#a mix of psychology. action. monsters. horror and puzzles
Explore tagged Tumblr posts
Text
HOLY. FUCKING. HELL.
So Specialedd finished his gameplay series of In Sound Mind and is, hands down, easily able to tear the fuck me out. This game is a masterpiece, its so emotional. I really cried at the fact that the government or smth tried to kill Desmond and his parting with his cat. This game easily made me tear up, wtf. (This is actually a rare occurrence for me 😭)
This is a fucking masterpiece psychological game. It had the strongest feels and--ugh its just way too emotional. It tackled things about mental health whilst being a game.
The characters that resonated the most to me is Allen and Desmond. My favorite part of the game would be Jorge (a mannequin)-and also the other mannequins-helping Desmond. Fuck. And it has an animated mv of it which made it sooooo sick!! It's way too fucking awesome. And that scene in the post-credits? Fucking wtf moment for me! The kinda 'relieved' type of wtf lol.
I should also mention that in Lucas' tape, those star connecting puzzles are so fucking awesome. And also i remembered, the 4 medallions in the church, fucking awesome detail.
I love this game and I--ugh damnit.
This is way too realistic for me. Damn too much. Im gonna have a brainrot on this. And the lamp/small chandelier near the staircase, the light had the colors! And the details of the map outside the building--the rooftop. All the places-Homamart, Icarus point, the quarry and the Elysium state park(or whatever, its smth Elysium) theyre all there! I love that detail sm. I even stopped the assignment im currently doing just to check on yt and suddenly the last episode of the gameplay is the first thing i saw! XD
I love this. I so love this sm. This-well, ive had a bit of interest in psychology or smth that affects people's behaviors and minds and stuff. This game. This. Game. Damn showed it too well.
In sound mind is going to my favorite games, kudos to We Create Stuff !(game dev team) This game has left an impact on me.
#siren screams#in sound mind#psychological horror#games#horror game#game review#yea i didnt play it XDDDD#but tho this game is a bit too scary for me to play and its so beautifully crafted#a mix of psychology. action. monsters. horror and puzzles#medusa#icarus#minotaur#cyclops#damn this game hit me hard#this game is so underrated and thats when u can see a very good game XD#osjsbdnndndndnnddd in sound mind brainrot XDDDDDD#oof i should get back to my homework lol byeeeeee#maybe I'll tag the characters too#allen shore#max nygaard#virginia ruhl#lucas cole#desmond wales#agent rainbow#tonia#the cat#rosemary james
32 notes
·
View notes
Note
i may have sent an ask like this before? i dont remember if i did and i apologize if i did, but i absolutely adore your concept drawings for that gonta survival horror game. i would absolutely love to hear more about it ^^ i hope you’re doing well also!
Ah, no, I haven't gotten anything like that before, unless yours was that invisible ask, that lingers in my inbox as an unremovable number. But either way, please don't apologize - it's really sweet that someone could be interested in reading about stuff like that.
Regarding the game concept: it started as a daydream to process my post-V3 blues. Bunch of ideas that weren't exactly polished with a serious gamedev effort in mind, though maybe I'll introduce it proper via concept sketches, in the undetermined future.
I can summarize it via text, even though I worry if it will be interesting in that form - visuals matter, after all - but I'll try.
Bullet point form, for, um, easier reading. Be warned, it's... it's about 7,2k words.
[GENERAL INTRO] (for context: the ask is about one of those sketches)
The rough title is "Danganronpa Another Universe: Giga Despair Triad", or GDT for short.
First, I'd like to clarify that while I said it's a "survival horror" game, in reality it's the prologue and later random scenes that fall cleanly into the "survival" sub-category.
As a whole I imagine it to be more of an *action* horror game, mixing fight and investigation mechanics, with some light environmental puzzles here and there. We're helpless at the start, and later on the horror is mostly existential and psychological. Though, of course, there are (mono)monsters and general horror aesthetics involved, as the world is going through an apocalyptic event.
It's not all angst and suffering, either. There are silly moments, as a nod to typical DR wackiness + my own morbid sense of humour.
It's meant to be both V3 as well as UDG sequel (very original, I know xD). And it's an indulgent thing, with references to other games or manga that I love (similarly how V3 did it with it's own homages), and my top faves freely put together, specifically Gonta and Tokomaru, so I can go wild with all of the psychological and interpersonal dynamics that could be explored between those three. Really dig into Gonta's brain especially, and dissect the behavioral and emotional bulIshit that plagues him, in a way that may deconstruct and challenge his character. At least... That's my main intention.
It's a result of wondering how to - in a way that's plausible within the lore of the DR universe - bring back Gonta and certain other characters... but at a hefty price.
[HOW IT STARTS]
At the very beginning Gonta startles awake to a flash of light. With his last memory being the stabbing, flames, sounds of buzzing, and a searing agony, he's shocked and disoriented, but soon realizes he's alone in a dimly lit room, lying in a pod of sorts, and he... seems alive and completely uninjured?
Despite the confusion, he stumbles out of this "infirmary" onto a ruined corridor. Water dripping from nearby broken pipes helps to quench his thirst, and to his relief, he finds fireflies there! The place where they concentrate would be your first save point - and with the help of their bioluminescence, Gonta is now able to explore and investigate the dilapidated facility he's stuck in. Judging from a glance into a narrow crack in the ceiling, and seeing the sunlight pouring down from many floors above, it looks to be rather deep underground. And while the place seems long abandoned, Gonta certainly doesn't feel alone, and it's not just because of bugs. He finds some blood-written messages on the walls that seem to guide him and then disappear; his own(?) missing glasses are unexpectedly tossed at him from a dark corner, yet he finds nothing, when he anxiously checks in that direction; and he senses and hears something terrifying and hostile lurking in the half-crumbled dark rooms just beyond the reach of firefly lights. In fact, to his terror, when one of them flew across a large hole in the floor in order to inspect the other end of a hallway, the light disappeared abruptly as if someone - or something - had grabbed... or eaten it. But, in spite of his searching, it looks like his friends aren't here, and this confuses him even more. There's lots of documents or recordings, that partially clue him in as to what has transpired after his death, almost up till 53rd killing game's end, there's even a morgue with what seems to be his own corpse (a discovery that pretty much messes up with his sense of reality and makes him question if he's not in afterlife. It's hard to sum up everything going through his head, but Gonta's sanity certainly takes a hit from seeing this), but no living people whatsoever.
Once his first objective to search for others is fulfilled, his next one is to escape the facility, by climbing the broken elevator shaft... He ends up using his own execution chain as a makeshift rope.
Oh and... While down there, he stumbles upon a futuristic server/computer room, where he finds his own Alter Ego. After a conversation, we'd get the first narrative choice as to whether you want the Alter Ego's memory to fuse with Gonta's consciousness via Flashback Light... or not. Tbh I'd imagine the game to be mostly linear, but choices like that would mostly impact some of his dialogues, his mental state (there would be a mechanic for that, actually!), as well as count to making some alternative/bad/early endings either available or not. He'd have the same information from 3rd party sources either way, the question is whether he wants to remember the events from Ch4 VR from "his own" POV or not.
"The world is okay" image is actually the end of this whole section aka the Prologue. Gonta climbs out of the dilapidated facility, and stews in all of the information he managed to gather while being trapped down there, including one that implies the world is supposedly perfectly okay. He catches some darker, defeated part of himself faintly hoping that the world is actually destroyed, because if it isn't, then what did he end Miu's life for? At least it would make his action not as senseless... He promptly pushes that thought away, internally bashing himself for ever thinking that, finally crawls out to the surface, and then sees a clear sky, unobstructed by the dome of the End Wall, which makes him notice he's outside of the Academy - cue crushing shame and layers upon layers of disappointment and painful realizations. About the 4th trial, about himself... about that intrusive thought he just had. "The world is okay, and you're still stupid", is how the whole line actually goes. But beyond that, there's relief and hope as well. Because if he's alive, despite his brutal death, then perhaps others are as well, no matter how... unreal it sounds? He now knows that Himiko, Shuichi and Maki survived, too, and he desperately wants to see them again. After Gonta gathers himself from his breakdown and rests, he tries to figure out just where he is - he uses his entomological and star knowledge to do so - and embarks on a journey, trying to find any nearest city, to then continue searching for his other friends.
Incidentally, as Gonta starts walking... he hears some cries of frustration (or perhaps cries for help?) and upon rushing to the spot he's heard them from, finds a particularly energetic and chatty bug, who reallyreallyreallyreallyreally wants to find her friend. Human friend, actually! Gonta decides to help her as well, seeing that they might head in the same direction anyway. And wow, that person the bug is talking about must be such a kind, sweet and good-hearted individual! They *both* even used to be friendless losers who befriended bugs as kids! Gonta sure would love to meet this kindred spirit, if possible!
[SETTING, PLOT BITS & CONCEPTS, yadda yadda]
