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Who is āAmicia,ā and how does she remind you of Perrine? I have never heard of this character before, and I am curious!
Amicia de Rune is the fifteen-year-old protagonist of the Plague Tale duology! sheās a noble French girl who had her life turned upside down when this alternate version of the Black Plague hits France, bringing alongside it literal man-eating swarms of rats, and she has to flee her home with her five-year-old brother, Hugo, where she then becomes his primary caretaker.
she is also one of the most tragic characters of all time, in my opinion.
Amicia is an extremely complex character. she is severely traumatized, something that is explored more in the second game, Requiem. she goes through absolute hell, all to protect her brother, who she originally knew barely anything about due to them never really interacting because of a strange sickness Hugo had. they end up having this really touching and tender bond, albeit with a bit of codependency on Amiciaās part.
she pushes herself to the extreme. she has no real regard for her own safety- all she cares about is her brother. she is driven by her will and her determination and her protectiveness, which also act as a detriment to her. sheās so blinded by this devotion, this role as a caretaker that she was basically forced into by her mother (fuck you, Beatrice, Sophia was a better mother than youāll ever be, and she was a pirate who knew those kids for like two days), that it harms her and the people around her.
thereās this one part in Requiem where sheās been literally concussed, and yet she keeps on trekking forwardā¦while being chased by men that want to kill her and her brother, so sheās having to simultaneously fight them off. and if you know anything about head injuries, you would know that a lot of exertion, like running from and killing people, is a big no-no! and even Hugo is begging her to stop and let herself rest, and she just continuously pushes herself forward.
thereās this other part, also in Requiem, where Amicia has been very badly injured, and justā the things she says, the way she keeps going even when sheās in a lot of pain, the fact that you can hear her sobbing in the background, is just so gut-wrenching.
(side note, Charlotte McBurney, Amiciaās voice actress, is EXTREMELY TALENTED, and she was fucking robbed of Best Actor during the Game Awards. her vocal performance as Amicia is chilling. itās even more impressive that Amicia in Innocence, the first game, was her first role in anything.)
sorry, this turned into a rant about Amicia š you probably didnāt want or need to know all of that.
i compare her to Perrine becauseā¦vibes.
yeah, that babbling was certain unnecessary for that š
it really is just vibes as of right now, though, since we still donāt know much about her.
because to me, Perrine feels like a kid who tries to keep up this calm veneer, that everything is okay, when sheās really bursting at the seams with emotions. she is the oldest, and she feels this responsibility over the others, but she doesnāt really like having that power. she is a child who lost her whimsy, her innocence, unlike everyone else around her.
much like Amicia.
also Perrine doesnāt like authority, and Amicia beefs with basically every authority figure in the second game lmao
anyway.
PLEASE play the Plague Tale games!! they were made by an indie team, and theyāre absolutely gorgeous and breathtaking, both visually and emotionally. the depiction of PTSD in the second game is one of the realest and most raw portrayals iāve ever seen in anything before. also the music is just incredible. No Turning Back in particular is probably the best song on the OST. also also i cried like twenty times on various occasions over the second game.
#ask#this just turned into a rant about apt š#if youāve player apt i think youāll get what iām trying to say#it really is just based on vibes as of right now#anyway#thereās stuff from requiem i wanna write with perrine#like the concussion thing#also that sword fight near the end#but i donāt know how to put a sword fight into the universe and make it work š#so it probably wonāt happen#yaelokre#perrine yaelokre#a plague tale#amicia de rune
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A Plague Tale: Innocence - An Ode to Affect Theory
BLOG 8: EMOTIONS FROM GAME CONTENT
Stories become my haven in the middle of my everyday life, providing a diversion from the monotony that is all around me. I have always been fascinated by stories and have found comfort and fascination in a variety of storytelling mediums. The world of video games is one medium in particular that has had a profound effect on me; the combination of gameplay and narrative elevates storytelling to new levels. Out of all of these, "A Plague Tale: Innocence" has distinguished itself as a shining example by crafting a story that has profoundly connected with me.
The narrative of A Plague Tale: Innocence has evolved from being merely a virtual journey to a place where I can engage in introspection and emotional connection while navigating the challenges of everyday life. The plot of this Asobo Studio game, with its highs and lows and a satisfying and heartfelt ending, has left a lasting impression on me.
