#but you only seem to be interested in talking about her in the context of her male love interest
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We start creeping closer to the turn, with Ambessa talking about the three points of Strength that Noxus prizes in a way that Vi's talk about trust will mirror later in the episode.
Ambessa's teaching Caitlyn about Noxian philosophy very much as a part of her growing affection for Caitlyn, as she looks for an outlet for her feelings of motherly affection while her actual daughter is experiencing the horrors.
The core elements of strength, to Noxus, are:
-Vision, 'charting a course and having the wisdom to navigate it'. It's interesting that this is such a naval metaphor, because Ambessa's more of an army general than a navy admiral, and it's not like Caitlyn's going to especially receptive to naval metaphors, either. Regardless, in keeping with Caitlyn as a sniper, this is one she's arguably closest to herself.
-Might, 'bending your environment to your will'. This is a framing that seems to fit Ambessa better, as she has turned Piltover to her own purposes quite effectively. For all the flaws in her ethos, it's undeniable she has presence. Caitlyn did plenty of this when unleashing the Grey, but we haven't seen her do it much since becoming a dictator. Ambessa frames this more as 'force', anyway, including force of will, but Caitlyn already argues that doing too much of it exposes you to risk. This would be a fun beat if Caitlyn was already planning to betray her, but I don't think she is.
I do like that Ambessa genuinely appreciates Caitlyn engaging with her philosophy on this point. It really sells the idea that she is actually starting to mentor Caitlyn properly.
-Guile, which Ambessa doesn't so much describe as heap scorn on as belonging to 'phantoms, tricksters, mages, absent honor, absent accountability', clearly having the Black Rose in mind here. She doesn't present this as a respectable point of the triangle, and it is very fun that this dialogue plays over Caitlyn attacking Ambessa in the back and actually managing to bloody her. It'd be excellent foreshadowing if we actually saw Caitlyn do something before her turn this act.
'Tunnels in your eyes, lava in your veins, shadows in your heart'. She's always had the tunnels in her eyes, she'll do fine with the shadows in her heart, and the lava in her veins, well...
Ambessa then talks about 'discovering' a fourth principle, which is essentially the veneration of suffering again, but basically boils down to 'you'll fight harder when the stakes are higher'. It's very much her trying to cope with how much she's lost recently, and her trying to make Caitlyn her protege is a core part of that.
All in all, the fact that this is part of a training session means I want to take a look at this through the lens of these characters as the weapons they wield. I don't know what to make of Ambessa yet, because we haven't really seen her fight, but this is very much an attempt to turn Caitlyn into something more than just a sniper.
We've seen people's arsenals change as their personalities shift before. For example, after Vi destroyed Pow-Pow, Jinx' mini-gun, in episode 3, Jinx was left with only her pistol, and she's become a much more focused and directed person since.
So what does it mean for Caitlyn to switch from being a sniper, with a narrow, single-minded focus often blind to the consequences or wider context of her actions, to someone fighting in melee? Does it signify her putting herself at risk more, instead of only risking her target slipping out of reach? Does it mean she has to be more aware of what's happening around her, because something blindsiding her could fuck her up in one go? Does it mean she has to learn to stand her ground more, because she can no longer rely on repositioning when her position gets a little dicey?
Something to keep an eye on.
Given that Caitlyn's turn in episode 6 is the one I understand the least, I'm going to pay some additional attention to her scenes with Ambessa in this series of posts, to see if I can tease something out of this that I missed in my first viewing.
Starting with episode 4
For one, the image of Ambessa poking at a log in an attempt to get a little more out of a dying fire is a good image, but it does make me regret that we didn't get to see much of what Caitlyn's rule looked like when it was a roaring blaze.
Because the fire represents the efficacy of what Ambessa's trying to push in Caitlyn: her anger, her rage, her desire to get revenge. She frames this as Caitlyn's search for Jinx, because this is what she hopes to stoke in Caitlyn, but what makes this scene work is that it's also true of her own desire to have Mel back, even as she starts to displace some of this affection for her daughter onto Caitlyn herself.
Because Ambessa absolutely appreciates the fact that Caitlyn's willing to talk back, and able to use Ambessa's only rhetorical flourishes against her. It reminds her, in a way, of Mel, and just like Mel, this would-be daugher also talks about wanting peace without having to resort to violence.
Although Caitlyn's 'arrests require cause' bit is, again, odd, because you initiated martial law. You can blame Rictus for the fight all you like, but what situation do you think you're living under? There's a serious disconnect in how these two women see the oppressive regime they've initiated.
Then again, Ambessa understands war weariness and how to deal with it, so she coaxes a few more flames out of the dying embers, and off we go!
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if you literally cannot talk about a character in any context that doesn't involve a ship, i don't think you actually like that character
#being aro in fandom spaces is exhausting sometimes#okay sure you like the ship but do you like the CHARACTERS that are involved in that ship?#can you understand that the characters in the ship are individual people who are just as complete on their own?#also honestly a lot of the time this is just straight up misogyny#sure you SAY you like that female character#but you only seem to be interested in talking about her in the context of her male love interest#wonder why that is
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i miss posting and making and engaging with ieytd content but I will be honest sometimes it feels alienating. as a lesbian.
#bee's buzzing#ieytd#i dont know.. its probably just me being Strange. but.#the Main guy in the fandom is juniper. and he's interesting! but. i don't... think about him as often#and when i do it's never in the shipping / x reader context i see so frequently in the tags.#i dont ship him with agent phoenix because. my agent is an it/its dyke. so i dont really engage in that side of fandom#i also dont think about the handler as often because. idk i just think about the women more!#but juniper and agent phoenix and the handler are like. the only people i see talked about often#which is fine!! people like them. i also like them just. not in the same way/to the same extent.#im here for the women. but. they're not talked about often at all :[#when they are it's usually briefly in passing.#they get the worst of the mischaracterization too imo. because people just do not give them the same depth as they like to give-#- charas like john. it makes me kinda sad tbh.#and also the fandom does not. seem to make much space for f/f content.#i know like. the handful of other people who make f/f content for ieytd.#and. god. idk im still honestly a bit ticked off by one solaris post that 1) was not a good analysis i will be quite honest.#it was very surface level. like really basic info and also iirc not entirely accurate? i cannot remember anymore#but. 2). it started by saying 'nobody talks about solaris outside of fabbylaris' and that still makes my blood boil.#like. not to vaguepost but. the fabbylaris posters ARE talking about solaris outside of a shipping context. please. please#also there was a whole Thing a while back where people started being strange about non-feminine nonbinary agent phoenix.#and as a nonbinary butch-adjacent dyke. it made my skin crawl!!! im NOT feminine and idk why making agent phoenix not feminine is.#apparently Bad to a certain subset of the fandom#sorry but im a dyke and i WILL make the player insert protag a butch lesbian who doesnt use she/her.#and if you have a problem with that please think about Why people making the player insert nonbinary and androgynous/Vaguely Masc is-#- such a problem to you. and whether that is alienating to the trans people in the fandom.#okay. im normal now. goodnight.
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I've been thinking about Laios' succubus lately. Mulling it over a bit.
Because I've seen these pages brought up a fair bit, but almost entirely in the context of shipping (on all sides, really). And I really want to understand what they are doing for the story beyond that.
When I went back to reread the scene and section, a few things caught my interest: the way Laios responds to both forms of his succubus, the themes of the volume the chapter is found in, and the other events of the chapter itself.
So let's dive into those three things, and what I think they say about the succubus scene's purpose.
Laios is never fully frozen by the succubus
So. If you compare Marcille and Chilchuck's reactions...
to Laios':
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There is a difference. Sure, the basics may look the same once it turns into Scylla Marcille, but even then, it functions differently.
Chilchuck and Marcille are completely frozen once they catch sight of their succubus. Izutsumi, as well, isn't able to look away, and completely freezes up once her 'mom' starts talking to her. As Chilchuck describes, "just looking at them makes you unable to move."
And yet, Scylla Marcille has to actively convince Laios to comply. He even looks away from her at one point!
Laios accepts this succubus, but he is never actually helpless to it in the same way. Taken in? Convinced? Sure, at least enough to let things happen that he probably should question more than he does. But magically compelled? Not really. Not the same way as everyone else is. So that's interesting. But let's move on for now.
2. Volume 9 is all about drive and desire
I don't often look at chapters within the context of the volume they are included in, but I think there's some really fun things to be found with that perspective in mind.
For one, volume 9 starts with an exploration of what desire brought Laios to the dungeon:
And ends with a question of what desire brought Laios to the dungeon:
It's also very concerned in general with questions of why people do what they do. Why they are in the dungeon, why they are with the people they are with, why they stay, what they fight for.
In addition to Laios, we see it with Marcille...
Izutsumi
Kabru
and Mithrun
Hell, we even get it for the demon!
It's certainly not the only volume concerned with desires and motives, but it is particularly focused on these ideas.
The succubus scene fits quite well into the ongoing question about desires, especially Laios' desires. It is even placed at an interesting spot within the volume. The volume is six chapters long, and the scene takes place at the start of the 4th chapter. It's almost smack-dab in the middle.
With all this in mind, it is interesting that, with both versions of the succubus Marcille, it's not totally clear which parts of her Laios is rejecting.
The first version of Marcille looks human, but Laios attacks when he identifies her as a monster. The second Marcille looks like a monster, but he seems to believe that she is the real (human)(ish) person that he knows. So is he rejecting the monster at first, and then accepting the person? Or is he rejecting humanity and only interested in the monstrous?
Something to consider as we look at the next point...
3. the rest of the chapter is a seduction, too
This is one of those things that might not be apparent on a first reading, but is crystal clear on a revisit. We see the succubus try and charm Laios over 7 pages, and then see the Winged Lion do the same thing for the next 19.
Much like the succubus, it offers the mingling of monsters and humans. Much like the succubus, it offers belonging.
(and this is the point where I absolutely must also link this post by fumifooms on the succubus, which has some great ideas on how the scene is informed by Laios' trauma and desire for acceptance!!!)
But, back to the point. The Winged Lion wants to feed on Laios just as much as the succubus did, and it uses similar strategies to try and make that happen. Though this chapter isn't really the turning point for the next Lord of the Dungeon (it is Marcille who will, eventually, become the Lion's next victim), it certainly behaves like it is.
Laios is convinced. The succubus gets its meal. By the end of the volume, the reader begins to understand how concerning his desires are. Together, it is all very good at building up that sense of dread and pending disaster, as we see exactly how and why Laios might just fall into the Lion's open arms and bring about the end of the world.
-
So that's the three things I noticed. But there's still something I want to touch on by looking at the way these observations overlap, and what they reveal, together.
As I said, by the end of the volume, you can feel the tension growing. Just as Kabru and Mithrun do, you look back for an answer to the questions that have been built, chapter by chapter: why is Laios here? Where will his loyalties fall? This chapter, and scene, seem to prove the inevitable truth: he will choose the monster, of course. He will choose the seductive, easy power of the Winged Lion.
But the details of what actually happens tell different story: one in which the Lion is wrong.
First, as a reminder - even in Scylla Marcille mode, the succubus never fully entrances Laios. It convinces him, but it doesn't have him completely under its thrall.
Similarly, in the dream, the Lion does convince Laios to embrace the world he is offering. But even within that dream, Laios continues to ask questions that will be vital to him later. It is because of those questions that Laios comes to a new understanding about Thistle.
And it's this realization that he cites later as part of his reason for refusing the Lion's offer.
He is thinking through things the entire time, just like he continues to question the succubus even after it turns into Scylla Marcille.
Laios also expresses an interesting reason for why he wants to see the future of this world. He's not just invested because it would mean people liking what he likes, or him getting to spend time with monsters. The thought that comes immediately before his acceptance is about what he wants for monsters and people.
I don't think it's a coincidence that this statement - "we're living beings that share the same world, but all we can do is keep killing each other" - can apply to the various humans races just as much as it does to humans and monsters. The thing he is thinking about here isn't just a matter of his personal daydreams. It's an idea that underpins every conflict in the story.
Laios caring about how people as well as monsters in this manner is something that the Lion gets wrong every time. Even at the end, he still frames Laios' desires entirely around hating people and loving monsters.
The Lion has heard him express an opinion about the future of the world! It happened right there in the dream, right in front of him! He just didn't take it seriously, and didn't view it through any lens other than "Laios likes monsters more".
He's convinced that he understands how to get to Laios. Maybe the Lion can't truly see everything, or maybe his vision into everyone's deepest desires has made it hard for him to realize how much choice still matters. That people can, and do, choose which desires to act on, and how to act on them.
Whatever the case, he's wrong about Laios, and the story shows us this over and over again.
After all, look at how the succubus interaction plays out:
A monster uses Marcille to appeal to Laios...
He realizes that something about the situation is wrong, and rejects her.
It changes strategies, and makes new offer: to turn him into a monster.
It also assures him that his friends are, or will be, taken care of.
He accepts. Or rather, allows the monster to have its way with him.
But Laios is not as helpless as he initially appears, and what the Lion thinks is a successful seduction also contains the seed of an idea that will allow Laios to later resist him.
We even get to see Izutsumi playing a similar role in both instances, as the one person fully able to take action in the face to the illusion.
The story lays out what is going happen, and then explicitly tells us that the demon and the succubus are thematically related.
