#brain full of stardew valley but I wanted to keep some momentum
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linka-from-captain-planet · 8 months ago
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Florrickology, Part 5: Counsellor Desiré "Fuck It, We Ball" Florrick
Back in Part 1, I alluded to this fascinating aspect of my beloved's personality. I have had much to say about her overarching actions re: her role in the story, but it's time to focus on the details of what she actually does and how she actually handles the challenges she faces of the course of the three acts.
What is so interesting about Florrick is that she's presented as character who would be fully Lawful Good: careful, methodical, a planner... but IS she?
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Again, it's important to emphasize that Florrick is a background figure. She's a quest-giver and a story-mover first, and a character last.
As I mentioned in previous installments of Florrickology, what she actually says and does isn't as important as the impression they leave the player with; you aren't supposed to read too much into her literal lines/actions, but rather take them at pretty much face-value and move on with the game, because they mostly boil down to a) moving the plot for more important characters/events and b) video game mechanics.
But as a background character propagandist and Florrick's first and #1 simp, this creates a playground of fun stuff to play with that is actually rooted in canon, because even if you aren't supposed to read into these things, you can and I did.
In Part 1, I said:
I'll have more to say about Desiré "Fuck It, We Ball" Florrick and her personality in another florrickology post, but the long and short of it is that this woman is not afraid of shit and sashays into every situation fully confident in her ability to charm or steamroll it to her liking. "She is used to getting her way", indeed.
Let's dig in deeper, encounter-by-encounter.
"She is used to getting her way" is straight from the dialogue file for the first Florrick encounter conversation, which along with "She should come off as no-nonsense but good" is the only description of her in the files. These definitely set the tone, because what's the first thing Florrick does in the game?
Command the player to assist with search and rescue. She's not really asking, even if she does phrase it in a civilized manner. As far as she's concerned, she's calling the player up (on borrowed authority, as she's only an advisor, not a duke herself) for a mandatory civic duty... even if they're not even Baldurian, or even from this plane of existence. If you think about it, unless Wyll is with you, it makes 0 sense to agree to anything she asks (especially if you don't yet know anything about the overall plot), and all this is an insane thing to ask of a random stranger who just happened to stop by.
I love this because not only is it insane, it's assertive. It's asking for forgiveness, not permission. It's the door-in-the-face technique. It's being so self-assured and confident that she is correct and others will comply because she is correct that it doesn't even occur to her that anyone would refuse. From her perspective, it's probably a small ask considering what she would be willing to do, and proceeds to actually do, for the sake of the greater good and the survival of Baldur's Gate.
My first play through I had literally no clue what the fuck she was talking about, was only tangentially aware that "Baldur's Gate" was an actual place and not the place I currently was, and had not yet synthesized any information about the overall plot, but of course I was immediately like "never arguing with a woman with big brown eyes... whatever you say gorgeous" and would have immediately run to """moonrise towers""" if I had any idea where it was. So needless to say it worked on me.
This blisteringly self-assured and balls-to-the-wall approach to handling every situation follows her throughout the game.
Depending on how you progress through the Act 1 map, she may be the first character who tells you details about Moonrise Towers, the center of this hot new cult on the block, swallowed in shadows so perilous that they can only be attributed to nefarious powers at work... so obviously, she's just like "anyway, I'll see you there."
And then she literally runs off with her ragtag group of surviving Fists, thong and all. No further planning. No correspondence with contacts in the city. It IS the next step in handling this matter in her estimation, which is true and correct, so that's what they'll do.
Fuck it, we ball.
When you meet her again in the Last Light Inn, her Fists have completed a reconnaissance mission to Moonrise (maybe she went with, considering her famously good scouting skills) and determined it to be unassailable, which indicates she considered storming the tower as an option, despite presumably already having rendezvoused with the Harpers who informed her that the tower was guarded by cultists, zombies, and an immortal undead general. (You also find her mid-argument with a Fist, putting him in his place as he questions her authority and she is NOT having it.)
On speaking with her, she promptly voluntells the player's party to investigate the tower further, while she returns to the city to appeal to the council for reinforcements, specifically newfangled Steel Watch units. Then for some reason, she drops this fairly baffling line:
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Baby... what the fuck do you mean?
Does she mean she half-expects to die trying to transverse the shadow-cursed lands, which she's already done with no issues (presumably sheltered by the radiant glow of her gorgeousness)... or does she know or suspect there's something up with the council, which she's never indicated before? I think I missed something in this convo due to being distracted by beautiful she looks in this lighting, but if I didn't, then I guess she's possibly referring to getting past the Absolute's army parked in the way to the city, but regardless...
