#I HAVE BEEN ON THIS WEBSITE SINCE 2011
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@servantofclio replied to your post “Hey @jadesabre301 Remember when I used to post...”:
... wow. I mean, I guess I have been on tumblr for over a decade now, but this, uh, puts things in perspective?
@jadesabre301 replied to your post “Hey @jadesabre301 Remember when I used to post...”:
jilly there is no way we have been on this website for 10+ years
ABSOLUTELY NO WAY UGH MY WHOLE BODY HURTS
@leahazel replied to your post “Hey @jadesabre301 Remember when I used to post...”:
WHAT
exactly
#jadesabre301#servantofclio#leahazel#jilly replies#time is a lie#I HAVE BEEN ON THIS WEBSITE SINCE 2011#since Thing 2 was *only one*#he is now 13#I am old#we are all old#wt actual f#as a side note#Thing 1 is the same age as Supernatural#it does weird things to my sense of time seeing old SPN gifs#😅😅😅
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here's your reminder that when you search on tumblr, if you change the /search in the url to /tagged - you will only see posts tagged as that search term
#just saw a very funny post where someone was complaining about non-2b2t posts showing up in the search#sorry youre new to the website buddy#lauratexts2024#or just track the tag thats what its FOR#i explained this to someone a while ago and they were like 'no its a glitch. but i dont even care i dont use main tags'#like first of all. they were the one that was complaining about it in the first place.#and secondly. i have been here since 2011. thats not a glitch that happens.
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sometimes i forget that i have to physically look at my tag
#ive been on this website since 2011 dont look at me#the funniest thing is if you go on my archive#ingoring posts ive straight up privated or deleted bc i was younger and they embarassed me#i dont think ive ever actually not been on this website for more than a few weeks#like i had long LONG breaks from my lersonal where every six months id fill the q#post an odd gifset and abscond away somewhere#but if im not here im on an rp#and if im not on an rp im logged in here#and thats just been my cycle since 2013 or so#bc the first two years i would be on all ac#cts simutaneously and uhhhh thats how i deleted my original personal sO#if i didnt delete a lot pf#those rps to delete the memories which didnt eve. work#imagine how many years of complete tabble i’d have rn#i actually saw a word count page i had made in like 2016 on here snd#i at one point wrote upwards of 50000 words a month just in rp replies#and now even just getting a thread started is so hard bc i plot w ppl post a thing and nothing happens lmao#and i dont blame anyone for that we all adults now n it hard but its also kind of sad yknow#i dedicated so much time to writing bc it brings me joy but like i havent gotten anywhere w it#and unfortunately i live in america so if i cant make my hobbies earn me money then#/shrug shrug#i also feel horrible anytime i ask for money tgo for anything so like lol#growing up a people pleaser what uppppp#jts almost 430 am no i have. not slept
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Spain lied about not selling weapons to Israel.
Even after October 7th, Spain has sold more than 1 million € of weapons to Israel. Norway and Finland make it possible.
In January, Spain made headlines word-wide when the government's Minister of Exteriors, José Manuel Albares (PSOE), claimed in Congress and later again in a radio interview that Spain had stopped selling weapons to Israel ever since October 7th. Israel's intensification of violence in Gaza following October 7th meant that, on top of decades of apartheid and ethnic cleansing, between October 7th and January 23rd Israel had already killed 28,000 people and forced 2 million out of their home. In this context, many people were demanding their governments stop arming and funding the genocide of the Palestinian people, and here on Tumblr and other social media sites like Twitter I think we all saw the many posts praising the Spanish government for this.
Well, it turns out it was a lie.
According to Albares, "Since October 7th there are no more weapons exportations [from Spain] to Israel". But in November alone, Spain exported weapons to Israel for 987,000€, as was published on the Spanish Government's official website dedicated to exterior commerce (Comex). A researcher from Centre Delàs (an independent centre for peace studies) found it and published it, and it has also been verified by newspapers such as elDiario.es.
This 987,000€ worth of weapons in November was not the only ammunition that Spain has sent to Israel in 2023. In 2023, Spain exported a total of 1.48 million € in war material to Israel.
All of the weapons sent in November come from the factory of Nammo Palencia (Castilla y León), a corporation that is 50% property of the Government of Norway and 50% owned by a public Finnish business. However, even if the owners are foreigners, the ammunition was sent from Spain and thus it had to be authorized by the an organism of the Spanish Government named Junta Interministerial de Defensa y Doble Uso, whose deliberations on whether a weapons exportation is accepted or denied are kept secret. The only cases where they have denied exporting weapons to Israel have been when they thought that Israel would re-sell these weapons to the Philippines.
Spain has had a close relation with Israel for years. As published by the Spanish Government, Spain has sold 20 million € of weapons to Israel between 2012 and 2022. Spain also buys weapons and military software from Israel (for example, the Spanish Intelligence Service has been using the Israeli software Pegasus to illegally spy on Catalan activists, journalists, politicians and civil society members and their relatives to attack the Catalan independence movement), and Spain has continued buying from Israel and allocating defense contracts to Israel even after the October 7th attacks. It is very difficult to track the concessions of public contracts such as buying weapons, but some contracts have been known. For example, on November 24th 2023, Spain bought 287.5 million € of missiles from Israel. This is not unusual: between 2011 and 2021, it is publicly known that Spain bought war material from Israel for at least 268 million €, but experts say that the real number could be two or three times as much.
Spain has also continued allocating concessions to Israel. For example, on December 15th 2023 Spain allocated a contract worth over 576 million € to Israel for a rocket launcher programme. On November 22nd, Spain allocated another another Israeli company to provide missiles for 237 million € at the same time as the Spanish army bought Israeli inhibitors for 1.4 million €. The very next day, November 23rd, Spain signed another military allocation to Israel for 82,600€. The following week, Spain signed yet another allocation with a different Israeli military corporation for 3.7 million €.
Spain also allows Israeli weapon manufacturing companies to produce weapons through their branches located in Spain. This way, Israeli weapons make their way to markets with which Israel doesn't have diplomatic ties but Spain does, like Saudi Arabia. And since Spain is a member of NATO, Israeli weapons produced in Spain are approved according to NATO standards and access it easily. In the same way, these Israeli weapons manufacturers also access European Union defense funds through their branches in Spain. (source).
As I said, I saw a lot of positive posts around when Albares said Spain was going to embargo, but I haven't seen any post about how they didn't do it. I also (personally) haven't seen anything on international media, and barely anything on Spanish media, which is already busy with the PSOE covid material corruption scandal. So I share this in the hope of helping put pressure on Spain to cut all ties with Israel immediately.
SHAME ON EVERYONE WHO GIVES ISRAEL THE MATERIAL AND MONEY THAT WILL BE USED TO MASSACRE THE PALESTINIAN PEOPLE. SHAME ON SPAIN, NORWAY, AND FINLAND.
#i've been meaning to post this for a few days but never manmaged to finish writing since i don't have internet at work and i barely have#time to do anything else than sleep eat and prepare work stuff when i'm home#so I'm late but this is still relevant#palestine#gaza#israel#free palestine#spain#norway#finland#españa#end genocide#bds#boycott divest sanction#free gaza#peace#anti military#💬
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Ok does anyone else get several porn bot follows per day or is that just me
#i never see ppl talk about it except the occassional meme and its actually insane for me#i have to block like 4 a day#ive been on tumblr since 2011 and ik it isnt a functioning website but ive never had to deal with anything this bad#personal#shitpost
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Ace Attorney Investigations Collection Announced
At the Nintendo Direct today, news I have been tirelessly waiting six years for arrived: The Ace Attorney Investigations games are coming to all modern consoles! This includes Ace Attorney Investigations 2 (now officially known as Ace Attorney Investigations: Prosecutor's Gambit), after THIRTEEN YEARS of being a Japan-exclusive game!
