#but my brain goes empty
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vrieseasees · 1 year ago
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Please note the layer where I didn't wanna draw any hands haha
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jeonsupershy · 9 months ago
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💘💖💗💓
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aroaceleovaldez · 9 months ago
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we should make Nico more fucked up, actually. enough woobifying him. that boy should be covered in blood and viscera
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soulsdontbreaktheybeeend · 3 months ago
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Arthur and his gaze. Part 1
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rawliverandgoronspice · 1 year ago
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Hello!! I'm back for: more whining about TotK Quest Design Philosophy
I can't reblog a really great post I just saw for some reason (tumblrrrr *shakes my fist*), but hmmmm yeah not only do I completely agree, but I think I might expand on why I feel so much annoyance towards TotK's quest design philosophy at some point, because it does extend past the fundamentally broken setup of trying to punch a pseudo-mystery game on top of BotW's bones, where the core objective was always explicit and centered and stapled the entire world together; or the convoluted and inefficient way it tells its story through the Tears, the somehow single linear exploration-driven quest in the entire game.
Basically: I'm talking about the pointless back-and-forths. There were a lot of them, a lot that acted against the open world philosophy, and almost none of them ever recontextualized the environment through neither gameplay abilities nor worldbuilding nor character work.
I'll take two examples: the initial run to Hyrule Castle (before you get your paraglider), and then the billion back-and-forths in the Zora questline.
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I think?? the goal of that initial quest to Hyrule Castle is to familiarize you with the landmark, introduce the notion that weapons rot, tell you about the gloom pits, and also tell you that Zelda sightings are a thing? But to force any of these ideas on you before giving you a paraglider is, in my opinion, pretty unnecessary. I think the reason it happens in that order is to prevent Link from simply pummeling down to the gloom pit under Hyrule Castle and fight Ganondorf immediately while still introducing ideas surrounding the location; but genuinely, the Zelda sighting makes the next events even more confusing? Why wouldn't you focus all your priorities in reaching the castle if you just saw her there? Why lose time investigating anything else? Genuinely: what is stopping you from getting your paraglider and immediately getting yourself back there, plunging into the depths to try and get to the literal bottom of this? (beyond player literacy assuming this is where the final boss would be, and so not to immediately spoil yourself --which, in an open world game, you should never be able to spoil yourself by engaging with the mechanics normally, and if you can that's a genuine failure of design)
I think, personally, that you should not have been pointed to go there at all. That anything it brings to the table, you could have learned more organically by investigating yourself, or by exploring in that direction on your own accord --or, maybe you think Zelda is up there in the castle, and then the region objectives become explicitely about helping you reaching that castle (maybe by building up troops to help you in a big assault, or through the Sages granting you abilities to move past level-design oriented hurdles in your way, etc). Either way: no need to actually make you walk the distance and back, because the tediousness doesn't teach you anything you haven't already learned about traversal in the (extremely long, btw, needlessly so I would say) tutorial area.
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But to take another example, I'll nitpick at a very specific moment in the Zora Questline, that is honestly full of these back-and-forth paddings that recontextualize absolutely nothing and teach you nothing you didn't already know. The most egregious example, in my opinion, is the moment where you are trying to find the king, and you have to learn by listening in to the zora children who do not let you listening in.
So okay. I think Zelda is great when it does whimsy, and children doing children things guiding you is a staple of the series, and a great one at that. But here? It does not work for me on any level. Any tension that could arise from the situation flattens because nobody seems to care enough about their king disappearing in the middle of a major ecological crisis, except for children who are conveniently dumb enough not to graps the severity of the situation, but not stressed out enough that it could be construed as a way for them to cope about it and make anything feel more serious or pressing. It feels like a completely arbitrary blocker that isn't informed by the state of the world, doesn't do anything interesting gameplay-wise with this idea, doesn't build up the mood, and genuinely feels like busywork for its own sake.
This is especially tragic when the inherent concept of "the zora king has been wounded by what most zoras would believe to be Zelda and is hiding from his own people so the two factions do not go to war over it" has such tension and interest and spark that the game absolutely refuse to explore --instead having you collect carved stones who do not tell you anything new, splatter water in a floating island, thrud through mud who feel more like an inconvenience than a threat or, hey, listen to children playing about their missing king less than a couple of years after being freed from Calamity Ganon's menace. It feels like level designers/system designers having vague technical systems that are hard-coded in the game now, and we need to put them to use even if it's not that interesting, not that fun or not that compelling. It's the sort of attitude that a lot of western RPGs get eviscerated for; but here, for some reason, it's just a case of "gameplay before story", instead of, quite simply, a case of poorly thought-out gameplay.