The memories of V3 cast are false, but Hope's Peak is very much real. The killing game(s) organized by Tsumugi/Team Danganronpa were the copycat crimes Tsumugi alluded to at the end of V3. Personally, I feel that this combo offers most concepts and ideas to explore, so that's what I'm going for. Once V3 survivors escape the Academy for Gifted Juveniles, they manage to find Future Foundation, and while under its protection/employment, begin investigating their real pasts and Team Danganronpa as a whole, while dealing with other missions, if ordered to do so. When GDT begins, it's about 2-3 years since the 53th killing game has concluded.
After the Prologue, Gonta eventually finds Toko and Komaru, who are out on a field mission that day (he quite heroically saves them in sheer panic picks up a random manhole cover and yeets it at the monobeast that was facing them, interrupting and ending their fight). Thanks to Kameko's tearful reunion with Toko, and Gonta introducing himself and explaining his predicament in a gentlemanly fashion frantically BOMBARDING Tokomarus with info about him, Shuichi, Himiko and Maki, and whatever Kameko has told Gonta about Toko and her own ties to the killing games, all to convince her to pleasebelievehimandhelphimfindhisfriendsaaaahhhhhh, they hesitantly allow him to join them. They're not sure if this is a good idea, and this big-ass scary looking dude is still wearing some hospital-looking gown, so who knows where he's escaped from, but... it's worth checking out with FF. And Gonta translating Kameko's words to Toko, 100000% validating her feelings about Kameko indeed being a very special "friendsect" might've helped to buy into her good graces, just a liiiiiittle bit. She denies it though when Komaru calls her out on this :).
The three (four, if you will!) musketeers head back to one of the FF outposts, but since the road back is rather long and dangerous, at one point they get separated by horde of mono-monsters, and amids that chaos, Gonta has a surprise run-in with Miu who... isn't just very unfriendly, hostile even, but doesn't even feel fully herself either, and apparently for more reasons than mere anger over Gonta choking her. There's a goddamn Monokuma with her, too?! Suffice to say... Gonta doesn't exactly escape this situation unscathed and unshaken.
Some other things happen along the way, but luckily, as the night approaches, he's able to find Toko and Komaru again, and together with them reach the Future Foundation, finally reuniting with the V3 survivor Trio. And this closes Chapter 1 - while Prologue served as tutorial for stealth and investigation and puzzle mechanics, this one would teach fight mechanics and introduce core premise and plot elements, which is pretty much investigating the secret behind Gonta's revival, Miu situation, what it might mean about other deceased killing game participants... as well as Gonta trying to find his own place and purpose in FF.
The ones that are confirmed to be revived are Gonta, Miu, and eventually also Kokichi, in that exact order. Yes, the whole Holy Trinity gets their second chance, how nice!
It ain't no VR, actually. I'm saying this, bc I remember someone leaving tags "Oh, it makes me think of post V3 VR digital limbo", and I know this is a popular fanon, but that's not the case here. As a reader, even if I don't gravitate towards the trope, I like it when it's done well - Kodaka did do some cool stuff VR motives in his games, and so did the fandom - but as creator I can't think of anything inspired (plus at the time I had no clue it was such widespread interpretation). And I suppose my brain naturally prefers stories to happen within more material settings, even if they're warped and influenced by a mind, or reality-breaking phenomena? So, my point... everything in GDT is very much real. The killing game happened for real. People died for real… And some got to live for "real" again.
I'm making it all work by playing with and building upon certain elements and technology already established within canon. And this is mostly where I draw the horror element from.
I considered one of the first hints towards what's truly happening - aside from the body in the morgue - that every time you'd die as Gonta within the game, he'd find his previous body lying in that spot. Players would need to pick his things back up, such as glasses and items. Kinda like in Automata or the "bloodstain-retrieval" system in soulsborne? There of course would be a limit to how many would appear, as the oldest one would start to naturally disintegrate. There'd be some more of those hints in Prologue, but I'd make discovering them all except for the morgue optional and missable. Like, if Gonta didn't die in that segment, the player would never know they could stumble upon his old body, until that happened later in the game. Or if he didn't return to a specific place after something specific happens, then he wouldn't witness something curious. I just... like elements like that, that aren't vital but fuel the conspiracy and reward wall-licking XD. Of course there'd be an option for no-death runs, aside from those imposed by the plot.
Gonta fights with a manhole cover attached to the very chains he was tied with during his execution XD. I wanted to give him a wacky weapon that would fit what Toko and Komaru use.
[DRAMATIS PERSONAE, CHARACTER ARCS/DYNAMIC, ETC.?]
Things I'd like to explore the most are Gonta's compulsions, and whether he can grow to accept being seen in the wrong or negative way, without his self-worth falling apart. Whether he's capable of letting Miu heal on her own, without him in the picture, without insisting on desperately fixing things, or showing how regretful and sorry he is; how he can handle someone challenging his near-obsessive and self-destructive need for being seen by others as a good person, while ironically having zero self-preservation and harbouring so much self-hatred. Whether he can realise how insisting on helping everyone the way he does can paradoxically come off as self-centered, in spite of his inherent selflessness, earnestness, and genuine love for others. How there are some things that just can't be fixed... and you still gotta live and still deserve, no, have a duty to care for yourself. Just... ya know. A few examples out of an endless list of his personal issues that imo need addressing one way or another. Nothing is really easy for him, not even his integration into FF ranks, as no one here, not even Gonta, is exactly sure what is up with him coming back to life. He's given a chance to prove himself, though he's not automatically granted the freedom to do what he pleases. But he understands.
Truth is, the nature of his revival aside, Gonta in general trusts himself less. He seems to act like his old self alright, but there's an air of resignation and subtle hopelessness to the way he seems to perceive himself now. He's in a worse state, even if he keeps moving forward for other people's sake. The 4th trial, after all, felt like a thorough breakdown and "confirmation" of his worst fears and criticism he had about himself, or how others used to misjudge him. It's not something that wouldn't leave a trace on his already shitty self-perception. Thankfully, there are some compassionate souls looking out for him, like Himiko, for example. But it's not just her.
I didn't think I'd reveal it this way, I actually hoped to compile my old sketches of this in future… but it involves my very first Gonta ship ever.
Namely Gonta x Toko (or as I like to call it, gontoko). At the time, I didn't have it in me to delve into ougoku (wounds still too fresh to feel worth it yet, despite some morbid fascination) nor saigoku (somehow didn't click for me for over 3-4 months after finishing V3 despite the massive in-game fuel being present in there). In my eyes ship with Toko provided that perfect balance of cozy/healthy but still flawed dynamic, while still having some "tooth" to it (aka psychological f-ckupery and dysfunctionality between two people trying to make sense of each other and their inner demons, contrasts and parallels etc.) without me feeling like I'm tossing Gonta in a heartbreakingly and irreparably harmful to him situation.
With that in mind though, we're NOT interfering with Tokomaru in any way whatsoever. Tokomaru is *sacred*. Nothing will break it apart. It's a 100% "Toko has two hands" situation. That's her life now, and you bet she gets constant migraines over it. She now has to deal with two "but I'm too normal/dumb for this wahh wahh shitty self-esteem!" green-haired messes. Plus the thought that she's kiiiinda like her dad now, with tho partners, drives Toko up the walls. Thing is, this girl is doing this right, even if she doesn't currently see it this way. Meanwhile Gonta can fry her brain with kindness and deep respect she's so not wired to handle.
That being said, my goal with them isn't exactly touchy-feely stuff, but exploring their dynamic as two deeply self-loathing but sensitive and hard-working towards self-betterment people, who know how it's like to discover they're murderers, while having zero memory of the act - and how crushing it is towards any crumbs of positive self-perception and hope for being deserving of affection/validation they might've held onto until this point in their life. Different circumstances, motivations, and the ways it all transpired, but still, there are grounds for mutual understanding here. At the same time Toko seems like a perfect character to call Gonta out on his bs in a way no one else could: both in good faith with genuine, constructive support in mind, as well as due to her own flaws and current hangups causing her to lash out. Both options can create potentially compelling conflict. But frankly, it goes both ways. After all, Gonta does tend to make simple but startingly on-point observations, sometimes. They'd just be dishing reality-checks at each other, whether knowingly or not :D
Perhaps I could also touch upon Gonta's and Toko's (either conscious or not) tendency to gravitate towards individuals who are "evil-coded" (regardless of whether they're really evil or not, either personality or aesthetic-wise), or those who either talk down, insult, mistreat if not outright harm/use them. It's something that sadly many victims of abuse in the real world do - habitually ending up in toxic circles, since it's something familiar, while not reacting to, not "computing", feeling lost, confused or even stressed out in more healthy dynamics. And from what I see, both Toko and Gonta are different flavours of that in their own right...
