#(hes still in essentially purgatory for all eternity and its NOT changing.)
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medicalunprofessional · 1 year ago
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howwelldoyouknowyourmoon · 4 years ago
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A History Of God – The 4,000-year quest of Judaism, Christianity and Islam
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“I say that religion isn’t about believing things. It’s ethical alchemy. It’s about behaving in a way that changes you, that gives you intimations of holiness and sacredness.” — Karen Armstrong on Powells.com
book by Karen Armstrong (2004)
The idea of a single divine being – God, Yahweh, Allah – has existed for over 4,000 years. But the history of God is also the history of human struggle. While Judaism, Islam and Christianity proclaim the goodness of God, organised religion has too often been the catalyst for violence and ineradicable prejudice. In this fascinating, extensive and original account of the evolution of belief, Karen Armstrong examines Western society’s unerring fidelity to this idea of One God and the many conflicting convictions it engenders. A controversial, extraordinary story of worship and war, A History of God confronts the most fundamental fact – or fiction – of our lives.
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Review: Armstrong, a British journalist and former nun, guides us along one of the most elusive and fascinating quests of all time – the search for God. Like all beloved historians, Armstrong entertains us with deft storytelling, astounding research, and makes us feel a greater appreciation for the present because we better understand our past. Be warned: A History of God is not a tidy linear history. Rather, we learn that the definition of God is constantly being repeated, altered, discarded, and resurrected through the ages, responding to its followers’ practical concerns rather than to mystical mandates. Armstrong also shows us how Judaism, Christianity, and Islam have overlapped and influenced one another, gently challenging the secularist history of each of these religions. – Gail Hudson
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The Introduction to A History of God:
As a child, I had a number of strong religious beliefs but little faith in God. There is a distinction between belief in a set of propositions and a faith which enables us to put our trust in them. I believed implicitly in the existence of God; I also believed in the Real Presence of Christ in the Eucharist, the efficacy of the sacraments, the prospect of eternal damnation and the objective reality of Purgatory. I cannot say, however, that my belief in these religious opinions about the nature of ultimate reality gave me much confidence that life here on earth was good or beneficent. The Roman Catholicism of my childhood was a rather frightening creed. James Joyce got it right in Portrait of the Artist as a Young Man: I listened to my share of hell-fire sermons. In fact Hell seemed a more potent reality than God, because it was something that I could grasp imaginatively. God, on the other hand, was a somewhat shadowy figure, defined in intellectual abstractions rather than images. When I was about eight years old, I had to memorise this catechism answer to the question, ‘What is God?’: ‘God is the Supreme Spirit, Who alone exists of Himself and is infinite in all perfections.’ Not surprisingly, it meant little to me and I am bound to say that it still leaves me cold. It has always seemed a singularly arid, pompous and arrogant definition. Since writing this book, however, I have come to believe that it is also incorrect.
As I grew up, I realised that there was more to religion than fear. I read the lives of the saints, the metaphysical poets, T. S. Eliot and some of the simpler writings of the mystics. I began to be moved by the beauty of the liturgy and, though God remained distant, I felt that it was possible to break through to him and that the vision would transfigure the whole of created reality. To do this I entered a religious order and, as a novice and a young nun, I learned a good deal more about the faith. I applied myself to apologetics, scripture, theology and church history. I delved into the history of the monastic life and embarked on a minute discussion of the Rule of my own order, which we had to learn by heart. Strangely enough, God figured very little in any of this. Attention seemed focused on secondary details and the more peripheral aspects of religion. I wrestled with myself in prayer, trying to force my mind to encounter God but he remained a stern taskmaster, who observed my every infringement of the Rule, or tantalisingly absent. The more I read about the raptures of the saints, the more of a failure I felt. I was unhappily aware that what little religious experience I had, had somehow been manufactured by myself as I worked upon my own feelings and imagination. Sometimes a sense of devotion was an aesthetic response to the beauty of the Gregorian chant and the liturgy. But nothing had actually happened to me from a source beyond myself. I never glimpsed the God described by the prophets and mystics. Jesus Christ, about whom we talked far more than about ‘God’, seemed a purely historical figure, inextricably embedded in late antiquity. I also began to have grave doubts about some of the doctrines of the Church. How could anybody possibly know for certain that the man Jesus had been God incarnate and what did such a belief mean? Did the New Testament really teach the elaborate – and highly contradictory – doctrine of the Trinity or was this, like so many other articles of the faith, a fabrication by theologians centuries after the death of Christ in Jerusalem?
Eventually, with regret, I left the religious life and once freed of the burden of failure and inadequacy, I felt my belief in God slip quietly away. He had never really impinged upon my life, though I had done my best to enable him to do so. Now that I no longer felt so guilty and anxious about him, he became too remote to be a reality. My interest in religion continued, however, and I made a number of television programmes about the early history of Christianity and the nature of the religious experience. The more I learned about the history of religion, the more my earlier misgivings were justified. The doctrines that I had accepted without question as a child were indeed man-made, constructed over a long period of time. Science seemed to have disposed of the Creator God and biblical scholars had proved that Jesus had never claimed to be divine. As an epileptic, I had flashes of vision that I knew to be a mere neurological defect: had the visions and raptures of the saints also been a mere mental quirk? Increasingly, God seemed an aberration, something that the human race had outgrown.
Despite my years as a nun, I do not believe that my experience of God is unusual. My ideas about God were formed in childhood and did not keep abreast of my growing knowledge in other disciplines. I had revised simplistic childhood views of Father Christmas; I had come to a more mature understanding of the complexities of the human predicament than had been possible in the kindergarten. Yet my early, confused ideas about God had not been modified or developed. People without my peculiarly religious background may also find that their notion of God was formed in infancy. Since those days, we have put away childish things and have discarded the God of our first years.
Yet my study of the history of religion has revealed that human beings are spiritual animals. Indeed, there is a case for arguing that Homo sapiens is also Homo religiosus. Men and women started to worship gods as soon as they became recognisably human; they created religions at the same time as they created works of art. This was not simply because they wanted to propitiate powerful forces but these early faiths expressed the wonder and mystery that seems always to have been an essential component of the human experience of this beautiful yet terrifying world. Like art, religion has been an attempt to find meaning and value in life, despite the suffering that flesh is heir to. Like any other human activity, religion can be abused but it seems to have been something that we have always done. It was not tacked on to a primordially secular nature by manipulative kings and priests but was natural to humanity. Indeed, our current secularism is an entirely new experiment, unprecedented in human history. We have yet to see how it will work. It is also true to say that our Western liberal humanism is not something that comes naturally to us; like an appreciation of art or poetry, it has to be cultivated. Humanism is itself a religion without God – not all religions, of course, are theistic. Our ethical secular ideal has its own disciplines of mind and heart and gives people the means of finding faith in the ultimate meaning of human life that were once provided by the more conventional religions.
When I began to research this history of the idea and experience of God in the three related monotheistic faiths of Judaism, Christianity and Islam, I expected to find that God had simply been a projection of human needs and desires. I thought that ‘he’ would mirror the fears and yearnings of society at each stage of its development. My predictions were not entirely unjustified but I have been extremely surprised by some of my findings and I wish that I had learned all this thirty years ago, when I was starting out in the religious life. It would have saved me a great deal of anxiety to hear – from eminent monotheists in all three faiths – that instead of waiting for God to descend from on high, I should deliberately create a sense of him for myself. Other Rabbis, priests and Sufis would have taken me to task for assuming that God was – in any sense – a reality ‘out there’; they would have warned me not to expect to experience him as an objective fact that could be discovered by the ordinary rational process. They would have told me that in an important sense God was a product of the creative imagination, like the poetry and music that I found so inspiring. A few highly respected monotheists would have told me quietly and firmly that God did not really exist – and yet that ‘he’ was the most important reality in the world.
This book will not be a history of the ineffable reality of God itself, which is beyond time and change, but a history of the way men and women have perceived him from Abraham to the present day. The human idea of God has a history, since it has always meant something slightly different to each group of people who have used it at various points of time. The idea of God formed in one generation by one set of human beings could be meaningless in another. Indeed, the statement: ‘I believe in God’ has no objective meaning, as such, but like any other statement it only means something in context, when proclaimed by a particular community. Consequently there is not one unchanging idea contained in the word ‘God’ but the word contains a whole spectrum of meanings, some of which are contradictory or even mutually exclusive. Had the notion of God not had this flexibility, it would not have survived to become one of the great human ideas. When one conception of God has ceased to have meaning or relevance, it has been quietly discarded and replaced by a new theology. A fundamentalist would deny this, since fundamentalism is anti-historical: it believes that Abraham, Moses and the later prophets all experienced their God in exactly the same way as people do today. Yet if we look at our three religions, it becomes clear that there is no objective view of ‘God’: each generation has to create the image of God that works for them. The same is true of atheism. The statement ‘I do not believe in God’ has always meant something slightly different at each period of history. The people who have been dubbed ‘atheists’ over the years have always been denied a particular conception of the divine. Is the ‘God’ who is rejected by atheists today, the God of the patriarchs, the God of the prophets, the God of the philosophers, the God of the mystics or the God of the eighteenth-century deists? All these deities have been venerated as the God of the Bible and the Koran by Jews, Christians and Muslims at various points of their history. We shall see that they are very different from one another. Atheism has often been a transitional state: thus Jews, Christians and Muslims were all called ‘atheists’ by their pagan contemporaries because they had adopted a revolutionary notion of divinity and transcendence. Is modern atheism a similar denial of a God’ which is no longer adequate to the problems of our time?
Despite its other-worldliness, religion is highly pragmatic. We hall see that it is far more important for a particular idea of God to work than for it to be logically or scientifically sound. As soon as it ceases to be effective it will be changed – sometimes for something radically different. This did not disturb most monotheists before our own day because they were quite clear that their ideas about God were not sacrosanct but could only be provisional. They were man-made – they could be nothing else – and quite separate from the indescribable Reality they symbolised. Some developed quite audacious ways of emphasising this essential distinction. One medieval mystic went so far as to say that this ultimate Reality – mistakenly called ‘God’ – was not even mentioned in the Bible. Throughout history, men and women have experienced a dimension of the spirit that seems to transcend the mundane world. Indeed, it is an arresting characteristic of the human mind to be able to conceive concepts that go beyond it in this way. However we choose to interpret it, this human experience of transcendence has been a fact of life. Not everybody would regard it as divine: Buddhists, as we shall see, would deny that their visions and insights are derived from a supernatural source; they see them as natural to humanity. All the major religions, however, would agree that it is impossible to describe this transcendence in normal conceptual language. Monotheists have called this transcendence ‘God’ but they have hedged this around with important provisos. Jews, for example, are forbidden to pronounce the sacred Name of God and Muslims must not attempt to depict the divine in visual imagery. The discipline is a reminder that the reality that we call ‘God’ exceeds all human expression.
This will not be a history in the usual sense, since the idea of God has not evolved from one point and progressed in a linear fashion to a final conception. Scientific notions work like that but the ideas of art and religion do not. Just as there are only a given number of themes in love poetry, so too people have kept saying the same things about God over and over again. Indeed, we shall find a striking similarity in Jewish, Christian and Muslim ideas of the divine. Even though Jews and Muslims both find the Christian doctrines of the Trinity and Incarnation almost blasphemous, they have produced their own versions of these controversial theologies. Each expression of these universal themes is slightly different, however, showing the ingenuity and inventiveness of the human imagination as it struggles to express its sense of ‘God’.
Because this is such a big subject, I have deliberately confined myself to the One God worshipped by Jews, Christians and Muslims, though I have occasionally considered pagan, Hindu and Buddhist conceptions of ultimate reality to make a monotheistic point clearer. It seems that the idea of God is remarkably close to ideas in religions that developed quite independently. Whatever conclusions we reach about the reality of God, the history of this idea must tell us something important about the human mind and the nature of our aspiration. Despite the secular tenor of much Western society, the idea of God still affects the lives of millions of people. Recent surveys have shown that ninety-nine per cent of Americans say that they believe in God: the question is which ‘God’ of the many on offer do they subscribe to?
Theology often comes across as dull and abstract but the history of God has been passionate and intense. Unlike some other conceptions of the ultimate, it was originally attended by agonising struggle and stress. The prophets of Israel experienced their God as a physical pain that wrenched their every limb and filled them with rage and elation. The reality that they called God was often experienced by monotheists in a state of extremity: we shall read of mountain tops, darkness, desolation, crucifixion and terror. The Western experience of God seemed particularly traumatic. What was the reason for this inherent strain? Other monotheists spoke of light and transfiguration. They used very daring imagery to express the complexity of the reality they experienced, which went far beyond the orthodox theology. There has recently been a revived interest in mythology, which may indicate a widespread desire for a more imaginative expression of religious truth. The work of the late American scholar Joseph Campbell has become extremely popular: he has explored the perennial mythology of mankind, linking ancient myths with those still current in traditional societies, is often assumed that the three God-religions are devoid of mythology and poetic symbolism. Yet, although monotheists originally rejected the myths of their pagan neighbours, these often crept back into the faith at a later date. Mystics have seen God incarnated a woman, for example. Others reverently speak of God’s sexuality and have introduced a female element into the divine.
This brings me to a difficult point. Because this God began as a specifically male deity, monotheists have usually referred to it as ‘he’. In recent years, feminists have understandably objected to this. Since I shall be recording the thoughts and insights of people who called God ‘he’, I have used the conventional masculine terminology, except when ‘it’ has been more appropriate. Yet it is perhaps worth mentioning that the masculine tenor of God-talk is particularly problematic in English. In Hebrew, Arabic and French, however, grammatical gender gives theological discourse a sort of sexual counterpoint and dialectic, which provides a balance that is often lacking in English. Thus in Arabic al-Lah (the supreme name for God) is grammatically masculine, but the word for the divine and inscrutable essence of God – al-Dhat – is feminine.
All talk about God staggers under impossible difficulties. Yet monotheists have all been very positive about language at the same time as they have denied its capacity to express the transcendent reality. The God of Jews, Christians and Muslims is a God who – in some sense – speaks. His Word is crucial in all three faiths. The Word of God has shaped the history of our culture. We have to decide whether the word ‘God’ has any meaning for us today.
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Biography Karen Armstrong is the author of numerous other books on religious affairs –including A History of God, The Battle for God, Holy War, Islam, Buddha, and The Great Transformation – and two memoirs, Through the Narrow Gate and The Spiral Staircase. Her work has been translated into forty-five languages. She has addressed members of the U.S. Congress on three occasions; lectured to policy makers at the U.S. State Department; participated in the World Economic Forum in New York, Jordan, and Davos; addressed the Council on Foreign Relations in Washington and New York; is increasingly invited to speak in Muslim countries; and is now an ambassador for the UN Alliance of Civilizations. In February 2008 she was awarded the TED Prize and is currently working with TED on a major international project to launch and propagate a Charter for Compassion, created online by the general public and crafted by leading thinkers in Judaism, Christianity, Islam, Hinduism, and Buddhism, to be signed in the fall of 2009 by a thousand religious and secular leaders. She lives in London.
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From Publishers Weekly This searching, profound comparative history of the three major monotheistic faiths fearlessly illuminates the sociopolitical ground in which religious ideas take root, blossom and mutate. Armstrong, a British broadcaster, commentator on religious affairs.., argues that Judaism, Christianity and Islam each developed the idea of a personal God, which has helped believers to mature as full human beings. Yet Armstrong also acknowledges that the idea of a personal God can be dangerous, encouraging us to judge, condemn and marginalize others. Recognizing this, each of the three monotheisms, in their different ways, developed a mystical tradition grounded in a realization that our human idea of God is merely a symbol of an ineffable reality. To Armstrong, modern, aggressively righteous fundamentalists of all three faiths represent “a retreat from God.” She views as inevitable a move away from the idea of a personal God who behaves like a larger version of ourselves, and welcomes the grouping of believers toward a notion of God that “works for us in the empirical age.”
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My wish: The Charter for Compassion – Karen Armstrong
Karen Armstrong TED Talk given in 2008
What God is, or isn’t, will continue to morph indefinitely unless…
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Richard Barlow:
‘The whole thing about the messiah is a human construct’
The Divine Principle: Questions to consider about Old Testament figures
How “God’s Day” was established on January 1, 1968
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Divine Principle – Parallels of History
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“… Many Koreans therefore have difficulty understanding and accepting religions that have only one god and emphasize an uncertain and unknowable afterlife rather than the here and now. In the Korean context of things, such religions are anti-life and do not really make sense…”  LINK
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blessuswithblogs · 5 years ago
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The Best Games of the Decade, By My Estimations
With only a good month (ACTUALLY LIKE A GOOD 24 HOURS HA HA I WROTE THIS BACK IN NOVEMBER) or so left of the 2010s (we are regrettably not quite far along enough to really start giving them jaunty names like "the Roaring Twenties" yet, but soon we will be free of this chronological no man's land) I find my thoughts turning to my enduring hobby slash interest slash everlasting shame: video games. While a decade is ultimately a fairly arbitrary point of reference, in the business of video gamesdom, ten years is a small eternity and some very significant games have graced us since the clock struck midnight on January 1st, 2010.
