#And I don't think IS has added more than a few new characters in the other remakes?
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centrally-unplanned · 3 days ago
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I was going through some archived scans of 90's otaku magazines, as is my sacred duty, and I stumbled on this ad for a Sega Saturn game I did not know:
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The pitch of Roommate (as seen here) is that of a "real time" romance simulation:
What makes it real-time is that the game progresses in sync with the Saturn's internal clock. In that way [main girl] Ryoko is just like a real girl; she has her own daily habits and lives her life accordingly. So if you start the game in the afternoon, you might not be able to meet her because she's at school [...] The purpose is to enjoy living together with Ryoko in real time and communicating with her.
And this is exactly the kind of way-too-convoluted gimmick that sacrifices gameplay functionality on the altar of conceptual novelty based on random technology add-ons present in new-gen consoles of the era that I just love. Obviously the concept of starting a game and having the main girl not be present so you cannot play is completely asinine - but think of the realism!
Between that and the discount-Sadamoto 90's character designs, I wanted to see it for myself; so I spent way, way too long setting up a Sega Saturn emulator. In my experience early CD-ROM-based consoles often require much more bespoke set-ups to get working, in this case custom BIOS files in the emulator firmware directories, and JPN-language ones at that for this game. But I got it to work and oh yeah, this is some early "digital" console era crust:
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Playing this game is just painful. The clock of course means that you essentially can't play it at all - looking at YouTube comments on the very few Let's Plays and such that exist, people are reminiscing about how they could never find Ryoko because their schedules didn't align. One person even comments:
This game is for NEETs and shut-ins
Which is a valid demo I guess! But it doesn't really stop there - your house is a "fully realized" 3D environment of bare walls which you navigate with clunky controls. Let me log in and take some screenshots...
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Jesus Christ it's 10 pm and you are cooking dinner?! The one time I don't want this ghost popping out of the cracks in the floorboards, I swear...
Okay, got rid of her (She broke a plate -_- you moved in yesterday, girl):
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You walk, in real time (step by step) through this pixel museum just...hoping that one of the rooms will contain Ryoko and proc a dialogue event based on the time of day. There is a little more to it than that but that is essentially the gameplay. This would, very obviously, be simply better as a straightforward visual novel.
But you see how that just isn't as cool in 1997, right? This is the era where the fidelity of graphics and the technology for simulation is progressing at a rapid clip, and everyone wants to see the boundaries pushed. Roommate isn't the first "real time simulation" game, but it is the most pure, the one fully committed to the bit. Your house is completely mapped out, the girl has her routine, you walk step by painful step through the rooms because this is "real", you are living it. They even use a live photo for the outside of the house to sell the aesthetic (and also save money):
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Ryoko is waiting in the kitchen of that house when you come home from work, putting on an apron, ready to cook dinner. For you.
Assuming you get home at whatever fucking 30 minute window the game decided to gatekeep its gameplay behind! But of course I exaggerate - it wasn't that bad (there are little mechanics you can use to set some schedule times in the game for example), player tolerance for bullshit was way higher then, and you were expected to buy strategy guides for these things. So even though it was panned by critics on release...it was a sleeper hit with a devoted fanbase.
Which means it got a ton of sequels and ports! We don't have to go through them all, though I will share my favorite factoid about the first sequel - "ROOMMATE ~Ryoko in Summer Vacation~" from the wiki:
The character designs are significantly different from the previous game (especially Ryoko's brown hair and large breasts).
Priorities, baby. But some of the ports are interesting because of the changing tech. A version was ported to the PlayStation, which does not have the internal clock a Sega Saturn had. But coincidentally it did have the PocketStation, a handheld GameBoy/Tamagotchi hybrid expansion tool that did have an internal clock and could sync with the game. It also let you track Ryoko's schedule and play mini-games, with some very adorable animations as you can see in this ad for the product that featured Roommate:
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This device absolutely reminds me of the Disc Fax system discussed in my Miho Nakayama essay - a very niche product biting off more than it can chew making games overly complex to play but allowing things that would otherwise be impossible (and this one was a good deal more successful at least). Here it allowed Roommate's central gimmick to function - and is super cute, honestly I would buy a standalone tamagotchi version of this game.
The PS1 also couldn't quite handle how the game was built for the Sega Saturn graphics-wise, and as such a bunch of the 3D elements were sanded off into 2D simulacrums - most notably the house:
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Which, despite this being a technological downgrade, is way better! It looks adorable, you can actually see what is going on and where Ryoko is, and you can navigate it way more cleanly. God, did...hold on let me tab back to the game...yeah, is there no clock in the original game on screen. That is insane. Anyway the PS1 version had a lot of these cute little graphical additions, even right on the title screen:
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It is definitely the better looking version, which is a classic tale - in 1997 the "bleeding edge" of 3D graphics were impressive to players, even through their roughness. Now they just aren't, and so the retro charm of designs that are optimized what the mediums of the time could reliably handle have a lot more appeal.
There was also a PC port in 1998, which did exactly what I suggested and added an "adventure" mode where you could ignore the clock system. They definitely learned over time what worked and what didn't; but the appeal of the gimmick is what first sold it to players in the end.
All of this is to say, don't play Roommate, and if you do just emulate the PS1 game instead of torturing yourself with the Sega Saturn version. Oh...you weren't gonna play a Japanese-only abandonware 90's not-even-eroge dating sim to begin with? Ah, well, yeah, I guess that makes sense.
Man I should translate it shouldn't I? So people can play it...
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midnight--capricorn · 2 days ago
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Oh hey look it's me
I will say that to those who say 'an SOV version of FE8 could work'- remmeber that Gaiden already had separate casts for the separate characters, and aside from giving them more than one line of dialogue, the base game added two more playable characters of... dubious quality. (I'm not going to go off on my side tangent of 'why does it seem like everyone makes faye hate celica when they literally do not seem to hate each other at all' that can be saved for another time. And that other time is never). Counting the DLCs, that's 7, plus at least 2 enemiy/npc characters (berkut and rinea).
Of which a hypothetical FE8 remake would need so many more and I honestly cannot see IS doing that.
Cormag can be moved over to Eirika's side pretty easily, as he isn't recruited until midgame, though the problem of keeping Joshua eirika-exclusive is, well, that. A problem. Joshua is a favourite, people have probably used him a lot by this point, it's like the scrapped enemy dialogue lines for Annette and Felix in Azure Moon it's like "we can't take away a unit the player has trained as much", unlike Eirika. Because with Eirika it makes sense and unfortunately to most people Ephraim is objectively better.
Generally though I do not and cannot see an SOV-Style FE8 working because FE8 was never built for that like Gaiden's intertwined yet separate casts and plotlines paved out what SOV became.
yeah I'm gonna put this in here because this one take I saw on Reddit pissed me off:
A HYPOTHETICAL FE8 REMAKE DOES NOT NEED TO BE SOV 2.
Gaiden was built with Alm and Celica having separate casts in mind. SOV simply expanded on that. FE8 is not built like that.
Certain characters, like Cormag and Joshua, have very one-sided development and honestly should stick with eirika even if that means losing your myrmidon, but there was never a need for a whole separate cast.
Also why is it that it's only Eirika that the whole new cast is suggested for and never Ephraim? 🤨
reddit isnt real <3 people like that don't exist <3
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thegreatyin · 22 days ago
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i am legitimately tempted to let the scoundrel lose her soul. not permanently, but just as like. An Incident™, y'know. a one-off goof. a gag, if you will
#again. not permanently. just for a few weeks at most#just to enjoy the Experience. and make all of her buddies fret over her#yin-thoughts#fallen london#the thing abt the scoundrel is losing her soul is definitely 100% in-character. she's completely charmed by devils#she falls victim to that stuff Very Very Easily#she's been riding along at like. 12-13 intimate with devils for months at this point#it's just that on a character and thematic level i dont think it works for him#in a meta sense i feel like the scoundrel already has more than enough going on as a character without adding soullessness on top of that#and in a thematic sense there's not really much removing her soul could accomplish in the long-term#that isnt already fulfilled by like. her preexisting chronic depression issues. yknow??#walking around with a hollow feeling in her heart isnt new to the scoundrel.#sure being soulless will just bring that sensation to the forefront all over again#but it's not doing much for her beyond making her confront that sensation and Potentially come to terms with it.#only because she's literally forced to.#beyond that one-time occurrence i don't think being soulless would add to her narrative. and as yall probably already know#/probably can already tell by now#hypothetical oc narratives are very important to me (⁠ ⁠ꈍ⁠ᴗ⁠ꈍ⁠)#tldr if the scoundrel ever fails that 90% luck check and loses her soul i wouldnt fix it immediately but i Would fixing it At Some Point#there's only room for one violant-eyed soulless aristocrat in this city (hi hiram)
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cloudzoro · 1 year ago
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Kink Discovery | jjk ♡
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individual reaction/headcanon scenarios on kink discovery with jjk characters!
reaction/headcanon requests for jjk, one piece, haikyuu, fmab & death note (male & female characters) are OPEN!
op vers | hq vers | masterlist
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genre: smut (minors dni)
characters included: choso, nanami, gojo, shoko, geto, toji, utahime, yuki
cw: fem!reader, desperate loser choso <3, low-key mean!dom yuki, mentions of cheating (but no actual cheating), semi-public sex (car), crying, unprotected sex, pregnancy mention, filming sex, lots of dirty talk, manhandling, lots and lots of cunnilingus.
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Choso Kamo - high heels
He'd never put much thought into your footwear, but as he watches you getting ready to leave for a girls' night out, his cock twitches with every clack of your brand-new heels against the floorboards.
