#I’m screenshot hunting
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we as a fandom don’t talk about this one scene enough and i’m mad about it.
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happy (late) anniversary to the one and only pittwins. how has it already been two years
#the owl house#toh#toh luz#luz toh#toh hunter#hunter toh#luz noceda#hunter clawthorne#hunter deamonne#cannot believe these two have been living rent free in my brain for TWO YEARS NOW#also I’m pretty sure this is the ep that got me into toh in the first place. 2 years of straight brainrot. what has this show done to me#anyways hunting palismen is one of my fav eps ever and i had to do a screenshot redraw#my art#fanart#owl house
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I’ve discussed before the parallels between Blyke and John, but here I shall call attention to the way that the two of them are drawn.
Unfortunately I don’t appear to have any good pictures of Blyke OR John where Blyke isn’t getting beaten up, but I’m here to point out how similar they look. They wear the same uniform, of course, they have similar builds, the same haircut/style, and the same eye color.
Even later on in the series, when Uru-chan began to vary the facial features of the characters (namely eye shape), Blyke and John remained strikingly similar.
(There was also a point in time where Blyke’s hair was drawn more out to the sides, presumably to differentiate him from John post-hair gel, but it is not drawn that way anymore.)
I’d like to point out this panel:
This was taken from the season 2 part 1 recap.
It... really looks like john is beating up himself. Of course, we as the audience recognize that panel and we know that it’s Blyke, but the two of them could’ve been switched and it would look the same. I believe that this was an intentional choice; not all flashback panels have the same effects on them, and this particular effect happens to make Blyke’s hair look black. Also, with the panel that is chosen, Blyke’s face is not visible. Even if their faces did look significantly different, we wouldn’t be able to tell.
#unordinary#john unordinary#blyke unordinary#no proofread we die like men#i’m gonna be real i did not use the best pictures#usually i go hunting for screenshots for my posts#but this time i didn’t want to#i grabbed pics of remi and Sera from the episode i already had open for reading purposes#and i had the flashback that i screencapped when this idea struck me#but other than that#i was just hunting through my photos#most were from previous analyses#Still hilarious that I don’t have any good pics of blyke or john where john isn’t beating up Blyke lmao#i mean i do have the one of john smashing his phone#But that doesn’t show his uniform#and i have pics of blyke getting beaten up by OTHER people#but he’s not wearing his uniform there either#Or they’re too old#as in#episode 1 old#And i have pics of Blyke in the hospital#but again#no uniform#And i have pics of him while he’s handcuffed in the mall with remi + isen#but same problem also too early in the series#Also some from during the X-Rei thing#yet again my problem persists
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One of my regrets while playing Little Goody Two Shoes was not getting screenshots of some game conversations and flavor text that had, well, quite juice lore things considered.
I remember vividly that, in Rozenmarine’s route, Elise almost quotes Henri word by word about choosing her own path when she checks the landscape somewhere. She mostly comments on game events at the view by the granary and by the old windmill, and though I wasn’t as thorough to check if she also commented things at the views around town —like the new windmill or the well—, I can assure it happened in Rozenmarine’s route and not the other girls’, since it’s the one that mostly focuses on one’s path and fate.
Can’t say I regret this one much to be honest, it wasn’t very juicy, though it’s still a shame since it highlighted how alike were mother and son in the worst way.
What I loathe not screenshooting happened in Lebkuchen’s route. At dawn/morning, you can find Granny Gretel sitting outside her shop and you can talk with her, and in one of these conversations, either Elise or the old woman herself lets Rozenmarine know that, despite Lebkuchen looking a bit like Gretel, they aren’t related: someone had abandoned Lebkuchen as a baby at the church’s doorsteps.
Why do I hate not recording that? Because Granny Holle was sure and is still sure that God had forsaken her in the past!
Elise and Lebkuchen are around the same age so, when Granny Holle got her baby out of the woods, what did she think of the baby at the church and that later, her friend Granny Gretel, adopted?
Did she feel regret?
Well, I know I do…
#robinn.txt#lgts#little goody two shoes#I’ll hunt down those screenshots eventually… I’m a bit burnout to play the game twice again
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OC Smash Or Pass: Mochiie Kaisuri edition-
Rules: pretty self explanatory. include physical descriptions or pics, and propaganda. the “other” label can be used for “sexuality misalignment” (ie: oc is femme and you’re gay, vice versa or you aren’t into smashing but a specific thing you wanna do with them like perhaps hug or study them under a microscope idc).
Got tagged by @cindernet-explorer , @selnyam AND @gatheredfates and I know I did this once for Tangy but idr who got to take credit for that tag so 🙏 forgive me
If you wanna do this I’m tagging you. I’m so srs rn.
The Basics-
Height: [approximated] 179 cm or 5’9 (short for a m’ra!)
Age: 29
Gender: GNC Cis Man (He/Him)
Sexuality: Pansexual (gender does not play a role in his attraction)
The Good
Good with kids of all ages and animals of many sizes
He can cook! And will cook for you! Actually he’ll insist.
Willing to make the decisions if you’re uncertain, like where to eat or where to go.
He’s soft and warm :) (Fur AND body hair) and likes using nice smelling soaps and oils for his hair/skin
Will make you a lunch to go in the morning if you’re going to work/adventure! He worries about you. Packs you an extra potion.
Will always turn up to help you move or offer you a couch to crash on even if you’re not dating.
The Bad
Collects Chocobo hatchlings the same way Batman collects orphans or Ash Ketchum catches ‘em all. They all have names. He gets a little sad if you get them wrong.
Has a drinking problem, but won’t admit to it or acknowledge it. Doesn’t actually see it as a Problem. Drinks when stressed, and socially.
Forgets to take care of himself while rushing around taking care of others, and sometimes misplaces his glasses. Which he very much needs to see.
Can’t handle spicy food. Like, at all. He likes the taste of it, but it plays hell on his stomach.
Isn’t actually that much of a romantic in practice and can forget to pay extra attention to his partner, treating them the same as everyone else until you’re alone together again.
The Bonus Disc
Likes nature and hikes and casual walks, and stargazing
Believes in Fate and is always interested if someone offers to read his fortune in the cards- even if they have bad news. He’s grit-teeth optimism when regular optimism isn’t available.
Wants a big family, but isn’t super picky on how that works out? Like, if it’s adoption, if it’s his partner, or if it’s just him, his flock of Chocobo, his partner(s???) and a garden patch.
Should really write home more often but doesn’t.
