#NONE OF THE OTHER PLAYER FOLLOWER ME HERE SO ITS FREE GAME TO POST HERE BAYBEE!
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shrimpari · 1 year ago
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“I made a pact with Vol, a pact of Blood”
Strahd von Zarovich and his very, very good friend.
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2singedthoughts · 5 months ago
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the gods cry because they cannot strike me down / and the rain washes away / ashes of the ghost of me
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Hello hello and Welcome to my page!
I've been lingering on tumblr for a while and just never got around to really posting or reblogging anything, as most of the time I'm alright to just lurk and enjoy things quietly.
That said, I've been getting more into posting fanart and whatnot recently, so I thought I'd make a blog! Not just to post art but to yap about my favorite fandoms and find people with similar interests, too. I'll hunt down that content - and if there is none, I'll make it myself!
Feel free to leave asks or anything, and enjoy your stay here. <3
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Get To Know Me!
An individual of many nicknames! My name is Phoenix, aka SingedHazards. Phoenix, Singed, Hazard, or any variation of the sorts is fine by me!
I am 18! My birthday is May 4th. :<) (Despite the birthday, I am actually not a star wars fan.)
My favorite number is 2! hence the user. 2singedthoughts.
I don't care much about pronouns either way, but I prefer it/its or they/them.
I am LGBTQ+! Polyam and Ace <3
I like talking about my interests, and hearing about others'! My favorite color is brown. I'm an animal lover and an artist. You can probably tell from the whole aesthetic so far that I like fire. I like space, too, and storms, and flowers and birds and nature. I enjoy seeing the magic in things.
I have no idea what I'm doing most of the time! There's nothing I particularly dislike, other than math. I never have any idea what I'm doing when it comes to math.
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Where to find me?
You can shoot me a message if you're interested in talking on discord! It's really the only social media I'm super active on.
Other than that I have a Twitter where sometimes, once in a blue moon, I post some art. https://x.com/2DesignHazards
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Fandoms?
Yessir, I have my share of those! I'll try to keep the list small lmfao.
-Hazbin Hotel and Helluva Boss
-MCRP or other such Minecraft content. (FavreMySabre is my most notable fixation; TSSO, TSS, SL, RQ, TR and AR) (Calvin's From The Fog S1 and S2) (I do enjoy some good MC Horror. I've been into the ARGs lately.) (UHC Generations!) (HermitCraft! Grian and Mumbo on HC mostly, but I've been following Gem, Scar, Doc and Tango as well.) (I watch Hardcore YTers every now and again, whatever video happens to catch my attention on the recommended page)
-Dead By Daylight, Phasmo, Project Zomboid and Lethal Company are some of my more commonly played games. (I don't have specific content creators for these, if I watch anything I just click on whatever looks the most entertaining.)
-Roblox player! Flee The Facility, Abyss World and Spray Paint are my go-tos. (I don't watch Roblox content a lot, but when I do it's usually Flamingo or Remainings. Sometimes Rogurt and ratskewer)
-Some miscellaneous creators I enjoy as well; IGP, Insym, Matt Rose, AstralSpiff, LetsGameItOut, ManlyBadassHero and Fooster!
You may notice I'm a horror enjoyer lmaoo. Anything with some good chaos in it will immediately pique my interest. There's more than that too, so really just hit me up. If I don't know the creator or game, I love discovering new things anyway! :<)
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Miscellaneous Information
I'm not like, a professional at making intro pages or anything so for now this is all I have to say. I'll probably come back and edit and add more or remove some stuff later as I see fit, but this is a good start!
Like I said in the beginning, feel free to send asks,
and I hope you've enjoyed the stay. :<)
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undertale-data · 3 years ago
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[Image Description: an Undertale chat box that says “CANON UNIVERSE” at its center. Surrounding it is radar on its left, and CRIME measurers and a Friendship bar from the Dating Hub on its right. End I.D.]
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[Image Description: A bar graph titled “CANON CHARACTER SHIP PREFERENCES”. From left (greatest) to right (least): Alphyne, with 1641 who CONSUME it and 435 who CREATE it; Soriel, with 802 consumers and 188 creators; Papyton, with 725 consumers and 150 creators; Sansby, with 644 consumers and 140 creators; RG01/RG02, 555 consumers and 48 creators; Nicepants, 515 consumers and 61 creators; Kingdings, 445 consumers and 74 creators; Grillster, 438 consumers and 97 creators; Dogamy/Dogaressa, 427 consumers and 38 creators; Frans, 342 consumers and 107 creators; Fontcest, 310 consumers and 136 creators; Charisk, 289 consumers and 77 creators; Sanster, 271 consumers and 85 creators; Chasriel, with 212 consumers and 41 creators; Sansgoriel, 204 consumers and 32 creators; Mettaton/Sans, 127 consumers and 22 creators; Other Ships, 735 consumers and 459 creators; No Ships, 340 consumers and 1581 creators; there were 141 consumers and 117 creators who preferred not to answer. End I.D.]
Alphyne (Alphys/Undyne), as the only major canon ship confirmed in the game, understandably had the highest number of votes in the consumption category, with 61.9% of fans enjoying content about them. They also ranked highest among the specifically stated ships in the creation category, at 16.4%. (As a reminder, ship content created could be in the form of fics, art, comics, videos, or other forms of media.) The “other ships” option, while having only half the votes that Alphyne did in the consumption category, narrowly beat out Alphyne in the creation category (at 17.3%). These two questions in the survey came before the reader insert and AU ships. The “other ships” option in the survey was specifically labeled as “rarepair or ship not listed here,” without clarifying that it still only referred to canon character ships, so it is possible that content creators voted for that option in reference to reader insert or AU ships. Of course, it could also mean that the total of all rarepair ships surpasses the one major ship in the game. It is impossible to tell for sure without gathering more data.
Regardless, Alphyne is still very popular, and deservedly so. Alphyne is unique as one of the first wlw romances in popular media. In the free-response questions about favorite characters and favorite things about the game, many fans brought up the impact that Alphyne had on them. One responder said, “I think Alphys/Undyne helped me accept myself as a lesbian.” The true pacifist ending of the game cannot be reached without Undyne and Alphys confessing their feelings, and the player themself helps them to do so. All of these factors likely contribute to the interest that fans have in their relationship.
Of the ships that are not present in canon, Soriel (Sans/Toriel) ranked the highest in both the consumption and creation categories, followed by Papyton (Papyrus/Mettaton) and Sansby (Sans/Grillby).
[More analysis of these ships under the cut. Also contains mentions of Fontcest.]
Soriel’s popularity is unsurprising given their interactions in canon. Sans’s friendship with Toriel cannot be missed on any route, as he talks about her in the ending phone calls, even choosing to stay with her in the Exiled Queen ending. He also mentions her at the MTT resort if you choose to have dinner with him, which is a scene that many fans of the game love. And, of course, there is the unforgettable pacifist ending, where they meet in person for the first time while Asgore cries in the background. While none of these interactions are inherently romantic, they certainly have a deep friendship that fans can choose to make into something more.
Interestingly, Papyton is the only one of these top four ships that has not had a direct interaction in-game, though Papyrus’s admiration for Mettaton can be inferred from tidbits scattered throughout his battle (MTT brand anime powder, etc.), his date (action figures of various sexy robots), and his phone calls (“HE’S MY FAVORITE SEXY RECTANGLE!”). This ship also may have the appeal of giving both Papyrus and Mettaton a love interest, particularly if fans also ship Alphyne and Soriel at the same time. Papyrus and Mettaton both have bold, flamboyant personalities that have potential to go well together in fanworks where they have the opportunity to interact.
Sansby ranked number four, being the only popular canon ship to include a minor character. Grillby is interesting in that he only says one line in the game (“...good job.”), yet he has a large fan following in his own right. Sans jokes with him, and even if Grillby does not respond verbally, there is room for fans to headcanon a relationship between them.
The fifth ranking ship depends on whether you choose to sort by the ships fans choose to consume, or the ships fans choose to create. Royal Guard 01/Royal Guard 02 is the fifth most popular ship for consuming content, but they only have 48 responders (1.8%) who enjoy creating content about them. They are memorable and enjoyable side characters, but fans have not latched onto them and given them backstories like Grillby. In sorting by ships fans create content for, Fontcest (Sans/Papyrus) was the fifth most popular (at 5.1%). This did not come as a surprise, since discarding reader and AU ships, Fontcest has the second most tagged fics on AO3 (after Alphyne). Since Papyrus and Sans are the two most popular Undertale characters by far, is it inevitable that some fans will ship them regardless of their status as siblings.
The popularity of Sans, Papyrus, and ships involving the two becomes even more apparent in the next section: reader insert ships.
Shipping Analysis Navigation:
1. Introduction, limitations, and methods 2. Canon Character Ships (you are here) 3. Reader Insert Ships 4. AU Character Ships (to be posted) 5. Overall Shipping Comparisons (to be posted)
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diyeoracha · 4 years ago
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fanfic recommendations
for @kittensocute bc i heard “atsukita” and “iwaoi” in reference to fanfiction and i am There
i took your “i love slow burn or slow build fics... so i like relatively shorter burn fics (20-30k). If its a 10k oneshot slow burn hELL SIGN ME UP” and absolutely ran with it.
i listed my fav iwaoi fics (17) with a longer word count (longest is 80k) that are all mostly either canon compliant or divergent with only two straight up AUs. none of them feature heavy nsfw content and most if not all are tagged as friends to lovers lmao. feel free to read the my thoughts or just go into them blind!! and they’re all in order of how much I absolutely adore them :^)
now atsukita is not a big ship *sobs* but here are some of my favorite fics (7) of them! a lot of them are shorter bc i guess that’s just. what happens when it’s a small ship LOL. 
the formatting in this is fucked if you open it from ur dash but if it’s on my actual blog it should be fine!
Iwaoi
the courtship ritual of the hercules beetle
Word count: 66k
thoughts: my absolute absolute absolute favorite iwaoi fic. the characterization, the fact that oikawa’s a bastard but because he and iwaizumi are older (late 20s i believe), it feels more realistic and sad rather than oikawa being a bitch for the sake of it. spoiler alert it’s slow burn and pining and mostly oikawa not realizing his feelings. this world building is pretty cool bc iwaizumi is the professional player while oikawa is an entomology professor! also i love non-linear narratives bc of This fic. there’s mutual pining in this fic but it’s really really really subtle to the point where you dont even know if oikawa likes iwa. this made me cry like twice.
sunset towns
Word count: 33k
Summary: In the summer of 2020, Oikawa Tooru returns home from his first successful stint as captain of Japan’s national volleyball team. In one hand, he holds the undisputed weight of an Olympic medal, and in the other, his unresolved feelings for a childhood best friend.
thoughts: the tone in this is So similar to the courtship ritual that I liken this as an alternate story even though it’s still oikawa’s pov. professional player oikawa and regular guy iwaizumi and oikawa is just. bumming around at iwaizumi’s place and naturally he messes up but things happen.
told before and told again
word count: 4k
thoughts: i looked through literally all the tags i could’ve thought of for this and nearly cried when i found it agian. outsider POV!!
In damp earth my body
Word count: 15k
Summary: Onscreen, the nation’s favorite setter has arranged himself so that he’s bowing, forehead pressed to the court, like he’s thanking everyone for their kindness thus far, like he’s asking for forgiveness. Hajime thinks: shit, it’s really happening
thoughts: oikawa retires and moves in with iwaizumi and they blur the line between roommates/best friends and being fwb. this is an iwaizumi pov and the pining is obvious on his end. as a iwa stan the tone made me feel weird bc it makes it seem like iwa cares more abt oikawa than he cares abt himself but. its a good fic
i grew up, you grew down
word count: 19k
thoughts: this is also SO funny bc basically oikawa retires and moves in with iwaizumi and becomes his stay at home wife and a bunch of shit happens like people think that oikawa is dating ushijima and oikawa basically loses it every time. here’s one of my favorite quotes:
“Oikawa also bought a new ultra-strength vacuum cleaner he’d decided to name Ushiwaka out of sheer spite, because it sucked all the air right out of the room. Iwa-chan didn’t think the joke was that funny when Tooru told him, which was frankly very hurtful and insensitive.”
Mint
Word count: 19k
thoughts: iwaizumi is moving and oikawa planned a perfect last hangout and it goes to shit featuring matsuhana. oikawa pov where he pines more than iwa which is something i can get behind!! and this was written in 2015 and iwa’s moving bc of a sports medicine program so iwaizumi stans know and love him sm ;;
Almost a Stranger
Word count: 16k
thoughts: same premise as mint LOL except they’re on a trip together and there’s more non-linear narrative!! this one is a little more mature in tone than mint i would say (funny how people just like splitting them up and throwing them in different countries huh)
with every second that you could give
Word count: 9k
Summary: The journey of Iwaizumi and Oikawa going for gold.
Quote: He knows they’re too close. Iwaizumi knows it too, and they both decided to move in together anyway.
thoughts: iwaoi roommates and they’re both obviously and really pine-y for each other and everyone sees it but them. srsly. they’re sleeping in the same bed. like my god
Lost in Translation
Word count: 9k
Summary: Because misfortune come in threes, Iwaizumi Hajime starts his Thursday having a screaming fight with Shittykawa, spends his lunch break listening to the UCI women’s volleyball team gossiping about how Ushijima Wakatoshi had gone public about his longtime love affair with Oikawa Tooru, and closes out the day by drunkenly dropping his phone into a sewer grate.
thoughts: so funny. so sososoosso genuinely funny. the tone is so snappy and iwaizumi honestly just sounds like a confused teenager (which he is in this) and it gets extra points for including a lot of american culture that a lot of the other iwaoi college au ones don’t include for like. obvious reasons lol.
Something Borrowed
Word count: 16k
Summary: In which Oikawa and Iwaizumi have always been a foregone conclusion to everyone else, but a massive, unanswered question to one another.
thoughts: iwaoi roommates thats abo but it’s like. mentioned twice. whiny and possessive oikawa makes an appearance in this but it’s done really well
things that change, things that stay the same
Word count: 8k
Summary: Oikawa realizes he’s in love with his best friend; it sucks for a while. (But only for a little while.)
thoughts: high school getting together!! my second iwaoi fic ever and this one is just. so sweet. just an unsure oikawa realizing iwaizumi might be more than someone he wants as a best friend. this fic is honestly really really lovely.
galaxies, within you
Word count: 21k
Summary: Hajime and Tooru move in together at the start of university. Too bad they’re stuck with the two gremlins that haunt their apartment.
thoughts: ok this fic was so funny. theyre uni roommates and matsuhana just come fuck shit up and they all act like idiots together even though they go to different schools. and this really throws me back to university days.
Thirty Years and Change (the Games of the XXXIII Olympiad)
Word count: 19k
thoughts: pro! oikawa and iwaizumi haven’t been close for a while until oikawa invites iwaizumi to go to the games with him. there’s a lot of frustration and pining and actually talking about feelings (aka iwaizumi losing his mind and getting advice from people like akaashi)
when it starts to rain, they go inside
Word count: 33k
Summary: “Where?” starts Iwaizumi.“ My parent’s old lakehouse, silly, didn’t you hear me the first time?” OR: Oikawa takes Iwaizumi to his lakehouse for two weeks, post-graduation.
thoughts: this was actually my first iwaoi fic which is funny bc the author doesn’t even like oikawa much and i didnt even ship anything in haikyuu before i read this fic and now im in iwaoi hell. oikawa is really frustrating in this in that it’s basically a really good character analysis on how oikawa comes off as a Mean person all the time bc he’s manipulative and there’s some explicit content
shiver
Word count: 16k
Summary: Oikawa was always the brave one. Hajime just followed two paces behind.
thoughts: iwaoi roommates with oikawa admitting his feelings first back when they were in middle school and iwaizumi putting that thought on the backburner until. obviously. things happen.
Desperado
word count: 80k
thoughts: one of my favorite aus. it’s all from kyoutani’s perspective and it’s almost so au that they’re original characters (if that makes sense). basically iwaoi matsuhana are ex-grifters except iwaoi are estranged and daishou somehow brings everyone back together. excellent world building and reading the pov from someone not involved with the iwaoi drama was refreshing
sing with me a song of conquest and fate
word count: 26k
thoughts: a mythical kings au that’s just. so pretty. iwaizumi ends up becoming oikawa’s servant for some reason and the world building is a+ because you can feel the trust and frustration from both of them build
Atsukita
dreams of me and you
word count: 10k (incomplete)
my second atsukita fic that rly sent me down atskt hell ;; what is essentially post-break up when atsumu gets signed to msby and he’s just Pining and sad for the most part. but the established relationship pre-break up was written really nicely because it just fits my hc of them just being domestic and atsumu being blatantly head over heels
take me home
word count: 4k
i read this this morning and it wrecked me. domestic relationship atsukita?? sign me up
No time like the rest of my life
word count: 19k
mythology au with kita as a regular person and rest of inarizaki as fox spirits! it’s cute and the world building is absolutely lovely but it is an au so they might seem ooc but their core character values are still there
wild blue yonder
word count: 6k
literally full of similes and metaphors and it’s more of an abstract read i guess? but it’s so beautiful and soft and this is exactly how i imagine their relationship
reap and sow
word count: 8k
atsumu confesses and kita ignores him and it’s a couple years after the fact and it’s mostly just weirdly domestic almost roommate like except for the fact that atsumu makes it clear he likes kita LOL. they’re really in character for this!
weightless souls
word count: 2k
pillow talk before atsumu’s first game! the atsumu pov and voice is amazing
if we were both alone
word count: 7k
now this was actually my first atskt fic that sent me down this rare pair hell. it’s an explicit chat fic (both tropes i usually try to avoid) but atsumu types like me (except for the nsfw parts alksfjd) so i guess i like. feel appreciation LMAO.
if you do read like any of these fics pls let me know so we can discuss
♡\( ̄▽ ̄)/♡
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nefoe-dd · 3 years ago
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SO SMT AU AM I RIGHT GAMERS
I mentioned this in the tags of another post and joked about it in Discord but my brain went brrrr during my last class of the day and now I lowkey have a full plot starting to form lol.
Keep in mind the only Shin Megami Tensei game I’ve played myself is the Nocturne remake, plus I only really remember bits of the plot of 4 and whatever we’ve been given so far of 5 so I’m not super well versed in the series.
Also I’ll add this to the tags too but DSMP Spoilers specifically for the contents of Techno’s Will exist in this post, because that is where the idea for this came from. A lot of other JRPGs have similar plotlines but I specifically thought of SMT because its kind of a meme specifically for that at this point how the plot always seems to have the same type ending bosses. 
Also some spoilers for Shin Megami Tensei IV
ANYWAYS
Now Presenting: An AU where Techno’s Limbo is an SMT Game lol
(Under a ‘Read More’ because it got way ahead of me)
An Introduction to Relevant SMT terminology:
Demons: Makes up a large majority of the characters in the game. They are the enemies that you face in combat, and its possible to recruit them to your team through various means. Some demons exist in the overworld though, and can be talked to normally, they’re chill most of the time, unless you do something to tick them off. ‘Demon’ is not taken literally by the Christian definition, they are based off of various figures in folklore and religion around the world, some are even based on Gods and Angels.
Law vs Chaos: Many SMT games have multiple endings based on these two alignments, along with the neutral alignment. It is usually decided by some important decisions the player makes throughout the game. I’m most aware of the SMT 4 ending, in which the route you are on decides the final dungeon, the character you team with for the ending, and the final boss (its either Satan or the in-game version of God). It’s based off of the traditional interpretation of these two, where Law represents the importance of authority, and Chaos represents the importance of freedom. 
Another note is that a lot of SMT games take place in a post-apocalyptic world of some kind, which, spoiler, is the case here.
General Plot Details and Worldbuilding:
- Techno dies in the prison. The stasis chamber fails and Quackity succeeds in killing him. Permanently. 
- Despite dying, he wakes up again in the main prison cell, but things are different. The lava isn’t blocking the entrance anymore, (in fact there isn’t any lava at all), and he’s alone. Upon peering outside the main cell, he notices a bit of sky peeking through the prison ceiling, like it had been broken into. 
- The drop down to the bottom floor is long, but he’s dead, so he just shrugs and jumps down so he can see what’s going on. Turns out there are several holes in this part of the prison, in fact there are multiple on the ground, likely where the lava had escaped from. (Obviously Minecraft lava specifically doesn’t work like that, I’m pretty sure in the DreamSMP the bottom is all source blocks, but just ignore that bit). 
- He exits from the back wall of the prison, and everything there so far looks normal, except for the fact that there appears to be less trees than normal. Of the trees that are still there, many of them were cut down and never collected, and some appear to have fallen over due to some damage.
