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#Half of the scenes featuring female characters have them stripping for some reason....
ak800 · 5 months
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Watching Neon Genesis Evangelion is like
[Ignoring the sexism]
[Enjoying deep and throughtful world building]
[Ignoring the sexism]
[Enjoying themes regarding the human mind when faced with the unpredictability of life]
[Ignoring the sexi- wait is this an anti-sexism metaohor????]
[Nvm back to ignoring the sexism]
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gaming-universe · 4 years
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Who We Are || Russell Adler
Call of Duty Black Ops: Cold War
-PART THREE-
Warnings: SPOILERS FOR CALL OF DUTY BLACK OPS: COLD WAR! IF YOU HAVEN’T PLAYED/FINISHED THE CAMPAIGN THEN PLEASE DONT READ! Gore, violence, course language, mature content.
Summary: Betrayed and alone after surviving the events that took place on the Solovetsky Islands, Y/n ‘Bell’ L/n faces new and more dangerous threats when she learns that Perseus has other plans for his failed nuclear detonation of Europe. It was only a matter of time before Y/n came face to face with her old team. There is unfinished business between Y/n and Adler, as this operation proves to be more deadly than originally thought.
Author’s Note: So, after finishing the campaign, I needed to do Bell/Player and Adler justice. I loved this game so much, and chosing to play as the female character, I felt like there was a genuine connection between Bell and Adler throughout the game. There is a tag list open for anyone that wishes to stay up to date with the series. Simply comment below. Gif by @travelllar​
|PART ONE| |PART TWO|
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A low whistle came from Woods as Adler stumbled backward, groaning in pain as he clutched his jaw with a deep chuckle.
Mason winced at the sound, his eyes flickering between both you and Adler with a worried gleam. Adler huffed, standing tall and giving you a deadly glare. “It’s nice to see you too-”
You surged forward, ready to attack the fucking prick and release all of the rage you had built up over the last four months, but Mason was quicker. Faster than you thought humanly possible, he appeared by your side and wrapped his arms around your waist, hauling you away from the scene whilst Woods apprehended Adler. Once you were a safe distance away, Mason released you only to spin you around and place his hands on your shoulders. “Hey, hey calm down...” He soothed, smiling softly as your wild and furious eyes met his own. They shone with unshed tears as he pulled you into a tight embrace, burying his face into the crook of your neck.
You didn’t know how to react, taken aback by his sudden display of affection. Despite the fact that he knew what had been done to you all those months ago, and even though he looked at you with sadness and pity, he still treated you like you were one of their own. The fact that you had once worked for Perseus didn’t matter. Everyone had their reasons, he didn’t agree with brainwashing you, that was something he absolutely hated. He hated lying to people he cared about. You returned Mason’s embrace, sighing into his shoulder as a way to relieve your anger.
“We all thought you were dead...” He whispered, tightening his hold around you “when Woods and I found out that Adler had shot you, we left the team”.
You pulled away from him, stepping back to look him up and down with an expression of confusion. “If you left, then why did you come back?” You asked quietly, tilting your head to the side in wait for his answer. Mason grinned, “Because we wanted to do you justice. You got us to Perseus the first time, and you helped us even though the CIA took away who you were, and you helped us even though we all lied to you. So we both thought we owed it to you to put a stop to Perseus once and for all”.
You felt your heart swell with mixed emotions, feelings you hadn’t felt in a long time. Your gaze fell to the floor as you released a long sigh, before lifting your gaze to stare across the room. Adler was already looking at you when you turned, there was something dark hidden behind his blank expression, something sombre yet guilty. You hoped he felt guilty at least.
Woods began to approach, a happy skip in his step as he left Adler to his own devices. “Holy shit, Bell. I’ll make a mental note that you can survive literally anything that is thrown at you” He teased, wrapping you in a warm embrace of his own. You returned the gesture, chuckling lightly before pulling away with a warm smile. He held you at arms length, looking you up and down with a fond expression. He patted your shoulder “It’s good to have you back” He spoke lowly, to which you nodded slightly in response.
Looking over Wood’s shoulder, your eyes met Adler’s once again. In fact, you didn’t think his eyes ever left your form. Carefully, you moved around Woods, half expecting the man to wrap his arm around you and stop you mid stride. But when he didn’t, you approached the man across the room with heavy and reluctant steps. When you stood before him, you had to force yourself to look up at him, through those aviators he wore and into his eyes. Even in the small time you had known him, Adler had always been a mystery. He was the type of leader that always kept to himself, never shared his thoughts with anyone. Until now.
You could see through his facade, through those sunglasses he used as a front to hide what was going on beneath. Though he tried to appear stern and authorative, deep down, there was something he wasn’t saying. Something that made you want to ask him-
A loud alarm blared through the bunker, red flashing lights gleaming brightly throughout various locations of the room. Adler huffed, shaking his head angrily. “Fuck, we need to go. Now” He ordered, giving you a small nod before moving towards Woods and Mason. You followed a short distance behind, the four of you now ascending the stairs leading out of the bunker. It was no easy task, trying to sneak out of the base while everyone was on high alert. But it wasn’t impossible.
The four of you made it out of the base relatively unscathed, making it to the jeep you had hidden atop one of the ridges without further hassel. With Adler in the passenger seat and Woods and Mason in the back, it made for a very awkward drive back into town. The cut on your arm stung painfully, you winced at the smallest movements. And of course, the man beside you just had to notice. “You’re hurt” Adler spoke lowly, his tone somewhat concerned, but more stating the obvious. You pursed your lips, wanting nothing more than to reach the safety of Viktor’s house faster. “I’m fine...” You replied shortly, turning left and taking the dirt path up to the house “it’s just a flesh wound”.
“It doesn’t look like one-”
“Did I ask for your opinion?” You quipped, harshly bringing the car to a stop. Ignoring Woods and Mason groaning in annoyance in the background, you turned to glare at Adler, your eyes narrowing dangerously. Adler held your glare, his chest rising and falling as his annoyance no doubt grew. With a long roll of your eyes, you removed the keys from the ignition and quickly jumped out of the car, slamming the door closed behind you with a violent ‘thud’. The others followed suit, closing theur doors a little more gently before joining you at the top of the stairs on the small wooden terrace.
Viktor had left the door unlocked, in the hopes of your eventual return. You smiled faintly at his kindness. Walking into the house, you were immediately met with the concerned expression of the old man, his mood quickly changing when he spied the three men standing in the threshold. “Friends of yours?” He questioned, his eyes now examining your form with a somewhat judgemental look on his features. You turned around to face the three men, finding Mason waving awkwardly in Viktor’s direction with a light chuckle.
Nevertheless, he old man beckoned them inside. Mason entered first, followed by Woods, who mumbled a complimentary ‘nice place’ as he walked past you into the living room. And last, of course, was Adler. After closing the door behind him, Adler let his gaze wander around the interior of the house, studying the off-white walls and the wooden furniture, before returning his attention to your form. His eyes remained focused on the large bloodstain on your chest, the whole in the fabric a reminder to him of the damage he had done.
After an extensive silence, Adler cleared his throat “We should talk, about what happened tonight-”
“No, not now...” Viktor suddenly interrupted, moving to stand beside you in a supportive manner. When Adler opened his mouthto protest, Viktor stopped him once again. “You are all exhausted, and injured. Some more than others...” He gave you a pointed look, one which you responded by poking out your tongue childishly “...there will also no doubt be soldiers looking for you. You will not talk tonight, but tomorrow, when all is safe”.
Begrudgingly, Adler agreed, his shoulders sagging heavily with exhaustion. Viktor clapped victoriously, before offering to show the three men to a room they could use for the night. As Woods and Mason followed Viktor upstairs, you disappeared into the kitchen to retrieve the medical supplies that were kept in the cupboard above the stove. Managing to retrieve a spare bandage, medical tape and disinfectant, you trudged over to the table and collapsed into one of the chairs with a loud sigh. Carefully removing your long-sleeved shirt and tossing it to the side, you figured that perhaps it was time to throw the torn and bloody piece of clothing away. There was no way the blood would was from it now.
After cleaning the wound and stitching it with small strips of medical tape, you wrapped you arm with the bandage, grimacing as a blinding pain shot through your veins. Pinching the bridge of your nose, you allowed your eyes to close briefly. The memory from the bunker kept playing over and over again, Perseus’ voice echoing from somewhere within your subconscence.
Operation Hydra, you are my most valuable asset.
You were brought back to reality by the clinking of glasses, and the chair beside you scraping against the floor as someone sat down with a light groan. Opening your eyes slowly, you were surprised to see Adler sitting there, pouring two glasses of what appeared to be whiskey. “Now this, is the last thing you expect to find in an old Russian man’s cupboard” He spoke lowly, extending one of the glasses toward you with a raised eyebrow.
Despite the mood you were in, you couldn’t belp but laugh softly, taking the glass from his grasp with a small nod of thanks. As if in unison, both you and Adler downed the contents of your glasses, causing you to sigh at the pleasant burning sensation. Your eyes met, and Adler shook his head. “How the fuck did you survive?” “Why? Have you come back to finish the job?” You asked quickly, watching with observant eyes as Adler’s hand tightened around his glass, his knuckles turning white as his shoulders tensed. “We came back to Solovetsky, because we picked up some Russian chatter about our old friend Perseus. He was planning to rebuild that base up there...” He breathed, his scarred features forming a scowl “we didn’t expect to find you”.
You laughed bitterly, leaning back into your seat and folding your arms over your chest “I bet that was a surprise for you-”
“Do you realise how hard it was for me to come back here Bell?-”
“That’s not my name”.
Adler paused at your threatening tone, huffing loudly as you glared daggers. If only looks could kill. You sat up straighter in your seat, jaw clenching as you spoke “My name is Y/n, but I assume you already knew that”. When the man before you said nothing, and instead found the surface of the table more interesting, you stood up abruptly.
“Did you regret it?” You dared ask, your voice becoming soft, grabbing Adler’s attention. When his gaze met yours, his lips parted in response “Regret what?-” “Don’t fuck me around, Adler...” You snapped, violently slamming your hands down atop the table “you’ve screwed me over enough. I don’t think you understand how hard this is for me. The man I trusted with my life, the man who fucked up my mind and shot me because he considered me a loose end, is sitting right in front of me. No more lies. No more bullshit. Tomorrow, you will tell me everything you know, and I will tell you everything I know, which admittedly isn’t much. But if your plan is to just fuck me over again, then I’m already out”.
When Adler didn’t respond, you took that as your sign to leave. You ignored Woods and Mason, who watched you storm past them up the staircase to the second floor of the house. You were beyond tired, overwhelmed by the days events. 
Viktor brought you tea later that night, offering his company should you need it.
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felassan · 4 years
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Dragon Age development insights from David Gaider - PART 4
This information came from DG on a recent SummerfallStudios Twitch stream where he gave developer commentary while Liam Esler continued playing DAO from where they had left off in Part 1, 2 and 3. I transcribed it in case there’s anyone who can’t watch the stream (for example due to connection/tech limitations, data, time constraints, personal accessibility reasons, etc). A lot of it is centered on DAO, but there’s also insights into other parts of the franchise. Some of it is info which is known having been put out there in the past, and some of it is new. There’s a bit of overlap or repetition with topics covered in Parts 1-3. This post leaps from topic to topic as it’s a transcript of a conversational format. It’s under a cut due to length.
The stream can currently be watched back here. Next week LE will be streaming a different DAO playthrough with commentary from another guest. Two weeks from now LE and DG will return to continue this playthrough for another stream session like this one.
(Part 5, Part 6)
[wording and opinions DG’s, occasionally LE’s; paraphrased]
The Loghain sequences, where it jumps out of the HoF’s point of view to let the player see what Loghain is up to, were added quite late on in development. Some of the dream sequences (like the HoF’s dream of the Archdemon) were also probably added quite late. Those sequences were added as they felt that they needed to have more indication of the larger goings-on in terms of what Loghain was up to, since they had cut some stuff that was meant to have shown this. Cutting things can be funny like that as you’re then left trying to explain the holes.
An original Archdemon concept drawing had them as a lot more demonic as opposed to draconic, with blank all-black faces, a giant ornate crown, smoke, tentacles and a Cthulhu-esque feel. Things change a lot during the concept phase however. At the time, DG wasn’t sure if he liked the changing of the ‘demon’ into a ‘dragon’, but over time he digs it - it sorta implies some things about the nature of dragons in the world that they later decided “yes, that is probably the case”. They then worked that more into the lore so that dragons weren’t just there to be huge lizards. Given the difficulty the team had modelling things like tentacles and snakes, the original Archdemon concept would probably have been iterated on and would’ve had to become something else eventually anyway.
Having the party camp was probably always part of James Ohlen’s plan. Originally, there was going to be different camps in specific places around the map. They then made it a sort of ‘pocket area’ that the player always ‘took with them’, but here they had problems figuring out things like what would happen if the player rested while in an interior location as opposed to somewhere out in the wilderness, “like, does that change it?” For a while there was a complicated system where the party members would do things in camp that would give the player items and help out in such ways - like a party member who made potions, ones that could be interacted with and asked to craft, a whole crafting system relating to that, etc (this all got cut). This was supposed to act as a reason for the player to return to camp and have more interactions at camp; they didn’t want the camp just to be ‘the place you go just to talk to followers’. A good portion of the team considered dialogue to be boring and not an activity that was engaged in.
As soon as hair/beard hair came past the ‘clipping plane’ of the neck, they had real trouble getting it to move due to lack of proper cloth physics and the troubles they had with hair. Beards were rectangular strips that dangled from the chin with the beard texture attached to it. Sometimes certain points were connected to the chest which is why there’s the weird stretching if models move in certain ways. This happens with robes as well. The reason they did this is so that there’s no clipping. For some reason the BW animation team was so averse to clipping compared to other games from elsewhere which sometimes have a bit of clipping that they’re actually not fussed about. At one point they had a big fight on the DA team because the art team said “We need to make every entrance and doorway [including tents] about twice the size that it is, about Shale-size specifically, because of Shale” because they were worried that there would be scenes where Shale would clip through the wall, and about how this would look to players. Others responded that it’d be rare where Shale would be seen going through a door and also that nobody really cares (as in it’s not a big deal). DG half-seriously suggested that instead of making every door bigger, have it so that after entering the door’s texture at the sides and above it would look cracked and have an outline of Shale’s arms and head as if she’d just barreled her way through the stonework. In the end Shale’s size was reduced as a solution to this (so Shale was originally intended to be a lot larger). This is an example of a place where different parts of the team had different priorities in development. It was pointed out that in the end having giant doors may not have made much difference, as every interior in DA is massive in terms of floor and ceiling-space, as well as items (huge jugs of ale etc) anyway.
