#but it really really digs into like
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tavina-writes · 7 months ago
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favorite things about 2024 loch thus far?
oh man nonny so many things:
Ci Sha's Guo Jing. I love everything I've seen thus far of his Guo Jing and I think overall the casting was really strong for this production. Every LOCH adaptation has its misses when it comes to overall casting, but thus far all the characters I've seen and their characterizations have been strong and on point, and Ci Sha as Guo Jing has been excellent.
JingRong and their relationship chemistry. Any version of LOCH has to sell you on Guo Jing and Huang Rong's relationship and how much they just think the other person is the greatest person they've ever seen. Like bar none, this is the most important thing that cannot be missing, and this version of JingRong is just SO SO SO CUTE and I am so happy. IMO they join Barbara and Felix (LOCH 83 JingRong) and Zhou Xun and Li Yapeng (LOCH 03 JingRong) among my picks for Favorite JingRongs over the years.
Ming Dao's Hong Qigong. Gotta say, he's becoming a real fave of mine. There's something about his Qigong that strikes a good balance between being a hero and being like well, a real guy who's spent his entire life as a beggar yknow? Like that's commitment to a lifestyle that kind of mostly sucks!
Flashback sequence to HYS and baby Rong'er. DESTROYED BY THIS K THANKS.
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samglyph · 1 year ago
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I’m not immune to slasher comedy coming of age musicals. Apparently
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poisoned-pearls · 4 days ago
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“You know, I think you'd get along far better with someone like me than with Kalim.” “And what's wrong with that? I like the authentic Jamil much more, as a matter of fact.”
“You carry yourself like a goody-two-shoes, laughing off conflict with a flippant word or two. To twisted individuals like myself and Jamil...Ah, I mean, to calculating individuals, those remarks are like barbs digging under our skin.”
“Yes, I'm lucky...to have you for a partner, Jamil!”
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roorreer · 29 days ago
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Something something. Making Solas a liar in Veilguard actively brings back a problem they fixed working on Inquisition.
On December 20 2019 VGS posted an interview with Trick Weekes about their work on Solas. This whole sentence is a link so its large enough for mobile but also disclaimer this is before they changed their name so deadname warning.
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Here's a transcription I found here which is where i took the screenshots above. Since I know not everyone has 40 minutes to listen to an online radio interview.
I however highlighted the main point since most of you are not reading the screenshots anyway but skimming through. Rant under Read-more. Also bc i try to not be too negative on people's dashs but also i wanna ramble some more.
"But he lied a lot more. And it really weakened his character."
You can tell this happened during the game. Solas lies only once within Inquisition. He says something he can't be vague about and you push him so he lies, badly. He usually tells the truth vaguely. Typically Solas lies no more than Blackwall.
I fully believe that if in Inquisition your inquisitor figured out that Solas was Fen’harel and asked him bluntly to his face he'd confess. He might even be impressed. But why would you ever start to think that. No one assumes that their coworker is actually Poseidon regardless of how much they love the beach and ocean.
He hides in your expectations.
You can't ask him about being an ancient elf or being Fen'harel of myth because those aren't very probable. They're astronomically low to be truth within that universe. And outside, no one finished DA2 and went i wonder if one of our next companions is the Dread Wolf. Sera said, impossible things can't be surprises. He doesn't have to lie so when the truth comes out it's becomes obvious on a second playthrough.
They then actively bring back a problem they fixed in Inquisitions development. That they were open about fixing. That having a character that outright lies to you makes you have no intention of even hearing out the character. It retroactively undercuts Inquisition bc i see people trying to find Solas' lies in it when they aren't going to find any beyond the court intrigue.
It undercuts any lore we do get from Solas bc people dismiss it outright as being a lie from Mr "I abhor blood magic". I feel like shaking people's shoulders like no, dont do it.
They retconned him guys i have proof from 2019.
And its like if you hate Solas is this even satisfying? Like that's not Solas. His motivations are gone (that's a whole other post) and so is his core personality trait. It's like they went here's the Dreadwolf but during the ten years they replaced the smug asshole who was insufferably right with a 20 yo senior chihuahua that doesnt have any teeth.
