#because it has to be as an aspect of the art and storytelling and the innate existence of theatre as a collaborative process
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ok your arcane blogging has almost convinced me to watch the show because it seems WILD and also, visually STUNNING like wowww
but I have absolutely no idea what the show is even about, could you give me a summary? (also what streaming service is it on?)
Yessss excellent! The show is indeed fucking nuts and also visually stunning. Just. Goddamn. Every single episode had moments of us going "that looks so pretty" and/or "holy shit that looks so fuckin sick"
It also does some of the best visual storytelling outside of the Spiderverse movies. They do so much playing around with 2D looking effects and light bursts, with music that slaps and is also used to create in-story sort of music videos to help drop character backgrounds and establishing where people are in episodes, which helps them handle the many characters really well!
Also the animation of micro-expressions in this show makes me lose my mind. I'm sure you've seen the gifs all over my blog and how much facial animation there is in them lmaoo
Good news is it's finished after 2 seasons, which I like as someone who prefers shows that don't just kind of go on for forever. It could have been 3-4 seasons but they did great nailing a rare mix of a plot AND character focused story that had a ton of moving pieces.
You also don't need to know shit about LoL and from what I can tell, it was more used as a base for the world setting and the first building blocks for the characters. They take advantage of the pre-made world really well and do this immersive style of world building where you may not know what all is going on in this world, but you can really tell that it's there and developed you know? But character lore wise we all tried to predict season 2 based on the original lore and then got cold clocked by how the basic character beats actually played out so. Yeah. The most video game aspect of this is the character designs and the FULL embrace of "what if this lady had a big glowing cyber arm she punched things with and what if it was the coolest shit you've seen."
As for what it's about...theme wise big points are
- love as both a destructive and restoring force, especially love between family and friends
-forgiveness and how one draws the line on what going too far means
-self perpetuating systems of classism that can pull even well meaning actors into being oppressors, and even how different forms of rebellion can begin recreating the oppression they're rising against (there are arguments on how this got handled in season 2 but I don't think there's any really solid storyline way to handle such heavy themes)
- the unexpected consequences of chasing progress as an ideal
-big buff hot women who punch!!!!!!! Women who are yoked!!!
-making you kind of hate how much you like that imagine dragons song
-beat drops that make you yell "LETS FUCKIN GOOOOO"
Plot wise it's about:
Set in a trippy art deco/art nouveau punk aesthetic city that has technology and where magic exists, but has been considered dangerous and only used by mages born able to harness it. Scientists learn how to access magic via mechanical and chemical technology. This causes a lot of problems. It mostly follows two sisters caught within the volatile time, along with a central cast from multiple parts of the city.
It's streaming on Netflix!
#watch arcane#be prepared for needing a tissue box and for being upset for all these people#and also everyone is hot but visually distinct its so good
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Listening in on two guys talking about queer theatre (i think) and one is talking about a director he knows who hates the term queer because he still considers it purjorative and has no interest in reclaiming it and the guy here in the cafe said that he had forgotten there were people who were in that camp and how "you cant offend me because im more interested in learning" and its genuinely interesting to hear what ive only really heard in internet discourse in real life especially from a couple middle aged men in like a practical context
#the whole engage with the community in real life and not just online like#a) its true#b) theatre is one of the best subsections to angage with it in because its like an active conversation topic#because it has to be as an aspect of the art and storytelling and the innate existence of theatre as a collaborative process#'youre so wound up in your identity that youre not coherent' these guys are very interesting to listen in on
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also have finally started reading junji ito and now im mad that i havent checked it out earlier truly i cannot stop thinking about the stories now
#theyre just very good#i spent the entire morning reading uzumaki and tomie during class this monday#well i guess its for the better that i waited i feel like these would disturb me too much if i had read them earlier#i just really appreciate the artistry and storytelling in them#even though the story aspect has its flaws#that honestly makes me like it even more#i want to study his art style because i really like how he draws#and i cant stop thinking about uzumaki and tomie in particular. although ive read others by now. those two stuck with me#although the enigma of amigara fault was the first one i read (also a favorite of mine)#either way
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What do you think about Mumbo's art cam in the newer episodes?
I am personally still shocked like, HE CAN DO ART NOW? This man won't stop suprising me, I love it so much, also I don't see many people talking about that and I have no idea why because for me it's the best thing ever.
Anyways, hope you're doing good :D byee
the man does literally EVERYTHING.
when mumbo created @a.creative.junkyard for his art practice, only then I realized that he had literally been doing something like this for several years already. firstly for youtube, and after that he created many presentations of film projects to work with his clients, which already means a quite good basic skill in graphic design and especially the design eye.
still a big fan of his works from this account.
I love how he got creative with the start of season 10, using his skills to add some fun to the editing by creating new slides for his episodes. the way he’s sincerely passionate about creating such things, I empathically feel his joy.
mumbo started visualizing the whole stories through what he creates, and all the effort, work and fun is absolutely worth it. he may have had some small storytelling pieces before, but now it has definitely moved to another level.
the hand drawn concepts. if you look closely at the video, he strokes the colors manually. mumbo gets so immersed in the process when drawing these concepts, it feels therapeutic even. I always liked to see the concepts of the other hermit’s bases, that they drew by hand. since my main hobby is drawing, it always brings me closer to people on some other level when I see their drawings. as a big fan of mumbo, I’m so infinitely happy that he started to show this part of the process too. these concepts always add even more to the result, I don’t know how to explain it in words. just more. more sense of life from a story, from a building itself.
mumbo has knowledge and experience, but it's like he's been focusing on other aspects while building on the server before. in season 9, he started moving in a different direction more, and now it has achieved clear visible progress, he’s more actively experimenting and isn’t afraid to take on something that he has never done. now mumbo is even more confidently saying that he’s proud of himself.
this may seem insignificant to an outsider viewer, but
for a man who has been building redstone stuff and solid giant symmetry for several years in a row, it’s mind blowing.
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Imagine how much Shen Yuan and Airplane would hate it if an actual PIDW fan transmigrated in too, though.
Like, one of the guys who genuinely loved the stallion novel harem-building aspects, the weird-yet-vanilla het sex, the willingness to throw the plot out of the door just to have yet another interchangeable woman throw herself at the hero. Someone who only ever had nice things to say in the comment section, who unironically referred to Airplane as a master storyteller, who bought some of the VIP chapters (if he liked the wife Bingge was destined to wed & bed), couldn't name any of the monsters or sex flowers or most of the male side characters, had a Xin Mo keychain and once commissioned fan art of Sha Hualing (favorite wife) looking sexy in a pin-up pose, and told Peerless Cucumber he was a weirdo who took things too seriously on more than one occasion.
I think he'd bother Airplane the most. Shen Yuan would be annoyed and tell him his taste was in his ass, but that's about it.
But Airplane? I think at first he'd be inclined to enjoy having an uncomplicated "fan" of his work turn up. This guy actually praises him! He has nothing but flattering things to say! It's like a dream come true! Except... well, Airplane himself is perfectly aware of the decisions he made in his writing and why (he sold out deliberately, not because he thought it would actually make for a better story -- say what you will about whether or not it's worth it, but the man knows what he's doing), and also I suspect kind of resents his own popular audience whenever he has to interact with them for more than minute.
After all, these were the patrons he had to appease and appeal to, the readers he had to worry about offending or alienating, the ones who were paying the bills but also would have vanished at the drop of a hat if he hadn't given them a steady supply of what they wanted. It's not the audience he actually desired, it's the one he decided not to offend in order to maximize profitability. Peerless Cucumber might be a pain in the ass, but he's a pain in the ass who picked up on the story that Airplane himself originally intended to tell, and wanted PIDW to actually be that. Which has gotta be kind of gratifying, in a roundabout way.
I think it would stress Airplane out to have someone approve of the things he himself didn't even approve of. Like on the one hand this guy seems to have only a good opinion of him, but on the other hand it's based entirely on a false impression and Airplane actually agrees way more with Cucumber's assessment of his writing, because he wrote it badly on purpose. Since the guy has a good opinion, that's something Airplane can potentially lose, and he'd be most likely to lose it by revealing the truth about his own creative intentions and his actual tastes and inclinations. A ticking time bomb of disapproval that could go off at any moment to who-knows-what effect.
