I cry “It's not fair!”
When you kissed me then pretend it never happened.
“It's not fair”
When you woke up next to me, and instead of kissing me, you went away.
“It's not fair.”
When you tell me let's just be friends.
“It's not fair...”
When you pull me in, and don't steal a kiss.
“It's not...”
When you leave me, and don't look back.
“It's...”
When you keep me waiting, and never answer back.
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dragon meat, you, and me
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jake said "to live life you need problems, if you get everything you want whats the point of living"
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Part of the reason I find Wyll to be such a compelling character is that he is such a good person, but in what I think is a kinda unique way.
I've seen a few criticisms of how quickly Wyll seems to switch sides in his initial confrontation with Karlach; how fast he goes from convinced he must kill her to letting her live. For me though, this makes perfect sense.
The decision Wyll makes in that confrontation not actually whether or not to kill her; he has to decide whether or not Karlach is innocent, but once he's confirmed that, it's not a question.
He commits so quickly to Karlach because he doesn't have to choose whether or not to kill her in that moment; he already decided seven years ago.
Because at seventeen years old, he decided he would sacrifice anything for the safety of others.
At seventeen years old he decided that his own life, comfort and happiness was never worth the cost of someone else's.
And so at twenty-four, he learns the devil he's been chasing is a person, and a victim, and an innocent, and the decision is already made up.
Because Wyll Ravenguard at twenty-four is who he was at seventeen, and twenty, and ten.
And to me that's one of the coolest things about him.
There's a separate post I'd like to make about how Wyll never loses his childhood wonder of the world- and I think there's a very similar principle here. Wyll grew up hearing stories of knights who slay monsters and heros in shining armor, and he took those stories and loved them and held them close to his chest.
And then he's seventeen and a devil asked him if he wants to be a hero, and he's not an idiot; he understands the price of saviourhood so he says yes.
And so when he meets Karlach, it's never really a question of if he'll kill her. It's just a matter of him finding the courage.
Because he says "you don't know what you're asking of me" and he's absolutely right, we don't. But Wyll understands the cost; he's understood it for seven years. I'll bet anything that when Wyll Ravenguard made his pact with a devil to save tens of thousands of souls, he promised himself and his city and his father who wouldn't listen that he'd only ever use his pact to help and be good, and when it comes down to it, he sticks to his word.
Because above all, Wyll Ravenguard is a man who knows who his is and what he beliefs, and who sticks to his principles no matter what, and for me that's incredibly compelling.
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This is so random but I'm genuinely curious how Barnaby and Howdy from the welcome home mob AU would look in your style, since you usually draw them so silly and sweet
I Have Literally Been Waiting For An Excuse-
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fuck it, magical boy neil
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All of you owe Viv and the others who worked on episode 4 an apology because that was handled SO FUCKING WELL?!?! HELLO?????
This is what I mean when I say you cant make early judgements based off of a 10 second video- there was SO MUCH more to it than what we saw initially. Personally, that scene was handled really well- and I’ve seen some BAD portrayals of situations like that in other shows.
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Since we'll hopefully be getting out of the VnC hiatus soon, and this new arc seems to finally be turning the spotlight back to Noé and calling out some of his more troubling traits for the first time, I've been thinking a lot about him recently.
I've talked before on this blog about Noé's inability to recognize or process bad things when they happen to him alone. He bounces back from and idealizes almost any experience as soon as it's over, even when he absolutely shouldn't. It's one of my favorite traits of his, and it's been lampshaded a couple of times in-manga. Louis calls out how weird his attitude toward his kidnapping is during the mémoire 9 flashback, and the "be a little bothered" from Vanitas and co in mémoire 57 has the same effect.
We also recently got a whole extended sequence of Vanitas and Domi complaining about how Noé also never anticipates harm before it might come to him. He waltzes into dangerous situations like it's nothing, almost as if he thinks he's unkillable. Combined with the above, this is just more of his strange brand of optimistic denial. Everything is fine in Noéland! It can't possibly not be fine! He always trusts and thinks the best of people and situations by default, never wanting to expect they may do wrong, and so long as a given event doesn't involve harm to external innocents and/or Noé's loved ones that he can't rationalize away, he compartmentalizes and denies harm once it's done. Thus he carries on in blissful ignorance, his past suffering having no effect on the blithe trust with which he treats the world.