 I might still be too young for this kind of nostalgia, granted, but I can't help but think about the game experiences I've had in the last ten years that have been altogether Important to Me. I am less interested in ranking these titles than I am in exploring why they made such an impact on me, and why, if we were to borrow the esteemed verbiage of one Sid Meyer, they stood the test of time. ...or less so, if they came out more recently. Sometimes on these lists I sort of scrimp and scrabble to actually fill it up with enough games and I have to sort of cheat and put things on there I haven't really played, but fortunately I am not so destitute that I have only been able to play one new game a year since this decade began. To that end, this is more of a personal list than usual, that will have less to do with "well the game was kind of a Big Deal........" and more to do with "well the game was kind of a Big Deal to ME."
Dark Souls The First:
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This game will likely find its way onto many such lists in the coming days, because it is such a singular thing. Honestly, I would put Demon's Souls on here too, but that was actually like. 2009ish? At any rate, its spiritual successor was a marked improvement in most ways, expanding upon the core design tenets that made the unassuming FROM software ps3 title such an unexpected success: deliberate gameplay that demanded players go slow and respect both enemies and environment until they were sufficiently skilled and experienced, boss fights against extremely memorable monsters and also sometimes trees, strange asynchronous multiplayer that worked in spite of itself, and a meticulously designed world filled with oddities, grotesqueries, mysteries, and tragedies. Dark Souls was a phenomenon. "The Dark Souls of _____" is dig at gormless games journalists that endures and is relevant to this day. It created a whole subgenre that remains fairly untapped because of how much of a gamble it is to really go in on what made Dark Souls good in a game without that kind of name recognition and marketing blitz, and it changed the way the zeitgeist thought about video games in a lot of ways.
Inscrutability is an incredibly important part of the Souls experience. Abandon all hope of transparency, ye who enter here, because you're not getting it. The games were designed with the intent of being a sort of collaborative community puzzle, where players who stumbled on secrets and treasures in the game could leave down messages for others to alert them to hidden prizes - or just try to bait somebody to jump down a bottomless pit. Patches does that. A lot. It's kind of this thing. There is a very specific mood and atmosphere that Miyazaki and company were going for with these games that creates a sort of artistic catch-all for complaints I would level at basically anything else. "These weapons are poorly balanced." Yep. It's not really trying to be balanced. "Half of these systems are unexplained and nonsensical." Oh boy are they ever. "A giant man-sized baby just invaded my world and tried to kill me with a ladle." Yes, yes he did. The bizarre, fever dream ambiance of Dark Souls is enhanced by all of this. It will put a lot of people off and I can't really say "oh you just don't get it." because like no in any other game this would be bullshit nonsense for idiots. Souls just kind of makes it work by being compellingly baffling.
This murkiness also serves to highlight one of the core conceits of the game: the simple joy of greater mastery. Dark Souls starts you out with very little. You have nothing, know nothing, are nothing, and all the npcs you meet are pretty sure you're going to fuck off and die pretty much as soon as you break line of sight. On your first time through, that's probably true, too. The skeletons in the graveyard are infamous. As you claw your way through the game, as you learn more about it, you start to see measurable progress getting made. What was once a bunch of very tired men in armor giving you unsettlingly sinister laughs is now the outline of a story, vague but extant, with more waiting to be discovered. Where you used to flail around and die to random hollows in the undead burg, now you dance circles around them and paste them in one or two hits with your fancy weapons (or enormous wooden club, depending). A world that was once borderline impossible to actually traverse gradually opens up and becomes more familiar. In Dark Souls, death serves a purpose, and that purpose is not actually to block your progress. Its purpose is to get you to learn the game and get better at it. It's actually very player empowering in a way a lot of 'press F to pay respects' theme park rides are not. I'm probably treading a very thin line between thoughtful analysis (ha) and "you cheated not only the game, but yourself." here, but I'm going to stand firm in my belief that the way Souls games endeavor to make you improve yourself over time is a legitimate and meritorious way to design a game.
Of course, Dark Souls the First is very rough around the edges in spots. The second half of the game is somewhat infamous for being unpolished and kind of slapdash. The online was questionable, the PC port was laughable until the community went in and fixed it, Lost Izalith is a whole fucking thing, the works. The fact that it's so good in spite of the rough spots is, I think, what made it such a singular game. I'm one of those hopelessly sentimental idiot bitches who thinks that things that are imperfect are kind of charming and compelling in ways that very cookie cutter, by the book, technically competent but aesthetically bankrupt things are not. Miyazaki had a vision when he made this game, and that vision created an enduring legacy. That's worthy of respect in a way not many games are. It's messy and flawed but those flaws are just kind of endearing because they're proof that the developers were trying to push boundaries and be ambitious and make something new and interesting.
Dark Souls The Second:
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Dark Souls 2 has a kind of weird reputation in the online net-o-sphere. There are as many opinions about this game as there are people who have played it. Sometimes more, honestly. I spent a lot of time kind of convinced it wasn't that good until some things clicked and I realized it was HELLA good. That you kind of need the DLC to get the whole picture is... unfortunate, but such is the age we live in. Going into this game, I thought that a second Dark Souls was unnecessary. The first had ended satisfactorily, and I had no desire to see FROM get tied down to the world of Lordran. The quote B Team unquote that developed 2 seemed to agree with me, and created what is one of the most metacognitive games I have ever played. Now, let's not get ahead of ourselves. When I say metacognitive, I do not mean it in the usual facile sense of, say, whatever Jonathan Blow has churned out recently that beats you over the head with the fact that you're playing a video game and you should probably feel bad about it or the way Doki Doki Literature Club does the Epic Subversions! of visual novels by trying to convince you that the game knows it is a game, but failing because it cannot overcome the limitations that it has as a static, unchanging lump of code. Dark Souls 2 aims higher. And you know me - I always try to aim high.
Dark Souls 2 deals with cycles. Most notably, cycles of futility. Cycles that are so enduring and perpetual that it matters not how you choose to resolve it, it will simply keep going no matter what you do. Drangleic is a hollow simulacrum of Lordran - and that is exactly the point. The familiarity and design consistencies between the two games is intentional. The curse of life is the curse of want. It took me a long time to really understand what Dark Souls 2 meant by that. The World of Dark Souls 2 is a sort of unending purgatory. Thousands upon thousands of undead have made the journey, linked the fire, perhaps chose to become the Dark Lord instead, only for some other undying fool to go and light it anyway. Each time, a new order is built upon the bones of the old, and in time, joins its forebears in the ashes of history. When I beat the game the first time and felt that the ending was unsatisfying, I failed to realize that was, again, the point. If the game had shipped with all endings in it, I think I would have been less miffed, but, well, the curse of life is the curse of downloadable content. If you choose to take the throne, link the fire, you have essentially accomplished nothing. Another age of Fire will begin, and then end, and so on and on into the ages, an unending litany of suffering and violence, because people cannot let go of what once was. They seek and scrabble to claim scraps of glory in a systemic nightmare of self-fulfilling prophecies and false dichotomies. When Aldia eventually arrives with the DLC packs, things really start to take shape.
Dark Souls 2 is a commentary on itself. An admission of the futility of trying to recapture the unique spark of the first game, and the necessity of doing something -different-. The playerbase hated it on release. It was both not enough like the first game and too much like the first game. It wasn't like, reviewbombing on metacritic hate, but the consensus rapidly became that 2 was just worse than the first game and kind of a bummer, a half-hearted cashgrab by a "B Team" while the really talented developers worked on Bloodborne. So, basically, they proved 2's central thesis completely correct. A hollow cycle of just repeating and iterating on what has come before serves nobody. In the words of Straid of Olaphis, "it is all a curse." That is the true curse in Dark Souls 2. An undead might link the fire to try and preserve their fading sense of self and memory, but it is but a temporary measure, a prolonging of greater suffering by bowing to an order designed to oppress. Before the Ringed City was ever a thing, Agdyne and Vendrick were here telling us about how Gwyn was so covetous of his own perceived right to rule that he cursed all of humankind into a twisted state of mutually exclusive ideas. Die as a mortal in the flame, or endure as an undead husk in the darkness, bereft of heart and soul. Or... does it even matter? All of this has happened before. It will all happen again.
Those who slave away eternally under this paradigm are doomed to never find peace or fulfillment, because it was not designed that way. Gwyn's fear was so great that he got entangled in his own karmic vortex, reincarnating over and over again with his other lord friends in slightly different forms and circumstances that would continue, eternally, to make the same mistakes in the pursuit of the same misguided goals. Aldia, the Scholar of the First Sin, is presented as one of the few beings in this entire misbegotten affair with an inkling of what is really going on. Both he and Vendrick knew that Drangleic was destined for the same dreg heap as every other civilization built upon the power of the soul, but all of their efforts to prevent this fall were for naught, because they were all confined by the same twisted system in which there can be no change or joy. It is only after Vendrick loses his nerve entirely and fades away into a mindless hollow and Aldia loses everything in his increasingly unhinged and ethically questionable experiments that he realizes that they were doing it all wrong.
I think I've probably gone on too long at this point so I'll try to be brief: the "true" ending of the game, made available after all 3 DLCs were released, involves gathering the power of truly mighty souls in a crown and using them as a sort of... loophole. The empowered crown does not cure the curse of undeath. What it does is prevent -hollowing-. The degradation of heart and mind. And after the final battle, you leave the throne behind. But there is a very important difference here from the Dark Lord ending of the first game. By finding this loophole, and rejecting Gwyn's order entirely, you and you alone have broken free from the endless cycle of suffering, and by doing so, perhaps gained the knowledge necessary to take the first steps into forging a new path entirely. Beyond the reach of Light, beyond the scope of Dark.
So yeah basically it's like Dark Souls the First, with some improvements and changes and what have you, so it's got the same fun to play deliberate explorey dark holey kind of thing going on, it just takes the concepts and runs with it to places I never would have expected a game to ever go. It is legitimately one of the only metanarratively aware games I have played (that I can remember, anyway) that sticks the landing, because it is not obnoxiously explicit about it. Undertale was fun and a worthwhile game by any reasonable metric, but it falls into the same trap as all the others: when you are acknowledged as the player of a game in anything more than a briefly comedic bit of 4th wall breaking, any hope of cleverness or thoughtfulness goes out the window, because it brings to light an ironclad truth of the medium: you, the player, are just as constrained in what you can do as the NPCs in the game, who are also fake. When they start haranguing you about about brotherkilling or being a cheating visual novel boyfriend or possibly girlfriend or what have you, it's just. Meaningless. It is a contrivance of the developer, specifically included in the game as a programmed possibility designed to be experienced.
Dark Souls 2 gets around this by not engaging with the player on that level of metanarrative. It deals much more in metaphor and allegory. It's not, like, especially subtle, but it is subtle enough to let your mind draw parallels without immediately blaring at you in comic sans "THIS IS A VIDEO GAME, KID" and taking you out of it entirely. It's a fine line to walk. A barrier between worlds has to be maintained for these stories to work. I'm the kind of player who will never do a renegade run of Mass Effect because I hate being mean and nasty for no reason, even to bits of code in a game, because I try to engage with it all in good faith and do my best to let myself buy into the illusion that these bits of code are characters with thoughts and feelings. When an angry flower man pops up and says "OOHOOHOO LOOKS LIKE YOU JUST RELOADED THE GAME BECAUSE YOU KILLED SOMEBODY" my first thought isn't "wow fucked up..." it's "oh well there goes my suspension of disbelief" because like. If you're going to call me out on that then fuck I can just go into the code and make you say "there is a frightful hobgoblin haunting europe, and its name is ligma" and like. Yep. Bow before my mastery. I guess. I don't want to get into a slapfight like that with Toby Fox. He seems like a nice person.
I don't know maybe this is just something unique to me, and other people can deal with these stories without immediately becoming depressed by the deeply artificial nature of it all. It's complicated. I will say that I like Undertale a lot, but the reasons that I like it come very much from the character interactions, spritework, and music, and not the time Flowey closed my game. It's just the same pony island bullshit as its always been. "OooOOoOOoh uninstall the game or you're actually just going back and messing with events for your own perverse satisfactionNNNnNNnN" fuck off dipshit it's all fake garbage for idiot children and I am not causing a cartoon skeleton existential agony by considering that maybe I could play this fun game that I liked and payed cash dollars for again. Now, all this considered, my next game on the list might be surprising...
Nier: Automata
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Okay so let's just get this out of the way. Nier does a very famous thing at the end when you get the true ending where you are given the choice to forfeit your saved data in order to help another player get past the final boss, which is... the credits. So how is this different? Well, for one thing, it's not like the central narrative conceit of the game. The sexy android psychodrama functions perfectly well without it. It's kind of its own thing. It's... an expression of hope, kind of. An admission that you -care- about the fates of these characters, in spite of being bits of code, because their personalities and their world and the way they interact are all compelling and endearing, and you would give up something of tangible worth and importance to maybe give them a chance for a better outcome in somebody else's game, too. It's a very strange thing that I can think of no real equivalent for. You even get to put a little personalized message on the extra shmup ship you send over to help some other player get through to the end. It's an act that... kind of exists outside of the story, but also kind of in it. I think the important thing here is that the conceit is that you are making this sacrifice to help somebody else, not because a small goat child said something Foreboding. It's a confirmation that if a game makes you feel things, makes you think, maybe it wasn't just a waste of time.
So enough about that. What about like the other 99% of the game? A lot of people in my peer group are super sweet on the original Nier: Gestalt game. I played through it. It was... okay. Like it absolutely had very charming characters and story and all of that but it was just kind of a slog to play through and I kind of wished the entire game was just that segment where you're playing a text adventure. Automata continues to have very charming characters and story and all of that, but it also actually like. It's fun? To hit the buttons? Like, that Platinum pedigree isn't just for show. It's not the most technical game they've ever made, but it's fun and varied (shmups! shmups!) and there's some fun character customization and you even have a self-destruct switch which is always hilarious. The real attraction is the narrative, visuals, and gorgeous music, but it's also just a solid swordswingy dodgy robot smashy time irrespective of that. So like. Yeah.
The story and characters are very interesting and well done and goes to some very dark and uncomfortable places sometimes about the nature of memory, artificial intelligence, the often arbitrary labels we give ourselves, and the implications of sexy robot men with no junk. The nice thing about Nier Automata is that the events in game are fairly straightforward and relayed in a way that people who don't compulsively watch lore videos can understand without too much difficulty, so I don't really need to go into a detailed summary of why it's genius because of tHe AlLeGoRy. It kind of speaks for itself, for the most part. Does 9S want to fuck 2B or destroy 2B? Maybe some other verb entirely! We may never know. Well, I do know. He wants to fuck her. That is obvious. But it does not preclude the other, which is a salient and disconcerting point the game tries to make with that whole sequence. 9S has really had a rough time of it, you know? All that stuff in his own game and then he pops up on the First only to get his face caved in by the Warrior of Darkness. Rotten luck.
Basically, Yoko Taro sets out to say some things with his strange brainchild about androids with very big butts, but when you think about it, the attractiveness of the YorHa androids is also kind of a statement, too. If you're building something in your image, wouldn't you want to make it as sexy as possible? I would. Like, if you could make your machine children smoking hot, why wouldn't you? It's only polite. Nobody wants to be an ugly robot. Maybe the machine lifeforms would be having a better time of it all if they weren't put in categories like "short stubby." Anyway. Saying things. He says things. The game is thought provoking and evocative and at times very very sad. I love to cry. More on that later. I feel like I'm coming up a little short on this after my small dissertation on Dark Souls 2, but sometimes you need to fuckin. Get that kind of thing off your chest. Automata is challenging, but not Souls 2 challenging, where you kind of have to look in all the nooks and crannies and paid DLC packs to really get what it's trying to say. Though I think you fight the president of Square Enix in one of the Nier DLCs. That's pretty intellectually formidable.
Bloodborne:
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It is no secret that I love the Bloodborne. It's very fun, very tight, usually works right most of the time, blood vials are shit but what can you do, and is one of the most visually arresting games like, ever. Ever ever. Behold! A Paleblood Sky! indeed. It's got the Souls pedigree to make combat fun and challenging, but its also very squishy and visceral and kind of grody in a good way because it ties in heavily to the themes of what really separates people from "beasts" and how more often than not we're just fooling ourselves. We're all rancid beasts. Hunger makes monsters of us all. It is this thematic strength, and the uncommon aplomb with which the game takes a hard left turn into "wait what the fuck???" town, that I regard it so highly. It's a game with a lot to say, especially about our narrow view of "intelligence" and the imagined "right" it grants us to subjugate and victimize those we deem inferior. The Victorian setting is no accident - a lot of the horror in the game draws heavily from classic colonialist sentiment and the erroneous conviction that all things are there for the benefit of Mankind (Glory to them, see previous) that commonly defines that era. Also that architecture is some spooky shit I tell you what. Even when there isn't a large spider man with a brain for a head hanging off of it. There are those, in this game, by the way. You thought you were gonna deal with werewolves? Bitch your eyes have yet to open, strap the fuck in.
