Urge for evil
tw disturbing imagery (?)
transcript n russian version under the cut
But what if my urge for evil
Will become a little stronger?
If you loaded the gun
Than it's already too late
But what is mu urge for evil
Will become a little stronger?
those are changed a bit lyrics from - Electroforez - Zlo (Evil) gagshfh i love this song so much go listennnnn!!!! this is like the second chorus w/o one line and with a line from third ??? idk i was doing it from memory and it appears i have really bad memory
also there are fully translated lyrics on google so you can read it to understand but ye
guuuUUUUYYYYSSSSSSSSSSSSSSS AGHFSHHA IM FINISHED it eas actually so fast it took like 2-3 hours ob drawing thw silly n rendering plus like 20 mins on posing and 2 days of rolling the idea around in my head
now in russian
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Hello Guild Wars 2 community! A new poll has dropped! 🐦⬛
(At least, hopefully new, lol.) I'm curious, which blessing did your Commander get on their first/canon go through the Raven Sanctum in the story mission "The Invitation?" Choose and tell me in the tags why they made their specific decisions :)
Compiled explanations from the wiki below for ease of access:
The trial choices in order:
Save the wounded man or save the healers
Save the spell tome or save the historical record
Save the queen or save the prince
Blessings:
Blessing of Daybreak
"When the fear of beastly claws and a child's pain is made sharp by the knowledge of elders, we make no mistakes. But do we grow?"
Healers -> historical record -> prince
Grace of Dawn
"When wisdom is favored in all things—a healing hand, a text of old, a beloved queen—we lose the sharpened sword of the truly bold."
Healers -> historical record -> queen
Consecration of Morning
"We seek to destroy monsters with sharp claws and icy breath, but do we protect ourselves from the beasts shaped like us, who prey on the young and vulnerable, who seek to rule us?"
Healers -> spell tome -> prince
Invocation of Midday
"When we flee from the things we fear most - the teeth of beasts, the storm of a dragon, a change of power-we risk running backward."
Healers -> spell tome -> queen
Supplication of Midday
"We favor the skill of healers and the wisdom of elders over the uncertainty of the future. But the young take chances, and the young push us forward."
Wounded man -> spell tome -> prince
Consecration of Evening
"We long for the comfort of a healing touch, an ancestral word of wisdom, a leader we know and trust. But comfort is fleeting, and with it comes inertia."
Wounded man -> historical record -> queen
Grace of Dusk
"We sacrifice so much—safety from the claws of death, knowledge of the ages, a steadfast reign—to propel ourselves forward. But if we move too fast, do we risk the inability to stop?"
Wounded man -> spell tome -> prince
Blessing of Twilight
"We try so hard to do the right thing. We heal, we protect our people, we preserve stability. But we cannot control how the winds of fate may shift, and a tight grip can sometimes hurt more than it helps."
Wounded man -> spell tome -> queen
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Billy Batson troubles
Y'all ever think of how everyone thinks and believes Captain Marvel to be much older than what he really is, causing the younger heroes to look up to him in respect and ask for advice every now and then when they see him? And Billy is just screaming on the inside because he's just a baby who doesn't know how to handle adult problems, much less teenager problems.
Some teenage hero: Hey, Captain Marvel, can I ask for your help with something?
Captain Marvel (Billy), totally prepared to use his wisdom of Solomon: Haha! Ask away, small one. I know just about everything!
Some teenage hero: Oh great, because I was struggling to answer this physics question for my AP class and was wondering if you might know-hey where are you going???
Captain Marvel (Billy), not even trying to lie and walking away: This is a battle you must face by yourself, I cannot accompany you on your academic journey.
