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#those are the genres listed on Wikipedia
crmsndragonwngss · 8 months
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Watchin a show and someone said sidestep to the left and every pep rally from like 2nd to 12th grade immediately popped into my head
God… good times, man
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alpaca-clouds · 1 year
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The Punk-Factor of Punkpunk Genre
So, when I posted my history of Solarpunk, someone (probably not in good faith) asked: “So, what about the punk in all the other punk genres?!” towards my request to put the punk back into Solarpunk. And given that my autistic brain obviously cannot just let that stand… You know what? Let me talk about the other punk genre and in how far they are “punk”. I tried to be as exhaustive as possible, though there is a good chance, that I might have missed some of the punkpunk genre. So feel free to add.
Trying to judge the punkiness I do not assume punk as simple counter culture, but a specific ideology. Quote from Wikipedia:
[Punk ideology] is primarily concerned with concepts such as mutual aid, against selling out, hierarchy, white supremacy, authoritarianism, anti-consumerism, anti-corporatism, anti-war, imperialism, conservatism, anti-globalization, gentrification, anti-racism, anti-sexism, class and classism, gender equality, racial equality, eugenics, animal rights, free-thought and non-conformity
Most of the artwork here has been taken from concept art of either of the examples listed.
Sorted from most futuristic to pre(historic). Yes, the list is long.
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Cyberpunk
We start with the OG punk genre, the one after which all other punk genre were named. Yes, you could argue that in fact the two genre following are more futuristic – but Cyberpunk kinda just had to start the list.
As a genre: Given that Cyberpunk had its start completely in literature it is the best defined in this regard. Taking place in a late stage capitalist dystopian world in which most is owned by megacorps who don’t follow anyone’s laws but their own, the protagonists usually are social outcasts fighting against their own oppression, trying to keep themselves alive in a world hostile to them. With cybernetics always being a core of the genre, it also tends to deal with the question of humanity in a “ship of Theseus” sort of way. How much can the human body be altered, before the human vanishes?
As an aesthetic: Cyberpunk is the most punk in terms of aesthetics, really. There is a lot of punk and grunge going on in terms of character design. Neon hair colors, fishnets and thorn up jeans jackets can be found here. As well as of course cybernetics on the characters. The world usually is a megacity with a stark divide between rich and poor, tons of neon signs, a slight Japanese influence, flying cars and somehow a constant downpour of rain.
Punk-Factor: Cyberpunk is the one punk genre, where the “punk” was chosen very knowingly as a name. Usually the protagonists are “punks” fighting for their place in the world against a suppressive capitalist system. (Also, they usually fit the punk aesthetic, if they don’t wear leather dusters.) It should be noted however, that especially in newer western Cyberpunk often the punkiness vanishes more and more – for the same reason we have so little Solarpunk: media that outright confronts the problems of capitalism is just less supported.
Examples: Neuromancer (1984), Mirrorshades: The Cyberpunk Anthology (1986), Snow Crash (1992), The Matrix (1999), Dredd (2012)
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Biopunk
As a genre: As a genre biopunk is still fairly ill defined, as it mostly shows up as a subsection of Cyberpunk. Rather than the characters having cybernetic implants (or additionally to it) they are augmented on a genetic level. This can be all sorts of augmentations, changing anything from appearance to giving characters higher strength and agility, giving them claws or night vision, or in some cases even “magic” powers. Usually the genre tends to be set in worlds similar to Cyberpunk. In fact it might well be set in a cyberpunk world, only that characters with bioaugmentations exist parallel to those with cybernetics. Additionally, though, there is a subsection of this genre, that concerns reproductive rights.
As an aesthetic: Ironically biopunk is even less defined as an aesthetic. There is not a lot of biopunk art out there and most that exists can go in different directions. As such it often mixes elements from other punk aesthetics – like Cyberpunk, Steampunk or Dieselpunk – with an assortment of bodyhorror elements.
Punk-Factor: It is hard to define the “punkiness” of a genre, that barely exists for the most part. Usually, when it is set against a Cyberpunk backdrop, it might be very punky, but in other settings those punk elements vanish.
Examples: Ribofunk (1995), Altered Carbon (2002), Bioshock (2007), The Windup Girl (2009)
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Nanopunk
As a genre: Like Biopunk Nanopunk mostly exists as a subsubgenre to Cyberpunk, often being set in a mostly Cyberpunk world, only that instead of or additionally to Cybernetics, the technology used to alter the human body is nanites. These serve the same function as the genetic manipulation in Biopunk, giving the human in question more strength and agility and at times more or less magical abilities. There is one common plot that comes up again and again, with an AI or megacorp turning the nanites against the people they inhabit or trying to control them.
As an aesthetic: Aesthetically Nanopunk does not have much in terms of its own identity. Most artworks relating to Nanopunk feature a similar aesthetic to Cyberpunk, with megacities and lots of neon.
Punk-Factor: This genre is so small, that it is kinda hard to judge the exact punkiness.
Examples: The Diamond Age (1995), Prey (2002)
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Solarpunk
As a genre: Being another genre, that started as such, Solarpunk is a bit better defined. Solarpunk usually takes place in a world post-strive. It is post-capitalist and decolonial in its settings, usually featuring a world that has either formed against the backdrop of preventing climate collapse or in the aftermath of it. A lot of it features people rebuilding – or alternatively building communities. It always features elements about living in harmony with nature or trying to do so. So far, the genre is mostly defined by short stories, partly because there is still disagreements within the movement, how far a conflict can be taken to still qualify as Solarpunk.
As an aesthetic: Solarpunk has a very strong aesthetic definition, mostly featuring all sorts of cities and urban areas, that incorporate natural elements into the urbanity, with greenery growing on roofs and concrete car-centric streets being replaced with more natural, walkable areas. The character design aesthetic is not quite as clearly defined, but usually features natural materials and patterns usually seen within indigenous art.
Punk-Factor: Contrary to what many say, Solarpunk is fairly punk, as it very much embraces the entire anti-hierarchical, anti-capitalist mentality. With the big difference, that the punk mentality is no longer counter culture, but the mainstream culture.
Examples: The Dispossessed (1974), Nausicaä (1984), Laputa – Castle in the Sky (1986), Princess Mononoke (1997), The Summer Prince (2013)
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Lunarpunk
As a genre: Lunarpunk is pretty much a subsubgenre of Solarpunk, just as Nanopunk and Biopunk are sprung off from Cyberpunk. It is so far ill-defined as a genre, but the general consensus is, that it is set in solarpunk-esque worlds, but with a heavier focus on mysticism or spiritualism, at times outright including magic. It also tends to feature a lot darker places, being set in underwater or underground settings – or alternatively at night.
As an aesthetic: Lunarpunk is far more of an aesthetic than a genre so far. It features dark places, often with bioluminescent elements in it. Often featuring a mixture of black and dark blue with lighter blue, violet or light green elements shining in the middle of it. Mushrooms – especially glowing mushrooms – feature repeatedly in artwork.
Punk-Factor: Given that Lunarpunk is barely defined as a genre it is hard to estimate the punkiness in it. If it gets more stories, will those still feature the anti-capitalist and anti-hierarchical messaging we see in Solarpunk? This should be the defining factor. Some of the artworks use little aesthetics from the punk scene, but nothing much more.
Examples: Bioluminescent: A Lunarpunk Anthology (2023)
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Hopepunk
Honestly, I had no idea where to put this one, given that it might technically be set at any time and place.
As a genre: Hopepunk is very much a genre, not an aesthetic. It has been defined as the opposite of grimdark by its “inventor/name-giver” Alexandra Rowland. The basic idea is to create fiction that instead of taking a dystopian, defeatist and violent approach, takes one defined by hope and to some degree pacifism. As such the genre can be set in any setting, real or fantastic. It mostly is defined by the protagonists taking opposition to cruelty and violence, fighting for a better world and, crucially, also partly archiving it. Other than in usual Cyberpunk, where the best possible ending, tends to be, that the protagonists get to live a somewhat better life themselves, Hopepunk aims to better the life at least for groups of people.
As an aesthetic: Being fully a genre, Hopepunk has no aesthetic associated with it.
Punk-Factor: Hopepunk is punk less in the sense of the protagonists or things happening within the story, which might or might not be punk, but was named such rather because it is considered counter cultural towards the gross of media at the moment, that often strives for a “realistic, gritty, grimdark” outlook on the world. Basically it is saying: “Hope is punk.” I will not make any judgement on whether or not this is true.
Examples: The Long Way to a Small, Angry Planet (2014), Mad Max: Fury Road (2015), The Good Place (2016)
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Mythpunk
As a genre: Another one, that does not really fit into a temporal sorting system, because once again it can be set anywhere between the stone age and the far future. The basic idea is, that the story interweaves postmodern storytelling with elements from mythology or folklore. This can mean mythological, genre-traversing retellings, but it can also mean, that mythology seeps into any given story bit by bit. As such the genre with probably the most media in the subgenre is Urban Fantasy, which often borrows from mythology and incorporates these elements.
As an aesthetic: Mythpunk as an aesthetic is a bit strange. There is definitely a mythpunk aesthetic that exists, often mixing familiar elements with elements from mythology and folklore (at times also including quasi-folkloric works of literature, such as Alice in Wonderland and the Wizard of Oz). Often just a bit dark and twisted.
Punk-Factor: To be perfectly frank, for the most part, there is not a lot of punk to be found in this genre. While there have been definitely punky stories told within the genre, this is more a story decision than something inherent to the genre.
Examples: Pan’s Labyrinth (2006), Over the Garden Wall (2014), Inscryption (2016)
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Dustpunk / Rustpunk / Desertpunk
As a genre: Kinda grouping those above all together, because people argue about what they might entail and in some interpretations they kinda are similar: Post-apocalyptic stories set in a world of sand and rust. Often featuring a loner character, having to go up against everyone to ensure his own survival – and at times being forced to learn, that the lonerness might not win him (and most often it is a him) anything.
As an aesthetic: Aesthetically this tends to be very much post-apocalyptic, maybe in some cases with some more classical punk elements added to characters and surroundings.
Punk-Factor: Given that there is neither a system to rage against – nor a new, less hierarchical system – usually there is not that much punk outside of some aesthetic choices. Neither tend those stories go into constructing worlds of mutual aid or working against oppression.
Examples: Anything Mad Max should count for this.
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Atompunk
As a genre: Atompunk usually deals with themes connected to the cold war – in some cases directly, in some indirectly. Often it overplays the American ideals that were pushed for during the cold war era and portrays scenarios in which American Exceptionalism slowly reveals itself as the dystopia most punks already know it to be. Outside of this vague idea for the setting, the genre is less described, as there is less of a clear script an Atompunk story might follow. So, little description of who might be the protagonist and what their role is.
As an aesthetic: The aesthetic of Atompunk borrows heavily from the Raygun Gothic aesthetic. So, futurism, as it was imagined in the 1950s and 1960s, with heavy influences from late pulp age science fiction art.
Punk-Factor: The aesthetic in this is definitely not punk. The stories often have some vague punk ideas of recognizing how fucked up the world has become, but given the genre is fairly wide in terms of stories, it is hard to give a definite answer to how “punk” it is. One can definitely tell punk stories within this genre, though.
Examples: Hitchhiker's Guide To The Galaxy (1978), Fallout (1997), Futurama (1999)
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Dieselpunk
As a genre: Dieselpunk is once again an example of “strong aesthetic, but no clear genre identity”. Generally, Dieselpunk is concerned with the interwar period, but might cover either of the world wars. In some cases the genre features alternate timelines, in which one war happened and not the other, or in which another faction won, with the technological development being influenced by this as well. But as a genre it is not much defined. A lot of stories building on Lovecraft’s legacy feature Dieselpunk in some regards. And there is definitely a subsection of Dieselpunk stories centered around “what if Nazis won” or “what if Nazis somehow went underground and did their own technological development after the war”. Also, there are a lot of stories about pilots of war planes in this genre.
As an aesthetic: As an aesthetic Dieselpunk is more clearly defined. A lot of bare metal and the sorts of technology you would expect from this era, often with retro-futurist and art noveau elements in between. A lot of the fashion within the genre is defined by pilot and military clothing of the times, but at times also dipping into “roaring 20s” fashion styles.
Punk-Factor: In this genre I would generally say: “If the story involves punching Nazis, you might get a couple punk points – but otherwise this is not really punk.”
Examples: The Iron Dream (1972), Brazil (1985), Dark City (1998), Iron Sky (2012), Bitter Seeds (2010)
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Teslapunk
As a genre: Yet another one of these, that exists mostly as a vague idea, with no clear definition. The basic idea is a world, that works on Tesla’s inventions. And as those of you, who watched Doctor Who, might know, Tesla sorta, kinda already invented the internet or had an idea of what it could be and how it could work. So a Teslapunk world is based in an alternate timeline, but might in fact go into light futurism. There is not much in this genre though with a unique thematic identity, as stories that use Teslapunk as a backdrop rarely have coherent themes.
As an aesthetic: The aesthetic of Teslapunk is basically “Steampunk, but with Tesla-coils and electricity”. Which is not a big surprise given that Tesla came from the same era that would also be the inspiration for Steampunk. So, we have a lot of Victorian fashion, maybe some light augmentation, airships, and – again – all the tesla coils you can muster.
Punk-Factor: As, again, I think punk is more about themes than aesthetic, this is once more not really possible to judge, because there do not seem coherent themes within the genre so far.
Examples: The Prestige (2006), Sherlock Holmes: A Game of Shadows (2011), Bioshock Infinite (2013)
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Arcanepunk
Another one of those that do not neatly fit into the timeline…
As a genre: Arcanepunk takes place in a world, where both magic and technology have developed. In some cases both developed side by side, in others, we might have a technological world, that suddenly discovers magic by some happenstance. The fact is, though, that both exist parallel to each other or might at times be intertwined, with technology being powered by magic. This can exist at different technological stages, usually featuring settings inspired by the late 19th or early 20th century. But usually futuristic stuff that includes magic might be considered Arcanepunk, just as might stories that mix 18th century technology with magic. While also a vague genre, there is a repeating theme of magic being hoarded by those in powers and the poor and downtrodden finding ways to still use it in their own advantage.
As an aesthetic: Given that Arcanepunk’s setting is defined by the co-existence of magic and technology, rather than a specific technology, Arcanepunk has less of a defined aesthetic. Never the less, we have a part of punk aesthetics that often come up, as a surprising amount of Arcanepunk features characters with neon colored hair.
Punk-Factor: Another genre that is rather thin, yet, there is a surprising amount of stories featuring some punk ideas of fighting against an oppressive system and being counter culture to a main culture build around suppression.
Examples: Too Many Magicians (1966), Shadowrun (1989), Bartimaeus (2003), Arcane (2021) duh
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Steampunk
Steampunk was the second genre to pick up the “punk” suffix and hence is as much responsible for the punk-punk as Cyberpunk as the originator.