He'd hate it. Eventually every time User No.3 came around he'd just be like:
[ID: A gif of Skeletor from Masters of the Universe gliding through a blue magical barrier and then reaching back to punch and shatter it. End ID]
#svsss#scum villain's self saving system#scum villain#airplane: finally a REAL fan#airplane five minutes later: hmm... don't like this#image ID provided by princess-of-purple-prose
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Ok YIPEE my overthinker serger manual (most likely just a prototype) is done. One of my pieces for my composition course. Here's scans, I'm gonna put an explanation under cut.
Assignment was: find two photos which have a composition you like. Take one, break down the components, and create your own piece with those ideas.
My photo was a page from a serger manual, but I technically went with the composition of a manual in general. I like infographics and i like infographics used in art.
I was feeling a little empty headed, but my main thought was: how much is enough information? Because I often struggle with my answer being "never too much". It's technically great- but at points in my life it has lead to scattered understanding of things because I keep focusing on minute aspects of a Thing so the bigger picture dissappears. Its one of the reasons why i love manuals- i love page lists, i love when someone takes a subject and decides what is the most valuable knowledge here for you. It says a lot about the creator of the manual, its purpose, the machines purpose..
I also do like manuals because knowledge is unwieldy and no manual will ever be perfect.
I would rly like one day to make a better version. A bigger one, mostly, wherw the process to unrelated bullshit is slower, but also maybe some thread of info runs through it? There's a lot of storytelling you can do with what information you pick. Also it would be fun to have these threads of info run parallel and end in the same subjects.
Idk, everything is connected etc etc
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Paste Magazine: 'Dragon Age: The Veilguard‘s Creative Director Talks Restoring the Lore'
Rest of post under cut due to length and possible spoilers.
"“I was the one cinematic person who always snuck their way into all the writing meetings because I love storytelling,” [John] Epler tells Paste. “I love narrative, and they wanted me to be Narrative Director on the franchise.” When the Creative Director position opened up later on, Epler was primed for the role thanks to his experience across multiple aspects of game design. ‘They wanted someone who had a good relationship with the people on the team, who could work across disciplines, and who knew the story,” Epler explains. “You know, knew the franchise and its storytelling. Because I think for Dragon Age in particular, narrative is such a core part of the franchise’s identity. They wanted someone who could operate in that space, but also knew how to work with gameplay, work with design, work with art, and that was something that, with both QA and cinematics, I had learned to do. I think just a history of being always willing to do whatever was necessary and also having good relationships with most people on the team helped me out.” As creative director on Veilguard, Epler worked with a team that fluctuated in size from a dozen to several dozen depending on which phase of development it was in. And given Epler’s history with cinematic design, that team worked closely with narrative to craft the kind of epic story Dragon Age and Bioware are known for. “Storytelling is huge, probably the biggest part of Dragon Age: The Veilguard,” Epler reminds us."
---
"Paste: When you’re bringing back a series after a decade, how do you decide what threads to pick back up on, which characters to use, which lore to focus on, etc.? John Epler: It is going to sound very cliche, but it is true: It honestly comes as we build it. We knew a couple of core parts of the story. From the end of Trespasser, for good or for ill, we pretty much determined where we were going and what we were going to be doing. It was about the chase, the search for Solas. Solas had been very clear in his ambitions to end the world at the end of Trespasser. And, you know, at the end of the very final scene of Trespasser, we stabbed a knife, a dagger, into the map on Tevinter. So we kind of knew we wanted to go to Tevinter. We knew we wanted to chase Solas. Now that said, as the story started being constructed, and we discovered, okay, where else do we want to go, what characters make the most sense in this story, that kind of determines what lore threads we want to start pulling on. So without getting too much into spoilers, obviously, Scout Harding has a story that’s very focused on the dwarves and their history; Shery Chee started writing Harden’s ark, and realized, okay, this is actually something we’re going to want to dive into more deeply. Belarra’s story is very focused on the ancient elves, not just the gods, but who they were. So that became a lore thread we wanted to pull on. As far as returning characters for us, it really does come down to who has the most to say about what’s going on in the world. Who is the most likely to be involved in this particular story. And I think, most importantly, this is something that we always talk about, is who has more to say in their story, whose story isn’t over. Because one of the things that I don’t necessarily want to do, I don’t want to bring back a character just so they show up and then disappear. That doesn’t necessarily do that character justice, but it also contributes to what you do see in some franchises, which is a sense of small world syndrome, where there’s literally 30 or 40 important people in this whole world, and they all somehow know each other. But again, you know, you see Morrigan in the in the previews, and as we’re writing the stories like, well, of course, Morrigan, who is the daughter of Flemeth, who was at least an aspect of the goddess Mythal, one of the ancient elven gods, she probably has something to say or something to do in a story about the last two elven gods escaping. So, yeah, it comes down to who has something interesting to say, who has something more to say in their story, and who do we feel makes the most sense for where we’re going and what we’re doing."
"Paste: Sticking to the long gap between the last two games, what are the challenges in trying to make a satisfying continuation of that story without making it impenetrable for new players who maybe weren’t old enough to have really played Dragon Age in the past? John Epler: Well, I think it was funny because, on the one hand, yeah, the challenge is, you’re trying to tell another chapter of a story that’s been dormant for at this point nearly a decade. But it’s funny because I do think that actually ends up working to our benefit. For the second question, we cannot assume anything about what players remember. Because even people who were playing Origins, were playing Inquisition, all the DLC, they may not have done so for quite some time. And obviously some players are going to like—I mean, I see it all on social media, people doing their final Inquisition playthrough before Veilguard, which is great, but you have to assume that people don’t remember everything that happened. You have to re-onboard them back to the world, back to the lore, and you’re also bringing in new players. I think honestly, for Veilguard, one of the things that’s worked the most to our benefit is that this is a continuation of that story, but the context changes so dramatically within the first hour. You know you’re going after Solas, you know the first mission. We’ve always said we wanted it to feel like the last mission of a different game. But then you get to him, the ritual crumbles, the gods come out. And now, even if you’ve been following this story up to this point, for everyone, it’s just a sharp left turn. Solas is no longer the central antagonist of this at this moment, it’s now these two new figures, which means Rook, you know, you as a player character, but also the player themselves… You need to bring them back into this story, because nobody, including the people who’ve been playing forever, know what’s going on at this point. So it’s actually a really great way to do the first couple of hours, because you can’t assume everyone is coming into it with the same level of grounding in the story itself. Some people are gonna have more lore. And one of the things we do try to do is, anytime we introduce a proper lore term, I use Venatori as an example, we always try to pair it with a more commonly understood phrase. So “Venatori” and “cultists” always go together in the first few hours of the game. “Evanuris” and “elven gods” always go together in the first few hours of the game, but done in a way that doesn’t feel like the game is like, “Hey, don’t worry, we’re going to tell you everything.” It feels natural the way the people in the world talk about it. So you encounter Strike and Irelin, two of the Veil Jumpers, early on, and they use the terms interchangeably in a way that allows players who don’t know as much about the world to get what all these things mean. Like I said, it’s just the context of the stories. The story shifts so dramatically in those first couple hours that everyone is catching up, even the characters, even, you know, Harding is still trying to figure out what the heck is going on."
"Paste: Speaking of what’s going on, in Veilguard we have a new character as the protagonist, Rook. What’s happening with the Inquisitor and the protagonists from the first two games? What are they doing in this world now, assuming they survived their games? John Epler: One of our storytelling philosophies is, for us, especially when it comes to importing, is unless we explicitly say so, assume that those characters are still around. So what we do, because this is the story of Solas and the Inquisitor has a very direct tie to Solas, the Inquisitor does show up in Veilguard. I’m not going to tune into spoilers, or what the role is, but it would have been very strange for us to tell the story of Solas without having the Inquisitor involved, because, again, they were part of that story. As to the previous two protagonists, they’re still around; that said, their personal arcs, their stories that they were part of in their games, aren’t as directly tied into this story, either narratively or geographically. We’re now in the north of Thedas. So the Hero of Ferelden, who you know, if your hero survived, one of the things we talked about is they were looking for a cure to the Calling. They’re not going to necessarily be involved in this because they weren’t tied to the elven gods, and the blight is still present elsewhere. And Hawke, depending on what you did in Inquisition, may be deep in the Fade, or they may have gone to work with the Wardens and also engage with the Hero of Ferelden at some point. So we’re not going to say much about them because they’re not directly related to the story, but we want players to understand the fact that we’re not saying anything about them because they’re still alive. They’re still doing something."