About The Plague Tales Innocence
Let's pause to enjoy the game itself before getting into the scholarly analysis. A Plague Tale: Innocence, created by Asobo Studio, transports players to mediaeval France during the Black Death's devastating outbreak and harrowing journey through a deadly rat infestation. The relationship between Amicia and Hugo de Rune, two siblings, is at the center of the game as they make their way through a world tainted by death, trickery, and the paranormal.
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Academic Standpoint
Affect theory is fundamentally a contemplative mode of inquiry that draws our attention to the complex subtleties of the human condition. Affect theory explores how our interactions with the world are shaped by the subtle and implicit factors that affect our feelings and emotional reactions. Understanding cultural artefacts, like video games, requires a thorough consideration of affect; otherwise, a thorough analysis falls short. (Simecek, 2020)
Game's Relation to Affect Theory
Game Synopsis
Set in 1348, following a vicious attack on their family, Amicia and her sick brother Hugo manage to flee the clutches of the Inquisition. There is a deadly and enigmatic rat infestation known as the Bite all around them. The siblings forge alliances and overcome obstacles as they make their way through dangerous situations and discover Hugo's special powers. They set out to find a treatment for Hugo's illness, and in the process, they come across unexpected alliances, betrayals, and sacrifices. A number of challenges, such as breaking into a university and searching for a book known as the Sanguinis Itinera, are encountered throughout the story. They make allies along the way, including MƩlie, Arthur, and Rodric, all of whom add nuance to their tale. The conclusion is marked by a confrontation with Grand Inquisitor Vitalis BƩnƩvent. Hugo's skill at controlling the rats becomes crucial to their victory over their formidable foe. They suffer losses, including Rodric's sacrifice, but they manage to overthrow the Inquisition. After it is discovered that the rat plague has passed, things begin to return to normal. Even so, some of Hugo's friends continue to doubt his abilities. The story allows for contemplation on the significance of their experiences as they set out on a new adventure with an ailing BƩatrice. "A Plague Tale: Innocence" is an intense and emotionally charged game that combines elements of suspense, betrayal, sacrifice, and the strength of familial bonds into a compelling narrative.
Cultural References and Inferences
The narrative backdrop of "A Plague Tale: Innocence" is drawn from the historical accounts of the Black Death, a catastrophic pandemic that wreaked havoc across Europe from 1347 to 1351. This deadly outbreak left a lasting legacy across the continent, killing more people than any known epidemic or war at the time. The Black Death's aftermath had a significant impact. At first, trade fell off sharply and wars were temporarily put on hold. The loss of laborers resulted in a significant decrease in cultivated land, which had a longer-lasting effect. Due to the lack of labor, many landowners were forced to adopt new strategies in order to retain their tenants, such as paying money rent or wages in lieu of labor services. This ultimately led to their downfall. Not to mention, the labor scarcity brought about important social shifts. Landlords started to deviate from conventional structures as a result of their struggle to find substitute labor arrangements, which resulted in the replacement of wages and the growth of money rents. Consequently, there was a general pay increase for artisans and peasants. As a result of these changes in economic dynamics, the previously inflexible social stratification became more flexible, changing the face of society. The depiction of a world devastated by the Bite, similar to the actual Black Death, in "A Plague Tale: Innocence," serves as a moving reminder of the significant societal changes that can occur following catastrophic events. The game explores the effects of a devastating pandemic on both an individual and societal level, encapsulating the essence of this historical era and fusing it into the narrative.
Other Contributors
Central to the gripping narrative of "A Plague Tale: Innocence" is the enigmatic Prima Macula, a curse rooted in ancient lore that poisons the blood of specific families. The Latin translation of "first spot," the Macula, reveals itself as a malevolent force with a self-awareness that adds an eerie dimension to its existence. The curse appears randomly and is first detected in a person's blood from birth; however, the cause of this discovery is still unknown. Hordes of rats appear in the surrounding areas as the Macula develops in the blood of its carrier, a sign of impending doom. These rats end up serving as the Bite's messengers, heralding in a catastrophic plague outbreak.
