18 A really cool ship hidden deep in the La Noscean map, which only became available once they added flight to older areas. You can land on the ship and the walkways that surround it. It’s really a unique and outstanding spot!
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HOUSE @ OSCHON'S TORCH - Lower La Noscea - X23, Y39 You can't enter the lighthouse on the hill (unfortunately), but you can go into the small house in front. It has a nice garden in the yard, and the interior is fairly simple and NPC-free.
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WAREHOUSE @ RED ROOSTER STEAD - Lower La Noscea - X31, Y21 I don't know why SE made this, to be honest. I've never seen a quest lead here. Nothing spawns, it just exists. Which is great! I wish they did this more. Anyway, it's a warehouse at Red Rooster Stead. A door in a cliffside, full of supplies and a table with chairs, and nothing else.
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PAVILLION @ CANDLEKEEP QUAY  - Lower La Noscea - X19, Y38 Previously inaccessible due to a gate blocking you off the pier, you can now fly over to this spot! This location is beautiful, especially at sunset, but unfortunately nothing is interactable. Unless you’re fine with /groundsit, you can't even sit on the chairs. But still, a quiet and interesting spot to meet!
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HOUSE @ THE SILVER BAZAAR - Western Thanalan - X17, 30 All of the buildings in the Silver Bazaar are great! This one is fantastic. It's completely empty inside and outside (except for a couple ambient NPCs on the railing up top). There’s a table and chairs under the awning outside, too.
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DESERT RUINS - Southern Thanalan - X19, Y17 There are a lot of nice ruins in the Thanalans, but this one in particular has a lot of potential. The only mobs around are some passive fire sprites, and there's an unopened chest in the back amidst all the crates and jars. Environmental storytelling!
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TAVERN @ CAMP DRYBONE - Eastern Thanalan - X13, Y24 I know I said I would make this list outside of major aetheryte areas, but this is the one exception I'll make. Only because it has no business being this good. Every chair at every table is available! It's a wonder!! A very nice little tavern.
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HOUSE @ THE GOLDEN BAZAAR - Eastern Thanalan - X10, Y16 The Golden Bazaar, like the Silver Bazaar, is all very useful. But there's one house in particular that is better than the others. This interior is big and extravagant and empty: three things we don't get very often in overworld locales!
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CRESCENT COVE - Western Thanalan - X15, Y17 If I've said it once, I've said it a thousand times: I love Crescent Cove. Every building is accessible! And although there are NPCs around, it's a fairly large area to work with. I’ve both led and participated in a lot of great plot events here. I like it a lot!
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LILYSTONE - Central Shroud - X28, Y30 A simple tent with a campfire in front, located next to a river. There are some low level aggressive mobs (level 11), but no NPCs or FATEs. I believe there's an early level quest around here, but I almost never see anyone. A neat campsite!
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SWEETBLOOM PIER - East Shroud - X10, Y22 This location is found immediately after you take the boat from Gridania to East Shroud. Most people just run right past it and head through the gates, but if you turn around, there are two buildings here! One is a grocer of some kind, and the other is a storage room. There are a couple NPCs, but nothing too intrusive.
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SPRIGGAN DIG - Central Shroud - X11, Y16 (Underground) Sometimes, when you're setting a scene, all you want is a simple cave. Just one simple darn cave. This spot provides! There are 2-3 caves to choose from, although each one contains at least one hostile mob and a patrolling golem (level 43). We take what we can get.
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SPIRITHOLD - Central Shroud - X26, Y25 This spot is great for its spooky ambience or for a dungeon/prison location. There are six small, empty jail cells against the walls. Just some small level mobs (level 9) wandering around, too.
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That’s it! I have several more, but I trimmed them out due to them being either fairly common knowledge (ie, Buscarron’s Druthers, Hermit’s Hovel) or just too many mobs cluttering the field. However! If you’re interested in more, let me know somehow, and maybe I’ll make a Part 2!
Until then, I’ll very likely follow up with more zones. I like exploring quite a lot.
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number1blueoakfan · 6 months
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red from pokemon is autistic
this isnt a new thing i js like psychoanalyzing him ok.