The chapter performs a great sleight of hand here - everything about it seems to indicate that Laios is doomed give in to the option to have his deepest desires realized. But if you look closer, it also contains the evidence that he won't. There's a lot more going on for him.
Yes, he still falls for obvious tricks. He is still extremely into monsters, and he still doesn't feel like he fits in with other people. He may, deep down, crave to surrender to the monstrous - to let it absorb him. But he questions more than he seems to. He considers more than people realize. He cares so much more than anyone gives him credit for.
And I think this is part of why we see the succubus called back to so many times, especially with the wolf head addition to his Monster Form, which he specifically added due to his encounter with the Scylla Marcille.
This all stays with Laios. It doesn't just foreshadow the path of the story, it is fundamental to how and why he walks that path. It's not about him choosing monsters, and it's not about him choosing people. It's about how he considers both, and cares about both.
And it's about the forces that think they already know his answer. Mithrun and Kabru. The Winged Lion. The succubus.
It's about how they are wrong.
#dungeon meshi#delicious in dungeon#dungeon meshi spoilers#laios touden#winged lion#dunmeshi analysis
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New Ryoko Kui interview dropped!!!
(This is a quick and dirty translation made using machine translation, and which I've lightly edited to add clarity. I'm not fluent in Japanese so I may have gotten things wrong. I'm sure others will do a better job later.
ADDITIONAL CONTEXT: This article is from a Japanese gaming magazine, like the previous interview in Famitsu, so they focus on video games and don't discuss other influences, even though they do get mentioned and are clearly pretty major.)
Kui was able to write "Dungeon Meshi" because she was not good at eating food and participating in human relationships. In this interview, we dig deeper into the influence of games, and how Ryoko Kui focuses on things she likes and dislikes while writing. [Writers of the Gaming Generation]
Dungeon Meshi.
This manga is attractive for its unique theme of "dungeons, defeating monsters in the labyrinth, and cooking them," as well as the unique characters, detailed human relationships, and deep worldview depicted in the labyrinth. It is currently being made into an anime, and adventurers from all over the world are fascinated by the world of "Dungeon Meshi."
So I thought , "I wonder if this work was drawn by someone who loves food and people." The depiction of such delicious-looking food and the construction of delicate human relationships and characters. Surely, it must have been drawn by someone who absolutely loves it.
However, in reality, the author, Kui Ryoko, says that she "is not good at either food or relationships."
So why was he able to continue drawing things she was not good at?
During the roughly 10 years of serialization, Kui has continued to confront "things she dislikes." This interview delves into Kui's unique creative techniques... and at the same time, it also delves into her "favorite things."
That's the "game"!
Those who are familiar with the subject may already know this, but Kui is also a big gamer. And it seems that "Dungeon Meshi" is heavily influenced by RPGs such as "Wizardry."
As a result, this interview turned out to be "I asked Kui a lot about her likes and dislikes." Likes and dislikes. They are the source of all interests and curiosity.
So how do we use this knowledge in our creative endeavors? How does this knowledge manifest itself in Dungeon Meshi?
How were those charming characters and the deep world created? We spoke to the original author, Kui Ryoko, and the editor, Masaru Hiroi, about things they could only talk about after the series was completed.
This is a game with the volume of a great labyrinth. I hope you will explore it all the way to the final floor!
Dungeon food. It's eat or be eaten. There is no superior or inferior, to eat food is simply a privilege of the living. Dungeon food. Ah, dungeon food.
First, I want to ask about how Kui first encountered video games.
--What are some influences from games in Dungeon Meshi? What was your first game, Ms. Kui?
Ryoko Kui (hereinafter referred to as Kui): I played traditional RPGs such as [blank?] and "Final Fantasy."
I think the first game console I ever played was a Famicom, which my parents won in a lottery . So before I knew it, we had a Famicom at home. I think my parents bought me the Super Famicom and PS1 after that...
After that, I took a break from games for a bit around the time of the PS2, but around the time of the PS4, I was finally able to buy games with the money I had earned myself .
--Why were you able to stay away from games around the time of the PS2?
Kui: I was too busy with exams, so I thought, "Well, I shouldn't be playing games," and left. When I started living alone after that, I couldn't play games because I didn't have a TV. My computer was also a Mac. [Macs aren't compatible with many games.]
--What was the trigger that made you think, "I want to play games" again?
Kui: I think the biggest thing was starting the serialization of "Dungeon Meshi."
Fantasy stories all have different settings, but at the same time, there are also things they share in common. For example, if you want to create a fantasy work, but you only know "Dragon Quest," it will end up resembling "Dragon Quest." It's scary to copy the setting of only one work.
So I just wanted to play a ton of different fantasy games and get an idea of what the most common general understanding of fantasy is.
--Did you start playing it while you were still developing the concept for Dungeon Meal?
Kui: That's right. If I'm going to talk about "eating food," I have to play a game that has a system for eating food .
So I was interested in "Dungeon Master." However, at the time there was no easy way to play "Dungeon Master" on a real machine, so I played "Legend of Grimrock", which can also be played on a Mac.
["Dungeon Master," is a computer RPG released in 1987. Time passes each time you take an action in the dungeon, such as moving, fighting, or resting, so its biggest feature is that the game progresses in real time according to the player's actions. "Legend of Grimrock," is an action RPG released in 2012. It has a game design similar to "Dungeon Master."]
Until then, I had felt that overseas games and games played on PC were too difficult, but I felt like I had overcome one obstacle there. I thought, "Oh, this is pretty easy," and started playing a lot of different games.
-- Those two games are quite heavy even among RPGs, I think, so did you actually have that much difficulty with them?
Kui: No...I would say that my impression is more that best-selling games are easy to play (laughs).
I'm not that good at games myself, so I usually play games that allow you to adjust the difficulty on a super easy setting. So, games that allow you to lower the difficulty are always a lifesaver.
-- I've heard that apart from RPGs , you also like games such as "13 Sentinels: Aegis Rim" and "Paranomasite FILE23: The Seven Mysteries of Honjo ." Do you have a favorite genre, Mr. Kui?
Kui: I guess I'm just not very good at games that require you to use your brain through trial and error.
But in RPGs, if you just level up and keep tapping, you can win and progress in the game. Also, in novel-type games, if you read the text, you can progress. By this process of elimination, I quite like RPGs and text-based games .
Personally, I like games like Disco Elysium the most, which are text-heavy, top-down, and have maps to explore.
...Even I think that's a pretty negative reason (laughs).
Everyone: (laughs).
Hiroi Masaru (hereinafter referred to as Hiroi): But, Ms. Kui, you have really played quite a lot of games, haven't you?
Kui: No, the reason I'm able to play so much is because I play in a pretty callous way ...
I often buy a game, play it, and then just don't play it. So there aren't that many games I complete... I only complete a few a year. I play around 40 games, and if I complete 5 or 6, that's good.
When I asked if I could draw at Comitia, I got scolded.
-- Have you had any exposure to fantasy outside of digital RPGs?
Kui: I think it's not just games, but also the fact that I've always loved foreign fantasy novels . I was given books like "The Neverending Story," "The Lord of the Rings," and "The Chronicles of Narnia."
-- Dungeon Meshi gives off an atmosphere of Western fantasy like gamebooks or tabletop RPGs, rather than the typical Japanese fantasy games like Dragon Quest.
Hiroi: I think I went to Kui's house before the series started. At that time, we were discussing the name of a sci-fi manga called "Drawing Inside the Brain," which I had rejected many times.
Ms. Kui said she wanted to serialize this sci-fi manga... and when he was on the fourth draft, he said, "No, this isn't going to work," and when I looked at the scribbled notes next to her desk, she had already drawn the original version of "Dungeon Meshi" ! (laughs)
Kui: ……………No, I don't remember much (laughs).
Everyone: (laughs).
Kui: But I had wanted to draw a manga about exploring a dark dungeon, like Wizardry .
Since I was in elementary school, the manga I drew in pencil in my notebooks were all fantasy stories about swords and magic, so I had always wanted to draw a proper fantasy manga. However, there weren't as many fantasy manga in bookstores at the time as there are now, so I wondered, "Maybe fantasy doesn't sell."
Hiroi: At the time, there were a lot of people in their teens and twenties posting fantasy illustrations on online communities for artists, such as pixiv, and Kui was one of them.
I thought, there are so many people who want to write fantasy, so if she writes a fantasy aimed at this generation, it might sell.
And when I saw Kui's notes, I thought to myself, "Let's make a straight-forward fantasy manga, without making it weirdly twisted."
Kui: I originally thought of making this "dungeon exploration manga" as just a hobby... When I asked Hiroi if I could draw it at Comitia first, he got angry.
[Comitia is a comics convention in Japan for original self-published comics.]
Everyone: (laughs).
Hiroi: I said, "If you're going to draw at Comitia, then make sure you draw it as a proper serialization!" (laughs)
However, at that time, Kui had already published two collections of short stories, and they were being reprinted. In other words, she had a certain number of fans even before the serialization began.
So I decided, if Kui creates a pure fantasy for those fans, we can't fail badly. If it doesn't work, we'll just learn that fantasy is difficult to sell after all.
--By the way, were there any discussions between you and Ms. Kui about the fact that fantasy doesn't sell?
Kui: I remember vaguely talking about how fantasy manga doesn't sell well and how difficult it seems. I don't know much about light novels, so that might have been there for a while.
However, since a lot of fantasy manga were coming out around the same time, it was probably a "transitional period ." Maybe it was just when people started to feel more and more like they wanted to draw and read fantasy.
Not everyone is that interested in the things I like
-- I feel that "Dungeon Meshi" is a title that has breathed new life into the fantasy genre. How did you go about creating the setting and world when dealing with fantasy?
Kui: I try to think, "Not everyone is that interested in the things I like."
I like to think about pointless settings endlessly, but there are times when I think , "When this setting is actually made into a manga, people probably won't be interested in this story." So I try to include things that will make people interested, and cut out things that will distract people as much as possible.
For example, in "Dungeon Meshi" I initially wanted everyone to speak various languages. On top of that, I wanted to make the characters "only able to communicate with each other in one language"... but Mr. Hiroi said "Don't do that" (laughs).
Everyone: (laughs).
Kui: Even when I'm drawing it myself, I think, "It takes more than six panels to explain this setting...", and if I explain the setting more than necessary, it slows down the pace of the story.
Moreover, since "Dungeon Meshi" was a monthly serialization, unlike a weekly series, there wasn't much time for extraneous stories. Specifically, I had to draw one episode of about 30 pages per month.
In that case, there was no time to add in settings like "Actually, he was thinking about this behind the scenes" or "Actually, he can speak two languages." So, rather than there being any clear choices, there were quite a few times when "there was no time to do things normally." If it had been a weekly serialization, I might have included more.
--Does the scene where Chilchuck yells insults in his own language feel rather "forced"?
Kui: That's right (laughs).I thought, this only takes one frame...it's my chance [to include information about language]!
--So you haven't thought through all of these "fictional languages" yet?
Kui: If Dungeon Meshi were to be my life's work and I were to spend my whole life creating this world, I think it would be more fun to think about it...but initially, I thought that Dungeon Meshi would end in a few years.
Hiroi: Initially, I said, "It'd be nice if it continued for about five volumes" (laughs).
However, Kui's first draft really had a lot of material... so the editors cut out a lot of it. I understand that it's the parts the readers want to read, but I cut out the parts that deviate from the main story. So it's a battle between the "author who doesn't want to be cut" and the "editor who wants to cut."
--By the way, what kind of discussion took place between the "parts you want to cut" and the "parts you don't want to cut"?
Kui: There were a lot of them every time, but I can't remember them specifically now...it was just small, unimportant details that got cut.
In the scene where the hams made by the Red Dragon go back into the pool of blood, I remember saying, "You don't need these," and they were about to cut them off, but I remember desperately stopping them by saying, "We'll need them later!" I'm glad they weren't cut off.
But once I think of the setting, I want to include things, and then they get cut out, so at first I didn't want to expand the world too much.
I also wanted to complete the story within the dungeon. I didn't want to reveal the name of the country, and I didn't want to give the characters surnames. But in the second half, Hiroi-san told me, "The world is too small, so you should make it bigger," and I was like, "Are you sure?"
--Mr. Hiroi, why did you say that?
Hiroi: As the story progressed, it became clear that "Dungeon Meshi" was no longer just about saving a sister in a dungeon. So I decided that it would be unconvincing if the story had no involvement with the outside world, since what was happening in the dungeon was something that would affect the fate of the whole world.
For example, in real life companies, the more important a decision you make, the higher your superior's rank becomes, right? When I thought about it that way, I felt something was off about the idea of Laios and his friends deciding the fate of the world on their own. "How can they make that decision without anyone knowing about it?"
The fact that the Canary Team was there meant that there must have been a system of reporting, contacting, and consulting here, because that's how "society" and "organizations" work.
In short, I think we were thinking about the situation and asking, "If an organization were to get involved in saving the world, how persuasive could they make it given the society that exists in the story?"
Kui: Well, the plot hasn't changed at all.
From the beginning, I had intended to write a story about saving the world, but I also thought it was possible for the world to be saved by only a select few people in the dungeon who knew the circumstances. Changing it was what Hiroi-san thought would make it more persuasive.
When I was drawing the first half, Hiroi told me, "You don't have to decide anything yet." I was in a hurry to move the story forward and explain the world and story setting, but he told me, "It's better to limit it to introducing the four main characters until about the fourth volume." But in the second half, he said, "Introduce more people and expand the world."