Weapons and staves hover on characters’ backs due to the team’s aforementioned aversion to clipping. Originally there were plans for scabbards and straps, but they didn’t have the resources for these and they were also concerned about staves clipping through straps, especially when being ‘drawn’ for combat, even though that would just be a second or so. So this is why we instead have floating magnetically-attached-looking weapons.
DG wrote Nature of the Beast including all of the Brecilian Forest, it’s possibly his favorite plot/questline out of the ones he wrote for DAO. It’s one of the plots that survived best from first inception to final result. One of the prominent cultural features of Ferelden is the werewolves, and so DG had to make ‘the werewolf plot’. All the initial plots were split up like that (the werewolf plot, the dwarf plot, etc). Originally there was a separate ‘elf plot’ but it got joined together with the werewolf one. DG had an idea for a being that was like male and female, terrible and kind, beautiful and horrible and so forth - both at once, like the way nature is. This was the vague initial idea from which this plot grew. The nature spirit encountered is the flipside of the being. The spirit of the forest is both male and female, or something akin to being bigender (both rather than neither). There’s not much difference between the Lady and Witherfang. DG finds it so weird hearing the DAO Dalish elves’ American accents (since their accents were changed for the next game). The American Dalish elf accents bugged DG enough that when they got to DA2, he said to Caroline Livingstone “can we just retcon this” and she was like “yeah”. “I think we underestimated how weird prevalent American accents in the game alongside the British ones would be”. Zathrian is voiced by Tim Russ (Tuvok from Star Trek).
The Cammen-Gheyna plot is a fairly ‘nothing-y’ sidequest relatively speaking, but is so complex in terms of how many options and paths through it that it has that DG got a big of a finger-wagging for it and some people were not happy. LE commented that this quest is “an extremely Gaider plot”, as the player can ruin everyone’s lives in it. Gheyna’s pronunciation of Andaran atish'an is incorrect. This phrase is one of the ones that got mixed up in the pronunciation guide and one of the ones that when they got to DA2, DG was like “ignore what we did before, here’s the new pronunciation files”. One of the first ‘images’ the team had of the Dalish was that they had reindeer-like creatures that pulled the aravels. In DAO aravels look more like standard wagons than the ones in the ‘images’, and they weren’t shown properly. Aravels are wagons but they’re supposed to have big sails (not naval-style sails on top) all over the place to catch the wind, so that they look like a bunch of ships being drawn across a field. They got closer to how they’re supposed to be in DAI. At one point the artists sat DG down and asked him what should set the Dalish apart visually. “Funny you should ask, I have some very specific ideas about what the Dalish should look like that have just never been done”. [I think here he meant hadn’t yet been implemented in the franchise] “Oh, we just thought they were ‘people with wagons’.” “Nobody reads documentation...”
The lamps in the Brecilian Forest are a bit random. They put light sources everywhere and it seems like the Brecilian lamp thing was art-asset use that boiled down to “guess it’s an elven forest?”. The Deep Roads were supposed to be properly dark. The team had a lot of conversations over how dark they could or should make the Deep Roads. They constantly had beams of light coming from above and it was like “this is supposed to be like a mile underground, why are there sunbeams coming through cracks in the ceiling” - the answer is it looks good and they didn’t want to do proper darkness. By DAI, they got closer to the ‘look’ the Deep Roads are supposed to have. This is a recurring theme in the DA franchise lol. “This was a weakness in our team and processes, that it took two titles before we got on board with each other and with the vision.” But they had plenty of good strengths too! DG wishes they had iterated a bit more on the werewolves’ look.
“Evil options” was always one of the big conversations that they had. DG wasn’t a fan of the evil options because they mostly boiled down to being a big jerk. The reason for this is a lengthy design discussion that relies on interface - proper, smart evil usually implies some kind of deception, and how do you indicate to the player that the option they’re about to take has a more cleverly-sinister aspect to it (as opposed to simple Intimidate options)? They didn’t really enjoy just letting the player run around being an asshole to people, “do we have to service this hyuk-hyuk-hyuk, particular type of enjoyment?” DG wishes they had figured out how to do the evil stuff a little better (feeling that in a game, doing good has less merit unless there’s temptation to do evil, and that evil paths should be more materially rewarding). 
DG wrote The Dawn Will Come with some help from PW and Karin Weekes. It was the first song he wrote. Trevor Morris sent him the tune and he listened to it many times and wrote out the lyrics. PW and KW helped him make it “less awkward and cringey”. “They’re very good at that”. PW is good at poetry, KW is more musical and knows more about music. “If you get something which is as ridiculous as it is memorable, it’s probably Sheryl. If you get something that’s beautiful prose, it’s probably Mary. Something in-between is probably PW.” The DAI bardsongs were written by an external party brought in specially to do so. This required a fair bit of review and revision to make sure they followed DA lore. “It’s a problem we’ve always had trying to work with third parties, they tend to think that anything that falls under the umbrella of ‘medieval fantasy’ would fit in DA”. (Here DG groaned a bit thinking about Orson Scott Card.)
On the Grand Oak and co: “After I finished writing this I totally regretted it. It’s a big dialogue and there’s a lot involved in this quest. Do you know how hard it is to make somebody rhyme in a way that’s not completely cringey for the entire dialogue? I was three quarters into it and I so wanted to stop but I was past the point of no return. But I did it! And it worked out.” The Grand Oak should have been a LotR-style ent-like being in terms of animations and presence. When DG sees the Oak’s stationary pose he’s reminded of Silence of the Lambs. When he finished the Grand Oak and hermit quest he was like “I make way more trouble for myself than I should”. The Hermit cycles through random animations outside of conversation because he’s supposed to be twitchy and weird.
The haunted empty camp side encounter was a pain for the tech designers to make work because there’s no NPC to talk to. It was a pain whenever companions had to offer critical information like in these sorts of parts in fact, as they had to write 9 versions of each ‘line’ (1 for each companion).
There are certain spells/abilities in D&D that can make a GM’s life frustrating, such as teleportation, telling the future, resurrection. The fact that death is not permanent, for instance, should be a huge thing that affects society and how the people in it view death. This is why they were thinking stuff like “If every low-level mage in the setting had a skill like ‘Charm Person’, what would non-mages make of that?” This ties back to discussions in previous part/s where there are lore rules like no teleportation. DA was originally envisioned as a low-magic setting, but this didn’t last long [this subject is also covered in previous part/s]. The rules of magic didn’t really change though, they just weren’t really communicated that well to the other teams in the early days. They slowly realized that it was incumbent on the design team to explain and sell to the other teams the vision, not just expect them to read documentation. They were also constantly fighting against their own presuppositions of “DA is like D&D”.
Desire demons were supposed to be genderless. DG isn’t a fan of how the Fade turned out in DAO. The quests themselves were too long; they couldn’t do all the original plans they had for them so there was a lot of iteration, “then we ended up settling for something not very exciting”. Another big fight the team had was about whether they should have permanent death since DA was a more realistic world? One side’s argument was that ‘if you don’t allow for resurrection then we can’t have death in combat’. DG wondered if there was a different dichotomy they could get to but didn’t want to dictate how combat should work or tell combat designers how to do their job, as he wasn’t the one doing that work.
One of the best moves they made when working on DAI was the concept artist consulting cosplayers. This was good work not only in a fashion sense but also in that it led to making outfits for characters that someone could actually wear (contrast those with Sebastian’s outfit, which DG remembers cosplayers having trouble making functional/wearable and putting together). DG really wasn’t keen at all on Cole’s hat. When designing the clothing-clothing in DAO, the artists were trying to get the most variation for clothing out of assembling pieces. For the sake of variation they allowed pieces to go together that really shouldn’t go together. This allowed for a larger number of clothing options to be made out of a smaller number of clothing models/textures.
In Neverwinter Nights they added a “jiggle mesh” to the engine, it was used in only one place (Aribeth’s cleavage).
Writers are the first ones that jump onto a project, so when last touches and polish is being added to a game they’re often not aware of it. Once the writing is more or less locked down for a game, they start working on the next project. On every project at some point they had to have what they called the “profanity meeting”, where they decide what types of profanity exist in that world, what level of profanity they’re accepting, establishing the standard on this front, etc. This leads to fun meetings where they go through every profanity that they know and try to create new ones. “Maker’s breath!” and “Void take you!” are some of these kinds of things. They needed exclamations akin to “Goddamnit” but which made sense in this fantasy setting (“Goddamnit” implies the context of God, and the concept of damning, for example, so it doesn’t hold up) and weren’t just word substitution like “frack” instead of fuck or something.
The Grey Wardens gained their trademark blue and silver uniformed look for DA2. When the new art director Matt Goldman came on before DA2, he wanted to re-approach a number of things such as the darkspawn (mentioned in previous parts) and the Wardens. He wanted factions like the Wardens to be more uniform and easily identifiable at a distance by silhouettes and colors. He wanted factions to be more visually distinct and to introduce more color in general, as DAO was very brown and muddy. This was something of a standing mission of his when he came onto the project. He disliked the idea that there wasn’t anything unifying or distinct or ‘easily identifiable as a DAO screenshot’ about DAO screenshots, other than that brown muddiness. 
Deciding how to design the Lady of the Forest was a long conversation due to the potential nsfw elements. It was a long haul to get her to look a certain way.
The thing DG found easiest/least painful to write was probably Zevran’s dialogue. He felt less pressure about it and had a bit more fun with it. Zevran has a certain story about trust that DG found pleasurable to build on; Zevran had grown up with a certain expectation of deceit and trauma, and when confronted with earnest feelings, that was the more puzzling part for [Zevran] to process. “When you expect everyone around you to deceive you, you’re kinda like, okay, this is life. But then to figure out, ‘oh, I guess it doesn’t need to be that way’, well how do you even... not?” DG remembers straight male players complaining on the forum after accepting Zevran’s massage tent-invite and not clocking that that was an invite of a certain nature. Overall Zevran was a more relaxed piece of writing for him. Shale came later but writing Shale was also a lot of fun. Like HK-47, “you can string together a few quirks that you find amusing and people will still treat that like a character and love it”.
In DA2 there was an entire subplot centered around the Carta and Varric. It spanned all three Acts. Mary Kirby had written it to completion and it was good. DG had to tell her it was among the cuts they needed to do because it was written a bit later relative to other stuff and because cutting it offered the most return according to the schedule and resources/subsequent downstream work. In cases like these they sometimes take the cut plotbeats and put it in a ‘box’, in the hopes that they may be able to use it for DLC or something later on. In practise this doesn’t happen very often at all. On DAO it did happen once with Shale. Shale was cut from DAO and had to be moved to become Day 1 DLC. Work on Shale therefore took place after most of the game had been finished. If they hadn’t done this, she would have been cut completely. It also sort of happened on DAO with Loghain. It originally had a whole plotline in Denerim involving him which had the player figuring out his background, motivations and interacting more with Anora. All of that got cut (requiring the cutscenes mentioned at the start of this post being added), and this is where the idea came of writing a novel (The Stolen Throne). This occurred in the period when the game had been delayed and DG particularly regretted that particular cut. He thought, “I could take this story that you were going to learn about the history of Loghain and his relationship with Cailan, and rescue it in a way.” [source]
[Part 1]
[Part 2]
[Part 3]
[Part 5]
[Part 6]
[‘Insights into DA dev from the Gamers For Groceries stream’ transcript]
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mischiefiswritten · 5 years
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What Otome Has Taught Me About Writing Romance (and Some Other Things)
Alright, time for me to come clean about my love for visual novels and otome games. (Otome, if you're not familiar with it, is a genre of games with female protagonists that tells a love story, allowing the player to choose a suitor and make choices along the way that influence the ending. It's fantastic fun.) Aside from being an excellent little diversion, it's actually proved to be a useful tool when it comes to writing elements of romance into any WIP.
On with the Show
Otome games tend to be relatively short, so they need to pack a lot in to every chapter or episode. The best of them manage to cram in a full range of emotion and a cohesive plot to forge a memorable experience in relatively few words. I'm not suggesting that novels or other fictional formats need to be stripped down to their barest word counts, but there's something extremely valuable about being able to convey important elements of a story with economy. For one thing, your readers are probably busy people, just like you. They don't have unlimited time to read all the things they want to read, and if you spend too much time saying nothing at all (like in exposition), they might drop your story in favor of something else.
Now, there's no perfect formula for when to launch into the action of a story - each one is different and calls for something different! Personally I love to have some time for introduction at the start of a novel, not just so that I know who the characters are, but also so that I have a chance to crawl inside the world and live there before having serious plot to keep up with. That said, I have a 100 page rule - I only require myself to give a book 100 pages to convince me to stay. If I hit page 100 and I'm still saying, "what is this book going to be about? when is something going to happen?" there's a very good chance I'm outta there.
In contrast, if you jump into the deep end of the action immediately, readers may lack a sense of why they're supposed to care. These characters are distressed? That's a bummer, but if the reader never sees who they are and what their lives are like without the drama, they may have less passion for seeing that drama resolved. Like everything else in writing, this is a balancing act. It's all about finding your sweet spot so the progression from opening your book's cover to finding yourself swept into the narrative can seem as natural as possible and get the best emotional and intellectual investment from your readers.
Cheap Drama Feels Cheap
Your readers are intelligent people. Don't try to fool them into thinking there's real drama and suspense somewhere there's not because they'll be able to tell right away. It's annoying to most readers, especially when excellent characters - like yours! - are wasted on it. The otome routes that get dropped somewhere in the middle and receive the absolute worst reviews are the ones that feature the 'easily-resolved misunderstanding' trope. It's. The. Worst.
Terrible misunderstandings happen all the time in real life and in fiction, and the ensuing conflict (or disaster) can be extremely rewarding for the audience. "NO!!" it will make them scream as they clutch the book thinking about how it doesn't have to be this way. If only the characters knew, if only they realized! It's not the unnecessary nature of the issue that makes it cheap - it's how easily it's resolved. If there's an easy answer conveniently within your characters' grasp and no reason for them to not realize it or not take it, it will bug your readers.
One of the most infamous examples is when the female protagonist glimpses her suitor for a total of 20 seconds innocently talking to/hugging/putting a hand on the shoulder of/etc. an unidentified girl, and immediately sprints away, tears streaming from her eyes, despairing that the man she adores does not really love her after all and has been unfaithful. O woe, that this strange woman was chosen over her! Curse the vixen who stole her suitor's heart! The female protagonist then uproots everything good that was happening, abandons it all and runs far away. She ignores his and everyone else's attempts at communication until, in a crescendo of needless drama, the suitor travels a great distance to corner her and say,"yo, that was my sister."
Are you rolling your eyes? You should be rolling your eyes. Think of all the things anyone with any sense could have done in this situation. Stayed for another minute to hear the conversation. Walked up and asked to be introduced. Left after a minute or two, but asked about it later. Answered the phone when he called.