I'd like to explore the parallels between Gonta and Komaru as well, from a friendship perspective. I do see certain similarities between them, how they were both set up to end up making drastic choices via someone else orchestrating everything with that exact outcome in mind, before Gonta/Komaru would ever know they'd be making such a choice... I truly think the only difference between Gonta and Komaru is that, at her lowest, after her spirits were broken upon seeing that video, there was someone by her side, who *actually* cared for her and prioritized her wellbeing; someone who would fight to stop her from making a decision driven by despair, as opposed to actively feeding into and enabling it. Then, there's of course the issue of low self-esteem, and downplaying one's achievements. Komaru in this story has of course mostly grown past this and in a much better place, but to an extent, she certainly could see some of her past self in Gonta.
Plus, on a lighter note, with Komaru wanting to be a manga artist, and Gonta thinking comic artists and book illustrators are "good people" (because it makes understanding complex concepts easy for him), I feel like they could become good buddies via that passion of hers. Also in DR:S both Gonta and Komaru asked Angie for art advice... they're both aspiring artists in a way!
Also I find it really damn funny that Komaru is very similar to "komar", which is the polish word for mosquito xD. That certainly would appeal to Mr Ultimate Entomologist!
Shuichi and Komaru are petrolhead friends, and they wish oh so badly to have a car vs motorbike race with each other. It'd be a waste of FF resources, but they can't help to get excited about the idea. And maybe they'd get a sequence dedicated to just that… with an extra bonus of escaping from a horde of monobeasts.
As you may have gathered already, Kameko is an actual character in there, she helps with espionage and exploration, and she indeed is the bug Gonta meets at the end of Prologue, that helps him find the (Towa?) city. She rightfully serves as the catalyst for the whole gontoko deal starting :).
The twist tho is… this actually ain't original Kameko, but one of her descendants, who took it upon itself to keep her name and live as "Kameko" and Toko's friend. Life of a stink bug isn't that long, after all, ranging between 6-8 months once it exits the nymph stage. Yes, it has thematic relevance to the overall story. :D
Maki finds herself busy with taking care of Monokuma Children (the helmet wearing kids from UDG), using her knowledge of living and working in orphanage... frankly, she's seeing a bit on herself in those kids, who had their hands stained, going as far as to orphan themselves due to brainwashing. Sure, her memories might not be real... but to her it feels real, and the empathy for their circumstances is still there in her heart. She's also a close friend with Nagisa.
Miu's out there, as we already know, dealing with her own problems, and seemingly in a way worse situation than Kokichi and Gonta are. Seems like Monokuma is keeping her captive, and wants to form her into the next Junko - and with Miu being completely alone here, she pretty much forces herself to comply out of fear. She's also developed trauma response to hearing apologies - as this was the very last thing she kept hearing while dying. Still, she's not exactly proud of what she did to Gonta in retaliation during their accidental "reunion". She feels like she's crossed a moral line she can't exactly come back from. And this, as well as the current state of the world she wished to make better with her inventions, would accumulate and make her want to fight against her cowardice.
Kokichi... is quite tricky to describe, not gonna lie, because a lot of his arc relies on mystery and working while in hiding. He's seemingly found everywhere, defying logical explanation, as to how he could even move between those locations. He's no doubt planning something though. Trying to defeat the evils... in his own way. Which is naturally making life harder for everyone around, both "allies" and enemies. He's seemingly alone, but extremely busy executing a certain plan of his.
There's one version of Kokichi though, that starts sort of hanging around the Gonta+Tokomaru team. I affectionately call him Fukushima Flower Kokichi due to the odd deformities of his body (there will be a concept sketch below). He seems more frail and quieter and even... sweeter? Than his normal self. Because of that, Gonta, in his compulsive empathy, finds it difficult to completely dismiss the little guy and not feel bad towards him, despite the anxiety he feels after the Ch4 events. He's cautious and tense, but can't help not to at least keep an eye on him. This particular Kokichi also assures that he's... Disconnected from the "main one", and therefore "safe". Whatever that means.
[MAJOR SPOILER/DEEP LORE TERRITORY + EXPERIMENTAL IDEAS?] (beware if you care for those, there's 0,0000000000001% change this might be made within next 30 years lmao)
Nanokumas, son. They mutate in response to despair! You can't get rid of them, Gonta.
After the end of the 53rd killing game, and the survivor trio escaping the Academy, with no Motherkuma to oversee and control their numbers, they eventually began to go rogue and self-replicate while executing their hidden self-preservation protocol and now bugged programming indiscriminately. And then they went on without anyone's supervision or knowledge for a very long while.
One of the by-products of their activity is Mono-beasts we know from UDG mutating into Eldritch Abominations, and certain individuals coming back wrong, but it's actually so much more than that, and the situation is pretty dire. The world is at the risk of grey goo apocalypse, and what's going around is pretty much the Mist meets End of Evangelion bs. And they might go "I Have No Mouth and I Must Scream" pretty soon, considering that for some death isn't an escape any more. Despair and the concept of killing games has taken a new form, pretty much, and the horrible discoveries don't end here.
Knowing this, Gonta, Kokichi and Miu... it's not surprising to find that they're all literally infested with nanomachines holding their cells like glue, and of course their newfound existence comes with a catch.
The stability of their form is influenced by their mental state, self-perception, and to a limited extent, their own will, the last one allowing for introducing unique fighting or puzzle-solving mechanics later on. But, as a scary side-effect, they're at risk of physically manifesting their emotional distress... including exhibiting the symptoms of their deaths. Their bodies may lose integrity and simply fall apart on a cellular level if things go unchecked for too long.
For now the assumption is that Kokichi was the first one to revive (with Miu second, and Gonta last). Because of this, his form is the most flawed and unstable one out of all of them. There might be more than one of him, too.
Kokichi's revival was an accident, Miu's seems to have happened by Monokuma's design, but how did Gonta even came back to life? By whose will and design? Was it an accident, just like in Kokichi's case, or...? It's true, that when he woke up, it seemed like some things were specifically prepared just for him to find. Either way Gonta's in the middle when it comes to stability, but it can go either way, depending on how much he relies on special fighting mechanics, and on his arc/choices made.
Miu's arguably in best condition, since her body wasn't destroyed like the guys' were. She wasn't as much revived via complete rebuilding, but her original body was "simply repaired". However, at first, she's unaware that she truly died - being instead convinced by Monokuma, that she miraculously survived and ended up in a coma instead.
Even if they're technically immortal, it doesn't mean the process of dying or reviving wouldn't be traumatic, as they'd then wake up and remember all of the pain they've gone through, or remain conscious in states any other human being would perish from. There are also things suggesting their super-healing abilities might come with certain dangers attached to them, so... perhaps the "survival" aspect of the game doesn't ever disappear entirely, it's just that the repercussions for dying are recontextualised.
Either way, speaking of existential issues...
So, if you're a "clone" of yourself with your memories "reinstalled" via Flashback Light, are you still that person? Are you really different, if molecularly, functionally and psychologically you're the perfect recreation of the "original"? Or perhaps the body at the morgue was the fake one? Who knows? And does it even matter, considering that previously, your memories and backstory were a fabrication anyway? You're pretty much just an Alter Ego installed onto "flesh hardware", just like you were before. The only difference is that your previous body might've used a real human being - with their own life and history - as a base, and currently you're using a "blank slate" aka a clone. Or perhaps that old body was a clone, too, and the original is out there, somewhere? And if so... did he have a say in your/his participation in the 53rd killing game?
Was this how the Ch3 resurrection ritual was supposed to actually work? (In my mind, yes. With nanotech, imo cloning is also within the realm of possibility for this universe, but even without it Team DR could've just kidnapped an unwilling body double and slap fake memories onto him and call it a day)
Maki, out of all three V3 survivors, is the most sceptical of the idea of bringing others back the same way Gonta was. She worries about Shuichi and Himiko getting false hopes of saving Kaede, Kaito, Tenko and Angie, and getting themselves into danger by obsessing over this. She also doesn't exactly trust Gonta… Well, she pretty much doesn't view Gonta as Gonta, but an imposter, and perhaps a spy or something akin to a living Troyan Horse, even if unwilling/unwitting. Basically, she thinks there has to be a reason for him to come back to life to conveniently end up with Future Foundation, and all of this might be one big trap. It's only thanks to Himiko's and surprisingly Toko's insistence that she doesn't do as much about it as she normally would have. Plus, when it goes to Kaito... the idea of a """living""" "puppet" that emulates his behaviour feels like an affront to both his memory and her feelings for him. Gonta will certainly remember all that.
There's also a problem of how Gonta, Miu and Kokichi deal with the news that their past life wasn't real to begin with...
