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Please, spread this for those who might need it right now
U.S. suicide hotline: call or text 988 (available 24 hours)
U.S. trans lifeline: (877) 565-8860 (when you call, you’ll speak to a trans/nonbinary peer operator. full anonymity and confidentiality)
Substance Abuse and Mental Health Services Administration (SAMHSA) National Helpline: 1-800-662-HELP (4357) – provides 24/7 confidential support and referrals for individuals and families facing mental health and substance use disorders, including panic attacks and anxiety.
LGBT National Help Center: (888) 843-4564
Trevor Project: Call (866) 488-7386, text START to 678-678, or chat online.
Take care of yourself and each other. Please stay safe ♡
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Some of you guys really liked Dinobi-Wan Kenobi so I'd like to introduce you to...
The Mandaboarian
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I present to you: Dinobiwan-Kenobi
This was a very random thought earlier that I think @phantom-of-the-501st would like.
Different backgrounds because I don't know what looks best.
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I'm sleep deprived and have issues but like just hear me out.
Y'know it feels kinda insane that 15% of the population would rather be up (and function better) at night and instead we make it extremely difficult and put a lot of social judgement on them for it.
Imagine the world changed all of a sudden and you were now expected to be up at night, despite the fact you like your early mornings and sun. So instead you end up forced into having to be up during your least productive time because otherwise you're a problem apparently! And I mean there is always the option to be awake during the low-productivity hours, but then once it gets to those hours where do you feel productive (right at the end of the day when your preferred time awake is) and have that motivation, you're expected to go to bed. And if you stay up then you know that the next day you're just gonna be tired because you didn't sleep enough after staying up to actually get stuff done.
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Oh you want to leave this conversation?
Sorry but you mentioned birds which slightly correlates to my niche interest in corvids. Prepare for a 30 minute lecture on corvids' intelligence, their friendship with wolves, their use picking up litter and exchanging money for seeds!
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LEGO Red Dead Redemption is a game we need:
You might see a similar post from @phantom-of-the-501st because we were talking about this together!
Also spoilers for the RDR games.
Base Game Concept: We've all played a LEGO game and we know that they frequently make games for other franchises such as Star Wars. LEGO RDR follows the entire storyline from prequel of the second game all the way to the end of the first game. If the game is too big with all that then we remove the first game because RDR2 adapts much better (sorry).
The World: LEGO games have used a large scale open world before so we can assume the exact same for RDR. The LEGO Hobbit game I'm pretty sure used a massive scale map which admittedly you mostly fast travel around but you could walk around a lot too. Another good example is LEGO City Undercover, a very detailed world to explore.
(side note I only just realised the "i" in "CiTY" is the only letter that isn't capitalised)
Obviously including all of the side missions from Red Dead Redemption and Red Dead Redemption 2 would likely be too much for the game include so as an alternative, we reduce them down to character unlocks and small Easter eggs/tasks. Another good example of this is how it's done in LEGO Jurassic World where you can occasionally find sick dinosaurs and you have to search around the area to find what they need.
Now imagine this but with a random character from RDR/RDR2 like Albert Mason. You meet him, the coyote steals his bag and runs away, leaves it in a place that's difficult to reach. Now it's your job to work out how to get it back, perhaps using a lasso or hitting some targets or the good old LEGO building a small object to reach it.
Completing these small side missions can unlock the character for you or give you a red brick/collectibles perhaps (more on those later). Missions that can't be adapted very well can simply be turned into character purchases. Imagine wandering the bayou and finding that cabin with the poem about Jimmy Brooks, then you turn around and the good old Strange Man is stood in the corner ready for you to purchase him.
Unlockable characters also gives you easy opportunities for an Easter egg like Red Harlow.
The Story: The story is possible to adapt to a LEGO game form although obviously it has some significant difficulties we'll cover later. As stated above, RDR2 is our priority to include so the game of course starts with Colter, the whole gang is there in their beautiful LEGO form. Just like the original game, Colter is entirely used to teach the player the basic mechanics of the game. Here's an example of a few starting missions.
Outlaws From The West teaches you basic combat and you finish by unlocking Sadie as a character.
Enter, Pursued By A Memory teaches you how to do parkour and unlocks John (that or John isn't unlocked until the epilogue).
Eastward Bound where Arthur broke the goddamn wheel? Sounds like a great time to do some building, hitting targets and doing some parkour to go get the wheel and the rest of the stuff that fell off the wagon!
You get the point, the story is adapted into LEGO form making use of all the same stuff you've seen in LEGO games before. Some missions could probably be removed or several missions can be combined into a singular level. There's one massive problem you may have realised about this though...