The bottom line is this: don't let your story's conflicts have easy answers. Especially not multiple easy answers. Take away the simple resolutions! Make every option cost your characters something!
Emotion Must Be Earned 
I mentioned above that if you dive into the drama of your story too quickly, you risk losing the readers' investment in your characters and plot. That's because emotion must be earned. This goes for both your readers and your characters.
You can't just tell your readers they should care about what's happening to your characters and actually expect them to. Even if you have the cutest, most squee-worthy romantic scenes in store, they'll feel hollow without the proper buildup. This happens all the time in otome (and other forms of fiction) where it seems like the writer was in a hurry to just get to the butterfly-inducing romance already! You read through a scene, and oh my gosh that dialogue nearly made you swoon, but... when that initial "OMG" fades, you're left feeling like something was missing. That thing was the feeling of resolved tension, or a triumph over struggles - something to make you say, "Finally!"
You have to make them work for it. It's not about being super clever, or surprising your reader with the build of emotions or the happily ever after. No one starts an otome game under the impression the main characters may not fall in love, after all. But there has to be something that keeps them apart for a while, some will-they-won't-they limbo, or that "ohohoho they're catching feeeelings!" process that makes the characters coming together feel like a win.
The bottom line is this: When romances are quickly and easily achieved, they feel cheaper.
You Can't Rush Love
The characters need some understandable reasons for feeling as they do about one another, as well. Even if it's some intangible 'it' factor that can't quite be explained, readers want to really feel like these people belong together. Otome routes with multiple seasons can fall into this trap pretty easily. When the writers want to get from the first season story of meeting and falling in love directly to season two getting married and talking about babies, it can feel like something very important was skipped. Like where their relationship naturally progressed and grew from that new, fresh whirlwind romance to serious life plans. (This works the worst when there's no time jump at all, or very little time is supposed to have passed.) The wedding and baby dialogue may be as swoony as Pride & Prejudice, but readers still don't want to have the nagging question "How did these people get to this point in their relationship?" in the back of their minds.
Sometimes this happens without time jumps or milestones, and the couple seems to leap from flirtation and new possibilities to 'I-would-die-for-you-and-without-you' levels of love. Like above, maybe it leads to great scenes, and maybe this part of the story is actually very well written, but if you're left asking "what did I miss?", there's a problem there. Along with earning your readers' emotional investment, you have to earn their belief. As a writer, it's your job to convince readers that this is a relationship worth rooting for - something that can last, or at least burn brightly before its bittersweet ending. If it's real love, your readers have to be able to grasp why: why these people are a couple, why they're meant to be, etc.
Keep 'Em Coming Back
 If you've played much otome at all (particularly free-to-play mobile otome), you're familiar with the typical ticketed reading system. In most of these games, you only get to read about half a chapter a day unless you pay for additional tickets, divided up into about five shorter segments. Along the way there are often checkpoints you have to pass by raising scores by completing tasks and mini-games and the like - and sometimes it takes a while (several days or even a week or two) to obtain the resources you need to continue reading!
And what's this got to do with writing? One word: pacing.
In otome, the story has to be good enough and each cut-off tantalizing enough that you 1) cash in all your free tickets each day, 2) want to come back each day to keep reading, and 3) are motivated to take the time to pass checkpoints. This means the game writers have to master their cliffhanger game as well as overall pacing. Not all the cliffhangers are of the type that probably jumped to mind upon first reading this. It doesn't always have to be a sudden and imminent danger, a shocking revelation, or other plot twist. Often it's dangling a sweet, romantic moment in front of players or otherwise developing a character through backstory or some meaningful event. The romance genre is largely about discovering the character of a person, all their dimensions and convolutions, and that journey of discovery can be an extremely useful tool for maintaining interest chapter to chapter and throughout the story.
Usually, if an otome route is going to drag, it's going to be in the middle. Perhaps this is because the writers had few compelling ideas for that portion of the plot, which is another topic for another day, but regardless of the genesis of the problem, it can kill a story. Life is busy, time for games and reading is limited, and content to play and read is plentiful. If a story becomes dull for a long stretch in the middle with no end to the doldrums in sight, it can easily be abandoned and forgotten about. At the same time, things can't be explosions and adrenaline-fueled car chases all the time. The less glamorous, less obviously exciting bits of a story are often where its soul takes shape and future payoffs are set in motion, so the trick is not to eliminate the quiet moments but to intersperse moments that make readers need something new. New questions they need answered, new angles they need explored, new emotions they need to experience again.
Your writing is not likely to be diced up to the extent an otome game is, but it's equally important to keep the middle from sagging and to provide that "just one more chapter!" feeling for your readers. Be careful not to make too many assumptions about the attention spans of readers - they need to be kept wanting more!
Don't Drag Out the Dark
Most people like a solid infusion of angst into their media. There's nothing wrong with a dark night of the soul your characters and readers can experience together, but you have to make sure there's some promise of dawn. If things get too abysmal for too long, people may be tempted to put the story down. I myself have been on hiatus with an otome game I absolutely love for more than too years because the route I was playing was simply too depressing! Life has a lot of challenges in store for all of us, and seeing fictional characters triumph over their own hardships can make even the darkest times more bearable. It's important to remember, however, that readers invest heavily in your characters - their burdens become the readers' burdens. Even when life isn't putting you through your paces, you can have a long day, and at the end of a long day, you may not have the energy to plunge headlong into the enduring agony of a novel. If readers feel like the terrible things happening to your characters are never going to end, they may simply lose the will to keep reading, despite loving what you've set up.
Like anything else, it's about balance. As readers, we tend to like being strung along by glimpses of better times ahead, or at least something to make the struggles worthwhile. Happiness makes pain more meaningful. Peace makes strife more striking. There has to be substance to the sadness. A reason for it, and an end to it - even if the ending is tragic. Be creative about what constitutes a good reason (a lesson learned, a sacrifice made, etc.) and also take into account what you advertise vs. what you deliver. (i.e. readers will be much more amenable to a sorrowful tale if they knew that's what they were getting into than if they were sold a happy-go-lucky romcom.)
At the end of the day, what's most important is how the story makes you feel.
I never pay for otome games. I opt for free-to-play offerings instead, and this has in no way impacted the quality of games I've had access to. Most of my favorites are not those with all the bells and whistles like animation and voice acting, those with the highest art budgets, or those from the most popular companies. They're the ones that people poured their hearts into and created earnestly and lovingly, starting where they were and using what they had.
And that is the bottom line of every piece of writing advice I could ever give. A lot of flaws can be overlooked in favor of the emotions a story evokes. Who cares if it was not told as artfully as another so long as it made you feel something real? Storytelling skills are marvelous, but when all is said and done, it's not the telling that matters most. The story itself is what counts.
I hope you believe in the story you have inside of you. I do! Thanks for making it to the end of this super long post (sorry but only kind of) and please feel free to share your thoughts on this topic with me.
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fencer-x · 5 years
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Hello! I’ve been looking for some good books to read and was wondering if you had any recommendations? I seem to just wander around the bookstore not knowing where to start.
I confess I’ve been reading nothing but fics on fics on fics (Drarry exclusively lol) for a good year now, so I haven’t touched original works in ages, though I have several of the latest installments of my favorite series waiting until I run out of good Drarry fic... (please...god...free me from this hell........)
I’ve made several recommendations for excellent M/M original works (you can always check out my reccs tag for any recommendations as well, though it includes original novels as well as manga and fic). I pretty much only read M/M fantasy (with the very VERY occasional M/M scifi or supernatural book thrown in), so I hope that’s what you’re looking for XD
Here’s a “””””””brief””””””” recap of series I particularly enjoy and go back to reread often, along with details on who might like these books and why. They’re all available via Amazon (most as Kindle reads, but some as paperbacks; some are also available from other sources as well in other formats if you prefer, for example, epub) and at reasonable prices (all but one series are under $10 per book, some under $5).
It is entirely possible you’ve read all of these, since I’ve gushed about them many a time before, and if that’s the case, I apologize I can’t rec you anything new! But maybe it’s been a while if you’ve read these before and it’s time for a reread!
The Lord of the White Hell series, by Ginn Hale - [GOODREADS BLURB: "Kiram Kir-Zaki may be considered a mechanist prodigy among his own people, but when he becomes the first Haldiim ever admitted to the prestigious Sagrada Academy, he is thrown into a world where power, superstition and swordplay outweigh even the most scholarly of achievements. But when the intimidation from his Cadeleonian classmates turns bloody, Kiram unexpectedly finds himself befriended by Javier Tornesal, the leader of a group of cardsharps, duelists and lotharios who call themselves Hellions. However Javier is a dangerous friend to have. Wielder of the White Hell and sole heir of a dukedom, he is surrounded by rumors of forbidden seductions, murder and damnation. His enemies are many and any one of his secrets could not only end his life but Kiram’s as well."] 
Read this if you like... magic and science working together, religion-borne racism and the difficulties of interracial as well as interreligious relationships, snarky aristocrats and a good mystery. And read the second book in the series definitely if you liked Yokozawa Takafumi no Baai or Sore Nari ni Shinken nan desu (I've found I really like stories where the rejected third-party from the main series gets his own happy ending, and Book 2 of this series is one such, building an entire new couple with the midway-through-the-story return of Book 1 couple so you get the best of both worlds.)
The Magpie Lord series by K.J.Charles - [GOODREADS BLURB: "Exiled to China for twenty years, Lucien Vaudrey never planned to return to England. But with the mysterious deaths of his father and brother, it seems the new Lord Crane has inherited an earldom. He’s also inherited his family’s enemies. He needs magical assistance, fast. He doesn’t expect it to turn up angry. Magician Stephen Day has good reason to hate Crane’s family. Unfortunately, it’s his job to deal with supernatural threats. Besides, the earl is unlike any aristocrat he’s ever met, with the tattoos, the attitude… and the way Crane seems determined to get him into bed. That’s definitely unusual. Soon Stephen is falling hard for the worst possible man, at the worst possible time. But Crane’s dangerous appeal isn’t the only thing rendering Stephen powerless. Evil pervades the house, a web of plots is closing round Crane, and if Stephen can’t find a way through it—they’re both going to die."] 
Read this if you like...magic and 19th century UK settings and snarky aristocrats who guard their hearts fiercely. The dynamic is fantastic, and the writing itself is gorgeous.
Whyborn & Griffin series, by Jordan Hawk - [GOODREADS BLURB: (Summary of Book 1) “Love is dangerous. Ever since the tragic death of the friend he adored, Percival Endicott Whyborne has ruthlessly suppressed any desire for another man. Instead, he spends his days studying dead languages at the museum where he works. So when handsome ex-Pinkerton Griffin Flaherty approaches him to translate a mysterious book, Whyborne wants to finish the job and get rid of the detective as quickly as possible. Griffin left the Pinkertons after the death of his partner. Now in business for himself, he must investigate the murder of a wealthy young man. His only clue: an encrypted book that once belonged to the victim. As the investigation draws them closer, Griffin’s rakish charm threatens to shatter Whyborne’s iron control. But when they uncover evidence of a powerful cult determined to rule the world, Whyborne must choose: to remain safely alone, or to risk everything for the man he loves.”] 
Read if you like... magic and the supernatural and 19th century US settings and Eldritch monsters and mystery and intrigue and adventure and era-appropriate treatment of homosexual relationships but with happy endings (and also couples of all types).
The Nightrunner series, by Lynn Flewelling - [GOODREADS BLURB: "When young Alec of Kerry is taken prisoner for a crime he didn’t commit, he is certain that his life is at an end. But one thing he never expected was his cellmate. Spy, rogue, thief, and noble, Seregil of Rhiminee is many things--none of them predictable. And when he offers to take on Alec as his apprentice, things may never be the same for either of them. Soon Alec is traveling roads he never knew existed, toward a war he never suspected was brewing. Before long he and Seregil are embroiled in a sinister plot that runs deeper than either can imagine, and that may cost them far more than their lives if they fail. But fortune is as unpredictable as Alec’s new mentor, and this time there just might be…Luck in the Shadows."] 
Read this if you like... magic, spies, fantastic female characters, adventure, and intrigue. Read also if you love looooong series, as it's complete at 7 books!
Scarlet and the White Wolf series, by Kirby Crow - [GOODREADS BLURB: "Scarlet of Lysia is an honest pedlar, a young merchant traveling the wild, undefended roads to support his aging parents. Liall, called the Wolf of Omara, is the handsome, world-weary chieftain of a tribe of bandits blocking a mountain road that Scarlet needs to cross. When Liall jokingly demands a carnal toll for the privilege, Scarlet refuses and an inventive battle of wills ensues, with disastrous results. Scarlet is convinced that Liall is a worthless, immoral rogue, but when the hostile countryside explodes into violence and Liall unexpectedly fights to save the lives of Scarlet's family, Scarlet is forced to admit that the Wolf is not the worst ally he could have, but what price will proud Scarlet ultimately have to pay for Liall's friendship?"] 
Read this if you like... weird twists on old fairy tales with amazing world-building, provided you're willing to put up with a little bit of a slog until the couple really gets on the same page.
Captive Prince, by C.S.Pacat - [GOODREADS BLURB: "Damen is a warrior hero to his people, and the rightful heir to the throne of Akielos, but when his half brother seizes power, Damen is captured, stripped of his identity, and sent to serve the prince of an enemy nation as a pleasure slave. Beautiful, manipulative and deadly, his new master Prince Laurent epitomizes the worst of the court at Vere. But in the lethal political web of the Veretian court, nothing is as it seems, and when Damen finds himself caught up in a play for the throne, he must work together with Laurent to survive and save his country. For Damen, there is just one rule: never, ever reveal his true identity. Because the one man Damen needs is the one man who has more reason to hate him than anyone else..."] 
Read this if you like... phenomenal skill with the written word (I mean REALLY TOP NOTCH), fantastic characters with real evolution in relationships, amazingly intricate political intrigue (guaranteed to keep you guessing the whole way), enemies-to-friends-to-"I think if I gave you my heart, you would treat it tenderly"-to-...well, I won't spoil things 8D Please note the 'slavery' aspect that is heavily featured in Book 1. There is NO RAPE between the main characters, but there are forced sexual scenes between Damen and another minor character (n.b. minor as in not major, not minor as in a kid), and well, Laurent just isn't a very kind 'master', nor does he pretend to be. This is not your typical 'omg the slave falls in love with the master and vice versa!!' dreck, but do be aware that the first book deals intimately with those themes as Damen must play his part.
