#And keep it all linear through all 3 games
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set-wingedwarrior · 2 years ago
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Me? Adding a little bit of blue on Shepard's armor in reference to her relationship with Liara in a very rwby fashion? It's more likely than you think
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astrstqr · 6 months ago
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☆˙˖ DESIRED REALITY !
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things i script for my modern dr. lmk if you want more
⬭ racism, homophobia, ableism, transphobia, islamophobia, anti semitism, misogyny, global warming, climate change, overconsumption, overpopulation, deforestation, habitat destruction etc., used to exist, however they currently do not and will never suffer from them again.
⬭ everyone is treated equal
⬭ no “pro-life”
⬭ people are allowed to have abortions no matter what age they are
⬭ women products are free such as pads/tampons and birth control
⬭ everyone is educated on problems happening around the world
⬭ health care is free
⬭ natives are seen as the founders of America
⬭ south, west, southeast, & central Asians are seen too + people know Asia is not just the east
⬭ having guns are illegal unless your job requires you to have one and there is no other way to get a gun
⬭ periods last a day and are very light
⬭ covid-19 doesn’t exist
⬭ plastic surgery is normalized , isnt look down on but people rarely gets it unless necessary
⬭ children of any age are not sexualized in any form or shape
⬭ in public bathrooms the toilet is always clean, people don't knock on the stall you are in, there is always toilet paper, always soap and a hand dryer
⬭ the Chinese government isn't so harsh & gives the citizens freedom
⬭ people of color’s cultures are RESPECTED, & not appropriated
⬭ foster care takes treats kids nicely
⬭ nobody harms animals and kill shelters are not a thing
⬭ all country leaders are good and honest people
⬭ human trafficking does not exist
⬭ the government never watches you through your phone
⬭ trump never ran for president
⬭ no world hungers
⬭ no one is homeless, and everyone has a home
⬭ world peace
⬭ women and men are equal
⬭ it’s easy for people to make money
⬭ all sickness has a cure
⬭ bullying does not exist
⬭ black history and pride month still exist
⬭ the government isn't greedy and take care of their people
⬭ every country has money, food, isnt poor, etc. etc.
⬭ no toxic parenting
⬭ the Sewol ferry never had an accident
⬭ school shooting doesn’t exist
⬭ minimum wage is $15-$20 an hour
⬭ crimes are punished with justice in mind
⬭ history is recorded correctly
⬭ people can start driving at 15
⬭ Korea is not conservative
⬭ Korea doesn’t have an unrealistic beauty standard
⬭ Korea never divided, it is united and free. But south of korea is like the city part and the north is like rural part
⬭ pollution does not exist
⬭ earth air is clean and easy to breathe no matter where you are
⬭ no acid rain, urban sprawl, ozone layer depletion
⬭ allergies do not exist
⬭ the world is more colorful and not dull looking
⬭ coral reef still has it color
⬭ no water in unwanted places
⬭ grass is always green
⬭ if the population increases the planet gets bigger to produce resources to accommodate the growing population. it doesnt effect the mass of the earth or the gravitational pull
⬭ global warming doesn't exist
⬭ humidity doesn't ruin hair
⬭ the library of alexandria was never destroyed
⬭ apple pencils work on iPhone
⬭ everything is wireless, and nothing needs a cord
⬭ line is always short in stores and restaurants
⬭ buildings and renovating don’t take longer than a wee
⬭ you can book a hotel with being 18 or older
⬭ traffic is always fine
⬭ netflix have more of a large selection of things and dont remove shows/add shows no one wants
⬭ spotify is free
⬭ the switch have a web browser
⬭ tv companies still make tv shows similar to the 2000s and early 2010s , just updated to keep up with the times
⬭ the sims franchise lore is linear throughout the series
the open world features from sims 3 is still present in sims 4
sims 4 is like an updated and better version of sims 3 keeping all the features from the sims 3 (still including everything that is already in sims 4)
non of the games have bugs
every expansion pack etc is just added to the game as an update and no one has to pay for it
⬭ cheap jewelry doesnt tarnish
⬭ washer/dryer cycles are 15 mins
⬭ in the show dancing dolls everyone was treated equally and was never fake to each other.
⬭ people actually do the theme for the met gala and it’s always unique
୨୧⠀˙⠀⠀˖⠀ world aesthetic & vibe
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meanbossart · 3 months ago
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(sorry if this is common knowledge, I'm still relatively new here) have you ever played with a different tag/durge or is du drow your one and only?
I hope this isn't weird to admit, but - out of 5 runs of this game (not all completed, but the non-complete ones have reached act 3, at least) 3 have been with DU drow.
There was the original blind run; then I replayed it pretty much exactly after I, uh, paid for the game; and a tactician run, all with the same character. I don't know why, I guess I just feel compelled to play this game like its a linear, pre-written story.
But I have had two other characters!
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This is Gustav. The concept behind his campaign way was to make an evil durge who tried to take a turn for the better in act 3, but was too fractured by his own guilt to really succeed. Unfortunately, this resulted in a profoundly depressing and lonely experience.
He killed like half the cast and the rest were locked out because I ruined their lives. Had a fling with Lae'zel but ultimately romanced Astarion. Killed Nightsong but later had Shadowheart turn away from Shar and save her parents (which resulted in possibly the saddest moments/implications I ever experienced in a game). Refused to help Astarion Ascend in the manner that results in a fight to the death.
It got too miserable, and I ultimately abandoned the run LOL but it was a fun experiment in the worst possible iteration of a "reformed" Dark Urge.
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And this is Izzantar('Drada) Godseck! He's a lolth-sworn mercenary and an existing character from my fic A Novel Experience. I live-streamed his entire run on twitch and I'm at the very last leg of it. Where we last left off, we had bare-fist beaten Raphael to death in his own house with 4 monks.
His run has actually been super fun, as Izzantar proved himself to be an excellently bad BG3 protagonist. He doesn't give a shit about what everyone else is going through, and, surprisingly, that frequently results in your companions making the morally-good choices, which he keeps chastising them for to no avail (he's not evil, it's just his culture!)
It's actually really funny to be playing a game where your tav does not seem to be taken seriously by the group at all LOL
He doesn't really get along with anyone except Lae'zel (his romance option) and Minthara (Sort of? Might be more of a case of drow compulsory-het), and kinda chose to live vicariously through Astarion for a bit to disastrous results (He's now ugly AND ascended).
Oh, also, he never fed Gale. Not even once. Dude cramped so bad he eventually just left. Fortunately we now have Gnale (Gnome Gale) who doesn't ask for boots in exchange for casting cloud of daggers at environmental bottlenecks.
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if-whats-new · 1 month ago
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What's New In IF? Issue 31 (2024)
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By Aj, Dion, Briar, Jen and Peter
Now Available!
Itch.io - Keep Reading below
If you read the zine, consider liking the post: it helps us see how many people see it! And sharing is caring! <3
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~ EDITORIAL ~
Apologies for the delayed Issue!
As you might know, we unfortunately had to delay this Issue due to some personal matters. But as promised, it’s finally here! We wouldn’t want you to miss out on any news.
As this Issue says on the front page, it contains news from November 23rd to November 29th.
But! The Events should be updated to match their status on December 4th, as they are more time-sensitive.
Issue 32 should be released on time. That means two Issues this week!
We want some feedback!
As we’re starting to get a hand of things, we would love some feedback from you guys! What you enjoy, want more or less off, how we could improve... Anything goes! We even have a nifty form.
We hope you enjoy this new issue!
AJ, DION, BRIAR, JEN AND PETER
~ BE A PART OF THE ZINE ~
THIS ZINE ONLY HAPPENS WITH YOU!
Want to write 1-2 pages about a neat topic, or deep-dive into a game and review it in details? Share personal experiences or get all academic?
WRITE FOR THE COLUMN!
Prefer to be more low-key but still have something to share? Send us a Zine Letter or share a game title for Highlight on…!
WE WANT TO HEAR FROM YOU!
Came across something interesting? Know a release or an update announced? Saw an event happening? Whether it's a game, an article, a podcast… Add any IF-related content to our mini-database!
EVERY LITTLE BIT COUNTS!
Contact us through Tumblr asks, Forum DMs, or even by email! And thank you for your help!!
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~ EVENT SPOTLIGHT : Videotome Jam - "Waiting" ~
November 16th to December 1st 2024
Videotome Jam is a two-week-long game jam for games made in any of the Videotome engines with the optional theme of "Waiting".
What is Videotome?
Videotome is a series of small homebrew IF/VN engines made by Freya Campbell (communistsister), an indie game developer focusing on narrative games that are usually:
science fiction, horror, &/or romance
close to 100% LGBTQ characters
free/PWYW with low tech requirements
liable to make players keysmash due to feelings
Videotome was first released in April 2022 as a part of a game entry for the Domino Club collective. The initial idea for the engine was to make writing text-heavy games as hassle-free as possible, focusing not that much on the visual presentation format, but more on the writer's experience. It would allow writers to write in a notepad and then it would somehow grab the .txt file and parse the lines into an array, spitting them out one line at a time as a kinetic novel.
At the moment there are four engines available:
Videotome, for linear, no frills text / images / music;
Videotome ADV, adding a more conventional layout with ignorable choices and branching;
Super Videotome, for more fully featured and freeform image/canvas use;
Videotome Heartbreak, adding a stat raising dating sim & storylets structure to the above.
If you're more interested in the process of making these engines, check out the devs blog post - Words, Friction, Syntax: Stuff I thought about when making Videotome. (The post also includes a very interesting case study concerning other game engines Freya has experience with.)
If you want to check out some examples of projects made with Videotome, take a look at this collection. It includes games made by both Freya and other devs.
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~ ENDED ~
The Educational Jam has ended. Check out the thirteen entries and learn something new!
The voting for ECTOCOMP 2024 is officially over! Check out the results!
You can now check out all 16 entries to the Videotome Jam!
Disabled Rep VN Jam has a very simple premise but a very important message. Check out the submissions!
~ ONGOING (VOTING) ~
A Very Hallmark Game Jam has entered the voting phase. You can now vote for your favourite out of the five entries.
~ ONGOING (SUBMITTING) ~
Media depicting healthy examples of polyamory isn’t that common. The PolyJamorous 2024 is trying to break the status-quo!
This year’s Yuri Game Jam is in full progress. The devs have until December 2nd to submit their projects.
Once upon a time, a game jam was held to create stories around the theme of fairy tales… and that game jam is the Once Upon A Time VN Jam. It’s running from October 1st to January 31st.
Concours de Fiction Interactive Francophone 2025 is for all French-speaking enthusiasts. Submissions are accepted March 3rd 2025.
Are you perhaps a fan of more somber, melancholic themes? Then check out the Dying Year - Visual Novel Jam! You have until the end of the year to participate.
The Black Visual Novel Jam is all about working with creative professional developers who work in visual novels to bring more Black stories to life. The goal is to create a space where Black creators can show their unique storytelling through visual novels.
IF Short Games Showcase 2024 is a great way to shine some new light on your projects made in the past year (Jan 1, 2024 to Dec 31, 2024), regardless of whether or not they are previously released! You have until January 15th 2025 to join.
Winter Visual Novel Jam 2024 is here! You have until January 1st 2025 to submit your projects.
Are you familiar with Decker? Then why not take a part in the Deck-Month 2?
Another bitsy jam is here. This time with the theme "better late than never".
~ OTHER ~
PIZZAPRANKS is accepting submissions for their Indiepocalypse Issue #61. If you’re a dev and would like to try out your luck, definitely check it out! Any game is welcomed, not only IF.
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~ NEW RELEASE ~
You stand at the edge of a vast and foreboding cave system, its mouth yawning like the jaws of some ancient beast. This is no ordinary cave—it is the entrance to the Caverns of the Forgotten, a labyrinth of twisting tunnels, hidden chambers, and unfathomable mysteries that have claimed countless explorers before you.
Generations ago, invaders brought magic to the Kingdom of Jubai, setting battlemages at the top of the noble power structure and leaving everyone else oppressed. Now, a secret organization of mage hunters has risen up, phoenixlike, to stand against the mages' power and overthrow their rule. Can your secret order of mage hunters save the kingdom, or will internal strife tear you apart in Magehunter: Phoenix Flame (CScript)?
