imagine you're luce, and you're born the heir to a mafia family. you're mafia-born, and so of course also mafia-raised, and then also a donna-to-be. you're raised to be able to take on the role, to be good and capable at it, are taught to make one of your core beliefs about how the many must come before the few, because the family must always come first. you're going to be the donna, of course you must always prioritize the family above all else, it's your foremost and most important duty.
if caring about the few too comes at the price of the many, comes at the price of the family, is it even worth it? if the happiness gained from it comes at the price of a greater suffering for others, is there even any meaning to it, even if it's your happiness we're talking about? you understand, don't you?
you're not sure if you do, but you care about your family, love it, want to do right by it once you become their donna, so you nod, listen and learn.
(you don't have to be taught the pain and loss and guilt and anger and bitterness is a fair price to pay for the pain you decide has to be inflicted and the sacrifices you decide must be made, including by yourself. it's the least you could do, even.)
imagine you're luce, and the gift of foresight runs through your blood.
you would not call it a gift. you did not ask for it either. and you'll never come to see it as something wanted by you.
you can see the future, and it happened exactly as you saw it would, so of course it's exactly the way you wanted it to go. you can see the future, and it happened exactly as you saw it would, so of course you didn't care to try hard enough to change it. you saw the future before the shape of it had yet to be breathed into existence, and who's to say it didn't come into existence only because you saw it happen? you saw the future, and it happened worse than it had to for it.
you can see the future, but you still can't make it anything else than what it was always going to be. you can even make the visions happen at your will, but you still have no say on what you see or how much you see. you still can only be the witness of it before anyone else can.
it does mean double and longer the happiness sometimes, means relief and gratefulness and hope beyond words, and it'd be cruel of you to voice out loud your feelings for others to hear the many more times it means something else.
you can see the future, and it doesn't make it any kinder on you than on anyone else, does not give you any more power or control over it than anyone else, but at least you can see the future. you're given the time to make peace with it, to brace yourself for it, to bargain with it, to plead and beg and fight against it however desperately and hopelessly, even if in the end it still happens exactly as you saw it would.
(you can see the future, and it still doesn't hurt you any less than anyone else when it happens, but you don't expect anymore for anyone to hold you any less responsible for it anyway. it would be nice for someone to do it one day, but you understand.)
you can see the future, and you decide it's a kindness to both yourself and others to keep it for yourself as much as possible whenever you can.
imagine you're luce, and your family has this set of rings they've looked after and protected for as long as your family has existed. they're one set of three of the most important artifacts in the world, ones that help in safeguarding its existence and balance. they're duty, the very first one and the most important one your family was created for.
the pacifier around your mother's neck is duty too, and the most important and powerful artifact among twenty-one in safeguarding the world and its balance. it's been passed down in your family too, from mother to daughter. it's duty, but less tied to your family and much more to the blood running through your veins. it's a curse, in fact, as it demands heavy sacrifices the rings don't, and one that can only be tied to the blood running through your veins.
(your mother looks at you as if expecting some kind of reaction from you, and you can only wonder at which point you weren't supposed to see it as a given. duty and sacrifices have been one and the same for you for a long time now. is it even duty if it doesn't require any sacrifices from you?)
imagine you're luce, and your mother dies for duty. she's the donna, and so she dies for your family. she's the sky arcobaleno, and so she dies for the world. she's your mother, but she dies anyway, doesn't fight it either, even knowing she will leave you behind, even knowing she won't ever get to see what you look like all grown-up.
everywhere you look, duty stares back at you, from your mother and the pacifier around her neck, her love for your family and the life she gives up for it, her love for you and how she dies anyway while you're still only a child. duty, from your family members and how they die for you and kill for you, how they do both at your command, how their lives are in the palms of your hands and how they weigh only as much as you allow them to at a time. duty, from the knowledge your foresight gives you and the shackles tied to the blood running through your veins.
your mother's only duty while she lives too. she loves you, but she'd have had to give birth to you anyway even if she didn't. she loves you, but she still gave birth to you even knowing the kind of life you'd have to live, the kind of hands you'd inevitably end up with, the burdens she'd have to lay on your shoulders, passing them down from her own. because she loves you, she finds the resolve to raise you to be able to face all of it head-on and come out on top, but she'd have had to raise you much the same way anyway even if she didn't.