Bloodborne is the coveted "what a twist!" game I so laboriously search for. A game that expertly leads you to believe some things, then gradually shows you that you are a fucking wrong idiot baby and now there are mushroom men from mars running around casting magic missile at you. It gets this right in part because the clues were there all along, if you bothered to search for them. The first part of the game is fairly expected of what the promo material was all about, save for some weirdness with dreams and cryptic mutterings of "Paleblood." Then, you know, some shit starts getting wacky. You start running into giantass monster men clad in the trappings of the church. The NPCs you talk to start becoming more and more unhinged. Sometimes you will be randomly lifted bodily into the air and die and it is fucking alarming the first time I tell you what. Strange men with bags start appearing in random spots, and if they kill you, they don't actually kill you - they put you in the bag and kidnap you, the only way to reach a certain area of the game early. This hidden area is filled with more bagmen and some very angry giant pigs, because those are in this game too. Then you finally enter the big cathedral at the center of town and its lined with really odd looking statues of aliens and you touch a weird skull and you get a vision from the Mothercrystal about how to progress, and you tell the password to the gatekeeper, and he's like "ok cool get in here" but actually he is a fucking dessicated corpse and this isn't Dark Souls there ain't no undead here. Maybe. Are there?
Then you get into the Forbidden Woods and there are like, the weird mushroom men, if you go looking for them, and snakes, and really BIG snakes, and men who are made out of snakes and kind of give you weird nostalgic memories of Resident Evil 4 and the las plagas sphagetti heads. And there are more statues and giant fucking gravestones? That are really unnerving? And also if you went poking around you might have also met Patches again, who is back, but also a spider, and he'll show you how to get into college, except the college is in a nightmare and full of slime people, which is actually pretty normal now that I think about it, and then you can go out into ANOTHER nightmare, which is just another obnoxious poison swamp but the winter lanterns live there and those things are a fucking trip. Anyway you get to Bergynwerth eventually and there are weird insect guys and weird disheveled looking fellas that literally eat your brains if they get close and this awful npc hunter (the real horror of the night i tell you what) who casts fucking megaflare and you FINALLY get to the center of it all and jump into the lake except it's not the lake, it's actually like a fucking pocket dimension and there's just a big spider chilling out. You have to kill it to progress. And then when you do things just REALLY go to hell. And this is to say nothing of the Old Hunters DLC. This game is a fucking nightmare and it's great. Easily one of the scariest games ever made, genuinely frightening and weird and it doesn't just lose its edge when you realize the monster is a big goofy man with a flappy jaw. You are the monster, and that monster is a tiny squid baby. You're a squid now! Because you ate umbilical cords! Why!? I DON'T KNOW! INSIGHT, MOTHERFUCKER!
So what I just described is probably sounding completely absurd, random, and borderline early 2000s era monkeycheese style humor, but you gotta believe me, it is only absurd. It's actually very deliberately absurd. A lot of people will say that Bloodborne is one of the only games to get Lovecraft right, but I have actually read some of that dreck and I will say Bloodborne really only shares some aesthetic DNA and nomenclature with the racist tentacle man who ate nothing but canned beans. The themes are actually very different. Lovecraft wrote of a paradoxical contradictory world where Unspeakable Elder Things lurked behind every shadow, ready to emerge and destroy everything, but they were also very apathetic and noncommital about the whole thing. They didn't actually care that much either way, but they were still Bad, because they were weird and alien and inimicable to human life because of that foreign aspect. Like Nyarlathotep was originally envisioned as a travelling black guy who would go from town to town and show people some awesome inventions and shit and that was supposed to be evil. The dude's neuroses about race permeated -everything- he wrote.
On the other hand, Bloodborne takes a different tack. One of the central theses of the game is that the Great Ones are -not- evil. In fact, they're rather sympathetic by nature and will do what they can to help, if asked. The horror of the game comes not from the actions of the alien monstrosities who are actually nicer than most of the humans, but from what the human characters do in the pursuit of knowledge and power. Atrocities are committed by the dozen in some vague pursuit of higher understanding, against both the citizens of Yharnam and the supposed cosmic horrors themselves. This point is driven home by the fact that a number of the more alien entities you encounter in the game aren't actually hostile at all. Rom, the Vacuous Spider, will just chill out with you indefinitely at the Moonside Lake if you don't strike the first blow, and doesn't even really begin to actively defend herself until you prove yourself to be a determined murder machine. Ebrietas, the Daughter of the Cosmos, is found minding her own business in an out of the way corner of the Upper Cathedral Ward, mourning Rom after you, you know, killed her in cold blood. Again, she is completely non-hostile until you start shit. In the Old Hunters, Kos (or some say Kosm) is actually benevolent sort of mother goddess to the people of a small fishing hamlet. ...until the "scholars" of Bergynwerth murder her in the name of science, too.
All of the evil and horror and stomach-turning cruelty in Bloodborne comes from corrupt systems of power run rampant, not something as facile as the supposedly intrinsic malice of beings different from us. The terrors of the cosmos are nothing before the vile, willful depravity of mankind itself. That's the idea at the heart of it all. The Great Ones, who exist on a higher plane of existence, seem to have largely left this cruelty behind. Even the Moon Presence, the principle cause of the Hunter's Dream, is trying to help Laurence and Gherman - it's just that it's so different from humans, its idea of helping is a bit. Strange. It's this really fresh and unique take on the genre, this byzantine tragedy of miscommunication, good intentions, and mortal greed, that creates one of the vanishingly few games at are actually frightening. It doesn't even have to sacrifice being a good game to do it! No hiding in closets from the scourge of screen blur and heavy breathing here. In terms of gameplay, it's probably the most refined of quintet. I'm unsure if I should count Sekiro with them or not. It's a much different thing. Trick weapons and hunter's garb are iconic, extremely stylish, original, and honestly just fucking dope as hell. You've got a hammer that explodes when it hits things, a giant pizza cutter, a katana you coat with your own blood to empower, a gunrapier and a gunspear, a giant... wagon wheel... because Miyazaki just really likes those I guess, a bow that is also a sword, a giant fucking ship's cannon you just carry around with you, a portable flamethrower, an... eyeball, that shoots space rocks, for some reason. Like the weapon design and selection alone is worthy of considerable accolade. Bloodborne is fantastic, play it if you can.
The Legend of Zelda: Breath of the Wild
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I was a little bit kinda wishy washy on putting this on here, but I think overall that it deserves a spot. In terms of story and themes, it's honestly a bit whatever. It's Zelda. Don't be an asshole to your genius daughter who knows like ten times as much as you do about everything I guess. Prince Sidon is a nice fishman. Link is like, distressingly, "this is a kids game!!" hot when you put him in certain outfits. I'm pretty sure every configuration of sexuality interested in the act of boning probably at least went "hoo boy" when Link put on the gerudo outfit. That is, of course, not really enough to qualify for such a prestigious position as one of the best games of the decade. Where Breath of the Wild shines is its world design, music, and the masterful layer of melancholy it drapes everything in. The ruined land of Hyrule is beautiful and sad in equal measure, the vistas enhanced by a fantastic soundtrack with an incredibly rich personal voice. It takes a very certain kind of design philosophy, in my opinion, to create an open world that is actually meritorious and worthwhile and not just an excuse to spend a lot of time hoofing it through vast expanses of nothing interesting. There is enough raw Stuff in the land of Hyrule, from enemy encounters to happening upon NPCs to just finding something really weird and inexplicable that you feel compelled to check out, to justify the massive open world.
I think the enemy design in particular is worthy of some praise. The game gives you a whole lot of tools to tackle any given fight. Sometimes you can just whack something with your sword until either the enemy or the sword breaks and that will work fine. Other times, you can literally do the Tao Pai Pai thing from Dragonball and launch a treetrunk into the air, surf on it, and land it squarely in the face of some unsuspecting moblin. This is a very popular speedrun strat. The sheer amount of Weird Stuff you can do in the service of ultimately saving Hyrule is a lot of lot of LOT of fun, things not many other games would let you do. There's also something to be said for the moments where you're exploring, minding your own business, and find yourself face to face with something fearsome and big and dangerous, like a Lynel in the frozen north or one of the big cyclops guys. It's heartpounding and exciting and really hits that "oh hell yeah let's fuckin FIGHT" button. And fighting in Breath of the Wild is a hell of a lot of fun! Probably the most its been in any Zelda game. Skyward Sword please go away you're drunk this was never a good idea. To me, Breath of the Wild is kind of the platonic ideal of an open world fantasy fuck around game. That used to be Skyrim, but BotW sort of made me realize you can actually have a functional game on top of all the aforementioned Fucking Around, too, and that sort of enhances the experience.
This might be a little weird and personal and I apologize, but I think the one thing that really sealed this game as something very special and significant to me was the moment I entered the Rito village for the first time. I was greeted with an utterly gorgeous piano melody that gradually unfolded into a soulful, excruciatingly bittersweet arrangement of the Dragon Roost Isle theme from the Windwaker. I admit that I was not in a good place in my life when I was playing Breath of the Wild. I was still reeling from some bad brain stuff. Be that as it may, Breath of the Wild is the only game I have ever played - hell, the only piece of art I have experienced - that has brought me to tears with nothing more than a song. When I realized what I was listening to, when the memories of a time when I was still a child with hope and trust and innocence and any faith that life would ever be something more than cruelty and suffering came flooding back, I had to put down my switch, go lay down, and just ugly cry for a while. It's honestly making me a little misty-eyed just thinking about. It was such a personal, intimate, keening feeling of... I don't really know. Nostalgia? Longing? Melancholy? Now, believe me, I love to cry. I am a crybaby. Things make me cry all the time. But not like this. This was something else. Something I still don't really understand, or can explain. All I know is that if a game can do that to me with just a few notes, it deserves to be here.
Salt and Sanctuary:
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This is probably the most niche game for me. Even people who share some of my more eclectic tastes and sensibilities didn't like this game that much, but there was just something about this Metroidvania mashed with a Soulslike that hit some very primal notes in my soul. The art style, a weird mix of cartoony and utterly deranged, the enemy design, the bizarre way the world is put together, some extremely creative boss battles, and above all, some masterfully done atmosphere dripping with poorly understood dread and a sense of complete disorientation combined to create an experience that seemed to be made for me, and possibly me alone. It's not a flawless game. The music is fine, but somewhat lacking in variety. The character progression system is a good deal more complicated than it needs to be by any stretch of the imagination, as is the weapon upgrade system. The difficulty curve is uneven, and the raw inscrutability of the whole enterprise can make progression difficult in ways that it never really was in Dark Souls and Demon's Souls, which at least had the courtesy to point you in the right direction from time to time. The ending is a bit on the weak side.
Even now it feels difficult to really like. Elucidate on why I like this game so much. Maybe it's because it was the heartfelt effort of an extremely small team with more passion than experience? Because it's so unique and bold in ways other games are not, even while being a self-admitted derivative of Souls games? I just don't know. It's just such a fun and plucky thing, even if parts of it are kind of bad. It's not like, Deadly Premonition or anything where the badness is also the primary attraction. It's like, overall a good game? I believe? It's just that if it wasn't also kind of weirdly flawed and broken in some ways I don't think I would like it as much. God, I don't know. Just. Play it if you get a chance and see if any of this makes sense. One of the weapons you can use is a giant ass ship anchor, which is just fantastic, and you can start out as a chef, complete with a goofy hat and an extra helping of salt. Salt is important. Gotta keep those electrolytes up. You can also put a pumpkin on your head, and there's a boss called the Tree of Men which is just this giant torture machine that hates you and everyone else. It's so weird! The lighting is so moody and unsettling! The Queen of Smiles doesn't have a jaw! You have to brand your ass with a metal iron to double jump! ...hand, not ass, to be fair. But ass would be pretty funny. And horrifying. If you join the Iron Ones religion your healing item is just bread. And that is a fucking mood.
Super Mario Galaxy 2:
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This one barely makes the temporal cut, but it was 2010 when it came out, I'm pretty sure. As a Mario game that doesn't have paper in its name, it's also going to be a bit fluffier and lighter on actual substance than pretty much every other game here, and I don't have that much to say. It's just this gorgeously realized and scored platforming adventure that's so tightly tuned you could play Smoke on the Water on it. It is the still the best traditional jumpy wahoo boing boing Mario game I have ever played. It just makes you feel good about space, and going to space, and seeing all the wonderful things in space. Though there most likely are not charming little obstacle courses themed around bees and and toy trains in space, the various cosmic phenonmenon on display on the map screen and in the background of some galaxies are close enough to what you might expect to inspire a sense of wonder and awe. SMG2 is like the purest expression of Let's Just have a Good Time design in games I have ever seen. It induces good feelings. Not everything has to be deep and troubling and thought provoking. Like, I tend to prefer it when they are, but there's always rooms for exceptions like this. Just fantastic. And the music though holy shit. Honestly I think the only game on this list that doesn't have a fantastic OST is Salt and Sanctuary, but it's still like. Serviceable.
Darkest Dungeon:
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Let me start off by saying that Darkest Dungeon doesn't always hit the mark with its central conceit of stress management and the importance of mental health in your small army of adventurers. Nobody is going to start screaming abuse at their comrades or start stabbing them to death in a fit of paranoia because a skeleton spilled some cheap champagne on them. That said, I think that it -tries- to address these things is admirable, even if it is fairly easily boiled down into a simple matter of resource management and cost/benefit analysis. The reason I like Darkest Dungeon so much is that it is a game that excels at emergent storytelling. In terms of actual plot progression and character development, there is very little. You can have a party of four Occultists, each with the exact same backstory and with the exact same pact to the exact same eldritch entity, killing the exact same boss several different times. If you want. The dungeon crawling primarily serves as a vehicle for two things: the first and most obvious, the primary gameplay experience where you command your brave or at least foolhardy group of heroes to engage the ancient horrors of Grandpa's Party House. By itself, this is compelling and demanding. A bit like Dark Souls, Darkest Dungeon is a game that is fairly exacting in what it expects out of you, and it will not let you make mistakes without slapping you on the wrist and saying "no, bad." Similarly, it is a game where mastery is rewarded, but both in somewhat lesser degrees because DD is much more random and capricious in nature. The difference between a new player and an old hand is obvious, but sometimes even veterans can get completely dicked over by things out of their control.
That leads us into the second purpose: having the Ancestor narrate your constant struggle against Murphy's Law while completely hilarious bullshit conspires to send all of your highly trained and well equipped adventurers to the grave. Let me tell you a tale. I was fighting the Countess, the extremely powerful and dangerous final boss of the Crimson Court DLC. Everybody was afflicted with some manner of madness, and things were looking grim. She had shuffled my party around into a formation wherein some of them couldn't act without switching places. I ordered my vestal to switch places with Dismas, my highwayman. Dismas, however, was currently under either "selfish" or "abusive" status and simply refused to move. This meant that my vestal could not actually act that turn, and simply doing nothing incurs a penalty of stress damage. This stress damage was enough to put her gauge to the maximum, give her a heart attack, and kill her. Dismas literally murdered the healer by being too much of an asshole. I was beside myself at the time, but make no mistake - it was fucking hysterical. I later fed him to the final boss as penance for his crimes.
Darkest Dungeon is a grindy game that takes time and effort to complete. This is one of the biggest complaints leveled at it, and it's a fair one. On normal mode, though, you are more than capable of going at it inch by bloody inch, throwing corpse after corpse at the eldritch monstrosities until they at last drown in the blood and give up. No matter how grievous the setback, you can come back from it, unless you're playing on stygian/blood moon mode, which adds a fairly strict time limit and a hard cap on how many hapless adventurers you can send into the meatgrinder before the Nameless Thing That Ends The World wakes up and gives you an auto-game over. It's designed to be a long, bloody slog where shit goes wrong. Hopefully, in the upcoming sequel which I am very much anticipating not being able to play because I am poor, Red Hook can perhaps find a better balance with this. I am, for my part, fairly forgiving of grindy games, and at times even enjoy them. They were going for something with the way they designed DD, and I respect that. If you have the proper mindset of "whatever will be, will be" and learn to embrace the senselessness of death, your adventures in the Darkplace Estate will be both rewarding and oftentimes absurdly funny because your Arbalest was too depressed to eat anything, took more stress damage from starving, and then died of a heart attack, which then further stressed out the rest of the party. If that sounds more "oh my god that's awful" than "hahahaha you fucking dipshits" to you, DD might not be up your alley. But if it is, it -really- is. It's sort of the Dwarf Fortress principle, though Darkest Dungeon is far more user friendly and nice to look at. ...you know if you payed him enough the narrator voice actor would probably do a dramatic reading of Boatmurdered. Just saying.
Stellaris:
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Stellaris is kind of the odd spaceman out on this list for a variety of reasons, but it shares the same kind of compelling emergent storytelling that Darkest Dungeon has. It's just less likely to be about how your alcoholic bounty hunter missed every hit against a fishman and went insane, and more likely to be about how you found this really cool Orb in space but it was in another empire's territory so you basically fabricated Space World War 1 to take it for yourself. Maybe that was just me. Much like the many habitable planets in any given Stellaris game, Paradox's grand strategy space game falls in the Goldilocks Zone of "accessible for mortal minds" and "satisfyingly complex." I'm not a huge fan of most Paradox stuff because I don't really give much of a fuck about kings and their crusaders one way or the other, but I respect them for what they are. Stellaris was kind of a proof of concept for me for that - given subject matter I actually liked (space!!!!), the various nitty gritty systems of planetary management and fleet organization and robo-modding and gene templates became compelling rather than overwhelming. They were, granted, still pretty overwhelming at first. The game still receives robust free updates and DLC even as of this writing, sometimes drastically changing the way the game is played (alloys! consumer goods! aarrrggh!) and making my 500ish hours of playtime seem a little less nonsensical. Look, a lot of that time was idling on the galaxy map while I did something else.