Fuck it, we ball. It's what she decided to do, so it will be done.
The next time you meet her, she's like a completely different woman. Defeated, head hung, demoralized, just waiting in her cell for execution. She can't escape for Video Game Reasons, but realistically... she definitely could, as a level 11 wizard. She just chooses not to, because as she says herself, she already lost. She failed, and the city will fall, and there's nothing worth living for.
It's shocking to see her in this state because it's so discordant with her previous behavior: head high, spine iron, barking orders.
So, good thing she bounces back immediately! This is again a Video Game Mechanic, but I do find it very in character that her response to even the "I'll beat your ass" rescue option is basically "You're totally right, giving up wasn't very cash money of me."
I've had much to say about the last real Florrick encounter, and how much it sucks ass, but it really is the biggest Fuck It, We Ball moment in the game, because you have to consider:
Florrick knows the player and/or Wyll have killed the avatar of a god. And she confronts them anyway, ready to fight and definitely ready to die. She's already fugitive marked for death; she's already determined that with Ulder fallen, the city is doomed.
Might as well die like she lived, right? Might as well take a mother fucker down with her, right?
All of this subtle chaos and insanity is super fun (also hot) to me because it's like... what is this woman's actual deal? Combined with what I pointed out in Florrickology Part 3, where Wyll implies it's somewhat routine practice for her to up and kill would-be assassins and also scout the wilderness for danger, "moving the plot" and "video game mechanics" add up to one hell of a woman. How does she come off as such an uptight, level-headed person but sometimes act like 5 raccoons stuffed into a distractingly sexy dress?
Truly an icon of a character for us modern-day corporate girlies who just get a little squirrelies sometimes.
Women can truly do it all!
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sporadicbeepboops · 8 years ago
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20 Games I Loved in 2016
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The Switch delay. Several big AAA duds. Another year without an official Mother 3 U.S. release. 2016 could have been a disappointing year. (Outside of video games, it certainly took its toll.) But at least from my perspective, the good far outweighed the bad. Virtual reality finally made it out of the gates, and despite some hiccups, it shows real promise. Long-delayed games like Final Fantasy XV and The Last Guardian somehow made it to store shelves AND surpassed expectations. And love it or hate it, Pokémon Go inspired a genuine pop culture craze the likes of which we’ve never seen before, at least as far as games go. I think all of that is worth celebrating.
Before we get to the list, some quick shout-outs and no-brainer caveats…
2016 was not kind to the Wii U, but the 3DS quietly had one of its best years ever. That’s partly reflected here, but I couldn’t make room for Dragon Quest VII, Fire Emblem Fates, BoxBoxBoy!, Metroid Prime: Federation Force and Gotta Protectors, to name a few. Sometimes it felt like Nintendo was just cleaning out its closet — how long ago was DQVII released in Japan? — but we benefited either way.
Overall, I played fewer games this year, but the ones I did play held my interest longer. Thanks to various microtransactions and DLC, 2016 probably hit my wallet just as hard.
What didn’t I play? Stardew Valley, SUPERHOT, Final Fantasy XV (at least past chapter 2), Frog Fractions 2, Hitman — oh, and I didn’t get to stuff from last year like Yakuza 5 or The Witcher 3, either. Yakuza 4 was pretty solid though.
I left off any new ports of games that came out last year or prior, unless there were substantial additions that changed the experience in a meaningful way. That meant The Legend of Zelda: Twilight Princess HD and Mini Metro weren’t in the running, while Rez Infinite technically was.
Love making lists, hate ranking items in said lists, just because I’m incredibly fickle. There’s a good chance that I’ll want to shuffle everything around the moment I publish this. But my podcasting buddies are counting on me here, so it’s time to be decisive.
Keeping all that in mind, here are the games I really loved in 2016…
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20. The Witness - I’m already cheating because if I’m being honest, I didn’t actually love this game. The Witness takes a couple dozen hours to finish, and I spent at least half of them staring at a notebook, drawing grids, connecting dots, and having no idea how to pave forward. But even if I didn’t love the game, I respect it immensely. I admire Jonathan Blow’s commitment to this singular idea, of taking the kind of puzzle you might see on a restaurant placemat and coming up with every possible permutation of it. And there is of course a “meta” layer on top of that, where solutions to each component change the environment around you — tree top bridges that unfold based on the paths your lines take, or colored glass panels that create new puzzles on top of old ones. It might be cold and off-putting at times, but The Witness is still commendable as the ultimate puzzle box.