For Gonta... most of the things he was doing in his life were for others, out of genuine need to see them happy, but also because Gonta wanted to both be and be seen as a good and helpful person. So, if it's all fake, if all those people - who've shaped or inspired his goals and motivations, who were the source of abuse, neglect, of his insecurities - have never existed to begin with, then what did he work for so hard, what did he felt so stupid and worthless for? In his FTEs, Shuichi helped Gonta focus on himself a bit more, but it seems like a wasted effort now. Just what set of values should he even pursue now? He can't help but mourn the forest family, specific bug friends, and many other people in his life, that turns out he never truly had. What Maki said about him being just a copy that's convinced they're the original doesn't help either. He feels horrible about "stealing" the life of that original person. Like a parasite that got his host's life snuffed out, only to continue living in their body undeservingly. Something akin to Ophiocordyceps unilateralis, the zombie-ant fungus. Suffice to say... this whole thing is a source of a lot of anguish for him, and to no one's surprise, he feels personally responsible. He's even begging FF to help him find the real family of that individual, so that he can "atone" by living with them while pretending to be the"original" person before they had "Gonta mod" installed. That idea is very firmly and promptly shot down by Toko.
Kokichi, I imagine, could be pushed further down the unhinged territory... For all the lies he's ever told and the masks he's put on, he, at the very least, assumed he could depend on knowing the truth about himself, no matter how deeply it was hidden. But now it turns out to be a lie he's never signed up for, and he gets that extra layer of detachment from everything. Or perhaps it's the total opposite - he's glad to be "rid off" his "true" self, if it was something he wanted to bury or avoid - and the sense of losing touch with it is "no biggie", or so he insists. Still, it annoys him to no end, that it's a result of someone else's will, instead of his own. "Invasive" doesn't even begin to describe it. Underneath it all though, there's that persistent nihilistic thought of "I can do anything, create anything, I have no attachments to anyone and anything. I can shape myself into who I want over and over and over and over, and no one will stop me now." - and this revelation is both freeing and depressing for him. All he knows for sure is that Monokuma is still pissing him off, and he wants that bitch down. And he's going to make that everyone's problem.
Miu actually takes the news quite well. See, if I had to sum up her own arc... it's definitely the most shoneny one out of them all XD. The whole thing with Miu becoming Junko is basically her going from complying with Monokuma's plans out of fear, to deliberately pretending to do so, so that she can have an in depth access to his tech, come up with proper plans against him etc. etc.. She causes a ton of problems to the other characters, yes, because she has to put on a believable act, but I wanted Miu's endgame to be this wholesome twist with her dramatically undoing her pig-tails, as she announces she's *not* and *never* would be some Junk! She's the one and only golden girl genius Miu Iruma, and she's here to save the world with her inventions, not fuck it over. Monokuma retorts to this by reminding her that she's a fake, but her response is basically: "Oh, that "us being fiction" thing? So? I LOVE being me. It's fuckin' awesome to be Miu Iruma!". It probably helps that, in her made up backstory, she became an inventor after waking up from a coma episode, so the unreality and randomness of her identity was pretty much always part of the package. Plus, falsely acquired or not, her knowledge is still applicable and Miu *can* come up with and build things that work, and make tangible difference through them. If that doesn't make it real, then what does? So, what's the point of the angst, again? She concludes her old self would LOVE to be her. Tldr, I just want this girl to keep winning, okay?
At one point Gonta faces another temptation - if his personality, backstory, traumas, self-hatred, if they're all fake, and coming from nothing "real", no tangible experience, then what's even the point of sticking to his hangups, of... dealing with this mess? Of tormenting himself and failing because of who he is? Why not ditch it all and take a shortcut by rewriting himself completely, into someone better, smarter, more useful, someone... just perfect. What's the point of being the person he intuitively hates, if all of that can seemingly be changed at a whim and snap of a finger? The moment he's able to notice and verbalize those feelings, the mere possibility eats at him from the inside, especially since the technology IS there. He could spare everyone so much trouble, so much time spent on coaching him, on teaching him, on explaining the obvious, spare them from getting frustrated with his naivete or lack of knowledge... Sure, it might mean he will ultimately become a different person, effectively ending his current self, but isn't that a fair price for providing benefit to the world and his friends? It doesn't even dawn on him that some people might've already gotten attached to who he currently is, and the outcome of his actions might depend on several gameplay factors.
I'm thinking about the structure where there would be hidden counters for Affection (with Toko), Doom (based on narrative personal choices, character development and monitoring emotional state, the amount of deaths etc.) and Performance (based again on amount of deaths, reliance on special abilities in fights, objective completion rate, and damage healing), that could determine different endings for different combinations of those (like Low/High/Poor status respectively could result in a Bad End at one point), even if generally those would be interconnected anyways. The game would be, again, linear, but because of those counters there, a small branching in narrative leading to an earlier ending could occur along that path.
I did say I'm not really inspired by VR AU, but after stewing on it while writing this post, maybe there could be some slight elements of it. It could help introduce some trippier and more surreal segments into the mix, that I wouldn't know how to incorporate otherwise, aside from literally breaking their fabric of reality as we know it XD (not that it isn't broken already, but...). It would serve as no more than plot/scene enhancer, rather than a major component of it.
Nyeh. I wish we could play a segment as Himiko. Do some MAGIC. Or to put it simply, use stuff like sleight of hand and tricks to distract people in order to solve stealth puzzles or something like that.
Jfc I just found a scribble that Gonta gets shitface drunk on purpose at one point, I dunno anymore what his plan was, he wanted to poison nanokumas or something? XDDD Or maybe he was just so done with everything up to this point? dasjgdsaj I forgot about that bit but it's hilarious and it so stays if I ever make this game dajhgsajhgjsadgj I don't care what I will have to do to make it in-character, it's gonna happen xDDDD
Komaeda's here too????? Just... Happy to be there? Talking esoteric stuff? Enjoying the show not even from a front row, but putting his chair right on the damn stage? Taking in the view of the "great tide of human enterprise, coming to naught"? XD Rooting for Hope??? XD
[RANDOM TRIVIA etc.]
I'd like to expand on the references to the other media thing. Before V3 I used to be one of those assholes who would see fanarts as a waste of time and effort as opposed to just focusing on one's own original content. You know, the "why would you spend time on something someone else made, instead of making your own thing?". Turns out I haven't loved a fictional story strong enough to understand the drive until it finally hit. There IS merit and certain selfless dedication to pursuing fanarts and expressing love for something that isn't about you or your concepts. It is an unique and wonderful feeling with a different flavor of satisfaction, just like doing personal artwork vs commission work are activities that feel rewarding in a completely distinct way (happiness of self-actualization to see your inner world come to life vs pride of a professional who likes making happy clients. With fanarts I'd say it's... Sense of celebration and paying homage. And rotating the blorbo).
Either way, this was a considerable shift in mentality for me, and ngl, it felt huge. So now that I had my anime redemption arc, my change of heart, my heel turn, I wanted to go out of my way to actively make GDT a love letter to other games or manga that I liked. Just like V3 sort of did, with its characters and story being their own thing, while simultaneously being PACKED with references to other media.
For example, I listened a ton to this "Time and Tide" by Alan Price song from Plague Dogs while thinking of this story. A song about the ocean/waves and going home, just like "At the Bottom of the Sea", but whose message is a completely opposite one. I wanted it to be the theme for the Good/True Ending, and kind of symbolic for the character arc Gonta would go through.
One of the manga I want to reference a lot is Gunnm (or Battle Angel Alita). It's one of my all time faves and fundamentals of my art style, and I think it has a ton of motives than could mesh well, because of the motives it itself tackles: cyborgs, and their total opposite, humans with flesh body but chip instead of a brain; humans who sold off their biological tissue and rights to DNA and someone else ended up constructing literal monsters and mutants out of those; scientists who achieved near-immortality thanks to cloud of nanomachines; 3D bioprinters; people whose DNA was designed from scratch, and people who wanted to mass produce them for "bloody, killing sports"; quantum supercomputers forecasting future and dictating humanity's fate; an "Incubator", where biological brains dream of a fake world, while their energy is used as a power and processing units for said quantum computers; the concept of freedom, instinct and definitions of *True* free will and individuality in a world like that. I wouldn't go as extra on those motives in GDT, but I'd love to incorporate some of that into the overarching themes and plot elements as far as constraints of original universe could plausibly allow (and with nanomachines, full-immersion VR, big mechas, robots, and personality/memory rewriting machines I think there's quite a lot of that wiggle room for those elements to fit like glove). An artificial personality installed onto biological "hardware", and the whole Theseus ship dilemma as to whether they're still an individual is something that would fit perfectly alongside such homages.
I wanted to pay homage to Gentleman Dress Up, too, by making some collectible clothes for Gonta, but... I dunno, at this point this thing already turns into such an overambitious project XD... still I thought it'd be neat.
[SOME EXTRA DOODLES TO MAKE UP FOR THAT WALL TEXT] (at least those more legible ones)

