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#can I get a cutscene or a time skip or whatever?? is that a thing I can do?? I would like that very much
employee052 · 7 months
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ozzies long-ass TSP ramble
For context, a few days ago i was in a thinky mood when i watched this video on Valve catwalks. it mentioned death of the author, and while ive heard of it, I didnt understand what it meant until after the video explained it. So i got thinking. the following was a series of messages I sent to my friends on a discord server im in (with the exception of the last part bc i just thought of it now even tho im sick) that i compiled for yall into sections so its easier to read. these are just my thoughts and could be totally wrong, i just wanted to share aksjdh :P (plus this is my second time im posting this so there might be some inconsistencies)
(ramble under the cut so yall dont get a massive wave of text on your dash)
"smth smth death of the author smth smth reviews smth smth interpretations smth smth skip button"
like idk if this was obvious to everyone else n im just finally getting it or not, but the skip button ending being about the narrator seeing the negative reviews causing him to create the button in order to appease them, which said reviews ended up making him believe he was being preachy and obnoxious and unfunny, but as a result, he ends up believing it and trying to appease those interpretations rather than be more confident of his dialogue and what it means to him(whatever he may believe) and ending up dying at the end bc of it being a kind of literal version a death of an author of sorts
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im just thinking about how timekeeper/settings person/432/whatever is really only interested in the player, but not stanley himself. and if the narrator ends up dying (or decaying at least in my interpretation) during the skip button, could the same be said about stanley as a character as well?
like we never see stanleys model as us, we dont see his feet when we look down, and the only time we see him in game is either as a hand during the bucket escape pod ending, the mariella endings, and the not stanley ending. and the last two are cutscenes. for all we know, stanley could have died at some point during the skip button after the narrator did and we would never know bc we cant see him
but since 432's desk being at the end of the epilogue which happens post skip button ending, i would have said that was the first time we ever see him interact with the game internally rather than asking for the time. but i do remember someone suggesting that the timekeeper was the one who removed the door in the skip button in order to kill the narrator off and get stanley/the player away from him in order to talk more
with that thought in mind, that would mean TK had to kill stanley and the narrator off in order to be able to lead the game, push beyond the barriers of a narrator and character and just talk to the player, one on one
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it makes me wonder if what the curator said in the museum ending holds more weight
like, she talks to the player as well. both she and TK talk to the player themselves instead of stanley the character. and when she says "When every path you can walk has been created for you long in advance, death becomes meaningless, making life the same. Do you see now? Do you see that Stanley was already dead from the moment he hit start?"
stanley's function is a character in the narrators story, a literary device to propel the game forward. the narrator makes the race track, and stanley drives. without the narrator where would stanley go or do, without stanley who would move the story along?
"Can you see? Can you see how much they need one another? No, perhaps not. Sometimes these things cannot be seen."
and yet, hes dead, just like the curator said. because no matter what, he's never going to be able to truly make his own decisions. the confusion ending lays out how all the endings are scripted despite what the narrator believes and acts, its all predetermined.
and in a sense, the narrators dead too. no matter what stanley tries to do to change the story, or the narrator changes to the game in order for stanley to react to, its been planned long in advance for the eventuality. every word, every event. and with stanley's deaths, it ends up just bringing them back to the beginning again, "What exactly did the Narrator think he was going to accomplish?" if they always come back to the same preplanned paths, to the illusion of free will, it doesnt matter regardless. death doesnt become a statement, it becomes an inconvenience.
"But listen to me, you can still save these two. You can stop the program before they both fail. Push escape, and press quit. There's no other way to beat this game. As long as you move forward, you'll be walking someone else's path. Stop now, and it'll be your only true choice."
The only way to save both Stanley and The Narrator is by not letting the story play out to begin with. To beat the game, which means to let the game end after you win.
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and yet,
the end is never the end is never the end is never the end is never the end is never the end is neve-
In a game where there is no ending that stops the game in its entirety, where everything will keep on happening again and again and the end is never the end, the only way to beat it is to make a choice as yourself the player, not stanley the character.
because he doesnt get a choice, the narrator doesnt get a choice. they think they do, but they dont. the only way to beat the game is to not play it. (which makes sense given that there are achievements involving not playing the game in both the 2013 HD remaster and 2022 Ultra Deluxe)
both Stanley and The Narrator are two sides of the same coin that make up The Stanley Parable, and the only way to use the coin is to give it away.
maybe thats why the true ending of the game with credits and stuff like that, is the Not Stanley Ending.
You the player have successfully broken the fourth wall from the outside in, even though that ending was planned like all the others (ie, the game allowing you to disconect the phone), you break the illusion of being stanley the character, which the game ends up booting you out of stanley as it cant handle the "narrative contradiction".
maybe thats why the escape pod ending has the sign that reads "both the player and the narrator must be present in order to leave". its not stanley, its the player, us.
maybe thats why that ending is one of the most cruel. the only way to get there is to leave the narrator trapped in the boss' office. there's no way to get him to the escape pod. the end is never the end.