Today is your first day of work here at Toy Maker’s TOY BOX (Ren’Py). Pull apart stitches or rip off an arm or two; we support whatever you must do to ensure that you only save toys of the highest quality. Should you ever feel unsure, there’s no need to panic! Simply toss the trash where it belongs: the incinerator. After all, it’s of the utmost importance that inspectors upkeep the Maker’s image.
You're struggling for friends in a new town and decide to check out a cute diner! — 'That New Diner', huh? Odd name for a restaurant, but I see advertisements for it everywhere. Might as well check it out. Who knows, maybe I'll meet somebody?
What does the glass sound like? Quite tinkly. It crumbled into sand under the feet of all those worried people circling around. As for you, there was darkness in your eyes for a long time. And the glass has melted into silence long since. But what is this place? And who is this stranger standing in front of you? And most importantly, where — or who — did the bullet hit? — Monarch (Ren’Py) is a short visual novel game that was made during Ukrainian Micro Visual Novel Jam in 10 days.
Halloween is a big deal in Port Gillain, steeped as the town is in old folklore and ghost stories. You, the local psychic, regularly attend the festivities. This year, you can bring a friend. The Second Sight: All Hallow's Eve (Twine) is a companion story to The Second Sight: Dead Reckoning.
Your Aunt’s House (Adventuron) is a short story about mourning. @kessielrg
The story centers around Larry, a cab driver eking out a meagre existence in a dystopian near-future, until he unwittingly finds himself centre-stage in the midst of a technological revolution. — For the first time this multi-media project can be experienced in the form of an interactive novel. Larry Folger Volume I contains all the chapters of the ongoing narrative complete with music from the series.
Your feather, my wing is a game about getting close to the object of an experiment that your 'super-secret lab' leads! It's all about fun, fluff and cuddles. Nothing serious and if anyone from the "normal world" came to this organization, they'd be disappointed by the lack of pathos, mystery and seriousness. But do you care?
Nestled at the edge of an ancient forest, Ravenwood Hill looms like a shadowed sentinel against the pale moonlight. This is no ordinary place; whispers of its dark history echo through the trees, carried by the wailing wind. The townsfolk speak of disappearances, of mysterious lights flickering in the mansion atop the hill, and of secrets buried deep beneath its crumbling foundations. In Ravenwood Hill, you are the only one brave—or foolish—enough to uncover the truth.
As always, don't forget to check out the submitted entries to the events mentioned in the previous pages. They deserve some love too!
~ NEW RELEASE (WIP) ~
Iberian Tales (Twine) - Life was once tranquil on the isolated coast of your city, surrounded by a loving family and promising prospects for success in your societal position. However, tranquility shattered as flames engulf your city, escape becomes the only viable option, if luck favors you enough to evade the soldiers blocking your path that is. @iberiantalesif-game
The Thorned Garden (CScript) is a Harem Intrigue game where you can die at any turn. Build up skills and connections to survive and climb the rankings. @opossumfern
Locked in a luxurious but ominous hotel, you are forced to face trials alongside five other people. Who abducted you and for what reason? What does the future hold with different organizations fighting for power over the world? And just how much is at stake when you play a twisted game without rules? Whether you want it or not, welcome to the Threshold (Twine). @thethreshold-if
5 days (Ren’Py) - Every step forward feels like another memory slipping through your fingers and yet, the world moves on — forcing you to find a way to follow, even when it feels impossible to let go.
~ UPDATES ~
As Gods Fall (CScript) released Chapters 4 and 5. @asgodsfall-if
Knight of Greenhaven (CScript) released Chapter 2.
Lost in your eyes (CScript) released part five of Chapter 3 on Patreon. @kathrinesadventures
Saturnine (CScript) added new content to their demo. @satur9-if
The Thousand Of Us (CScript) added new content to their public demo. @ivanwm-05
Weeping Gods (CScript) added new content to their demo. @jcollinswrites
The Summoner (CScript) released a part of Chapter 4.
Ashenmaw - Dragons of Marrowoods (CScript) added a part of Chapter 1 to their demo. @ashenmaw-if
Our Life: Now and Forever (Ren’Py) added Step 2 introduction scenes to their public demo. @gb-patch
Wasteland Pony Express added new content to their demo. @katieaki
The In-Between (CScript) released Chapter 11. @dalekowrites
Crown of Exile (Twine) released Chapter 10 on Patreon. @ramonag-if
~ OTHER ~
350p Adventure has been ported from Infor 6 to PunyInform. You can either download it or play it online in your browser. — (Some interesting trivia: The game is sometimes called Advent, because the system it was created on in the 70s would not allow filenames to be more than six characters long. This game is sometimes considered as the very first text adventure.)
~
As always, we apologize in advance for missing any update or release from the past week. We are only volunteers using their limited free time to find as much as we can - but sometimes things pass through the cracks.
If you think something should have been included in this week's zine but did not appear, please shoot us a message! We'll do our best to add it next week! And if you know oncoming news, add it here!
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~ MAYBE YOU NEXT? ~
We did not get a submission this week. But if you have an idea for a short essay, or would like a special space to share your thoughts about IF and the community...
Shoot us an email!
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~ HIGHLIGHT ON ~
A couple of games that we thought were cool.
Your favourite game here?
Do you have a favourite game that deserves some highlighting?
An old or recent game that wowed you so much you spam it to everyone?
Tell us about it! And it might appear here!
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WE LOVE TO HEAR FROM YOU ALL! WHETHER IT'S GOOD OR BAD, OR EVERYTHING IN BETWEEN...
Have something to say? Send us a message titled: Zine Letter!
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As we end this issue, we would like to thank:
our awesome mysterious anon!
all you readers who liked, shared, and commented on the last issue! What might be tiny actions are huge support and motivators to us! Thank you for cheering us on this journey!
~ ~ ~ ~ ~ ~
And see you again on Saturday!
AJ, DION, BRIAR, JEN AND PETER
WHAT'S NEW IN IF? 2024-ISSUE 31
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arimiadev · 22 days ago
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recommendations of visual novels on sale for the steam winter sale 2024
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steam's winter sale just started and will run for the next two weeks, so if you're looking for a new visual novel to try (or want to get into them), here's a lot that I've played that are on sale on steam.
umineko when they cry
the ushiromiya family returns to the family head's home on an isolated island for their annual conference with the intention of settling how his vast amount of wealth is divided. instead, though, a letter is left from someone claiming to be a "witch". with the ushiromiyas dropping dead left and right, the mystery behind everything remains to be solved by you, the reader.
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I can't make a recommendation list without mentioning umineko. it's life changing. it might even trans your gender. it's hard to describe umineko, but just know that it's absolutely deserving of the "cult classic" tag.
notes:
kinetic/linear - no choices
VERY long, 120+ hours (over all 8 episodes)
divided into two games on steam - Questions Arcs is the first 4 episodes and Answers Arcs is the last 4 episodes (8 episodes in total, play Questions Arcs first)
created by Ryukishi07, creator of Higurashi
fantasy vs mystery
ace attorney
follow phoenix wright as he embarks on his career as a lawyer to help people. meet a variety of clients and prove their innocence by collecting evidence, interviewing witnesses, and exposing lies in court.
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ace attorney is a classic mystery visual novels, being a blend of point-and-click elements via investigations and visual novel storytelling. the steam port is a massive collection, combining the first 3 games (the original phoenix wright trilogy) as 1 game.
notes:
investigative gameplay segments, a good chunk of the story is point-and-click parts
pretty long for the whole trilogy- each game is around 20 hours long and the steam edition is 3 games
modern mystery with supernatural elements
ai: the somnium files
play as detective kaname date as he hunts down a serial killer using a cutting-edge technology which allows him to "psync" with a person, diving into the memories of others to solve crimes in a limited amount of time with the help of his AI assistant/eyeball Aiba.
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aitsf is a lot. it's probably the raunchiest non-eroge game I've ever played and despite my low tolerance for dirty jokes I found most of it to be laughable and a fun experience, though I did play this with friends. if it's a miss for you, it's gonna miss you by a wide margin, but if it's a hit for you, you're going to be recommending it nonstop. either way you'll want to hit kaname date with a car.
notes:
long, around 25-35 hours
this game heavily relies on going back to prior choices via their branching menu to try other options in order to get the full story (and true ending). there are several endings to this game but you're meant to play through them all, not just one or two.
a lot of gameplay and interactive segments
sci-fi mystery
english voice acting
witch on the holy night
aoko aozaki is a highschooler who has to balance her class president, perfect grades life with her secret afterschool life of being a mage—a secret she has to keep at the risk of death. keeping this balance already isn’t easy but one day she gets a wrench thrown into it with the introduction of a transfer student, soujuurou shizuki, a country boy so out of touch that he’s never seen electricity before.
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I love witch on the holy night so, so much. it's one of the most beautifully directed visual novels ever made with so much love and care put into each frame. the cast is wonderful (touko my beloved) and it's a must-read for anyone who likes modern-ish fantasy.
notes:
kinetic / linear - no choices
long, around 25-30 hours
originally written by kinoko nasu, one of the co-founders of type-moon and creators of fate/stay night. has some relation to tsukihime and garden of sinners but you don't need any knowledge of those going in
modern-ish (1980s) fantasy with lots of talking about magic
ghostpia
a snowy town filled with "ghosts" is where the young woman sayako finds herself trapped, feeling like she doesn't belong and wants to leave this town where no one dies.
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it's hard to describe ghostpia. it's a surreal-ish story about "ghosts" where every character is quirkier than the last but every part is made with so much heart behind it. you never really know where the story is going, but unfortunately only 1 season is currently out on steam.
notes:
medium length, around 10 hours
very innovative and unique use of visuals and paneling
surreal-ish (sometimes violent) fantasy
please be happy
as a shapeshifting fox called a "gumiho", miho has traveled the world in search for a traveler who showed her kindness many years ago. afraid of sticking around in one place for too long, miho has never stayed anywhere for more than a few nights- but all of that changes when she arrives in wellington, new zealand and meets the barista/writer aspen and the vampire archivist juliet.
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okay I did work on this one but hear me out. please be happy was a labor of love for our team that took over 3 years to make and is a slice of life story about love, trust, and what it means to be human. and you get to play as a gay fox girl voiced by dottovu.
notes:
medium to long, about 20 hours
2 romanceable ladies, aspen and juliet, and a plethora of side characters to meet via a map system
modern slice-of-life fantasy
english voice acting
WE KNOW THE DEVIL
find yourself back at summer camp with all the queer religious horror of it.
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WE KNOW THE DEVIL is a short, atmospheric and slightly surreal story about 3 teens at a religious summer camp waiting for the devil. if you want something that feels familiar and otherworldly at the same time, this is right up your alley.
notes:
very short, about 2 hours
3 endings and 1 true ending
isolation, psychological horror
fate/stay night
seven mages known as masters summon heroic and fictional characters from the pantheon of history to fight it out over the ultimate magical item - the holy grail.
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fate/stay night is one of the most well-known visual novel properties out there and it's finally not only available in english officially but on steam! this remaster is a treat and done with a lot of care put into it, it's a great way to get into the fateverse if you've never tried it before.
notes:
pretty long, 70+ hours
3 routes / heroines to be with with lots of bad endings
modern fantasy, battle royale
mamiya
the end of the world is near. what will you do in the final months? and who is this "MAMIYA" who proclaims their love for you?
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MAMIYA is a dark mystery visual novel about a group of guys who meet during the funeral for a friend, a stranger, a passerby, and become entangled in the web of an entity known as "MAMIYA". the presentation and style feels fresh.
notes:
check out the content warnings before reading
medium length, but is segmented into a lot of chapters that make it easy to pick back up
dark modern mystery with supernatural elements
a date with death
the grim reaper contacts you saying he wants your soul. naturally, you respond...with flirting??
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a date with death is a free game but it does have paid DLC so I'm including it here because I want to. it's a comfy chatsim romance visual novel about, well, courting the grim reaper.
notes:
short, around 8 hours for the base game
customizable protag
1 male love interest
cute modern supernatural romance
twofold
Olive has 1 last chance to graduate college - pass a filler class. when their situation comes to light, 2 club presidents agree to help them but end up dragging them in the middle of their feud...