But in addition to all that, Noé is also very notably divorced from the consequences of his own actions. It's not that he's *incapable* of considering his own effect on people, and he certainly tries to be kind and decent, but much of the time, it just doesn't seem to occur to him that people will have reactions to the things he does. He does as he sees fit, and when his deeds impact the people around him, especially if they produce a reaction that could upset him, it bounces off his mind in the same way that potential traumas do.
On the more lighthearted end of the spectrum, this leads to things like Noé never noticing when people are attracted to him. It may also have something to do with his airheaded messiness—the way he's always thoughtlessly making a mess of the hotel room and incurring Vanitas's wrath in bonus materials. On the heavier end of the spectrum, this causes a lot of genuine problems for the people around him. He's largely oblivious to the depth of Dominique's mental health problems until she's pushed to her breaking point at the amusement park, despite the fact that he's inextricably entangled in the cause of them. He also completely loses sight of Vanitas's reactions to him when he gets caught up in his protective rage at the start of the vanoé fight, and it takes an outside reminder from Jeanne and a literal mirror to make him realize that his own actions are part of why Vanitas has devolved to such a state.
This lack of self-perception on Noé's part feeds back into the other problems I laid out at the top of this post, his obliviousness toward his interactions with the rest of the world helping to facilitate his denial. It's part of the happy little insulating bubble that he interacts with the world through. And as the other side of that coin, his automatic, unthinking denial of things that could hurt him is part of what enables him to ignore his own impacts on the people around him. You can't reckon with or worry about harming other people when you live in Noéland where everything must be fine. I think the fact that he wants to be a good person that doesn't harm others actually makes it harder for him to confront the truth of how he impacts the world, because him hurting others is a Bad Thing that would cause him mental harm.
We've seen Noé mess up, understand his mistake, and apologize for it before. He apologizes to Vanitas for making assumptions about him after the bal masqué, he apologizes to Vanitas again at the end of the amusement park fight, and he apologizes to Riche for speaking with ignorance about dhampirs. However, I think the bigger a mistake of his is, the more harm it causes other people (and the more understanding would hurt him as a result), the harder it is for Noé to comprehend his wrongs. He's clearly trying to make things right with Domi, and he's told her that he values her, but I don't know if it's yet occurred to him to conceive of their mess as a situation where he's done her active wrong. He also literally passes out on her mid-conversation, leaving Domi and Vanitas to carry him back to bed when he was supposed to be comforting her.
But I think the most fascinating example, the moment where all this comes together into Noé's most feeble and blatant act of denial yet, is the first time he sees Misha after clawing up his face. The anime actually changes this detail, which is its own can of worms to get into, but in the manga, when Noé sees Misha's injuries in the light of day after attacking him, he immediately fucking turns around.
At the end of his wits at the amusement park, Noé claws a child across the face in a fit of anger and protectiveness. I'm not interested in condemning Noé for this, especially given that the child in question was actively trying to stab Vanitas at the time, but I will say that his actions are quite extreme. Given Vanitas's response and the way Misha's injuries are portrayed, I think it's clear that the manga wants us to see how Noé hurts Mikhail as something troubling and extreme. He gives that kid a pretty horrible injury, and Misha will likely have scars on his face for the rest of his life.
And regardless of how justified he may or may not have been in hurting Misha in defense of Vanitas, it's clear that Noé himself is upset by the true extent of what he does to Mikhail's face. When he looks at him in the light of day, when he sees a numb-looking child with his face wrapped in still-bloody bandages, though we only get to see a small segment of his face in that moment, he looks sick. He knows that he's done something troubling, and I'm sure he feels all kinds of heavy and unpleasant emotions.
This is one genuinely bad thing he's done that Noé cannot deny. He can't rationalize this one away and make it all copacetic. He can't conveniently forget the emotional reality of suffering and harm, because that reality is standing ten yards away from him. And he can't just apologize for things either, because apologies cannot undo physical harm, and frankly, I'm not sure he'd be able to give an honest apology for his one. Sickness at the results of his actions doesn't mean he fully regrets hurting Misha, at least not at this moment when emotions are still raw.
But Noé, confronted with this undeniable source of guilt and pain, is still ultimately unable to look the pain he's caused in the eye. A problem piercing through the happy veil of Noéland and forcing him to acknowledge it doesn't mean he's capable of reckoning with that problem. Instead he just. turns away from it.