Overall Evaluation
The narrative of "A Plague Tale: Innocence" is a poignant exploration of death, portraying the demise of major characters that evokes a range of negative emotions such as sorrow, grief, and despair. The overarching theme of death permeates both the visual elements and the intricate plot, creating a compelling and emotionally charged experience for players. There are other emotions like shock, pain and agony too.
The game skillfully utilizes passive actors, such as those succumbing to the Bite (Bubonic Plague), to reinforce the central theme of death. This historical backdrop, rooted in the bleak reality of the Bubonic Plague, adds a layer of realism to the narrative, making it a powerful reflection on one of the most somber periods in our past.
The introduction of the Prima Macula as a supernatural element amplifies the emotional intensity of the story. It instills a palpable sense of fear and darkness, particularly for those with phobias related to rodents or rats. The Prima Macula serves as a catalyst for terror, contributing to the overall atmospheric tension that defines the game.
The game's narrative succeeds in encapsulating the essence of a historical event known for its depressive impact. It effectively elicits overwhelming emotions from the audience, creating an immersive experience that extends beyond mere gameplay.
Conclusion
In addition to being an engrossing video game, "A Plague Tale: Innocence" is a visceral exploration of the turbulent terrain of human emotion. Players can relate to the story's poignant and evocative experience because of its relentless exploration of death and historical basis in the Bubonic Plague. The emotional stakes are raised when the otherworldly Prima Macula is introduced. She adds a layer of darkness and fear. The game creates a tapestry of sorrow, grief, and despair through the interplay of masterfully rendered graphics, an engaging story, and deft storytelling, leaving a lasting impression on the player's emotional compass. "A Plague Tale: Innocence" is a testament to the power of video games as a medium for emotional storytelling, where the immersive narrative not only entertains but profoundly impacts the hearts and minds of those who embark on its haunting journey.
References
Simecek, K. (2020) '21Affect theory,' The Yearās Work in Critical and Cultural Theory, 28(1), pp. 414ā433. https://doi.org/10.1093/ywcct/mbaa017.
PlayStation (2019) A Plague Tale: Innocence - Launch Trailer | PS4. https://www.youtube.com/watch?v=CtP6mNeN6yE.
#game#pc games#ps4#game design#game art#game theory#video games#rpg#plague tale innocence#black death#affect theory#emotions#Youtube
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MALUSRECORD ā A study in: The ever diminishing line that separates humans from monsters and the beings trapped in-between, the thousands of eyes that pass you by in the dark and the one pair that does not, and the nigh insatiable, internal pull towards drowning in an unknown but potentially not unwelcome abyss.
This is an independent, private and highly selective variety multimuse rp blog (with an emphasis on---but not limited to---horror) featuring LORD KARL HEISENBERG from RESIDENT EVIL VILLAGE as recorded by Kala.
Other prominent muses on this blog include:
Daniel Dickens from Angels of Death
Papalymo Totolymo from Final Fantasy XIV
Mell & Nellie Rhodes from The House in Fata Morgana
James Sunderland from Silent Hill 2
Alan Wake from the Alan Wake series
Amicia & Hugo de Rune from A Plague Tale Innocence & Requiem
Harry Du Bois from Disco Elysium
Stanley Pines & Stanford Pines from Gravity Falls
Alisa The Fox from Tiny Bunny
Travis Hackett from The Quarry
...and many, many more!
Please read all rules before following or interacting! This blog is 21+ only, minors and non-rp blogs dni.
Please understand that this blog in its entirety is still under construction so please be patient in regards to content, messages, and so on!