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I also worked on this one. the writing and art is truly charming and heartfelt. it's a story about romance but also relationships in general - friendships, platonic relationships, familial bonds, etc. this visual novel took several years to be completed and the final result is one made with a lot of love.
notes:
medium, around 15-20+ hours for both routes
nonbinary protagonist, 2 female love interests
modern slice-of-life, college setting
english voice acting
slay the princess
you're tasked with a simple goal - slay the princess, or else she'll destroy the world.
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talk about taking a simple premise and running with it. slay the princess is a mind-bending psychological horror about love and repeating things a lot of times. after all, all you have to do is slay the princess, right?
notes:
short to medium, around 10 hours for a full run
lots and lots and lots of branching paths
psychological horror, does contain gore
english voice acting
canvas menagerie
Niko is a trans man and lifelong actor who's been down on his luck until he gets the lead role in a major TV show. there, he starts to fall for his annoying celebrity costar.
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well I wrote and drew and programmed this one by myself so I can't really give an indepth recommendation for it but I think it came out pretty nice. it's a comfy gay romance about actors.
notes:
medium length, around 10-12 hours
boys love romance
modern slice-of-life, adult cast
------------
note that all of the indie visual novels listed are also available on itchio as DRM-free versions. there's a ton of VNs on sale over there right now as well.
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vidavalor · 2 months ago
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Ok,Since the Good Omens Finale is only going to be 90 minutes,I have a feeling we might not get a flashback sequence.
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Hi there, @rougeside4 💕 I made an apple pie, if you want some. 😊Allow me to offer a different take? I wouldn't worry about this. There will be flashbacks. It's not the show without them.
Short thing on why we're definitely getting flashbacks and on which ones we can maybe see as being very likely still in The Finale.
The secret sauce of Good Omens, imho, is that the real juice of the story is actually always in the flashbacks. The flashbacks that we see are not random; they're always written to support the story in the present. There's a point to why it is these flashbacks we are seeing-- and when and in what order we are seeing them--when Crowley and Aziraphale have been on Earth for over 6,000 years and we could see any of their adventures. They're designed to inform our understanding of the story in the present. The real beating heart of the story is in the scenes set in the past and the story in the present would lack... *searches for words* emotional resonance? thematic weight? general, dramatic oomph? all of these?... if they were to cut the past. Put more plainly: it would suck 😂, and they're smart enough not to do that.
I think some of the most exciting parts of The Finale are actually going to be the flashbacks, just like how they were always the biggest treats in S1 and S2. In the way that they roll those out to us, piece by piece, they're changing our understanding of what we're watching in the present. The meaning of the story in the present is driven by the flashbacks in the past to a point that you cannot have one without the other.
Good Omens is actually driving all of its suspense and anticipation through the story in the past and that's what makes its non-linear storytelling clever. After all, right now, most people know this thing has a happy ending and aren't worried about that, right? We know Crowley and Aziraphale will get back together and be fine and no one is stressing over that. (And if you are... really? Guys. Honestly?! It's called Good Omens. It's a romance. It's a sweet, cuddly show. It's going to be fine. 💕)
So, what are we curious about, if not where it's going in the present?
1941, Part 3, right? Whether or not there's an ancient times vavoom coming our way? What the deal is with Jane Austen and/or 1650? Whether or not we might be surprised with a flashback that hasn't already been set up earlier in the story and what that might be?
Our biggest questions in the story aren't about what will happen in the future but about what we might get to see that has already happened in the past.
There is actually no conceivable way to do The Finale without flashbacks because the entire story is built towards having at least a couple of essential ones happen in its end game. I would not be surprised if at least somewhere around a third of The Finale is set in the past. Are there ones that we would have had with a full season that will be cut? Yes, but, are there also ones, though, that are too essential to cut because the entire story for two seasons has been building towards eventually revealing them to the audience in the final part of the story? Oh, yeah. 😉
Guaranteed: 1941, Part 3. There is no chance that they cut this-- none. They have built the ending of this trilogy of flashbacks to support the ending of the story in the present so it has to happen. It doesn't need to be an entire minisode in length. Part 2 really did all the heavy-lifting with plot and themes here, and Part 1 was a single, brilliant, not terribly long scene. If Amazon reduced The Finale to 15 minutes long, I think the show would still find a way to put 1941, Part 3 in there. The first two parts were so pivotal to the themes and parallels of the story in the present and it's the only flashback that we keep getting installments of throughout the story so its Part 3 is going somewhere massive. If there's one flashback that's in The Finale, it's this one.
Extremely, extremely likely: the ancient times vavoom to which they have been building in clues and hints for two seasons that is going to flip the entire show on its head by going back to The Flood. It would parallel and add extra weight to all the conflicts we have in the story in The Finale that were set into motion by the end of S2-- the kiss, one of them leaving/them being separated, the threat of an apocalyptic-like event, etc.. It would, in almost no time at all, complete the narrative magic trick of the show by turning it inside out for the audience.
The show that shows everything backwards has been sitting on the real first kiss the entire time and saving it until the end game of the story and that end game is The Finale so expect that angel and that demon to be sheltering under a canopy from a rainstorm in the very long ago days and break the internet in the process.
If I were them, I'd even open The Finale with this flashback, just because of how much it's going to pull the rug out from under The Final 15. After all, the first two seasons opened with a canopy-and-rain-themed scene, did they not? Just one wing at a time, though... no under a canopy together yet. No gazing into each other's eyes and vavooming. That bit of the beginning of their story has always been going to be shown to us in the end of the story. It could well be the, well, beginning of the end of that story by opening The Finale. We'll have to see. Either way, it's in there.
It's also worth mentioning that both of these above flashbacks would be going back to eras we've already visited in the story so no time would need to be devoted to setting up the scenes. That would seem to make them easier to not cut, in addition to how narratively important they are.
Going To Be In There In Someway, Somehow: A flashback that sets up the South Downs Cottage ending, which is suspected to be the Jane Austen flashback because of her living in real life in the South Downs around the years that it was mentioned in S2 that Crowley and Aziraphale knew her.
When this was set up for S3 back in S2, the Jane Austen story felt juicy enough to potentially be a whole minisode in length. Maybe especially since it's probably how they are going to be build a history of the cottage between Crowley and Aziraphale to help give emotional weight to them going to live there in the present at the end of the story. I've no idea what this looks like with a shortened run time. They might abbreviate or maybe it was never even that long in the first place? They might do something different in its place? It's hard to say, since we don't know, but they've got to do something to set up the cottage, so...
Whatever this winds up being, though, we're now up to three flashbacks that have to happen because of how they connect to the story in the present in The Finale. These are three, non-negotiable ones, basically-- and we are obviously only looking at ones that we can see having been set up already.
There is also the fact that there's usually a surprise flashback that wasn't set up but which is crucial to the story, like the Job minisode was in S2. It fits in perfectly, retrospectively, but we were intentionally not really given enough in S1 to see it coming in S2 so that there was something unpredictable for us to enjoy. I'm not expecting anything as long as Job again but there could still be a scene more 1.03 Cold Open in length that we don't even know is essential at this point because we aren't meant to know at this point but, much like we did with Bildad 😊, we will see as vital to everything once we see it.
Including that as a possibility, we're now up to four flashback scenes that seem unlikely to be chopped from The Finale. What I just described, give or take and depending on the length of 1941, Part 3, is probably collectively getting within shouting distance of the run time of the 1.03 Cold Open-- and that's going really bare bones and only talking about the scenes that seem too story-essential to consider cutting. There's also one more that might meet that criteria...
Could Go Either Way: 1650. If this has nothing to do with Agnes Nutter, it's probably gone. If it's how Agnes has an appearance in the end of the story to pull stuff together, they'll probably find a way to put it in there because... Agnes. 😊
No one knows what this thing is supposed to be about but we do know that it was set up in S2 for S3 and, between Aziraphale mentioning it, the historical ties to eccles cakes to this era, the fact that it could potentially show a Whickber Street in early development and, most importantly, that it's set five years before Agnes Nutter died, whatever this thing is? It's intriguing. We don't know how long it was meant to be but if it's something that was minisode-length but could be reworked to be shorter-- or if just was always short in length-- it's probably still in there.
It's very possible to have many, quality scenes that hop throughout time in a very short period of time. The 1.03 Cold Open is about 23 minutes long and jam-packed with goodness. I have no idea if they're going to sprinkle flashbacks in throughout The Finale or if they're going to do a flashback sequence like 1.03/Ineffable Bureaucracy again but I do think that at least a third of The Finale-- so, roughly 30 minutes of it, give or take-- are likely flashbacks.
We are going into this movie a lot closer to the end of the story in the present than I think it may appear to some at this point. All the set up work to get the characters into place to overthrow The Metatron in The Finale was already done in S2. It's not going to take 90 minutes for Aziraphale to be in trouble, Crowley and Ineffable Bureaucracy to find out and rally the troops, everyone to challenge The Metatron, expose him as a fraud, and kill the threat of Armageddon by overthrowing Heaven and setting it up to be democratized. That's pretty much what everyone knows needs to happen in The Finale and what is likely going to be the main story in the present in S3.
We know what is going to happen because we know it has a happy ending and we know that we need the Armageddon threat gone for the South Downs Cottage happy ending to occur. We know the only answer is that they've got to overthrow The Metatron. Whether you think the plot is Supreme Archangel Aziraphale or whether you're like me and think the plot is that Aziraphale is in mid-fall as of the end of S2 and that's the thing that triggers the other characters to come together against Heaven, the end result is still going to be the same: The Metatron's gotta go and everyone's got to come together to make that happen if we're getting the happy ending we already know we're getting.
We are all sitting here knowing pretty much exactly what the story in the present is going to be in The Finale and that's because the story has set it up so that we do. Yes, there's going to be joy in watching that unfold but a story designed like a magic trick has to have suspense and give the audience a sense of anticipation. We feel that from this story and from where are we getting that?
The past. The flashbacks.
Everyone knows what the end of this story in the present is but no one knows for sure where, say, 1941 is going, or what new things about Crowley and Aziraphale the past will show us in The Finale. Every new thing we see in the past? Changes our view of the present. That's what makes the story clever. It's also what makes it enjoyable. They cannot cut flashbacks because they'd be cutting the most interesting parts of the story and what makes Good Omens the quirky, unique bird it is.
The present and the past are so interwoven in the story that I'm pretty sure that it is impossible to do Good Omens without flashbacks. The only question going into The Finale is which ones they're going to surprise and delight us with. Don't lose faith or sleep over it-- at minimum, we'll see Crowley's 1941 hat again and that, truly, is all any of us really need to survive.
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calamitoustide · 3 months ago
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"are you crying?" from the prompt list (also hi gabby 🤗)
hi zar! so funny story. I completely forgot about this ask and game until I was sitting in class today not paying attention and thinking about this little scene and then I realized it fit the prompt you gave me so I used it. Even though I'm supposed to be focusing on so many other things right now... I wanted to write Regulus with Harry so that's what I did <3
"Papa, are you crying?"
Regulus' breath hitches at the noise. He would've thought if anyone would catch him like this it would've been James, he was kinda expecting it honestly. He didn't think it would be little feet running over to him, and a soft voice so small it weakens his heart every time he hears it. Through his blurred vision, he sees Harry rushing towards him, his little Spiderman shoes lighting up with every step he takes. He takes no hesitation clambering onto Regulus' lap.
"Hi, mon cheri," Regulus murmurs, his voice catching on each word, keeping Harry steady, even if his hands are shaking.
Harry's face scrunches up, "What's wrong?"
Regulus opens his mouth to speak but no explanation comes. His chest caves in more with every breath he takes. He wouldn't give the real one, even if he had one, but he can't come up with a false one either. The panicked breaths and brittle chest are something he's so familiar with, and yet it feels like a new feeling now. It's been so long since it's overtaken him, that he's not sure what to do with it. He learned things to make it better. He's learned the signs so he can call someone to help talk him down. He felt them now too, but he brushed it off. He feels sixteen. He never thought he'd feel sixteen again.