Is a guy that usually Knows A Guy, if he can’t help you with whatever your problems are, he can likely point you to someone he personally knows that can.
He has ‘two of them’
ROMANTICALLY: when it’s just the two of you, he’s like a fairytale prince. Charming and sweet and doting. You might have trouble doing anything because he wants to do it for you. When he’s around others… hes not one to flaunt a relationship and overcompensates that by treating everybody the same.
SEXUALLY: He’s comfortable being in control and likes leather and bondage. Leaves plenty of hickeys and bruises while knowing if you asked he’d heal (most) of them for you. Is quietly into scarification as a show of devotion, but won’t bring it up with casual flings, or even most serious flings. He just likes the idea of leaving permanent marks on each other people can see as opposed to the invisible ones left on memory/soul/life
#why yes these ARE all old screenshots I recycled for this because I haven’t fixed Mochi for DT and I’m not home to even try LOL#this is also why his height is a guess! he’s a head shorter than Urianger. shorter than min height Mra and taller than max heigh Fra I THIN#OC smash or pass#anyways enjoy this ! I’m gonna go make something to eat now I think 🤔#ffxiv Mochiie#Mochiie Kaisuri#the nightmare of going into his tag btw I have to hunt down all his posts bc they’re not all there for some reason. gotta fix em. rip.#I forgot to add SEXUALITY AND ROMANTIC DETAILS A
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I don’t talk much here about anything outside of Kimetsu itself, but I’ve noticed some people in this fandom try to take credit for… literal screenshots. It’s a bit wild.
#not even edited#just a screenshot#I don’t know how ufotable would feel about that#but I am not crediting you for an unedited screenshot#it’s a frame from an anime#not to be rude#maybe people want ‘clout’ but this website does not have clout so i do not understand that angle#anyway#kimtsu#and that was just a hypothetical scenario i’m not actually using anyone’s screenshots. i’m imagining those people would hunt me down if did#and once again not to be rude but#the laborous task you did that you think is worth a credit is press the screenshot button#this isn’t about like cool smear frames or something we all didn’t notice but even then people who post those cool findings never demand#-credit for them so
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I thought people could terastallize just with the tera orbs (discovered by Sada/Turo and distributed by the academy) more than the crater itself. Did I miss something?
Yeah nah, it’s mentioned in game that the phenomena is only possible in the Paldea region. I had figured it was a way to preemptively not have to include the gimmick in later titles lol. I don’t have any in game screenshots directly at hand to back this up, but this is from the offical pokemon website
Also Bulbapedia (shouldn’t be used as a primary source, but hey)
The orb was created from/draws its power from area Zero, and can be implied to function a little like a battery to transport the terastal energy outside of the crater. We know that it’s energy is depleted after being used and must be recharged by touching the terastal crystals, using a Pokémon centre (a game mechanic necessity for sure. It can be assumed they have a way to expose your tera orb to this energy in order to recharge it for you), or it can recharge naturally in area Zero itself.
I mean, with the lore as it is now I can see several ways the writers could go without completely disregarding the established requirements for this to be possible, but they (the writers/devs) are the ones who went out of their way to specifically establish that “Terastallization is only found in the Paldea region” in the first place, which is why I’m curious as to which way they’re gonna go to make it possible.
The easiest (and imho least satisfying) route they could take would be having certain pokemon (like the ones that have been revealed for the dlc) be able to recharge the orbs for us, as regardless of what the devs say, I’m not sure if actually terastallizing the Pokémon outside of Paldea is impossible or not (provided ”the orb does function as we think it does), but rather recharging it afterwards would appear to be the limiting factor. Regardless though I’m curious about which route they do decide to go with this, as it could open up the possibility for it to be included in future titles after all (although I still think that’s pretty unlikely)
But yeah, as far as I’m aware, and according to established lore at this time, the terastallization phenomenon is supposedly only found within the Paldea region
#pokemon#pokemon sv#pokemon sv dlc#pokemon scarlet#pokemon violet#pokemon lore#ask Melli#I’m going to hunt through my screenshots later to see if I saved anything relevant to this
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#text#texts#texts that i wish i had someone to send to#screenshot#photo#why is this so scary#why is job hunting so scary#I know I’m traumabonded with my coworkers#but still#I should be able to leave if needed but I can’t#😭😭😭#trauma bond#toxic work#fear
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More Thistle screencaps bc my camera roll is literally full of them LMAO
💜HAPPY THISTLE THURSDAY!!!! 💜
#Why yes I did go through and meticulously screenshot every scene he was in. why do you ask#I’m really normal#anyway I’m going mushroom hunting want anything
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Bloodborne PSX One of the best fanworks on the web
Though the PS4 boasted and still boasts an impressive library of releases, for many (myself included) the system served to be bought for initially one purpose, to be the Bloodborne Machine. Most of the people in my life who had a PS4 during its generation either bought one exclusively to play Fromsoftware’s Nightmare Hunting Adventure or had initially got one solely to play the game and ended up getting more games afterward. It’s a phenomenon the game industry sees time and time again, with previous generations having swathes of fans buying entire consoles for one or two games. As far as games go though, Bloodborne is at the very least worth the price of entry. At the time, it was heralded as Fromsoftware’s most cutting-edge and impressive game to date. A gorgeous gothic world filled with creatures ripped straight out of H.P Lovecraft’s nightmares, a haunting soundtrack showcasing beautifully composed choral scores and a combat system that incentivized aggression and speed to achieve brutal and bloody efficiency. It’s no wonder then why Bloodborne still has such a large following behind it. Fans of Fromsoftware have hoped for a sequel or PC port year after year to largely disappointing results. But where the community shines is in its fanworks.
From fanart, comics, music, animations, and even fan-made video game spinoffs, the game has been shown a monumental amount of love since its debut in 2015. One of these fanworks was released back in 2022 and has since become one of the most famous pieces of fan-made content surrounding the game, this of course, being BloodbornePSX by LWMedia. An incredibly impressive feat of coding and art direction, the game serves as a “Demake” of Bloodborne’s first Yharnam segment, made to look like and play as if it were made on the very first PlayStation console. With some custom-made areas and an entirely unique boss to boot the perfectly paced experience is both a treat to fans who have been orbiting the game since its earliest days and new fans looking for the best and brightest fanworks to interact with.