It's just really polished and technically competent and -enormous- and there's space dragons and sometimes you get to fuck a black hole. Stellaris doesn't really have a narrative, per se, save what you ascribe to any given game, but that doesn't mean the game doesn't have writing. A lot of very interesting, well written, and sometimes really funny flavor text can be found in the various anomalies and in-game events your science vessels will encounter as they uncover more of the galaxy, or sometimes a planet will have a mysterious portal to Hell on it, or maybe it's actually just a huge egg for a terrifying voidspawn. The game also navigates the usual 4X/strategy game dilemma of securing an early lead and just kind of chilling for the rest of the game by introducing midgame and lategames crises. It's not a perfect fix, but the ever-looming threat of a khanate space uprising, an AI uprising either from your empire or another, or ravenous space bugs from beyond the cosmos ensures that you have to keep at least a little bit on your toes. The presence of spaceborne aliens that range from "a nuisance" to "well gosh that thing is actually eating that sun this could be problematic" also ensures that you need to pay attention to both military and domestic aspects of governing. Stellaris happens in real time (though you can thank god pause whenever you want to issue orders) so there isn't really a Civilization equivalent of "oh the tiny pissant nations are declaring war, time to buy seven tanks with my enormous hoard of gold and run over their medieval knights" in Stellaris. Stuff always takes time to make, and it takes time to get in position, too. Space being exceedingly vast, and all that.
The lategame can get simultaneously get very overwhelming and very boring, but there are systems put in place to help automate the process of ruling a huge interstellar empire and one of the nice things about Stellaris is that you can kind of just. Stop whenever you want. There are technically win conditions, if you're into that sort of thing, but a lot of the time I will just play it through until I'm like "hmm okay im good" and then just either start a new game as an extremely different kind of empire or play something else for a while. It's kind of nice. The idea of "winning" in these games is always so weird to me anyway. I kind of like the framework where it's just kind of like. You tell a story, rather than try to win a game. Recent changes have made it much easier to actually achieve victory, however. Part of the thing that kind of encouraged my "eh i'll stop when i wanna" approach in the first place was how unreasonable some of the old victory requirements were. Occupy sixty percent of the galaxy? Excuse me???? Fuck off. Also, it's not like. A really salient part of the game like it is for most other games on the list, but Stellaris actually does have a pretty nice soundtrack. It's much more ambient in nature and there's not really enough of it for the amount of Game there is, but what's there is nice, even if you will probably end up turning it off and listening to your own music instead eventually.
============================= =Final Fantasy XIV: Shadowbringers= =============================
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Alright so if you've like actually looked at my twitter or talked to me or to someone about me for more than two minutes, it's probably pretty obvious that I really like FFXIV. An unhealthy amount.  I will cop to that. FFXIV is an MMORPG. Let's start with the basics. I enjoy the game's gameplay a lot. I would not have put 6 years of my life into playing it if I did not, I'm not a Dota 2 player, for Christ's sake. I like to raid, and have actively done it in every wing except for the Sigmascape. I even managed to beat the final encounter of the current Edengate raids! I'm currently sort of gathering my courage to try the latest Ultimate Raid, the Epic of Alexander. Ultimate Raids are fights that are absurdly difficult by any reasonable standard and further winnow the playerbase from "hit level 80->does endgame stuff->does savage raiding->clears savage raid tiers->does Ultimate Raids->.00000001% of the player base that clears ultimate raids". Ultimates are for a very specific kind of player. I'm just sort of mentioning it for context purposes, it doesn't really factor in to my overall evaluation.
Now, despite the fact that I personally enjoy the gameplay a great deal, it is not actually why I think this game is so good. This might puzzle you. What else is there to an MMO? Is the sense of community especially great? Well, I would say that I really enjoy the community of people I play with, but on the whole, XIV's community is about. Standard, really. Which is to say "a fucking dumpsterfire" by any human metric, but just par for the course for online video games. What keeps me coming back to the game is that in between all the endgame stuff and grinding and crafting and going to die in Eureka, there is a bafflingly compelling and superlative singleplayer experience. The game is actually like unironically the best mainline FF title since at least XII. I would personally say it's on par with IX as a narrative experience, which is no faint praise because i fuckin luv me some ffix. But how can an MMO have such a compelling story? It's kind of complicated.
History lesson for the ten people who still don't know: FFXIV actually launched way back in like. 2011 or some shit and it was -arrestingly- bad. "Embarrassment to the franchise name" bad. So bad that they decided to literally drop a meteor on the game world, bring in a new director, shut the whole thing down for a year or so, and then relaunch the game as A Realm Reborn in mid 2013. People really liked this version. It was nothing short of a miracle. It also layed the groundwork for something important: a real and genuine dedication to worldbuilding (and worldending, too). The destruction and rebirth of the realm of Eorzea is metanarratively (theres my favorite non-word word again) baked into the very DNA of the game as it is now. Learning about the people who lived after the Calamity and how they survived is a direct parallel to how the dev team had to survive and adapt to make this complete boondoggle of a game into something presentable. A lot of heart and soul went into the bones of the world the game takes place in, because it's an expression of that dogged determination to make it work. Yoshida and his team probably crunched like hell to get it all done, and that makes me really sad, but what's done is done. I wish it didn't have to be that way, but it is, and all I can do at this point is praise the team's hard work and vision and try to support them as best I can.
So there's this really weighty sense of reality to the game world, and all of 2.0 is basically spent just establishing Eorzea and how it works. If you were an early adopter of ARR, like I was (2.1 is early right. it's gotta be.) then you grew to genuinely care about the place you spent so much time in and looked so pretty and was kind of obnoxiously laid out but don't worry there will be flying in the expansion. The longrunning nature of the game sort of necessitated a sort of serialized story. It had much more in common with an episodic TV Show than a usual Final Fantasy story, which for better or for worse are usually self-contained little things until somebody decides its fuckin Nova Crystalis time. It created a really unique sense of anticipation and participation in an ongoing story and evolving world. I think this is where a lot of people find their attachments to MMO style games, why people are still faithfully playing World of Warcraft 15 years on.
So FFXIV gets two expansions, Heavensward and Stormblood, and they were very Good, and added lots of neat things to the game and advanced the story and introduced new and beloved characters and also Zenos yae Galvus I guess and the long-running nature of it all started forging a kind of personal narrative of necessity, if that makes sense? Like, your own protagonist, who is mostly silent, who you created and customized and further customized and maybe turned into a lalafell once just to see what it was like to be so short, has been an important part of this world for so long your brain kind of just fills in the gaps in spite of itself. What would my character think about this? What would she do? Why would she do it? That kind of thing. The Warrior of Light, as one is called, has had a leading role in the game's story since pretty much day one, but one of the things that compels me about the character is how much work it took to get where she is today. Like, it's not a Diablo 3 style "hmm well you killed those zombies really good so i guess you're basically stronger than god and also satan put together" affair. You start out as a newbie adventurer, you do newbie adventurer things, like helping orange pickers keep the orchard clear of bees or deliver packages for guilds or whatever sufficiently adventuresome task needs doing. You gain notoriety for doing things that are, well, worthy of notoriety. You really get noticed when you defeat the primal Ifrit in a pitched battle, get recruited by some organizations, and you keep steadily working your way up from there.
As of Shadowbringers, the warrior of Darkness is kind of stronger than god and satan combined, but it took a fucking -lot- to get there. One base game and two expansions worth of life or death battles against utterly intractable foes and also Zenos yae Galvus I guess. It is beyond the scope of this piece to just give you a full plot summary of six years worth of storytelling, so I will just cut to the chase and try to explain what I'm taking five million words to say. Shadowbringers did something I thought heretofore impossible: it made me care about my tabula rasa cipher avatar as a character in a story and not just as an expression of digital self that I had grown fond of. Don't get me wrong - Dazzlyn Reed the adventurer is absolutely an expression of digital self that I have grown -disproportionately- fond of. I figure I'm a few more patch cycles from becoming that girl in the Jack Chick tract about Dungeons and Dragons who had a psychotic break because her DnD character died. However, for the most part, that affection was more of... kind of taking pride in her appearance and the outfits I put together and the achievements I had accomplished with her and stuff like that. Shadowbringers made me care about her as a character in her own right, which seems borderline miraculous to me.
It's sort of hard to explain without totally spoiling everything. And even with spoiling everything. In vague terms, I'll try to express it this way: the game put Dazzlyn in a situation where she had failed. Like, spectacularly. Everything she had done in the course of the expansion had gone up in smoke, and her own life was in real and severe danger. When you play these kinds of games, your first instinct when things go wrong in the story is pretty much always to just flippantly say to yourself "okay okay just calm down and let me fix it i'm like level a billion it's fiiiiine". Shadowbringers turns that on its head. You went to fix things... and you couldn't. Despite good intentions, it's arguable that you only made things worse. Everything you worked for since arriving on the First was just utterly undone, and the game lets you see the toll that has taken on your character. It's weirdly heartwrenching in a really uncommon and compelling way. Dazzlyn had been on the outside looking in at this kind of situation plenty of times before, and she had always had a nice and encouraging thing to say as she helped shoulder the burden and get things back on track for Alphinaud or Lyse or Cid or whoever. The game has, since antiquity, given you much appreciated little dialogue choices that don't really matter much in the scheme of things but let you kind of carve out your own characterization, and the way Dazzlyn turned out was somebody who just really cared way too much about all of her dumb stupid impossible friends who kept fucking up.
One thing that longtime players of the game have complained about quite a bit over the years is that your NPC friends never seemed very. Like. Personally close to you, with a couple of exceptions like Alisae. Shadowbringers both fixes that by introducing the Trust system, which lets you take your Scion buddies into dungeons with you instead of other players, if you are so inclined, and sort of turns it back around to be a kind of poignant narrative point. After everything she had done for them, unconditionally and with a smile, none of the Scions could actually find a way to help Dazzlyn when she finally ended up being the one who needed it. And this -fucks them up-, emotionally. Like, bad. Alisae nearly has a crying fit over it in one of Shadowbringer's more affecting scenes. And just watching the whole thing unfold fucked me up, too. Like, I hadn't signed up for this. I was (relatively) safe in the knowledge that they would not have the gall to actually kill off the player character in an ongoing MMO, but it wasn't necessarily the fear of something happening to her that was getting to me. It was more just this feeling of "god, she deserves better. this isn't fair." The emotional pain that, well, everybody involved is going through is extremely real, even if the threat of genuine death is not. I know (mostly) (please god) that Dazzlyn is going to be okay, but she doesn't. Her friends certainly don't. And even when she does miraculously pull through, it's not like all of this grief and fear and anxiety is going to just vanish like it never happened.
I really have to stress how completely and catastrophically wrong this could have gone if the writers responsible weren't sufficiently skilled. I'm pretty sure if I idly suggested a BFA era World of Warcraft storyline like this to somebody who still plays they would have an apoplectic fit. It would have been so easy for this kind of exercise to ascribe character traits and emotions to a very personal interpretation of the Warrior of Light that they would never have, for any one person's vision of them. The FFXIV writing team avoided this issue entirely, probably because they knew if they didn't people would go ape, by focusing the brunt of the expressed distress on your friends and just leaving you yourself some time to take in the enormity of how badly things have gone wrong in customary silence. A subdued facial expression here, a dialogue option there. No more than strictly necessary. The game encourages you to draw your own conclusions about what your Warrior is feeling, how they're coping, if they even have any hope left, but it does not overstep its bounds and do it for you. It's just... really masterfully done. The overall arc of Shadowbringers can be described as "intriguing, well realized, and competently done." The overarching ideas presented aren't like, groundbreaking or anything. What is groundbreaking, at least to me, is this miraculous giving of life to a character that was originally intended as as simple player avatar.
At the end of the day, everybody rallies around you, as they usually do, but it is markedly different this time. It isn't some facile repetition of the idea that the Warrior of Light/Darkness/Pants-theft is this focal point of hope given form and life to everyone. Instead, it's this... oddly touching expression of friendship. Commitment. It's all probably going to end in tragedy. There's nothing anybody can really do. But they're going to stay with you until the bitter end anyway, because they care about you. If nothing else, they can't bear to think of you dying alone and in agony. Even the citizens of the Crystarium, with whom you do not share a bond that goes back literal years, show up to give you some words of encouragement. They show up to tell you that it's okay that you failed. It's okay that you got hurt, it's okay that you're in pain, that you're scared, that you're vulnerable, that you don't know what to do. After spending such a long time in the game's lore as being kind of invincible and infallible except for the occasional matter of pesky Imperial Viceroys and Old Kung-fu Men, it's just... affecting. It's not often done in games, at least that I have played and seen.
Does this one story moment justify making Shadowbringers the game of the decade? Honestly? Kind of. To me, art has always been about emotional reaction. This kind of reaction is something special, even for a crybaby idiot bitch like me. Moments like these are what make or break truly fantastic experiences. Finally finding Vendrick in the Tomb as that haunting, off-key melody starts playing. Realizing the true nature of the Upper Cathedral Ward. Hearing a beautiful piece of music in Rito Village and thinking about what that song means to you. Admitting that you care about your Warrior of Darkness more than you thought. They're all quite different, running the gamut from existential despair, stomach turning fear, a deep and abiding nostalgia and longing for what used to be, to a sincere, melancholy affection for a game world I've been a part of for almost six years. There's one unbroken thread: a cascade of genuine emotion. Something that goes beyond the simple pressing of buttons and jolts of serotonin as the numbers go up or the bad guys die.
Fortunately for my general credibility, Shadowbringers is also just really good in general. Soken's soundtrack is, as always, kind of spooky in how high quality it is. The presentation is top notch as usual. Encounter design is probably the best its ever been in terms of balancing accessibility and challenge and having mechanics that actually Work As Intended and not nightmarish garbage like Digititis and Black Hole Walking. Royal Pentacle! Server ticks! Server ticks! Uh. Sorry. Going slightly feral there. Anyway. Overall, I think Shadowbringers is the most polished expansion so far, in all respects, and its narrative quality in particular is kind of transcendent because of what it accomplishes in regards to how players see themselves in relation to an unfolding story. Also, it has an unfair advantage, because it's also a continuation of Nier Automata now! That's two games of the decade in one! Now, due to the serial nature of it all, I will allow that if something goes... like, inconceivably, catastrophically wrong with 5.2 - 5.5 I might be a little premature in my assessment. That said, 5.1 was just as fantastic as 5.0 and I don't see a reason to assume that the quality will so drastically drop in the coming months.
If you're somebody who really likes Rankings, here is a pretty noncommital list of them going from least good to best good but they're all special damn it.
10. Super Mario Galaxy 2 9. Breath of the Wild 8. Stellaris 7. Darkest Dungeon 6. Salt and Sanctuary 5. Dark Souls 4. Nier Automata 3. Bloodborne 2. Dark Souls II 1. Final Fantasy XIV: Shadowbringers
And here's a couple of Honorable Mentions just because!
Sekiro: Shadows Die Twice
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To be honest, this easily could have taken the place of like. Breath of the Wild or SMG2 if I was just a little bit more into Sekiro's aesthetic. It's easily the most technical and best-playing game that Miyazaki's team has put out so far, with a very simple to learn, difficult to master system of fighting based more around swordfighting than "shove large axe into monster butt" its predcessors liked so much. It also has a well-told story about a fairly down to earth conflict between an independent fiefdom and Japan's internal ministry trying to conquer it, with a splash of supernatural weirdness to give it some spice. There are monkeys with guns. Sekiro is just fantastically put together, and I really did end up loving Wolf as a main character, despite my initial misgivings about one of these games without a character creator. Wolf is kind of a lovable chuuni dipshit who tries his best in completely unreasonable circumstances and having him as an anchor lets Sekiro's story be more personal and self-contained in nature than the heady cosmological epics of the Souls games, which was a nice change of pace. Ultimately, though, I just find ineffably weird nature of the earlier titles to be a bit more interesting than shinobi and samurai, which is why Sekiro gets an honorable menchie and not a top spot. Don't get me wrong though shinobi and samurai are dope and Sekiro is not a -worse- game for their inclusion. It's just a matter of personal preference, and I could easily see this game taking a top spot on somebody else's list.
Pokemon X and Y
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I am a Pokemon bitch. I play all of them, except for black/white 2 and ultra sun/moon, which seemed too similar to their predecessors to really justify spending my precious, jealously guarded money on them. I feel that in general, X and Y has overall, the best mix of available pokemon, world design, music, Fun Little Things, and general game flow of all of them. Sword and Shield excepted I am still in the middle of that one. Pokemon is absolutely kind of video game comfort food, and its kind of just. There's not a lot to it emotionally, though it does have some fairly in depth mechanics and shit if you want to look into it. I don't know I just really liked X and Y. I felt like it deserved mentioning.
