#and that those are things we usually develop THROUGH play
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kinda derailing here so feel free to ignore (obviously), but i wanna blab about playing pretend and “kids these days” from the perspective of someone who writes/reads fanfic and used to roleplay. Why? I have work to do and I don’t want to do it lol.
My credentials:
I used to play pretend as a child (in addition to going on the internet, back when it was a bit more lawless)
I had a roleplay phase, meaning i have engaged with Playing Pretend with more prefrontal cortex development than young children
I am a babysitter, so I have hands-on experience with playing pretend with a real life child of the 2020s
I don’t know if this is true for all kids or if it’s more of an idiosyncrasy (and many factors could be at play for that), but the way this kid plays is markedly different from how I did it. It’s never freeform. Like, ever. I’m going to use roleplay-y language to explain this, so apologies in advance.
Many moons ago, we played out this situation: a generally-beloved and kind child whose mom is her class’ teacher. Bully Archetype hates her for “no reason” and kicks her in the leg with catastrophic results (shattered leg. treatment: wearing a cast for several years). Cue classwide sympathy. And this is in line with my play! Kids love feeling special and adored, love overcoming evil, love weirdly tragic situations. Nothing out of the ordinary with this, from my perspective.
But the weird part is that when we play, it is only ever this situation. Always the same order of events. She has absolutely no desire to put our characters in different situations, experiment with the world, etc. She also has no desire to play more than one character (for context, I play ~2 main character, ~3 sides, and a number of extras). It requires a kind of annoying amount of mental energy to do all this, but I’m fine with that, yk? I just remember kids always wanting to take on more and more roles in order to control the narrative, so this definitely surprised me. For me, navigating the unexpected, expanding and feeling out the world was the fun part. This applies equally well to my experience with childhood play AND roleplay/fanfiction.
It’s a little less surprising tho, because she often breaks character ((like using the double parenthesis for asides from the “mun”)) to lay out exactly what she wants to happen, down to the words I say. Like extreme god modding! And that’s fine. Firstly, I have no personal qualms with letting her conduct her playtime as she likes. Secondly, OOC asides weren’t unheard of in my own kid-play. BUT so much of the fun and benefits from play come from the creativity and thinking needed to lead the narrative by action and dialogue. I tried to lead by example and try to move the story along in those more subtle ways (instead of saying “Hold up, you’re the mom and I’m the daughter” to show the relationship, saying something like “We’re gonna go the mall, right, Mom?”), but she doesn’t really pick up on them. I don’t know if she doesn’t notice, or if she isn’t noticing because she isn’t open to playing the story out in a more organic way. Whatever the cause is, the play feels very separated—more like ping pong than a conversation.
And since I do play so many characters, and because all the events and dialogue are more or less (pre-)ordained, it doesn’t even feel much like ping pong at all. Honestly, I feel like I’m putting on an interactive show. The benefits of play—learning how to communicate with playmates, explorative creativity, curiosity, world building, collaboration—just aren’t present. And again, I wonder if this is a her-thing, or if it’s because kids aren’t engaging as deeply in what they do.
Is this because their typical play, at least on the internet, limits them to being passive recipients of formulaic, short-form content? Or repetitive, simplistic puzzle games with cheap hypercolorful graphics? The internet for kids used to be more of a choose-your-own-adventure situation, but from what I’ve seen, the energy is overwhelmingly “shut up. watch this. laugh, maybe. watch something else. stay quiet—mom’s working right now” and “swipe. tap. match colors. watch ad. tap tap.” There’s less agency.
My theory is that she breaks character to godmod (a sort of inelegant, very inorganic mode) because she isn’t aware or appreciative of her ability to be subtle and immersed while still effectively influencing what’s going on. Because the Kid Internet doesn’t exercise that muscle. And not for nothing, I had to knock the dust off those muscles in order to roleplay and play pretend, but at least they were developed to some extent. I don’t know if the same can be said for this kid, or Kids These Days in general.
Despite thinking about this a lot, this is super rambly, and I apologize for that. I’m also not coming at this with the intent to shit on a child lmao. It’s more to exemplify what I think is a result of lack of quality media and recreation targeted towards kids, and how it might be fucking them up (by no fault of their own).
Roleplaying and writing fanfiction are ways of playing with these (imo important) skills past childhood, so what happens when culture shifts away from fostering them in children?
this is going to sound like the most boomer take ever but I genuinely think increasing reliance on technology for entertainment in youth is draining creativity. it's that instant gratification which allows you to shut your brain off for a while. these kids aren't having to resort to their own creativity when bored. there's always a solution to "bored" now. BRING BACK PLAYING WOLVES UNTIL BEDTIME
#i know this seems like im making a mountain out of a molehill#and that im like#disturbed by this child’s inability to Roleplay Well#but i do not give a shit about that i promise#I just think that a lot of the skills needed to Roleplay Well are important in other areas of life#and that those are things we usually develop THROUGH play#and while Kids These Days have the facilities to do all this#the shit they engage with doesn’t encourage developing those skills#which is a damn shame#bc not only are those skills useful inasmuch as their ability to make talented adults#who can think good thoughts and do good things etc etc#but they also just contribute to living a happier life idk#i find kids rather annoying tbh but i care a damn lot about how the world has let them down#and historically lets them down and ignores and disregards them. not cool#annoying fuckers tho they may be#they deserve to be respected and nurtured and protected and EMPOWERED#ugh that is all
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the good life essentials: the ultimate guide to getting what you want 💭
for so long i always felt a sense of struggle when it came to my achievements. i could reach my goals but it always felt so hard, and it usually came paired with periods of burn out and malaise. then i found out why: i was often neglecting foundational needs, living in chaos and not taking proper care of myself, and trying to zoom straight to big-picture achievements.
below is my ultimate guide to 'the good life'. the more balance you can achieve in each category, the easier and more pleasurable it becomes to reach your goals. you will still have to stretch yourself and explore beyond your limits... but it should feel relatively nice because you are supported by a nourishing lifestyle.
you deserve a beautiful, healthy, passion-filled life. here's how you get it:
01. your foundation: the essentials
physical health: create nourishing routines for sleep, exercise, and nutrition. your literal energy starts here, so if you’re trying to bring positive energy to your life and achieve success, you need foundational energy.
mental and emotional health: build resilience and develop strategies for coping with pressure and stress. take care of your mental health always, not just when you’re already spinning out.
financial stability: learn to manage your money wisely. budgeting, saving, and debt management are a must.
02. your core: connections + fulfilment
your home: whether you have just a bed, a room, an apartment, or a whole house, create a safe, comforting space to recharge and feel grounded.
strong relationships: surround yourself with supportive and meaningful connections - so much about ourselves is defined by those we are close with so choose wisely.
meaningful work: follow your sense of purpose and find work or projects that bring a sense of fulfilment and satisfaction to your life. remember that it may not always be paid work. if you have no idea, just keep trying things and follow what interests you, while working on the next stage.
03. your growth: personal development
personal growth: invest into self improvement, developing new skills, growing your knowledge and learning as much as possible.
spiritual fulfilment: find purpose, whether through spirituality, self-reflection, or a connection to something bigger.
creativity & self-expression: explore creative outlets and express your true self to find a grounding sense of joy and authenticity.
04. your larger contribution: beyond the self
community & contribution: give back, volunteer, or participate in community initiatives to connect with a greater sense of purpose and life-giving connection.
legacy & impact: define the mark you want to leave on the world, through family, work, or contributions to society. think deeply about what you wish to leave behind and tailor your life to this goal.
05. your enrichment: quality of life enhancers
play & leisure: make time for joy, hobbies, and relaxation for rejuvenation, calm, and passion. if your day to day work isn't your passion, it's so essential to find passion here.
time in nature: regularly connect with the outdoors for grounding and mental clarity.
#it girl#it girl energy#that girl#becoming that girl#lucky girl syndrome#girl diary#dream girl#dream girl guide#girl tips#vanilla girl#soft life#pink pilates princess#clean girl#pinterest girl#girlblogging#justgirlythings#self improvement#self worth#self care#self development#personal excellence#the good life
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Avoidance vs. Vulnerability
I love how so much of Blitzø’s character development is rooted in his body language.
Lets examine:
"IT WAS NOT A BREAKUP! You need a relationship for one of those and we never had that... and we never will."
Blitz, after yelling at Millie's face clarifying to her that it wasn't a Breakup, only to immediately turn his head the other direction because he doesn't want to see her face.
This is Blitz being avoidant and trying his damndest to keep up that facade he always puts on.
Despite the fact, that his voice breaks when he says the words "... and we never will," Blitz is making sure Millie does not see his face. Showing to us the audience that Blitz still has his walls up around Millie.
Millie makes a joke to Blitz about "trying to not be our third anymore," fully expecting Blitz to make his usual spastic joke, deflecting the situation as he always does...
But the thing is, Blitz doesn't make a joke to avoid the question, he simply states very seriously, "No, not anymore."
Millie is confused and shocked, almost with a sad expression on her face. Millie has never seen Blitz act so seriously before and it shows.
However, with the complete obliteration of his walls caused by the trauma he suffered by Rolando, Blitz now feels comfortable enough to let Millie see the real him.
Millie states the elephant in the room, "The bird got you that bad, huh?"
Or in other words...
Wow, you really have feelings for this guy...
And Blitz simply states the words, "I guess." Showing to us, in the most simple, bare bones way that yeah, he does have feelings for him.
I love how Blitz looks straight at the camera when asked this question, he doesn't make an effort to look at Millie and he still averts his eyes the other direction showing to us how uncomfortable he is with being vulnerable.
But the biggest thing Blitz does in his body language is the fact that he doesn't try to purposely hide his face away from Millie, he just dejectingly looks off into the distance, because even though he's accepted and acknowledged his feelings for Stolas, he's still aware of the fucks up he made in Apology Tour.
Millie makes one last good-natured joke towards Blitz to lighten the mood, and Blitz simply averts his gaze Millie's direction with a grateful smile, almost giving her thanks for not dwelling on the conversation for too long.
(Stolas I get it, I am also down bad for this man. JFC if you don't want him, can I please have him?)
Blitz with relaxed eyes, simply plays into her joke, "Well you know, your husband is still a little fuckable."
I love how Blitz doesn't fully play into Millie's joke, he makes sure to add that little there to NOT downplay his feelings for Stolas.
Ghostfuckers is my new favorite episode of Helluva Boss, and one of the reasons why has to be the amazing character development Blitz and Millie went through this season.
#helluva boss#blitzø#blitzo#stolitz#helluva boss blitz#helluva blitz#ro rambles#stolas#blitzo x stolas#stolas goetia#millie helluva boss#helluva millie#helluva boss millie#helluva boss moxxie#Helluva Boss spoilers#Ghostfuckers
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"Why There Will Never Be a Peeb Adventures" otherwise known as "The Peeb Adventures Pre-Mortem"
Since 2020, I've made a good chunk of games. Hell, even though I've been doing this for 10 years to date, the majority of my progress as a creative began over the course of this 4 year period.
Out of all the games I've made - or otherwise had a hand in - there is only one that's apparently struck a chord so deeply with people that to this day I still get messages and comments asking when it will come out.
The title of this post already explains the whole deal so I'm not gonna be dramatic about it right here. As per usual, I will instead get heart-clutchingly dramatic about the subject by the end of this story.
I felt the idea of a "Pre-Mortem" might be a fun way to talk about games that will never be finished. Maybe I'll make more of these down the line for other old games, who knows.
"The Incredibly True Origins of Peeb Adventures" or "Wow! I Hate It!"
Peeb Adventures began as a gift game for my long-time friend Aaron. It was simple, mostly functioning as a fun little gag that stemmed from a 3D model I made of a character he doodled during a drawpile session. I gave Peeb a grapple hook just because I wanted to experiment with swinging mechanics and felt the gag gift was a great space to toy around in without having to actually ask myself how on earth I'd want to structure a game around a grappling hook. Foreshadowing!
Eventually, the gag gift did that classic thing all developers have experienced before where your game spirals out of control and grows into a hideous monster, and what started as a fairly abstract grappling toy convergently evolved into that dreaded state we call a "3D Mascot Platformer."
I made a very short demo in the summer of 2020. It went absolutely nowhere, and after an idol of mine caught wind and asked to play it (before sending about 3 paragraphs of feedback suggesting how to improve what was, in my view, a trainwreck of baby blocks stacked on top of eachother), I shelved the project.
"The Absolutely Tremendulous HPS1 Adventure of Peeb" or "My Friend Jam Suggested I Revive the Project and So I Did"
Shortly after Peeb was shelved for the first time, I joined a community of game developers called Haunted PS1. For those not in the know, HPS1 was essentially the nexus point for "retro horror games" in the indie sphere, and a lot of the resulting deluge (non-perjorative) on itch.io can find its roots in this community.
HPS1 was a good place. Lots of nice, talented people willing to tolerate the kind of mindless riffing I often do in voice calls, anyway. I made a decent chunk of friends there, some of which I'm still quite close to, even today.
HPS1 has this tradition called the HPS1 Demo Disc that began in 2020, and with the year coming to its end, there was talk of a new one set to arrive in spring 2021.
Unlike the first demodisc, however, 2021's disc required you to submit a game in-progress to a panel of judges. They'd then give their yay-or-nay, and you were either in or out.
One day, I was musing over the fact that I didn't really have anything to submit so I would likely have to sit out of 2021's disc. My friend, Jam, who you might know as the developer of the Heilwald Loophole (or Beton Brutal) suggested I consider reviving Peeb Adventures as my submission to the demo disc.
Why did I follow through on this? I don't know. It's funny to think a scenario this simple was the launch point for my career.
Over the next 6 months, I worked on turning the absolutely horrendous gag game into... Something still kinda trite but at least playable. I had some help from my longtime teammate drurylain, my longtime friend Aaron (the creator of Peeb's original design), and my longtime spiritual uncle Tim, and with our powers combined... A new kind of demo experience where you don't do anything of particular note besides swinging around was born.
Also quite important: the very same drawpile session that spawned Peeb also spawned Orbo, who would also make his own appearance in Peeb Adventures as a recurring side character (since I felt like Peeb needed a friend).
"Go! Incredible Friendship Unites in the Gameosphere! Peeb and Orbo are Born!" or "Peeb Adventures: Coming Never"
So the demo for Peeb Adventures was finished early March 2021, and the demo disc went live on itch.io on the 25th of the month.