(The three main sillies. And Kameko!)

(Poster sketches, Nuclear Flower Kokichi, Gonta hairstyle concepts - I was thinking maybe some choices could result in him having either long or short hair- etc.,etc... Oh, and about that Gonta & Kokichi sketch in the upper right corner... Remember that one wip compilation I posted a long, long time ago? This one? Well, I kinda sorta deliberately showed an edited out version back then. Now you can see how it's really suppossed to look like. Hopefully certain details are noticeable :) It's from a True Ending. Make of it what you will :D)
I wish I could post more drawings in the same style as the previous concepts for this game, especially moody environments/scenes (I specifically practiced a style that'd be quick, but give a vibe of a finished piece), but in reality the majority of those are either too messy to be legible, some I'd like to work more on (like Miu's new attire, more mono-nano-monster designs, etc.) and some are still in my head... I do hope to do so one day though.
[TO SUM THIS UP]
There are a lot of things I haven't ultimately talked about, and frankly, if I were to do this project for real, I'm not sure how many of those ideas would be left unchanged, or even make it to the final product... Reading my old notes, there are definitely concepts I'd do differently now, or ones that felt a bit embarrassing to talk about here... But that's pretty much the gist of it at its current form!
It's been a while, too... I haven't thought about GDT as much ever since I've got similar emotional catharsis by making Gonta in Code Vein and playing it while projecting his post-V3 arc onto it. But I had fun with it, and getting your ask... kinda rekindled those brain worms, haha. I dunno if actually making it into a game would be ever feasible for me, who has zero gamedev/coding knowledge aside from designing 2d assets for my friends/other people's indie games. Even if I had to make it much simpler and sacrifice most of the play mechanics... But concept artbook though... that would be lovely. And within the realm of possibility. But not this year. And very unlikely a year after that. There are other priorities, and more pressing artistic matters now xD.
Thank you for sending that ask and giving me an opportunity to talk about it. I hope at least some of it was interesting!
#turbo-tsun reply#turbo-tsun blah#turboarting#gonta gokuhara#toko fukawa#kokichi ouma#danganronpa#danganronpa another universe giga despair triad#drau gdt#aka that gonta horror game#gontoko#long post#cw body horror#cw blood#cw strong language
16 notes
·
View notes
Text
puzzles in horror games
Puzzles are a core component of many horror games, especially older series like Resident Evil. Across these games, puzzles are used to do more than just break up combat; they create tension, force players to manage their time, and add to immersion in the world. In Resident Evil, for example, players might need to find secret keys, solve complex statue puzzles, or figure out complex mechanical contraptions in order to gain access to new areas. The solving process for such puzzles also often involves exploring creepy, dark environments with potential threats, and that keeps the fear level up even when there are no immediate enemies. The design of the puzzles typically has a lot to do with the atmosphere and storytelling. In Resident Evil, it's not unusual to complete a puzzle involving ancient relics, family coats of arms, or complex security systems that somehow seem fitting to the ruined mansions and scientific testing that are at the heart of the story. The puzzles don't often seem like arbitrary brain teasers; rather, they add to the sense that the whole world is full of mystery and danger. This layered approach puts players in the role of true survivors, piecing together clues and battling fear as much as undead. Also, puzzles in horror games strategically control the pacing. In a category of games where constant action can desensitize the fright, puzzles slow down gamers and leave them vulnerable. Trying to figure out a puzzle knowing a monster may be lurking in the background heightens psychological tension. Some puzzles even occur under direct danger, like needing to solve a puzzle in a hurry before an enemy breaks through a barricade. This mix of mental challenge and bodily danger is one of the reasons horror game puzzles are so memorable and effective
youtube
youtube
0 notes
Text
Exploring the Terrifying Realities of Senua's Saga Hellblade II
If you were worried that Ninja Theory would lose its touch under Microsoft’s new ownership, think again. With gore-soaked scenes in village huts and creepy creatures lurking in dark caves, Hellblade II’s intense violence shows that the bigger budget only amps up the brutality, making it clear where to buy Xbox games for the best experience. Just like the first game, you gotta have headphones for the full experience. After Senua’s lover gets killed in the 2017 Hellblade, a grief-stricken Senua sees her resulting psychosis as an ancient curse, calling her inner voices "the furies". Hellblade II uses the same binaural audio tech to make Senua’s madness feel real, surrounding you with eerie whispers that get louder and scarier. Melina Juergens nails it as Senua, with Helen Goalen and Abbi Greenland giving life to the voices in her head. But Hellblade II isn’t just about her inner demons. As you explore Iceland’s beautifully crafted Norse landscapes, from plains to snowy peaks, you realize reality can be as terrifying as Senua’s visions. Ninja Theory’s game echoes the unsettling mix of folklore and history found in Robert Eggers’ 2022 Viking flick The Northman.