Now everyone gets to experience Debeste Ace Attorney games! ... The Winner Ace Attorney Games!
Key Information
The collection is coming out on September 6, 2024 to the Nintendo Switch, PS4, XBOX One, Windows, and Steam. It will be available in Japanese, English, French, German, Korean, and Traditional and Simplified Chinese, with new voice dubs. Most of the information in this post will be coming from the official website, which you can check out for more details.
The reveal trailer is as follows:
youtube
There's lots of information here, so let's break it down:
New Features
Since these were originally Nintendo DS games, there's a massive jump in graphic quality to HD! This includes a new interface for Logic, the court record, and redone full-body sprites. But if you prefer the classic look, the AAI collection will let you swap between the sprite styles:
Similarly to the Great Ace Attorney Chronicles and 456 Collection, the AAI Collection includes story mode, dialogue history, a gallery containing concept and special art, and music including orchestral arrangements of the soundtrack.
You can also change the in-game soundtrack to rearranged tracks! This applies to Confrontation - Allegro, Confrontation - Presto, Objection 2009, and Pursuit - Chase Down The Truth (commonly known as Lying Coldly) with and without the intro.
Pre-Order Bonuses
Much like the AAI tracks, AAI2 arranged tracks can play in game, but these are currently restricted to pre-order bonuses (though this might change in the future). This includes Confrontation - Allegro 2011, Confrontation - Presto 2011, Objection 2011, and the intro and non-intro versions of Pursuit - Uncover The Truth (commonly known as Wanting To Find The Truth).
That's all on the English side, but much like the 456 collection, Japan has a physical collector's edition called the Mitsurugi (Edgeworth) Checkmate Set. This includes an arranged mini-album of songs by other composers, and new album art by Tatsuro Iwamoto.
The new songs include "Objections of Different Eras" (seemingly a remix of Objections 2009 and 2011), "Raven that Pursues The Truth" (remix of Kay's theme), "It's Time for Action!" (remix of Gumshoe's theme), "Howling Echoes" (remix of Lang's theme), and "Unveiling the Truth" (remix of the Pursuit songs).
This collection also includes a diorama set:
The set has two backgrounds (the rooftop of the Grand Tower and Edgeworth's office), and has standees of Edgeworth, Kay, Gumshoe, Franziska, Lang, Gregory, and... Verity and Eustace.
Which is a good segue into:
Localization Differences
Since most AA fans will be familiar with the fantastic AAI2 fan translation, the new names will likely be an adjustment for all of us. Characters in AAI (like Kay and Lang) will not have their names changed, just characters that were previously exclusive to AAI2.
Known name changes include:
Yumihiko Ichiyanagi / Sebastian Debeste -> Eustace Winner
Hakari Mikagami / Justine Courtney -> Verity Gavèlle
Tateyuki Shigaraki / Raymond Shields -> Eddie Fender
We also know that Manosuke Naito / Horace Knightley's new last name is Knight, and Gai Tojiro / Ethan Rooke's last name is Rook, which isn't much of a departure from fan translation names. We also know that Mikiko Hayami / Nicole Swift's new last name is Lloyd. I will provide updates on more names when they become available!
Regardless of your feelings on the new names - it's going to be an adjustment for everyone used to the fan translation that has been around ten years now - let's all keep in mind that despite the new names, the characters behind the names will be the same. And personally, as a massive fan of AAI2, I think the adjustment will be worth it if it means that more people get to experience my favorite ace attorney game for themselves.
With this announcement, all canonical ace attorney games have been ported to modern consoles and given an English translation. As I mentioned at the beginning of the post, this announcement is thirteen years in the making for AAI2! This is an unprecedented time for the popularity and accessibility of Ace Attorney.
(All we need now is the Layton crossover...)
Thank you all for joining me in this excitement and I look forward to collecting and sharing more updates as they arrive!
#ace attorney#news#ace attorney investigations#I AM SOOOO EXCITED#YOU CAN'T REALLY TELL FROM THE POST BUT I'M SO EXCITED#Youtube
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Analyzing some of the very first BL visual novels
First of all, I've talked about most of these topics during my Citrus con panel on Augustus 24th, so for those who missed it or who wanted a list of all the visual novels mentioned during the panel, those are also mentioned in this blog post! Japanese BL visual novels have been something I’ve been interested in since 2010-2011, and even these days many people in English speaking fanbases are familiar with games like DRAMAtical Murder and the other Nitro + Chiral titles. I've played many older titles which I've previously reviewed on this blog, and in this post I will be looking at some of the very first BL visual novels and how the industry has changed throughout the years.
Before the very first "official" BL visual novels were released, some visual novels already existed in which a male protagonist had romantic or sexual scenes together with one of the other male characters. Some examples of this are games like Sotsugyou Ryokou (1996) and Ko-Ko-Ro (1998). Most of the other love interests in these games were girls, so they were not promoted as “boys’ love” games.
The oldest visual novel I could find that was promoted as a game which focuses on love between boys, is a game called Sei Valentine Gakuen, released by a company called B.M. in early 1999. This is a game in which you can name the protagonist, and none of the characters are voiced. While checking their old website through Waybackmachine, it seemed like the game had a lot of game-breaking bugs which they attempted to patch out, however the website quickly shut down within what seems like only a year (or maybe a few years) after its release date. Since there's not a lot of information about this game available online, I was surprised that someone bought the game second-hand and made a youtube video about it, so I recommend checking that out! You can watch it here. Despite being promoted as a game that focuses on love between boys it seems like there’s not really romance in the game, so I am curious why they marketed the game in this way.
Next is a game called BOYxBOY, released a few months after Sei Valentine Gakuen in April 1999. This is one of the games I actually got to play myself, and I was surprised to see this game was released by King Records (the record label) as I didn’t know they used to publish games, let alone BL games. The protagonist has a face and a name this time, but even though all the other characters are voiced, they decided to leave the main character unvoiced for some reason. This game does have romance elements, like confession scenes, but it's still quite minimal. There’s only one character who actually gets a kiss scene for example. This game did get a fandisc a year later, but it seems to be more of a collection of extra materials and minigames rather than something that really adds something to the story of the game.
Another BL visual novel that was released around this time in July 1999 is a game called Graduation (or Sotsugyou) by Joinac, which as the title suggests, focuses on the protagonist spending time with people at his school right before his graduation. This one actually got translated, so it's probably the first BL visual novel to ever get an (official) English translation. Unlike most other games from this time, this one can still be easily accessed too, as a digital version is available for purchase on DLsite.
Entering the 2000s, game developer AliceSoft created their own BL game brand called AliceBlue and released their first BL game called Kakurezuki in 2000. Even though AliceSoft released 18+ rated titles in the past, this first BL title was actually also all-ages. Some reviews mentioned that they don’t really consider the game BL at all, pointing out the lack of romance, and I can definitely see where they’re coming from. Pretty much all the other games I mentioned so far take place in a modern-day school setting, however this game is more of a historical fantasy game (although the plot still only focuses on the protagonist and his daily interactions with those around him).
A lot of the games during this time period still highly resembled the typical dating sim-style game, which was quite popular in the mid/late 1990s. This kind of gameplay means that usually, the player decides what the character is going to do that day, for example, what subjects he takes in school, which club he joins and which locations he visits. In games like Kakurezuki, it’s a bit different you decide what magic skills you want to strengthen that day. This kind of gameplay kind of limits what kind of story the writers can explore, as the plot mostly focuses on the main character’s everyday life and their interactions with other characters, and eventually also became something that’s not commonly used in BL visual novels anymore.