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(this part was the new idea i just had today so this might not make sense i appologize)
going back to the beginning of this ramble about the death of the author and such. perhaps there is a way to get the narrator out.
with thoughts about interpretations and with he idea of the "death of the author", all of us have our own interpretations of the TSP characters. whether its design, or relationship wise, or characterization, or what have you. The Narrator in my head is different from you reading this, and that narrator is different from another persons perspective, and definitely our narrators are different to the one that lives in Davey Wreden's head, or Kevan Brighting, or anyone who has even heard of the stanley parable.
and that's not a bad thing! there can be many similarities to the characters that our interpretations share, some more common than others and some that make no sense at all, but for the most part we all have different interpretations of the characters.
I read a book called Book Simulator (The Reader's guide to not reading) by Chris Yee on stream once. The VOD is gone now. But I discovered the book because I heard the guy writing/the narrator of sorts for the book was written like the Stanley Parable Narrator.
It didnt help that Kevan brighting voiced over the commercial for it too askjdh
but back to the book. this will contain somewhat spoilers for it since it brings up a moment at the end of the book so feel free to stop here if you dont want to be spoiled
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basically, in Book Simulator, Booksi (The book's instructional narrator on how to fake read at the start of the book) is arguing with The Narrator (no not ours, but the general narrator who speaks in the third person), however, its revealed by The Narrator that Booksi has a plan to take over the world by inhabiting more book simulators and distributing them across the world. But, the reader could kill off the booksi that they have in their hands that they are reading, to quote:
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"Or was he the original Booksi? Maybe not. Maybe the original Booksi had been vanquished long ago, and the reader was now facing one of the many copies roaming the world. Both Booksi and the Narrator knew the answer to this question, but neither would reveal the truth."
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Taking from Book Simulator the concept of multiple iterations of one character existing in different copies of the media they originate from, maybe in a way that's how the Narrator may die in the stanley parable, forever stuck to repeat the same endings with the illusion of free will, but he lives on somewhat for everyone that has seen or heard of him in any capacity.
this may sound a bit preachy (oh the irony) but bare with me:
The Original Narrator from The Stanley Parable is dead, dead in the sense that he and Stanley are stuck within the game, given the illusion of free choice, and unable to leave nor do anything to try and escape, is also alive in the sense that we the players perception of The Narrator lives on in our minds.
The Narrator from the game might be stuck, but the Narrator i see in my head, the one i designed and draw and think of is perfectly fine and alive as ever.
and the same goes with you and anyone else who has heard of the narrator. their interpretation is still unique and different to them even if it all comes from the same media. he may not be exactly the same as the original, but hes still there. and in a way, hes free.
(man typing this last segment down makes me feel like a gd priest, and/or someone talking abt the barbie movie akjdhkjasdh so sorry if doesnt make sense at all :P)
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junkyardisles · 1 month
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emulation sources
roms megathread (ssa wii u internet archive download) (may require cdecrypt if not downloading roms through usbhelper) dolphin wiki + download rpcs3 wiki + download cemu wiki + download zadig (if using a real portal. i know dolphin and rpcs3 have portal emulation, unsure with cemu) prototype builds: giants builds (useful info), ssa xpec builds, swap force build, superchargers build
will update if i get any more information. feel free to add anything additional info based on stuff i've toyed with (i don't know my specs): > you may need to allow a usb passthrough in dolphin, it's in the config > as stated on the wikis, cemu requires updating the usb input driver while dolphin requires zadig to have it changed to a libusb/winusb driver (either work about half the time. technology moment). the portal is under spyro porta. i recommend having separate portals for cemu and dolphin so you don't need to mess with drivers > i used vulkan graphics for cemu and default for dolphin. i'm not a tech guy though so just play with whatever works best ig i just use default settings. portal compatability guide > for dolphin gif making, i used 8x msaa anti aliasing and had the internal resolution as 1920x1080. for the most part it ran average on a half dead computer from 2015. i'd recommend 1280x720 w/ no or minimal anti aliasing though > ssa and giants' main gameplay both ran mostly fine with vbi skip on (though i haven't checked heroic challenges) with occasional drops to 12fps, only superchargers racing's first cup and parts of the second have been tested > never used rpcs3 and i don't know if citra can run skylanders games, until i learn more it'll be absent > swap force is pretty broken on cemu, lawl > ir sensors for dolphin will need to be configured if using something like an xbox controller, have relative input on so the cursor doesn't snap back to the middle > ssa and giants can lag often and being in the ruins starting from around the middle part of the game will be noticeably slower. co-op is very slow. cemu handles co-op great though and generally is pretty fast > if you wanna play online with a friend, get parsec > if not using the console's controller type, i'd recommend just using your own controls rather than setting them to whatever makes sense (like having the trigger be your primary instead of something like A w/ an xbox controller) > if the game lags hard enough your skylander might disconnect for a sec (only experienced in giants when recording with obs). pausing the game for a couple seconds if having lag usually fixes it > dolphin games run fine when being recorded w/ obs or streamed on discord. haven't checked cemu yet > cutscenes in dolphin always have a weird like. screen tearing? thing? as far as i know there's no way to fix it, but they play fine besides that > newer (experimental) versions of cemu seem to break with skylanders >if you're getting wii u roms from the internet archive you'll need to get cdecrypt. its newest release is super easy to use (drag the rom folder onto it and it'll do everything for you, thank god) >dolphin is the only emulator with freecam >superchargers racing was buggy on both computers i got it on. 2015 pc wouldn't launch it and my 2022 laptop disconnects the portal after every race, requiring the game to be restarted >cemu would crash after doing about two races (updated 31/8/2024. added another piece of info)
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rallamajoop · 1 year
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Resident Evil Village: A needlessly detailed hour-by-hour timeline
Say what you like about Ethan Winters, that man can get a heck of a lot done in a day. Roughly the complete events of Resident Evil Village, just for a start – the timeline’s actually pretty clear on that front. Ethan stumbles into the village just before dawn on February 9, and fights his final boss battle with Miranda at just about the same time on February 10, the following day.