"Paste: A lot has changed in the world of games and game design in the last decade. How has the creative process of creating a Dragon Age like Veilguard changed over that time? How was making Veilguard different than Inquisition? John Epler: I’d say the biggest change for me has been leaning much more heavily into pre-production on everything. So one of the things that we’d done on Inquisition, I was a cinematic designer on it, we didn’t really have the sense of storyboarding, of previsualization the way we do now. But with Veilguard, one of the things we did very early on is we built the entire story in Twine so we could play through and see the interaction points, see the word branch, and get the sense of how it was flowing, how it was coming together. Beyond that, very heavy use of previsualization, whether storyboards or actual white box, in-engine—or, I say “in-engine,” but, you know, in Maya—models, moving together, figuring out how these shots work. But I mean, ultimately, a lot of the same processes are in use now that we did then. Writing does peer reviews, they still do the same peer reviews. Take your work, you put it in front of the group, and you basically say tear it apart. Let me know what works, what doesn’t work. But I do think the other thing that’s been a great change since Inquisition is there’s a lot more sense of… if you’re building a level, you’re not just bringing in the level designers and level artists, you’re bringing in the gameplay people, you’re bringing in writing, you’re bringing in, you know, all these different groups to kind of build the feel, build the shape. Not to say Inquisition wasn’t collaborative, but I will say, as someone who worked on it, I felt much more like each pod was kind of an entity onto itself, you know, doing this thing, but not really touching the other parts of the game. In Veilguard, we very much wanted people to understand how their work fit into the whole that we were building. So there was a lot more sense of collaboration. And then, you know, more practically, COVID happened while we were making this game and brought work-from-home, remote work in general. I’m doing this interview from my basement right now, but in general, people are working more distributedly, so there becomes a much higher premium on communication. And like, we use Slack pretty extensively, and the sense of like, talking to people as much as you need to, as much as you can communicate broadly, and information sharing, I think, has become a much bigger part of it."
"Paste: So having the different departments less siloed, like it used to be, how has that impacted the day-to-day experience for a Bioware employee. Are they working more or less hours now that things are more collaborative? John Epler: I think it depends on who you are. And, I mean, I’d say generally less but again, it depends. I will say for myself, I have difficulty because of work-from-home. And this is a personal thing. I don’t always have the best separation between work and life because sometimes it’ll be like, nine o’clock at night and you’ll be like, oh, you know what? I just had this really great idea, I’m going to hop on and do something about it. That used to mean driving back to the office. So I will say now I’m not in the office, which is great. For me, one of the greatest things about this has been, I have a personal rule of I don’t ever do work between the time my kids come home and when they go to bed, which means I get to be fully involved as a parent. But then, like I said, 9:30 comes along [and the kids are in bed], and, you know, I think because I’m creative director, it’s a little bit different. I gotta jump in and be like, oh, I want to do this. So I think, you know, it depends on the person. But I think what it’s done is, in general, allowed a lot more freedom in defining your hours. And we do have some people who are not morning people, so maybe they don’t get up and jump on as early, but then I’ll see them later at night, and they’re doing the work that they would have done. And I think that freedom for me has been, and I think I can speak for a lot of people, has been probably the best part of how things have changed."
"Paste: So something else that’s changed in games over the last decade, I guess it really became standard right before Inquisition came out, and it’s something that’s been a constant problem for many people who are creatives in many different mediums. But some of the fans and fan accounts online and how they react to games and designers and games media, starting with what they call GamerGate. What are your thoughts on that type of fan interaction and how has it impacted the Veilguard team? John Epler: Anytime you get fan feedback, the question I always ask is, what is it that they’re actually saying? And, you know, sometimes it is literally what’s coming out, what they’re typing. But a lot of times, from whatever group it’s from, there’s a sense that they’re speaking to something deeper, something that’s, you know… I think ultimately, for me, it comes down to understanding and being confident in your vision which means you take the fan feedback, you can look at it, you can decide what you do or don’t do with it. But one of the most—I don’t want to say challenging, but one of, I think, the easiest traps to fall into is a feeling that you need to be, “oh God, they don’t like this, and they don’t like this, change this, change this.” And I think there’s a sense of, if you have a vision that you’re comfortable with, are confident in, you continue to stick with that vision, you can make make adjustments, make tweaks based on what people get excited or don’t get excited about. But I think the other side of it is, when you’re releasing news, you’re doing press events, you’re talking about the game, you’re only giving people a small slice and a decision that may, for them, like, “I cannot believe that, why would they do this,” makes a lot more sense when you know the context of the decision as a whole. And I’ll say it for myself, one of the bigger examples of this was when the Yakuza series went from action to JRPG, turn based RPG, and I’m like, “Oh, this is so weird. I don’t know. I don’t know how I feel about this. You know, this feels like a very strange shift.” When I played the game, like, “oh yeah, holy smokes, this makes so much sense.” They made it make sense narratively. They made it make sense from the gameplay perspective. So I always try to remind myself, like we know the game as a whole. We know all the pieces and how they fit together. When you get that feedback again, you can look at it. Some feedback is obviously better than others. Some feedback is more, you know, is more interesting, and more does more for us than others. But again, it comes down to know the game you’re building, be confident in the game you’re building, and don’t try to design by committee, because ultimately, everyone has a different thing that they want out of the game, and a lot of people, even themselves, will have two very contradictory things that they want out of a game. So you have to be careful not to overreact and water down what you’re building into something that I would describe as, you know, mushy. You don’t ever want to be in the mushy middle. You want to make a strong statement with your game and how your vision evolves, and stick with that."
"Paste: Where do you hope to see Dragon Age go from here? John Epler: Honestly, I love telling stories in this world, and I think one of the fun things about the ending of this game and some of the seeds that it sows for the future is the sense that everything you thought you knew, maybe you weren’t as right as you thought you were. And that stuff like using the unreliable narrator. It’s fun to be able to take that and apply it to things that you as a player experienced, and then see that there’s an additional layer. Context that you didn’t have at the time that now throws into questions some of what’s going on. So again, I’m trying to be as vague as possible to avoid spoilers. But I do like the idea of—because one of the things, the other side of it is Thedas is one continent in this world. There’s still a whole other world out there. And I think, you know, for myself, I kind of want to know what’s out there. I kind of want to know what’s going on in a world where, over the last 15 years, Thedas has almost ended the world three times by themselves. If you’re from a different continent, how are you feeling about that? I’m gonna guess, probably not great. So I think there’s a lot of fun stories to tell there. We haven’t said much about the rest of this world. So there’s just this giant blank canvas for us to start playing in, which I think is, for me, the most exciting thing about moving forward with this franchise."
[source]
#dragon age: the veilguard#dragon age: dreadwolf#dragon age 4#the dread wolf rises#da4#dragon age#bioware#video games#long post#longpost#morrigan#queen of my heart#solas#strife#covid mention#dragon age 5#(note: i just want a tag to start filing things under which are about the possible future thats all ^^)
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Season 3 -Surrealism and its psychoanalysis of Carmy Berzatto
Stick with me here if you like. I'm here to talk about how this season it dove into a psychoanalysis and surrealist style cinema on Carmy and his sexual urges. @currymanganese @caiusmarciuscoriolanus & @vacationship discussed in another thread the surrealism of this season with its close shots and quick cuts as well as leaning into faint storytelling and a focus on moving images. Surrealist Cinema connects with Sigmund Freud's principles in creating this film style.