Wytch Kings series, by Jaye McKenna - [GOODREADS BLURB: (Summary of Book 1) "Prince Garrik is the Heir Presumptive of Altan, next in line to be crowned Wytch King. There’s only one problem: in order for Garrik to be crowned, he must possess Wytch power of his own, and thus far, whatever power Garrik might possess has shown no sign of awakening. As things stand, it is Garrik’s younger brother, Jaire — a dreamer completely unsuited to wear the crown — who will take the throne after their father. Concerned about the future of his kingdom, the Wytch King demands that Garrik’s power be forcibly awakened. Hoping to protect his brother from the burden of rule, Garrik allows the attempt — with disastrous results. Now, Garrik must learn to control the fiery dragon that rages within him before he destroys everything he loves. Wytch Master Ilya has been alone for years. Learning to control the icy beast slumbering within him has already cost him his family and his lover, and Ilya will never open himself up to that kind of pain again. Summoned to Altan to avert disaster if he can, Ilya has no intention of allowing anyone to thaw the ice in his heart. When he meets Prince Garrik, sparks fly, and Ilya finds himself fighting feelings he thought he'd buried, long ago. Can Garrik’s fire melt Ilya’s icy heart? Or will Ilya be forced to use his ice to quench the flames that burn within Garrik once and for all?"] 
Read if you like... DRAGON SHIFTERS. There's really not much more I can say to encourage you to read this series (there are five so far!) other than to say HERE THERE BE DRAGONS, AND LOTS OF THEM, AND HOT GUYS WHO TRANSFORM INTO THEM. The plots are interwoven, with side characters from previous books showing up as MCs in subsequent ones, so you get to see major characters fleshed out, even if not right away.
Mermen of Ea series, by Shira Anthony - [GOODREADS BLURB: (Summary of Book 1) "Taren Laxley has never known anything but life as a slave. When a lusty pirate kidnaps him and holds him prisoner on his ship, Taren embraces the chance to realize his dream of a seagoing life. Not only does the pirate captain offer him freedom in exchange for three years of labor and sexual servitude, but the pleasures Taren finds when he joins the captain and first mate in bed far surpass his greatest fantasies. Then, during a storm, Taren dives overboard to save another sailor and is lost at sea. He’s rescued by Ian Dunaidh, the enigmatic and seemingly ageless captain of a rival ship, the Phantom, and Taren feels an overwhelming attraction to Ian that Ian appears to share. Soon Taren learns a secret that will change his life forever: Ian and his people are Ea, shape-shifting merfolk… and Taren is one of them too. Bound to each other by a fierce passion neither can explain or deny, Taren and Ian are soon embroiled in a war and forced to fight for a future—not only for themselves but for all their kind."] 
Read if you like... MERMEN SEX. Again, not much more I can say to encourage you to read this XD There's mermen having sex in mer form, there's mermen having sex in human form, there's just lots of mermen and rather a lot of sex too. But there's also interesting plot! Though lbr if you're going to read this, it's for the mermen XD
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troominmoll · 6 years
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"i feel like being bitter and listing off all the things that the 90s show changed about the original stories" as a relative newcomer to moomin-related stuff, i'm curious... what *did* the 90s show change??
*rubs hands because I love being insufferable*  
(Minor disclaimer that this is mostly done in good nature. I understand almost every show that is adapted from existing content is gonna change stuff to suit their story-telling needs. But I am annoyed that some who praise the 90s anime think the new series is bad simply for doing things differently when that show, and nearly every one prior to it, has also put their own spin on things.)
There are 24 episodes of Tanoshii Moomin Ikka (plus a movie) based on the books by Tove Jansson, and I think 11 based on the comic strips she wrote. It would take a long time to cover every single detail in every single episode, so I am mainly going to discuss those that have changes I find more significant, disappointing, personally distressing, or just plain baffling.
(A second disclaimer: I have not read any entire comic stories past the point where Tove stopped working on them. There are some episodes based on strips created exclusively by her brother Lars, The Vampire and Artists in Moominvalley being two examples. I will be skipping those, as well as Bouken Nikki episodes, as I have yet to thoroughly watch each one on account of so few being based on Tove’s work and the headaches they induce lmao. Nitpicks from fans who have read Lars’ strips in full are welcome.)
Now without further ado, let the fussing begin~
01 Spring in Moominvalley: This follows the basic storyline from the first two chapters of Finn Family, but with some notable changes. Snufkin at this point woke up from hibernation along with the rest of the family, Little My had yet to be introduced, and Snork - a child like the rest of the main cast - lived with his sister and the rest of the kids in the Moominhouse. The entire subplot of him being an inventor is merely an invention of the anime.
Moomintroll, in the book, spends a lot more time in transformed body. As he believes his friends are playing a new game when they fail to recognize him, he makes up a story about being “The King of California”. He repeatedly pretends to insult Moomin (himself), and in a touching display of devotion his own friends beat him up to defend his honour.
02 The Magic Hat: Continuing on with a scene based on the later half of chapter 2, we see Moomin rescue Snorkmaiden from the Ant Lion, and along with Snufkin, decide to trap him in the magical hat. In the original story however, Moomin and Snork trap the him. This was rather unprovoked, though Moomin cites a moment from a previous book (read all about it in The Moomins and the Great Flood!) where the Ant Lion allegedly kicked sand in Mamma’s eyes. The gang then takes the hat back inside for more “experiments”, and after making a mess, the adults decide it best to dispose of the hat in the river.
Much like in the story, the hat is soon recovered by Moomin and Snufkin, though a chapter where they hide it in a cave and and end up frightening the Muskrat (who uses it as a shelf for his dentures) is absent. It then continues to the scene where Moominhouse is briefly overgrown with plants. Aside from this happening sooner than it did in the book, and the premature appearance of the Hobgoblin, and the missing Mameluke hunt, and the part where all the children play in the jungle, I think it’s pretty true to that chapter!
03 Discovery of a Wrecked Ship:  First off, I wanna say I’m mostly including this episode on my list just to make it clear that Snufkin’s random sexist comments towards Snorkmaiden and Little My are missing from the book. There is a chapter where him and Moomin go ambling up some rocks, but “the girls” are thankfully absent from this scene.
So then they discover an abandoned boat and the rest of the episode is padded with scenes where they repair it. A charming spectacle, I’m sure, but also absent from the book as the boat they find is already in pristine condition. Shame that Snufkin never got to share his idea for the ship’s name, (it was Lurking Wolf aha ha ha) but that might be for the best.
07 The Suitcase: As seen in episode 06, Thingumy and Bob arrived in Moominvalley. They bring with them stolen goods and and the mother of Grimace, who seeks to recover said goods. Snufkin, once again letting everyone down, decides that a gentle female should speak to them about the contents of their suitcase and soon Snorkmaiden is assigned to the task. Instead the book features a trial sequence, which really helps hammer in the metaphor. Everyone takes part and Sniff acts as prosecutor of behalf of the Groke, who appears and is willing to trade the treasure in exchange for the magical top hat (NOT a pretty scallop).
08 The Hobgoblin’s Magic: Moomin hears that his wondrous wooden woman has washed up on the shores of Moominvalley. But when he rushes to the beach, he finds nothing but sand and disappointment waiting for him. This sends him spiraling into a brief yet no less deep depression which is cured only when Thingumy and Bob share their contents of their secret suitcase. The novel was much more reasonable however. He was saddened by the loss of Snufkin who had skipped the valley for the first time, promising (as we all know) to return on the first day of Spring.
And then there is a fabulous summer party thrown by the family after the recovery of Moominmamma’s handbag. This part is true to the story, at the very least. But the party in the book is much more fantastical, with dancing, music (from America of all places), punch served in darling sea shells, and everyone - right down to the tiniest forest critter - is invited, and gets to make a wish when the magic man arrives. 
09 An Invisible Friend / 10 The Invisible Child: I wouldn’t say that these episodes, featuring the famous character from Tales of Moominvalley, have any life-ruining changes from the original story. But since no episode is complete without a bit of drama, or a pointless cameo from Snufkin, a scene where Stinky traps Ninny with the intention of having her assist in his robberies has been written in. And Little My’s comment regarding the aunt in the English dub, where she states “I hope you told her she hurt Ninny’s feelings!” seems uncharacteristically gentle in comparison to her asking if Too-Ticky “bashed her head in”.
13 The Last Dragon on Earth: As mentioned in the entry above, some episodes will include new subplots or elements for the sake of drama and action. This episode is another example of that, but otherwise it has only minor tweaks. Snufkin states that “the cards” have told him he should leave Moominvalley early if he catches x number of such-and-such a fish, but that storyline is exclusive to this show.
14 Our Neighbor is a Touch Teacher: This episode is based on snippets of the comic strip “Moominmamma’s Maid”, but scraps the storyline containing the titular character from the strip, which is nearly all of it. Instead, it is entirely focused on the Moomin’s new neighbor, Mrs Fillyjonk, a strict and uptight mother of three.
After the Moomin’s welcome party leaves Mrs Fillyjonk fearing for her life, she forbids her children from playing with the Moomin brood. They sneak away anyway. A bunch of death defying stunts happen, courtesy of Stinky. Mrs Fillyjonk plans to leave the valley, but the kids have none of that. This is almost an original story, save for the existence of a party.
16 A Close Encounter with Aliens: Once again we have an episode based on the comics. It follows the basic plotline of the Moomins caring for a stranded Martian child.  But a lot of wackiness was cut for time, including invisible Moomins pranking valley residents, a flying fire brigade, and Moomin shrinking down with Mamma, who later bites a Fillyjonk child. Time used for an inserted chase scene with Stinky (one of many across the tv series) feels could’ve been better spent on some of the fun stuff mentioned in my previous sentence.
17 A Change of Air: And yet another comic-based episode, this one taken from “Moomin and Family Life”, which happens to be my personal favourite comic so this analysis may sound bitterer than others. The episode cuts the beginning of the strip, where we see a lonely parent-less Moomin contemplate suicide before being reunited with his long lost Moominmamma and Moominpappa. The comic is a completely different entity from the books and adjustments must be made, so this decision is understandable. But the following choice? Less so.
The episode instead starts with Pappa complaining that nothing exciting ever happens, and I won’t remind him of the events from episode 16 because everyone brings that up. Stinky overhears plans of doing something to entertain him, and during the night makes a set of giant footprints leading to the sea. Whereas in the comic strip, the “giant” prints are innocently left by Snufkin who was wearing boot too big for he gotdamn feet. He nearly perishes for this grave mistake.
Strips where Moominmamma and Moominpappa hang out in a cave, Moomin sheds a few tears tears, and Snufkin offers some half hearted words of comfort provide a basis for following scenes in the episode. But antics with Moomin and friends trying to foil Aunt Jane, who angrily travelled to the Moominhouse after being pranked by Pappa, are sadly missing. 
24 Hurry Up Snufkin: The part where Snufkin meets and later names the forest creature Teetywoo, is based on the short story “The Spring Tune”. There are many potential gripes one can have about such a brief scene.
A lot of the dialogue between the two characters reflects what is said in the short story, but what the episode sorely lacks are Snufkin’s feelings. Gone are his shouts and snaps, his grumpiness about being disturbed, his regret when he lashes out, his desperation to find Teetywoo again. His famous line “I’ll come when it suits me” is “cried violently”, making me wonder how it ever became an inspirational quote (oh wait I know). In favour of portraying Snufkin as cool and chill, the anime sometimes ends up making him look more like an emotionless bump on a log.
The plotline of Snufkin being late to return because he is trying to compose a new song has been cut, on account of either his lack of talent or lack of music budgeting.
25 The Lighthouse / 26 The Day the Lighthouse Lit Up: These episodes actually combine elements of two different stories: the comic strip “Moomin and the Sea”, and the similarly titled novel “Moominpappa at Sea”. Lacking most of the typical shenanigans from the strips, or bleak themes from the book, these episodes feel more like a slightly above-average family outing.
The episodes seems to lean more towards the comic, where Moominpappa takes on the job of lighthouse keeper as inspiration for his writing, and Moomin is terrorised by an equally frightened ghost. Too-Ticky unfortunately is missing from the episodes, alone with the scenes where she shares some spooky suggestions with the spectre, and where Snorkmaiden fakes her own drowning to help Moomin feel brave. 
Borrowing from the books, we meet both the former lighthouse keeper and a little boy named Toft, who apparently got very lost on his way to auditions for a “Moominvalley in November” episode. The episode scraps the element from the book of Moominpappa making the entire family miserable because he has some deluded fantasy about protecting and providing for them on his own, as well as a heart wrenching subplot involving the Groke, which I will not spoil for those considering reading it. But know this: there will be tears. 
28 The Floating Theatre / 29 The Lost Children / 30 Midsummer: This three-parter is based on “Moominsummer Madness”, which is kind of an interesting book. Taking place smack dab in the middle of the series, we see it move away from the more lighthearted tones of the early stories, and begin the shift towards the less fantastical and more serious themes of the later books. But it isn’t quite there yet. And being written around the time Tove still worked on the comic series, some parts of the book would not seem out of place if drawn in her strips.
The most noticeably difference between the original story and anime episodes is the change of the cast. With the number of characters and subplots happening at once in the book, it was inevitable that some unlucky sod would get scrapped from the story - three sods in fact, by the names of Mymble, Misabel, and Whomper. Sniff is inserted into the story, and references to Mr Fillyjonk, the stage manager and Emma’s late husband, are removed. 
Snufkin and My’s subplot is changed and cut quite short, beginning with the element of the two not knowing each other. His assault on the park keeper seems to be done for the sake of rescuing the children more or less imprisoned in the park, but book Snufkin simply took joy in breaking the law. The episode lacks great scenes of him trying to take care of the 24 little children; doing things like making silly noises, threatening to drown himself, and exposing them to second hand smoke. 
With a small handful of characters missing, the plot of the play Moominpappa writes greatly differs from the book. And say goodbye to the ending chapter, where the reunited Moomin family flees the police and gets chased all the way back to Moominvalley. 
45 Moomin Builds a House: This episode is based on the comic of the same title. Although it cuts the story quite short, what is left in is relatively close to the original. Except for the insertion of Snufkin, but I am not offended because that adorable laugh made his appearance worthwhile.
59, 63, 68 Adventures of Moominpappa: And here we get to the episodes based on “The Exploits of Moominpappa”. The first few changes I’d like to point out are a little less notable. As Mrs Fillyjonk was already more established in the show, the Hemulen aunt becomes a Fillyjonk. Edward is a silent character, the Nibling child that Pappa and co look after is absent, and everyone gets real ugly colour palettes. 
Next, as you may know, the original books don’t really follow a solid timeline and canon changes in between stories. So in an attempt to make more sense, the young Mymble that Moomin meets is Little My’s mother, rather than her sister. But strangely, Moominpappa’s other friends are no longer the parents of Sniff and Snufkin. Why those two were still so enraptured by listening to his story is unclear.