Exploring Haunting Realms in Hellblade II
Senua’s journey isn’t a solo gig anymore; with a crew of seriously messed-up characters adding weight to this epic tale, you'll want to buy PS5 games. Battling Vikings, giants, and the undead blurs the line between reality and Senua’s twisted mind. A freaky cave part cranks up the psychological horror to unbearable levels. Like Death Stranding, Hellblade II rocks Iceland’s surreal cliffs to bring its crazy story alive. It mixes photorealistic tech with widescreen style and film vibes, making it the slickest game of this console era. Normally I skip photo modes (basically Instagram for games), but I had to stop mid-action to snap some sick horizon shots, like some messed-up art project. The mind-bending puzzles from the first game are back, yanking poor Senua into nightmares between all the epic scenes. Environments twist and warp like a trippy 00s music video, with voices adding stress like a creepy symphony. Hellblade II keeps you in the movie with no hints, health bars, or meters – just a battered, slow-moving Senua dodging demons and swords.

Embracing Empathy: Hellblade II's Message in a Risk-Averse Industry
Video games have always been praised for letting you step into a character’s shoes, and Hellblade II takes that to the next level, creating real, challenging empathy. Dealing with anxiety means dealing with voices that can’t be trusted, but it’s rare in games to feel that constant misdirection so intentionally. While I don’t have psychosis, there’s something strangely healing about hearing this character’s deepest fears and self-doubt unfold in real time. As a high-budget sequel to an indie game about PTSD, Hellblade II is the unexpected hit of 2024. From its heart-pounding start to its intense, bloody finale, it’s a gripping, scary success. It’s short and tightly scripted, not like your usual games focused on loot and leveling. Instead, Hellblade II delivers a profound, gut-wrenching experience. There’s a layer of compassion even amid the brutality, reminding us that even the worst monsters were once human. In today’s divided world, this message of choosing empathy over hate hits hard. As big corporations shut down award-winning studios, games like Hellblade II deserve to be cherished. Who knows how many more bold epics like this we’ll get in an industry that’s often afraid to take risks.
1 note
·
View note
Text
RPG Maker Fever Hero & Issues
Warning: This article may contain spoilers and the content inappropriate for children…or may not contain.But get the children away from the screen just in case.
Five little authors went out to write. One little author has missed the deadline. Four little authors didn’t pay him much mind. Three authors are left since fourth drank the lye. Three little authors are bursting with confidence. One overworked himself and other two ignored his absence. Two little authors try to finish hard task. Teddy bear hugged one and one stands at last. One little author is left all alone. He hung himself on the chandelier and then there were none…Then who has finished this article? And why this teddy bear is giving me a weird look?
1. Walking on a Star Unknown