It's stupid. He knows it's not just something that goes away, it's built within him, and yet he had so much hope.
"Papa?" Harry calls out again, his fingers reaching out for the side of Regulus' face. Regulus almost wants to push him away, little tendrils reach for his brain begging him to find a quiet corner far from the light, but he doesn't. He just tries to take another breath, even if it comes out more like a wheeze.
Regulus wants to be able to explain this to him. He wants to explain that he's okay, he's just a little panicked for no good reason. He hates worrying him, especially for things like this. He's too young to see this. Regulus never wanted him to see this.
Harry sits back before suggesting, "Do you want a hug?"
Regulus' chest splits in two. He squeezes his eyes shut, trying again to take a deep breath but it's hard, and the most he can do is a hitched breath before he's consumed by it again. He feels himself nod even if anyone else's touch would feel like sandpaper against his skin right now.
Harry wastes no time wrapping his arms around his shoulders and pushing his face into his neck. Regulus holds him back keeping his eyes closed. He can feel his tears soak into Harry's shirt. He didn't even realize he was crying until Harry asked him about it, he couldn't feel anything, but he feels it now. It's an endless ache, not enough to really hurt him, but he feels it still.
It's been years since he's felt this trapped. He's not other sure what word to use even if it doesn't sound quite right. He grew up as nothing more than a kid trapped in his room. Trapped in a life he didn't want with no options of leaving it. Trapped in skin that didn't feel like his own and a brain that was working overtime to go against him. He's better now. He got out of his parent's house, and he fell in love with a man who showed him all the colors he could only dream of before. He has Harry now. He loves his life. He's even surprised to admit that but he does. He has no reason to feel trapped. He has no reason for his chest to fail him, but here it is caving in again.
Sirius used to tell him there's no straight line for progress. It's not linear. Going backward doesn't truly mean going back, you're always moving forward even if it doesn't feel like it. Regulus doesn't know. He thinks he might've believed it once. He tries to. He tries to be good. He just thinks no matter where he is in his life he'll always be that sad little kid who's trapped in his childhood bedroom. He's afraid it'll never leave him.
"Daddy's taking me to the park," Harry tells him, still refusing to let go. James taught him to not let go first if someone really needed a hug, and Regulus isn't ready to let go yet.
He can't manage to say anything, he only hums instead, feeling the texture of Harry's sweater underneath his fingertips.
"Do you wanna come?" Harry asks him, "We can go on the swings."
Regulus hums again, he wants to say more but all he can manage is, "Sure."
"Good," Harry tells him, "I like when you come."
Regulus' heart aches, but it's a good one this time, he takes a breath. It's shaky but it still fills his lungs all the same. He takes another letting his shoulders drop. He pulls away and finds Harry still smiling softly at him, it's like taking a first breath after you've just almost drowned.
"Better?" Harry asks.
Regulus only manages to nod before kissing the top of his head.
He doesn't have the time to say anything else before James is walking through the doorway, "Kiddo, you ready to go? I thought-" he cuts himself off.
"I'm okay," Regulus beats him to it, letting Harry off his lap.
James' eyes still flicker over him like he's trying to find an open wound he can stitch closed, "What happened?"
Regulus shakes his head, "Just..." he sighs, he knows he can't get out of it. James has never been known to just let these things go. "Worked myself up," he ends up on, "It's okay now."
James doesn't seem convinced, he opens his mouth to say something else but Harry beats him to it.
"Papa's going to the park with us," he says, grabbing at his hand to bring him to stand.
James looks over at him, "Are you-"
"I'm okay," he tells him, giving into Harry's pulling on his arm. He can't make it to the door before James stops him, forcing Harry to slip from his grip making a break for the door.
"Reg..."
Regulus sighs, "I'll talk about it later, okay?"
James' gaze flickers between his eyes before he nods, "Alright," he says, "If you promise you're-"
"James," Regulus stops him, "I'm fine."
Before either of them can say anything Harry's voice calls out from the hall, "Hurry up!"
Regulus smiles softly, "If we leave him waiting he'll kill us you know it."
James rolls his eyes, kissing his cheek, "Yeah, yeah let's go."
James goes through the door first. Regulus stays back to take a breath, he thinks he still feels that crack in the middle of his chest. He knows it'll never go away, but maybe he's okay with that, for a moment anyway. The water doesn't always have to be violent, it can be kind and innocent too.
"Papa! Come on!"
Regulus lets out his breath, dispersing the ocean around him, "I'm coming!"
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rottenraccoons · 11 months ago
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Hi!! First of all, I wanted to say how much I LOVE Obscura, I’ve played through chapter one enough to get nearly all the endings now!! You guys are doing amazing work, I’m so excited for chapter two!
My question is sort of a writing/planning one! You’ve created such an interesting and complex story that can branch out in so many ways; so what is it like to plan and write something this complex, and what was your process like while developing it? Any tips?
Thank you!! <3
Aw, thank you!
I think our story can look deceptively complex from the outside, but from the inside it's actually pretty manageable (and this would be true for any story you make, too!). I'll show a bit of my process and hopefully that'll help you.
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So this is a peek at what my workspace looks like (cropped to avoid showing too much). On the right are all the variables I'm working with, on the left is the script, and that little red square poking in is the preseason testing for Formula 1, because I need background noise to work (and I like F1).
With the variable list visible like this, it's actually very easy to keep track of all the different possible choices the player has made, and so it's pretty easy to either accommodate them or write in ways that suit all possible versions. So that's cheat #1: just keep your variables on hand and you eventually get used to thinking about them as you go.
Another thing that helps is our plot structure. Sam Kabo Ashwell wrote a very helpful blog post that helps visualise the different way choice-games like interactive fiction, CYOA stories, and visual novels can structure their branches. Obscura might look like a "sorting hat" at first, but it's better to think of each route as its own "branch and bottleneck" narrative. No matter what happens in the branches, things always bottleneck to the same place. No matter how your party goes in Oleander's route, either you get a bad end or you end up dancing together. So cheat #2 is to just think about places where your narrative can converge and ensure that your branches will come together to that bottleneck again.
Which isn't to say that this doesn't take work! If you're used to writing totally linear stuff then it can take a little time to get used to thinking in terms of branches and variables. But the good news is that when you start at the beginning of the story, there's not too much to think about. As long as you don't dump a huge number of variables on yourself right away, you can build them up as you get more used to thinking about them as you write.
I hope that helps!
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the-kingshound · 4 months ago
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Sorry if this is a weird question to ask, but do you have any tips for getting into creating interactive fiction games? I’ve poked around with twine and things, but I’d love to hear your insights about creating a story/characters and making a narrative that supports player choices (if that makes sense :))
Ohh, I am so honored you came to me! I can give you the key points of what I learned in my time writing IFs, but I am in no way an expert so keep it in mind.
1) I think the very first thing you want to do is decide what type of choices will define the interactive aspect of your game. Basically, if you want the plot to be interactive, or if you want a linear plot with an interactive personality of the player character.
I tend to prefer the latter, but it all depends on what kind of variations you enjoy writing and planning most. Keep this choice always in mind when planning the choices in the story.
2) I think that, especially in IFs, it's important to plan ahead. I learned the hard way that, personally, without having a solid plan I get stuck while writing and cannot continue the story.
I have a general plan for the whole game, so that I can design the character development, what kind of stats will be important, and the general focus of the story in terms of themes. Then, I individually plan each chapter, and in my opinion this step cannot be skipped. You need the whole chapter already outlined before you start writing it, or, again, you'll get stuck midway.
3) what I find particularly tricky, and time consuming, is the process of trying to decide, through trials and errors, just how you want your scenes to be structured. This means which choices will be made available, and I often scrap or add things as I write, which POV is a scene going to be from (if you have multiple POVs) and when and how to cut a scene off.
This will probably involve rewriting scenes or options over and over. It's ok. Just keep working on it until you have a version that satisfies you and flows better than the others.
4) once you have done a bit of work on your game, you start to see which stats you want to focus on. An important thing for me to enjoy this part: I like to have MCs that have defining characters, that are semi-set. It makes it easier to write certain scenes.
But you also need to cut the stats down to the bare minimum. Players generally don't enjoy choices that have no consequences, or lead nowhere. Instead, focus on a hanful of variations (of personality, in this case) that can change the gameplay. For TKH, there are four variables that make up four archetypes for MC. And that's it. The other choices only involve interactions with the characters, in a platonic or romantic way. Or are things I can track easily (ex: sleeping on the floor/bed, cold/warm showers...)
5) one thing I think some games lack, is the focus on your MC. This makes for a more enjoyable experience for most players. You need to make your MC central to the story (while of course maintaining the other characters as separate entities with their own motives), to let them have an impact on story events, or other characters arcs.
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theinstagrahame · 8 months ago
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One of the best things about Crowdfunding is, stuff arrives even when you're cutting way back on spending. A *ton* of stuff arrived in the last month and a bit. Got a bunch of really neat projects in, and it's time to get hype about it!
Why these games rule, under the cut
The Revenant Society: Banana Chan is one of those names that immediately catches my attention when she's on a project. Actually, looking at the list again, the team for this game was stacked, it was a real All-Star Cast. But like, even without the powerhouse designers on the case, this just gets all the things I want in a game: Time loops, murder mysteries, trapped on the Underground. A PbtA game where you solve your own murder is, y'know, a pitch that'll attract my attention.
Hellwhalers: I saw this game coming up through design phases in the Plus One Exp Discord, and it sounded incredible. Using tokens and an old ship betting game, you're part of a whaling crew chasing Moby Dick into actual hell. Maybe Ahab wasn't crazy after all, and maybe we won't survive.
Xenolanguage: I might own everything Thorny Games makes now, because they make games about language. Folks who may not know me might not know that I *love* linquistics. Honestly, if I could repeat college, I'd put more of my time into Linguistics. But due to the linear nature of time, I'll settle for playing games about decoding alien language in a first contact situation. Sorta like that movie Contact. Which, I loved.
Mothership and Desert Moons of Karth: I read through the original version of Mothership a couple of years ago, and it's one I wanted to get more into. When I saw that there was a chance to pick up the full 1e boxset on KS, I jumped. I've also seen tons of people talk about Karth as a really awesome sandbox module for the system, so when I had a little cash on DTRPG from selling books, it was an easy pickup.
Inscrutable Cities: Possum Creek Games told me to back this, so I did (this is a joke, but I do love PCG a whole lot). In reality, I saw Inscrutable Cities on Itch a while ago, and the pitch grabbed me. I love reading solo journaling games (I still haven't found a way I like to play them, if I'm completely honest, but they're really neat reads). Walking through an impossible city is something I'd love to do, so, I have the book for it now.
Reap: Spencer Cambell makes bangers, and bangers only. I'm not *not* on a mission to collect all of his work, but Necromancers? Solo tactical board games, built on Rune? Sure. I'm in.
Luna: Spencer Campbell makes bangers, and bangers only. I also picked up another of his books this month. The Nova universe? Moon cultists trying to destroy the sun? Sure, I'm in.
3 Moonlight on Roseville Beach zines: I played Moonlight on Roseville Beach on my now-defunct podcast, and it's a game that I honestly think about a lot. The dice system was complicated, but in a really neat way that gave the players a ton of really interesting decisions with every roll. What part of my action succeeds? What kinds of complications am I opening myself to?
Anyway, R. Rook put together some characters, mysteries, and monsters for the game, and I really wanted to explore more.
Hiria, In the Margins, A Visit to San Sibilia: I mentioned earlier that I like the notion of exploring weird cities, right? Well, here's two games about that, and a cool bookmark RPG for reading. I listened to San Sibilia played in an episode of Friends at the Table, and it really captured my attention. The questions were fascinating, and they let the players flesh out a city we'd only heard of, but not seen prior to that game. It was a cool coda on a really fantastic and weird season, Sangfielle.
Grandmothership: The title alone had me, but Armanda Haller is a creator I keep an eye on, because she makes really rad stuff. This caught my attention because solving mysteries in a weird, Mothership-esque sci-fi setting, as nosy grandmothers, really just, gets me. I want to do that. I want to live that.