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What do you think the types of drunk would the murder trio be? Im pretty sure ask dusttale already answered this question about dust but i have to ask the mtt expert
see now askdusttale DID answer the question. but they didn't ANSWER the question when asked what dust is like drunk. they just said that dust is the type to drink himself blackout drunk. so that mean i have total freedom on deciding what the mtt are like drunk hehehe (rubs hands together in a villanous way that you would imagine nightmare doing or something idk)
i already have an absolutely hilarious idea for horror and it might just because i'm on the guilt section of his character analysis but i could TOTALLY imagine him being an emotional drunk. like he CRIES. horror sans man known for being incredibly guarded and private with what he feels bawling his eye out. he gets mad he gets sad he does not get happy because horror doesn't have the right to be happy. he is too upset over the fact that he fucking DOOMED all of horrortale because of his selfishness and nothing can stop him from being incredibly vocal about that fact so much so that killer had to tape his mouth shut because he wouldn't stop crying so loud. and then he just silently cries until he passes out from exhaustion. the alcohol has an incredibly strong effect on him because i dont think he would drink regularly plus he definitely hasnt drinken anything in those 7 years of starvation. it hits like a fucking plane crashing into him. or like getting his eye taken out again. either one!
another funny idea i had for killer would be like the alcohol affecting him but he SWEARS that he's still sober. he is very confused when he starts stumbling because wtf he doesnt FEEL drunk??? why is he bumping into walls and tables HELP WHY DOES HE SOUND FUCKING STUPID???? the alcohol is definitely effecting him but he swears he swears he doesn't feel drunk. hes not drunk its just the damn body doing this stupid bullshit!!!! he's still very aware of what's going on and is basically the same as sober but just like. he's wiggly he's wobbly and oh shit he just fell head face first into a tv whoops. he'd also have a high tolerance because just because. he can drink without feeling like shit until he just blacks out mid conversation with someone because his body couldn't take the toll of all the beer or whatever. hilarious idea triglycercule thank you triglycercule i know
dust in the context that we already know that he drinks AND he can fight against the human while like partially drunk.... i feel it would be kinda like a giggly drunk situation. except dust doesn't laugh at anything that's funny he only laughs when someone gets hurt or something. SADISTIC giggly drunk. because i can already imagine a half drunk dust laughing his ass off after killing the human and its a beautiful sight to me.
anyways imagine how it goes when you pair this sadistic giggly drunk with another that wont stop going through the 5 stages of grief and another that keeps on fucking falling over for no reason in his eyes. dream blunt rotation but the blunt is a bottle of vodka. i can already imagine it in my head and its fucking HILARIOUS. horror going on about how he caused the deaths of others and manipulated and tricked papyrus while killer is just trying his best to keep his eyes open because for some reason they won't stop trying to close. he is surprisingly getting frustated. dust has long since lost his voice laughing at this and he's just silent wheezing at everything. also phantom papyrus is only making the laughter worse because he keeps on making rude comments towards horror and killer and only he can hear him and its guffaw inducing. mtt amazing friend group you dont get shit like this anywhere else
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I’d like to (finally) talk about this interview with Mark Thompson, Narrative Director on Far Cry 4:
I love it when devs talk about their work because it’s always super interesting and informative! This video is no exception.
But what struck me most when I first saw the interview is what he says about Far Cry 3, a title he also worked on as a Level Design Director, which I believe means he was not (or barely) involved in the writing of the script. When he mentions what he thinks the issues with the game were and what had to be “fixed” in Far Cry 4, the thing is that... he often contradicts what Jeffrey Yohalem, Lead Writer on Far Cry 3, explained in various articles.
Under the cut, I highlighted some parts of Mark Thompson’s interview (in red) and compared them to Jeffrey Yohalem’s words (in blue, with the sources) so you can see how different their points of view are.