The demo disc then proceeded to do a backflip and pick up a LOT of traction online. Which then meant Peeb itself was catching little bits of the traction in its mouth and smacking its lips.
I went from "guy who makes games for nobody" to "guy who makes games for that one very specific brand of teen on twitter who loves the object head show", and I was riding high.
Fanart poured in. People showed a lot of love. I was dazzled by it all, really.
Despite the love for the game and the potential on hand, progress was stagnant. My group of friends and I all got together in a google doc and wrote an entire planning bible for the game. Game mechanics, story beats, twists and turns, the whole thing. Despite having the structure lined up, I had other ambitions and began working on a multiplayer deathmatch game that quickly overtook my work schedule.
Peeb sat on the backburner, but at the time I still wanted to finish it one day. My main excuse was "well, I just need more money! If I'm going to work on this game it's gonna need more than one fulltime person and I can't just ask people to work for free!" That excuse worked on me for a while.
"I Don't Think I Want to Play With You Anymore Peeb!" or "There's Such a Thing as Too Much Love"
A while had passed at this point. My ambitions hadn't just grown, they'd completely shifted. Before long, I found myself working on yet another demo for the 2022 HPS1 Demo Disc, "The Spectral Mall."
Nowhere, MI wasn't just some random toy for me, but the culmination of all my love into one game. Despite its silly demeanor, the game was a product of a lot of pain, and even now I still desperately want to finish it. Except I have to make money to live, so... Oops!
Anyhow, there was a shift in demeanor for me during 2022. You have Peeb, a game that I made on a whim as kind of a joke with friends, and you have Nowhere, MI, a game that meant the world to me during really dark times.
And you know what? There were a lot of people that wanted Peeb. People that never stopped asking me about it.
I realized while working on Nowhere that I didn't really know what I would even do if I ever had the chance to work on the full Peeb Adventures. Not only did I find the nagging kind of annoying, Peeb was also something I couldn't really... Wrap my head around?
It occurred to me that Peeb wasn't really "my" game anymore, it was "his" game. The old Johnny.
I'd changed a lot since the game had come out in early 2021. In a year and a half my world got flipped upside down, and... I don't know, Nowhere was way more reflective of who I was now. Sure the humor was still pretty asinine, but there was a shift. It was hard to picture the "Peeb Adventures" people were actually looking forward to when my own sensibilities had drifted so far.
When the Nowhere demo came out along with Spectral Mall, it did... Alright? People liked it, but it wasn't the same as Peeb's release. Hell, even in Nowhere's release there were people pushing it aside to ask the same question they'd been asking every week leading up to it. "When is Peeb Adventures coming out?"
"Goodbye Peeb!"
It was increasingly harder and harder to not look back at Peeb and kind of hate it. It was rough in every respect, and yet it whenever I met people who'd heard of me online, they always cited Peeb Adventures.
Strangers continue to ask me when it's coming out. On rare occasion I'll get someone asking about Nowhere and I'll feel a bit excited anyone else cares about that game besides me and maybe my friends, but most of the time people just ask about Peeb.
To finally answer this question I've been asked for nearly 4 years: There will probably never be a Peeb Adventures.
"Goodbye Johnny."
I like to believe one of the reasons people are attracted to my body of work is because I make games to reach out to other people. That's probably not the real reason, but it's nice to play pretend and imagine your work has more significance than just "ha ha boner."
I put a lot of myself in my games and I rarely hold back, even if an idea is insanely stupid or strange. The result usually becomes something more like a scrapbook than a game.
It's hard to try and expand on a game like Peeb when the Johnny who made it isn't really with us anymore. If I worked on Peeb now, you'd get some kind of irregular frankenstein that'd never be as exciting as the original vision was.
By the time I get around to Nowhere again, am I still going to be this Johnny? Or will the next Johnny look back at Nowhere the same way I look at Peeb now? Who knows.
Anyway, look forward to more games from me and my friends. Even if it's not Peeb Adventures, it'll still be us.
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Hi! I guess it’s ask time? Just wanted to say I think you’re one of the funniest people on YouTube; I have a playlist called ‘Emergency Funny’ and like half of it is just your videos.
I’m wondering, when you’re cold-reading a line, like in those streams of voice acting a video game while playing it, what are the small details, if any, that you look to to figure out how to read the line? I’m continually amazed how you manage to have near perfect delivery while never having read the line before. Sorry if this is worded confusingly I legit don’t know how to phrase it
This was sent months ago, but it's actually a very good question and talking about this might help people who like to voice games on stream get better at doing that.
For context, this is about our "fully-voiced" game playthroughs where we cold read an entire video game out loud.
One small thing I try to do that helps is pressing the "advance dialogue button" when the person speaking is about 65-70% of the way through their line. That way, if the next line is from the same character the actor has a chance to read it smoothly as though the lines were not separated at all.
If it turns out to be a different actor's line, this gives the new actor more time to skim the words as well as extra time for them to realize they're about to be speaking so they don't get caught off guard.
Doing this is actually kind of hard because every actor we work with reads at a different pace and the person actually playing the game has to keep that in mind. Oz, Vixen, Arim, and I can sight read most lines almost instantly. I've seen Oz and Vixen in particular read entire text boxes that were only onscreen for a couple frames. But, obviously, not everyone is that fast, so everyone gets different "advance the dialogue" speeds.
Ideally, if a game is well-written and the characters you're playing have a strong voice, you'll slowly fade into the character as you read them. You begin to feel the things they're saying rather than just reading words on a page. Once you hit that flow state, it becomes easier to process what they might logically say next. If you notice one of us make 2-3 errors in the span of just a few lines, it means we're probably not in that flow state.
Some games are also much easier to scan than others, usually because of their character poses.
A game like In Stars and Time has such incredible character portraits that you can usually tell the tone of the accompanying line within a few frames of a portrait change.
Loop (above) is an extremely suspicious and weird character, but voicing them was so much fun because I could always rely on the portraits and the font changes in the text to give me direction on how to play them accurately, even though I didn't actually know what their deal was until about halfway through our playthrough.
Coffee Talk also has very strong portraits that react in real time to the lines of dialogue. The framing can push characters smaller or larger in focus depending on how upset or meek they are, so it's very easy to react on sight and adjust accordingly.
Every time a game developer takes the time to painstakingly add portraits that match every single line, every time they add SFX to accentuate certain words, every time a font wiggles to tell you someone is speaking in a sing-songy way, that's all direction that the game's creators are giving you.
Another thing that helps is just media literacy. I think everyone on the channel is pretty good at that because, speaking frankly, I don't like hanging out with people who have bad media literacy, lmao.
The more media you consume, the easier it becomes to know how a story is going to go. Even a really well-written mystery usually has only 3-5 real options for an ending, and while you're reading games aloud it's a good practice to consider all of them equally so your reads make sense no matter what. You'll notice it's pretty rare something takes us entirely by surprise in a read-through.
Also, of note, it's much easier to notice specific foreshadowing and word choice in dialogue when you're reading it aloud as opposed to silently skimming.
A solid example is our fully-voiced playthrough of Trails From Zero, which actually happened on SurpriseRoundRPG a few years back and not my own Twitch or YouTube.
Minor spoilers, but the character above, Ernest, has some antagonistic interactions with your main party over the course of this game. He wants Ellie, the white-haired party member, to quit the police force (that's your group) and go back to working with him in the Mayor's office.
When Arim played this game solo he didn't really think much of this guy. However, when he played the game for us and we read it out loud, having lines like the one pictured above spoken aloud makes it kind of impossible not to notice that this man is a freak. Mo, his VA, ended up playing him as a manosphere incel weirdo because that's the vibe he was putting out, and, lo and behold, that's pretty much exactly the character he turned out to be.
There's a running theme on our channel where commenters are often surprised to see the game "play into our bits" and how we "accidentally predict things".
What's really happening is the reverse.
It's very, very rare that we decide to make up a bit from absolutely nothing. It's not a hard and fast rule, but I find we only make jokes and play up aspects of characters based on things that are already there. Hence that one time in Miles is a Robot when I said something awful and sexual as Ray Shields, Oz groaned, and I said "Hey man, I'll give him a different joke when the game gives me somethin' else to work with!" I didn't choose to make Ray awful and sexual all the time. That's just how he is, so that's the well we pulled bits from.
Because we only extrapolate from existing content and our "silly" versions of the characters onscreen are just exaggerated versions of what's really there, whenever the game gives us more info about them, the new stuff tends to be very in-line with the bits we've already been doing. It's not us being psychic. It's us being consistent!
It also helps that almost all the regulars on my channel have done professional voice work and have been doing some version of this for literally 10+ years. Practice makes perfect!
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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Got a bunch of Sasuke-centric asks, so here we are!
Sakura has some complicated feelings about Sasuke.
In my AU, Sakura was born to civilian parents who didn't really want her to become shinobi, even though that had been her dream for as long as she could remember- and it was no secret in the Haruno household that they were hoping she'd drop out, or at the very most, be career genin.
So Sakura never really had anyone to believe in her and had to go into the academy (late!) as a civilian-born, meaning she was automatically behind in development (and status) compared to the clan kids. (I headcanon that until the Academy, Sakura didn't ever spar with anyone, versus clan kids who had probably learned how to wield kunai before they knew how to walk).
So Sakura worked hard and did her absolute best to get the barest minimum that clan kids were afforded by default. Unfortunately, her best, without the resources/opportunities, just wasn't good enough. And Sakura knew it. Academically, she was brilliant, but that's not enough to be a good shinobi. And somewhere deep down, Sakura (at the very least Inner Sakura) knew it.
It's why I headcanon that she developed such a violent temper. People who are secure in themselves don't have such explosive, uncontrolled outbursts- it's why she picked on people like Naruto, who was probably the only person below her in the pecking order (maybe Tenten? But they're equals I guess). It's why she's so quick to anger and usually has those responses OUT of combat- it's because that's the only place her violence is actually effective.
It's also why she's such a teacher's pet- she needs validation from others to try and fill the gaping void.
So when Sasuke appeared on the radar, and everyone wanted him, so did Sakura. Because if she got him, she would do something that no one else- clan-privileged and better- could do. In fact, she staked most of her identity (her hair, her diet, her clothing) on it.
None of this was conscious. She really did have a crush on Sasuke, but the seed of it was born from a very misguided desire to prove herself on an even playing field.
After all, she didn't have a clan upbringing/resources to teach her how to find self-worth and actualization through her skills (she went home, and her civilian parents praised her for things that absolutely didn't matter in shinobi reality, amazement that she could throw a kunai! how good her grades were! and how cool it was that she could jump high!)
(and Kakashi absolutely didn't help, lol), so she defaulted to what she knew- which was being a regular girl with a regular crush.
Now, as an ~adult, she's come to the painful realization that her love for Sasuke was just a goalpost. Ironically, she set her sights on someone who would inadvertently feed into all of those insecurities, and because Sakura didn't love/believe in herself, she accepted Sasuke's abuse.
She also understands that she ran into the Chidori/Rasengan deathmatch of her own stupidity, but she just can't forgive Sasuke for leaving. For never owning up. 'Cause that's just coward behavior..
Basically, Sasuke's cruelty was just a reflection of her own self-loathing, and unfortunately, Sakura just wallowed in denial and ended up paying a hefty-ass price.
So if she ever sees Sasuke again? Honestly, she doesn't know whether she wants justice or revenge. It's complicated.
Whew- that was a text dump....
Once again, thank you so much to everyone for all the interest and asks! I'm so happy we can all share Naruto rotbrain together.
#naruto#haruno sakura#sasuke#tfw Sakura realizes that she doesn't even LIKE Sasuke let alone LOVE him#Sakura has a lot of deep seated insecurities about herself#which are all valid honestly#and she never had any teachers or family to back her up#i have no beef with SasuSaku but they're not right for each other in this AU#also no beef against Sasuke#he bby#coven!Sakura
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I have 2 spn accounts, a Deancentric blog that ships Destiel and another account that unintentionally follows a lot of Samgirl blogs. So one blog follows majority Deangirl blogs and the other incidentally follows a lot of Samgirl blogs. And here's the major difference I've noticed on the different dashboards.
Deangirl dashboard: Great meta analysis. Beautiful art. Level 1 and 2 headcanons (largely based in canon). Pro-Dean. Stumble across reblogs of Deancrit. Bitter Deangirl blogging. Generally fair portrayal and discussion of the positive and negative traits and actions of Dean, Sam and Cas. Deanhater anons.
Samgirl dashboard: An entirely different pool of beautiful art. Whole lotta woobie!Sam art where Dean is his abuser. Deancrit about Dean being an abuser. Bitter Samgirl blogging about how people will find any excuse to hate Sam. "How can anyone be Samcrit he has done nothing wrong ever." Level 5 headcanons (you literally ignored canon to make that up). More about how Dean is Sam's abuser. So many posts about how awful Samcrit is. "Do Deangirls really think that Dean cries himself to sleep at night thinking that ppl thinks he doesn't know how to read." I have yet to see any actual Samcrit posts (not even links or reblogs from Sam defenders), not even after literally searching the Samcrit tag for it. The Samcrit tag is full of Samgirls crying about Samcrit and no actual Samcrit. "Samgirls are feral, but we need to be bc of the hate ppl throw Sam's way."
I literally have to block so many people on the incidentally Samgirl dashboard bc I'm not on Tumblr to randomly stumble across a post on how Dean is a toxic stalker who abused Sam by changing Amelia's number in his cellphone. Do you have any idea on why Samgirls seem to feel so attacked all the time even though I literally only ever see *them* attacking Dean?
If you dig deep enough into any fandom, you will encounter people who fetishize "helpless victimhood". Some fandoms attract more people with those particular proclivities than others. Supernatural and Sam in particular attracts people who hold those sorts of aesthetic interests because of his relationship toward accountability versus Dean's.
Dean is a character with an overactive sense of responsibility. He blames himself for the Lindbergh baby and unemployment and every child murdered by a shrtiga from 1990 to 2005 because he went to play an arcade game when he was 10. He also blames himself for things like Jessica dying and Sam not being in school. Other characters pile on this blame frequently. John blames Dean for Sam getting hurt (1.18). Ruby tells him (and Sam) that Sam is a weak baby who won't psychologically survive without Dean there to protect him (3.11). Meg alleges that Dean is "dragging Sam everywhere" (1.16). Sam rewrites reality from 1.05 to 1.21 to make Dean responsible for his burning desire for revenge. Cas and Zachariah and Gabriel blame Dean when Sam breaks the last seal because he didn't stop Sam in time. Sam blames Dean for him drinking demon blood first because Dean wasn't there to protect him and then—in a complete 180—because Dean is smothering (4.04, 5.05). Dean generally absorbs blame when it is piled at his feet because he has been blamed for things he couldn't control for most of his life and thus he feels guilty and responsible for things even when him being responsible makes no logical sense. He's never a victim of anything—everything is always on him.
