#General Gant
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aigloves · 26 days ago
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"Stop there! Do not come any closer!" Military police officer wearing supple, thin, unlined black leather gloves. Set in an Italian street
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weaverofink · 2 years ago
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happy valentine’s day-- ace attorney villains edition!!!
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wubbybubbly · 3 months ago
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I know I’m really late, but I saw this floating around and I thought I’d give it a try
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steviebbboi · 2 months ago
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Stevie BB 200 Followers Celebration Writing Challenge!
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Howdy lads~ exciting news to share:
I just reached a 200 follower count on Tumblr 🎉🎉🎉
I kinda can't believe it? Writing is indeed good for my soul. Interacting with y'all on here has helped me with my mental and emotional wellness due to just finding such great community on here. Thank you for giving me the space to write and for following along/supporting in my writing journey 💖
With that spiel spoken, I wanted to host a writing challenge in celebration of this milestone! *squealing because i'm so excited to host*
Stevie BB 200 Followers Celebration Writing Challenge Masterlist
*you'll find all writing submissions and writing requests (answered) at the link above*
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You could participate by sending in either:
✨ writing request via my Asks (💙)
and/or
✨ writing submissions (💥).
General Rules:
the challenge will start October 1st until the end of November (flexible on late entries for submissions only💥; let's say till mid-December or so).
I'll read/write for Chris Evans characters, Henry Cavill Characters, and Charlie Hunnam characters [and Bucky Barnes specifically lol] (these are my preferences but if there are other characters that you'd like to bring in, just ask me)!
for writing requests 💙, i will only be accepting requests (2 max/person; pls do not send more than 2 asks!) until the end of November.
for writing submissions 💥, go wild! submit as many as you like!
you can do both (send in a writing request 💙 AND send in a writing submission(s)💥) if you want to; rules still apply for the requests though.
use at least one prompt within your request 💙/submissions💥 from the lists below (but def. go crazy if you wanna use more than one! you don't have to claim any prompts).
works can be inclusive! poc, gender neutral, neurodivergencies, mid size/plus size/curvy readers are encouraged!
No word limits but please use a 'read more' after 200 words
Works can be part of an existing series but must be able to stand on their own
tag me @steviebbboi and use the tags #bbboi200celebration and #steviebbboiwritingchallenge in your entry so i can read/reblog your work! (If I somehow lose sight of your submission, please remind me and I'll take a look at it right away ☺️)
Most important one: Have fun!
How To Play:
✨ You must be 18+ to participate in this challenge!
✨ Choose one (or multiple 😏) BB's:
Chris Evans Characters
Steve Rogers/Captain America
Ransom Drysdale
Ari Levinson
Frank Adler
Curtis Everett
Andy Barber
Hayden/Harvard Hottie
Nick Gant
Jake Jensen
Johnny Storm
Lloyd Hansen
Henry Cavill Characters
Clark Kent
Napoleon Solo
Geralt of Rivia
August Walker
Charlie Hunnam Characters
Jax Teller
Raymond Smith *extra brownie pts if you write about him omg*
King Arthur
Sebastian Stan
Bucky Barnes [he's all by himself im so sorry lmfao 🥹]
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✨ Choose one (or more) of the following prompts:
*if you don't want to write smut, you don't have to choose anything from the kinks prompt! feel free to only use the following two prompts :)
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soft dom!BB
clothes/naked ratio
size kink
slow and deep 👀
breeding kink (non-pregnancy version)
somnophilia
free use
cockwarming
belly bulge
Squirting
consensual non-con
consensual dub-con
cumeating
creampie
anal/or dp
possessive/or protective manhandling!BB
oral sex
orgasm delay
dumbification
daddy/princess kink
overstimulation
sex pollen
prone bone
cockdrunk
threesome (BB/Reader/BB)
ass/pussy spanking
mild degradation
body worshipping
quickie/don't get caught (public sex, threats of exhibitionism, etc.) 😏
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Grouchybb! who is only soft with you
Married and loyal!spouse
A/B/O
lumberjack!bb who is a teddy bear on the inside tho
mob AU
biker AU
soulmate AU
mutual pining/idiots in love
childhood besties to lovers
reformed playboy
professor AU
supernatural/mythical (gods, sirens, werewolves, witches, vampires, ghosts, oh my!)
frenemies to lovers
fwb to lovers
locked in AU/forced proximity
medieval AU
fake dating/relationship
sharing one bed
polar opposites attract
break up and make up
spy AU
meet cute
cowboy AU
gentle recluse!BB
brothers best friend!BB
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"Are you fucking kidding me?"
"Yes, take it, slut"
"It's not that big of a deal."
"God, why do you always do this"
"You're impossible."
"Then I guess we gotta be quiet, huh?"
"We're trapped."
"Shh, you wouldn't want anyone to hear, or do you?"
"You're taking me so well, baby"
"Good girl" *for fem readers; adjust accordingly!*
"Tsk, uh-uh, c'mere, honey"
"You always feel so good around me, baby"
"What do you think you're doing?"
"Here, let me help you."
"Yeah, are you a cockhungry slut, now?"
"I hardly think that that's necessary."
"Don't be a brat, baby."
"Aw, does it feel good right there?"
"I'm sorry!"
"What do you want from me?!"
"I didn't mean to!"
"What do you think you're doing here?"
"Nope. Again."
"Don't worry, I got you."
"Just stay still, there you go."
"Just one more, I promise."
"C'mon, don't you wanna be good?"
"Stay over there!"
"You better hurry up, baby."
"Thaaaat's it, you're doing so well, honey."
"Uhm, I'm not sure that's going to work."
"Please, I'll beg, please!"
"Be honest."
"Be careful there, darlin'."
"Are you okay?"
"Are you sure you wanna go there?"
Scenarios? Any! Go. Wild.
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✨ I love reading/writing angst w/HEA, soft dark (nothing too dark though), fluff and SMUT (as you can see w/the many many kinks).
no incest (stepcest is ok if tasteful lol), no infidelity, no watersports, no murder, no gore. if you're unsure if a trope is appropriate, ask me!
if im ever uncomfy with writing something, i will lyk and we can talk more about it to see if we could work with it!
feel free to ask any questions!
i think i got everything!
Have the best time, laddies~ thanks for celebrating with me!
All are welcome to join in the fun! ❣️
Tagging a few mutuals who may be interested but no pressure bbs:
@bigtreefest @mercurial-chuckles @stargazingfangirl18 @yenzys-lucky-charm
@sweater-daddiesdumbdork @buckets-and-trees @hotdamnhunnam @laurfilijames
@autumnrose40 @eloquentlytired @misscherry-26 @stellar-solar-flare
@darsynia @navybrat817
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sciencelings-arts · 6 months ago
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Kill your demons, Kill 'em dead in your mirror, in your bed, in your heart, in your head Don't you look good in red Slay your devils, Kill 'em all, Take your throne, Paint the walls, And if you make it out alive, Hold that bloody head up high
Good in Red
-The Midnights
Artists commentary below the cut
First off, here's the song:
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Red version, anyway let's speedrun the symbolisms:
The sword of justice is Apollo and Trucy flavored with the eyes and the diamonds, also the guard is supposed to resemble the scales of justice. There's also Apollo's bracelet and Kazuma's hachamaki, I felt like including a bit of him for the vibes. The halo of stars is used as a crown of immortality which goes with Phoenix's whole thing.