The game has since gone on to be covered by a variety of news outlets all over the web, along with its creator receiving much-deserved attention for her efforts. One Lilith Walther (AKA b0tster on social media) holds the title of developer for the project. A long-time video game enthusiast and FromSoftware fan herself, she’s had quite an impact on the community I’m sure she’s very proud to be a part of. Later in the article, we’ve got an interview with Lilith herself about both Bloodborne PSX and her current project, “Bloodborne Kart”, but first, let’s talk a bit more in-depth about BBPSX.
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(Official launch trailer for Bloodborne PSX, uploaded January 31, 2022 by LWMedia on Youtube)
Bloodborne PSX:
So, what exactly is Bloodborne PSX? To start, let’s answer what precisely a “Demake” is first. Demakes often have the goal of remaking the likeness of a game either stylistically, mechanically, or both, as if it was developed on retro/outdated hardware. Famous examples of Demakes include “The Mummy Demastered” developed by Wayforward as a sort of tie-in to the 2017 film “The Mummy” in the stylings of a 16-bit run and gun adventure against armies of the undead, and “Pixel Force Halo” by Eric Ruth games which take the prolific XBOX franchise and shrinks it down to a Mega Man-esque platformer reminiscent of the NES’ 8-bit days. Demakes are intensely attractive looking, not only into the past of video games and their developments but just how creative developers can be with games that they love and appreciate. Bloodborne PSX hits as hard as a Demake can in my opinion, blending masterfully recreated graphics with perfectly clunky early PSX gameplay quirks that go above and beyond to make the game not only LOOK like it belongs on the nearly 30-year-old console but feel right at home on it as well.
(A screenshot depicting the player character “The Hunter” facing off against two fearsome Werewolf enemies. Screenshot sourced from the Bloodborne PSX Official itch.io page)
Gameplay:
Starting off with the masterfully recreated clunk in the gameplay, Bloodborne PSX “shows its age” by hearkening back to a time when being seamless just wasn’t an option. Much like adventure action games of the past (and much UNLIKE its modern inspiration), you’ll be cycling through your inventory delightfully more than you’d expect. Equipping keys, checking items, and even the trademark weapon transformations are all done through the wonderfully nostalgic menu and inventory screens. Taking one of the foundational parts of Bloodborne’s combat system and making it such a more encumbering mechanic is nothing short of sheer genius when it comes to ways to really make you feel like it’s 1994 again. On top of this, the Hunter’s movement itself has been made reminiscent of classic action titles. Somehow, both stiff enough to feel dated and fluid enough to make combat that same rush of bestial fun found in the original, it goes a long way towards the total immersion into that retro vibe the game sets out to give the player. Anyone who grew up with Fromsoftware’s earlier titles like Armored Core and the King’s Field series will be very familiar with this unique brand of “well-tuned clunk”.
(A delightfully dated looking diagram showing off the controller layout for Bloodborne PSX’s controls. Image sourced from the Bloodborne PSX Official itch.io page)
Graphics:
Speaking of old Fromsoftware games, though, let’s talk about the absolutely bit-crushingly beautiful graphical work on display. As I’m sure you’ve seen from the videos and screenshots included in the article, BBPSX’s art style and direction are nothing short of perfect for what it aims to be. While playing, I couldn’t help but notice every little detail (or lack thereof) in the environments meant to emulate the experience of a game made on 30-year-old hardware. Low render distances, chunky textures, blocky polygonal models, just the right amount of texture warp, it all blends together to create an atmosphere that I can 100% picture being shown off on the back of a jewel CD case with a T for Teen rating slapped into the lower corner. While playing, something rather specific that called out to me was the new way enemy names and health bars were displayed in the bottom right corner of the screen while fighting. As a big fan of the King’s Field games, this small detail went (probably too much of) a long way toward my love of how everything’s meant to feel older. Other games trying to match the more specific feel of King’s Field, like “Lunacid” created by KIRA LLC, also include this delightful little detail, a personal favorite for sure.
(A screenshot depicting the second phase of Father Gascoigne’s boss fight, showing off the game’s perfectly retro art style. Image sourced from the Bloodborne PSX Official itch.io page)
Sound design/Soundtrack:
But where would a game be without its sound and score? No need to fear, however, because Bloodborne PSX comes complete with a chunky soundscape that will make you want to check and see if your TV is set to channel 3. A haunting set of tracks played by fittingly digital-sounding MIDIs ran through filters to sound just as crackly as you remember backs up crunchy sounds of spilling blood with low-poly weaponry. Original sounds from Bloodborne have been used for an authentic sounding experience, but have also been given the CRT speaker treatment and sound like something you remember playing on Halloween 20 years ago. If you watched the launch trailer featured above then you know exactly what I’m talking about. The Cleric Beast’s trademark screech and Gascoine’s signature howl after his beastly transformation have never sounded so beautifully dated, and I’m here for every bit of it. Even the horrific boss themes we know and love from the original Bloodborne have been brought through this portal to the past. One of my favourite tracks, the Cleric Beast boss theme, might just sound even better when played on a 16-bit sound chip. It really cannot be understated just how much weight the sound design of the game is pulling. In my opinion, the only thing missing is that sweet sweet PSX startup sound before the game starts crackling through the speakers of a TV in the computer room.
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(The Bloodborne PSX rendition of the Cleric Beast’s boss theme. Created by and uploaded to Youtube by The Noble Demon on March 20, 2021)
Interview with the developer:
Before writing this article, I had the absolute pleasure and privilege of talking with Lilith Walther about some developmental notes and personal feelings about inspirations and challenges that can come with the daunting task of being a developer. Below are the nine (initially ten, but unfortunately, a bit of the interview was lost due to my recording software bugging out) questions I posed to Miss Lilith, along with her answers transcribed directly from the interview.
I’d like to start this section of the article by saying Lilith was an absolute joy to talk to. During the interview, I really felt like she and I shared some common ground on some topics regarding how media can have an impact on you and what sorts of things come with video games as an art form. After some minor technical difficulties (and by that, I mean my video drivers crashed), I started off with something simple. The first question posited was: “What got you into video games initially?” Lilith’s response was as follows: “When I was a kid, the family member of a friend had a SNES lying around. I turned it on and didn’t really understand. I was a guy on top of a pyramid, I walked down the pyramid, and some big ogre killed me. Later I learned that was A Link to the past.” and after a brief laugh continued, “A couple years later my parents got a Nintendo 64 with Mario64 and Ocarina of Time and that was it. Never put the controller down since then.”