Walking on a Star Unknown is the latest game made by Segawa and most heartwarming out of her three games (while End Roll was more heartbreaking than heartwarming, and Farethere City is somewhere in-between). Game tells a story of two alien siblings, whose ship has crashed on the unfamiliar planet, where they decide to participate in the cooking tournament to get their ship fixed. Gameplay is simple yet very fun - most of the time you gather ingredients, learn new recipes, do side-quests and make friends with the planet inhabitants. Game has memorable cast of characters with their own interesting stories and bright and stylish visuals. As previous Segawa’s games Star also has some disturbing themes and some areas are dark and creepy, but overall tone of the game is bright and optimistic.
2. Witch’s Heart

Actually I wrote the detailed review on this game few posts ago, but I’m still including WH in the article for those who are lazy to read that enormous wall of a text. The most notable part of the game is its plot (which is interesting to follow and full of good twists) and memorable cast of well-developed characters. Along with it WH has entertaining gameplay (mini-games included), great presentation and catchy soundtrack. Overall it is one of the best games I’ve ever played, so if you like rpg-horrors I suggest to at least give it a try. Game is still unfinished, currently only one ending (out of four routes) is available, but even in the present state it means about 15-20 hours of gameplay.
3. The Mystery Files of Detective Inaba No. 1, 2, 3

Here goes a game trilogy about Sogo Inaba-a tsundere detective with adorable side and Nina Arimura – his energetic assistant, together they solve various cases, some of the cases are pretty normal, and others are somewhat paranormal. First game of the series is a detective with minor supernatural horror elements – some rpg-horror typical puzzles and minor chasing sequences included. Second game is purely realistic and much more simple gameplay-wise comparing to the first game. Stories in first two games resemble Agatha Christie’s detective novels mixed with japanese psychological horrors. Third game of the series is closer to pure survival horror with minor detective elements and plays like many other rpg-horrors . To be honest, the third game is my personal favorite, since it is the most polished game out of three and the good conclusion for the Inaba and Arimura’s story. All three games are about 2 hours long and have great presentation (like quality art-style and great in-game music).
4. Asadoke no Majo

Asadoke no Majo starts with our protagonist Yui arguing with her father and as a result running away from home to …another country, where resides their old family mansion along with dark family secret and a handsome guy managing the estate as a bonus. Game is about 2 hours long and has pretty simple puzzles, minor jumpscares and several chasing scenes (but a final chase is the only frustrating one). Despite being pretty typical rpg-horror Asadoke no Majo leaves very positive impression thanks to bright cast of characters (the Nogi guy here is something else), good story and atmosphere along with well-chosen soundtrack. Currently game is available in japanese and russian.
5. Hero & Daughter

H&D is a dungeon-crawler made by tachi (Headless Prisoner, Moonlight Ghost, Hello?Hell…o?), which mocking famous fantasy cliché “hero defeats a dark lord”.Our hero Ralph get his level reduced to 1 because of his arrogance, and with this permanent level 1 he is tasked to defeat the Demon Lord. Again. That’s where Ralph’s friend of the haremancer class comes to rescue. This guy can summon pretty girls (including heroines from previous tachi’s games like Erina and Akari) to help Ralph in his quest. H&D is fun and entertaining, battles are fast-pacing, dungeons are complex, visuals are nice, also game has enormous level-cap and loads of optional content and many playable characters. Plot may be simple, but H&D has good humor and characters ( even generic Ralph got a nice personality). If you like quality role-playing games I highly recommend to try it out
6. Ai korosu yori, Ai korosaretai

An ordinary (alright, maybe a bit eccentric) family moves into new house. Soon after that their daughter Lucy falls with high fever.When she gets better, she discovers that her parents are gone and various weird phenomena is occurring in the house. To find the missing parents Lucy will have to search the house and learn about its history full of mysterious disappearances and tragic events. AiAi has very interesting story (good mix of horror and sci-fi) and entertaining gameplay with interesting puzzles and action cut-ins. Also beside proceeding the story you can also do some optional stuff like gathering collectibles and later saving runaway cows. If you like quality horror-adventures I highly recommend to try this game out. AiAi is currently available in japanese and russian.
7. Escatpade

Here goes another quality game for those who is tired from horror and tragedy and wants something warm and relaxing. Escatpade is about the girl who falls into the pit and finds herself in the weird place full of adorable talking cats. Game is nice and fun, have a bright, adorable designs and simple yet elegant puzzles. Also some items in the inventory can change appearance of our heroine (like clothes, glasses and stuffed kittycats).
8. Tower of Feles

ToF made by the author of Escatpade and also full of adorable cats. But unlike Escatparade this game is slightly more challenging. ToF is an action-puzzle where your objective is save your little sister from evil witch. In order to do so you have to climb on top of the tower, solving various puzzles and avoiding witch’s servants in the process. Every floor has a time limit, and if either time runs out or your health drops to zero you’ll have to start the floor over. Game is a bit tricky and very fun to play. If you have beaten Escatpade and want more cats and cuteness- Tower of Feles is what you need.
9. Twilight Epic

Twilight Epic is a sequel to Amayado Bus Stop. This time the main character is Akane’s and Akari’s cousin Akino, who receives a call from unknown girl, who tells him about certain “promise” and right after that he finds this girl’s dead body (or not quite dead). The boy decides to find out the truth and grown-up Chitose and Akari are helping him out. Game is far more simple than its predecessor-puzzles are mostly gone and chasing scenes are pretty straightforward, but still the game is very enjoyable, since story is good and heartwarming. Also game has quality art-style and skit system similar to one in Tales series. Twilight Epic is currently available in japanese and russian.
10. Peret em Heru: For the Prisoners

Peret em Heru is survival horror with rpg-elements about a group of tourists, lead by an archeologist, professor Tsuchida, exploring ancient ruins underneath the Great Pyramid of Giza. Needless to say, that these ruins are filled with deadly traps and Tsuchida’s intentions are far from mere scientific interest. Gameplay resembles Sweet Home and Corpse Party –Rebuilt-, but more simple and straightforward – you play as one of the tourists, fight monsters, grind levels, and save your teammates from booby traps. Overall Peret em Heru is a nice game with stylish old-fashioned visuals and good music, game is about 3 hours long and have one ending, which varies depending on how many of your teammates have survived.
11. The Object

You awake in the dark room in the unknown place and find out that not only your memories are gone, but your head is gone as well. On top of that you can attach literally anything to an empty place where your head once was. Now your goal is to regain the lost memories along with the head and leave the house. Game consists from exploration and simple yet elegant puzzles, which you solve by swapping your heads. Game is pretty interesting and has five endings , to get all of them you’ll need about 30 minutes.
12. Colors: Lost Memories

This time you play as a little girl who finds herself in the colorless world inhabited by talking animals. To get back home she must return this world its colors. Colors have stylish visuals highly reminiscent of old GBC games as well as unique puzzles based on using various colors you get during the game at the right places. First you can use only one color (for example red is needed to light or put out fire), later you will be able to activate up to three colors at the same time.Game is cute and fun to play, approximate time of the playthrough is one hour.
13. Nemoral

Nemoral is a short game about two cops who end up in the abandoned mansion while chasing the cult followers, assuming that they have something to do with the recent disappearances of children. And this mansion hides pretty dark secret about a project based on the famous fairy tale. Nemoral is quality action-horror, where both visuals and gameplay is somewhat resemble very first Resident Evil (in the good way of course). The only con of Nemoral is anti-climatic ending (game was made for the contest, and author was short on time). But even in present state the game is still enjoyable.
14. B*x. Colorful.