Holdfast Station: I've been watching Stonetop develop through its email updates. It's another PbtA game, but with a robust city-building and city development core loop that, is 100% my jam. (Low-key, one of my favorite games is Dragon Quest Builders 2.) This game takes that concept to space, which is 1000% my jam, in fact.
Spectres of Brocken: Aaron Lim is a designer I got into early on in my foray into games, and I do love Mech Anime. I am eager to see his take on Mech Anime, and I am really intrigued by the way this game handles playsets and worldbuilding as part of the game itself. Really can't wait to dive into this.
Lay on Hands: This is another of those games I've heard about, but never actually checked out. I know Alfred Valley better by reputation than by direct experience, but this is one of those games I hear people constantly telling people to check out. So, I'm gonna!
Penumbra City: Maybe 5 years ago, I read a novella by Margaret Killjoy about anarchists living in an abandoned city, and beset by assholes within their community, and supernatural horrors from without. The world kinda stuck with me, so when I saw she was working on an RPG not in the same world), I was curious to see what that would look like. I haven't cracked Penumbra City open yet, but I'm jazzed to do so.
These two fell off the pile for the big photo, so I forgot:
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Deathmatch Island: I enjoyed the Hunger Games and Battle Royale movies a pretty moderate amount, but what really caught my attention here was the promise that players could also break the Reality TV Parody. The use of the Paragon system also caught my attention. After hearing one AP of Agon, I really wanted to see how that would translate into this, and it didn't take me too long reading it to go "Oh, okay, this rules."
Our God is Dead: What if you were a paladin or priest of a faith, and you found out your god was dead? What if you also had like, a bunch of people who really needed that god not to be dead, like this weekend? This sounds hilarious, and I am going to insert it into conversation often to see if people want to play it. Apologies to people who know me.
Eagle eyed viewers may have noticed a second Mothership box. What's that about?
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It's a storage box for all my Mothership Zines so far... Except the two that are just slightly too big!
And, some fun comics/graphic novels:
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Good Boy Paws: A friend of mine in comics put this together, and it looked extremely cute. A sweet tale of a good boi.
Wine Ghost Goes to Hell: Picked this up because the creator had contributed to Bugsnax, which is a game I enjoyed, and the concept seemed fun. Will have to check it out and report back!
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buhloodweeeave · 24 days ago
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Fic authors self rec! When you get this, reply with your favorite five fics that you've written, then pass on to at least five other writers. Spread the self-love ❤️
ahhh okay okay.
So. I'm gonna use this as a little opportunity I guess to say hello to the followers out there seeing this! Hi I'm sex_and_cum on Ao3 and you're watching Disney Channel.
I have like a lot of weird reservations about my work and sharing it outside of like a few places on Discord and don't really actively advertise them anywhere else so this is uh. Definitely new for me.
Personally, I just recently learned how to love myself. 28 years on this bitch of an earth was all it took I guess!
So a lot of my attitude around being like "hey my writing is good!" is still a lot like a just-hatched chick. A lot of people tell me that it's good. I know I have "a following" or whatever. And that's like really weirdly uncomfortable for me??? It's not Bad uncomfortable just... it makes me squirm in my seat and a pit form in my stomach.
Writing gives me so much excitement and makes me smile. I'll always remember New Years Eve 2023, posting the chapter of Roommates JUST under the wire of when the clock hit 12 my time and celebrating with my friends.
And yet I was terrified. I wasn't sure it was good enough - to this day, it still sits only half-beta'd! I tore it out from under Greenegem's hands so that I could post it! Ha!
I still feel like Roommates isn't good enough because this is the story of me. It's Astarion and Gale, sure. But the hard stuff? The pain in this story? That's mine.
I've worked through a lot using this fic. And the reason I haven't updated it in 3 months is because I have fucking 60k of it unpublished. Writing this, my baby and favorite child, is much like healing - it's not linear. Even though it's linear. Like the storyline is linear. But I don't write it all in like 1-2-3 okay I'm just rambling now.
It's not abandoned. I could nevaaa!!! I'm just giving it the time and love it really needs.
BUT SPEAKING OF NEW YEARS EVE 2023
Dearest darlingest Kagebrain created art for that chapter, and then a couple months later I got the opportunity to return the love they'd put so much painstaking effort into creating this art for that New Years chapter. And I'm really fucking proud of this fic to this day. I got to use my favorite band, I got to write Astarion fisting Gale and fucking him with a massive cock, I got to write them falling in love and work through their first misunderstanding.
SPEAKING OF FALLING IN LOVE
I've met so many wonderful, incredible people because of Bloodweave. Ask me anything I'll gush about my friends any day of the week.
But now I get to gush about @completelyrottenthings.
She had started writing this little fic for a writing challenge, and I was immediately obsessed with the concept: Gale snorting coke off Astarion's ass. And I was like. Do. Do you want a. Do you want a coauthor. And she was like YEAH??? And then it colloquially became known as Cokefic. And then it became known as Puppyfic. And then she and I got a lot closer. And then I told her I had feelings for her and she told me she had feelings for me. And then we DIDN'T DO ANYTHING ABOUT IT FOR LIKE THREE MONTHS. And then we did do something about it and now she knows how much I love her. Kinda epic tbh.
Anyways we keep just extending this fic forever, we have 2 more chapters planned - a wedding and a honeymoon. But who's to say if we'll actually keep that cap when this was supposed to be one entire chapter?
SPEAKING OF KISSING
Okay that's getting old and also I didn't have a segue. I'm technically breaking the rules here because this is a series and not a single fic but here have it anyways.
Would You Just Shut Up Already? and Please, Shut Me Up! were two writing exercises I planned out one day because I was feeling like I was just stagnating and also I have something called Too Many WIPS Syndrome so I wanted to do something I KNEW I could finish. I posted a chapter each day and it was a fucking blast writing it. I do really need to go back and do some edits but that'll happen eventually.
Where am I going next, though?
I have two answers: death and food.
I KNOW I KNOW I'M BREAKING THE RULES I KNOW IT'S ONLY SUPPOSED TO BE FIVE. I know.
Reflexive Studies was brought on by @patheticfangirl saying "hey did you know there's only like 15 fics in the Necromancy of Thay tag?" to me one day. Naturally, in response, I said "what if the Necromancy of Thay and Gale's orb had sex?" And, as miss patheticfangirl is apt to say, she said; "what." Yeah so that exists now. It's written from Gale's academic fascination with the concept of death and necromancy as an Art, and it's satisfied a deep academic tingle in my brain. I SWEAR THERE WILL ONLY BE ONE MORE FUCKING CHAPTER (where they fuck.)
And Whipped Into Shape. Now that... that's a beast. I just wanted to have some fun with Gale being fat and sucking cock in a locker room but now it's like. So much more than that. The CSS has been a lot of fun to fuck around with, and I owe a lot of that work to @ezrasmoon!!! Whomst I love so very dearly!!! I'm gonna be so real tho I don't even have an ending planned. It's like vaguely following Something Legally Blonde-ish in terms of plot beats so. We'll... we'll see. If you're hungry and can stomach the post-Cazador ED issues Astarion has, bon appetit - this one's just for you.
So. That's. Yeah that's some of my work.
Uh.
OH actually this is a good time to outline what I've got planned: - Finishing Model Spotlight is on the horizon - Next chapter of Roommates and then another after that very quickly - More Whipped Into Shape - More Reflexive Studies - 2 swapfics for the holidays! (One's not Bloodweave ;)) - AND THEN I'M BANNED FROM STARTING ANYTHING NEW OR POSTING ANYTHING NEW UNTIL I FINISH A BUNCH OF STUFF. I'M FUCKING BANNED DUDE. BANNED. DO NOT PASS GO DO NOT COLLECT 200 DOLLARS.
If you know where to find me, you know where to find me. If you like my stuff thanks for hangin' :)
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canmom · 7 months ago
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l'aventure de canmom à annecy - épisode deux: XR
so I'm going to abandon all semblance of chronological order at this point.
just like last year there was an VR room operating on a morning booking system - each thing had two headsets and a signup sheet. I didn't get to try every one but I did get most of them. enough that the volunteers noticed me coming back every day x3
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^ some random people immersed in the Wired
this is easily the longest annecy post so far... so please read on for a big old discussion of the unique difficulties faced by VR film as a medium, and how this year's annecy films meet them... or more often don't.
so annecy's vr films section is for essentially linear vr projects (i refuse to write "experiences") that can be watched/played in less than an hour. i don't know if that's a hard rule but that's how long all the ones here were!
let's get the technical stuff out of the way: the Quest 2/3 was by far the headset of choice. some ran natively, some were PCVR with a wire connecting to a computer, and some were 360° videos which played back on the headset with 3dof tracking. some had a degree of interactivity, up to about a 'walking simulator' level. the average runtime was between 20m and an hour.
the preamble: on the limitations of VR
the big question I have with XR movies is basically... how well does it actually use the medium? like, is it doing anything that wouldn't work better as a flatscreen game or a film?
this might seem like a high bar to clear, like why shouldn't it be in VR - but VR is uncomfortable, the headset is expensive etc etc, and that's before even the formal stuff I'm about to get into. so that's 'why not'. and also, this is a new medium, I want to see what unique features it has to offer!
I'm sure I've said this before, but despite on the face of it being more 'inmersive' than traditional flatscreen games or films, VR is actually a pretty restrictive medium! compared to flatscreen games with their many 'buttons', you are very limited in the possible interactions. your main interaction is to 'pick up' and 'hold' objects, but this is close enough to actual physical interaction to highlight how much it isn't. what it actually means is that you position your hand or controller in a trigger and press a grab button or pinch your fingers, at which point the object snaps to your hand and moves weightlessly with it.
you also can't accelerate the pov too much without causing motion sickness, etc etc.
ok, what about film? well, compared to film, the big big thing VR lacks is the frame of the camera. you can't cut, you can't frame a subject, you don't have long shots or closeups, you can't even rely on the player/viewer looking in the direction of an interesting thing.
since movement is also tricky in VR due to the motion sickness problem, you're also limited in your ability to steer the viewer to interesting sights with Valve-style 'vistas' using the level architecture. it's not impossible - Valve themselves have their familiar vistas in HL Alyx - but it's something that depends on the player being able to move through a large space, so it doesn't fit these kinds of movie-like project so well. otherwise you can draw attention to a direction using various means, like visual effects that converge on a spot, or just keeping most of the action in the same area.
what you can also do, closer to camerawork, is move the viewer's point of view, and shrink or enlarge their surroundings. the language of VR 'shots' is still far from defined, but we have a few recurring ones: standing in a normal sized room, the giant's view in a tiny city, the floating perspective looking down on a diorama, the ant's eye view inside something regular sized.
how about theatre, which also has most of these limitations? well, compared to being in person with a real human being, you're limited by the capabilities of realtime animation systems and the rendering tech available on the device. you're looking at the character in a slightly fuzzy low resolution and unless you have AAA money which noone in VR does, you're a bit limited in the 'acting' you can pull off. this may change if the apple vision pro gets popular - apple already have a 'gertie the dinosaur' style demo where a very detailed dinosaur emerges from a portal - but it's definitely out of reach of most teams working on the Quest.
so compared to all these other media, what does XR offer?
compared to film and theatre, there is the game aspect of agency: a story feels different if you are the one doing it. so most VR narrative games have characters interact with the player somehow, though this introduces the problem of how to write the player into a story without feeling like you're railroading them or that they're superfluous to the real story.
it's very easy to undercut this sense of agency by having an amount that's not zero but still too small, e.g. if it just feels like the player is touching a button that lights up then you wonder why they even bothered.
the role that most games put the (vaguely defined) player character in is 'terrifying violence doer'. this is a fairly easy role to write around, and it gives the player a lot of control of the 'how' while letting the writer control the 'what' and 'where' and 'why'. similarly if the player's role is something like 'puzzle solver'. but for a purely narrative presentation, these roles don't exist.
still, this is the idea that a lot of VR rests on: an 'immersive experience' which puts the player into the story.
the other big thing that VR has is the joy of experiencing visual effects in 3D. particles, trails, transforming geometric shapes etc are cool on a flat screen and even cooler in stereo vision where you can move your head around. another benefit is spatial audio by default - something that is gradually coming to games but provided 'for free' by vr consoles.
in the land of games, you also have incredibly precise position and direction input... as long as it's in arm's length of the player. the most successful genres of VR games (so far) use this: a lot of shooting games, and some games that let you interact with physics objects, offer 3D jigsaw puzzles, or simulate sports to provide some real exercise. it can be really good for rhythm games as beat saber demonstrates.