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different version of the halo, more sharp and stabby and feathery. Anyway, I wanna ramble about what I was going to do with the background. So, with the theme of 'Kill your demons' I was going to try to include the silhouettes of heads on spears of the people that Phoenix dethroned, like Redd White, Manfred von Karma, Damon Gant, Matt Engarde, and Dahlia Hawthorne. As you can tell, that didn't pan out and no matter how I tried to work it, it didn't look good so I just didn't do it lol. Also, I guess the heads on spears would've gone past the point of being a little too gruesome for me, just in general.
This whole piece is based on one of the many paintings of Judith slaying Holofernes, which is why this specifically takes place in my Fem!Phoenix AU, I thought it hit harder, especially after learning about the version by Artemisia Gentileschi that's implied to be inspired by her own sexual assault. While I followed the versions where it's mostly just 'pretty lady holding a head', her version was more brutal and actually depicting the act of beheading Holofernes which was rad as hell. I just liked the Perseus and Medusa-esque pose of triumph more in the end.
My initial inspiration was Perseus and Medusa but then I stumbled upon the absolute tsunami of Baroque and Renaissance art depicting Judith and Holofernes and I just went crazy. Sure there's the whole vibe of 'cutting off the head of the snake' but there's like one statue of Perseus and it's not very interesting but people really went off on Judith. I love you women committing righteous acts of violence, and obviously, so many painters had the same thought bc holy shit.
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And I drew the whole sword of justice and was only a little lazy with the blade because I knew it would be completely hidden
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thecourtscorkboard · 2 months ago
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Phoenix Wright: Ace Attorney Review - A Flawed but Charming Masterpiece
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As we finish up Phoenix Wright: Ace Attorney, we discuss this game's legacy: and how it stacks up in modern times.
I'm... not exactly sure where to start here.
It would be a bit spoiler-y to say how I think of PW:AA in relation to other games, but I guess there's nowhere else to put it. I think PW:AA is one of the best games in the series, and an incredibly strong starting point. It's my second favorite game in the overall series, and for quite a few very good reasons; it's one of the few games in the entire franchise that I don't think has a single bad case. In fact, it has two of my favorites back-to-back; 1-4 and 1-5.
Here's how we're gonna order this. I'm gonna go through an overall list of pros and cons, giving a few paragraphs explaining them. After that, I'm going to give some closing thoughts and an overall ranking of the cases and top 5 characters. Sounds good? Sounds good.
PROS
Pro One: Tone-Setting.
PW:AA knows how to set a tone. Each case has a very unique feel to it, from the frantic and almost manic speed and nerves of 1-1 to the depressing and bleak atmosphere of 1-4 to the downright oppressive and confounding nature of 1-5. Each case is very easy to distinguish from one another: they have different "vibes", I guess is the best way to put it.
Each case establishes these vibes in different ways. 1-1 puts you straight into the deep end; Mia's still holding your hand, but the case is relatively simple and the stakes aren't very high. 1-2's tone is unfamiliar but not depressingly so, still managing to be relatively lighthearted and fun. 1-3 is incredibly fun and filled to the brim with excitement; we get to see a movie studio! 1-4 and 1-5 take on very bleak tones, but it's different types of bleak; 1-4 is incredibly high-stakes and rather straightforward, setting its bleak atmosphere through the time of year and the overall aesthetic of the case surrounding it all (DL-6), while 1-5's tone is created over time as the corruption and rot at the center of SL-9 comes to light. For example, in 1-5, Gant starts off as a goofy and kind of lovable old codger. By the end, you want to punch him in the face.
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This is all done through some of the strongest opening cutscenes in the mainline series. Each case has an incredibly unique and tone-setting opening, from 1-3's exciting showdown between the Steel Samurai and Evil Magistrate to 1-5 starting on an overview of the city during a thunderstorm and ending on a reminiscence theme; tones are made with opening cutscenes, and PW:AA does it nearly flawlessly.
Pro Two: Characterization.
PW:AA is one of those very rare AA games where there's not any characters I downright hate. Hell, the only character I dislike is Sal Manella for obvious reasons, but if you took that away I honestly wouldn't mind him that much. Even from the first case this game sets up its characters and keeps their core values intact; Phoenix believes in his clients no matter what, Edgeworth cares about bringing criminals to justice, Larry is awkward but well-meaning, Mia is a veteran who teaches Phoenix what she knows, Maya is experiencing new stuff and exploring, and so on. Even one-off characters stick around in your head!
One thing I really like about AA in general but PW:AA in particular is that, to some extent, every character we see has some sort of flaw. Phoenix acts first and thinks later. Maya does the same but with a far less mature outlook. Edgeworth gets tunnel-visioned and others, like Manfred, Gant, and even White, will take advantage of that. Even minor characters have flaws; the Bellboy is easy to embarass, Cody lies to protect his favorite hero, Angel has an incredibly personal vendetta, and so on. Even minor flaws exist; Vasquez smokes, Jake (implicitly) drinks, Gumshoe is forgetful, and so on. It all makes these characters feel like real people.
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Every culprit has something about them that makes them stick out as their own unique character. Frank is a nervous wreck, Redd is rich and corrupt, Vasquez is aloof and deeply tragic, Yogi is a great actor, Manfred is hilariously aggressive, and Gant gets under your skin. Even the victims have levels of characterization! Hammond was corrupt, Goodman was diligent and liked by many, Hammer was vengeful, and so on. Even Sal is recognizable. No character in this entire game just fades into the background; they all stick.
While we're on the topic of characterization, I'd also like to point out the dialogue in this game. It can go from downright hilarious to deeply personal in just a few lines and the tone can change seamlessly. It's great.
Pro Three: Mystery
At its core, Ace Attorney is a mystery series: a mix of whodunnits and howcatchems. PW:AA has some of the strongest in the series in that regard. 1-3, 1-4, and 1-5 are all standouts: 1-3 is the purest howcatchem in the series while 1-5 is a brilliant example of a whodunnit turning into a howcatchem. Even 1-2 carries its own weight here. Its mystery is lackluster, sure, but it's still engaging!
Circling back to those opening cutscenes, 1-2's, 1-4's, and 1-5's all set up their mysteries within just a minute very well. 1-3's mystery is set up over the course of the first couple of minutes in the case, and they're all articulated well and feel, for lack of a better word, believable. These are things that could feasibly happen, but at the same time some of them are downright challenging (lookin' at you, 1-5!) in very good ways.
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The clues provided to us, in most cases, are easy to piece together but not handholdingly so; this game trusts that the player can piece things together by themselves, including things that are seemingly unrelated or mentioned aaaaaaages ago like the parking stub in 1-5, the bent fencepost in 1-3, or the metal detector in 1-4. It's all a really neat and effective way of engaging the player in, generally, well-crafted mystery narratives.
Pro Four: Worldbuilding.
Yeah, bet you didn't expect that one.