Later that year, in August 2000, one of the most well-known early BL visual novels was released. This was Sukisho (short for Suki na Mono wa Suki Dakara Shouganai) by Platinum Label. The company promoted this game as the “first 18+ boys love game” though Graduation also seems to be rated 18+ on DLsite. Sukisho gained a big fanbase, as many fans really liked the art (drawn by Tsutae Yuzu) and the characters. Even though the plot still focused on boys going to school, some characters do have a darker backstory. The company even created official forums where fans could discuss the plot of the game and fan theories. Some other boards also encouraged fan meetups at local conventions in Japan. It ended up getting 3 different sequels, a PlayStation 2 port, an anime adaptation, and various drama CDs and novels. These days a lot of BL visual novels get drama CDs, but back then this game really got a lot of extra content compared to other games. Like many others, I personally discovered this game through the anime many years ago, but I played the visual novel later as it has also been fan translated and was quite accessible back then.
Another visual novel that stood out, and which also got an anime adaptation, is Angel's Feather (2003). Unlike the rather confusing anime plot, which adds a new character that isn’t in the game, I think the plot of the visual novel is actually much better. Initially it does seem like another game about high school boys, but in reality it’s more of an RPG game that focuses on the characters learning more about the world they’re living in, and their own magic abilities. I think just like Sukisho’s artstyle, compared to many other games that were released at the time, the art of this game quite unique. The artist is Yamamoto Kazue, who worked on many visual novels, and is still active nowadays. This game also got a sequel and drama CDs, but sadly the third game they were working on was never released. The studio was also working on a completely new game called White Shadow, however this one also remains unreleased to this day. If you want to read a little bit more information about this game and other unreleased titles, I wrote a blog post about that too here!
The inclusion of RPG elements I briefly mentioned just now in visual novels was not something only Angel’s Feather did. For example, some of these other screenshots are from Ouji-sama Lv1, Teikoku Sensenki, and Apocripha/0. The gameplay varied from a simple battle system to complicated dungeons and hard to beat enemies, depending on the game. One downside of this is that it’s quite a time-consuming process if you want to see all kinds of different endings, as these parts of the game were usually unskippable. Gradually, this is also something that slowly became less common in BL visual novels.
Generally, a lot of older games were quite difficult to replay as most games only had a limited number of save slots, and sometimes there would be no preview images next to the save files either, so it was quite difficult to remember which save file you were supposed to load. Some of the oldest BL visual novels also don’t have a skip button, which means you have to play through all of the dialogue again if you want to see a different ending. The pictures below are my screenshots from Angel's Feather and Kannagi no Tori, a game that was released in 2001. Luckily both of these games do have a skip button, but there were never enough save slots!
Other than changes in gameplay and artstyles, something that has also changed quite a lot are the dynamics between characters in adult scenes. In most BL visual novels, the protagonist is either a top or a bottom, and this doesn’t really change throughout the whole game. For example, if the official website mentions that the protag is a bottom, that means he’s a bottom with every single one of the love interests. Something I noticed while playing older games is that this order wasn’t always fixed. In games like Laughter Land and Kannagi no Tori for example, the game would often let the player decide. A game that was released a bit later which also has this option is PIL/SLASH’s game Shingakkou -Noli me tangere. In every route, no matter what character, you make the decision. I think it’s kind of fun when the game gives you choices like this, although I’m not sure if they will ever bring it back.
Terminology and target audience When I talk about these games I use “BL game” and “BL visual novel” as these are easily understood when communicating with an English-speaking audience. However in Japanese these games are usually only called “BL game” or "AVG" which just stands for adventure game. In the early 2000s some official websites around this time would refer to these BL visual novels as ''boys games'' to distinguish them from a genre called “girl’s games” or galge, which are games that would typically target a male audience. Even though the term “yaoi” was becoming less common, some developers would also call them “yaoi games” on their website, as you can see in some of the screenshots below . It’s not like the term “visual novel” is something completely unknown to them, but it’s also not a term I ever see them using to promote their games.
As for the target audience, similar to a lot of BL manga, the target audience for many of these BL visual novels was also women. A lot of websites stated that these were games “made by girls for girls”. However, it’s better to not generalize the whole genre as something exclusively targeted towards women, as some games like Hotaru (released by Tarutaru in December 2000) and its sequels were specifically advertised as games "made by gay men for gay men". One of the games I mentioned earlier, Graduation, was also made by a doujin group that calls themselves the Gay Artist Support, and like the name suggests, they support gay artists and alleys. Therefore it can be concluded that even during this time period, it wasn't just women creating and reading BL.
Marketing and sales Some might be wondering; how did people discover these games back then? Around the year 2001, multiple websites were created by fans that kept track of new BL game developers, as well as any updates provided by the companies that were already established back then. A lot of these websites also gave fans the option to chat with each other in their forums. Some examples of these websites are BOY'S STREET and Boyslove Kenkyuujo (which translates to BoysLove research institute). They kept track of both commercial and doujin game releases. Companies and doujin creators would both sell their games at events like Comiket, Super Comic City and J-Garden too, where they would promote their games and chat with fans. Their games would also be sold at stores like Animate and Toranoana, which is not too different than how creators sell their BL games nowadays, as both of these stores still exist. A lot of BL game creators in the early 2000s were quite close to each other and collaborated. For example, some doujin groups like Anubis Label, Ritz, Moon Parrot and more created their own magazine called B-GAME, which featured information about their new doujin games, corporate games, survey results, game reviews and more. The picture below (on the right) is a picture I found on the website of doujin group Moon Parrot, promoting and selling their game Kuro no Tsuki at Super Comic City. Of course official BL game magazines also existed, but I think I will make a separate blog post about that (update: you can read it here!).
Well-known developers throughout the years Next I made a list of some BL game creators that established their brands in the early or mid 2000s, and who continue to be active nowadays. I will mention some newer games as well. There's way too many BL visual novels to include all of them, so I apologize if I missed some that were quite influential!
Langmaor/Tennenouji: The first game Langmaor released was a game called Enzai in 2002, illustrated by Yura. This game focuses on a boy whose name is Guys, who gets sent to prison as a result of a false accusation. In one interview, Yura mentioned that she was almost afraid that the plot of the game would be “too dark”, as the main character experiences a lot of abuse, but she concluded that at least the game would be unique. In 2004 Langmaor released Teikoku Sensenki, and a year later they released Zettai Fukujuu Meirei (or more well-known as Absolute Obedience). This game had a kind of unique system which focused on not one, but two protagonists. The final game this brand released was a game called Laughter Land (2006. The illustrations of this game were drawn by Yuzuki Ichi who had previously worked on Kannagi no Tori. Yura was also part of doujin group called Tennenouj, which already released their first BL game in 2000 called Sei Crain Gakuen, a BL game that you could play by opening HTML files in your browser. They released their second BL game in 2006, which was Miracle No-ton, a game about a notebook that could grand the protagonist’s wishes (horny wishes only though!). In 2009, Luckydog1 was released, which ended up becoming one of the most popular and well-known games in Japanese speaking BL visual novel fanbases. The game is about the protagonist Giancarlo, who’s a low-ranking member of the mafia and currently in prison, who receives the task to free 4 important members of the mafia from prison. Some BL gamemagazines like Cool-B have an annual popularity poll, and for years, LuckyDog 1 and its characters ended up in first place. On BL information websites like ChilChil it continues to be the highest rated BL visual novel to this day. Two years ago, Tennenouji also released the game Friendly Lab, of which the mobile version is still being updated, so even nowadays they are still very active.