After you leave, he waits patiently for you to get back, trying not to give in to his sinful thoughts until you come back to help him out. You walk back through the door around one, and being the designated driver, you're not drunk. Choso greets you in the entryway, all but pouncing on you as soon as you close the door behind you.
“I missed you so much,” he says between kisses. His hands come to grip your ass as he walks you back into the apartment and the bedroom. He fiddles with the back of your dress for a few seconds before succeeding in tugging the zipper down and sliding the fabric down your body. He groans into your mouth when he feels that you went braless. You push him to sit down on the bed, and he obliges, leaning back on his hands as he watches you slide your panties down your legs. However, he suddenly sits up and protests when you go to kick off your shoes. “Please don't take them off,” he says, embarrassedly flushing red.
You listen, keeping the heels on, but with the added knowledge of Choso's newfound kink, you can't help but tease him. You lift your foot and press the front of your shoe against his crotch. He whines and rolls his hips upwards towards your foot, and you can't help but laugh a little.
“Baby, please stop teasing me. Just c'mere and let me fuck you,” he whines, still rutting his hips against the sole of your new heels. “wanna feel the heels digging into my back when I fuck you good.”
Kento Nanami - mirror sex
He doesn't notice the big mirror in your bedroom has such a good view of the bed until one sweaty cum-filled night when he has you on fours in front of him. Your moans fill the room as his cock thrusts into you, filling you up the way only he can. Every part of your body reacts to his touch as he slowly takes you apart and puts you back together over and over again. 
Kento doesn't mind the view of fucking you from behind; the arch of your pretty back and the way your ass smacks against his hips are more than enough visual stimulation for him, but when he looks up in front of him and notices the reflection of your face in the mirror he's mesmerised. There's something different about seeing your face overcome with ecstasy because of him. A hand tangles in your hair and pulls you up to his chest. 
“Look at you, sweetheart, you look so fucking pretty”, he coos. You force your eyes to focus as much as you can while his cock is inside you. You look a mess. Hair completely dishevelled, drool smudging your lipstick, neck and chest covered in bites and hickies. Yet, Kento still thinks you're pretty. “so beautiful.” 
You make eye contact with him through the mirror, and he smiles at you before picking up his pace again, almost sending you over the edge of bed. 
“keep your eyes open, baby. Keep looking at me.” 
Satoru Gojo - role-playing
"What would your friends think if they knew you begged your Uber driver to pull over and fuck you, hm? isn't that embarrassing?” Satoru, your Uber driver, laughs as you bounce on his cock in the back seat of his car. There's not much room, so you're grinding more than bouncing, but the way he feels inside you has your eyes rolling. “Such a desperate little slut aren't you?”
You try to deny it, but you're cut off when he rolls his hips in tandem with yours, finally fucking you back. Moans leave your mouth as he grabs your hips, keeping you in place so he can buck up into you. It feels so wrong, so dirty. Satoru knows he shouldn't be doing this. That fucking you could get him fired, but your pussy feels so good around him that he doesn't even care. You whine into his neck as you cling to his shoulders.
“Am I fucking you too good, pretty girl? Are you close?” he asks. He's good at keeping his composure, but you have him so close to breaking. You nod into his skin, pressing a tender kiss at the junction of his neck and shoulder. He slides his hand between your bodies to add extra stimulation. “What about your dumbass boyfriend? What will he think when he finds out you're giving this sweet pussy to another man” You whimper at his words, you can practically taste your orgasm.
“He's not dumb”, you defend, and the man beneath you grins, pulling you into a messy kiss and sending you both over the edge. When you've finally calmed down, slumped against his chest, Satoru kisses your forehead softly.
“It was cute of you to defend me like that”, he says, laughing, and you swat at his hands as they come up to cup your cheeks. “Let's get takeout on the way home.”
Shoko Ieri - dacryphilia
You're sitting on the sofa's edge and leaning against the back. Your pyjama top is pushed up to expose your chest, and your shorts are long forgotten on the floor.
Your wife, Shoko, is between your legs, using her fingers to bring you to your second orgasm. You've both had a bad day, and there's nothing like a good orgasm to relieve stress. Shoko is always ready to take care of you. Her tongue flicks at your clit as her fingers curve inside your cunt. You're quick to cum, sensitive to her touch. She stays on her knees, licking you through your high. She stays there until you physically push her head back.
When she lifts her head to look at your face, her heart clenches. Your eyes are welling with tears, the intensity of your orgasm almost too much for you. Shoko kisses your thighs before diving back into your pussy, shoving her tongue inside you. She's desperate to make the tears I'm your eyes fall, physical proof of how good she fucks you.
“give me one more, baby,” she says, pulling away from between your legs to thrust three fingers inside your pussy. “let me make it all feel better.”
You can't help but feel slightly guilty; she's had a rough day at work too, and you want a turn to take care of her, but it seems she's entirely focused on working your body to exhaustion. Her tongue works on your clit as her fingers press against the spot inside you that almost pushes you over the edge.
“Shoko, baby, I'm so close,” you whine, back arching from the sofa. She moans against your pussy, and your orgasm comes crashing down on you. Shoko looks up at you, watching you clench your eyes shut, forcing the tears out. She feels accomplished. The knowledge that she eats pussy so good she can bring you to tears feels her pride.
When you start to catch your breath again, Shoko leans up towards your face, kissing your tear tracks. She then presses a kiss to your lips.
“You're so beautiful, baby.”
Suguru Geto - breeding
You were usually insistent on him Suguru wearing a condom, but now that you've made it clear you reciprocate his want for kids, he's been obsessed with the idea of getting you pregnant. Whenever he can get his hands on you, he tries to seduce you into bed so he can pump a load of cum inside you. 
“Fuck, baby. I'm gonna fill you up so good,” he groans, thrusting into you. You're on your hands and knees with a pillow stuffed beneath your hips to keep you comfortably in position. Each thrust of his hips causes your clit to rub against the fabric of the pillow. He has one hand on the back of your head, keeping you face down, ass up, and one hand holding your hip in a bruising grip.
You moan his name into the sheets below you as his thrust gets harsher and more aggressive. He coos dirty talk into your ear; he tells you how pretty you'd look pregnant, how he can't wait to make you a mother. His words have you desperately clenching around him, teetering on the edge of your orgasm.
“That's it, baby, keep squeezing me like that, and I'll fill you up just like you want me to” " he says, rhythm faltering as he approaches his orgasm. Yours hits first, and it is so strong that you bite the sheets beneath you to silence the noises you make. Suguru follows soon after, filling your pussy with cum and your heart with a promise.
Toji Fushiguro - dry humping/clothed
Toji has you on his lap, grinding on him as he sucks on the skin of your neck, making sure he leaves a nice fresh mark. His mark. The two of you had just returned from a date, and you were still wearing your pretty outfit. His hands slide up under your skirt, and just as he's about to tear your panties off, he hesitates. You look good enough to eat, and he wants to look at you longer. His hands stay planted on your thighs. Instead of tearing off your clothes, he leans back, using his strength to adjust you so you're sitting directly over his hard cock.
“Just keep grinding on it, baby”, he whispers as you start to roll your hips. He has a shit-eating grin on his face as he lazily watches you dry-humping his lap. The friction feels good, and he gets to look at you all dolled up for him. He also realises he likes the teasing aspect of it. He knows you want him to put you on your back and stuff his fat cock in your whole, but instead, he's making you work for your orgasm.
“Toji,” you begin, embarrassed. You're utterly humiliated at the fact he's about to make cum with your clothes still on. He's still smirking, enjoying your reactions. Your legs are getting tired, and you don't want to deal with the teasing you'll get if you ask Toji to take over. Unfortunately, you don't have to finish your sentence; Toji understands your body more than anyone else. He doesn't need your pussy clenching around his cock to know when you're close.
“You need a little help, baby?” he asks with fake sympathy. When you finally give in and nod, his hands settle on your hips, helping you keep the pace as you both near your climaxes.
“I'm gonna cum” You whine. You hear him mutter ‘me too’ under his breath as he helps you move your hips faster against his. The friction causes your orgasm to hit you hard and claw at Toji's back as you try to keep your hips moving as much as you can. Toji cums almost at the same time as you, and, by the time you're done, both of you sit with sticky wet underwear, and Toji thinks you two should do this more often.
Utahime Iori - filming
While scrolling through her camera roll, Utahime comes across a video you two had taken after one too many drinks of the two of you sloppily making out. Utahime can't help the tingling feeling in her lower stomach as she watches the video. She is so entranced by it that she doesn't even realise you are walking up behind her and leaning over her shoulder to see what she is looking at.
“That's hot” is all you have to say, and she jumps out of her seat, turning to look at you. She's adorably flustered but quickly regains her composure. “We should make another one,” you say, smiling at her, and she immediately grabs your hand to drag you to the bedroom.
Despite how flustered she initially was, she quickly slips into a more authoritative role in the bedroom. She holds her phone in her hand, camera pointed at you as you strip for her. When you pull off your shirt, Utahime films herself playing with your tits.
“You're so fucking pretty,” she says, dragging her nails gently down your stomach to your trousers. She unbuttons your trousers and, with your help, pulls them down your legs along with your underwear. She raises her hand to your face and presses her fingers against your lips. You open your mouth and let her fingers press against your tongue. “That's it, pretty girl. Suck on my fingers.”
You oblige happily, exaggerating slightly for the camera. When she's satisfied with your work, she moves her slick fingers to your cunt and pushes her fingers in. She zooms the camera in, focusing on the way your pussy sucks in her fingers. She moves her thumb up to play with your clit, to add stimulation and push you over the edge. When you cum she moves the camera focus from your pussy to your face. She thinks there's nothing more beautiful than your face when you cum. When you come back down, she shuts off the camera and climbs over you.
“I can't wait to watch that back later.”