PW:AA is a very grounded game. As such, it has pretty grounded worldbuilding; it all makes sense in its confines, which is the type I enjoy. Evidence Law makes sense for what we see, and at times the worldbuilding actively works its way into cases like 1-4's statute of limitations or 1-5's taking 30 minutes to go from the Prosecutor's Office to the Police Station. 1-3 makes the Steel Samurai feel alive, mostly thanks to its opening cutscene: even 1-2 expands on a wider outside world, with Redd White's role in the suicides and blackmailing of political and business figures.
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Stuff that doesn't need to be explained, like prosecutor's badges or why trials can only take three days, are! There's also elements that exist behind the scenes, like guilty defendants having to face a higher court or the bureaucracy present in the Police Department. It's all meshed together into a believable world; which, speaking from experience, is not easy to do.
Pro Five: Aesthetic.
I know this is kind of lame to give to PW:AA given that all AA games have similar aesthetics, but I feel like PW:AA gets some leeway because it was the first game in the franchise and therefore set this game's aesthetic. I love it. Characters are portrayed realistically (more or less): nobody in this game feels cartoony at all, which I appreciate. In addition, this game's setpieces are very grounded: lakes, law enforcement buildings, offices, and of course the courtroom.
The courtroom itself is incredibly well introduced and designed; one of my favorite bits is how when Edgeworth points at von Karma he points to the side of the room von Karma is on instead of just forward. The defendant's lobby is probably my favorite setpiece; it's just... cozy.
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Like, look at the courtroom! It's so grandiose yet so grounded at the same time. I could see myself in this room! It's a treat for the eyes; the clashing light browns of the desks and Judge's seat with the golden and white walls is awesome. PW:AA knows color theory and it shows. I particularly love the white pillars in the back.
Pro Six: Music.
PW:AA has the most memorable music in the series and for pretty good reason. The Pursuit theme is my second-favorite in the entire series, and it's instantly iconic. This is the Ace Attorney song to many people, including myself! That's not mentioning the Reminiscence themes, which all set and fit the tones of each case perfectly. DL-6 and SL-9's reminiscence themes are perfect for their cases, but I'd also like to point out Maya's own specific reminiscence theme; this plays after Manfred tases her and Phoenix in 1-4, and it fits the inner turmoil and the line where she says she wishes she'd never woken up perfectly. Speaking of DL-6 and SL-9's themes, they both do something very different that fit each case; DL-6's is somewhat hopeful, like there's still a mystery to be solved. SL-9 has come and gone. There's nothing left but despair.
This game plays with your emotions with its music in a very, very, very good way. There's the adrenaline-pumping octane energy of the Pursuit theme and the sadness of the reminiscence themes, but also the sense of relieved finality you get with the Victory music or the "let's get busy" feel to the Investigation theme: and we're not even mentioning character themes yet.
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Every character theme has a sense of purpose. Jake Marshall's establishes his rough-and-tumble attitude: the song is wild, carefree, like if you told it to slow down it wouldn't listen. Gumshoe's is weathered and basic but still strong and good at heart; it fills your chest, y'know? I think overall, though, there are two standouts: Maya's, which is upbeat, cheery, and maybe a little scared to be on its own; and Gant's, which immediately makes itself known and takes over the room. Each theme has a purpose and a feeling; it's an incredible use of music.
CONS
Con One: Pacing.
PW:AA is not... the best paced game ever. Out of all the baseline cases, 1-2 is probably the best paced; 1-3 and 1-4's final days feel rushed, with 1-3 being the biggest offender. The DL-6 trial is criminally short for an already short game; 1-5 is nearly half of the game's length on its own! 1-3 is too long and 1-4 is too short, whereas 1-2 is perfectly passable; but I don't think I'd call it excellently paced by any means. 1-5, as much as it pains me to say it, is also a bit too long at times. There's only one excellently paced case (1-5), one case that's paced well (1-2), and three cases that have pacing that's a little all over the place.
One argument I've seen is that another case could easily fit between 1-1 and 1-2, and I'm honestly inclined to disagree. I just think that 1-3 could've been shorter and 1-4 could've been longer: like I said, the DL-6 trial is far too short for one of the most pivotal moments of the series! I get this was their first attempt, and it was a decent showing, but it's still lackluster.
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This game just kind of feels a little bit all over the place. There's never really a great time to stop outside of days shifting over for a lot of these cases, which makes sense, but pausing in the middle of an investigation or trial to do something else feels awkward. It's not a satisfying game to put down, which is probably a good thing for some people; but it isn't for me.
Con Two: Original Pixel Art.
Oh, man. I know I just praised this game's aesthetics, and this still holds up, but good God some of the original pixel art sprites were ugly. Edgeworth's stands out the most: it looks like he's trying to see something from far away without his glasses on (which DD later shows is is probably what he's doing, but I digress).
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It's not like Edgeworth is the only example, either. The contrast between 1-5's sprites and the rest of the game is painfully apparent on the original DS release, which makes sense—1-5 was released in 2006, 5 years after the first game and when AJ was being developed, so of course it matched that aesthetic—and the witness stand backdrop just... isn't great.
Con Three: Navigation.
Bear with me for not having a photo for this one. PW:AA's navigation system is very outdated; and it shows. I complimented it for setting up the general aesthetic, so I guess I can point out that it brought in my least favorite feature that would last until DD. The navigation system is occasionally pretty cool, but more often than not it's just a hassle. I get why it exists, and like I said it's occasionally cool, but on the whole... it gets in the way.
Having to go through two separate locations to get to another is annoying, and it's easy to lose track of the map in your head. It's not "you need to write it down on paper" bad like the first Zelda, but it's definitely not great.
We've still got one promised place to go; my top 5 favorite characters. We'll do this ascending, so let's start with #5!
Number Five: Damon Gant
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I think Damon Gant is the best example AA has for "affably evil". He's a heartless piece of shit, sure, but he's also the kind of guy I'd go out and get a beer or watch a movie with. This alone speaks to the power of his character; he's a masterful manipulator, an open abuser, and a two-time murderer, but still a rather fun and swell guy to be around.
Over the course of 1-5, as Gant's mask slowly slips, so does the overall tone of the case; a double murder mystery becomes an incredibly thrilling conspiracy, all with this man behind it. He influences every little part of this case: there is nothing that his grimy hands do not touch.
And I love it. His shadow looms over the case, and once you go from "whodunnit?" to "howcatchem?" and finally piece together how you're going to take him down? Oh, man. Peak cinema.
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And God, is it satisfying to take him down! Watching him slowly crumble into nothing is one of the most satisfying moments in the entire series, and us doing it nearly singlehandedly (with a little help here and there from Edgeworth and Ema, of course) is an absolute perfect way to cap off Phoenix's arc.
Let's talk about his design, too. Orange is his most prominent color; his suit is orange, his skin is orange, even the gold police badge on his tie looks orange, and it's on a red tie; red and yellow make orange. Orange is a color of happiness, enthusiasm, and youth, but it's also a color of spontaneity, superficiality, and in Confucianism is associated with transformation. It's a color that perfectly fits Gant's charming and goofy mask slowly transforming into the man that spontaneously killed Bruce Goodman and keeps up his charades through superficial charm and goodness.
Number Four: Maya Fey
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I'll be the first to admit that she is way lower on this list than I expected: but this is not a diss at all. Maya is at her second-best in her debut appearance, and for good reason; this is just as much her game as it is Phoenix and Edgeworth's, making up the last part of this game's core three cast.