As a genre: Being named as early as it has been, Steampunk kinda suffers the same issue as Cyberpunk itself. There is a lot of ideas there, but some are only vaguely defined. In general, though Steampunk always takes place in a world where the steam engine became the defining technology and was never replaced with the combustion engine. As such cultural aspects from the steam era, especially Victorian England and the Belle Epoche, still carry over for longer, than they did. So often we will see noble households based around similar values as the puritan Victorian English families, while the very poor are made to work in workhouses. At times we might also see themes of colonialism here. In some cases magic might exist in these worlds, as might electricity for some aspects. There is often a heavy inspiration from Jules Verne and H.G. Wells. Though it is still hard to define the “stereotypical steampunk story”, given that Steampunk offers a wide variety of stories, from adventure stories and romances, over to stories where people rise up against the Victorian-esque society.
As an aesthetic: Steampunk as an aesthetic is very much influenced by Victorian aesthetics and the time period of the late 19th century, mostly in the USA, Great Britain and France. But as all other punk genres it knows very well: “If it is worth doing, it is worth overdoing,” so steam-related elements are added to everything. Could
Punk-Factor: In the original idea for Steampunk was a lot of punk. “What if we took Cyberpunks ‘rage against the unjust system’ and made it 19th century” they asked. But given that the genre branched out so much, it is not necessarily there in all the stories. There is a ton of stories where people rage against that steam powered Victorian machine – but also a ton in which the Victorian world gets idealized and romanticized.
Examples: Thief (1998), The League of Extraordinary Gentlemen (1999), Wild Wild West (1999), Clockwork Century (2008) – also half of all Sherlock Holmes adaption made after 2000 in any medium usually use Steampunk elements
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Silkpunk
As a genre: Silkpunk is hard to define, despite there being a clear definition. The reason for this is, that the person who coined the term – Ken Liu – had a very specific idea in mind. He explains that the idea is of a world that has technology as language. In which form is as important as function, is made to speak a language all of its own. Inspired by ideas from W. Brian Arthur and Chinese philosophy. However, what the wider Science Fiction and Fantasy community made from it was “Steampunk but East Asian!” But given he coined the term (and also the alternative feels vaguely racist) I am going to go with Ken Liu for this. While Silkpunk will usually be set in an East Asian inspired world, the central idea is about the duality of technology, which will also be addressed within the stories.
As an aesthetic: As said above, the idea Liu had for it was a world that features some technology, but technology that is as much about form and communication through it, as it is about function. So the technology here has strong visual ideas. At least that was, how Liu intended it. Once again, the wider community made “Steampunk, but East Asian” out of it.
Punk-Factor: There is not a lot of stuff in this genre for now – however so far I do not manage to see a lot of punk ideas in it, even though some of Liu’s stories definitely feature the concept of challenging a higher power.
Examples: Dandelion Dynasty (2015), The Black Tides of Heaven (2018), The Tea Master and the Detective (2019)
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Clockpunk
As a genre: Once again storytelling in this genre is not really defined, but the worlds diverge a bit before the wide adaption of steam, instead featuring mechanical devices powered by coils and springs and somehow kept alive, often at least implied through some form of arcane magic that gives “live” to these mechanical inventions. Most examples of Clockpunk, however, tend to show up as settings for parts of fantasy stories. Any fantasy world might have this “Clockpunk” area, where protagonists might travel. Especially games tend to feature this. While there is definitely a trope of the “mad inventor” often going along with this, few other tropes stand out.
As an aesthetic: The aesthetic of Clockpunk tends to take some inspiration from the early 19th century, but tends to add a lot of gears to everything, with even city wide gear constructions keeping things working. We often will find mechatronic characters, such as wind up soldiers or wind up dancers.
Punk-Factor: Once more, there are so few stories told, that it is kinda hard to speak about how punk this is. Most stories told so far, however, do not feature punk elements.
Examples: The Great Mouse Detective (1986), Hugo (2011), Clockwork Planet (2017)
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Whalepunk
Please note: This is one of those genre, I would love to see more in, though so far it is barely explored.
As a genre: And you might ask: “Why do you even name those genre, that exist mostly in theory?”, to which I might answer: “Because I am a nerd.” As all these retrofuturists genre, Whalepunk imagines mostly an alternate historical timeline, where the technology that became defining was based around whale oil. This means that in Whalepunk often whalers or harbors play a big role, though as the genre is again very thinly spread, it is hard to say what “THE whalepunk” formular is. It seems there is a tendency, to mix some mysticism or magic into the genre, though, as the idea of hunting sea monsters often plays into it as well. Good chance that it could at some point merge with Cthulupunk (which I did not name separately, because most of it is either covered in Whalepunk or Dieselpunk).
As an aesthetic: The aesthetic of Whalepunk is basically “Steampunk, but with more sailors, ships and sea monsters”. There is definitely a bit of Oceanpunk mixed into it as well, with some aesthetics being somewhere between Steampunk and Dieselpunk. (Which is kinda ironic, because whale oil was mostly used in the early 19th century.)
Punk-Factor: And again. There so far is not a lot of connective thematic tissue within that genre, so exploring themes is kinda hard.
Examples: Dishonored (2012), Dredge (2023)
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Oceanpunk / Piratepunk
As a genre: It really is hard to divide the Piratepunk out of the Oceanpunk, though some might call it different. The idea here is that this genre features stories mostly set on the ocean and often more heavily leaning into fantasy, than science fiction. While the worlds might feature technological elements, they will almost certainly feature magical elements of some sort. The characters will usually be seafaring one way or another and stories might involve any sort of adventure. There might be a storyline, though, about one company or nation trying to control the seas – often times through magical means – with the characters often unwillingly being made to oppose them. This genre might also take place in a post-apocalyptic setting with a flooded planet.
As an aesthetic: While the aesthetic is not clearly defined, there is a good chance that it borrows heavily from the late 17th and early 18th century and the golden age of piracy, when it comes to both ships and fashion sensibilities.
Punk-Factor: Pirates, at least as far as modern media imagines them, tend to be very punk, as they tend to inherently oppose any sort of government and what not. While the punk is not there in all of the stories, a lot of the most popular stories from the genre will feature at least lightly punky elements.
Examples: One Piece (1997), Pirates of the Caribbean (2003), Assassin's Creed IV: Black Flag (2013)
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Dungeonpunk
As a genre: So, the idea of the genre is basically “What if Cyberpunk, but Dungeons & Dragons?” Usually set in a vaguely medieval world, this world still shows the same corporate corruption as your usual Cyberpunk world. Adventurers are just another resource to be exploited by the system, their day job involving going on yet another dungeon crawl. For this there might be some technology entirely powered by magic, with those magic items taking over the same functions technology might have in a Cyberpunk world. And yes, indeed some brave dwarf, elf or halfling might rise up and challenge the corporate dungeon syndicate. (As you might sense: Yes, this genre tends to be at least partly a bit of a parody of the punkpunk idea. Though it also can be played straight as “Cyberpunk conflicts, just that all technology is somehow magic.”)
As an aesthetic: This is once again one of the examples, where there is a clear idea behind it – but absolutely no clear aesthetic, as this genre might cover anything from medieval settings to a lot more modern stuff.
Punk-Factor: The base idea, being heavily inspired by the base idea of Cyberpunk, just from a very different perspective. But too many people read the genre as “Magic Technology, yay”, in which case, no, it is not punk.
Examples: Dungeons & Dragons can be played this way, also Final Fantasy VI – XIII definitely counts.
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Sandalpunk
As a genre: I mostly include this for the sake of it, because this genre tends to boil down to “fantasy set in ancient Greece or Rome, but with vaguely anachronistic elements”. It might also include alternate history stories (even going so far as Science Fiction) based on the idea “What if Ancient Rome/Ancient Greece never fell?” There is no real overarching themes, even though I could imagine some interesting way one could build those up. So far, though, it is mostly a vague gesture towards: “SciFi Fantasy, but with more ancient civilizations.”
As an aesthetic: The aesthetic is usually just Ancient Rome or Ancient Greece, but with more magic or anachronistic elements.
Punk-Factor: Given the super vague nature of the genre and the fact that it seems more like a genre of hindsight (with most media being declared this having been released even before 2000)… Nobody wrote those stories to be punk. The one punk thing I can see about several of these stories is people challenging Gods, but… That’s about it.Examples: Hercules: Legendary Journeys (1995), Xena: Warrior Princess (1995), God of War (2005)
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Stonepunk
As a genre: The basic idea of Stonepunk is, that it is set in a stone age world, but with the technology being pressed towards a very anachronistic end, which is often played for laughs. Basically it gives stone age people a modern seeming world, though not really. Often enough this is used to make a point about the modern world and parody it in some regard. An argument can be made for stories, that feature stone age technology people being somehow subjected to modern technology (for example through time travel or space travel) also possibly falling into this genre.
As an aesthetic: Usually the aesthetic of Stonepunk is one of an overplayed stone age setting. The clothing characters might wear are not what we know is historically more accurate but really just “everyone wears a pelt around their shoulders”. Meanwhile stone age tools get spun to be used as all sorts of modern technologies.
Punk-Factor: The genre does usually not feature punk themes. However, the nature of parodying and challenging the modern world tends to be punk in its own merit, I assume?
Examples: The Flintstones (1960), The Croods (2013), Horizon: Zero Dawn (2017)
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That's it. That's the list.
Feel free to add to it.
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whitecreekvalley-if · 10 months
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[ Demo TBA ] • Character descriptions • Pinterest •
Genres: Slice of life, drama, mystery, romance
WCV is rated 18+ for explicit language, violence, alcohol and drug use, and explicit sexual content.
Life's taken a nosedive—no apartment, no job, no friends. Desperation pushes you to cling to a chance from a kindly stranger offering a ticket to a town hidden beyond mountains and plains, a place people don't seek but always seem to need.
Welcome to Whitecreek Valley, where the Brass Pine Ranch needs your unique skills to mend a crumbling homestead, and a crumbling family. As you tackle the decay of the ranch and the town alongside the rancher's son, deeper troubles emerge—livestock falling ill sparks fears of a town on the brink of extinction. Can you navigate this community, help them rejuvenate, or will it become another link in the list of ghost towns of America's Wikipedia page?
FEATURES
Customization: Appearance, personality, gender & sexuality, what job they had before, their hobbies, etc. Choose how they feel about being a farmhand, how they're adjusting to the rural life, and - with your choices - how the town as a whole sees them. Are they part of the community or an perpetual outsider?
Skills: Depending on your previous job, you'll have a unique set of skills to help the community. Choose to learn new skills, like woodworking, bronc riding, or sheep shearing, to mention a few.
Animal husbandry: The distances around Whitecreek Valley are hefty, so it's necessary to have at least a horse to get around. Choose your favorite out of a cast of individual equines, each with their own personalities. Also, help a calf into this world and realize how fun it is to raise a baby cow! As long as you're in good standing with the rest of the herd, of course.
Rebuilding: Try your best to rebuild the Brass Pine ranch, and the town adjacent. The better job you manage, the more opportunities (and challenges) come your way.
Community outreach: A dying town is still home, and there are stories to be heard, problems to solve. Lend a helping hand to your new community and see how one kindness can pay itself back.
Romance: Not everyone in town is adverse to strangers, and if your heart yearns romance, there is a chance for a spark along the way. Just be careful as to who you're trying to woo in front of whom. Small town gossips, we've all seen it.
Mystery: There's something hanging over the valley, like a rot in the air. Why are people moving out? Why are exports not moving out? And who's behind the animals getting sick? Don you detective hat and lend a hand to the entire four local police officers working the bizarre case.
THE LOCALS (RO'S)
THE RANCHER'S SON
Mason "Mace" Gannon - 27 - he/him
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He used to be so much fun. I miss hanging out with him, out by the bonfires. He'd always make everyone feel so included and happy, and oh, that homemade cider he'd bring? Warmed us up on those chilly late fall nights, when we had nothing else to do. Did I tell you about the time he got us all to go skinny dipping? He was such a charmer, I wonder --
Imagine Mace as your human golden retriever – the guy who's a blast to be around, a bit mischievous, and the first to rush to your aid whenever you need it. After being gone for five years to live his rodeo dreams, he's back, now the sole caretaker of the family ranch in his hometown. He goes to great lengths to keep his personal issues personal, and it's the butt of many jokes how he's always there to help others but has the worst time asking for help himself.
He's you boss, and probably one of the best you'll ever get. Just don't pay mind to the spats between him and his dad.
THE BARTENDER
Alice Marks - 25 - she/her
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Alice, she's a feisty one! Like her poppa, rest his soul. How I love the drinks she comes up with at the bar, and that horse of hers! She could go into rodeo, but I don't think after what happened with her pa... Oh, but she's a wonder! Always there with a quip, how they drive her suitors mad. Good thing she stopped with the talk about moving away, the town would be so dull without her!
Alice is the town's most known inhabitant, running the show from the only bar in town, which she just happens to own. Her mind is like a machine for fun, and she's the brain behind all the pop-up events and happenings around town. Sure, she can be a bit like a hurricane of enthusiasm, but hey, that's Alice for you. If the town had a social heartbeat, it'd be Alice – the vibrant, smartass soul making everyday life feel like a blessing.
THE DEPUTY
Word of the wise: Never challenge Alice to a drinking game. You will lose, spectacularly, and it'll all be on film.
Judge Gannon - 34 - he/him
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Judge is a bit strange, don't you think? He just vanished as soon as he turned eighteen and popped back out of nowhere! That must've been, let's see... Five years ago? He doesn't spend much time with us commoners though, but I think I've seen him at the bar once or twice. I don't actually think he knows how to make nice with people, he always has that glower on. Gets it from his dad, let me tell you --
Bold and straight to the point, Judge isn't out here trying to be intimidating – it just kinda happens. If his brother is a golden retriever, he's definitely the doberman of the family. He's got this brash, no-nonsense vibe that some folks mistake for arrogance, especially when they try laying on the charm and he's not having it. He steers clear of small talk unless it involves his job, and when duty calls, he's more than ready to throw down to protect his town and county.
There's this local urban legend that he cracked a smile once, but it's like spotting a unicorn – not everyone's buying it.
THE LAWYER
Mercedes "Sadie" Diáz - 32 - she/her
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The new girl, yes! Oh, a beauty! And so curious. I do love sitting down with her though, oh the stories she brings from the big city, so intriguing! I hear she finds our town intriguing too, the mayor once - don't tell anyone I told you this - the mayor once said he caught her breaking into the city hall archives! I know, scandalous, but good on her, maybe now someone will argue that my neighbors fence post --
Sadie, the big-shot lawyer from the city, doing her solo act in town. When she's not in court, folks are lining up just to get a piece of the urban tales she's got. A trailblazer and truth-seeker, she's got this knack for poking her nose where it probably shouldn't be, and surprise, she knows more local secrets than the town gossip. Sure, she's all passionate and calculated, a bit out of sync with the town's warmth, but hey, that logical mind of hers might just shake things up and get the town back on track.
It's a well known fact that she could get access to places with the right documents, but she herself has said it's more fun to pick locks. Go figure.