VR is also really for social games like VRChat - similar to MMOs but with the benefits of more complex tracking in lieu of canned animations.
but... none of these fit the form of a predictable 15-50 minute narrative sequence! they're not films! so the VR films category at annecy is a tough problem to crack.
last year, the VR project that most impressed me was one that put you in the seat of a novice spotter in a bomber in the second world war. this was a great fit for a lot of reasons. you are in a vehicle so you have no reason to move from seated; the scenario is full of loud scary sounds that can make full use of spatial audio; your 'character' is well-defined but also doesn't have much reason to speak within the scenario. this had a small amount of interaction (by pointing your head) which you could actually fail, making it a bit closer to a game, and also giving you reason to play close attention to the bombed out cityscape below you. it did a fantastic job of capturing the tension of a dangerous air mission, the pilot character interacting with you was compelling, and overall it really benefited from being in VR.
this year's films
sadly nothing I saw this year comes close to that. but still, some are interesting, so let's go through them!
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My favourite this year was probably Flow - completely unrelated to the movie in the main competition, though they share the trait of being completely wordless, conveying their story simply through imagery and music.
Flow's big trick is a very cool visual effect where characters and objects are conveyed the trails left behind by little particles, causing them to appear ghostlike . At first you're just flying through a cityscape, passing various people on the street and in the subway, with the particle trails conveying the breaths of the passengers; gradually a storm brews, the trails becoming the wind that tears at everything.
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I believe this was a prerendered film, with only 3dof tracking - i think i saw some compression artefacts at some point. So it's less technically impressive than if they managed to do it realtime but it does make full use of the power this gives to render loads of particles and move rapidly through different scenes. it was also an effect that benefitted from the ability to put you in the middle of it - something that would not work as well on a flat screen.
But it also benefitted a lot from being more film-like. It has an original soundtrack, and progresses without input from the player. There's no awkward 'player' character to write around, no space you stand about in. The film can simply unfold and let you appreciate it. In this case, no interaction is better than bad interaction.
My Inner Ear Quartet from Japan did not do anything particularly novel with the medium, but to my mind it had by far the most compelling story. It tells of a young, introverted boy who habitually digs in the dirt for objects that other people would consider trash. The title refers to a string quartet which he hears when he cries, imagined to be in his inner ear; also there is a pair of tiny shrimp which he saw grow in a net.
The first half is narrated by a man who turns out to be the boy grown up, now a hearing aid salesman. While the boy abandons his box of treasures, as an adult he returns to collecting and documenting abandoned objects as a kind of urban explorer.
The geometry here is stylised in a kind of rough, children's drawing way. I think this could have been pushed further with more complex shaders but it works. For the most part, you're watching as an invisible observer seated on a floating chair. At certain points, the viewpoint is taken inside the boy's ear, or into the tin of treasures, where you can grab the objects and get the boy's brief, poetic description of each one.
I liked this story because it had substance, but left enough up to interpretation to be engaging. By showing the treasures to us with the descriptions we get to understand why they might be significant to the boy. It plays well with the classic anime theme of objects as vessels for emotional significance. I think it would have worked just as well on a flat screen, but I enjoyed my time with it.
Now the rest...
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The Age of the Monster had some things going for it, but honestly I think this one shouldn't have been in VR. It's basically a film about how bad we're fucking up the planet, putting us in the house of a man who works in the nuclear industry in the 70s up to a future where the cooling towers lie in ruins. The 'monster' is a giant anthro catfish, seen first as a B-movie monster and dream vision and finally as a real kaiju scale creature in the final future scene.
We're told about the economic circumstances that led to the man getting this job, and his relief at working in nuclear during the oil crisis; we're told about the infamous repressed oil industry report about how climate change is gonna be a thing; we're told about the man's fraught relationship with his radical daughter who is furious about his extractivist ways. Then we get a collapse and humans learn to take the force of nature more seriously, i forget the exact phrasing they used.
The main problem is? These are mostly things you are told, by voiceover. There is some environmental storytelling in the evolution of the house but not enough to convey much without the v/o. the film does not seem to have the confidence in its imagery to show us what it's trying to say.
I feel like the film's vision of the post-collapse future, with flocks of birds flying over a wide river and collapsed overgrown cooling towers, is a huge missed opportunity. Here's an opportunity to apply some true visual imagination of how humans might live in a climate changed future... but nah, giant catfish kaiju just kinda hanging out there.
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The environmental message is generally a stance I sympathise with, but the film doesn't make a good case for it on a propaganda level. We see the cooling towers outside the window and eventually the house, flooded, but it does little to make the collapse narrative emotionally compelling - and I question a little the choice to make it nuclear focused in a film about climate change. It's probably based on an actual guy, right? Maybe someone's parent? But... despite putting us in his shoes i don't really feel like i understand him very well.
Does this seem harsh? I know full well how involved vr dev is, and even simple things can take weeks. But i also want someone to make the most of this medium. To make something as compelling as the best short films on the main screens.
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Gargoyle Doyle tells another 'skipping though time' story, depicting a gargoyle on an 800 year old church from its construction through to demolition. I would compare this one perhaps to a puppet theatre - it certainly stands out in terms of character animation, with Doyle played by Jason Isaacs as a classic grumpy old British theatre guy, his foyle foil a goofy statue of monk acting as a drainpipe with a penchant for puns.
I didn't get to watch this one in full, since I got to sub in for someone who left early (thanks to the volunteer who took pity on me when it was fully booked lol). So I didn't see the full arc of this. What I saw was... definitely edutainment material, but pretty well done. The player is cast as a visitor to a future museum and nature reserve built on the site of the church. It seems like this was originally shown in a real museum in Venice, with the 'in the museum' sections portrayed in mixed reality; obvs this wouldn't work at Annecy so they have these virtual too.
The narrative as a whole seems a tad self congratulatory and pat, with Doyle learning a valuable lesson about not being a cunt to his only friends as he's resurrected in the museum, and it doesn't do a whole lot with the VR framing, but taking it as an educational puppet show, it works pretty well - the voice performances are good and the jokes, while a little predictable, work for the kid-friendly style it's going for. I'm not sure it really needed to be 40 minutes long, but I can see they wanted to go maximalist for a proof of concept like this. It is kinda limited by the rendering capabilities of the Quest, the lack of shadows in particular, and could definitely benefit from some baked lighting given the relatively static scenes, but I give it a lot of credit for the character animation and VA.
Apparently the jury liked this one too because it won the competition!
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Nana Lou has been in development a few years apparently, casting the player in the role of a psychopomp spirit whose role is to ease the passing of a woman dying of a stroke. Visually, this is one of the best looking, with elaborate forest scenes and strong environment design.
What I really like about this one is its use, at times, of a diorama-like presentation where the player looks down on tiny characters in a room. This is a concept I've wanted to try in VR for a while, and it's cool to see someone do it.
I found the kind of spiritual aspect of the story a lot more underwhelming. The player is accompanied by two other spirits who explain everything that's going on and point out the significance of all the imagery. The player is informed they have an important role, but they don't have a name and can't talk back, and the only interaction is to grab floating photos to initiate flashbacks.
I wish this film had had the confidence to trust in its acting and visual storytelling. While Nana Lou's life is a bit too lacking in serious conflict to make the premise work, it would still be far more interesting and compelling with the frame story largely trimmed. You could still cast the player as a psychopomp but you don't need to have a greek chorus telling them what to click on!
The actual story concerns Lou's relationship with her daughter, who became estranged when she quit university to raise her child, instead of staying on as Lou thought she should. This caused them to spend decades estranged. Finding out this story frees up the daughter's spirit as well, and the penultimate scene has her speak to Lou and make up.
There's definitely something to work with there, but the main delivery mechanism is rather ponderous narration triggered by interacting with objects, with the dramatic scenes largely having taken place off screen. Like The Age of the Monster, it suffers a severe telling-not-showing problem.
It's a shame because there are nice touches here. When you are beside Lou's bed in the hospital, your touch leaves a glow effect which is very evocative. The acting is solid, though the script undermines it a bit.
I don't think narration is evil - evidently, Yuri and I used it in our film, it's a very efficient way to convey information - but I do think it requires a lot of thought put into style and rhythm.
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Spots of Light... ok. This one tells the story of an Israeli soldier who lost his sight in the Lebanon war, and later regained it temporarily through surgery. Given my general feelings about the Israeli military (presently carrying out a genocide), I was definitely not disposed to like this one. Nevertheless, it was the only one free so I decided to give it a shot.
This is one of those films where you interview someone and then put an animation to it. So this guy tells you what it was like to be blind and then not blind to see his family briefly, and it's illustrated with various images. And (if i remember right) some parts are on tvs showing video (and if you're using vr to embed a flat screen what is even the point??). When he's blind, everything disappears except vague outlines suggested by small points of light.
Ultimately this is a film about blindness, not the war (of course, meaning this is a person who could leave the war behind - though not to make light of the cruelty of conscription). Making a film about the experience of blindness in a purely visual medium is a choice all right, and I don't feel like this film expressed anything unexpected about it - he was sad to lose his sight, glad to see his family, depressed to lose it again but ultimately at peace. Which is conveyed, of course, primarily by narration.
So yeah this one didn't do much for me!
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Stay Alive My Son, now. Agh. This one was... this one was a mess.
So this one is about the Cambodian genocide, right. It's based on a memoir by a survivor of the genocide, Pin Yathay, who became separated from his wife and son while fleeing the Khmer Rouge.
The way this is presented is essentially a walking simulator that takes you through a dungeon-like environment full of skeletons. Every so often you encounter 3D films - filmed with some kind of depth camera - showing actors playing out scenes from the life of the family. There is also a frame story where you visit Pin Yathay in his modern day house, where he sees a digital reconstruction of how his son might look as an adult
This one is difficult to review because it was severely marred by technical issues with the spatial audio, which caused the sound to cut out when you turned your head the wrong way or moved it to the wrong place. It would probably be less of a rough experience if the audio worked as intended. Nevertheless, I have plenty of reservations with the way the story is told as well.
It seems the director of the VR experience (fine! I'll write experience, there isn't a better noun for this kind of thing that sits between game and film) met Pin Yathay, there's video of her speaking to him at the end, but he had pretty minimal creative input beyond providing inspiration through his memoir. So this is a Greek/US interpretation of the Cambodian genocide. The narrative it tells is basically: Yathay and his family are living a pretty idyllic life, then the Khmer Rouge happens, seemingly not for any particular reason. Yathay and his family are evacuated and then put to hard labour growing rice; eventually, their son is put to work too, so fearing for his life, they flee into the jungle.
The Cambodian genocide is - obviously! - one of the worst atrocities of the whole bloody 20th century, and the circumstances surrounding it are worth reading about (though pretty unremittingly bleak). But you won't learn much about, say, cold war geopolitical alignment, Prince Sihanouk, the absolutely horrific civil war, the different ideologies in play in the Marxist milieu that influenced Pol Pot, or the spillover from Vietnam and the massive bombing by the Americans here which helped put the Khmer Rouge in power. You definitely won't learn much about the Cambodia that existed before the war. Instead, you're mostly traversing a dungeon that could come from any horror game, shining your torch on the things you're told to in order to unlock another segment of narration from (the actor playing) Yathay. It is, in pretty literal terms, a tour of atrocities.
Unfortunately the '3D film of actors' conceit doesn't really work because... even audio issues aside, the acting is pretty unconvincing. For some reason - perhaps that subtitles are tricky in VR - the dialogue is in accented English rather than Cambodian, and it's pretty quickly evident that they just have one guy in the role of 'Khmer Rouge soldier' and the lines he's given are kinda awkward. The horror game aesthetics of the environments and the amateur actors and costumes all clash pretty badly. The 3D filming is also kind of jank, only really working if you're fairly close to the camera position, so you aren't really free to move too far even if the audio didn't crap out.