(she doesn't die for you, doesn't fight to be able to keep living with you, and this, too, is your mother surrendering to duty one last time.)
(you're so sick of it, so angry at it, so hateful and resentful against it. you're so stifled by it to the point you've stopped being able to breathe for a long time now. or you would have been if they had taught you how to face duty in this way too.
it's for the better they didn't. a silver lining, sparing you pain that isn't necessary for you to go through. everyone you turn to only teaches you how to keep holding your breath longer, and you listen and learn, obedient and dutiful as you've ever been.
you're grateful for it too. really, you are.)
everywhere you look, there's no room for you to so much as question any of it, let alone anything more. duty is commendable, something you ought to look up to and strive towards, strive to achieve. duty is the right thing to do. of course it is.
(you exhale a breath of relief that shakes you down to your very core.
thank god, it's at least the right thing to do.
you're grateful for it beyond words. really, you are.)
imagine you're luce, and before it even happens, you know the choice you'll make when climbing that mountain, when standing on top of it, when waiting for a bright light to shine down on you from above. you know the choice you'll make then, even when pregnant with your daughter.
it doesn't matter since how long you knew, be it years, months, days, hours or minutes before. all that matters is that before you can even contemplate the idea of making another choice and all its implications and possible consequences, before the thought can even come alive in your mind, you already know the choice you'll make.
(you can see the future, but just because you already saw it, it doesn't mean it's now set in stone.
you can see the future, but just because you're given the chance to fight to change it, it doesn't mean it still won't happen every bit like you saw it.
it doesn't mean it can't still happen even worse than how you first saw it happen because you fought to change it, no matter how already dreadful it originally was.)
imagine you're luce, and before it even happens, you know they'll be others with you standing on top of that mountain. you're the only one who'll know it before it happens.
(because you can see the future.
and oh, you did not ask for it.)
they're strangers, people you don't owe anything to. adults who choose to show up at the first meeting, and to show up to every following mission after that. the chosen seven, whose ambitions and prides lead them to walk the path of the seven strongest too once laid down in front of them.
you don't force their hands in making any of those choices for them. you're not responsible for any of them.
you become coworkers then, accomplices, your hands stained in blood to various extent, but now dipping in the same pool of blood as you strive towards the same goal together. you have each other's backs, learn each other's strengths and weaknesses, learn each other's personalities, likes and dislikes. you keep having to spend more time together as the missions keep coming your way.
inevitably, you come to care about them. even more damning, they come to care about you in return. enough so they'll look after your daughter even after what'll happen on top of that mountain. enough so they'll look after your granddaughter too, warmly and fondly enough she'll call one of them uncle.
you're still the only one who knows they'll stand together with you on top of that mountain, not knowing what'll happen on it like you do.
and you do care about them, you swear you do. really, you do.
(you care about them the same way your mother cared about you, and how she still raised you to have steel in you and be made of sharp edges you know how to use. you care about them the same way you care about your family, and how you still send them to their deaths as needed so the rest of your family you care about just the same can keep on living longer and safely. this is the only way you've had the chance to learn how to care and love.
duty and sacrifices have been one and the same for you for as long as you can remember. it doesn't matter at which point sacrifices came to mean love to you too.
and most of all, you love your daughter more than anything else in the world.)
imagine you're luce, and this is who you are. this is who you've been raised to be, the only way you've been given room to grow up to be. this is the life you've lived and the kind of life that has shaped you as the person you are now. this is what you've been taught and told is the best version of yourself you could have grown up to be. this is who you ended up being by what you've been taught and told are all the right choices to make.
you're still the only one who knows what is about to happen on top of that mountain. it hasn't happened yet. the fate of the world hangs on what'll happen on top of that mountain, the same world you'll have to give birth to your daughter in. the same daughter you're currently pregnant with.
now imagine you're luce, look me in the eye and tell me you'd know how to even form the thought of the possibility of there being any other choice to make. look me in the eye and tell me you wouldn't look at the only choice in front of you, and know deep in your bones it's the only right choice to make. that it is right of you to make it. because it simply has to be.