Sam, on the other hand, tends to eventually deflect blame because he can't handle the gnawing bite of it for long. It reminds him too deeply of being left isolated and alone as a child and the feelings of otherness and wrongness he developed through that neglect. When his actions ultimately have consequences he didn't foresee and/or that he finds undesirable, it makes him feel ugly and unaccepted and he can't face it so he eventually finds a way to make what happened someone else's fault—usually Dean's fault. Nothing is ever on him. He's always at least a little bit of a victim and Dean always carries at least partial responsibility for his decisions (1.21, 1.08, 4.04, 5.05, 8.23, 11.01)
In other words, Sam has an under-active sense of responsibility and Dean has an overactive responsibility and that dynamic—driven by their childhood experiences—places them into a vicious cycle of blame being cast onto Dean for Sam's decisions and Dean absorbing it. Dean absorbing it reinforcing the narrative for samgirls with a victimhood fetish that Dean deserves blame and that Sam truly is a helpless baby. They never watch what actually happens on the show to see whether this narrative that Dean is responsible for everything and Sam is a helpless baby lines up with the actual events that occurred onscreen because why would they? That would ruin their enjoyment. Sam isn't interesting to them outside of his capacity to be mourned as some sort of helpless martyr. And yes—they will cry and moan about how horrible and unfair Sam's suffering is, but it isn't because they're having a bad time. They're having a great time. They love thinking about Sam that way. They wouldn't be here blogging about it day in and day out for the last 20 years if they didn't actually want to see exactly what they're seeing.
Related tags of note:
#sams motivations
#taurus sam in the flesh
#In which Sam is not a helpless little waif with his hands cast over his eyes being carried along by the tides of the immutable sea
#sam the hunter
#sams follower/leader false dichotomy
#parentification
#I have seen samgirls screenshot “samcrit” posts and pass them around FYI.#It's usually something so unbelievably mild I wouldn't even bother making a one sentence vague about it if it were about Dean.#There was also the christ figure bracket incident.#dont feed the stans after midnight#mail
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in-universe alien stage mechanisms and the use of colors in round 7 (a luka & till rant ft. mizi & hyuna)
it's generally agreed that alien stage can be interpreted as a metaphor for the kpop industry, and as someone who did tons of studying (because of my 3d fav) on how performances work in c-ent, i noticed some things on my nth rewatch of blink gone
meta-wise, the colors in the mv are green (to represent till) and purple (to represent luka). this combo works really well for the song, but is there an in-universe explanation to the lighting? yep:
take a look at the scoreboard. even in-universe, green represents till and purple represents luka. taking the idol theme more literally, we can also assume that these are their official colors. i went back to the TOP 3 video and well well well guess what appears during luka's part
the lightsticks, the projected neon signs, the same kind of mask (?), the stadium lights. we can reasonably assume that this purple is luka's official fan color and represents support for him.
and guess what color almost all of the crowd is repping during round 7 through lightsticks and masks?
that's right, overwhelmingly purple. don't forget that the winners of each round of alien stage are decided by live in-house voting, and audience members will always be biased towards who they're a fan of. remember that luka is insanely popular and already won a season, so his fanbase would be larger, more developed, and more devoted.
till was, for a lack of better words, cooked. he was doomed to lose from the start, because how can a few of his fans outvote the majority?
i've seen some people theorize that the result was rigged, and i completely disagree: you cannot fake support on this large of a scale. "oh, but the color of the lightsticks are controlled by the organizers" then explain the masks, a clear fandom symbol
also, from my experience in survival shows, vote counts in the final round are usually hidden until the results are announced, which explains the wobbliness of the scoreboard bars like they're inflatable tube men in front of a car or mattress dealership.
an alternative explanation to the lightsticks is that it represents the current vote, but i'm not inclined to believe this theory because, again, the masks. like real-life idol performances, i think that this is just a show of support from the audience.
back to the meta: mizi's appearance in the crowd is a reinvigoration of determination in till, and in terms of color, she is a break of bright green among the sea of purple. she not only stands out because she's someone he loves, she is visually a breath of fresh air for him.
do you think, in those last moments, he was not only happy to see her alive in front of him but to also see her wearing his color?
in this part where they're reaching out to each other, the pink-purple light that seems to be shining from mizi is representative of how she's a beacon of hope for till. in-universe, however, till is just moving towards the audience, the close proximity of the lightsticks illuminating his face with color.
mizi and till are surrounded by this vibrant purple, a symbol for luka. even with mizi's more pink-ish radiance, they are literally in his territory, at the mercy of the system that he has been through and learned to play along with.
the same can't be said about luka when he sees hyuna again:
the warmth of his fan color disappears, replaced by a colder indigo. the audience, his fans, the aliens that he knows how to use to keep himself alive mean nothing to him right now. it's this cold feeling of shock that makes him so unsure of how to react.
in this moment, he is no longer luka the performer, luka the idol, luka the twice winner of alien stage—he's just luka. he's vulnerable to emotion, an unfamiliar thing, and he's so painfully human.
luka: (sees hyuna) holy shit it's you... mizi: till is literally dying behind you luka: this ain't about him
another detail: these shots were never shown in the mv so i'm assuming they're taken by in-universe cameras (see the red flashes in the audience), especially because of the angle (downwards pointing perspective)
#alnst analysis#alien stage#they're jumping my poor boy till#i'm crying he's just a baby he doesn't know about live audience voting /s#if this flops i'm pulling an ivan#please ignore the bilibili watermarks it was easier to screenshot on there#it's so funny that my morally gray favs are always the most popular in canon#alnst#the aliens are just like me fr#luka stans stay winning#techa talks#blink gone#alnst till#alnst luka#alnst round 7#alien stage till#alien stage luka#i love this blonde bastard#alnst r7#alnst mizi#alien stage mizi#mizitill#<- kind of#alnst hyuna#alien stage hyuna#hyunaluka#hyuluka#alien stage round 7
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As a dev who didn't really follow Baldur's Gate 3's development I was incredibly surprised at the number of people who have been making really sweeping and baseless claims about its success: stuff like "the game is made well by people who are passionate", or claim that other devs "just have to make good games", or that it's successful "because it doesn't have microtransactions". It's not that surprising I guess since Gamers tend to say these things about any product they happen to like and agree with, but I guess it was surprising to me how much people were saying it about this game specifically.
I'm sure the devs were passionate and I've sort of been enjoying my time with it, but frankly the success of BG3 absolutely does not feel like a design or development thing to me, but it's an obvious marketing and business one.
Having a good game obviously very much helps, but the fact of the matter is that rhetoric like this intentionally overlooks or downplays the real industry success factors: that BG3 is the third game in an already-popular and established legacy CRPG series that is built on an engine and mechanics by a studio which already made two other (unrelated) financially successful games on of the same genre, with all of it built on a back of a TTRPG franchise that has for the past few years been undergoing a huge resurgence in popularity and in no doubt funded through that partnership and licensing deals. Franchises like safe bets to make a profit, and this feels like the safest of bets. It really isn't successful because the game isn't adopting user-hostile monetization or because it's approach is radically different from any other game's development, it's successful because all these business factors.
To that end, whenever someone implies that other devs should just make games the same way...it's really funny! Like, the stars have aligned to make this product a hit and this doesn't implicitly make it a bastion or model for equitable game development just because it sold well and doesn't adopt hostile monetization schemes.
The fact of the matter is there's lots of games that are well-made by passionate devs and don't feature microtransactions or hostile monetization schemes, and they don't implicitly do well because of these design decisions alone; usually it's because they failed at marketing or didn't have the AAA budget to promote themselves like BG3. I'm also willing to bet that like every AAA studio, the devs at Larian likely weren't equitably compensated for this success, since most productions on a game of such a massive scale like this only really turn a profit because they undercut those working on it - huge profit and equitable compensation aren't often compatible concepts in game development. It's not like that would be any different here, so the "other devs should look to this game on how it should be made ethically" is a strange pull to me as well.
Basically this is all to say I think it's incredibly reductive to hold a product up on a pedestal by virtue of sales figures and choosing not to enact hostile monetization schemes. After all, I'm severely doubtful a product like BG3 would have done poorly assuming it had microtransactions in the first place. There's just way too many other factors that guided it alonge.
Do we need big budget games to move away from predatory business models that attempt to exploit the most vulnerable players? Absolutely yes I think we do, but I think people would also value from staying aware of real factors at play that define success in these sorts of situations, and not reduce development to "why don't developers simply make GOOD video games!" which I think is fairly baseless and confirmation-bias-y in its own way.
#it's capitalism#it's always capitalism#gamedev#thoughts#t-minus three hours before I mute this one#its a gut feeling
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Jikook and boats
We've established that JM loves the sea, and even more so he loves being there with JK.
As a whole we've seen Jikook on the beach or on boats together.
We know the two might have not planned the whole trip but they certainly were involved in the planning and came up with ideas for activities. So no wonder we get them on a boat in CT and we will be getting them on a boat in Jeju as well.
There is something to be said for that calm of the sea, more so when they have the opportunity to do so when it's just the two of them.
A sense of freedom.
From day to day life, expectations, pressures. Just being there in the middle of nowhere 'alone'.
Even with half a dozen cameras shoved in your face including cameramen behind those cameras.
And when I talk about day to day life, expectations and pressures I'm talking about all those as an idol. Because what we know as all of those are so different than what they do. These young men have been working since their teenage years, JK since he's been 14. They don't know another kind of life (they are experiencing a bit of that now in the military). And even now, years later, being famous - worldwide superstars, super rich, their lives are busy, their schedules chockablock, so much so that while on their solo journey found it hard to spend enough quality time together. And time is not everything. Pressures are not everything. It's also the expectations. Living their lives under that constant criticizing public eye. Not 'allowed' to basically have a private life, as in date, have a long term relationship, love another person, because they 'belong' to their fans.
Look at what's happening with Yoongi.
This latest development utterly disgusting. Ridiculous, and yet hurtful and disgusting.
Point being that is their reality. And getting away from that, to be in the middle of nowhere just the two of them just ocean and them is a dream for them.
So, they took the time.
For JM to catch up on his sleep, seeing that he didn't get much if any the night before only to go on a hike in the morning (no wonder he was taking it slow), JK just being there by his side.
For the two of them to just relax.
And with that sense of freedom, just letting go.
Oops, wrong movie reference...
JM climbing JK like a tree not new. Nor is them playing out Titanic.
Obviously Titanic is JK's fave movie, not JM's, and I guess JM is used to be the one JK holds onto when they do this, cause that was no Titanic hug. More so JM just finding that carved out place for him on JK's back and getting comfortable there, lol. JM's closed eyes show us just how comfortable (not wincing because of the sun in his eyes, given that the sun was behind them).
Obviously there was a cut right there and then. Can't help, as usual, but wonder what ended up on the editing floor with this one.
Speaking of freedom and joy, their playfulness was next level (notched up a level higher at the house later on), if it's the way they talked to each other and if it's getting all handsy with each other, again, with the cameras rolling, says it all.
Btw, what bites was JK looking for there? The mosquito bites or his own? He was promised a taste of JM's blood, no?
Look, they knew that a. they wouldn't be taking things too far because of JM's leaking faucet and the staff on the boat (yes, they have signed NDA's, but these are still not company staff and the level of trust is as such); b. there was a whole bedroom under deck where they could be free of prying eyes if they wanted or needed (and they might have just taken advantage of said bedroom - to nap - get out of your dirty heads); c. even if they did go a little too far that's what editing is for. And we did see much of said editing in the show. Just a couple examples of sus cuts: when JK was feeling up JM's nice probably smooth bare leg talking about eating something, when JM climbed JK like a tree, and one example not on the boat - when JM was climbing JK's shoulders while brushing their teeth, laying on the bed, cutting to JK continuing to brush his teeth with his back to the camera. Makes you wonder if there was something he didn't want us to see. You know what I mean. Same thing he ran to the room to grab his big ass coat to cover in BV4.
And believe me, BH editors know exactly when it's time to cut. Not first time at that rodeo for them.
Funny thing is that they know it's curious, and they let us know they know as well, lol.
Question mark indeed...
They had so much fun on that yacht. Even with JM being sick and basically sleeping through much of it. The fact that it was so peaceful and they felt so free allowed him to get the much needed rest and get some of his strength back.
And JK just being there with him. That's exactly what he wanted and needed.
And before I end this just one little observation:
This is them. Once again, having that big mattress and yet the two ending up so close, needing to touch.
Ending up like this:
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Ohsama Sentai King-Ohger Photo Book: ~King of Kings~ Main Cast Member Interviews Support Cast Special Comments (translations below, LONG POST)
(other pages)
Sakai Taisei (Gira Husty)
-The Director's valuable advice on how to play Gira in a natural way-
I think that we were able to complete filming without any issues due to the support of many people over the past year.
As an actor, I was inspired alot by the many career actors in the King-Ohger cast. In particular, Morioka Yutaka-san, who played Douga, and Masato Yano-san, who played Racules, both of whom I had many opportunities to work with, were very important. However, both of them didn't give me any specific advice on the set. They always had the attitude of, "You're free to do whatever you want to do," and I was grateful for that more than anything.
Filming was done in front of a green screen in the studio, which was a special environment, but since I personally didn't have much experience in filming dramas, I had no objections to it at all. Sometimes we filmed on location, so experiencing the "live scenery" and "atmosphere of the site" was nice, but in our situation, we felt uncomfortable unless we were in front of the green screen (laughs). It had become such a normal thing for us.
As for the performance, at first I couldn't understand the Director's intentions and was just figuring it out in my head, but then Director Kamihoriuchi Kazuya told me, "Feel it with your heart," and that's when it became easier to act. After that, I feel like I was able to take on the role of Gira more naturally throughout those days of filming.
Also, I think we showed "Gira two years later" in the new chapter partly through the visuals and direction, such as his costume and hairstyle, but I also wanted to play the role showing a more relaxed side in my own way.