- Techno goes around the prison to the front, and that’s when he notices some things that are very wrong. Various parts of the prison, not just the main cell, are also sitting destroyed. Many cracks, scuff marks and full-on chunks are missing on the walls. The usual entrance which houses the nether portal is hardly still standing, and he can see straight into the main lobby where the portal would lead into once you were let through. 
- The surrounding areas are not much better. Tommy’s outpost is toppled over in the distance, only the base and bottom floor are left standing. The tents near the beach are collapsed and destroyed, the only remnants of one of them is a small piece of fabric ripped from the main bit and laying on the ground. Skeppy and Badboyhalo’s mansion is crumbling where it stands, half of the back wall and ceiling are gone. And that’s only what’s visible from here. 
- The rest of the server is also in various states of destruction, the spawn walls are hardly left standing, the main nether portal area is covered in potholes, none of the portals are active. The prime path is rotted and broken in most areas, the buildings along it are not faring much better than the ones he’d seen before. And the further he gets away from the prison, the more the plants themselves appear to be dead or dying. 
- L’manburg’s crater looks much the same as it once did right after its destruction, albeit with more debris at the bottom which had fallen from the sides as they slowly eroded. The flag at the bottom is torn up and discoloured, honestly its hardly recognizable. The nature that had finally begun to reclaim the land has slowly been dying instead over time, and the bridge overtop has completely collapsed. The only thing still standing, is the ever present obsidian grid that looms over it in the sky. He supposes that whatever disaster had caused this wasn’t able to reach that high up, or that it was at least in part done by someone that liked the way it looked. Not that there seems to be a need for the reminder anymore. 
- Something something, he finds out DreamXD is here, and that he might have had something to do with how this world looks. And as much as it shouldn’t matter in the afterlife, he did promise Phil he would be killing God sooooo he goes on a mission to do just that. He can do pretty much anything now that he really doesn’t have to worry about dying, so why not. He has no reason to care about some God, especially when they’re the only ones left.
- Some DSMP people hang around the world and are represented by certain demons, the mostly chill ones that kinda just hang around in the apocalyptic scenery. They don’t recognize him, it isn’t really the people he knows after all, but they are willing to talk to him since they can tell he isn’t human either. He learns little bits of what happened through them, and learns where DreamXD resides, that being one of the strongholds that’s a bit further out. 
- Unfortunately, due to the portals being inactive, and his inability to break anything efficiently, or even at all, he has to travel using the overworld. Along the way he manages to speak to some others, this allows him to better locate where the God is, although it doesn’t seem to be hiding out. He even sees it sometimes flying around, which he uses to follow where its hiding. 
- Some of the random demons he runs into recognize that he’s not supposed to be here (according to them at least), so he has to fight his way through them. Luckily, many of the friendly demons that he talks to end up tagging along in order to help, thus making up a team he can use to get through them instead.
 - There’s probably a demon that seems to resemble Phil somewhere, living alone (alone for so so long) away from everyone in an arctic house perhaps. If I wanted to really up the angst, the demon takes a liking to Techno right away, which is partly how Techno is able to tell its him so quickly. The more they talk, the more Techno realizes how lonely the Phil he knows must be without him there, how upset he’d be once he reads the will and finds out what happened to him. Thus he’s more motivated to, you know, fight God, in an attempt to figure out what the hell happened. (DXD is the only entity existing here that also exists where he’s from, he can guess pretty easily that maybe, just maybe, they are one and the same). Thus, he is given a choice that he knows he will have to make in the future. 
- Eventually he manages to find the stronghold and comes face to face with DreamXD himself. DreamXD is just kinda chillin there, they fight, through DreamXD doesn’t seem to be putting in too much effort, almost like it does not want to win. 
- Techno wins (duh), and he is left with a choice, a choice to finish the job, or spare the god and allow it to go free. And, well, he feels that he doesn’t really have the right to decide whether it lives or dies, and while its possible that DreamXD caused whatever disaster created the current state of the world, but he doesn’t know that for sure. DreamXD has done nothing this whole time he’s been here, and its done nothing to him or his companions.
- He chooses to leave it alone, and DreamXD seems to know that it was always going to end that way. 
- DreamXD disappears, and Techno wakes up in the cell again post-revival, the prison and the world around it is the same as he remembers
(I don’t remember the exact real-world to limbo time difference but I imagine that it felt like, a day, maybe half that, while irl it was only a few minutes to an hour.)
Some other notes/details:
- The other possible ending would have resulted in Techno killing DreamXD and being given ANOTHER choice to take its power over the world, or just leave and stay there forever. Basically DreamXD’s existence is vital to the power of the revival book, and it’s death would have resulted in Dream not being successful in his revival attempts. Obviously we have no idea how the powers actually work yet, but I just came up with an explanation because I thought it would be interesting. You can decide on your own which of these endings fall into Law, Chaos or Neutral because uh, its complicated given the scenario. You can also decide if letting DreamXD live even fits into his character! Idk! But its not like DreamXD’s being oppressive by any means, not that there’s anyone to oppress here anyways. That’s my logic anyways.
- I don’t know what demons would represent specific people, I’d like to use one of the Angels for Phil but the Demons based on Angels usually have an important role in the plot that is in line with the Law alignment and like, protecting god or whatever, so no. There are a couple bird ones but idk if they fit the vibe, idk it could work, I’d have to look at a list if I want to go into this further.
- I kinda want Eret to be an Inugami because it’s body does that thing that ferret’s do when they’re all stretched out :) The only reason I’m hesitant is because Inugami is a dog, and Goose deserves representation.
- The reason I imagined for why Techno can’t break anything is because the mining fatigue lasted throughout this because he died with it, it’d get in the way of fighting too but at least it isn’t weakness, and he’s not alone either.
Uhhhhh that’s it for now I think!
(will potentially add to this if I figure something else out in the future)
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thebudgetgarden · 3 years ago
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The Budget Garden 2: Tachikaze “Goodstuff” (V-Premium)
Hello Cardfighters, So, I haven’t even completed a total of 3 posts before I got my very first request ! A person from my Vanguard playgroup overheard me mention this blog in passing to one of my friends, and so asked me if he could see my approach to a very cheap and strong Tachikaze deck. This, for those who are not in the know, is already a challenge, as Tachikaze is based on certain interactions with it’s own units, and on much more rare occassions, very strong, individual cards. So, I thought I would discuss one of the very first decks I build by myself, Tachikaze Goodstuff, an Accel deck that aims to hit hard and hit fast. 
Let’s begin with the grade 3 units, as understanding our win conditions is the key to success with learning and handling Tachikaze properly. 
We shall begin first with a list of our main grade 3 units, which in this case are varying rations of 4 different units, these being:
Light Battle Dragon, Gigannoblazer
Sundering Dragon, Terror Therizeeno
Fiery Light Dragon, Opticalcerato
Savage Mercenary 
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[CONT](VC):During your turn, if three or more new equip gauges were put for your units this turn, all of your front row units get [Power]+5000. [ACT](VC)1/Turn:COST [Counter Blast (1) & Soul Blast (1)], draw two cards, and call two cards from your hand to (RC). Put up to one card from the top of your deck face down as an equip gauge for each of those units. (Put without looking at the front of those cards)
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[AUTO](VC/RC):When it attacks a vanguard, COST [retire another rear-guard], draw a card, if a unit with equip gauge was retired for this cost, choose one of your opponent's rear-guards, and retire it.
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[AUTO](VC/RC):When placed, or when it attacks a vanguard, you may put the top card of your deck face down as an equip gauge for one of your rear-guards.
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[CONT]:You cannot normal ride this card. [CONT](RC):If you have no units with equip gauge in the same column as this unit, this unit cannot attack. So, wow, right off the bat, there is a lot to unpack, so let us take it step by step, first by explaining the notion of what “goodstuff” means. “Goodstuff”, used in the context of card games, is a strategy or type of playstyle that doesn’t adhere to the usual norms of having a normal win condition and trying to fullfill that condition every game. It practically means that we are a Jack-of-all-trades, but a master of none.  Taking a look at our grade 3 line-up, this notion becomes all the more noticeable, as we dont really follow a coherent gameplan, rather we decide to play as many tools as possible in order to have the best chance of winning. Reading through these cards, we can already gleam at least three characteristics that set Tachikaze apart from all of the other clans in the game, with those key-words being: Equip gauge, which means placing the top card of your deck under one of your units as a “marker” or “indicator” that can be used in conjunction with various effects Retire, meaning getting rid of one of ours or one of our opponent’s rear-guard units. Excuse me for making such a long-winded introduction to what someone would innitially think is a fairly simple and easy to play deck, but understanding these concepts, as easy as they are for some, is an integral part of understanding the clan as a whole. That is very obvious with our main boss unit, Gigannoblazer. Gigannoblazer encapsulates the essence of Tachikaze perfectly. Not only does he possess a very strong advantage skill that helps facilitate very aggressive plays, but he also allows the Cardfighter that is using him to give a healthy 5k boost in the front row, allowing for magic numbers and choke-points to be hit in a much easier fashion. This is highlighted further by Terror Therizeeno, a strong back-up ride target, as well as a potent rear-guard unit. His skill might seem odd initially, but there is a lot of synergistic potential with his retiring skill, as he allows for dead columns that have already performed their attack to provide some value for you, both in forms of a draw and retiring a pesky unit your opponent may have.  Opticerato is also fairly basic and simple. He’s a good call target that also functions well with the rest of the deck while attacking. A very simple and strong card, running a few copies wouldn’t hurt any Tachikaze deck. Savage Mercenary is an odd one. With a whopping 27k power, higher than any grade 3 in the game, you would think that his restrictive skill would stop him from being a gread addition, however, that is simply not the case. With a stupidly easy condition to fulfill, Mercenary becomes a very strong unit that cannot be blocked easily. Having a few copies in your deck as a simple and strong finisher is a must, as this card can easily steal wins from our opponents. All of these cards, while very strong, are also incredibly cost effective. If you were to buy a play-set of each card, meaning 4 copies of each individual grade 3, it would hardly set you back about 6 euros, which is a laughably low cost for such high impact units. 
Moving on to the Grade 2 Units, we find ourselves in a very odd and unique predicament.
The grade 2 line-up for Tachikaze is, for a lack of a better term, completely pre-determined. This is not, however, a bad thing. It just means that the choices that we do have are both so powerful and inexpensive that they would usually find their home in the full competitive versions of these decks. The downside, though, is that the creative aspect gets a tiny bit stiffled, which is a small price to pay for such power-houses.
The grade 2 line-up is split amongst 4 very high impact units, those being:
Clearout Dragon, Sweeperacrocanto
Ravenous Dragon, Megarex
Turbo Smilodon
Regiment Dragon, Regiodon
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[AUTO](RC)1/Turn:When it attacks a vanguard, put the top card of your deck face down as an equip gauge for this unit. [CONT](RC):This unit gets [Power]+5000 for each of this unit's equip gauges, and if it has three or more equip gauges, it cannot be chosen by your opponent's card's abilities.
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[AUTO](VC/RC):When it attacks a vanguard, COST [retire another rear-guard], and draw a card. If this unit is on (RC), COST [Counter Blast (1)], put the top card of your deck face down as an equip gauge for this unit, and it gets [Power]+5000 until end of that battle for each gauge equipped to this unit.
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[AUTO](VC/RC):When placed, or when it attacks a vanguard, you may put the top card of your deck face down as an equip gauge for one of your rear-guards.
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[AUTO](VC/RC):When it attacks, you may put the top card of your deck face down as an equip gauge for one of your rear-guards. [AUTO]:When retired from (RC) by your card's ability, call up to one card from this unit's equip gauge to (RC). You may put the top card of your deck face down as an equip gauge for that unit. This ability may only be used by a card with the same card name once a turn. There is a lot to unpack here. Simply put, both Sweeper and Megarex are insane cards, maybe unfair in the general landscape of budget deck-building. Sweeper gives himself an equip gauge on attack, and he gets 5k power and a removal dodge ability… on BOTH players’ turns. Meaning that, in the overwhelming majority of cases, on the first turn that sweeper is played, he is going to be a 19k-24k attacker that keeps his high numbers and is resistant to pretty much all forms of removal, apart from some unique cases. There was a point that this card was so good people were considering it as a possible candidate for a BAN. Couple that with its laughably low price point, at 50 cents each, and it’s no wonder why people still use this card in every possible build of Tachikaze, no exceptions. Megarex is a completely different beast entirely. His power-up skill is a bit more restrictive, but it follows the exact same path as sweeper, simply less efficient, while also being more susceptible to removal. He more than makes up for it, however, with his retire and draw skill, which is completely free and works perfectly with the rest of the clan. Another thing to note is that he is insanely cheap, an entire playset of him going for about 1 euro and 20 cents. There is not a lot to be said about Turbo Smilodon, he’s a grade 2 version of Opticalcerato, a card we briefly discussed in the grade 3 section. Smilodon is, also, quite an expensive card. In the time of me writing this, we still dont know what the reprint price for him is from the new Revival Collection set, so for now he is sitting at a comfortable 1 euro and 50 cents per copy. If he’s not readily available, then running the grade 3 Optic is suggested as a replacement. Regiodon is also quite simple. A lot of skills in Tachikaze require the retiring of a rear-guard to be activated, and Regiodon is an excellent card, working as not only fodder for the rest of the team, but also as a multi-attack engine, if placed on an Accel marker. A lot of utility as well as a little bit of extra oomph for your combo turn.
The grade 2 line-up was a million times better than anticipated, but with that, it is now time to move along to the grade 1 line-up. The grade 1 line-up, to a certain extend, has also been solved, however a bit more of a creative spin can be put in it if any Cardfighter feels like experimenting.
There are several key budget units to consider right off the bat, those units being: 
Fierce Claw Dragon, Laceraterex
Full Speed Dragon, Bluesprint
Angry Roar Dragon, Roarbaryo 
Sonic Noa 
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[AUTO](RC):When placed from hand, put the top card of your deck face down as an equip gauge for this unit. [AUTO]:When it is retired from (RC), COST [Soul Blast (1)], and return up to one gauge equipped to this unit to your hand.
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[AUTO](VC/RC):When it attacks, you may put one card from the top of your deck face down as an equip gauge for one of your rear-guards. [AUTO]:When retired from (RC) by your card's ability, call up to one of this unit's equip gauges to (RC). You may put one card from the top of your deck face down as an equip gauge for that unit. This ability may only be used by a card with the same card name once a turn.
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[AUTO](RC):When placed, COST [Soul Blast (1)], put the top card of your deck face down as an equip gauge for one of your other rear-guards, and that unit gets [Power]+5000 until end of turn for each of its equip gauges.
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[AUTO](RC):When it boosts a rear-guard, put the top card of your deck face down as an
equip gauge
for the boosted unit.
[AUTO](VC/RC):When its attack or the attack that it boosted hits a vanguard, COST [retire one other rear-guard], and draw a card.
The grade 1 line-up, just like the grade 2 line-up, is also quite excellent. We have more and more cards that fulfill our win-condition and allow us to have options no matter what the current board-state is. 
An overwhelming amount of utility and value comes from both Bluesprint and Laceraterex, 2 cards that don’t only gauge themselves but also allow us to get even more value from our retires, both from a card-advantage, in the case of Laceraterex, and a potent multi-attack engine, in the case of Bluesprint. 
Roarbaryo, however, is just pure damage output. With the cost of just one soul he can make a unit not only get an equip gauge for future usage, but also gives a boost that can range from just 5k, to 25k in the case of Sweeper. Overall a very simple and strong card. The 3 cards discussed above will not set you back more than 2 euros for a playset of all of them.
Sonic noa is a special case. He is a bit pricier and harder to come by compared to the previous cards that we discussed, but his effect more than makes up for it. Sonic Noa is our decks’ WHOLE game-plan, condenced into one card. Equip gauges, self-retire, card draw, he does it all and he does it very well. A playset of him will set you back about 2 euros but he’s getting reprinted in the next revival collection, so picking him up won’t be a difficult task in the coming weeks.
Example decklist 
This particular list is not only very cheap and strong, but it’s also an excellent investment for future Tachikaze builds, if you wish to stick with this particular clan.
GRADE 3
4x Gigannoblazer
2x Terror Therizeeno
2x Opticalcerato
1x Savage Mercenary
GRADE 2
4x Sweeper
3x Megarex
3x Turbo Smilodon
2x Regiodon
GRADE 1
4x Roarbaryo
4x Sonic Noa
2x Bluesprint
2x Laceraterex 
GRADE 0
x1 Starting Vanguard 
x4 Draw Perfect Guards
x4 Heals
x8 Front Triggers
(Please keep in mind that these lists are made with the Budget Constraints first, as well as what is the most optimal ratio of cards depeding on their availability in Greece. All of these prices and lists are subject to change, but keeping the price low is the number 1 priority.) 
Final Price: ~19 Euros
Closing thoughts and Special thanks
While this particular Budget profile wasn’t as long as the Previous one, I feel like I did a good enough job at showcasing one of the least appreciated clans out there, and I hope I assisted you in finding a new and interesting deck or playstyle. As a massive tachikaze fan (one of my top 5 favorite clans), this deck was a joy to playtest and write about.Special thanks to my friend Dimitri, who without him this Budget Profile wouldn’t have existed, as well as a special thanks to my close friends for reading through the previous post, even though they don’t know a single thing about Vanguard.That’s all for now, Cardfighters ! If you have read this far, thank you so much for your time and attention. Have a wonderful rest of your day ! Bloom aka thebudgetgarden (if you have any questions, feel free to contact my discord account: Bloom#8890) 
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generallypo · 5 years ago
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“I heard your voice, so I came... Aoba-san.”
Hooo-boy, if that doesn’t get me emotional every single time. Call it my bias for eccentric bundles of sunshine and softness, or my crippling weakness for the secretly-handsome-and-devastatingly-earnest type, but you can’t change my mind: Clear is, hands down, DMMD’s best love interest. Character development-wise, thematically, romantically, he nails every trial thrown at him, gets his man,  and proceeds to break your heart in the tenderest, sincerest way possible. I am hopping with Huge Fan Energy, so this post is gonna be unapologetically long and self-indulgent and grossly enthusiastic. Yeeeee.
———— 
Look, DMMD meta analysis has been done to death, I get it. This game is old. But I think it stands as testament to its excellent production that it’s still a game worth revisiting years later — especially during these times when social contact is so hard pressed to come by and we all rabidly devour digital media like a horde of screeching feral gremlins. (Have you seen Netflix’s stock value now? The exploding MMO server populations? Astonishing.) It’s pure, simple human nature to want to connect, to cling to members of our network out of biological imperative and our psychological dependency on each other. As cold and primitive at that sounds, social contact also fulfills us on a higher level: the community is always stronger than the individual; genuine trust begets a mutually supportive relationship of exchange and evolution. People learn from each other, and grow into stronger, wiser, better versions of themselves.
Yeah, I’m being deliberately obtuse about this. Of course I’m talking about Clear. Clear, who is a robot. Clear, who is nearly childlike in his insatiable curiosity regarding the human condition.
And it’s a classic literary tactic, using non-human entities to question the intangible constructs of a concept like ‘humanity’ — think Frankenstein, or Tokyo Ghoul, or Detroit: Become Human, among so, so many works in various media — all tackling that question from countless angles, all with varying measures of success. What does it mean to be human? To be good? Who are we, and where do we stand in the grand scheme of things? Is there even a scheme to follow? … Wait, what?
Jokes aside, there are so many ways that the whole approaching-human-yet-not-quite-there schtick can be abused into edgy, joyless existential griping. Nothing wrong with that if it’s what you’re looking for, except that we’re talking about a boys’ love game here. But DMMD neatly, sweetly side steps that particular wrinkle, giving us a wonderfully grounded character to work with as a result. 
Character Design — a see-through secret
Let’s start small: Clear’s design and premise. Unlike so many other lost, clueless robo-lambs across media, Clear does have a small guiding presence early on in his life. It takes the form of his grandfather, who teaches Clear about the world while also sheltering him from his origins. It means he learns enough to blend sufficiently into society; it also means that Clear has even more questions that sprout from his limited understanding of the world.
Told that he must never remove his mask lest he expose his identity as a non-human, Clear’s perpetual fear of rejection for what he is drives much of his eccentricity and challenges him throughout much of his route. As for the player, the mystery of what lies underneath his mask is a carrot that the writers get to dangle until the peak moment of emotional payoff. Even if it’s not hard to guess that there’s probably a hottie of legendary proportions stuck under there, there’s still significance in waiting for that good moment to happen. And when it does, it feels great.