Maya is incredibly fun and plain enjoyable, but she also brings a very tragic and emotionally heavy element to this game. Throughout the game she's constantly battling feelings of inadequacy; this all comes to a head in 1-4, but it's hinted as early as 1-2. Maya's arc through this game is trying to find a place to fit in: Phoenix is a defense attorney, Miles is a prosecutor, even Larry is a bachelor... but Maya is just a "spirit medium in training". She's not even good at the one job she has yet.
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The climax of her arc and the end of 1-4 tie into each other and it's an incredibly emotional moment; her relationship with Phoenix evolves from an employer-employee one to siblingesque very naturally. By the end of the game, you'd be hard-pressed to say they weren't related if you didn't know their surnames!
Let's go back to color theory. Maya's main colors are purple, black, and white: her robe is purple, her underrobe is a very light lilac, her hair is black, her pearls are white, and so on. It's a color of royalty and creativity: much like how Maya is the heir to the Kurain Channeling Technique through her mom, the heir to Mia's legacy, and the driving force behind some of Phoenix's big breakthroughs like drilling witnesses to get information in 1-2 and that von Karma killed Gregory Edgeworth in 1-4. Black is a strange color and hard to pin down to have a single meaning; it's a color of defiance, sadness, death and life, and so on. In Japan, it's a color of mystery and the unknown; much like how her psychic powers are never fully explained and are incredibly alien and out of place (but in a good way!) throughout the game.
White, meanwhile, is associated in China and Japan with grief: and hooh boy, does Maya carry a lot of it. Grief over her sister and mother, grief over not living up to anyone's (perceived) standards, the grief she gives Phoenix, and so on. White is a color of death: perfect for a spirit medium. Also: red and blue make purple and her pearls are white. Redd, White, Blue[Corp]...
Number Three: Phoenix Wright
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Phoenix is at the top of his game: which makes sense, given that he literally is! This is some of his best characterization in the series and an incredibly strong first showing. Mia calls him a genius and it really shows; he pieces together some pretty complex theories by himself, like the entirety of 1-5 and the first half of 1-4. I like to equate him to a chainsaw; he needs time to rev up, but once he does he'll cut down anything in his path.
And boy does that show up here! His thought processes can easily match the player's, and his own arc does as well; over the course of the game he slowly comes into his own as an attorney and problem solver just like the player. By the end of the game he's experienced but not seasoned: again, just like the player.
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He has incredibly solid relationships with the entire main cast, and his chemistry with every character is awesome; I particularly like his chemistry with Maya and Edgeworth of course, but he also has some incredibly strong dynamics with Ema, Gumshoe, Lana... even His Honor and Redd White of all people! He's a great bouncing off point for every other character as well as the player.
Talking about color theory a bit more, his main color is obviously blue. It's an old color, and people described it before they had a name for it. It's a color of business—which makes sense, given his role as CEO and owner of the Wright and Co. Law Offices—but it's also a color of authority and nobility: when people think of police officers, the color blue comes to mind, doesn't it? It's a color of the law! Blue is also associated with Heaven and immortality in some Asian cultures, giving Phoenix an almost divine presence; a gift to his clients, saving them from darkness.
Number Two: Miles Edgeworth
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Edgeworth has my favorite arc in this game. I think this game really did a good job in making him fascinating: he's an incredibly tough nut to crack, but under his exterior he's very soft and sensitive. He's initially presented as this incredibly intimidating and corrupt conviction machine, but over the course of the game it becomes clear that he doesn't believe in convictions; he believes in justice.
This all stems from DL-6, the core lynchpin of the game. I'd actually argue that even more than Phoenix and Maya this is Edgeworth's game: I think that JFA and T&T fill Phoenix and Maya respectively. But PW:AA, despite being named after Phoenix, revolves around Edgeworth's trauma and beliefs. When those are shaken in 1-4 and 1-5, he becomes frazzled, dazed, incredibly irritable. His arc breaks down barriers he's kept up for years and doesn't know how to handle coming down. This is his story.
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I think that his transition through 1-5 is one of the best parts of this game. To see him slowly realize he has absolutely nothing left to lose and just go full steam ahead on the person who has ruined his career, Damon Gant, is satisfying: it gives Edgeworth even more agency and coolness than he already had, which was already a lot!
His main color is red, obviously. Red is a color of passion and desire, but it's also one of blood and intimidation; it's complex and has two faces, just like Edgeworth. It's also a color of religious reverence, showing up frequently in Catholic art: Edgeworth himself almost looks like a pastor with his black undershirt and white collar. In that respect, there's the opportunity to view his arc through the lens of Christian themes of redemption: a dark and tortured soul brought to the light, finding a sort of peace through both the light and his struggle towards it. It's also a color of anger, which Edgeworth has no shortage of; anger at the world, anger at himself, anger at us.
Number One: Ema Skye
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I'm admittedly very biased by her later appearances, but Ema is also an incredibly fascinating and amazing character in her first appearance. She is the heart and soul of 1-5, both as your assistant and the reason for the case's existence: it was Gant's fabrication of her murder of Neil, after all, that led Lana to forge evidence.
She has an incredibly active role throughout all of 1-5, as your assistant, suspect, and pseudo-charge: it's hard not to feel like you have to take care of her. Her personality is incredibly bubbly and endearing, creating adorable dynamics with Phoenix and Lana as well as an incredibly hilarious mini-crush on Edgeworth that she's so unsubtle about. Takumi really shows his maturity as a writer with 1-5 as a whole, but Ema is a great example of how he's become a better character writer over time.
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As your assistant, she's spunky and fun; she's not even somewhat reserved like Maya is from time to time, but at the same time her spontaneity is far more mental than physical. A lot of people call her a Maya clone, but I disagree: she's a Maya mirror, just like how 1-5 is a mirror of 1-2. Whereas Maya is spiritual, Ema is scientific and materialist; Ema's main color is pink, in a similar spectrum to Maya's purple; her hair is brown, like Mia's, instead of black, and so on. The dynamic that she leads with Lana is incredibly captivating.
Let's finish this off with a discussion of her main color; pink. Yes, I know that most of her design is white, but her design is splattered with splotches of pink that stand out and are meant to be eye-catching, from her glasses to her necktie and undershirt to her watch and even her bag. Pink is her color and it's a color of soothing, love, and in Japan is a rather masculine color. She tries to soothe Lana's worries through her unconditional love, and it's that love that shines through the darkest parts of 1-5; be it Ema's love for Lana or vice-versa. In full honesty, I just decided to bring up pink being a masculine color in Japan because I wanted to share a headcanon I have that Ema is trans. Sue me. There's even an element of her relationship with Lana in the color alone; until the 1850s pink was seen as a masculine, immature and boyish shade of red; a color of young boys in contrast to the crimson worn by men and seen as a symbol of authority. Edgeworth's jacket? Lana's muffler? It's not hard to see the connection.
Overall Thoughts
PW:AA is a treat. It's my second favorite game in the franchise, and for good reason! It's a very very solid mix of mystery and character-driven storytelling, with a whole host of standout moments and an incredibly fun cast. The core cast is generally at their best here; not to degrade his latest appearances, but I think this game by far has Edgeworth's best characterization. I also think Gumshoe and His Honor are at his best here, and even with characters who have their weakest showings in this game still have standout moments that make them incredibly loveable.