Blade and Soul
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This game is awful I'm pretty sure but I have so many fond memories of playing it with people I love and creating a ridiculous titty oil monster and having adventures with her sorry i'm trash
So there you have it. A very personal (sometimes maybe probably too personal) look at the ten games that I found to be the best that came out in the last ten years. Now, I usually consider my opinions on these things to be fairly well reasoned, but in this case, I did rely a lot more on the touchy feely qualitative things that are really important to me over the necessary but lamentable "yes i suppose this game is technically competent and plays extremely well" considerations a more objective list of this kind would entail. So you're free to disagree and think I'm stupid and wrong. I would prefer it if you did not think I was stupid, though, but the fact of the matter is I cannot stop you. Here's to another ten years of wonderful games that make us feel things.
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ridgid62 · 6 years ago
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How to get to heaven - what are the ideas from the different religions?
By gotquestions.org
There appear to be five major categories regarding how to get to heaven in the world’s religions. Most believe that hard work and wisdom will lead to ultimate fulfillment, whether that is unity with god (Hinduism, Buddhism, and Baha’i) or freedom and independence (Scientology, Jainism). Others, like Unitarianism and Wicca, teach the afterlife is whatever you want it to be, and salvation is a non-issue because the sin nature doesn’t exist. A few believe either the afterlife doesn’t exist or it’s too unknowable to consider.
Derivatives of the worship of the Christian-Judeo God generally hold that faith in God and/or Jesus and the accomplishment of various deeds, including baptism or door-to-door evangelism, will ensure the worshiper will go to heaven. Only Christianity teaches that salvation is a free gift of God through faith in Christ (Ephesians 2:8–9), and no amount of work or effort is necessary or possible to get to heaven.
Atheism: Most atheists believe there is no heaven—no afterlife at all. Upon death, people simply cease to exist. Others attempt to define the afterlife using quantum mechanics and other scientific methods.
Baha’i: Like many other religions, Baha’i doesn’t teach that man was born with a sin nature or that man needs saving from evil. Man simply needs saving from his erroneous beliefs of how the world works and how he is to interact with the world. God sent messengers to explain to people how to come to this knowledge: Abraham, Krishna, Zoroaster, Moses, Buddha, Jesus, Muhammad, and Baha’u’llah. These prophets progressively revealed the nature of God to the world. Upon death, a person’s soul continues its spiritual journey, perhaps through the states known as heaven and hell, until it comes to a final resting point, united with god.
Buddhism: Buddhism also believes that heaven, or “Nirvana,” is to be rejoined in spirit with god. Reaching Nirvana, a transcendental, blissful, spiritual state, requires following the Eightfold Path. This includes understanding the universe, and acting, speaking, and living in the right manner and with the right intentions. Mastering these and the other of the eight paths will return a worshipper’s spirit to god.
Chinese Religion: Chinese Religion is not an organized church, but an amalgamation of different religions and beliefs including Taoism and Buddhism. Upon death, worshipers are judged. The good are sent either to a Buddhist paradise or a Tao dwelling place. The bad are sent to hell for a period of time and then reincarnated.
Christianity: Christianity is the only religion that teaches man can do nothing to earn or pay his way into heaven. Man, a slave to the sin nature he was born with, must completely rely on the grace of God in applying Jesus Christ’s sacrifice to the sins of the believer. People are saved by faith in the death and resurrection of Christ. Upon death, the spirits of Christians go to heaven, while the spirits of unbelievers go to a temporary holding place called hell. At the final judgment, unbelievers are separated from God for eternity in the lake of fire.
Confucianism: Confucianism concentrates on appropriate behavior in life, not a future heaven. The afterlife is unknowable, so all effort should be made to make this life the best it can be, to honor ancestors, and to respect elders.
Eastern Orthodox: Orthodoxy is a Christian-Judeo derivative that reinterprets key Scripture verses in such a way that works become essential to reach heaven. Orthodoxy teaches that faith in Jesus is necessary for salvation, but where Christianity teaches that becoming more Christlike is the result of Christ’s influence in a believer’s life, Orthodoxy teaches that it is a part of the salvation process. If that process (called theosis) is not performed appropriately, a worshiper can lose his/her salvation. After death, the devout live in an intermediate state where this theosis can be completed. Those who have belief but did not accomplish sufficient progress in theosis are sent to a temporary “direful condition” and will go to hell unless the living devout pray and complete acts of mercy on their behalf. After final judgment, the devout are sent to heaven and the others to hell. Heaven and hell are not locations, but reactions to being in the presence of God, as there is nowhere that He is not present. For Christ-followers, God’s presence is paradise, but for the unsaved, being with God is eternal torment.
Hinduism: Hinduism is similar to Buddhism in some ways. Salvation (or moksha) is reached when the worshiper is freed from the cycle of reincarnation, and his spirit becomes one with god. One becomes free by ridding oneself of bad karma—the effect of evil action or evil intent. This can be done in three different ways: through selfless devotion to and service of a particular god, through understanding the nature of the universe, or by mastering the actions needed to fully appease the gods.
In Hinduism, with over a million different gods, there are differences of opinion regarding the nature of salvation. The Advaita school teaches salvation occurs when one can strip away the false self and make the soul indistinguishable from that of god. The dualist insists that one’s soul always retains its own identity even as it is joined with god.
Islam: Islam is a take-off on the Christian/Judeo God. Muslims believe salvation comes to those who obey Allah sufficiently that good deeds outweigh the bad. Muslims hope that repeating what Muhammad did and said will be enough to get to heaven, but they also recite extra prayers, fast, go on pilgrimages, and perform good works in hope of tipping the scales. Martyrdom in service to Allah is the only work guaranteed to send a worshiper to paradise.
Jainism: Jainism came to be in India about the same time as Hinduism and is very similar. One must hold the right belief, have the right knowledge, and act in the right manner. Only then can a soul be cleansed of karma. But in Jainism, there is no creator. There is no higher god to reach or lend aid. Salvation is man as master of his own destiny, liberated and perfect, filled with infinite perception, knowledge, bliss, and power.
Jehovah’s Witnesses: The teachings of the Watchtower Society lead us to categorize the Jehovah’s Witnesses as a cult of Christianity that misinterprets the book of Revelation. Similar to Mormons, Jehovah’s Witnesses teach different levels of heaven. The anointed are 144,000 who receive salvation by the blood of Christ and will rule with Him in paradise. They are the bride of Christ. For all others, Jesus’ sacrifice only freed them from Adam’s curse of original sin, and “faith” is merely the opportunity to earn their way to heaven. They must learn about Kingdom history, keep the laws of Jehovah, and be loyal to “God’s government”—the 144,000 leaders, 9,000 of whom are currently on the earth. They must also spread the news about the Kingdom, including door-to-door proselytizing. Upon death, they will be resurrected during the millennial kingdom where they must continue a devout life. Only afterwards are they given the opportunity to formally accept Christ and live for eternity under the rule of the 144,000.
Judaism: Jews believe that, as individuals and as a nation, they can be reconciled to God. Through sin (individually or collectively) they can lose their salvation, but they can also earn it back through repentance, good deeds, and a life of devotion.
Mormonism: Mormons believe their religion to be a derivative of Judeo/Christianity, but their reliance on extra-grace works belies this. They also have a different view of heaven. To reach the second heaven under “general salvation,” one must accept Christ (either in this life or the next) and be baptized or be baptized by proxy through a living relative. To reach the highest heaven, one must believe in God and Jesus, repent of sins, be baptized in the church, be a member of the LDS church, receive the Holy Ghost by the laying on of hands, obey the Mormon “Word of Wisdom” and all God’s commandments, and complete certain temple rituals including marriage. This “individual salvation” leads to the worshiper and his/her spouse becoming gods and giving birth to spirit children who return to Earth as the souls of the living.
Roman Catholicism: Roman Catholics originally believed only those in the Roman Catholic Church could be saved. Joining the church was a long process of classes, rituals, and baptism. People who had already been baptized but were not members of the Roman Catholic Church had different requirements and may even already be considered Christians. Baptism is “normatively” required for salvation, but this can include “baptism of blood” (i.e.: martyrdom) or “baptism of desire” (wanting to be baptized really badly). From the catechism: “Those who die for the faith, those who are catechumens, and all those who, without knowing of the Church but acting under the inspiration of grace, seek God sincerely and strive to fulfill his will, are saved even if they have not been baptized.” Despite the changes through the years, baptism (or the desire for baptism) is still required for salvation.
According to Catholicism, upon death, the souls of those who rejected Christ are sent to hell. The souls of those who accepted Christ and performed sufficient acts to be purified of sin go to heaven. Those who died in faith but did not complete the steps to be purified are sent to purgatory where they undergo temporary, painful punishment until their souls are cleansed. Purification by torment may be lessened by suffering during life and the offerings and prayers of others on the sinner’s behalf. Once purification is complete, the soul may go to heaven.
Scientology: Scientology is similar to Eastern religions in that salvation is achieved through knowledge of self and the universe. The “thetan” (Scientology’s answer to the soul) travels through several different lifetimes, attempting to expel painful and traumatic images that cause a person to act fearfully and irrationally. Once a Scientologist is “cleared” of these harmful images and becomes an “operating thetan,” he/she is able to control thought, life, matter, energy, space, and time.
Shinto: The afterlife in Shinto was originally a dire, Hades-like realm. Matters of the afterlife have now been transferred to Buddhism. This salvation is dependent on penance and avoiding impurity or pollution of the soul. Then one’s soul can join those of its ancestors.
Sikhism: Sikhism was created in reaction to the conflict between Hinduism and Islam, and carries on many of Hinduism’s influences—although Sikhs are monotheistic. “Evil” is merely human selfishness. Salvation is attained by living an honest life and meditating on god. If good works are performed sufficiently, the worshipper is released from the cycle of reincarnation and becomes one with god.
Taoism: Like several other Eastern religions (Shinto, Chinese folk religions, Sikhism), Taoism adopted many of its afterlife principles from Buddhism. Initially, Taoists didn’t concern themselves with worries of the afterlife and, instead, concentrated on creating a utopian society. Salvation was reached by aligning with the cosmos and receiving aid from supernatural immortals who resided on mountains, islands, and other places on Earth. The result was immortality. Eventually, Taoists abandoned the quest for immortality and took on the afterlife teachings of Buddhism.
Unitarian-Universalism: Unitarians are allowed to and encouraged to believe anything they like about the afterlife and how to get there. Although, in general, they believe people should seek enlightenment in this life and not worry too much about the afterlife.
Wicca: Wiccans believe many different things about the afterlife, but most seem to agree that there is no need for salvation. People either live in harmony with the Goddess by caring for her physical manifestation—the earth—or they don’t, and their bad karma is returned to them three-fold. Some believe souls are reincarnated until they learn all their life lessons and become one with the Goddess. Some are so committed to following one’s individual path that they believe individuals determine what will happen when they die; if worshippers think they’re going to be reincarnated or sent to hell or joined with the goddess, they will be. Others refuse to contemplate the afterlife at all. Either way, they don’t believe in sin or anything they need saving from.
Zoroastrianism: Zoroastrianism may be the first religion that stated that the afterlife was dependent upon one’s actions in life. There is no reincarnation, just a simple judgment four days after death. After a sufficient amount of time in hell, however, even the condemned can go to heaven. To be judged righteous, one can use knowledge or devotion, but the most effective way is through action.
Want to learn the truth about going to heaven?
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doorsclosingslowly · 6 years ago
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2,3,15?
Thankyou for the questions! also sorry this took me half an eternity to answer
2. What character archetype am I attracted to?
Whenever I do a list of past and present favourites to work out patterns, the similarities I see in them change in line with my present storytelling interests, lol. Also, I’ve never found anything that all of them have in common, but it’s much easier to draw a straight line through three dots than through twenty. A perennial favourite: Someone who willingly turns themselves into a monster in order to protect the people they love. Castiel, season six, eating souls to become strong enough to beat Raphael in heaven’s civil war. Anakin, murdering children because he’s led to believe the Sith have the power to stop Padmé’s death. The thief king, turning to Zork in order to avenge his village that’s been melted into occult artifacts. I like tragedy, and it’s never anything but a complete disaster, earning the hatred of those they destroyed themselves to protect both through the original awful choice and because it tends to corrupt them from their original purpose. Although I’m mostly interested in the aftermath of it, in what you can rebuild after that kind of act, in what is left after you made the wrong choice. Also, that mix of desperation and awful decision-making skills and thinking of your very self as a tool and at the same time, incredible arrogance (they and they alone can help, they make this choice against the wishes of those they’re claiming they’re acting for, and they believe they can make that choice and stay in control)… Plus, on the most basic level, I like characters that are loyal to people over ideas, and this is basically the worst-case-scenario of that trait
3. First ever ship and why.
Inu Yasha had this five-manga arc where the Shichinintai were the villains. They were a band of seven mercenaries executed a long time ago that the big bad revived with splinters of the soul jewel, and I loved them. I wanted more of them, so I made up this fan comic I never drew about how they met and helped each other and I navigated Japanese webrings looking for fanart by clicking every link because I couldn’t read a thing and didn’t know google translate existed (or it didn’t yet? idk) and also I found fanfic. Most of it was Bankotsu/Jakotsu (the leader and his crossdressing right hand, and also 2/3 of the attractive ones. one of the others was a head atop a bulldozer by the time he died, they were awesome). Now, I was really young and this was also the phase I had where I only listened to music in languages I didn’t understand so I wouldn’t get annoyed that everything was love songs, but I wanted to read about them so much.
That’s basically still my opinion on shipping. I want to read about characters interacting, and I’ll read that interaction written as platonic or romantic, except in very few cases
15. Most loathed character. EVER.
I don’t really hate characters. One thing that used to make me hate characters was finding them super boring and being forced to spend a lot of time with them anyways, but by now I’m very picky in what I consume because my attention span’s mostly shit, and I skip scenes or backspace a lot, so that’s not much of an issue anymore. Also I’m too detached when reading things I think–on one level, if the story’s good, I’m feeling what the POV character is feeling or a side character I’m weirdly into right now, but at the same time I think about the phrasing and thematic choices and scene and story construction. It’s hard to hate the villain when on another level you’re like, “okay here in their argument they’re subtly reversing victim and perpetrator, good depiction of manipulation, legit creepy, must take notes for my own writing” haha
Something that still usually makes me dislike a character is mismatch between my own perception of them and the perception of the text. Specifically, a character being presented as cuddly or decent when canonically they’ve hurt people.
(Side note: I generally enjoy disagreeing with the text, and a lot of what I like reading or writing is exploring the personhood of someone the text presents as a monster. For some reason I just find disagreeing about whether someone is good–essentially: whether their victims count–much more stressful than disagreeing about whether someone is irredeemably bad.)
So, Chuck/God from Supernatural. It’s not really a grudge against the character per se, his first episode was one of my favourites, but reading fic with him usually pisses me off. It’s just that the SPN universe is deeply deeply horrifying, unjust and cruel. And I don’t mind the dystopia, but making me enjoy friendly fanfic depictions of the god character was always going to be pretty impossible in a universe based on the type of christianity that SPN uses. Not a problem of evil thing, but the eternal torture version of hell is fundamentally morally abhorrent, and anyone who creates it or allows it to exist while having the power to stop it cannot be good. (Purgatory is bleak and the idea of eternal existence is viscerally terrifying for me, but it’s basically “Life is hard 2: now with only monsters”, whereas hell is punishment. It’s not bad things happening because people make choices, its very purpose is to hurt people.) I’m still not over Bela Talbot’s arc. I know she never met Chuck or any angel but I loved her and seeing a woman who made a deal with a demon as a child to escape abuse who’s then dragged off to hell never to be seen again… I can’t read about Chuck without thinking about her
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saferincages · 7 years ago
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monsters are always hungry, darling, and they’re only a few steps behind you, finding the flaw, the poor weld, the place where we weren’t stitched up quite right, the place they could almost slip right through if the skin wasn’t trying to keep them out - Richard Siken
Dean as a myth, an aberration, a whisper in the dark. ~ for @celebratingdean, and week one’s theme of vampirism ♥
(“The Dean Winchester? Aren’t you dead?...” “It didn’t take.”)
The first time the idea of vampires as a threat is introduced to the Winchesters’ story, they practically scoff in their disbelief. Of all the supernatural entities they’d already encountered, vampires are the first ones that, if not entirely imaginary, certainly were thought to be extinct. There's a fascination to it - how could these things be real? - that is interestingly reflected in what Dean himself has become. His very name transcends reality when he crosses certain paths. He is alternately envied and coveted by those he confronts. A legend only confirmed to exist in small circles, a figure who endures as both hunter and prey, dancing in the margins of the living and the dead.
In a haze of grief and survivor’s guilt, vampires begin to represent growing shades of gray, that a story may not always be what it seems, that the brutality of human beings can out-monster the monsters themselves, that morality is infinitely complex. Later, when Dean is briefly turned, the horror is very pointed, cast in mirrors, in silhouettes, in betrayals.