(imagine you're luce, and you're not doomed by the narrative. of course, you're not.
why would you need to be when the narrative has painstakingly shaped you all your life to become its perfect, faithful and dutiful sacrificial lamb?
and then, imagine you're luce, and you're even grateful for it, so, so very grateful it held up its end of the bargain too.
truly, you are.)
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Snippet from: When is a monster not a monster? Oh, when you love it. Chapter 5
Ghost Mace speaks to past Jaster (alive) and tells him what he knows of Jango's future, in the life he lived.
Mace's brow stiffened. "When we realised what we had done, we tried to find him but we could not."
"We tried to find the True Mandolorian's but the survivors had fled in all directions. We did try and see justice done, there was an overhaul of our internal mission preparation process. We changed our training. Dooku left the order as did his apprentice."
"None of it could make up for what we did. Years after the fact, I learnt that Jango was sold in to slavery by the governor. It took him years to escape. I learnt of the weight of what we had done in helping end the True Mandolorian's. In leaving Death Watch unchecked."
He meets Jaster's eyes. "We are here to discuss why we haunt Jango, but it would be remiss of me to not tell you that your son has haunted me every single day since the day I left on a mission to retrieve him; to attempt to offer reparations for what my peoples neglect brought down on him, and came home empty handed."
" We thought him dead, but I did not forget him. From that day, I've carried the weight of what we did to him. I have often thought of him over the years." Mace shook his head.
"You hold no blame here, but we just might."
And isn't that a thing. His son haunting a Jedi even before that Jedi might haunt him.
Jango is tangled up in something here far beyond Jaster's reckoning.
Mace is laying out the constituent parts that when put together, make Jango in to the man that is responsible for the death of every single person standing in that warehouse. Jaster isn't sure where that leaves him, because once he's done hearing this story, in the years that lay ahead of them yet, every single one of these horrible pieces is going to fall in to place. Tragedy after Tragedy ready to be pasted and slapped on to the boy he loves, his son, in order to make him in to the man that did this.
How the hell can Jaster stand by and let that happen?
There are no rules that apply to Jaster, not anymore. He doesn't care about morality or the ethics of fucking with a future that's apparently already happened. He has no care for his own code, not now. None of it matters.
Jaster is Jango's buir, before all else. He has been from the day he stepped in to a smoldering farmhouse and against the odds saw signs of life dancing across his HUD. The Ka'ra gave him Jango and by god, it can stand back while he brings his son back from the abyss.
Mace is watching him. "Jaster, you had no hand in making Jango Fett the man he became at the end. You did not abandon him, you were taken from him. I need you to know this. You should know that none of this was your fault. "
Jaster doesn't care. It doesn't matter if its his fault or not, he is responsible all the same; because he wants to be. He didn't fall in to parenthood, he walked in to it willingly. For Jango, there is no monster that Jaster will not face.
The ka'ra has given him one last gift. The opportunity to see Jango's life after Jaster, and a few precious years in which to try and change them. It may not be in Jaster's power to save his son from himself but by god, he'll die trying.
He looks at the Jedi. "Tell me the rest."
Some of my thoughts below the cut
Some of my thoughts (because clearly rambling in the comments hasn't been enough for me lol)
I had a lot of fun with this one. I've written about ghosts before but with this one, I went at it from another angle. In this au, ghosts aren't bound by linear time. If you do something that leaves a ghost tied to your soul, they are tied to you in the past as well as the future. Jango and Jaster are both Force Sensitive (tho with a Mando understanding of it. They call it 'star touched') and so can see ghosts.