Noé, forced to acknowledge a harm he's done and unable to employ all the many layers of automatic insulation that usually protect him, physically turns around because he cannot bear to look at the person, the child, that he's hurt. He employs the very last possible form of avoidance available to him, even though it's useless in the ways that matter. Not looking at Misha doesn't mean he gets to un-know the fact that he maimed him, but he simply cannot bring himself to look.
Noé is extremely good at playing "I do not see it" with things that hurt him. He's good enough that I think he has genuinely no idea he's doing it a vast majority of the time. Whatever mental shield he has that's protecting him is automatic enough that the badness that could hurt him doesn't ever even seem to cross his conscious mind. But no matter how automatic and subconscious, this tendency of his is still, and the end of the day, nothing more than an unhealthy coping mechanism, and this moment helps to put that to our attention.
What's the difference, really, between him cheerfully acting like Jean-Jacques and Chloé's assaults never upset him and him turning around so he doesn't have to look at the wounds he gave Mikhail? Noé can't look at pain, can't acknowledge the things he finds upsetting (at least not things that cause him alone pain, as others' pain often triggers his savior complex and spurs action). This scene with Misha throws that into the light, forcing Noé to desperately cling to his avoidance in an obvious and physical way.
Even when there's no way to deny the harsh reality of having done something he finds horrific, Noé Archiviste cannot make himself look directly at a painful truth, be it others wronging him or his own wrongdoing. It takes an external hand to step in and force him to turn his head and acknowledge/reckon with a problem. And even then, who knows if intervention can always be successful.
The start of the dham arc so far has drawn a lot of attention to this pattern of behavior, with Vanitas having to sit Noé down and explain to him in detail why his words said in well-meaning ignorance make Dante so upset. This is Noé being forced to look at a harm he caused because he couldn't or wouldn't look at and comprehend the problem (his fellow vampires' racism) in the situation he was in. But upsetting Dante is ultimately a low stakes problem for Noé. He put his foot in his mouth and offended a peer; he didn't shred Vanitas's little brother. He's able to accept his wrongs and feel his discomfort without resorting to physically turning around and avoiding the issue.
I want to know what Noé will do if/when this arc forces him to confront a source of pain he can't handle in a context that's more high stakes than a social faux pas. I want to see what he'll do when something really forces him beyond his ability to believe that everything is fine. How badly would he have to be hurt to lose his ability to filter an event/events through rose colored glasses? How badly would he have to hurt someone else? Or is his instinctive shield good enough that he'll never get out of it on his own? And if so, who else might step in to make Noé own up to reality?
Teacher and the Archivistes are becoming plot-relevant now, and our attention is being drawn to Noé's issues. I think there might be something coming soon that even Noé can't turn away from and cheerfully pretend isn't hurting him. Teacher even ends his appearance at the amusement park with a little speech about having to "wake and face reality," which makes me even more certain that a wake-up call for Noé is imminent.
Either that, or Noé's going to mess up and hurt somebody even worse than he hurt Misha later this arc, and in that case, we might get to see a feat of denial even worse than him literally turning around to avoid looking at the wounds he caused.
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"An ideal Sims game would have Sims 2's gameplay mechanics, Sims 3's open world, and Sims 4's graphics!"
I absolutely despise this take, and I want to explain why. This is a very long rant and it is full of piss and vinegar directed at everything in the Sims 4. I'm gonna try to keep everything kinda professional as much as I can but I can't guarantee an unbiased opinion.
If you'll let me talk your ears off for a moment, I'd like to explain, from my own experience as an artist and a casual player, my issues with the art style and direction of The Sims 4 compared to The Sims 2. (I'm not really going to comment on 3 because I've never played it.)
I want to start off by explaining the difference between better graphics and higher resolution. The Sims 4 absolutely blows Sims 2 out of the water when it comes to textures and polygon counts on sims, no contest. But I'd argue that the graphics themselves... aren't better. They're worse, even, so much fucking worse. The biggest problems come from the stylization and the animations, in my opinion, so I'll explain what I mean.
Have you ever felt like the Sims in 4 just look... weird? Not quirky, not kinda strange, but off. Distressing. Uncanny. Whatever the fuck the kids call it nowadays. When you strip away the packs and the CC and the shaders, the sims in the base game look bad. They're very close to being human; they walk like us, talk like us, have families like us, but they don't look like us, not exactly. There's always something off about them, no matter how close you try to get. Proportions will be a bit off, or your eyelashes will be like three polygons for some fucking reason, and the jig is up. The illusion is gone.