Comet in Moominland: Finishing off the list is a movie based on the story of the same name. Being the first in what is considered the “main” book series, there are bound to be differences in how characters are written. But there is no difference here more worth talking about than Snufkin.
As I’ve already mentioned before, he is portrayed in the anime as more relaxed. He is the older and most mature member of Moomin’s group of friends, and tends to be reserved in expressing his emotions. For the sake of presenting Snufkin as a responsible figure, he never teaches the gang his favourite game: rolling boulders down cliffs, an activity which almost results in multiple casualties. We never hear his story about disrespecting a police officer, and his subsequent prison break.
But Snufkin in the earlier books is very much a child like the rest of the main cast. He is playful and talkative, being described as bringing “gaiety” to their adventure, and is always thrilling his friends with epic tales from his travels. He is not shy about expressing himself, he is shown to have some sadness about having no parents and cries his wee heart out upon sees the dried up ocean.
Other changes may seem more innocuous by comparison, snipping a party scene and river raft ride, and including Little My. But with the lack of a noticeable personality for a key character, and some of the action scenes, much of the movie just feels like a boring hike home.
~
In short, yeah. As you can see I’m pretty passionate on this subject, especially when it comes to Snufkin’s characterisation. Anyone who wishes to discourse Moomins with me is welcome.  
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theheavymetalmama · 6 years
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Katie Reviews “Far Cry 5″
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Doctor Stupidlove
Another day, another Far Cry game. Whether or not that’s a good or bad thing depends on person to person with a laundry list of variables, including but not limited to personal taste and sensibilities, franchise fatigue, whether or not you bought into the glue-huffing guff that this game held a leftist bias pushing an anti-white, anti-American agenda because for the first time in the series the bad guys are an American fanatically religious death cult instead of brown people from imaginary foreign countries, and a myriad of other things I’m probably missing. I’ll say up front that after Primal and a bunch of other bullshit from Ubisoft between now and the infamous ‘women are too hard to animate’ thing I was pretty much done with the series and Ubisoft as a whole. Then the launch trailer for Far Cry 5 dropped and, having grown up in a dead gold mining community chock-full of racist loonies not unlike the one depicted in the fictional Hope County, my interest immediately peaked.
See, the Far Cry games have a strange pattern to them. No game is perfect, but the Far Cry games stand out in that they have one glaring flaw that mars an otherwise damn good game. Far Cry 3 is held aloft as when the series peaked, and for good reason, but the main character was irredeemably unlikable and the main charismatic villain just up and vanishes from the halfway point in the game. Far Cry 4, or Far Cry 3 2 as some call it, fixed the villain problem but the main character was just dull. Primal was...not good, with a boring lead, a boring villain, and an overall boring game. Sure, Blood Dragon was a ton of fun, but part of the charm was that it was completely self-aware of its’ own absurdity and the characters from the hero to the villain weren’t characters so much as they were walking punchlines.
So how does Far Cry 5 compare? Well, when it comes to story, setting, and gameplay, it’s a step up from Far Cry 4 in some ways, blows Primal out of the water, but has its’ own issues and hang-ups that don’t quite make it live up to Far Cry 3. That’s the short version, anyway. The long version?
Let’s start with graphics, location, and aesthetics. Far Cry 5 looks fucking beautiful. 
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I’m not kidding, everything from the wild lands, the forests, the mountains, the lakes and rivers, the settlements, everything in Far Cry 5 is absolutely gorgeous. It’s not quite up there with Breath of the Wild or Horizon: Zero Dawn in sheer style and detail, but it’s pretty damn close. More often than not I found myself forgetting about the mission and spending a lot of time exploring, hunting, and trying to take in the sights. More on the ‘trying’ part in a bit. The atmosphere sucks you right in, everything from the chirping birds and buzzing bees making the world feel alive. Exploring the woods and hearing cultist singing and chanting far off in the distance, especially at night, is legitimately terrifying. Wildlife always plays a key role in the Far Cry games and this is no exception, from docile deer to the always pleasant wolverine providing plenty of opportunities for hunting. Just don’t get skunked.
The game takes place in Hope County, a fictional region in rural Montana. Now I’ve never actually been to Montana, but I did grow up in Washington state and I can’t help but notice many similarities. The woods, the rivers, the god damned apple farms, exploring Hope County felt like I was going home again. Sometimes not for the better, but that’s neither here nor there. In any case, Hope County is beautifully detailed, from the farms to forest to the interiors of the (ugh...) Spread Eagle bar to the small hunting cabins out in the woods. Hats off to the artists and environmental designers for Far Cry 5, because they manage to tell more story about the world and characters with just a ransacked pumpkin farm and a dog mourning his dead owners than Square Enix and Konami ever could with a 20 minute cutscene and a dictionary’s worth of dialogue for each character.
Speaking of characters, the Far Cry games are loaded with memorable characters and the locals of Hope County are no exception. Returning character Hurk is back and as redneck-y as ever, and it turns out Hope County is his home. We also meet members of his family, like his pyromaniac cousin Sharky, his promiscuous mother Adelaide and her boyfriend Xander who’s roughly 1/3rd her age, and his racist conspiracy theorist gun-hoarding father Hurk Sr. No wonder he’s so messed up.
But Hurk and his folks aren’t the only people you meet, as the game is packed to the brim with memorable characters that you either love or love to hate, from lovable country boy Nick Rye and half-feral huntress Jess Black to the cartoonishly evil Seed family. More on them in a minute. Oh, and you get a pet bear named Cheeseburger.
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Combat and gunplay is as tight as ever, and vehicle control is so smooth it gives Grand Theft Auto a run for its’ money. The soundtrack is pretty damn good, featuring a good mix of licensed and original music and songs. To the surprise of nobody my favorite is the one that plays during the stunt missions.
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Leveling and character progress has been streamlined a bit. You upgrade your skills not by gaining experience, but by completing in-game challenges and finding ‘perk magazines’ that, you guessed it, give you points to unlock...well, perks. Some may not like that, but in my opinion it makes sense because if you gained experience just by killing stuff you’d reach level 50 before your first boss fight. Things like bigger ammo bags and extra weapon holsters are no longer unlocked by animal skins but through perks, and said said skins are now exclusively a form of making money.
So that about covers it for the good, and now it’s time for the bad. The streamlining I just brought up both helps and hurts the game. On one hand it does make progressing a lot less tedious, but on the other hand it does take away a lot of what makes Far Cry stand out from other typical shooters. It feels less like they were trimming the fat and more like they were cutting corners. For starters, areas that contain loot only contain ammo, crafting components, and sometimes money. There’s no more animations for skinning animals, harvesting plants, looting corpses, or even your character opening doors. That’s not so bad, but I really miss how dynamic and, as much as I’ve grown to detest this word, cinematic meeting new characters in previous games were. Take a look at this scene in Far Cry 4 when you meet Longinus, easily one of the highlights of the game.
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And here’s what happens when you meet Sharky in Far Cry 5. (MINOR SPOILERS)
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See the difference? Now one can argue that meeting new characters in real time saves some...well, time and is considerably less pretentious, but it just isn’t as interesting. Far Cry 5 still has plenty of scripted cutscenes, but again, they’ve been stripped down to the bone.
Now remember what I said earlier about trying to take in the sights? This game is packed to the fucking gills with enemy NPCs. Now previous Far Cry games had plenty of enemies as well but this went way overboard to the point that you can’t walk or drive 50 feet before running into a convoy or roadblock or whatever. I speak no hyberbole when I say that by the time you’ve liberated your first region, you’ll have killed more cultists than there are people currently living in real-life Montana as well as hunted and skinned more wolves, cougars, and bears than there are wolves, cougars, and bears currently populating the US west coast. Also, in what universe can a fucking turkey pose a legitimate threat to humans!? Does Far Cry occupy the same universe as fucking South Park?
The story of Far Cry 5 is pretty straight forward, but it definitely feels like there’s some pretty big pieces missing from it. This isn’t just me, critics and players across the board agree that it feels like something was cut from the game at the last minute. This is especially true for the endings, but more on that in a bit. I can’t help but feel that the writers and developers had a lot more to say about racism, gender roles and the enforcement thereof, gun violence and gun culture in America, sexism, religious zealotry, far-right extremism, and of course this tire fire of a presidential administration, because the pieces for all of that are still there. A handful of NPCs mention gender roles for a hot second, several of the guns for hire make disparaging remarks about Trump, the symbol of Eden’s Gate strongly resembles the same symbol the Ku Klux Klan and other white supremacist groups use, Hurk’s dad is a caricature of far-right ideals purposefully exaggerated for ridicule and contempt, and there’s even a mission where you meet up with another returning character to find Trump’s pee-tape.
All of the elements are there, but the game says almost nothing about any of it. Why?
When the first trailer for the game dropped it was around the same time Wolfenstein II: the New Colossus was close to release and the same mouth-breathing shitheels who screamed about how killing Nazis in Wolfenstein was pushing an anti-white, anti-conservative agenda did the same thing for Far Cry 5. My guess is that the PR guys at Ubisoft saw the oxygen-thieving wastes of space screaming about how the game was “anti-white SJW propaganda” and then panicked and removed huge chunks of the game so as not to alienate any racist shitheads who may want to buy it. Not only does the game say almost nothing about any of the themes and elements that I mentioned earlier, but the cult of Eden’s Gate is multi-racial and gendered where most of the guys have long hair and hipster beards and all the women barring Faith Seed have short hair and buzz cuts. It’s really jarring and feels like something that was added at the last minute, as the male cultists all sound the same and the female cultists say hardly anything at all.
That brings us to the player character; they’re aren’t a character, they’re an avatar and silent protagonist. Now there’s nothing inherently wrong with that, but it feels strange. Especially when you play as a female, which I did. Now the character creation itself is fine, especially with the wide variety of outfits, but the rest is pretty bare bones. More to the point, it’s painfully obvious they designed the game with a male lead in mind and then added a gender-switch as an afterthought. Almost everyone in the game refers to you by male pronouns (which to be fair I call my ladyfriends ‘dude’ all the time) but there are a few scenes where you’re found shirtless in the game. Now call me old-fashioned, but I’d have a bit stronger of a reaction than “Oh, you startled me” if I woke up to some weirdo carving the word ‘wrath’ into my tits! I have a sneaking suspicion that they added a gender switch at the last minute because someone reminded them of the time they looked like lazy idiots for claiming your customizable assassin in Assassin’s Creed: Unity couldn’t be a woman because women were too hard to animated.
And now, let’s finally talk about the Seed Family.
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We have the leader Joseph Seed, the trainer and disgraced soldier Jacob, the sadistic second in command John, and the seductress Faith. The Far Cry games are known for their charismatic villains and the seeds are no exception, and especially gripping because the second you meet any single one of them you immediately want them dead. The only problem is that, again, they’re so cartoonishly evil that the more you see them the more you want to shove them crotch-first into the mouth of a hungry grizzly bear. Vaas was always one step ahead of you and constantly in your face and Pagan Min was so suave and charming that you kind of wanted to see where he was going with it all.
Not the case with the seeds. When you see them they immediately piss you off, and the more you see them they just keep pissing you off because they keep hiding behind doors, cronies, hallucinations, or plot devices. And hey, that’s fine. As long as you get to shove the barrel of a shotgun right into their mouth and spatter their brains all over the walls of their church then who cares, right?
....
So, let’s talk about the endings of the game.
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Once you’ve liberated all three regions of Hope County by killing John, Jacob, and Faith, you return to the main cult compound to arrest Joseph once again. However, once you get there and cuff him you step outside to find your allies under the brainwashing influence of the drug Bliss and a boss fight ensues. When you knock your allies out and revive them, they snap out of their Bliss-induced stupor and turn on Joseph, and once you’ve freed all of them Joseph drops like a hot rock. When Joseph is down and the day is won...this happens.
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....no, really. 
Right the fuck out of nowhere a nuke lands somewhere in the outskirts of Hope County and you scramble to escape, and pretty soon you black out and wake up in a bunker chained to a bed with Joseph hovering over you saying that you’ll be his first new recruit in the cult. All the allies you previously made die as Hope County is wiped off the map and the game ends, not even giving you a continuation like previous games did and rendering every single thing you did up to this point totally and utterly meaningless.
Now some people have defended this, including the developers, saying that there are radio broadcasts in-game talking about how tensions are raising in Russia and North Korea. I spent hours driving around in the game listening to the radio and I heard no such thing, but if they’re indeed there then this only furthers my suspicion that this was a last-minute change because of the backlash from racist shitbirds and wasn’t the ending the writers and developers originally intended. 
For starters, the escalating tensions between Russia, the US, and North Korea aren’t mentioned anywhere else in the game except in the radio broadcasts (which again, I never heard) and despite the Seeds going on and on about “the collapse” we never get any idea of what the collapse is until the end of the game. It’s not even a convincing depiction of a nuke going off! Just some burning trees and a few animals dropping dead as you make your escape with Joseph in tow and neither of you having so much as a sunburn. If this ending was what they planned from the start then they would have went all out, showing in graphic detail the horrors of a nuclear holocaust. How much of a gut-punch would it have been to see Nick Rye hug his wife and newborn daughter just before the skin is blasted off their bones like that scene in Terminator 2 that made me avoid mesh fences for two fucking years? Or Jess run one of her own arrows through her heart to spare herself an agonizing death? Or hell, Hurk, one of the few returning characters in Far Cry, desperately begging the player for help as his face melts off his skull? That would have hit players and hit players hard and people, myself included, wouldn’t be bitching about how out of nowhere and shit the ending is! And that’s to say nothing of the idea of North Korea wasting one of the handful of nukes they have on rural fucking Montana! Jesus H. Tap-dancing Christ, Ubisoft, how fucking stupid do you think we are!?
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...okay, fair enough. But still!
Now I know what you’re probably thinking. “Well, damn, that’s grim. Anyway, what’s the good ending like?” 
That IS the good ending.
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No, I’m not even kidding. Despite the end scenario being Doctor Strangelove by way of Deliverance (and no, that’s not me being snarky, the game references the movie by playing “We’ll Meet Again” during the final cutscene) that’s the good ending because you, the player, are still alive. The bad ending is that after you arrest Seed and see your friends and allies under the influence of Bliss, you’re given the option to let him go and walk away. You then then your Bliss-induced allies walk with Joseph peacefully into the church and then leave with the same three people, in which they get into a car and leave while chatting about getting the army involved and taking Seed out once and for all. One of them then turns on the radio, the song “Only You” plays, and a red haze takes over the screen just before the credits roll heavily implying that you succumbed to the brainwashing drug (which you’re exposed to several times in the game) and either attacked or killed the people you spent the time in the game trying to save. Either way, each ending renders your actions completely and utterly meaningless.