LIST OF MAJOR NPCs
LIST OF MINOR NPCs
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greenhorn-art · 4 months
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All The King's Horses | As You Are Now, So Once Was I by @samwpmarleau (grumkinsnark)
All The King's Horses [LiveJournal ch1] [Fanfiction.net ch1]
As You Are Now, So Once Was I [LiveJournal ch1] [Fanfiction.net ch1]
Fandom: Supernatural, Criminal Minds
Rating: Teen | PG-13
Category: Gen
Words: ~36,192
All The King's Horses: Protect and Serve. Fidelity, Bravery, Integrity. To what lengths would you go to uphold those oaths? When it comes to a particularly brutal and unsolvable case, the BAU just may have to resort to some more unorthodox methods. SPN/Criminal Minds crossover.
As You Are Now, So Once Was I: Sequel to "All the King's Horses." When Dean catches J.J.'s press conference on the news about a current case and notices a few...inconsistencies, he realizes the BAU is definitely going to need his help. Again. ON HIATUS
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About the Book
FORMAT: Letter quarto, flatback bradel binding, french link stitch, no tapes
FONTS: EB Garamond [via Google Fonts], Supernatural Knight [via DaFont], D-Din [via Font Squirrel], Daniel [via DaFont], Permanent Marker [via Google Fonts], Arial
IMAGES: Seal of the FBI [via Wikipedia], Dean's handprint scar [by greenhorn-art]
MATERIALS: 24lb Xerox Bold Digital paper (8.5"x11"), 80pt binder's board (~2mm), 30/3 size waxed linen thread, embroidery floss (DMC #721), 1.9mm cording, brown cardstock, black Cialux bookcloth, gold foil transfer sheet (came with We R Memory Keepers hot foil pen)
PROGRAMS USED: Fic exported with FicHub, word doc compiled in LibreOffice Writer, Typeset in Affinity Publisher, imposed with Bookbinder-JS, title pages designed in Affinity Designer/Photo
.
I first read these stories on LiveJournal back in 2013, some time after I first encountered Tumblr, Supernatural, and the wider world of online fandom. Once I discovered SPNxCriminal Minds crossovers I devoured so many of them. Something about POV Outsider on the Winchesters, the existing connections with investigating monster vs human-crazy cases, and run-ins with the FBI... it's just works so well.
Of all the SPNxCM fics I read and enjoyed, All The King's Horses is among those that bookmarked themselves in my brain. Since it's been living there all these years, I thought it deserved a place on my bookshelf too.
(Rambling below)
Sourcing the Fic
I used FicHub to download the fics off of Fanfiction.net as HTML. Then I pasted them into LibreOffice Writer and created rich text documents of each fic, so I could Place them into Affinity Publisher.
The stories were crossposted, first on LiveJournal and then Fanfiction. I included the metadata from both sites in the appendices.
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(It's fascinating to see the differences in the same work between platforms. FFN requires genres, so if the author doesn't add them on LJ then by default there's more info on FFN. But FFN limits listed characters to 2, so authors have to pick and choose the most important. Then there's the author's amusing disclaimers and spoiler warnings for these fics, which are only included in the LJ version)
Shoutout to the author for how they linked/listed their accounts on other platforms! Thanks to that I was easily able to track down all the tags/metadata for the fics, and find them here to express my appreciation for their stories!
Typesetting
Fonts
EB Garamond is my new favourite body font, 11pt as per my usual.
The title page is entirely Arial: 1) it was the closest match I have to the case file prop I was copying, and 2) if it was a government doc they wouldn't be using anything but the most basic fonts.
Headings and the the bullets bracketing the page numbers are set it Supernatural Knight, a free font in the style of Supernatural's title.
The location segments are in D-DIN, the closest free match to the font Criminal Minds uses (which is probably DIN).
Daniel is used for Dean's 'rushed but legible' note.
Permanent Marker for the 'thick black Sharpie' case file labels.
Artwork
Title pages designed as FBI case files, copied from a prop found online (specifically Etsy's propfictionstudios', but it's all over the web so no idea who actually created it). I had fun plugging in all the fanfic/bookbinding meta!
The ID# above the author's name is the FFN story ID, and the date is the date originally posted on LJ.
The handprint used in the headings of ATKH is Dean's scar. I traced off of a screenshot from s4e01 Lazarus Rising. I chose to use the handprint instead of the anti-possession tattoo or a Devil's Trap as my SPN art element because 1) it's specific to Dean, and 2) indicates/reminds that the story is not set during the season 3 Agent Henriksen/FBI arc.
Grabbed the FBI seal off of Wikipedia.
Construction
Both fics typeset and printed separately, then sewn together into one book. Title page for the sequel was tipped in like an endpaper prior to sewing.
Endbands sewn with orange embroidery floss (DMC 721) around 1.9mm cording. I chose orange because Dean's being in jail brought to mind the orange prison jumpsuits Sam and Dean wore in s1e19 Folsom Prison Blues.
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Black bookcloth for the cover, like the Winchesters' beloved black '67 Chevy Impala. (I'd wanted a Supernatural reference to balance out the Criminal Minds-ness of the FBI case files).
I'd originally planned to make lineart of the front of the car, and have it stretch across the bottom of the cover (maybe even wrap around to the back). Even found a useful reference to trace [from here], but it didn't look as good as I'd hoped. Instead I reused the FBI seal and swapped out its text with the titles.
(The effect of shiny foiled FBI symbol on small black book reminds me of one of those FBI badge wallets!)
The foiling process was an unnecessarily long and gruelling affair. My laptop served as a massive power bank for the hot foil pen as I spent 2hrs ever so slowly tracing the image, and then 15mins on the author name and touch-ups. Did it need to take so long? Moving slowly, pushing down hard, going over everything at least three times? I'm sure it didn't. BUT I did not want to chance peeling up the foil to check how I was doing and risk shifting it. It was worth it in my books (haha) ‒ I feel giddy and kick my feet like a schoolgirl whenever I see it!
New Things
Used 24lb paper for the first time, and I love it! It's a little thicker and heavier then regular 20lb printer paper, feels more substantial.
The page numbers & running/section headers are along the outer margin, instead of in the header/footer. This was my way around Affinity's buggy-ness regarding pinning things inline in master pages. (More about that below). If I had been thinking, I could have formatted them like the tabs on a file folder and cut the textblock to match. Oh well, the things you notice once it's printed 😔
This time I also started new chapters/sections using text flow & paragraph spacing settings, instead of using a master. As always, there are pros and cons.
Pro: much faster and less involved. (find chapter start, apply paragraph style VS working from the end cutting text, inserting a frame break, unlinking frames, inserting new pages with master, relinking, pasting, and adding chapter title to a different text box)
Con: images need to be added manually (whether by adding image directly, or by applying a master with the image). I forgot to do this for the second fic, so only ATKH have Dean's handprint scar.
Difficulties Encountered
Affinity Publisher is fighting me on pinning things inline on master pages. They like to disappear on regular pages I've applied the master to. Sometimes it works, sometimes it doesn't, sometimes it only works on some of the pages. Idk what's up. (The bullet character only faces one way so I had use textboxes, flip/mirror one, and pin them inline to the page number).
So instead of having page numbers in the footer, bookended left and right by text boxes with Supernatural Knight's bullet, I put it vertically down the side.
Updated Publisher and all my paragraph styles' fonts changed/went funny. Something to do with the update's variable font support, I think. What was previously 'EB Garamond' regular, was now something along the lines of 'EBGaramond-Regular' which isn't a font. Issue seems to have ironed itself out in my original (near-complete) doc while I was busy remaking it. 😐
On the bright side, the update brought QR code generation to Affinity!
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[...] We as humans, do love our categories. After all we sit and watch a movie called say "It's Just One Look". That title doesn't tell us much about what we're about to watch. Maybe I'm interested in something arty and introspective, or something light-hearted and romantic. Maybe I want to be chilled or thrilled. Or maybe I just go in blind and open myself up to liking whatever as offered to me. Subgenre is significant for these reasons, but it's not really not very cut and dry. Silence of the Lambs has been widely claimed to be the first and only horror film to win Best Picture and according to the Wikipedia page about the Academy Awards best picture, only five other horror movies have ever been nominated. Those other movies were The Exorcist, Jaws, The Sixth Sense, Black Swan and Get Out. But there are other nominees for best picture I would say that are being left out of that horror list: A Clockwork Orange, Who's Afraid of Virginia Wolf? Deliverance, One Flew Over The Cuckoo's Nest, Taxi Driver, Fatal Attraction, Schindler's List, Fargo, No Country for Old Men, The Hurt Locker, Precious, A Serious Man, 127 Hours, 12 Years a Slave, Room, Parasite, Joker and Nightmare Alley. None of those movies fall directly into line with what we think of as horror, either because of soundtracks, lighting, special effects or camera movement. But they're all unnerving scary films, and they deal with the same tropes and archetypes the classic horror films deal with. And yet, I'm still not sure why Silence of the Lambs is a horror film. Is it because the extremeness of the violence depicted? I mean, if we want to draw lines here like Silence of the Lambs to me, more closely resembles a crime procedural. Like he could have just been CSI Ohio. And here I land on this week's film Freaks. Definitely part of the horror genre based on general cultural agreements. Like a Slasher B-movie, the shitty people are super shitty and they get what's coming to them in horrible ways. It's grotesque and moody, and like the best horror films, it's campion, subversive. But would I call it a horror film? Like strictly speaking, maybe not, but I think that judgment will differ from person to person. And I honestly love the stretchiness this of the horror label. Like almost everything's a horror movie. Even people who think they don't like horror actually love it because almost everything overlaps the horror genre. You seen a ton of horror movies in your life, even if you think you haven't seen a one.
- Jeffrey Cranor, Random Number Generator Horror Podcast No. 9, ep. 200 - Freaks (1932) (aired 20th Feb 2024) Lightly edited
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Technical Terms vs Common Language
Anonymous asked: I just read a sword fight between knights that used period specific technical terms instead of something simple like "the blade hit the leg plate." It's great when authors do their research and add realism to the story, but as a casual reader without knowledge of the terms, it made me feel lost. Is there a middle ground between the author showing off their research and making it so casual readers don't have to run to wikipedia every sentence?
It really depends on what you're reading/writing...
Using proper slang and terminology isn't about authors "showing off" their research. It's actually a standard component of creating authentic portrayals in genre fiction. No one wants to pick up an epic fantasy and read, "the sword glanced off the hard part of the armor over his chest before sliding beneath the hard armor covering his shoulder." Fantasy readers will expect to see words like "breastplate" and "pauldrons." The good news is, many fantasy readers learn the meaning of those words by looking them up, so it's not an uncommon part of getting into a certain genre of fiction for the first time.
Having said that, there is a middle ground in terms of writers meeting the reader halfway. You can use proper terminology without going completely overboard. Swords are actually a great example, because there are very specific parts you might choose to label properly, such as the hilt, blade, and tip... even the parts that make up the hilt: the pommel, grip, and cross-guards... but any other terminology is really more specific to design and would only be mentioned if talking about the design, in which case it's important enough to look up. Also, good writers will make sure the meaning is clear in context. For example, if I say, "She grabbed the hilt of the sword, noticing the way the leather wrap melted into the palm of her hand." Since you wouldn't grab a sword by the blade, you can probably guess the "hilt" is the part you hold in your hand, and this is confirmed by the description of the hilt's leather wrap "melting into" her palm.
So, yeah... from a reading perspective, if you're going to read in a genre you're not super familiar with, you can probably expect to have to look up some words. However, there should also be context clues a lot of the time so that you can guess what the author means. But, if you're reading a sword fight between two knights and you're having to stop and look up words constantly because there are not context clues about what's what, that's an issue with the writing.
I hope that helps!
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parrotwatcher · 4 months
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What movie genres do some of the ROs like and dislike?
The One Chosen:
Ædmund: Likes: Feel good family movies. Dislikes: Anything that seems overly cruel.
Helena: Likes: Adventure fantasy or sci fi movies. Dislikes: Disaster movies.
Teri: Likes: Romance, especially if it’s very awkward. Dislikes: Anything with too many fight scenes.
Charlie: Likes: Martial arts movies. (He also likes ballet and dance, but won’t admit it.) Dislikes: Political drama.
Xiulan: Likes: Superhero movies. Dislikes: Anything she considers boring (so pretty much anything without fight scenes or jokes).
Max: Likes: Horror movies. Dislikes: Comedies (horror comedies are okay, though).
Dahlia: Likes: Classic movies are her favourites, but she’ll watch anything. She’s even made it a life goal to watch all of the Wikipedia list of worst movies of all time. She claims to have found something to like in every movie she’s ever seen.
Kevin: Likes: Animated movies about animals. Dislikes: Any movie in which an animal is hurt.
Lovecraft Academy (using period-accurate movies):
Veera: Is just fascinated by the idea of moving pictures, and has watched as many as he can.
Fothy: Conversely, Fothy’s just not really a fan of movies at all. He’ll watch them with his friends, but he’d never choose to see a movie. (He does appreciate Tarzan movies, though…)
Robin: Adventure movies. His favourite is the 1922 Robin Hood (not just because of the shared name, but that doesn’t hurt).
Will: Comedies. He’s a big fan of Charlie Chaplin and Buster Keaton.
Jasper: Doesn’t really like the movies, but is a fan of cartoon shorts, especially Felix the Cat.
Bignell: Another fan of adventure movies, but he’s more into Westerns specifically.
Unearth your Gays:
Toby: Likes movies set in and around the sea; dislikes zombie movies.
Seth: Likes sexy movies; dislikes anything too sincere.
Aiden: Likes harmless family movies; dislikes anything with blood.
Lan: Likes movies involving cats; dislikes movies in which cats are in peril.
Totem Force:
Kay: Likes romance and action movies, as long as they're not too clichéd. Dislikes mean-spirited and bigoted stuff, but has no real disliked genre.
Sammy: Likes movies with at least a decade's-worth of backstory and lore he can explain to anyone present; dislikes anything with contradictions and retcons.
Anara: Likes movies with high-quality special effects; dislikes movies with inaccurate science (although given how much she clearly likes complaining about them, maybe she actually likes them, too...)
Chi: Likes underdog stories; dislikes anything too chichéd.
Phil: Likes martial arts movies (or anything with good fight scenes); dislikes romance movies.
Ryu: He'll claim the same as Phil, but he actually really likes sappy, over-the-top family movies, and dislikes anything involving dead family members.
Akira: Likes almost anything exciting; dislikes anything that reminds them too much of Ryu.
Lani: Likes cute cartoons, especially those with a lot of pink; dislikes violent movies (now, real-life violence, on the other hand...)
Mirabelle: Seems to have no preferred genres; her likes and dislikes are seemingly entirely random.
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thegeminisage · 2 years
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So You Want To Get Into The Legend of Zelda But Don't Know Where To Start: A Masterpost
this discussion came up in my zelda stream the other week so i thought since i'm a longtime fan and Extremely Normal i'd make a guide to people who are just now getting into the series because of breath of the wild/tears of the kingdom. there's a lot of games and it can be confusing on how they're connected, where to start, etc. this is going to be an EXTREMELY LONG guide, sorry - if you want a short version you can check out this post i wrote a long time ago.