His upbringing contextualizes and affirms his odd choice of fashion: deliberately generic, bashfully covered from the public eye, and colored nearly in pure white - the quintessential signal of a blank slate, of innocence. Contrasted with the rest of DMMD’s flashy, colorful crew, Clear is probably the most difficult to read on a superficial scale, not falling into the fiery, bare-chest sex appeal of a womanizer, or the techno-nerd rebel aesthetic that Noiz somehow rocks. Goofy weirdo? Possibly a serial killer? Honestly, both seem plausible at the start.
And that’s the funny thing, because as damn hard as he tries to physically cover himself up from society, Clear is irrepressibly true to his name: transparent to a fault. He’s a walking, talking contradiction, and it’s not hard to realize that this mysterious, masked stranger… is really just an open book. By far the most effusive and straightforward of the entire cast, his actions are wildly unconventional and sometimes wholly inexplicable. But given time to explain himself, he is always, always sincere in his intentions — and unlike the rest of the love interests, naturally inclined to offer bits of himself to Aoba. It doesn’t take the entire character arc to figure out his big, bad secret — our main character gets an inkling about halfway through his route — and what’s even better is that he embraces it, understanding that his abilities also allow him to protect what he cherishes: Aoba. 
So what if he doesn’t fit into an easily recognizable box of daydream boyfriend material? He’s contradictory, and contradiction is interesting. Dons a gas mask, but isn’t an edgelord. Blandly dressed, but ridiculously charming. Unreadable and modestly intimidating — until he opens his mouth. Even without the benefit of traversing his route, there’s already so much good stuff to work with, and sure as hell, you’re kept guessing all the way to the end.
Character Development — from reckless devotion into complaisant subservience, complaisant subservience into mutual understanding. And then, of course: free will, and true love. 
At its core, DMMD is about a dude with magic mind-melding powers and his merry band of attractive men with — surprise! — crippling emotional baggage. Each route follows the same pattern, simply remixing the individual character interactions and the pace of the program: Aoba finds himself isolated with the love interest, faces various communication issues varying on the scale of frustrating to downright dangerous, wanders into a sketchy section of Platinum Jail, bonds with the love interest over shared duress, breaks into the Oval Tower, faces mental assault by the big bad — and finally, finally, destroys those internal demons plaguing the love interest, releasing the couple onto the path of a real heart-to-heart conversation. And then, you know, the lovey-dovey stuff. 
Here’s the thing: as far as romantic progression goes, it’s really not a bad structure. There’s room to bump heads, but also to bond. The Scrap scene is a thematically cohesive and clever way to squeeze in the full breadth of character backstory while simultaneously advancing the plot. In this part, Aoba must become the hero to each of his love interests and save them from themselves. Having become privy to each other’s deepest thoughts and reaching a mutual understanding of each other, their feelings afterwards slide much more naturally into romantic territory. They break free of Oval Tower, make their way home, and have hot, emotionally fulfilling sex or otherwise some variation on the last few steps. The end. 
That is, except for Clear. 
Clear’s route is refreshing in that he needs none of these things — the climax of his emotional arc actually comes a little after the halfway point of his route. When Clear’s true origins are revealed, he comes entirely clean to Aoba, fighting against his fear of rejection but also trusting that Aoba will listen. It’s a quiet, vulnerable moment, rather than the action-packed tension we normally experience during a Scrap scene. 
That doesn’t mean it’s prematurely written in — it simply means that he reaches his potential faster than the other characters. Because of that, he’s free to pursue the next level of his route’s development much, much sooner in the timeline: he overcomes his fears of his appearance, he confesses his love to Aoba, he leaves the confines of a largely dubious master-servant relationship and allows himself to be Aoba’s equal. Clear’s sprite art mirrors his emotional transformation all the way through, exposing him to the literal bone — and Aoba’s affection for him doesn’t change a single bit. Beautiful.
The whammy of incredible moments doesn’t just stop there, though. I don’t exactly recall the order the routes DMMD is ideally meant to be played in, but I believe Clear’s is meant to be last. And if you do, I can guarantee that it becomes a hugely delightful gameplay experience — in order to achieve his good ending, you must do absolutely nothing with Scrap. It doesn’t just subvert our player expectations of proactively clicking and interacting with our love interests; it grabs the story by its thematic reins and yanks it all back to the forefront of our scene. 
In every route besides Clear’s, Scrap is a tool used to insert Aoba’s influence into and interfere with his target’s mind. Using his powers of destruction, Aoba is able to prune whatever maligned thoughts are harming his target; in any conventional situation, using Scrap is the right choice. 
But one of the central problems in Clear’s route is his conflict between the impulses of his conditioning and his desire to live freely as a human would. Breaking free of Toue’s programming is what initially made him unique; growing beyond the rules imposed by his grandfather is what makes him human. In the final conflict scene, Clear’s decision to destroy his key-lock is an action of true autonomy, made with perfect understanding of the consequences and a sincere, selflessly selfish desire to protect someone he loves. In order to receive his good end, you have to respect his decision. It doesn’t matter which option you pick — by using Scrap, Aoba turns his back on every positive choice he made with Clear and attempts to exert his authority over him. This is Aoba becoming Toue; this is Aoba trying to reinstate himself as ‘Master’ right as he approved Clear as his equal. That’s blatant hypocrisy, and it doesn’t matter if Aoba is trying to do it for Clear’s ‘own good’ — that’s not Aoba’s call to make. If you truly wish to respect Clear’s free will, you will stand by. This is the truth of the moment: Clear has no emotional blockages that Aoba needs to fix. Believe in him, just as he believed in you.
The path to his heart is, and always has been, clear. Scrap was never needed from the start.
While Aoba might be the main character, Clear is undeniably a hero in his own route just as much. Tirelessly earnest and always curious, he leaps headlong into the unknown and emerges with his newfound enlightenment. He’s unafraid of weathering trials, even to the point of accepting death, and returns anew from oblivion to a sweet, cathartic ending. That’s about as textbook hero’s journey as it gets — if that doesn’t make him unquestionably, certifiably, unconditionally human, then I will scream.
And only finally… there is the free end. The final CG is like a throwback to our first impression of him: indistinct, purposefully obscured from proper view. But this time, we know better — and so does Aoba. Looks were never what mattered in Clear’s route. If you were patient, and you were open-minded, and you listened… well, what we realize now is that Clear was doing the exact same thing for you, too.
From a carefree, aimless robot-man with only the gimmick of “eccentric ditz” to carry him forward, we get a supremely more interesting character by the end: a man who has graduated from the well-intentioned but claustrophobic conditioning of his childhood; a weapon who has defied the imperatives placed on him by his creator’s programming; a wanderer who has, through unconditional patience and empathy, discovered love, and striven to become a better person for it. Who was it that ever doubted Clear’s character? He’s the goddamn goodest boy that ever wanted to be a real boy. Of course Clear is human. And in fact, he does it better than every single one of the actually human love interests. You can’t change my mind.
The Romance — kindness is really fucking attractive, okay.
Like I’ve said earlier, I have my Big Fan Blinds stuck on pretty tight. I might be conjuring sparks from thin air. But I think every choice was a deliberate creative decision on the writers’ part, and they deserve all the kudos for it — I’m just the lucky player who gets to enjoy it. But aside from Noiz (who I also think is a perfect darling as well — I could go on and on about him), Clear’s route is a model example for consent and healthy relationships in VN storytelling. This is reciprocated on both sides: never does Aoba infringe on Clear’s boundaries, and neither does Clear. They’re sensitive to each other’s needs and concerns; they ask for permission and stop when it isn’t granted (and when it is, boy do they get frisky — I’m not complaining!) I don’t need to say much more, because I think that consent is both fantastic and yes, incredibly hot (the scene in DMMD is tons more sad, go play Re:connect!). Good writing shows off the massive erotic potential enthusiastic consent puts into intimacy, and Aoba’s and Clear’s relationship is honestly a dream playground. The point is, I think Aoba and Clear genuinely do find equal balance in their relationship by the end of his route (and certainly through Re:connect). If you follow through Re:connect’s storyline, there’s even more thematic richness that comes through in the form of Clear’s greatest asset: communication. The couple get to discuss the long-term implications of them being together; they both offer concerns, points, and assurances to the other, and it’s just a soft, honest moment not so unlike the worries of a real relationship. Hearing is kind of Clear’s motif sense, but it’s really great to see that Aoba also subtly picks it up, really flexes his own communication skills to better engage with Clear. 
Point is, Clear’s route spoke to me on a lot of little levels. Design-wise, he’s already got a ton going for him, and his story builds upon it rather than against it, enriching his development and grounding him a little more solidly in the DMMD universe (and in my heart). His route, aside from being emotionally ruinous, carries a pretty solid chunk of world-building (only beaten out by Mink’s and Ren’s, probably), and the romance feels organic, healthy, and realistic. He’s not the only one with an excellent route, but he’s my favorite. If you read through all of this, you’re a real trooper and I’m extremely impressed. Thanks for tuning in. Peace.
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chikkou · 4 years ago
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I'd ask this on your Lisa sideblog but you don't have anon on and I'm shy lol, but do you have any headcanons relating to Lisa the First? Like Lisa's views on religion, her relationship with her mother, if any of the various worlds we see mean anything?
hoh man i didnt even know anon wasnt on LMAO... ill turn it on after i post this!
also fuck YEAH i do holy shit i fucking LOVE lisa the first!! i know its sort of the black sheep of the lisa series, since it is a completely different type of game and was clearly austins first game, but i fucking ADORE it dude. the music - which he made ENTIRELY IN THE FREE TRIAL OF FL STUDIO BY THE WAY - is FANTASTIC, the art direction is actually pretty fucking incredible for an rpgmaker game that uses a good deal of basic assets, and the gameplay.... ok yeah that part is a bit lacking but its a yume nikki-style game be nice it was his first time LMAO
ANYWAY back to ur question. first and foremost, i think this is not even a headcanon so much as straight up canon, but lisa DESPISES christianity. marty is christian, probably catholic given the golden crosses everywhere, and he is a fucking scumbag hypocrite. lisa likely associates all of christianity with this line of thinking, as there is one room in the bile area where the melted martys (although i suppose we can just call them joy mutants now LMAO) simply stand in a circle surrounding one big cross. the role of the melted martys is up for interpretation of course, as is everything, but after playing the painful and seeing them described as “mindless sheep,” i think this is how lisa viewed them. so they likely represent other people that, to lisa, are probably just as sick and disgusting as marty
lisas relationship with her mother... i go back and forth on this one a lot. i can never decide if i prefer the headcanon that lisas mom died in childbirth, and so lisa never met her, or if i prefer that lisas mom was around for a very short time and then either left or died. the fact that she says “i didnt want to leave” at the end of the first leads me to believe that she most likely died. in either case, the memory of her mother was clearly important to lisa, as she wears her pendant through the entire game and its explicitly noted as being a gift from her. in either case, i think that the death/absence of the mother is heavily implied to be the primary cause behind martys descent into alcoholism and lisas abuse, since the white room strongly implies that marty did at one time sincerely love and care for her as a father properly should 
as for the meaning of each of the rooms, i think most of them are fairly self explanatory, but some of them are a bit more vague, so ill break it down in terms of how i see it (and ill put them under the cut because its long as hell):
martys house - this is the most literal one. pretty self-explanatory. the dark, yet vibrant colors and the ear-bleedingly loud tv are pure sensory overload, something lisa probably deals with on a regular basis. when lisa goes outside and it turns into a sky of marty faces, i think this is the transition into the psychological part of the game
the lobby - this is honestly just pure yume nikki ripoff LMAO... but if i had to ascribe a symbolic meaning to it, i think its probably a quiet and safe area for lisa to retreat to in her mind when she needs it, but even that eventually gets sullied as tricky rick makes his way there, too (and tells her hes “just waiting” when she talks to him). the majority of gameplay is lisa searching for items with which to kill tricky rick, who always abuses and disparages her whenever she talks to him, telling her she’ll never forget. as for the reason why... well, take one look at him and its pretty clear whats going on there. (the name is also a reference to richard nixon, whose nickname was... well, you can figure it out!)
the town - the bar area is 100% my favorite from this world; lisa clearly hates alcohol and anyone who drinks it, associating them all with marty, and that music... all i can say is YUCK. the entire section also consists of lisa having to give up something in exchange for what she needs to move on, and usually getting the raw end of the deal out of it (she gives one marty a banana, he gives her a banana peel in return). she does all that while avoiding a marty following her outside who repeatedly tells her “you cant escape,” and upon reaching tricky rick (who is atop a narrow, columnar, PINK mountain), it becomes pretty clear whats happening to her. 
the sea room - fucking marty spiders man. im assuming they represent the sickly feeling of crawling skin she gets when she looks at him or is anywhere near him, but holy GOD they are annoying to deal with. she kills tricky rick with pills here - we dont know what kind of pills these are, but i interpret them as sleeping pills, and given the rumbling music and the rapid cycling marty background, i wonder if he forced her to take these. marty is everywhere here, but the only one she can speak to is seen chilling on a raft of some kind. marty likely spent much of his time recreationally, i.e. drinking, so it makes sense why this would be here
the rope room - theres no symbolism here this is just pure comedy (LMAO). if i HAD to assign some meaning to this area, it would be that lisa likely is so despondent at this point that putting in effort to do anything feels utterly pointless, much like climbing this long-ass rope was
the white room - as i mentioned earlier, i personally believe that this area depicts the previous relationship between marty and lisa (and also has one of my favorite songs in the game). he is shown doing traditional fatherly things - he is no longer wearing sunglasses and is wearing a suit, meaning he was likely employed, and is actually smiling. he also spends time with her in a completely platonic, familial way. when she interacts with him, there is a little heart over his head. after lisa walks through the golden statues (which will reappear later), the entire world becomes filled with bile, and martys appearance returns to that of the other martys, but with an extremely warped, grotesque face. the item she needs in this area to kill tricky rick is found between two golden crosses.
notice that all of the items she kills tricky rick with - a razor, pills, and now a plastic bag - are things that a child could plausibly get their hands on; none of them are explicitly weapons. i think this shows both her age and how often she must have considered using those things against him. 
the bile room - probably my favorite area in the game, and also features what i consider the quintessential lisa song. this area really drives home lisas disgust with marty and with christianity as a whole - it almost certainly has the highest concentration of crosses, and it is also quite literally covered in wall-to-wall bile, dirty water, and disgusting houses. a lot of the most graphic sights, like the melting martys and the pond martys (no idea what to call them LMAO) are here, so i think this is pretty much the lowest circle of hell for lisa. marty gives lisa a freshly cut finger in exchange for a napkin here; im not necessarily sure what that represents, but i think the napkin was used by marty to masturbate (as he says “i needed that” after he takes it), so perhaps the finger is martys?
lisa kills tricky rick here in a cave that is not-so-subtly shaped like a penis, and gets a vhs tape in which he pretty explicitly states what is going on in the game; he even pretends like he doesnt know who lisa is at first, which somehow makes it even more disgusting. the fact that vhs tapes play a role here sort of makes me wonder if marty really WAS filming some of what he was doing, and given that lisa the joyful confirms that brad was forced to somehow participate in lisas abuse, that is.... horrific to think about, honestly
the marty tape - this tape just has the player (as marty) walk up to lisa and suited marty, who are having a tea party with a plastic tea set. they both get hearts over their heads if you talk to them. i think this drives home that he and lisa did once have a normal relationship, and perhaps theres some part of marty who misses that? theres a LOT of ways you can interpret this; having the player become marty really calls a lot into question.
the mansion - the room leading here has a marty staring directly at the player who informs lisa that she needs a sword to progress. unsubtly, the sword must be placed into the crotch of a womans statue. the mansion inside is beautiful and ornate, and easily the most gorgeous area in the game - and it all leads to what appears to be a proto-joy mutant marty, sort of looking like jabba the hutt. i dont doubt that this is intentional, given that jabba the hutt is associated with slave leia, and its not at all a far leap to call lisa martys slave. the golden statues of women, as well as many golden crosses, are everywhere in this area. its actually quite a large space with a lot of thought put into it, so im really upset that i cant figure out more of what it represents LMAO
the final area - lisa seems to go back to her actual house, but upon leaving her room and entering whether the living room would be, the whole area changes. she encounters herself in a blood red room, but when she talks to the other lisa, she turns into marty. i think this represents a clear question - who is lisa without him? IS she anyone? or is she just a vessel for him to do with what he pleases? she encounters a naked marty telling her to give up shortly after, and flees from him, but is followed by voices repeatedly telling her that she must accept her fate. i think this clearly show the mental state of lisas last days. she was tormented, eternally. she truly felt there was no escape from marty. even the background becomes nothing but martys face, over and over again, as the end screen flashes.
at the end text, she finds a video tape, and in the tape sees someone who is ostensibly her mother from behind. she apologizes for not being there for her, but when that figure turns out, its martys face that she sees. the sky turns into marty. the music becomes corrupted and overrun with pretty fucked up laughter. she tries to run, but marty is already everywhere. theres nowhere for her to run. and then the game is over.
note that the video tape comes AFTER the games end screen, which stops not long after the appearance of the naked marty. so i personally believe that the “game over” represents her deciding to take her own life, rather than just give up and accept her fate. by running from him into the blackness, she got away from marty the only way she could have. it is sad and horrible, but that is honestly the best ending that she could have gotten in this game.
the first is definitely not as good as the painful in terms of gameplay, that much i can agree on, but i really think people miss out on a lot by not playing it. i think its really crucial to see lisas life from her own perspective before you can see it from brads - after all, brad may have known more than anyone else about what was going on, but he did not experience it like lisa did. for brad, lisa is a symbol of his own regrets and failures, but lisa was a PERSON (well, in-universe anyway LMAO). she suffered on her own, with pretty much no one to help her, and then she suffered so much that she couldnt take another second of it. 
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eat-the-richard · 4 years ago
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Why Super Mario Sunshine is kind of bad (and how to fix it)
It’s safe to say that in our current hellscape that there are few games in the Mario franchise with as strong of a following online than Super Mario Sunshine. And how could it not? It’s so unique and fun that most people could probably have a good time with it. But it’s interesting to note just how much this perspective has changed over time. 
When Sunshine came out it was considered by some to be the black sheep of the series. Or at the very least a noticeable step down from 64. There’s quite a lot wrong with Mario Sunshine. While there’s a great game at the core of this thing, there’s certainly a few miles of paint-like goop to sift through.
What’s frustrating is that a lot of these problems could have been solved with just a bit more development time. Mario Sunshine was rushed. This can be observed even without prior knowledge, but it becomes plainly evident when you look at some of the prerelease videos. In some instances it doesn’t even resemble the final product. Even at E3 2002, just three months before launch, there are a lot of noticeable differences to the final product.
Because of this rushed development, a lot of corners needed to be cut to pad out the game’s relatively lacking amount of content. The result is a game that is fun and well designed in some instances but a complete and utter disaster in others. 
The issues plaguing Mario Sunshine were emblematic of a Nintendo-wide issue. At the start of the GameCube’s life, many prominent franchises were rushed along development to meet strict deadlines to fill out the console’s thinning library and boost sales. The Legend of Zelda: The Wind Waker is a textbook example. A lot of people had issues with that one too when it came out. Despite some clearly dumb points about the game’s art style, there’s definitely a lot to say about how Wind Waker pads out limited content. Doesn’t that sound familiar?
Thankfully, in 2013, the Wind Waker received an HD rerelease for the Wii U. Alongside a hefty visual overhaul, there were many under the hood changes to make the game an overall smoother experience stemming directly from those 2003 critiques. Sailing is made way simpler and faster in this version and the Tingle-inspired back-half of the game is shortened significantly. These two changes alone make this version superior, at least to me.
In the years since, I believed that Sunshine could have benefited from a rerelease similar to Wind Waker. Not necessarily in terms of its visuals (which I think have held up rather well) but in terms of its structure. Some small changes to the way Sunshine progresses could really benefit it overall, and I believed, erroneously, that it was only a matter of time before it received this treatment.
But we live in a post-3D All Stars world, and Nintendo’s response is clear. They believe Mario Sunshine is perfectly fine as is. Just touch up some of the textures, give it a resolution increase, and you got yourself a solid product. And yeah, its still pretty fun like this. But its hard to look past the missed potential in refining some of Sunshine’s rougher edges.
Which is what I plan to outline in this video. If I were to be given the reigns to nosedive Nintendo’s current plans to revamp a 2002 GameCube game, what would I change? After a suitable amount of complaining, I’ll discuss a fan project that comes close to doing what I think Nintendo should do.
So sit back, relax and let me refresh your body and spirit.
