#altar idea
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mekha-draws · 5 months ago
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what if... godhood ascended mass grave, but smol
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angrykittybarbarian · 3 months ago
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Things that bother me about Dragon Age: The Veilguard part 3 (final thoughts)
I have finally finished the playthrough. I endured because I wanted to give this game a fair chance. I wanted to see it from start to finish in the hopes it would deliver something, anything capable of redeeming it. But it just didn't. Or more precisely, not in a way sufficient to make its flaws easy to overlook. These are my closing impressions on the game. I have already done two posts about this in which I documented my observations and comments as I progressed. I will link the posts here: Part 1, Part 2.
Let's finish this ride for now.
!Spoilers below the cut!
The music
I don't know what the direction of the music was meant to take. When it was announced Hans Zimmer would compose the OST I had high hopes. Hans Zimmer is a houshold name in Hollywood and skilled at what he does. I listened to a number of movie OSTs of his making and they were all excellent. So what happened here?
The music sounds generic most of the time without a clear theme or a unique piece that got me searching for it on youtube.
The main theme has sort of a recognizable composition but isn't anything outstanding. Emmrich's theme sounds like a halloween piece written for Wednesdsy Adams and the rest of the OST seems to mimic Trevor Morris' work for DA:I, namely the Lost Temple and In Hushed Whispers themes, but without the emotional impact the original pieces created.
It's as someone has already pointed out and I agree: Bioware has bought the name Hans Zimmer but not his quality. It sounds like he didn't even seriously create something but half heartedly whipped something out of his sleeve and called it a day.
The facial animations
The main problem with these is they often don't fit the emotions the VAs are communicating.
The VAs actually did a fantastic job. The scene that touched me the most was the one Rook confronts Solas in after they escape the regret prison in the fade. That was the first time Rook felt involved, raw and real.
But what broke the atmosphere in an otherwise flawless scene was how unmoving their facial expression was. There was the VA shouting their lung out and the animation couldn't even give half a fuck about it.
I don't even see an excuse for this lack of facial animation. It was possible to do since DA:O, hell, even since the first Mass Effect back in '07. Why is it not possible in the year of our Lord 2024, when technology is presumably better?
The handholding of the player
The plot is tightly paced. This is not necessarily a bad thing as I didn't really like the Open World approach of DA:I since it stretched the main plot too thinly and the maps created weren't filled with interesting side content but boring and pointless fetch quests.
But Veilguard went into the opposide extreme as it leaves only little room for the player when and how to do things. The quests are activated and must be completed in a specific order. They have also only one outcome without room to make different decisions.
Rook can never be truly ruthless. They can never disagree and butt heads with their companions.
And I hate how on the side of the screen the game exactly tells you what you have done and how it affects your companions' behaviour. It doesn't bake it into the interaction organically. Instead it has yet again, explained to me what I did and why it has this very specific effect without any of the characters discussing it. But the beauty of consequential decisions lies in the very unpredictability of its outcome. That's what creates the emotional impact. It doesn't work if I am being warned and explained to like a small child.
It's this lack of trust the game puts into the intelligence of its players that is so experience breaking, insulting even. It doesn't trust its players to figure stuff out themselves. It assumes we are too stupid to get any of the things it tries to tell us.
The ting is though, dear Bioware writers, if you think you have to overexplain your story because you think your audience won't get it then that's a telltale sign of the story being actually badly written.
Another area where this becomes appearant are the "puzzles". I used the quotation marks because there isn't really anything to solve. The solutions are obvious and at times your companions go out of their way to tell you.
The romances
Romances have always been a nice bonus on top of the otherweise amazing game content. They added some enjoyable extra fluff purely for enjoyment and some cases even deepened the main storyline.
In Veilguard they don't do that. In almost all of them the flirting is so meaningless that your cutscene with them just proceeds as if nothing happened.
There is no shift or change to their tone towards Rook. You don't build up the relationship with them. There is no last goodbye kiss before the last mission or passionate affirmations of love and trust. It just leaves you cold.
The only romance that seems to have that old depth is Emmrich's. The rest however, they don't add anything significant. There virtually is no difference to the game without the romances.
Companion relationships
Let's begin here with the simple fact that all deeper interactions Rook has with the companions are strictly scripted which ties back into the handholding part of this criticism. Rook cannot initiate a conversation and ask them some general questions about their histories and opinions on certain matters.
Rook only gets to interact with them when they happen to want something from them. Otherwise they cannot be bothered to acknowledge Rook with more than a one sided oneliner.
And then there are the relationships between the companions themselves. They either get along swimmingly or the game feels the need to stage some immature conflict between them without any deeper purpose.
Like Harding not understanding why Emmrich brings so many books on the road despite it literally not being any of her damn business bevause it doesn't personally affect her in any way.