In this fic, moving in with Jaster sets Jango on the path that brings him to the prequels. Once he's on that path, the ghosts that'll be tied to him in his future, can move freely along the timeline, with each of them pulled to a particular version of Jango. Jango will obviously be responsible for the deaths of quite a few people, there are his bounties, the Jedi and the clones and so on; but when the first ghost appears he's just a kid. The story deals with Jaster coming to terms with the fact that his kid, who he loves beyond reason, even if he stumbled upon him quite by accident, one day becomes the person that will make all these ghosts.
At first there's only one ghost in their time, but Jaster can't let it go (tho he knows he should), he needs to know what happens. So he keeps asking until she admits that she isn't the only ghost and that they are tied to Jango as he's responsible for their deaths. Then, he keeps pushing until she introduces him to the others. She gathers them in a warehouse (so Jango doesn't see) and takes Jaster there.
In the part of the story this snippet is from, Jaster has just been confronted with an excessive number of people (including children) who are all tied to Jango as he's responsible for their deaths. He's had a (understandable) freak out, and ghost Mace has taken him aside and offered to tell him what he knows of Jango's future, and how it led to the death of so many people.
What follows is a buddy up adventure between Mace and Jaster (unlikely duo) in which Jaster tries to come to terms with what Mace has told him, and the horrible events that led to Jango becoming the man that would one day be responsible for all these ghosts. While he tries to save Jango from himself, long before he needs saving.
The idea behind the fic is the inevitability of a tragedy. There's a feeling when you're watching a tragedy play out, that it's all so unnecessary, that it didn't need to happen, but you only know that because as the audience you know that they are in a tragedy, the characters don't know. So what if a character did know? Jaster is served advance notice, will having that allow him to save Jango, or will it just feed in to the fulfillment of this prophetic future?
I wanted to explore the fact that there's only so much one particular character can do, in trying to prevent the end another is headed towards and also, the power of familial love, even when it's found somewhere unexpected. Jaster isn't Jango's blood family, he didn't even know him till he was an older child, which I think makes his love for Jango in spite of knowing what he will become, all the more powerful. The glimpse of Jango's future is disgusting to Jaster, it goes against all he believes in, but its Jango so he can't hate him for it, he loves him too much and so, he's determined to save him from himself. He's willing to do the impossible.
Then there's Mace: so in this au, Mace is sent out shortly after Galidraan, when it becomes clear to the order that they've made a mistake, to find the survivor they left in the hands of the Governor, and to right a wrong. He isn't successful, he looks everywhere but he can't find him, and in the end the order write him off as dead. In this au, Jango was 18 on Galidraan and what Mace sees as his failure to save someone that was little more as a child, and suffered so greatly thanks to what the order see as their own neglect, haunts him for the rest of his career.
Its that idea of 'the one case you couldn't close'. It's at the start of his career and he goes on to do amazing things, Mace is peak Jedi, he invents a new form, he's one of the youngest Jedi to be elected to the council, he ends up heading that council, but he is still human (or near human lol sw complicates everything. he's 100% human in a fallible/emotional/sapient sense) I think that as a Master Jedi he's very aware of his own weaknesses, and he tries to work through it, he talks to it with other Jedi, and he certainly doesn't let it affect his judgement, but he can't forget it all the same.
So it's this version of Mace that ended up meeting Jango in the arena. Which I think adds such an interesting angle.
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"…minimize the toll of time taken on both of them the same way it did for Zelda, especially since they semi-turn to stone immediately after. There are a lot of dialogue bits that feel like they are here for damage control and reassure us that the nice things are nice and the bad things are bad…"
So much yesssss. I honestly wonder if they did that because the story plays in a way where Link at no point feels like an active participant in any of what is happening.
Like "Oh yes there are consequences… but don't worry nothing is really gonna happen until we're in the present time with Link."