Everyone: (laughs).
Hiroi: Kui-san was like , "That's not what you said originally!" (laughs) But both had meaning...
Kui: I was the one saying, "If we expand the world there, the story will never end, right...?"
After drawing it through to the end, I realized that the balance between holding back and expanding didn't work the way I had expected. I think this is one of the reasons why the serialization of "Dungeon Meshi" took so long.
-- But there are a lot of characters in "Dungeon Meshi," and the relationships between them are complicated. I heard that you also created the relationship diagram for "Taikaishu" [※3] ...
Kui: No, I haven't made one [I didn't do that?]!
[Taikaishu is a full-color web comic by Funako Tsukasa that began serialization on a website in 2005 and is still ongoing. Its unique worldview has earned it a loyal fanbase, especially on the Internet.]
-- Eh? Is that not the case?
Kui: To be precise, I just created an account on the fan wiki.
When I started reading "Taikaishu," I struggled with the complex setting and the large number of characters...and I thought "it would be easier to read if there was an explanation or a list of characters."
So I searched for a bulletin board where readers were sharing their thoughts and asked if there was a summary, but they said there wasn't. So I thought, "Maybe if there was a place where someone with more knowledge could summarize it," and I just made a wiki account.
So I didn't actually edit it. It seems like I've been given credit for someone else's work, and I'm sorry about that...
Dungeon Meshi was created from a sense of guilt about food?
-- "Dungeon Meshi" started off with the catchy theme of "cooking monsters," but little by little the darker aspects and deeper world were revealed. Was the structure of "little by little revealing the darker side" something you had in mind from the beginning?
Kui: I thought I needed a theme to serialize it so I thought I'd try "food education." There were a lot of gourmet manga at the time, but I felt like there weren't many that focused on food education.
-- Considering that the theme is "food education," it makes sense that the nutritional value of the dishes in the story is clearly written down.
Kui: With the theme of "food education," I also thought up a rough outline of the story. Rescue the kidnapped princess, defeat the evil wizard, defeat the final boss, and become king... the framework is pretty simple.
But when I actually tried to proceed with the plan, I realized, "No, this story can't be done so lightly..." At first, I thought I could draw it in a more light-hearted manner.
Hiroi: At first, you were trying to finish the fight against the Red Dragon in one episode, right? I was like, "is that possible?" (laughs).
Everyone: (laughs).
Kui: When I tried to actually tell it in one episode, it ended up feeling like a very brief summary... In order to tell the story I wanted to tell, I had to tell it more thoroughly than I originally thought.
-- Did you have any special thoughts about the theme of "food"?
Kui: No... well... if I had to choose, I'd say I have a strong grudge against food.
Since I was a child, I was a very picky eater, and mealtimes were a pain for me. I hated eating in front of other people, and there was a time when I hated seeing other people eating, so I would look for toilets that were rarely used and eat my meals in the toilet.
When I was doing it, the word "toilet meal" didn't exist, so when the term actually appeared in society I was so happy, thinking "everyone was doing it!"
[Toilet Meals are a social phenomenon in Japan.]
Everyone: (laughs).
Kui: I was thinking, "This is so terrible, right...?" but it was a relief to realize that other people were doing the same thing.
--So what made you choose the theme of "food education"?
Kui: My parents, who were struggling with my picky eating, taught me many things, including the "triple eating" method, but it was no use and I continued to be a picky eater into adulthood. My parents had instilled knowledge about food education in me, but I was not able to put it into practice.
[Kui might be talking about Triangular Eating but I'm not sure.]
So the only thing that remains is that I feel an enormous amount of guilt when it comes to food and eating...
Hiroi: If you think about it objectively, the series starts off on a very negative note.
Kui: But now I've gotten over the habit of eating with other people... or rather, I've come to like it. My editor takes me to lots of delicious places.
--When I was a student, I was trying to leave my udon bowl at school, but my teacher found out and made me eat the packet of udon by myself. There was no soup, and it was really hard to eat the udon by itself.
Kui: It must be tough. I tried to hide it, but my teacher found out and I got really angry.
Hiroi: I've tried to hide it in a drawer before. Then, something dried up came out of the drawer... (laughs bitterly).
How can I draw things I hate?
-- Or rather, is it the fact that you're not good at it that gives you a higher level of insight into the food?
Kui: I think it's because you're interested in it that you either like it or dislike it. Inevitably, you spend a lot of time thinking about it.
Since "Dungeon Meshi" depicts a lot of food, one might think "Do I like eating?", but in fact there are many times when I draw it because I dislike something .
--Aside from food, do you also draw things that you dislike?
Kui: Maybe. For example, human relationships, modern times, fashion...?
-- Perhaps the relationships between the characters in "Dungeon Food" are portrayed so delicately because the author is not good at dealing with human relationships?
Kui: I've always been very curious about things like, "(This person is usually so cold, but has such a charming smile in front of other people)" ...
I feel the same way, but I think people are different in the way they show their true colors. I think it's strange that it stands out to me...
-- I have a simple question. When you draw something you hate, how do you feel? No matter how much you hate something, do you find it fun to draw it?
Kui: The events in the manga don't directly involve me, so I don't dislike the things I'm drawing as much. Also, when I draw while looking for the good parts, it can lead to new discoveries.
Also, I think it's scary to draw only what I like.
In my work, the important thing is "what to capture with the camera," and there's no need to go out of your way to capture filthy things, but at the same time, I think the world will look bigger if you keep in mind that "there are a lot of inconvenient, dirty, and unpleasant things outside the camera." That's the feeling I have when I paint/create manga.
When playing a game, if I have to choose between a game where I only feel like I'm in the world inside the game screen, and a game where I feel like there are lots of people living on the other side of the screen, and that the people in that world could travel anywhere they wanted, I think the latter is more fun to play.
I'm always thinking about how to express that "sense of the vastness of the world" ...and I personally like games that have "a world" to them.
-- Do you ever incorporate elements from the game into your manga?
Kui: On the contrary, I think that is a part that cannot be adopted .
The best thing about games is that each person has a different experience. Games that have lots of endings are also a result screen for what you've done up until that point. When I see something like that, I think, "That's so cool."
Personally, I think that's the game's greatest appeal, and something that could never be replicated in a manga that doesn't have players.
If you're so busy, when do you play games?
-- I'm personally curious, how do you find the time to play games? Even though you're busy with your work as a manga artist, you play quite a lot of games.
Kui: I often use the Steam Deck before going to bed or during breaks between writing manuscripts. In fact, I almost only use the Steam Deck now. I keep it by my pillow, so I can take it and play before going to sleep, or during breaks...
--Is Steam Deck really that convenient?
Kui: I recommend it. The screen is small, but it can run Cyberpunk 2077 .
Also, personally, I've gotten tired of having to turn on my PC to start up a game...with Steam Deck, I can just turn it on and it starts up instantly, even when I'm lying down. How do you writers usually play games? There are times when you have to play games for work, aren't there?
--When it comes to work, I calculate backwards how long I'll be playing before I start playing...If it's a game that can be completed in about 60 hours, I usually estimate that I'll play for 3 hours a day and complete it for 20 days in a row.
Hiroi: It's a lot of work!
Kui: That's amazing... You really are a gamer.
I've always thought that I have a talent for playing games ... but I'm not really good at that. If I'm given a game that's a little difficult, I get tired of it right away, and I'm not very good at trial and error. The range of things I can enjoy is very narrow.
I wonder if game developers around the world are also struggling with the question of "Should I make my games accessible to a wide range of people, even those who aren't particularly gamers?" or "Should I make games that are challenging and can be played deeply?" The same problem exists with manga, too.
When there's a game that I can't play well, I feel happy because it means the creator decided that there's no need to pander to people who can't keep up.
-- By the way, when you play games, do you do it as a normal "hobby"? Or do you play more often to find material for your manga?
Kui: Of course, a big part of it is that I play games as a hobby, but it is alleviated by the fact that playing games might be useful for my work (laughs).
Even if I'm not that interested in a game, if I think "it might be useful for work," I'll find the courage to buy it, and no matter how expensive a gaming PC is, I can still buy it if I think of it as a work tool. So the hurdles for many things related to games are lowered for the reason that it's "for work."
--So, when you read manga, do you feel like you're reading it for work?
Kui: In my case, manga has become my job, so when I read it I can't help but think of work.
However, I still enjoy gaming as a hobby . That's why I don't want to lose this hobby... and I don't think I'll be able to enjoy it as much if I get involved in games as a job, so I don't take on any games-related jobs.
Does the depth of the world come from the fact that it is "not decided"?
-- I heard in advance that "Dungeon Meshi" was written with a clear awareness of "what should be explained" and "what shouldn't be explained," so could you tell me more about that?
Kui: Having read a variety of fantasy novels and games, I thought that the "moment of discouragement" was the "repeated use of foreign words." When you write something like "XX of XX of XX," if there are three or more katakana characters, there is a high chance that it will be skipped over by Japanese readers.
That's why I try to refer to town names as "the neighboring town" whenever possible, and refer to characters who appear in flashbacks as "uncle" rather than by their full names, so that readers can understand without having needing exposition.
The magic used during battles in "Dungeon Meshi" is depicted in such a way that you can "understand what kind of magic it is just by looking at the picture."
-- What other aspects of Dungeon Meshi are there that you deliberately left out of its concrete settings?
Kui: Numbers and language are the settings I avoided touching. For example, just by deciding the month of birth, it is first determined that there is a moon in this world. From there, it is also determined that there is gravity.
What's more, just the concept of a "birthday" means that there is a division into a "year" and that the world is determined to have a 365-day cycle. It quickly becomes complicated.
But on the other hand, if I were to set the details and make it something like "This country's currency is 1 gold, which is worth 5 yen," it would be a burden on the reader. When reading the work, the reader would be forced to convert it into "1 gold = 5 yen" in their minds every time. That's why I try to write it with "readability as a priority" as much as possible.
However, if you're creating a "fantasy" in the truest sense of the word, it would be better to create something that corresponds to that world's calendar or metric system in order to really immerse yourself in that world, so it's difficult to get the balance right...
-- I think that style of "deliberately not giving explanations" is quite amazing.
Hiroi: I think that 's definitely partly because "Dungeon Meshi" is a silly title.
The "mindset" of the reader is a little different...I think that from the very beginning, the reader is made to recognize that "this work isn't going to say anything too difficult."
Kui: Also, we had to give a bit of thought to coming up with the character names.
For example, the main characters in Wizardry are given names that correspond to their professions, such as "Warrior" or "Wizard." The "Senshi" in Dungeon Meshi was taken from that ... I named him after thinking, "I want that person to play an active role."
That's why I wanted the overseas version of Senshi's name to be "Fighter", but I was worried that overseas readers would be like, "What does that mean...!?" so I kept it in my head.
--The character names in "Dungeon Meshi" tend to be around 3 or 4 letters long and fit nicely.
Kui: If the name gets too long, it won't fit in the speech bubble...It's generally said that a line in a speech bubble should be about 7 to 8 characters long to be easy to read.
So "Chillchuck" is really long... I actually thought that the abbreviation "Chill" could be used more, so I named it that way, but it didn't work out so well, so in the end I just kept calling it "Chillchuck". Even I was thinking "that's long" while drawing it (laughs).
Everyone: (laughs).
Kui: Anyway, there are quite a few manga-like circumstances where "maybe four characters would be enough."
--By the way, are there any rules for naming the characters in "Dungeon Meshi"?
Kui: It's not detailed, but there are "settings within the story" and "meta-settings that are just for my own enjoyment."
For example, [if Dungeon Meshi was a game] the Shuro party has names that would be given by a certain type of player. When playing a games, some people give their characters themed names that follow self-imposed rules. In that sense, meta-wise, the Shuro party is played by a player who names their characters with a plant-based restriction.
Also, since the player likes girls, the party members are all girls, and so on... (laughs).
Hiroi: Oh, I didn't know that!
Kuon: ...While it's fun for myself, I also create characters by asking questions like, "Why is the party mainly made up of women?" or "Why do they all have similar names?"
However, even if I revealed these settings in the story, it wouldn't have made the story any more interesting, so they are merely "settings that only exist in my own mind."
-- What are some specific examples of "settings that you deliberately didn't reveal"?
Hiroi: I still remember when I said, "I want you to depict the elven kingdom in more detail," Kui replied, "That's going too far."
The dwarven country was depicted quite a bit, so I personally thought it could have been shown a little more...
Kui: I felt that if I depicted that, it would limit the reader's imagination.
There are definitely "lines that suggest something might happen," and when it comes to parts that are better left to the reader's imagination, I often choose not to draw them.
Also, even when we present settings that readers think they can just skim through, they often try hard to remember them...
It all started with the manga "Eating soba through your nose."
--Let's go back to the topic a little. How did Ms. Kui and Mr. Hiroi meet?
Hiroi: I think we scouted her.
I saw a short story that Kui had posted on Pixiv and sent him an email asking if I would like to draw a manga. I remember that he had a really funny four-frame manga called "Eating soba noodles through your nose ." It was about a character eating soba noodles through his nose and crying out in pain... I think I was drawn to his drawing ability, which made me feel like "Wow, that looks painful" when I saw it (laughs).
And from that point on, we have come to this point.