She then went on to describe what precisely about Nintendo’s first foray into 3D Zelda had hooked her. “I’ve heard this story so many times. It’s like you’re not even playing the game. You’re just in the world hanging out in Kokiri forest collecting rupees to get the Deku shield, and the game expects you to! It was just, ‘run around this world and explore,’ and that really hooked me.” I couldn’t agree more with her statement about her experience. Not just with a game as prolific as Ocarina of Time but many experiences from older console generations that could be considered “the first of their kind”, or at the very least some of the earliest. Lilith also described her first experience with a PlayStation console, stating: “Later on I got a PS2 which played PS1 games. I didn’t end up getting a PS1 until around the PS3 era, so I guess I’m a poser. I remember my sister bringing home Final Fantasy 9 when it was a relatively new game. If it wasn’t my first PS1 game it was definitely my first Final Fantasy game. Of course I went back and played 8 and 7 afterwards.” A solid answer to a simple question.
The second question I asked was one starting to move toward the topic of Bloodborne PSX and its namesake/inspiration. Or at least the family of systems it was released on: “What PlayStation console was your favorite and why?” Lilith’s answer surprised me a bit. Not because I disagreed, quite the opposite, actually. But with such a big inspiration for her work being games from the PSX-PS2 generations, what followed was a pleasant bit of insight into one of her favourite eras of gaming, to quote: “I can give you two answers here.” To which I assured her she was more than welcome to, but she was set on having something definitive. “No no I’m only going to give you one answer. I can give you the correct answer that I don’t want to admit, but it was the PlayStation 3. It’s so embarrassing but I genuinely was hooked into the marketing of the whole ‘The cell processor is the smartest thing in the world’ and all that. It really seemed like the future of gaming and I was all about it. I think I owned an XBOX360 before but I did eventually get it and really enjoyed it. It took a couple years for some of the best games to come out but I really did.” A few examples she cited as being some of her most memorable experiences on the console were Uncharted 2, Journey, Call of Duty 4: Modern Warfare, and Warhawk. All games I’ve seen on several top 5 and top 10 lists throughout my life within the gaming space. A delightful show of affection for a generation personally very dear to me as well, in which she ended the segment by declaring “Hell yeag”, a bit of a catchphrase she’s coined online.
Getting into the topic proper, my third question was one about her personal relationship with Bloodborne: “How did Bloodborne impact/appeal to your interests?” A question that received perhaps my favourite answer of the whole interview. From her response: ”Oh that’s a big one. Going to the opposite end of the poser spectrum, I was a Fromsoftware fan before it was cool. One of the games I played religiously on my PS2 was Armored Core.” A statement which made more sense than perhaps anything else said during my time with her. “Then later in the PS3 era everyone was talking about Dark Souls, this was when I was in college. I finally caved and got it and saw the Fromsoftware logo and thought ‘Oh it’s the Armored Core people!’ I played and beat it, really enjoyed my time with it. I skipped Dark Souls 2 because everyone told me to hate it, I still need to go back to that one.”
It’s something I would recommend anyone who hasn’t played Dark Souls 2 to go and do. “Then Bloodborne came out and I thought ‘Alright this is the new one, gotta play this one’ and I was a huge fan of all the gothic stuff in the aesthetic. And how do I explain this, I do really like Bloodborne. I like the design, and the mechanical suite of gameplay, as a video-gamey video game it’s very good.” The tone shifted here to something a bit more personal. “But as well, I was playing it at a specific time in my life. I came out in 2019, I know Bloodborne came out in 2015 but I was obviously just playing it non-stop. It was just one of my ‘coming out games’, you know?” For those who maybe don’t understand the statement there, “coming out” is a very common term used within the Queer community to describe the experience of revealing your identity to those around you. Whether it be to family, friends, or co-workers, almost every queer person has some sort of coming out story to tell. Lilith is speaking in reference to her coming out as a trans woman. She elaborated: “Obviously I can only speak for myself, but I just feel like when you make a decision like that, that part of my life just ended up seared into my brain, you know? Bloodborne was there, so now it’s just a part of me. And it definitely influenced some things about me. It was there because I was working on Bloodborne PSX at the time, but it had an impact on something I’ve heard a lot of other Trans people describe.” She went on to describe the concept of “Coming out a second time” as sort of “finding yourself more within your identity” and becoming more affirmed in it. She described both Bloodborne and her development on Bloodborne PSX influencing large parts of her life, a good example being how she dresses and presents. As a trans woman myself, this answer delighted me to no end. I, for one, can absolutely 100% relate to the notion of media you experience during such a radical turning point in your life sticking with you. There are plenty of games, shows, music, and books that I still hold very near and dear to me because, as Lilith stated, they were there. All the right things at the right time.
Halfway through our questions, we’ve finally arrived at one pertaining specifically to the development of Bloodborne PSX: “What are some unique challenges you’ve faced developing a game meant to look/play like something made on retro hardware?”
Lilith answers: “So there’s two things, two big things. One is rolling back all of the quality of life improvements we’ve gotten over the years in gaming. Not automatically using keys is always my go-to example.” Something as well I mentioned in my short talk about the game’s gloriously dated feeling gameplay above. “That was definitely very very intentional. Because it’s not just the graphics, right? It was the design sensibilities of the 90s. Bringing that to the surface was very challenging but very fun. Another big part was, since it was one of the first 3D consoles, I wanted to recreate the hype around the fact that ‘ITS IN 3D NOW!’ So if you go into your inventory you’ll see all the objects rendered in beautiful 3D while they slowly spin as you scroll through them.” This is a feature I very much miss seeing in modern video games.
She continued, “I think the biggest one was the weapon changes. Bloodborne’s whole thing was the weapon transformations. Like, you could seamlessly change your weapons and work them into your combo and do a bunch of crazy stuff, and I kind of said ‘that needs to go immediately.’ So now you have to pause and go to your weapon and press L1 to transform it, that was extremely intentional. So once I had those three big things down it all just sort of fell into place. Like the clunky UI and the janky controls. You need jank and clunk, and I think that’s why Fromsoft games scale down so nicely, because they are jank and clunk.”
A point I couldn’t agree with more. Despite all the modern streamlining and improvements to gameplay, Fromsoft’s ever-growing catalog of impressive experiences still contains some of that old-school video game stiffness we’ve (hopefully) come to appreciate. She went on to make a point I was very excited to share here in the article, “It was just a lot of trying to nail the feel of the games and not just the look, right? Like I’m not trying to recreate a screenshot; I’m trying to recreate the feeling of playing this weird game that’s barely holding together because the devs didn’t know what they were doing.” In my humble opinion, something she did an excellent job with.