I’ve decided to unite both games in one mini-review, since they are both made by the same author and both are very short. B*x is about lonely girl in bunny outfit, who lives with her boyfriend, the only person who cares about her. But it seems like he’s hiding something from her. Game is about 30 minutes long and have few easy puzzles. Colorful is only 10 minutes long and have no puzzles at all, and more depressing than B*x. In Colorful you just listen to the story and watch pictures. Both games have very nice art style.
#rpg maker#rpg horror#games#walking on a star unknown#witch's heart#segawa#suika bar#the object (game)#tower of feles#escatpade#nemoral#COLORS: Lost Memories#Wolf RPG Editor#Detective Inaba#Peret em Heru: For the Prisoners#colorful (game)#b*x#hero & daughter#asadoke no majo#twilight epic#ai korosu yori ai korosaretai
115 notes
·
View notes
Text
Excerpt from the Journal of Doctor Henry Thomas: Oct 3
“A most, fantastic thing has occurred. As I was conducting my research into the changes of beasthood that plague Yharnum, a creature appeared in my room. It is the most.. ASTOUNDING THING. At first I thought had been dreaming and tried to wake up, but this creature that appeared informed me I was not dreaming, but had in fact emerged from a dream and wished to converse with me. I dare say I thought I was mad at that point but he assured me that such was not the case, but for my personal safety I should keep to myself our conversation. I shall endeavor however to record it in this journal to read back to at a later time.
The Creature that I spoke to, had the body of a man sure enough, only his head was like that of a Cephalopod. It went upward like a squid and at his mouth were several long tentacles that went down to his belt. He was dressed in robes of a most ancient looking fashion and on his shoulders wrapped around him like a cloak were dragon like wings. His skin was of a sea green hue. I inquired of him what he wanted and he said that he had observed my work, in particular my work with the mad houses and was most impressed by my observations. Indeed he said that my insight into such things had grown to the point that he was visible to my naked eye. When I asked him his name, he told me he went by many. The Sleeping one, Mind Flayer, the Eldritch Guardian. He told me however I may refer to him as, Cthulhu. I offered him tea but he politely declined and said he wished instead to speak and converse with me on my research. I eagerly sat down and pulled out my journal to discuss my notes with him.
We began to speak on the insight of lunatics and madness and how they seem to transform into more horrid beasts. I informed him of my theory that perhaps these lunatics madness freed them of restraining closed mindedness and allowed them be more perceptive, or perhaps it was not madness at all, and was in fact that the things they could see where of a most fantastic nature it only made them seem mad. He confirmed that it was more the latter theory that was true. Lunacy does not mean insight he told me. Rather it is a symptom of seeing the world for what it is. The most frantic of these madmen were simply trying harder than others to escape the truths that they had suddenly been burdened with. But once a thing is known... it is rather difficult to un-know it, hence the decent into madness. I asked him then if these various transformations of eldritch horror, pale faced man, and hound were indeed tied to the level of insight one had of the world around them. He said that this was indeed true. The cause he said of the eldritch horrors the lunatics most often take is a result of them rejecting the truth, they try to force what they know out of their minds and the result is a mental backlash that causes their body to reject itself. He compared it to a hernia of sorts. The stress of rejection causes the body and the mind to damage itself, only this time instead of a damaged organ they have a damaged existence, the strain of exertion to try and restore their previous ignorance results in them contorting their form. It is like when one try’s to solve a very complicated puzzle, they try and try to put all the pieces back together but when they are unable to figure the puzzle out, they cast the puzzle aside in anger, damaging and losing pieces as they do so, and as a result the puzzle cannot be as it once was, and one must make do with what one has left.....and sometimes what happens is they take pieces of other puzzles to fill in the empty spaces but as you can imagine, those pieces do not fit perfectly. The lunatics then are like those who have cast aside their puzzle, only many of their pieces have been cast into the fire and are destroyed utterly as well as replaced not with new puzzle pieces... But with shards of other items entirely, hence the randomness of their form.
The explanation indeed opened my mind to the world around him, and I noted that my new companion seemed... More in the room now. As if he had gained a much more, solid mass somehow. As if he were more real now than he had been before.
I then asked him in regards to the hounds and how low insight caused them to change so and why their change and that of the pale faced men were more organized and less chaotic than the lunatics. He explained in great detail that men who become hounds turn into such things because it is what their minds are most akin to. It is not that they are idiots he said, but rather they spend their days doing simple tasks either working in factories or farms mostly only concerned that they are able to obtain that which will feed them, clothe them, and give them shelter as animals are apt to do. Hounds he explained, are not concerned with the goings on of the world, they are concerned only with their basic needs and nothing else. Many do not consider the actions of kings or pontiffs nor do they delve into the mystery’s of science or the world around them. They simply live, or rather as my guest Cthulhu put it: concern themselves with not dying. I asked then why hounds in particular? Why not some other beast as those traits are shared by all the creatures that walk the earth. He explained then that aside from those basic survival traits, man also has a savage blood lust that cannot be sated. When I protested that he asked me a question: What games do children play the most? Games of war... of Violence... of battle. Who are deemed heroes and great men of any age? Soldiers, Generals, men of Violence. Even the actions of men like Jack Ripper have in their own way, a Macabre infamy that deep down many people are mesmerized by. He explained that there is a spirit of violence in all men, that is why the beastly transformation takes the shape of a hound. Wolves and other such beasts have always been romanticized as noble warriors and warriors... are in the business of violence be it for good or ill, and even then, the acts of noble intention are oft times an excuse to indulge in that need for killing. I then realized that these beastly transformations are not in fact biological, but Psychological. That it was the mind that resulted in these shapes, a realization I then found was obvious, and yet I did not make it before. Upon that my new friend again seemed to become more real, more corporeal, more...existent.
I then inquired as to the pale faced men. If psychology was indeed the means by which a transformation was made possible? As I asked that question the very answer came to me, and again my friend seemed to be even more real than before. I dare say even more real than the room in which we sat, as though reality itself was the illusion and this man the truth. I told him what I realized, that the church became pale faced men because they saw themselves as men yes... but men of a greater stature, that they were human still... but now more than human. They were, the next step of humanity’s evolution. A smile touched the eyes of Cthulhu and he nodded. He confirmed my discovery and congratulated me for it.
I then asked him the most important question: What was causing these transformations in the first place? What was the cause of these psychologically mandated transformations into monsters, and how might we stop it? He laughed softly and told me: The Arrogance of Man, suckled on the Teat of Ambition. He then vanished and I have not since seen him.
I do not know if I shall see this man again. But ever since my conversation with him, the world seems to have changed. I can see things that I did not see before. Women with faces a mix of beast and human, Priests with lanterns covered in eyes, Scholars that seem to be perpetually melting like wax and leaving trails of it behind them as they walk. My conversation with Cthulhu as changed my views of the world... they have changed my levels of Insight... They have caused my thoughts... to Ascend.”
#Bloodborne#Fan Fiction#Short Story#Writing#Doctor Henry Thomas#From Software#Soulsborne#Horror#dark fantasy#dark#fantasy#journal entry#bram stoker writing style#pyromancer
2 notes
·
View notes