Nitro + CHiRAL: Or just called “NITRO CHiRal” these days. They released their first game, Togainu no Chi, in 2005. In the early interviews the director stated that they wanted to create something different, as a lot of visual novels around this time focused on schoolboys and modern-day settings. So instead, they wrote a story that takes place in a futuristic version of Japan, devastated by a Third World War. Only a year later in 2006, they released their second game, Lamento -BEYOND THE VOID- which also takes place in a fictional world. Even though the characters look similar to humans, they call themselves Ribika and have cat-like characteristics. The characters in this game are struggling to survive, as a mysterious force called “The Void” is slowly destroying their world. Because of their unique stories and beautiful illustrations, Nitro Chiral quickly gained a big fanbase in Japan too. In some articles published in Cool-B magazine, they mentioned that they were taking even bigger risks with their next game, as the plot would be anything but happy. This was about their third game, sweet pool. Despite that, I think fans already expected dark and serious stories from the company, so it was still well-received. Before releasing DRAMAtical Murder, they released two more visual novels called Itsuwari no Alkanet and World’s end Nightmare, though these were only available on Chiral Mobile, an app that could only be downloaded on certain Japanese phones. These days these games are considered lost media, but I wrote a blog post about what I could find about them some years ago. Afterwards they released their more well-known games DRAMAtical Murder in 2012 and Slow Damage in 2021.
Pil/Slash: This is a BL visual novel developer that is well known for writing dark stories, with themes like abuse, noncon, physical and emotional torture. Though of course this is not too uncommon in BL visual novels, as all of the developers I’ve previously mentioned include themes like that in their games too.Their first game, Masquerade ~Jigoku Gakuen SO/DO/MU~, was released in 2006, followed by Koibito Yuugi a year later. In 2011, one of their most well-known titles, Shingakkou –Noli me tangere- was released. This game is about protagonist Michael who’s enrolled in a seminary. However, his school life is anything but peaceful, as his family gets murdered and he also discovers a secret society of devil worshippers in his very own school. At the moment this is the second highest rated BL game on ChilChil, after Luckydog1. After this they released Pigeon Blood in 2014, which was also a horror-themed game, and Paradise a few years later, which was quite popular in Japan too. In 2021 they released their newest game, Dystopia no Ou. This game focuses on protagonist Kiriku who dreams about becoming a rock star. Initially, this seems quite different than PIL/SLASH's previous games, but I promise the story still gets pretty dark. The writer credited for Paradise and Dystopia no Ou is Kyuuyouzawa Lychee, who's also the creator of doujin game group LOVE&DESTROY and games like CAGE OPEN and CAGE CLOSE.
Spray: This company’s first game was Saikyou Darling, released in 2001, but I think they are probably more well-known for their Gakuen Heaven series. The first Gakuen Heaven game was released in 2002, but since then they have released a few newer versions of the game, console versions and a second game. This is another one of these games that people might know because it has an anime and manga series. Spray has released quite a few different games like Soshite Bokura Wa, Piyotan, STEAL! and more recently Tsumi naru Rasen no Ori, but I think other than Gakuen Heaven their most well-known title is probably Kichiku Megane, released in 2007. This game focuses on protagonist Katsuya, a salesman who seems to be failing at everything in life. Just before he’s fired from his job, he receives a mysterious pair of glasses from someone. Whenever he wears these glasses, his personality completely changes. He suddenly becomes very skilled at everything, but also very sadistic. In recent years fans have started organizing fan events for this game at local conventions again, so it’s interesting to see how popular it still is.
Holicworks: Also known as LoveDelivery, as that’s the name they used to release some of their very first games, like Tsukigami (2007) and Beniiro Tenjou Ayakashi (2008). Their most well-known title Taisho Mebiusline, released in 2012. This game is a historical fantasy game which takes place during the end of the Taisho period, in 1923. The protagonist, Kyouichirou, moves to Tokyo in order to go to university. However, he runs into trouble soon after his arrival, as the Imperial Military becomes interested in his ability to see spirits. The writer of this game, Nakajo Rosa, is often praised for the historical research she did in order to write this game. The story covers all kinds of political issues, international affairs and military activity, and combines it with religious themes such as Shintoism. This also means that even for Japanese speakers, the game can be a bit difficult to read, as it tends to use difficult words and kanji. However, I think with a bit of research it’s not impossible. They also released games like Tokyo Onmyouji, Tokyo 24ku, and more recently Tokyo Satsujinki Gakkou no Kaidan, though the only game that has an English translation is Tokyo Onmyouji, which takes place in a more modern-day setting, but still focuses on supernatural themes like ghosts and spirits.
Karin Entertainment: Another developer that has been around for a long time, who released their first BL game series called Bois in 2002. Afterwards in 2004, they released the game Animamundi Owarinaki Yami no Butou~ (Animamundi: Dark Alchemist), which I’m not sure if I should be calling BL game as there are also a few female love interests. The games they released after this aren’t BL games, but instead they created a new branch called Karin Chatnoir Omega, which released the game Omertà ~Chinmoku no Okite~ in 2011. In this game the mafia controls the government, and the protagonist J.J. is a hitman who’s taking all kinds of assassination jobs. In 2016 they also released the game Omega Vampire, which is the first omegaverse BL visual novel.
Parade: This is a game developer known for creating games in which the protagonist is exclusively a top, or seme, which is also something that was not super common in the past. In a lot of other games almost all of the love interests are younger guys, so I think it was interesting to see at least two of the other main characters in NO THANK YOU!!! were over the age of 35. Even though most Parade games have a lot of 18+ content, like NO THANK YOU!!! and their second game Room No. 9, one should not underestimate the plot, as the writing is really good. My favorite game is probably their latest game, which is Lkyt., a historical fantasy game and my personal favorite.
CORE: This is the BL branch of a company called Orbit, and their most well-known game is Messiah, which was released in 2006. Though their first game was a game called Ever Loyalty in 2001, followed by Fanatica in 2004. Most of CORE's games only have 1 or 2 characters the protagonist can end up together with, although sometimes other characters in the game also have their own bad endings. In Fanatica, the protagonist only has one true love interest, but a lot of the other main characters are also paired up with each other, so even if they don't have their own route, you do get to see different scenes with them. Even though CORE released their last game in 2008, which is the Messiah fandisc Messiah ~ Paranoia Paradox. It was announced that they are actually working on a new BL project called Tokyo Gentou/Tokyo Phantasmagoria, under the new name Procyon.
Adelta: Not really 2000s as their first game was released quite some time later, but I think still important because they've gotten quite popular in recent years. This is a doujin game group created by Kurosawa Rinko. The first games this group worked on were Cocoon and Cocoon Black Noise, released in 2014. The game they’re probably most known for is Koshotengai no Hashihime (Hashihime of the old Book Town). This game is quite well known for its references to literature and real writers, and the story also takes place during the Taisho period. Originally it was advertised as a time-loop murder mystery. In 2020 Uuultra C was released, which is a completely different kind of game that takes place during the Showa period and focuses on heroes you’d typically see in a Super Sentai Series, or Tokusatsu movies in which the characters fight kaiju. Adelta is currently working on their newest game, Ooe.
Conclusion Of course there are many more BL visual novels which left a big impact on people, even less serious games like Gakuen Handsome which still get referenced a lot to this day. Another well-known title is Mada Koubou's Hadaka Shitsuji, which was mostly created by artist and writer Togo Mito. It kind of difficult to determine how many BL visual novels currently exist, but BL information website ChilChil currently lists 345 titles in this database. This does however include fandiscs and games that aren't technically BL games, and also doesn't include all doujin games ever released.
The early 2000s was a good time for BL visual novel fans and a lot of developers were making BL games back then, which also meant that there would be many new games to play. These days the number of active developers has significantly decreased, so most of the time you get about 1 or 2 big releases every year. Of course, there are still doujin groups and individual creators who make their own games, but the number of commercial releases is pretty small nowadays.