My favorite thing from PW:AA isn't its characters, cases, or even its music, though. It's how it slowly builds up Phoenix alongside the player! We mimic his journey; we start off being handheld by Mia, and then we're thrust into a situation without her that we get through with her help. We also rely heavily on Maya but still get to shine on our own terms. In 1-3, we're finally on equal footing with Maya, solving the mystery with her. In 1-4, we take it on in a leading role; Maya takes an understandable backfoot for Phoenix's strong showing, but we still need her to finish the case and Mia still needs to intervene near the end. In 1-5, the core moments—the final trial especially—are nearly done entirely by Phoenix alone. It's an incredibly awesome buildup of development for both the player and Phoenix.
As a fic writer, I'd also like to point out some standout ships. While I don't ship it, Phoenix/Edgeworth ultimately finds its roots in this game; and it roots itself in very well! There's a reason it's the most popular. They have great chemistry. Some ships I do ship that also find their roots in this game are Lana/Mia, Ema/Maya, and some of my favorite non-romantic ships (be they platonic, adversarial, or something in-between): Phoenix and Ema, Gant and Ema, Edgeworth and Gumshoe, Phoenix and Maya, and Phoenix and Mia all shine through in my mind and find their roots in this game. It's a lynchpin for the fic-writing, shipping side of me!
PW:AA isn't a perfect game, but I think that's where a lot of its charm comes from. It's rough around the edges when you really look, but those rough edges make what shines really shine: the highs of 1-4 and 1-5, the dynamic between Maya and Mia in 1-2, the incredible way it sets up themes and vibes, and so on. It does a lot in its limitations and sets up an awesome format for the later games to follow.
Overall? It's fantastic. It's very understandably cemented itself as one of the greatest mystery games of all time! It's aged incredibly gracefully and is a perfect introduction to one of my favorite series of all time.
PW:AA holds a very special place in my heart as the second Ace Attorney game I've ever played and the first one I finished. It was a very fundamental part of my childhood; I started playing Ace Attorney in elementary school. It's incredibly nostalgic for me and this game is a massive reason why.
To wrap it all up, we'll give this one an overall rating and place its cases on our case tier list. See you for 2-1 and Justice for All!
Overall Rating: 8.5/10
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inspector-montoya-fox · 2 months ago
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You know sometimes i like using my tumblr as like a brain rot bank? Like a time capsule for thoughts and opinion that cater to no one but everyone is welcome to enjoy and partake. And today i'll be doing just that because i have finally finished The Great Ace Attorney Chronicles. If you've been following me for a while you know that this is lowkey monumental because (a) it means that i have officially played all Ace Attorney games, and (b) i have been struggling to finish these two games since their bundled release three years ago. So, i just wanted to share some general thoughts, some tier lists, and feel free to let me know what you think if you read what i have to say!
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Ok so, my main takeaway from playing the two games is that... Dr Courtney Sithe is a bad bitch deserving of the same praise as Franziska, Lana Skye, Justine Courtney, Dee Vasquez and Calisto Yew. I genuinely love her so much. Miss Buttplug Hair got her PhD in being a girlboss and i'm so upset she was only in one case. For such a cool character with an amazing design, she was criminally underdeveloped. Same goes for my other fav, Rei Membani. Soon as it was mentioned that Professor Mikotoba and Judge Jigoku were on their way to the UK, i was one hundred percent sure she'd accompany them, and i was ultimately disappointed. To have her right next to Susato on the game's cover art and give her such an amazing takedown of Raiten Menimemo... and then just not have her be anywhere else was such a shame. I need more Dr Sithe and Rei !
The rest of the games' characters were a bit of a mixed bag with some obvious (and some unexpected) stand-outs. Here's my tier list:
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Notes:
The biggest surprise that came when i was making this is how high i placed Herlock. I started off hating him so much and then he just suddenly grew on me so quickly, i hadn't even noticed. One of my favourites for sure.
I think we can all collectively agree that we have, at some point in our lives, embodied Pop Windibank... poor guy...
I don't know what Kazuma's deal is. He starts off as Ryunosuke's Mia Fey before um... just becoming a jerk? Why does he have beef with his best friend who was literally mourning him for almost a year? Can't lie though, the bitch looks hot in his white uniform.
Some of the jurors made a bigger impression than actual characters/ witnesses, just by having cool designs. Mainly the green lady, who rightfully earned her spot in the third tier after i found out she's supposed to be a reincarnation of the teacher from PLvsPW !
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Eggert Benedict or whatever the fuck that rich breakdancing asshole is called, cannot be a final villain i'm sorry. Seriously, what were they thinking?
The two redheads are such a shameless rip-off of the Skulkins. Two ruffians taking the witness stand for the game's climax AGAIN !? And during the credits, they pose in their prison cell with "Gossip" in the middle the exact same way Eggert and the Skulkins did in the credits of Adventures, like no thank you.
I love how my overall bottom 3 are an annoying str*ight couple and a child.
If Stronghart wasn't in the second (very coveted) tier, he'd be in the bottom of 'like !' because he was ok. It's blatantly obvious he's the big bad from the second he's introduced but that's not necessarily a bad thing. Also, i need him and Damon Gant to have a fat titty bounce-off.
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Moving on to criticisms, i can't help but feel like the fact that Shu Takumi decided to split his original script into two games only served to hurt the entire project. Because, for starters, each game has a different feel and the two don't match. Adventures is reminiscent of PLvsPW, Takumi's whimsical and eccentric love letter to the UK that hinges heavily on exposition. Resolve, on the other hand, is a bit of a mix between its predecessor and traditional Ace Attorney, its cases focusing more on driving the narrative to its conclusion rather than experimenting on the classic formula (as with the first game). It also echoes aspects of the first Investigations, bringing in diplomatic immunity, international relations, "tracking down and going against the head of the evil organisation" (the Reaper storyline is very similar to the Yatagarasu one). Personally the two vibes don't mesh, even when Resolve tries to latch onto Adventures with Memoirs of the Clouded Kokoro, for example.
Then, the pacing in both games is all over the place. Adventures is just so unreasonably and unashamedly long-winded and slow, it's the reason it took me literally three years to get into it. The game repeats the same lines of dialogue again and again until they're made painfully clear, subsequently making the player (or at least me) feel like an idiot who needs to read the same thing 13 times in order to get it. This, coupled with the fact that actual gameplay was almost nowhere to be seen and that progression in the courtroom almost always relied on not pointing out inconsistencies but pressing the witnesses adjacent to the one testifying, made the game such a slog to get through. And once the game started to pick up, it was over before i even knew it and in a very unceremonious fashion no less. In comparison, Resolve is very streamlined, albeit a bit too fast-paced. With the exception of Memoirs, which felt like shameless filler, it's clear that they wanted to waste zero time and crammed so much stuff into the episodes, to the point where it became difficult to keep track of everything going on. Because, keep in mind, the second game was tasked with tying up all the loose threads from the first one.