Red, in both the games and manga, show traits of ASD, or Autism spectrum disorder, or just Autism. In the games, it is much easier to spot, however.
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1; Speech
In the games, he is completely nonverbal, with the exception of a few times where Red is shown to speak. (Copycat, Masters EX, etc) Masters EX timeline is… Confusing, though in the games, he only speaks once. (Copycat) In the manga, he is shown to speak a lot, though it is harder to see it as autism, it is a spectrum disorder, and one side of the spectrum is never being quiet/having trouble being quiet.
2; Special interests
In the games AND manga, Red very obviously has a special interest in pokemon, given he has caught every type in Kanto and completed the pokedex, he is very intent and interested in pokemon battles, and overall, that's just his major special interest.
3; Sensory issues
Though we don't see much explicit proof of this, I believe that Red has fabric related sensory issues. The reason being, he doesn't change his clothing at all until Masters EX and generation 7, excluding the original red and blue games. In fire red/leaf green, he is 11, in gold/silver/crystal, he is 14. In the pokemon world tournament, he is 19. Why do I mention this? Well, that's because Red wears the exact same outfit for 8 whole years, as opposed to Blue, who changes his outfit throughout the series. A lot, if not all autistic people struggle with fabric related sensory issues, and struggle to find clothing they like the texture of, which causes them to wear the same clothes over and over again.
4; repetition/patterns
Pokemon battles, in my opinion, especially pokemon type advantages and disadvantages, deal with pattern recognition. This is a trait of autism, which leads me to believe, with Red's special interest in pokemon and battling, he has some form of pattern recognition when it comes to typing of pokemon.
In the manga, he is also shown to repeat movements, pick up on phrases a few times, etc, which can count for repetition. The phrases can also count for echolalia in a sense, a common thing with autism. This can also apply to the copycat thing.
5; Stimming/Stimulation
For Red, this is a difficult thing to see. Since in most of his appearances, the sprites don't move, or do not move much, it's hard to decide if he is shown to stim. It's also hard, given he cannot vocal stim, since he is non-verbal. (Games) This is where the manga comes into play, since the manga is more expressive, since that is the point of the manga. To show scenes in more detail. In the manga, he is shown to flail his arms when he's frustrated, (entering saffron city, etc) repeat phrases, which ties into echolalia, etc. Also, in the games, he is shown to have little/no facial expressions.
I feel like him disappearing on Mt. Silver was because he was so overwhelmed and overstimulated all the time with being champion- And thus, ran away with little/no explanation.
6; Over or under empathetic?
Red is shown to be very empathetic towards pokemon, a few people, and that's it. In the manga, however, he is shown to be both overly empathetic and under-empathetic. While he is not super emotional, he still is a bit emotional in the manga. Tying into this, autistic people have a very strong sense of justice. This is shown in both the games and the manga, given team rocket.
7; high or low functioning?
Red is obviously a very high functioning character. He is intelligent, and strategic, given he enjoys pokemon battles.
8; Social
I feel like he was isolated for displaying autistic traits as a kid, hence why Blue(m) was (presumably) his only friend. Also, the scene in the manga where he calls Misty an idiot and gets confused on why she's upset- Peak bluntness, chat. (A trait of autism) He's very blunt and straightforward throughout the manga, as well.
9; overall overview– Is this character autistic?
Very obviously, yes! Red is autistic. He checks out a lot of the boxes, and definitely shows signs of ASD, the most prominent ones being him being non-verbal, his pokemon special interest, and the whole sensory issue thing.
EDIT: also the fact satoshi (THE CREATOR OF POKEMON) is autistic and i believe has stated that red and i believe ash were based off him. quirks brow
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missmiseryguts · 2 months
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Hey fazgang
So ever since Undertale yellow came out I've been having an itching creative urge to also make a concept for a prequel... Been stirring in my brain for a while so here is my idea!!
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UNDERTALE VIOLET!!! FEATURING PERSEVERANCE SOUL !!!! Design and more under cut!
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Her name is PAIGE! And she is my pride and joy. An aspiring teen writer who dives into the underground head on for... Research purposes? On a creative writing project? Well, she is an odd one.