Some games that were released earlier this year however, are Tokyo Satsujinki Gakkou no Kaidan and Haiiro no Arcadia. I am personally also looking forward to the release of Adelta's new game Ooe, and Procyon's Tokyo Gentou/Tokyo Phantasmagoria, so I recommend checking those out when they're released!
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Let's have a chat about AO3
Hiya friends and loyal followers! My last post about AO3 blew up yesterday so I figured now would be a good time to continue the conversation about AO3.
As I mentioned in my previous post (and probably in multiple other previous posts):
AO3 is NOT a social media site. AO3 is an ARCHIVE.
So let's delve into that a bit more since people don't seem to be getting that. Fanfiction predates the internet, and was transmitted via the internet way before sites like AO3 and FF dot net. Relatively speaking, I am a fanfiction newcomer, as I first started reading fanfiction in ... 2011? or thereabouts. I say this to say that I obviously don't have as personal of a memory of a time before fanfiction archive sites (my bitty fan experiences were on teaspoon and lcfanfic), but I certainly know plenty of people via fandom online that absolutely do.
For the newest children to fanfiction please check out the following pieces of reading to get started on your fandom history education:
“Fanfiction.” Fanlore Wiki. Accessed June 15, 2023. https://fanlore.org/wiki/Fanfiction. Archived [https://archive.is/yJpOq].
“So I’m on AO3 and I See a Lot of People Who Put ‘I Do Not Own [Insert Fandom Here]’ before Their Story.” sonicenvy.tumblr.com, July 2, 2016. https://sonicenvy.tumblr.com/post/146818589611/mikkeneko-thepioden. Archived [https://archive.is/FRNCy]
ofhouseadama, Emily. “A Brief History of Fandom, for Those on Here Who Somehow Think Tumblr Invented Fandom.” sonicenvy.tumblr.com, May 21, 2014. https://sonicenvy.tumblr.com/post/131935827010/ofhouseadama-a-brief-history-of-fandom-for. Archived [http://archive.today/j2Rfq]
mizstorge, fantastic-nonsense, and fanculturesfancreativity. “The Places Fandom Dwells: A Cautionary Tale.” fantastic-nonsense.tumblr.com, June 29, 2017. https://fantastic-nonsense.tumblr.com/post/162395547190/the-places-fandom-dwells-a-cautionary-tale. Archived [https://archive.ph/QK2wI]
As you read through this stuff, three things should become apparent to you:
Fanworks have always existed in tenuous space -- that is, they have always been under threat of removal, or threat of loss, whether this loss was through events like the livejournal strikethrough, the loss of a fandom specific website, destruction of physical copies of the work, or C&D/legal action from original creators of the work.
Fandom has a long and colored history with many of the most defining events of early fandom history being related to threats to the community.
A need was ripe for a place to save and ARCHIVE fanworks and protect them from deletion, legal action, corporate sanitization efforts, site deaths due to the deaths of admins, etc etc.
Out of all of this, comes The Organization For Transformative Works (2007), and their brand new site Archive of Our Own (2008). The stated intention of Archive of Our Own (AO3) (bolding mine):
The Organization for Transformative Works (OTW) is a nonprofit organization, established by fans in 2007, to serve the interests of fans by providing access to and preserving the history of fanworks and fan culture in its myriad forms. We believe that fanworks are transformative and that transformative works are legitimate. We are proactive and innovative in protecting and defending our work from commercial exploitation and legal challenge. We preserve our fannish economy, values, and creative expression by protecting and nurturing our fellow fans, our work, our commentary, our history, and our identity while providing the broadest possible access to fannish activity for all fans. The Archive of Our Own offers a noncommercial and nonprofit central hosting place for fanworks using open-source archiving software.
Source: Works, Organization for Transformative. “Archive of Our Own Beta.” Archive of Our Own. Accessed June 15, 2023. https://archiveofourown.org/about. Archived [http://archive.today/QYtbM]
You may also want to check out the original LiveJournal Brainstorming sessions for AO3 by astolat as archived here [https://web.archive.org/web/20220627134339/https://astolat.livejournal.com/150556.html] if you need further clarity on this point.
Some neat stuff from astolat's original posts that I find are relevant:
making it easy for people to download stories or even the entire archive for offline reading (thus widely preserving the work in case some disaster does take it down)
code-wise able to support a huge archive of possibly millions of stories.
allowing ANYTHING -- het, slash, RPF, chan, kink, highly adult ...
As we can see both from the mission statement of OTW/AO3 and from astolat herself in the brainstorming sessions, AO3 is an ARCHIVE. It is a project that is meant to preserve and provide access to fanworks. Run for fans, by fans and meant to host any and all kind of content with none of the commercialization or censorship that fans found elsewhere. Before AO3 there were certainly numerous, disconnected, fandom specific archives for fanfiction or other fanworks. Many of these old sites have been archived (see we're getting that word again) via the opendoors project. Some, like teaspoon or lcfanfic still exists and are semi-active.
A common thread is that writers and readers weren't just using the archive site to connect. They were doing more connection through other sites like dreamwidth, livejournal, facebook, their emails and later tumblr or twitter. Archive sites were meant as a supplement to other fan spaces like message boards, blogs and journals.
So, dear friends, you might ask, what is an archive?
An archive is a place where documents, artifacts and records are kept and preserved for future reference, use and access. Archives help us maintain a better understanding of the past and protect objects, writings, documents, records and more in longevity. In the context of fanwork archiving, this means preserving fanworks in longevity/perpetuity so that fans can continue to access them for enjoyment and for historical purposes. Archiving fanwork is vital to preserving and, indeed creating fan culture and identity.
To read more about archives in general, check out this article from the American History Museum of the Smithsonian (https://americanhistory.si.edu/archives/about/what-are-archives) or this one from the US National Archives (https://www.archives.gov/about/info/whats-an-archives.html).
So AO3 is an archive. Why does this matter?
Oh, boy, I am about to get LIS nerdy on y'all. At this point in the post we can all agree that AO3 is and always has been an archive (it's in the name...). When we view and understand the site starting from this premise, a lot of, frankly stupid as fuck arguments that people have about AO3 look even dumber. Understanding AO3 primarily as an archive helps us understand:
The tagging system. Given AO3 is an archive, the tags for content on the site function exactly the same as headings in a library archive. They are designed to store information about the fic (that is, they are intended as metadata) which is then used to find the record of the fic in the archive. This is why it is important to tag what is in your fic, and to use tags properly, using the agreed meanings of particular tags.
The kinds of content that are permitted and excluded under TOS IV. The archive permits fanworks, which include: fanfiction, fanart, podfic, and fan videos. The archive thus excludes things that are not fanwork (records with no content (aka "placeholder fics"), posts asking for writing prompts or submissions, posts looking for fic, commerical promotions of ANY kind, original fiction with no relation to fan content, spam etc). Every library and archive has their own collections policies, and AO3 is not an exception. Collections Policies are generally guided by the mission statement(s) of the archiving party/library. As we saw above in both the official about page and the original brainstorming posts from astolat, AO3 is a library for fanworks, meant to preserve fanworks and is in opposition to advertising and commercialization. Therefore, if the thing you want to add to the library of AO3 is not a fanwork or contains commercialization, it does not qualify to be an object of the archive. Re: the "placeholder fic" post that I didn't know was going to blow up so much: imagine you go to the library to get a book and open it to find that it is empty or you get a DVD and play it only to find that it is the movie theater trailer for the movie. Doesn't that make no sense?
Why there is NO censoring of "adult" or other quote on quote "objectionable content". The archive does not chose to preserve works based on subjective quality or "moral purity" type standards. This is true in libraries and museums as well. We keep and save materials that people find objectionable as archiving and librarianship are and have always been diametrically opposed to censorship. As an archive AO3 follows this. Moreover, you can see in astolat's original post "allowing ANYTHING -- het, slash, RPF, chan, kink, highly adult" as a founding idea.