-The wonderful thing about Gira is that he's always there for others-
What I was most mindful of throughout the year was definitely the relationship with Racules. I wasn't told of any future developments, so I was surprised when I read the scripts for episodes 41 and 42. Even though he's his older brother I played the role with a strong sense of, "Overthrow Racules!" I had heard during filming for episode 20 that he was going to reappear later, but I had no idea he was destined to carry such a cruel burden……That's why I was deeply moved by our joint fight scene in episode 42.
After that, in episode 43, I'll never forget the scene where we hold each other's hands. Compared to Yano-san, I think I'm still inexperienced in some aspects of acting, but I did my best in my own way, so I'd be happy if you could grasp the feelings the two of us have.
From episode 48 to the final episode, many of the cast members who've helped us in the past reappeared, and the motivation on set was even higher than usual. The main Director of the last three episodes was Kamihoriuchi-san, and the six of us who play the roles of the kings have absolute trust in the Director, but he's also someone who's uncompromising in his approach to the play, so I worked hard to "hang in there until the very end."
The final day of filming was the scene in the final episode where the six of us are untransformed. I personally didn't intend to be overly emotional just because it was the final take. However, when the Director said "OK!," the cast and crew involved in the production, including Yano-san, who wasn't supposed to be filming that day, gathered around. I thought, "So many people were watching over us" and became overwhelmed with emotion……I think I probably cried more than anyone else (laughs).
Looking back on all the episodes, I think that Gira was always portrayed as a character who stood by someone's side. He always tries to understand people's feelings, regardless of whether they're a king, retainer, or a citizen, and I thought it was wonderful to see that kind of attitude as I played Gira
As time goes on, please don't forget about Gira!
Watanabe Aoto (Yanma Gast)
-Yanma's coolness is the charm that Director Kamioriuchi possesses-
Currently, when I look back at Yanma from a year ago, I feel alittle embarrassed because he seems so childish (laughs). I've jokingly said to the staff on set things like, "I want to reshoot that scene," but on the other hand, I felt that it was a performance that only I, who had just encountered Yanma, could give. That's just how I feel right now.
As for my role, it was largely created together with Director Kamihoriuchi Kazuya. In the beginning, I read stories about real kings and books by various leaders, and I tried to express them through "moving performances." In response, the Director told me to, "Take a more confident stance," and from that point on, I had the image of, "Even if he doesn't say much, his coolness will be shown through his actions." To be more specific, Yanma has something in common with Director Kamihoriuchi himself. I think that the Director's charm as a person is reflected through Yanma.
What I remember well from early filming was the N'kosopa scene in episode 2. We spent the whole day filming in the cold during the middle of winter with the participation of members of the TTFC (Toei Tokusatsu Fan Club), and it truly felt like a king and his people overcoming their difficulties as one. Episode 2 in particular was the one where I read the script repeatedly after my audition, so I'll never forget the excitement I felt when I saw the finished footage.
Every episode is filled with memories, but the developments that take place two years later starting from episode 27 stirred me up. At first, I thought he was going to be alittle more mature and relaxed, but now that his hair was a blonde pompadour, I decided to play a more active role. In episode 35, when they all go to take back the invaded N'kosopa, I felt Yanma's growth compared to episode 2. The actual successful recapture took place in episode 39. During that time, for the main episodes of Hymeno, Kaguragi, and Rita, Yanma had many funny moments, and as I played him I thought that even though things were tough, he doesn't stay down, which is another cool thing about him.
-The fans are part of the production!-
When he was being manipulated by Hilbil in episode 44, the interaction with Gira had many homages to the past. Usually, there are many opportunities for Yanma to say something preachy, but in this episode it's the opposite, and Yanma catching Gira's fist is also a reverse pattern from episode 17.
Also, defeating Hilbil using the 10 combination King-Ohger for the first time in a long time was a hot development, and in the end, we both said the exact same lines as in episode 2, being, "Lowlifes like you…(-Gira), Should know your place…(-Yanma), On your knees! (-both)."
From episode 48 to the final episode, new assets have been created, and I think that the viewers will enjoy the spectacular visuals until the very end.
In the scene where the "King's Proof" is returned, only my mouth is shown, and the Director told me, "The love you've received is too great, so it's okay if you cry." I intended to act dignified, but those words were like magic, and I was immediately overcome with emotion.
Other hot developments include the reappearance of major characters, and the relationship between the kings and the people they're meant to protect is also noteworthy.
Even after all the battles were over, Yanma still had work to do, and I was able to play the role of Yanma, who's always looking forward until the end.
After working on it for a year, first of all, I'm relieved that filming was completed successfully, and I'd like to take this opportunity to express my feelings of "thank you" to the many people who supported us.
Personally, I believe that King-Ohger was created by everyone, and the fans are also a part of the production. I'd be happy if you could think of us six kings from time to time.
Murakami Erica (Hymeno Ran)
-The key to playing Hymeno is "how to deal with life"-
Hymeno has a selfish side, but if she shows it too forcefully, her position as a king will be in danger. Of course, it's not just being selfish, and the reason was depicted in episode 3, but reading the script and actually doing the performance gave off a different impression, so I explored this through the opinions of the people on set and through interactions with the cast. Also, after learning about the setting in which her parents were murdered in episode 7, I thought that Hymeno's key point was "how to deal with life."
I was acting without knowing what was going to happen next, but it was interesting to see things in a different point of view once all the facts were known, such as the foreshadowing of the anesthetic in episode 8 being revealed in episode 42. It was like reading a serialized manga, and there was a competition among the cast to see who would get the new script first (laughs), and the person who got it first would upload a photo of the script to our group chat.
Personally, my favorite episode was episode 28. I had alot of conversations with Kaku So-san about playing Kaguragi, and I was able to see a side of Kaguragi that I had never seen before, and I think we were able to deepen our understanding not only of our characters, but also of the cast. Other than that, I also enjoyed episode 36. The matchmaking competition was hard to endure because everyone was trying their best to make me laugh, like Yanma's weird face when he was being controlled by Jeramie (laughs). Also, Hymeno, who was being impersonated by Kamejim, casually crossed her legs even though she doesn't usually do that. The uglier the fake becomes, the brighter the real one shines, so I was conscious of the gap between the two while concealing her true identity.
When I got involved with Rita in episode 5, Director Kamihoriuchi Kazuya told me, "I want you to perform the role of Hymeno as if she's aware Rita will be hard to deal with." At first I thought, "Hymeno and Rita are incompatible, huh," but as they got closer and closer through Moffun and the "Wrath of God," I feel that they've become a very special person to Hymeno. That's why when Rita came to Ishabana in episode 30, Rita may have just been fulfilling their duties, but I thought it was cute that they misunderstood that Hymeno had gone out of her way to meet them. To be honest, I was pretty excited to film the tea scene (laughs).
-I was lifted up by Hymeno's inner strength-
The existence of Grodie, the enemy of her parents, was revealed in episode 30 and defeated in episode 47, but before that, I personally thought episode 46 was important. Jeramie decides to use his"King's Proof" to give life to the immortal Grodie, and Hymeno accepts his decision. There's a conversation between the two of them where they said, "It's okay to cry" and, "I'll ruin my makeup." The script was based on the answer I gave to screenwriter Takano Minato-san when he asked me, "What do you want to do?" I suggested that if a little girl was crying and Hymeno came to her, she might say something like, "What a waste of a pretty face" or "Your mascara will be ruined" to keep her positive. When I opened the script, I was surprised to find that she wouldn't be crying, but I was happy because I wanted to show Hymeno's strong will!
In the end, it was an "all star" effort, and I was thrilled that she was reunited with her parents in episode 49. Although the scene took place while both of them were concentrating on providing treatment, they were able to communicate without having to talk, and I felt a sense of closure within Hymeno. In the final episode, it was cool to see everyone stand up against Dagded, there were some unexpected surprises, and we were able to reach a truly wonderful ending.
All 50 episodes are filled with the passion of the cast and staff, and I think that no matter which episode you watch, you won't be disappointed. During all this, I myself was lifted up by Hymeno's inner strength, and I'm so glad that I was able to work with all the cast members until the end. I hope to see you again in the future, such as the FLT, so please continue to support us!
Hirakawa Yuzuki (Rita Kaniska)
-Playing the role of Rita by moving their "mind" with their whole body-
The role of Rita is an "immovable" character, so the performance doesn't focus on movement, and their face is visible only through their left eye and you can't see their facial expressions, so it was difficult in the early days of filming. The solo performances were particularly difficult. In episode 12, there's the trial scene where Jeramie is listening to them, but since only my eye was visible, I was concerned that my blinking or the direction of my gaze might convey nuance that I didn't intend. At that time, Director Kamihoriuchi Kazuya gave me advice of, "If you perform by moving your mind with your whole body, it becomes an expression, so you don't have to be caught up in performing with only your left eye." This gave me confidence and made me think, "Maybe there's more I can do."
When talking about Rita, their relationship with Hymeno is also important. In addition to being king, Rita has the role of Chief International Justice, so there was a part of them that drew a line between themself and others, but after the interaction with Hymeno was depicted towards the end of episode 16, Rita was able to separate their work and private life, and the areas where they could express themself gradually became clearer. I thought that when they had tea together in episode 30, it was another scene that brought them closer together.
Also, Karras and Shiron are like parents to Rita. In episode 16, we learned some of Rita's past, which I thought could be reflected in future performances. After that, everything came together in episode 30. When I read the script and learned of Shiron's death, I was personally shaken, and during filming, I was able to fully feel Rita's feelings while acting. Also, while they were determined to seal Grodie in this episode, Hymeno stopped them from doing so, and it reminded them once again of how valued they are. Episode 30 is an unforgettable episode, not only because of their relationship with Hymeno, but also in the sense that Rita became stronger after preparing to die.
-It was a year of pursuing the role of Rita that I envisioned-
I was very happy to receive lots of feedback on SNS for the Idol episode.
The stage scene was only about two lines long in the script, but the set they created was so beautiful, so I went into filming thinking, "I hope the viewers will enjoy it."
It was the most difficult time for me, learning dances and recording at the same time as filming, but I have the impression that I did my best as "Hirakawa Yuzuki" in this episode, even though I was playing Rita.
Towards the end of episode 45, it was very exciting to see Kaguragi and Rita, who had never had a chance to really interact before, working together. Since we often filmed separately, when we met, Kaku So-san and I would report to each other with, "How did that scene go?"
I was also impressed by the scene in episode 48 where they launch the evacuation plan "Zero." It was really hard even for me to admit that they couldn't defeat Dagded, but I think that's just how much I got into the role.
At the end of the story that spanned a year, six people with very strong personalities come together, and if just one of them were missing, the story could not be completed, so I think it concluded in a way that was truly typical of "Ohsama Sentai."
Looking back, I had wanted to play the role of Rita since the audition stage, and being able to pursue my own vision of Rita for a year was an invaluable and truly precious experience.
Now that filming's over, I feel sad, but I hope that people will look back on the show after it's finished airing, and I hope that it grows into a show that'll continue to be loved forever.
Kaku So (Kaguragi Dybowski)
-Until I did the difficult role of deceiving and tricking people-
In the beginning I was told that the role of Kaguragi was a character that deceives and tricks people, but at the same time, the Producer said, "Please don't make him someone that people dislike," and I thought, "No, that's going to be difficult" (laughs). In a way, Kaguragi has conflicting aspects, but in episode 4, the resolution within me improved, and I began to enjoy playing the role more.
Also, the "Hweh?" response when he's acting silly in episode 8 wasn't specifically written in the script, and when I first tried to just do the facial expression, Director Yamaguchi Kyohei said, "I want it to have alittle more impact," so I also added the voice. It's thanks to the Director that I was able to emphasize his personality.
Then there's the relationship with his younger sister Suzume. Kamura Mami-san, who plays Suzume, had such a convincing performance from the first day that it made me think, "That's Kaguragi's sister," and through her I was able to bring out the comedic side of my performance alot more.
All the episodes are memorable, but if I had to pick one main episode for Kaguragi, it would be episode 37. While I've always played the role that rides the line between good and evil, that episode gave more weight to the fact that he carries a tragic past, and I myself became more fond of Kaguragi. The honest and pure Kaguragi I played in the flashback scenes are literally just me (laughs), so it was easy to do. His voice is usually deep and threatening, but at that time I tried to show his "difference" by using a tone that was closer to my actual self.
It was also interesting to perform the scene where he and Racules, played by Masato Yano-chan, were trying to expose each other's secrets. However, I wasn't sure about their relationship, and one time when I asked Yano-chan, "Do you know when they'll become friends?," he left me hanging with, "No, I don't know" (laughs). I first found out about their backgrounds when I read the script for episode 42. In retrospect, he was mostly absent in episode 36, was he perhaps discussing things with Racules behind the scenes? The line at the end of episode 37, "Let's take the dirtiest road ahead from now on," was also foreshadowing.
As for Kaguragi, he probably believed in Suzume and followed Racules, and I believe that he carried out his own will even though he was prepared to be deceived.
-Even now, Kaguragi's in my heart!-
Towards the end of episode 45, it became a main episode between him and Rita, someone he had little chance to interact with up until then. It was a new experience for me to work with Yuzuyan, and we enjoyed each other's presence. The scenes where they both communicate their feelings were performed separately because I spoke to their partner Morphonia, but even though they weren't in the same space, it was really cool to depict that they shared the same mindset. Kaguragi may be deceiving on the surface, but deep down, he just wants to make people smile, and I was able to portray that side of him.
The final episode completes the story, but there's also some room that allows you to use your imagination, which is what I like about it. If it ended properly, that'd be sad, wouldn't it? During filming, I worked hard until the end, but I'm personally the type of person who likes to joke around and have fun while doing it. I'm glad that we were able to spend time in a cheerful atmosphere until the very final moment.
Even after all filming finishes, I still have many more opportunities to play Kaguragi, including performances at Theater G Rosso and the FLT, and I still feel as if Kaguragi is in my heart.
Having a stance like Kaguragi's may not be easily rewarded, but I think it's filled with what's important for people to live their lives.
Whenever you feel like giving up or are having a hard time, I'd be happy if you could remember Kaguragi and think, "Let's do our best!"
Ikeda Masashi (Jeramie Brasieri)
-Jeramie, who's been alive for 2,000 years, shows his "composure"-
In my situation as Jeramie, I started out as the narrator, so my job began with voice recording. The other five had already started filming, and looking back, it feels nostalgic, as when I first greeted them, I was overwhelmed by their flashy costumes and everyone's aura. I made my first appearance as Jeramie at the end of episode 11, where I was suddenly performing with a mask on.