Or Taash not understanding his profession as a Mournwatcher as they call him names so Rook has to point out Taash in turn likes dragons which is an interest he doesn't share only to culminate the discussion with a "We need to respect our differences" sort of statement.
These are not conflicts, these are squabbles of children and like children Roik talks to them which is brought ad absurdum with Emmrich because he is literally old enough to be Rook's father.
Why bother at all with writing conflict if it is only to be something as inconsequential as this?
Varric's death
This one is a .... choice.
I won't go into why the decision to let him die or not is good or bad because I feel like this is highly subjective.
However the impact of the reveal of this fact is only partly executed well.
Why?
Because it only hits hard when the player has known and cared about Varric at least since DA:I if not DA 2. The execution of this plotpoint thus relies too heavily on nostalgia instead of building the tension up within its own setting.
When thinking about Bioware also wanting to be newcomer friendly with this game I am left to wonder then why they didn't introduce Varric properly and didn't give the players time to build up the relationship? Why would a new player care about Varric? They don't know him.
Bioware cannot in good conscience claim they designed the game to be new player friendly while simultaniously heavily relying on knowledge from previous games, dlcs, comics, novels and other spin-off media. They cannot claim this and have anything but DATV do the heavy lifting when it comes to executing their plot.
The final mission
For my final point I also want to lose some positive feedback about this game.
The ending was actually well written.
In relation to Solas it comes full circle. You can actually feel what's at stake and the decisions Rook makes actually matter.
The final questline roughly follows a Mass Effect 2 approach where it is classified as nothing short of a suicide mission.
Companion quests essentially function as loyalty missions and Rook gets to assign various posts in battle. Just like in Mass Effect 2 assigning a companion a post completely outside of their expertise may get them killed.
The dialogue is actually written well at this point in the game. There isn't really much to complain about.
But even this part is not entirely without faults.
For one I don't like the non negotiable sacrifice that has either to be made by Harding or Davrin. Rook doesn't even get a chance to save any of them. But again these non negotiable companion deaths where you only make the choice who's it's going to be isn't anything new (i.e. Hawke and whatever Warden you happen to get, Kaidan/Ashley in ME 1). So maybe a bit if a bummer but nothing experience breaking.
A stronger point however is that Rook will always keep the Veil intact in the end.
I suppose this outcome already is part of the game title itself but was it necessary to take it so literally?
With everything the elves have lost and the discrimination they faced it should absolutely have been an option to agree with Solas and tear the Veil down.
But since we don't talk about racism and slavery I guess Rook doesn't reflect on these points either. So I guess keeping the Veil intact is in line with the game's general sanitization of the world.
So in conclusion?
The game is far from great, not gonna lie. It feels like the devs actually wanted a new IP but were too afraid of the risks that come with such an endeavor and thought gutting an existing franchise that already did the heavy lifting of building a fanbase and using it as a package would save their ideas from flopping. Surely no one will notice it is actually something else if we market it as Dragon Age, right?
But we are not that stupid. This behaviour is insulting to put it plain and simple and I am heartbroken, angry and said that this was done to Dragon Age. I wanted to love this game. I was optimistic before the release. Everything looked fine, nothing in particular to worry about.
But I cannot continue to defend this without breaking my basic brain function.
The most frustrating part is that with the ending the devs showed they can write a story and meaningful dialogues. It left me wondering why it couldn't be done like this for the rest of the game and living with the reality that I will never get what this game could have been.
All in all this is not a good Dragon Age game. It is a massive disappointment and does not live up to the promises made by the devs.
I am sorry for everyone who preordered.
I am sorry for everyone who paid the full release price.
Nominating it for Game of the Year is not justified no mattee how you look at it.
If you are genuinely enjoying the game, I hope you continue to do so and all power to you.
For the rest: let's stop excusing Bioware's disrespect towards the fans and enabling them by paying them too much money for it.
Don't buy at release. Don't buy spin off media. Wait for sales. These people only understand the problem when you give them a good run for their money.
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leilakaede · 14 days ago
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You think you're shipping Prosenna until you see a custom helmet with designs from both pilots cause apparently having photos of the two helmets together isn't enough, they need to merge.
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thesorceresstemple · 1 year ago
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sincerely-sofie · 9 months ago
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New ship dynamic: Guard Dog x Sacrificial Lamb.
It’s undying devotion to someone who was doomed from the start. It’s someone believing in you when you don’t believe in yourself.
It’s the desire to protect that rages and spits in the face destiny. It’s the desperation for a life with someone when you were born to die.
It’s the willingness to bloody your hands so that theirs remain unblemished. It’s a longing to be a person when you are meant to be a symbol.
It’s an insurmountable distance between you and your love the length of a pedestal, the length of columns that hold up the heavens, the length of that wretched gap between the divine and the mortal, the length of an altar that’s never quite been scrubbed clean when everyone knows it will only spill over with crimson again.