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19. SuperHyperCube - I bought into PlayStation VR for games like Rez Infinite and RIGs — big, flashy, “immersive” experiences. And they delivered! I’m a very happy PS VR owner, and I hope Sony builds on its momentum this year. (I’m skeptical, but then being a virtual reality early adopter was always a leap of faith.) However, while I got exactly what I expected from most of the launch titles, it's the simple puzzle game seemingly modeled off of “Brain Wall” that I keep coming back to. I turn on the headset to play Job Simulator or Battlezone, but I always play a couple rounds of SuperHyperCube before I’m done. A solid case for virtual reality not as a thrilling roller coaster, but a hypnotic, relaxing voyage.
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18. Headlander - The best game Double Fine has put out since Iron Brigade. Free-roaming Metroid-style exploration, a perfect 70s-synth sci-fi score and a fun body swapping gimmick at the heart of it all. I wish there were more vessels for your noggin to control, but there’s a strong foundation here. 
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17. Kirby: Planet Robobot - It’s easy to take Kirby games for granted, and that’s especially true of Robobot, which uses the same engine and many of the same powers as the recent Triple Deluxe. What does the former bring to the table then? Smart level designs that take advantage of the new mechs without letting them dominate the action. A novel mechanical world that feels distinct from the typical pastel meadows. New amiibo support. OK, so maybe it doesn’t add that much to the series, but it’s right up there with Super Star anyway. 
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16. Pokkén Tournament - This game is a fresher, more enjoyable fighting game than Street Fighter V. It doesn’t even matter (too much) that the single player is pretty thin or that the roster is small. When’s the last time you played a one-on-one fighting game that felt truly new? Pokkén is a great 3D fighter and a great 2D fighter at the same time, which is no small feat. And it’s also a gorgeously animated recreation of those battles we all imagined happening in our Game Boys 20 years ago.
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15. Uncharted 4: A Thief's End - The popular sentiment seems to be that Madagascar is when this final Uncharted entry really takes off. Slow drama and frequent cut scenes give way to island exploration and memorable shootouts. My take? The back half is fun and the epilogue is lovely, but I could spend an entire game in Nathan and Elena’s living room, or hopping around the globe for the next story sequence. Wherever you stand, this is a fine way to close out a reliable series.
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14. Picross 3D: Round 2 - Seven Picross games — eight if you count the Twilight Princess freebie — on the eShop. That’s a lot of a perfectly fine thing. But none of them are Picross 3D. Thankfully, the real deal finally arrived this year, with hundreds of puzzles and a few extra gameplay wrinkles. Worth the premium price tag.
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13. Titanfall 2 - The campaign didn’t need to be good. Multiplayer FPS games live and die by their multiplayer, and many developers seemingly write off the single player experience as an afterthought. That’s why Titanfall 2 is such an unexpected treat. The factory, the time hopping, the airborne carrier — all cleverly designed, with platforming gimmicks that would feel just as suited for a Metroid Prime game. I think the reason the new Mirror’s Edge fell flat for me was that this game featured the same parkour moves in a much more exciting package.
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12. Tokyo Mirage Sessions #FE - This crossover game is Persona-lite, yes, but I think that sells the characters and world a bit short. While its inspiration focuses on the pressures of being a Japanese high schooler, #FE is all about the Tokyo show biz scene. Pop music, soap operas, microwave cooking shows — it’s all very goofy, but the game still takes its protagonists’ dreams and ambitions seriously. #FE also makes clever use of the Wii U GamePad, turning it into a tablet/social app that helps keeps the conversations going. Even if you’re not into this particular “scene,” #FE may still win you over.
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11. Rhythm Heaven Megamix - I can’t get enough Rhythm Heaven. They could put 20 new musical minigames on a cart annually and it’d make my list every year. Sumo wrestlers, lumberjack bears, monkey slumber parties — all magic.
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10. Severed - A Vita game! It’s great to see DrinkBox Studios stretch beyond sidescrollers with this first person dungeon crawler full of grotesque monsters and creepy, colorful mazes. Swiping and poking on the Vita’s touchscreen feels great. The controls are key to Severed’s success; if battles were menu-driven, the entire game would fall apart. 