This leads to my final criticism regarding the split: inconsistencies and unresolved mysteries. I think it reads as careless writing when questions keep sprouting everywhere and their answers are reserved for the final two episodes of the second game. Even Unspeakable, a final case, introduces mysteries tied to the overarching narrative just for them to be shelved until Twisted Karma, leaving the player with a sense of dissatisfaction when the game ends. Not only is it frustrating to keep track of all the unsolved mysteries, a chore which good writing would not expect from the player, but it also has you questioning whether or not some of them will get answered at all. Why was the selection of jurors obviously rigged? Why did Van Zieks stop appearing in court five years prior? Where did he lose his gun in Twisted Karma? Why didn't Stronghart assassinate Madame Tusspells as well? Why is Kazuma fully exonerated after admitting to his involvement in the assassin exchange? I grouped the unresolved mysteries with inconsistencies as one problem because the latter is a result of the former. The majority of mysteries spills over from the first game to the second, giving way to different phrasing, details getting glossed over and the plot's consequences getting ignored. There's a very apparent shift in Gregson's character, for example, going from uncooperative and rigid in Adventures to more forgiving and helpful in Resolve, all the while his misconduct from Unspeakable is seemingly forgotten and met with zero ramifications. There's also the government's secret message about the assassin exchange Herlock deciphered at the end of the first game, which sets up the second game nicely but then doesn't get mentioned until the very last day in court. Like, come on now. It feels like Resolve continues Adventures' story without wanting to acknowledge it because, in the grand scheme of things, McGilded and Eggert Benedict seem to not matter at all. And then there's Memoirs, which... Inconsistency City, honestly. This episode's lack of impact on the overall story allowed it to be literally anything else. It's such a bizarre choice to have it be something which only achieves in taking away from the first Clouded Kokoro case! Like ok, i can get behind it being a case no one wanted to talk about so it didn't make the first game. I can turn a blind eye to the inconsistent character development and timeline, whatever. But it absolutely drives me nuts that, for an Ace Attorney game where the murders are explained in full detail, they couldn't stay consistent with the direction Olive Green was walking in. Hate. Loathe. Get it away from me.
That pretty much covers it in terms of complaints, because otherwise i enjoyed my playthrough quite a bit actually. I know i've just spent like 3 mega-sized paragraphs complaining but the games have great elements as well. The Deduction dances are easily the best thing about the gameplay, especially when you didn't see them coming. They were so much fun to play, very animated and cartoony with amazing banter, and effortlessly accelerated the investigation segments. Equally, i loved Judicial Findings. Undoubtedly my favourite part of the courtroom sections and a welcome change of pace. I tended to stall a lot because the jury's music fucks so hard. While on the topic of what i liked, Ryunosuke and Susato's chemistry rivals what Phoenix and Maya have going on. Susato leaving at the end of Adventures was a genuinely effective point in the plot, even though i knew she'd be back.
Now, let's take a closer look at the episodes. Here's my overall tier list of all Ace Attorney cases, the Great Ace Attorney ones being highlighted in yellow:
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Notes:
Blossoming Attorney gobbled the rest of the girls right up (a court-only episode, no less). They gave us Susato gameplay, what more can you ask for? An amazing case. Gay Women in STEM !!
Return kinda strikes a nice balance between the different feels of the two games i mentioned before. You've got exposition and world-building with the whole Great Exhibition, turn of the century mad science thing, but also classic Ace Attorney with tracking down Drebber (very Matt Engarde's apartment) and Madame Tusspells as just some witness (very Lisa Basil). A very fun case right before the clusterfuck of mysteries ensues. Also, Dr Courtney Sithe !!!!! Girl you're such a star and you don't even know it spit in my mouth
Was tempted to put Unspeakable in the second tier but i think it's earned its high placement on its own merit and not because of personal bias. It's a great case. Maybe not for a final one, but it's still great. It tries its hardest to tie up some loose ends before the game ends and that's worth something.
Resolve of Ryunosuke is objectively better than Twisted because i could not give less of a fuck about the purple guy's headache and Espella Cantabella selling firecrackers, but they're both very much one single package. Extra points to Resolve of Ryunosuke though for having its villain sit at the judge's seat. That was neat.
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The two Clouded Kokoros are giving stinky Bri ish culture with the whole apartment building background, like Ribena, bad teeth, rusty Union Jack, horseshit breath at the pub, you awrite luv? Slander, i'm sorry.
Slightly unrelated but when i was making this tier list it became so obvious that Investigations 2 is the crown jewel of the franchise. Like it has two cases in the top 5, how can you even argue against that?
Arriving to a conclusion, i'd say both games belong on the same level as Apollo Justice: a blend of good and bad. My experience playing the Ace Attorney franchise has followed this trend of attaching each game to a pivotal moment in my life. I finished the first game while i was still a soldier, Justice for All during my first year at university, Dual Destinies during Covid lockdown, Investigations while helping my parents set up their shop one summer. So i know i'll look back at playing The Great Ace Attorney Chronicles right after handing my dissertation very fondly. In other words, despite not quite sticking the landing, it's left a very pleasant aftertaste. Thank you for reading!
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detective-and-dreamer · 4 months ago
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(last updated: September 3rd, 2024)
Hello! I'm Rachel (you can also call me Ray or Shay), they/she/he, and this is my Fallen London blog. Personal is @honeyed-ink.
I've technically been playing since 2010, but I dropped it between 2016-2024 and missed out on quite a bit. That being said, I'm not concerned about spoilers for the game or any others in the same universe, even though I haven't played those yet.
Feel free to message me here or ask for my discord, or to send calling cards to Lenora or Selina through the links in their names below. Emory can be reached through Nora; for any of my NPCs, just ask me directly and we'll figure something out.
Character info below!
PCs (and one sort-of PC):
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Lenora V. Kenward, the Disarming Detective (she/her, #Lenora V. Kenward)
Lenora (or Nora to friends) came to the Neath in 1894 and soon threw herself headlong into solving a case of great personal importance, never allowing her career or relationships to fully distract her. Now that she has succeeded, she needs to figure out how to move forward with her life...
Ambition: Nemesis (finished! I do my best to tag spoilers but sometimes forget, and at this point her story has moved into a stage where it's not possible to fully avoid them.)
Profession: Consulting detective
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Selina Beckett, the Wide-Eyed Dreamer (she/her, #Selina Beckett)
Selina arrived to the Neath in the fourth 1899, having been told of the city's many wondrous sights. It would have resulted in culture shock even if London was still on the Surface, but she's adjusting well. There's just the matter of the task she's been asked to complete at the Orphanage...
Ambition: Light Fingers
Profession: Music-hall Singer, eventual Silverer (Oneirotect)
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Emory Hayes, the Resourceful Navigator (he/they, #Emory Hayes)
Emory (or sometimes Altan to immediate family) was born in the Neath and has been a zailor all their life - but certainly never a corsair, if the Admiralty's asking. He met Lenora when she requested assistance on a case and ended up being dragged on a thrilling chase halfway across the city. They quickly became friends with benefits, and eventually partners. Since Nora fears the Zee but has found herself needing to zail to various places, she gifted her yacht to Emory and has him take her wherever she needs to go. They've also started compiling as much knowledge as they can on Monstrous Anatomy.
Ambition: N/A
Profession: Monster-Hunter (Teratomancer)
NPCs:
Constance Statham, the Candid Columnist: (she/her, #Constance Statham) Lenora's somewhat inconvenient aunt, who raised her and Lucien following their parents' death at sea. She writes a gossip Society column for the Gazette and is a member of a lesbian polycule ladies' book club.