[This may not be the exact comic that Hiroi is talking about, but it's a comic Kui posted on her blog about someone eating soba through their nose.]
Kui: Oh, is that so? Isn't it something like "Shugaku Tenshi" [※4] ?
Hiroi: No, that's not true! The manga about eating soba noodles through the nose was made before "Shingaku Tenshi". By the way, that manga was planned to be published in "Rakugakihon" , but when I asked Kui-san "Can I publish this?", she was very against it...
Kui: No, that's fine, but... I didn't think other people would find it that interesting.
Everyone: (laughs).
Hiroi: But that was more than 10 years ago...
--By the way, was Mr. Hiroi the first publisher to contact you?
Kui: Before that, an editor at East Press had contacted me. I was originally publishing fantasy manga that I had drawn as a hobby on my personal website. I compiled them into a self-published original comic and exhibited it at Comitia, and they asked me, "Would you like to publish this long manga as a book?"
However, after the editor asked around to various people, it seems he was told that "this will be hard to sell"... so the plan was dropped. Instead, it was decided to release a "short story collection" of short manga that had been published at the same time . This is "The Dragon's School is on the Mountain: A Collection of Works by Ryoko Kui" published by East Press.
I was contacted by a few other people as well, but the two people I still keep in contact with are Mr. Hiroi and the editor at East Press.
-- When you went from drawing short stories and web comics to starting a commercial serialization, did you study anything like "how to draw a serialized work"?
Kui: I learned almost everything about how to draw manga from Mr. Hiroi and the editors and writers at Harta .
I had absolutely no understanding of whether panel layout was good or bad, so up until the middle of the serialization, I would rearrange the storyboards one panel at a time, and I would get lectured like "Don't put a panel like this here."
I was also impressed when I was shown original manuscripts by other artists. They look beautiful in print, but the real thing is even more impressive. This is what it means to be good at drawing manga.
It didn't finish as I expected
-- Speaking of "serialization," you mentioned earlier that you initially intended to end it at about volume 5. Did "Dungeon Meshi" continue longer than you had anticipated, Ms. Kui?
Kui: First of all, I didn't really understand what a "serialized" comic meant, so I didn't even know how much of a story I could get done in how many pages. So, I thought I could wrap up the story nicely in about five years, in five volumes.
But I never quite got around to finishing it. It was so hard... (laughs).
Hiroi: To be honest, when I first heard "Volume 5,"I thought to myself, "(Are you kidding me...?)" I didn't say it out loud though (laughs).
--Honestly, even as a reader, around the time of the fight with the Red Dragon in volumes 4 and 5 I was starting to feel like, "Huh? It seems like it's coming to an end soon..."
Kui: From the beginning, my goal was to "defeat the Red Dragon at the halfway point." However, I was supposed to fight the Red Dragon in Volume 4, even though it was supposed to be 5 volumes. So I thought, "Huh? It's not over yet," and I gradually lost interest.
By the time I got to around volume 10, I felt like no matter how much I drew, it would never end. I didn't want to drag it out, but no matter how much I drew, it just never seemed to finish.
Hiroi: Even from an editor's perspective, it seemed like Kui was getting very anxious from around volume 10 onwards.
-- Having finished the long-running serialization of "Dungeon Meshi," did you experience any changes in your mindset?
Kui: I think it was great to have the experience of learning that it would take 10 years to draw a story of this scale. And when I think about my lifespan and how many more works I can draw... it makes me dizzy.
Hiroi: I feel like I'm constantly fainting...
-- Ms. Kui, are there still any works you want to draw in your mind?
Kui: Not that much. But I love drawing manga, so I want to draw a lot. I don't know if I'll have the stamina to continue for another 10 volumes, but I want to continue working as a manga artist somehow.
But maybe... I don't think it will sell that well next time...
Hiroi: Stop! Don't say that!
Everyone: (laughs).
Kui: In that respect, "Dungeon Meshi" sold well, so I was able to draw what I had imagined to the end. Next time, I think it would be better to consider the opposite scenario of "if it doesn't sell" and make it shorter.
That's the next new challenge.
-- In addition to the expectations for your next work, do you feel any pressure?
Kui: In my case, the first collection of short stories I published was fairly well received. For a manga I drew for the first time, that's about it.
That was a relief, but at the same time, I felt that "Ideally, the reputation of my next work will also steadily increase, but there will definitely be ups and downs." If the reputation of the next work is bad, will I be able to continue drawing without getting discouraged? I realized that the "battle with myself" had just begun , and I was terrified when I read the first volume.
What game has cute illustrations, in your opinion?
Kui: This is a completely different topic, but you 've played SaGa Frontier 2 , haven't you? Aren't the pixel art in SaGa Frontier 2 really cute?
--The pixel art in SaGa Frontier 2 is...the best!
Kui: The illustrations in "SaGa Frontier 2" have such exquisite balance... if you try to express that in a picture, you can't reproduce that cuteness. It's like "exquisite head-to-body ratio."
-- In your opinion, Ms. Kui, are there any games that have cute illustrations?
Kui: The first one that comes to mind is definitely SaGa Frontier 2. Also, I still remember how cute the character designs were in Final Fantasy Tactics.
But back in the day, I used to trace characters from FF7 . I thought, "There are so many cool designs in the world..." (laughs).
Hiroi: Nomura (Tetsuya)'s drawings are amazing, aren't they?
Kui: I traced Cloud and Aerith on tracing paper and quietly said to myself, "So cool..." and got really excited. I noticed something while I was working on the "Dungeon Meshi" anime...basically, games and anime are made by many people, aren't they? So I always thought, "Many people must be giving various opinions to make them."
But when I got involved, I realized that one person's power is quite large. This was quite surprising. I thought that there were multiple people who wrote the script and storyboards, and that each person had their own responsibility, but... the power of one person is quite large.
──No matter how much the work is divided up, it's important to have a director or supervisor who brings it all together.
Kui: Yes, in the end, it depends on the power of the person who takes the lead ...
However, at the same time, I think that the division of labor between scriptwriting and storyboarding is something that would never be possible with manga. In the end, you have to create everything in one person's mind, so "bias" inevitably arises. So personally, I don't like the idea of it becoming a "world created in one person's mind."
Hiroi: However, not only in manga but also in novels, the individual author's personality is strongly expressed. I wouldn't go so far as to say "ideology"... but the person's way of thinking is strongly expressed.
Kui: Speaking of which, people who create games alone, such as indie games, are amazing.
It's often said that manga artists "come up with everything, from the art to the story, all by themselves," but I don't think they can compete with independent game creators who create the music, programming, and art all by themselves.
Moreover, even more than manga, no one can give their opinion until the game is completed. If you think about it that way, making a game by yourself is really a "one-man battle." At the same time, what I like about games is that there are quite a few "works that are not made with much consideration for cost" ... I enjoy it a little bit.
-- Do you ever think, "I want to make a game?"
Kui: I once bought RPG Maker , but it ended up being a complete failure... (laughs).
Everyone: (laughs).
Love for "classic RPGs" was a major influence on "Dungeon Meshi"
-- I'd like to ask you, Ms. Kui, since you play a lot of titles on Steam and other platforms, have you ever had any problems playing a game?
Kui: Simply put, a "game that doesn't work" is a problem (laughs).
This sometimes happens with games made by individuals on Steam... they don't have any reviews, so there's no way to deal with it other than contacting them directly. There have been a few times when I've been stuck and wondered, "What should I do?"
Other times, I'll buy a title that just happens to pop up at the top of Steam's rankings. Sometimes I'll play it thinking, "The graphics are kind of cute, so I'll give it a try," only to find that it's incomplete beyond the framework.
--So now people are playing titles that aren't that major.
Kui: Also, when I played Planescape: Torment, which is said to have influenced Disco Elysium.
While playing, I came across a character who was suffering from a terrible curse that made his whole body smell and become sticky. A quest was triggered to ask the NPC who had cast the curse to lift it, but when I asked them to lift the curse, I ended up being cursed with a curse that made me have constant hiccups ...
So when I was walking around the town, the "hiccup" dialogue started popping up all the time. What's more, every time it happened, I would freeze up for about 0.1 seconds. All the dialogue was filled with "hiccups." Anyway, it was a troubling curse.
I had no idea how to deal with this either, so I decided to just kill the NPC who had put the curse on me. The NPC also challenged me by saying, "Maybe if you kill me, the curse will be lifted?", so I tried killing him, but... it didn't lift the curse at all (laughs).
Everyone: (laughs).
Kui: I thought maybe the quest would progress in other places, so I walked around here and there, but the curse was not lifted after all. I was really curious, so I looked back at overseas information exchange thread online, and I found someone had written a lecture that said "You know what happens if you kill an important NPC without thinking about it, right?"
So I realized that this curse can never be lifted again. Even if I wanted to rewind, it was an auto-save, so I had to go back almost to the beginning... I was really... in trouble!
-- But "Planescape: Torment" hits a pretty impressive spot. Was it something that just happened to catch your eye while you were browsing Steam?
Kui: I originally liked games in the same genre as Baldur's Gate, so I think that's how I got into Planescape.
Also, I saw information that a huge amount of text in Planescape was translated by one person... I'm not very good at English, and games like Planescape have a lot of text to begin with, so I'm at a loss if it's not translated into Japanese .
However, when extraordinary people like those who make Planescape use their precious time from their lives to accomplish great things, I feel very grateful.
-- So, Ms. Kui, do you prefer games that are closer to the classics?
Kui: That's right. The first game I played was The Elder Scrolls V: Skyrim, and it was so much fun that I searched for "games similar to Skyrim" and played a lot of the games that came up.
All of them were completely different games from Skyrim, but they were fun. However, I don't like "old games". I think that newer games are generally more polished and well-made.
-- Wizardry, which influenced Dungeon Meshi, is also a classic work.
Kui: When I was a child, I saw my father playing Wizardry V : The Heart of the Maelstrom. As time passed, I remembered that there was a game called Wizardry. The game I played at that time was Wizardry VI: Forbidden Pencil.
I also played Wizardry V , but it was hard to see the map unless I chanted a spell. I was directionally challenged, so even though I had a guidebook at hand, I couldn't progress.
--By the way, were you more interested in making a manga out of "Wizardry" than the tabletop RPG "D&D" ?
Kui: When I was researching fantasy, "D&D" was often mentioned... but I had never even heard of "TRPG" before. First of all, you can't play it without friends, and I was shocked to find out that lots of people have friends they can play with like this...!?
Everyone: (laughs).
Kui: So when I looked up TRPGs on Wikipedia, I couldn't imagine that people actually played this kind of game. I was more confused and thought, "How can people really role-play in front of other people?"
After that, I watched replay videos on YouTube and it was only then that I understood how games like D&D worked.
Games, manga, novels. What is the purpose of all creative works?
-- What was the last game you played?
Kui: Recently I played a school management game called "Let's School." It's made by a Chinese company that also made "My Time at Sandrock."
Hiroi: You really like that kind of game, don't you? (laughs) Oh? Haven't you played "FF7 Rebirth" ?
Kui: I'm thinking about playing the remake of FF7 once it's completed.
Hiroi: No, no, if we don't do it now, we'll never finish it! It'll be a long time before we do it!
--Honestly, I also thought it would take about 10 years for FF7 Rebirth to be released.
Hiroi: I thought it would take about that long too... I really wanted it to be completed while I could still see. So, please do it!
Kui: Once it's finished...I want to play it all at once (laughs).
--Do you and Ms. Kui often talk about games?
Hiroi: Ms. Kui sometimes says, "I want to talk about this game, so I want you to play it." I played "Red Dead Redemption" because of that. Also, a long time ago, Ms. Kui recommended "13 Sentinels: Aegis Rim."
Kui: Whenever there's a game I want to discuss with someone, I always recommend it to Hiroi.
But maybe I haven't been playing games as much lately. Until now, I've been playing games because I thought of it as "for work," but now that the serialization of Dungeon Meshi has ended, I've been playing less games.
Moreover, I'm not the type of person who gets that into one game...I don't generally play through a game in repeated playthroughs, and I'm usually satisfied once I've finished the story.
Hiroi: Then we have to start [a new ] serialization soon.
Everyone: (laughs).
-- I'd like to ask you personally, do you have any "recommended indie games"?
Kui: I highly recommend "Papers, Please" and "Return of the Obra Dinn."
First of all, "Papers, Please" is a simple "spot the difference" game, so I didn't have high expectations at first. But when I played it, I felt like there was a proper "world" to it . Also, I was curious to see how the story continued.
And "Return of the Obra Dinn" had a great atmosphere. There were hints to solving the puzzles if you looked closely, but there was also a good balance of being able to force your way through, and the music and production were cool.
Hiroi: Come to think of it, you read quite a bit of the novel after the serialization ended, didn't you?
Kui: Ah, you mean "1984" by George Orwell? That was good...
I've always thought that creativity isn't necessary for life... It's entertainment, so it's not essential to life. But after reading "1984," I thought, "I guess creativity is necessary after all."
Humans need stories to experience things that should never come true, to prepare for bad things, and to prepare for understanding other people... You might think, "You should have already learned that when you were younger," but I was deeply moved by this realization.
Anyway, I feel that it would be great if people could learn things they didn't know before through this work.
Hiroi: ...Overall, it just felt like we had a fun time talking about games (laughs).