Why there is no advertising, and why this includes you adding your Ko-fi or paypal or whatever the fuck. Outside of the fact that doing this violates TOS and invalidates OTW lawyer arguments for the legal existence of fanworks under US Fair Use, AO3 as an archive is meant to be a keeper of fan records, not a space for promotions. Archives do keep records (and indeed some archives keep records of advertising) but they, themselves are not using their platform to advertise for anything else.
Why there is no "AO3 algorithm". The kinds of algorithmic feed generators that sites like the t*kt*ok or whatever use are antithetical to the mission of archiving stuff and providing access to it. In an archive you search for content based on terms and headings and self-select. I'm not on the t*kt*k or whatever and I actively block and disable all "suggestion" type things so I don't entirely understand what y'all are looking with this.
Ok, that's great, why are you telling us all of this?
There is a concerning trend of newcomers both young and older to fandom and fanfiction that have not taken off the social media brain filter before coming on board. Some excellent tags I've seen on The Post™ that spawned this one include:
#guys quit bringing the worst elements of capitalism to AO3 (via @watchtowersystem)
#algorithms have rotted people's brains i swear (via @pearly--rose)
#omg stop trying to social mediaify ao3 (via @greyduckgreygoose)
There were also some bangers on my reddit post on this topic as well, but the reddit I posted it on is (rightfully) on blackout at the moment.
I think the sociamediafying of fanfiction that a lot of these people are bringing has a few major negatives:
social mediafied fandom views fanwork soley as consumable content, creating more passive, entitled participants in fandom. For fanwork=content social media brain folks, the fact that fanwork is meant to be an active and engaging thing is lost. Fanwork is a gift from one fan to other fans, it is a point for discussion, a result of people's passion and creativity. It is transformative, out of the box and part of building a niche community. When you start to see it as "content" like a random object on a feed you stop valuing it, analyzing it, and interacting with it in the same way, and are more likely to passively consume what you see as content. Social media has made "content" out of everything, and everything becomes something to scroll past in a few seconds, always looking for more stuff, the newest stuff, etc etc. It's obviously very tied to the experience of social media being used to sell you shit, but that's another conversation I think.
fanwork=content social media brain also allows some of these people to post incredibly demanding comments for "more content" on fancreators works or makes them think it's ok (and indeed creates the same result as what the writer is creating) to feed someone's incomplete fic into an ai to get a "completion".
fanwork=content social media brain also means that when these folks start creating content they feel entitled to views, hits, kudos, etc etc, and feel like it is ok to do things that they see as "gaming" the system to get their fics to be at the top of the pack. They begin to care too much about posting to get their "content" the most views because that's how things work on social media.
fanwork=content social media brain also makes some of these people think that "fic" that is "written" by an ai is acceptable fanwork, because they do not view fanwork as artwork/writing with merit, as much as an entertainment property to be consumed. How the meat gets made becomes irrelevant, because the end result is the only thing that is important.
social mediafying of fandom is something that has helped a lot of advertising and commercialization sneak its way into our spaces, which actively hurts our chances of building good communities.
social mediafying of fandom turns fanwork creation and fandom into popularity contests, which is bad for all fan spaces. The point is that we're being weird together. I've seen new, young authors post on reddit about how they feel so bad about their fic because it doesn't have 1000s of hits or because they feel incapable of writing things (even things they might want to explore) because "no one will read it, and it will not become popular". This makes me very sad.
social mediafying of fanwork also turns right around into .... wait ... you guessed it .... censorship! people are now practising self-censorship that is utterly unnecessary and completely sad to me because they are afraid of getting deleted from anywhere for "objectionable content". This carries over into new users on AO3 doing things like using leet speech for curse words, sexual content and more in the TAGS or the body of their AO3 fics. Stop Don't. You can say fuck, dead, kill, murder, cunt, cock, and whatever the fucking hell you want on AO3. That was the whole goddamn point.
These people are trying to bring fanwork=content social media brain to places like AO3. I'm not entirely sure why.
tldr; AO3 isn't a social media site for talking with your following or posting about ideas that you've had. It isn't a popularity contest. It isn't a place where there will be no inappropriate content. It isn't a place for advertising or commerical promotion. It is an ARCHIVE OF FANWORKS meant to be "allowing ANYTHING -- het, slash, RPF, chan, kink, highly adult."
Anyone of you fans older, wiser, more well versed in fan history, and more articulate than me, please feel free to add to this. Ditto on any of you other funky LIS friends out here on tumblr dot hell.
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If you've heard of black crested macaques or the Yaki monkey, it is probably this one:
This black crested macaque became famous in 2011 when the photographer David Slater was taking photos in the jungle of Sulawesi Indonesia where black crested macaques are indigenous fauna. Slater was not the photographer who captured this photo, however. It was the macaque who has since been commonly called Naruto who took its own photograph on Slater's camera. The famous monkey selfie sparked a copyright lawsuit brought by PETA onto Slater, which was settled in 2017 with an agreement that Slater would donate a percentage of any profits gained by the pictures Naruto took to organizations that protect this species in the wild.
For the millions who enjoyed Naruto's selfies online, the story ends there. For Naruto and the Yaki the story continues. The black crested macaque is critically endangered. Slater's website says he donates 10% of the proceeds of all "monkey selfie" merchandise to "a monkey conservation project in Sulawesi", and while he does not specify which conservation project he supports, there is one I know of that does incredible work.
Selamatkan Yaki is an operation with a huge impact. The Yaki is one of the most endangered primates in the world, and it can be difficult to gauge just how many of them are out there. This is where biodiversity monitoring comes in to produce the data needed for effective conservation protocol. A pilot study was conducted in Tangkoko Nature Reserve, which has created the blueprint for surveying the entire province using camera traps and remote sensing to observe the Yaki and their threats over time.
Using the data gathered from monitoring, Selamatkan Yaki collaborated with the government agency for natural resource conservation to create a Species Action Plan (SAP). This species action plan is not only an evidence based conservation plan designed to save the Yaki, but all the other species that share its forest home. Establishing the Yaki as a flagship species is crucial as this charismatic monkey is just one of many species that is not found anywhere else in the world.
One of the major threats Yaki face, like many other primate species, is hunting for wildlife trafficking and the bush meat trades. While hunting the Yaki is illegal, it takes a true culture shift to keep endangered animals out of traps and cages. Selamatkan Yaki has developed both community conservation and environmental education programs designed to unite local communities in protecting the species. The community conservation program involves surveys conducted since 2007 so that long term data on human-animal relationships can be tracked to best identify community conservation methods. This data is used in the environmental education program which introduces information on biodiversity and conservation to school curriculum and provides research opportunities and scholarships for post secondary students to contribute to conservation.
Selamatkan Yaki understands that it isn't enough to have a team of people dedicated to saving the black crested macaque-- the more people who care and help the better. Everyone has a role to play in conservation, but right now so many people outside Indonesia have only ever seen the black crested macaque once, in a photo online. That's why I'm partnering with Selamatkan Yaki to spread information about the work they do and the species they protect. To learn more about Selamatkan Yaki you can click the links in this post, and stay tuned for more on the black crested macaque.
#selamatkan yaki#black crested macaque#macaques#monkeys#wildlife#conservation#news#animal welfare#animals#endangered species#ecology#macaca nigra#yaki
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obscure bands and where to listen to them, part 2
Follow-up to [this post].
Here I'll go over five artists whose polls got an extremely low amount of "yes" votes, plug where you can listen to them, etc.