In this case, when it comes to the story and meaning of Far Cry 3, I’m inclined to give more credence to the Lead Writer’s explanations, but I think this example perfectly illustrates how even people who worked on the same project can have very different (and sometimes equally valid) opinions, understandings, and feelings about it, and why it can therefore be difficult for the audience to determine what the “truth” or the “right” interpretation is…
Open world vs story
MT: We ended up shipping a game where the open world had a lot of cool stuff, but it didn’t have a lot of depth or meaning, and it had almost no connection to what was happening in the story. And in fact, in some ways, the two were kind of opposed and they were kind of conflicting each other. So, on one hand, the story itself had this ticking time bomb of “I have these friends that I need to rescue, but holy sh*t, collecting plants, finding that next animal I need for the next upgrade, getting that next skill point… Oh, look, there’s a radio tower! Wait, wasn’t I heading to that outpost?” And then you’re like, “Oh yeah, sh*t, my friend Keith’s trapped in the basement, I should probably go rescue him… I’m a terrible friend.” That was my main goal: fix this sh*t and make sure that the story and the open world speak to each other, complement each other; strip everything down so that the story and the open world are the same thing and it’s the same game.
JY: People who have looked at the surface of the game think that the story and the game are at war with each other as they are in most games, with the story just plugging potholes and the gameplay is going along its merry way. I think it’s very exaggerated that, “Oh, go save the friends! Go save the friends!” but most people are out on the island doing all this other crazy stuff and experiencing the gameplay. And that’s actually the point of the story. It’s not a game about go save your friends. It’s a game about – doing a lot of picking skins from things, and wait, it’s just a pile of meat – this doesn’t even make sense, yet I’m still doing it instead of saving the friends. (Rock Paper Shotgun - Dec. 19, 2012)
The “white savior” trope
MT: We were definitely aware of some of the tropes that we fell into - unintentionally in some cases, intentionally in some - and (…) almost the first thing that we did was decide how we were gonna address the white savior trope, the outsider who comes in and helps simple people with his outsider’s kind of more advanced understanding of the world. (...) The first thing we said was, “This guy is from Kyrat, no matter what happens. That is the most important thing; he is part of this world, he belongs here.”
JY: “It’s a first-person game, and Jason is a 25-year old white guy from Los Angeles. From Hollywood. So his view of what’s going on on this island is his own view, and you happen to be looking through his eyes, so you’re seeing his view,” Yohalem explained. “It’s set on an island in the South Pacific, so immediately the thing that comes to mind is the white colonial trope, the Avatar trope. I started with that, and it’s like, ‘Here’s what pop culture thinks about traveling to a new place,’ and the funny thing is, that’s an exaggeration of most games, they just don’t expose it. (The Penny Arcade Report - Dec. 17, 2012)
JY: There’s a reason why Jason is a 25 year old white guy from Hollywood – these are all ideas that are in his head. You’re seeing things through his eyes. (...) It’s not that [Citra] needed a white saviour at all. She didn’t need a white guy at all. She was just looking for the ultimate warrior and someone to be her gun. (...) If this was about the white messiah motif, would I be so stupid as to have a main character’s nickname be Snow White? I’m making fun of that! (Rock Paper Shotgun - Dec. 19, 2012)
The player and the protagonist
MT: When we were doing the script review, almost immediately, the first thing we would do would be, “Okay, so how many lines does Ajay have? Okay, cut that by 75%”, and then we would review it and then cut out even more. Whenever possible, we would set up a scenario where we know or we think we know how players would react, and so we would remove the line that the character would actually say and then have the other person react to it. “Oh, you think that, do you?” - in that kind of way, so they’re like, “Oh f*ck, how did he know I was gonna say that?” Whereas, if the protagonist said that line, they’re like, “Oof, I wouldn’t have said that”, and then suddenly you’re kind of broken out of the experience. (…) When you’re in first-person, all you hear is this disconnected voice that might not be agreeing with what you’re doing. So, again, it’s just about stripping away those barriers of immersion so you can imagine yourself in this scenario.
JY: In Far Cry 3, Jason is a character and he’s not the player. The player is another character in the game. Sometimes Jason disagrees with the player, and sometimes Jason agrees with him. And the magic of that is that then it doesn’t matter! Basically, as long as the whole narrative is directed towards what the player is feeling—which for me is how videogames should be—then I get to target Jason as a resource where players can go: “I disagree with Jason.” And the player gets to convince Jason to do something else. So instead of trying to force the two of them together, I’ve decoupled them. (Killscreen - Dec. 12, 2012)
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