Fifth on the list was a question relating to her current project, Bloodborne Kart, a concept initially drawn from a popular meme shared around social media sites like Tumblr when the buzz of a Bloodborne sequel was keeping the talking spaces around Fromsoft alight: “Anything to say about the development of Bloodborne Kart or its inspiration?”
Lilith answers: “So first off Bloodborne Kart is less trying to be a simulation of a PS1 game and more just an indie game. It’s not trying to be a PS1 game, I just want it to be a fun kart racer first. Starting off of course is Mario Kart 64, that’s the one I played back in the day. But I looked at other games like Crash Team Racing and Diddy Kong Racing, but also stuff like Twisted Metal of course. I always used those as a template to sort of look at for design stuff like ‘how did they handle what happens to racers after player 1 crosses the finish line.” The next portion of her answer was initially a bit confusing but comes across better when you consider certain elements present in BBK’s battle mode. “And also Halo, like for the battle mode. I had to do a battle mode and it kind of just bubbled to the surface. Split Screen with my sister was such a big part of my childhood. Thinking about Halo multiplayer while I was making the battle mode stuff.”
Her answer to the previous question began to dip into the topic of our sixth question: “Are there any unique challenges or enjoyable creative points that go into making something like Bloodborne Kart?”
As she continued from her previous answer: “One of the biggest quirks of the battle mode I had to figure out was how to tell what team you were on at a glance, and that came back to Halo again. I started thinking about how you could tell in that game and it hit me that the arms of your suit change to the color of whatever team you’re on. It was just something I never even thought of because it’s so seamless. So that gave me the idea to change the kart colours, and that’s the most recent example of me pulling directly from Halo. It’s wild how a small change like that can turn your game from something unplayable to something fun.” I would agree. Tons of small details and things you don’t think about go into making seamless multiplayer experiences. Some of which we take for granted nowadays. She then made a point about one of the most challenging aspects of BBK’s development, “The most challenging thing was definitely the Kart AI. AI is just my worst skill when it comes to game development among the massive array of skills you need to make a game. It’s really hard to find examples of people coding kart driving AI, You know? You need to make a biped walk around you can find a million tutorials online but if you need to make something drive a kart, not really. I was really on my own there. A lot of the examples out there are very simulation oriented. Like cars using suspension and whatnot, but I’m making a kart racer. So I started simple, I put a navpoint down and if it needs to turn left, turn left, if it needs to turn right, turn right. And I just kept adding features from there.”
Moving onto our last three questions, we started to get a little more personal. Question seven being: “What’s your favorite part of Bloodborne Kart so far?”
Her answer was concise in what she was excited about most, quote: “The boss fights.” Short and sweet but she did elaborate. “Translating a big part of Bloodborne is the boss fights. So I made a short linear campaign which is basically AI battles and races strung together. Some of those stages are just boss fights which are unique to the rest of the game. When you make a video game you sit down and you make all your different modes of interactions, and then you make a multi-hour experience mixing and matching all those different modes in more complicated ways. I think the most interesting part is when that style tends to fall away and it ends up building something entirely unique to that experience.” An example she gave was the infamous “Eventide Island” in Breath of the wild, it being a unique experience where the game’s usual modes of interaction are stripped or limited, forcing you into a more structured experience that ends up being a majorly positive one. “That’s what the boss fights are in Bloodborne Kart. They do multiple game mechanics like a chase that ends in a battle mode. Like Father Gascoine’s fight where he chases you, and after you blow up his kart he turns into a beast and picks up a minigun.” That sounds absolutely incredible. It’s very easy to see why she’d pick the boss fights as her favorite element when they’re clearly intended to be such unique and memorable experiences.
Our last two questions veer away from the topics of development proper and focus more on our dear dev’s personal thoughts on the matter. Question eight posits: “What’s your personal favorite part of being a game developer?”
After some thought, she gave a very impassioned talk about something she considers to be the best part of the experience: “When people who aren’t game developers think about game development they think of things like ‘oh well you just get to play video games all day and have fun’ but it’s not! Except for the 2% that is, and it’s near the end of development. When all the pieces fall into place and you start actually ‘making the game.’ Game development, especially solo, you’re so zoomed in on specific parts. Because you’re not making a game you’re programming software that’s what making a game is. You spend months working on different systems and then you actually sit down and make a level, and you hit play and it you go ‘Oh my god, I just made a game’. That part is what sustains me. It’s magical. That’s the best part when it comes to true appreciation of the craft aside from the reception.” An answer that I don’t think I could’ve put better if I tried.
My last question is one that I consider to be the question when it comes to interviewing anyone who works on video games. Perhaps a bit basic, but heartfelt nonetheless: “Anything to say to anyone aspiring to be a game developer?”
Lilith’s answer: “Yes. Just do it. For real. This is what I did and it always felt wrong until I looked at more established devs echoing the sentiment. You cannot plan a game before you’ve started making one. The example I always bring up is the team behind Deus Ex wrote a 500 page design document for the game and almost immediately threw it out when they started development. Just start! You’re going to have unanswered questions and I think that trips people up. Don’t start with your magnum opus idea, start with something simple and achievable. I feel like a lot of people set out with the goal of making a triple-A game, and that’s good! But it can’t be your first game. Game development is creating art, just like any other form of art, and it’s like saying ‘my first drawing is going to be the Mona Lisa’ and it just doesn’t work like that. You need practice and development, and it’s difficult to see that because games take so long and so much, so it’s definitely seen as a bigger undertaking. But it’s still art. You’re still making mistakes and learning from them for your first project. Your next game will be better. View your career as a game developer as a series of games you want to make, and not just one big game.” A perfect response to an otherwise unassuming question.
Lilith’s passion and love for video games were reflected very clearly in every response she gave during my time with her. Her dedication and appreciation for the art form can be seen in every pixel of Bloodborne PSX, as well as the development logs and test builds of Bloodborne Kart. I really do think that the way she answered my final question speaks volumes to the type of attitude someone should take up when endeavoring to make art as intensive as a video game. Whether it’s fanwork of a game that’s important to you or an entirely new concept, do it.
(developer of Bloodborne PSX Lilith Walther, image provided by Lilith Walther via Twitter)
Closing:
If you’d like to check out the positively phenomenal experience that is Bloodborne PSX I’ve included a link to the official itch.io page below the article, as well as a link to the official LWMedia Youtube page where you can check out Lilith’s dev logs, test videos, and animations about her work and other art. Thank you so much for reading, and another very special thank you to Lilith for setting aside some of her time to talk to me about this article. Now get out there and cleanse those foul streets!