It's weird how it almost feels like the game doesn't even acknowledge calamity Ganon. Not saying we need this huge cutscene about it, but imagine just showing Calamity Ganon being born at the same time as Zelda turns into a dragon. Showing the immediate negative consequences, and how Hyrule now has to wait millennia for totk-Link to finish what was started.
Hey, thanks for the ask, and sorry for the wait!
Yeah, I think there *was* a way to connect past and present more efficiently --using the past as revealing new information to guide objectives in the present-- but I think it would have gone against their open world philosophy (which didn't really mesh with the kind of story they tried to tell). As a consequence, nothing in the present really happens either honestly? The consequence to restoring a region involves giving you a tactical advantage and having some key players moving to the main Lookout Camp, but fundamentally you could skip all of it and lose almost nothing plot-wise, because the philosophy is: you can beat the game in any way you want.
And while I think it worked for BotW, where rediscovering that world you lost is never mandatory but it does give you emotional stakes in the fight ahead on top of helping you prepare your final battle, here it just feels... meandery? Your main goal is to find Zelda, but you don't actually have to find Zelda. You can finish the whole game without having invested a single thought into finding Zelda beyond the tutorial area. The overarching objective to Destroy Ganon worked in BotW because it remained the core pillar all the way, literally staring you in the eye from all across the map: every other quest objective is nested in the first one and optional by default, and it is made abundantly clear what the game expects of you while guiding you to opportunities to make your journey easier and more grounded as you rediscover Hyrule (gradually mastering the land, your own abilities, and your understanding of your place in that land to give you the best possible chance --mastering the Wild and becoming part of it, if you may).
But here? The game *tries* to hide its core objective (which is to Destroy Ganondorf: this is what actually triggers the ending credits sequence, not finding Zelda, which triggers... nothing at all actually) in a mystery the game... isn't actually that invested in gameplay-wise.
For example: you go handle the issues in the various regions because there are problems to fix and maybe you'll get information on where she is, which is honestly an assumption that is kind of based on... nothing? Why would the ritos facing an unnatural ice storm or the gorons facing a drug problem give you a clue on Zelda's location? Like yes, surely there is something weird going on and it might be linked to the same phenomenon that made Zelda disappear, but what makes you think going there will give you any hint of where she is? Honestly, the Lucky Clover sidequests almost feel like they should be the main quest given they actually involve Zelda sightings directly, but the fact that the game extra-diegetically categorize them as sidequests lets you immediately know these are all red herrings before you actually complete them...
But honestly: it would make sense to go look for her.... where she was last seen. Which is under Hyrule's Castle. And I didn't go there immediately, not because the game convinced me it was not necessary, or was too dangerous and I wasn't prepared yet, but because I knew for sure it was where Ganondorf would be, and so I pretended to be stupid so I would let the game lead me to its interest points while ignoring the glowing red hole under the core landmark of Hyrule where I had last seen Zelda and Ganondorf.
Sure, there was a glowing red boar in BotW screeching into the night, but. The game told me it's where the final boss was. Immediately. It was not trying to surprise me with that information. TotK, on the other hand, does an awkward little song and dance being like "oooooo I wooonder what you'll have to dooooo neeeext" and... it's pretty damn lame that I need to consciously course-correct the bad job the game does at leading me places to have a good time with it, using game design literacy to assume what I should and shouldn't do not to ruin my own experience as I play (same could be said for the Dragon's Tears as well, and it does an even worse job at it since I *did* spoil myself almost immediately, because I trusted the open world philosophy to carry into the memories like in BotW --and the fact that they are linear??? somehow?? without telling you and it's the only linear thing in the entire game?? is just so so so Not Good).
When I say the quest design of this game is a complete mess, I do mean it. It's layers upon layers of these baffling decisions, and I don't understand why they didn't apply any of the lessons learned in Breath of the Wild, given they were genuinely good and interesting lessons that have guided open world quest design ever since the game was released.
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