Yuki Tsumuko - manhandling
On your first date with Yuki, you had told her that no one had ever really made you cum. You can get there, but none of your previous partners have been able to. She makes a comment about her stroke game, and when you laugh, she takes it extremely personally. Yuki is not one to back down from a challenge. She takes you back to her place, barely making it through the front door before pressing her lips to yours, inviting you to her bedroom.
She uses her strength to manhandle you into the perfect position to take her strap. You're pliant, allowing yourself to be dragged by her, and it makes her growl under her breath as she pushes the tip of her strap into you.
“dirty fucking girl, lettin’ me ruin this pretty pussy on the first date.”
You whine as she bottoms out inside you. She waits, holding you still so you can't attempt to fuck yourself on her cock. It isn't until you're on the verge of begging that she pulls back slowly and thrusts back in. The steady pace of her hips and the angle of her thrusts have you shaking beneath her. A strong arm wraps around your torso, pulling you upright.
“With the way you're letting me do what I want with you, I'd think I proved myself right, huh?” she says. You nod, and she laughs in your ear, hips not stopping as she works you closer and closer to an orgasm. “You like when I use my strength? Like when I bend you over like this?” she asks, releasing her hold on you to push you back down. She might enjoy the power trip a little too much. She's drunk on the power her physicality gives her over you as she harshly thrusts into you.
You cum with a scream of her name, and she, despite all her dirty talk, is soft with you as you recover from your first orgasm. Her strong arms cradling you instead of manhandling you. Yuki thinks she may have found something worth waiting around for in you.
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thank you for reading! I hope you enjoyed :)
likes and reblogs are massively appreciated
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mariasont · 9 months ago
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Please, Don't Prove 'Em Right - A.H
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a/n: my girl sabrina can do no wrong and i have been listening to this song on repeat since it came out so i just absolutely needed to write a fic about it
masterlist
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pairings: aaron hotchner x fem!reader
summary: aaron hotchner is a busy man and he tends to disappoint you by missing important events
warnings: angst (sorry in advance), aaron is like not a great husband, reader is also an imperfect character, reader is a girl boss though
wc: 1.2k
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You were in your best dress. More expensive than you'd ever think about buying for yourself, but it had been a gift from Aaron. You had fought him on it, scolding him for spending so much on a dress you were sure to only wear once. But he had insisted, telling you that this opportunity was once in a lifetime and that it would be a sin for it to not be celebrated with a dress that made you shine like a ruby.
He was right, partly, you were shining--glowing, sparkling, glittering--as you moved through the library. It was beautiful, to say the least--all opulence and history that was almost too much to absorb. The marble floors almost seemed to amplify the conversations around you, the clinking of glasses, the swish of overpriced gowns and tuxedos.
Your eyes settled on the tiered desks fitted with bronze reading lamps, now repurposed as a station for hors d'oeuvres and champagne. The circular arrangement of desks, once centered around knowledge, now facilitated hushed gossip and the discreet laughter of society's finest.
You could almost hear what they were thinking: there she is again without her husband, that poor thing always by herself, and your personal favorite—does he even exist?
You wanted to be angry, to scold their prying eyes, for putting their noses into something that had nothing to do with them whatsoever. But could you really blame them? Every event you attended you told the same story--my husband is a busy man with an important job--a line you had grown tired of repeating. 
And that was all true. He devoted most of his time to saving lives--how could you find fault in that? How could you complain to having a husband whose very essence was self-sacrifice and heroism?
This evening was set to be an exception; he was in New York for a case, and the Pulitzer Prize ceremony was not something he would miss. He had given you his word.
You understood his passion for his job, completely, because you held that same passion for your own. You dedicated years of your life to your journalism, investigating corruption at its highest levels. This is exactly how you ended up here tonight, nominated for a Pulitzer Prize for that very work. A Pulitzer Prize.
The term once seemed like a fantastical concept to you, a lofty accolade reserved for the likes of JFK, Bob Dylan, Robert Frost--icons, not someone as ordinary as you. Yet, against all odds, you find yourself among the select few, a nominee for an honor that has only been won by 1,512 individuals since 1917, a fact Spencer had supplied you with.
Someone was speaking to you, saying your name. Almost without thinking, your hand found a flute of champagne, taking a generous sip before turning to face them.
"You look stunning, and a well-deserved congratulations are in order. Everyone back at the office is cheering for you." It was your boss, her stilettos adding inches to her already imposing frame.
The flattery didn't quite mask her usual coldness, it was all too artificial. She wasn't your biggest fan, and she had made that clear from your first day. Still, you mustered a smile and thanked her anyway, taking another sip of champagne, hoping to drown away her nauseating voice.
"It's too bad your husband couldn't be here," she began, and you had to resist the urge to rip out her extensions. "This is an incredible accomplishment, but he's quite the busy man, as you say."
"Yes, he is busy, but he'll be here tonight," you replied, flashing her your best smile as you smoothed the red fabric that suddenly felt too tight. "He's actually here in New York on a case."
"Oh, how great. I can't wait to put a face to the name." You could tell by the look she shot her own husband that she didn't believe a word from your mouth. "Anyway, I have to go speak with an academy representative, but I'll see you and your husband at the ceremony?"
You responded with a nod, not dignifying her with words as she left, her giggles a bitter sound. You hated her. And you were ready to make her eat her words when your husband, who looked absolutely incredibly in a suit, showed up.
But then it was dinner, and you found yourself alone, surrounded by a table of important people whose names you couldn't remember. The seat beside you was empty and suddenly that omnipotent, cloud-nine feeling you had vanished with the time that passed.
The text you sent piled up, feeling a little juvenile, like you were back in high school again getting stood up at prom.
Let me know when you're close!
Is everything going okay?
Call me if you can.
An onslaught of anxious thoughts skyrocketed around your mind as you mechanically chewed the fancy food that only seemed to upset your stomach further. What if something happened? Was he okay? Did the case go wrong? Did he get in a car accident on the way here?
You were a bundle of nerves, gnawing on the inside of your mouth as your heel tapped up and down against the floor. But this wasn't borne from concern for his well-being; deep down, you were certain he was fine. The truth was simpler and sharper: he wasn't coming.
You should have been prepared, should have braced for this, but you were convinced that this time, this occasion would be an exception.
You name was being called, but this time not by someone wanting to extract prying information or stir speculation, no, this time it was carried across the crowed, wrapped in the microphone's static hum.
Your head snapped up, fingers ceasing their fidgeting as you struggled to mask the shock and avoid the gaping, breathless look of a fish out of water.
You had won.
People were clapped, but it seemed far away as you made your way to the stage, hands coming from all directions to offer pats on the back and handshakes of congratulations.
You had won.
Your feet were carrying you up a small set of stairs. You were trying to remember how to walk--left, right, heel, toe. There was a bright light on you now, prompting a slight squint and you worked to keep a smile on your face as you accepted the award.
You had to be dreaming. Had to be. There was no other explanation.
You were on display now, under the intense stage lights. Your body was on autopilot, stepping behind the podium, words flowing out of your mouth--a speech you had rehearsed over and over again in the slim chance that you would win. And here you are.
But the more you spoke the more you seemed to deviate from the script.
You paused, voice catching as you tried your best not to let the tears fall--your makeup was too pristine for smears.
"But tonight, as I accept this honor, I am reminded that while we may seek comfort in the presence of others, our truest strength comes from within." Your eyes dart around the audience, clinging to the slim chance he's there, that he showed up. "It comes from knowing that when we step into the moment, we step in with conviction, with passion, and sometimes, with a singularity that says we are enough."
The final words of your speech hang in the air, a brittle hope that disappears as quickly as it surfaced. He proved them right, and no amount of applause can drown out the sound of your heart breaking just a little.
part 2
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felassan · 3 months ago
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs" 
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
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infamous-if · 2 years ago
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✮ CH. 2 PART I ✮ 92k (+86k) -> 178k ✮
PLAY CHAPTER 2: PART I
It's here! First, sorry for the long wait. Chapter 2 has proven to be a behemoth, and I'd gotten sick this past week, my computer broke, my documents went kaput and I had to do some Frankensteining for the last few pages of this part. I'm not too worried, as Part II update can help smooth out all the kinks. I will definitely be looking for beta testers once chapter 2 is complete ha
Anywho! Enough about my problems. This demo update adds 86k words (86, 818 to be exact) and is the first part of a two part chapter. Which means the narrative in this chapter is not complete, but I kind of closed it off at a pretty satisfying place. As with every Infamous chapter, this is very character driven. So have fun!
What to expect in Chapter Two PART I:
get on the bus & deal with the consequences of your actions lol
arrive to your first tour stop and do your first gig...which might get messy (both literally and figuratively)
hang with a familiar father and daughter duo
have some heart to hearts/ some cheeky little POV passages
meet more BOTB crew and learn exactly what's in store for you this season
get roped in some ValenReign mess !
Maintenance:
this chapter has a lot of flavor text, or at least, more than the demo did, so if there are any errors or if there are lines that don't correspond with your choices, please let me know so i can fix that!
you will no longer be forced to write your own lyrics and the update will offer you pre-written lyrics by yours truly. im not t swift so i would advise you not to expect professional level songwriting, but they work well enough lolol
lyrics page is up as well as stats, but i don't really like the system i used to balance it, mostly because new...stat things will be added as the story goes on, so that's still getting reworked. still, good enough for now, as there are some personality stat checks!
Prologue and Chapter 1 errors/typos/grammatical bits fixed. (Wouldn't be surprised if I missed some though...) + variables updated.
Scenes not showing up fixed. hopefully, that huge error in which it throws you back to the fight after returning to the house is fixed (It was a bit wonky for me, hopefully it works for everyone else)
Stat and relationship pages updated ( + lyric page to look back at all your lyrics).