LEGO is a very kid friendly company and well, Red Dead Redemption certainly is not...
How can we fix that?
Adapting Red Dead Redemption To Be Kid Friendly: Well obviously we have the simple steps of just... not including the murder dungeons? Head explosions via sudden increases in kinetic energy applied through double barrel shotguns wouldn't be a concern anyway since LEGO people literally explode into their individual pieces upon death anyway.
But then we have the big concern about the choice language in RDR.
Fixing Red Dead Redemption's Language To Fit LEGO: We all know where this is going right? An aspect of LEGO games that we all know and loved yet sadly hasn't been seen in ages. The non-verbal noises. We can probably steal a few sounds from the original games. Arthur has plenty of "argh"s when he gets shot that would fit perfectly with LEGO's style. But I think we also should still bring in the voice actors to make some noises for it.
In the event that we do keep a few voice lines, I personally recommend "LENNYYYY!".
But what about how this impacts the story? How will Dutch explain all his amazing plans? How will the Pinkertons threaten the gang? So much of the game relies on verbal communication to progress the story!
How To Replace The Talking: Our first issue is Dutch explaining all his plans. If he can't speak up then how could he get his points across about making a lot of money and leaving to Tahiti?
Simple! If you're not at camp, Dutch does an overly animated pause as he thinks before suddenly and excitedly reaching into his pocket and pulling out a hastily drawn diagram on a piece of paper illustrating exactly what to do.
If you're at camp then there's plenty of options available, my personal favourite being he wheels in a whiteboard and draws on it with his coloured pens whilst the gang all sits there on the floor with their legs crossed looking up at their great glorious leader.
It's the exact same for whenever the Pinkertons come to demand Dutch from the gang. They walk up and pull out a wanted poster of Dutch and angrily growl at the gang.
Also just to make sure Micah is still unlikeable despite not being able to insult anyone, we may just have to make him a bit of a bully. Stealing food, kicking and shoving people out his way, forcing others to do work for him etc.
Speaking of Dutch and his ability to manifest a whiteboard out of nowhere, it's about time we finally discuss characters.
Character And Their Abilities: LEGO games are known for their characters having different abilities and I think it's best we make the entire gang as playable characters of course. Maybe not all available at the start but they certainly are needed eventually. Here's the main ideas for the gang so far and their abilities. A lot of them are still yet to be worked out.
Dutch - Investigative (able to find details others can't that then reveal objects or their locations) Hosea - Disguises Arthur - ? John - ? Javier - ? Bill - Strong (able to break objects other's can't) Micah - Dynamite (can place it and thrown as a projectile) Charles - Tracker (able to see footsteps and follow trails) Sean - Pyromaniac (throws fire bottles like which cause splash damage on impact unlike dynamite which has a fuse) Lenny - Double jump/more agile? Sadie - ? Karen - Disguises/Distractions (able to lure NPCs away from places) Tilly - Double jump/more agile? Mary-Beth - Pickpocket? Uncle - ? but he has to throw out his back after any strenuous activity. Abigail - ? Susan - ? Pearson - ? Strauss - ? Trelawny - Disguises Swanson - ? Kieran - ? Molly - ? Jack (young) - Small and can go through crawlspaces.
Most if not all of them will also have some sort of ranged weapon depending on what they mostly use in game. Arthur likely with a revolver, Charles with a bow, Susan with a shotgun etc.
Some characters may also act slightly differently, a good example being brutes like Tommy in the Valentine saloon who is harder to fight and requires you to fight differently, like the stronger opponents seen in LEGO City Undercover.
Another important thing is collectibles.
Collectibles: Red bricks are obvious. They're in every LEGO game and there's always the obvious ones like stud multipliers. But we can also include ridiculous ones like: All horses become cars, Lawmen and Pinkertons have little police lights on their head, All guns become water pistols, Dynamite explodes in confetti, All guns fire explosives.
We could also consider other collectibles like special hats or weapons.
The final point I have to cover here is character deaths.
Character Deaths (obvious spoilers): The story has to reach some character deaths eventually... it's inevitable. But LEGO likely isn't going to be very comfortable with good ol' Sean Maguire getting the worst surprise party ever.
How do we fix this?
SLAPSTICK COMEDY!
We can't keep them around because the story doesn't make sense so we have to remove them in LEGO friendly ways. Here are my suggestions!
Jake Adler - Technically already dead but to avoid showing a corpse in the wagon we just go with a classic skeleton.
Sean - As you walk through the streets sudden swinging log booby trap flies down and absolutely punts Sean into orbit, never to be seen again before a the gunfight rolls out.