The first changes I’d make have to do with the frame rate. It’s evident that Super Mario Sunshine was supposed to be a 60 frames-per-second game. Some prerelease footage even shows as much. But somewhere late in development, the framerate was capped at 30, making it the only 3D Mario Game post-64 to not reach 60. Using Gecko codes, it’s possible to unlock the framerate and play at a pretty consistent 60. It’s so consistent that it starts raising the question of why Nintendo didn’t implement this into the Switch rerelease. This code isn’t emulator exclusive either, it also works pretty well when used on Wii consoles. Also, a hypothetical rerelease using the source code wouldn’t even have to deal with this anyway. But it’s good that the game works so well like this even without more structural changes. I don’t really need to explain the benefit of an increased framerate, so strike that one down.
And with that out of the way, it’s time to outline the biggest change my hypothetical Mario Sunshine remaster would make. One seemingly small but with major ramifications towards the rest of the game. But first, some background.
Super Mario 64 took a pretty big risk back in 1996 by significantly changing the main objective of playing a platformer. It was no longer about clearing a level. You aren’t going through these areas to reach an end point. The objective is now to find certain major collectibles, in this case power stars. But the game doesn’t want you to collect all of them. I’ve heard a lot of discourse recently about the boot-out system, but even when I was a kid I realized that 64 kicked you out of every level not just to pad out game length but to keep you moving around the castle. 
64 is always inviting you to explore new areas with a constant trickle of new content the more total stars you collect. At first, the amount of stars needed to unlock a new level are small. The first area of the castle has every level besides Bob-omb’s Battlefield locked behind a small star total. And the amount needed to progress onto the next full area with five more major levels is only 8. But these star totals gradually increase over time, requiring 30, 50, and finally 70 stars to unlock new content. But what stars you got never mattered, just how many in total. This allows for free exploration where the player doesn’t have to think about where their next objective is. For instance, exploring pretty much every cardinal direction of Lethal Lava Land will lead you in the direction of a star. And because it doesn’t matter which star you get, it allows players to choose how long they invest in each level. Are the constant treks up Tall Tall Mountain or Rainbow Ride annoying you? Well all those stars are completely optional, you just have to compensate by completing more of the other levels. It’s an ingenious system that allows for a lower total amount of levels to feel more rewarding.
Super Mario Sunshine is practically begging to be like this. In fact, for the first few hours, that’s exactly how it works. New levels are unlocked progressively through getting Shines. But it doesn’t work in quite the same way. These shine totals are never outlined to the player. It shows you that you’ll eventually be able to use the Rocket Nozzle and has objects like the pineapple blocking Sirena Beach to make you yearn for a Yoshi. But you’re not told when these things are to be unlocked; it just sort of happens. Which is fine, it definitely makes the game feel more mysterious. But it lacks that forward momentum of 64 where your end goal is always simple and in the back of your mind. Oh, I need 30 stars to unlock this big door. Sunshine doesn’t have this despite literally operating in the same way. But it still maintains the ability to slowly unlock content to players through playing more of the game, which is good. And importantly, which stars you get for these gates aren’t important, just that you’re getting them at all. And if the game stuck to this principle, that would’ve been great.
Except it didn’t.
After the rocket nozzle is unlocked and Pianta Village becomes accessible, your total amount of Shines is never relevant again. Instead, game progression is contingent upon completing mission 7 of every level. Not every shine is valued the same according to the game. The progression is far more linear than in 64. You can no longer choose to avoid the Chuckster mission. Or the Sand Bird mission. Or the teeth cleaning mission. Or racing Il Piantissimo three times. Or fighting Gooper Blooper three times. Or fighting Petey Pirahna twice. Or defeating these same Piranha Plant Gatekeepers five times. Or even chasing down and squirting on Shadow Mario E L E V E N T I M E S. There’s a lot of repetition here which would’ve been eased simply by allowing the player to avoid doing these missions wherever possible. 64 had similar situations of reused content, but it’s not as egregious when there’s no incentive to collect stars you don’t want to. 
This structure is also weird because there’s a ton of extra missions in this game. Some of the game’s most, err, fun segments are hidden away in Delfino Plaza. These can be some pretty time-consuming tasks. You know what I’m talking about. But that’s not all. Every course also has some bonus shines. Every secret stage has an additional Red Coin challenge. There’s some “cleverly” hidden shines even within certain missions. There’s even a mission 8 to every level. Every level also has a 100 coin mission which, just to get it out of the way, should absolutely not spawn the shine somewhere 100 feet away from you AND boot you out of the level upon collection AND not be possible in every mission. Like c’mon, Mario 64 got this right on the first try. So Nintendo went out of their way to put all these extra shines in the game, and yet none of them matter towards game completion. Which makes me wonder what the point of completing them is supposed to be?
All this extra content, regardless of quality, would benefit from a system similar to Mario 64. In its current state, there’s not much of a reason to even bother with these extra missions, especially when some of them are of questionable quality. On that same token, there’s some pretty fun missions hidden in this extra content, and it’s a shame that they aren’t more important.
Well, with that...  
B L U E    C O I N S
I almost forgot about you!
Blue Coins are pretty despised. But in concept they’re pretty smart to put in a game like this. It’s kind of like the Red Coins but on a broader scale. They’re packed into every little tiny corner of the levels, giving players more of a reason to explore the pretty environments. And once you collect 10 of them, you get a Shine Sprite from the local beavers. If these Blue Coin shines counted towards a grand total for game completion, Blue Coins could give players a nice buffer to replace some of the games more questionable missions. But just like all of the extra content, Blue Coins matter not one iota towards finishing the game. So, the only reason to collect Blue Coins at all is if you wanted to collect them all.
And that’s precisely why people hate them. Because collecting all the Blue Coins is an absolute nightmare. Let’s not even talk about how cryptic some of these coins are because honestly I’ll be here all day. Let’s instead talk about how impossible it is to know how close you are to getting every Blue Coin in a level. You can intuit through previous levels that it caps out at 30 per level, but the game never tells you that. There’s obviously no Blue Coin tracker like there is for shrines in Breath of the Wild, so if you’re frantically darting around Noki Bay looking for the one coin you missed that's hidden inside a wall for some reason, you’ve only got GameFaqs and Jesus to help you at that point. 
To top it all off, just like the 100 coins missions, it’s impossible to get every Blue Coin in every mission in a level. Some blue coins are exclusive to certain missions. And it’s impossible to know how many are exclusive, which ones are exclusive, how many exclusives you’ve gotten, how many exclusives you need. Must I continue? This process is a disaster and gives Blue Coins a bad name. If they were put in a game like Mario 64, I feel like these things would have much more of a positive reputation. But as it stands these things are so toxic they’ve been reduced to POW switch fodder in later games. 
I think Blue Coins summarize the issue with the extra content pretty succinctly. In a game like Mario 64, they’re harmless. But in a game where none of it is tied to beating the final level, the only purpose they have is 100% completion. And 100% completion should never be the focus of 3D Platformers. Some players prefer playing to completion but there’s a reason why most don’t. Fully completing a game is a soul commitment as much as it is a time commitment. It’s saying to yourself that I am willing to go through all the unfinished, janky, and cryptic content Mario Sunshine has to offer all for the extensive reward of… a different end screen. So yeah, there is no reason to get 100% of Mario Sunshine’s content. Even completionists are going to be disappointed. Not only is this content useless towards Any%, it’s aggravating for 100%, since fully completing the game is so unrewarding. 
So, how do we fix this issue? Well to do that, let’s take a look at a mod that, in my opinion, does exactly that: Super Mario Sunburn, made by Epicwade.
The biggest change Sunburn makes is in its requirements for completion. Rather than Bowser being locked behind completing the seven Shadow Mario shines, the door to Corona Mountain is opened when the player attains 70 shines overall. If you recall, that’s the exact same amount 64 requires of the player to reach the final level. This change, by itself, adjusts Sunshine more towards what I would like it to be. But if you’re crazy enough to prefer the previous mode of completion, it’s still there as an option.
That’s not all, though. Now, when you collect a Shine, you’re no longer booted out of the level, and instead are simply asked to save and then you’re free to explore the rest of the level. My feelings on this essentially boil down to which mission I’m playing. I think the first two shines of Bianco Hills show this working pretty much perfectly. You squirt on the gatekeeper to get the first shine and then you’re immediately free to go forward and fight Petey Piranha. This feels far more natural than having to get booted out after the first shine and make the entire trip through the first half of Bianco Hills just to get back to where you just were. So in this case, it’s a positive.
However, Sunshine very often changes its course layout per mission. And when that happens, it feels a bit unnecessary to have to boot out of a level manually and boot back in just to get the next event to trigger. Sometimes you can chain getting a bunch of shines out in the open with a secret stage which resets the level upon entering the newly placed warp pipe at the end of it. But otherwise you’re stuck pausing and exiting. I feel this issue may be able to be streamlined by doing something like Mario Odyssey does, where collecting certain Moons boot you to the beginning of the level with the new mission unlocked. This might be outside of the reach of Sunshine modding at the moment, though.
This isn’t the only change set to make Sunshine more open. One of my favorite parts of the original game was that you could see other levels whenever you looked around. Turning at the start of Bianco Hills and being able to see not only Delfino Plaza but also the yet to be unlocked Ricco Harbor and Pinna Park was fascinating to me when I first played it. Sunburn takes this concept one step further by allowing players to travel from stage to stage. For instance, taking the river in Bianco Hills spits you out Ricco, and climbing a vine in Ricco allows you to travel back. This is a pretty novel idea and definitely makes replaying the game an entirely different experience, especially when combined with the lack of boot out. It does lose me a bit in how it necessitates for every level to be unlocked at the start. As I mentioned previously, slowly unlocking stages to the player by collecting whatever collectible they’re using allows for 3D Platformers to have constant forward momentum, which is lost here. But for those who’ve already played the game I think this is a fun option.
Other quality of life changes are strictly positives. In most instances, Blue Coins are now accessible from any mission in a level. I say most because it’s impossible for some of these coins to make the transition. But in the vast majority of cases, it’s been done. More coins have been added to each stage, along with Red Coins counting as collecting two coins just like in 64. This makes getting 100 coins a lot easier, especially when you’re doing multiple missions of a stage in a row. Two of the game’s weakest sections become far more manageable with these changes. There’s some smaller changes too, like being able to skip cutscenes, Blue Coins no longer bringing up a save screen, and Shadow Mario’s invisible health bar being restored. There’s also new content here, with additional secret stages being accessible from the main courses. Nothing mind-blowing, but it’s at least pretty neat to run around Outset Island as a FLUDD-strapped Mario.
Super Mario Sunburn addresses a lot of my issues with the original version, which was exactly the point. I’m not the first to bring up these issues, nor will I be the last. There’s so much potential within Super Mario Sunshine to be one of the best examples of its genre, so to see it fall short in such fundamental areas is undeniably frustrating. As usual with Nintendo, and even with other publishers, it’s often the community that sees itself to correct the issues with the games they feel deeply passionate about. Basically the only difference between Sunburn and an official Sunshine remake or remaster would be a significant layer of polish. That still might happen, but I’m not holding my breath at this point. So if you find yourself feeling similarly as I do about Sunshine, it might be worth it to check Super Mario Sunburn out. Here’s the download link again if you’re curious.
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danni-dollarsign · 4 years ago
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A Critical Look at “Pokemon: Sword and Shield” From a Casual’s Perspective...
A/N: Hey! if you’re reading this, then thank you! I don’t know why, but I thought to myself, “Hey, wouldn’t it be cool to write a pointless essay about a Pokemon game?” And then I realized today was the 1YR anniversary of SWSH, so I figured I might as well just do it! So even though I’m late and probably nobody will really care to read all this nonsense, I wrote it! If you’re interested in all the analyses of PKMN SWSH, but aren’t too invested in the technical mumbo-jumbo used by the more hardcore fans, then maybe you’ll enjoy this. 
Also, it’s worth mentioning that I’m literally just some rando on the internet saying my opinion. None of this should really be taken SUPER seriously - it’s mainly designed to provoke thought rather than try to argue any specific idea. So if I say something that you don’t agree with, you got two options: 1) Draft a constructive comment or DM to me and we can discuss calmly like adults, 2) shake your idea and ignore this. There’s really no need to get heated up over a video game essay, of all things, so let’s not do that lol. 
But other than that, yeah! If you’re interested in more stuff like this from me (in-depth analyses of Pokemon games from the perspective of a low-key casual), lemme know! I’d love to chat with anyone about this awesome series.
So, without any further ado, let’s get into the essay (warning: it’s like ~8k words).
Introduction...
Welcome to the wonderful world of Pokemon! Love it or hate it, Pokemon has had a huge impact on popular culture in countless countries in a number of different ways, sparking memes, dreams, and happiness everywhere! It holds a very special place in my heart - Pokemon was a game that I got to share with my two older siblings, was one of the first fandoms I got into, and was a big reason as to why I grew to love creative writing so much after writing a couple fanfictions for the games. I’ve been playing Pokemon ever since my brother gave me a copy of Pokemon: Ruby and have been a devoted fan ever since. While I may not be super into the strategy and damn near mathematical aspects of gameplay, I’d like to consider myself a relatively knowledgeable fan with enough extra knowledge to give a look at one of these games from a casual, yet analytical view. So what game other than the newest title, Pokemon: Sword and Shield, with its release anniversary being today? In this casual online essay, I hope to describe all my thoughts of Sword and Shield (which I’ll shorten down to just “SWSH”) from the perspective of the everyday Pokemon fan.
General Gameplay...
Many top-title games of Nintendo are best known for their simplicity: in Super Mario Bros, you’re a mustachioed red guy jumping on monsters to try and save some random princess (who may or may not be in this castle); in The Legend of Zelda, you’re a green elf-looking guy slashing wildly at monsters with a sword given to you by some old guy in hopes of defeating some ultimate bad guy; and in Pokemon, you’re a child wandering around the region catching monsters who also accidentally saves the world before becoming the very best (like no-one ever was). And while the games themselves have grown from that initial stylistic simplicity, some have lost that creative in-depthness in favor of being playable for children. This is probably the biggest issue with the newer Pokemon games as of late.
Regardless, let’s look into the playability of SWSH.
It’s played like your regular Pokemon game; you’re a kid who journeys to become the Champion of Pokemon Battling with your friend, catching monsters known as “Pokemon” with pocket-sized balls dubbed “Pokeballs.” But I’m sure you’re all aware of that information, and are instead asking “Well, what’s the deeper plot?” Yeah, no, that’s it. You’re a kid catching Pokemon to become champion - oh, and you also accidentally save the world from a power-hungry businessman - but that’s neither here nor there.
Plot aside, the game is a bit barebones. It’s pretty linear gameplay (literally linear - the map of the Galar region is almost exactly a straight-line waltz from Postwick to Wyndon, which is a bit weird after dealing with the giant, sprawling maps of earlier generations) where you travel from place to place, beating gyms and catching ‘mons, before getting into a couple scuffles and becoming champion. For an RPG-styled game, it comes off as much too simplistic for older fans (I’d even reason that it’s too simplistic for younger players, as well). While I will say, I don’t exactly miss the days of hopelessly wandering around a pixel city, trying desperately to figure out how to move on to the next town because the answer to the puzzle is hidden in this giant area that my little peanut-brain couldn’t figure out at the time. But it is a bit demeaning to get “Hey, do you know where to go?” and  “Hey, follow me so you don’t get lost!” and “Oh, yeah, want another tutorial on how to easily catch Pokemon for the fourth time in a row?” every two seconds in a city where there’s only two places to check out.
But we can’t really discuss the gameplay of Pokemon without discussing the highlights of the region. Ever since the transition from 2D to 3D, Pokemon games have begun a trend of gimmicks - which I like to call “battle enhancers” - that they use to add uniqueness to their games. X&Y had Mega Evolution, Sun and Moon (and USUM) had Z-Moves, and now we have Dynamax! As we all know, battle enhancers are the strategy by which the player uses some extraterrestrial/magic stone to physically enhance one pokemon at a time for a certain period of time - in the case of Dynamax, the pokemon either grows in size or changes in form, gaining the ability to use special type-based attacks for a duration of three turns.
Honestly, I think it’s a pretty fun mechanic! Dynamax combines the good components of both Z-Moves and Mega Evolution - new forms, awesome moves, and a ticking clock. It adds a bit more strategy to the battle enhancer, where the player actually has to plan out who and when to Dynamax (though it’s really not that hard - most everyone will save it for their ace or the pokemon with the type advantage at the very end of the battle, because that’s what you do). But it’s fun and creative, making the battle a bit more exciting when you see your beloved ace become gargantuan on a field while the audience chants in excitement. Initially, I was skeptical of the battle enhancer, but once I threw myself into the game and really got into it, I felt it was fun and cool for the region. My feelings were further improved when I learned that Dynamax was inspired by the idea that the Nintendo Switch had the potential to be played on the TV as well as in a hand-held mode. The idea of turning pokemon “big” on a “big-screen” is really just so cute to me, really. Overall, it’s a fitting concept that is paired well to the game when everything is considered.
But when you look beyond the Dynamx experience to find more content in the game… there’s really not much else. Many people (including me) were ecstatic to hear about the free-roam areas in SWSH - the Wild Areas. Here, you can do all the fun grinding stuff that makes Pokemon games a bit more challenging and fun - hatching eggs, shiny-hunting, running around in circles, Dynamax dens, etc. But when looking at other Pokemon games, that’s really it. Let’s examine Pokemon: Sun and Moon, for example. This game really shines not just for its refreshing setting and compelling plot-line, but also for it’s amount of cute and quirky mini-games to be enjoyed for a good while outside of the main story. Pyukumuku Chucking, Mantine Surfing, the Alolan Photo Club, Ultra Warp Ride Travel - a good handful of mini-games that appeal to different kinds of people! All of these mini-games aren’t just tossed in there, either - they have a fitting place in the culture of the world and add to it, rather than just reiterating it. But when you look for mini-games in SWSH, you won’t really find anything aside from just battling. Sure, there’s the Battle Tower, as well, but I’ll personally say that I’ve never been a fan of the concept of post-game NPC battle buildings. For a hardcore player, they might be fun, but as a casual who can’t devote the time to really dig into understanding how IVs and competitive breeding works, they’re really no fun. Not to mention that nothing is really being added or developed with these battle buildings; they don’t add to lore, they don’t add to the culture of the region, you don’t even really gain anything from it - they’re pretty much just places to battle the occasional familiar face and that’s it. While I’m sure plenty of people adore these facilities in the games, I’ve never been too partial to them (I’d even prefer those god-forsaken casinos over another goddamn battle frontier).
But my biggest problem lies with the release of the DLC. While I’m not against the idea of DLC in general, both The Isle of Armour and The Crown Tundra left a bitter taste in my mouth when I started thinking about the issue of playability in SWSH.
I have always been more invested in the storyline of Pokemon games rather than the battling aspects. Usually I’ve always just gotten through the main story, then wandered around to find extra post-game content or mini-games, and then moved on to other games. And that’s not necessarily a bad thing - I just figure that the games have served their purpose for me upon completion, so rather than bore myself wandering around and doing things that don’t interest me, I go find another game that has more story-based content. That being said, I finished SWSH in less time than any other Pokemon game (I’d say somewhere around twenty hours, complete with me running around in circles like an idiot before rushing through content intermittently); as a result, I was no longer actively playing the game by the time the DLC was announced.
I’ll be honest and say that when I learned about all that was being offered in both sets of DLC, I felt a bit betrayed. I’m well-aware that Nintendo is a corporate business, and therefore will always prioritize financial gain over their fans’ lasting enjoyment of their titles - that’s just a fact of life. But I couldn’t help but feel like I paid a bunch of money for the bundled titles, only to play a game that hardly could be considered worthwhile or satisfying without added headcanons or fan-works, and then get told that extra content is available that may or may not add satisfaction to the experience that’s already long since ended for me. It was just a bit disappointing - and I’m not talking about the whole “Dexit” deal (I actually was on-board with the idea of having no real National Dex - I felt it added realism to the games and would force players to get to know the new Pokemon instead of just choosing the same team they always have since Gen 1 or whatever). My gripe is that I paid for a whole game, wasn’t satisfied with the result, only to hear later that the content that I might have been missing is available to pay for? That’s incredibly annoying. Not to mention that I was further disappointed after learning about the contents of the DLC, but we’ll get into that later.
Overall, the playability of SWSH is very basic, but can be enjoyable if you suspend belief and just enjoy it for what it is. When it comes to storyline, it’s not much of a game, and doesn’t sport much post-game content besides battling.
Immersion and Ambience...
Many of my friends can attest that I tend to like silly, fantastical concepts because I personally love to throw myself into the universe being offered to me. Pokemon is really no different - the games have always sported a very immersive experience for me thanks to the combination of interesting regions and evocative music (especially the music).