Can choose to be asexual and any sexual scenes will be skipped or replaced with romantic scenes. Flavor text in which MC displays any sort of sexual desire will be skipped. (This option comes up during Dakota's party scene. If not, it will show up when it presents itself again.) (Nothing sexual has come up yet, but if there are any scenes or even lines/ internal thoughts that should be skipped or changed for Asexual MCs, please let me know!)
If there are errors or anything, im always open. I've play tested but you girl is always prone to errors. As always, thank you for your love and enthusiasm! It makes me really happy and motivates me to keep writing ! <3
(Also, if you're thinking "omg amy how did you go from 65k to 86k?!" i don't want to talk about it /j)
See you on tour!
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44forza · 5 days ago
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backburner (chapter one)
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series masterlist, main masterlist
pairing: charles leclerc x fem!reader
genre: angst, fluff, eventual smut. mdni.
tropes: teammates, friends to lovers to enemies ... and back to lovers
word count: 3.3k
summary: charles is boy wonder, prince of monaco, il predestinato, and the clear favorite for the WDC. as the newest addition to the team and only woman on the grid, all eyes are on you as you navigate your way through your 3rd season in f1. your illicit past with your teammate only seems to add to the bubbling tension. will you ever be seen as worthy to ferrari? to charles? inspired by the song backburner by niki
warnings: sexism/misogyny will be heavily discussed in this fic. please don't read if that makes you uncomfortable! there's a decent amount of timeline hopping which is split up by page breaks but everything should be clear. oc is def a black cat character lol but do not be fooled this is a mutually pining situation, they're just kind of stupid and bad at communicating properly.
author's note: chapter one is here!!! i'm so excited to get this out and share this story with u guys. as always please let me know what u think <3 pls send me an ask if u want to be added to the taglist.
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you’re ushered through a sea of employees, rosso corsa flanking you from all sides. the gap widens to accommodate you and your escort to the center of the room, though it feels like the room has already swallowed you up entirely. the energy in the room is electric. you feel more like a live wire. fragile like a bomb. as you reach the steps of the stage and meet the eyes of each person there, aside from one, your feet grow heavier with every step. there are words exchanged excitedly upon your appearance, both in english and italian, but it’s hard to hear through the ringing in your head. 
few people in the world have stood here, you think distantly. there isn’t time to ponder if maybe that’s why it feels so lonely. you feel the dialogue whizz by you like their words are flying around the room, circling you. an introduction, probably—a mic is in your hand and you’re expected to address the room at some point. to address your new team. you don’t need to look to see your new teammate's eyes haven’t moved from the floor since your entry. his gaze is the most piercing of all, and you’re glad to be free of it in this moment. 
it’s easy to fall back on rehearsed lines. thank you for the warm welcome, i look forward to meeting everyone and working with you all to fight for another constructors championship this year. the words placate your agent standing nearby even if they dont quite reach your ears as you spew them. you don’t say the words in the back of your throat, how you want to fight for the driver’s championship, how you’re more than a second seat warmer, how you are just as capable as your teammate who can’t even be bothered to acknowledge your presence just a few feet away. it was easier to pretend you didn’t want any of it to begin with. a true team player. 
you’re so consumed in feeling what you shouldn’t be feeling to notice that your teammate is looking now. the type of gaze that seeps into your marrow and back. you wonder what he sees as you lock eyes. there’s more chatter that flits in your ears, groups form to take the two of you away for kit fittings and modifications, but neither of you move. 
his gaze is hypnotizing. it’s strong enough to pick you up and carry you away with it if you aren’t careful. but you are. after last year, you’re more careful than you’ve ever been. it’s easy to forget about all of that though in these small, fleeting moments. it’s only as you’re being pulled away by your race engineer that you note how sad he looks. eyebrows downturned and solemn. it reminds you that you’re angry, and you can’t afford to forget that again. you look away and don’t look back. 
the tour goes smoothly, though you knew it would. ferrari has a reputation for many things, their sterile professionalism being one of them. as you glance around each room and shake hands with every important person ushered your way, you know better than to linger on anyone’s face for a beat too long. you knew what you would find. 
you were an odd choice to be sure. this wasn’t to say you were undeserving. though you try to maintain a humble attitude, you had an impressive couple of years so far in F1. you signed your rookie contract to alpine where you stayed for two years, finishing P5 in last year's constructors championship after a hard fought battle with aston martin. alpine’s car was far from impressive in terms of pace, but that’s never been enough to hold you back. you were fast and consistent. the past year has been full of pushing yourself to the absolute limit physically and mentally to make things shake, as well as secret meetings and phone calls discussing a potential move to many other teams on the grid. but talent isn’t all that makes up a reputation. you’re known to be ruthless on track, determined to win no matter the obstacle or person in front of you. in a sport like this, that should be admirable. but when you’re a woman, and that obstacle or person is charles leclerc, things aren’t quite so easily decided. especially to the tifosi. 
competitiveness is seen as aggression, assertiveness is seen as bitchiness, confidence is seen as arrogance. you’ve grown used to these. most fall like water down your back, now. but on some occasions they burn your skin like a freshly scarred brand. every friendly gesture with another driver is speculated upon, every physical attribute of yours is picked apart online. it’s all a test, anyways. at least it’s hard to not feel that way, hard to not feel like you’re the sacrificial lamb of your generation. fellow women in motorsport know how impossible it is to earn your keep, let alone to climb the ranks into f1. you’ve raced with many women over the years, some equally as talented if not moreso. it’s hard to think back to the people you’ve left behind on your journey to the top, wondering why it was you who made it when there have been so many who have tried. maybe it’s why you race now with a chip on your shoulder. for you, there’s always been so much more at stake than the fame, glory and money. the community that built you and pushed you, all the women and girls watching you from the sidelines and at home, waiting for you to show the world what a woman can do in this sport. so you’ve been aggressive. you’ve been aggressive, bitchy, arrogant, and you fight to win. 
you’ve come to accept that there are some things you can control speculation on and some things that you can’t - your personal relationships becoming media fodder being a main concern. you don’t need to hear what the world thinks about the highest scoring female driver in f1 history throwing away her shot because she got too soft on another driver. you didn’t want to be reduced to a relationship, real or fake. 
what you once had with charles though .. that was real. 
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“fresh eyed and bushy tailed, they called me. what a load of shit,” you spit out, furiously walking out of the media pit. “i’m not a fucking squirrel.” 
“i really don’t think they meant it like that y/n. doesn’t that just mean eager? or excited?” oscar follows closely behind. you're quick on your feet but he’s got the leg span of the jolly green giant. damn him.
“wouldn’t that be obvious, though? it’s my first race weekend in formula one, obviously i’m excited to be here. i could do without the woodland animal comparison.”
“you’re in alpine, maybe the clarification is needed,” he jokes. you huff under your breath and swat at his chest which only makes him laugh harder. “iron your face out, champ, or it’ll stay like that forever. then you’ll have all the reporters talking about your fine lines and wrinkles on the front pages tomorrow.” 
that manages to get a laugh out of you. oscar always does, whether you want to or not. damn him again. “maybe that’s for the best, actually. they can talk about my premature aging instead of my tractor for a car.”
“that’s the spirit!” he chimes, voice mimicking the sound of the bell atop the cantina door as he holds it open for you to walk through. 
it’s hard to recall a time before you and oscar were friends. you chock it up to him being raised with sisters the way he always seems to understand you. you were karting age when you first met the brown eyed boy, and you still teasingly tell the story to anyone who will listen how he followed you around that entire first day because he thought a girl racer was the coolest thing he’d ever seen. he pretends that never happened but you know the truth. 
in a world that’s been so critical of your existence, oscar’s presence was a god-send in your most formative years as a driver. without his confidence in you and your abilities, you’re sure you would have given up on your f1 pipedream before even making it to formula 3. 
you love him to bits, but you’ve got half a mind to pour your latte over his head as you bicker back and forth at the cantina coffee bar over cream and sugar. 
“i get that you’re australian and all of you are weirdly anal about your coffee but that’s really not my problem, osc.”
“it’s blasphemy, really. is it even coffee at that point? you’re an athlete for godsake!”
“and you’re a thorn in my side. try adding some sugar to your coffee to help fix that bitter attitude of yours.”
a muffled laugh sounds on your left but you don’t bother to look over, too focused on grabbing a sleeve for your cup from the stack on the counter. 
“remind me to never get on your bad side, y/n.” the voice gives you pause. the hand holding your cup starts to burn as your other hand hovers embarrassingly still over the stack of cup sleeves. when you finally turn your head towards the voice, it’s none other than charles leclerc standing next to you. you know who he is, of course, though you’ve never spoken directly to him. you blink once, and then twice, like a deer in headlights. maybe the woodland animal comparison from earlier was accurate after all. it feels like his eyes have an iron grip on you and you stand there frozen, unchanged. it’s a lighthearted, teasing gaze he gives you, lips curled into an easy smile that flatters him beautifully. you’re too dazed to push that thought away as it passes through your brain. another beat passes and you still haven’t said anything, or moved, something oscar clearly finds all too amusing. 
“charles! what are you doing down here?” oscar’s hand claps onto your shoulder, making you jolt enough to snap out of whatever trance you had fallen in hurriedly looking away. you finally slip the sleeve on your cup before your fingers fall off.  “i didn’t think you usually ate outside of the ferrari hospitality.”
“normally no, you’re right. like y/n here though,” you look back up at the mention of your name. it’s like a siren call the way it slides off his tongue. melodic, almost. “i like my coffee sweet. i’d be willing to bet that italians are worse about coffee than australians, so i come down here to avoid all of that.”
you speak before you realize you’re doing it, “you should tell them to shove it.” charles eyebrows shoot up his forehead. 
“shove it?”