My real appearance began in the next one, episode 12, and since his character is set to have lived for 2,000 years, I thought I should have a certain amount of freedom in my performance. At the time, I still wasn't used to being on set, but it's not good to get nervous, so I just gave it my best shot. I was really happy that everyone was willing to talk to me during this time. Thanks to them, I was able to open up right away.
In the beginning, I think Jeramie was a character who he himself was hard to read between the lines (laughs), but as the story progressed, his growth was also depicted, which I personally found very rewarding to perform. In particular, I think that episode 26 was a turning point for Jeramie. Just before Desnarak VIII dies, the scene where they exchange the lines, "You'll become king, and make them see, that the Bugnarak are here" and, "You'll be there too……" is one of my favorites in the entire show. Desnarak VIII is family, as they share the same name "Narak," and the, "You'll be there too" was an expression of his feelings that he didn't want him to die, as Desnarak VIII's existence was a major factor in Jeramie's resolution to become king.
-The final episode had a perfect conclusion and everyone was satisfied-
After entering the new chapter, in episode 29, there was a scene in which I play a major role as the mastermind behind everything. It was difficult to find the right balance, but I acted with so much enthusiasm that I was willing to yell at everyone. As Jeramie, I wish for peace more than anyone else, as I want to protect everyone at the expense of myself, so I faced the situation as best as I could, which was both noble and heartbreaking.
Then, in episode 31, everyone fought to clear my (Jeramie's) name. I feel that Jeramie, who has been lonely for such a long time, had finally made true and kind friends. Also, the line "I love you" that he says to his mother (Nephila) in this episode really moved me. In episode 12, for those words he said, "There's no phrase in this world that's more cliche," but I didn't realize he would capture that foreshadowing so effectively.
There's a scene where he fights together with his mother towards the end of episode 49, and I'd like the parents who watch the show to pay attention to the relationship between us as parent and child.
Also, in episode 47, it was really intense when Grodie was given the "King's Proof." For Jeramie, the "King's Proof" is "eternal life," so he'll no longer be immortal if he uses it……The determination to reach that point was no ordinary feat, and it must've been very worrying. That's why the scene where Jeramie talks with Hymeno in front of the setting sun after making up his mind left such an impression on me. Marie was able to convey her thoughts clearly, so I was able to naturally get into the role, and I think the two of us were able to create a performance that worked well together.
The final episode perfectly portrayed Jeramie's role as the storyteller, which had continued from the first episode, and the story comes to a perfect conclusion based on what had happened so far. I was talking to everyone on set, and deep down, we feel we were able to end the show properly.
More than anything, I'm really satisfied that I was able to spend a year with this group. Throughout the year, I'm sure each of us had our own hard and painful times, but seeing everyone's faces on set made me feel at ease. I'm very grateful to the five of you who played the roles of king.
Ohsama Sentai King-Ohger: The Kings Group Discussion Over the past year of filming, the bonds of the cast have gradually deepened. Looking back on filming, we asked them about their "true opinions" that they can only talk about now.
-Fun memories from the past year-
Kaku: The first topic is "fun memories." Does that mean the casual conversations we all had while filming? (laughs). We all talked in the moment and everyone would laugh and go "wahaha" alot.
Hirakawa: On the other hand, filming alone made me feel really lonely. It was natural for me to be with everyone else.
Murakami: It was part of our daily routine to go out and eat with everyone after we finished filming. It was fun~.
Watanabe: Also, the day before the broadcast was part of the fun!
Sakai: It's really exciting to see your own performance on screen. And then there were the reactions after the broadcast.
Hirakawa: We were popular every week on SNS.
Kaku: Each time, the character with the most active role would be trending.
Ikeda: For me, the recording sessions were also fun.
Murakami: I'd see footage for scenes I wasn't in for the first time during the recording, so that was alot of fun too.
-The many true selves that everyone's seen-
Murakami: After spending time with everyone, the first thing that surprised me was that Taisei actually likes to play pranks.
Sakai: Eh? I've never played one once.
Kaku: That's a lie!
Murakami: You did stuff like add wasabi to our kaisendon (laughs).
Hirakawa: It was really spicy! (laughs).
Murakami: Or before our cue, you'd shout, "Whaa!" from behind us.
Sakai: I never did that~
Ikeda: Yes you did~
Hirakawa: He did that to me too (laughs).
Murakami: It was also abit surprising that Aoto, who I thought was cool at first, would also mess around.
Watanabe: Eh? Really?
Hirakawa: It's also surprising that he pretends not to know. Actually, he's "in charge of being cute" (laughs).
Murakami: Yeah, "the person in charge of being cute."
Watanabe: When I first learned about the cast of the kings, I thought I was going to be the "cute one" (laughs).
Hirakawa: That's what we're saying!
Sakai: For Marie, even when we were filming late at night and everyone was tired, she had a fun aura surrounding her.
Kaku: Her jokes were amazing. We listened to these awkward jokes as we continued to perform at other sites.
Murakami: My nickname became "Mood Breaker."
Watanabe: Eh? This is my first time hearing that!
Murakami: Are you a liar?
Watanabe: That's a really straightforward insult! (laughs).
Murakami: Ahahahaha.
Sakai: The usual pattern is that Marie suddenly says something strange and everyone laughs.
Murakami: At first, I thought, "I have to do this properly," but halfway through I gave up (laughs).
Hirakawa: No, you gave up early on.
Murakami: Ehehe (laughs).
Kaku: For Masashi, he tried his best in the beginning to join in, but soon the two of us started speaking nonsense in our dressing room.
Ikeda: Conversations where you turn off your brain.
Kaku: That's it (laughs).
Watanabe: Definitely, when I passed by Masashi's dressing room, I often heard his voice from inside.
Ikeda: I have a loud voice!
Watanabe: Not a single sound came from the dressing room me and Taisei shared (laughs).
Sakai: You two seemed to be having fun.
Murakami: Yuzuyan is the youngest of the members, but she's like an "older sister" in some ways.
Ikeda: Yeah, she has the image of a caring person.
Kaku: Still, you're the youngest in your family, right?
Hirakawa: Yes!
Watanabe: It's fine now, but when we first met, she wouldn't even look me in the eyes (laughs).
Hirakawa: I'm a shy person, but I usually talk alot to hide my shyness. However, I was really nervous at the beginning of King-Oher (bitter smile).
Watanabe: And now, you're a lively person!
Sakai: I'm also from Kyushu, so I felt a sense of familiarity from the beginning. That's why I don't think you had any major changes from beginning to end, right?
Hirakawa: But, at some point, I started speaking with a dialect.
Sakai: Ah, that's right.
Murakami: Yuzuyan gave her all from the beginning.
Hirakawa: That's because Kaku-san, the oldest of our group, affectionately embraced all of us.
Kaku: Yeah! Say more of that!
Ikeda: Because of that, there was an atmosphere on the set where we could talk about anything.
Sakai: He really brought the five of us together.
Kaku: That makes me happy! Thank you (laughs).
Murakami: How cute~
Kaku: No, this is seriously embarrassing.
Hirakawa: (to Watanabe) Aren't you in charge of being cute?
Watanabe: (laughs).
Kaku: Conversely, I was saved by everyone's good character. That's why I wanted to support everyone. I've always felt that way.
-Feelings I want to share with everyone now-
Kaku: If we were to take this opportunity to say a few words to everyone, I'd first start with Masashi. Thanks for always messing around with me!
Watanabe: I hope Masashi will continue to do well with his friendliness.
Sakai: I want to work together again with you even after this job ends!
Hirakawa: I really appreciate the way you always looked out for everyone during filming.
Murakami: When we all go out together, he takes the initiative to invite us. Thank you for creating so many memories.
Ikeda: Eh! I'm so happy! Marie has always been cheerful, and I hope she continues to do her best with her cheerful and beloved character!
Murakami: Yeah! I'll do my best!
Watanabe: I hope you keep that smile on your face.
Sakai: She has the kind of character that I wish I had as a childhood friend or something. You always had a smile on your face and brightened up the set.
Kaku: For her performance, in the Hymeno episode (episode 36), Hymeno, who was being impersonated by Kamejim, was really interesting. I'd like to see a performance like that in a different production.
Hirakawa: Marie has always supported me with her "harmonizing" spirit. On the other hand, from now on, I hope to be able to help her as much as possible.
Murakami: Yuzuyan is the one who has always been there for me. I think that's her strength, and I hope she continues to be there for many people.
Hirakawa: Of course! Thank you.
Kaku: Despite being the youngest, she was the hardest worker in our group. During the idol episode (episode 38), even though she was having a hard time during filming, she simply said, "I have to practice tomorrow and the day after tomorrow, and then the day after the day after tomorrow I have a costume fitting." That's what gave me courage and energy.
Watanabe: She was more aware of her surroundings than anyone else. You helped me there too.
Sakai: That's right. When I was alittle out of the loop, she'd casually come over to me.
Watanabe: I'd say it's okay to think for yourself from now on.
Ikeda: Right, take care of yourself more.
Watanabe: Be selfish.
Hirakawa: Well then, I guess my goal is to be Hymeno (laughs)
Murakami: For Kaku-san, when the time came, he'd show off his "dependable big brother" nature.
Ikeda: He's got a heart as generous as the universe itself.
Hirakawa: I asked Kaku-san for alot of advice during filming, and he always listened to everything. I'm sure I'll be asking him for advice again in the future.
Kaku: Please do, please do!
Watanabe: When I got heated, he'd calmly give me advice from an adult's point of view. I also got alot of advice from him.
Sakai: I'm not the type of person who can talk to others about things, but there were times when Kaku-san sensed that I was at a loss and approached me. That made me really happy.
Kaku: I was alittle worried that you'd all think, "How annoying" (laughs).
Murakami: Aoto seemed like he was laid back, but even when times were tough or difficult, he always made it a point to help liven up the mood.
Ikeda: Usually, Nabe-chan and I notice the same things. We'd both go, "Hmm?"
Watanabe: That's true! (laughs).
Ikeda: That made me happy.
Kaku: Also, he had a super funny and cute character. He made me laugh so much.
Hirakawa: In the beginning, I wasn't the type to talk much, but I was happy to open up to Aoto!
Sakai, Murakami, Kaku & Ikeda: Right?!
Watanabe: No, I think I opened up first.
Hirakawa: We opened up to each other. At first, I thought we'd never get along (laughs).
Watanabe: Eeeh~?
Hirakawa: I kept watching you from different angles, and then you spoke up unexpectedly. I spoke up too.
Ikeda: Such words! (laughs). (*she used alot of onomatopoeia)
Sakai: Aoto and I are the only ones who are the same age.
Ikeda: That's true
Sakai: Especially in the pilot (episodes 1-5), I still wasn't used to things, but I was really inspired by Aoto's good acting.
Watanabe: No, on the contrary, I was focused on Taisei.
Murakami: Taisei had a huge burden on his shoulders as the main character, and it must've been extremely difficult for him, but I thought it was really amazing that he didn't come off that way at all.
Ikeda: Yeah, I definitely respect that.
Hirakawa: You must've had a much harder year than us. Still, you never said "It's tough" or, "I'm tired" at all.
Sakai: No, there were times when it was tough.
Hirakawa: It's amazing that you never showed it.
Kaku: Taisei had alot of trial and error in the beginning, but halfway through, I learned alot from him, including how to switch between emotions and how to act. What'll happen when you play a different role in the future? Right now, I'm very excited about Taisei, and wonder what kind of actor he'll become in the future.
Murakami: After all, he's the "leader."
Ikeda: Thank you for being the leader of King-Ohger!
Sakai: Same here, thank you everyone!
Murakami: Even after this job ends, I want to see you all again.
Watanabe, Hirakawa, Kaku & Ikeda: We'll definitely get together again!
Retainer Cast Special Comments From the cast members who fulfilled their roles as competent followers, supporting the kings of each country, their comments have arrived.
Morioka Yutaka (Douga) Profile: A strong retainer who served as part of the entourage for Racules. After that, he went job hunting in the other countries but wasn't hired, so he became the retainer for the next king, Gira, and protected the country.
"Please tell us what you respect about Douga."
Morioka: He's someone who values etiquette, does his absolute best in everything he does, and lives his life honestly through his own convictions. He has a strong will that allows him to sincerely offer advice to his king, but I also like the fact that there's a part of him that's somewhat out of the ordinary and we get a glimpse into his cute side.
"What are your impressions of Gira and Racules (including Sakai Taisei and Masato Yano), and were there any memorable moments during filming?"
Morioka: I think that both of them have a perfect link between their own personalities and those of the roles they played. Sakai Husty-sama is kind to everyone, and his natural side that's visible in his hard work is endearing, which makes me smile when I see him on set. Yano Husty-sama built his performance with great delicacy and precision. He truly is Racules. Their appearance have a certain "aura" that allows me to be their retainer without forcing myself to be aware of it.
"Give a message to the character you played!"
Morioka: Douga, you must be exhausted from the many things you had to do to support your country and family…..Sometimes, it's good to spend time relaxing and not think about anything.
"What was your most memorable moment in King-Ohger?"
Morioka: It'd be episode 21, the episode where Douga's job hunting. I have fond memories of the staff working together to support me to the best of their ability, even in the silliest scenes, including the wonderfully strange costumes and props as I traveled around each country. Then, after the short but intense performances with the other retainers of each country, there was the serious last scene with Gira-san. It was great and I'm truly grateful.
"A message to all the retainer members of the other countries!"
Morioka: Shiokara, don't address the kings with "you." Sebastian, despite your appearance, I'm in awe of your physical ability. Kuroda, I'd like to learn from you your excellent fighting skills. Morphonia, you should try to be alittle more motivated everyday. (*form of "you" meaning you're inferior to the speaker)
"Please give a message to the fans of King-Ohger."
Morioka: This was my first time participating in the Super Sentai series, and I was surprised and moved by the amount of energy and love shown by all the tokusatsu fans, and I was able to make it through this because of everyone's support. I can only express my gratitude. Your words on SNS and other sites have been well received. Please continue to love King-Ohger!
Chiwata Yuhei (Shiokara) Profile: When they first met, he saw Yanma as a yankii with a bossy attitude, but admired him after learning of his manly spirit. After that, as Yanma became king of N'kosopa, he became his retainer.
"Please tell us what you respect about Shiokara."
