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#Survive Style 5+
kinasin · 1 year
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Survive Style 5+
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juniper-girl · 1 year
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Reika Hashimoto in Survive Style 5+ (Gen Sekiguchi, 2004)
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cinemaronin · 2 years
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Survive Style 5+ (2004)
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Survive Style 5+ (2004)  directed by Gen Sekiguchi
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blackryan53 · 1 year
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千葉真一   Sonny Chiba    
1939年1月22日 - 2021年8月19日
Survive Style 5+    2004
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catvcr · 2 years
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Kyoko Koizumi (小泉 今日子) and Hiroshi Abe (阿部 寛)  by Kazumi Kurigami (操上 和美) for Brutus 2004
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mxtxfanatic · 3 months
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I don't want to put this in the tags, since people are just having fun, but I figure you probably won't mind hearing my anon-complaints. I'm getting super annoyed by the recent influx of Jiang Chang related SVSSS crossover posts (and fics to a lesser extent).
Seeing JC interact with the PIDW world could be incredibly interesting, but the posts I keep spotting are all about the woobiefied fanon version of JC. JC and YQY are not all that much alike (JC isn't remotely loyal to WWX), and I don't think he'd get along well with LQG. The JC and SJ dynamic actually does seem like it would be fun to read, but with how toxic they both are it would be 'fun' more in the 'watching a car crash in slow motion' sort of way, rather then anything wholesome.
Anyway, mini-rant over!
Fanon: Everyone in svsss would just love Jiang Cheng!
Canon: Shen Qingqiu would take one look at Jiang Cheng and just assume that the natural state of PIDW requires a canon fodder villain to be killed. Assuming he was some previously no-named lackey, after the second time Jiang Cheng attacks Luo Binghe, Shen Qingqiu wouldn’t try to save him, anymore. Nobody else would have even cared to try.
Anyways, I know exactly what posts you’re talking about and exactly which blog keeps making them. Unfortunately for me, tumblr is trying this new thing out called “if the blog you blocked is a jc stan, the block doesn’t count,” so fuck people “having fun” in the tags. If I can’t have fun with canon on my own dash, no one is allowed to have fun with fanon on it, either 😤
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catharusustulatus · 2 years
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Can’t stop thinking about how Steve will probably die in season 5. But how? Will he get taken like Barb? Eaten like Bob? Shot? Stabbed? Bitten by bats again? Choked? Drowned? Vecnad? Killed by Kas!Eddie? Will he sacrifice himself in a dramatic blaze, by exploding a bunch of monsters at once? Let me know your thoughts in the tags 👀
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skz-nerd · 11 months
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230721 Lollapalooza Paris 2023
1- Aurora An
2- chersmokes
3- Dispatch
4- Spring's Whisper
5- narimane
6- Dispatch
7- Dispatch
8- Aurora An
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ccrv-7 · 1 year
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I HATE PUBLIC TRANSPORT I HATE THE LACK OF CONSIDERATION FOR PEOPLE WITHOUT DIRECT ACCESS TO A BUS CENTRAL I HATE JUMPING FROM BUS TO TRAIN TO ANOTHER BUS I HATE
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zagiri · 16 days
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urfriendlywriter · 9 months
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How to write angst ?
@urfriendlywriter | req by @everynowandthenihaveacrisis @aidyaiden :)
know your character. from their deepest fears to what they cherish the most. know your deepest fear, ask yourself how you will react and feel at that moment. "oh shit, if this happened to me I'll lose my mind" what's that type of scenario for you? write it. :)
decide on the type of angst you are going for!
major, minor, physical, emotional, paranormal, spiritual, verbal, abusive, quarrel, misunderstanding, etc.
and then, decide on--what reaction you can take out of your character by doing what to them.
are they gonna be, held at a gunpoint to give something up? or have their soul wrecked by whom they thought were close to them? or is it going be horror, or etctec, decide on it.
moving on to actually writing it-
Tip 1 - Use sensory details.
her eyes brimmed with tears
his chest heaved
pain clawed at his heart, as his face twisted with hurt
his scream pierced my heart
her lips quivered
she dug her nails into her palms (to distract herself, to stop it from shaking, etc)
show what is happening to ur MC, instead of telling it.
Tip 2 - how to actually write it.