I think that most every Pokemon fan has a specific region, city, and music theme that sparks a plethora of nostalgic emotions to the point of near tears. For me, that’s always been Pokemon: Platinum, the Twinleaf Town theme - just staring into the rippling reflection of the pond by the player’s home, listening to that beautiful synth clarinet playing that nostalgic melody - it makes my heart beat with so much fervent passion that I hardly have the words to describe it! And I think that sense of nostalgia - regardless of whether or not those memories are old or new - has always been a strong-suit for Pokemon games. They always have the ability to inspire such deep emotions in me and other alike in a variety of ways, further adding to the ability to immerse us into the game’s world. And whether your favorite area is as simple as Twinleaf Town in the Sinnoh region, or as agonizing as Rock Tunnel in Kanto, it’s the spirit of certain cities/towns/routes that further add to the immersion of the world in question. But how well does SWSH hold those values? Spoiler Alert: Not very well.
SWSH, in the end, is still a Pokemon game - so the setting is very vibrant and colorful and everything that can hold my attention for long periods of time. But the problem arises when one begins to progress through the game and continuously forgets what’s where and where’s what. A lot of the map is painfully basic (again, due to the literal linear nature of the Galar region) and the cities themselves kind of lack their own real originality. There was an attempt at unique cities that’s become iconic of the Pokemon franchise, but it doesn’t really stick. I think most people would agree with me that the only real memorable areas in the main game were Slumbering Weald, Ballonlea, and Spikemuth, and each of these areas have their own set of problems that also make them a bit difficult to fully enjoy. At their core, most all Galarian cities have the same basic set-up: basic green plants (if plants are in that area at all), the same brick roads that lead either to the gym or to a route leading in/out of city to another city, and a giant gym/key building in the center of it all. And that’s really about it. No real interesting buildings except for gyms and Rose Tower (and I guess technically the hotels), no extraneous locations that aren’t directly related to the plot or to gimmicks - it’s very bare-bones and really can take you out of the experience.
In a hard contrast, I’ll give the example of Generation 1’s region set up - every city has its own personality that also matches the feel of the region as a whole. Every city is based on colors, and each city is themed after that, respectively (i.e. Vermillion City, the city of sunsets themed around the color orange, is home to the Pokemon Fan Club and the kick-ass electric-type gym that initiates feelings of excitement; Lavender Town, the noble town themed around the color purple, is home to the Pokemon Tower and spooky spirits that inspire feelings of somberness and reticence). Obviously, this isn’t very realistic, but the trick isn’t to replicate reality - it is to inspire reality. The Kanto region is incredibly creative, and therefore is easy to immerse oneself into the world because it’s become a world we are actively interested in. We know that it could never truly be real or plausible, but that hardly matters when we are so enthralled with the colors and set-up and feeling of the towns. We don’t really get much of that in Galar. It probably isn’t such a great idea for your final city - being Wyndon - to feel blank and lifeless when compared to minor cities in the region. And even when we find cities that hold that uniqueness we desire like in Spikemuth or Ballonlea, there’s really no other reason to be there longer than just beating the gym. It’s sad, really. Spikemuth is such a interesting, creative-looking town home to such cool characters, and yet there literally is only one path to get in and out of the town - the town isn’t even given small houses to investigate like literally every other city in the region. It’s a waste of potential! The fact that I can’t investigate such a promising setting that inspires me really takes me out of the world, reminding me that this is just a video game in which you move from Point A to Point B. It’s no longer a fantasy world for me to explore, but instead a line at the DMV to get my Drivers’ License. The only real good thing about this is that fanfiction writers get so much free-reign when it comes to writing about the city - the only thing we really learn about the city is that it’s underfunded and gloomy and that’s literally it. I would have really liked to see more inspired cities around the region where things outside of the main plot can be done, but hopefully this is just a problem we’ll see in this region.
Probably the most important aspect of immersion (in my opinion) is the music. With the potential to make or break a game for me, I hold a lot of expectations on the music found in video games (I’ve been classically trained in music since elementary school, and have always had a fondness for video game music). Pokemon music has always been some of the most inspiring pieces of art in my life - whether it be the kickass battle suite of Champion Cynthia, or the somber piano melody of Emma’s Theme, the music of Pokemon has always been the first thing I notice and analyze whenever playing the latest title. That all being said, I have quite a few notes to make in regards to the soundtrack of SWSH.
I’ll start with the pros, first. Generally, every main title has had its own feel when it comes to the soundtrack - DPP was jazzy and smooth, Sun and Moon was based on popular Hawaiian music meshed together with classic Pokemon synths, RSE was all about the horn section (trombones and french horns all the way!). SWSH, at the end of the day, isn’t much different. The region is inspired by the UK, so it’s no surprise to discover that the soundtrack was inspired by popular British Rock. As a result, a lot of themes went really hard, keeping a hint of individuality even when some battle themes hosted similar instruments. The biggest appeal of the soundtrack, I believe, was found in the little moments, namely the cheers of the gym battle themes. I think it’s safe to say that most people get super hyped when they hear those rhythmical chants coming to life whenever in the final leg of the battle, right when you begin to Dynamax. That’s amazingly exciting, never failing to suck me into that exact moment to gather the power of God and anime to defeat my opponent. While I wasn’t totally rocking out to every single song that came on, I was pretty satisfied with the music of SWSH, overall. It’s not too bad, and hosts a few bops that I still seek out to get my blood pumping.
But, as to be expected, there are plenty of cons when it comes to the soundtrack of SWSH. I could go over this for hours and hours, detailing complex definitions of music theory and basic song comprehension, but I’ll just make this nice and simple: it was really bland.
Note that I said “bland” and not “bad” - the music is fine in my opinion, I just wasn’t feeling the same feelings as I had in previous Pokemon titles. It all felt like Pokemon music, but not much else. It was like remembering hints of a memory long-lost, but you don’t really care about to dig deep into your mind for context. Towns had music, routes had music, pokemon and characters had battle themes, yada yada yada, nothing really to write home about. If I had to pick a song that honestly, truly invoked emotions beyond “Oh it’s battle time, now”, it would have to be the Battle Tower Theme, and that’s most likely because it was written by someone else entirely (Toby Fox, also known as the creator of Undertale and composer of super hard-hitting jams). And the worst part is that I never would have even been able to hear the Battle Tower theme because I hate battle buildings (which is more of a personal problem, I know, but still). Honestly, I would have preferred hearing that theme as compared to Champion Leon’s battle theme - I feel like his champion theme was very bland and lifeless, simply holding all the required elements of a Pokemon battle theme just because that’s what has to happen. It’s uninspired, faceless, and corporate, only to be completely foiled by the unique blast of energy found in the Battle Theme, which just screams “Prove that you’re the best!” over and over to me (also known as a big theme in the Pokemon games, especially in SWSH).
That’s not to say that every other theme in the game was terrible. I much enjoyed Marnie and Piers’ battle themes, but for a different reason. As we know, Piers and Marnie host a more “punk rock” style when compared to literally everyone else in-game, a trademark of Spikemuth citizens. With their occasionally cold and prickly (no pun intended) personalities, their themes go a bit harder into rock-land as compared to characters like Hop or Bede. There’s no conflict of style there - it’s “punk” with “rock”, loads of guitars and bass with a hint of synths to keep that Pokemon flare, and fits a bit better in the setting of the world. Mild conflict arises when we start looking at characters who aren’t rockstars or idols - let’s look at Bede’s theme, for example. While it really isn’t a bad theme (it’s actually, dare I say, a bop), I wouldn’t exactly say that the resulting pieces fit neatly together like they do for the Spikemuth duo. Bede’s theme requires a lot of synths to accentuate his more flamboyant and immature personality, but also holds ties with the rock guitars while also trying so desperately hard to sound like a Pokemon song. Now, I don’t think “Pop Synth Rock” is anything bad, per se; I just feel like the added rock elements didn’t do much to add to the musical representation of our cliche jerk-face “rival”. It feels like the rock elements were an after-thought rather than a planned layer of musicality. I could really say the same thing about Hop’s theme, but then I would have to re-listen to Hop’s theme because I always forget what it sounds like even after listening to it a second before.
A big problem is that not many of these themes hold lastingly memorable motifs/melodies, which is a personal pet-peeve of mine in games where the music is highly esteemed. In pretty much every battle theme (except the generic pokemon encounter theme, which is the same melody in every Pokemon game, only with variations added to fit the music theme of the region) is just an on-going strip of notes that sound nice when playing the game, but if you tried to pick out the specific melody-line of that character, it’s a bit of work to really find anything. Let’s look at a more concrete example: Lusamine’s battle theme from Pokemon: Sun and Moon is up on my list of most memorable battle themes, and will do well without the extra influence of young me’s nostalgia seeping in like it would with earlier generations’ battle themes. Lusamine, as we know, was the elite antagonist of the game, being the leader of this esteemed Pokemon protection group who later is revealed to be using Pokemon for her own demented goals of perfection. Almost immediately, the player hears the signature accents of the harpsichord playing the prime motif before the piece digs into a full orchestration. It doesn’t sacrifice anything for the sake of “sounding like a Pokemon song”, nor does it sacrifice anything for the sake of keeping with the musical inspiration. Instead, it focuses on being exactly what it needs to be - a musical representation of Lusamine, hosting orchestra-based instruments (piano, violas and cellos, horns, violins, light pad synths, etc…). Most anyone can pick out a handful of memorable motifs from her theme (the main horns melody line, the harpsichord melody line, the mid-section cello and piano melody line, etc…), and those remain in our unconscious. So, it’s no surprise that when she becomes the “Mother Beast” later on, when the player hears hints of those signature melody lines becoming distorted in the madness of the new battle theme, it invokes a particular emotion that fits elegantly with the subject matter of the plot right then. In short, it’s musical storytelling done right. In SWSH, we don’t have that extra omph of emotionally-nostalgic motifs; instead, we just get songs that play in the background of this video game, and that’s really it. If you don’t like the song, good news - you’ll probably only hear it once or twice, depending on who the NPC is. If you do, then you’re out of luck for the very same reasons. This game lacks a very basic hint of soul to its soundtrack, which is really such a jarring idea especially when you realize that they paired up with a composer who arguably has mastered the idea of musical motifs (Fox).
This really isn’t just SWSH’s problem, either. I also went through a similar heartbreak in S&M during the final stretch of the main game; after battling Lusamine and saving the region from the threat of Ultra Beasts (more or less, anyway), we the player go to challenge the champion, who is revealed to be Profession Kukui since there really is no true champion for the newly-made league. It’s hard to go from an exciting, powerful battle theme like Lusamine’s to some generic, cardboard-cut-out version of a champion battle theme for Kukui. It’s hard to invoke any sort of emotional appeal when there’s no real inspiration to be felt in the music; with no emotional connection, there is no emotion. It’s, once again, just music that plays in the background of a video game. A similar experience happens in SWSH with the player’s match against Champion Leon; though we have the potential to gain an emotional connection to a Leon Theme motif, we don’t get that. Instead, we just get music that is programmed to be exciting for our championship match that will undoubtedly change our lives forever. Bland, boring, anti-climatic - all for the sake of coloring in the lines. This has been an on-going problem in Pokemon games for years in which the Championship Battle Theme is less interesting than the Evil Team Battle Theme, which probably isn’t a good idea. It’s annoying when your villain has a better theme than the literal strongest trainer in the region - it ruins the chances of likability for the region’s “good guys” and overall is anti-climatic when it is finally time to become champion.
Overall, the ability to immerse someone like me in a game is very important when it comes to retaining players. While SWSH isn’t the worst Pokemon game when it comes to immersion (considering the fact that I actually beat the main game, which I can’t say for other main Pokemon titles…), Game Freak certainly could stand to learn from the game’s shortcomings.
Creature and Character Design...
The monster design is arguably one of the most controversial topics when it comes to any Pokemon game. Some people only care about the designs of Gen 1, others accept everything but Gen 5, and a select few could rant for hours on the stupidity of literally every Pokemon design in the franchise. Regardless, the design of the Pokemon native to the Galar region is an important topic of discussion when analysing the potential for enjoyment of the game. After all, I’m an artist who loves drawing all my favorite characters as well as my favorite Pokemon, so understanding the designs of these beloved figures is vital to understanding the game in general. For sanity’s sake, I’ll only be discussing new Pokemon introduced in this region, and will be ignoring all previous pokemon that aren’t regional variants.
Overall, the designs of the latest Pokemon are satisfactory. Because of my tendency to always suspend belief in fantasy works, I’ve very rarely had much to hate about Pokemon designs (not even in Gen 5, though I don’t particularly like any of them aside from the game cover legendaries). SWSH didn’t really bring much to the table when it comes to brand-new Pokemon, but the ones introduced are fitting and interesting: the Dragapult line, all three starters (even if I did laugh for literal hours at the discovery of Cinderace’s typing), Wooloo and Dubwool, Yamper and Boltund - just to name my top favorites. And I was totally invested in the designs of the game cover legendaries, Zamazenta and Zacian, since they held cultural relations with the region’s inspiration and therefore had actual meaning within the game besides just being cool mythical creatures. Nothing really outright bothered me with the designs or pokemon choices in this game; as I mentioned earlier, I was okay with the idea of no National Dex for this region, and that all the pokemon allowed in this game matched with the region well-enough.
But, of course, it’s not without faults. I found there to be a substantial lack of original legendaries in this game - we only have three real legendaries to catch in the main-game, four if you consider the DLC. We had a similar problem in Pokemon: Sun and Moon, but it was later amended with the introduction of Ultra Beasts (which can technically be regarded as legendary Pokemon, albeit from another dimension and not technically Pokemon). In SWSH, we are only given the option of catching more than two legendaries if we buy the DLC - this is remarkably disappointing for those who are interested in seeing new, unique Pokemon designs. I know many fans are constantly frustrated with Game Freak’s tendency to overuse Gen 1 Pokemon, but the fact that nobody is bothered by the running trend of being able to easily catch a bunch of previous games’ legendaries is beyond me. It’s essentially the same thing, overly relying on the fanbase’s sentimental nostalgia rather than moving forward to create new creature designs. I know for a fact that so many people would have been excited to catch Pokemon with cultural significance (maybe like elf Pokemon that resemble that of Seelie/Unseelie fairies, or more Pokemon that resemble chess pieces, or maybe more Pokemon that follow a theme of medieval artifacts - there are many possibilities), so the fact that they skimped out in favor of making people pay for nostalgia is ridiculous to me. This was a majority of the reason why I rejected buy any of the DLC content - why would I pay for Pokemon I’ve technically caught before? I mean, I guess it can be more for the kids who have never encountered the older legendaries, but then again, wouldn’t it be more beneficial for your game to have Pokemon that actually represent the new region? Instead of just stealing other games’ legendaries for the sake of saying that you have them, they could have just worked a little harder to design maybe three or six more cool legendary designs and centered those guys around the two DLC locations instead of just having Calyrex for The Crown Tundra. At the end of the day, it’s really just a cash-grab; the only reason I could ever see myself understandably buying the DLC for SWSH would be because I wanted to interact more with my favorite NPCs, but then again, I can just look at screenshots on Twitter and feel just as satisfied.
But not all is lost in terms of designs. Now let’s get into my favorite design portion of this segment and discuss the NPCs.
First, we’ll dig into the rivals. Personally, I really enjoyed the rivals of this game; while Pokemon is definitely running on a formula, I still was able to find enough about the three rival characters to genuinely enjoy their presence whenever they came on screen. I suppose we can expect to keep seeing this new Pokemon Trainer Rival Formula: Kind of Annoying but Too Sweet to Hate BFF Rival (Hop), 2 Edgy 5 U Rival (Bede), and Some Pedo’s Waifu Material Rival (Marnie).
Hop is arguably one of my favorite Pokemon rivals of all time (right up there with Gladion from S&M). He’s one of the only Pokemon characters to get a realistic character development over the course of the game’s playable story, which really humanizes him and makes up for his occasionally annoying personality. Over the course of the game, Hop goes from silently residing in his brother’s shadow to learning to stand on his own without needed any outside validation; much to my surprise, it’s not some half-hearted transition. Hop doubts himself during the challenge, as evidenced not just by his dialogue but in the way he actively changes his team to try and be more competitive like everybody else. I remember feeling so heartbroken in realization that Hop stopped using his beloved Wooloo, which is rightfully paired up with the excitable boy. The idea that Hop uses Wooloo, a normal-type cute Pokemon that generally wouldn’t be used in a competitive team, really adds more dimension to his character; when he learns to enjoy himself instead of letting his doubts overtake him, he returns to using Dubwool and his favorite team, demonstrating how he would prefer to have fun as himself than be someone he isn’t. I found that to be a really wholesome theme to his character, one that we haven’t really seen in a Pokemon game yet - it was a pleasant surprise! Hop is sweet and kind, always wanting to motivate the player even when he’s in his own internal turmoil. With all that added with his adorable babyface and goofy/awkward preteen disposition, he really makes for a likeable rival character.
The next rival to be introduced is none other than our classic Mean Boy rival, Bede. He’s a character the fanbase is a bit more accustomed to due to previous titles’ rivals (i.e. Green/Blue/Gary Oak from in R&G/B, Silver from SGC, technically also Gladion from S&M…), so are quite a few expectations placed on his character as a result. Also true to the typical Pokemon Jerk Rival, he has a complicated homelife (he comes from an orphanage, as we later learn) and has a similarly complicated parent-child relationship to the leading antagonist of the game (in this case, Chairman Rose). Bede constantly assumes himself to be better than he is and isn’t afraid to be a total prick about it, choosing to bully Hop upon winning battles against him to boost his own inflated ego (though there’s hints pointing to Bede actually having rather low self-esteem). All things considered, I liked Bede as a character about as much as one can like a mean rival archetype, but I was more than pleased to discover his transition to a more likably mean-spirited character when he later returns to the game to challenge the player after being disqualified from the challenge. While we’ve had a likeable mean rival before (namely Gladion), Bede is something of his own entity with how he actually has an attempt at character development that leads him to a mini-redemption near the end of the game. He’s really the first mean rival to have a transition from total jerk to slightly-peeved tsundere, which was probably a good idea on Game Freak’s part so that we wouldn’t be left with a character we downright hated after the way Bede quite literally destroys Hop’s confidence. It’s nowhere near as impressive as Hop’s character development (which isn’t super impressive to begin with, but let’s ignore that fact for a bit), but it’s still interesting to see in a monster-catching game about being the best you can be.
And then, of course, we get to the cute-girl rival, Marnie, also known as the place where I get a bit mad again. I’d like to say that I absolutely love Marnie; she has an adorable design and interesting personality that captures my attention whenever she has screen time. But she serves one purpose in this game, and one purpose alone - being the main cute girl rival of the game. Marnie has the potential to be a similarly interesting rival (cute design that meshes “punk” with “cute”, has a wholesome and fun dynamic with her gym leader older brother, uses a Pokemon that isn’t considered to be a “competitive” choice as her ace, has a cool/cute personality…), and yet we probably only talk to her about five times over the course of the main game. Little is done with her character - in fact, the only real thing she does in the game other than becoming the next dark-type gym leader is that she helps the player sneak into Spikemuth after the gates have been shut by the remarkably-harmless Team Yell. I don’t think I’m alone in saying that I would have loved to have seen more done with her character. With the boy rivals being more fleshed out than her, it leaves a sour taste in my mouth because the female rival is the one left with a blank personality (and I’m not just saying that because she hardly smiles - that’s really one of the only things we get about her that gives her an actual personality). My frustrations are further exacerbated because this has always been an issue in Pokemon games, in which the girl rivals are so barebones for seemingly the only purpose of serving as some neckbeard’s waifu that they can input a personality they desire despite the fact that she’s canonically a minor. Why put in the time to give dimension to Hop and Bede, but not Marnie? And we know for a fact that Game Freak has to recognize the lack of personality given to Marnie, especially since they had previously come out with Lillie’s wonderfully sweet character arch in S&M and USUM. Personally, I feel that it was because they didn’t feel like having a more punkish girl character who also had traditionally feminine-coded interests (she’s known to have been distracted during the gym challenge by the boutiques) and ultimately decided to just not give her any further personality other than that, perhaps fearing that it would dissuade the gross creeper fanbase from latching onto her. But that’s really just speculation, so don’t take any of my nonsense too seriously. Really, I’d just rather we had a girl rival with more personality to match the other two rivals so it wasn’t so annoyingly unbalanced.
Moving on from the rivals, we get into the designs of the League Staff of the game. In most other Pokemon games, I’d never really been too interested in the gym leaders; they had always been more of minor bosses, just faces that you saw for a couple of seconds before pummeling their ‘mons and moving to the next city. But in this game in particular, there was a sudden transition from simple puzzle master to a full-on celebrity figure. I really enjoyed this! It was so nice to actually have some information on the gym leaders other than what type they sported; suddenly, they have personalities and interests - they become real to the player. Not to mention that there really is a gym leader for everyone to enjoy, thanks to their unique personalities and styles.