Why did they do this? Well, partially because the Far Cry writers really love the “There is no objective good or evil, everything and everyone is equally terrible” cliche and they assume everyone else does too, but once again I have no doubt in my mind that the ‘good’ ending wasn’t the original ending and was in fact a last-minute change to appease angry racists in order to not alienate what Ubisoft thinks is their core demographic. What a bucket of cocks.
Final Thoughts
Now despite the endings being complete and utter hot garbage that renders all your actions meaningless, there’s still plenty of fun to be had in Far Cry 5. The combat is satisfying, base jumping and flying around never gets old, the characters are great, and despite chickening out on the themes introduced it’s still a plenty serviceable story. It won’t be winning any awards anytime soon, and if you’re looking for some post-2016 return of the Nazis catharsis then I’d go with Wolfenstein II: the New Colossus instead, but there’s still plenty fun to be had exploring the beautiful wilds of Northwest America while gunning down religious nutjobs, hunting dangerous game, and completing side-quests from uprooting doomsday prepper bunkers to making a bull testicle cook-off to raise morale possible.
B-
A solid B-
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woohooligancomics · 6 years
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Webcomic Whimsy: Furry Experience!
Welcome to the Woohooligan Weekly Webcomic Whimsy! If you're a webcomic author and would like a review, you can see my announcement and review rules here.
Title: Furry Experience
Author: Ellen Natalie • Patreon • Facebook • Twitter
Site: Smack Jeeves
Genres: Comedy, Drama, Furry, Mormons
Rating: G (?)
Updates: Saturdays
My Starting Point (requested by artist): Page 182 (I'm not sure if they're arranged in chapters -- the archive doesn't seem to have chapter numbers)
Synopsis (from the About page): Three roommates attending college in Utah Valley. Between their different backgrounds, beliefs, and friends, there's sure to be lots of comedy and drama before anyone earns a diploma.
This starting page is probably a decent example of what you can expect from Furry Experience. Obviously the characters are anthropomorphic animals, as you'd expect from the title. The main characters are college roommates, so you would expect that kind of sit-com-esque, day-in-the-life humor. And the art is of good enough quality that we're not scratching our heads about what's going on here.
Ultimately, yes there's a good bit of comedy and a little drama in it, but the drama seems rather tame and the comedy seems very much of the family-friendly variety. I think where the story really excels is in a kind of smooth-seas, non-threatening character development. The characters never seem especially challenged by the events in their life, despite plenty of displays of emotion, and there are lots of scenes of friend and family bonding. To be honest, a lot of it feels to me like the TV commercials the Mormon church sometimes airs, where something ostensibly portrayed as bad seems to have happened, like the kids got their dress clothes all dirty, and just as the parents are about to lay into them, they start a water-fight with the garden hose instead.
I seem to always be waiting for something more outlandish or more personally challenging to happen to one of the characters and it never really does. Maybe it's just me, maybe I'm conditioned to expect that from the TV shows I watch. In any event, if you like friend and family bonding and g-rated humor, this might be for you! :D
The first several pages of this story arc is all three of the roommates continually changing the whiteboard to pass the dishes chore onto each other until Cat, who I presume is a dimwit stereotype, reaches the conclusion that the whiteboard is cursed, rather than that her roommates have been changing it.
Some people might not like me saying this, and fuck them. I like the fact that the cast is weighted on women. I counted fourteen female characters to six male on the about page. The reason I say I like this is because culturally, we've been programmed to expect the cast to be heavily male weighted. This programming is so strong, that when you ask people to estimate the number of women in a room, they usually will say "about half" when the room is actually only 20% or one in five women. Despite its sexist origins, Star Trek: the Next Generation did a better job featuring a 6-to-3 cast ratio in the first season, before Yar died, leaving the ratio 6-to-2. To be fair, Furry Experience isn't even that heavily weighted, the men are slightly less than one in three, so it's comparable to ST:TNG's first season.
The whiteboard joke ends abruptly after a few pages once Cat destroys it, and without showing any further bickering over the dishes chore, so those several pages are essentially a really short comedic subplot or a really long self-contained comic strip.
Then we're on to the next story which starts with Ronnie and her friend Vikki visiting a book-store at the mall. I have to agree with Ronnie here, I've been inside Mormon book stores and I'm not sure I would call it "culture". Mormons are if anything extremely conservative, so aside from picking up on some of their religious idiosyncrasies, the Mormon bookstore would actually restrict the amount of alternative views you're exposing yourself to, not expand them. I personally was raised Mormon (I'm Unitarian / positive agnostic), and my mother was Mormon until some time in my mid thirties. She still refuses to believe anything a liberal says, but takes on face value anything said by a conservative, like for example that Trump never said "grab them by the pussy" (even though he and his wife both admitted it on TV and during the debates), because the whole tape was manufactured as a part of a grand conspiracy. As far as she's concerned, the conspiracy is more believable than the idea that Trump said it, despite the fact that there are numerous TV apperances showing Trump bragging that he wants to fuck his daughter. :-/
But I'm off topic... Ronnie and Vikki are going to the Mormon book store. If you're unfamiliar with Mormonism, Utah is like the Mormons' Vatican... Well, Salt Lake City is, but also most of Utah. Mormonism is such an entrenched part of the state that it's actually somewhat difficult to live in the state without being Mormon, because you can't go or work anywhere without the Mormons in the office giving you crap about the fact that you drink coffee. (They have a religious prohibition on coffee like they do alcohol and cigarettes.)
Honestly, it's hard for me to say much about the following page except "agreed".
So they leave the book shop and they're talking about hanging out the rest of the evening and of course, like I said, it's hard to live in Utah if you're not Mormon, the subject comes up again.
Yes, that's really a thing, Mormons are supposed to have a "family home evening" (most of them do it on Monday), in which they have a gospel lesson... but because it's super hard to maintain that amount of bullshit for such an extended period of time (they all just spent three hours at church the day before), most of them don't manage to have their gospel lesson ready and then feel guilty and go out to eat somewhere with their family instead. And this isn't even mentioning the host of extracurricular church activities they're supposed to engage in, like their weekly study-buddies with other church members.
So the discussion about where to hang out leads to some mystery about what Vikki is hiding at her apartment.
Ronnie decides to stalk Vikki to find out what's wrong with her apartment, and thanks to the laws of sit-com world, what's wrong is that all three of Vikkie's roommates aren't just practicing Mormons, they even bought the "god is watching you" poster from the previous page.
Ellen told me that this series included furries, comedy, drama and Mormon's in that order. So I'm taking her word for it that most of the content isn't specifically about Mormonism, but she did start me out right in front of an arc about how annoying it is to live in Utah if you're not. Vikki's roommates are all attending "Furry Young" university in Provo (Brigham Young is the university owned by the Mormon church) and have stereotypically conservative, female career goals like school teacher, nursing and housewife.
When the discussion turns to the typical Mormon attitude that "of course everyone wants to get married", the story does briefly touch on one of the more awkward and imo hilarious aspects of Mormon religion: if you don't marry on earth, you get to marry one of god's soldiers in heaven! :P
It seems a little odd to me personally that Ellen sidestepped the fact that the Mormon church is polygamist, so it wouldn't matter that those soldiers had already married, because they would get to be wife #3 or 8 or whatever and should be just as happy with that. :P But damnit, Ronnie, don't use the G word in front of the roommates, it really upsets them, and Vikki still has to live with them.
I mentioned all the extracurricular churcch activities, right? Basically the Mormon church expects its members to fill every waking moment with church doctrine in some form. On the toilet? Great opportunity to brush up on Leviticus!
Okay, that's actually a sweet moment between Ronnie and Vikki, and as much as I think Vikki's approach was off, at least now I understand why she was going to the Mormon bookstore. This page was originally published in 2012... I don't know, it seems to me like using Google on your smartphone would be an easier way of learning the Mormonisms than frequenting their bookstore. Google? Why? I have libraries!
So Vikki's roommates want Ronnie and Vikki both to participate in their "family home evening" (which, when you're not living with family, necessarily beccomes "roommate home evening"), which involves praying, singing hymns and a lecture about the importance of marrying in the Temple (a place non-Mormons aren't allowed to go, so obviously you have to marry within the religion to do that). As this is about as appealing as sand-papering your eyeballs, Ronnie gets them out of it by suggesting a "more interactive" activity so she can get to know them better: doorbell ditching! Which, to Vikki's surprise, the Mormon girls are toally into! Because when Mormons do it, they leave cookies, so... for all their faults, at least they're engaging in random acts of diabetes. :P (Fun fact, Mormons use more sugar in their cooking, are heavier set, and have more diabetes than just about any other religion.)
And then rather than buy cookies at the store (it's Monday, they're allowed), they start baking cookies at the last minute to go doorbell ditch them. The point of this page is primarily about how jargon-laden Mormonism is and, although I'm unfamiliar with these specific terms, I don't doubt them.
This story wraps up with a sentimental exchange between Ronnie and Vikki, which seems to me to be much of the flavor of the series as a whole: yes, there's your typical sitcom humor, but the overall tone feels to me less "let's make this hilarious" and more "even Lifetime movies have comic relief". Obviously that's a personal opinion and mileage varies.
The following story centers on one of the few male characters, Hunter, who's also college age, though still living with his parents. He's decided to make (nude) modelling for college art classes his full-time job, which sets the story up for tension between Hunter and his mother.
It isn't apparent until the following page that Mom is aware that Hunter's job is getting nakedy naked in the colleges of the world's most sexually repressed city ... seriously, there's probably more fucking in the Vatican than in Salt Lake. Probably a lot more. Anyway, Mom doesn't like it, that's why she's helicopter-momming Hunter and calling to set up job interviews without his consent.
And like I said before, this is where the story gets real Lifetime on us, with Mom talking about Hunter's entirely non-sex job like he's an alcoholic or a drug addict and this is an intervention.
I definitely have some questions about the pirate job. If we're talking movie or theater, that might be pretty cool, but it would be so much cooler if someone's hiring crew for a replica of the Queen Anne's revenge to terrorize rich people on their yachts in Lake Erie. It's probably disappointingly, a mascot job for a seafood restaurant or worse pirate-themed tax prep. "We be takin' deduction ARRR!"
Yes, he's deep undercover in Salt Lake City, trying to recover state secrets stolen by the Illuminati and hidden in the Mormon temple. Okay, that may not be as funny to you, but it's hilarious to me... after growing up with my Mormon mom, who's now a non-denominational pagan (ask me about her salt altars) who obsessively watches atheist YouTube channels. :P
Honesty, yes... that goes over great with Mormons who're so sexually repressed their sex organs have literally shrivelled up and become vestigial. Seriously, these people think kissing on the lips is a sin.
Oh! Hunter's family are mormon, wow... I sort of assumed they were the rare non-Mormon family in Utah... When I was younger, I think my mom's reaction to me being naked for money would have been on the order of apoplexy or a stroke. But I can certainly relate to the sleazy sales company -- I've been on a few of those interviews, even tried to work those jobs once or twice. Ugh! The only bright side there is that when you do eventually go to hell (and you will), the job will have prepared you for it.
Yes, an hour is a typical amount of training in a lot of telemarketing jobs, and they're just as evil as the door-to-door sales job. I'm pretty sure I saw Stabby's owner on the cast list page, so I guess not all the characters know each other.
Called it! I really wish it had been actual pirating on Lake Erie. :-(
Meta joke! It must be about a webcomic I haven't read. I have no idea why Panda-Joel works as a joke.
Anyway that story ends with Hunter getting a concession job at a movie theater to replace Luke (Joel) and the end of the tension with his mother is that the job is great because it's mostly at night and fits neatly into his existing schedule so he can work both jobs and save up to potentially move out. Mom appears stunned at the news, which I'm guessing is supposed to mean she's not entirely happy with him moving out (and we know she wasn't happy with the art-modeling job he's still keeping). So I think the "punchline" there was "be careful what you wish for". As a former Mormon, I can't tell you how Mormon that whole thing feels. It's all so... mundane and uncomplicated. I'd have tried to end that story with a more challenging, possibly even surreal punchline, like the introduction of Stabby.
Artist insert. There's usually a single-page joke between stories and they're all labelled "filler page #". This one is 28.
I like the fact that the whiteboard changes mid-scene when it's obvious nobody's touched it. It may have just been a callback to the haunted whiteboard from the previous story, but I just think it's a cool bit of meta humor in general. I did the same thing with writing on the walls of the women's bathroom in the Pit (hell's bar, run by Azrael, who's Grumpy Cat's dad).
Again, this is Salt "No Sex Period" Lake City.
And just like they have a prohibition on sex, they also have a prohibition on ... you know, fun.
Tricking your kids out of things they want is really the job of being a dad if we're being honest.
Like I said before, the strip seems to focus primarily on friend-and-family bonding, sort of a furry, colorized Leave It To Beaver. So if you like family-friendly sitcoms, give Furry Experience a look!
If you are a webcomic author and are interested in a review from me, you can check out my announcement and my review-request rules here.
If you enjoyed this and want to help me make more reviews, you can contribute on our Patreon or if you're short on funds you can also help by checking out and sharing my own comedy and laughtivist webcomic, Woohooligan!
Thank you for sharing yourself with us! Sam
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nicolecadet · 7 years
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Digital Walkthrough – Dragon Thrall
From April 2007.  Nowadays I tend to completely work in Photoshop CS, but many of the techniques are the same no matter the software. This is a fairly rambly post as it's taken from notes I made while painting. This is NOT the way I work for client work!!!!! This was a personal face study that I built a painting around. I now plan things!
This painting was completely unplanned. It started out as a gothic vampire piece… ended up something completely different! These are some of the notes I posted to LiveJournal while painting, and subsequently featured in February 2008’s EMG-Zine.
Normally it’s a good idea to plan a painting. You should work out your composition details, color schemes, lighting sources and other technical details, but sometimes it’s more fun just to get in there and paint! Some of my best paintings have been the result spontaneity, experimentation and sheer desperation to fix a mistake! It started out as an exercise in skin tones, turned into a modern vampire piece and ended up having dragons! Hopefully you’ll learn a few things about why planning can be useful, as well as why it can also be fun to follow the rambling path your muse sets you on!
A few thoughts on digital art and painting software:
There is a plethora of information on digital art available online. This article isn’t a basic A+B=C tutorial. It’s more a discussion on the creative process I employ while painting digitally. For this article you will need a basic understanding of Adobe Photoshop or similar software and have access to a digital graphics tablet (or be really good with a mouse!). Access to Corel Painter would be handy too, however you can get similar effects in Photoshop with a bit of experimentation and practice.
I use Photoshop and Painter together. I’m not going to argue about which one’s better – because frankly it’s like comparing a banana with a pineapple! They’re both graphic software programs, however they’re designed for completely different purposes. Photoshop is an editing tool which you can paint with. Painter is purely designed for painting, with a few editing tools thrown in. With each new incarnation the blurring of these definitions decreases. I’m sure that if you experimented enough, you could probably get the result you want in either software.