Surrealist films are connected to Sigmund Freud's ideas about dreams and the unconscious mind. These filmmakers used strange, unexpected scenes and bizarre images to depict what’s going on deep in our minds, creating movies that feel like crazy, vivid dreams. The Surrealists ran with this idea in their art to capture pure thoughts from the unconscious mind.
Freud's ideas are super handy for understanding Surrealist art. Early on, Freud figured out that dreams are like visual poems, using metaphors to show our unconscious thoughts and desires. But our minds censor these dreams, turning the original thoughts into metaphors through something called displacement and condensation.
The filming this season prioritized mood over storytelling, which is another interesting aspect. It also featured a surrealistic style of non-linear moving images like in Episode 3x01 Tomorrow- non linear in Carmy's unconscious stream of thought. This symbolism also shown through the displacement of scenes and images.
What is Displacement?
Freud thought Displacement was the important part of dream work, and surrealist felt this way with film. It swaps out objects or concepts with symbols to hide the real meaning. Surrealist filmmakers committed to this act of symbolism. Symbolism is a figure of speech of a character's actions, words, and events that has a deeper meaning.
One example of symbolism from Freud defines that knives often symbolize male genitalia and boxes symbolize female genitalia in dreams.
What are the odds of a parallel between knives and boxes, and it's only Carmy and Sydney being frustrated by the tasks of cutting and breaking down boxes?
It's the symbolism of sexual frustration between them.
Textbook Sublimation
Another Freud concept is sublimation - this is defined as redirecting sexual desire into socially acceptable behaviors or new aims that are still related to the sexual impulse. (AKA Carmy wants a star, not just to beat Chef David- but what carmy truly wants sexually is to please Sydney)
Remember what Richie said about Carmy as he shouts at him and then Carmy looks at Sydney?
Let's definite what textbook sublimation is:
My theory is that Richie told Carmy that he sees him for who he really is. He knows Carmy and knows that he never wanted Claire in the first place. Richie is aware of the tension between Sydney and Carmy, and Carmy's been repressing it all along. Richie is very observant; look at how he observes the tension between Carmy and Sydney.
Bonus: Look how Carmy stares at Sydney- he could care less about the Faks in this moment. He's feeling bad for giving her a headache but he wants to fight some more.
Remember, we theorize here that season 3 breaks into the fourth wall. At that moment, Richie is talking to the audience, giving us a rundown of why Carmy avoids and creates a prison in his mind. We didn't get a clear answer because we were inside Carmy's mind throughout the season. He was experiencing confusion, repression of his urges, and an inability to feel the pain he was going through. Another thing is that he could not accept any joy or love in his life.
I believe the decision to create a surrealist-style season is great because it complements Carmy's avant-garde food style, through which he communicates his artistic thoughts and feelings.
Through the image, we see that Carmy is in a dreamlike state, gazing at the dish he created unconsciously, which matches Sydney's scarf. This hits at the core truth of his desires that he does not want to address. Sydney is the real fun, joy, and amusement that can happen, but he's been sabotaging and repressing since day one, even with the choice of dating Claire. Carmy is more addicted to adrenaline, stress, chaos, and guilt.
I believe the bear in his dream symbolizes the Carmy's unconscious and repressed feelings - desires, guilt, and longing. These emotions overwhelm him as he returns home and processes his grief. The phrase "let it rip" carries multiple meanings, but in this case, I interpret it as a call for him to embrace his emotions and be true to himself.
Thank you for reading.
#sydcarmy#im not a doctor i just love film and psychoanalysis#long post but fun to write hopefully fun to read#i really appreciate sydcarmies! thank you for reading my thoughts#carmy x sydney
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My dear lgbt+ kids,
Let’s look at some myths and facts about drag queens:
Myth: “Drag queen” is a gender identity.
Fact: Drag is a performance art.
Let’s go into some detail here: “Drag queen” is a role you play, for example as a form of entertainment or as an expression of your creativity. A gender identity on the other hand is intrinsic and enduring, it’s about who you are in your mind and heart (For example: a trans woman doesn’t “play” a woman, she IS a woman). So, drag and gender identity are two separate things - although we also need to add a little disclaimer here that gender identity is wonderfully complex and highly individual and not always so easily defined. So while drag is usually separate from gender identity, there can be overlap!
Myth: All drag queens are gay cis men.
Fact: Drag is an inclusive art form. Many drag queens are gay cis men, but not all. Drag performers can have any sexual orientation and gender identity - including transgender or non-binary. See that part about “overlap” above!
Myth: There’s only one type of drag.
Fact: Drag is incredibly diverse and has many different styles. Drag queens may also blend different types to create their own unique persona. Some examples: Pageant drag focuses on glamour and beauty (drawing inspiration from traditional beauty pageants). Camp drag leans into humor and exaggeration (celebrating the “so bad it's good” aesthetic). Alternative drag experiments with unconventional or avant-garde looks (breaking norms to challenge mainstream beauty standards). Club kid drag is known for its bold, futuristic looks (inspired by the nightlife scenes of the 80s and 90s).
Myth: Drag is inherently sexual.
Fact: Any art form can potentially be done in a sexual way but that doesn’t mean art is an inherently sexual thing. So, while some drag performances may include adult humor or themes (if they’re advertised for an adult audience), many other shows are family-friendly and focus on comedy, storytelling, or artistry. A drag event advertised as a family event will not be sexual. (It’s really just a common sense thing: You don’t expect kids movies to be sexual, just because adult movies also exist).
Myth: Drag has only been around for a few years.
Fact: Drag has a long history, dating back centuries. Men and women have cross-dressed in theater since at least the time of Shakespeare, and modern drag has roots in the ballroom culture of the 20th century. It definitely didn’t randomly spring up in the 2020s.
Myth: Drag queens make fun of women.
Fact: It’s more the opposite. Drag is a tribute to femininity and celebrates aspects of female identity and fashion. While some drag may use exaggerated features for humor, it’s usually done with admiration and respect, not as mockery. If it mocks something, it’s usually things like extreme beauty standards, gender stereotypes etc.
Myth: All drag queens are famous and rich. It’s easy money.
Fact: The majority of drag performers are local artists who put a lot of time, effort, and money into their craft without making much. Only a small fraction gain fame or wealth, most do it out of passion.
Myth: Drag isn’t important for the lgbt+ movement. A ban on drag doesn’t really affect the community.
Fact: Drag historically has been (and still is) an essential part of the lgbt+ movement, creating a visible platform for self-expression and providing a safe space where people can explore their identities. Drag performers have often led the way in activism, supporting many causes from HIV/AIDS awareness to transgender rights. A ban on drag doesn’t just limit artistic freedom - it threatens to silence a key part of queer culture and history. It also sets a dangerous precedent that can lead to further restrictions on our rights, marking the start of a slippery slope toward broader discrimination.
With all my love,
Your Tumblr Dad
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I'm writing a scene where a cultivater (chinese martial artists who fights ghosts) falls in a forest and I'm trying to figure out how someone who fights on rough terrain would train to fall. I tried looking at martial art/parkour/stunt man tutorials, but I feel like a lot of the basic techniques (rolling, and slapping the ground to distribute weight) wouldn't work well on uneven ground. I also tried looking at hiking advice but they just say to fall on your pack. Any insight?
Chinese cultivators don’t fall, they choose to reacquaint themselves with the ground.
That sounds like a joke, but the best way to understand Chinese cultivators and Chinese fantasy media is to realize that martial arts are the gateway drug to magic. And that will get you into a lot of trouble if you follow that all the way into Martial Arts Give You Superpowers, which is both the outgrowth of the western understanding of Chinese culture and a trope rife with orientalism. Cultivation seems simple on the surface when you’re watching Chinese media, but it’s more than martial arts, it’s more than religion, it’s more than mythology, (though it is all of those too) it’s a genuine transition into metaphysics that reorients how we understand and interact with the world around us. The concepts we see in cultivation come from real martial arts philosophy that you find in Tai Chi, Shaolin, and most other Chinese martial arts. They come from real religions including Daoism, Buddhism, a healthy dose of Confucianism, general mythology and mysticism from a wide range of subcultures, and, to an extent, Animism. If you aren’t doing your reading with the Eight Immortals, Journey to the West, The Legend of the White Snake, and others then you should dig in. I also really suggest watching the live action C-Dramas whether they’re true Wuxia or more Xianxia idol dramas (and in this case the idol dramas are better because the action is slower) so you can acquaint yourself with the stylized martial arts portrayals, a wide variety of choreography, character archetypes essential to motif based storytelling, and the most important aspect of all—wire work.