I’ll be a bit honest and say that some of their clothing designs are remarkably stupid for even an anime-based RPG game (I mean, I know we joke about Leon’s terrible sense of fashion in the fanbase, but can we just pause and ponder what Piers’ wears? I mean, a leather jacket with spandex? Metal boots and a work-out tank??? What is he wearing?!), but it isn’t exactly distracting. In Western cultures in particular, we can see a trend towards the glamourization of the “athleisure” style, or athletic wear designed more for everyday use rather than just working out. It was kind of fitting to see this be the primary style for the gym leaders, who can basically be described as hierarchical sports stars. Weird? Sure. But in the context of the world, it all fits together, and once again adds to the immersion aspect of the game.
Looking at our main antagonists, they are designed quite well. Chairman Rose is designed to be quite easy and fun to hate (at least for me) - he’s an important-looking businessman who’s very impressed with himself, paired up with a beautiful yet terrifying subordinate woman who does most all the hardwork for him (...actually, they kind of remind me of an antagonistic Cl. Mustang and Lt. Hawkeye from Fullmetal Alchemist…). They also had noteworthy battle themes that popped a bit more than other battle themes in the game.
While they hardly count as antagonists, I’d like to also make a brief mention of Team Yell. They’re more annoying than anything, which is a trend that I’m not too sure how I feel about yet. It was definitely more likable coming from Team Skull, that’s for sure. I would have liked Team Yell doing a bit more damage, having them be a bit more unruly and controversial before evening them out with the whole emotional appeal of them cheering on for Marnie in hopes of saving their ruined town. But they weren’t too terrible in my opinion.
I could talk for hours on the champion of the region, too, Champion Leon. He’s a really fun and charming character overall, less of the supremely wise and powerful champion that we’ve seen in older gens and instead being a more quirky but worthwhile opponent on the path towards the crown. But I definitely preferred him more as a character than as a champion; even though his team changes depending on your starter, it’s not too challenging of a fight if you know what you’re doing, especially when you immediately know what his ace pokemon is (something we don’t really learn in other gens about the champions). While I’m sure the idea of a powerful but transparent champion can be done, Leon doesn’t really stand up as a powerful trainer when compared to other champions in the franchise. But he’s definitely still a fun, interesting character concept that I am grateful for in this particular game.
When it comes to the designs of the primary NPCs and Pokemon, SWSH continues to talk that line just above mediocrity. Not too bad, not all that great, but definitely not something to be forgotten. I’d reason that the primary strength of this generation lies within the characters that are introduced.
Uniqueness vs. Status as a Pokemon Game...
In regards to the uniqueness - how well this game stands on its own as an individual concept rather than just another Pokemon game - I’m a bit divided. On one hand, I’m a bit saddened by the watering down of content and constant reliance on concepts from older games. But I can also see that SWSH introduced a lot of interesting ideas that have inspired so many fans for this generation. And while yes, this gen didn’t have much to offer in terms of new Pokemon, new scenarios, or new lore, I do think that it does hold its own when compared to the other games in the main series. New characters are introduced to the player, all of which having good (and bad) traits that allow for lots of fan-created content with their essence; a new look into a brand-new battle enhancer that requires a different strategy than those of previous battle enhancers; a new culture found within the Galar region that can inspire many more thoughts and theories on the Pokemon world as a whole in a number of ways. We cannot pretend that SWSH isn’t an influential game just because it wasn’t ground-breaking; even with my extreme distaste for the Black and White games, I still admit that they led to important decisions and ideas that led to the creation of games I did enjoy. So, as its own entity, I think that Pokemon: Sword and Shield really has a lot of offer and would probably be an amazing game for a younger player who’s just getting into the Pokemon universe.
But I think that a lot of us long-time fans can agree that this game doesn’t quite match up with the others in terms of giving those real “Pokemon game” feelings. The problem with big-titles like this is that the company tends to lose sight of what really makes a franchise so influential isn’t the stuff found at face-value. It’s not the creatures or NPCs or game mechanics or design or any of that garbage - it’s the feelings we get when all of those things reach that perfect harmony. It’s the rumble in my chest whenever I listen to that famous intro-sequence of my old Pokemon: Ruby game; it’s the fire in my eyes when I went back to challenge Pokemon Trainer Red for the tenth time that night back in my old Pokemon: Heart Gold game; it’s the tears I cried when I watched the only interesting character, N, leave my playable character after his emotional spiel following the defeat of Ghetsis in my long-since abandoned copy of Pokemon: White. At the end of the day, Pokemon is more of an emotion I get rather than a game I play, and I think this is an idea that few people can recognize for themselves. And while I’m aware that I literally just spent several thousand words bagging and praising this game for all those face-value aspects, I also know that when you add that extra little bit of care to your work, go a little further with a character you know someone will adore, or try something new with that new battle theme, there comes a sensation that goes beyond that of love for a silly fantasy game. I’d like to think it’s something akin to inspiration.
Conclusion...
In conclusion, Pokemon: Sword and Shield is far from perfect. With a number of faults and disappointments, I can understand why a lot of fans were less than interested in giving this game the time of day. But I also want to say that this game deserves to be understood and appreciate for what it is, for what it’s done. Who knows what sort of new ideas this game has inspired? Whether it be in the name Pokemon game or someone else’s passion project, I am confident in the potential that this game has to bring someone’s dreams to fruition. It already has inspired so much amazing fan-content from the community; after so many years of being away from the fandom, SWSH was the game that drove me right back, giving me the drive to once again indulge in my middle-school days of sketching out my latest comfort character or writing out a million headcanons in a way-too plot-heavy story. Many fan-creators in this community feel the same as me, I’m sure, so it would be untrue of me to say that this game was anything less than what it was: a fun, simple game that prides itself in its characters and potential rather than complex combat mechanics or some corkboard-plot nightmare. It’s a game meant to be enjoyed, so we must remember to find our enjoyment wherever it can be found. For me, Pokemon can’t really do much wrong, but also is held up to a level of expectations that I can’t quite understand even for myself. This, at the end of the day, is a video game from my all-time favorite franchise; so long as I can find enjoyment there in it, then it’s worth it. In a world filled with nihilism and cynicism, it’s nice to visit a land where you’re wise to try and be the very best like no-one ever was, to be the next best Pokemon Master.
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imakethecard · 5 years ago
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The biggest problem with Magic, and how we can fix it
tl, dr version:
The biggest problem with Magic today is the sad state of 60-card casual play. We can fix this by giving casual the kind of community Commander has.
Long version:
Formatless "kitchen table" Magic is widely played, but only in disconnected groups that don't talk to each other. There's no casual scene. If you don't have a regular casual group, you likely don't play the (non)format. You can't just sit down at a game store and play kitchen-style against a random person; even if you find an opponent, odds are good that the game will be utterly one-sided because one player's idea of casual is vastly more powerful.
Why is this a problem?
Most of Magic's other problems are made worse by this. A couple are more or less entirely caused by it.
Casual play is the cheapest and easiest way to get into paper Magic, and the fact that casual play is inaccessible to someone joining the game alone raises the barrier to entry substantially. Magic doesn't have to be an expensive or competitive game, but when Standard is the main entry format it always ends up that way.
The average card is only really useful in Limited and casual. When people aren't playing casually, this means that the average card becomes useless shortly after it's opened. This is pretty awful; it's horribly wasteful and it concentrates the financial weight of each set on a few bombs. Uro costs $37.50 because Allure of the Unknown, The First Iroan Games, and a fair number of other rares from THB are worth about twenty cents.
(Let's not even get started on Un-cards, conspiracies, and the like.)
Almost everybody hates dealing with rotation, but non-rotating formats are all either very weird or very powerful. Opting out of rotation as a not-super-serious player is hard and inconvenient, and will remain so as long as casual play remains in the dumps.
Funneling all 60-card play into the competitive formats also magnifies the impacts of WotC's mistakes. Companions ruining Standard and Modern is a much bigger problem when Standard and Modern are all that's available.
But to me, none of that is as bad as what the weakness of casual does to deck-brewing. There are thousands of thousands of fun, interesting, and unique decks out there that aren't good in any format they're legal in. So the decks just...molder. I want to build those decks and I want to play them, damn it.
So what can we do about it?
I think we need to follow in the footsteps of Commander. Commander is a casual format too, but it doesn't suffer from the same problems as kitchen-table play. It's hard to build for, preposterously convoluted in play, poorly suited for duels, usually expensive, and yet still often the best option for new players. Because it's casual, and it has a healthy community.
Commander players know how to talk about disparities in deck strength. Commander players know how to bring new people onboard, how to talk about deckbuilding, and how to set up games that don't end in one-sided blowouts. Most of the time, anyway.
Building that kind of community isn't exactly easy. But I have some ideas about how we can do it.
First, there's the obvious. Talk about casual play online. I'll put my money where my mouth is on this one; you can expect to see me posting casual lists and talking about formatless play on here going forward.
Second, we could really use some vocabulary for talking about casual deck strength. When you ask someone, "how good is that deck?" it should be possible for them to give a useful answer. It is in Standard, in Legacy, in Commander...but casual has no words for its tiers. I'll take a crack at writing up something along these lines over the next few days.
Third, we need people to understand this fundamental point: in casual play, you don't try to win until the match starts. You can always raise your win percentage with some Sol Rings; you almost never should. Make each deck as fun as it can be, and as powerful as it wants to be. If a deck happens to be very strong, avoid playing it against weaker decks. If giving someone a free Conspiracy helps even up the game...go ahead and do it! Why not?
Fourth, it would help if people made a habit of carrying a 60-card deck or three. Many people have them and they're not exactly heavy. So why not bring them whenever you go to hang out with Magic players? Bring enough to lend, or to play at multiple different power levels, if you can.
Fifth, we should have some casual events. Ideally, the host of a casual Magic event should have a whole bunch of borrow-able decks available at a wide variety of power levels, so that people can find matches for whatever they happen to have. And, of course, so that people can try playing new decks. But obviously this will need to wait.
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dungeons-and-divination · 4 years ago
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BARD College of WHISPERS - HALFLING Lightfoot - Gambler
I know it’s been a long time since that introduction post, but I wanted to have some things ready before getting this blog started. And now, here we are. The first actual “character analysis” thingy is here. I hope you enjoy it.
Name: Cora Wildheart (34yo)
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TAROTS
Mind: The hanged man (upright) Cora is the kind of person that struggles a lot with dilemmas. She overthinks important things to the point of feeling trapped by the need of taking a decision. She sometimes loses perception of the situation at hand and just tries to find a getaway from it. That’s usually when she ends up making very stupid decisions and getting into trouble. 
Body: Five of cups (upright) This is kind of a hard one. To me it immediately talked about a physical loss Cora had to deal with. While she still tries not to cry over it and hide her suffering behind a brave face and a shiny smile, she still has a lot of lingering anger brewing under the surfaces. Which made me wonder if she still blames more herself for this loss other than someone else.
Spirit: Four of swords (reversed) Like I just said, her physical loss really did a number on her all around. Hence why her spirit is very hurt. She had a deep need for self-care to heal from it and she tried isolating. Didn’t really work apparently (figures, a bard usually thrives with an audience, after all). Yet, maybe going out in the world once again might be the right way for her to find a sense of new self and new mental strength.
Past: Ace of wands (upright) Cora’s past is filled with a discovery of potential, with the fiery attitude of a person that is always up to a new challenge, that loves to embrace the creative spark that’s been gifted to her. There’s also an undertone of fertility in this card, that added up with that physical loss coming from her body, made me think that she gave birth and maybe things didn’t really end up in the best way possible.
Present: Five of wands (reversed) In general, this card gives me a huge vibe that because of her past, at present Cora struggles with confrontation. Like, she doesn’t like them at all. So she either does everything she can to put an end to them, or she avoids them. I feel like it could go either way depending on the kind of confrontation; she could be very aggressive and hot tempered about it and fight tooth and nails. Or be very shy and demure to the point of just giving up for the sake of ending the conversation.
Future: Knight of cups (upright) So, this is a hard one for Cora. Because at this point with what I had with the previous cards I kind of had built up in my mind that she lost both the person she loved and a child at birth. And this card is mostly about following your heart, finding warm affection and even diplomacy, which I just explained is something she struggles with. Since it’s a “future” card I feel like it should mostly work as a suggestion on what you should look out for her while playing. I suggest leaning on the conflicts, especially within the party (yet, react as you feel is appropriate for her at the time). There lies her growth as a character (and maybe some love).
FULL BACKSTORY
Abandoned at birth, Cora always considered family her adoptive moms, Yeselle and Diafira, and her 2 older brothers, Milosh and Reed. She never had many luxuries in life, but she was lucky enough to live in a very big house, even if she had to share it with the entire Wildheart family (composed of Diafira’s older brothers, Evan, Ander, Barvias, Coramin and their families). She had a happy childhood, filled with laughter and the friendship of her many many cousins. Yet, that demure life of sacrifices left her with a desire to find a quick way to get richer, especially once she got exposed to the outside world around her teenage years. While at first she was a patron at one of the clubs in her town where there was a lot of gambling, she was quickly noticed by an enforcer of the criminal syndicate that run the place, mainly for her beauty but also for her way with words (which was the reason why she was even allowed to be in the club in the first place). For a time she was kind of an insider at tables, the kind of player planted just to make big spenders think they were winning before making them go for the big hit and have them lose lots of money. But being there, exposed to the life of the club, especially before and after opening hours, had her dabbling with the instruments of the people that performed at the club. She quickly picked up a knack for playing, and put her free time and money to have people teach her how to play the viola and the flute (and taught herself how to play water glasses just to use it as a trick at the tables to distract/annoy people while playing). It was because of her passion of hanging out with the entertainment of the club after closing hour, that Cora fell in love with one of the performers, Oswald Fiddlefun. The lad convinced her that she would never really get to be a performer as long as she kept working in the club, cause the syndicate was more interested in the money she was bringing them as a plant at tables than her talent with any instrument. So, after planning for a couple of weeks, she decided to run away to pursue a life as an artist on the road with him. It didn’t really work that well. From the start they realized that neither of them really had the skills necessary to live without the support of a company while on the road. And even when they were in some village or town, an unknown duo of performers was not paid really that much, sometimes not even in room and board for the night. Still, they tried to hang onto each other and Cora even got pregnant soon enough. After months of a life of misery and traveling, with Cora very much pregnant and both of them struggling to find their way out of a forest in the middle of nowhere, they were attacked by a group of bandits. While Cora was very meek and tried to give everything she had to the bandits to protect her yet to be born child, Oswald was a true coward: he created a distraction and as soon as he could, he run away, leaving Cora behind, alone with the bandits.  After that sudden show of magic from Oswald, the bandits were even more convinced they had to be hiding something precious and pressure Cora. Despite all the crying and repeating of how dirt poor she actually was, none of them believed her; tired of her whining, they decided to just kill her and get whatever she was hiding from her corpse.  Left for dead with a couple of deep stab wounds to her torso, Cora was saved by a druid that was alerted by the noise of the bandits running away while complaining of the meagre spoils. The druid, that she later found out was called Tianamin, took her to his village. There she was healed properly, yet there was nothing anyone could do to save her baby. Still mourning the loss of the baby boy and trying to deal with the anger of Oswald leaving her to die and never even looking back or trying to search for her, Cora stayed with at the druid’s village for some time, reflecting on what she wanted to do with her future. Sick and tired of depending on other people, she decided to become the only person she would trust with saving herself and really started learning the ways of a true bard.
SUGGESTION CORNER
Suggested features Ability scores: High Charisma and Dexterity, Low Strength and Intelligence. Skill proficiencies: Persuasion, Perception, Sleight of hands Musical instrument proficiencies: viola, flute, water glasses (as already mentioned) Others: a multiclass in rogue could be a good idea, but it might feel a little too much on the nose with her background. So you do you.
Suggested Characteristics Trait: The perfect bet is out there somewhere. I just have to keep my eyes open. Ideal: You can’t win if you’re dead. Live to fight another day, when the odds might be in your favor. Bond: A criminal syndicate I once played for isn’t happy I left the game and its enforcers are looking for me. (There is also still that grudge with Oswald, fyi.) Flaw: No one wants to know my real story. So I make up a new one each time.
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qm-vox · 4 years ago
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So You Want To Play Hades
I spent six hours coming up with that title because I have problems in my mind which I refuse to either examine or resolve.
So, Hades! The latest work from Supergiant Games, who brought you the interactive soundtracks to Bastion, Transistor, and Pyre, all superb games in their own rights known for their intuitive gameplay, build-your-own-hard-mode difficulty style, incredible atmosphere and characterization, thought-provoking stories, and that sexy, sexy fuckin’ music.
Like, listen to this sometime it’s amazing (all of their soundtracks are available from them on Youtube, by the by, though if you like ‘em you can support the creators by buying the music from them directly too):
https://www.youtube.com/watch?v=uH3Aoj1nw58
You’re likely asking, quite reasonably, why in the infinite and undying fuck I’m writing this post right now, and the long and short of it is I want more people to talk Hades with so now y’all are gonna get hit with the sales pitch and what I hope will be a helpful beginner’s guide if you decide to get into the game. Let’s get into that first part, shall we?
Thou Shalt Subject Your Gods To Market Forces
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(Image sourced from Supergiant’s website)
Hades is an action-roguelike/lite that places you in the role of Prince Zagreus, secret son of Hades. Zag is trying to move out of his father’s house and live somewhere else for awhile and, well, Dad’s just being an entire dick about the whole thing. Hades challenges you to face down the endless ranks of the dead one chamber at a time, gathering the resources you need to breach upward through the Greek underworld and open the mighty gates into the living world. You can acquire it on Steam or on the Epic Store.
How do you know if Hades is or isn’t for you? If you like action games with tight controls and widely varied playstyles, we’ve got you covered here (if you’re thinking in terms of previous Supergiant offerings, Bastion has the most bones in). Hades also offers a great character-focused narrative, centering around the relationships Zagreus has and develops with the people around him - from legendary shades like Achilles and Sisyphus, to the gods of Olympus, to the cthonic gods of the underworld like Charon, Nyx, and the Furies - which fully incorporates the conceits of the genre. Unlike many roguelikes which sorta quietly elide failed runs or deaths, Zag’s defeats are part of his journey. After all, he’s already in the underworld. Where the fuck else is he going to go when he dies? Connecticut?
Though I can gush about the characters and narrative all day (and I’ll do it a bit more later), don’t get me wrong: Hades expects you to perform some pretty tight mechanics. Since dying is just the end of this run and not the game, the game feels pretty free to take brutal measures; the environments you move in are full of deadly traps, the seething ranks of the dead outnumber you to vast degrees, and you’ll fight a dizzying mix of opponents who do not hesitate to catch you in cross-fires, push you into lava, or drop bombs when you kill them because fuck you for succeeding you weird godling bastard. If you get easily frustrated or flustered, Hades may be quite stressful for you; before it’s anything else, it’s an action game with a heavy focus on combat, and if you decide to ride this train that’s the price of the ticket. If you relish the challenge and especially if you like the satisfaction of watching your play improve, though, it’s one hell of a ride.
In terms of accessibility features, Hades is a mixed bag. It has subtitles and aim assistance available, as well as a variety of supported languages and control adjustments which can alter how you do things like dash or attack, but it’s missing, for instance, a colorblind mode (and that’s gonna be important here in a minute), and many enemy behaviors & traps have audio cues which are not part of the current subtitle support. A rumble feature for controllers that have it is supported; Hades strongly suggests the use of a controller, but I know several players who choose to use a mouse & keyboard and seem to prefer it. Semi-recently, a God Mode option was added which empowers you when it’s turned on and does so further every time you die; it’s the closest Hades comes to an ‘easy’ mode, and while reception of it from my fellow players has been highly positive I’ve not tried it for myself.
If you’ve liked action games in the past, I’d highly endorse giving Hades a try as long as it’s accessible for you. The current build of the game (just before formal release) is selling at $24.99 USD on Steam right now, and like...I am not a highly skilled Gaming Individual(tm). I lose at games a lot. I play most of my games on Easy or maybe Normal if I’m really feeling like my dick is big - and with that in mind, I loved this one enough to buy it twice. I love the tight feeling of the combat, the way the mechanics feel, its gorgeous environments and its captivating characters. Hell, that’s why I’m out here writing a whole-ass article.