Not every quest in the game is like this! I think the tone worked much better in the sidequests overall, that are self-contained and disconnected from the extremely messy main storyline, and so can tell a compelling little tale from start to finish without the budget to make you waddle in a puddle of nothing for hours at a time. It's the only place where you actually get character arcs that are allowed to feel anything that isn't a variation on "very determined" or "curious about the zonai/ruins", and where you get to feel life as it tries to blossom back into a new tomorrow for Hyrule.
But if I'm this harsh about the main storyline, it really is because I find it hard to accept that we do not criticize a structure that is at times so half-assed that you can almost taste employees' burnout seeping through the cracks --the lack of thematic ambition and self-reflection and ingeniosity outside of system design and, arguably at times, level design-- simply because it's Hyrule and we're happy to be there.
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There's something in the industry that is called the "wow effect", which is their way to say "cool" without saying "cool". It's basically the money shots, but for games: it's what makes you go "ohhhh" when you play. And it's great! The ascension to the top of the Ark was one of them --breathtaking, just an absolute high point of systems working together to weave an epic tale. You plummeting from the skies to the absolute depths of hell is another one; most of the dungeons rely on that factor to keep your attention; the entire Zelda is a dragon storyline is nothing but "wow effect" (and yeah, the moment where you do remove the Master Sword did give me shivers, I'll admit to this willingly) and so is Ganondorf's presence and presentation in the game --he's here to be cool, non-specifically mean, hateable in a non-threatening way and to give us a good sexy time, do not think about it too hard. What bothers me is that TotK's world has basically nothing to offer but "wow effect"; that if you bother to dig at anything it presents you for more than a second, everything crumbles into incoherence --not only in story, but in mood, in themes, in identity. This is a wonderfully fun game with absolutely nothing to say, relying on the cultural osmosis and aura of excellency surrounding Zelda to pass itself off as meatier than it really is. This is what I say when I criticize it as self-referential to a fault; half of the story makes no sense if this is your first Zelda game, and what little of that world there is tends to be deeply unconcerned and uncurious about itself.
And no, Breath of the Wild wasn't like this. Breath of the Wild was deeply curious about itself; the entire game was built off curiosity and discovery, experimentation and challenge (and I say this while fully admitting I had more fun with the loop of TotK, which I found more forgiving overall). The traversal in Tears of the Kingdom is centered around: how do I skip those large expanses of land in the most efficient and fun way possible. How do I automate these fights. How do I find resources to automate both traversal and fights better. It's a game that asks questions (who are the zonais, who is Rauru and what is his deal, what is the Imprisoning War about, where is Zelda), and then kind of doesn't really care about the answers (yeah the zonais are like... guys, they did a cool kingdom, Rauru used to run it, the Imprisoning War is literally whatever all you have to care about is who to feel sad for and who to kill about it and you don't get a choice and certainly cannot feel any ambiguous feelings about any of that, and Zelda is a dragon but we will never expand on how it felt for her to make such a drastic and violent choice and also nobody cares that's a plot point you could *remove* from the game without changing the golden path at all).
I'm so aggravated by the argument "in Zelda, it's gameplay before story" because gameplay is story. That's the literal point of my work as a narrative designer: trying to breach the impossibly large gap between what the game designers want to do, and what the writers are thinking the game will be about (it's never the same game). And in TotK, the game systems are all about automation and fusion. It's about practicality and efficiency. It's also about disconnecting stuff from their original purpose as you optimize yourself out of danger, fear, or curiosity --except for the way you can become even more efficient. And sure, BotW was about this too; but you were rewarded because you had explored the world in the first place, experimented enough, put yourself in danger, went to find out the story of who you used to be and why you should care about Hyrule. I'm not here to argue BotW was a well-written game; I think it was pretty tropey at large to be honest, safe for a couple of moments of brilliance, but it had a coherent design vision that rewarded your curiosity while never getting in the way of the clarity of your objective. There is a convolutedness to TotK that, to me, reveals some extremely deep-seated issues with the direction the series is heading towards; one that, at its core, cares more about looking the part of a Zelda game than having any deeper conversation about what a Zelda game should be.