If you're a fan of one of these artists and I got anything wrong or you have anything to add, please send an ask!
Long post ahead.
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PALMSY
Genres: Indie Pop, Jangle Pop, Bedroom Pop 10 out of 2,375 voters have listened to them. (0.4%)
Self-described as such: "Bedroom songs from the Netherlands. Feel-good sunny energy, jangly indie pop and the breezy energy of pop-punk." Their website (in Dutch) says they're influenced by artists such as Bombay Bicycle Club, Darwin Deez, Little Comets, and The Wombats. Released one EP in 2017 and seems to have been inactive since, but two members went on to form the band Banji.
youtube
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Apple Music Soundcloud Spotify YouTube (official) YouTube (auto-generated)
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Clay J Gladstone
Genres: Pop Punk, Punk Rock 12 out of 2,495 voters have listened to them. (0.5%)
Australian. "Emo punk outfit Clay J Gladstone was formed in 2020, comprised of current and former members of powerhouses Resist the Thought, Caulfield, and Buried in Verona." Released one album and some singles in 2021-2022, but they're still active and playing shows! Apparently one of their guitarists got his equipment stolen recently but they were able to fundraise enough money to replace it so yay :)
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Apple Music Bandcamp Soundcloud Spotify YouTube (official) YouTube (auto-generated)
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Radiation 4
Genres: Avant-Garde Metal, Mathcore 10 out of 2,314 voters have listened to them. (0.4%)
Los Angeles-based experimental metal band that dressed in lab coats and glasses for their live performances. Their MySpace listed their influences as "Sleepytime Gorilla Museum, Tom Waits, Mr Bungle, Botch..the list goes on." (IMO, the vocals especially are VERY Mike Patton-ish.) Released an EP in 2001 and an album in 2003, then went on hiatus in 2007 (though the vocalist uploaded some of their stuff to Bandcamp in 2022-2023?) Here's a fairly recent interview with the vocalist.
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youtube
Bandcamp Here are unofficial YouTube uploads of Radiation 4 (2001 EP) and Wonderland (2003 album), which aren't on the Bandcamp, or anywhere else that I can find. ...Also, I finally found a copy of the album art for Wonderland that isn't JPEG'd into oblivion.
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LightGuides
Genres: Pop Rock, Indie Rock, Math Rock 4 out of 2,158 voters have listened to them. (0.2%)
Self-proclaimed "Glaswegian pop-punk samba legends" (they aren't really samba though...) previously known as We Hung Your Leader. According to their old website, their influences included Jimmy Eat World, Alexisonfire, Brand New, and The Get Up Kids. Released two "mini-albums" between 2010 and 2011, and ceased posting on social media around 2017. Here's an interview (from shortly before the release of their second album) if you want to know more!
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Apple Music Soundcloud Spotify YouTube (official) YouTube (auto-generated)
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Tribraco
Genres: Jazz-Rock, Avant-Prog, Progressive Rock 12 out of 2,534 voters have listened to them. (0.5%)
Italian instrumental jazz-rock band, formed in Rome in 2004 initially as a trio but then grew to a quartet. Their MySpace listed such influences as John Zorn, Frank Zappa, Igor Stravinsky, and Fred Frith. Released two albums, one in 2008 and one in 2010. (...there's not much else I could find about them!)
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Apple Music Spotify YouTube (official) YouTube (auto-generated)
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holy shit i was not aware you were here hello holly hollowtones
I have been on this website since 2011 or 2012 LOL
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What is the Downfall of TGST? You included it in that eggfic meme, but I've searched Scribblehub and Bigcloset and found not a sign of it.
Okay SO
Chapter 1: The Rise of TGStoryTime
In 2011, a man going by the name of Joe Six-Pack launched the TGStorytime website or "archive," with the express idea of creating a repository for fiction focused on forced feminization and similar "TG" fetish content.
Though it took a bit to find its footing, it nonetheless became a place where all kinds of people could share their stories about men becoming women, usually against their will, after which naughty shenanigans would usually occur.
It also became a place where many trans women both read and later on wrote their first piece of trans fiction (yours truly included). Other trans authors that got their start here were QuietValerie, Purplecatgirl and Trismegistus Shandy, each of which would later (or at the same time) make their name on other fiction hosting platforms as well.
As an aside, an interesting feature of TGST is the fact that every single story needs to be vetted by "the moderation team," which has at times included One (1) member: Joe Six-Pack himself. I'm sure that won't be relevant later.
Everything was going reasonably well, until one fateful day.
Chapter 2: The Problem With Joe Six-Pack
In 2020, a new user joined the website. I have no intention of speculating towards intention, but the effect they had was immediate.
They wrote extremely short stories, often between 50 and 100 words, only a few paragraphs, of people who were forcibly turned into women. What made this so egregious was the denigrating way it referred to these "new women," sometimes using slurs and other speech that has been hurled at trans women to dehumanize or simply demean them.
There was an immediate backlash, the now-quite-substantial trans userbase of the website standing up for themselves and asking that Joe Six-Pack, the host and active owner, do something about this new user's low-effort but offensive stories. At the very least, that he please stop personally approving them.
He refused.
He refused on the basis that TGST was never a place for queer people to find each other, nor was it a place for trans stories. As he put it, TGstorytime was repository. It was an archive of TG - not Trans - stories, one that was his sacred duty to maintain. He was not a moderator, he was simply an archivist. He also asserted that transphobia was a somewhat normal response on the internet and that moderating it would lead to a witch-hunt that would see his website shut down eventually. He would not stop vetting - and personally approving - stories that were rife with transphobia.
Chapter 3: The Exodus
In the following months and years, a large part of the trans community moved away from TGST, spreading to the neighboring websites of RoyalRoad, BigCloset and Fictionmania. Some tried to make their own websites like Fluff4Me and Offprint Café.
But the biggest move was to Scribblehub, one of the few websites that not only allowed users to mark their stories with "Transgender" as a built-in tag, but also had moderators that listened to vulnerable minorities when they raised issues. As a result, many trans women moved over to the at-the-time primarily manga-and-light-novel brained site, causing a pretty significant upheaval and forcing the moderation team to make some changes to the way it weighted its "trending" tab, since it quickly became dominated by transfem fiction.
Despite these changes, Scribblehub remains the best place to find new, and importantly, free trans fiction online, written by both established as well as up-and-coming authors.
If you like this video please like and subscribe. If you want to support me and other creators you can use the code below to subscribe to Curiositystr
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on my chemical romance's history of racism:
(edit: i wont rewrite anything since that will create discrepancies in reblogs. however, i will include these important additions: post 1 and post 2)
cultural appropriation is a neutral term that turns negative when people co-opt a culture without consideration to its people and history, or their prejudices and privileges. the rising sun japanese flag is an imperialist symbol used during japan's occupation of other countries from 1870 to 1945 (the guardian 2019). unlike other symbols of terror, the rising sun is normalized because of the japanese government's refusal to acknowledge its history. the symbol's meaning was popularized a few years ago when people from south korea protested its legality in the 2020 tokyo olympics (bbc 2020). aware or unaware of its history, americans have long appropriated the rising sun. in part because of their fascination with japanese art, in part because of orientalism -- a fixation on asian cultures that centers "exoticism".
my chemical romance has been associated with the rising sun symbol a couple of times. frank iero used to have a tattoo of it. gerard way designed frank's killjoys outfit to include it (seen in concept art and music videos). it is often used in mcr fanart.
tokenism is when something contains limited diversity to divert criticisms for the lack of it. my chemical romance has had a very white cast of characters in their music videos and stories. in the "i dont love you" music video, a main character is in black body paint. in the casting call, they specifically asked for a white man (there is 100% an online source -- please let me know if you have it). even casting a black person for this role would place him in a video that appropriated his skin color to mark his "difference" from the light-skin female character.
the female character points to the band's main problem with tokenism. if they arent casting a white woman, theyre casting a light-skin asian woman. the woman in the "i dont love you" mv is fetishized for physical traits stereotypically attributed to east asian women: big eyes, daintiness. east asian women feature most prominently aside from the band and main characters in the "welcome to the black parade" music video and photo shoot. the photoshoot is the only place where an ashy-faced black man and ambiguously tribal? brown man are seen (brought in by photographer chris anthony per the "making of the black parade" book). the director antagonist of the danger days music videos (shown in "sing") is a japanese woman. she is the only main character of color in the music videos and the killjoys: california comics. the focus of this post is on my chemical romance, but the comics are important to showcase that the reality is never "color-blind casting" or "limited roles". it's mostly white creatives (band members and directors and artists) who ignore non-white people when they cant use them, reflected as much by gerard way years later (nyt 2019).