The Timeline
so the good news is that the zelda games were published non-linearly, meaning that the game that takes place first chronologically was not necessarily the first one ever made. they didn't even HAVE a timeline until like 2011 or so. for that reason, with a few exceptions*, you can jump in pretty much wherever you like. most zelda games (or pairs of games*) are spaced hundreds or sometimes even thousands of years apart, featuring different links and zeldas and other characters, which means you don't need to know anything about zelda to start with any game. the series is deliberately made so that each title works perfectly well as a stand-alone game.
*the exception is that a very few games have direct sequels - for example, majora's mask takes places just a few years after ocarina of time, phantom hourglass takes place after wind waker, etc. luckily even with these games, you can still jump in without having played their other half and have a good time without getting lost.
The Introduction
that said, the zelda series is extremely eclectic. while they all have the undercurrent of "zeldaness" that makes them special they can be as different as night and day. 2D or 3D, happy or edgy, mainline or spinoff, story-heavy or story-light...which game is best for you to start with will depend heavily on your own personal tastes.
the short version: if you haven't yet, i recommend most people new to zelda start with either ocarina of time or breath of the wild. these games, released almost 20 years apart, were both completely revolutionary and redefined their genres (or, in oot's case, the entire industry). they usually have something to offer everyone and they're both games with standout tutorial sections that teach new players the lay of the land with ease. there's a reason most people start with one of these two - which one you prefer depends on whether you can enjoy an older game or would prefer something newer. for brand-new gamers, i might also recommend skyward sword because of how much the game holds your hand - it's frustrating for more experienced players, but for those just getting started in gaming in general it might actually work out well.
the long version: OBVIOUSLY i'm going to do a game-by-game write-up. sue me. if you're looking for information on a particular title, ctrl+f it. otherwise, settle in. time for a cut!
The Games
how to read this guide:
which games: most of them. this guide is long enough as it is, so i'm not doing a whole ass writeup for REALLY niche spin-offs like the tingle games, the crossbow training game, the bs releases, or the much-loathed cdi games, even if i think the crossbow game ruled. i will do hyrule warriors and cadence of hyrule because they're properly fleshed out games. ports and remakes are gonna get grouped together with the originals to save time and space. if there's something missing from this list you want to know about, the wikipedia article with the complete list of zelda media is right here and it's a genuinely fascinating read. have fun!!
release date: self-explanatory. using japanese release dates for overall accuracy, and the games are in order of release date as well, but you DO NOT need to play them in that order - that would be madness
console: original console, other consoles it's available on (not including the weird experimental stuff like satellaview, c'mon), and whether or not it is available for switch. why? the switch is the latest console, how many new fans got into zelda, and because of nso, it will be the easiest access point for people who can't or don't want to buy new consoles/emulate on pc. nso stands for "nintendo switch online," which is a the online membership you can purchase from nintendo. the basic plan allows, among other things, emulation nes, snes, and gameboy titles. the expansion pack tier adds emulation of n64, sega genesis, and gameboy advance titles. i think nso is a good service with great value if you can afford it - read about it here. virtual console is just buying the game, usually for a low price, and downloading it digitally to play on newer consoles, but most of those services have been shut down now. there's also backwards compatibility - the wii u can play wii games, the wii can play gcn games, the original ds (and ds lite) can play gameboy advance games, and the gameboy advance (and gameboy sp) can play gameboy and gameboy color games. the snes can also play gameboy and gameboy color games with the super gameboy, and the gcn can play gameboy, gameboy color, and gameboy advanced games with the gameboy player.
average playtime: this comes from howlongtobeat.com - if it seems off, take it up with them
mainline game: this just means whether or not this game was a "big entry" into the series - typically, mainline games are devloped by nintendo directly (though nintendo develops side-games too), and they have a higher budget and a longer dev time, but this doesn't necessarily mean they're better - some mainline games are received more poorly than the ones that aren't mainline. also sometimes people argue about which games count as mainline games so take it with a grain of salt
sequel: whether or not a game is directly tied to another game in the series - again, even if they are tied to another game, you don't HAVE to play that other game first
story-heavy: how many cutscenes/cinematics/character stuff is going on
edge level: how much grimdark and serious stuff is present and how "on-screen" it is. zelda games are infamous for a careful balance of cheerful and dark stuff in all games, but some games are more forthright about the darker elements than others. i prefer those, but you may prefer it the other way!
the premise/the good/the bad/the verdict: the actual write-up. unfortunately not even i have played/finished every zelda game (someday...), so for the games i can't speak on personally, i will make a note on it so you can seek a second opinion.
now let's get started!
The Legend of Zelda (1986)
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original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 8-10 hours
mainline game: yes
sequel: no
story-heavy: no - in fact, for games in this era, reading the instruction manual is a must if you want story content; because the file size had to stay small, story content that couldn't fit was often added to manual instead
edge level: low
the premise: explore hyrule to find and put together eight fragments of the triforce so you can rescue princess zelda from ganon, prince of darkness.
the good: a solid introduction to the series, you can waste HOURS exploring this game, which is kind of a miracle considering the whole thing is only 128kb. (if you enjoy emulation, any computer will be able to play this. like doom, it could probably run on a microwave.) it's charming enough for when it was made and the music is all catchy as hell, even though it contains only a dozen or so tracks. this game is pretty light on puzzles, but most of the fun comes from the exploration - in fact, it was this game that the dev team for botw drew inspiration from when they were trying to figure out how to "reinvent" the zelda series - what they actually did was take it back to its roots.
the bad: well, it's that you can waste HOURS exploring in this game. back when it was released, the intent was to get players talking to one another - you would get one piece of the map explored and fine one secret, your friend would find and explore a different piece and find other secrets, and you'd trade! many people even had their own hand-drawn maps put together one screen at a time. since it really isn't possible to play this way today unless you get a bunch of friends together to do it blind, you almost certainly need a map or guide for this game when you're doing it on your own, otherwise you're never going to get anywhere, because there aren't usually indications that certain walls are bombable or bushes burnable.
the verdict: if you're a veteran who liked alttp (particularly the combat), if you have a high tolerance for aged games, or if you wanna see what this series looked like during its humble beginnings, you will like this game. if you're looking for a more guided experience or something with a lot of cinematics or puzzle-solving, pass. don't forget to read the manual!
Zelda II: The Adventure of Link (1987)
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original console: nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gcn & gba (ports), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 11 hours
mainline game: yes
sequel: yes, to the original legend of zelda
story-heavy: no - ditto for story being in the manual, like with the original loz
edge level: low
the premise: dive into six ancient palaces to place crystals there to wake princess zelda from an era long gone, who has been sleeping for hundreds of years. avoid being caught by ganon's minions, who want to use link's blood to revive their master ganon.
the good: because this game began life as an independent title which eventually got zelda-fied, it's quite different from most games in the series. it has side-scrolling combat and rpg elements. the soundtrack is very catchy, and this game also introduces dark link, an extremely cool popular doppelganger of our beloved hero. the map is HUGE in comparison to the original so there's tons more to explore here.
the bad: this game is HARD. not, "challenging," like, "bordering on impossible." i've never beaten it. i got just a couple of dungeons in and i was so miserable i had to give it up. even playing the "special edition" on nso (which is with all the unlockable upgrades to make it easier), it's a fucking slog. that's it! that's the only flaw.
the verdict: even with all its good qualities, even with how fresh it feels, it's so damn frustrating that only gluttons for punishment and very unique souls will truly find joy here. if you do decide to brave it, remember to read the instruction manual.
A Link to the Past (1991)
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original console: super nintendo entertainment system
available on switch: yes, with nso (basic)
also available on: gba (port), gcn (gameboy player), wii, wii u, 3ds (virtual console), original ds (backwards compatibility), pc (emulation)
average playtime: 15-17 hours
mainline game: yes
sequel: no
story-heavy: medium. this was the first game to actually HAVE a proper story with named characters and extended dialogue. it wouldn't be considered story-heavy by today's standards, though.
edge level: medium, but like, on the high end of medium
the premise: one stormy night, link and his uncle receive a telepathic message from zelda begging for aid. link's uncle goes out into danger and doesn't return, so it's up to lik to go rescue her in his stead. from there you'll have to explore hyrule to locate the master sword, and explore the mysterious golden land behind the seal of the seven wise men to locate their missing descendants.
the good: alttp set the blueprint for the rest of the series - we finally have our first dungeon-crawler with proper puzzles, real dialogue from zelda, named bad guys, a huge array of funky items, and jammin' tunes still used in the games today (hyrule castle anyone?). plus, link has pink hair! the opening to this game is utterly iconic in every way, and traverse through not one but TWO world maps that overlay one another makes exploration even more exciting.
the bad: truly, no complaints here. it does require some patience. it's a little aged, and it's always possible to get lost without a guide, but so is it true for every game with a big overworld like zelda's.
the verdict: again, this game isn't story-heavy by today's standards, but back then it was more story than we'd ever gotten from a zelda game. as long as you don't go in expecting it to have an rpg kind of story, you'll probably enjoy it. if you don't like 2D zelda combat or need shiny graphics to keep your attention, give it a pass.
Link's Awakening (1993, 2019)
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original console: gameboy/gameboy color, and a switch-exclusive remake
available on switch: yes - you can play the original with nso (basic) or the switch-exclusive remake
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), switch (remake), pc (emulation of any version)
average playtime: 14-19 hours for the original, 14-21 hours for the remake
mainline game: yes for the original, no for the remake, technically
sequel: technically a sequel to a link to the past, but they truly have nothing to do with each other
story-heavy: medium - similar story style to a link to the past. smaller cast and less overall dialogue, but more character work on marin specifically
edge level: usually pretty low, but in the rare moments when it jumps out it REALLY jumps out
the premise: while sailing, link becomes shipwrecked, washes up on shore of a remote place called koholint island, and is rescued by a girl named marin. with his boat in pieces, he has to go on a bittersweet adventure exploring the island and getting to know his rescuer in order to wake a mysterious being known as the windfish so he can go home.
the good: a tiny yet vast map, foreboding dungeons (hello, face shrine), a strange and quirky world that's impossible not to love with a small but charming cast to match (though, of course, the real stand-out character is marin), fun minigames, and a soundtrack that only got better in the remake. this game has it all! the story will surprise you by leaving you weeping at the end. there's not a huge difference to the gameplay between the original and the remake - it's mostly a graphical update, though they did add some side content.
the bad: it's one of those games that's different from the rest of the zelda series, which means it's not for everyone - there's no zelda, no ganondorf, no hyrule. also, getting the best ending is absolutely painstaking.
the verdict: what a wonderful game! the story is sparse but rewarding. if you don't like 2D zeldas, story-light games, or don't want to cry through the credits, you can give it a pass - but everyone else should love it.
Ocarina of Time (1998, 2011)
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original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (fan-port or emulation of either version)
average playtime: 25-40 hours
mainline game: yes
sequel: no
story-heavy: yes, medium-high. it wouldn't impress by today's standards but back then it WAS the standard
edge level: medium-high. it's horrifying in some respects, but overall very wistful and bittersweet
the premise: link, the local outcast, is ousted from his idyllic home after tragedy strikes in the form of ganondorf murdering his forest's guardian spirit. from there you'll explore hyrule to open an ancient doorway, and go on a time-traveling adventure in a last-ditch attempt to prevent a terrible future and heal a broken world that didn't always want you.
the good: what can i possibly say about ocarina of time that hasn't already been said? critically acclaimed as the best game of all time when it was made and still 25 years later (with only breath of the wild threatening to unseat it), this game is everything. this is the game that taught me to love stories, to love gaming, to love zelda. the world is full of secrets and places to explore, there's a kind of dual-overworld thing happening the way there was in alttp, there's a lot of collectibles and sidequests and TONS of minigames, there's a huge cast of characters with real depth, you can RIDE A HORSE, and the quite literal coming-of-age story has actual plot twists that affect the gameplay. this game defined the official timeline for zelda (massive spoilers at the link), it defined the series itself, it defined the genre and even the industry - games everywhere are still using concepts introduced (or made popular) here, like targeting enemies, context-sensitive buttons, dynamic soundtracks, and day-night cycles.
the bad: one of the dungeons is a shitty goddamn motherfucking royal pain in the ass. you know what i'm talking about. unless you don't, in which case i'm sorry. maybe it's less horrible in master mode, i don't know. also, like, it's not that the game has aged poorly, it's still a solid adventure, but it HAS aged. since basically every game you've ever played has emulated oot with stuff like lock-on targeting, these features won't feel as revolutionary and special to a new player today as they did to new players in 1998. that's not bad, but it has caused some people to get excited to look into the hype, pop the game in, and then go "wait, i don't get it."
the verdict: unless you absolutely cannot deal with playing a 25yo game, pick this up - for the historical value, if nothing else. i cannot more highly recommend any game that ever existed than i do this one. that said, for people who are new to GAMES IN GENERAL, it may not feel as intuitive as it did to new players in 1998, because speak a slightly different language now. new gamers should definitely still play this, but they should either use a guide or consider not making it their very first game. more experienced gamers should still be fine making this their first zelda game.
bonus verdict: as for which console to play it on - the 3ds version has a lot of quality of life adjustments, including gyroscopic controls and a master mode (gcn version also has master mode), and the graphical improvement is absolutely astounding...but it's on a teeny-tiny little screen. i think the best way to play ocarina of time, if you're able to, is to emulate the 3ds version with the fanmade 4k upgrade. of course, this requires a good pc, emulation skills, and a properly connected controller (i haven't done it yet myself) - so don't feel bad playing anyway you can access it.
Majora's Mask (2000, 2015)
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original console: nintendo 64, and a 3ds-exclusive remake
available on switch: yes, with nso (expansion pack)
also available on: gcn (port), wii, wii u (virtual console), 3ds (remake), pc (emulation)
average playtime: 20-38 hours
mainline game: yes
sequel: yes, it's a direct sequel to oot. the opening may be a little confusing if you haven't played it but otherwise you're fine
story-heavy: yes, VERY. the character-work alone is unparalleled even by modern standards
edge level: EXTREMELY HIGH. this is without a doubt the darkest and most haunting game in the series
the premise: link, trying to escape his problems back home, gets thrown into an unfamiliar world where the moon is going to fall and destroy everything in only three days. with the help of multiple forms (link can shift into a deku, goron, or zora), and time travel, link relives the same three days over and over again, exploring clock town and the lands around it, and getting to know its people, so he can find a way to help everyone and prevent the oncoming apocalypse.
the good: holy cast of characters, batman! as with every zelda game, there is exploration and dungeon-crawling, and these are phenomenal here - of particular note is how the use of 4 different forms plays into puzzle-solving - but the real meat of this game comes from its incredible cast. near the beginning of the game you are given a journal, in which to note the schedules and habits of each and every resident of termina as you learn them. you play the same three days over and over, so while the clock is always ticking, there's an infinite time to get to know them. each character reacts to the upcoming armageddon differently: some are resigned, some are frightened, some are brave, and some are in denial. (notably, one minor character who appears brave crumbles in the final hours, begging not to die.) who these people are and the sorrows they carry around with them to the end of the world define this game and make it like no other.
the bad: look, it's a game about an upcoming apocalypse. you're on the sinking titanic and the clock counts down every precious second and no matter what you do there will ALWAYS be that time limit, which not everyone likes. it's stressful, and it can be sad and tragic, even upsetting at times, which is kind of a requirement for the powerful catharsis it also offers. it's very different to the usual zeldas - no zelda or ganondorf or hyrule - which also isn't everyone's bag. it's also a huge timesink - you really miss a lot of the point if you don't 100% it or at least get all of the masks, which takes a long time and a guide (although it is fun as hell the whole time).
the verdict: some people really hate the time limit and find it imposing. i mostly don't have a problem with it - sometimes i have to race to finish a task before i run out of time so i HAVE time to travel back before i get blown to bits, but without this mechanic, the game wouldn't work at all. famously, this game was made in only one year (hence the reused assets), so the pressure the devs felt really came out in their work. i think it's a fucking masterpiece, but it is a game about death, among other things, so if you need a feel-good title this one probably isn't your stop. that said, the incredibly powerful cast makes this game timeless - if not for the graphics you'd hardly know it's aged at all. even newer gamers should enjoy this one, but use a guide! for a game this complex it's more important to find everything than it is to do it blind.
bonus verdict: while the graphical improvements on the 3ds are wonderful, and the added fishing minigame is great, i mostly preferred the controls of the original. new players may not notice the difference, though!