“yeah. who gives a fuck? make it however you want. if they don’t like it just tell them to fuck off. that’s what i do with oscar. he’s annoying so he doesn’t listen, but they might.” 
distantly you hear oscar choke out a laugh from behind you, clearly used to your candor. his hand that’s still on your shoulder half heartedly nudges you forward, clearly chastising you for speaking so freely. charles still has his eyebrows raised and watches amusedly as you take a sip from your cup. you raise your eyebrows back as if to say “what?”
something warm settles deep in your stomach when charles’ eyes flicker from your lips to your eyes and the way he’s failing to hide his smile from your advice. “you think i should say that?” 
“it’s what i would do.”
charles lets out a quiet hum at that, nodding along to your words. his eyes still flicker up and down your face, but you’re not sure if it’s purposeful or instinctual. his hand reaches out to you.
"i'm charles."
you take it, shaking it once before letting go. "i know."
“do whatever you’d like obviously,” you turn and start to walk past oscar to the door, reaching for your phone in your back pocket. “i guess i’ll know if you’re here again what you decide.” you throw a halfhearted wave in charles’ direction before you walk through the door. glancing down at your phone, you note that you’ve got enough time to run through strategy notes one more time before heading back to your hotel for the night, so you start walking in the direction of the alpine garage. after a minute or so, you hear rushed footsteps coming up from behind you. 
“so.. what the hell was that?”
“don’t piss me off, osc.”
“okay well, you didn’t see his face after you walked out of there,”
“and i don’t want to hear about it either.” a lie. you’re a liar. but he continues anyway.
“or how he asked if we were ‘together’ while he wistfully watched you walk away. i seriously thought he forgot i was even standing there until he asked me that.”
there’s a little too much bite to your voice now as you quickly ask, “so what’d you say?” 
“ew? what else could i say to that? i walked out right after.”
the sigh you let out comes from deep in your diaphragm. “you’re a pest, you know that?”
“a real pest would have said yes when he asked, he clearly wants you bad.” his sing songy tone of voice pisses you off even more than his words. 
“i don’t have the patience for this.”
“you don’t have the patience for anything, it’s your most consistent character trait.” when you don’t answer, he tries again. “seriously, i don’t get the problem. there’s obviously chemistry there. i know you feel strongly about the world thinking you’re the virgin mary, and i get your reasons why, but they don’t need to know about what you do in private.”
you splinter off from him and start to walk into the alpine garage, tossing your dismissal over your shoulder, “this conversation is over, osc.”
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notably, charles does not take your advice. he starts showing up in the cantina every race weekend like clockwork, something oscar finds hilarious. it’s even escalated so far as eating together when you’re all free to do so. you can’t fathom why charles would choose to eat with you and oscar when the ferrari catering must be far better than whatever the general cantina is serving. the last time you voiced that thought to oscar he called you an idiot, so you keep those thoughts to yourself now. 
you’re a little ashamed to admit it, but you enjoy charles’ company. as silly as it might sound to others, it feels a little like giving up. you’ve done everything you could to build up your walls to protect you from scandal in f1, but it all comes crumbling over one boy with beautiful blue eyes? it makes your stomach churn a little with unease.
that’s not to say you felt good about pushing everyone away. the vast majority of the drivers have approached you since the start of the season to at least introduce themselves, though obviously not necessary. you know some of them from your karting days, so the formalities always laid limp to you. you know they’re just being nice, but you keep your usual bite with every conversation you have. it’s easier this way for everyone involved. 
charles seems wholly unperturbed by your attitude which is almost more unsettling than his generally increasing presence in your life. he just won’t go away. calls you “refreshing” which feels like someone has poured ice cold water down the back of your shirt. 
you were half convinced he was sticking around because he knew it was driving you crazy, but the more tooth-rotting coffee you drink together the more you’ve come to realize that he’s simply too nice to scheme like that. you haven’t been overtly mean in your time with him, albeit a little short and quick to leave the room when you felt uncomfortable, but that’s just second nature to you. leave it to you to attract the attention of the most popular driver on the grid when you’re trying to keep your head down in the media. you can hear oscar’s laugh ringing in your head like a school bell.
refreshing. who the hell does he think he is?
but you can’t deny that it’s nice. he’s nice. to sit across from someone else and have them ask you questions because they genuinely want to know the answers is nice. you’ve only ever really had oscar as a friend in the racing world and he knows you like the back of his hand—you’ve never wanted another friend, never needed one. but then again, no one has ever tried this hard. 
you are at least self aware enough to acknowledge that there’s an edge to everything charles does and says to you. there’s a thrum of attraction flowing between both of you, another thing that makes you want to bury your head in the sand and never come back up for air. even if charles had successfully weasled his way into trying to be your friend, that’s all you could allow this to be. it already feels like too much. a crack in your facade. 
you have enough to worry about, like how you’re about to race singapore in a billion degree heat in a brick for a car. you have half a mind to ask for an IV drip at the alpine hospitality just to prepare your body for how much fluid you’re going to lose. as you and oscar walk into the cantina on press day, charles is already standing to the side holding two cups. he hands one to you with a gentle, “let me know how it is” before you’re able to say anything. 
you blink in his face, just like the day you met. oscar mumbles a “jesus christ” before stepping around you two to get his own. you take a sip and nod. it’s all you’re able to do when he looks at you like that. like you’re the first good thing he’s seen all day. 
“it’s good?”
you hum in agreement. his 5 billion gigawatt smile lights up his face and he knocks his cup against yours. “cheers.”
the pit in your stomach grows.
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the rest of the day goes on without incident. you finished the ferrari hq tour feeling like the pope, shaking hands and kissing babies. the crowd of tifosi roar as you walk outside and you wave to as many people as you can before you’re pushed into the car waiting to take you back. it’s hard not to feel like this is the world fattening you up like a pig before the slaughter. there’s no higher pedestal to fall from. your lifelong dream of racing in red finally realized, only no one really believes in your ability to stay there. not even yourself. even oscar has a hard time remaining positive about it. your phone lights up with another text from him. 
“he didnt say anything?????? wdym?”
you sigh, locking your phone before resting your temple against the car window.
you foolishly let your mind wander to charles. what he thinks of you being there, whether he thinks of you at all. how he could look so sad standing next to you on stage when he’s the reason you haven’t spoken in months. you aren’t even sure what you’d want to hear if you asked him. he said enough in cota last year to speak for a lifetime. you only wish you could forget it. 
another ding brings your train of thought to a screeching halt. 
“hi y/n. it’s charles. are you able to meet me for coffee tomorrow before we go in for marketing shots?”
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crimsonender · 4 months ago
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Mikaila Orchard sucks at Paneling
I debated making this a video or not. But, I decided against it. If you guys are interested in me making videos about this sort of thing, let me know and perhaps it's something I could cover in the future.
So Mikaila Turkleson aka Mikaila Orchard has always made... questionable art. To me it seems like a weird amalgamation of Equestria Girls and Sophie Labelle's art. Anatomy bad character design bad etc etc. I don't however see a lot of people talk about her paneling.
Recently, Mikaila and presumably her partner, Lily Orchard started a new art endeavour. I assume to turn over a new leaf and bury the now-infamous Pokemadhouse. You can find it over at bhaalspawnfunnies. It appears as if the blog will focus around the player character of Baldur's Gate 1, Gorion's Ward, and their half sister, Imoen. This is the first entry.
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Where to start? My first impression is that this is very poorly drawn, and low effort even by Mikaila's standards. The speech bubbles are low contrast against the background. The ground/floor blurry blob looks extremely bad. As a fellow artist I get the distinct impression that Mikaila did not want to draw this piece.
Moreover, there's a huge issue with the panelling and pacing. Comics are really cool in that you can kind of use panelling and negative space to "time" jokes, leading the eye where you want it to go and using framing and other art tricks to make a punchline land a little better.
This "comic" has none of that. There is no pacing, there is no comedic timing. It's all bland and presented as a block. I took it upon myself to re-panel this piece, and I've made two versions: One, with Mikaila's art style and visuals, but with the panelling slightly adjusted to be more punchy and effective, the other I completely redrew, using the same joke.
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Excuse the sloppiness. I'm not going to expend too much energy polishing and gilding this turd.
That being said, this is already a huge improvement. Even if Mikaila isn't at the technical level of a professional artist, this is very attainable with only a few more minutes of effort. The timing is punchier, the speech bubbles draw your eyes down the page, and even without colour coding, it's clear which of the characters is talking. This isn't exactly a hot take but in my opinion you shouldn't need colour coding on a comic page to denote who is speaking. It should be very obvious! Moreover, speech bubbles should be included in the composition, not added as an after thought.
I'm guessing the original comic took her less than an hour to make. I think I'm being generous here, honestly if this took her more than twenty minutes I would be concerned. Being generous though I gave myself one hour to make a version completely redrawn.
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This was again, very quickly put together and of course is in no way perfect, but its to demonstrate what a little bit of thought can do to improve a comic page. I decided to change the pose of Gorion because making family guy references should be a a cardinal sin for artists, as well as make the characters a little more recognizable. "Aryana" is, notably, Lily's OC and bears little resemblance to the canon character of Gorion's Ward, but considering Baldurs Gate does allow character customization and dialogue choices, I decided to make their gender a little more ambiguous so players of any gender could see their version of Gorion's Ward in the comic, but kept the elf with long dark hair appearance from Mikaila's original. I also looked over the pic after I was all done and ready to upload and noticed some small flaws I could easily fix, and went back and did those things. You should always go over your pieces when you're finished them with fresh eyes before you submit them as a final piece.
Again, this certainly isn't perfect and I'd probably put more effort into a piece with characters I care about and a joke I actually find funny, but I hope this demonstrates that pacing and expression really are everything in comics.