Understanding and conceptualizing stunt action done on wires is essential when you’re trying to visualize and create action scenes in any East Asian genre. Your first instinct might be to dismiss the stylized movement as unrealistic (it is) but remember that it’s also genre essential. Hong Kong action cinema has a very specific feel to it that’s very different from the way Western cinema structures and films their fight scenes. Even when you’re writing, you’ll want to find ways to imitate it through your visual imagery on the page.
Probably the best way to contextualize cultivators is that they’re wizards who do martial arts. They’ve learned to transcend the limitations in our understanding of reality through knowledge and study to perform superhuman feats. How superhuman? Well, it gets wild. They can be anywhere from Crouching Tiger, Hidden Dragon/Who Rules the World fly through the trees levels to Shang Tsung’s “I’m going to slam my hell reality into your normal reality because commuting to work is too much of an inconvenience.”
Which is to say, they don’t always fight ghosts. Sometimes they fight other martial artists, sometimes they fight other cultivators, sometimes they fight demons, sometimes they fight gods, and sometimes they fight incredibly overpowered monkeys. They’re often monks living in seclusion on a mountaintop, but not always. Cultivation is more of a state of mind. Anyone can do it if they learn how to absorb spiritual energy from the world around them through meditation and breathing exercises. Gods cultivate. Humans cultivate. Animals cultivate. Remember, the demons and the ghosts cultivate too. Sometimes, your master gets reincarnated as a demon. Sometimes, you do. The amount of wacky spellcasting you can do is dependent on how much energy you’ve cultivated, which is dependent on how old you are and how good at cultivation you are. Using the power means you need to cultivate more energy, the greater the spell or difficult the battle then the more energy is lost.
This is important to the question of: how does a cultivator fall?
Metaphorically? Existentially? Physically?
When we’re talking physically, wire work becomes very important. Think of your cultivator as being on wires. If they have the knowledge and understanding to do it, they can slow their own fall through the air to land harmlessly on the ground or twist over like a cat and launch themselves back off the ground to fly at their opponent in a counter attack. If they have the knowledge and understanding, they can teleport. If they lack the knowledge and understanding or want to trick their opponent, they can hit the ground like a sack of potatoes. If they’re relying on basics, they can also smack the ground to counter and spread out the impact then use the momentum from that fall to roll back onto their feet. They’ll do it no matter what terrain they’re on because it’s a basic technique that’s trained into their foundation to the point it’s a reflexive action. Any force distributed away from, and reducing impact on, important body parts like your spine is better than nothing. It’s better to sacrifice your arm than be paralyzed. At its heart, that’s the point of the technique. If you’re able to walk away with a functioning spine, it’s done its job. Your shoulder hurts? That’s normal. Your arm is sprained or broken? Sucks, but that’s better than the alternative that is paralysis and death. For reference, learning to fall was the first lesson my Wushu instructor ever taught me. It is that basic.
A lot of the time when portraying cultivators in media, the goal is to show them as being beyond the limitations of standard martial artists. How vast the gap is between the cultivator and the average human is dependent on both the setting and the cultivator. So, the average martial artist who possesses superhuman talents but hasn’t dedicated themselves to a life of cultivation and cultivators who are new to the path are going to be on the rung below and more likely to be knocked on their ass. Cultivators in the mid-range are more likely to have crafted or trained in solutions to being knocked on their ass which put them in a less vulnerable position while recovering and empowered/enhanced their martial arts. Cultivators in the top tier are usually straight up masters at spellcasting, if they deign to fight at all. Gravity need not apply. Rember, the time it takes you to hit the ground and roll to your feet is time your opponent has to launch a counter attack or move to a better position. Also, it means you’ve taken your eyes off your opponent. This is bad enough against a normal human opponent. Against another mostly immortal or ancient magic user this risks a terrible outcome.
Cunning and strategy are both as important as skill. Wisdom, knowledge, and hard work outweigh talent and raw potential. You’ll have to decide how esoteric you want to be and what limits you want to set. I really urge you to do this because the danger of power creep is real and especially prominent here. A character’s growth in power is often linked to their growth in character or their arc, as they gain a greater understanding of themselves and the world around them their skill increases. The self-discovery/self-reflection/self-interrogation/intense suffering to reach enlightenment portion is just as important and intrinsic to the martial arts portion of Martial Arts Give You Superpowers. It’s easy to focus on the Superpowers or the Martial Arts parts of the equation and miss the genre necessity of character growth. This growth often happens through heaps of steadily increasing trauma. Or, failing to undergo that by being too powerful and thus unable to progress is the joke like it is in Qi Refining for 3000 Years. (Go to hell, Bai Qiuran, you hilariously overpowered monstrosity.)
The irony is that the trajectory in character growth is the same trajectory the average student experiences when practicing martial arts. The only difference is that the power arc is inflated. This includes overcoming ingrained truths that you believe about yourself, about your own abilities, what you believe yourself to be capable of (both good and bad,) about your biases toward yourself and other people, your biases about reality in general, your understanding of good and evil, the potential upending of right and wrong, and facing the greater complexity found in the world at large. The stripping away of these illusions, coming to terms with uncomfortable realizations in a more complicated world, and the gaining of new understanding and confidence are vital to that growth.
Skill isn’t just represented in the power creep, it’s also found in a character’s sophistication and complexity in their approach to combat and life in general. Their awareness both of themselves and of other people, their ability to read intentions, their predictive abilities, their complexity in initiating their own strategy and tactics while also recognizing and countering the plans of others. It’s their insight into human nature and their cunning. It’s not enough to be powerful. The world is full of powerful people and not so powerful people who have the capacity to be just as dangerous. This isn’t Goku and Freeza slamming into each other while the planet explodes in nine minutes. You also need to be smart. It’s also not about being a better person. It’s about being a self-aware person. A person who is self-actualized. Monkey’s growth is in his awareness of the world around him through his experiences and in approaching problems differently rather than becoming less of a little shit. If you grow up in the West, one of the issues you’re going to face is thinking of these hurdles as materialistic rather than emotional or intellectual.
A lot of Western media misinterprets the concepts of “giving up” as physical sacrifice. One of the popular examples is physically sacrificing the person we love. In order to have enlightenment, we must be separated from them. We can’t physically be with them anymore. Whereas under a Buddhist structure, what we are actually sacrificing is our own ignorance, our own preconceptions, and beliefs that keep the world comfortable. Under this structure, we’re sacrificing our preconceived notions of who our loved one is. The person that we invented when we first met and we must force ourselves to come to terms with who they really are. The outcome of this isn’t necessarily going to be bad, but it’s still painful. The person we think we love could be perfectly wonderful. However, they’re not who we imagined. If we choose to hold onto the illusion we created, to ignore the realization that the illusion is the person that we love, we’ll only end up causing ourselves and our loved one more pain. We must fall in love with them all over again. Coming to terms with that is painful. All pain comes from ignorance. In sacrificing, letting go of, or overcoming our ignorance, we grow.
These are the emotional, intellectual, and spiritual challenges necessary for a cultivator because they allow the cultivator to level up. Yes, level up. Whether this is coming from the influx of gaming culture into media at large or because the concept synergizes with the Buddhist goal of progressing through the Six Realms toward nirvana, leveling up is how a cultivator’s increasing power is often depicted. Of course, once we reach the next level we can’t go back except by falling or failing and are no longer the person we once were. This then gets mixed in with Daoist principles of finding divine understanding by living in harmony with the universe. The more understanding we gain of the world, the more energy we can absorb as a result, but our original goals may be lost or changed in the process. If a character begins their journey on the path of revenge, their newfound contextualization of the situation that caused them immense pain may force them to give that revenge up or find they don’t want revenge anymore.