It’s asking yourself if you'd fight against fate for them and knowing that your answer has only ever been always.
It's asking yourself if you'd fulfill your destiny even if it means leaving them behind and wondering when your answer became never.
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andromedasdomain · 1 year ago
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𓆩♡𓆪I made a little graph for you, guys.𓆩♡𓆪 𓆩♡𓆪You can print it and put it in your grimoire if you want.𓆩♡𓆪
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antikristvs · 11 months ago
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Ave Satanas, Lucifer!
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writer-room · 1 year ago
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Obsessed with Lloyd never mentioning his grandfather is the First Spinjitsu Master, apparently to the point even Arin didn't seem to know, because "eh, it never came up". Cause like, yeah, sure, my grandfather is God, what of it? Normal day for me. Shit happens. My dad is also evil, you wanna talk about that? I sure don't.
It's also funny from a character arc perspective. Here's itty bitty baby first season Lloyd, loudly proclaiming he's the son of Garmadon, and probably also making sure everyone knows he's God part 3 electric boogaloo. And then one Tomorrow's Tea and a few more years later and he's doing everything physically possible to NOT care about his heritage. In fact he'd probably rather his parentage was literally anyone else. Dude could care so less he forgets about it most of the time. King behavior.
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fanggrimoire · 2 years ago
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Aphrodite altar inspiration 🩷🦪
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maximumwrites · 1 year ago
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my pocket shrine and prayer beads for when i’m on vacation :)
hail hermes! 🐄🪶
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herbalgrimoire · 1 year ago
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Brigid🤍🌾🕯️
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ministarfruit · 1 year ago
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livin' on a prayer
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psychopomp-recital · 9 months ago
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Your altar doesn’t need to be fancy. The divine and the spirits are still there.
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Been traveling lately so this is my pocket altar. A notebook with a prayer page, a pencil & sharpener, a rosary, some cash and a LED tea light. Oh and a crystal I’ve had for years.
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Don’t forget the old trusty altoid tin too if you need something more secure!
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eternal-echoes · 15 days ago
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Pray for the communion host that fell on the ground today. While the person who was meant to received it picked it up from the ground and ate it, I’m still worried about the particles that were left behind in the carpeted floor since we Catholics believe that the communion is the Body of Christ.
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little-demy · 5 months ago
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Number 1 Pale King stan in Hallownest, undefeatable for years
Idea from here
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paganposting · 2 years ago
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How I Made My Altar
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Creating an altar is something that varies a lot by tradition, but this is a guide on how i personally made and maintain mine. Hopefully this is helpful to someone!
Step One- Planning and Sourcing
In my tradition, there isn't necessarily a huge difference in making personal vs deity altars. As I've heard several of my teachers say- an altar is the place in your home where magic is always welcome. if you wish to add to that by including deities that are always welcome or honored in that space, great! if a deity does request their own specific altar, no problem!
The more complicated aspect for me, is that i feel deeply i must be in right relationship with the items on my altar. Part of this is everything being ethically sourced. All things on this table were either found by me, purchased from a small local business I trust, or received as a gift. These items have been accumulated over the last 5 years of my practice. If you are just starting out and feel as i do about sourcing, you might have a lot of arts and crafts projects ahead.
What aspects of your practice you feel are necessary to represent on your altar? Should you have artwork? Plants? Symbols or sigils?
What work will be done at your altar and which tools should be there? Are you doing meditation that requires a nice smelling herb or oil? Will you be doing spells on it that require big empty space?
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Step Two- Find or Make Materials
My recommendation if you don't have the budget to buy a specific dedicated table/ shelf for your altar is to clear a space where you feel the most presence of magic in your life. My earliest altars were cleared off spots on bookshelves and in the kitchen.
Now that you have a list of themes or specific items you want on your altar, go on a nature walk and find things that call to you. Whenever I go to new or interesting places, I keep my eyes peeled for things that might be useful in my practice. Don't take too much, and ask permission from the land before leaving with anything. If the item feels oddly heavy as you walk away with it- give it back.
Step Three- Assemble
The main thing i do at my altar is meditate and pray to deities. Because i view this space as my gods' front door, i care a lot about it looking aesthetically pleasing. I am not part of a tradition where it matters what things go on the left or right, the elements are not associated with cardinal directions, and deities aren't really unsatisfied sharing an altar with each other (even if they may not get along in some lore). Because of this, i just lay things out intuitively, aiming for some symmetry. I also prefer to do spells outdoors, so my altar doesn't need to have a workable space beyond a nice spot to charge things.
Do I feel the need for my altar to have directional correspondences?
Is it important to me to optimize aesthetics?
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I work a lot with the seasons, and this is meant to have some nice summertime vibes. With the harvest season coming up, i'll definitely redecorate it.
If anyone has questions please let me know
go n-éirí leat! good luck!
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