#CHEWING FUCKING WIRES
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#SDJHZFVBSHJDEB#CHEWING FUCKING WIRES#WHERE IS NAT#NAT?!?!?!#PSPSPSPS NAT!!!!!!#sebastian vettel#i am absolutely UNWELL#so NORMAL about this#so normal my brain took a screenshot
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I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
#wow it's been a while since i've written a real homegrown organic legend of zelda essay. i missed this#hi everyone. when the fuck is the next game going into development i need to have something to wildly theorize about again#god. it's been. seven years since botw came out. im going to go chew on live electrical wires#zelda analysis#asks
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I MISS MEGUMI AND HIS UGLY FUCKING CHURCH BOOTS I'VE HAD ENOUGHHHHHHH BRING HIM BACK TO ME GEGE
#jjk spoilers#i will chew through a fucking ELECTRICAL WIRE to see his stupid shoes again#I DONT CAAAAAAARE. I DONT CARE
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I need him gone now or i will explode, this game's ROTTING my brain.
#im losing it#ultrakill#v1#v1 ultrakill#THE NEW FEEDBACKER GOES HAAARRDDD#i need to chew on the wire or i will explode#ignore the other arm i didnt know what to do alright#can you tell i really fucking love this game#my art#tags fucking suck
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attitude feelings .....
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I'm so normal about Shakespeare women who take on traditionally male roles in the narrative. I'm so normal about Helena chasing what she wants with that rabid want that's usually given to men. Helena pushing and pulling the story so she gets what she wants, while Bertram is pushed and pulled into what she wanted. Helena wanting so much it tears the story apart but puts it back together at the end (or does it?)
I'm so normal about Margaret's expanded and ahistorical journey, the way she's given her own ending because Shakespeare gives her the narrative respect usually reserved for men. The way she moves alongside Richard 3, the second overarching character of the first Henriad. Weak Henry and Strong Margaret. And Margaret, cursing the world as the last remnant of Richard's past.
And Beatrice? My God, Beatrice! Beatrice, who makes Benedick listen. Beatrice, who, despite everything she's allowed, every bit of wittiness and transgressive behavior, still can't take on the role of a man when she needs it. She can't push past what the men in her life, what Shakespeare, writing it, will allow her. In the end, I'm so normal about seeing where the limit is, where the women written by a man have to stop. What's the line they can't cross? Where do they stop being part of the narrative and become women again? Just women. Do the women get to be heroes? Villains? Real, breathing people with thoughts and feelings?
#helena#margaret of anjou#beatrice#shakespeare#all's well that ends well#henry vi#first henriad#much ado about nothing#chewing on wires. thinking too hard#barely coherent btw. I'm not even sure what I'm trying to say but I know I can't stop thinking about it#margaret my fucking girl#women in shakespeare
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the way sidestep ortega and chen are forever tied to each other by heartbreak mostly/especially because they cannot talk about it to each other or those who weren't there. the way that dannys feelings reflect a general truth which is that as long as they dont talk about it there will always be a wall between them and everyone else. the way they don't even get the full comfort of the quiet knowledge that at least these two other people know exactly what you went trough due to the telepathic nature of the event. the way we know the least about heartbreak from ortega's perspective who came closest to experiencing it "objectively"
#fhr#the first time i played trough seeing heartbreak trough chens mind i was CHEWING WIRES#BOOK 3 IS GOING TO ANNIHILATE ME#im just........rambling again#there is nothing profound in any of this#simple facts just spin around in my mind like a hamster wheel#having chen/ortega/step feelings tooooooniiiight#which btw is super fun with a female sidestep who is way too much like chen#because it takes the 'what the fuck is your game here' to a whole new level#oops yana has some feelings and wants ortega and chen to have each other#even though she might kill them oopsie#*sidestep voice* i am very selfless! im setting up my boyfriend with a future boyfriend so he doesnt die alone if i have to kill him!#ms roden brains goes bzzz
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when the older gay couple decides to spice their life up by adding a goth twink into their relationship
#tbey found him out back chewing on wires and went ‘yeah we can fuck that’#my photograph!!#ftr is not immune to finding a twink to toss around between them
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CREEPER ILYYYYY this is so fucking awesome
#mine#creeper anon#the fleshy bits are so fun#freakbunnybot#chewing on its wires is also fucking awesome thing to say. produces the funniest image in my mind jdbdjdhjddh
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Seeing USAmericans writing British characters speaking in US terms pisses me off.