The basic feelings it's trying to explore - the horror of living through a genocide, separation from a child, guilt for abandoning him, not knowing if he's alive or dead - is definitely worth depicting, but honestly this would have been far far better expressed as a 10-20 minute film than a slow 55 minute VR walking sim. The more abstract bits toward the end with paper plane imagery and a Buddhist temple (where you have to put a block in a slot to unlock a door) also feel too jank and videogamey to really have much impact, though by that point I had been wrestling with the audio for nearly an hour so I wasn't in the most receptive mood.
But all the execution flaws aside, that leaves the question of what even is the right way to portray a genocide artistically? This approach is very abstract, reducing the events to dislocated symbols - propaganda posters, the tree against which children were dashed - which perhaps might reflect how fragmented memory becomes, but seems to be wasting the potential of VR to establish you in a place. But then, I guess rice fields are harder to render than enclosed dark rooms.
Speaking of rendering, this was PCVR, so your torch casts shadows and it has other features that would be hard on realtime. But the lack of ambient light and general harshness of the materials adds to the 'horror game' feel.
There is something here about how genocides become associated with certain images. For Cambodia, it is primarily phrases like 'killing fields' and the stacked skulls in the genocide memorials such as Choeung Ek - few people know the name of the memorial in the west, but I think everyone who's heard of the genocide has seen the big stack of skulls. I imagine this is what all the skeletons in this experience are supposed to call to mind: they're representatives of the many ways people died. The problem that this kind of environmental storytelling has long ago been made kind of camp by videogames. A photo of a stack of real skeletons still has power to disturb, but less so a low poly 3D skeleton.
Should it have tried for a realism? The idea of trying to realistically simulate the experience of living in Cambodia though the genocide is kind of ghoulish, and I'm glad they didn't take that approach. But the 'tour of images' approach falls flat. I think The Most Precious of Cargoes elsewhere in the festival makes a stronger case for how to approach a topic like a genocide in a consciously constructed way, but it also has the ability to be in dialogue with a lot of other films made about the Holocaust. There is less in English about the Cambodian genocide - the viewer can't even be assumed to know what happened.
Overall, I think it would be possible to make a much stronger film about the genocide in Cambodia. But I'm not sure what that film would look like. I did learn one thing from this story, which is that there is a reality show in Cambodia which shows survivors of the genocide being reunited with their families. Not much is made of this here, it's something of a background detail. What would it be like to grow up in the shadow of an event like that? I wish the film had been willing to portray more of modern Cambodia - and I hope at some point someone in Cambodia will have a film at this festival, in VR or not, which can talk about it all from the first person.
Is there a good way to try to answer the curiosity of people who live safely in rich countries about what it is like to go through an actual genocide... using a Meta Quest 2 VR headset that costs a few hundred quid? I don't really know, but this film could have done with being a bit more reflective, I feel. So it goes.
the others
there were three films I couldn't see - The Imaginary Friend, Oto's Planet and Emperor. If I get some other chance to try them I'll write about them too!
Overall I felt a bit disappointed with the VR this year, but also I kind of want to put my money where my mouth is and try my hand at making this kind of thing. I do have the technical knowledge at least!
If you read all this, thank you.
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omartinyosef · 9 months ago
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THE THREE WATERFALLS ULTIMATE THEORY
So. Okay. Let's get this shit done.
The waterfall as a symbol can be interpreted in many different ways, depending on cultural, historical, and personal context. Here are a few common interpretations:
Nature: Waterfalls are often seen as symbols of nature's raw power and beauty, representing the majesty and grandeur of the natural world.
Change: A waterfall symbolizes change, as it is a constantly moving, evolving entity. The flowing water can represent the passage of time, or the journey of life.
Cleanliness: The waterfall's cleansing properties can symbolize purification and renewal, often used in religious or spiritual contexts.
Abundance: Waterfalls are often associated with abundance, fertility, and prosperity, representing a source of sustenance and life.
Adventure: Waterfalls can symbolize adventure and excitement, representing a journey into the unknown and a quest for discovery.
Continuity: The waterfall also represents continuity and the flow of life – how life flows, including its highs and lows. 
So. Mike said ''three waterfalls''. Giving the word waterfall the last meaning, it symbolizs that life keeps going. But using the meaning of change, the thing changes (haha humor de cuñado).
Three waterfalls. Three ''changes''. Okay. What could this mean? Of course something that changes the whole series. Something that screams revolution 'cuz it's the end of the season and all that stuff.
Also: ''Waterfall change management is a sequential and linear approach to managing changes in a project or system.''
This could mean that, through the whole season, we are gonna see three important changes/plot twists, but happening slowly? And the three waterfalls Mike said could be the final product of those changes. Of course Mike and Will are gonna have romantic interaction in season 5. And shut up you milkvans 'cause it's undeniable. Like, really. It's confirmed Will's in love with Mike, so it's gonna be a important part of the season. And if we think about byler happening, we have one change.
Another change that could happen is El and Mike's relationship. 'Cause if they break up we will have a change that affects the whole series. And with that we have two changes. Now third, which i dont have any idea of what it could be. Let me know in your comments. And if we think about the video games, surprise!! Often a video game has a secret hiding within a waterfal. So, this is gonna be like 3 secrets developing on season 5.
Like, could this be a pararell with 'Fantastic beasts: The secrets of Dumbledore?'', cause there's 3 secrets along the film. And the first revealed secret (that we all knew about) Is that dumbledore and Grindelwald we in love. AND we know that will's in love with Mike. So DING DING DING!!! First secret. Also, it's clear that One/Henry/ Vecna is hidding something about Will. Cause like, really, look at this
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This is NOT a demogorgon and It used telekinesis to open the shed's door will locked. And manipulated the lightning. Bro. Fr. So we will find out why Vecna took Will and not anyone else. And DING DING DING!!! Second secret revealed. The third secret could be that this little guy:
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LITERALLY SCREAMS:
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(I use this flag cuz idk if you think mike's bi or gay)
So this three waterfalls have 3 secrets behind them and through the season we will see our dear characters face it and solving their messed up shit?
Maybe.
Good Lord i dont even know how i did this
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catgirltoofies · 1 month ago
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BAD DURABILITY MECHANICS
subtype "nullified": a different feature nullifies durability entirely. examples: minecraft (mending enchantment), dark souls 3 (durability refills at a bonfire unless it's empty; functionally it only applies as a limiter on weapons with special abilities)
subtype "non-mechanic": the durability has little effect on the game, to the point where gear will functionally break at random, and it can near-immediately be repaired, usually for a very low resource cost. examples: v-rising, valheim, diablo
subtype "chore": durability is something that needs to be upkept, and gear degrades often enough to require consistent upkeep. this upkeep usually has a decently high resource cost, and keeping equipment repaired is extremely necessary to be effective. examples: bethesda games pre-skyrim (durability effects are linear, so you need to keep gear as close to 100% as possible; repairs can get expensive if you don't have repair skills), mabinogi (why is repairing so expensive)
MIXED DURABILITY MECHANICS
(systems which can be argued to be either good or bad)
subtype "action": gear breaks quickly and needs frequent replacement, but there's always a replacement close at hand, encouraging the cycling of different strategies based on availability. examples: zelda botw & totk, dead rising
subtype "mechanically interesting": something about the durability mechanic directly adds to the experience of the game. examples: monster menu (gear and repair kits have weight that needs to be managed; even though carrying many repair kits may not always be necessary, they act as storage for metal ore in addition to their ability to repair gear), project zomboid (durability decrease is semi-random, the potentially low availability of weapons can greatly increase tension, and having to reckon with weight, durability, and potential non-combat usage makes the durability an important piece of the game)
GOOD DURABILITY MECHANICS
subtype "non-presence": the game doesn't have gear durability, usually instead opting for simple tiered upgrades rather than constant gear replacement. examples: bethesda games since skyrim, terraria, stardew
subtype "non-presence PLUS": the game functionally doesn't have a durability mechanic, but it does something very interesting in the same vein. the only example i have is the guided fate paradox, where your equipment will gain experience through use, growing stronger as it gets used until it hits a breakpoint known as a "burst", at which point all of the built bonuses are lost, and it can be taken to the blacksmith to level up, resetting its experience and increasing its base stats.
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if-whats-new · 2 months ago
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What's New In IF? Issue 30 (2024)
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By Aj, Dion, Briar, Jen and Peter
Now Available!
Itch.io - Keep Reading below
If you read the zine, consider liking the post: it helps us see how many people see it! And sharing is caring! <3
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~ EDITORIAL ~
Event Highlight!
In this Issue we take a quick look at the Videotome Jam hosted by Freya, the dev behind all the Videotome game engines!
Continue reading to find out more!
We want some feedback!
As we’re starting to get a hand of things, we would love some feedback from you guys! What you enjoy, want more or less off, how we could improve... Anything goes! We even have a nifty form.
We hope you enjoy this new issue!
AJ, DION, BRIAR, JEN AND PETER
~ BE A PART OF THE ZINE ~
THIS ZINE ONLY HAPPENS WITH YOU!
Want to write 1-2 pages about a neat topic, or deep-dive into a game and review it in details? Share personal experiences or get all academic?
WRITE FOR THE COLUMN!
Prefer to be more low-key but still have something to share? Send us a Zine Letter or share a game title for Highlight on…!
WE WANT TO HEAR FROM YOU!
Came across something interesting? Know a release or an update announced? Saw an event happening? Whether it's a game, an article, a podcast… Add any IF-related content to our mini-database!
EVERY LITTLE BIT COUNTS!
Contact us through Tumblr asks, Forum DMs, or even by email! And thank you for your help!!
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~ EVENT SPOTLIGHT : Videotome Jam - "Waiting" ~
November 16th to December 1st 2024
Videotome Jam is a two-week-long game jam for games made in any of the Videotome engines with the optional theme of "Waiting".
What is Videotome?
Videotome is a series of small homebrew IF/VN engines made by Freya Campbell (communistsister), an indie game developer focusing on narrative games that are usually:
science fiction, horror, &/or romance
close to 100% LGBTQ characters
free/PWYW with low tech requirements
liable to make players keysmash due to feelings
Videotome was first released in April 2022 as a part of a game entry for the Domino Club collective. The initial idea for the engine was to make writing text-heavy games as hassle-free as possible, focusing not that much on the visual presentation format, but more on the writer's experience. It would allow writers to write in a notepad and then it would somehow grab the .txt file and parse the lines into an array, spitting them out one line at a time as a kinetic novel.
At the moment there are four engines available:
Videotome, for linear, no frills text / images / music;
Videotome ADV, adding a more conventional layout with ignorable choices and branching;
Super Videotome, for more fully featured and freeform image/canvas use;
Videotome Heartbreak, adding a stat raising dating sim & storylets structure to the above.
If you're more interested in the process of making these engines, check out the devs blog post - Words, Friction, Syntax: Stuff I thought about when making Videotome. (The post also includes a very interesting case study concerning other game engines Freya has experience with.)
If you want to check out some examples of projects made with Videotome, take a look at this collection. It includes games made by both Freya and other devs.
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~ ONGOING (VOTING) ~
The voting for ECTOCOMP 2024 has officially started! To vote and participate as a jury, you must do so by giving between 1 to 5 stars on each entry page of the jam. The voting period ends on November 30.
~ ONGOING (SUBMITTING) ~
A Hallmark movie is a feel-good, family-friendly film, often centered around romance, personal growth, or holiday themes. A Very Hallmark Game Jam with a theme of “Charming Love Interest with a Secret” is also all about that!
Are you a fan of Videotome games? Then the Videotome Jam with an optional theme “Waiting” is for you!
This year’s Yuri Game Jam is in full progress. The devs have until December 2nd to submit their projects.
The Educational Jam is a perfect place to learn something new. Discuss some obscure tidbit. Showcase your insight about a specific thing, your pub trivia skills, or that Wikipedia rabbit hole you went down last time.
Disabled Rep VN Jam has a very simple premise but a very important message.