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9. Pocket Card Jockey - I hope Nintendo keeps letting Game Freak be this weird. It’s not just that it’s horse racing plus solitaire. It’s your jockey biting the dust and being brought back from the dead to repay his debt to the angels. It’s the brassy, big band score that accompanies every race. It’s horses with luchador masks and cats hanging from their backsides. Pocket Card Jockey is a miracle of localization.
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8. Pokémon Sun - Yes, another Pokémon game. The Alola region is the best thing to ever happen to this series. Previous games had regions based on cities like New York and Paris, but the results always felt half-hearted. In Sun (and Moon), the tropical island setting influences everything from the creatures you catch to the trials you complete. I’ve never demanded a believable world from this series, but that’s kind of what we get here, and it’s terrific.
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7. Inside - This is the type of game where the less you know going in, the better. It’s Limbo — a previous Justin GotY — filtered through a twisted dream logic that I still can’t get out of my head months later. 
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6. Paper Mario: Color Splash - I know you don’t like Sticker Star. Rest assured: that 3DS oddity feels like a rough draft for Color Splash, which improves upon its predecessor in every way. A textured, vibrant world that rivals Tearaway in its papercraft. Thrilling scenarios like a train heist, an underwater game show and the throwback above. Hilarious dialogue that mostly makes up for the many, many identical toads. I miss the liberties Intelligent Systems used to take with the Mushroom Kingdom, but everything else about Color Splash restores this spin-off series to its former glory.
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5. Overcooked - This year’s couch co-op champ. Cooking with a partner is all about communication, and that’s doubly true when the kitchen is split across two flatbed trucks or on an iceberg rocking back and forth. My friends and I love head-to-head games like Smash Bros. and Towerfall, but it’s nice to play a game that’s all about puzzle solving and careful planning together. And I love the wistful stage select music.
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4. Dragon Quest Builders - Minecraft has always fascinated me, but I don’t do well without direction. That’s why I’m so grateful for Dragon Quest Builders, which breaks down the open world construction into small, manageable tasks. I started off just sticking to blueprints and keeping decorations to a minimum; now, I’m spending hours building up towns the way I want them to look, for no other reason than my own personal satisfaction. Even taking the crafting element out of the equation, Builders does a great job of capturing the adventuring spirit of its parent series.
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3. Pokémon Go - I didn’t set out to put THREE Pokémon games on here, and in a vacuum, this is much less satisfying than Pokkén or Sun. But we don’t play video games in a vacuum, and certainly not this one. I played Pokémon Go in Central Park, talking to strangers to find out where the Ivysaur was hiding. Or I played on my lunch breaks, exploring parts of South Street Seaport with coworkers that I had ignored for years. Go’s peak came and went, but it remains one of my fondest experiences of the year.
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2. The Last Guardian - Another game that’s more than the sum of its parts. The Last Guardian is finicky and sometimes frustrating. Trico is hard to climb. The camera doesn’t know what to do when you’re up against the wall. So what? How many games feature a creature this lifelike? He may be an illusion made up of A.I. routines, scripted animations and fur shaders, but all of those elements come together in a uniquely convincing way. His evolution from reluctant ally to friend has a subtlety I’ve never seen before. I’m glad Ueda spends as much time focusing on the inner struggles as he does the external ones. Hope it doesn’t take another decade for his next game.
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1. Overwatch - I didn’t even know what Overwatch was until two weeks before its release, and even then, I didn’t expect much from it. I had played Team Fortress 2 and thought it was just fine. I knew what to expect. Medics, tanks, builders — that sounded familiar to me. But I was so wrong. Overwatch isn’t just a team-based shooter; it’s the superhero team-up game I’ve been longing for since “The Avengers” was in theaters.
All 23 (and counting!) heroes have their superpowers, and all of them have their jobs to do. What really sets Overwatch apart is when these heroes are bouncing off of each other. Any combination of six is going to have its own dynamics. Mei dropping ice walls to give Reinhardt time to recharge his shield. Junkrat dropping traps to help Bastion watch his back. Mercy gliding up to Pharah to give her rockets a little extra punch. Every battle brings new possibilities and strategies to the table. I’ve played over 100(!) hours and feel like there’s still so much to learn.
But it’s not all serious business either. The colorful personalities, animations, costume designs and more do so much to shape the world, even when I know next to nothing about the overall “lore.” Last year, Splatoon felt like the only shooter I’d ever need, but Overwatch has actually managed to supplant it in my heart. That’s something this Nintendo fanboy never thought he’d say. Can’t wait to see how Blizzard builds on their masterpiece in year two.
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