My favorite villains are those that tell the truth. Because nothing hurts more than the truth. Can you imagine if he told you the truth. If he told you horrible things that you dismissed as lies to only be true. Wouldn't Varric’s death have more weight if he told you Varric was dead only for you - for everyone - to see him in the Lighthouse. If it was a spirit who took his shape to help you or even because it saw something worth reflecting in your memories.
So you dismiss him until it's revealed near the end oh he was telling the truth and you have an oh shit maybe he was right about other things but its too late to try and stop any of the truths he told you which could be from allies/companions betraying to stuff about Ghilan'nain and Elgarnan.
Like the only way to redeem Solas was to listen to him and by going out of your way to address problems he sees and you can find the alternative to tearing down the Veil by a series a little puzzle pieces throughout the game.
Have it be he will only listen to you if you listen to him. That he'll reject your other solution bc why the hell would he trust you if you couldnt extend the same.
Like Solas couldve been a great villian and he should've been great for both the haters and those that liked him. Not only the romance but for those who became his friend. Like i keep coming back to if i hated Solas would i be satisfied with Veilguard.
And the answer is no because that isnt Solas.
Tricking him has no weight bc he's an idiot in Veilguard like not even in the ending bc doesn't notice you switch the dagger around like right in front of him but none of his actions make sense. Ppl have mentioned the regret prison makes no sense for Elgarnan and Ghilan'nain bc they don't have regrets.
Attacking Solas has no weight because he literally needs the shit kicked out of him by a dragon for it to even begin to work. They literally need him to be at deaths door before its realistic that Rook could take him in a fight.
Redeem has no weight bc of the massive retcons to his motivations. They had to retcon the post credits scene bc even if Flemythal went hey i don't want you to do this Dai Solas wouldve went okay but that doesnt solve my other problems with the veil including the corruption of spirits and the fact its in literal shambles so i guess is still coming down.
I'm just disappointed. By the end of Trespasser they had a great villian and they just tossed it to the side and reverted him and people are arguing about a character who's sole defining trait in Veilguard is a problem they solved before Inquisition launched.
Basically we can sum it up with a screenshot.
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thursdaysyme · 1 month ago
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candace flynn the biggest mamas girl on planet earth
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levanlanse · 2 months ago
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♪ It's time for Fish Fact Friday! ♪
Kuhli loaches are worm-shaped freshwater fish which can live for around 10 years on average! They have a little spine behind each eye to protect themselves from predators, and can often be found burrowing into soft sandy surfaces.
They are popular aquarium fish for their calm nature and unique appearance. (Also because they're really cute and wiggly!)
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egophiliac · 1 year ago
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so excited for Kalim to save the day by swiper-no-swiping this dip. you can do it! I believe in you!
god I hope this reads properly
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quicksilversnails · 2 months ago
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Took some notes from the Wild Life retrospective episode of the Imp & Skizz podcast featuring Grian because I thought the behind the scenes info was really interesting!
(3:15) The wild cards were all kept totally secret from the players (apart from Grian), with the exception of the superpowers and finale (as they required the players to set keybinds)
(3:45) The players were given files containing the required mods each week, which were named things like "creeper rain" to throw them off
(4:12) Wild cards were a combination of data packs and mods
(4:38) Grian told them not to read the folder name to avoid spoilers (which is kind of impossible), so everyone fully believed there would be creeper rain lol. Grian was saying it in jest but everyone took it seriously and were apologetic about having seen it, to which Grian told them not to worry
(6:58) Grian originally contacted a data pack dev called Brace for help with programming the wild cards. Some, like the shrinking/growing could be achieved with minecraft attributes, but the snails were too janky and unusable. Grian still liked the idea though, so he reached out to mod developers Henkelmax and Breadloaf, who designed the pathfinding/behaviour from scratch
(8:49) They had a debugging mode used to test the pathfinding of the snails, shown in the podcast and in Grian's credits
(10:09) Grian wants most of the credit to go to the development team and artists, as he was mostly in charge of ideas & organization!