Kui: We just used the interview as an excuse to talk about the game (laughs).
-- No no, thank you very much for sharing your valuable story! (End)
I think I can understand a little bit about being interested in things you hate.
It's easy to analyze "why do you like something?" when you like it, but it's surprisingly difficult to analyze "why do you dislike something?" When you understand the reason, it seems that "why do you dislike it" is often more meaningful.
Perhaps creative works exist in part to help us understand the things we dislike.
I was able to hear a lot of deep "creation stories" that made me think about such things. Also, Ms. Kui is a huge gamer. Mr. Hiroi also likes games quite a bit. Since serious talk and game discussions alternated, the content may have been emotionally confusing. But I feel like "Dungeon Meshi" has a similar atmosphere.
If you haven't read "Dungeon Meshi," please take this opportunity to read it. It depicts a fun adventure. On top of that, it may help you prepare for difficult things that might happen in your life someday. Of course, it's also extremely interesting as a manga. I think it's definitely one of the best "entertainment" of our time.
Why does the body want to live? What does the mind want?
This is because we have a "desire" to pursue what we like and dislike. In fact, "things we dislike" are just as important as "things we like." By understanding our own "likes and dislikes" through creative works and entertainment, humans can prepare for things that happen in their future lives. Food and creative works are equally important for human growth.
...That said, I'm not sure if it has a nice punchline, or maybe not.
To eat. To experience creative works. These are truly the privileges of life. In order to live, we must continue to eat.
Now it's time to eat. What shall we eat today?
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Hi there!
I'd like to request something for the Laios party x reader where reader licks rocks like how archaeologists sometimes do to determine if it's a rock or a fossil. They just won't stop licking stuff. One moment you are just having a chat and walking side by side and the next reader grabs a rock and licks it. How would they react to their crush licking things that are certainly not food?
“stop licking the damn thing!”
…ft! touden party x gn! reader, platonic izutsumi & reader
…tags! fluff, some crack, headcanon format, grimm doesn't know shit about rocks
…wc! 342 ; 400 ; 405 ; 344 ; 303 = 1794
…notes! this ask enraptured me i had to complete it posthaste. i’m not an expert in archeology or geology, but i hope you enjoy!
Laios
“Ooh, can I have a lick?”
His ass does NOT give a fuck.
You could do anything and he wouldn’t be fazed I’m dead serious.
Honestly, once you do it in front of him he’d steer the conversation towards your study and how you figure out each time what is a rock and what is a fossil.
He may not fully take in all the information you give him. This isn’t a topic he’s admittedly too interested in.
Honestly he’d probably take up some of your advice and see if he tastes monster he can figure out certain things about it. Considering most monsters are made of raw meat, he has to be held back by your fellow partymates.
Someone (Chilchuck) usually has to encourage you to not “enable his behaviours.”
Overall, Laios simply does not judge! He’s open and welcoming, and will even take part in your study with you!
(It’s an added bonus that he really likes how you explain things to him…)
Almost like an eager dog, Laios leans over your shoulder to look at the stone in your hand. Prepared to explain yourself, like usual, you take a breath. “May I?” he interrupts you. You still for a second. Does he mean…? You slowly lift the rock up to the taller man behind you. You don’t have any words as he leans down to give a small lick. You’re almost flattered from how open he is to it. At the taste, Laios’ eyebrows furrow, and he seems to seriously try to dissect the flavour. He hums and tilts his head to you. “Salty?” “Yeah,” you reply, slowly growing a bit more comfortable as you get an excuse to talk about your study, “so that means this rock might contain evaporite minerals.” Laios smiles slightly, leaning back to his full height to converse with you in a more casual position. “Which are?” Your conversation continues, with Laios taking mental notes that he’ll hopefully remember for later next time he comes across a monster. Maybe if you find a gargoyle…
Marcille
Sorry she is so judgemental.
You are so lucky she likes you or else she’ll loudly give her opinion on how gross it is.
Well, that is until she learns the context as to why.
She’ll still be a little bit unsure, wondering if it’s proper conduct at all.
Marcille is trying her best, she really is, but you can’t just end a conversation so suddenly because you saw a rock, licked it in front of her, and said “hm… sedimentary.”
She wonders every day what she did to deserve such an… interesting taste in crushes.
Though, like all things, give Marcille some time and she’ll warm up to your habits a bit more. It may even be that she’ll be wondering about her study of the dungeon, running her hand along the wall, and thinking that she could call out to you to taste the wall and tell her the material.
She may not try out the method herself, but she’ll at least tolerate how you do it. There’s a science behind it, after all…
Marcille stares as you lick your lips and hum to yourself. Her mouth is a thin line and she’s trying her best not to come out with a disapproving comment. “Any… interesting findings…?” She stiffly asks instead, gripping Ambrosia as if you’ll try licking her to figure out the levels of Mana too. You can never be too cautious, even if she is only made out of wood. You smile at Marcille, either blissfully unaware of her austerity or pretending to be. You hold up the stone in your hand and outline something with your finger. “I think if we break this, we might find some fossils inside it. You can keep it for your research if you want.” Marcille’s ears perk up slightly at that. “For… me?” She asks aloud, as if there’s anyone else who’d be interested in dungeon rocks. As soon as she processes it she’s flushed and avoiding eye contact. “I mean, this is your field of study, not mine! I couldn’t possibly…” But you take her hands in your own, and place the fossil in her palm. Marcille’s breath hitches when you take her fingers and fold them over the stone. “I trust you to come up with something.” You beam at the elf, and she thinks that she might just have to take a chance in your skills.
Chilchuck
Not exactly open to it, not entirely critical about it either…
…But you will get a bit of a look whenever you do it.
He might be more the kind to make sure you aren’t outright doing it at stupid moments. You better not get any ideas looking at those statues!
Sometimes you’ll be about to hold the stone up to your mouth, and right when your tongue is about to touch it, you’ll hear Chilchuck sigh a “don’t.”
Honestly this guy is treating you like a dog with something it shouldn’t have in its mouth. Don’t worry, worrying and fretting is how he shows his love.
Even if he doesn’t like admitting to it…
If you try to explain how licking things helps in your study, Chil is inclined to raise his eyebrow and say that your field must be full of weirdos.
Then again, he’s the one who likes you so maybe he shouldn’t be too harsh…
He’s willing to let you do what you need to do but that doesn’t mean you’re free from his scathing commentary.
Crouched down, you analyse some rock in front of you. It stands out a fair bit from most of the other geodes down here. What could it be…? You lean in, your tongue grazing the stone slightly, and you lick. The tip of your tongue familiarises itself with the taste. Maybe metamorphic…? “Are you serious?” You freeze at the sound of Chilchuck’s boyish voice. On your hands and knees licking rocks isn’t exactly the ideal position to be judged in, even as you turn to look at the half-foot, arms crossed. “Senshi is in the middle of cooking, no need to resort to eating rocks.” You roll your eyes. You’re used to how Chilchuck treats your study at this point. “I was just curious.” Chilchuck scoffs, walking up to pull you by the back of your collar up onto your feet again, which you do with some coercion. “Yeah sure,” he says, “just wanna confirm you haven’t completely lost your marbles yet.” You look up at him, and squint. Holding back a laugh, you mutter, “was that…?” “No, it wasn’t a dad joke,” Chilchuck sighs, leaving you to your devices again. “Just don’t do anything stupid when no one’s watching.” He hopes even as you giggle and confirm, you won’t notice the bright blush blooming on Chilchuck’s cheeks and tips of his ears. How embarrassing…
Senshi
Also winning the dgaf war I fear.
He’d watch you lick some of the rocks you had picked out from your travels while resting.
It comes as no surprise that it then crosses his mind if the flavour changes when cooked, which he asks if he can do with some of your selection.
You can use your imagination on how Marcille and Chilchuck reacted when told that today’s dinner is … just rocks.
(Laios is disappointed that it isn’t any cool monster rocks.)
One delightful montage later, and ‘tis finished! Since they are for your research, Senshi insists you have the first bite.
Crunch… and oh, such unique flavours!
You gush to Senshi about how this is a major breakthrough in how different minerals react to cooking conditions, and he gives you his observations too.
Honestly, just sort of wholesome bonding!
“Aye, this one cooked easily, while this one took plenty more time.” You nod eagerly as you watch Senshi point to two different stones. “That’s because one is an igneous rock, which is magmatic. The other is a sedimentary rock, which carries different minerals from lakes and oceans. Separation in cooking must have resulted in different reactions! I wonder how different metamorphic rocks would react…” As you mumble to yourself, Senshi happily continues his meal-making, occasionally responding back to you with hums and comments about what else each observed in his experimentation. Even when you had finished up your meal entirely, you thanked Senshi with the widest grin on your face. He couldn’t help but be just a little flattered when you go on to joke that you should bring him home with you so he can help with your research. In return, Senshi listens to you, and hangs on your every word as you explain your findings to him. Even if not too nutritious of a meal, the minerals from the rocks provide some calcium and other such buffs! And well… If he can keep that happiness prolonged with his cooking, then he’s doing a very good job providing for you indeed!
Izutsumi
“Why are you eating rocks? Looks gross.”
Make way for the #1 hater…
Izutsumi refuses to listen to any such rationalities you make about your study or why you lick rocks (even though she’s the one who asked), she’s still finding it icky and weird.
You’d have to fight fire with fire when it comes to her, you’ll question why she does some habits she does in return – such as licking her hand.
She’ll look at you like you’re stupid, before telling you that it’s a way for her to clean herself and notice if there’s anything caught in her fur.
“Ah, so like how I would lick rocks to identify anything embedded in them too!”
…How dare you try to rationalise yourself with her own logic, heathen.
Jail for reader. Jail for 1000 years.
She’s not one to so readily accept other people’s weird quirks, but eventually she has to find that she’ll look stupid if she doesn’t… It’s a bit of a dirty scheme, but it works.
“Come on, Izu, just give it a try! I promise it just tastes like water.” “What kinda water?!” She shoots back. You pause. “W…Water?” This is how the argument between whether or not water has a flavour comes to be. Izutsumi insists that some water tastes icky while others taste nice. You have to explain that this pure water simply doesn’t have a taste. She doesn’t believe you. In fact, Izutsumi makes you give the sedimentary stone another taste before affirming, it just tastes like water. She’s about to grab your shoulders and shake you. What kind of water?! It takes plenty of encouragement and an immediate failsafe orange juice Senshi squeezed out for her to ‘get rid of’ the taste when you get Izutsumi to taste the stone. She still hasn’t forgiven you…
#✮ grimm's fics!#delicious in dungeon#dungeon meshi#laios touden#laios touden x reader#laios#laios x reader#laios touden imagines#laios imagines#dungeon meshi x reader#dungeon meshi imagines#delicious in dungeon imagines#delicious in dungeon x reader#marcille donato x reader#marcille donato#marcille x reader#marcille delicious in dungeon#marcille dungeon meshi#marcille donato imagines#chilchuck imagines#chilchuck#chilchuck tims#chilchuck tims x reader#chilchuck x reader#chilchuck tims imagines#senshi#senshi of izganda#senshi x reader#senshi imagines#izutsumi
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I think alot more people would enjoy the show if they learned to see Rhaenyra and Alicent as Unreliable Narrators, and characters who are supposed to have glaring flaws and weaknesses.
Mandatory preface- There are Issues™️ with season 2 that are its own other ask- but the complaints ive seen about character assassination on both women kind of tells me ppl just wanted to see the two just GirlBossing around, not being tragic characters trapped in their own circumstances.
For Alicent specifically- she just isn't written to be Cersei 2.0, and while it was really interesting to see motherhood from cersei's point of view, its already been done!! I actually prefer seeing Alicent's mercurial clinging to and abandoning motherhood- its interesting!! She was made a mother at what- 15? An age where you truly arent mentally developed enough to raise 3 kids, AND be a child bride, AND be a queen, (AND be a lesbian).
Alicent is interesting to me because she's stunted at 15 years old, she's an adult woman who talks to and sometimes bullies her kids as if they are her peers, and is obsessed with her childhood crush(es). She hasn't built any new relationships* past the ones she was entangled with as a teenager, she's obsessed with both acting out to make SOMEONE see that shes suffering, (she's honestly pretty blatant for someone who prides themselves on being the Temperate Voice of Reason) but also to erase herself and reset to before she had to marry the king, before aemma died.
I think most of her 'bad out of character' decisions are just these two impulses winning out, her trying to force a reset, go back to a time where none of this had happened yet, when things were simpler and she had love and every day wasn't the worst day of her life™️.
She sleeps with cole, the man she thought was pretty at 15 (her last uncomplicated attraction just before it all went wrong and aemma died) -she doesnt seem to like it that much, but she does seem compelled to seek him out, esp when upset- shes obsessed with, and desperate to reconnect with Rhaenyra, her childhood best friend (and first love) and get back to where they were as kids, AND she still treats and asks her father for absolution as if he's still the only authority that matters to her just like she did at 15. Alot of her 'victim complex/bewildered they took it so far' behaviour in the plotting of rhaenyra's usurption reads to me like a teenager in over her head, she talked big game and now its real and shes panicking!! She's tragic BECAUSE she's still a teenager- so stunted shes unable to meaningfully grow up and learn to make healthier choices for herself, or move on and stop trying to grasp at the 'if i could just go back' urge.