If they're panicking, make them notice too many things at once, show every detail that they're seeing, feeling, from touch, to that burning sensation on their eyes, the blood on the ground, that dryness of their throat, the buzzing in their head and their parted lips unable to trust their own sight, and--and, boom! have them register that they're really really in trouble. and that they've to act fast.
use short, very minimal type of writing for this. make it long, but not long enough that it feels like it's being dragged.
the readers should hold themselves back from skimming the page out of curiousity, they should be in their toes to find out what happens next.
what does your MC do in times of panic? do they chant calm down to themselves, do they get angry, or start crying.. or?? what makes your character genuinely feel an emotion so hard that they'll burst?
there's always something, someone that'll always give them love and easily can be that something or someone to take it away. yk.
Tip 3 - crying.
what is close to your character that u can deprive them of? will it make them cry? beg for it?
what will make ur character cry so hard, that their scream fills everyone's ear, stays in their minds like ghosts and always haunts them?
make a character who never cries, burst out with tears.
while writing crying, focus on the 5 senses, one after the other.
focus it on their breath, make them run out of breath, gasp for air, feel like they're being choked, cry so scrutinizingly. it shud punch the reader's gut.
have them replay what had just happened over and over again in their head
best books and writing styles (for angst) to analyse and learn from (in my opinion);
3rd book in the AGGTM series (yk it hit hard like a truck. it got me depressed in bed the entire time lmao)
Five Survive by Holly Jackson. The moments of red outside of the truck, and moments leading to it.
there's this book called " Warm by @untalentedwriter127 " in wattpad. the author served angst for breakfast, lunch anddd dinner.
and if there's more angsty ones, drop em in the comments! :)
Hope this helps, tag me when yall write a masterpiece! ;)
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saudadeko · 9 months
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ADHD tips from a girlie who was diagnosed in her late twenties and has had little to no support since and is being so brave about it:
1) Make it easy, make it accessible, and make it appealing. If anything this is the most important thing, all tips going forward are based around this concept.
2) That thing you think would help you but you haven’t bought/done it yet because you’re technically surviving without it? Buy it, you need it. It doesn’t matter if people around you might think it’s wasteful or that you’re lazy, you’re not, just do it, trust me.
3) Expanding on tip #2, if you’re like me and eggs are your main source of protein because they’re quick and easy and feeding yourself is a near insurmountable task- buy yourself an electric egg cooker, make a bunch of hard boiled eggs and keep them in your fridge for quick and easy protein to add to any meal (handful of crackers, a hard boiled egg and a banana? 5 star meal right there. Or mash them up with some mayo for egg salad sandwiches). Other easy proteins include: potstickers (put them in instant ramen), edamame (they have microwaveable snack packs), chickpeas (put in salads!), beans (can of beans microwaved with shredded cheese and some tortilla chips), peanut butter (with crackers, apple and cheese, adult lunchable style), and tofu (cut into cubes, throw them into a ziplock with some seasoning and potato starch, shake that shit up and bake it until crispy).
4) Spend a little extra (if you are able) on daily use items that excite you, it will make you more likely to remember/want to do said daily task. For example: the only reason I remember to use sunscreen is because I bought some fancy japanese sunscreen that smells like roses so I get excited to use it, same for laundry detergent and body wash! there’s a gajillion different body wash scents out there, switch it up!
5) If there’s a task you continuously struggle with take a moment to think about which part of the task is making it difficult, it could be something even as small as “I don’t put my dirty clothes in the hamper because my hamper has a lid on it and lifting the lid is one step too many-”, sounds a little stupid huh? But trust your gut, it’s not stupid if it works. See tip #2 and BUY A HAMPER WITHOUT A LID.
6) If you are having trouble starting a task, break the task down further, sometimes the way I start a task is just by going “Ok step 1) stand up-“ and so forth. Don’t worry about the task as a whole just take it one step at a time.
7) If you’re halfway through a task and have to stop, leave it out. All this, “Put things away when you’re done with them.” is bullshit. you will be much more likely to finish the task if restarting it is easier because you left it out plus it’s a visual reminder. You can also create faux deadlines like “I gotta finish this project before my friend comes over on tuesday because after I finish it I can clean off the dinner table.” etc.
8) It’s okay to outsource tasks and don’t let anyone tell you otherwise, humans are designed to ask for, and to require help (what do babies do when they’re first born?? cry for help!!) ask for help and receive help without shame, if it makes your life better, you are WINNING.