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directdogman · 6 months ago
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Hi, I hope you're having a decent day! I'm sorry if this is an invasive set of questions - feel free not to answer - but do you still actively like DSaF as your own creation, or is it more of a "it was fun while it lasted but i outgrew it and it's for the best to leave it behind" kind of project? Do you ever regret making the games? If you knew they would get so popular, is there anything you would have changed about them? Is there anywhere I could read more of your writing.
It fluctuates a bit. These last couple of years, I've really just been sorta nostalgic for it. I've seen a lot of people discuss those games being a source of comfort during bad times in their lives, people talking about how much the characters mean to them and it's hard not to smile when you see that.
It's a funny thing for close friends of yours to see people WITH fanmade DSaF merch out in the wild, or to watch a random youtube video and being hit with a DSaF reference outta nowhere. It happens from time to time, even today. On a few occasions, I've even had a person reference my work to me in real life and not realize who they were talking to, believe it or not. It's really fun to play dumb and get someone to explain your work to you like you don't know what it is.
I certainly didn't think any of that would happen when I first made the series, or even during development. I think the normal assumption would be to look at DSaF as it exists now and assume its release was a peak for it, but believe it or not, the official discord only had 30 people in it shortly before 3 dropped! The archive listing of the series (reposted to a single page after the series ended) is now sitting at over 1.1 MILLION downloads.
People kinda assume the true heyday of something is when it's new, when it's fresh and novel. For instance, some people look back at when FNaF itself was new and see that time as its peak because it had a lot of internet cultural relevance as big new indie thing on the block. But, raw numbers don't lie. The series has been continually growing since its conception and that growth has similarly bled over to its fan projects. This explains why DSaF, despite not having a new series release in almost 6 years, seems to be inexplicably growing.
Just recently, I saw someone post footage of a scene from DSaF 2 on Twitter, which got over 16k likes. People praised its writing and largely celebrated the scene. The ironic thing about that particular scene is that I remembered being unsure if it was good or not, so I showed it off in one of the FNaF community hubs. The response was broadly lukewarm to negative. Now, it's held up as one of the best scenes in those games. That's kind of the point I'm trying to make, my thoughts on the series have certainly changed with everyone's else with years of hindsight.
Heh. I'm not sure if I've talked about this in a long time, but y'know, the very first scene I implemented in-game was actually the very first Phone Guy scene in DSaF 1, more or less exactly how it appears in-game today. This was before I'd even written the bulk of the game. I was pretty unfamiliar with visual novels as a whole, pretty unsure if something like this would be palatable to a fandom that was really just used to sit 'n' survive stuff that were far more gameplay than text. I mean, there wasn't any FNaF fangames really LIKE DSaF before that point. Closest was FNaFb, a jokey turn based RPG made in the same engine.
The engine I made the game in is also not exactly fit for VNs out of the box either, and I wasn't 100% sure the idea would actually work. But, the very first time I added the image of the prize corner, Phone Guy, the audio of that iconic cheesy stock track and booted up a test screen, I had a little moment where I said "Oh. I think I'm onto something interesting here." I kinda remembering instantly realizing in that single moment how much potential the idea had. Over 8 years later, I still remember that moment like it was yesterday.
I think lately, that's the sort of stuff I think of when I see people coming to me and asking about the series. Yes, it's really rough around the edges, yes, there's jokes that've aged poorly. But, it is a source of comfort for people and entertains tens of thousands of people each month. And that's gotta count for something, right?
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anim-ttrpgs · 4 months ago
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Reading the book, and I'm already loving it. I agree with a lot of the things y'all say in it (players control the characters, not the narrator, etc.), but I was surprised at the strong insistence on 3rd person play.
Personally I like 1st person play because it helps me with immersion. If I play in 3rd person then my mental camera goes 3rd person, which feels more like playing a video game and removes that thrill of embodying someone else and living in a new world.
Usually I see people either take a strong pro 1st person stance, or a noncommittal stance, but this is the first time I've come across a game that insists on the 3rd person. I'm curious about the reasoning behind it. Was it just a philosophical decision, or did it bear out in playtesting that 3rd person was the better method? In the book y'all acknowledge that 3rd person play doesn't eliminate the threat of griefing from bad faith players.
Y'all clearly put a lot of thought into the game, so that really interested me. Could be a good learning opportunity!
I passed this on to one of our team and this is what she had to say:
In addition to our own home table just preferring to play in 3rd person, we believe that perspective is an important element of TTRPGs that doesn't get explored very often in the modern landscape. The games we play are composed of language - not just the words on the page, but the words we say at the table. Changing the verbiage will create a different emotional space, and a different experience. That zoomed out mental camera you describe is part of the point! In any TTRPG, players are always two things: participant, and audience. The narration we employ at the table affects the game world, yes, but we are also the only people there to see it play out. Eureka strongly emphasizes the "audience" side of that equation, and wants to frame the "participant" side as an act of authorship and discovery rather than one of inhabiting the world.
Just on a fundamental level, perspective is a defining part of any media - the camera angle in a movie or video game, the person of a book's prose, who tells the story, and who they tell it for. The way we frame a story changes the response it evokes. As you say, you've seen either strong pro-1st-person stances or neutral ones, but not a strong pro-3rd-person stance. I don't think that's because 1st person is inherently better for this sort of game, I think its because there is a tendency in the hobby right now - for a variety of reasons - to treat TTRPGs like a form of improv theater. That's not a problem in isolation per se, but I think it's one that limits what the medium can be or do. TTRPGs can be improv theater, but is that all they can be?
On a final note, we have also seen the insistence on 1st-person play and the approach of "embodying" a character occasionally cause real harm when the people involved have trouble separating player and character. That's also part of the reason we're so insistent about these being two separate people, because investigators tend to do some pretty messed up things (this being a horror focused game, after all), and we don't want people equivocating their friends with the characters they play when that level of emotional intensity is involved. Many people who play in 1st person are able to engage with that in a healthy way and understand the difference, of course, but I think it's hard to deny that the language makes that equivocation easier.
- @ashweather (person from out team who doesn't normally run this blog)
Adding on myself, another thing that I always like to bring up in this discussion is that first-person verbiage did not used to be so universal! Playing in the hobby even 4 or 5 years ago, you'd see (or at least I would see) a mix of third and first person verbiage at tables, and even people who used both interchangably. It's only in the past few years that third-person verbiage for TTRPGs has gone practically extinct, and i think most of the blame lies at the feet of big-budget "actual play" shows like Critical Role being many people's only reference for how a TTRPG can be played. Critical Role uses first-person, so therefor that's how TTRPGs are played.
I've even had people tell me on multiple separate occassions "that's wrong" when I'm trying to use third-person verbiage for TTRPGs, when playing with rulebooks which explicitly say in their text early on "you can use 1st or 3rd person to describe your character's actions"! (most, if not all, D&D edition rulebooks say this!)
In closing, yeah, if Eureka were a video game, it would be in third-person. Eureka doesn't want you in its world, it wants a character.
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allyallyorange · 1 year ago
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Master Post for Ateez Adventure Time AU
Ok let's get into it! I'll be adding to this post whenever I post anything new for the AU! I'm going to try to organize everything so that it's in chronological order of the story! There are a few arcs I've got planned too so I'll try to make everything as clear as possible haha
(also I do my best but sometimes I confuse myself with exact ages of the characters and exactly like. what time of year things would take place, but think of it like any CN show we grew up with - time is seemingly an illusion if I don't think about it too much...)
Also!! Thank you so much to everyone who has said they enjoy my au!! you help me stay motivated! I'm having so much fun drawing this stuff ♡
Lineup for ref:
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Good to know points about the AU:
Universe A = main universe
**this au is inspired by Adventure Time. I'm not using main characters from AT, just using the general vibe of the show and some plot points and character points (ex: Vampires drink the colour red)
Universe Z = no magic universe
Ages at the beginning of the story (approximately):
Seonghwa - 1000 (physically 25)
Hongjoong - 2500 (physically 25)
Yunho - 24
Yeosang - 850/900 (physically 24)
San - a little over 100 (physically 23)
Mingi - a little more than 600 (physically 23)
Wooyoung - 23
Jongho - 22
**characters who are "immortal" age about 1 year over the course of 100 years (SH, HJ, YS). San and Mingi are not immortal but didn't age due to other circumstances (in hell time works differently, and MG was frozen for 600 years)
List of Spotify playlists if you're interested!
Misc doodles dumps that include things from pre/post/main story and idk where to put
Character lineup plus other doodles
Hongjoong and Mingi (they're bros)
Hongjoong doodle
Character lineup for final battle
Pre-Story (Universe A)
Seonghwa Logs
Pieces of the past
The star and his flower
Cuddle for warmth
Slipping through my fingers…
Hongjoong and Seonghwa meet
Big Brother and Little Brother
First Demon Prince Show
Glasses required
Sleepy brothers
Wooyoung summons a friend
Helpful Human
Yunho and San
Sleepy Heroes
No Ice Demons in the Workshop
Seonghwa + Yeosang, Hongjoong + Mingi profiles
Jongho + Yunho, San + Wooyoung profiles
Pre-Story (Universe Z)
Yunho and Mingi (age 13)
2ho and Mingi playing video games
After School
Spider-Man 3
Cold Hands
Snowy
Walkie Talkies and ice cream
Post Joyride with Jongho and Mingi
Wish You Loved Me
Hyung’s Glasses
Cousins
Motorcycle
Yunho The Human
2ho Universe Z to A
Looking for Yunho
Main Story
Living in the forest
The Same
Jongho and Mingi doodle
Afraid of nothing, Afraid of everything
Yeosang meets team Woosanho
The story of The Beast (as told by Wooyoung)
Hongjoong meets Jongho
Team Hongjoong arguing as always
Almost tolerable
Don't kidnap people unless you're ready for friendship??