Chiwata: There's alot, but the most important would be his charm. You could call it junior colleague energy, but I think he's good at building relationships and closing the distance with people. I was never good at such things, but as I got older, I began to realize the importance of it and started to practice, and little by little, my weakness turned into my strength. However, I'm still not as good as Shiokara-kun, so I'd like to use him as a reference (laughs).
"What are your impressions of Yanma (including Watanabe Aoto), and were there any memorable moments during filming?"
Chiwata: I feel that Yanma is a character whose emotional growth was depicted throughout all the episodes. I think it's cool that he's able to calmly, sometimes violently, confront everything that happens to him, and then use what he learns from it to take the next steps in his life. I think this is also due to Aoto's acting ability, so Yanma and Aoto are one and the same! The most memorable moment was in episode 10. I still vividly remember thinking that the way he created the atmosphere of the scene was wonderful, just like Aoto.
"Give a message to the character you played!"
Chiwata: Thank you so much for your hard work! Keep up with the most coolest Yanma-kun and follow him wherever he goes!
"What was your most memorable moment in King-Ohger?"
Chiwata: It's episode 35. I was very happy that Shiokara's character, which had been built up, was given depth, and that his past of being very different was depicted. It was a really hot development, and as an actor, there were many scenes that required alot of passion, so even preparing for it was fun. Until the actual performance, I would read the script everyday and think, "How would Aoto react if I did this?" Normally, I don't discuss the scripts with Aoto, so imagining it was part of the fun. What's more, we wouldn't know the title of an episode until the week before it aired, so when I saw the title, "Don't Cry Slack Jawed Tanuki," I was moved. The last bit of the episode was a perfect fit. Furthermore, I was overwhelmed with emotion when I heard that it was (screenwriter) Takano Minato-san who came up with the idea. I was also very happy that this episode won a special award at the "Toei Tokusatsu Fan Awards 2023."
"A message to all the retainer members of the other countries!"
Chiwata: Originally, I don't think the Super Sentai series featured so many sub characters. This is because there are already six members making up the main cast. However, I think the reason why the retainers have become so beloved is due to the fact that we all played appealing characters, and continued to support the main cast, who played the kings, in different ways in each country. This resulted in the popularity of "retainers". And for that, I'm grateful. Thank you so much!
"Please give a message to the fans of King-Ohger."
Chiwata: First off, thank you so much for sticking with us for the past year. I still think about how fortunate I am to have been involved in this production in the long history of the Super Sentai series. It was a great experience for me to see everyone's excitement online every week, and to then go to the set feeling like I was carrying everyone's voice with me as I performed. In this show, each character stands out, and I've seen the characters moving freely in everyone's minds through fanart, and I feel that this was a production that has been truly loved by everyone. There were alot of things that made me feel like, "Ah! I see, I definitely think Shiokara would say that! I think I'll do it! I want to play Shiokara like this!," and they were alot of fun to see. I also felt a real love for the people who participated as extras and prepared costumes for the different countries. Thank you so much. The Super Sentai series is revised every year, but I hope that King-Ohger will remain in your hearts forever. And, for those of you who are children now, I'd like you to go back and watch it again when you grow up. I'm sure you'll see it differently. Until then, let's meet again soon!
Yoshimitsu Hiroto (Sebastian) Profile: His real name is Romane Dearborn (aged 25). Under orders from Hymeno, he was given a "butler looking" elderly appearance through special makeup, and changed his name to "Sebastian" when he became Hymeno's retainer.
"Please tell us what you respect about Sebastian."
Yoshimitsu: I think that Sebastian's willingness to fulfill any of Hymeno-sama's selfish requests is worthy of respect. Sebastian's life was saved by Hymeno-sama, so he must be absolutely obedient to her orders. Well~ I think Sebastian understands the kindness and compassion that goes beyond Hymeno-sama's selfishness.
"What are your impressions of Hymeno (including Murakami Erica), and were there any memorable moments during filming?"
Yoshimitsu: I think that Murakami Erica-san is an impeccable young lady. There are no complaints when it comes to her appearance. She's bright and has a great personality! In addition, she's positive. Even when she's depressed because the performance isn't going as well as she'd like, she doesn't let it get her down, saying, "I've gained this experience, so I can use it in the next performance." In the first place, I don't have time to hold back (laughs). She had a hard time sitting down on set. When I asked her to "sit down," she replied, "Because all the extras are standing, I can't sit," which shows just how considerate she is. She's a really good kid!!
"Give a message to the character you played!"
Yoshimitsu: When playing Sebastian, my hair is slicked back, I wear glasses, and I have a mustache. His appearance is balanced by the fact that he wears a tailcoat, but while in casual clothes, with his "slicked back hair, glasses, and mustache," wouldn't he stand out? On the train ride home from the set, there wouldn't be that many people who'd sit next to me, right? (laughs). Well, that's because I did ride the train looking like that.
"What was your most memorable moment in King-Ohger?"
Yoshimitsu: Was it episode 25 with the 20 person combination? If I'm remembering right, I rode in God Scopion. It was a fresh new experience for me, both the cockpit and the controls. Also, episode 36, where Romane Dearborn appears, personally left a deep impression on me. It was Sebastian with his special makeup removed. We find out how the super handsome Romane Dearborn ended up in the special makeup, and why he serves Hymeno-sama as a butler who changed his name to "Sebastian"……It's my favorite episodes because it depicts the bond between Hymeno-sama and Sebastian.
"A message to all the retainer members of the other countries!"
Yoshimitsu: To all the retainers, thank you so much for getting along with me. Douga-san and Boshimar-san are relatively closer in age with me, so when filming ended in the evening, we used to go out and drink alot. Morphonia-chan was my partner who liked to talk with me alot about old man stuff. I also talked to Shiokara-kun and Kuroda-kun about various things. From now on, please continue to support Sebastian!
"Please give a message to the fans of King-Ohger."
Yoshimitsu: Thank you very much for your support of King-Ohger over the past year. No matter how interesting a show is, it's not complete unless everyone watches it. This time, King-Ohger has been seen by so many people, and I think everyone involved in this production feels happy. If it remains in your heart and you remember it someday, King-Ohger will live on forever!! Thank you so much.
Hasegawa Kasumi (Morphonia) Profile: She's Rita's retainer and candidate to ascend to the throne as Gokkan's king. While she has a lazy personality, she's always concerned about Rita and never gives up on her work despite complaining.
"Please tell us what you respect about Morphonia."
Hasegawa: Even though she complained about it, no matter how difficult the environment or situation was, she was able to do her job. And, she never gave up on communicating with Rita. If it were me, I would've given up halfway (laughs). I also respect her quick thinking and ability to look ahead. She's a surprisingly capable kid (laughs).
"What are your impressions of Rita (including Hirakawa Yuzuki), and were there any memorable moments during filming?"
Hasegawa: I think Rita was and still is an interesting person. It's great that we're able to see them in many different situations, with the self they show on the outside and the real them. They're pure in a good way. When I first met Yuzuchin, I thought, "Waaah! It's Rita!! Rita's appeared!!" (laughs). When you talk to her, she's even friendlier, kinder, and more dependable than Rita. My partner. Also, I guess our most memorable moment was……the kabedon. I couldn't stop laughing (laughs).
"Give a message to the character you played!"
Hasegawa: When Chikyu is at peace, please relax and enjoy eating oranges under a kotatsu. Make sure to apply for paid vacations and eat lots of delicious food. Also, please continue to support Rita.
"What was your most memorable moment in King-Ohger?"
Hasegawa: It's episodes 10, 25, 38, and 45. I was impressed by the gradual deepening of her relationship with Rita. While reading the scripts, I felt that the way Rita and Morphonia relationship grew closer was very endearing. I remember that even when I was actually performing, there was a warm feeling within me. And the more we filmed these scenes, the more I came to love Rita.
"A message to all the retainer members of the other countries!"
Hasegawa: Douga-san, We look forward to welcoming your career change at Gokkan any time. Boshimar-san, I've had almost no interactions with the real Boshimar-san, so let's meet in Hakabaka if you get a chance. When the opportunity arises of course. Shiokara, I've been curious about this for awhile now, but what's up with your curly bang? Sebastian, you've been a great help to my Rita. Thanks for your continued support. Kuroda-san, next time, please treat me to some delicious food. Gerojim, you're alittle bigger than the others, so please consider your range when moving. That tail will hit you.
"Please give a message to the fans of King-Ohger."
Hasegawa: Thank you for supporting King-Ohger up to this point! Even though there were many strong "personalities" among the kings, they were able to reach the same goal in the end. Through this production, I also learned the strength of valuing one's own individuality and respecting the individuality of others. I hope that King-Ohger, which was created by many people including myself, will remain in everyone's memories. And with that, see you later!!
Kanzaki Hajime (Kuroda's Actor) Profile: A male kuroko who serves as the retainer to Toufu's king, Kaguragi. Although his face isn't shown, his movements are gorgeous and he's got a very nice voice.
"Please tell us what you respect about Kuroda."
Kanzaki: It's possible that he's known Kaguragi for a long time, but since becoming his retainer, he's kept the "king and retainer" relationship, and has been thinking and acting in accordance to his position as a kuroko. He's sometimes missing, but he has a cute side. And, he has a nice voice (thanks to Toriumi Kosuke-san!).
"What are your impressions of Kaguragi (including Kaku So), and were there any memorable moments during filming?"
Kanzaki: He's big! Of course, he's also tall, but his muscle mass and costume makes him look even bigger. In his spare time, he does muscle training with Masato Yano-san and others, and he'll work on his shoulders using a folding chair, so he's definitely stoic! Other than that, when the Director gave me the "OK" for a take in the film where I use a trampoline as Kuroda, he was happy and said, "You did it!" He's a magnificent man, not only with his body but also with his kind heart, it's as if he's Toufu's mother nature!
"Give a message to the character you played!"
Kanzaki: I read somewhere that originally there was no role for "Kuroda," but I started speaking lines along the way, and I'm grateful for this blessed year. Once the matter with the Uchu King has been settled, please take a good rest.
"What was your most memorable moment in King-Ohger?"
Kanzaki: It's episode 9, where I spoke as Kuroda for the first time. It was also fun to mess around with the other retainers! As for Toufu, it would be episode 37. It was like a Taiga Drama that condensed Kaguragi's past, which had been told little by little in the main story and the film into this one episode, and I was relieved that abit of Kuroda's past was also revealed.
"A message to all the retainer members of the other countries!"
Kanzaki: Boshimar-sama (Fukuzawa Jubun), I have fond memories of being mistaken for (Masato) Tsutamune-san when I first met him (laughs). He has a strong passion for acting, and I learned alot from him. I got goosebumps when I played the role of a soldier against him! Douga-sama (Morioka Yutaka), It was great that you got to play the role of a handsome old man with a family. On the other hand, when you were being interviewed in various countries, you were really funny and your actions were cool! Your style is good! Shiokara-sama (Chiwata Yuhei), He was always thinking stoically and calmly about how to make the viewers happy, which was a great inspiration! His style is good! Sebastian (Yoshimitsu Hiroto): Thank you so much for talking to me in your spare time and for thinking about a bunch of ideas for the flow of the performance on set! It's a pity that you couldn't do a backflip……If the opportunity arises, let's film it! Morphonia-sama (Hasegawa Kasumi), She had a "floaty" vibe, but she knew what was expected of her and was very stoic on the inside. It was wonderful to see her naturally embody what a senior colleague once told me, "Create fans among the staff." It's a pity that she couldn't do a back handspring……please do it if the opportunity arises! Gerojim-sama (Saitou Kenya, Suit Actor), With Gerojim's arrival, the retainer team became even more lively. The delicate acting that linked Seki Tomokazu-san's voice with his large body was wonderful! It's a pity that you couldn't perform a reverse somersault……If the opportunity arises… (laughs).
"Please give a message to the fans of King-Ohger."
Kanzaki: Everyone, thank you so much for supporting King-Ohger. It was a very meaningful year for me, as I was able to see the scenes in a different way than usual in the Action Club, I was able to appear on TikTok while rubbing shoulders with talented performers, and I was able to become part of the merchandise. Thank you so much for your letters and presents as well! I'll study so that I won't have any trouble when Kuroda appears again, thank you for your continued support!
Seki Tomokazu (Gerojim's VA) Profile: He's a Kaijim equipped with mayfly BNA and can mimic the appearance of humans by applying light refraction. He's currently working with Jeramie, who has become the king of the Bugnarak.
"Please tell us what you respect about Gerojim."
Seki: Ultimately, I think it's his unwavering faith. Even when he's lost, troubled, or frustrated, in the end, he tries to follow through with his beliefs. I respect his heart and attitude, which is like a blue flame, quiet but never extinguished.
"What are your impressions of Jeramie, and during recording, were there any episodes with memorable moments?"
Seki: First of all, I'm disappointed that I didn't get to work with Ikeda Masashi-san, who played Jeramie, even once during recording. When I saw Jeramie's performance during the broadcasts, I felt that his soft demeanor, intelligence, and his somewhat lonely appearance were all wonderful. I'd like to directly talk with him in person someday!
"Give a message to the character you played!"
Seki: I'm so glad you found a nice place to belong. I hope you'll feel safe and secure at Jeramie's side for all eternity.
"What was your most memorable moment in King-Ohger?"
Seki: That we were all able to ride the Shugods with the kings! I've ridden in Robo's as an enemy in previous productions, but I think the opportunity to ride a Robo in the Super Sentai series is very valuable! Even though it was just my voice, it was great to feel like I was in the fight with them!
"Please give a message to the fans of King-Ohger."
Seki: This year has flown by! I'm sure that everyone else feels the same way. However, I believe that the story will continue! Please continue to support King-Ohger, and let's see where we end up, together!
#I teared up alittle#plus everyone's so beautiful (I'm in shambles)#ohsama sentai kingohger#kingohger#super sentai#gira husty#yanma gast#hymeno ran#himeno ran#rita kaniska#kaguragi dybowski#jeramie brasieri#my scans#my translation#tokusatsu#toku cast#kingohger cast#king of kings pb#ohsama sentai king ohger#king ohger#also no wig kaku is weirder than no wig marie#even if just alittle he should grow it out for real
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I think some of the surprise there is for Izzy’s season 2 behavior is that a lot of the the fandom (even some Izzy fans) decided to base Izzy’s characterization entirely off of episode 9 and 10 (where he was honestly also probably having a bit a of a breakdown) when he’s at his most lowest and ignoring anything before that.