(10:39) Grian's only regret with the snails was that they were too fast in session 3, leading to unexpectedly many deaths. They were apparently not so difficult to get away from during testing, but perhaps the testers were more used to them than the players were
(11:44) Grian: "We did develop to the lowest common denominator" ie. prioritizing how players would struggle over how worrying about if players would do too well
(12:56) Oli's voice for the snails was iconic. It cost Impulse a life because he intentionally stayed closer to it to hear the voice lol
(13:42) Danny was in charge of the snail models and animations
(14:11) During testing, the snails just sounded like Oli, which made it feel weird. They pitched up his voice so that it'd be less immediately recognizable
(15:18) The snails' jumping attack was meant to be clearly telegraphed: they would stop, wiggle, make a "ooeee" sound before jumping. Many players had their friendly creatures volume turned very low/off (as cows and other mobs are loud), which made this attack much less obvious for them
(16:57) The growing/shrinking had the least testing done for it, as it was the simplest conceptually and to program. This meant that the falling off of blocks due to the shrinking hitboxes wasn't anticipated
(17:55) Before the 1st session, Grian told them that he didn't think anyone would die to the wild card. Pearl's death made Grian pretty nervous, as he didn't want everyone dying too early in the season
(19:29) 6 lives were given, knowing that many of the death to the wild cards were unexpected/unfair. The intent was for ~3 lives to be allocated for wild cards, and ~3 for PvP.
(21:13) The developers were all fans of the Life Series!
(22:43) The shrinking/growing was intentionally pretty simple to ease players/viewers into the concept and build up toward more dramatic wild cards like the snails
(25:38) In the hunger episode, Grian didn't know which foods would be good
(25:58) Grian thinks that "it's unfair that Grian already knows everything" is valid criticism, but that it's important for him to be involved with the ideas. Having someone else do that is like having someone else record his videos: Life Series is his brainchild
(26:35) Well before the season began, while they were still developing the concept, Grian asked the other players for wild card ideas that would meet a few criteria. All of them ended up being unused for one reason or another. Impulse thinks his ideas were very "inside the box" because he was viewing things through what was possible in vanilla Minecraft. His idea was to have a scavenger hunt where the players would search to find a relic. The first person to find it would get a buff. Skizz's idea was for every player to turn into a random passive mob for every given interval of time. They would have to find every other player of the same mob type as them or else the whole group loses a life.
(29:44) The food qualities were weighted by the rarity of the item, so very common blocks like dirt and cobblestone would never give anything good. The other items were randomly selected
(30:23) Regular blocks/items cannot be made edible normally, so they had to circumvent that and custom code a fix for items not stacking correctly
(32:41) While a lot of players do want to win, the main priority is creating entertainment, which prioritizes playing recklessly
(33:20) The food wild card wasn't included in the finale because it would've felt like "too much". There was a higher risk of technical issues since it changed the data values of items, and Grian didn't want someone's last death to be because they ate their sword. In his mind, it was a good and fun wild card, but didn't need to be repeated in the finale. Impulse points out that they all would have collected more rare items by that point, removing the incentive to search for blocks to eat
(33:46) The wild cards in the finale were nerfed from their original sessions. The shrinking/growing had a smaller height range, the snails moved slower, etc.
(36:21) The personalized snail skins were a late addition by Danny, who made 18 skins very quickly
(36:49) Grian did not anticipate the snails becoming as popular with fans as they were. After the session released, they had the idea to release the snail merchandise, which directly funded the rest of the season
(39:20) Grian spent what "felt like every day" testing with the developers. They'd record the sessions on Tuesdays, meet up with the dev team, talk about what need to be done, testing, bugs, etc, edit and upload on Saturday, and would get a few days grace before starting again
(40:01) After the snail session, Grian was worried that the season would be very short due to all the deaths. They were considering toning down the later wild cards but ultimately didn't change them too much
(40:36) The time wild card was carefully balanced. If it had gone even a little faster, many players likely would have died because they wouldn't have time to react to threats like baby zombies or creepers.
(40:57) While sessions normally run for a variable amount of time, session 4 was hardcoded at 2 hours. Grian ended the session ~10 minutes early, just after they hit max speed, because he felt like things were getting dicey
(42:46) When the wild card first activates, it looks a lot like the server had frozen or crashed. Grian told the players before the session started that it would look like the game was broken, but that it isn't broken. Skizz tabbed out anyway and missed the beginning 😔
(43:30) Having the rain start just as the wild card began was a good visual indicator of time slowing down. This was a suggestion from the dev team (probably Brace)
(44:41) Impulse and Grian "cheesed" the end of the session by going branch mining. Grian wanted players to take advantage of the wild cards (eg. mining quickly, helping to kill someone), and not have them just be an annoyance.