First meeting: Fire and Ice
First meeting: Yeo meets team Joong
Strawberry boys
Sharing mom
Grocery Shopping
Upgrade!
Cold hugs
San and Mingi hug
Hero boys!
Hongjoong isn't scary. MG and YH becoming friends again?
Ouch! Hot
Wooyoung and San's room
Sleeping on the shed (Hongjoong and Seonghwa)
Seongjoong awkwardness
Yunho's photos
He wants to join...
Vintage shirt
Window visit
The Boy and The Beast
Some words are said
Apologize..?
Jongho after the accident
Cool scars (Jongho)
Summer Boys!
Beach episode
Chill day
Big bro Little bro
Hey, Joong!
Post-Story (Yeosang arc)
Dimension hopping with friends (lineup)
Somewhere in another dimension...
Universe V
Evil Yeo doodle
Sorry Princess
Heart to Heart
Out of Time
Post-Story (Mingi arc)
The End of The Beast
Hugs
After everything
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dduane · 5 months ago
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The first part of that last message got me curious -- given how long-running of a series YW is, how do you keep track of All That when writing a new entry? Copious amounts of notes? Re-reading the entire series backlog? Keeping a fully-functioning simulation of the entire YW universe running in your head with perfect accuracy? (only mostly joking with that last one)
And somewhat-relatedly, did you have any plan or idea when you started for how long YW would run? Or was it more of a "I'll keep writing about this universe until it stops churning out ideas," type of thing and that point just (very thankfully!) hasn't happened yet? I know for per-book purposes you're a proponent of outlining (I swear I'll try writing to one one day Q_Q) but do you also apply that to a series as a whole?
Let me take this backwards, as it may make more sense that way.
Particularly when doing series work, outlining is more vital than usual for me. (Which is saying a lot.) Some of the most basic reasons for this are laid out over here.
The simplest one, though, for series outlining, is logistical. Without having achieved a sense well in advance of what events (or effects of events) are going to be most formative or important (or both) for the characters in a series, you won't have allowed yourself time to think about them enough. And to fail to spend enough time on this is to cheat both yourself and the books in the series. (And your readership.)
If you're smart, you learn very early on that attempting to save time by shortchanging or omitting the planning stages is potentially profoundly destructive. You need to have a plan... and you need not to let anyone make you ashamed of needing one. Putting off your detailed character-interaction and event planning in the name of some magically occurring fit of inspiration, or theoretical bid toward creative spontaneity, will serve neither you nor your creation. You can throw "Hail Mary" passes all you like... but you'd better be damn sure there'll be someone in the end zone to receive. ...If not Herself.
...And just in case you're worried, your initial plans can be really loose! They don't have to jump out of your head full-formed like some local war goddess after somebody hits her dad in the head with an axe. The plan for the Middle Kingdoms books—after The Door Into Fire dumped me gasping by the side of the road and left me a few minutes to breathe—was nothing more than "Now that his boyfriend's finally upped the ante beyond all expectations, Freelorn finally gets off his feckless Would-Be Robin Hood shit and gets to work becoming king." I then spent the next decade thinking purposefully about how that was going to happen, and writing the second book in the series—while sufficiently working out the fine details of the climax (and beyond) to then be able to get busy executing the third book. Even though there was a change of publishers between the beginning of that series and the end of it, the basic dead-simple MK plan from a very early stage quickly became detailed and robust enough (because the series was short enough) to withstand the change. Not least because I'd been thinking about it in a general way since the early 1970s... and continue to do so, pretty much daily. The Door Into Starlight is still hanging fire...
YW has been a different story—quite literally—because the only plan extant at the start of things was, "Everybody slowly gets older (and slowly closer)." I always knew there were going to be more than the original three: there was way too much interesting ground to cover to just stop with those. (I've never yet succeeded in finding out who started the rumor that there were only going to be three books. Over time it's become one of those things you just shrug at and move on.)
(Adding a break here, because this does go on a bit. Caution: contains publishing skullduggery, plans ganging aft agley, approximate word counts, software recommendations, and value judgments.)
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("Now wait just one minute. 'Feckless would-be Robin Hood shit'? Can she just say that??")
The circumstances surrounding the writing of Deep Wizardry and High Wizardry, though, made it plain to me that I was not going to be at the then-publisher (Dell) all that much longer. By the time HW came out, they were already starting to pull away from midlist books and authors in order to spend that part of the budget on best-sellers... so it became plain to me that attempting to construct a long arc with/at that publisher would have been folly. Because who could be sure what was going to happen next, and blow everything I'd built to smithereens?
Sure enough, when I finished A Wizard Abroad, Dell declined to pick it up (even though the books had been selling steadily and increasingly strongly in paperback). This annoying validation of my concerns—and my shiny new agent's—made it plain to me that further books in the series were going to need to be thematically driven, rather than mostly character-event-driven, and almost entirely capable of being taken as standalones. Any long arc was going to have to be one that could be suspended, or reworked, with little warning. Because what happens to you once, in publishing, doesn't at all mean you're immune to it after that.
It wasn't until the YW books were picked up by Harcourt in the mid-90s, with a strong editorial team behind them, that I felt confident enough to start building longer-arc material into the books, beginning with the arc that kicks off in The Wizard's Dilemma and more or less completes in Wizard's Holiday and Wizards At War. There is a secondary (and I assume, generally less obvious) arc that picks up material still unhandled in the "War Arc," and deals with it in A Wizard of Mars and Games Wizards Play. But plans for those stories' management were already nailed down in electrons as soon as 2001, because I had made some early choices about where I was going with the characters and their situations; and as new books came out, my editors agreed with me that the choices had been sound, and should remain.
I'll say this only because I've said it before: there is one piece of business planted in So You Want To Be A Wizard that has never been explicitly dealt with/followed up on in any of the books, and is at the core of YW #11. For the moment, it's safest merely to say that I do not willingly leave loose ends hanging. Beyond that, I'll leave you all to your own deductions.
...Now. How do I keep track of all this stuff? (The urge to mutter "With great difficulty" and run off into the wings is strong. But never mind.) :)
The question's fair, as there's a million-plus words' worth of it in the series at the moment. ...Mostly my guide remains the books themselves, in ebook form (in their NME versions. If I need to, I refer back to the traditionally published versions as necessary). I normally have a general memory of where a given event happens or where a given issue comes up for handling. I then pull that copy of the ebook(s) in question, and do a search on various useful target phrases until I find what I'm after, and where it leads.
For new work, or stuff not yet committed to what passes for canon, I do have lots of notes. Some of them are actually out in public, at the currently-being-revised Errantry Concordance (though they're not in any form that anyone but me will recognize). Others are tucked away in the notes sections of pertinent Scrivener files—this being one of the most valuable things about Scrivener, as far as I'm concerned: the ability to store project notes in the project itself as opposed to "all over the damn place." Others yet are in my iPad, as either typing or dictation, and get transferred to other files/formats as necessary.
But the very first thing that happens, when a new work comes into train, is an outline. Sometimes a hilariously simple one, sometimes one with more detail in the middle than at the beginning or the end. Doesn't matter what shape it starts in. All notes, scraps, prose chunks, random thoughts, and midnight cogitations, get slotted into place in this until it's ready to be organized and sent off to an editor. And this outline—no matter how fragmentary or how polished—remains ready to hand at all times until I've finished with correcting the book's ARC and am looking at the release date.
And then I zip it up and put it away where I can find it later if I need to... because some other plan, still in the building stages, may need something in that one that never happened, but now has its chance. Because in YW, as everywhere else in my work, it's so often about the things that have always almost happened... until they do.
...Anyway: HTH!
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literallyjusttoa · 6 months ago
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Finally got around to doing this, here are some rough sketches of my idea of how Lester looks each book! Some books are more different than others, like I don't think much changed between books 1 and 2, but I had fun doing this! Look under the cut for some notes about things I added for each design.
Book 1: Not much changes from how he's described in the books. All of the clothes he borrowed from Percy are a bit too big for him, but the flannel he borrowed from Will fits pretty well, only being slightly too long (I think Will has like, an inch over Lester)
Book 2: Basically the same as book 1 Lester. He keeps the flannel Will gave him, but it gets pretty beat up over the course of this book so he has to switch it out before book 3 :(. Hair is just a lil bit longer, and he gets clothes that fit a bit better. Headcanon time bc if Rick won't give me substantial Thalia and Apollo interaction I'll make it myself: Thalia gives Lester archer's gloves at the end of TDP, which he wears for the rest of the series. He didn't even think to wear gloves bc as a god he wouldn't need them, but Thalia noticed his beat up to shit hands at the Waystation and went "bestie... bestie no...." and gave him a pair.
Book 3: Will's flannel has been swapped for a big coat and Lester get his iconic pink camo pants. His hair is long enough to start getting weighed down a bit, and also way messier bc he's been in the labyrinth for like a month. The beat up sneakers he was wearing in books 1 & 2 get replaced with much more reasonable boots. Eyebrow scar shows up, a reminder from one of the many concussions this poor man has suffered. Also another HC time! Georgie gives Lester a little handkerchief that he wears for the rest of the series (I was gonna use Paolo's handkerchief, but Lester canonically gives that back so boo)
Book 4: The Lester looks like shit book /j. His hair is now long enough that he should really be doing something with it but he is not. He has a zip up hoodie now to cover up all his fun purple veins. Just more beat up in general honestly. Also I hc that Apollo actually lost some weight here (both bc he wasn't really eating well before getting to New Rome bc of stress/grief, and bc he got really sick and continued to not eat well while that was happening) But it obviously doesn't do anything to help his self-esteem or mood in this book. Kind've a visual way of being like "the superificial flaws Apollo clung to in the first book weren't the real issue, he was just hyperfixating on them to distract himself from what he was really upset about, so when the superficial issues get solved he doesn't even notice bc he's grown enough as a character to cut the bullshit and focus on what's really bothering him." or idk something like that. I like to contrast this with a hc I've mentioned before about the time between books 4 and 5, which is that the physical flaws Apollo whined about in book 1 (i.e. the acne and his weight) get "worse" throughout the road trip from California to New York, but Apollo truly just does not care that much about that shit anymore and that's why it doesn't come up in the narration.