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A concept I wished to explore was using her torn notebook as more of a mechanic than just a weapon, so with inspiration from TS Underswap, what if her torn notebook was a menu? Through it you can open saves, loads, notes on the monsters and areas you encounter, and the menu. Which realistically would be changed to items more than anything, but I wasnt thinking at the time LOL.. i didnt want explicit save loading in this game / concept, due to most likely using Flowey. And he has way more determination than this silly ao3 author. So, the concept was to "save" with either auto save, or have some sort of queue or sign to save. Like Paige thinking she should "note her findings" in her notebook, which prompts you to save your game without exactly forcing you to if that makes sense? Though saving and loading is a very integral part of Undertale, so I'm unsure if this concept would exactly work out. If you guys have any ideas how I could do it, please share!
Monster ideas?? Npcs?? New areas?? Um. No idea. I'm not the best with designing non humanoid characters and writing them diversely... And even worse with areas. Ans how will this game be played???!!! Well! If this even does get to become a game, I took inspiration from our lord and savour Racheldrawsthis (praying I got the name right) for a visual novel RPG of sorts! I thought it might be more interesting due to wanting Paige to have more personality, more dialogue and overall be more of a character, so showing expressions was important to me, which is why I designed this shitty example concept LOLL
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This format would probably be for everyone, though I'm unsure if every single monster would have a sprite or not. Maybe just Paige? Maybe all important npcs will have a few sprites and expressions to showcase their feelings and personality, mannerisms, etc. a random froggit doesnt get a sprite. 😔
If anyone is interested, I'd love to have help developing this concept, amd perhaps turning it into more than just a simple concept! My discord is in my top post at the bottom, and if you'd want to help, meet Paige, then please, add me and offer any sort of ideas you have! Or just leave a comment, a reblog, or a simple like to show you're intrigued in my ideas! So please please pretty please show support if you think this idea is worth developing. . . Anyways that's all for now!
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infinitebrians · 9 months
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Favorite Games of 2023 Part Final: Pokemon Crystal Clear Clown Edition
Pokemon Crystal Clear is a romhack for the Gameboy Color game that mainly advertises itself as Pokemon Crystal modified so now it is entirely playable as a free roaming open world. Clown Edition is just what I called the rom of the game after creating and injecting a pokemon trainer sprite sheet into the game so I can play as my own character, Clown. I played the whole game on my New 3ds XL, it took a quite a bit of effort to get this exact version of the game working on my 3ds. It was incredibly worth it, this is not just my favorite game, but favorite 'game experience', and even easily my new pick for all time favorite pokemon game in the series.
The game itself was fun and a refreshing new way to experience a pokemon game but the overall experience of getting the game working on a hacked 3ds and playing with my own created sprites was in itself a very fun bit of hobby work. It has revived my love for playing older games on real hardware, something that I have found myself continuing to do this year. Also, seeing my own art in the game and said art feel cohesive with the world ruled and I want to experience that more in some other way. This game made me more into pokemon than I have felt with official releases in a pretty long while, and I even liked my time playing Scarlet. I loved playing on a handheld, I loved seeing the really well made art from gen 2, and I loved being able to put a bit of myself into the game as well.
Apologies for how rambley this gets, I really liked the game but still somehow found it hard to really organize my thoughts on why exactly.
I wanted to revisit this hack after briefly trying it in 2018 because of this excellent Hazel video (https://youtu.be/96YimpRHQHs). The video details various life stories while talking about favorite locations in the games getting me to think about my own favorite spots in the games and where I was personally at the time. The video also got me to start realizing that Porygon might be one of my favorite pokemon in the series and caused me to make drawings of them that I'm still quite fond of. This then made me recall Crystal Clear which contains a feature of surprisingly deep character customization including a wide selection of possible starter picks one of which being Porygon. So, compelled by the allure of having a fun adventure with a cyber duck, I picked up my hacked 3ds and started the game again.