Setting up the canvas
I started the painting as an exercise in skin tones. I hadn’t worked in Painter for a while and thought it was time to flex those painting muscles again. Unfortunately some versions of Painter can cause files to corrupt in native Painter file format (pre-version 5), so I recommend that you either create your file in Photoshop first, or save the files in Photoshop format (*.PSD extension)
Just like painting on paper or canvas, a blank canvas can be very intimidating. I always lay down a color of some type on the background layer just because it’s something to start with. When you plan a painting it’s a good idea to think about the lighting in regards to the background. If you are painting a scene which is sunny, then a warm yellow or warm blue might be a good choice. If you’re thinking about a night scene then start with a dark indigo or a cool blue. If it’s in a forest you may want to think about a green, while a snow-filled landscape may require a pale lavender-blue color.
As I said, this was a practice for skin tones so I decided on a dark maroon to pick up the dark tones in the hair (I’d planned on painting a redhead). Most of the time I apply a lighting filter, or a gradient to make it more interesting – kind of give it a focal point.
The first character I sketch on a separate layer to the background/ canvas. When painting directly onto the computer with a graphics tablet I generally start with a few lines to work out the placement of the head, eyes, mouth, nose and ears. I then work out a few ‘base’ colors that I will use for the skin. I place ‘dabs’ of the color I use regularly somewhere on the canvas:
A mid pinky-brown color – the base color
A pale yellow/ pink color for highlights
A redder tone of the base color used for cheeks and nose area
A purple version of the base color for shadowing
A darker brown-pink for the deep shadows
A light pink-purple (not shown) for blending in areas where the skin is fine and the veins show through.
In later versions of Painter you get a tool called a ‘mixer’ where you can place dabs of colour and create variants using the mixing tools. If you are having difficulties with colours try using the colour picker on real photographs and see what ‘real’ skin colours look like. You’ll probably be quite surprised!
Once I have the colours and some lines down I begin to paint. For this face I used Painter’s digital Airbrush set at about set at about 10% opacity, 100% Resat, 0% bleed and 0% jitter. I vary the brush size from about 150, right down to 2 or 3. I spent about 2 hours to get to this stage.
 A few notes on skin tones:
Every person has a different skin tone and texture – we’re not all a standard ‘flesh tone’, straight from the tube
Men and women also have slight variations in colouring
Different nationalities have different skin tones. Some have ruddy complexions, others a yellow undertone, while some have dark skin. Study photographs, place them next to each other and note the differences
Skin tones reflect the colours around them. If you are wearing a purple shirt, you will get some reflection under your chin depending on the lighting. If you are standing next to a yellow wall, the side facing the wall will reflect the yellow.
The colour of the lighting impacts on skin highlights and shadows. If you use a yellow light, the shadows of the skin are generally the complementary colour (in this case purple).
 One thing I remember reading (Don Seegmiller in his book Digital Character Design and Painting) was the fact that the strip across the nose section of the face is pinker than the rest, while under the eyes should be purplish-blue as the skin is so delicate here. I recommend his book for color theory, regardless of the painting medium! In fantasy art, the ability to create convincing skin tones in important, particularly if painting something like a Drow, or even an alien with blue skin
Adding the hair
Hair is basically made from 4 colours which I vary the opacity and size of the bush. The illustration below shows the four colours and the way I build up the hair.
A mid tone
A light tone
A dark tone
A very light tone for the highlights
Why having no ‘theme’ for a painting can be a problem!
Like most sketches where I don’t think about anything much except picking up the ‘paintbrush’, I get to a point where I start wondering about things like ‘does she want straight or wavy hair’, ‘does she wear modern or old fashioned clothes?’, ‘what the heck do I do with the background?’.
At this point I was listening to rock music and it was about midnight so I decided it should be a vampire/ gothic piece. Originally it was just going to be a strapless dress but it ‘felt’ wrong. I added a leather jacket and a cameo choker. I planned on having a night sky, maybe the silhouette of a building. This means that dark blue is going to have to replace the maroon canvas colour. A guy is going to be behind her, all ‘vampy’ and hopefully pretty good looking! I took a break and came back to the painting after some food. I’d been working for about two or three hours and realised that I’d changed the angle of her torso mid painting which is why it is looking odd. This is why it’s a good idea to plan your painting before you begin! You can waste a lot of time working on something, only to realise there is an inherent flaw in the drawing. So I really had a think about where the painting was going… which was feeling like the great digital dustbin in the sky!
Unfortunately I only had a clear picture of the character’s faces so I was basically very aimless when painting. I get bored with details so I moved onto the male character. I knew I’d have to revisit the female character but something was really bothering me about her and I didn’t want to think about it too deeply. I spent about 2 hours working on the guy. Notice that his skin base is slightly more yellow. Guys’ faces are also more angular than females (generally) so I painted in a more aggressive manner, not blending as smoothly as for the female. I also added in some texturing with a ‘captured bristle’ brush.
A note on photo-references:
When I work from photo references I try to avoid working directly from one reference for copyright reasons. Each painting I’ll often work from at least half a dozen images (which I normally collect AFTER I’ve made the initial sketch). I also have a huge collection of images that I’ve harvested from the net, reference books/ CDs, personal photo references. 
I also like working with greyscale images and using small images so I can’t rely upon them too heavily. This way I can make the colour up on the fly. I also find that it helps to practice sketching in greyscale. You focus on rendering the form rather than colours, which teaches you a lot about volume, lighting and texture.
Back to the painting
I spent another 2 hours on this (up to about 10-12 hours now). I kind of became obsessed with finishing his face. I put him in a leather jacket and white shirt and played around with where his arm should go, ultimately deleting it. I changed the background colour to a near black colour while I was playing with things. I’m still not convinced about what’s going on in the painting. But I’m happy to let my mood decide what’s going to happen. I enjoy these kinds of paintings because I just let the paintbrush take me where it wills. However it’s getting to the stage where I will need to decide if I’m going to do something with this painting, or just file it as an experiment.
 I’ve got more details to do… tidying up his eyebrows, giving his skin some texture around the jaw line, finalising his nose and lips, and one of his eyes is slightly off (shadowing and shape’s wrong… but I’ll fix that up later.)
Vampire goes Renaissance?
I’m heavily influenced by music. When I paint I listen to a variety of music, and often it can influence what I paint. I stopped listening to my Dishwalla album and put on Medieaval Baebes… at which time I thought to myself ‘this is just two people standing together, there’s no fantasy here’. So the painting went Venetian 16th century!
I’ve obsessed over historical costume for as long as I can remember and one of my favourite paintings is Rafael’s La Donna Velata. I deleted the leather jacket and replaced it with a front-laced bodice over a creamy chemise. This costume was popular with working classes as it was comfortable and didn’t get caught up while working. I think it is important to think about the clothes you put your characters in… it is part of their story. It can suggest what they do and their status in society, it can also indicate if they’re light and fluffy, or rigidly straight-laced.
A few hours work went into the dress. It’s not finished yet. This is only the basic form. I’m debating about patterns and colours. The more elaborate fabrics tended to be used a few decades after this dress style was popular, and only by the wealthy, but it’s fantasy so I guess I can do what I like!
Working out the background:
I have decided a night sky doesn’t suit the lighting of the characters, so I’ll do a dawn/ dusk sky. I flicked through some reference shots of skies and started laying down some colours in Photoshop with a large airbrush tool. Not much I can say about skies except for the light will reflect on the characters, which is why it’s not a strong sunlit scene. In this low light there won’t be much reflection or shadow.
I’m still playing around with the idea of having a column behind the male character. The sky’s getting close to being completed. I’ll start looking at the lighting in the painting later on… normally that’s something I do in the planning stages for a *proper* painting. It’s up to about 200MB… time to save a new copy and collapse a few layers I think.
On a side note, I’m not happy with the poses or placement of the characters. They’re too rigid. There’s no connection between them, I need to bring them together somehow. I’ve started to realise the girl’s body looks too small and much too straight on for her head. I’m going to have to repaint whole chunks which will be a lot of extra work. You can do this with digital, however if I’d planned the painting I wouldn’t have to be ‘fixing mistakes’ at this late stage!
I added some columns and moved the characters closer together. Each character is on a separate layer and I often take a copy of a layer to do the modifications (in case I muck it up!) I also do iterative saves… I have 7 versions of this file from various ‘major’ points from within the painting.
I like the placement better than the previous version, but I know that I’m going to have difficulties with his arm placement. I also don’t like her headpiece. I haven’t spent much time on it, but it just looks wrong – far too elaborate. I’ve got a feeling that she’s not the kind of girl to wear masses of jewellery! The pose is still disjointed. Why is she moving away from him? It doesn’t exactly look like a comfortable pose. Is he trying to put on her cloak, take it off, or strangle her? When you paint, you have to think about how the painting could be interpreted.
The home stretch
Unfortunately I sat down and painted in one marathon session (without taking saves part ways through). Inspiration struck and all at once I knew exactly how the painting had to look. All the missing elements fell into place. I had the narrative that went with the painting, I knew why they were standing together. The pose was vital to the scene. I think it is important to know ‘why’ things are the way they are. Sometimes it can be as simple as ‘because it looked right’ or ‘because I want the viewer to feel scared’, but with more narrative pieces, the ones that work best tend to make every piece of the painting into something vital to understanding the whole piece… like clues in a mystery novel.
I ended up moving her directly under his chin and slightly curved into his body and moved his arm so he’s supporting her, rather than embracing her. The sky remained unchanged however the bottom needed a focal point – it was too empty. The forest and cliffs are a scene I’ve used in numerous paintings… they are like an old friend – something quick and easy.The lake came next, and the glow lights (which have no real meaning, but they ‘fit’ with the mood of ‘magic in the air’). It still was looking empty. In the story in my head the character’s connection is through dragons. I’d already planned on giving the female character a dragon necklace and the male character golden eyes, however I think a more ‘literal’ representation of the dragon was needed. The placement was deliberate in that I wanted the viewer to follow the motion from the dragon to the characters and back around.
Often when I’m working without reference (like I did for their poses, I try to work out their bodies in their entirety. Even though it still looks a little ‘wrong’, because of the angle of his body, his shoulder is right behind her hair. I tried extending his shoulder but it didn’t look right either.
I added an Overlay layer to do some lighting along the side of the girl’s head and the columns. There are 13 layers in the final version (after I collapsed the multiple character layers from the previous version).
I thought I was finished. I posted it online, added it to a few galleries, but something was still a little unrefined. So I stepped away from it for a week or two (see further down for the revised version).
Some notes on Composition
I like working with the Golden Mean (also called the Golden Section/ ratio/ proportion/ The Divine Proportion). It’s a way of dividing up a painting so that the image is artistically and geometrically pleasing. It’s based on mathematical principles and can be seen in nature in such shapes as nautilus shells. Below I’ve added guidelines in pale blue that divides the painting into thirds. Notice how the parts of the painting that your eyes are drawn to tend to fall along the lines, with the light in the forest being at a ‘focal point’, where the lines intersect.
The painting’s composition loosely fits into what is called the ‘L’ Composition
It could also fit in with ‘V’ or ‘triangular composition.
The trick is to try and get the viewer’s eye to follow the movement from one point of the painting to the next
Final Piece:
I went back and refined it a little… just added a few more details to the hair, fixed the column and tidied up the tree-line. There are still aspects I’m not entirely happy with, but I’ve spent enough time on this painting… I don’t want to overwork it.
So 20 or so hours later, here’s the final piece and the story that goes along with it:
Text I wrote to go with the painting
The dragon-thrall caught her, its silken threads binding her mind to the golden dragon completely. Kara and the great beast launched upwards as one, pushed from powerful back legs. Muscles flexed as the wings extended fully, capturing the wind and propelling them higher still. Freedom! She threw back her head and laughed, the rumble echoing from the surrounding cliffs. The sun and sky called to her, daring her to fly higher and faster than she could ever dream.
She wheeled to the right as she caught movement in the valley below. Ruby eyes fixed on the deer. Tucking her wings to her side, she dove towards the earth, pulling up just above the forest, the trees bending then snapping back in her wake. Kara could taste the hot, sweetness of the blood. She wanted it, lusted for it, she had to have it. It was a burning pain that drove her.
Something yanked at her. Whipping her head around in annoyance she couldn’t see a rider. Focusing on the deer again she snarled as the strong will commanded her to stop. The hunger tore at her, but still he cajoled her, coaxed her, and compelled her. Snarling and baring her teeth she snapped at the unseen force. Finally he dominated, wrestling control from her. Emotions flitted across her mind – fury, hatred, pain, desire. And then she was in her own body again.
Rhys caught Kara as the dragon-thrall released her. He’d been with her throughout the flight, his golden eyes seeing just as the dragon had.
“Now do you understand?” he murmured, his breathing still ragged from the clash of wills. She shuddered, glad to still be in his steadying embrace.
“It helped, but I don’t think I’ll ever understand them, not the way you do.”
Prints and products are available here from RedBubble , painting can be found in the Dragon Fae Oracle as the Lovers card.
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gigapoodle · 8 years
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My Big Ass Long Necessary Rant Post Comparing Persona 3 and 4
Literally the most indulgent shit ever I just beat P4 and I gotta talk about it turn your eyes away unless you care for some reason
Things Persona 4 Did Better Than Persona 3
-The Social Links, oh MAN they were so much better in this game. Persona 3 had some pretty mediocre Links (Tanaka and that one fat cult kid immediately come to mind, also the student club kid who was obsessed with the cigarette). I don’t think any of the links were bad at all? Hell even the ones that I thought were gonna go sour (the Nurse one started off rough) ended up taking a really interesting turn. I also think that P3 relied too much on Social Links for random people I don’t care about, whereas so many of the SLs in P4 were already established, like Nanako and Dojima, all of the investigation friends (seriously P3, why couldn’t I SL Akihiko or Junpei?? What the hell???). It was just so much more rewarding in the end and I loved all of them. 
-To add on to the point above without making the paragraph too long; I like how all of your friends were INVOLVED in the plot before you even get to do their SL. The whole Shadow Self thing was so clever and made the characters so much more interesting. Like Kanji? SO interesting. Struggling with concepts of masculinity and his own self image, and you know all of this BEFORE you even start the SL, so when you do get around to it it is much more interesting and fleshed out. I’m so happy about all of this
-The whole Romance thing. P3 handled it terribly. Apparently in P3 I wanted to date everyone (no choice on just being friends!) and if I talked to too many girls it would screw up the whole system. In P4 everybody still wants to fuck you but at least it doesn’t screw up my other SL links thank God (but I would like it if I didn’t have to be romantically interested in every girl plz and thank you)
-THANK GOD I COULD CONTROL MY TEAM LIKE HOLY SHIT....thank GOD. Now they actually felt like super strong teammates with something on the line rather than robots who I hoped wouldn’t do something fucking stupid. (I’m pretty sure Junpei killed himself literally 10 times during the Nyx fight and I couldnt’ do anything but watch.) 