Stealth, Guile, Subtlety, And Other Things You Will Not Need - Getting Started In Hades
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(Artwork sourced from the Hades wiki)
So you’ve decided to acquire Hades, you already own it, or the first part of this article was intriguing enough for you to look at the advice portion and see what sort of game you could be dealing with. Hades can be intimidating at first; it throws a lot of stuff at you, very quickly, and while it gives you some strong guidance on what to do with many of the resources you’ll acquire not all of those uses are immediately intuitive. The following is a guide to help your first few runs go a bit more smoothly and work on the fundamentals that will help you through your entire experience.
Let’s start with some General Tips that will help you out with every run and every weapon:
- Relax. No, seriously: relax. You haven’t ‘failed’ a run if you don’t beat the final boss. Hell, you probably haven’t even ‘failed’ a run if you die in Tartarus. If you learned something or got any permanent resource - gemstones, darkness, nectar, keys, blood, diamonds, ambrosia - then that run was a success. Even if the game wasn’t currently early access and thus without a proper ‘end’ at the moment, it’s supposed to be fun. Don’t castigate yourself for dying, just dive screaming back in and rip your vengeance from the spectral chest of your slayer.
- Always Be Moving. You only have so many hit points (you start a save file with a max of 50 and the most you can start a given run with is 200) and healing is limited over the course of a run. If you’re standing still, you’re getting hit. Zag’s quick on his feet - keep him moving and use your dash liberally. Once you’ve dealt some damage, leave and let your enemies swing at empty air, then dash back in and bully them back into their graves. When you start a dash you’re invulnerable until the dash finishes, which can make for some real cheeky dodges once you’ve had time to learn enemy timing.
- Watch And Learn. Early on in the game you’ll be learning about new enemies every chamber, especially when you start transferring to new zones and all of the enemies you’ve been facing just stop being a thing. Take the chance to know your foe! You’re not on a clock: don’t leap into the fight immediately. Dash around and watch how your enemies move and attack. What’s the limitations of their tactics? The reach on their attacks? How fast do they swing and move? If you’d like to watch some of that stuff ahead of time, I’d like to suggest amber_cxc’s Twitch channel: she’s been doing a lot of runs and speedruns of Hades of late, among the other games she plays.
- Manipulate Your Rewards. Certain things in Hades can only be offered a limited number of times per run, and once you’ve hit your quota they stop appearing. You can take advantage of this to get more Boons, Centaur Hearts, and Poms of Power. Specifically, you can only have up to two Daedelus Hammers and up to three Hermes Boons. If you can knock these out early I highly endorse doing so; they’re never bad to have, and even if somehow you want none of what they have to offer getting them off the RNG will help you later. Additionally, you can use Keepsakes (more on these in a minute) to manipulate who you get Boons from, when, by changing in and out of them at each biome. In this way you can control the shape of your build for the run.
- Accept That Your Dick Energy Is Fucking Huge. A lot of games try to keep you humble. Dark Souls is infamous for it, of course, and others in this genre such as Crypt of the Necrodancer and Enter the Gungeon do not reward haste at all. That is not this game. Walk into Hades like you’re the lord god of the Big Dick Dimension even if you know you’re not; take risks and learn from experience how you can mitigate, manipulate, or cancel out those risks. That unearned confidence won’t just help you with tip one (Relax), it’ll help you practice in those high-pressure situations which will occur more and more as your Heat rises.
- A Brief Note On Projectiles. This game has a few kinds of projectiles that you’ll need to learn to identify. Balls and Arrows can be broken - hit them with an Attack and they pop and won’t hurt you. Waves cannot be broken; they travel fast along the ground and have to be dodged or deflected. Lasers can neither be broken nor deflected. Traps can’t be broken, and deflecting them doesn’t always make them safe for you; these include the lava balls in Asphodel, Inferno Bombs, and the shit spit out by Bothers and Pests. Know your foe and always be moving.
In terms of the resources you’re offered, there are broadly two kinds: in-run resources, and out-of-run resources. Let’s talk briefly about in-run ones.
- Boons: Boons are the powerful gifts of your Olympian relatives. They change how you play during your run by augmenting your abilities (like your Attack, Special, or Dash) or by offering passive benefits. In general, look at Aphrodite, Athena, or Dionysus if you want powerful defenses, Ares, Artemis, or Zeus for powerful attacks, and Poseidon and Demeter for a combination of damage and utility. Different gods will be good with different weapons, and we’ll get into that later. Boons have a Rarity and a Level; Rarity determines their starting power and how well they scale if they do scale, and Level is that scaling.
- Centaur Hearts: +25 max and current HP for this run. Do you like not dying?
- Poms of Power: Poms increase the Level of a Boon by 1, which generally makes it better at doing whatever it does. Not all Boons will level up, but the ones that you can attach to your Attack, Special, Cast, Dash, or Call always do. You do eventually hit diminishing returns with these, so you’ll generally want to spread the love around if you keep picking up Poms.
- Obols: DOLLAH DOLLAH BILLS Y’ALL. Obols are the coins preferred by Charon, the Ferryman, who will take them from you for goods and services. Obols can be turned into all other resources - even out-of-run resources. They’re almost always a great choice of investment.
These in-run resources are presented as potential rewards when you’re selecting chambers. I tend to run heavy on Boons and Obols myself, but your own play style is likely to differ! Experiment with the feel of acquiring various rewards and see what you like to invest in. After all, they’re only for the run you’re on; you literally can’t take it with you.
Out-of-run resources are used to permanently advance Zagreus’s power, his relationships, or both. They are as follows:
- Cthonic Keys: Used to unlock new weapons and new parts of the Mirror of Night. Once your weapons and Mirror are wholly unlocked these keys stop being useful more or less instantly, and can be safely traded at the Wretched Broker between runs to acquire Nectar (but see Gemstones, below).
- Gemstones: Early in the game, Gemstones can be traded in at the House Contractor between runs in order to enhance the underworld; in particular, they can be used to install fountain rooms, to open up access to Chaos and Erebus, to give you access to Infernal Troves (and upgrade said troves), and to add in-run resources to Keys, Nectar, and Gemstones. These services are in the first tab of the House Contractor and you should buy them out as soon as possible so that your runs can springboard off of these powerful additions. Once that’s taken care of, Gemstones can be used to renovate the House of Hades, including Zag’s bedroom and the lounge, again at the House Contractor.
- Nectar: The nectar of the gods is in short supply in the underworld, and is a treasured gift that Zagreus can offer to his friends. In most cases, the first time you give a character Nectar they will trade you a powerful Keepsake in return; these are run-altering tools you select at the start of each run and change how you play. Early on, spread the love, but once you’re full up on Keepsakes you can feel free to develop relationships through gift-giving however you see fit.
- Darkness: The power of Night is used to give permanent, powerful passive benefits to Zagreus via the Mirror of Night in his bedroom. I would suggest using Darkness to get your extra Dash and extra hit points before anything else, but once you’ve got those tools kinda fuck around and find out. Eventually a dialogue option with Nyx will unlock the flip side of the Mirror’s talents, which must be developed separately and cost even more Darkness; you’ll want lots of this and you’ll want it for a very long time. Oh, and try to save aside 8,888 Darkness for a rainy day. You’ll need it.
- Titan Blood: Offered by the first and last bosses at each level of Heat (more on Heat later). Titan Blood is used to upgrade your weapons, making them better at doing all of the things they do, as well as to unlock Aspects of those weapons. We’re still shy one Aspect as of the latest patch, so ah, don’t stop collecting this. You’ll always have a use for it.
- Diamonds: Offered by the second boss at each level of Heat. Diamonds are used to buy plot-relevant renovations to the House of Hades, to advance certain relationships, and to acquire the fishing minigame and in-game access to the soundtrack within the House. Like Blood, you’ll have a use for these for a long, long time.
- Ambrosia: Offered by the third boss at each level of Heat. When you reach the point at which you can no longer offer people Nectar, genuine Ambrosia from Olympus becomes the princely gesture by which you can show your gratitude. You may be tempted to trade this for Blood early on. Don’t.
When you’re starting out, Darkness and Gemstones will be the gods of your new world, followed closely by Cthonic Keys You’ll run out of immediate need for Gemstones faster than you will for Darkness, but by that time you’ll either be comfortable with Hades or you’ll have determined it’s not for you. Focus on unlocking access to your new weapons, upgrading the underworld itself, and paying off your talents; at this stage, escaping the underworld isn’t really a priority so much as setting up for your eventual triumph is.
And When You Can No Longer Lay Waste - Infernal Arms And Heat
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(Artwork sourced from the Hades Wiki)
The assault rifle with under-slung mortar launcher is definitely my favorite ancient Greek weapon.
So I’ve mentioned unlocking weapons, and I’ve mentioned that Hades offers varied play styles, so I suppose I ought to talk about them. Zagreus’s weapons - his Infernal Arms - form the first layer of your play style choices, which will be augmented by your in-run choices, and the second layer comes in the form of the Pact of Punishment and its Heat. Each weapon has differing values for its attacks and behaves very differently. I’m not gonna give you the specific numbers here - we have a wiki for that - and will instead make some general statements on how they play and what might pair well with them.
- Stygius, the Blade of the Underworld: You start each save file with this bad boy. Stygius is a generalist weapon that leans somewhat towards speed; its Attack is a three-hit combo that ends in a Thrust with knockback, while its Dash Attack (note: these are not the same with ANY weapon) is solely the Thrust, still with knockback. Its Special, slower than the Attack, is a high-damage shockwave that breaks enemy projectiles and knocks them back. You might be asking yourself, Vox, why would I Special when it makes people leave sword range, at which point I will direct you back to Always Be Moving; your Special makes your enemies Go Away, which saves you hit points. Stygius can build into almost anything, though its Attack benefits the least from Zeus and Poseidon, and is notable for having the most wild fucking Hammer options. Some of them do little things like make your Special bigger, but then you get stuff like Hoarding Slash (deal extra damage equal to 5% of your Obols), World Splitter (you do one big swing with a base damage of 80) and motherfucking CURSED SLASH, which is where Stygius rips a line of cocaine off of a mirror, cuts your health by 60%, and then heals you for 2 every time you hit something. My advice for this is whatever you start down, commit. Stygius might build into anything, but it can’t build into everything: once you choose a boon path, pick things to compliment that and go fucking ham.
- Varatha, the Eternal Spear: The forgotten child of Hades’ weapons, Varatha is a versatile weapon that, like Stygius, does a bit of everything - and unlike Stygius, does it all at the same time. Varatha’s base attack is a series of three long-range thrusts with low damage, and its Special throws the spear in a straight line, at which point it hovers in the air until you Special again; it follows a straight line from its position to your current one, damaging anything in that line. Last, but not least, you can perform a powerful Spin Attack by holding down the Attack button and charging up. Spin is one of the strongest single hits in the game, but you do have to stop moving to charge it up. However, you can dash out of the charge - even better, dashing releases the Spin at the end of your dash. This means that once you learn the timings of your charges, you can use Spin to attack and dodge at the same time, in a wide circle around yourself. Unlike Stygius, Varatha benefits to an extent from splitting your build up; its Attack wants big hitters like Aphrodite, Artemis, or Poseidon, whose high multipliers pair amazingly with the spin, while its Special can mount debuffs or stranger forms of damage like those offered by Dionysus and Ares. If you start building into one thing, but then Hammer into an alternate focus, the end result is still going to be pretty cohesive. Like Generic Goodstuff, or want a weapon to use while building up many divine relationships? Varatha does it all.
- Aegis, the Shield of Chaos: Just because this thing has the only block function in the game doesn’t mean it’s a defensive weapon. Aegis is a fast-moving melee weapon whose hits cause native knockback, slamming foes into walls, up against cliffs, and through traps & magma. Since Aegis throws people around it’s great for a highly aggressive style; dash in, hit them, and watch them slide away before they can do damage back to you. Its Special throws the shield Captain America style, where it ricochets off of opponents and obstacles before eventually returning. Use this with care; you can’t attack or block while your Special is out. Holding down the Attack button begins to charge a Bull Rush; while you’re charging, you’re immune to damage in the direction the shield is facing, and then when you release you dash to the end of the indicated line, damaging anything you hit. Despite how sexy that sounds, Bull Rush is honestly kinda slow and can be hard to build for specifically; instead, Bull Rush is best used to get out of bad situations, or to outlast big long boss combos, especially those used by the first and second bosses who are known to spit out absolute STREAMS of projectiles. Aegis hits fast and gets lots of bonus damage against normal enemies by bullying them against walls for that sweet, sweet Wall Slam damage, but it craves big damage multipliers less than some other weapons; consider using Zeus, Dionysus, or Demeter for your Attack, saving big damage choices for if you can get a Dash Attack build going. Special is great for mounting utility like Aphrodite or Poseidon that let you control the engagement further, just remember to think before you hit the yeet button.
- Coronacht, the Heart-Seeking Bow: Meet your first ranged weapon! Coronacht deals damage in a straight line by charging up a shot; when your line flashes, release the shot for a Power Shot that deals extra damage. Its Special is...bad, I’m gonna be real; it’s a wide-sweeping volley of arrows that deal individually low damage and will rarely, if ever, hit the same target. Still, it has its uses. Coronacht benefits from either high damage or battlefield control on its Attack; look into Artemis, Aphrodite, Demeter, and Poseidon. Its Special is harder to build for, but Ares and Zeus both do well on it since they can cause damage out of proportion with the range and/or area of your volley. Play keep-away and use distance to get off those charge shots, and remember that you can break projectiles and hit multiple enemies with each attack. Avoid mounting odd damage (Ares or Dionysus) or utility (Athena) on your Attack; it’s not going to come out fast enough to take meaningful advantage of those tools.
- Malphon, the Twin Fists: Easily the angriest weapon in all of Hades, Malphon is a pair of massive fuck-off gauntlets that are used for fast-moving combos at extremely short range. It is unique in that its Attack has a Dash Attack, and its Special - a massive uppercut - has a dash upper, letting you sweep in and deal big damage in a tight area immediately. Though each of Malphon’s hits are individually small, it throws out so fucking many of them that you can put almost anything on your Attack and it’ll work out. Athena Attack? Why not, you’ll be swinging when the enemy is. Dionysus Attack? Poison stacking has never been easier! Artemis Attack? Sure, you don’t do a lot of base damage, but you swing so often that you’ll crit constantly and take advantage of passives like Support Fire. Your Special has much higher base damage and can easily become the focus of your build, and because it moves slower it wants bigger damage multipliers like Artemis or Aphrodite if it’s your focus. If it’s not your focus, consider Poseidon in its slot (to get enemies to Go Away) or a god that will combo with your Attack (for instance, if you’re doing Demeter Attack, consider Zeus Special so you can potentially pick up the Cold Fusion boon and get 10 seconds of free damage every time you tap the Special button). You pay a price for this ease of use: Malphon’s range is directly inside the enemy’s ass, which means you need to have razor-thin timing to dash out of the way of attacks and keep your combos going, especially if you get swarmed. Since Malphon can mount and build literally fucking anything, it’s the ideal weapon to use if you want to power-level Keepsakes; slap something on at the start of a run and then just never take it off. Sure, you’re letting the Three Fates decide your build, but fuck it, it all just works!
- The Adamant Rail: What if you invaded the underworld with a fucking machine gun. The Adamant Rail has an ammo counter; each Attack takes 1 bullet (and Dash Attack takes and fires 2), and you reload by pressing the right-hand stick in. Its Special is a slow-moving mortar that hits in a wide area. The Rail is a powerful and versatile weapon capable of engaging at great range, which tends to build either Attack or Special. If you’re building Special, look for big hits like Aphrodite, Artemis, or even Poseidon, and any Special upgrade at all from the Hammers. Attack usually wants utility or stacks - stuff like Poseidon, Demeter, Dionysus, or Zeus - but certain Hammer upgrades like Spread Shot might make it more worthwhile to invest in big hits for it if you get them early. However! Just because you’ve decided on a focus doesn’t mean you should neglect the other half of your weapon. For instance, an Attack-focused build might still entertain the Targeting System upgrade so that you can more easily land your hits and avoid the enemy, while a Special-focused one benefits from mounting debuffs like Weak or Chill on its Attack.
For any weapon, once you settle into a play style you enjoy, find ways to be rewarded for what you’re already going to do. If you enjoy, say, the Chiron Aspect for the bow which makes it into a Special-focused weapon, mount benefits like Doom or Weak on its Attack since you still have to use that to make your shit go-go. This applies more broadly too; if you’re saving up Gemstones for something, for instance, use the extra money you get during your run to visit the shops earlier and more often. Let Hades reward you for doing the things you already want to do.
To close this guide out I’m going to briefly touch on Heat, which is how Supergiant Games has manifested their signature build-your-own-hard-mode approach. After you clear the game with any weapon for the first time, you acquire access to the Pact of Punishment. This Pact lets you turn on hostile modifiers to your run, which each have a Heat value; once you clear the game with a weapon at any given level of Heat (0, 1, 2, etc) you can only get Titan’s Blood, Diamonds, and Ambrosia with that weapon by advancing to the next level of Heat. In this way the game gradually gets harder on a weapon-by-weapon basis.
So, what modifiers to turn on? Depends on what you’re good at and bad at, but I would highly, highly suggest that you get used to Extreme Measures, Middle Management, and Benefits Package as soon as possible. Not only are they sources of big Heat by themselves that don’t change too much of the run by themselves, but their primary difficulty is knowledge-based; once you know them, they’re practically free real estate. Since Heat is tracked per-weapon and not in total, you can also always go back to weapons you’re not as good with and use practice with them as an excuse to get more permanent resources that you can pour into the ones you prefer.
Obviously this guide is not comprehensive! I’ve left out a lot of things you might want to know, like boss patterns, enemy types, and a whole lot of stuff about characters. Some of these things I’ve not talked about because I don’t want to give spoilers; others I haven’t talked about because I’m, again, actually pretty bad at games and the Hades community has talented folks whose guides on Steam, on the Reddit, and on the wiki can provide you with thorough breakdowns of the math that makes the game work. Still, it’s my hope that this can ease your entry into the world of Hades and help guide you in those early runs when it can feel like you’re spinning your wheels. I look forward to hearing from you; reblogs and commentary are welcome!
See you all in Hell.
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lost-in-austen-books · 5 years ago
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Little something about me!
Hi all of you lovely people! I thought that I haven’t really introduced myself around here for a while and I’ve received quite a few new followers since, so I thought I would give it a little go. I’m not sure if people really care who the bloggers are on Tumblr, but I like to know something about those I reblog from the most so here we are!
Well first of all my name is Sara, I’m from Finland and I was born in 1997 so I'm currently 23 years old. However, I always forget to update my page and up until yesterday it still said I was 19 so... When I’m not procrastinating on Tumblr I study social studies at the University of Helsinki. I’m starting my second year in the autumn, so I still have a year until I need to decide what I’m going to major in. I think it might be development studies, but I’m not quite sure! I’m really interested in themes such as human rights, global justice and equality, gender equality etc. but also war history and conflicts.
Other that, on my free time I enjoy spending time at home - lol. When I say my age, I should say I’m 23 going 64 because I just love staying home, baking, knitting, doing other kinds of crafts and attending to my small garden at the back of my row house apartment. I really enjoy reading books and also watching films and analyzing everything from sound design to camerawork and colours. I also love music and I think music should be appreciated as a form of art rather than background noise and I’m a huge advocate for listening to full albums, instead of just singles. I actually have a vinyl player I use for listening to all my favourite albums, so you see I really belong to the 1960′s or something. Some of my favourites include Florence & the Machine, Arctic Monkeys, Tom Grennan, The Blossoms and so the list continues. I also love music from the 60′s and 70′s. None of my favourites really play live in Finland so I travel to London several times a year just to catch a few gigs whenever I go. So If I do leave home, I usually do so in order to go to London haha. Oh and I also work part time as a shop assistant for a Finnish design brand “Iittala”. I spend way too much money there, but at least my apartment is always filled with beautiful items!
I’ve ran this blog for quite a many years now, alternating between periods of being very active and then less so. My first Tumblr blog is still my most active one ,the url is currently @noorasaetre-trash, but its theme has changed throughout the years quite a lot. At first I was all about The Hunger Games, Harry Potter, Doctor Who, Sherlock and Supernatural but since then it has changed into a.. well simply a big mess. Now it’s mostly memes, posts about whatever show I’m currently binging and then what happens to appear on my dash. But anyhow, if you’re being followed by that blog, then you’ll know it’s me yay! I also have an “aesthetic” blog which is @pastels-and-rainydays. So I try to keep this blog very much about Austen’s work and sometimes other period dramas, which are always tagged with “other”. If you want to find me on instagram then it’s @Sara.oona, I used to post a lot but nowadays I mostly stick to stories! I no longer have time for editing my photos and it’s too much pressure to keep a nice feed going - although one really doesn’t have to, but that’s just who I am as a person, everything has to be beautiful! So using stories is a lot more stress free and in the moment in my opinion.