Lucien S. Kenward (no title yet): (he/him, #Lucien S. Kenward) Lenora's younger brother, a recent arrival to the Neath. He suffered some incident along the way that neither of them will speak of, and has amnesia as a result.
Aubrey Hayes, the Exuberant Rogue: (he/him, #The Exuberant Rogue) Emory's father, who moved to the Neath roughly a decade after London fell. An infamous pirate and duellist, but mostly just out to have fun.
Erdene, the Gilded Corsair: (she/her, #The Gilded Corsair) Emory's mother, a former urchin of Khan's Shadow turned pirate captain. Regularly seen dripping with stolen jewelry.
William Delaney, the Taciturn Explorer: (he/him, #The Taciturn Explorer) Aubrey's best friend, who came along with him to the Neath and has been doing his best to see every corner of it. Emory's honorary uncle and currently a member of their crew.
Khasar (no title yet): (they/he) Emory's reflection. Looks more monstrous than he does, but they're generally friendly. Often found in Parabolan waters or wandering in dream-cities or their ruins.
Evelyn Marlow (no title yet): (she/her) Chief gunner on a New Sequence ship. Joined roughly a decade ago, following an event that ended with her personality slightly eaten away by gant.
Some of Emory and Nora's other crew members can be found here.
Visual references for my main ocs can be found here, and other lore-related posts are tagged as #oc reference.
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mort-alicious · 2 months ago
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I wrote this on a whim, in an hour. Have old man yaoi! Ive been meaning to write a gankaru fic for a while, and now, with a strike of inspiration, i have created my stupidest work yet! This is pure crack and it is the middle of the night. Enjoy :3
Rating: General Audiences
Archive Warning: No Archive Warnings Apply
Category: M/M
Fandom: 逆転裁判 | Gyakuten Saiban | Ace Attorney
Relationship: Ganto Kaiji | Damon Gant/Karuma Gou | Manfred von Karma
Characters: Karuma Gou | Manfred von Karma Ganto Kaiji | Damon Gant
Additional Tags: Aggression, Pining, Awkward Crush, Crushes, Allergies, well its actually Manfred mistaking love for allergies, Medical Roleplay, gant pretends to be a doctor as a joke, Crack, Crack Treated Seriously, Fluff, Fluff and Crack, Kissing, Stupidity, this deserves its own warning, Not Beta Read, 70s AU, Alternate Universe
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t6fs · 5 months ago
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Scrimshander Anecdote of the Day: Due to being something wrong, the color cones the scrimshander has in its singular remaining eye differ from those of most humans. In terms of visible light, the Scrimshander only has red and blue cones, and frankly struggles to tell the difference between yellows and greens (its favorite color is yellow, so it is rather opinionated on this topic).
It does have a third color cone, which detects light just within the UV spectrum — useful on a surface, but less so in the Neath. It has a tapetum lucidum as well, so its eye reflects light brightly, and it'd have excellent vision in darkness if its diopter correction wasn't +9.
In terms of the Neathbow, despite what one may expect, it can see and distinguish Viric just fine, as well as Apocyan, Peligin, and Violant. It cannot tell the difference between Irrigo and Cosmogone, and it does not seem to detect Gant at all.
Bonus below the cut, the names of colors according to the Scrimshander (+ some cultural context):
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In order:
dlaï` = equivalent to red, with very little distinction on hue or tint. Orange would be considered dlaï` as well; heavily associated with poison/warning colors and are often used in art for having overcome great challenges, while otherwise being considered gaudy.
na`ran = "Yellow"; used almost exclusively to describe plants that "breathe" (grow on land), and is considered a moon tone
szud = "Green"; used to describe marine plants, and very little else.
k"yana = somewhere between teal and cyan; a fashionable pigment used in traditional costume due to its abundance in local shellfish and corals. Considered a cutesy, childish color generally, and is heavily associated with youthfulness and dreams.
terra` = blue; similar connotations to blood (below), but a bit more romantic as opposed to edgy. wearing blue and black is common for birthdays.
yïkhem = "Blood", similar to indigo; similar connotations that red would in most cultures, with connotations leaning somewhere between sultry and edgy, especially when paired with white or black (blood/white would be the edgiest combo). Blood is a moon tone
vï`ot = Somewhere between indigo and purple; a fashionable pigment used in traditional costume due to its abundance in local shellfish and corals. Extremely abundant for everyday wear, this color has tons of hue distinctions that true textile/pigment artists will debate you on.
ma`ev = equivalent to Magenta; a fashionable pigment used in traditional costume due to its abundance in local shellfish and corals. Similarly treated to the above.
szovu` = a fully UV "color"; a fashionable pigment used in traditional costume due to its abundance in local shellfish and corals. Especially found in the silk of a specific spider, which is often spun and woven into fabrics to an effect entirely unknown to me, the regular human writing this, but i bet it looks awesome.
~~~
çïsz = white; a moon tone, associated with death and salt. Used heavily in ritual combat and has violent connotations generally.
ghosz = any shade of grey, also used to describe brown; generally used for all neutral colors.
k"ï`xa = black, or colors dark enough to be equivalent; considered an earth tone, but also a moon tone. Associated with funerary proceedings and sound.
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aigloves · 6 months ago
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gloved cop and young tourist in a crowded European square
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karmas-chameleon · 3 months ago
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I wondered just how many random headcanons and bits of backstory I've created for Manfred and the von Karmas in general while I've been writing, so here's a complete list (now with citations from the chapter/fic where the headcanon is mentioned!)
It's a bit long lol
Manfred's father was incredibly strict (and possibly abusive), while his mother was much kinder to him. Unfortunately, she died when he was only five years old and he was left with only his father to raise him. [1]
His mother inspired his finger wagging, as well as a love for sharing sweets with family. She would occasionally sneak him dessert against his father's wishes, the last of which was a parfait (and is now his favorite dessert). She was also the one to allow him to use his left hand instead of being forced to use his right. [1]
Manfred's childhood home had fireflies in the summer, and at one point he dreamed of capturing them and using them as a light to run away. [3]
Manfred contracted polio when he was seven, and it weakened his legs so much that he would use a cane for the rest of his life. His father gave him his first cane on his tenth birthday, and it doubled as a sword. All the canes he'd purchase for himself later on would also be sword canes. He knows that carrying around a concealed weapon like that is illegal where he lives, and no, he does not care. [2]
His previous illness both made his left leg visibly thinner than the right, as well as causing a crooked smile. He's tried to control that, but when he's very happy, he still smirks crooked and is self-conscious about it. [17]
His father arranged a marriage for him, and Manfred was married nearly as soon as he could. He was never in love with the wife chosen for him, and she didn't particularly care for him either. In 2001 (after Franziska turned one year old, but before DL-6), Manfred found out that she had been cheating on him and divorced her, making sure that she wouldn't get anything from him. [4]
He has two daughters, one older than Franziska.