As a mother, I think this creates an interesting dynamic as well, and I do like that in the casting even, she seems closer in age to her kids than rhaenyra does to hers. I think the contrast ppl are drawing with Alicent Protecting Her Kids in season1 compared to her giving them up in season two isn't bad writing to me, just massive differences in context. Sure she protected Aemond in driftmark, but we cant ignore that she probably felt humiliated by her husband choosing rhaenyra's side over hers in front of everyone, did it seem like a grown woman fighting for her son?? or a teenager furious with her ex winning one over her again? or both!! both sides twisted together is still interesting! When she protected Aegon from Rhaenys, is stepping in front of her son the king to protect him from the enemies dragon fire not the most romantic daydream of a deserving death a child bride could come up with?? Was it the impulse to protect the son she couldnt decide if she loved or hated, or was it to have the most heroic death possible to escape the reality that she sees coming. And if Rhaenyra hears about how Brave she was in the face of a dragons maw, and cries about it forever and feels sooo bad and regrets it til the day she dies, thats an added bonus. I think Alicent loves her kids, but is teenager selfish about HOW she loves and protects her kids, and is unable to be a mature, consistant, protective mother to them when she also sees them as having ruined her life. I think in season 2 when she 'gives them up' shes relieved, and once again following the compulsion of 'if i reset to when Rhaenyra was heir, i had no sons, and i wasn't married or queen, everything will be better'. I think theres complexity to it, i think she does love her sons and feels insane about it, but I think Alicent has been trying to Go Back in more and more Intense ways ever since she got married, and we might be giving her sanity more credit than it deserves when it comes to the need to wipe the board clean and go back to being 15.
hey anon are you trying to get married to me or what
#answered#anonymous#house of the dragon#hotd#rhaenicent#alicent hightower#EXCELLENT EXCELLENT EXCELLENT#every time we remember that alicent is a stunted teenager who married a man twice her age another angel gets its wings#even rhaenyra is nowhere NEAR as stunted as alicent who was popping babies at 15#her relationship switches from protecting mother to a sneering older sister to HER OWN KIDS#because shes emotionally stuck at the age her life went to complete hell#thanks again otto for the lifelong trauma
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having my regularly scheduled weekly freak-out over "whats the old dalish saying? may the dread wolf take you?" -> "and so he did." -> "i did not. i would not lay with you under false pretenses". i think i could literally unpack this for a thousand years and never be satisfied its so fucking insane. its so full of meaning. its so expertly written. its the kind of thing you'd only expect from fanfiction except its REAL.
the way he acts like he doesn't actually know the saying. but of course he knows the saying. of course he knows exactly how the dalish use his name and legacy as a curse of bad fortune. OF COURSE HE KNOWS THIS. we literally hear mihris say it to his face if you choose to attack her during his very first personal quest. the forced casualness of this line in such an otherwise tense and monumental moment of confrontation, "what's the old dalish saying?" with his sad little self-deprecating smile. its insane that he's saying this. its INSANE that he's bringing this up to her, RIGHT NOW OF ALL MOMENTS?? he's dropped the mask and he is so mortal, he's Chuckles making a wry, sarcastic comment, except its all wrong - because it's not funny and its not lighthearted and its not sarcastic, its carrying the weight of all of his lies and manipulation. how was he expecting her to respond????? certainly not how she does. his tone and face immediately changes when she says, "and so he did." her voice and face reflects the severity of the moment that he was trying to break with his levity, she denies him the break in tension he was trying to create.
"and so he did." "i did not. i would not lie with you under false pretenses". WHAT???????? WHAT!!!!!!!!!!!!!!!!!!!! the way his thought process immediately goes to sex and interprets this as innuendo is I N S A N E. it is such a tone shift from the rest of the conversation to just throw this line out - but it's not out of character. he does make a few similar comments; "getting you into bed is an enjoyable side benefit" and "i do enjoy the heady blend of power and sex that permeates these events" and of course the first haven flirt that always make players go "HUH!? SOLAS FUCKS!??!!?" but this one is just so inappropriate in the context of this confrontation that it speaks to how FUCKED his mindset is in this moment. WHY ARE YOU THINKING ABOUT SEX RIGHT NOW??????????? its so interesting its SO INTERESTING. and the brilliance of the ambiguity of the line makes me go crazy. solas is unambiguously talking about sex. "i would not lie with you" is basically synonymous with "i would not have sex with you". which is especially bizarre because "may the dread wolf take you" isn't necessarily a sexual curse. it seems to be fairly equivalent to english's "fuck you". while "fuck" is a synonym for sex just like "take" is, its not only a synonym for sex. you can say "fuck you" to people and its not sexual, its just a rude curse. the dread wolf curse is used similarly, by mihris, by merrill, by other dalish throughout the series. it's never been explicitly sexual. but when he hears "and so he did" from lavellan's mouth he immediately takes it as sexual? WHAT? and its not necessarily a confirmation that they did have sex.
i know people get confused about this line but it does work with any player headcanon about the nature of the relationship. it can be interpreted as two ways. "i would not lie with you under false pretenses" can mean either "i did not lie with you because the pretenses under which it happened would have been false" or, "i did lie with you, but the pretenses under which i did so were not false, because i love you". it's less about the "did not lie with you" part and more about the "pretenses" part that allows for the ambiguity. are the pretenses he's referring to the lie about his identity? "i refused to lie with you without you knowing the truth about who i am"? or are the pretenses about whether or not he loved her, that "what they had was real" and that they lay together because he loved her, not because he was acting as the dread wolf to trick and manipulate her. lavellan could have meant "and so he did" both ways too. it could have been a "and so he did take me (sexually)" or "and so he did (trick me, betray me, lie to me, catch my scent like the curse implies), but honestly the sexual one doesn't make a lot of sense? the fen'harel myths are not explicitly sexual so there is no reason for her to interpret the curse she would have used and heard all her life in such a way. its really more him taking it in a way it is not intended, and thus revealing a sort of insecurity or at least a sticking point in his mind regarding their relationship, which is fascinating.
whether or not they were intimate is entirely up to the player because of the brilliance of the line, but what's canon in this conversation is his own anxiety about the ethics of sexual consent in their relationship coming to a head in this climactic moment of catharsis. he is so defensive. "I DID NOT." its the culmination and final acknowledgement of the push and pull, indulgence vs. restraint present in every scene of them together. he dives in, he pulls back. he can't help himself, but he can't give in. it would be kinder in the long run, but losing you would-. he's telling her how aware he was of the wrongness of what he did to her while simultaneously trying to defend himself. it shows how much this issue was truly on his mind the entire time, how much the guilt weighed on him to have him acting like this. id also probably argue this could factor into his spirit vs. physical struggles. he is bad at controlling himself physically in this context, even if he knows its wrong. he is off-kilter in this one area of physical intimacy, he is not as in control and composed as he should be. he knows it. he hates himself for it, so much so that he connects this situation to the curse that has been uttered about him for thousands of years with a sad, brittle little laugh. anyway if we get more lines like this in veilguard im so cooked
#please tumblr let me post this im begging#i wont even tell yall the gymnastics i had to do to get this to post#why am i being censored from analyzing solas's fucked up relationship to sex LET ME COOK!!!!!!#solas
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Advice for writing smut???
gonna do bullet-points of things i tend to live by when it comes to smut (this is just my opinion):
don't switch styles: the way you write the smut has to be consistent with the way you write the rest of the story, so if your story is more comedic or romcom-y in nature, the way you write the smut should have those stylings. i personally find it very jarring when authors decide to break the format for the smut, almost like the story has to stop for the sex intermission; if you're writing a horror story, the smut must be informed and influenced by that genre, and if you are breaking genre for the smut portion, tell us why you're suddenly switching gears (it has to be an aesthetic choice you're making on purpose). likewise, if your style in that story is more lyrical, the smut has to be somewhat lyrical too, or if your story is more cormac mccarthy-esque-cut-and-dry, the smut can't suddenly involve an effluvia of purple, sappy prose. integrating the smut in the story and treating it like any other part of the story is key to me. too often i've seen ppl switch to this anonymous pornified style when they get to the smut
which brings me to specificity. i'll talk about het sex, since that's what i tend to write most: not all men are going to be fingering or eating pussy the same way, not all dicks are big and they shouldn't be, not all women immediately get excited by fingering, not everyone moans the same way or makes the same sounds. you're writing about particular characters so it has to be particular to them. i know this is very old advice, but i think it bears repeating
there isn't an exact formula or sequence you have to follow, there aren't precise steps, you don't have to go "well, first he has to kiss down her neck, then reach the boob area, then play with the nipples, then put the nipple in his mouth, then slowly go down on her, then prepare her for entering her etc. etc. etc." this can get boring and repetitive and you start thinking of your characters as these mechanical dolls who have to fuck for your audience. and that can be a vibe too, if you do it on purpose. but sometimes you can get stuck in a porn routine (and ofc, having only the guy show initiative can also get boring)
in order to break that, insert some character moments. what are the characters thinking during this? sometimes they might be thinking of something completely unrelated on the surface, but which has a thematic relevance that can make the scene hotter. likewise, maybe they're doing smth that seems unsexy on the surface, but which, within the context of the story might be really hot. sex doesn't just involve, well, sex, but so much weirdness and humanity and creativity. two bodies (usually) are trying to do this really awkward thing together and they might have a lot of baggage and history to inform it. there's a lot you can do with that.
don't make it glossy and clean, where everyone smells of strawberry shampoo and there is never anything out of sync. the most boring smut tends to be the kind where no one makes any mistakes and everything is super efficient. i imagine it feels like using an industrial pump to milk various farm animals.
and you know what? you can make that hot too. you CAN write a kind of robotic efficient smut and make it really interesting based on the context. let's say you're writing a 1984 AU fic where ppl are forced into intimacy only to procreate and their sex drive is diminished. you can play with that premise and lean into the dehumanizing industrialization of sex, but you have to mean it, aka your narratorial voice must be conscious of these factors.
if you're writing dubcon, make the dubious part present, make sure you draw out the ambivalence and ambiguity. if you're writing noncon, the character whose consent is being violated has to be transformed by this in some way. it can be forced pleasure, for instance, but not only. it has to be a journey for them too, some kind of spiritual pit, or a form of access to terrible knowledge. i know this is a personal thing, but noncon doesn't work for me if the character being noncon'd is just sort of *there*, suffering passively. i think that sort of dead passivity can be done very well too, but the narratorial voice has to persuade me.
that being said, don't be afraid of fear in consensual sex. terror and vulnerability are a part of consensual sex too, imo, and again, depending on the story and the characters, there's a lot you can explore there
i personally find it really hot when the narratorial voice starts discussing some of the ideas that the story wants to convey during the smut. so like, you can characterize person A and outline their worldview and their plans while they're ramming person B, and the thinking & fucking are thus entwined. idk, i dig that
speaking of which, smut can convey world-building details and social/philosophical ideas, not just emotions and character beats
not all smut has to end with mutual orgasm or even one-sided orgasm, it depends what you want to do or where you want to go. again, you don't have to follow a sequence. plus, it's fun (and hot) to write about frustration and failure too.
if you want to mix up the descriptions, resort to the story & characters. you'll find it's easier to describe someone fondling a boob in a new or at least interesting way if you're thinking about that particular character in that particular story, and not just Man X from planet porn (sorry to be snarky, but mainstream erotica is soooo guilty of this)
screaming & really intense reactions are cool but they have to match the characters and the situations
sometimes, it's hotter if an effect is mild or negated, if the usual outcome doesn't happen; mix up the order of events, toy with the usual reactions. it's not about being original, it's about finding out what works for your characters. writing about sex is, in a way, a performance of it, an attempt to go through the sexual motions, to find out what works and doesn't, to engage with the erotics of text (roland barthes entered the chat)
if you are bored by your own smut, that's a problem. i know we all talk about how hard we find writing smut, and IT IS hard, and sometimes it's not enjoyable, because writing itself is often not enjoyable, but even when it's painful and annoying, it gives you that little intellectual kick like "huh, i'm creating this and making these people do this, and ohh look, i can maybe put this unnamable thing into words". but if you become bored, that's a sign you have to look at the language & characters and figure out what's not working for you
last thing i'll underline: pay attention to your narratorial voice. in this ordeal, you are the seducer. not the characters. you have to seduce us with words and context. your voice matters the most. you can persuade us of anything. but you have to be confident in your weirdness and particularity. this is your bedroom (so to speak), so invite us in.
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Trafalgar Law on touching and being touched
It won't be a perverted post despite the title lol. But I won't stop your imagination, be free!
There's this funny theme going on with Law and Luffy in particular that picked my interest.
Luffy touched him first.
And he later returned the gesture, much more awkwardly.
Again, Luffy grabbed him angrily first.
Law made sure to return the gesture. (btw he also does it with Zoro, who was the first one to wrap an arm around him at post-Dressrosa feast. In Wano Law has no problem grabbing Zoro and shouts at him angrily. Again, it was Zoro who initiated the touch first).
Law grabbing Luffy to teleport them makes Luffy react in a curious way, you wanna know why?
Because it totally feels like this moment. Both Law and Ace, right after getting uncuffed, grabbed Luffy in same way to get him to a safer place. Ace-Law parallel in relation to Luffy kills me. The whole Dressrosa arc's plotline between Luffy and Law is just Marineford Went Well This Time. Ngl I kinda hated Oda at first for that. Now i dig it.