So here’s a little bit about me and in return I would love to hear some of you people introducing yourselves!
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quicktotheratcave · 5 years ago
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Shall we play a game? A GPT-2 text adventure
(Want to play the game or see the code? Click here) When I read Ender’s Game, one of the parts that most stuck with me was the delightfully creepy Mind Game--a game designed to probe the player’s subconcious. In the book, we learn that the Mind Game isn’t actually programmed--it’s powered by an AI that makes up the gameplay as it goes, reacting to the player’s decisions and getting progressively more surreal.
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Ender’s Game was written in 1985, and since then AI has actually gotten pretty good at creative tasks since then. The real-time graphics of something like the Mind Game are probably still out of reach, but what about something simpler like a text adventure? I decided to try writing a game like this by training GPT-2, a state-of-the-art predictive text model, on some transcripts of classic text advetnures. These look something like this: YOU STAND IN FRONT OF THE DOOR
>open door THE DOOR OPENS TO REVEAL A CLUTTERED OFFICE.
GPT-2 is a predictive text model, which just means that it tries to predict what comes next after some text that you enter. That means if you give it >Open door It will try to predict what happens next, based on it’s training data. Let the user choose their next action based on the response, and you have the makings of a text adventure game. This makes for a playable, if thoroughly weird, text adventure YOU ARE STANDING IN A GRASSY FIELD WITH A PATH ALONG THE STREAM, AND A SMALL CRACK ACROSS THE FLOOR AT THE BOTTOM OF A SMALL PIT
>follow path THE PATH HEADS NORTH-SOUTH HERE, AND APPEARS TO BE A STRAIGHT PATH
>continue ROAD NEAR BRIDGE cross the bridge CROSS THE BRIDGE AND YOU WILL FALL INTO A PIT
>fine,go into the pit FINE,GO INTO THE PIT
>Look around LOOK AROUND, AND STRANGE SHAPES (APPARENTLY MADE BY AN ARTIST WHO NEVER WAS IN THE ROOM) ARE SEEN ALL OVER
>talk to the shapes ARGUE WITH THE SHAPEK FAN, WHICH APPEARS TO BE HANDS-FREE. THE CHEER GOES UP! THE HEAVENS ARE NOW WIDE ENOUGH TO ALLOW FOR SINGING >I'm scared I'M SCARED THAT YOU HAVE DONE SOMETHING DELIBERATELY
>Get out of the pit YOU ARE IN THE PIT, SO TO SPEAK, BELOW THE RAMPARTS THERE IS A NARROW PASSAGE FROM EAST TO WEST AND A STONE STAIRWAY LEADING DOWN THE ROOM IS DEAFENINGLY LOUD WITH AN UNDETERMINED RUSHING SOUND THE SOUND SEEMS TO REVERBERATE FROM ALL OF THE WALLS, MAKING IT DIFFICULT EVEN TO THINK >go down YOU ARE IN THE PIT
>go down the stairway GO DOWN THE STAIRWAY IS BARRED BY EVIL SPIRITS, WHO BY SOME MIRACLE OF ZORKIAN TECHNOLOGY HAVE STOPPED THE FLOW OF THE RIVER
>kill the spirits THE SPIRITS, SENSING A GREATER POWER, FLEE THROUGH THE WALLS
>go down the stairway THE PIT IS TOO NARROW FOR MOST INSECTS (Even after defeating the spirits, I was still unable to get out of the pit.  I was warned I guess) If you want to play the game you can do it online here! There are some interesting things going on here. First, GPT is lifting elements from some of the games in its training set (i.e. Zork) and sort of mashing them up and putting them in new places. It does this surprisingly well, i,e, the spirits reacted to me in a reasonable way. What’s the goal of this game? Exploring, I guess. Even the game is making it up as it goes along, and that’s what makes it interesting Because none of the logic is explicitly programmed, you can do some other cool things, like making your character start in space for example, instead of a meadow, GPT2 will roll with it, though the training on classic adventure games means that it will occasionally try to fill your spaceship with moss. Technical stuff There were a few interesting trends I noticed while programming the game
* GPT2 will happily try to recreate the entire transcripts, including the player’s actions. The solution to this is postprocessing which just truncates the GPT output when it tries to generate a player action. * Making the game flow is a bigger problem. You need to feed in context (i.e. GPT2′s previous description of the room the player is in) for the output to make any sense, but if you feed in everything that happened in the past GPT2 might decide an enemy you defeated 10 turns ago is still there. The solution in this game is more post-processing--for instance, a variable that keeps track of the room description and feeds it to GPT2 along with each action. This seems to work fairly well. * People often say the optimum temperature value for GPT2 is around 0.5-0.7. For this game it is much lower--raising it to the normal range tends to break any semblance of cause and effect in the game. This is likely because in this case we care less about whether the sentences are novel than whether the overall scenario  it creates is novel, and also whether it makes sense. Finally, if you want to play around with re-training the model , you can download the training data here!
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bemused-writer · 5 years ago
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Spirits and Personhood in Dragon Age
I’ve been sitting on this idea of spirits vs personhood for a while now (i.e. months) and the way Dragon Age: Inquisition portrays the dilemma. I have a lot of frustrations with how spirits are portrayed in this game, so I figured I would take some time to look over the question the game posits: Do spirits qualify as people or not?
Full disclosure: I opted for Cole to remain as a spirit in the game and while I criticize the idea of making Cole human this isn’t a judgment on how other players are playing the game. It’s more a critique of how the writing addressed the dilemma to begin with. Also, this post meanders … a lot. It has kind of become a general post about spirits in Dragon Age. I haven’t read the books, so if anything here is completely misinformed or if there’s info I’m lacking, feel free to let me know.
With that out of the way let’s get into it! At a certain point of the game we have to help Cole decide whether he will be more of a spirit or more of a human. I really wish we’d gotten a chance to just ask Cole what it was he wanted at some point. Granted, at the time he really just wanted to murder a guy and he very well could have turned into a demon afterwards, so I suppose that wasn’t an option.
So instead of the ideal, we’re given two viewpoints on the matter to fill the void: Solas’s and Varric’s.
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Solas, our resident expert on spirits, believes it’s important that Cole accept himself for who he is. This way the ideal he aspires to, compassion, won’t be corrupted.
Varric thinks Cole should have a chance at being a person and phrases it to Solas as such: “All right. I get it. You like spirits. But he came into this world to be a person. Let him be one.” It kind of makes it sound like Solas’s appreciation of spirits is akin to a fondness for cats.
More to the point, Varric sees Cole remaining a spirit as robbing him of any chance to be a real person. But why? Why would being a spirit automatically make Cole less of a person?
The simple answer, at least for Varric, is that spirits simply aren’t people to begin with. I think Varric’s opinion about spirits is similar to a lot of people of Thedas: they’re concepts and they’re frequently dangerous. In other words, Varric doesn’t see spirits as people because most people of Thedas don’t see them as people. It’s the dominant opinion.
In DA2 Anders was one of the few people who didn’t follow this simple logic—he saw Justice as a friend and that’s the reason he did so much for him in the first place—but no one in DA2 got a chance to interact with Justice one-on-one. They just saw him as Anders’s weird, alternate personality that was causing trouble. I suppose most of the Awakening cast also saw Justice as a person; they spent a great deal of time with him after all, but none of them are people Varric has met.
The one other person from DA2 who I think sees spirits as people is Merrill. She said they’re like people: good and bad. It’s why she doesn’t refer to the bad ones as “demons.” You just need to exercise some caution like you would with anyone else.
What all of this means is that Varric can only come at this from the perspective of someone who has never really dealt with spirits, never really thought of their personhood, and the people he knows who did are those he feels made extremely poor life decisions (particularly Anders).
So, that’s Varric’s background on the situation but he has good intentions. He wants Cole to have the freedom of being a person, but the basis he uses for his argument is faulty. Cole isn’t worried about whether or not he’s a person (I kind of doubt this is a dilemma Cole is even having), he’s worried about becoming a demon. So, when Varric says “Cole came to this world to be a person,” he’s not actually correct. According to Cole: “I came through to help … and I couldn’t. So I became him.” Cole’s motivations are those of a spirit trying to fulfill his purpose. It’s very similar to other spirits we’ve seen in previous games.
For example, if we look at the spirit of faith from DA:O we see that Cole (Compassion) is quite similar to her. We never really met Faith properly but we saw her work through Wynne throughout the game. She helped preserve Wynne’s life, actually resurrected her when she died fighting a demon in the Circle Tower, and apparently watched over her for her entire life since she was a child. Faith cared for Wynne so much she allowed herself to weaken over time to preserve her. I think Compassion wanted to do something like this for the human Cole but wasn’t strong enough to sustain it.
Cole also some similarities to Justice in Awakening: Justice was trying to fulfill his purpose by helping the spirits of the dead move on by righting a wrong. He inadvertently comes to the mortal world and is trapped within a corpse.
However, Cole purposefully enters the mortal world in an effort to fulfill his own purpose, much like Faith. For him, his purpose was easing the suffering of a man trapped and forgotten.
Things get a little confusing at this point of the story. Did Cole possess a dead body the way Justice did or didn’t he? I would be inclined to say yes, he has, but Solas doesn’t even seem to think this is a possibility: “Cole, this man cannot have killed you. You are a spirit. You have not even possessed a body.”
Hasn’t he though? How else could he “become him?”
I’ll admit it doesn’t make complete sense to say he’s possessing a body, much as I’m inclined to think he is. The body isn’t decomposing in the way Justice’s was. And yet, Cole creating his own flesh and blood body all on his own doesn’t make a whole lot of sense either, so I’m a little lost on this one. I guess the game wants me to assume this is what happened but I’m not entirely convinced. There’s no precedent and it’s never fully explored. It’s simply taken as a given.
Continuing on, Cole says this to the man he wants to kill: “You forgot. You locked me in the dungeon in the Spire, and you forgot, and I died in the dark!” It’s followed by “He killed me. He killed me. That’s why it doesn’t work. He killed me and I have to kill him back.” Whoever the original Cole was, he’s long gone and Compassion misses him and wants to right that wrong. His desire is still firmly within a spirit’s domain, but it’s becoming perverted. Hence, the danger of becoming a demon.
Now, Solas can be closed-minded about a lot of things (so many things...) but when it comes to spirits he is refreshingly open-minded. He sees them as people albeit different types of people with different problems and aspirations. He befriends them and talks to them regularly and Cole is facing a problem that only affects spirits: the possibility he could become a demon.
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This is something Varric refuses to even consider. He thinks Cole is just a step away from becoming a human not a demon, and as such he needs to sort things out like a human. He phrases it like this:
Varric: But he isn’t a spirit, is he? He made himself human, and humans change. They get hurt, and they heal. He needs to work it out like a person.
Solas: You would alter the essence of what he is.
The game shows us making Cole human is a valid way of doing things--neither path results in a devastated Cole at least--but is it the right way of doing things? 
For me, that’s the big point here. Is it all right to change who someone is so completely simply because you can’t fathom them being “real” any other way? 
We could easily flip the script, of course, and say Solas is being closed-minded as well. He doesn’t think it’s possible for Cole to be a “person” in the way Varric does, thus preventing him from any kind of change whether it benefits him or not. But he also isn’t dismissing Cole as an individual just because he’s not mortal, and I think that’s key here.
Of course, Varric thinks Cole changed himself already but to me this shows his lack of experience with spirits. It also shows the game itself seems to have forgotten the depth they’ve given previous spirits, e.g. Justice.
I’m not sure why the game seems to think spirits behave strangely and can wipe themselves clean of their memories over and over. This was never something Justice needed to do and no one ever disputed the fact he was a person. In Awakening Justice was single-minded but he was willing to look at things from different angles when necessary and he grew as an individual. He didn’t “become a person” and he certainly didn’t stop being a spirit. Every single issue he faces in DA2 is because he’s a spirit living in the mortal world.
Also, if Cole can create his own flesh and blood body (presumably) why couldn’t Justice? Why don’t other spirits? How does this work? How--???
*ahem* The problem with the whole setup is that it didn’t need to be framed this way. Cole is already a person. The question isn’t “Should he be a person or should he be a spirit?” The question is “Is this guy mortal (and how did that happen if so?) and should we treat him, medically speaking, like a mortal or a spirit?”
Everyone except for Varric seems to be in agreement that if Cole isn’t treated like a spirit he will become a demon if he kills a human out of vengeance. Varric doesn’t actually address this; he’s treating the situation as if it’s not even a possibility. According to him, Cole is angry and depressed and he needs to sort through his emotions. 
The game doesn’t let us see what would have happened if Cole had killed that man. Would he have become a demon or wouldn’t he have? Ultimately, that is the only way of getting an actual answer to the question of “is he human or is he spirit?”
Also, Varric didn’t even stop to consider what kind of spirit Cole might have been:
Solas: As the young man starved to death in a dungeon, his pain caught the attention of a spirit… Likely one of compassion.
Varric: Compassion?
Solas: An uncommon spirit, certainly… and all too fragile, when its efforts to help proved to be in vain.
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And if you do make him a spirit Varric says: “Have you talked to him since? Have you heard what he sounds like?”
Solas: He sounds like a spirit.
I’m going to take this as an opportunity to disagree with both of them essentially. Cole does not sound like any of the spirits we’ve met previously. They all talked in a far more natural manner. Also, Varric is acting like Cole died, which is kind of unnecessary.
Varric: “He could have been a person.”
Solas: “Possibly. Would that have made him happier, child of the stone?”
Cole doesn’t feel like he’s lost anything and has this to say on returning to being more of a spirit: “There was someone. Before. He was my friend. But he didn’t know what I was. When he found out, he changed. I lost him. You found out, but you didn’t change, didn’t make me change. You let me be this, be more. Thank you for helping me find this again. For believing in me. You don’t know what it means.”
He also says, “I’m me, more me than I was. I can care and comfort but keep clean, no shackles. They feel, forgive, forget, and I am free. Finally. Thank you.”
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There’s an awful lot of talk about forgetting though and I’m not sure how I feel about that. Is this something only spirits of compassion need to do? Cole seems to think it’s something spirits need to do in general, to avoid becoming demons, but could this be a belief he’s picked up from humans? That the only way to avoid being a demon is by being a perfect version of a spirit?
We could use this as an explanation for how Justice became a demon (Vengeance) but we also hear so little from Justice in DA2 that I’m not wholly convinced he became a demon in the first place. To me, it always seemed more like Anders was letting his own fear of that happening run away with him. 
When we see Justice in the Fade he acts exactly as you’d expect a spirit of justice to: concerned for the welfare of others, not a huge fan of demons, wants to help. The only other time we really hear from him is if you’re rivalmancing Anders and he thinks you’re confusing Anders unnecessarily. And honestly, rivalmances aren’t exactly healthy, so I’m inclined to think Justice was defending his friend. The entire rivalmance made Anders more and more off kilter: he has more missing time and he claims to be losing control more readily. I think the game wants me to assume this is a more honest take on his relationship with Justice but to me it indicates how stressful his relationship with Hawke was more than anything else.
The only instance where Justice really seemed like a demon to me was when he became enraged at being called a demon. And to me that seemed like a very human response—perhaps, like Anders, he is also terrified of becoming a demon. Perhaps, in their merge, his responses are closer to Anders’s. Regardless, this was a singular instance, a bad one to be sure, but not enough to actually draw any real conclusions from.
Getting back to Cole, I’m not entirely sure whether he’s forgetting as much as he says he is. If he had, would he have any idea what the Inquisitor even meant when she asked if he could tell her about the real Cole? I would say no, but he knows exactly what she meant and claims he forgot it. 
Perhaps he doesn’t forget so much as he makes the details fuzzier. If all spirits went around forgetting everything none of them would be able to interact with humans and we know for a fact they do.
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But let’s take a look at Cole when he’s human. If we do that he’s happy, but a little more unsure of himself. He has more pronounced regrets, has fewer abilities, seems more “normal.”
Cole: That was enough for me. Now they remember, and I’m not sure… Ah. (chuckles)
Inquisitor: Cole?
Cole: I told you about Rhys, the mage who could see me. My friend. My only friend, for a long time. Evangeline showed me that templars could be kind, but even she…” (sighs)
Inquisitor: Cole, if this is troubling, we don’t have to talk about it.
Cole: Gentle. You watch me walk into darkness over and over, and you always worry. Thank you. But this isn’t about them. It’s about… When I found out I wasn’t human, when I grew, I lost Rhys. I lost my only friend. That’s why I was scared about letting all these people see me. That’s why I laughed.
Inquisitor: You’re laughing at yourself?
Cole: Yes. This world taught me that changing means losing your friends. But now I know that doesn’t have to be true. I have enough self to know that what I felt was foolish. Isn’t it wonderful? I might like being human. What do you think I’ll learn next?”
It’s a good message and I’m glad Cole realizes what happened wasn’t his fault and that he doesn’t need to erase himself from people’s minds to be good. I just don’t understand why this isn’t something he could have learned as a spirit as well.
I’d say the main difference between the two routes is that as a spirit, he speaks of freedom and of being able to better help others; he thanks the Inquisitor for not being like his last friend by forcing him to change. 
As a human, he says he was foolish to think he was destined to always lose his friends and that it might not be true now that he’s changed. The implication is that he can only keep friends now that he’s changed. “I have enough self to know that what I felt was foolish.”
What that really means is that, even as a spirit, he was having very real, very “human” doubts. And this path is saying that the only reason he can now maintain those friendships is because he’s changed himself so completely. It’s not said directly, but it is the implication.
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Ultimately, the game never outright says whether spirits are people and the whole thing is left to the player’s interpretation, but to me Cole seems a touch more downtrodden as a human. He’s now faced with all the typical problems that plague humans and he doesn’t have that barrier that allows him to help without it hurting.
Some would say that’s a good thing. For humans, it can be. But for a spirit… And once again, I’m right back where I started. Why is the game insisting we use the same, human logic on things that aren’t human in any form?
This is very similar to the problem I had with Star Trek: TNG insisting Data needed an emotion chip when, to me, Data was already feeling things. He was just feeling things in a different capacity than a human. But why should that automatically be viewed as lesser or worse?
All right, to finish off I’ll go over one last tidbit that relates to Anders and, indirectly, Cole. It’s a conversation from the DLC, Jaws of Hakkon:
Augur: Every mage in the hold is made one with the gods until they’re strong enough.
Inquisitor: You let spirits possess your mages on purpose?
Augur:  What better teacher than one woven from magic? The spirits in the hold have helped us in this way for hundreds of years. Once a mage masters their powers, their teacher departs, duty ended. Unless the mage is weak.
Inquisitor: What happens to these “weak” mages?
Augur: Their teachers stay with them and the other gods watch them both, so neither soul turns sick. If one does sicken, or the mage stands in risk of harming the hold… One day, they do not wake in their bed. It is very sad. It is what must be done.
Solas: It is kinder than what happens in many mage Circles.
Cole: You give them every chance, spirits watchful, wary, waiting until you’re both sure. It’s always cold in the hut then.
Augur: Who is this one? He is blood and bone, but there are bonds about his form.
Cole: Yes. I am compassion. I know that now. I want to be here.
Okay. You know, how DA2 made a big deal out of Anders merging with Justice and how this was bad and couldn’t be undone, etc. etc.?
Guess that was wrong! 8D With this one, singular conversation we’ve learned that the Avvar people have been doing that exact thing for centuries, have an entire ceremony, and sometimes even allow the merge to be permanent as long as no one starts going off the rails.
Think about how much more relaxed Anders might have been if he realized he hadn’t damned himself as completely as everyone says he has and, even more importantly, there’s a way to separate them both? And this isn’t even the first time separation has been possible??? In DA:O we can help free a boy from possession by separating him from a demon by using tons of lyrium and sending someone into the Fade. Spirit/mortal interactions are possible and they don’t have to be as devastating as DA2 made it out to be.
So, why is DA2 so determined to act like this is the worst possible scenario? It isn’t! They’ve shown us at least twice now that things could be rectified!
But how is this important for Cole? There are two things from that conversation that stand out:
1)   The Avvar have no idea how Cole exists either. They’ve never seen a spirit take on its own physical form, so who knows how this is possible.
2)  Cole approves of what the Avvar do and how they handle spirits merging with humans. Imagine if he ever met Anders? It would be utterly fascinating. They both have pretty odd circumstances (although Cole’s are apparently much stranger) and they could sort out so many things. I really need to see this.
All in all, I just want to see more spirits in the game and I want them to receive better treatment, I suppose. This might be the main thing Solas and I kind of agree on. XD I also feel like that, seeing as the game as built up a couple character that are involved with spirits in some way, we should explore this a lot more and see what can be done. And I also think, at some point, Thedas is going to have to acknowledge their personhood.
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