Crystal Clear is a game that allowed for me to be even more creative about how to approach building my team and creating my own adventure out of playing pokemon. It's not for everyone, it wasn't even for me the first time I tried this game back in 2018. Crystal Clear definitely lends itself much more to the idea of creating your own fun than typical linear pokemon games where if you're not interested in that more free form exploration, the game would feel aimless. I even felt this when starting this playthrough, but the goal of pokedex completion was what encouraged to explore and discover Crystal Clear's world. The game was always surprising me in both the number of quality of life features it provided as well as fun new areas to explore or to better make the world more connected. Over time, the game felt more at home to me from getting more familiar with locations and developing a new sense of fondness for several towns in Johto I frequented. The change from a linear progression to that open ended one gave me a better sense of the world and towns had a bit more life to them as places felt more inviting to hang around in.
I love this game's implementation of the pokedex. It has been designed so it will display just about every piece of information about a pokemon, where to find them, when they evolve, what moves they learn, and so on. While the presentation is definitely clunky due to having to have all of that information on a GBC screen, I found this such an invaluable tool to have in game that for the first time in the entire pokemon series I was heavily making use of the in game pokedex for its intended purpose. Being able to look up relevant information for pokemon all entirely in game without having to have a phone/computer nearby with bulbapedia open all the time is just greatly appreciated. While the desire to keep some mystery around pokemon and how they evolve or what moves they'll learn can be part of the fun with the series, I think I just prefer being able to tell quickly if this is a stone evolution pokemon or not.
This was the first time I ever completed a pokedex in any pokemon game, something I've always wanted to do but never fully committed to the whole process. This is because of my own laziness toward how challenging that always was in proper releases due to so many pokemon being obscured behind multiple games and others being locked behind real world timed events. That or the fact that later games in the series just outright make the the act of getting a truly complete pokedex feel almost impossible. Instead, I finally accomplished a completed pokedex in a romhack that was made to make that sort of challenge feel reasonable with modified drop pools and changed events so everything within that one game is catchable. While now possible, I still found myself challenged with a game world spanning adventure of looking behind every rock, tree, and patch of grass to find every funny little guy I could. One particular memory was me spending maybe a week insisting on finding a dragonite in an encounter to catch which has a 1% chance of happening rather than spending the time leveling and evolving one instead. A very, very long process of hitting a tree over and over but made hilarious when later repeating the process for a tyranitar, another 1% chance encounter rate, was done in minutes. It was really fun having a plan ahead with how I was going to get every pokemon, constantly using expshare and other things to level guys to get them to evolve while try catching other guys. The ultimate reward of that certificate is still a pretty hilariously small, though I still kind of want to figure out a way to print mine out.
What made this game so special to me was simply just adding Clown to it. A simple change that was a surprisingly complicated process of getting a crash course on how GBC color palettes and size limitations worked and getting my hacked 3ds up to date on its software. Creating the various Clown sprite drawings was fun, I always liked working in those sorts of strict limitations. Then finally getting the injection to work and seeing my own art in game on real hardware felt surreal, something in this handheld game console I've had forever, on a game I loved for years has something I made in it. Even the process of getting all of this working, as tedious as it was moving game saves and getting color values just right, made this whole experience more special to me.
Something I figured while playing this as well as also from now having also played Dragon Warrior 1+2 and also currently Final Fantasy 5, I really love playing things on a handheld. Playing games on a handheld device has been so much more compelling of a thing to me than ever than playing on a proper TV/computer. The aspect of being able to just let the console sit on my desk and simply open and close it when interested made the feeling of investing myself into a game so much easier to approach. I want to just keep playing more old games on a handheld now, I'm already planning on other games to play and how I should definitely hack my Vita. My friends keep tempting me with one of those emulator handhelds and I don't even need one but they look really cool though.
I have so much respect for people who make fan works, hacks, and other unofficial projects it has been just amazing to see passion projects happen all the time in the gaming community. Playing this romhack that's been a years long, ongoing project in two different eras (2018 and then again in 2023) of it's existence has only further cemented my admiration. People wanting to be creative and open about their love for this form of art is such a wonderful thing to behold. These moments of creative passion being shared to everyone feels so important, reminding that the projects with the biggest budgets and names are not the end all be all of the medium, despite their desperation to be so. Thank you so much for wanting to share such lovely things with the world.
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