#ages unfortunately
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nyxypoo · 3 months ago
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hated him so much i started liking him
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doriansbutt · 28 days ago
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mierda
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thatsbelievable · 4 months ago
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lucidpeech · 7 months ago
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girls pool party!
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lunehowls · 8 months ago
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date idea: we drink wine while a dilapidated mansion crumbles around us
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drxgony · 26 days ago
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i love you house dellamorte
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emacrow · 8 months ago
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Bruce only left Damian alone for 10 minutes during a short visit to the charity group called the Anti-GIW in amity park. Only damian didn't leave empty handed.
He was gifted a crapton of new information about ghosts, or infinite realm like beings whom are being hunted due to their ectoplasm/lararus power energy as battery because the GIW believes they are not sentient which they are if they can speak English.
He just holding a oversized and very full folder of info given to him as he sat back in the limo after gifting a large sum of money to support this group until he can go home and bring the Justice League in.
Damien is quiet in the limo, obviously interested in a very large book call the history of Ghost mystical creatures and you that he was reading. Bruce just sighed a bit as he goes to read folder one Called The day where it all happened.
Unknownly to Bruce, Damian is has a baby in his lap, after he has wish that he wasn't the youngest child anymore when his Father told him to not stray away when he was busy listening to the anti-GIW fanatics... only for a black hair, blue eyes diaper wearing baby to poof in his arm.
At that exact moment, When Desiree was fighting with Danny from above only to sense a wish being active did a clever idea to avoid Soup time and give Danny a vacation as Danny disappeared only to look up confused staring into the Green eyes of Damian Wayne.
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felassan · 6 months ago
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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ruushes · 2 years ago
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dancing lessons! have to pass the time at camp somehow 💃
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ripplesinthesand · 6 months ago
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the funniest thing about smallville is the fact that they basically took your typical lighthearted #thepoweroflove superman story and put a succession character in there. like lex is out here trying to escape the Cycles and suffering under the thumb of his abusive father while clark is like man i wish my dad would let me play football :/ like i love smallville clark, he's one of my favorite guys of all time, but he is incapable of understanding why lex is the way he is, not only because he grew up with a family that loved and cared for him but because he is living inside a completely different genre. he's out here saving people, making the world a better place through goodness and compassion, while lex is sitting inside his million dollar estate on his fourth glass of bourbon talking about how he doesn't know how to love people because he was raised in a business instead of a family. and both of these are very good and interesting stories, but they are so fundamentally different that i think the show struggles to reconcile them at times, which is why you have scenes where clark is like "well lex you should've just tried harder with your dad because love and family conquers all in the end" while lex is just sitting there looking at him like he's insane.
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kirkwallmorningnews · 1 month ago
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i would like to discuss the coffee situation in the lighthouse.
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this is the apparent coffee station in the kitchen. little coffee maker, a couple of unlabeled bottles of additives (i assume), and a bunch of cups including these cute little decorated ones that scream ren faire souvenir
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oh and also: two giant open baskets of coffee beans underneath the table. (and a sack of Unidentifiable Brown, but let's ignore that for now because i couldn't get any good pictures of it. it's not the same texture, anyway, so i can't confidently say it is More Coffee.)
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that's a lot of coffee beans. that is A Lot Of Coffee Beans for eight people, even if they make 3-4 pots a day. at least one of those pots is for lucanis insomnia purposes, a few cups are for neve to boil into a cognitohazard, and the rest of the team might have a cup or two in the morning, but i don't know enough of their coffee habits to say for certain. 3-4 pots is a generous estimate. so what do they have over 20 pounds of coffee beans for? are they using all of those before they go stale in an open basket? lucanis is a coffee snob, i refuse to believe he's buying all of that if he doesn't think they'll use it while it's still fresh.
But okay. benefit of the doubt here. maybe they've got some stay-fresh ziploc magic on it, and that's a month's supply for a greater amount of coffee per day than my estimates.
but wait. in the pantry. what's that?
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oh my god it's an even bigger basket of coffee beans. what are you doing with 50 pounds of coffee beans. you are NOT using all that, this is more coffee than a party of 8 could even try to consume before it went stale in, again, an OPEN CONTAINER. i don't even want to consider whether those sacks next to it might have more, there's no way they could possibly have...
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two more. giant baskets. of coffee beans.
there are more baskets of coffee beans in the lighthouse than vegetables. the lighthouse is constantly out of onions because the guy in charge of the shopping spends half the grocery budget on coffee beans. lucanis drinks 6 pots a day and his blood-to-caffeine ratio is 50-50. no wonder spite can smell colors.
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mourn-and-watch · 1 month ago
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you know what. i actually love that trying to talk to solas was the last thing varric did and it ended in complete failure. especially if you put it in the context of his feelings about anders. varric was so bitter every time he mentioned him because he could not stop him. he didn't even realize that anders was up to something and when it was too late he started to think of him as of someone who destroyed that fragile peace in kirkwall that actually never existed.
it adds layers to the way he felt about solas. he believed that time he could stop a friend who simply lost his way. because varric tethras can talk anyone out of anything, can't he? anders was just too dodgy and self-centred and cut everyone off just like solas did but this time varric is completely prepared. surely. absolutely.
he could have never talked anders out of it even if he had known what was coming. he could have never talked solas out of it either. anders was a desperate person standing against (as varric himself put it) forces he couldn't possibly defeat. solas was a god standing against a couple of mortals and his own conscience buried under his guilt and regrets. being a good friend would not stop meredith's oppression. being a good friend would not stop someone who fears so much that all of the atrocities he committed were for nothing and would mean nothing at the end. varric died because he didn't realize it. he died and left his second in command with an immense guilt because they believed he knew solas enough to pull that off and there's something tragic about it
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qephyr · 6 months ago
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Playing and, dare I say, having fun
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riotdyke · 10 months ago
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2017 -> 2024
Butchness is about becoming, lesbianism is about growth, life is about transitions.
Take up your space.
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littlescribbs · 11 days ago
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"Good things happen, Neve" ... and one of them is being able to kiss you every time I burst into your office 😌
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annamationsart · 2 months ago
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everyone loves talking about little jon in correlation to mr. spider but no one ever talks about how insufferable this kid was. i wouldn’t wish sitting next to him in class upon my worst enemy
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