Once upon a time, a game jam was held to create stories around the theme of fairy tales… and that game jam is the Once Upon A Time VN Jam. It’s running from October 1st to January 31st.
Concours de Fiction Interactive Francophone 2025 is for all French-speaking enthusiasts. Submissions are accepted March 3rd 2025.
Are you perhaps a fan of more somber, melancholic themes? Then check out the Dying Year - Visual Novel Jam! You have until the end of the year to participate.
The Black Visual Novel Jam is all about working with creative professional developers who work in visual novels to bring more Black stories to life. The goal is to create a space where Black creators can show their unique storytelling through visual novels.
~ OTHER ~
PIZZAPRANKS is accepting submissions for their Indiepocalypse Issue #61. If you’re a dev and would like to try out your luck, definitely check it out! Any game is welcomed, not only IF.
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~ NEW RELEASE ~
In Arctic Adventure unearth forgotten journals, repair malfunctioning equipment, and solve puzzles to piece together the station’s dark past. But beware—some secrets are better left buried in the ice.
You are a dragon - huge, winged, flying and even capable of magic. Only here, in a system of caves created by your magic, you can be yourself. But the time has come for you to leave your home. The old map, that you've been keeping since times immemorial, is now ready to unravel it's secrets in A Dragon and the Tower.
You’ve spent your whole life visiting the majestic Hotel Lexington, and now you’ve inherited it! The once-grand building is in disrepair, and rumored to be haunted! You’re the only one who can restore its former glory before it’s lost forever. Check in to your hotel, and check out the ghosts in Haunted Hearts Hotel.
As always, don't forget to check out the submitted entries to the events mentioned in the previous pages. They deserve some love too!
~ NEW RELEASE (WIP) ~
You are a key member of "The Constellation Club," a close-knit group of friends brought together by your shared love for music and dreams. Over time, the club members drifted apart, but a mystery brings you all back together. Reunite with your friends, uncover secrets, and chase the dreams that first united you in The Constellation Club (Twine).
Have you enjoyed the first Volume of Oblivious Melodies? Then be sure to check out Chapter 1 of Volume 2 (Twine)! You play as the Horne siblings, navigating their emergence into gentry society. You will delve into a country divided by class, religious dissent, political factionalism, and the ever-encroaching interests of empire. @oblivious-melodies
In Ashenmaw - Dragons of Marrowoods (CScript) you play as a freshly hatched dragon whelp, navigating the odds and ends of the politics and mysteries of the five flights. Intermingle with the younger races, and jump headfirst into uncovering the secrets of Ashenmaw and the Marrowoods. @ashenmaw-if
Aydan joins his husband Leo in this important family reunion that takes place 2 months after his father’s death. Suddenly, they are all trapped in the house for 3 days and the lawyer states that one of the siblings is the murderer of their own father! Find out who the real culprit is in Guilty at 5PM (Ren’Py).
In a realm of forgotten tales, you emerge as a ghost to yourself. Stranded in a land where memories fear to tread, the icy breath of solitude kisses your bare flesh, a chilling reminder of your forsaken existence. In this realm where salvation dances with oblivion, Snowborn (CScript), awaken to tread the treacherous path through a world steeped in sorcery and demise.
You are a young nobleman, in a stagnating empire, either on the verge of resurgence, or it’s final demise. An Empire held together by fragile institutions, led by ego-driven men. And here you are, in the middle of it all. As this den of vipers strike, where will you fall? Find out in Scion of the Alason (CScript).
You wake up suddenly with a system telling you that you are occupying the body of a green tea b!tch! The spy of the fearsome overlord, Hasthael who betrayed him for the male hero, resulting in the death of his beloved lightning hound. Avoid the fate of dying and accomplish the missions given by two of the available systems in Project Dominion (CScript).
You are the Aeon, an omniscient entity as old as time. When your powers begin to malfunction and the source of an incoming threat is unbeknownst to you, how will you protect the fabric of the universe? Abandon your omnipresent form for the first time in millennia and craft an identity as a demon to infiltrate the Ethereal Plane in The Time Keeper (CScript).
~ UPDATES ~
Aesemyr: The Withering (CScript) released 3/4 of the "university gathering" path of Chapter 3.
After Dark (CScript) released the last part of the fifth day of the journey.
Eldritch Tales: Inheritance (CScript) released part one of Chapter 3. @darielivalyen
Honor Amongst Thieves (CScript) updated their public demo. @leoneliterary
Oh Mother, Where Art Thou? (CScript) started Act 2 of Chapter 1.
Our Life: Now and Forever (Ren’Py) added extra content to their Patreon demo. @gb-patch
The Abyssal Song (Twine) released Chapter 5. @ri-writes-if
Virtue’s End (CScript) has updated their Patreon demo. @virtues-end
When Life Gives You Lemons (CScript) updated their public demo. @when-life-gives-you-lemons-if
~ OTHER ~
Is playtesting something that interests you? Check out part one of Drew Cook’s let’s TEST IF #1: being a playtester. @golmac
GlasswingGames is currently running a giveaway! You can enter to win either a chibi or emote of a character of your choice! @glasswinggames
~
As always, we apologize in advance for missing any update or release from the past week. We are only volunteers using their limited free time to find as much as we can - but sometimes things pass through the cracks.
If you think something should have been included in this week's zine but did not appear, please shoot us a message! We'll do our best to add it next week! And if you know oncoming news, add it here!
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~ MAYBE YOU NEXT? ~
We did not get a submission this week. But if you have an idea for a short essay, or would like a special space to share your thoughts about IF and the community...
Shoot us an email!
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~ HIGHLIGHT ON ~
A couple of games that we thought were cool.
God-Cursed by @wings-of-ink (Twine)
I think this game is fantastic. Plot, ROs, writing, everything. Deserves thousands of reads and compliments!
//recommended by Briar [Team]//
Your favourite game here?
Do you have a favourite game that deserves some highlighting?
An old or recent game that wowed you so much you spam it to everyone?
Tell us about it! And it might appear here!
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Hello! I appreciate what you all do. As a living thing with a 9-5 job, I couldn't regularly check updates from existing WIPs, especially the ones I really like. I also tend to be the last person to know new IFs with lots of potential. So, I'm glad that with your zine, I get weekly updates from everyone in one place. Thank you, thank you so much!
- a very mysterious anon
WE LOVE TO HEAR FROM YOU ALL! WHETHER IT'S GOOD OR BAD, OR EVERYTHING IN BETWEEN...
Have something to say? Send us a message titled: Zine Letter!
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As we end this issue, we would like to thank:
our awesome mysterious anon!
For a very encouraging message!
As always, huge thanks to all you readers who liked, shared, and commented on the last issue!
What might be tiny actions are huge support and motivators to us!
Thank you for cheering us on this journey!
~ ~ ~ ~ ~ ~
We actually have a separate Zine for all our individual Interviews!
Last Issue’s Interview with Leia Talon will be added this upcoming week.
And see you again next week!
AJ, DION, BRIAR, JEN AND PETER
WHAT'S NEW IN IF? 2024-ISSUE 30
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arimiadev · 1 year ago
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recommendations of visual novels on sale for the steam winter sale 2023
steam's winter sale just started and will run for the next two weeks, so if you're looking for a new visual novel to try (or want to get into them), here's a lot that I've played that are on sale on steam.
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umineko when they cry
the ushiromiya family returns to the family head's home on an isolated island for their annual conference with the intention of settling how his vast amount of wealth is divided. instead, though, a letter is left from someone claiming to be a "witch". with the ushiromiyas dropping left and right, the mystery behind everything remains to be solved.
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I can't make a recommendation list without mentioning umineko. it's life changing. it might even trans your gender. it's hard to describe umineko, but just know that it's absolutely deserving of the "cult classic" tag.
notes:
kinetic/linear - no choices
VERY long
divided into two games on steam - Questions Arcs is the first 4 episodes and Answers Arcs is the last 4 episodes (8 episodes in total, play Questions Arcs first)
created by Ryukishi07, creator of Higurashi
fantasy mystery
ace attorney
follow phoenix wright as he embarks on his career as a lawyer to help people. meet a variety of clients and prove their innocence by collecting evidence, interviewing witnesses, and exposing lies in court.
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ace attorney is one of the classic mystery visual novels, being a blend of point-and-click elements via investigations and visual novel storytelling. the steam port is a massive collection, combining the first 3 games (the original phoenix wright trilogy) as 1 game.
notes:
investigative gameplay segments, a good chunk of the story is point-and-click parts
VERY long for the whole trilogy- each game is around 20 hours long and the steam edition is 3 games
modern mystery with supernatural elements
ai: the somnium files
play as detective kaname date as he hunts down a serial killer using a cutting-edge technology which allows him to "psync" with a person, diving into the memories of others to solve crimes in a limited amount of time with the help of his AI assistant/eyeball Aiba.
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aitsf is a lot. it's probably the raunchiest non-eroge game I've ever played and despite my low tolerance for dirty jokes I found most of it to be laughable and a fun experience, though I did play this with friends. if it's a miss for you, it's gonna miss you by a wide margin, but if it's a hit for you, you're going to be recommending it nonstop. either way you'll want to hit kaname date with a car.
notes:
long, around 25-35 hours
this game heavily relies on going back to prior choices via their branching menu to try other options in order to get the full story (and true ending). there are several endings to this game but you're meant to play through them all, not just one or two.
a lot of gameplay and interactive segments
sci-fi mystery
english voice acting
witch on the holy night
aoko aozaki is a highschooler who has to balance her class president, perfect grades life with her secret afterschool life of being a mage—a secret she has to keep at the risk of death. keeping this balance already isn’t easy but one day she gets a wrench thrown into it with the introduction of a transfer student, soujuurou shizuki, a country boy so out of touch that he’s never seen electricity before.
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I love witch on the holy night so, so much. it's one of the most beautifully directed visual novels ever made with so much love and care put into each frame. the cast is wonderful (touko my beloved) and it's a must-read for anyone who likes modern-ish fantasy.
notes:
kinetic / linear - no choices
long, around 25-30 hours
originally written by kinoko nasu, one of the co-founders of type-moon and creators of fate/stay night. has some relation to tsukihime and garden of sinners but you don't need any knowledge of those going in
modern-ish (1980s) fantasy with lots of talking about magic
ghostpia
a snowy town filled with "ghosts" is where the young woman sayako finds herself trapped, feeling like she doesn't belong and wants to leave this town where no one dies.
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it's hard to describe ghostpia. it's a surreal-ish story about "ghosts" where every character is quirkier than the last but every part is made with so much heart behind it. you never really know where the story is going, but unfortunately only 1 season is currently out on steam.
notes:
medium length, around 10 hours
very innovative and unique use of visuals and paneling
surreal-ish (sometimes violent) fantasy
please be happy
as a shapeshifting fox called a "gumiho", miho has traveled the world in search for a traveler who showed her kindness many years ago. afraid of sticking around in one place for too long, miho has never stayed anywhere for more than a few nights- but all of that changes when she arrives in wellington, new zealand and meets the barista/writer aspen and the vampire archivist juliet.
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okay okay I had to recommend at least one visual novel I worked on. please be happy was a labor of love for our team that took over 3 years to make and is a slice of life story about love, trust, and what it means to be human.
notes:
medium to long, about 20 hours
2 romanceable ladies, aspen and juliet, and a plethora of side characters to meet via a map system
modern slice of life fantasy
english voice acting
WE KNOW THE DEVIL
find yourself back at summer camp with all the queer religious horror of it.
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WE KNOW THE DEVIL is a short, atmospheric and slightly surreal story about 3 teens at a religious summer camp waiting for the devil. if you want something that feels familiar and otherworldly at the same time, this is right up your alley.
notes:
very short, about 2 hours
3 endings and 1 true ending
isolation, psychological horror
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this is just a handful of recommendations of visual novels I've played and enjoyed that are on sale right now on steam.
some of these titles, like please be happy and WE KNOW THE DEVIL, are also available on itch.io which is a website for indie games! they're also currently having a winter sale so a lot of indie visual novels are on sale over there too, if you want DRM-free versions of games while also giving a better revenue split to devs.
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