He didn't seem to like that. Luffy says "Let's all get along well!", but Law thinks alliances don't have to "get along".
Mistranslation here. What Law says here, being so surprised, is "nakayoshi ka?!" which means "you two get along?!" or "you two are buddy-buddies?!". It's a callback to Luffy declaring that Law and Strawhats crew should get along (he uses same word then, nakayoku-get along), Law learns here that Luffy's crew indeed "gets along well". You can interpret it whatever way you wish, but I will use it this time to put this scene into context:
The same gesture Luffy did to him before, but Law didn't return it to Luffy - that's because they're not crewmates. But he takes the lesson to heart and "gets along" with his own crew. Omg I can't believe i'm writing it, I make Law sound like this completely awkward adult who doesn't know how to be friends with people.
But bear with me, the shit is only starting. If you don't want to have feels I reccommend you just laugh at it and stop reading here. I digged up a feels landmine by accident. In-depth study starts below!
It's also a possible callback to the "reassurance" Law got from Cora-san. "I'm counting on you to escape" and Law did. He counts for his crew to steer the submarine well in similar manner.
Law's family didn't seem very touchy-feely, so please keep that in mind as well. He's got limited experience with touches and the few touches he did get familiar with were either taken away from him or brutalized.
Law getting patted on the head lovingly by his parent.
Next time this loving gesture happens, he gets thrown from like two-floor building into a pile of garbage.
And then he gets lied to that everything will be fine. We all know it wasn't.
Do you still wonder why he hates being touched on the head?
The sister touches his face gently while showing child Law support and compassion, reminding him not to despair, someone kind will help him.
Corazon doing the same gentle touch to the face while crying for him, thinking of all the pain Law had to experience. Indeed, the world sent Law someone kind. And Law lost him and blames himself for that.
Law holding Lammy's hand while lying to her that it will be alright. He never does that gesture again to anyone.
The sister holding Law's hand.
"Don't come closer! Don't touch us! We will get infected!" even doing the barrier gesture (I guess that's why Law doesn't get along with Bartolomeo). I used only few examples, there is much more, I just couldn't bear posting them all. Anyway, Law's got the message, his touch is unwanted. The body and mind remembers this.
Similar shit said at the auction in Sabaody about Fishmen, we don't see Law's reaction to that, but we can guess already that it was for sure triggering. Those people talking are sitting not that far away from him.
Ever wondered why Law throws people when teleporting? Besides the fact he avoids making contact with anyone unless they initiate it first, because that trauma is still strong in him ("Stay away! Don't come closer!"), there is one other possible reason:
Wonder no more! He does it to people because that's how people treated him as well, even people who apparently loved him.
Now that I have ruined the "Law is just an awkward unsocial nerd" joke for you, let me offer something to warm your heart a bit in exchange:
Corazon made sure to touch Law a lot and hold him in his arms, despite being often clumsy about it. I think he understood Law's trauma about being touched and his fear to touch or approach anyone, and tried to help him overcome it.
Being hugged and trying to return the gesture. Corazon's efforts did bring some results! But it only works for very few people, Law is still wary of people he doesn't know well. He expects to be unwanted and acts uneccessarily cold, distant and unapproachable because of that. But if you scroll back to the beginning of this post, you can see that he is trying his best to overcome it as well, one step at a time. Some things just can't be rushed.
And hey, at least he seems to be actually relaxed and almost like he *enjoys* being carried around. You think it makes him look uncool? Definitely. But suddenly it feels like Something Important, kinda intimate in a way and not just a silly comedy moment. It's a sign Law relies on people when he lets them carry him and that's why he doesn't protest.
Sanji is like "Why are you relaxing like that?! Get off!!" Finally, it makes sense why Law makes such a sour face here. Sanji should be grateful for the rare privileage after all! Anyway, this is anime-only extension, in manga Sanji actually doesn't tell Traffy to get off and Law chooses to scramble by himself, which doesn't taint the fragile trust those two just shared.
For those who made it to the end of this post, have I ruined Law's comedy moments for you forever? Because I sure just did that for myself.
I could also add one more cute thing from One Piece World Seeker Law's dlc, but I will let those interested to discover it by themselves!
I'm also amazed by the consistency of this theme. Both manga and anime never forget that touch is seemingly a big deal for Law.
#one piece#trafalgar law#donquixote rocinante#corazon#luffy#bepo#sanji#lawlu#sorta if you squint#trauma#gosh this took long time to do#Law and PTSD#one piece meta
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
#feli speaks#in stars and time#isat#isat spoilers#lays down on floor. it's done. it's done#i actually narrowed down in scope to just focus on the combat by the way. and this is like. several thousand words
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“There are… rumours, in the Senate, about Master Kenobi,” Palpatine confided. “Many believe he is not fit for this assignment.”
“Not fit?” Anakin repeated. “Why would anyone think that?”
Palpatine spread his hands slightly. “They say his mind has become fogged by the influence of a certain female Senator.”
Anakin blinked.
“That’s ridiculous,” he said. “Who?”
“No one knows who she is,” Palpatine said, slyly. “Only that she is a Senator.”
“Oh, okay then,” Anakin replied. “It’s complete nonsense.”
Palpatine frowned.
“You seem very certain about that, Anakin,” he noted.
“Yeah, but rumours are usually pretty specific about details like that,” Anakin shrugged. “It’s a rumour in the Senate, right? So it’s a rumour about a Senator, too.”
Palpatine began to object, then paused.
“Well, yes, but not specifically-” he began.
“Are there rumours about a Senator whose judgement has been impaired because she’s sleeping with a Jedi?” Anakin went on. “Because if there is then we just line them up and that explains who it is. Or who it’s supposed to be.”
He frowned, minutely. “My money’s on Mon Mothma, honestly. Or Bail Organa. Are we sure the rumour said female?”
Palpatine raised a hand.
“Well-” he began, but Anakin was already standing up.
“Actually, I’m going to ask someone else about this,” he said. “See you later, Chancellor!”
“Anakin, I’m trying to-” Palpatine said, but he was talking to an empty office.
“Really?” Padme asked, then shook her head. “No, that’s not one I’ve heard.”
“You’re sure it’s not one that’s passed you by?” Anakin asked. “I don’t know how much Senators talk to one another.”
“We do it a lot,” Padme told him dryly. “It’s the main thing we have time to do. Are you sure the rumour said female? Because I’m getting a lot of my information from Bail Organa, and he’d be my first guess.”
“He was my second,” Anakin told his wife. “But, no, Palpatine was sure it was a female senator.”
“Then I’m out of ideas,” Padme said. “I’d have thought Mon Mothma, but she’s happily married to Perrin Fertha and he looks more like Qui-Gon Jinn than Obi-Wan.”
“Yeah, I guess so,” Anakin said. “And, honestly, I don’t really believe it myself… he didn’t shack up with Satine even when it would have been a net benefit to the Order and the Galaxy and stuff.”
He frowned. “Unless…”
“Unless?” Padme asked. “That sounds like you’ve had an idea, Ani.”
“What about if the rumour was trying to throw me off?” Anakin asked. “I heard it from the Chancellor, but maybe he has another reason to say it. He is a politician… maybe Obi-Wan is seeing Palpatine, and the female senator bit was to throw me off?”
Padme blinked.
“I’m fairly sure they don’t like one another very much?” she tried.
“That’s just what they want us to think, right?” Anakin asked. “Think about it! That’s actually a way better way to disguise a relationship than what we’ve been doing.”
He glanced at Padme. “What have we been doing to disguise our relationship, actually? I’m sure there’s something.”
“We don’t tell anyone that we’re married?” Padme said. “It’s worked so far.”
“True,” Anakin agreed, relieved. “I’m glad we’re doing something.”
Padme smiled, then her smile turned into a frown. “Now I think about it, I can’t remember a time when Palpatine was interested in women – as a Senator or as a Chancellor. So it’s not immediately wrong… I just can’t think of a time he was interested in men either.”
Anakin looked thoughtful. “I think… I’m trying to think of a time he’s looked at Obi-Wan that way, but the only person I can think of he looked at that way is me…”
Obi-Wan’s commlink rang, and he nearly crashed his starfighter into the raw matter of hyperspace itself.
“What is it?” he asked, picking up the commlink in one hand.
“Master!” Anakin said. “I think Palpatine is just using you to get to me!”
Obi-Wan, who had no context whatsoever, just sort of stared for several seconds.
“What?” he said, then noticed that the nav computer was giving him urgent warnings and yanked back on the hyperdrive lever. His Actis fighter dropped out of hyperspace, and he disengaged from the hyperspace ring with the practised motion of someone who had become very, very good at a thing they fundamentally didn’t like doing very much.
“I thought about how he’s been looking at me,” Anakin explained. “Whatever he’s told you, I don’t think it’s real.”
“Anakin, what are you-” Obi-Wan began, then paused. “Actually… wait.”
“What?” Anakin asked. “You don’t believe me?”
“I am trying to think,” Obi-Wan answered. “And fly a ship, as well. I have a job to do before Cody gets here.”
“All right, Master, I’ll wait,” Anakin said. “But this is important. I don’t want your heart to be broken.”
“My – no, this is important, Anakin,” Obi-Wan replied. “You killed Dooku, correct?”
“This seems completely irrelevant, but yes,” Anakin answered. “Why?”
“I was thinking about something Dooku told me once,” Obi-Wan told Anakin. “He said that Darth Sidious had control of a lot of Senators.”
“Still not seeing the connection, unless you think those Senators have been seducing you,” Anakin replied.
“I think the Chancellor is Sidious,” Obi-Wan declared. “And, Anakin, you’re going to have to tell the Council and get help sorting it out, I am landing in less than two minutes.”
Anakin was silent for several seconds of those less than two minutes.
“If you want to break up with him, Master, you don’t need the whole Jedi Council to do it for you,” he said. “And if you think he’s hideous, why did you start sleeping with him in the first place?”
“Put Padme on the line,” Obi-Wan suggested. “No, wait.”
“Waiting, Master,” Anakin replied.
Obi-Wan took a deep, calming breath.
“Put your wife on the line,” he resumed. “Or, if she’s not there, tell her that I’m fairly sure Chancellor Palpatine is the other Sith we’ve been looking for. And get her to call a vote of no confidence, she’s good at those.”
Satisfied that that would buy him the time he needed, he began making his final landing approach.
It was only a shame he wouldn’t get to see their faces, really. But desperate times called for desperate measures.
#star wars#anakin skywalker#padme naberrie#padme skywalker#palpatine#obi wan kenobi#Palpy's rumour backfired again
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would the youtube essays of the demigods be more summary or analysis
messmer: for every three hours of analysis he has three hours of summarizing. but really, no one is listening for either. most of his audience learned about him through a podcast called "found a new guy." they delight in performing psychoanalysis on the various neuroses and sexual hang-ups that ooze through his bitter personality
godwyn: mostly summary, but it isn't on purpose since he doesn't really know the difference. there is no evidence that he owns a shirt
morgott: it's clear from his voice (he won't do a face reveal) that he finds it worthy of contempt that you even need the analysis explained. there's not really summary either, he just scolds you a lot
mohg: you're an hour into the video and somehow it feels like the intro is still going. surely the essay proper is about to arrive, any minute now,
radahn: it's really more like a blog where he meanders through what he did that day. he records them in his car; his sunglasses stay on the whole time. in "essay" #1,071 he casually revealed miquella has been in the passenger seat, just off-camera, every time
rykard: very well-edited essay, with only enough summary needed to understand his interesting ideas. however, it seems he brings up his opposition to circumcision whenever he can. he always pulls back on the verge of ranting, but it's clear this occupies a prominent recess in his brain
ranni: the analysis produced by her astute mind is far out of proportion to the limited production value. there are still 144p videos? it's really just some unrelated video game footage while she talks. if anything, some additional context to her thoughts would help. she has never responded to a single comment, and seemingly has no interaction with her audience
malenia and miquella: they started their joint channel together when they were teens. in the decades since, they have published exactly five videos. their essays often seem to be leading up to really thought-provoking analysis. however, the project evidently always spirals out of control and they just upload a "part one" setup to their grand conclusions. there is no "part two" to be found, and three of their five videos are updates on their "progress." on each one is a pinned comment from marika saying "can't wait!!! xoxo"
#elden ring#elden ring shadow of the erdtree#shadow of the erdtree#messmer the impaler#godwyn the golden#elden ring morgott#elden ring mohg#morgott the omen king#mohg lord of blood#starscourge radahn#promised consort radahn#miquella#miquella the kind#miquella the unalloyed#malenia#malenia blade of miquella#rykard#praetor rykard#ranni#lunar princess ranni#elden ring ranni#queen marika#elden ring marika#fromsoft#soulsborne
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i feel like when we talk about sauron x galadriel we often focus on either the dynamic itself or sauron's pov, and we need to talk about galadriel's pov more bc it's really fascinating and complex.
for starters, galadriel loves halbrand. it's been confirmed by the creators and by her reaction to him in 2.08. and it was simply obvious from everything leading up to that point. he is her one true love. the only being with from she established a true connection. a comrade with whom she found companionship. she found herself in a soulmate hurt/comfort au when she was with him. and it seems like, no matter how she feels about sauron, she will always love halbrand. what an epitome of tragedy it is to eternally love a man who never existed?