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numberonetacostan · 2 months ago
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tsams-and-co-memes · 1 month ago
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Something that absolutely needs to happen: Ruin meeting that other Eclipse
People have been calling him "Eklipse." I'm not really feeling it tbh, but it's,,, something to differentiate him and Eclipse and I don't have any better ideas rn, so it's whatever
Anywho. I need Ruin to meet him. They're both kinda in the same boat, in a way; both are made up of a merged Sun and Moon. Ruin also had his fruitloop phase, plus he's smart and might have a better idea of their mindset, so he could be incredibly helpful
Also
What tf was that at the end. What was that glowing. I'm very confused by that, but I already know that it can't mean anything good
......maybe if Eklipse gets out of control and tries to do something bad, Stitchwraith can do something about it. He's got that whole agony touch thing that kills humans, and they haven't explored what it'd do to animatronics. If he gets any negative star power residue on him, they can take him to the OG dimension and get an astral body to sort of. Cleanse him, in a sense. Do whatever it is that they do, to sort of purify him
That, or OG Monty could throw together another one of those boxes that absorbs negative star power. As long as it's close to Stitchwraith and can work properly, it should be fine
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doctorbeans · 11 months ago
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once again thinking about cloud “there’s someone in me that isn’t me,” “i have to leave, i’m afraid I won’t be able to stop him next time,” “i’m sorry i couldn’t be your cloud,” “maybe one day you’ll get to meet the ‘real cloud,’” “i was never hunting sephiroth, he was always calling me,” “please give me a number professor,” “tell him that when you see him again, it’ll mean the world to him, okay?” “back then we got by with scraped knees,” “hey, tifa” strife.
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bonesblackheadrotten · 5 months ago
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i like finding tobias (or whatever they call it) cause so far it’s just giving me further proof of how good sylus is to mc
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dailyserirei · 2 years ago
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next week :)
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pomellon · 2 years ago
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When I mentioned Dream and Sapnap bonded when they were really young in the dtk+ dragon au, I mean that Dream woke up one night to the sound of Sapnap’s egg hatching, went to check on him, and found a little baby hatchling blinking up at him. The bond was instant, and Dream just picked lil baby Sap up and tucked him into his nest before curling up around him.
Sapnap literally imprinted on Dream.
Dragon imprints last for a couple of years and are there so hatchlings have an adult to run to and rely on in case of danger and to care for them. Obviously Bad was meant to be the dragon Sapnap imprinted on, but even tho he wasn’t he still of course was the one who took care of all of Sapnap’s needs. Sapnap would just fuzz and struggle if Dream wasn’t around and the moment he was set free to do as he pleased he would be toddling after Dream. The moment he got spooked he would dive under Dream’s baby fluff and he was generally pretty much attached to the older hatchling.
Dream didn’t at all mind, he’s just a couple of years older than Sapnap and was mostly just excited to have a new potential friend, taking his role as Sapnap’s “protector” very seriously. 
They practically did everything together, and twenty-something years later Sapnap is still following after Dream, and Dream will still curl up around him when they sleep <3
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jackals-ships · 4 months ago
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"Fen’Harel tried to shake his pursuer, but the hound ran as coursers can only run in their dreams. Even the wind couldn’t have fled that hound. He ran the Dread Wolf down and grabbed him by the tail! Fen’Harel howled, so loud that the Veil shook and even the stars scattered in fear. But the hound wouldn’t let go."
"Neither hound nor Wolf gave in. Finally, Fen’Harel bit off his own tail to escape, and away he fled. Ever since, the Dread Wolf thinks twice about playing his tricks when dogs are on guard."
a more experimental piece! can't stop thinking about dai!jackals dog coding vs solas as the old wolf,,,
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tamagotchikgs · 4 days ago
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last few days i have been So out of it i havent been able 2 think of anything right n im sitting here trying 2 experience 1 single thought and it feels like my brain is fulled w bread dough consistently rising and suffocating me
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ct-multifandom · 2 years ago
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I don’t usually make posts like this, but I’ve been seeing a lot of anti-intellectual junk lately, and I really think we need to put the word “pretentious” up on a shelf until people learn what it actually means.
It doesn’t describe someone who likes artsy-fartsy deep meaning media. People who are pretentious are fake. They’re posers trying to be sophisticated and unique, not like other girls. They pretend to only like stuff they think will make them sound cool when they talk about it. They want to act like they know something you don’t, and they want attention for it.