“The vampire is an outsider. He’s the perfect metaphor for those things...someone who doesn’t belong anywhere, yet longs to be part of something and gravitates to other outcasts of his own kind.” (x)
Though vampires are outsiders, they often have the gift of disguise, easily blending in, having no choice but to eternally adapt, to shift and adjust to mortal change, much like Dean is able to rearrange himself for a given situation, to fit himself into essential molds only to break out of them again. It’s a talent, never quite conforming, yet possessing awareness and empathy that allows you to slip in and out of society, of time. An outsider that can easily transfigure to fit in is brilliant and terrifying, seductive and ambiguous. Dean is positioned as bait on more than one occasion (not only with vampires), and there’s a lot that could be unpacked in those instances about his agency and his relation to himself as an entity, but use of his body isn’t always a negative connotation. Dean physically becomes a vessel to lift a vampire out of purgatory, and Benny becomes a friend and confidant, someone he knows he can rely on because they understand one another on a fundamental level, because they’ve experienced loss and subsisted on the fringes of life in similar ways. When they meet Alex, her abuse and her complicity echoes Dean’s viscerally (x). Every vampire narrative has furthered his multifacetedness, stripping away certain masks he wears while ornamenting others, exposing where he’s ragged and worn, revealing his unexpected softness, underscoring his tenacious survival.
Emblematically, vampires are a monster that have been used in a particularly reflective way for Dean and his tumultuous relationships with both himself and with his familial dynamics. In stories, we usually think of vampires now as aesthetically beautiful, but they began as frightful anomalies, and as those cadaverous qualities have changed into attractive appeal, the stark fear has turned into an inner examination instead. SPN has created its own version of those legends, but the essence remains. The self-loathing; the insular quality of belonging in a family with a secret, trapped on the edges of the night; the lure of violence disguised as necessity, as protection, as righteousness. There's an element to him that's mythic and enigmatic in a kindred sense. Beautiful but deadly, like light glinting off the blade of a knife; capable and gifted despite hating what you are. He’s been pulled back from the maw of death so many times, but he experienced a multitude of smaller metaphorical deaths long before a grave was dug, and he continues to carry their accumulations; and when the earth briefly claimed him, he defied the natural order by clawing his way back out and into the scorching sun. 
Vampires consistently serve as a symbol of allurement and yet terrible danger, a twist in essential humanity, burdened with heightened emotions and senses that can either overwhelm or become apathy, defying death and yet forever mired in it - and there are aspects of those qualities that Dean has either been forced to assume or has taken on as transformation when necessary. Temptation and hunger, longing and absence; the penance you pay in guilt for your bloodlust, the ability to unflinchingly tear at the seams of your world while still imbuing it with devotion and love; being more alive than one should be, and yet too dead to be considered whole at the same time. There's such a wealth of parallel and paradox in those comparisons, the contrast of romanticism and terror, heroism and transgression, of what it means to make the decisions that control those urges, of the schism between the persuasive physical aspects of oneself and the hope of an immutable soul, of believing in nothing and yet still raising your voice in prayer. There’s more than one kind of vampire, and ultimately literal fangs aren’t the only way to be drained. That yearning void lurks on his heels, in his hands, caresses his shoulders, aims for his chest. How do you move forward in the world when it’s a constant fight, when even your memories have savage teeth? How do you reconcile the blood on your hands with the tender compassion of a beating heart?
Dean bears those aspects of himself as he bears the weight of everything, with a blend of enticing ferocity and stoic grace; brightly burning and alive, yet hollowed and haunted by the shadow of death.
#@myself: why on earth did this become SO LONG? no one asked for a thesis i am a self-parody#celebratingdean#dean love club#deanedit#spnedit#*#a poem of opposites#forever monsters#my sun and stars#he has a certain capacity#dean winchester#supernatural#vampires are more honest in their hunger and their use of others for their gain but#there's actually an aspect of this that starts to tread into the territory of divinity#because there's not that wide of a divide between those vicious ends of immortality; one is earthly and one is heavenly#when you're standing in the mirror questioning the substance of your own reflection#both will use you as a weapon reforged in their own kilns; fired with their own visions of sanctity; drenched in their own blood#and they'll tell you that your mission is right or holy even when your will is straining against them#dean x vampirism#in the shot with his fangs descended lisa is standing behind him#and i had to crop her out for space reasons but it's so creepy because she's blurry and her face is almost entirely obscured#she's hovering over his shoulder like a ghost in a haunted house#his expression is so anguished that the way she's positioned and framed almost as a phantasm makes her the more frightening part of the shot#which is so fitting if you look at it from dean's pov bc the true horror/object of his fear is either his hurting her#or her seeing him as a monster#she's his terror personified rather than the other way around#the cap from 'lazarus rising' is kind of cheating but the others are from 'live free or twi-hard' and 'dead man's blood'#the middle column is purely aesthetic but also there for deeply symbolic/emo reasons on my part#blood tw#face horror cw
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live4thelord · 5 years ago
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What Is the Wrath of God?
In Tuesday’s Mass there was a reference to the wrath of God: The wrath of God is being revealed from heaven against all the godlessness and wickedness of men who suppress the truth by their wickedness (Romans 1:18).
What is God’s wrath? It is spoken of often in Scripture but is a concept with which we must be careful. On the one hand, we cannot simply dismiss it as contrary to the fact that God is love, but on the other, we cannot deny that God’s wrath is unfit in terms of His love.
Let’s consider some aspects of the complex reality of the wrath of God. There is not enough space to cover the topic fully in a single post, so I welcome your additions and subtractions in the comments section, as always.
The wrath of God is not merely an Old Testament concept. In fact, it is mentioned quite frequently in the New Testament as well. Here are a few of the many New Testament passages:
Jesus said, “Whoever believes in the Son has eternal life, but whoever rejects the Son will not see life, for God’s wrath remains upon him” (John 3:36).
Do not take revenge, my friends, but leave room for God’s wrath, for it is written: “It is mine to avenge; I will repay,” says the Lord (Rom 12:19).
Let no one deceive you with empty words, for because of such things [e.g., immorality] God’s wrath comes on those who are disobedient (Ephesians 5:6).
For God did not appoint us to suffer wrath but to receive salvation through our Lord Jesus Christ (1 Thessalonians 5:9).
The angel swung his sickle on the earth, gathered its grapes and threw them into the great winepress of God’s wrath (Revelation 14:19).
Clearly, the “wrath of God” is not some ancient or primitive concept with which the New Testament has dispensed. Notice also that the wrath of God is not something reserved for the end of the world; it is spoken of as already operative in certain people.
What is God’s wrath, and how can we reconcile it with His love? Consider these explanations. Taken together, they can lead us to an overall understanding.
God’s wrath is His passion to set things right. We see an example of this right at the beginning, in Genesis, when God cursed Satan and uttered the protoevangelium: I will make you and the woman enemies … one of her seed will crush your head while you strike at his heel (Genesis 3:15). God is clearly angered at what sin has done to Adam and Eve, and He continues to have anger whenever He beholds sin and injustice. He has a passion for our holiness. He wants what is best for us and is angered by what hinders this. All sins provoke His wrath, but there are five that especially cry out to Heaven for vengeance: willful murder (Gen 4:10), the sin of the Sodomites (Gen 18:20, 19:13), the cry of the oppressed (Exodus 3:7-10); the cry of the foreigner, the widow, and the orphan (Ex 20:20-22), and injustice to the wage earner (Deuteronomy 24:14-5, James 5:4, Catechism of the Catholic Church # 1867). In terms of sin, injustice, and anything that hinders the possibility of salvation, God has a wrathful indignation and a passion to set things right. This is part of His love for us. His wrath may be manifested through punishment, disturbance of our conscience, or simply by allowing us to experience the consequences of our sin.
God’s wrath is not like our anger. In saying that God is angry we ought to be careful to understand that however God experiences anger (or any passion), it is not tainted by sin. God is not angry in the way that we are. When we get angry, we often lose control, saying and doing things that are excessive if not downright sinful. It cannot pertain to God to have temper tantrums, fly off the handle, or lash out unreasonably. The way God does experience anger is not something we can fully understand but it is surely a sovereign and serene act of His will, not an out-of-control emotion.
God is not moody. It does not pertain to God to have good days and bad days, good moods and bad ones. Scripture seems clear enough that God does not change. Consider this from the Book of James: Every good and perfect gift comes from above, from the Father of lights, in whom there is no variableness or shadow of turning (James 1:17). Hence, God’s wrath does not represent Him suddenly getting fed up, or His temper flaring, or His mood souring. He does not change; He is not variable.
God’s wrath is our experience of the total incompatibility of our sinful state before the holiness of God. Sin and God’s holiness just don’t mix; they can’t keep company. Think of fire and water; they cannot coexist in the same place. Bring them together and you can hear the conflict. Think of a small amount of water poured into a large fire: the water droplets sizzle and pop; steam rises as the water boils away. If there is a lot of water, the fire is overwhelmed and extinguished. The point is that they cannot coexist; they will conflict, and one will win. This is God’s wrath: the complete incompatibility of two things, sin and His utter holiness. We must be purified before entering His presence, otherwise we could not tolerate His glory. We would wail and grind our teeth, turning away in horror. The wrath is the conflict between our sin and God’s holiness. God cannot and will not change, so we must be changed or else we will experience wrath.
The primary location of God’s wrath is not in Him; it is in us. God does not change; He is holy and serene; He is love. If we experience His wrath it is on account of us, not Him.
It is we who change, not God, and this causes wrath to be experienced or not.
Consider the following example. On the ceiling of my bedroom is a fixture with a 100-watt light bulb. Before bed at night, I delight in the light; I become accustomed to it. At bedtime, I turn off the light and go to sleep. When I awake it is still dark, and I turn on the light. Now now it seems too bright, and I curse it. Obviously, the light itself has not changed; it is just as bright in the early morning hours as it was the previous evening. The light is the same, but I have changed. Yet do you know what I do? I blame the light, saying, “That light is so harsh!” The light is not any harsher than it was the night before when I was perfectly happy with it. Now that I have changed, I experience its “wrath,” but the wrath is really in me.
Now consider the experience of the ancient family of man with God. Adam and Eve walked with God in the cool of the evening when the dew collected on the grass (cf Gen 3:8). They had a warm friendship with Him and did not fear His presence. After sinning, they hid. Had God changed? No, they had. They now experienced Him very differently.
Fast forward to another theophany. God had come to Mt Sinai, and as He descended the people were terrified, for there were peals of thunder, lightning, clouds, and the blast of a trumpet. The people told Moses, “You speak to us, and we will listen, but let not God speak to us, else we will die” (Ex 20:19). God, too, warned Moses that the people could not get close lest His wrath be vented upon them (Ex 19:20-25). Had God changed? No, He was the same God who had walked with Adam and Eve in the cool of the evening in a most intimate way. It was we who had changed. We had lost the holiness without which no one can see the Lord (Heb 12:14). The same God, unchanged though He was, now seemed frightening and wrathful.
What, then, shall we do? If we can allow the image of fire to remain before us, we may well find a hopeful sign in God’s providence. If God is a holy fire, a consuming fire (cf Heb 12:26; Is 33:14), how can we possibly come into His presence? How can we avoid the wrath that would destroy us? Well, what is the only thing that survives in the presence of fire? Fire! It looks as if we’d better become fire if we want to see God. He sent tongues of fire upon the apostles and upon us at our Confirmation. God wants to set us on fire with the Holy Spirit in holiness. He wants to bring us up to the temperature of glory so that we can stand in His presence.
See, I will send my messenger, who will prepare the way before me. Then suddenly the Lord you are seeking will come to his temple; the messenger of the covenant, whom you desire, will come, says the LORD Almighty. But who can endure the day of his coming? Who can stand when he appears? For he will be like a refiner’s fire or a launderer’s soap. He will sit as a refiner and purifier of silver; he will purify the Levites and refine them like gold and silver. Then the LORD will have men who will bring offerings in righteousness, and the offerings of Judah and Jerusalem will be acceptable to the LORD, as in days gone by, as in former years (Mal 3:1-4).
Indeed, Jesus has now come: For you have turned to God from idols to serve the living and true God, and to wait for his Son from heaven, whom he raised from the dead—Jesus, who rescues us from the coming wrath (1 Thess 1:10-11).
So, there is a “wrath of God,” and it is more in us than it is in Him. I will not claim that there is no wrath in God. Scripture seems clear that wrath does pertain to God’s inner life. What exactly it is and how He experiences it is a mystery to us. We can say to some extent what it is not, but we cannot really say what it is exactly. A far richer point to meditate is that the wrath of God is essentially in us. It is our experience of the incompatibility of sin before God. We must be washed clean in the Blood of the Lamb and purified. Most of us will need purification in Purgatory, too. However, if we let the Lord work His saving work, we will be saved from the wrath, for we are made holy and set on fire with His love—and fire doesn’t fear the presence of fire. God is love, but He will not change; His love must change us
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themauvesoul · 3 years ago
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Ok ok so. Like. In MY purgatory your bodily functions don’t get paused or whatever handwavey bullshit happens in the canon purgatory. You still need to eat and drink and breathe. I’ve ALSO decided that when a monster dies in purgatory they get resurrected after a month or two of having their body regrow underground.
And here is how these two subtle changes make purgatory existentially delicious: if the monsters still need to eat, that means they need a food source. But what happens when the monsters exhaust all animal populations? All alternate food sources? They eat each other, of course! So like. All the monsters are doomed to eat one another forever, in and endless cycle, for all eternity. This is delicious because it’s karmic. It’s retribution. A monster spends its whole life on earth feasting on other people, and then dies and goes to a realm where it becomes prey for every other thing that lives there. It literally BECOMES the victims it used to prey upon. And because the monsters get resurrected after they die, it never ends. You are ALWAYS prey for a bigger, badder monster. And when you are eaten, you get a few blissful months slumbering under the earth, where you are no longer scared, or hungry, or tired, or cold. You are simply at peace. And then you wake up, and claw your way to the surface, and you do it all over again. Your peace is never permanent. There is no escape. You have been reduced to the lowest type of animal. And if you ARENT prey, then you eke out a meager, miserable existence on the surface. Instead of a constant cycle of pain and peace, you live in perpetual hunger and fear of the other. You will never know peace. You will never rest. You are always hungry; you are defined by your hunger.
It’s infinitely more fun and sexy because it’s like. Purgatory is THEE place to break deans brain. Fundamentally dean is a man who has been starving so long he’s forgotten how to eat, but purgatory is a place that strips you of everything but hunger. Also it’s essentially gods little toy box for all his naughtiest toys, and whether the toys experience the box as heaven or hell is entirely subjective
Rip to Jeremy carver but MY purgatory is infinitely sexier because the horrific implications are deliberate and the theming is delicious
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Paper代写:The cult of saints in England
本篇paper代写- The cult of saints in England讨论了英国的圣徒崇拜。在中世纪晚期,英国的圣徒崇拜盛行,成为民众宗教信仰的中心。与中世纪早期相比,晚期的圣徒崇拜已发生了一些变化,民众已经开始关注到自己,具有了自我取向与现实取向。这表明在中世纪晚期,英国民众的宗教信仰中出现了个人主义倾向,在物质力量增长的同时,英国民众的精神力量也在发展。本篇paper��写由51due代写平台整理,供大家参考阅读。
In the late middle ages, the worship of saints prevailed in England and became the center of people's religious belief. Compared with the early medieval period, the later period of saints worship has undergone some changes, the public has begun to pay attention to their own, with a self-orientation and realistic orientation. This shows that in the late middle ages, the religious belief of the British people showed a tendency of "individualism". As the material power grew, the spiritual power of the British people also developed.
The late middle ages gave birth to the factors of social transformation. "before capitalism swallowed up peasants as a class, it took the general development of individual peasants' material and spiritual power as the cornerstone of its development. As for the growth of peasants' material power, Mr. Hou jianxin has made a systematic and in-depth study in the first cornerstone of modernization. However, it is still a new subject to discuss the development of the spiritual power of the British people in the late middle ages from the perspective of the religious belief of the British people, especially the worship of saints. "Hagiolatry is the centre of all men's religious beliefs," and confides our intimate wants to these saints, who dare not address their private wishes directly to the highest judge, and who, because of their own experience and knowledge of human frailties, have no other power but to pray to their providence. Therefore, it is of great significance for us to understand the development of the spiritual power of the British people in the late middle ages through the study of saints worship and the perspective of the value orientation contained in the religious beliefs of the British people in the late middle ages.
Hagiolatry has a long history. According to gaea, hagiolatry originates from the beliefs and rituals of early Judaism and Christianity. Jews worshiped senior clerics, prophets and martyrs and built monuments where they were buried. Christians carry on the tradition of Judaism. As early as the first and second centuries AD, christians began to make saints of the "martyrs" persecuted and killed by the Roman empire and to publicly worship them. In the centuries that followed, the saints expanded to include not only the "martyrs" who gave their lives for their faith, but also the "holy and wise" fathers, bishops, missionaries, and laymen who died a natural death.
As for the definition of saints, the official definition of Catholic saints is "those whom the church honors with official liturgy". The Pope canonized them on the basis of "good character and miracles." Of course, sainthood is not a consistent concept. "every Pope has his own idea of sanctification," he said. This identity is not limited to the official canonization of saints, because the "sacredness" of saints exists not only in the official canonization of saints, but also in a large number of other people and things: first of all, god, the superhuman person, in addition to tangible objects, church organizations and so on. The concept of "holiness" varies from place to place. For historians, an important criterion for sainthood is whether a saint is seen by his followers as a source of supernatural power. In fact, saints are first and foremost local saints. In the eyes of the people, there is no difference between the official saints and the local saints. The popes also let local hagiography run its course.