sauron implied that he wanted to heal her when he said that if he wanted forgiveness, he would need to heal everything he helped to ruin, and he took accountability for galadriel's trauma when he apologized for finrod and everything. and i think one of the reasons halbrand had such an effect on galadriel is that his presence really was healing for her. for the first time since finrod, she wasn't alone. she felt understood and believed. he made her open up to him. she could be vulnerable with him. i find it interesting that she mockingly asks him "do you want to heal me", as if making a point that he can't heal her so that she can pretend like he didn't at some point. it adds another layer to her shame too, bc as much as she believes he can't heal the middle-earth, he was able to heal her when he "created" halbrand for her.
she has spent a lifetime harboring a deep hatred of sauron. her main goal in the life being to take revenge on him for her brother. for her, he is a sworn enemy that she's destined to slay. her hatred and ambition to kill him so all consuming and intense that she turned her back on heaven for him and basically willed him back into life.
galadriel is sauron's mirror. she has gazed into the abyss for so long that the abyss gazed back into her. her fight against him has became an intrinsic part of her identity, and we see how now sauron binds her to himself several times, either by guilt or by stabbing her with morgoth's crown, so we can say he has become an intrinsic part of her very being. always there just above her heart.
i think that sauron believes when he says that he would make her his equal queen, i believe that this is what he wants deep down (she is a natural leader, he is a natural follower). but would that actually happen? i don't believe that galadriel would ever willingly join him in mordor not only bc of the light her gaze is fixed on and bc of finrod, but also bc her pride and fear wouldn't allow it. what sauron offers galadriel is basically what jareth offers sarah (labyrinth) - "just fear me, love me. do as i say and i will be your slave." sauron wants galadriel to tame him, in a way, but she wouldn't be able to torture him into submission like morgoth did, as she could never match his strength, even as a dark!witch-queen, and she knows that. unless he repents and joins her in valinor, as a couple, sauron will always dominate galadriel in their dynamic.
trop recontextualizes what we know about galadriel's future. nenya is a symbol of her relationship with sauron and it causes her an extreme sea-longing, and the sea is another thing associated with her bond with sauron. even tho she has family and friends, she feels alone and her heart has greatly desired what sauron's proposal tempted her with for 3000-5000 years! she didn't go to valinor when celebrian did, didn't stay in the middle-earth while celeborn did, she only left the middle-earth for valinor when sauron was gone! and she took nenya with her! with trop context, it doesn't only signify her holding onto power/fight, it signifies her holding onto the only one thing that materialized as a symbol of her connection with sauron/halbrand! so while she passes the test and resists the one ring, i believe she will always yearn for both power and halbrand.
the dichotomy between her love for halbrand and her hatred for sauron is such an interesting concept, as is the dichotomy of her opposing the darkness of the dark lord as the lady of the light while being the perfect mirror of sauron, completely understood only by him, being the only one he is capable of loving, cosmically bound to him by the sea and the blood.
#galadriel#haladriel#sauron x galadriel#the rings of power#saurondriel#rings of power#sauron#galadriel x halbrand#trop#rop
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Until We Found You
Hello! This is my first time ever posting onto here, so please excuse any mistakes or any tags that may be missing. I wanted to write about a poly!ghostface au and age up all the characters and place them into college. I hope this gets at least a few reads!
Part II Part III Part IV Part V Part VI Part VII Part VIII Part IX
Context: Modern Day College Scream AU, Obsessed AFAB!Reader, Eventual Poly!Ghostface x reader, Eventual NSFW, All characters 18+
You bit down on the tip of your pencil, chewing the metal part of it as you spaced out for the hundredth time today. A few days ago news broke of one of your best friends being killed, Casey Becker, and like every day since that fateful night, news reporters were swarming the campus. Woodsboro University was famous overnight for it, a crazed killer on the loose in the town and no one knew why Casey and her boyfriend Steve were the victims. What made it truly unnerving was that no one knew if they were going to be the only ones.
It didn’t make you scared, not really at least, you were more intrigued than worried if you were going to be the next person to get a mysterious phone call. No, you spent the next morning with Randy and learned all about what happened. How Steve was found bound to the chair, duct tape and blood practically branded onto him, and how the Beckers found Casey. She was one of your best friends, you couldn’t deny you felt like you needed some therapy for not crying for more than maybe an hour over her, but something in you was more interested in who did it.
That was what was on your mind for the hundredth time today, any of Casey’s boyfriends all the way to fucking pre-k could be a suspect, maybe her family, or maybe it was some random stranger who decided to take their anger out on an unsuspecting teenage girl. Randy and you talked all first period about your suspicions on who it could be, even accusing each other of being the killer, it did fit after all, the two horror buffs who knew every goddamn easter egg in every horror movie there was, it seemed perfect.
“Sidney, can you please tell your friend the answer to at least make it seem like she was listening?” Ms. Crane asked, Sidney nudging you and whispering the answer as the class laughed. “ah, um, phosphorus gas.” You answered, looking at Sidney with wide eyes after you answered. “Phosphine, but I will take that. You guys can pack up, let me take role before you all leave.” Ms. Crane said with a sigh.
“What’s up with you? Are you totally sure you don’t want to go to the grief counselor after school? I mean even Tate went-“ “Sid, I’m fine, seriously. I just, it’s freaky is all. I mean not knowing who did it? What if they have a thing for college chicks, I think we fit into that category very well and-“ “And we will be fine, it was probably just a one-time thing…I mean it's more likely that it is, right?” Sidney asked as she packed her bag, putting a comforting hand on your shoulder. “Don’t sweat it, if you want you can stay at my place for the week, my dad’s on a trip and I would kinda enjoy the company,” she offered, smiling at you reassuringly. You gave a nod, “yeah, let me just at least spend tonight at my place, my mom will kill me if I miss dinner tonight and take off for a week out of the blue.” “Are you sure you’re really 19 and not 9?” Sidney asked jokingly, earning a laugh from you.
After dinner you had taken a shower, your parents had gone out for the night to take a late-night date- which you theorized was them renting a motel to not risk traumatizing you. You brushed out your hair as you sat down on your vanity chair, putting it into a braid before you went to bed. Your cat was sitting peacefully on your bed, moving every now and then to change her position before darting out of your room. “Irena!” You called after her, scoffing when she didn’t come back to the room. You put your hairbrush down onto your vanity, taking a look in the mirror before getting up from your seat. “I hope you don’t think you are eating even more food, missy, you got fed so much while I was at class today,” you said, acting as if Irena could really understand you. You made your way to your door, nearly walking out before noticing a paper had fallen onto the ground near your desk. You picked it up, reading the headline, Casey Becker and Steve Orth- funerals to be held on Friday the 27th at 9-11 AM. You sighed and set it down on the other papers stacked on your desk.
You walked out of your room, heading downstairs “Irena! Come on, I wanna go to bed,” you whined out, calling the cat to your room. You found her in the living room, hiding under the couch and refusing to come to you. “Fine, I’ll leave you a blanket out and don’t you dare come scratching at my door at 3 AM,” you told her, going to the hallway closet to get a blanket out for her. Once you had gotten one, you spread it out across the couch for her and said goodnight.
You were about halfway to your room when your phone began to buzz, digging it out of your pocket and seeing your mom's number you quickly answered. “Hey, what's up? You guys heading back already,” You asked, continuing up to your room.
“Heading back? Who said I ever left?” A strange voice asked on the other line, making you pause for a moment as you moved to make sure it was your mom. “Listen asshole, I don’t have more than 15 dollars in my bank account so have fun with whatever hot cheetos and mountain dew you can get with that,” you said before hanging up on them, putting your phone back into your pocket. You were up the stairs now, deciding to use the bathroom before you went to bed for the night but before you could open the door your phone rang again. “Didn’t I already say I don’t have money? What the fuck do you want?” You asked angrily, “Irena, right? Like Irena Dubrovna? Who did you prefer, Simone or Natassja?” The same voice asked you, making you look down the stairs. Irena hadn’t moved yet and no one was around her, or at least from what you could see. “If you hurt my fucking cat I will personally cut off your balls and feed them to he-“ A laugh from the caller cut you off, “I don’t have fun with animals. I’m not Bundy or Dahmer, I like to see my victims, human victims…struggle.” You heard your parent's bedroom door open, letting out a scream before running into your room and slamming the door shut, locking it quickly before the person began to bang on it. You looked around, going to your window and trying to lift it open.
The door cracked, it was like the scene from the shining, except this killer bore a white mask, you recognized it from the Halloween store- father death. You struggled with the window again, before giving up and grabbing the lamp from your bedside table and throwing it at them. The killer moved out of the way before they were hit, pushing their body against the door once more and climbing in through the opening. You could see them fiddle with their knife as if they had held it in their hands a hundred times already and were skilled at fidgeting with it.
You grabbed a glass organizer from your desk, taking the scissors from it before chucking the holder at them. The papers you had stacked before scattered from the throw as they fell down. You rushed to the window as they struggled to get up but never heard them stand. When your head whipped around to check if they were behind you, you instead saw them looking at the papers around them.
Masked killer, Casey and Steve headlines, Maureen Prescott, Cotton Weary trials, even the cutouts you had of Sidney from court. You were obsessed. There were drawings, suspects lists, hell all these needed were red kiss marks and ‘please fuck me mr ghostface!’ written in pink glitter pen ink.
You stared wide-eyed at them when you saw their gaze now on you, their head cocked to the side as a laugh sounded from behind the mask. Just then you heard the sound of gravel being crushed around from the driveway, your parent's car was pulling in, you saw them getting out from your window. When you turned back you noticed the person was gone, you ran downstairs and met your parents at the door, crying and beginning to blubber on about what nearly happened.
#poly!ghostface#poly!ghostface x reader#billy loomis#stu macher#scream au#poly!ghostface x female reader#billy loomis x reader#stu macher x reader#scream x reader#scream
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gojo getting jealous about reader having a crush on spiderman is so funny to me. he's like a dog barking at its own reflection
cw: spiderman gojo content below cut, blurb is suggestive, for context reader and him are at a frat party on halloweekend and reader was jumped in an ally where spiderman saved her before this, might not make sense bc there's like 7k words before this but my yapper self couldn't keep this to myself, might be changed or not make the final cut, NOT EDITED
“Something like that,” you mumble, not wanting to give him the entire story. Twisting the cap off the bottle, you take a sip, hoping he’ll just leave you alone, but instead, he leans against the counter, looking entirely too comfortable.
“So,” he says, tilting his head, “I heard through the grapevine that you had a run-in with that Spider-Man guy this week.”
That makes you pause mid-gulp of water, instead of coughing a bit as you try to swallow it down without basically drowning in Kirkland Signature Natural Spring Water. You’ve only told, like three people outside of Kento and Iori, so you’re confused why he knows this information, but you continue on regardless. The memory of Spider-Man swinging in to save you flashes through your mind, and you can’t help but smile softly to yourself. “It was amazing. He’s—he’s incredible, honestly. The way he just swooped in and handled everything? So fast, so precise. He’s like a real-life superhero.”
You’re basically gushing to him, and you realize that a bit too late as you look at his face to gauge his reaction. He’s looking at you with a newfound interest, albeit a bit too conflicted to fully tease you about it when he says, “Sounds like you’re smitten.”
“Maybe I am,” you admit, laughing. “I mean, who wouldn’t be? He’s brave, he’s kind, and he doesn’t even stick around for the credit. It’s like he’s this selfless, untouchable figure.” You also kind of want to give him a sloppy toppy for saving you like that, but you spare Gojo the details.
“Untouchable, huh?” Gojo echoes, his tone turning a bit wry and…jealous? “Sounds like someone’s got a crush.”
You roll your eyes, but it’s half-hearted, and you think Gojo can tell with the way you’re heating up and bashfully looking at the ground. “Don’t be ridiculous.”
“I’m just saying,” he continues, leaning closer, “if that’s your type, you might want to raise your standards. Superheroes are overrated.”
You raise an eyebrow. “And what, you’re not?”
He grins, that infuriatingly charming grin that makes you want to simultaneously punch him and laugh. “I’m better. I’m real.” He then puts his hands on the counter behind you, caging you between them until your knees are lightly brushing, and suddenly his face is so close that small little breaths from his nose are fanning across your face. “I can prove that to you.”
And you hate your body for being so…reactive and enthusiastic to his smooth-talking, face flushing. Despite that, you try to put on an air of nonchalance. “God, you’re insufferable.”
“Really?” he teases. His hand leaves the marble counter to hover at your hip, his hand subconsciously tracing your curves an inch above your skin. The motion, firm but tentative as if he’s waiting for you to give him the green light, makes you shiver as you subconsciously move your hips to finally have the skin-to-skin contact. And your skin sings in happiness as he draws circles into the area right below your skirt, even momentarily dipping just below, to which you realize that he’s treading very close to your panties, since your skirt’s really short.
"Yea," you basically sigh, hating yourself for how breathy your voice sounds.
It seems to have an effect on Gojo because his eyes darken as he murmurs, "Wastin' your time on that Spiderman guy."
Maybe it's the fact that it's late (you've been getting sub four hours of sleep this past week) or the lights in this humid frat bring a heady air, but all academic-rivalry-overshadowed-woman-in-stem history between you and Gojo disappears in your brain as you rake your eyes up and down his torso and then look at him through your lashes. "Who should I spend my time on instead?"
then they get cockblocked but
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