By definition, if you genuinely enjoy something, you can’t be pretentious. If it resonates with you, and you analyze it, and you don’t care what people think, that’s the polar opposite, actually. If you love obscure experimental prog music, if you watch underground high concept indie films through English teacher eyes, if you spend hours in a modern art museum reading each piece as a vessel for storytelling, if your backpack’s full of poetry books that inspire you, if you play underrated games that were someone’s passion project, if you have an interest in studying the classics or the masters, you are not pretentious.
Of course, some people just don’t like some stuff, and that’s fine, but that’s not what this is about. Don’t let anti-intellectuals shame you for enjoying things just because your interests are inaccessible to them, because they refuse to be brave and put effort into critical thinking. You’re not stuck up for refusing to overlook the craft of artists.
#anti intellectualism#media#movies#books#music#critical thinking#my friend who primarily listens to one very popular band once said that people who listen to obscure music are annoying and pretentious#which rubbed me the wrong way because 1 she knows that I listen to obscure music and 2 it’s such a cowardly consumerist take. anyone can#make music and hey a lot of the people who do make GOOD music. and this goes for all *obscure* media#this post was mostly inspired by people talking about Barbie and those anti pick me girls like the pick nobody girls who insist thinking is#for boys and having fun with an empty brain is for girls. Greta gerwig is an artist. I haven’t seen the movie yet but I know it has a deeper#message than haha cute pink! I’ve seen the summaries about the true meaning. the pinkness and popularity doesn’t negate the narritive.#though in the notes I saw a lot of tumblristas comunistas shitting on the film for being one big ad that people *fell for* which tbh is#tbh almost as anti-intellectual. don’t get me wrong they milked this film to sell hella shit but I don’t believe kids who play with dolls#are the target audience as these people claim. Barbie is a culturally iconic symbol almost archetypical of societal expectations for women#you say barbie people think unblinking perfect plastic pink girly. reminds me of the poem The Last Mojave Indian Barbie. yeah yeah you all#hate brands but this one carries undeniable significance and makes for a powerful literary device. it’s been used many times before#sorry for writing a tag essay about a film I haven’t even seen but I’m tired of internet people focusing so much on proving others wrong#that they end up oversimplifying everything just as much as the other person. god I saw people doing this to Nimona saying transphobes were#looking too deep into her character and they’re reactionary clowns for making that jump. like for once the transphobes are right. she is#trans. it’s a queer story. and irl the first people who notice queerness are the bigots who can tell you’re different. sick owns telling#them the story’s not that deep is harmful and it’s like they’re ignoring the real message on purpose. okay enough rambling hehe! thanks#barbie#nimona
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cerulean-fantasy · 10 months ago
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some pagedoll-style chibis
(alt expressions under the cut)
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bacchuschucklefuck · 9 months ago
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assorted thoughts 1/when sklonda mentioned getting drinks with sandra lynn now and then I straight up cheered I was so scared for her social life being so overworked 2/straight up have no judgement on the whole ratgrinder situation on account of being a whole grown man. Im not getting into beef with fictional teenagers let them sort that out among themselves 3/sprak levefre
#not art#my oldest daughter with a grown sibling ass going I hope sklonda makes time to chill#she should be at the club. for free. they should pay her to be at the club#honestly its kind of a thing with riz too but thats more like. ok the thing is riz just fr loves mysteries#so tbh its more like if u yknow. love drawing and u draw for fun#and now u also draw for job. like I feel like thats the thing thats going on with riz#dude who playtests as a job and then goes home and plays more games. but with mysteries#but with sklonda it really feels like. its something shes Good at bc shes diligent and careful and has a moral spine#rather than something she actively enjoys. like her job is solidly her Job#so she immediately hits that alarm trigger in my brain seeing moms going about like#!!!⚠️⚠️STOP⚠️⚠️!! DO YOU HAVE A HOBBY ARE YOU CULTIVATING YOUR SOCIAL LIFE#and with her it fucking Got me too bc she just! doesnt seem to have the time to build that for herself#and the fact that she (Like Riz) is Living While Goblin in elmville and the isolation that probably entailed#like the empty nesting down the line would hit her like a baseball bat it would be Brutal#so genuinely knowing that she is casually hanging out with sandra lynn (and probably other parents in the group as well)#thats a whole piece of anxiety off my mind watching this show lmao. moms!#anyways sprak lefevre my beloved. actually I retract my vow of neutrality sprak's party better really like him and treat him right#or else.#he is prrrrrobably an artificer but personally itd be so funny if he isnt. what if hes a bard
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