His older daughter's first word was 'mama', which she said while he was at work. After this, he started referring to himself as his daughters' Papa instead of Dada, hoping that it would be easier to say and would be Franziska's first word. He's definitely not salty about not being his older daughter's first word, nope, not at all /s [5]
Manfred swears that Franziska's first word was 'guilty'. Her mother claims she was just babbling. [5]
Franziska started to come with Manfred to work from a very young age, from the office to the courtroom. The one place he wouldn't take her when she was young was a crime scene, and he'd often leave her in the care of Damon Gant (or possibly Blaise Debeste) when he was busy with that. [6]
Manfred would create fake murder cases for Franziska to solve as a child, involving various plushies and toys of hers. He'd craft his own crime scene and fake courtroom / pillow fort for the two of them to play pretend with. They'd also practice singing to celebrate afterwards. [7]
Franziska is autistic, and has a particular sensitivity to things touching her hands. The gloves she wears help her to avoid uncomfortable sensations. [5]
Manfred loves sharing dessert with his daughters, though he doesn't have much of a sweet tooth otherwise. [1]
Manfred never told either of his daughters that Father's Day exists, not wanting them to feel obligated to do anything for him for some arbitrary day of the year (he wouldn't have wanted to do that for his own father, after all). [6]
Franziska was a huge fan of My Little Pony as a child, and would watch it with Manfred. She also has an actual, real horse she rides. [8]
The karaoke bar that Manfred and Franziska go to after real trial victories absolutely adores the both of them. Manfred helped the owner of the bar avoid some legal trouble, and they're also some of the best singers the bar gets. Manfred's usual drink is brandy with a bit of honey, and Franziska's is a piña colada without alcohol (even when she's old enough to drink). [9]
Manfred keeps his daughters' bedrooms in just the same condition they were when they left home, making sure they're clean and dusted both so his kids can come home whenever they want and as a reminder of them for himself. He also keeps plenty of photos and things around the house, especially in his room. [10]
Detective Gumshoe once offered to throw confetti for the prosecution's victories as well as the defense's, but Manfred told him such a thing was ridiculous and made a mockery of justice. The poor detective never tried celebrating a guilty verdict that way since. [11]
Manfred likes tea, and is a huge snob about it. He refuses to drink any sort of coffee, and brings his own tea to work as the sort the office provides isn't good enough to meet his standards. And he still prefers making tea at home with his own teapot over that. [12]
Manfred plays the violin, and he taught his daughters to as well. [13]
Manfred tried to learn as much about the LGBTQIA+ community as he could when Franziska came out to him as lesbian, but apparently he didn't learn enough to realize that he's asexual. He spent nearly all of his life thinking that basically everyone but him is weirdly preoccupied with sex, probably because they're just not as professional as he is. [14]
He snores. Not incredibly loudly, but enough to be annoying. [8]
He's awful at remembering the faces of defense attorneys specifically, often failing to recognize them if he ever happens to run into them outside of his job. [15]
His son in law (his older daughter's husband) is terrified of him. Manfred likes the guy enough to let him marry his daughter, but he's still very protective of her, and may have made some threats that if the man ever hurts her, something very bad will happen to him. [16]
Manfred's granddaughter is named Frida, after her grandpa. She hasn't expressed any interest in becoming a prosecutor (yet), but the moment Manfred hears such a thing, he's flying her to California and starting her training. [16]
(I'm pretty sure I've written about nearly all of these in some fic or another, but here's one I've never shared as a bonus for making it to the end 😅) There is at least one person who knows about Manfred's involvement in DL-6, and that's his chauffeur. Rainer Schein (as I've named this OC), the quietest member of his staff who's served him the longest, drove him home with a bleeding bullet wound and helped to take care of things. He informed others about the 'vacation' Manfred took to recover, and never said a word about what he knows. He made sure that even Manfred's daughters wouldn't know a thing, and it's highly likely that he's aware of what Manfred did and is still completely loyal to him.
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viric-dreams · 6 months ago
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If we're applying properties of additive colour here... If Ockham's a creature of the Is Not, heavily comprised of viric... that would make extensive contact with either irrigo or gant exceedingly dangerous for himherthem. A gant object that's powerful enough would have transformative properties, absorbing all of that viric and Ockham might just... disappear. Alternately, contact with irrigo would also end up generating an excess of gant. Peligin and violant may also be tricky in significantly higher amounts, but none that Ockham has yet noticed.
I don't know exactly where I'm going with this yet, but it could make expeditions into the Cave of the Nadir significantly higher risk if not impossible. Maybe that's how Ockham learned of this in the first place.
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infamouslydorky · 10 months ago
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How do you feel about the gant manfred pairing? Personally I prefer seeing them as just buds
I'm indifferent to it. I'm not really one to ship them or most characters in general but them as a ship, if I did ship them, is more for the comedic value because they're so opposite each other in terms of personality. I know some do it for the drama of them being such good foils to each other, which is valid. If they're romantically involved in your mind, sure, go for it. If they're just friends in your mind, sure, go for it. If they're simply coworkers with no other attachment, sure, go for it
Bottom line: do you. Ship what you like. I'm not here to police that
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thunder-threnodies · 6 months ago
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Present, 7 and 8?
7, Present. Do they have a partner? How did they meet, and what’s their relationship like now?
tThey do! They're married to @esteemed-excellency Hiram Hargrave. These two have the "addicted-too-eachother" relationship. Hiram provides solace to Morgan's heavy soul (being tied to the Depth of the Zee and all that jazz w/ Lady Black and the Gant Pole).
They both claim the other but don't you dare imply they care for eachother (even if it's obvious they do care). Their signature phrase would be "Death will NOT do us apart, idiot"
They met shortly after the Fall. The Admiralty tried to buy Morgan's silence about their Father's Bones (the standard sunless sea ambition) offering them a place amongst the higher ranks. At their debut, Hiram was there, rebuilding his network of connections.
Their very first exchange was:
H: "you're stuck here with all these shitty Admiralty airheads huh? I'm Hiram, Hiram Hargrave."
M:" Francis Morgan. And I'm part of the Admiralty."
H: *rises an eyebrow * "Sucks to be you."
8, Present. What hobby or pastime of theirs do they consider most important to them and why?
They are a pretty good Card player! They also learnt how to sculpt from the Pirate Poet (their First Mate on the Requiem) and dunk these little Clayfellows in water reflecting various Neathbow colours.
From time to time, if they Zail close to Polythreme these Clayfellows will get alive. In which case they get "employed" on the Requiem (Morgan's ship) and do minor chores/be a mascot/be cute in general.
Cards is important because their beloved Eleonor used to be a Player of Chess (regular and Neath edition, she was entangled in the Great Game at some point) and playing something tactical helps morgan keep in touch with the her. Some sort of memento. The Clayfellows are just a nice way to do something with their hands that's not hunting Nightmares, kill zee beasts or swordfighting.
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cursed-40k-thoughts · 1 year ago
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What is the weakest Nid that could 1v1 an Astartes? What about Necron? Eldar (any faction)?
I'd say a basic Warrior, or a Genestealer. Both are perfectly capable of killing the general troops of other factions in even bouts, and both are fairly general troops themselves in the scope of Tyranid bioforms.
Really you don't have a lot of Nids "weaker" than them save for your Gaunts/Gants and Rippers. And y'know, you could accidentally kill a Ripper by running over it with a trolley.
If you want to be technical (and hilarious) you could also argue that a spore mine, which is still a Tyranid, could take out the specified enemies. Only in melee, mind you, but it could.
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