Links:
Bloodborne PSX official itch.io page: https://b0tster.itch.io/bbpsx
LWMedia Official Youtube page: https://www.youtube.com/@b0tster
Lilith Walther Twitter page: https://twitter.com/b0tster
#my writing#my stuff#writing#video games#bloodborne#bloodborne psx#demake#article#b0tster#bbpsx#Youtube
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You can tell that I’m starting to piss people off because so many of these “anti” people have blocked me for calling out their dumbass bullshit.
That’s not gonna stop me though! Screenshots for the win, bitch!
Anyway, as per usual this is a dumb post by a dumb person. Vi is NOT “clearly having a panic attack.” She was sad, yes, and very emotional. But having emotions isn’t having a panic attack. Panic attacks look a very specific way and this does not track.
And yes, there absolutely IS something romantic about this. At her lowest point thinking that she just lost both Jinx AND Caitlyn, Caitlyn comes in and informs her that she let Vi make this decision to save her sister. Caitlyn, the woman who’s been hunting her sister for 2 seasons, whose mother was blown up by her, who sacrificed so much to capture her sister… waltzed into the room and let her know that she forgives Caitlyn for wanting to save her sister and that she’s letting her anger go because VI’s love is more important to her than her hatred of Jinx.
At her lowest point thinking she lost Caitlyn, Caitlyn came in and let her know she’s worth the love. That she’s not a bad person for making the decision to free Jinx. That her love for her sister IS still important and a worthy quality to have.
That’s HELLA romantic. What the fuck are you talking about?
And yeah… it IS impulsive. And it IS selfish. Two things can be true at once.
#arcane#arcane season 2#arcane spoilers#caitlyn kiramman#caitvi#vi arcane#violyn#arcane critical is a bad faith hashtag#bad arcane criticism#i’m so sick of these ridiculously bad takes#bad faith criticism
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[ID: Screenshot of notes from AO3 that read "To be honest, I've actually spent the month of November writing several hundred words a day on this story. Except I'd start out each writing session thinking, "Okay, this is it. Today's the day I'm rewriting Kamino! Action scene! Go!" and then I'd write four words, go get myself a cup of tea, eat a cracker, hunt down some cheese for the next cracker, and then end up writing three hundred words about the incredible misunderstanding that arises over Din wanting to ID a Coruscanti pigeon. And then the next day I'd start again, write another six words on Kamino, and end up doing five hundred words about Din's first real assassination attempt over flatbread and hummus. It was a real problem. So I've got, like, eight partially complete chapters floating around now and the only way I got the first part of the Kamino thing done was by putting a bicycle chain on my refrigerator and unplugging the kettle. It's been hard, okay?!” /End ID]
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Who would be the first to confess? Or the first to realize their feelings?
I’m of two minds on this. In my experience, the more common concept is “Shadow falls first, Amy falls harder.” This Twitter thread sums up the trope very well:
[Image ID: a screenshot of a tweet by user absolutesilly on April 17th, 2023 that reads, “it’s important to me that the “A fell first, B fell harder” trope ISN’T about B loving A more. it’s about A spending a long time just getting used to having this (seemingly) hopeless pining going on in the background 24/7, while B is just. hit by a truck with it all of a sudden.
fell first: been suppressing their emotions for so long that it’s like white noise to them. always there but mostly manageable. a bruise that only hurts when you press on it
fell harder: if We Don’t Get Married Tomorrow I’m Gonna Start Biting People” /.End ID]
And I don’t think I even have to clarify which one’s which. Shadow’s love is quiet and intense. He’s loyal and devoted. His affection is usually of the slow-burn variety. He hasn’t had any canonical crushes so far, but you can see it in his familial/platonic love for those he cares about. It’s natural to assume romance would be the same way.
And falling hard and fast is what Amy does. Need I mention Sonic? And her desire for marriage?
“Shadow has a crush on Amy for months/years until he suddenly sweeps her off her feet” is common for a reason. I’ve written plenty of it myself, including multiple WIPs. It was how I saw these two for a very long time, and there’s no denying that it’s compelling and in-character. If I were writing a shadamy-esque relationship in a movie, I’d write them that way.
HOWEVER...
I don’t think game canon is following that trajectory.
Under the cut: lots of ranting and images/hints, both old and new. You’ll recognize a lot of this if you’ve read my meta analysis posts, particularly why I ship them, how they’d resolve their arguments, and my feelings on TMOSTH. There’s a tl;dr and relevant headcanon at the end.
In my opinion, “Amy falls for Shadow later” doesn’t quite jive with canon because I think there’s ample evidence to suggest she already has a crush on him. It’s not as strong or obvious as the one she has on Sonic yet, but it’s there, just a little. To make a long story short:
She doesn’t look at someone like this...
[Shadow the Hedgehog 2005]
unless she has a crush on them:
[Sonic CD]
She doesn’t go out of her way to seek someone out this fervently...
[Sonic Battle]
...unless she has a crush on them:
[Sonic X]
She doesn’t insist on bringing someone along like this...
[The Murder of Sonic the Hedgehog]
unless she has a crush on them:
Wallpaper posted on Sonic Channel 2/22/21. Art by Yuji Uekawa
One fun aspect of all of this is that the social media team seems to agree with me and keeps noticeably leaning into it. The Twitter Takeovers obviously aren’t canon and I’m not putting those in the “evidence” pile, but it’s cute how they keep having Amy act flustered about her feelings regarding him, and it’s definitely not something I’m imagining this time. It’s most obvious at 18:14 here:
youtube
The gushing, the stuttering...it’s obvious what they’re implying. Cindy Robinson’s very convincing at sounding smitten with him, which isn’t surprising considering her feelings on shadamy:
The question before that one in the Takeover arguably counts, too, and the social media team was primarily in charge of The Murder of Sonic the Hedgehog, after all. This is consistent for them. There are plenty of other bits and pieces from them and the not-so-subtle marketing team these days, but I’d be ranting like a conspiracist and hunting down links all day if I got started on those.
^ Me at 2am.
I bring this up not just because it’s fun, but also to prove I’m not the only one who sees it. It’s definitely there, and it always makes me wonder what would’ve happened if she’d met Shadow first instead of Sonic. Would her little crush on Shadow have become the primary one if he’d entered her life first? Would we see this kind of thing all the time if Shadow were the protagonist?