Book 5: Final Lester! It's been over a month since the last book so I'm taking liberties and saying Lester's hair is long enough to pull up now bc I want him to be able to do that goddammit. Final outfit is borrowed from Percy again, so that's why it's so big. He also has a pendant that Lavinia gave to him bc they're besties. Also I forgot to mention it, but his shoulders are slightly broader here (and have been getting broader throughout the series) bc he's been working those muscles so much with the constant archery.
Also I didn't draw his quiver bc honestly I forgor, but I like to imagine he's been getting little pins and bobs from a lot of his friends that he's been sticking on his quiver strap. A few examples that come to mind are:
Kayla: A classic hot topic pin with a sun with sunglasses on it.
Leo: A pin made of scrap metal with the alchemical symbol for fire carved in.
Agave: Pinned a clover to Apollo's quiver for good luck. It didn't stay on there long, but it was the thought that counted.
Hazel: A piece of citrine decorated with metal cords.
Lavinia: Another classic hot topic pin, this one is heart shaped and has a picture of Hatsune Miku on it.
Jason: One of the monopoly houses he'd been using to mark the positions for the temples. A lot of the little houses had fallen off the diorama during the car crash at the beginning of TTT. The night after, Apollo asked Reyna if he could make sure the diorama was fixed. Reyna agreed, and he put it back together based on what he remembered. He spent an hour or so gluing on houses and hotels for Mars, Somnus, Fons, Salus, and on and on, until he got to the last one. A red hotel meant to show where the temple of Apollo would go. Apollo poked a little hole in it, and fastened it to his quiver with a bobby pin. It's nestled close to where the strap meets the quiver itself, so it's less likely to fly off.
Meg: Pinned a rose petal to his quiver right before he went to fight Python. It lasted for even less time than Agave's clover did, but again, it was the thought that counted.
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perseidlion · 7 months ago
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The Interview With the Vampire TV show is a perfect example of how adaptations do not have to follow the source material closely to be an excellent adaptation.
(This is a spoiler-free commentary, but it does discuss the dynamics of the characters in general.)
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I read the books back in the day, and of course, saw the original movie. Despite a laundry list of big changes, the series still feels extremely true to the books because it captures the spirit. It gets the characters and their fucked-up dynamics right. It doesn't shy away from them being melodramatic monsters. It keeps to the rules established in the source material. The show also makes sure to preserve key moments and key scenes, but always with a twist.
Since they did that, they were free to shift things in time, amp up and adapt certain dynamics, and change the race of characters in a way that deepens the story and complicates already extremely complicated power dynamics.
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The original movie stuck more closely to the era and the appearance of the characters as described by Anne Rice, but I don't think the story loses anything by changing those two elements. In fact, it gives it modern relevance and room for political and social commentary.
I have never ascribed to the idea that an adaptation has to be slavishly accurate to the source material to be a good adaptation. It just has to be smart enough to identify what to keep and what can change. An adaptation adapts. Honestly, I find it boring when I see exactly what was in a book up on screen with no surprises. Where's the fun in that?
The difference between a good adaptation and a bad one is not how accurate it is to the source material, but how well the adaptation respects what made the story compelling to begin with.
What's important here?
Lestat is dramatic and powerful and a monster who is deeply charismatic, but also manipulative.
Louis is overdramatic and self-hating, but oddly drawn to Lestat.
Claudia is fierce, but bitter about her eternal childhood.
Their relationship is deeply toxic but with true affection. They are monsters, but monsters capable of intense love and devotion - to the point where it has the power to destroy them.
THAT is at the core of this story. THAT is what they keep intact. This frees up all sorts of avenues for play around a few key plot beats.
This room for play also gives opportunities to expand on thinner characters or rewrite them entirely. It's been a long time since I read the books, but I don't recall Daniel standing out as more than a framing device, especially in earlier books. But in the show, he's one of the best parts. Not only does he take a much more active role in the story, he delivers some of the most hilarious and cutting lines of the entire series. If the show had stuck closely to the source material, we wouldn't have this Daniel.
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It was also smart of them to make Claudia a few years older. The eternal child element is preserved, but the layer of arrested teenaged hormones and womanhood that will never blossom adds an extra layer of angst and sadness. She is stuck forever in a state of rebellion, never allowed to settle and come into her own.
Having her be a young Black woman also deepens her attachment to Louis, visually, socially and symbolically. They are different from Lestat and they understand each other in a way he never can. She's still very much the Claudia from the book but with layers added to deepen her character and add new, fresh dynamics and complications.
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It's also delightful to see the show take the homoeroticism that was subtextual in the early books with Louis and Lestat (and in the original film) and making it unapologetically text. Anne Rice's Vampire Chronicles have always been incredibly queer and subversive, but it's amazing to see that side of it fully embraced and stated plainly with no ambiguity or qualifiers or hints. It's queer and that queerness is woven into the fabric of the entire narrative. Louis and Lestat are the toxic beating heart of the Vampire Chronicles.
It's also important because we need messy, dark, fucked-up queer narratives. Sweet, coming-of-age stories and romances are of course, important - especially for younger queer people. But us older queer folk not only want to see ourselves in multiple genres, we want permission to see imperfect, messy, and yes, even evil characters. It's a way of reclaiming the monstrous queer that was villainized for so long and making it our own. We want to find something beautiful in the dark.
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If we all thought about it, we could probably think of dozens of examples where a show or movie went far off-script from the source material and was still an excellent adaptation.
Interview With the Vampire is just the most recent and one of the best examples of a stellar adaptation that respects the source material but also builds and expands on it.
I look forward to seeing how they surprise me next season.
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randomspagetti · 5 months ago
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{The End/A Compilation on This Project}
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Summary:
I don't really like the climax I came up with at the time so I'll be adding a new version here. So if It differs from the images that's why, I feel like I made the pages during a time where I just wanted to get the comic over with so it kinda feels generic and half baked.
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Starting from our last point, with the words of encouragement from the Light of Resolution and the steel force will to get his dad back, Choco manages to land a powerful strike, surprising the ancients and phasing Berserk Cacao.
This leaves space for the ancients to also be able to help, Pure Vanilla gives both Choco and Holly buffs while Holly holds the line and protects them from incoming attacks. By doing so they're able to get closer. Finally, a combined attack is hit to where something finally seems to happen. It's powerful and cuts into the indoor wall of the citadel. The smoke dissipates and all that is left is just Cacao.
They're all pretty suprised, but Cacao still has some lingering curse corruption on his body and his breathing is shallow. Hearing the loud crashes from the room the watchers (and Caramel) run in to see the ... interesting situation that had unfolded.
We then cut to Cacao sitting in a hospital room, he had woken up a bit earlier and is trying somewhat to recall the events of the previous day.
Holly and PV soon walk in with mugs, not expecting him to be up. They're caught off guard but soon calm down and get to chatting. Cacao finally admits he's not really doing all so well with both his kingdom and his son over the course of the conversation.
He also sort of opens up about more sensitive issues he's been through, thought he doesn't hold that topic for long given it's just too much for him at the moment. Holly understands where he's coming from and offers some words of encouragement, while PV tells him they're going to look into something for the curse and to actually help Cacao mentally.
Cacao reluctantly agrees.
It ends a bit more open ended with your own interpretation of how Cacao deals with his issues being set, though there would be a few aftermath pages exploring the relationship with the characters shown after the events of the story, this one for example is Cacao and Choco doing pottery painting.
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Some interesting facts, and stuff I made that didn't make it into the final cut:
-In my discord server berserk Cacao was often referred to as "The enemy spider"
-I often used their hands (so many hand drawings) as a way to show more of their character, Holly has hand scars while PV has a redness around his nails from stress. I like to add a human aspect to each of them so the reader can relate
-Berserk Cacao has had so many iterations before the final one, I just couldn't decide what I wanted him to look like!
-Each character has a different way of showing their thoughts/flashbacks! Caramels are more center focused given her only thought in that flashback was of the loud crash, Choco's are blurry given his eyesight, and Cacao has flashbacks and thinks in grayscale! You can actually notice this more during the dinner scene, this has it's own reasoning but it's bit more darker
-Most of the sketches were 10x more funnier than the finished project but I had to make it realistic
-Affogato was originally going to make it into the comic as a background character, but I felt it was too OOC for him given his devious crimes
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Onto the darker stuff-
TW: Implied Abuse, Blood
-Everyone knows about the cut panels but there was actually an entire page scrapped too, originally this would follow along with the Light of Resolution convo (I will now refer to it as the LOR) but I scrapped it for a few reasons.
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-Firstly I felt like it didn't add anything and only just re-established something the reader already well knew from both Holly and Cacaos statements, secondly I just felt like it was OOC for how I wrote the LOR. The LOR is in part Cacao. He is Cacao's resolution made physical. This would be his story to tell because he is a part of Cacao. It is Cacao in a way. I also felt revealing his face felt kinda eh and just didn't fit. So for those reasons I chopped it
-Cacao's curse wound was actually bleeding in this scene, though it's a bit hard to see with the shaders
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That's all! Thank you everyone for being on this journey with me, I appreciate each and every one of you, you truly helped me expand my art horizons
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