This is one of the instances where a higher resolution and more detailed models and meshes work against you. You aren't making believe. You are beyond the point of pretending that the pixelated shapes are real clothes and bodies and faces, because at this point, they're close enough that you don't need to. There's no gap to bridge. But that doesn't necessarily mean that they're lifelike, at least, not enough to be completely human. In some ways, they're still tethered to being cartoony and plasticky and fake. Just enough to frighten you. Enough to put you off. They're not using it to their advantage anymore, and instead, it's holding them back.
When the Sims 2 came out in 2004, the developers knew that they weren't going to make a perfectly accurate life simulator. They physically couldn't render every wrinkle in the face or fold in the clothing. In some animations, things clip strangely or the facial expressions are sort of janky or there's just some form of roughness around the edges. But that's okay; your brain doesn't need a perfectly accurate representation this time. That's not what you're here for, anyway.
The Sims 4 is basically Icarus-ing itself into disaster. The entire game sacrifices style for complete realism, a goal that was unachievable ten years ago, and is unachievable now.
The Sims 2 never thought of itself as a completely realistic life sim, though. It has cartoony, low poly meshes and exaggerated proportions and wild, raunchy storylines that would never occur in real life. BECAUSE IT ISN'T REAL LIFE. And it isn't like real life, not because it's failing to be, but because it doesn't want to be!
The Sims 4 is not ever going to completely replicate human looks or interactions or dynamics. And if it's trying to, it's doing a shit job of it. That shouldn't be the goal in the first place. If I wanted to watch a lonely college student talk to himself in the mirror to try and get better at interacting with people, I'd close the computer and go look at myself. It somehow highlights the most mundane parts of life without any of the whimsy and goofiness that the earlier installments had. It takes itself too fucking seriously for its own good, and it's killing both the gameplay and the art style.
The other point I'd like to bring up is the animation. The Sims 4 allows for much more customization of both sim and environments, but at the cost of dynamic animations. How many times is that grab animation reused? How many times is the same set of animations used for sims with wildly different personalities? Your sims barely feel alive with how little they express themselves.
Now, look, I'm a digital artist. I've dabbled in animation, but only briefly, and only in 2D. I've got no clue how 3D animation works, much less how it worked 20 years ago, but I can see the passion in every single animation in the Sims 2. The more niche interactions allowed for more expressive animations than in 4. They could afford to have a distinct animation for mean sims throwing the football extra hard to be assholes, rather than every sim using the same generic football-throwing animation to save time and money. I get where they're coming from. I get the idea. But in one move, you've both made the art style stiffer and less expressive, and you've made the personalities of the sims seem meaningless. Everyone acts the same, regardless of what their moodlets or their traits say. It's hollow. It's stifled. It's a waste of potential.
But for what Sims 2 lacks in polygons, it makes up for in smaller animated details. Quality over quantity. The sims have hair physics, they open the door before they get in the car, they take utensils out of the counters when they cook, they jump on the couch and the cushions smush under their weight. When they dance, the weight is realistic, and when they smile, it tugs at every one of the few dozen shapes that make up their faces. The sims are lively. They dance and sing and love and hate just like humans, and rather than being some strange attempt at mimicry, it's almost a tribute. They were made with love. You can tell that they were drawn up and rigged and animated by a bunch of people working together, studying each other and making faces in the mirror for reference and watching their kids and neighbors and dogs and hands for reference. The sims are not human, and not trying to be, but they're taking the most human parts of us and making them their own.
You could never have a game with the Sims 4's graphics and the Sims 2's gameplay. The gameplay and graphics are inexorably connected, and the Sims 2 just has so much glorious detail baked into it, that you could never really make it work underneath the limitations of the later games. The developers of 2 knew what their limits were, and they worked tirelessly to make the game as full and complex as they could within those limits. The developers for the Sims 4 just did not have those guidelines, and thus, the drive to bend the rules was no longer there. They didn't go wild in rebellion because they were never told they couldn't in the first place. They spent the entire time chasing a goal they couldn't meet, and lost sight of what made the series fun to begin with.