Until about the 10th century, hagiolatry was essentially a spontaneous act of the local church, where the worship of saints by local Christian groups was established on the basis of popular approval without the need for "canonization." The recognition of the local bishop and the "welcoming" of the saint's body into the place of worship are the keys to the saints' being worshipped. The power of canonization was later vested in the Pope. It is generally believed that the power of canonization began in the late 10th century, but it was in the late 1270s, the late reign of Pope Alexander iii, that the Pope began to fully exercise his power of canonization. Since then, the Pope has appointed a commission to investigate the lives and miracles of saints as the basis for canonization, both of which continue to this day. But until the late middle ages, informal local hagiography continued.
Early hagiolatry was basically focused on places where the bones of saints were buried. But in Western Europe, by the sixth century at the latest, objects of worship had been extended to the burial places of saints or to objects near them, such as the oil in the lamps, and to clothing, later more devoutly worshipped, stained with the blood of martyrs. These objects are considered "extensions" of the saint's body and enjoy the sanctity of the Eucharist. Between the 8th and 9th centuries, believers began to move the bodies of Roman martyrs from Christian cemeteries into the city's churches to prevent sacrilege of the Eucharist in cemeteries. Medieval Chronicles are full of accounts of groups of friars carrying their holy sacraments while fleeing invaders. Since then, people's religious belief has entered a period of special worship of holy objects. Holy sacraments and objects are constantly moved and divided by the faithful, bought and sold, stolen and robbed by fanatics, and even threatened and cursed by those who seek them. Early church rules required that a sacred object be placed on the altar of each holy church, and this was further reaffirmed by the seventh council of nicaea. Saints worship has been associated with holy communion since early times. On the anniversaries of saints, communion was held on the graves of martyrs, thus forming the custom of placing sacred objects on the altar. As a result, the prayer for saints became an important part of the Eucharist liturgy, and special liturgy was also produced for the saints' festivals, such as saints' preaching, eulogy, long preaching and reading ceremony. In this way, hagiolatry is integrated into the official worship of christians in an important way.
The cult of saints in England arose around the 7th century. According to d. rolson, "sacred objects arrived in England with the first missionaries." The holy things of the apostles Peter and Paul and the Roman martyrs were the first to be introduced to England. For example, at the end of the 7th century, Pope vitalian presented the holy objects of the apostles Peter and Paul, as well as the martyrs st. Lawrence and st. John, to the king of northumbria, osween, and at the same time to the queen of northumbria, a golden cross made of the shackles worn by the apostles Peter and Paul. It is also recorded that bishop Benedict, founder of the Abbey of Peter, brought back holy objects of the apostles and Roman martyrs from Rome around 678.
In Britain, the main function of hagiography is as a witness to conversion to Christianity. English catholics believe that saints must possess three basic qualities: asceticism, authority, and connection with the king. But, as d. rolson points out, "the cult of the saints did not prevail in England between 650-850." By the end of the middle ages, however, this situation had changed, with the rapid rise of the cult of saints in England and its development into a central part of popular religious beliefs. The change of saints worship in Britain is closely related to the people's desire for religious belief and the identity and function of saints in the middle ages.
In the middle ages, people's religious beliefs were always focused on how to deal with their affairs most successfully by means of supernatural power. Such as how to avoid disease and natural disasters, how to make their own efforts to succeed, how to resist the power of the devil, how to obtain the grace of god and saints to ensure eternal happiness. Therefore, in this sense, there was a kind of "naked utilitarianism" in the religious belief of the medieval people. This was especially true in the late middle ages. The dependence of the English faithful on the saints is not chiefly as an imitator or a friend of the soul, but as a helper or healer in times of need, for the needs of the body, or of the agony of the dying soul, or of purgatory. Modest affluence, peace in war, healing from disease, divine death and eventual redemption, blessed by the sacraments of the church, were common aspirations in the late middle ages. Hagiolatry is precisely what satisfies this religious hunger. In the middle ages, the main identity of saints was as intercessors who conveyed the voice of the gods to their followers. Saints were seen as protectors of humanity and agents of god, and their functions made them ubiquitous in medieval religious life.
Second, in reality, hagiography is not only the religion of the masses, but also a source of local pride and a means of profit. Thomas more complained that the ICONS of the virgin Mary appeared to be in a "state of competition", with devotees harping on the glory and validity of their own images, even though they honored the same person. In terms of profit, people are rich in ideas. Christ, for example, on the holy cross at bromhowe, was like a contraption with rolling eyes, moving limbs, and foaming mouths, snatching vast amounts of money from the pockets of pilgrims.
In the late middle ages, hagiolatry even became an introduction to the social community. At that time, if a person was excluded from the cult of saints, he was considered disqualified from being part of the community. For example, a "crafty woman" in cambridgeshire was prevented from approaching the holy land by the ghost of st. William because of her witchcraft. This did not end until she was pardoned in the holy land.
In conclusion, in the saints worship in late medieval England, the public began to pay attention to their own practical interests, and had a clear self-orientation and realistic orientation. They changed from begging for gods to demanding. Traditional religious roots gradually died out and gave way to utilitarianism. This may have been a very important change in the minds of the middle ages. At the same time, this change also gave birth to the British people's religious belief in the "individualism" ideological trend.
Some people may say that the early Christianity has contained the spirit of simple realism, but the author thinks that it is just a fantasy, a spiritual sustenance that cannot be realized at all, and a kind of anesthetic. By the end of the middle ages, the spirit of realism contained in the religious beliefs of the British people reflected the economic and social life at that time, and was a new spiritual force adapting to the social reality.
Therefore, in the late middle ages, the British people in the growth of material power at the same time, the spiritual realm also occurred in the new ideas germination. As Mr Tsien says: "in the late middle ages, the era of blind faith seemed to have ended and people began to look at the real world through a more rational lens. A new principle has crept up imperceptibly, that the secular need should be above the religious need, and that religion should serve the secular.
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mrmichaelchadler · 6 years ago
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Thumbnails 1/14/19
Thumbnails is a roundup of brief excerpts to introduce you to articles from other websites that we found interesting and exciting. We provide links to the original sources for you to read in their entirety.—Chaz Ebert
1. 
"OUT 100: Emma González, Newsmaker of the Year": The phenomenal young gun control activist spoke with our own Monica Castillo for Out Magazine.
“Not everyone celebrated the arrival of a bold and confident queer Latinx woman on the national stage. Almost immediately after González’s first public appearances, trolls began attacking her online. In a Facebook post, Congressman Steve King’s campaign (R-Iowa) linked her to communist Cuba for wearing a patch of the country’s flag on her jacket. González, whose father is Cuban, defended herself and cited the elected official’s racist comments. ‘If somebody’s trying to challenge my Cuban identity, they are usually — if not obviously — racist,’ she said. ‘Look at the things he said, and what he called me. What he said was bottom-of-the barrel. He was not even trying. He went out of his way lots of times to call out various people and say things about minority groups.’ To González, identity is fluid and more encompassing than basic labels. ‘Identity to me means the way that you describe yourself when someone says, ‘Describe yourself,’’ she explains. ‘If I were to describe my identity, I would say that I am half Cuban, I’m bald, I’m bisexual, I’m 5-foot-2, I like to write, I like to partake in the arts, and I like to crochet. I would hope that if I were introducing myself to somebody, through those things, they would be able to get an understanding of who I am.’”
2. 
"Does Erasing Cyber-Reality Erase Our Actual Reality?": A personal essay evocative of "Eternal Sunshine of the Spotless Mind," penned by Emma Olsson for Eileen Kelly's excellent site, Killer And A Sweet Thang.
“I think social media provides us with this peculiar way of storytelling, and perhaps it’s narcissistic, but the story is our own. I want to one day be able to look back at those odd little squares and read their stories of a time when I was 19 and 20 and 21 and in love for the first time. They hold deep connections to a memory, but they don’t necessarily signal a longing for a person. At least not for me. Something about the mourning of deleted pictures feels like a parody of our times. It’s impossible to imagine this scenario outside of a modern, digital context. In a time when online and offline lives are rich enough to be distinguished from each other, the act of removing little pieces of evidence from this online space feels particularly jarring. A deleted photo translates into something much deeper in meaning, to the deletion of proof of our existence together. I’d always tried to hold myself to the doctrine that one day, after the hurt had softened, I’d be able to look back on photos and relive the memories with gratitude. That I’d be able to see the soft things, the beautiful and happy things, not only the sad. Photos are potent in that way, and I hoped (and still do) to feel neither removed from this person nor bound to him. I hoped to just feel grateful, and it hurt me to think that he didn’t feel the same. That he wanted to cut me out of his memory — even if just on social media.”
3.
"'What 'Moonlight' Gave Us Was the Confidence to Execute Our Ideas Without Fear': Writer/Director Barry Jenkins on 'If Beale Street Could Talk'": A wonderful interview with the Oscar-winning director conducted by Jim Hemphill for Filmmaker Magazine.
“We treat the sound the same way we treat the cinematography, which is with the idea that it should be a reflection of the main character’s consciousness. In terms of the cinematography, when Tish is remembering the more beautiful and tender times with Fonny, those scenes are overly lush and overly saturated because they function as memory — when we remember things, we don’t remember them as a documentary. There’s more light in the flashbacks, and much more shadow in the present-day scenes, where Tish and Fonny are in a kind of purgatory. As far as the sound goes, when I’m making a film, I’m not just considering the screen — I’m considering the house, the actual environment where the audience is going to watch the movie. One of the things we decided right away was that the voice-over narration in the film needed to be experienced in a different way than the dialogue, so if you’re sitting in an auditorium it feels like you’re inside her head. Her voice is coming from all around the room, whereas the dialogue is coming from the front channel, and it’s a very different effect. In other scenes we would stoke up the reverb and things like that, just to reflect what the characters are feeling.”
4. 
"Becoming parents completely changed who we are": A beautiful letter from Mary Barnes to her husband, published at Motherly.
“These are the parenting trenches. The baby years. These years can make or break us. And can I be so bold as to say: I think they're making us. They're making us learn how to communicate better. How to find common ground when we disagree about real stuff, like the ways we want to raise our children. We're invested in not only the outcome but the short term effect. We're a team. They're making us think about the future. Not just the fun stuff, but the difficult stuff like estate planning, life insurance, and college funds for the kids. They're making us challenge ourselves to provide our children with comfort and opportunities. We've always worked hard but the stakes have never been this high. You know I'm the optimist, the dreamer, while you consider yourself the realist—but I think we can agree on this: going through some of the tough stuff with you by my side has shown me that we are stronger than the tough stuff. We can get through it. We can get through anything. As long as we hold on to each other. Motherhood transformed me. Fatherhood transformed you. And having kids completely transformed our marriage. We'll never be who we were on our wedding day again. Time marches forward—only forward. I miss the carefree version of ‘us,’ but I love this version even more. Because we know what we're made of now, and in so many ways we didn't before.”
5. 
"Independent films screened at Oakton College's annual pop-up: 'The festival is all about broadening horizons'": Our contributor Donald Liebenson reports on Michael Glover Smith's indispensable festival for the Chicago Tribune. 
“Josephine Decker’s ‘Madeline’s Madeline’ that was screened during the film festival is the type of film that Smith says he envisioned when he launched the free event. ‘I wanted to show independent and experimental films that are exciting and a little bit challenging; movies that are different from what typically would play (at the local multiplex),’ Smith said. ‘The festival is all about broadening horizons.’ Smith, himself, is the author of ‘Flickering Empire,’ which chronicled the untold story of Chicago’s silent film industry, and the film blog ‘White City Cinema.’ He has also directed two film festival award-winning productions: ‘Cool Apocalypse’ and ‘Mercury in Retrograde.’ The filmmaker and instructor said he was inspired to start the ‘Pop-Up’ festival after inviting Harold Ramis’ wife Erica to speak to his student about a documentary she had produced on The Joffrey Ballet. ‘She is the daughter of the late film producer and director Daniel Mann, and she talked about growing up in that household, her life with Harold and being on his film sets,’ Smith said. ‘But it was in a classroom of 12 people, and I thought this was a conversation that should be held in an auditorium and open to the public.’”
Image of the Day
Chris Elliott is the latest amazing guest on Sam Fragoso's essential "Talk Easy" podcast, with illustrations by our Far Flung Correspondent Krishna Shenoi. Click here for the full conversation.
Video of the Day
youtube
Not only did Glenn Close's acceptance speech for her surprise win in the Best Actress (Drama) category for her brilliant performance in "The Wife" bring the Golden Globes audience to its feet, it could also very likely help the actress win her very first Oscar. And boy is she well overdue for one.
from All Content http://bit.ly/2SQvyIQ
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pursueharmony-blog · 6 years ago
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Roman Catholics 👼🏻🙏🏻
Do they have a leader? 
In Matthew 16:18, it is said the Christ’s intent is to pass on the authority he has over the Catholic Church to Peter, and the apostles. Christ tells Peter, the first Pope, that he is the rock on which he will build His church. Christ intended it to be so (Matthew 28:19-20) Christ sent His apostles out into the world with authority to teach and heal (Luke 9:1-2) and to forgive sins (John 20:23). In the Catholic Church, they believe bishops have this God-given authority. Currently, the Pope is Pope Francis.  
Which bible do they use?
Books of the New Testament, Alba House
Contemporary English Version - New Testament, First Edition, American Bible Society
Contemporary English Version - Book of Psalms, American Bible Society
Contemporary English Version - Book of Proverbs, American Bible Society
The Grail Psalter (Inclusive Language Version), G.I.A. Publications
New American Bible, Revised Edition (NABRE)
New Revised Standard Version, Catholic Edition, National Council of Churches
The Psalms, Alba House
The Psalms (New International Version) - St. Joseph Catholic Edition, Catholic Book Publishing Company
The Psalms - St. Joseph New Catholic Version, Catholic Book Publishing Company
Revised Psalms of the New American Bible (1991)
So You May Believe, A Translation of the Four Gospels, Alba House
Good News Translation (Today's English Version, Second Edition), American Bible Society
Translation for Early Youth, A Translation of the New Testament for Children, Contemporary English Version, American Bible Society
How do they view the bible?
The Catholic Church “does not derive her certainty about all revealed truths from the Holy Scriptures alone” (Catechism of the Catholic Church [CCC] no. 82 Dei Verbum 9). 
What is Genesis to them?
Catholics are at liberty to believe that creation took a few days or a much longer period, according to how they see the evidence, and subject to any future judgment of the Church (Pius XII’s 1950 encyclical Humani Generis 36–37).
How do they view the Old Testament?
Catholics view the old testament as a source for important concepts such as hierarchy, sacred time and sacramental things. They believe it teaches us about our origins; the origins of the human race and of the true religion. 
How do they look at the gospels?
The Catholic Church believes that the four Gospels are the most important part of the written tradition handed on by the twelve apostles in virtue of their personal knowledge of Jesus acquired during their instruction by him in the course of his earthly mission.
How do they view Jesus’ Parables?
A short story based on a familiar life experience used to teach a spiritual lesson. Jesus used the parable many times in his public ministry. "Why do you teach them in parables?" his disciples asked him. "Because," he replied, "the mysteries of the kingdom of heaven are revealed to you, but they are not revealed to them" (Matthew 13:10-11).
Did they consider Jesus the Son of God?
Jesus is God
How do they imagine Jesus would have looked like?
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What is their afterlife?
At the moment of death, the soul departs the body. The soul never ceases to exist once it is created. Immediately upon death, the soul is judged by the Lord, either to eternal life or eternal damnation to hell. Those going to hell do so immediately, those granted eternal life further judging transpires. If the soul was truly holy, they go straight to heaven and are “saints”. For those who still have some sin attached to them, they are sent to purgatory. Purgatory is seen as a blessing as you know you’re bound for heaven, but you get to purge your soul of sin that would have limited your vision and enjoyment of God in heaven. Once the end of the world arrives, there will be a resurrection of the bodies and your bodies and soul will be rejoined. You will experience either eternal happiness or suffering in both your body and soul.
How do they define Life Eternal?
As Pope Benedict XVI said, “Eternal life’ is life itself, real life, which can also be lived in the present age and is no longer challenged by physical death. This is the point: to seize ‘life’ here and now, real life that can no longer be destroyed by anything or anyone.”
What is the message of Jesus primarily about?
It is a message of love and redemption, salvation and hope. Salvation, our call to holiness and eternal life. 
What is the Kingdom of God?
Admittedly, the term “kingdom of God” is somewhat complex: it spans the Old and New Testaments, and it refers to several things at once. But at its core, the kingdom is fundamentally about salvation.
What was the resurrection?
The Resurrection of Jesus is the crowning truth of our faith in Christ, a faith believed and lived as the central truth by the first Christian community; handed on as fundamental by Tradition; established by the documents of the New Testament; and preached as an essential part of the Paschal mystery along with the cross.
Who is Mary?