Navi: HOME - RULES - MUSES - INBOX - PERMA CALL - MUSE MEMES - MUN MEMES - MAIN RP BLOG (tcol only)
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@p-o-n-iĀ Ā Omg have you actually played the game?!! If you have, how is it? Ā Ā
tl;dr: YOU ARE DAMN RIGHT I PLAYED IT AND LOVED IT???? it gets my vote for game of the year okay itās 12/10, will play again many times and recommend to everyone i know. i have already talked at least two people into if not buying and playing it themselves at LEAST watching a playthrough of it okay this game is fantastic.
long rambling review (but it couldāve been much longer ur welcome), enjoy:
(not perfect, we could have some poc up in here thanks)
thatās like. my only nitpick though. listen. LISTEN. these kids are amazing and wonderful i would DIE for them. amicia de rune? badass. dorky. absolutely useless for someone who learns how to survive in a world out to kill her all on her own. sheās trying SO HARD to be a good big sister and i LOVE that. hugo de rune? precious cinnamon roll boy. i will protect him with my life. Pureā¢ Adorableā¢ the only boy i love with my whole entire heart. just let him play with frogs and butterflies forever thanks. arthur and melie? i mean cmon. whatās not to love about them? arthur makes things BLOW UP. pair of idiots and i support them. lucas? absolute nerd lad. gets SO excited about books alright heās super relatable.
good story, we get plot twists and information with amicia and itās all portioned out at just the right rate that youāre there going huh whatās happening but youāre not excluded from the narrative so you feel lost and frustrated. A+ character development for all of them. they none of them know each other at the start and theyāre like well okay i guess itās safety in numbers? and then they start to hang out more and itās so nice to watch them move from strangers to friends like just. a lot of the really good interactions are a bit spoilery so i wonāt mention any just trust me okay. melie turns into this ride or die kinda pal and itās awesome. lucas has been adopted heās now an honourary de rune no iām not accepting criticism.
villains with solid logic behind their actions? got you covered. (also nicholas has some SUPER COOL armour like dang son he was asked what he wanted to wear to abduct children and he said THE STUFF OF NIGHTMARES heās a go hard kinda guy and i respect that) itās character focused, narrative driven and you CAN play quite a significant portion of the game without killing anyone. that gets harder/impossible towards the end but by that point i was out here like listen fuck you french bastards you lay ONE STINKING HAND on my precious brother and i will FUCK YOU UP SO HARD. JUST TRY IT PAL. so it wasnāt so bad really like i felt justified and alright about making a 15 yr old kill a bunch of dudes bc fuck them. (you will end up emotionally invested in hugo well before the end i mean this kid is now in control of your emotions thereās no escaping that good luck also you can play hide and seek with him askjdf;alskjdg)
there are also some really cool little puzzles/optional ways to play certain sections re: murder hoboing your way through the french inquisition and itās awesome. like DO you have amicia kill these dudes just bc? does she sacrifice all of her humanity and become just like them? does she have it in her to show mercy to these assholes who DID murder their way through her house and family? WHAT TOLL DOES THIS HAVE ON ACTUAL CHILD AMICIA DE RUNE AND HER INFANT BROTHER? CONSIDER THE TRAUMA. itās good. so good ;u;
there are a bunch of collectibles, but theyāre not like assassinās creed feather collectibles, these are. omg these are so good. one of them provides actual useful resources, another appears in the castle and they all come with cute lil comments from amicia about who would like them and why sheās picking them up. some she DOESNT pick up thank god, but have lil bits of info about the world and whatās going on (which is mad good) and the other characters often have smth to add (the book at the end and melieās all āthey have a MANUAL for this shitā god i love that girl sm). and then thereās the flowers. omg the flowers. ;u; hugo puts them in amiciaās hair and itās the PUREST animation iāve EVER seen. just. a single clip of them picking up a flower right there thatās it that alone wins best game award for me like omg.
one warning: the dog does die. and so do A LOT of other animals. including an entire field of slaughtered pigs??? itās a bit gross. no sorry itās A LOT gross. but itās omg so worth it. iām a squeamish person but man. MAN. SO WORTH IT. i should be here talking about how grotesque some places are (walls made of rat slime and skeletons?? ick RATNADO?) but listen. itās FINE. itās like. you get these really picturesque french landscapes and gorgeous overgrown ruins and then there are areas a lot like that but with slime slapped over the top and also intestines. pack some tissues, brace your stomachs and go explore rat infested France!
#a plague tale#apti#personal#reliview#banging pots and pans#i'm not joking#this game is wonderful#go and play it right now#srsly just do it you won't regret it#unless you're more squeamish than me#then you might#guess you just gotta decide#can you stomach the grotesqueries for the children#the children are really why i'm here
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