"japan takes over the world" is a media trope that is built on the late 20th century fear of the return of imperial japan. this trope frames japanese people as unique aggressors, feeding into "yellow peril" fears of asian people "taking over" the white race. this trope is suggested all over the danger days universe, where the corporation BL/ind overthrows the US government. the appropriation of the japanese modern flag and lettering on the killjoys outfits, the primary BL/ind villain being a japanese person who only speaks japanese in videos, the official BL/ind website having a ".jp" domain and english-japanese translations. japanese people and culture only exist in this universe to decorate and threaten.
the point of this post is not to punish my chemical romance. in the decade+ since, they have made meaningful changes -- the sing it for japan project to aid japan during the 2011 earthquake-tsunami, developing diversity in gerard's comics / tv show, a mexican-american main character in the 2020 summoning video. people of color treated as real goddamn people.
however. all these faults exist in frozen time. there is no discussion attached to the work. so anyone, fan or casual, may come across it and not notice or care for these important issues. i know all this shit and i still fail to see instances of what i highlighted. it's difficult locating not only your own prejudices but those of others. those you look up to.
"my chemical romance" is the product of many people from 2001 to 2013. many of these people were male, white, american, and/or, most radically, liberal. clearly laying out what they did wrong is important. being careful with history and culture and personhood is important. prioritizing growth is important. constantly. forever.
#mcr#this has been weighing on me for a long time. i just didnt know how to say it. why i should say it if someone else already has#and well. thru writing this i figured everyone should say it to really understand it#qessay
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An Unofficial Tracking of Diana's Jewelry
So Diana's jewelry collection has completely taken over the inbox the last few days. I'm not a jewelry person and, my deepest sincerest apologies to all the anons, I'm really just not that interested in jewelry and I'm not interested in talking about it because nothing else is happening in the BRF.
So for once and for all, my final contribution to the topic of Diana's jewelry, who has what, who's worn what, what's been borrowed from whom, etc.
I prepared this using several sources and cross-checking the items between each one. I have no idea how accurate this is or how complete (or incomplete) it is, hence it being unofficial.
(The "photographed wearing" column is an event where Diana was spotted wearing the piece so if y'all want to see what it looks like, you have an idea of what to search for. Most of this info is pulled from Diana's Jewels, which seems to be the expert online source of Diana's jewelry and which is consulted by many fashion websites. The site hasn't been updated since 2011 or 2015.)
As always, you're welcome to send asks about this (and any updates, corrections, or changes), but they're probably not going to be published at this time. I recommend using the comments section or the reblog feature instead if anyone wants to talk about it.
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From what you've seen, how gatekeep-y is the therian community?
okay so i did that non-committal hand wavey thing because its hit or miss, generally speaking
ive been in the community since 2010 - 2011. for a pretty long time. back then, in the early 2010s, it was extremely gatekeep-y. i was a part of several forums that would interrogate new members and ask them a million questions as to why they identified as nonhuman. a lot of the time people who had "weaker" (their interpretation, not mine) reasons like seeing the animal in dreams a lot or relating to the animal were bitched at for not being "real" therians. some places even would just straight up ignore or turn down people with common species like wolves or elves
nowadays its a mixed bag it's really going to depend on where you find a community. there are a lot spread across different websites. im finding that most spaces run by nonhumans these days are generally run by teenagers, so they can be somewhat poorly run due to the natural inexperience of a younger staff team. there are plenty run by adults but i've noticed the bulk of them are run by teens so your mileage will vary.
i've noticed most spaces these days tend to be a bit more open minded and usually don't ask people to answer 20 questions about why they identify as a nonhuman. however there are still places where people are very strict about how "real" nonhumans identify. if you find people who insist they know how "real" nonhumans should identify, that's your key to leave. people like that are just trying to get a captive audience to control
most of the time it's pretty chill. you can usually discern whether or not a community is tightfisted by reading their rules and watching how their staff members behave. since the community is so decentralized now, it's going to be a toss up. most of the major communities that were on forums have gone by the wayside now. i haven't joined a nonhuman community in quite a few years. i would like to, but currently i have no recommendations
feel free to ask any more questions you may have!
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Another t-shirt mod
Because it's impossible for me to buy a shirt without doing something to make it more interesting 😁
Vampire is a Swedish thrash/death metal band, but although they were formed in 2011 they have a very old-school sound, more like death metal was back in the 80s. Slight shades of Black Metal too, but again in its earlier Bathory era form. Originally their material was only released on cassette and vinyl, and they were one of the first modern bands I came across that did that. I've been a fan since their first EP, and I have a tattoo of their logo, but only just managed to get one of their shirts.
I would usually get a man's/unisex, but on this occasion I got the "girlie" fit. It originally looked sonething like this (official website photo as i didn’t take a picture before I started messing with it).
However the print was way lower on the body than is shown here. I've mentioned before that I dislike the look of low waisted shirts on me, so I usually crop them. However in this instance as there was so much space at the top what I did instead was cut the length from there, re-sew the shoulders and re-shape the neckline (removing the sleeves at the same time).
At that point although it *just* fit it was a little too tight to be comfortable, probably because I'd moved the original waistline up my body so it was sitting around my ribcage. I had some of this extra wide lace trim that I bought ages ago on sale for pennies.
I cut up the side seams and sewed a panel of this down each side.
This meant it fit perfectly in the chest, however it was now slightly too loose in the waist area. I have quite a v-shaped upper body with a wide chest and shoulders and a narrow waist from having been a weight lifter for a few years!
But, rather than taking in the sides again, instead I did a cut and weave on the back, but I only wove the bottom part, just leaving plain slashes at the top. This pulled in the shirt slightly at the waist area and now it fits perfectly! I like my shirts fitted without being *tight* tight.
There are tons of tutorials for doing cut and weave stuff on youtube, this was a really basic one.
I hope this might have given folks a few ideas if you have a shirt you love that is too tight for you. Any fabric could be used for the side panels, I just used the lace because I had it to hand and it works with the overall style. I would say a slightly stretchy fabric is probably better for this kind of mod though.
I'll sign off by sharing a track by Vampire, the first one I ever heard which I got on a random YouTube recommendation. Since I love Vampire related stuff and extreme metal I had to give it a try, and was really glad I did.
youtube
The name makes them a little difficult to search up online, so if you're interested here's their bandcamp 😉 You can also try searching "Vampire the band" or "Vampire metal band Sweden".
Edit: I should have also included the t-shirt link: right here, it is official not knock-off as I found it via their instagram. There is slightly different merch here than what is available on their bandcamp:
#t shirt mod#t shirt diy#diy sewing#heavy metal aesthetic#extreme metal#thrash metal#death metal#crafting#diy craft#sewing#vampire#Vampire sweden#Vampire the band#black metal#Youtube#vampires#vampire music
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