So while everyone’s here, (welcome new friends!) I’ll address something’s people have been surprised by, or have said is a new development.
1. “Talking it through”….Izzy is a very open character—Wait, here me out.
He is unintentionally very expressive. If you look at his expression it flits through emotions. He’s a pretty bad liar. His feelings are very on display, and he has a lot of them.
In terms of talking, he literally chases Ed around the ship trying to start a conversation about the plan. He explains exactly why he’s upset in episode 4. He’s also mean about it because he’s angry and he’s mean when he’s angry.
(Well I’d argue he’s anxious and he’s angry when he’s anxious and he’s mean when he’s angry)
This is one phrase we never see him disagree with in the first season, but I would argue he doesn’t fully endorse it.
Specifically “as a crew.” He doesn’t like showing vulnerability….in front of people. Intimate conversations are usually private. He’s the least posturing when he’s doing 1 on 1 conversations, for an infrequently used example, look at him ranting to Spanish Jackie like a friend on the phone before the navy people come in—and then he shifts. He will talk to people about feelings—in private.
2.Speaking of episode 4—Izzy’s care for the crew.
Izzy didn’t see the Revenge Crew as his crew up until his being named captain (neither did Ed, the co-captain conversation doesn’t occur until after Izzy’s been banished). He does express care for the QA crew having been lost in his resignation rant.
They are “the crew of the Revenge.” He’s not perfect though, he does risk Ivan and Fang in the navy deal, but given the fact he’s never done this before I assume most of this previous crew behavior is more in line with the first example than the second. He’s not nice, but he at least cares about about them staying alive.
3. Izzy apologizing/taking accountability.
I think the main thing here is people taking Izzy at his most pissed 100% at his word.
In episode 4 we see Izzy do his resignation rant—and he regrets it by the end. He takes back what he said and apologizes for it. Just because Izzy says something when pissed doesn’t mean those are his day to day feelings.
In episode 6 Izzy says Ed will rue this day—and then makes sure specifically to get him out of the way so he isn’t harmed. He expresses concern over Stede doing something to Ed’s brain, not anger at him.
Izzy isn’t incapable of reflection, his pattern is he gets angry says something, reflects when calmer and then either regrets or changes his mind.
So he’s like weeks of (relatively) calmer time to reflect and realize he played a part, Izzy is incredibly impulsive when mad but our impulses aren’t always our regular logical feelings.
(Also why I don’t like when people completely take his Ep 10 rant as his whole entire world view, he’s pissed and scared and saying hurtful things on purpose, that’s not the summation of him.)
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I'M A RUIN — Soldier Boy/Ben (Part VI)
Series summary: After the events of the Seven Tower, you present Grace Mallory a new secret project you're working on already to develop a cure to Compound V. The only problem? You need Soldier Boy for that.
Pairing: Soldier Boy/Ben x female reader.
Word count: 2.5k.
Warnings for series: set after S3 (spoilers), some OOC!Ben, some depressed!Ben, angst, hurt/comfort, eventual smut, slow-burn, language, PTSD, reader has Compound V (she's no Vought supe tho), Soldier Boy being an usual asshole, reader is a fucking liar.
Warnings on this chapter: some suicide thoughts, very suggestive stuff, nudity, sexual tension barely starting, misogyny coming from you know who lol.
Notes: i was eager to drop this so here it is. hope i can make justice to the slow burn/slow sexual tension. aaaa as always thanks for reading!! ily all!
this fic tags: @k-slla @syrma-sensei @mostlymarvelgirl @cheynovak @drasticemotions @soldirboy @deans-spinster-witch
☕ if you like my writing, support me with a ko-fi !
get yourself in the taglist!
Part I | Part II | Part III | Part IV | Part V | Part VI | Part VII | | Part VIII
GEN MASTERLIST! — SERIES MASTERLIST!
Part VI: Don't Lay Your Red Hand On Me
“Where the fuck are we going?” Ben asked, checking the picture outside the windshield.
The sun was already setting down, and there have been hours since you started driving. At least he had been able to see the damn sunset again after being caged for so long.
Despite his questioning look and not trusting you completely, both made it to your car in the middle of the mess of blood and headless corpses around the building, with him naked under the effects of your invisibility powers. Somehow, you still managed to reassure Soldier Boy it was to protect him. In fact, as you guided both out of the place, you were scared of your abilities not working properly to have him covered. The last thing you wanted was the cameras to have a look at him, escaping with your help.
Now, with Soldier Boy dressed in his clothes and you still wiping some of the dry blood from your skin, you drove without a destiny in mind. Just somewhere you could take him far away from Homelander and Vought. He was, in fact, your top priority and needed to be protected, even if you knew you were nothing compared to his strength and abilities, you still had the urgency of him trusting you, to feel like you really cared. And you did care, but for the wrong reasons and those, he didn’t have to know.
“Far away,” you responded, picking up your phone with one hand as you drove through the highway.
“That doesn’t tell me anything,” he insisted, looking at you switching your attention between the device in your hands and the road.
You dialed Grace, ignoring his voice. She didn’t answer immediately. You cursed under your breath and dialed again. No answer anew, just the ring and the automatic voicemail message. Well, fuck. You had to play with what you had.
“Hey, it’s me,” you began the message. “Please call me when you can, I have to inform you of something. It’s urgent, please call me back.”
Ben rolled his eyes, annoyed as fuck for your silence towards his demands. “You’re gonna tell me now what the fuck is going on? You’re a fucking supe and everyone is dead back there! And not ‘cause of me.”
“First, nothing to fear from me. Okay? You’re the one who’d kill me in a blink. Second, I don’t know!” you yelled as a response, clearly irritated. “I don’t know shit! I know we need to run and that’s all. So just shut up and let me drive.”
“Christ on a cross, you women are fucking irritating,” Ben fumed. He saw a cheap motel by the road and he would’ve guessed you were going there because you slowed down and pulled up in the parking lot. He sighed. “Home, shitty home.”
“Got any ideas? Because I’m all ears,” you stopped the engine and got down the car, taking the sports bag with you. The supe rolled his eyes and before he went out, you came right to his half open door. “Stay here, I'll check in.”
Ben shut his eyes, watching you closing the car door with a loud thud, and you left to get a room. He felt the need to storm behind and shout out what he really thought of your stupid ass bossing him around. If it wasn’t because he wasn’t really half the way out of the fucking car, he should have been arguing and insisting for some real answers. But for some reason he stayed back. When you came back after a short time he followed you to a double bed room you’d be using just for the night.
Once you entered, you decided a shower was first thing on the list, and then you had to communicate with Grace as soon as fucking possible. Checking around, you were thankful to find a couple of towels in the bathroom, while Ben settled on his own space, lying down on one of the beds.
He observed you thoroughly as you studied yourself in the dirty mirror hanging on the wall. The disgusting grimace you made told him you were looking for more blood to wipe off. And before he could speak again you turned to see him.
“I'm gonna take a shower,” you announced.
He raised a brow. “Mind some company, sweetheart?”
You rolled your eyes as you started to unbutton your blouse, his eyes checking shamelessly the little exposed skin didn’t go unnoticed by you. “Don't even think about it.”
And with that, you just disappeared inside the bathroom. The noise of water running compensated both of you for the silence. He turned on the cheap TV to have some noise for himself too, deciding he’d go for a shower after you. Probably if he was in a different mood would have just tried to get in your pants. Ben was getting so damn stressed out. First you took out his weed, then you announced he would have medication for his fucking stress disorder or some shit, and later, agents and employees of the facility just started to die violently without reason. He thought if any of you would be next while you walked him out.
It was too much to handle right now. He needed something to take it all out. Something, anything, somebody. Just to release it the only way he knew: with sexual pleasure. He didn't understand yet what the fuck was happening. Did you really care about him? You could just have left him there to handle everything by himself and run away. Yet, you took him out of the facility and he, once again, had a glimpse of your courage. Maybe a little. And he started to like that. Suddenly, he heard the shower being turned off and minutes later you came out of the bathroom sooner than he expected, dressed in the same clothing, drying the droplets on your face and wet hair.
“I’m gonna get some dinner, stay here” you announced, taking your phone and the room and car keys. “The door will be locked, don’t do anything stupid.”
Ben scoffed, standing up before making his way to take a shower himself. He faced you directly, just a couple of inches separating both of you. Your gaze challenged him to step closer. “I’m not a fucking animal.”
You hummed, without looking away from his eyes. “Sometimes I doubt you.”
“Locking the fucking door won’t do shit, why you keep doing this?” Ben asked, visible confusion on his features. He really looked tired as hell. Tired of your bullshit.
“It’s not because of you. I perfectly understand that, just wait for me here.”
With that, you turned on your heels and left the room. From the other side, you locked the door. Ben let out a deep breath. He knew it was easy to tear it apart, and again, run after you to have damn answers for once. But instead, he decided to calm himself a little and get rid of his clothes. Inside the shower, he let the warm water take care of the burdens he was carrying, without knowing, on his back. He wondered if he’d been better dead by now, if sleeping in a chamber was a greater choice than this, just running along with you, a woman, who just seemed to fuck him up even more instead of playing real like you had promised. If he knew how to kill himself, probably would’ve done it already. He was getting sick of hiding, of being a fucking experiment, to be under someone’s else’s orders… The worst part of it all is that he never had the right to choose on his own faith. Not even his own death.
Out of the room, you were a few feet away from the door you left behind when your phone started to ring softly. An unknown number appeared on the screen and cautiously you answered, making your way to the car, getting inside on the co-pilot seat.
“Hello?” a voice you knew too well started to speak after some seconds of silence.
“Grace?”
The woman on the other line breathed out. “Yeah, it’s me. Uhm, couldn’t attend earlier, sorry…”
“It’s okay,” you shook your head, as if she could see you face to face. “We’ve been compromised. My lab assistants, the nurses, scientists, guards… Everyone is dead.”
“Fuck,” Grace hissed. She sounded exhausted. “Where is Soldier Boy?”
“I took him out, checked us in at a motel. Can’t go back to my old place. Not yet.”
“You have the copies of the project, right?”
For a moment you felt she was doubting you, but you answered anyway, surprised she would even ask that. “I do.”
There was a little silence coming from her. You continued. “I don’t think I told you yet, but… Fuck, I received a visit from Homelander a couple of days ago. He crashed into my apartment… He knows.”
Grace cursed under her breath. “Y/N, we’re playing with fire here.”
You swallowed thickly, feeling your heartbeat raising. “What’s going on with you? Something happened back there?”
“Victoria Neuman came, saying she wanted to talk to me. She kinda threatened my life, and I’m on the run… Now I can make the puzzle.”
“You think they might be working together?”
“Probably. Senator Bishop was found dead, and guess who is running now with Robert Singer for vice president.”
You chuckled. The whole situation was so ironically clear. “Victoria, that stupid, smart bitch.”
“I’m gonna get some information on her, I know some people who’d know more than I do. I’ll call once I find something.”
“Okay, I’ll wait for that. Do you need me to do anything?”
“Just keep Soldier Boy busy. Work on that injection as soon as you can,” she ordered.
You nodded to yourself, taking a look around the empty lot. “Yes, ma’am.”
After a somewhat long time, Ben saw you entering the room and locking the door. You left a paper bag and water on the nightstand by his bed, where he laid down like he was having a nice day on the beach with only a towel around his hips. He noticed you looked down at him a little longer than usual, but he wasn’t going to let that slip. A sleazy smirk formed on his lips.
“My eyes are up here, sugar.”
You turned away your gaze for a moment before looking back up at him again, confident this time as you locked up your eyes with his half-lidded ones.
“Stop the pet names, Soldier Boy.”
Ben stood up on his feet slowly under your eyes following his moves. His muscular frame towering over your figure as the towel fell to the floor, revealing his bare figure to you. He was growing fond of the way you didn’t step back, ever, from him.
“Well, you never complained back there. Speaking of,” he took the bottle of water between his hands and took a sip from it before his green orbs focused on you anew. “I think you owe me an explanation.”
“I already told you. I don’t know shit.”
“Fucking lies,” the supe hissed. “Tell me now.”
You shrugged and crossed your arms on your chest, tired of him. “I have nothing.”
“Sweetheart, you never shut your piehole during our sessions. Don’t back up now,” he dared, stepping closer to you, eyelids narrowing.
Neither Ben or you dared to look away. You had to act like it, for your good. What if Soldier Boy found out that probably Homelander was behind all of it? It was going to be the end of him, his son; the fucking abusive experiment would be gone with a blast. But Vought was still around. It wasn’t just about Homelander or personal payback. It was more than that.
Homelander was barely the tip of the iceberg. And you were afraid Ben would never understand the mission. Would he say yes to use his blood to create even more experiments after all he went through, even if you explained everything? You knew his answer. The next step was getting it from him and it was going to be the hardest thing ever. But you could think of that later. There was nothing that a small cut accident couldn’t do.
“I’m not talking because I have nothing to tell you, Ben,” you lied, looking at him with your brows knitting together. “I wish I knew, but I’m just as scared as you might be.”
“I’m not scared,” he replied a little too fast. “I want to know why you took me out.”
“Why not?” you insisted. “You deserve another chance.”
And I need you alive to find a cure to this curse.
Ben scrutinized your face. This time, he couldn’t read through you. What did he know though, was that he was tired. A burning ache was forming inside him once again and he needed to release it. He was used to sensing your heartbeats, the blood running on your veins, and still now there was no glimpse of you reacting to his teasing. Any other woman would have thrown herself at him, he was used to it. Now, there wasn’t anyone. Just you, paying no attention to his perfectly sculpted body and his cock between his legs. It had to be the fact that you were a supe. Not as powerful, but still. A clear advantage in the cursed world you all lived in. He took in your body, thinking into luring you to give in and imagining how it would be to have you crying under him, moaning his name exactly like numerous women have. Just for the night.
“Don’t think about it, Soldier Boy,” you voiced out, like if you read his nasty mind. “I’m not gonna do that.”
His eyes went back to your face. “Y’know, I used to have lines of women like you during my days. Countless lines of rich whores, waiting to have a good fuck with me. Pretty ladies whose husbands would leave unattended, cute little secretaries, bombshell Hollywood actresses… All of them, just wet holes ready for me. I’d take them all.”
You chuckled at his pathetic little speech. If that was his way of getting you to bed, it wasn’t working. Not now, not never.
“I’m not just any rich whore, Ben. I don’t want to fuck you, you can use the bathroom to take care of your little problem down there.”