It wasn't the realism you came for; you had realism already surrounding you. It was the caricature of it that made it interesting.
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avpd/szpd culture is experiencing "love" more like a reptile would--in the sense that you are familiar to me and I appreciate you, however I cant feel any deep emotional connection to you.
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I will never stop this
Every season I have to make a post about how indescribable D20 related grief is.
There is such a wildness to it where I feel my heart like sinking as I process it all. And like you find these beautiful stories about cycles, about loss and love and the things we do for secrets and for the things we love and the things we want. The sacrifices we're willing to make. The way war and death and grief takes people apart piece by piece and never rebuilds them. The way we are changed when we're left behind in a world without someone we thought we'd have forever. The feeling of finally having something to want, something that's yours, that's solid and something that's beginning only to have it ripped out from beneath you. The people we turn into when there is nothing to do but to run. The way fear and trauma and torment can make a person do things they wouldn't otherwise, how they influence decisions and desires and how freedom becomes a blessed commodity. The way we find that people need each other but sometimes they just can't. The way ambition blinds and ruins. The way the people who are gone leave ripples in their wake, something new as they die, something blooming from their decaying.
Like there's this deep story about the cyclical nature of the world and the way it's all so unforgiving. A narrative about how life finds a way, among the struggles of a girl who should be dead growing up too quick in a war and learning to want instead of just need. A plot about a man who loses everything trying to find something to prove that there is a purpose to his torment, that he can be saved.
And it's beautiful
And then you have to explain to your friends that you're crying because the radish grandpa and the chili pepper satanist died.
Like how the fuck am I meant to explain the profound grief of a mango? Or the way that ambition has absolutely crushed a pastrami sandwich who, even more than greatness, seemed to want love. The way greasy provolone cheese tells a story of regret and atoning for one's mistakes.
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Hello there, dear @itsokaytomakemosstakes!
I was your assigned gift maker for the @dcmk-exchange event!
Ever since you shared your lovely mugs with me, the thought that Ran would get them as a matching kitty set for herself and Conan, wouldn't leave me alone. So I decided to embrace the idea; for both the headcanon and the personal touch.
Originally I planned something more silly, but the soothing vibes of my first sketch were just so lovely, I went with this instead (especially since I thought you might appreciate a bit of peace).
I hope you'll like this, and I really have enjoyed chatting with you, Moss!
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*me immediately after going through a terrifying and traumatic experience* haha yeah I guess it was rough but I'm fine now like I'm totally chill. It was kinda funny actually if you think about it
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the gorgug-porter conversation is interesting to me because like. yea for the overwhelming majority of the conversation porter’s being shitty & trying to fit gorgug into a box that gorgug just does not fit into by trying to make gorgug’s relationship with his rage more focused on the aggression aspect of it. but then there’s also this specific thing that brennan brought up again in the ap, which is that gorgug’s relationship with his rage is wholly “this is a tool i use to protect my friends.” which isn’t a bad thing! but that’s his Whole relationship with it, & gorgug seems to place next to no value on his rage in relationship to himself. which is problematic, because it’s first & foremost his rage.
being raised in a household with a sort of toxic positivity largely meant that, whether or not it was his parents’ intention, gorgug internalized the message that more traditionally “negative” emotions such as anger are the wrong response to something. part of the reason he prioritizes his artificing is probably because it’s “fixing” things. in comparison to being a barbarian, which gorgug associates with “breaking” things. good vs. bad behavior, in his eyes.
it’s a totally unacceptable bar to measure a 16 y/o by, but i do think part of porter’s reasoning for not letting gorgug multiclass is him recognizing that gorgug generally does not value anger as a valid emotional response to something, at the very least for himself. & that directly conflicts with what being a barbarian is, because whether you like it or not, that rage is what fuels you. but again, barring a kid from pursuing something they deeply care about in part (not entirely, porter has a lot of more bullshit reasons) because of their fundamental values & world outlook is crazy.
so yes, 98% of porter’s reasoning is pretty shitty, immature, rife with a toxic view that there’s only one proper way to access rage, & generally not a good thing to do as a teacher, but also within that reasoning is the 2% of ‘there is a fundamental part of yourself that you only value if you can use it to take care of other people & you need to accept that as something that can take care of you, too.’ but that’s something to discuss with a therapist or a guidance counselor, not something that should hugely impact gorgug’s academic future.
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