(45:30) Keeping the client and server-side time stay in sync was challenging. The sky's motion was changed to be smoother on client-side. The players were also not as fast as the server (around 2x faster), the server was going faster than that, and the time of day was even faster
(46:56) The sounds were pitched up/down based on the speed to add to the effect
(27:46) In testing, if the players were made 7x faster, it would be basically unplayable, which was why it was capped at 2x speed. This made mobs very dangerous, as they were now faster than players and could catch up to you and kill you easily
(49:01) On several occasions, they had to extend the fuse duration of creepers to make them more fair. In the time session, their speed was only increased by ~10%
(49:39) Usually, Grian was the one to test the wild cards and notice when things like creeper speed would be an issue, since he was the one with experience making videos
(50:50) A challenge with balancing wild cards is accounting for the playstyles of so many players: reckless players like Scar and Skizz, "kind and gentle" players like Bigb who would stay off to the sides, and "the sweat squad" (Scott, Impulse) who play very cautiously
(52:48) Trivia Bot was the only wild card that was not planned in advance. Grian was struggling to come up with a wild card for that episode, and wanted to have a wild card available that could give people lives in case many people died to early wild cards without it feeling cheap.
(53:33) Trivia seemed a little boring on its face, so presentation was essential
(54:34) This one made Grian the most stressed due to all the moving parts involved in making it (coding and pathfinding mostly by Henkelmax, visuals by Hoffen, audio/music, questions)
(55:08) Trivia Bot's design was based on Grumbot and Mettaton from Undertale. Hoffen drew concept art shown in the video
(58:32) They show Trivia Bot's custom animation for becoming a snail and it's really cool
(59:12) The music was the most stressful part of the project. Grian spent 2-3 days looking through Epidemic Sounds for a Trivia Bot theme song and couldn't find anything good. He commissioned Zera @hopepetal for a theme song, which is played in the podcast. However, Grian realized he needed a full audio package, so he commissioned Oli late in development, who created the final soundtrack and many audio variations
(1:01:38) Grian wants to send appreciation for everyone who worked on the project, even if their work ultimately went unused
(1:02:58) Skizz was happy to give back however he could by staying on standby in the final episode as a zombie, as the players were able to "reap all the benefits" of the hard work of the development team
(1:05:21) Grian didn't know any of the trivia questions beforehand, which were done by fans of the series. The goal was for ~50% of the questions to be answered correctly, which was approximately met
(1:07:11) Players couldn't get questions about themselves because it would be too easy. This would encourage players to leave their bot, allowing other players to mess with them
(1:07:57) Grian felt a little left out from the discovery element of the wild cards, and decided to mess with Scar by hiding his bot. He wasn't expecting Scar to die from it, and could tell that he was genuinely a little upset by it. Grian felt bad about it, which led to a genuine in-game alliance between them
(1:12:32) Grian was very close to letting Trivia Bot give lives as rewards, but decided it would feel too cheap
(1:14:38) Mob swap was slightly toned down, with more camels and sniffers spawning
(1:15:07) Evokers didn't drop totems anymore. Instead, there was a minuscule chance a warden or wither would spawn, which would drop a totem if killed. Grian was a little disappointed that the warden got cheesed in the end
(1:17:45) Having the mobs start passive and turn hostile was mostly for the presentation, building anticipation, and so players could predict where mobs would spawn and react accordingly, making things feel less unfair
(1:20:32) There was no superpower made for Skizz (or Mumbo presumably)
(1:20:38) The superpowers were another late addition. There was a large design doc where Grian created all the powers, which were handed over to Henkelmax and completed over 4 days
(1:21:42) Grian avoided superpowers involving strength, that could cause someone to die easily. Most of the powers were social or movement-based, which couldn't be used for offence as easily
(1:22:25) Some powers were randomly assigned, others weren't. Impulse's was random. Cleo's, Bigb's, Lizzie's, Grian's were assigned.