You saw how his jaw clenched as he held his eyes with yours.
He smirked. “Maybe not today, pretty thing. But you’ll see.”
“Be my guest.”
Ben turned around, giving you a clear view of his ass as he locked himself inside the bathroom. The sound of the shower running was not enough to cover his moans and grunts as he jerked himself off. You just decided to sleep. There was a long drive waiting for you in the morning.
#soldier boy x reader#soldier boy x you#soldier boy x female reader#soldier boy imagines#soldier boy x y/n#soldier boy fanfiction#the boys amazon prime#the boys series#the boys tv#jensen ackles fanfiction#soldier boy/ben
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Scout unspoken character development.
So you remember how Scout was absolutely struggling to work out how to ask Pauling on a date, and didn’t have the confidence he needed to do it properly? In Expiration Date?
*loud silence*
It makes sense that he’d struggle, because dating requires you to be more vulnerable emotionally and that’s like the last thing he ever wanted to do growing up. His brothers saw being emotional as a weakness, and he still thinks like that because those were his role models.
That’s why he didn’t help Spy with the last wishes. He’s still got that mentality that he’ll be seen as weak if he admits that dying in three days bothers him. But if he makes fun of Spy in front of the boys, Spy’ll be the one seen as weak, not him.
To date somebody, you have to admit that you’re attracted to them, if not in love. He can’t admit that part, which is why he tries to be causal about asking Pauling out.
Like, even when he can tell that he made Spy furious, the awkwardness of that emotional situation makes him try to laugh it off and stay casual, not give him pause.
How much you wanna bet that “I’m sorry”, usually said sarcastically or with fake sincerity is the best he’d get from any of his brothers growing up? No discussion beyond that about what the brother should be sorry for, just “I’m sorry” because Ma is making me apologize.
That’s why he just moved on with his request for help, instead of going into a deeper apology and acknowledging why Spy is upset. He doesn’t know how. He doesn’t know that you’re actually supposed to, and he’s not a weakling for feeling that way.
He can’t accept the weakness of being bad with women, even though that’s why he’s in the smoking room asking for advice. That’s why he lies about the ratchet girl at the chicken place, who probably never existed.
What’s interesting is that the only thing he retained from his dad’s training was the dancing, which is an expression of emotions. He started out doing a casual, cheery boomer dance that doesn’t require a partner, with no risk of hurting somebody else if you mess up. But the dance Spy taught him requires you to be careful and move with another person, and is a lot more romantic.
But we know that music is something he loves, to the point that he hopes his favorite musician is secretly his dad.
But that’s not the only important development he makes in this short.
Scout doesn’t know how to respond to that, because if he ever tried to bring up what one of his siblings did to make him upset, they’d just laugh at him or say “I said sorry, what else do you want?”. But he cares about this woman and how she feels, so when she brings up what he did to make him say more than sorry, he can’t just move past it like he normally does.
He got so close to spitting it out! But what we did get is good progress, because he had to be more honest than usual. If she was paying even the slightest bit of attention to him, she’d be able to see what he’s trying to say.
He’s trying so hard, she doesn’t even know. I hope that someday he finds a girl that does like him, because she sure as heck doesn’t.
What’s interesting is that we have voicelines that imply he’s getting less uncomfortable flirting, even if it’s in his usual Scout way.
youtube
He didn’t act ready to take his shirt off around her in Expiration Date. That’s Scout getting more comfortable around her. So is him playing her dorky board game that his brother’s would clown him for looking at.
You have to remember, Scout is the youngest and considered the runt of the litter by his stupid siblings. He acts like he likes the way his arms look in Meet the Scout and talking to Spy in the smoking room, but he’s always comparing himself to other guys. He wouldn’t take that shirt off around most people, is what I’m saying.
youtube
I hope someday Scout goes through the character development he needs to find a real girlfriend that likes him. [And also not rely on physique as a tool for flirting].
#tf2#tf2 scout#character analysis#expiration date#character development#Can she at least tell him that he’s not her type? Or something.#Youtube
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I've heard that while most people really really love BotW and TotK, some people hate those two for going open-world, and some people hate TotK specifically for something about the story. As the resident Zelda expert I know of, what do you think of those takes?
"something about the story" is a bit too vague for me to answer--if you look at my totk liveblog tag from back when the game was newly released or my general zelda analysis tag you may be able to find some of my in-depth thoughts about the story of totk, but in general i liked it.
the open world thing though is something i can and will talk about for hours. (I am obsessed with loz and game design and this is an essay now <3) breath of the wild is a game that was so well-received that a lot of the criticism from older fans who were expecting something closer to the classic zelda formula was just kind of immediately drowned out and ignored, and while i don't think it's a valid criticism to suggest that botw strayed too far from its origins in going open-world, i am more than willing to look into those criticisms, why they exist, and why i think going open-world was ultimately the best decision botw devs could have made. (totk is a slightly different story, we'll cross that bridge when we come to it.)
Loz is a franchise with a ton of history and a ton of really, REALLY dedicated fans. it's probably second only to mario in terms of recognizability and impact in nintendo's catalog. To us younger fans, the older games can sometimes seem, like, prehistoric when compared to what we're used to nowadays, but it's important to remember just how YOUNG the gaming industry is and how rapidly it's changed and grown. the first zelda game was released in 1986, which was 31 years before botw came out in 2017. What this means for nintendo and its developers is that they have to walk a very fine line between catering to older fans in their 30s and 40s now who would have been in nintendo's prime demographic when the first few games in the franchise were coming out AND making a game that's engaging to their MODERN target demographic and that age group's expectations for what a gaming experience should look like.
LOZ is in kind of a tough spot when it comes to modernizing, because a lot of its core gameplay elements are very much staples of early RPGs, and a lot of those gameplay elements have been phased out of modern RPGs for one reason or another. gathering collectibles, fighting one's way through multilevel, mapless dungeons, and especially classic zelda's relative lack of guidance through the story are all things that date games and which modern audiences tend to get frustrated with. for the last few releases before botw, the devs had kind of been playing with this -- skyward sword in particular is what i consider their big experiment and what (i think) became the driving force behind a lot of what happened with botw. Skyward sword attempted to solve the issues I listed by, basically, making the map small and the story much, much more blatantly linear. Skyward sword feels much more like other modern rpgs to me than most zelda games in terms of its playstyle, because the game is constantly pushing you to do specific things. this is a common storytelling style in modern RPGs--obviously, the player usually needs to take specific actions in order to progress the story, and so when there's downtime between story sections the supporting characters push the player towards the next goal. but this actually isn't what loz games usually do. in the standard loz formula, you as the player are generally directly given at most 4 objectives. these objectives will (roughly) be as follows: 1. go through some dungeons and defeat their bosses, 2. claim the master sword, 3. go through another set of dungeons and defeat their bosses, 4. defeat the final boss of the game. (not necessarily in that order, although that order is the standard formula.) the ONLY time the player will be expressly pushed by supporting characters towards a certain action (excluding guide characters) is when the game is first presenting them with those objectives. in-between dungeons and other gameplay segments, there's no sense of urgency, no one pushing you onto the next task. this method of storytelling encourages players to take their time and explore the world they're in, which in turn helps them find the collectibles and puzzles traditionally hidden around the map that will make it easier for them to continue on. Skyward sword, as previously mentioned, experimented with breaking this formula a bit--its overworld was small and unlocked sequentially, so you couldn't explore it fully without progressing the narrative, and it gave players a "home base" to return to in skyloft which housed many of the puzzles and collectibles rather than scattering them throughout the overworld. This method worked... to an extent, but it also meant that skyward sword felt drastically different in its storytelling and how its narrative was presented to the player than its predecessors. this isn't necessarily a BAD thing, but i am of the opinion that one of zelda's strongest elements has always been the level of immersion and relatability its stories have, and the constant push to continue the narrative has the potential to pull players out of your story a bit, making skyward sword slightly less engaging to the viewer than other games in the franchise. (to address the elephant in the room, there were also obviously some other major issues with the design of sksw that messed with player immersion, but imo even if the control scheme had been perfect on the first try, the hyperlinear method would STILL have been less engaging to a player than the standard exploration-based zeldas.)
So when people say that botw was the first open-world zelda, I'm not actually sure how true I personally believe that is. I think a lot of the initial hype surrounding botw's open map were tainted by what came before it--compared to the truly linear, intensely restricted map of skyward sword, botw's map feels INSANE. but strictly speaking, botw actually sticks pretty closely to the standard zelda gameplay experience, at least as far as the overworld map is concerned. from the beginning, one of the draws of loz is that there's a large, populated map that you as the player can explore (relatively) freely. it was UNUSUAL for the player to not have access to almost the entire map either immediately or very quickly after beginning a new zelda game. (the size and population of these maps was restricted by software and storage capabilities in earlier games, but pretty muhc every zelda game has what would have been considered a large & well populated map at the time of its release.) what truly made botw different was two things; the first being the sheer SIZE of the map and the second being the lack of dungeons and collectibles in a traditional sense. Everything that needs to be said about the size of the map already has been said: it's huge and it's crazy and it's executed PERFECTLY and it's never been done before and every game since has been trying to replicate it. nothing much else to say there. but I do want to talk about the percieved difference in gameplay as it relates to the open-world collectibles and dungeons, because, again, i don't think it's actually as big of a difference as people seem to think it is.
Once again, let's look at the classic formula. I'm going to start with the collectibles and lead into the dungeons. The main classic collectible that's a staple of every zelda game pre-botw is the heart piece. This is a quarter of a heart that will usually be sitting out somewhere in the open world or in a dungeon, and will require the player to either solve a puzzle or perform a specific action to get. botw is the first game to not include heart pieces... TECHNICALLY. but in practice, they're still there, just renamed. they're spirit orbs now, and rather than being hidden in puzzles within the overworld (with no explanation as to how or why they ended up there, mind you) they're hidden within shrines, and they're given a clear purpose for existing throughout hyrule and for requiring puzzle-solving skills to access. Functionally, these two items are exactly the same--it's an object that gives you an extra heart container once you collect four of them. no major difference beyond a reskin and renaming to make the object make sense within the greater world instead of just having a little ❤️ floating randomly in the middle of their otherwise hyperrealistic scenery. the heart piece vs spirit orb i think is a good microcosm of the "it's too different" criticisms of botw as a whole--is it ACTUALLY that different, or is it just repackaged in a way that doesn't make it immediately obvious what you're looking at anymore? I think it's worth noting that botw gives a narrative reason for that visual/linguistic disconnect from other games, too--it's set at minimum TEN THOUSAND YEARS after any other given game. while we don't have any concrete information about how much time passes between new-incarnation games, it's safe to assume that botw is significantly further removed from other incarnations of hyrule/link/zelda/etc than any other game on the timeline. It's not at all inconceivable within the context of the game that heart pieces may have changed form or come to be known by a different name. most of the changes between botw and other games can be reasoned away this way, because most of them have SOME obvious origins in a previous game mechanic, it's just been updated for botw's specific setting and narrative.
The dungeons ARE an actual departure from the classic formula, i will grant you. the usual way a zelda dungeon works is that link enters the dungeon, solves a few puzzles, fights a mini boss at about the halfway point, and after defeating the mini boss he gets a dungeon item which makes the second half of the dungeon accessible. He then uses that item in the dungeon's final boss fight, which is specifically engineered with that item in mind as the catalyst to win it. Botw's dungeons are the divine beasts. we've removed the presence of mini-bosses entirely, because the 'dungeon items' aren't something link needs to get within the dungeon itself--he alredy has them. they're the sheikah slate runes: magnesis, cryonis, stasis, and remote bombs. Each of the divine beast blight battles is actually built around using one of these runes to win it--cryonis to break waterblight's ice projectiles, magnesis to strike down thunderblight with its own lightning rods, remote bombs to take out fireblight's shield. (i ASSUME there's some way to use stasis effectively against windblight, mostly because it's obvious to me that that's how all the other fights were designed, but in practice it's the best strategy for that fight is to just slow down time via aerial archery, so i've never tried to win that way lol.) So even though we've removed traditional dungeon items and mini-boss fights, the bones of the franchise remain unchanged underneath. this is what makes botw such an ingenious move for this franchise imo; the fact that it manages to update itself into such a beautiful, engaging, MODERN game while still retaining the underlying structure that defines its franchise and the games that came before it. botw is an effective modern installment to this 30-year-old franchise because it takes what made the old games great and updates it in a way that still stays true to the core of the franchise.
I did mention totk in my opening paragraph and you mention it in your ask so i have to come back to it somehow. Do i think that totk did the gigantic-open-world thing as well as botw did? no. But i also don't really think there was any other direction to go with that game specifically. botw literally changed the landscape of game development when it was released. I KNOW you all remember how for a good year or two after botw's release, EVERY SINGLE GAME that came out HAD to have a massive open-world map, regardless of whether or not that actually made sense for that game. (pokemon is still suffering from the effects of that botw-driven open world craze to this day. rip scarlet/violet your gameplay was SUCH dogshit) I'm not sure to what degree nintendo and the botw devs anticipated that success, (I remember the open world and the versatility in terms of problem-solving being the two main advertising angles pre-release, but it's been 7 years. oh jesus christ it's been SEVEN YEARS. anyways) but in any case, there's basically NO WAY that they anticipated their specific gameplay style taking off to that degree. That's not something you can predict. When creating totk, they were once again walking that line between old and new, but because they were only 3ish years out from botw when totk went into development, they were REALLY under pressure to stay true to what it was that had made botw such an insane success. I think that's probably what led to the expanded map in the sky and depths as well as the fuse/build mechanics--they basically took their two big draws from botw, big map and versatility, and said ok BIGGER MAP and MORE VERSATILITY. Was this effective? yeah. do i think they maybe could have made a more engaging and well-rounded game if they'd been willing to diverge a little more from botw? also yeah. I won't say that I wanted totk to be skyward sword-style linear, because literally no one wanted that, but I do think that because of the insane wave of success that botw's huge open world brought in the developers were under pressure to stay very true to botw in their designing the gameplay of totk, and I think that both the gameplay and story might have been a bit more engaging if they had been allowed to experiment a little more in their delivery of the material.
#wow it's been a while since i've written a real homegrown organic legend of zelda essay. i missed this#hi everyone. when the fuck is the next game going into development i need to have something to wildly theorize about again#god. it's been. seven years since botw came out. im going to go chew on live electrical wires#zelda analysis#asks
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