Oracles of Ages & Oracle of Seasons (2001)
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original console: gameboy color
available on switch: not at the time of writing, but nintendo has confirmed it is coming to nso (basic)
also available on: snes (super gameboy), gcn (gameboy player), gba, original ds (backwards compatibility), 3ds (virtual console), pc (emulation)
average playtime: 16-25 for oracle of ages, 15-21 for oracle of seasons, leading to about 31-46 hours total
mainline game: no
sequel: not linked to any other games in the series, but they're technically both sequels to each othjer - more below
story-heavy: no, about medium-low
edge level: low
the premise: link hears the triforce calling out to him, and when he investigates, is thrown into one of two words, depending on which game you're playing. these two games stand alone, but they can also be linked via a code so that your playthrough on one can be transferred over to the other (like golden sun, if you've ever played those games). you can choose which game to play first. at the end of your playthrough, you can get a code, which can then be entered on the other game - complete both and you get a secret special grand finale. somewhat like pokemon games, the games complement each other in their differences, thoguh the differences here are much more drastic - they have different overworlds and dungeons, a slightly different set of items, and a different way of interacting with the world (by either traveling through the ages or by changing the season). oracle of ages is focused on puzzle-solving, while oracle of seasons is focused on combat and action.
the good: what a dense and detailed little adventure these games are! with a double of everything from items sets to overworlds, there's a ton to do. the worlds have a ton of variety and can feel endless at times. and since they were built on (i think) the link's awakening engine, gameplaywise it's kind of like getting to play a really good sequel to that game for the first time...twice. the lore is fun, the lands are fun, there's a couple of unforgettable tracks i still listen to. since you can play the games in either order, there's a good bit of REplayability involved, because hardcore fans will want to experience it both ways - leading to two playthroughs of each game, meaning four total playthroughs, for up to a whopping total of 92 hours of gameplay. talk about bang for your buck!
the bad: the codes are a real pain in the ass to work with, and you really can't get by without them. not only is it essential for moving your file from one game to the other, but you can also use them to get special items from one file to another. it's SO EASY to enter these codes in wrong and SO TEDIOUS to have to check them character by character. here's hoping the nso version has a better way (though i'm not holding my breath).
the verdict: an absolute must for any 2d zelda fan. first-time players, i HIGHLY recommending playing ages first. there's an important side-character in ages whose story gets resolved in seasons, but not if you play seasons first. of course, if you really like the games a lot, you can always start over and play them in the other order for different cutscenes.
Wind Waker (2002)
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original console: gamecube
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 25-60 hours
mainline game: yes
sequel: technically, this is one POSSIBLE sequel to ocarina of time (which splintered the timeline, leading to multiple possible branching paths), though it takes place hundreds of years later. it has the same ganondorf from that game, but you should understand everything just fine whether you've played oot or not.
story-heavy: yes
edge level: medium-low - there are some more serious moments, and this is technically a post-apocalypse story, but overall this is one of the more bright and joyful games
the premise: this is a hyrule that was flooded by the gods when the hero of an ancient era could not show up to defeat ganondorf. people live on former mountaintops, now islands, interconnected by only the sea, and sailing is very dangerous. when link's younger sister is kidnapped, he has to leave his little island and go on a sea-faring adventure with pirates in order to get her back and unlock the mysteries of the hyrule beneath the waves.
the good: the game is vibrant, colorful, beautiful, and full of life. even if you don't like the cartoony art style (and i have mixed feelings), you can't deny the ambiance. there's a new combat system where for the first time you can pick up the dropped weapons of enemies, and the cast is stand-out - the "zelda" of this game is more hands-on than in any other title, and ganondorf is at his most sympathetic here, not to mention all the minor characters and their various sidequests. the characters are truly some of the funniest and most endearing yet - this game will make you laugh out loud. the enemies and bosses are unique and fun to grapple with (special shoutout to helmaroc king) and there's no shortage of stuff to do.
the bad: firstly, we have to mention the art style, which has been a little divisive over the years. it won't be for everybody. i like it for the most part, because you couldn't get the same vibe without it, but i do wish it was just a little less stylized - just a little! secondly, the game is just not finished. the development was rushed, leading to the cutting of an entire dungeon and a poorly-implemented second half where the focus shifts from exploration and dungeons to a near-ENDLESS fetch-quest for triforce pieces which involves a LOT of incredibly tedious and time-consuming sailing. (as kids, some trips were so long we could just set the direction and leave the controller on the floor while we took a bathroom break.)
the verdict: overall, the flaws aren't enough to ruin what is a truly great adventure. fans of the more serious games (hi! me!) may find themselves wishing wind waker had leaned into its post-apocalyptic setting and mysterious drowned world aspect more, and fans of lighter zeldas will find themselves wishing the damn thing was finished, but overall, everyone should find it's worth at least one playthrough, unless you absolutely cannot tolerate the visuals. fans of lighter zeldas, combat, and pirates will all love this one.
Four Swords (2002)
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original console: gameboy advance
available on switch: no :(
also available on: 3ds (single-player remake), potentially pc (idk if emulation of the original is possible considering the connectivity, but you could almost certainly emulate the remake)
average playtime: 3-17 hours
mainline game: no
sequel: technically, it's a sequel to minish cap, but minish cap hadn't been made yet, so whatever
story-heavy: not at all
edge level: non-existent
the premise: link pulls the ancient "four sword" in order to defeat bad guy vaati and becomes split into 4 selves. this game was the first multiplayer zelda, and you had to have three friends, all with their own gameboys and link cables, to even play this bad boy. from what i understand in most of the game you just compete to see who can get the most rupees? a single-player version was released on the 3ds a few years later but i don't know if you can still buy it legit or if the 3ds store was shut down. since it was so inaccessible, pretty much no one played this, including me, so i can't give it a proper writeup. probably nobody reading this will ever get a chance to experience four swords how it was originally meant to be played either, but you can find this game's spirit in similar titles like four swords adventures or minish cap, which are much more accessible.
Four Swords Adventures (2004)
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original console: gamecube
available on switch: no :(
also available on: uh yeah that's it. just the gamecube. you may be able to emulate it on pc though - i've never tried
average playtime: 15 hours
mainline game: no
sequel: teeechnically a sequel to the original four swords, but nobody played that, it's fine
story-heavy: not at all
edge level: very low
the premise: a sequel to four swords, this was intended to be the sleeker and (somewhat...) more accessible version. you can play this one as a single player, but my brother and i did it on co-op with a link cable and a gameboy sp - just the two of us, and no need to find two other friends - we each controlled two links each, to simplify it.
the good: the game is FUNNN as hell. the graphics are sleek as fuck because it's a 2d game running on a system capable of rendering 3d ones (just look at those flame effects!), the gameplay is addictive, and co-op puzzles are a blast. nintendo has always come out strong when it comes to in-person multiplayer (even if they have yet to catch up with online multiplayer...) and this is no exception. for anyone who ever wished they could sit on the floor and play zelda with their siblings the same way they played mario kart or smash bros, this game is a dream come true.
the bad: this game is still so GODDAMN inaccessible. we were lucky enough to have the gameboys and link cables we needed, but i don't have any idea how you'd go about playing it with other people now without some extremely tedious emulation or buying some extremely old (and expensive) gaming equipment. sure, emulating the single-player version on gcn is no big, but the game really shines in its multiplayer aspect, which is all but impossible for most people to enjoy now. it's incredibly frustrating.
the verdict: if you're lucky or rich enough to own a gamecube, a gameboy, and a link cable (multiple gameboys and link cables?) in 2023, AND you have a friend or three to play it with, please pick this one up. unless you just hate 2d zeldas, it is a FUCKING blast, and zelda fans the world over are probably envious they can't experience it for themselves.
Minish Cap (2004)
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original console: gameboy advance
available on switch: yes, with nso (expansion pack)
also available on: original ds (backwards compatibility), 3ds, wii u (virtual console)
average playtime: 15-27 hours
mainline game: no
sequel: no, but it is a prequel to the four sword series (made well after those games were released)
story-heavy: medium-light - about the level of most 2d zelda games
edge level: very low - this is such a bright and cheerful adventure
the premise: in an adventure meant to explain vaati of four sword fame's origins, you meet teeny-tiny people known as the minish, who live in teeny-tiny spaces all over hyrule. they mend shoes, use pots and old boots as houses, fight dust mites, and leave surprise gifts such as rupees and hearts beneath pots and the like to help adventurers. by shrinking and growing you explore various nooks and crannies and solve a ton of puzzles, and through fusing items called kinstones with strangers you can change or uncover more of the overworld and unlock even more secrets
the good: the game is beautiful, bright, and fun. the soundtrack is catchy, the gameplay is addictive, the puzzles are very fresh, and the kinstone fusion feature means you'll be doing a lot of backtracking and replaying to see all this game has to offer.
the bad: besides zelda, i didn't find myself terribly enthralled with most of the cast. the reused sound effects from other games can be nostalgic sometimes but sometimes they feel a bit cheap, since they had to be downsized; they're the audio equivalent of a pixelated jpg. and as great as the soundtrack is, it suffered from the same thing.
the verdict: my nitpicks with this game are minor - i think it's a wonderful and fresh entry into the series, and probably one of if not the best 2D zelda. if you like 2D zelda at all, you'll want to pick it up.
Twilight Princess (2006)
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original console: gamecube AND wii (i know)
available on switch: no :(
also available on: wii u (hd port), pc (emulation)
average playtime: 30-56 hours
mainline game: yes
sequel: technically, this is another possible sequel to oot, taking place 100 years later, and involving oot's ganondorf. (it has nothing to do with the timeline wind waker is on.)
story-heavy: yes, very - the cutscenes look great, the mocap for this game is wonderful
edge level: very high
the premise: 100 years after ocarina of time, darkness falls across hyrule in the form of "twilight," desolating every part of hyrule that it touches by turning its denizens into ghosts, and forcing princess zelda to surrender to zant, the king of the twilight realm. when link's village is destroyed by this twilight and he is turned into a wolf, he leaves to save zelda, save hyrule, and save his home. this game was meant to be a gcn title originally, but development was delayed for so long that they began co-developing it for the wii and released it as a launch title for that console.
the good: where do i start? this game was intended to be a return to oot's more realistic artstyle after many years of the wind waker art style in spin-off games, and was in fact a spiritual remake of oot in many ways. it is similar graphically, tonally, and gameplay wise - it's the oot they wanted to make in 1998, only with a more powerful engine, and fans loved it - check out this video of its announcement at e3 - it still gives me chills. famously, this game introduced horseback combat, which the devs had really wanted to implement in oot and were forced to give up on due to hardware limitations. the cast and the puzzles are all great on this one, and the world is huge and full of surprises, but of particular note is your partner midna, who comes with a better story and more personality than any partner before or since (sorry, king of red lions). lesbians and their associates will LOVE whatever the hell she has going on with zelda in this game. twilight princess also has the most fleshed-out swordplay of any zelda game - the various techniques you learn from the ghost swordsman are fun as hell, and every single boss battle in this game absolutely fucks.
the bad: despite its high moments, the story in this game is just a little weirdly paced. ganondorf was brought in kind of suddenly, and link's childhood friend from his village, whom the story focuses on a lot, is maybe not the most compelling character (sorry to ilia fans - she's okay, just not my favorite). not everybody liked this game's emulation of oot, and some people felt it was uninspired. personally, my gripes are mostly about the dual-console release; having played both versions multiple times, i think they both suffered from being co-developed. because the wii version uses motion controls and most people are right-handed they switched to a right-handed link for the wii (BLASPHEMY), meaning they actually flipped the entire world horizontally, and there are times when the laziness of this action is very apparent when playing the wii version. while the controls are superior on the wii (there's a mandatory shooting minigame that's all but impossible on gcn connected to a crt tv), the graphics just...look a little aged for a wii game, whereas they look damn good for a gamecube game. the hd remake fixes this, but since it's only on the wii u, fucking nobody has played it, and it remains inaccessible to most players except through emulation.
the verdict: if you can get your hands on this, do it. despite its flaws it's a classic meat-and-potatoes zelda adventure. fans of combat and more serious stories will especially love this one. personally, i preferred the gcn version because of left-handed link, but i do think the motion aiming on the wii (and wii u?) was a great addition, so it's a matter of preference as far as if you want the hd graphics and what controller feels correct in your hands.
Phantom Hourglass (2007)
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original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 17-31 hours
mainline game: no
sequel: a direct sequel to wind waker - not sure if you need to have played that to understand; from what i can tell there are actually a few plotholes
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: after tetra gets sucked into a ghost shiop ad vanishes, link has to set sail on a new ship to find a way to free her. that's all i really know because, okay, up-front, i did not finish it. i did not give it a fair shake. it's got great reviews and they can't all be wrong, but i found controlling link with a stylus (the ds had no control stick) frustrating, the game hard to see (the graphics are trying to emulate ww's style on less capable hardware), and the story uncompelling (tetra? a damsel??). i know a lot of people really love linebeck and i wanna love him too one day, but until then, get your answers from the people who love this game!
Spirit Tracks (2009)
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original console: nintendo ds
available on switch: no :(
also available on: wii u (virtual console), pc (emulation)
average playtime: 20-33 hours
mainline game: no
sequel: to wind waker and phantom hourglass, technically, though it takes place 100 years after those games
story-heavy: medium, i think?
edge level: low, as far as i know
the premise: 100 years after wind waker and phantom hourglass, a new hyrule has been founded above the waves and it has TRAINS. for some reason zelda gets zapped out of her body and can now follow you around as a cool ghost who possesses bigass statues to help you out. that's right, your partner for this game IS ZELDA. the main theme for this game is so catchy it's a crime. i never played this since i didn't finish phantom hourglass, but it looks so fucking cool that i wanna power through phantom hourglass despite my initial reservations just so i can take a crack at it.