[IDW issue 59]
Yes
We’ll never know, I guess! 🙃
Regardless, she met Sonic first, so her attention is...divided. She’s usually in-tune with her emotions, so even though her outlook on love is tinted somewhat by hero worship, I do think she’d figure out she had feelings for Shadow if her crush on Sonic were sidelined. As she got to know him better, she’d find even more things to love about him, and before long, she’d be hooked.
For Shadow’s part, it’s pretty clear to anyone who’s paying attention that he has a soft spot for her of some kind. In my experience, even non-shadamy fans will usually agree with this if asked. And why wouldn’t they?
1. He let her hug him and see him cry in SA2, then saved the world because she asked him to. There’s a reason fans hate it whenever Amy’s elevator speech at the end of SA2 is put in someone else’s mouth. It’s just not believable that he’d save the world for anyone else--not Sonic, not Chris Thorndyke--because the gentleness isn’t there for anyone but her. That had to be built and proven.
2. She inspired yet another heel-turn of his in the conspicuously-named “Miracle of Love” route in ShTH where “bad boy” Shadow ditches Black Doom to help her, resulting in a hero classification.
I think we undersell how big of a deal this is. For those who aren’t too familiar with Shadow the Hedgehog (2005), that story route starts out with Shadow ignoring Sonic and...*checks notes*...defeating fifty G.U.N. soldiers? The mission says “defeat,” not “kill.” But Black Doom says “finish off those soldiers,” “destroy them all,” “exterminate,” and “annihilate.” In a game where you’re explicitly encouraged to use firearms. On human soldiers. So this Shadow quite possibly has a significant body count by the end of the level, and then he immediately snubs Rouge to destroy Earth’s digital highway system. There’s a reason he can’t get a hero ending past that point if he doesn’t help Amy. Just like in SA2, she’s the only one left who can turn him into a hero. She speedruns his redemption with one jaunt through a haunted castle. This is the sequence:
[Source]
The way he trails off at, “I didn’t have any reason to help her, but since I was looking for the doctor anyway, I figured...” stands out, like he’d forgotten how good of a person he can be.
This brief Twitter thread summarizes the events in a much funnier way than I can:
3. The Murder of Sonic the Hedgehog is the most recent and blatant example. Goes to a party. Dresses up in a silly outfit. Embarrasses himself to get her a thoughtful gift. Agrees to go to a concert for a band he can’t stand just to make her happy. I don’t think I even need to explain this one, but if you want to see me do so anyway, here’s that link again.
4. In Team Sonic Racing, he’s sweet to her when they’re on the same team...
...and he’s borderline flirtatious when they’re on opposing teams. ;)
His lines are delivered in a snarky, teasing way, especially when he calls her cute, and she’s matching that competitive banter.
[Source: this Twitter thread by MeliCross22:
Absolutely worth a read, and it includes links to the lines so you can actually hear them.]
The question is whether his soft spot is romantic in nature, and as biased as I am...I don’t buy it. In the first two, she’s just reminding him of who he is by calling to mind his memories of Maria, and “Miracle of Love” isn’t meant in a romantic way. Likewise, in TMOSTH, it’s extremely sweet of him and he wouldn’t do that for anyone else, but it’s still not inherently romantic. TSR is less cut-and-dried. It could be flirtation, but it could also just be the race stoking their competitive spirits. It’s also just a side game, and while it’s still canon, I don’t know if Sega would put that kind of dynamic between them in the main series. It could be a case of the TSR writers being secret shadamy fans who are tossing us crumbs, but it could also just be them mixing it up so there isn’t yet another instance of Amy saying variations of “Sorry, but I’m in it to win it!” every time she hits someone with an item. Trust me, it gets old.
Canonically, I don’t see Shadow as being romantically interested in anyone to a significant extent at the moment, Amy included. He’s been too focused on his past, his identity crisis, the alien invasion, etc. I don’t think there’ll really be room for romance in his life until he fully makes peace with his trauma. This moment at the end of his game...
...just doesn’t do that. Shadow Dark Beginnings has made it abundantly clear that he hasn’t moved on.
And this is where Amy comes in, because I think she’s the ideal person for the job.
Sega seems to pivot back and forth between “Shadow has no friends” and “Shadow has two friends, but he even keeps them at a distance sometimes.” Without people in his life who are willing to reach out, he withdraws, and it’s really not good for him. A lot of fans feel he’s hesitant to bond with others because no one else is immortal and he knows how painful loss is. It’s not explicitly stated, but it’s consistent with his behavior. Isolating himself is easy. It’s safe. It’s something he can control.
But it’s not sustainable.
He needs love. He needs it so much. It’s his very purpose, in the most literal sense. Maria said it best in episode 2 of Dark Beginnings:
“You have a big heart! It may be difficult for you to express it, but I know that deep down you really do care. About me. About everyone! What you do is what defines you. I know you’re having a hard time finding answers, but I’m certain you will one day. Then, you’ll find even more people you can trust.”
^ This is what I mean when I say Maria would love Amy. Amy’s the only other character who feels love as deeply as Shadow does, the only one who could fully understand, and she just so happens to be a clingy girl who’ll reach out to anyone, even people who think they want to be left alone. It’s baffling that Sega basically hasn’t let them interact for two decades because she absolutely would insist on befriending him.
Shadow hides, but Amy chases. She loves a challenge and doesn’t shy away if she feels she belongs with someone, even if that person runs. If she decided Sonic wasn’t right for her, I think it’s only natural that she’d pursue Shadow given her obvious fondness for him. The only difference is that when someone chases Shadow, he doesn’t run. He clings. He clung to Maria, he clung to Team Dark, and he’d cling to her, too, and I don’t think he’d stand a chance against her charm from there. He’s a romantic in his own way, and that soft spot of his would turn rose-tinted in a heartbeat. If there’s anyone who could convince him that love is worth it, it’d be her; I highly doubt she’d regret her past love of Sonic, and if he thought about it, I don’t think he’d regret his attachment to Maria, either. Amy told him the people of Earth deserved a chance to be happy. Now he lives on Earth with her. Couldn’t she convince him that he deserves that chance, too?
And if he hesitated and tried to ignore his feelings for Amy, I could see Rouge stepping in to kick him in the right direction. It wouldn’t be the first time she talked some sense into him for the sake of his own happiness:
[IDW issue 36]
tl;dr: Amy already likes Shadow. If she spent more time with him, those feelings would grow, and it wouldn’t be long before she’d be pursuing him in earnest. With her talent for breaking down barriers and his existing soft spot for her, it wouldn’t be a very long chase.