Mary is the link between our broken humanity and the boundless divinity present in the triune God. When we pray the rosary, or bow our heads during the creed, we are honoring our mother, and the mother of our Lord. Although she is not God, she has earned our respect and devotion.
How do they pray?
Praying in the Catholic practice has a necessary underlying foundation. You must have a love for God, desire to do His will and an opennes to change your life. There are four types of prayer; Adoration, Contrition, Thanksgiving, Supplication. Supplication is the most common as it is asking for a favour. Adoration is adoring God for what He is. Contrition is expressing sorrow for your sins. Thanksgiving is thanking Him for all he does for us. 
They believe praying the hoyl rosary will scourge the devil. 
Prayer can be done vocally, in meditation style and in a contemplative manner. 
What does God care about the most?
Follow life. Ask the Holy Spirit to awaken His pure and holy desires within your heart and ask Him to help you navigate them toward His greater purposes that lead to life and fulfillment. 
(Jeremiah 29:11 )“For I know the plans I have for you,” declares the Lord, “plans to prosper you and not to harm you, plans to give you hope and a future.”
How do they view people of other faiths?
Our attitude toward other religions should be to accept and honor whatever is good in them—as judged against the full Revelation of God in Jesus Christ—while identifying what is evil or erroneous and seeking out of love to bring their adherents into the full light of the Gospel.
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howwelldoyouknowyourmoon · 8 years ago
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A History Of God – The 4,000-year quest of Judaism, Christianity and Islam
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book by Karen Armstrong (2004)
The idea of a single divine being – God, Yahweh, Allah – has existed for over 4,000 years. But the history of God is also the history of human struggle. While Judaism, Islam and Christianity proclaim the goodness of God, organised religion has too often been the catalyst for violence and ineradicable prejudice. In this fascinating, extensive and original account of the evolution of belief, Karen Armstrong examines Western society's unerring fidelity to this idea of One God and the many conflicting convictions it engenders. A controversial, extraordinary story of worship and war, A History of God confronts the most fundamental fact – or fiction – of our lives.
Review: Armstrong, a British journalist and former nun, guides us along one of the most elusive and fascinating quests of all time – the search for God. Like all beloved historians, Armstrong entertains us with deft storytelling, astounding research, and makes us feel a greater appreciation for the present because we better understand our past. Be warned: A History of God is not a tidy linear history. Rather, we learn that the definition of God is constantly being repeated, altered, discarded, and resurrected through the ages, responding to its followers’ practical concerns rather than to mystical mandates. Armstrong also shows us how Judaism, Christianity, and Islam have overlapped and influenced one another, gently challenging the secularist history of each of these religions. – Gail Hudson
The Introduction to A History of God:
As a child, I had a number of strong religious beliefs but little faith in God. There is a distinction between belief in a set of propositions and a faith which enables us to put our trust in them. I believed implicitly in the existence of God; I also believed in the Real Presence of Christ in the Eucharist, the efficacy of the sacraments, the prospect of eternal damnation and the objective reality of Purgatory. I cannot say, however, that my belief in these religious opinions about the nature of ultimate reality gave me much confidence that life here on earth was good or beneficent. The Roman Catholicism of my childhood was a rather frightening creed. James Joyce got it right in Portrait of the Artist as a Young Man: I listened to my share of hell-fire sermons. In fact Hell seemed a more potent reality than God, because it was something that I could grasp imaginatively. God, on the other hand, was a somewhat shadowy figure, defined in intellectual abstractions rather than images. When I was about eight years old, I had to memorise this catechism answer to the question, ‘What is God?’: ‘God is the Supreme Spirit, Who alone exists of Himself and is infinite in all perfections.’ Not surprisingly, it meant little to me and I am bound to say that it still leaves me cold. It has always seemed a singularly arid, pompous and arrogant definition. Since writing this book, however, I have come to believe that it is also incorrect.
As I grew up, I realised that there was more to religion than fear. I read the lives of the saints, the metaphysical poets, T. S. Eliot and some of the simpler writings of the mystics. I began to be moved by the beauty of the liturgy and, though God remained distant, I felt that it was possible to break through to him and that the vision would transfigure the whole of created reality. To do this I entered a religious order and, as a novice and a young nun, I learned a good deal more about the faith. I applied myself to apologetics, scripture, theology and church history. I delved into the history of the monastic life and embarked on a minute discussion of the Rule of my own order, which we had to learn by heart. Strangely enough, God figured very little in any of this. Attention seemed focused on secondary details and the more peripheral aspects of religion. I wrestled with myself in prayer, trying to force my mind to encounter God but he remained a stern taskmaster, who observed my every infringement of the Rule, or tantalisingly absent. The more I read about the raptures of the saints, the more of a failure I felt. I was unhappily aware that what little religious experience I had, had somehow been manufactured by myself as I worked upon my own feelings and imagination. Sometimes a sense of devotion was an aesthetic response to the beauty of the Gregorian chant and the liturgy. But nothing had actually happened to me from a source beyond myself. I never glimpsed the God described by the prophets and mystics. Jesus Christ, about whom we talked far more than about ‘God’, seemed a purely historical figure, inextricably embedded in late antiquity. I also began to have grave doubts about some of the doctrines of the Church. How could anybody possibly know for certain that the man Jesus had been God incarnate and what did such a belief mean? Did the New Testament really teach the elaborate – and highly contradictory – doctrine of the Trinity or was this, like so many other articles of the faith, a fabrication by theologians centuries after the death of Christ in Jerusalem?
Eventually, with regret, I left the religious life and once freed of the burden of failure and inadequacy, I felt my belief in God slip quietly away. He had never really impinged upon my life, though I had done my best to enable him to do so. Now that I no longer felt so guilty and anxious about him, he became too remote to be a reality. My interest in religion continued, however, and I made a number of television programmes about the early history of Christianity and the nature of the religious experience. The more I learned about the history of religion, the more my earlier misgivings were justified. The doctrines that I had accepted without question as a child were indeed man-made, constructed over a long period of time. Science seemed to have disposed of the Creator God and biblical scholars had proved that Jesus had never claimed to be divine. As an epileptic, I had flashes of vision that I knew to be a mere neurological defect: had the visions and raptures of the saints also been a mere mental quirk? Increasingly, God seemed an aberration, something that the human race had outgrown.
Despite my years as a nun, I do not believe that my experience of God is unusual. My ideas about God were formed in childhood and did not keep abreast of my growing knowledge in other disciplines. I had revised simplistic childhood views of Father Christmas; I had come to a more mature understanding of the complexities of the human predicament than had been possible in the kindergarten. Yet my early, confused ideas about God had not been modified or developed. People without my peculiarly religious background may also find that their notion of God was formed in infancy. Since those days, we have put away childish things and have discarded the God of our first years.
Yet my study of the history of religion has revealed that human beings are spiritual animals. Indeed, there is a case for arguing that Homo sapiens is also Homo religiosus. Men and women started to worship gods as soon as they became recognisably human; they created religions at the same time as they created works of art. This was not simply because they wanted to propitiate powerful forces but these early faiths expressed the wonder and mystery that seems always to have been an essential component of the human experience of this beautiful yet terrifying world. Like art, religion has been an attempt to find meaning and value in life, despite the suffering that flesh is heir to. Like any other human activity, religion can be abused but it seems to have been something that we have always done. It was not tacked on to a primordially secular nature by manipulative kings and priests but was natural to humanity. Indeed, our current secularism is an entirely new experiment, unprecedented in human history. We have yet to see how it will work. It is also true to say that our Western liberal humanism is not something that comes naturally to us; like an appreciation of art or poetry, it has to be cultivated. Humanism is itself a religion without God – not all religions, of course, are theistic. Our ethical secular ideal has its own disciplines of mind and heart and gives people the means of finding faith in the ultimate meaning of human life that were once provided by the more conventional religions.
When I began to research this history of the idea and experience of God in the three related monotheistic faiths of Judaism, Christianity and Islam, I expected to find that God had simply been a projection of human needs and desires. I thought that ‘he’ would mirror the fears and yearnings of society at each stage of its development. My predictions were not entirely unjustified but I have been extremely surprised by some of my findings and I wish that I had learned all this thirty years ago, when I was starting out in the religious life. It would have saved me a great deal of anxiety to hear – from eminent monotheists in all three faiths – that instead of waiting for God to descend from on high, I should deliberately create a sense of him for myself. Other Rabbis, priests and Sufis would have taken me to task for assuming that God was – in any sense – a reality ‘out there’; they would have warned me not to expect to experience him as an objective fact that could be discovered by the ordinary rational process. They would have told me that in an important sense God was a product of the creative imagination, like the poetry and music that I found so inspiring. A few highly respected monotheists would have told me quietly and firmly that God did not really exist – and yet that ‘he’ was the most important reality in the world.
This book will not be a history of the ineffable reality of God itself, which is beyond time and change, but a history of the way men and women have perceived him from Abraham to the present day. The human idea of God has a history, since it has always meant something slightly different to each group of people who have used it at various points of time. The idea of God formed in one generation by one set of human beings could be meaningless in another. Indeed, the statement: ‘I believe in God’ has no objective meaning, as such, but like any other statement it only means something in context, when proclaimed by a particular community. Consequently there is not one unchanging idea contained in the word ‘God’ but the word contains a whole spectrum of meanings, some of which are contradictory or even mutually exclusive. Had the notion of God not had this flexibility, it would not have survived to become one of the great human ideas. When one conception of God has ceased to have meaning or relevance, it has been quietly discarded and replaced by a new theology. A fundamentalist would deny this, since fundamentalism is anti-historical: it believes that Abraham, Moses and the later prophets all experienced their God in exactly the same way as people do today. Yet if we look at our three religions, it becomes clear that there is no objective view of ‘God’: each generation has to create the image of God that works for them. The same is true of atheism. The statement ‘I do not believe in God’ has always meant something slightly different at each period of history. The people who have been dubbed ‘atheists’ over the years have always been denied a particular conception of the divine. Is the ‘God’ who is rejected by atheists today, the God of the patriarchs, the God of the prophets, the God of the philosophers, the God of the mystics or the God of the eighteenth-century deists? All these deities have been venerated as the God of the Bible and the Koran by Jews, Christians and Muslims at various points of their history. We shall see that they are very different from one another. Atheism has often been a transitional state: thus Jews, Christians and Muslims were all called ‘atheists’ by their pagan contemporaries because they had adopted a revolutionary notion of divinity and transcendence. Is modern atheism a similar denial of a God’ which is no longer adequate to the problems of our time?
Despite its other-worldliness, religion is highly pragmatic. We hall see that it is far more important for a particular idea of God to work than for it to be logically or scientifically sound. As soon as it ceases to be effective it will be changed – sometimes for something radically different. This did not disturb most monotheists before our own day because they were quite clear that their ideas about God were not sacrosanct but could only be provisional. They were man-made – they could be nothing else – and quite separate from the indescribable Reality they symbolised. Some developed quite audacious ways of emphasising this essential distinction. One medieval mystic went so far as to say that this ultimate Reality – mistakenly called ‘God’ – was not even mentioned in the Bible. Throughout history, men and women have experienced a dimension of the spirit that seems to transcend the mundane world. Indeed, it is an arresting characteristic of the human mind to be able to conceive concepts that go beyond it in this way. However we choose to interpret it, this human experience of transcendence has been a fact of life. Not everybody would regard it as divine: Buddhists, as we shall see, would deny that their visions and insights are derived from a supernatural source; they see them as natural to humanity. All the major religions, however, would agree that it is impossible to describe this transcendence in normal conceptual language. Monotheists have called this transcendence ‘God’ but they have hedged this around with important provisos. Jews, for example, are forbidden to pronounce the sacred Name of God and Muslims must not attempt to depict the divine in visual imagery. The discipline is a reminder that the reality that we call ‘God’ exceeds all human expression.
This will not be a history in the usual sense, since the idea of God has not evolved from one point and progressed in a linear fashion to a final conception. Scientific notions work like that but the ideas of art and religion do not. Just as there are only a given number of themes in love poetry, so too people have kept saying the same things about God over and over again. Indeed, we shall find a striking similarity in Jewish, Christian and Muslim ideas of the divine. Even though Jews and Muslims both find the Christian doctrines of the Trinity and Incarnation almost blasphemous, they have produced their own versions of these controversial theologies. Each expression of these universal themes is slightly different, however, showing the ingenuity and inventiveness of the human imagination as it struggles to express its sense of ‘God’.
Because this is such a big subject, I have deliberately confined myself to the One God worshipped by Jews, Christians and Muslims, though I have occasionally considered pagan, Hindu and Buddhist conceptions of ultimate reality to make a monotheistic point clearer. It seems that the idea of God is remarkably close to ideas in religions that developed quite independently. Whatever conclusions we reach about the reality of God, the history of this idea must tell us something important about the human mind and the nature of our aspiration. Despite the secular tenor of much Western society, the idea of God still affects the lives of millions of people. Recent surveys have shown that ninety-nine per cent of Americans say that they believe in God: the question is which ‘God’ of the many on offer do they subscribe to?
Theology often comes across as dull and abstract but the history of God has been passionate and intense. Unlike some other conceptions of the ultimate, it was originally attended by agonising struggle and stress. The prophets of Israel experienced their God as a physical pain that wrenched their every limb and filled them with rage and elation. The reality that they called God was often experienced by monotheists in a state of extremity: we shall read of mountain tops, darkness, desolation, crucifixion and terror. The Western experience of God seemed particularly traumatic. What was the reason for this inherent strain? Other monotheists spoke of light and transfiguration. They used very daring imagery to express the complexity of the reality they experienced, which went far beyond the orthodox theology. There has recently been a revived interest in mythology, which may indicate a widespread desire for a more imaginative expression of religious truth. The work of the late American scholar Joseph Campbell has become extremely popular: he has explored the perennial mythology of mankind, linking ancient myths with those still current in traditional societies, is often assumed that the three God-religions are devoid of mythology and poetic symbolism. Yet, although monotheists originally rejected the myths of their pagan neighbours, these often crept back into the faith at a later date. Mystics have seen God incarnated a woman, for example. Others reverently speak of God’s sexuality and have introduced a female element into the divine.
This brings me to a difficult point. Because this God began as a specifically male deity, monotheists have usually referred to it as ‘he’. In recent years, feminists have understandably objected to this. Since I shall be recording the thoughts and insights of people who called God ‘he’, I have used the conventional masculine terminology, except when ‘it’ has been more appropriate. Yet it is perhaps worth mentioning that the masculine tenor of God-talk is particularly problematic in English. In Hebrew, Arabic and French, however, grammatical gender gives theological discourse a sort of sexual counterpoint and dialectic, which provides a balance that is often lacking in English. Thus in Arabic al-Lah (the supreme name for God) is grammatically masculine, but the word for the divine and inscrutable essence of God – al-Dhat – is feminine.
All talk about God staggers under impossible difficulties. Yet monotheists have all been very positive about language at the same time as they have denied its capacity to express the transcendent reality. The God of Jews, Christians and Muslims is a God who – in some sense – speaks. His Word is crucial in all three faiths. The Word of God has shaped the history of our culture. We have to decide whether the word ‘God’ has any meaning for us today.
Biography Karen Armstrong is the author of numerous other books on religious affairs –including A History of God, The Battle for God, Holy War, Islam, Buddha, and The Great Transformation – and two memoirs, Through the Narrow Gate and The Spiral Staircase. Her work has been translated into forty-five languages. She has addressed members of the U.S. Congress on three occasions; lectured to policy makers at the U.S. State Department; participated in the World Economic Forum in New York, Jordan, and Davos; addressed the Council on Foreign Relations in Washington and New York; is increasingly invited to speak in Muslim countries; and is now an ambassador for the UN Alliance of Civilizations. In February 2008 she was awarded the TED Prize and is currently working with TED on a major international project to launch and propagate a Charter for Compassion, created online by the general public and crafted by leading thinkers in Judaism, Christianity, Islam, Hinduism, and Buddhism, to be signed in the fall of 2009 by a thousand religious and secular leaders. She lives in London.
From Publishers Weekly This searching, profound comparative history of the three major monotheistic faiths fearlessly illuminates the sociopolitical ground in which religious ideas take root, blossom and mutate. Armstrong, a British broadcaster, commentator on religious affairs.., argues that Judaism, Christianity and Islam each developed the idea of a personal God, which has helped believers to mature as full human beings. Yet Armstrong also acknowledges that the idea of a personal God can be dangerous, encouraging us to judge, condemn and marginalize others. Recognizing this, each of the three monotheisms, in their different ways, developed a mystical tradition grounded in a realization that our human idea of God is merely a symbol of an ineffable reality. To Armstrong, modern, aggressively righteous fundamentalists of all three faiths represent “a retreat from God.” She views as inevitable a move away from the idea of a personal God who behaves like a larger version of ourselves, and welcomes the grouping of believers toward a notion of God that “works for us in the empirical age.”
My wish: The Charter for Compassion – Karen Armstrong
Karen Armstrong TED Talk given in 2008
“I say that religion isn’t about believing things. It’s ethical alchemy. It’s about behaving in a way that changes you, that gives you intimations of holiness and sacredness.” — Karen Armstrong on Powells.com
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