Skyward Sword (2011)
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original console: wii
available on switch: yes, as an hd port
also available on: wii u (virtual console & backwards compatibility), pc (emulation)
average playtime: 30-58
mainline game: yes
sequel: no - in fact, it's the prequel to every zelda, being that it's the very first one in the timeline
story-heavy: yes, very
edge level: mostly low, but it does have its serious moments
the premise: taking place at the very start of zelda's long and complex timeline, this game seeks to explain the origins of hyrule's creation and and some of its mythology. link and the other proto-hylians live in islands high above the clouds and attend the school for flying around on bigass birds, not knowing if there even is a world below, until one day zelda (not a princess but the headmaster's daughter) gets dragged down by a dark force, and link must venture into the land below to save her.
the good: skyward sword is oozing ambiance. a standout area of this game is lanayru desert, in which you can use a timeshift stone to shift the area directly around you back in time by 1000 years or so and watch it come to life with greenery. this soundtrack is fully orchestrated, we get to hear zelda sing (her first voice acting debut!), and when the motion controls are on, they're REALLY on. sometimes the swordfights feel like actual duels. the cast of side-characters all get a lot of development (shoutout to my man groose!), and the villains are creepy and quirky. the dungeons in skyward sword are especially good - the cistern in particular is one of the best in the game, but we can't forget the ghost ship or the sky temple either. minor spoilers for the story, here, but finding out WHY there are so many zelda games and the struggle against evil never ends (it's a literal curse) was really cool and really reframed how a lot of people saw the series and the characters - it's a lot more tragic that they have a fate they can't escape from so long as zelda fans want more games.
the bad: minor spoilers for the story here too. as far as prequels go it did not make a lot of sense. there's nothing about the three goddesses we've come to know and love, only about the minor goddess hylia, and the ancient hyrule features species that don't ever make another appearance mole guys and seahorse dudes. there aren't any zoras or gerudo or koroks/kokiri, there's only one goron, we only see two sheikah...it feels so far removed from the hyrule we know that it doesn't feel like a prequel at all. additionally, when the motion controls aren't good, they're REALLY bad - especially on the switch version, which has less precise controls than the wii. finally, while i personally didn't mind it (puzzles!), a lot of people disliked how linear the overworld was and complained there was no exploration. another common frustration, one which i share, is how much the game holds your hand. (this famously inspired toriel in the game undertale to LITERALLY hold your hand and do the puzzle for you.) this game will present a puzzle and then have the nearest npc (most often fi, poor fi, she undeservedly gets all the blame for this) explain how to do it before giving you even one chance to try for yourself.
the verdict: it has its flaws, but i still enjoy it a lot. i think more experienced players will be very frustrated with it at times, and people who hate motion mechanics or constant alerts/lots of useless dialogue will be miserable. (you can turn motion controls off in the switch version but it feels unnatural because of how sword-swinging works.) on the other hand, the game's linear and hand-holdy nature actually makes it a perfect start for brand new gamers, especially given where it falls on the timeline.
A Link Between Worlds (2013)
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original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 16-23 hours
mainline game: no
sequel: takes place at least 100 years after a link to the past, and even uses the same overworld! you don't have to play that to understand this though.
story-heavy: medium, about the level you expect for 2d zeldas
edge level: medium-high
the premise: link turns into a little flat guy so he can go more places! this is a sequel involving the inhabitants of lorule, a parallel world to hyrule, one without a triforce. go back and forth between kingdoms to save hyrule from suffering the same fate, all while trying to kick a giant rabbit guy out of your house.
the good: the puzzles in this one are really fun and fresh, the old overworld map feels super nostalgic, the music is charming, and being able to tackle the dungeons in any order is a nice touch. i especially loved getting to know certain inhabitants of lorule.
the bad: the non-linear style won't be for everyone, and i wish i had been able to spend more time getting to know hilda in particular.
the verdict: this in my opinion is one of the best 2D zeldas - if you're a 2D zelda fan, especially a alttp fan, don't miss it!
Hyrule Warriors (2014, 2016, 2018)
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original console: wii u
available on switch: yes, as a remake/collection
also available on: this is complicated. the game was originally released on wii u, then ported to the 3ds with new added content but i think mising some other content, and then FINALLY released on the switch with ALL the content. you can also emulate any version on the pc
average playtime: 17-38 hours, though people report up to a whopping 366 hours to 100% it
mainline game: no
sequel: no
story-heavy: medium-ish. there's cool cutscenes but it's not that deep
edge level: low, this shit is just balls to the wall crazy-ass fun
the premise: a crossover between dynasty warriors and zelda. turn zelda into a beat-em-up and add cameos from popular characters doing increasingly batshit anime fighting moves. what's not to like?
the good: this game is insane. the electric guitar soundtrack, the cameos, the nostaliga - it's all here. the gameplay is good mindless fun you can really sink your teeth into, and despite it not being the point i had fun running around and exploring all the maps. there's so, so, SO much to do (366 hours!) you will literally never see the end of it.
the bad: the OCs are maybe not my favorite people. i don't know if they come from other dynasty warriors games but they were a little annoying and truly, uh, underdressed. also, as someone who likes to 100% games, it annoys me that i'll likely never 100% this, just because of the sheer timesink/grinding required.
the verdict: if you like fighting games and combat, this is for you. if you're into zelda for the serious story stuff and the puzzles, give it a pass. completionists beware, 100%ing this game is NOT for the faint-hearted.
Tri Force Heroes (2015)
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original console: 3ds
available on switch: no :(
also available on: pc (emulation)
average playtime: 14-26 hours, but up to 56 hours to 100% it
mainline game: no
sequel: takes place a few years after a link between worlds - not sure if you need to play that to understand this, but it seems unlikely
story-heavy: doesn't look like it
edge level: low. oh my god, he's in a little cheerleader outfit. look at him
the premise: i don't really know, i think you crossdress to gain superpowers and then solve puzzles with your buds. i didn't play this one because i didn't have 2 friends with a 3ds and a flexible schedule. apparently there's a one-player mode, but it just doesn't seem as fun, and the lack of a 2-player mode is sad because my brother and i could've rocked it. like the four swords series, this looks like great multiplayer fun, but it's inaccessible to people without the time or coordination to get 3 people together. it looks fun as hell, though.
Breath of the Wild (2017)
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original console: dual launch on wii u and switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 50-100 hours, though to 100% everything and enjoy the dlc it could take up to 210!
mainline game: yes
sequel: technically, it's a sequel to everything, since it takes place at the end of (somehow) every timeline. but you don't have to have any prior experience to enjoy it
story-heavy: medium-heavy? this is the first zelda game with voice acting, and what cutscenes it does have are amazing, but you can expect to see only a very few of them
edge level: very high (this is once again post-apocalyptic), but not as high as majora's mask or twilight princess
the premise: link wakes after a 100 year sleep with no memory of who he is or what happened to the ruined world around him. explore a completely open world in your own way at your own pace, recover your memories, rescue zelda.
the good: this game hit the industry at a thousand miles per hour and six years later the hype still hasn't slowed down. this redefined the series and the genre in a way we haven't seen since oot in 1998. this game is revolutionary in the way that oot was revolutionary back then, but updated so that newer players find it just as surprising and refreshing as new players in 1998 found oot back then. the exploration, the physics, and the world are all totally unparalleled - three decades later, this zelda truly gets back to the original explorer and adventuring spirit miyamoto tried so hard to capture in the very first legend of zelda game all the way back in 1986.
the bad: as much fun as this world is to play around in, i found that most of my joy came from the exploration and not knowing what i'd find around the next corner. it's still a very, very, VERY good game, but i found that on my replay it just didn't have that same shininess that other games in the series do when i replay them. and, of course, because it's so different it's very divisive - there's no human ganondorf in this game, no dungeons - all your puzzle-solving comes in microdungeons called shrines scattered around hyrule. weapon durability is also a hotly debated feature - even i found it frustrating at times, although in many ways the forced improvisation it brings to the table is more than worth the cost of admission. and overall the enemies are all the same and have no real difference between them, even the bosses, and the boss fights kind of suck. it's a really good game, but it does have its flaws.
the verdict: this is the perfect starting point for anyone new to the series. many people have started with this game and learned about hyrule alongside the amnesiac link - i had an extremely interesting discussion once with someone on tumblr about how the game is different if you've grown up loving hyrule and see it get torn apart, vs if the only hyrule you know IS the one that's torn apart. both ways are wonderful experiences, and i think even non-zelda fans would find something to love in the freedom this game offers.
Cadence of Hyrule (2019)
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original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 6-11 hours, but you can add up to 12 more if you play the dlc
mainline game: no
sequel: no
story-heavy: not really
edge level: low
the premise: a crossover with crypt of the necrodancer, a roguelike rhythm game. there's no real story here except, notably, a brief cameo of a younger ganondorf, though his back is always turned to you. (if you could go back and kill ganondorf as a baby...)
the good: well, a rhythm game's gotta have good music, right? both the rehashes of the old songs and the new music are absolutely stellar here. i'm normally iffy on rhythm games but i found the gameplay addictive (there's a strong tactical element to moving around) and the exploration fun. getting to play as zelda (!!!) if you want is a great bonus, too. there's really nothing not to love.
the bad: the kind of movement you have in this game doesn't lend itself super well to boss fights most of the time. they weren't bad by any means but definitely one of the weaker parts of the experience.
the verdict: unless you hate rhythm games or hate fun, you'll like this one, especially if you're a crypt of the necrodancer fan or a fan of zelda's music in general. puzzle fans might be disappointed there aren't as many mind-twisters in this one, though.
Hyrule Warriors: Age of Calamity (2020)
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original console: switch
available on switch: yes, obviously :)
also available on: pc (emulation)
average playtime: 25-40 hours, though it can take up to 76 hours to 100% it
mainline game: no
sequel: a direct prequel to breath of the wild and its eventual but as-of-yet unreleased sequel tears of the kingdom
story-heavy: yes
edge level: relatively low, i'm told
the premise: so this is a prequel to botw, taking place during the era just before the apocalypse. i didn't finish it because it came out right around nov 5 2020 (iykyk) and then someone spoiled the ending for me and i thought it sounded stupid, so i was less motivated to play. what little i did play of it was great, though - it was exciting and fun in all the ways the original hyrule warriors was but bigger and badder in every respect, and with a little more of that somber botw flavor. i intend to finish before totk comes out despite my reservations about the story.
The Conclusion
it's a great time to be a zelda fan because out of the 22 games on this list, only 8 of them are unavailable on nintendo switch, and only 2 of those are what i would consider to be mainline games. that means you can access two thirds of the ENTIRE SERIES, spanning almost 4 decades, on a single console! your only limits are your time and your wallet. most of the ones that AREN'T available on the switch can be played on a 3ds, so if you have or buy one, nearly the entire series is at your fingertips. (you can emulate the shit out of your 3ds, btw, and play a lot of these gameboy, gba, and ds games for free - nintendo isn't looking anymore so they don't care.)
sorry i couldn't fully cover all games - i welcome opinions from people who have played games i've missed in the tags. when i do get around to playing them, i will come back and update this guide! expect an entry for totk eventually too. thanks for reading and i hope it was helpful to someone!
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animangacreators · 5 months
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ANIMANGA CREATORS CHALLENGE TWENTY NINE: DRAMA GENRE
(feat. fruits basket)
we’re excited to introduce the drama genre challenge for all those who love the drama! in this challenge, you must make three creations of different animangas with the drama genre listed on anilist/wikipedia, and following the prompts listed below. This is a permanent challenge and can be completed at any time.
prompts list:
- favorite drama animanga - a self-sacrificing moment - most dramatic plot twist/reveal
to complete the challenge and earn the badge, you must:
- join our network - make 3 original creations following the prompts stated above - mention @animangacreators​ and include “drama genre” in the caption of your post as well as the prompt - this challenge is worth two challenger points - all 3 creations for this challenge must be of different animanga - submit the link to your posts into the #creations channel and the last one in #challenge-creations channel on discord so staff can award you the badge on the members page
if you have any questions, please check our faq page and feel free to message staff on discord. we can’t wait to see your creations!
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bloody-wonder · 7 months
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Top five mangas?? 👀👀
thanks i'm gonna include manhwa too tho bc i read it more often :)
semantic error made me unlock hitherto undreamt of levels of fun that can best be compared to the profound enjoyment a hetero woman experiences when watching a really good self-indulgent romcom. i previously thought i'm only into exceptionally fucked up bl but this manhwa taught me i'm not above very basic romance if it's well-written, hilarious and sexy and frames weirdness as something that can be appealing and awaken desires
killing stalking was the first bl manhwa i ever read and what an introduction to the genre it was! it's very good but very dead dove do not it so i wouldn't rec it to just anyone. for me, it was very fun binging the whole thing overnight bc why sleep when you can instead plunge deep into the darkest corners of human psyche while scrolling cartoons
twittering birds never fly has the audacity to maintain that slowburn since *checks wikipedia* 2011?? what the fuck?! if semantic error is a romcom twittering birds is a soap opera with no end in sight - and it has me in a chokehold. yashiro is one of the most characters of all time, i hope he admits his feelings for doumeki sometime before i turn 50 but it's still fun to watch him get into increasingly dramatic situations in order to avoid doing just that lol
painter of the night is just self-indulgent. i don't think the plot is any good at all and i don't particularly like the main character but i'm sufficiently compensated for these flaws by the historical setting and yoon seungho. the joseon period costumes are just so fun to look at - at one point i went down a rabbit hole researching those fascinating gat hats. more bl should be set in the past tbh but it probably takes more time and research for the creators. and yoon seungho is just your classic bad boy you want to fix and do in fact fix. the drrrrama of it tho!
the cornered mouse dreams of cheese / the carp on the chopping block jumps twice is probably the least well-known on this list? this short two volume manga was recced to me by a friend and i really liked it bc it features a protag struggling with his sexuality in a way that to me read very aro. it's also about the quarter-life crisis so. all the themes very near and dear to my heart lol
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speculativepages · 3 months
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I recently started world-building for a new story idea (I know—bad when I'm supposed to be in the middle of revising my current project) and in trying to figure out the level of technology and feeling of my new world I got lost in google searches about the different punk genres.
So I decided to make a master list.
According to Wikipedia (a highly reputable source by all accounts) a punk genre can be described as “a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retro-futurism) a gritty transreal urban style, or a particular approach to social themes.”
There are so many (so so many) and some people roll their eyes at every new addition but I think the names and distinctions are interesting and fun (I mean, Magicpunk may just be regular fantasy, but it sounds so much cooler). I love the idea of scientific fantasy, and of blurry the lines between the sci-fi and fantasy genres. Who’s to stop you from mixing the culture of the Japanese samurai with an epic space opera in the stars?
This is an incomplete list. I've organized it by time period (loosely, because some overlap or can go anywhere). I've also provided an example of a published work (for those that have them).
Established Fantasy Punk Genres: An Incomplete List
Magicpunk/Dungeonpunk: Fantasy punk genre where the “one particular technology” that the world is build on is magic. You have trains running on lines of sorcerer-fueled energy and ships powered by wind magic and computers running on sub-dimensional energy from the demon realm. Popular examples include The Sleeping Dragon by Jonny Nexus and The War of the Flowers by Tad Williams.