Failure is also an option and often a common part of the story. These stories usually follow characters through multiple lives and rebirths over hundreds and even thousands of years, especially if they’re also gods. This is the existential fall. The fall to the Dark Side. All our heroes are going to go through it at least once. This is also why a lot of Chinese media ends in tragedy with hope for the next round.
-Michi
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any advice for someone starting comics who feel like the storytelling side is their weak point? i started a couple comics but always loose steam on them because i feel like the storytelling/plot/writing is my weak point, and ive found the plots and characters i come up with so uncompelling that it feels embarrassing to even use them, its never been something ive been interested in ive always just been passionate about the art side and never been awfully good at writing as a whole, but i could spend hours diving into stylizing artwork to look like various types of comics and ive had that itch to just make something. am i just built to work freelance being paid to draw someone else's story or do most comic makers feel like that and what ways do people improve?
Writing is also an art! It is something that takes years of practice and learning and it's absolutely fine to aim to improve with it. It is a skill to refine!
I would say, that if it is not something you are passionate about though, you could try looking at other options.
Collaborative stories with friends are an option! Rabbit on The Moon comes to mind, it's a collaborative comic that my friends did. Songdog wrote the script, and Nitteh illustrated and designed the characters. It's a lovely story, and beautifully drawn, I can't recommend it enough.
You could also consider public domain stories! Adaptations are done for a reason! You could make a comic of a an old folktale, or adapt a fable or greek myth, while having the flexibility to do whatever changed you want! There are quite a few webcomics I love that are based on public domain/myths, it can take some of the pressure off of you as a writer.
There is also the freelance option you mentioned. If you're not too passionate about the writing aspect, and are mostly invested in the art, getting paid to do it seems like a pretty winning option!
To be honest, the writing has always been the part I am passionate about. I am constantly writing and rewriting stories in my notes, I have dozens upon dozens of comic concepts written up and even scripted that I can only hope to get to. I like doing lineart and expression work, but the rest of the art process is only the means to an end for me. It's not my focus and would happily hire artists if i had any sort of budget lol
I do not think it is uncommon for creators to be into one aspect more than another, I think it's about just figuring out what works best for you.
#answers#i do not have the best advice on this and this might not be any help to you i apologize#i am very into what I do#problematically so!#I would just say to try things out and see what sticks for you
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Why Tifa is the Underdog of FFVII
I’ve been thinking about this ever since I first played Rebirth & got to Cosmo Canyon. Many folks were perplexed at the direction of Cosmo Canyon and found aspects of it surprising or confusing. I would say that it was entirely subversive for a number of reasons, but primarily, I want to focus on Tifa, because it got me thinking about her role in a much larger sense.
When I first played FFVII as a 14 -year-old girl in the late 90s, my first impression of Tifa was that she was an underdog as a character and as a heroine, especially in comparison to Aerith, the other heroine of FFVII. This was primarily due to how she was presented throughout the first disc, but also how she evolved as a character throughout the story, leading up to and through the Lifestream Scene. At the time, underdog stories particularly resonated with me (they were also quite prominent in the 90s) and they are relatable to real people. It’s one of the many reasons I fell in love with Tifa.
That being said, FF7R has really developed all of the characters in ways that gives their arcs more depth and resonance, and I think this is particularly visible with Tifa. It's especially apparent in Rebirth, especially given what we see in Cosmo Canyon and how it relates to Tifa’s previous character development, while foreshadowingi what is to come for her and her role.
In storytelling, an underdog arc involves a character who starts from a position of disadvantage, either through external circumstances or internal struggles, only to rise and succeed against the odds. The underdog heroine, in particular, undergoes a journey of emotional growth, perseverance, and resilience, transforming her into a capable and powerful figure by the story’s end. This arc creates relatability and builds tension, making the heroine’s eventual triumph all the more rewarding for both the character and the audience. Underdog stories tend to feature heavily in sports and martial arts films (hmmm) but it is a universal archetype in storytelling.
For Tifa, her role as an underdog is critical to understanding her role and ultimate evolution as a heroine, both in the OG and even more so in FF7R, which builds upon this arc more steadily and organically. Through pivotal events in the game as well as her evolving relationship with Cloud, Tifa’s underdog arc is designed to prepare her for her significant heroine arc in Part 3, which will cover disc 2 of the OG.
Let's start with the OG, where Tifa is an often understated character, particularly in the early portions of the story. In Disc 1, she plays a quieter role compared to more outwardly central characters like Cloud and Aerith. While Aerith has her connection to the Planet and Cloud is thrust into the role of the group’s leader, Tifa’s journey seems more personal and internal. Tifa's primary focus is her relationship with Cloud, who is dealing with an identity crisis that leaves him emotionally distant, confused, and susceptible to strange behaviors. Although Tifa harbors deep feelings for Cloud, her confusion over their mismatched past memories leaves her vulnerable, confused, and reticent, compared to other characters who feature more centrally.
However, this positioning as an underdog is precisely what sets Tifa up for her eventual role as a heroine. In the OG, she begins as someone overshadowed by more powerful or prominent figures, but proves to be emotionally essential, particularly in the Lifestream scene. It is Tifa, with her quiet strength and deep connection to Cloud, who helps him recover his true self from the fragmentation caused by Sephiroth’s manipulations.
Though Tifa may not have a magical connection to the Planet or the external conflict, her strength lies in her emotional resilience and her ability to anchor Cloud when he is at his lowest. This transition from being in the background to being pivotal in Cloud’s recovery is a hallmark of the underdog arc. Tifa’s most critical strength is not in her outward power but in her deep emotional ties and unwavering support. It is also a huge signal of the game’s propensity to use red herrings and subversion as a vehicle for storytelling.
FF7R takes Tifa’s underdog arc that was present in the OG and expands it more steadily and organically. In Remake and Rebirth, Tifa’s journey is given more focus and depth, allowing her character to grow gradually, especially in relation to her bond with Cloud and her own emotional challenges, such as her internal conflict over her involvement with AVALANCHE.
In Remake, Tifa and Cloud reacquaint themselves after years apart, and their relationship becomes a central focus with far more development, nuance, tension, and prominence than the OG. Early in the story, Tifa is hesitant, unsure of her place in Cloud’s life and the larger conflict surrounding them. Much like in the OG, she begins in a vulnerable position, confused about the discrepancies of their pasts, and struggling with feelings of guilt and self-doubt.
Remake carefully builds up their relationship, showing moments where they grow closer, develop trust, and begin to support each other emotionally in ways they never did before. This slow burn of intimacy is a critical part of Tifa’s underdog arc—while she may not be the most obvious heroine within the scope of the external conflict, her emotional journey is laying the groundwork for her later importance in the internal conflict.
This is reinforced in Rebirth, where Tifa’s relationship with Cloud is tested by the growing threat of Sephiroth and related external forces. From the very first chapter, beginning with their conflict in Kalm, we see the tension, unresolved issues, and external manipulation (Sephiroth) between them that will carry through the story.
This slow burn of reconciliation and tension defines their relationship, as Tifa grapples with her growing trust in Cloud while dealing with his unpredictable behavior. The climax of this arc comes in Gongaga when, under Sephiroth’s control, Cloud attacks Tifa. This moment marks a critical low point in their relationship, meant to test Tifa’s faith in Cloud and her ability to stand by him despite his actions.
However, the following Lifestream scene acts as a turning point for Tifa’s underdog heroine arc. In this scene, Tifa is essentially given a "tutorial" of sorts, which accomplishes three vital things:
1) Prepares her for her coming role in Part 3 (aka Disc 2) by reinforcing her emotional resilience and resolve;
2) Reveals that Tifa, too, has been gifted with an important connection to the Planet for a specific purpose—becoming Cloud’s heroine, the one person who can help him reclaim his true self; and,
3) Fortifies her faith in Cloud, reaffirming her belief in him despite the trauma of his attack. All of these elements are crucial in building Tifa up for her ultimate role in Part 3, where her emotional strength and deep bond with Cloud will prove indispensable.