-P4 protag was still the most powerful member of the team but wasn’t blatantly OP like P3 protag
-Being able to look at what the fuck my skills actually did was a godsend (like I remember the difference between Masukukaja and Marakukaja, jesus) 
-Social events were generally funnier and better. I laughed like 10x more in this game than in P3. (God bless Kanji and Yosuke tbh)
-The individualized dungeons were much more fun to go through. Tartarus becomes a fucking drag around level 150, but jumping from a sauna to a strip club to an underground secret base? LOVE IT
-Music was generally catchier and I found myself humming along too it way too often 
-Way more save points, thank GOD (although they did screw me over at one point so this isn’t that much of a bonus)
-I like that when Rise couldn’t scan the enemy for weaknesses, I just had to figure them out on my own. Made the dungeons enjoyably harder. I also appreciate that healing spells cost less in this game, considering how much you need them. 
-Having the after-battle reward be basically ONLY personas was a smart move. The addiction of the Tarot Card Bonus/Drawback was a super neat feature as well that I absolutely loved. 
-Rise got on my nerves much less as an announcer lady than Fuuka. (Teddie was the worst though. Thank god we only had him for a little while.)
Things Persona 3 Did Better Than Persona 4:
-Even though P4 made a huge improvement with the battle system by allowing you to control your teammates, P3 had a vastly better battle system imo. The three different physical attacks (Slash/Strike/Pierce or whatever) made physical attacks actually feel lie they matter. P4′s system was way too watered down and as a consequence I never used Light/Dark ONCE and it felt a little too easy. 
-Better pacing. There were set dates for when I had to finish dungeons of Tartarus, and I could do whatever I wanted during those times. Afternoons were always free for SLs since exploration was at night. In P4, the fact that dungeon crawling took up an entire afternoon on top of the fact that I never really knew when the fog was gonna settle in made it hard for me to plan out everything. (I ended up having a lot of unfished SLs in P4 which pisses me off.) (P4 tries to make up for this by moving some SLs into the evening but it wasn’t enough.)
-Much better ending. Once you found out who the killer was for P4, everything just felt anticlimatic. His boss battle wasn’t even that bad. And then he turns out to be the opening battle for some weird God eye that I don’t give a shit about. It felt like nothing was really at stake and it was just weird. But P3? You knew your damn destiny. The world was gonna end and you literally had no hope but you fought anyways. The entire MONTH leading up to that felt so somber and powerful. Climbing up the stairs on that final day to battle the Strega members and then finally, Nyx (in a boss battle that took a HOUR AND A HALF on top of some cool symbolic shit where the protagonist literally dies) it as just...something, man. And then everyone meets on the roof as you die, like...it’s so neat. P4 felt like they were trying to live up to that while still keeping the wacky cartoony vibe and it didn’t work out. 
-The theme was much stronger in this game, and holy shit was it powerful. I get that P4′s whole thing was discovering the True Self, but it doesn’t really tie into the ending imo, nor the murder mystery shit. P3′s theme of Death is much more powerful and well written in the story. Everyone in this game has had at least ONE person die in their life, and seeing how everyone copes with it is sooo interesting. And dealing with the futile fact that everyone dies eventually with Nyx like....so fucking cool. And to top it all off, YOU die. The P4 protag doesn’t discover shit about himself (maybe in Golden? idk). Very very cool 
-Evokers are way way way cooler than some fog glasses. 
-Music was much better in this game. It was so damn unique. And it worked! It was weird and kinda glitchy at times but it worked so damn well! 
-More on the battle system - I’m really sad they took away group member healing in P4 because that was so helpful. I’m also sad they took away general healing of everything whenever you went back to the base of Tartarus. That made it so much easier to grind and just get through Tartarus. Forcing me to only heal SP by paying the fox a shitton of money (and man this is the first RPG I’ve played in a while where money was actually on shortage and a problem) made it suck. It took away precious time from SLs that I needed. 
Things They Both Need To Work On:
-Is Japan just super fucky about social issues? It was way worse in P3 but man do I feel played over by P4. Like the whole Kanji thing, CLEARLY his Shadow stuff was alluding to him possibly being gay, but they pull the rug under form you at the last second and throw that out the window. Same with Naoto - there was literally DIALOGUE about how she wanted to be a man but they threw that away too! Why??! They gotta stop skirting around these things. Also why are all of the dudes so pervy in these games? Junpei and Yosuke sucked about that, both games HAD to have a weird men-accidentally-walking-in-on-bathing-girls scene (P3 literally had a MINIGAME baed on it ffs). Also they are really mean about fat people in these games and always make them the butt of the joke. Stop it Persona 
-This Good Ending/Bad Ending shit. WAY worse in Persona 4 but P3 still had it. I think that’s part of the reason why P4′s ending was eh? because even though you face the final boss, of course there’s a TRUE ending where you face ACTUAL God instead of EYEBALL God. Ugh. Also they made it way way WAY too easy to get the Bad Ending in P4. Like you literally have to use a guide not to get the Bad Ending. At least P3 made it very obvious how not to get the Bad Ending and they didn’t do any of that true ending bullshit.... (I guess they kinda did with The Answer but THE POINT IS STOP WITH THESE MULTIPLE-HOUR ENDINGS GOD)
-Please give me female friendships where they don’t end in fucking. It complicates things so much and makes me feel weird. 
Overall Verdict:
I like them both equally and cannot place one over the other. Persona 3 felt more cohesive and satisfying but Persona 4 had a better cast and was arguably more enjoyable. I think that P3 will always have a special place in my heart since it was my first Persona game and it just fucking blew me away, on top of the fact that it took me about 4 months to complete whereas Persona 4 took me like 3 weeks (whoops). I think that Persona 4 tried to tackle too much (murder mystery while also keeping their whole ‘facing god and humanity’s fragility and flaws’ thing) whereas Persona 3 arguably did too little at times. But in the end this game is probably now my 2nd favorite series (behind Fire Emblem) and you can bet your sweet ass I’m getting P5 literally the moment it comes out. I’m almost salivating over it. I’ve already got PQ and P4A to tide me over while I wait so! 
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izloveshorses · 8 years
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Alrighty so while I’m thinking about it here’s basically every element from Beauty and the Beast that I adored
can I say how surreal it was to be in a theater packed with young girls of all ages wearing yellow dresses with their Belle barbies 
not to mention all the adults and people my age who’ve been singing Be Our Guest for eternity were all so excited 
it was almost like when The Force Awakens came out and Star Wars was alive again and everyone, old and new generations of fans, gathered together.... ya know what I’m talking about? where everyone in the room is buzzing with anticipation
the CGI wasn’t as terrible as y’all thought, y’all need to have a little faith sometimes lol
the casting was excellent!!
i know people have mixed feelings about Emma Watson playing Belle but I honestly wouldn’t have casted it any other way. She’s always been a women’s rights activist, a bookworm and a thinker, and a strong role model for young girls. and her favorite princess was always Belle I mean come on. and her singing voice was so incredible!! that was what I was most looking forward to in this movie and it did not disappoint
she also said in a buzzfeed interview that she imagines Belle would open the Beast’s library to the public and start a school!!! How rad is that?? HEADCANON ACCEPTED 
shout out to Dan Stevens for waltzing in 10 inch stilts while wearing a 40 pound body suit 
ok Luke Evans and Josh Gad must’ve thought they were in Dirty Dancing because they had the time of their lives
and Luke was pretty attractive. just sayin
overall, the cast was really diverse! not one but two interracial couples! and in general there were a lot of poc in the village featuring a wonderfully sweet librarian dude
Everything about Belle’s character was fantastic I’m not kidding
i think the town had such a consistent routine that she could precisely time when the morning rush started?
despite the village blatantly gossiping about her she was still so nice and polite to everyone
so??? much??? sass??? it was unreal??? When Gaston asked why she wouldn’t go out to dinner with him he assumed she had plans but she was just like “No...” and she didn’t even explain further how freakin savage she shot that boy down
(a few more examples bc this girl was on fire) “Why would I be startled? I’m talking to a candle” and “Is that a joke? are you making jokes now?” and my fav “’Maybe you just haven’t met the right man?’ ‘It’s a small village Gaston, I’ve met them all’”
this is Elizabeth Bennet level Jane Austen would be proud
they touched on how women were expected to have kids in their late teens/early 20s and she’s like “screw that” yeah girl smash that patriarchy
how on earth did it take me 17 years to realize she’s considered odd because she’s the only literate girl in the whole village???????? how did I, a history buff obsessed with the French Revolution, never make that connection before???? this isn’t specific to the new film but still I applaud it good job disney
she was an inventor!!! i don’t know if i’ve ever been happier than when i saw her solving equations and tinkering and making a washing machine so she can read and get chores done simultaneously. emma totally had something to do with this decision absolutely no doubt
she doesn’t ride her horse sidesaddle and that was like a huge faux pas for ladies back then (again, smashing the patriarchy one step at a time)
SHE WAS TEACHING ANOTHER SMOL GIRL HOW TO READ!!! THAT’S SO IMPORTANT AND PRECIOUS I’VE BEEN UNABLE TO THINK OF ANYTHING ELSE SINCE THAT MOMENT
she planned to escape the castle from the beginning and was really creative about it, and no matter what she always found some sort of weapon lying around lol (a random stick, a chair, a pitcher Belle what would you do with that) but she was always prepared to defend herself with somewhat of a plan and attempt at thinking ahead
She was really curious about the curse and asked questions about it to figure out this mystery herself
she was always problem-solving and trying to find a solution to situations and that was so cool girls need to see that strong female leads aren’t always the ones that can fight, but girls with wit and bravery
there was lots of nice background info on characters that otherwise wouldn’t exist, like Belle’s mom’s death, why Maurice chose to stay in that boring village and Adam’s dad being a jerk and turning him into a monster (no pun intended)
Mrs Potts giving us a reason why the entire castle was cursed, not just Adam. They didn’t do anything to stop Adam’s dad from corrupting him and man that’s some heavy stuff
I feel like each character, especially the servants, were so much richer and stronger and more complex, and the stakes were higher bc each time a rose petal fell they became less and less human
even the enchantress had a name and she was gorgeous?
they went pretty dark in this one... like something caused that tree to fall in Maurice’s path and back into an upright position. the wolves wouldn’t cross the gates because of some boundary. the way the whole castle shuddered with each drop of a pedal. i could go on... and the added character depth really helped that dark stuff too
THE MUSIC!!!! WAS SO GOOD!!! I’ve had the album on repeat for.... four days now and I’m not sick of it yet?? please send help
seriously, they did an amazing job. it was perfectly balanced w both old an new songs, and neither of them overshadowed the other. each song got it’s spotlight, they honored the old ones while including new original ones that were awesome (cough forevermore cough cough)
Gaaaaaastonnnnnnnnnnnn omg that sequence was awesome. honestly i think everyone in the theater tapped their foot when he was stomping and dancing on the tabletops
Belle was really good too to me because i’m a nerd for that set design
Days in the Sun is extremely underrated!! but yes, Forevermore is breathtaking it’s growing on me more and more each day
lots of rotating cinematography and spinning i’m a nerd i love it
the costume and set design.... holy crAP it’s stunning
i read somewhere that Belle’s casual getup has large pockets for her books and she has part of her skirt pinned up so she can ride Philipe easier and that’s beautiful
each scene was packed with tiny details that most movie makers overlook and I’m so impressed???? not just visually but there were so many sounds that truly made it feel real like in the village I’d occasionally hear a crying baby or a dog barking or just constant chatter and that’s stuff you’d expect to hear in a crowded village square
the little twinkling lights during the ballroom dance was probably my favorite i may have cried
No one ever say anything bad about Belle’s dress again IT WAS SO GORGEOUS it floated across the floor like a bundle of sunshine
and there were so many details in that scene? did anybody notice her gold earrings she wore they were wonderful
her hairstyles throughout the whole movie were so cute (esp at the end with that updo!! and that pretty flower dress I need it)
the historical accuracies??? unreal??
so much baroque architecture with all of the elaborate gold designs ahhh i love it
half of it looked like a rococo painting, the other half a neoclassicism painting
girls weren’t allowed to be educated so that’s why Belle was hated so much--and so cool--and ohhhh my mind is blown why did i not understand this until now
lol a giant chunk of France was illiterate at the time too so LeFou realizing that halfway through trying to spell Gaston was hilarious
actually the mob song in general is scarily accurate. what starts with a small discomfort turns into irrational fear which turns into extremism in crowds and they did the stupidest things like “hey there’s a monster that we’ve never seen or heard of and it’s never attacked us before but LETS KILL IT” seriously the French loved mobs
they included a lot more intimate moments w Belle and the Beast to build up their relationship more carefully 
Belle almost in tears when she was in that library because honestly same girl
my favorite moment in the entire movie, although small, was when they were in the library during “Something There” and she just kept grabbing book after book and he was walking behind her holding this massive stack that was so cute
honorable mentions: when the Beast shook his head like the horse omg. and I freaking cackled when he threw that giant snowball at her face
when they were in Paris, and Belle figured out that her mother died of the plague and she said “let’s go home”
she just rode off while still wearing her ball dress
“no time to change gotta go save my pa i’m keeping this btw”
and then she strips down to her undergarments because they’re about to go after Adam and that’s the final straw nobody messes with him under her watch she has to save him and, sorry, but she won’t let a big bulky dress get in the way of that despite how beautiful it is
Belle participated in the climax fight scene she was not taking any of Gaston’s crap
and then Adam was like “stay there I’m coming” and she completely ignored him so she could step in if he needed her
“I am not a Beast”
the transformation scenes were amazing
LeFou’s character arc was surprisingly great! and I support him and his boyfriend
that one growl at the end... you know the one... I’m very confused why was that so sexy is that bad
there were so many moments where i got goosebumps and sudden tears from the swelling of the orchestra or a certain chilling line and i was just so moved by this movie
in every showing that i went to there was a massive applause from the crowd and i love it you deserve it disney
I'm running out of adjectives
There was hardly an aspect that I disliked. Maybe more of Mrs Potts would’ve been nice, maybe Belle asking Adam to grow a beard was a little strange, maybe Ewan could work on his French accent a little more (don’t get me wrong I love this man but it could use a little more work... other than that his acting was superb). my complaints stop there! I honestly loved this film so much and I’d been pumped since I first heard about it back in 2015. It didn’t disappoint! that means a lot coming from a person who had insanely high expectations for it.
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