Tfw you're so imperialist you don't even have to learn about any other colonizers. We had to spend 150 years and counting being acculturated into the society of the preceding biggest asshole just so it would treat us like real people, but these upstarts it spawned don't even have to get its basic lingo right. Y'all grew up on the biggest children's franchise of all time that's literally steeped in British culture (however embarrassing its author is now) but still learned nothing because your media pandered to your xenophobia so much that you never needed to encounter anything new. The imperial privilege is infuriating.
And when you end up pig ignorant, y'all blame your school system for not spoon feeding you enough. Jesus wept. Over a hundred countries learned to say "shops", "go and", "angry", "lift" and "pavement" at the point of a whip, it can't be this hard for you to remember to use them and the metric system occasionally.
#the celsius vs fahrenheit discourse on this site makes me chew wire#THERE'S NO OBJECTIVE COMPARISON TO BE MADE. IT'S PURELY A CULTURAL THING#but also if my country still used miles and stones and pounds i'd just shut the fuck up forever about other people's units of measurement#it's always a good time to hate on USAmericans. they deserve it#anyone derailing this post with hp discourse will be shot on sight#american imperialism#cultural imperialism#colonialism#british culture#british colonialism#knee of huss#fuck the usa
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once again, a post of mine has breached containment to the point that my irl friends are letting me know they saw my post circulating in reposts on instagram or whatever. yay
#liv rambles#glad that disabling notifs for that post worked bc i'd be chewing live wires otherwise#it's the fucking salmon shirt post
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i bet it wasn't clear at all and no body had a single clue but in fact i have been so. sleepy and loopy this entire time. i dont even know what i said for a single part of that episode
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baffled by my dog. why did she try to eat a charger.
#pitch posts#she has never in her life chewed on wires or anything. what#don't worry the wire is safely away and i caught her before she could do anything#i'm just confused. fucking weirdo
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my parents have not been like. the greatest parents of all time. and i say this with particular emphasis regarding raising an autistic girl in the 90s and early 2000s. but it actually fucking rocks they let my sister keep a pet rabbit on the floor of her bedroom
#mine#i was just thinking how every other rabbit i knew was an ‘outside rabbit’#<- grew up in an agricultural community so a lot of my friends’ household pets were actually for showing/eggs/milk/meat et c#anyway it was a pretty temperate area so okay to have them outside except for in the dog days of summer and the coldest days of winter#but even in the suburbs there were lots of raccoons and coyotes and foxes?? so it seemed so scary to leave rabbits in a hutch outside#even if they’re physically protected those are very anxious animals so they could just die of like. heart failure#so instead of building a hutch next to our chickens or anything my parents just let her keep a rabbit in her bedroom. like. free range.#obviously it had a specific nesting place and there was like a baby gate to keep him in when my sister wasn’t in the room so he didn’t like#chew wires or hide under the bed or get into the attic or whatever#but for much of my childhood we had the family dog my pet chickens and her fucking. rabbit. upstairs.#eventually my sister did accidentally hurt the rabbit bc she’s not as good with animals as she thinks she is and the vet made us surrender#him up to a farm (literally) (even as a kid i thought that phrasing was so suspicious) but i’m just saying. he had a good life in our house
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like come onnn COME ONNN
#personal#we ignore the comic sans we ignore it#vitali expecting sarcasm but rogue being genuine while also making vitali very much aware that he's not trying enough#and vitali breaking through his stupid stubborn behavior to actually listen to her i'm going to fucking chew on live wires
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youve got your wolf coded tyler your dog coded narrator and now im saying its RABBIT coded marla singer. themes of sensuality of femininity... symbols of rebirth...
#look at me look at me.#tyler/marla the rabbit symbolism is there in spades but ALSO. rebirth. end of the film. you met me at a very strange time in my life#''she's a predator posing as a housepet'' marla has shit to do with fuck. she's as big of a threat to fc as a fly is to a wasp.#worst you get is some chewing through wires. vegetables missing from your garden#not to say that she is/isnt being hunted You could argue for that either way#but. anyways. this is my personal vision
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