Aetherpunk: Subgenre mix of Magicpunk/Dungeonpunk where the magic source of the technology is specifically the element of Aether. Often, if not always, also has Steampunk elements. The Aeronaut’s Windlass by Jim Butcher is the only example that comes to mind.
Mythpunk: A punk genre that is inspired by or incorporates myths and legends. These aren’t usually a retelling of a popular myth, but rather one that includes elements of the myth, or twists and changes the story around to it’s own ends. Popular examples would be American Gods by Neil Gaiman or Deathless by Catherynne Valente.
Stonepunk: Set in the stone age, this genre is characterized by the use of non-technology as technology, creating pseudo-tech and modern inventions with natural, basic resources like stone, wood, water, fire, clay, and rope. The Flintstones would be the best example.
Sandalpunk: Sandalpunk is on thin ice as a punk genre. Rather than being inspired or defined by a technology, it instead focuses on the period of time of the ancient world before the Middle Ages, often set in Greece or Rome. There aren’t many examples of it. But the name is cool.
Steampunk: Arguably the most popular punk genre (after Cyberpunk) featuring science fantasy stories set in Victorian era, with advanced technology powered by steam engines and clockwork mechanics. Doctor Who perhaps described it best, “The Victorian Age accelerated. Starships and missiles fueled by coal and driven by steam.” There are many examples, both in literature and film, including His Dark Materials by Phillip Pullman, Mortal Engines by Philip Reeves and The Parosol Protectorate by Gail Carriger.
Clockpunk: Close-cousin subgenre of Steampunk, characterized by a lot of clocks and inspired by the pre-steam energy period of the Renaissance and Baroque eras. Pasquale’s Angel by Paul J. McAuley is more Clockpunk than Steampunk.
Silkpunk: Silkpunk is another subgenre of Steampunk, one generation removed. While steampunk is defined by it’s Victorian era brass and steam aesthetic, Silkpunk is inspired by East Asian culture during the period of the Silk Road. Examples include The Dandelion Dynasty by Ken Liu and The Tea Master and The Detective by Aliette de Bodard.
Cattlepunk: Yet another subgenre of Steampunk, Cattlepunk is the across-the-ocean-bastard-cousin set in the wild west of early America. Cowboys, bank robberies, and train heists meet robots, warmechs, magic, and super-weapons. The Wild Wild West and Firefly verse are classic movie examples. Book examples would be the Mistborn Era II series by Brandon Sanderson and The Dark Tower series by Stephen King. (And I didn’t realize until I just did all this research but based on examples this is like my favorite punk.)
Dieselpunk: This genre is set in the aesthetic of the 1920s-1950s era and is characterized by the use of diesel-powered technology. Commonly incorporates alternate history elements, as well as themes surrounding the Great Depression and World War II. It’s been called the darker and dirtier version of Steampunk with an emphasis on air travel and combat, dirigibles, and air pirates. Examples include The Iroon Dream by Norman Spinrad, Dreadnough by Cherie Priest, and Pirate Utopia by Bruce Sterling.
Atompunk: A retro-futuristic punk genre set in during the Cold War and characterized by atomic nuclear technology, ray guns, robots, hover cars, and interdimensional travel. Atompunk often deals with the themes of nuclear power gone wrong and alternate versions of the Cold War. The most popular example of this would be the Fallout games by Bethesda.
Capepunk: Capepunk is just superhero fiction set in the modern-era world where people have powers. Example would be any superhero story ever. I just think the name’s cool.
Gothicpunk: Gothicpunk is also usually set in the modern-era, but incorporates The Goth. Generally characterized by an underworld of supernatural creatures lying in wait and secretly controlling the workings of our world where humans are but cattle. This is basically dark Urban Fantasy, but it’s popular enough to get a distinction. Anne Rice’s Interview With a Vampire is an okay example. The movies Priest and Daybreakers are much better ones.
Cyberpunk: Cyberpunk, the grandfather of all of the punk genres. Characterized by dystopian and cynical future world in which technology has brought about cultural nihilism and a crap society. Often combined with Film Noir or detective fiction. (Fantastic Noir is a fantasy version of Cyberpunk). Heroes are most prone to be some form of hacker, rebel, or antihero fight against a totalitarian police state or corporate empire oppressing the people. Examples Neuromancer by William Gibson and the movie Blade Runner.
Post-Cyberpunk: This is Cyberpunks chipper, more optimistic sibling. It has all of the vision of a scientifically advanced cyber-culture without the gritty, dark, and edgy world elements. It still share’s the Cyberpunk elements of analyzing how technology interacts and impacts with society, just without such a grimdark view of humanity. Examples would be Agent G by C.T. Phipps and The Peace War by Vernor Vinge.
Biopunk: Biopunk is Cyberpunks genetically engineered half-sibling. This punk centers around organic technology with a healthy smattering of bio-augmentation and biotechnology. Examples include In the Courts of the Crimson Kings by S.M. Stirling, West of Eden by Harry Harrison, and Wolfish Nature by Vladimir Vasilyev.
Nanopunk: Also a subgenre of Cyberpunk with characterized by the use of nanites and nanotechnology as the predominate form of technology. Examples are Tech Heaven by Linda Nagata and Micro by Michael Crichton.
Solarpunk: Solarpunk is a genre characterized by it’s environmentally friendly technology meshed with African and Asian cultures and an emphasis in community, art, and a bright solar future where humanity has found a balance between technology and nature. Can also include many elements of Biopunk, but with a much more optomistic, for-the-future-of-species-and-environment outlook. Example works include Zahrah the Windseeker by Nnedi Okorafor, Maurai by Poul Anderson, and Songs from the Stars by Norman Spinrad.
Apunkalypse: This genre is defined by the collapse of civilization where society is replaced by lawless bands of roving scavenger gangs or cities collapsing into decay or the rise of punks overthrows the rules of the past. Examples include Mad Max and Mortal Engines by Philip Reeves (which is also Steampunk, so it’s a good example of book incorporating more than one punk genre).
Desertpunk: Punk genre characterized by sand. Who doesn't love a good desert planet? Often features roaming tribes, wandering heroes, desert bandits, and sand storms. Can be combined with Cattlepunk, for a Western desert, or Apunkalypse, for an-after-the-end-of-the-world setting. Examples include Dune by Frank Herbert and Railsea by China Mieville.
Oceanpunk: This punk is set on the high seas. Often features floating cities of wood and iron lashed together and mighty nations fighting for dominion of the watery world and may also feature civilizations and cultures below the waves in underwater cities. Sometimes called Pirate Punk, because nothing breed pirate stories like ocean cities and sailing ships. Examples include The Scar by China Mieville, Tranquilium by Andrey Lazarchuk, and Dark Life by Kat Falls.
Did I Miss a Punk? Can you guys think of any other punks to add? Either ones you've thought up, or any you've heard of that I don't have listed. I'd love to keep this list updated. I find it's useful to look through when creating a new world to get the overall feeling of what I'm going for with the story and world-building.
What punk are you writing in for your current WIP?
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Writeblr interview tag
Tagged by @tragedycoded [here] 💕
I thought I was going to sleep a little longer this morning, but looks like I'm up for good, so off we go. Good time to answer this.
Short stories, novels, or poems?
Novels (working on one) or poems (used to write a lot of them). I'd love to try my hand at short stories, though!
What genre do you prefer reading?
I am not a voracious reader. I used to be, I'd like to be that again, but right now, I am not. Those posts that are like 'if you want to write you need to read'? Those are about me.
When I do read fiction, it's usually detective fiction. Easy to digest, no greater emotional investment. I also love horror, but haven't read much of it in the past few years.
Most of the things I read nowadays are nonfiction, generally medical or political (or a Wikipedia article in the middle of a conversation to clear up a question), though I also love reading about monsters and fables.
Are you a planner or a write as I go kind of person?
I go back and forth on this question. I'm a planner in that I know what I want from a novel or a chapter, and then a write as I go-er when it comes to getting there.
What music do you listen to while writing?
Less of a specific genre and moreso just songs I know in and out so I don't pay too much attention to them! Often on repeat. This is even more extreme when I draw. I drew those chibis I posted the other day to the living tombstone's cat song, lmfao.
Favorite books/movies?
I love horror comedies. Beetlejuice, death becomes her, little shop of horrors. Things like that. Nope was also incredible and has stuck with me, but that's not a comedy.
Any current WIPs?
Just Reburial :) I like to focus.
If someone were to make a cartoon out of you what would your standard outfit be?
Oversized black T-shirt, grey jeans, black converse. Phone in hand, headphones always either around the neck or being worn. I'm boring 🤘
Create a character description of yourself:
Jules stands at average height, their blond hair reaching down to their back, their face caught in a permanent expression of mild worry. They talk too fast, always fidgeting.
Do you like incorporating actual people you know into your writing?
Archetypes and ways of speaking/thinking/acting, yes. Whole people, no. I always mix and match traits I've gotten to know in others and myself, and I pay close attention that I don't write 'in attack mode', meaning portraying certain mindsets as negative after someone annoyed me.
Are you kill happy with your characters?
I'm not! Side characters die in Reburial, but I don't enjoy killing characters I like if it means that I can't use them in the same story again afterwards.
Coffee or Tea while writing?
I'm a tap water kind of guy ✌️ Caffeine gives me heart palps.
Slow or fast writer?
Medium? I don't make an effort to write fast.
Where/who/what do you draw inspiration from?
The majority of my horror comes from things that I personally find scary. When I get scared of something, I start reading, thinking, and talking about it, trying to understand it from all angles. And then sometimes, that also includes writing about it to see what exactly makes that fear tick, where it comes from, and which components are important to elicit the emotions. Fear based special interests, hahaha.
If you were in a fantasy world, what would you be?
Some kind of imp or a puss in boots type of creature.
Most fav book cliche:
You know what, I have no idea. Nothing comes to mind.
Least favorite cliche:
I am, however, a little hater. There are a lot of romance clichés on this list, which is a genre I tend to avoid. (I'm fairly greyro ace and would count myself as that if I wasn't also engaged.) If I do read A Romance, it's always with something else going on, and even then I get annoyed often, haha. I want two or more characters to be profoundly, boundary blurringly weird about each other. I don't want to read that they locked eyes across the room and now I'm supposed to believe that they should be partners for life because they find each other attractive.
There are also countless fantasy tropes on this list. Chosen one stuff, holy wars against pure evil, stories with 'good kings', the list goes on. You have to be REALLY good to make me read fantasy.
Favorite scene to write?
I just really like writing dialogue. Banter, arguments, confessions, etc.
Reason for writing?
It's fun. 👍 I daydream about putting Reburial on Itch for free when it's done, illustrated and type-set, but that's as far as my publishing aspirations go.
Tagging @cowboybrunch @marlowethelibrarian @gioiaalbanoart @paeliae-occasionally @writingrosesonneptune + open !!
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alpaca-clouds · 2 months
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So, You Wanna Write A Solarpunk Thriller
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Based on the blog I wrote yesterday about conflict in Solarpunk stories and how people either don't understand how stories work, have never read a book, or plainly act more dumb than they are. Because, yes, you can in fact tell almost any sort of story in a Solarpunk work - without resorting (like, sadly, way too many writers do) to "Actually the utopia is a lie and Solent Green is people!"
Meaning: If you need a "dark secret in society" to have a conflict in your story, you have a skill issue.
But let's talk about the genre that usually comes with those kinda dark secrets. While not necessary for the genre per se, it is a common trope here. Thrillers.
Ironically we all have some picture in our heads what a thriller might be - even though it might be one of the most loosely defined literary genre. Though probably we will think first of some movies.
The top 10 thriller movies according to this list on IMDB, the top ten thrillers are:
Seven (Police/Crime)
Silence of the Lambs (Police/Crime)
Shutter Island (Psychological)
The Sixth Sense (Supernatural)
Zodiac (Police/Crime)
Inception (Crime)
North by Northwest (Spy)
Identity (Psychological/Crime)
The Game (Financial)
The Prestige (Psychological/Crime)
Something you will note to your surprise: None of those actually feature a central conflict based on the society having a dark secret. In fact half of them are basically just Mystery movies with higher stakes (which is what turns them from mystery/crime drama to thrillers).
In fact I would argue that at least half of those movie plots could be rewritten fairly easily to take place in a Solarpunk world without any problem. Like, sure, The Game would not work, because this story very much is build around capitalism existing. And one could argue how those stories, where the main character is a cop need to be changed (because I know that my vision of a solarpunk does not involve cops).
In fact, going through the list of those 50 movies in total, I count a total of 6 movies in which a government conspiracy is part of the central conflict. Out of those 6 movies 4 are Cyberpunk.
Generally speaking, there is a variety of concepts for thrillers. There is the police/crime thrillers, but others as well. Wikipedia lists those kinds of thrillers:
The legal thriller, spy thriller, action-adventure thriller, medical thriller, police thriller, romantic thriller, historical thriller, political thriller, religious thriller, high-tech thriller, military thriller.
And I might add, I am very much missing the psychological thriller in there.
So, what am I saying here?
Basically: All you need to write a thriller is high enough stakes. In the end, a good thriller works by the stakes being high (though what means "high" might also vary from subgenre to subgenre), and by the readers or watchers understanding the stakes well.
So, that said, let me go through the kinds of thriller we have named above and name one example each for how the story could be made solarpunk.
Legal Thriller: The easy example here would be the fight for a Solarpunk world. Either pre-Solarpunk and a group of environmentalists is taking a big company to court for what they did against the environment. Or in a Solarpunk future I could also see some former rich folks trying to bring down the Solarpunk society by trying to find loopholes in the legal system - and a group of lawyers fighting against it.
Spy Thriller: This one will depend a lot on how you construct a Solarpunk future. The easy answer here is a world in which not all of the world is solarpunk - and we basically have a cold war happening between the solarpunk state and the old world state. Works out fine.
Action-Adventure Thriller: A good chunk of the movies in these genre feature natural catastrophes. So... Uhm... An earthquake will still happen in a Solarpunk world - and people try to survive. Easy. Next?
Medical Thriller: Another easy one. There is a break out of a new pandemic. People work hard to prevent further spread. Bonus points: Here we can actually use the setting to show the advantages and the shortcomings of a Solarpunk society, that is an anarchic and socialist/communist society.
Crime Thriller: (I will say, no police, because I do not believe in Cops in Solarpunk.) Again, even though it is to be assumed that crime will go back a lot if we create an equal society, there will still be some people who will kill. And there might still be a serial killer. And there will be those, who will try to capture that serial killer. Again. Easy.
Romantic Thriller: Okay, let's face it. The romantic thriller is so watered down by now that it is "a thriller that also has a strong romantic subplot" for most of the part - rather than the romance being the source of the trilling elements. But for the sense of saying the actual "romance turning into a thriller"... Let's be honest. Even if we had a Solarpunk world in which polyamory was the norm, there would be still crimes of passion - and just plainly abusive partners. So, here my prompt: One partner in a polycule goes to a mental crisis. In the attempt to protect them, the polycule gets drawn more and more to violence.