This headcanon is the one that I think portrays it best. I don’t think I’ll ever fully stop writing Shadow Falls First, Amy Falls Harder because it’s so damn compelling, but I love this interpretation, too, and it lines up too well with canon to ignore.
#shadamy#amy rose#shadow the hedgehog#sonic the hedgehog#meta analysis#not a headcanon#i mean technically you could call it a headcanon#but for the sake of categorization & tag blacklisting...y'know#long post
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Meet my current Inquisitor: Yrja Lavellan.
This is my Second solavellan playthrough, and because I tried to postpone the crestwood scene as much as possible i’m literally a level 28 during ‘what pride has wrought’ Lollll. Coryphasswhatshisname is getting ended in one punch once I finish the final quests before Trespasser .
I’m making (some) opposite choices compared to my first playthough. Aka I used the American voice, sided with the Templars, didn’t drink from the well of Sorrows, Solas removed her vallaslin and she’s going to hunt her ex husband down. Solas ya bettter be prepared. This girl is gonna age like a fine wine, with notes of bitterness, heartbreak and revenge.
Sidenote, I’m seriously loving the lighting in the Decent DLC. The screenshot I used as a reference is [shefs’ kiss].
#and maybemaybe her name is inspired by a certain amazing fic of Mogwaei#it’s called Ouroboros#go check it out it’s absolutely amazing#the slowest of burns#sidenote Sidenote I am so hoping for some good quality hair choices#my inky is begging for a wolfcut#tattoos#piercings#please BioWare you have the power over my life#I’m begging#dragon age inquisition#my fanart#drawing#solavellan#dragon age#inquisitor lavellan#da: inquisition#dragon age OC#my art#my ocs#Yrja Lavellan#dragon age the veilguard#art#dai#lavellan
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Oi oi oi
Tell me about your final fantasy xiv ocs
Or ask a random question about any of mine [Chuu, Tue, Levraut, Mochi, Colette, Ishi]
#just think it’d be fun to hear about people’s funny little guys. or to be given an excuse to talk about mine lmfao#I’ll probs hunt down a prompt list or something tomorrow :T#I swear I’m still poking at Bio’s but I’m trying to make them Nice ™ ™ and I’m slow on screenshots and I have to keep fiddling with the info#to make sure it’s relatively uniform. I didn’t. end up using a full template…#…. and then I didn’t tag this anything useful. if my followers do this they do ig lol
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Male 'yautja' x female reader - alien 'reverse harem' - Chapter Two
Due to Patrons' enthusiasm over on Discord and your comments on the previous chapter (thank you!), here's the second chapter! As I said on Discord, this is gonna be a mix of reader POV and 'hunter'/yautja POV. I'm not giving away our friend's name in this one, but future 'hunter' chapters will have their names in. The next chapter is reader POV again, and we meet the rest of the crew.
Also there's this:
(text is a screenshot of a Discord message: Ghosti: It’s basically just an excuse for the reader to boink different aliens (sometimes more than one at once) but I’m really enjoying writing it so far.)
So yeah, this is just a fast track to 'how many aliens can the reader boink?'
Content in this chapter: young (but still adult) horny alien POV, self-deprecating attitude and self-worth issues, non-human anatomy referenced ('slick, sheath'), and his quite severely injured state continues...
Wordcount: 2690
<- previous chapter (free for anyone to read on Patreon)
Preview:
I wake slowly and painfully, blinking up at the ceiling of my ship and wondering how I came to be there, when the last thing I really remember was scrapping with the Enemy.
A series of rattling clicks rises in my throat and my mandibles twitch in indignation. Surely one of the others hasn't come to help me? It was my First Hunt, and they were honour-bound to let me make my first kill, or let me die trying! I had actually thought I was going to die when the Enemy’s tail spike punched through my gut like that. And my shoulder.
Actually, now that I think of it, I’m surprised that I’m alive enough to be surprised at all.
Fuck. Ouch.
Oh, fuck, my guts hurt.
Nothing in training ever hurt like this. It does hurt less than it did when it first happened though, and all because…
…because the human helped me.
Fuck.
Did this even count as a successful First Hunt if… No. I killed it. I ripped its damned head right off. I feel a growl rumble up from my chest and my mandibles flare. Nasty fucker. The growling makes my stomach hurt though, so I force it to stop.
Where is the human now?
Carefully, I sit up and discover that the healing gel has closed off the wounds and kick-started the healing process. My flesh beneath the hardened patches of gel feels itchy where my body is already knitting itself back together, and it’s so tender, but at least it’s healing. I’ve always hated feeling weak and small. Ever since I was a pup and I was made to feel less than worthy because of my runty size. Well fuck everyone who said I’d never make a Blooded Warrior. I’ve found my squad now and we hunt together. And now I’ve completed my First Hunt and killed an Enemy by myself. Even Stark tolerates me, though I can tell he still thought I wouldn't survive this hunt.
Well, I did it, so fuck him. Actually, if I know Stark, it’ll be the big guy getting fucked, not Stark himself. He’s the only one of us who never takes it. Whenever he fucks me, I always end up walking funny afterwards. Bastard. Gods, it always feels so good though…
Despite my injuries, my cock twitches deep in its sheath at the memory of getting pounded by Stark only a few days ago, and I groan. Now’s really not the time to think about being fucked. Alchemist is only a few years older than me, but no one else on our squad seems to have as high a sex drive as I do, damn it. The Old Man says it’s natural and healthy – desired even – in one my age, but I can’t help feeling a bit embarrassed that it takes quite so little to set me off. It’s not like I’m a randy adolescent in the communal barracks anymore. Gods, that was… inconvenient.
Fuck.
All the same, I’m halfway to slicking myself already at the mere memory of Stark’s aggressive snarls and the way his claws had actually punctured the skin at my hips while he drove his cock repeatedly into my dripping wet slit…
Fuck fuck fuck. Not now, you moron.
With another chittering sigh, I ignore the way my sheath is throbbing, and swing my legs off the bed before I leave a mess on the sheets. When my clawed paws hit the cold ceramic floor, I have a go at standing up. It takes me two goes, but I get myself upright eventually, and then I cast about for my helmet.
Read the whole thing right now on Patreon and get access to the 9k word monthly story, featuring a huge Shire centaur who tows the reader's truck for them when they break down...
#yautja inspired alien#yautja x reader#yautja x human#polyamorous monster romance#alien fucker#alien romance#exophilia
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