Following these climactic events in Gongaga, Tifa’s role as an underdog becomes even more pronounced during the events in Cosmo Canyon, revealing her heroine arc with greater clarity through a clever subversion of expectations. Traditionally, Cosmo Canyon is a section of the game that focuses on external conflicts, especially tied to Aerith’s role as a Cetra and her connection to the Planet.
However, in Rebirth, Tifa is also unexpectedly thrust into the spotlight in a setting that purposefully marginalizes her, with the narrative now drawing attention to her internal struggles. This shift in focus gives weight to her emotional and personal conflicts, contrasting with the larger planetary issues central to the external conflict, although centered in the same setting where those issues are the focal point.
Bugenhagen and the elders, who represent the epitome of knowledge about the Planet and the Lifestream, ridicule Tifa’s personal experiences, dismissing them as heretical and uneducated compared to their teachings. This organized structure of Cosmo Canyon, revered for its wisdom, alienates Tifa, making her feel further out of place. She is sidelined in a place where the spiritual wisdom of the Planet should matter most, yet her direct experiences within the Lifestream are discredited.
This subversion is essential to Tifa's arc: although she is overlooked by those considered authorities, it highlights her position as an underdog whose true power lies in her emotional resilience and connection to Cloud, not in abstract spiritual knowledge. Her ability to persevere beyond what she encounters in this scene is what will make her triumph in Part 3 further rewarding. The fact that the planet itself has facilitated this experience to some degree (in Gongaga) makes this arc even more compelling.
All of these events in Rebirth subtly prepare Tifa for her role as a heroine in Part 3. Despite being undervalued by those who should understand the power of her connection to the Lifestream, Tifa is destined for a crucial purpose. The Planet has clearly chosen her to be the one to save Cloud, "the boy who is destined to save the world."
This culminates with a powerful emotional contrast that sets up her lowest point just before the game ends, perfectly priming her for her ultimate heroine role in Part 3. After the events in Cosmo Canyon and Gongaga, the narrative takes a softer turn during Tifa's date with Cloud at the Gold Saucer. This scene is crucial for both Tifa and the player, as Cloud finally gives a clear indication of his feelings for her by kissing her, offering a moment of happiness and intimacy. For Tifa, this moment of connection and affection from Cloud is deeply validating—after their long, slow burn of building trust and emotional closeness, this kiss solidifies that Cloud returns her feelings. It creates the "calm before the storm," giving them both a brief moment of peace and joy before the dark trials ahead.
*disclaimer* it doesn’t matter if the moment is "optional". All of the dates are "optional" in that sense and all of them are narratively important. It is much more honest to consider the date "expanded" rather than "optional". They expand our understanding of the narrative and characters, not alter it.
Anyway, this moment of emotional relief is soon followed by the unraveling of Cloud’s mental state, marking the descent of Tifa's arc into its lowest point yet. The game transitions from the joy of the Gold Saucer to the Temple of the Ancients, where Cloud’s spiraling intensifies under Sephiroth's manipulation. Tifa is forced to watch as the man she loves loses control, and her devastation grows as she realizes how powerless she is to stop it.
The situation worsens at the Forgotten City, where not only does Cloud continue to deteriorate, but Tifa also witnesses the loss of Aerith, one of her closest friends. The combination of losing Aerith and seeing Cloud fall deeper into Sephiroth's influence leaves Tifa emotionally shattered, hitting rock bottom.
These events at the end of Rebirth set the stage for Tifa’s ultimate rise in Part Three. Her devastation, watching Cloud spiral and suffering the heartbreak of losing Aerith, pits her at the lowest emotional point in her journey. This is essential for unfolding her heroine arc in Part 3 (Disc Two of the original game), where she will be pivotal in the events at the Northern Crater, the escape from Junon, Mideel, and ultimately, the Lifestream scene.
The Lifestream scene is the culmination of Tifa’s entire arc—everything she has experienced in Remake and Rebirth has been preparing her for this moment. Despite the many challenges of the journey thus far - many of them internal - Tifa will be the one to guide Cloud back to his true self, using the deep emotional connection they've forged. It is here that her resilience, emotional strength, and faith in Cloud, despite everything that has happened, will solidify her as the heroine destined to play a critical role in not just Cloud’s recovery but in the party’s fight against Sephiroth.
In this way, Tifa’s underdog arc is not just about personal growth; it is about the power of emotional resilience in a world where traditional heroism is often defined by strength and cosmic or magical power, a core message of the game’s overall subversion. By the time she reaches her role in Part 3, Tifa will have transformed from someone who was dismissed and overshadowed into a heroine whose quiet strength proves to be indispensable.
Her journey, both in OG and FF7R, shows that true heroism often lies not in grand gestures but in emotional endurance and unwavering support for those who matter most - those we love.
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Hi! First of all, I think your art is gorgeous and honestly whatever words I put here, they will never be able to do your art justice. I love your visual storytelling! Now for the actual ask part. How could one start learning how to draw? I have a STEM background and I have wrestled many times before with the idea of trying to pick up drawing and every time I see content creators, such as you, posting their works, it makes me even more motivated to get some scenarios out of my head and place them on paper. Right now I do it in writing but I would love to do something graphic about it too. Problem is, it can feel overwhelming to start as there are so many resources and stuff and it can feel like a daunting task. So, how did you start drawing?
Thank you so much and I hope you will always keep your passion for this craft alive and well. Be it CoD or anything else.
Hi, thank you for your kind words! I've been drawing since I was a wee baby wasp, but anyone can start at anytime. You're absolutely right that it can feel overwhelming, but I love that you're motivated! That's honestly half the battle. I can give some general advice:
Start small, like really small… I know it's tempting to immediately jump into drawing your favourite blorbos smooching (yes, this is the entire point of being an artist) but it's like exercise, you need to build muscle bit by bit before you can attempt any ambitious goals. Draw very basic shapes like circles, squares, triangles, followed by spheres, cylinders, prisms. Try to rotate/stretch/skew/slice them in your mind's eye and draw the result. Draw some simple objects around you. You'll find that all objects, including complex organic forms, can be broken down into basic shapes. Here's an example of the types of exercises you can try: https://www.youtube.com/watch?v=-6F5q_5HC3o
There are beginner's tutorials on every aspect of drawing, I'd recommend spending a chunk of time in each area, learning fundamentals like perspective, proportions, and lighting. There are easy rules that you can follow that will make your art look 'correct' and not 'wonky' which might happen if you try to wing it without really understanding what you're doing. This video (though more advanced) has tons of useful advice and a fantastic guideline to follow: https://www.youtube.com/watch?v=6T_-DiAzYBc (in fact I think this is one of the best art 'tutorials' ever 🤯)
Be patient with yourself!! Your brain literally needs time to grow new neurons because you're learning a new skill. It can be frustrating to be unable to draw what you're imagining, but go easy and build up a strong foundation first. The more solid this is, the more satisfied you'll be when you finally tackle the stuff you actually want to make.
I hope this was helpful! Just practice a lot, have fun, and be proud of your progress ���� (also, sit with good posture, stay hydrated and take regular breaks <3)
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Persona 5 Royal: A Masterclass in Storytelling And Soundtracks
Diaz, Juliane Cyruz
BSIT - 1A
OVERVIEW:
Ref: TechRaptor - Persona 5 Royal logo
Persona 5 Royal isn't just a game, but its also an experience with a storytelling that captivates the audience and unexpected character developments, and an engaging storyline along with polished gameplay of turn-based strategy. I really appreciate the art style of the game and the animations, along with its really good soundtrack composed by Shoji Meguro himself. The game also packs a rich gaming experience that combines the turn-based combat, intriguing narrative, and the immersive social simulation. In the game time is also crucial, because players have to carefully allocate their days. Basically almost everything in the game requires strategic decision making that enhances the gameplay, because different choices lead to different outcomes, especially the ending variations, time being part of the strategy mechanic adds another layer of intensity to the game, making every moment of the game meaningful.