(1:24:25) Grian gave himself the mimic because it could easily backfire (like in Grian's fall damage death), and because it would've been confusing for a player who wasn't aware of the other powers. They likely would've spent the episode just figuring out how everything worked and not actually using the power to its best ability
Lots of discussion about the superpowers and how they interacted in the episode itself, go watch if you're interested :)
(1:33:38) Talk on how the series "standard" rules evolved since 3rd Life. There was no keep inventory, and no restrictions on enchanting levels or potions, which created slow or unbalanced fights
(1:36:23) 3rd Life was designed to be an experimental series, which made Grian eager to improve it. For example, some people just weren't dying in 3L, leading to the boogeyman in LL, and so on
(1:37:17) The goal with the seasons isn't to one-up the previous one, but to create a different experience every time, which keeps things engaging for the creators
(1:38:31) At the end of each session, Grian would ask the group if they had fun and how they felt about the wild cards. According the Skizz, the answer was "a resounding yes"
(1:39:08) Grian had moments throughout the season where he personally felt like things didn't go well for him, and was anxious for the rest of the group's episodes. Things worked out while editing the raw footage, though. His issues were never with the wild cards themselves, but his own actions (traps not working, spending too long branch mining), but would always find funny moments in his footage
(1:43:41) Everyone in the Life Series cast genuinely likes and genuinely respects everybody else in the group. This allows them to make the show and get mad at each other, because they know it's all just in-character
(1:44:50) It'd be hard to top Wild Life in spectacle, and Grian doesn't want to start an arms race with himself. The next season could potentially be closer to 3rd Life, but Grian's not sure yet. For Grian, Wild Life was the most enjoyable
(1:45:20) Grian: "As long as people keep enjoying [the Life Series] then I'd love to keep doing it"
(1:49:35) With the finale, Grian knew how the wild cards played out the previous sessions and was able to adjust them
(1:49:56) Grian's goal was to create safe chaos where everyone knew what was happening and wouldn't die to them, which didn't go entirely to plan. The snails were 60% of their original speed and people still died
(1:51:03) Grian made a precise timeline of when each wild card would start/stop, it wasn't randomized.
(1:54:16) All the superpowers were randomized, with Bdubs' power being removed from circulation because it didn't have much use in a finale setting
(1:56:10) It was important for Grian that in the final moments, the wild cards were removed, so there were no interruptions. The timing worked out well because there were a few people left and it ended within ~10 minutes (this implies that the change wasn't based on # of players alive, as people had speculated based on Gem's death)
(1:58:48) The players all randomly switched to zombie skins throughout the session to mess with people on NameMC. Well-played :)
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itscherryterry-again · 9 days ago
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It'll Slip From Your Fingers (Don'tLetGo)
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ty-dye-rabbit · 1 month ago
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Megatron’s original designation was “D-16”, and was a miner.
If you change the Numbers into letters:
His name spells “DIG”.
Megatron; Leader of the Decepticons, Gladiator of Kaon, Galactic Warlord, etc—
was literally named. fucking. “DIG”.
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mokacheer · 1 month ago
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macdenlover · 9 months ago
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i really can not stand the “fandom is so fun we’re all just projecting and making shit up” thing. because no i actually deeply admire the canon of my favorite media and all the intention and care and craft put into it. we are not the same.
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annasofthe11thdimension · 29 days ago
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Pictured: Loop being extremely normal as they lay in their shallow (homemade) grave as they meditate on existence and also if they have annoyed the Researcher enough THIS time for her to murder them and bury them alive.
(Spoilers - they did not annoy her even CLOSE to that much.)
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And there is the required reverse image of Odile arriving - she's had a LONG day (i.e. previous loop), and due to this it will take ten minutes before she even acknowledges the shallow grave Loop is laying in, as she was distracted complaining about what Siffrin just did to annoy her.
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I'd say there's context for all of that, because like...there IS context? Here's the link to the series of fics that HAS that context even! But also...even with context...can't say that it's going to make any of this less weird.
Mostly Odile is looping because due to Loop's wish the universe got rewritten to make Siffrin's repression and emotional issues (the ones bad enough to get him stuck in a time loop in the game) 'someone else's' problem...or at least that's Loop's best theory atm!
Regardless, context or not, I'm quite happy with how the pics came out, and figured I might as well post them here too.
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jadvvigadoodlez · 9 months ago
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the classes of all time ⛏️
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iztea · 1 year ago
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an older femzai page design from last year ( the linework is messy on purpose this time btw)
closeups:
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smthaboutusss · 22 days ago
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yellow sweater vox or sometheing
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