9) If you have one big overwhelming task that you think you need to get done before anything else, but you feel motivated to do other tasks, do those other tasks first, it’s okay. Otherwise in all likelihood (at least in my case) you’ll put everything off until the last minute and then have to do said overwhelming task and those other tasks won’t get done at all. Doing those smaller tasks also lowers the mental load and you can use them as a motivation launch pad to tackle bigger things.
10) If you notice you tend to not put something away/forget to do something, perhaps consider moving and storing the item closer to where it ultimately ends up or where you are more likely to see it. For example, my makeup, pills, and mail are all stored on my desk because that’s where I tend to do my makeup, take my pills and deal with my mail. I used to store my pills in my bathroom medicine cabinet but all too often I would forget because they weren’t in my line of sight. Now that they’re on my desk, I have multiple chances per day to pass by them, go “oh I gotta take those.” and take them.
11) Open storage, open storage, OPEN STORAGE.
12) Motivation can look like all kinds of things. sometimes the only reason I get out of bed is because I remember I have a fun snack and I get to go eat it if I get up. It’s okay to lean into those simple “animal-brain” type motivators, you’ll eat because then you can use that fun new kitchen gadget you got a daiso? Neat. you’ll shower because then you can paint your nails that fun new color you got? Fantastic. You’ll go to the dmv and do that annoying thing because you’ll take yourself out for boba after? Superb. Lean-IN to those small motivators, they aren’t stupid or childish, they are VITAL.
13) Don’t buy into the cult of “if it’s worth doing, do it properly” it’s guaranteed to set you up for failure. If it’s worth doing, do it in whatever capacity you are able to. I put sunscreen on once a day because that’s fucking better than not doing it at all and I sure as all hell will fail at reapplying it multiple times a day. If it’s worth doing, do it half-assed babieeee.
Go forth and prosper!!! xoxo ✌️🩵
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juniper-girl · 1 year
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Survive Style 5+ (Gen Sekiguchi, 2004)
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cinemaronin · 2 years
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Survive Style 5+ (2004) directed by Gen Sekiguchi
video edit by Denis La Funk (Cine Ronin) https://www.youtube.com/c/DenisLaFunk  
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bobacupcake · 2 months
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indie game releases may 9 2024
today is just an absolutely amazing day for indie game launches. like there is something here for just about everyone. i want to catalogue all the ones ive seen
animal well
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described by some as a "metroidvania thats similar to outer wilds in that you want to go into it knowing as little as possible" . which i assume if youre like me is all you need to know to be sold on this, so thats all i have to say
steam | switch | ps5
little kitty big city
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you play as a little kitty in a big city. incredibly cute. great for people who love cats and play games to just take it easy and have a nice time. you get to put the kitty in so many silly hats
steam | switch | xbox (also on gamepass)
rabbit & steel
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"what if you could do mmo raid progression but without having to invest hours into an mmo" here you go this is the game for you. get together with friends and learn mechanics and fights and get 5 different debuffs and try to parse what they mean before they make you explode in 5 seconds. i hope this sounds fun to you because to me this is what i live for
steam
crow county
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an incredibly stylish ps1-style survival horror game. solve mysteries!! shoot monsters!! pick up items!! you probably know if this is the game for you already!! from what ive seen its a great love letter to the genre
steam | ps5 | xbox
1000xresist
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i have heard /immense/ praise over this game from a narrative angle. scifi thriller. also the trailer starts with someone getting stabbed. cool. if you play games for their stories and a hyper-cinematic scifi adventure is up your alley check this one out
steam
cryptmaster
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a dungeon crawler where you do everything by typing words . i dont know how to properly describe this but it looks incredibly cool the trailer through the link does a much better job of showcasing it than i do. AND , if this game and 100xresist both look up your alley, you can actually get a bundle with both of them for 40% off
steam
anyways thanks for getting through my big wall of gifs i really wanted to showcase these games because like these are some Real amazing games all launching on the same day. and also the same week as hades2 . and im sure theres even more that i didnt even see!!! check the replies because im sure people are gonna add even more
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felikatze · 7 months
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
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(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
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You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
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Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
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I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
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Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
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At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
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To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
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Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
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But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
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A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
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Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
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As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
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In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
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It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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