Kieran - Instead of being killed and rode into camp, a cutscene is shown where Kieran is on guard around the camp, caught by O'Driscolls and quickly tied up and thrown into a dingy which floats away before the O'Driscolls send a fake scarecrow copy of Kieran into camp which confuses the whole gang before the ambush attack.
Hosea - Instead of the scene that broke everyone's heart, Hosea boots Milton right in his little brick balls and jumps down a drain into the sewers.
Lenny - Whilst running across the rooftops Lenny is caught in a snare trap which quickly loops around his foot and lifts him away with party balloons.
Molly - Miss Grimshaw during the middle of Molly's rant pops Molly's head of just like a LEGO minifigure would be and boots it off into the woods causing Molly's headless body to go chasing after it. That or another idea which I think I prefer is Dutch and Molly have a dramatic argument in the middle of camp, once again someone gets kicked in the balls before Molly storms off, never to return.
Leviticus Cornwall - Whacked around the head with a frying pan by Dutch or Micah causing him to fall overboard from his boat and he is chased away by a shark.
Cold O'Driscoll - It may be best to change the story a bit here and instead of making sure Colm is hanged, you make to make sure he gets arrested by either leading them to the cops or leading the cops to them.
Eagle Flies - Instead of being shot he is whacked round the head with a frying pan and knocked out, almost arrested before Arthur saves him and you return him to the Wapiti tribe albeit a little dazed.
Agent Milton - Arthur, Abigail and Sadie beat him up, tie him up then shove him inside a barrel and stick it on a passing ship.
Miss Grimshaw - Tricked by Micah somehow (maybe by him pointing behind her making her turn away from him) before somehow she is dragged away perhaps by Micah typing her to a horse or something.
Arthur Morgan - Rather than Arthur dying, he helps John to escape (more on this later).
Micah - I'd love to kill this man but LEGO probably wouldn't allow that. I'm not sure how you work around that. Maybe you freeze him in a bit of ice and turn him in to the lawmen but honestly I don't know.
I don't know Red Dead Redemption 1 as a game well enough to discuss the character deaths in it as I have never played it through (sorry but I cannot ride a horse in that game) however with the death of John and Uncle, instead of being killed by the Pinkertons, in exchange for john's help capturing the gang, John, Uncle, Jack and Abigail are all rewarded with an all expenses paid trip to Tahiti. The final thing to note in all of this is what we see in the credits of the game and the thing I said I'd elaborate on with Arthur.
The Credits: Just like the original Red Dead Redemption games, the credits feature cutscenes showing the aftermath and current events happening once the gang falls apart. The cutscenes go like this:
Remember how Sean got launched into oblivion back in Rhodes? Well the first shot we see is of a nice sandy beach and who comes falling out the sky? The good ol' Irish legend himself! He's made it to wonderful Tahiti.
A little after Sean has set up his nice camp on the shores of Tahiti, who comes rocking up in a little boat still tied up by the O'Driscolls? That's right, it's Kieran.
Y'know it really is strange but did you know that the sewers of Saint Denis seem to connect up with the plumbing networks of Tahiti? It's honestly quite nice because it means Hosea was actually able to wander through them and eventually find himself with the others on the nice sandy shores.
Lenny! Whilst he's flying over the ocean looking pretty bored and annoyed that he got to miss out on all the fun back at that bank robbery, he suddenly notices Hosea, Sean, and Kieran all looking up at him from the beach and manages to untie himself from the rope of the balloons, dropping himself down to them where they all hug and reunite.
Turns out after Molly's breakup with Dutch she really just needed to get away from it all and clear her head. Good thing that she was able to afford a one way ticket to Tahiti!
Miss Grimshaw ends up their somehow I don't know.
Arthur. My sweet old boy. After helping John escape the gang and the Pinkertons he finds himself at a port, waiting for a boat. His brother John says one final goodbye to him and waves from the pier as Arthur pulls out a ticket from his back pocket and puts on his sunglasses and Hawaiian flower shirt and boards the ferry of too the wonderful Tahiti where he spends his days lounging around in a deckchair next to his horse (also in a deckchair), sipping his drink from a coconut through a straw with a little parasol in it as Hosea and Lenny come to sit by his side. Obviously because he's warm and relaxed his Tuberculosis heals too and he's cured. Amazing!
This concludes my 2395 word explanation of why we need a LEGO Red Dead Redemption game and the amazing ways it could be adapted. Come on, Rockstar, you're already a games development studio just get that partnership and work with Traveller's Tales and their experience to make this a thing!
#red dead redemption 2#rdr2#lego#lego games#video games#videogames#gaming#red dead redemption community#red dead redemption two#red dead fandom#red dead redemption#rdr
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