Historical Thriller: Uhm, okay, I will leave this one out because historical and scifi setting do not quite gel xD
Political Thriller: We have a more anarchic world, but there are still some people who hold more influence, because old habits die hard. Some of them try to use political tools to get the world to revert into the old ways, just to gain more power for themselves.
Religious Thriller: Let's face it. This genre is often very close to horror. But to go with the non-supernatural way... No, I do not believe in forbidding religion in a Solarpunk future. However, there is the issue that religion will always make it easier for cults to form. So, this is the story of a young man who gets into the claws of a religious cult - but only realizes too late what he got into.
High-Tech Thriller: (Translate: SciFi Thriller) Alien, but Solarpunk. The only difference: There are in fact people trying to help. They just fail to do so.
Military Thriller: Like the spy thriller - but instead of cold war it is open war.
Psychological Thriller: I am going here with a parent who gaslights their adult child, while the adult child tries to differentiate reality from the fiction presented by said parent.
So, why did I do this?
Basically just to show you: If you really think the only story you can tell as a Solarpunk author is how the Solarpunk utopia is in fact an illusion made to paint over a corrupt system, then it is very much a skill issue. You just are not very good at telling stories.
Thankfully there is a cure for that: Consume more stories. Watch movies. Read books (or listen to audiobooks). Read comics. Watch shows. Just consume more media.
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utilitycaster · 10 months
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You've talked a bit before about genre and genre-expectations. If you have the time/inclination, could you talk a bit about what classifies something as horror? More specifically, what makes Candela Obscura fall into the category of horror?
As a bit of background: I am a Travis-level scaredy-cat, but I love the supernatural - ghost stories, monsters, superstitions. I tend to rely a lot on genre labels to help me differentiate, and media labelled "horror" is pretty generally a no go. I starting watching Candela out of curiosity because I'd heard great things about the characters in chapter two, and was fully prepared to have to nope out. Instead I found that it sat comfortably within my "supernatural" bubble of tolerance, and I absolutely loved it! Obviously a person's tolerance for what is "scary" is deeply individualistic, but its got me wondering what exactly classifies something as horror? (and whether there is other media similar to candela that I am missing out on because my genre expectations are skewed)
So...genre boundaries are all very permeable and take a on very "I'll know it when I see it" quality when you get to the edges. There's a poll about horror tolerance going around right now and I actually found it completely unusable because, for example, all three of Jordan Peele's films are considered horror, and while I consider myself also kind of skittish, I loved Get Out and Nope whereas the premise of Us fundamentally is on my personal "absolutely cannot" list. Basically: defining horror is tough (though I'll make an attempt, with the understanding that I am the most amateur and there are actual media studies folks in the fandom who might be a better bet) but also a lot of people, myself included, who consider themselves bad at "horror" often, as you say, actually have a very specific personal list of tolerances and plenty of horror is fine for them (and plenty of non-horror might not be!) Basically this is a great question and multiple people out there are writing their PhD theses attempting to answer it, and they probably have different answers, is what I'm saying. I also, in looking up horror on Wikipedia in order to see what that definition is, found that it defines the genre differently for literature vs. film. Short answer: no one fucking knows; scary shit.
I think horror is most generally works that are intended to build a sense of fear or dread, and I recall (possibly incorrectly) someone on a podcast talking about writing define the difference between a thriller and a horror movie is whether the protagonist succeeds; I'd modify that to say "whether they succeed without a great cost (thriller) or whether the price of success possibly outweighs the win (horror)."
Anyway, I do have a list of horror subgenres here that speaks the language of TTRPGs, namely Van Richten's Guide to Ravenloft, and I find that horror subgenres are more helpful signposts than just the "horror" label, and I suspect you may find the same as well. I'm not going to run through them all, but, for example, "Ghost Stories" and "Dark Fantasy" are two of them, and those never bothered me and it sounds like you like those! Candela covers a lot of ground - elements of body horror, gothic horror, cosmic/eldritch horror, and occult detective stories, but it is absolutely in the supernatural realm. It is worth noting that a lot of not explicitly horror shows often dip into horror and I (and possibly you) are fine with it. The CR main campaign and D&D in general absolutely has horror elements. I only watched the Nine and Ten seasons of modern-era Doctor Who but that absolutely has episodes that are basically straight up horror (Midnight? Silence in the Library? Don't Blink? Even though, famously, everyone lives in that one set during WWII, the "are you my mummy" line is chilling.) Again: genre/subgenre lines are very permeable and hard to use as signposts.
What has been most helpful to me in finding horror works I can personally enjoy is understanding what I can't do. I don't mind blood and gore but I don't want that to be the point (I don't think I'm so much upset by slasher films so much as don't enjoy them) and I don't want to watch torture porn (which is pretty much exclusively within the realm of horror film, not literature). I have a lot of trouble with zombie films but a lone zombie in a D&D game is fine. The premise of a film like The Thing is intellectually fascinating to me but the idea that you can't trust anyone or anything is too unsettling...although also that was kind of the premise of the monsters of Candela Chapter 2 and I thought that slapped. Psychological horror is case by case; folk horror can be great or can mess me up; like Marisha I flat out don't do narrow tunnels in caves and I especially don't do caves with water in them. Cosmic/Eldritch, dark fantasy, and gothic horror are all almost always okay or if they're not it's because they take place in a water-filled cave. Honestly, I don't have a good answer of how to find things but I use subgenre, talking to people you know who watched the film/saw the show in question, and understanding your own personal issues - whether they're genuine triggers or just "this will upset me and I don't find it fun." I will say a lot of the tropes within horror that bother me bother me out of horror; the cave diving, for example, is part of a general hard line I have; I don't like zombie comedies even though horror-comedy can mitigate other issues (eg: I liked Cocaine Bear even though it's basically a slasher film with a bear because it's pretty funny).
Another really big distinction for me that might be true for you: audio horror, literary horror, and actual play horror (even if filmed), where the visuals are limited or only described, is much easier for me than visual horror. I don't know if that's the same for you, but it's very true for me.
Some other similar media I can personally recommend as someone who I suspect has similar broad preferences re: horror:
Of the Candela touchstones listed, will personally vouch for V. E. Schwab's Darker Shade of Magic series (dark fantasy books, wouldn't even classify as horror), Frankenstein (the book); Crimson Peak (gothic horror/ghost story film; I recall it having a lot of blood but not gore but I saw it in theaters so it's been a while); Penny Dreadful (is it good? debatable. Is it fun? absolutely.)
The New Weird genre is often thrown around and I don't think Candela per se falls into it, but it's certainly the same vibe of horror/fantasy crossovers that don't always fit into one or the other. Anyway: I have brought up the Silt Verses, which is a podcast solidly in that genre which I think I would not enjoy as a film but greatly enjoy as a podcast.
The Southern Reach Trilogy is...not Candela in vibes exactly but I just think everyone should read it, and it is in that weird horror-inflected sf genre space.
Twin Peaks and the X-Files which are very different stories in some ways, but are also investigations of horrors in a world where most people don't believe in that, and Spenser says his cinematic description style is using some of that lexicon, notably from the X-Files' cold opens. (The X-Files is very long and I only watched a few seasons but also while there is an overarching plot, from what I recall it's kind of ridiculous so you can bounce around; Twin Peaks is worth the watch through though I never watched anything after the original series).
I'm not going to lie, I listened to all of Alice Isn't Dead, which was a horror podcast from the Night Vale team, because the actress was so good, but the plot never totally clicked for me, but worth checking out. More worth checking out, while definitely New Weird and not horror, is Within the Wires, which I mentioned before, if you find the concept of Newfaire interesting on a sociocultural level. I am going to make a shitpost about Within the Wires in a second so just look at that. I also never finished Old Gods of Appalachia, but if you liked the Candela playlist Spenser and Rowan put out and are interested in the Bridleborne Mountains region/vibe with folk horror, it was pretty good; I just found it hard to binge, personally, and I listen to so many fucking podcasts it fell by the wayside.
Hope this helps!
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coldresolve · 2 months
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maybe a stupid question: where is the line between violence and torture? as someone who writes a lot of intense action, when would a line be crossed between “this is portraying torture as revenge as a good thing” and “a character is doing an action scene for revenge-motivated reasons”? Are there a lot of similarities between torture and action, too many for a clear cut line to be drawn?
also I really appreciate how much research you put into your blog, the stuff about perpetuators experiencing ptsd is really useful and gave me a lot of perspective for my writing!
bruh thats not a stupid question by far, its actually so deep in the nerdery you made me write it on my list of topics i wanna dive into on dark-audit lmao
where is the line between violence and torture?
the definition of torture and especially the definition of violence are up for constant debate. both vary in broadness both legally and philosophically, and either way there is in fact no clear line between one and the other.
gonna go the lazy route and give you some wikipedia screenshots for now, but like i said both definitions are rabbit holes. theres an entire wiki page just about the definition of torture, and that's just the quicknotes, so yknow
Tumblr media Tumblr media Tumblr media
you can follow the source list on any of these articles if you wanna get nerdy with it, then follow citations in those sources if you wanna go extremely turbo-nerdy with it. personal thoughts + the other questions:
afaik, torture is always violence - the question is just how far you can go with violence before it veers into torture. if you go with the UN's definition, which limits torture to something only state officials are capable of doing, then police brutality is torture, but a serial killer ripping out someone's fingernails in a basement isn't. and even if you go with amnesty's much broader definition, there's a lot of stuff hinging on the choice of words
generally, it seems to me that the term 'violence' has more to do with the action performed (threat of or actual exertion of physical force or power) but also sometimes needs the intention to 'cause harm', at the very least, while torture is mostly about the intention itself, not just on the victim but also on spectators (torture as a crime deterrance, for example).
when would a line be crossed between “this is portraying torture as revenge as a good thing” and “a character is doing an action scene for revenge-motivated reasons”?
im not sure i understand the question, mainly cause i don't know what you mean by the last bit in quotes. but if your character uses torture as a form of revenge, ie. something akin to corporal punishment, portraying that as a moral good would justify the use of torture, no? theres a whole lot of 'torture is okay if the good guy does it' in the action/thriller genres. im not a fan of it, it's apologism
Are there a lot of similarities between torture and action, too many for a clear cut line to be drawn?
torture is an act. action is a fictional genre. i don't really know how you want me to compare the two ?
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John Lennon Tribute Songs – Musings and Impressions
I decided this morning to look into what John Lennon tribute songs (+songs about John's death) are out there and found the results quite mixed but interesting. So here's some of my thoughts on them.
Includes songs by: Bob Dylan, The Cranberries, David Gilmour, Elton John, George Harrison, Yoko Ono, Paul McCartney, Paul Simon, Queen.
All Those Years Ago – George Harrison (1981)
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Roll On John – Bob Dylan (2012)
Probably the most classic tribute song on this list, which is why I'm mentioning it first. I think it's somewhat misunderstood, because in my opinion it is far more personal than it's sometimes given credit for, even though it does fall into some clichés with how it references John's songs. It's overall positive, focusing on the good aspects of John and George's relationship as well as of John's legacy as a whole, with a few problematizing nuggets peppered in ("Living with good and bad"; "You had control of our smiles and our tears"). I see how the religious edge might be off-putting to some, but it feels incredibly earnest to me. The rock n' roll guitar riff is a lovely tribute to John's unabashed love for that genre.
(Also, I wrote a bit more in depth about the song and how I think it relates to George's view of John here.)
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This is not a song I can justify the existence of. If it had been released shortly after John's murder maybe, but I don't see what it brought to the table 30+ years after the fact. It feels extremely gimmicky, dropping simplistic lyrical references and Wikipedia-page facts, and otherwise doesn't seem like it has anything substantial to say. I don't think these types of songs have to be written by someone who had a deep personal connection with the subject, but none of this feels natural, earned, or remotely insightful and the emotions are rather vapid.
Murder – David Gilmour (1984)
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This song is musically interesting and the lyrics are quite compelling, but the centering of MDC's point of view is somewhat uncomfortable, given the actual context of his motivations. I feel this song works better as a reflection on murder as a concept, rather than a specific murder.
I Just Shot John Lennon – The Cranberries (1996)
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The title of this one worried me but actually it sounds like it could be on Some Time in New York City if you threw a few saxes onto it; John wrote about tragedies in a very similar way (like the Troubles, which The Cranberries – of course – also wrote about). Despite the directness, this works and feels poignant rather than edgy.
Empty Garden (Hey Hey Johnny) – Elton John (1982)
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I like the way this song opens with the metaphor of a gardener, giving the song a degree of universality, not just in the sense that John "belonged to the world" but also that it could be related to any loss. This is contrasted with the bridge ("And I've been knockin', but no one answers…"), where John is finally name-dropped, which adds such a personal touch to the song. It's masterful and heartbreaking, especially given the fact that Elton was having trouble getting through to John during his lifetime as well. A wonderful, heartfelt tribute.
The Late Great Johnny Ace – Paul Simon (1983)
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This feels less like a tribute and more like a reflection on history. John's death in 1980 is contrasted with Johnny Ace's death in 1954, as well as John F. Kennedy's in 1963. The music is harrowing and intriguing, which really underlines the senselessness of all these deaths. I enjoy the observed parallelisms and the way Paul manages to make the song personal despite not having a close rapport with John. In that way it kind of reminds me of A Day In The Life.
I Don't Know Why – Yoko Ono (1981)
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Life Is Real (Song for Lennon) – Queen (1982)
Like Here Today mentioned below, this is more of an anti-tribute song in my view. Ultimately it seems that to Yoko, the search for meaning in John's death is fruitless. Musically, the song is a bit long and repetitive, but as she sings: "You left me, you left me, you left me without words."
Also, the story the album cover tells is poignant, possibly more so than any song on it: a glass, which could be half empty or half full; the fog like an uncertain future, clouding the New York skyline; a pair of glasses, the ghost of a lost loved one; and vision itself, forever obstructed by the murder Yoko was forced to witness.
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Musically, I find this one to be quite wonderful and I think I can see how it was influenced by John's sound to an extent. But it also appears to be so personal to Freddie Mercury as well as rather cryptic that it feels odd as a tribute, per se. That's not really a problem in my opinion, but it's notable that without the name-drop it wouldn't even be obvious this song was about someone – let alone John Lennon – having died. This makes the "(Song For Lennon)" part of the title feel a tad performative.
Here Today – Paul McCartney (1982)
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It was thinking about this song this morning that prompted me to go listen to the other entries. While "All Those Years Ago" is a song in which George seems to proclaim that he understands John better than most people, on "Here Today", Paul discredits himself as a source on John basically immediately; within the first few lines of the song, he asserts that John would laugh in response to Paul claiming he really knew John. He's in a sense shooting down the idea of writing a straightforward tribute like George's because he does not appear to trust himself to make absolute statements on who John was. Instead, he shifts the focus to his own experience of their relationship, declaring that he loves John and is thankful, despite their possible lack of mutual understanding.
The song is fiercely personal and does not leave space for someone to relate to it as an uninvolved fan of John's, or even as one of John's loved ones who is not Paul, like Empty Garden and All Those Years Ago do. And yet Paul plays this song every night in concert as a tribute. It fascinates me deeply, not to mention it is lyrically one of his standout pieces as well as immensely moving musically.
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