STORYLINE AND THE PROTAGONIST
The game follows the story of Ren Amamiya (Joker), a high school student who was forced transfer to another school after being falsely accused of illegal acts. Upon his arrival, he discovered something weird, he stumbled upon a hidden realm called the "Metaverse", where the protagonist and his companions face the distorted desires of the corrupted individuals. After discovering the dark truth inside the realm Ren formed a group called "The Phantom Thieves of Hearts, their goal is to make a change on the hearts of those who opposed to exploit others.
CHARACTER DEVELOPMENT AT IT'S FINEST
Well for me one of the best aspects of this game is the character development. Each character from the group has their own personal struggles and backstories, exploring the depth of their characters through confidant interactions, and these quests are no ordinary side quests but it provides insights on the characters and their growths.
UNFORGETTABLE SOUNDTRACKS
Of course the iconic soundtracks of the game can never be forgotten, almost every player find the tracks really cool, some content creators even use the tracks for their background music, composed by the infamous Shoji Meguro, mixing rock, pop, jazz, and funk genre's, making players hyped during combat encounters, and enhancing the emotional beats and energetic moments within the game. I also saved soundtracks from this game and play it when I'm studying, that's how good the soundtracks from this game is.
Here are some of the iconic soundtracks from the game:
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For someone who's addicted with the Persona game series, with the game's enriched narrative, character development, beautiful animations, iconic soundtracks, and smooth and polished gameplay mechanics, this game stands as a benchmark within the RPG genre. I can definitely say that this is hands down a masterclass of a game.
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Hey so S2E9 'Three Stroires' was fucking bonkers
LETS TALK ABOUT IT
The episode is DENSE AS ALL HELL with things to talk about, the three main things being
The titles
The art style and style of storytelling
The dialogue (or lack thereof)
Lets speedrun some analysis notes of our three favourite members of the worst found family ever!!
Storytelling Styles
All three stories are emotionally driven and told in dramatic styles without realism, though all for differing reasons.
QJ mimics the over-the-top Shakespearean reminiscent of his wife, believing himself to be the main character of a tragedy. Though this style of story telling is obviously campy and corny, it's also presented in a way where it's not immediately clear to the viewers that this isn't actually real -- it's a fabrication of the canon within the canon as a reflection of QJ's delusions.
LTC mimics QJ, however, his disposition leads to him seeing everything as a Greek Comedy as opposed to perma-victim QJ's Greek Tragedy. It also reflects LTC ultimately leaning into and revelling in killing other people as part of his hunter ethos and evolution. LTC's style does not need to be realistic because LTC isn't looking for meaning in his story, but for an experience that's enjoyable and satisfying.
QJ and LTC's style complement each other with both being able to come together to tell a more cohesive narrative overall, although each does so by focusing on themselves more than anyone else.
LTX is a silent cartoon telling of her life story, quite literally the story that's gone untold, bar the words of the gossiping crows (people with frivolous and passing interest in her life writing their own stories about the events she goes through). Her story telling style is a reflection of her mindset and being trapped cognitively as a child for all time, and is further indication that her personhood wasn't allowed to independently grow since becoming an orphan.
LTX's story is outside of QJ and LTC's narrative because she cannot speak, and thus her story does not matter. No dramatisation of reality to paint a certain picture is needed, nor is her story seen or understood in either of theirs. Her story is insular and disconnected from theirs because her personhood is disconnected from theirs.
LTX's story is told through the lens of LTC and LX's worldview: that the world is made up of beasts and hunters. There is only ever one human character (likely LX himself rather than QJ, based on how visually loyal everyone else's designs are) while LTX watches LTC straddle the line between animal (his nature) and human (his will).
Story Titles
QJ's part being called the "Inevitable Tragedy" is a reference to how he is the creator of his own misfortune as it was never based in reality but his own unchecked paranoia.
LTC's part is called the Fortuitous Comedy is because it was fortuitous for QJ to find out about the twins' powers before anyone else via Tianchen's confession and subsequent laughter. It could also be due to LTC reaching his perceived hunter-status by the fortuitous case of Deng being Liu Min's first requested kill (for the same reason LTC hates Deng, no less).
LTX's title being the "Sibling's Fairy Tale" is rather self explanatory, much like the character herself if you took the damn time to talk to her. It's childish, stuck in the past (trauma), focused on her brother and the other light of her life: their late-mother. Another piece of insight that I remembered hearing is that fairy tales don't always have happy endings, but they always have a moral to learn from. In this sense, Xixi's story is thematically the most important because no character has put that moral into practice (confronting the worst aspects of those you love, refusing to look away from the secrets they hide while you stay in a peaceful dream with their softness).
Additional Notes
QJ caring for the twins in Part II is a reflection of LTC being gaslit about reality (reinforced by QJ's fatherly love being absent in LTX's story), as well as a reflection of his sense of self and human autonomy only beginning and flourishing due to the circumstances QJ provided
LTX's story suggests that most of the time she spends with LTC involves her napping in some form, or that most of her time in general was slept away as if she was trapped in some strange dream.
The only betrayal even hinted at is LTC's betrayal of LTX's morality, a twist that literally shatters LTX's childlike world and forces her hurdling into reality. This is the only betrayal because the twins are the only two who have trust in one another among the three.
Someone else made a point about how even when the foxboy picks up the bow and arrow, he remains a fox. In LTX's eyes, her brother can act as a hunter but he's still a beast and that's not a bad thing.
The fact that most people are 'beasts' and there's only one human in all of LTX's worldview really is some solid symbolism and messaging, especially considering LTX is socially classified as an undesirable a la her disabilities. It's peak reclamation and pride in Oneself.
#link click#link click season 2#link click spoilers#link click analysis#shiguang dailiren#qian jin#li tianchen#li tianxi#li tian twins#LAN went hard with this one#they cooked
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I got caught up with the Golden Kamuy's author new hockey manga, Dogsred, and I also took the opportunity to start reading through Noda's old hockey manga that got cancelled early on, Supinamarada.
For those unaware, Dogsred is effectively a do over of Supinomarada now that Noda has enough clout from Golden Kamuy to tell the hockey story he wanted with out fear of cancellation. Dogsred has the same premise, same characters, and same basic events to Supinomarada, but obviously Noda has changed as a story teller and manga artist since doing all of Golden Kamuy, and it's super interesting to see that side by side.
For one Dogsred is way more expedient, it manages to get through the story intro and the first hockey game in 8 chapters whereas the old series took 13. And I think one way in which Dogsred achieves this is by massively compressing the way information is delivered. This is super obvious in the first chapter of each series, in Supinomarada ch 1 there are a ton of flash backs and flash forwards between the lead up to inciting incident of the plot, the aftermath of that incident, and the tragic back story and takes about 15ish pages to set up the initial plot premise; the protagonist, Rou Shirakawa, is a teenage figure skating prodigy, before the series starts his single mother died in a car crash after falling asleep at the wheel due to exhaustion, and now Rou is competing in what might be his last figure skating championship because as a child he will no longer be able to support himself.
Dogsred is significantly more direct and just has some random background characters say all that shit and conveys all that same information and more within about 5 pages.
Dogsred also lets it's art do a lot more heavy lifting in regards to storytelling. The single panel of a car crashed into a pillar is way more dire and evocative than a whole page of a generically sad funeral, and we even get to see the dead mom in this one. I also find the handful of panels where Rou doesn't actually speak are really effective at setting up his character and mental state through expression and body language, and that's gonna be true throughout the series. Dogsred Rou is much more of a weirdo goofball than the Supinomarada version and he's got a ton silly little expressions and mannerisms in the style of the freaks from Golden Kamuy and it's lot of fun.
Overall it feels like a way more confident manga than Supinomarada. Noda isn't trying to over explain things to make sure the reader understands every single detail of the plot or the rules of hockey. He's getting the details on the page really efficiently, usually while also working in a gag, and going harder on the aspects that are the big draws for bombastic sports manga, like the expressiveness of the characters and the dynamic sports action.
It's super cool to see how Noda has evolved as a manga artist and storyteller with Golden Kamuy in the interim and I'm really excited to see him get to tell this story he's been holding on to for a decade.
#dogsred#supinomarada#supinamarada#golden kamuy#satoru noda#manga#sports manga#ice hockey#media analysis#manga analysis#valensa talks
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