Look, he’s got a daughter to rescue, okay, he’ll sleep when he’s dead (almost literally, in fact – that period just before dawn after Miranda rips his heart out is all the shut-eye he gets).
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Exactly what time everything happens within that day is a little less obvious – so naturally, it’s only after I’ve already posted a whole fic that kind of hinges on building a semi-complete timeline of every memorable injury Ethan receives that I went back to the game and realised, oh shit, there actually are specific times of day spelled out all over the place! There are clocks in some buildings, diary entries complete with date and time – and it (mostly) all stacks up!
I mean, up to a point – somewhere in Donna’s house, things get weird. But I don’t think that part will really surprise anyone.
And since I’ve already spent way too long piecing together disparate clues for my timeline posts about the ages of the four lords and when the Mia/Miranda switcheroo happened in the days leading up to the game, what the hell – let’s take it one level finer, and look at the hour-to-hour events of the game itself.
Our first major source is the in-game diary, which you can access via the maps page. I wouldn't take this thing too literally – I really doubt Ethan’s actually sitting down every so often to write about his day and sketch detailed pictures of whatever shit he’s just seen – it’s more here just to summarise recent events for any player who accidentally skipped some cutscenes or wants a quick refresher.
Times in the diary aren’t very precise, just ‘dawn’, ‘early morning’, etc, but they map out a rough series of events.
Dawn (or probably some time before dawn): Ethan wakes up after the truck crash in the forest Early Morning: Ethan reaches the village, encounters the old hag, etc Morning: Ethan reaches Luiza’s house, is put on trial by Miranda, escapes and reaches the castle Noon: Ethan escapes the castle and the Duke sends him on his quest Afternoon: Ethan defeats Donna and Moreau, and battles through the stronghold. Evening: Ethan sets off for Heisenberg’s factory, meets Chris, battles Heisenberg, etc Dawn: Final battle with Miranda
I’d have called it the middle of the night by the time Ethan finally battles Heisenberg, but the slight timeskip to dawn does make sense, since Ethan spends some time dead in the gap there. Also, damn, that was one busy afternoon! (Especially if you’re me, and squeezing all the optional bosses and side-areas into your schedule.) But maybe we can take it that not much actual time passes in Donna’s house – who knows how long hallucinations take in real time?
Anyway, those are the broad strokes, let’s get to finer detail: clocks!
The first clocks you’ll see in the game show up in the Winters’ home, both putting the time of day at 7:34 PM. Time for dinner, and to put the baby to bed.
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There are no clocks available when Ethan wakes up in the snow in the dark, but the sun rises while he’s in the first hut you encounter just outside the village. The Internet would lead me to believe that sunrise in Romania in February is around 7:15 AM, so nearly 12 hours have gone by since our opening scene. So either that was a very long drive, or Ethan spent a lot of hours wandering in the woods in the dark, or he was "unconscious" for a long while after the truck rolled over (but then, I already got to share a few of my own theories about that one in that fic I mentioned above, so I get to feel validated there. *g*)
Note that Miranda also holds her ceremony to divide Rose into four crystalline pieces at dawn. The lycan attack on the village seems to have started before dawn even breaks (and I can only assume it's over by the time Eugen staggers home, presumably in too much of a funk to even notice, because there's no mention of it in his diary. But shhh, don't think too hard about that one).
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As Ethan arrives on the outskirts of the village and sees his first view of the castle, an attentive gamer will hear a clock strike 8 times, so it's 8AM. Given the sun's just peaking over the mountains, that would about fit too.
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There are no clocks that I’ve found in the village proper, probably so the devs don’t have to worry about updating them as the day progresses (though the light and position of the sun certainly changes through the day). But once you make it into the castle, there are clocks everywhere.
Most are either the large grandfather model…
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…or the small, mantelpiece model.
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There are also a couple of really small ones of a third model, which you can find in castle saferooms.
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And they all tell roughly the same time, which is… er, 10:00? 10:05? 10:30?
Seriously, look at these things: the minute hands are pointing to the 5 (or 12 on the mantlepiece model, suggesting someone hasn’t synchronised their clocks perfectly), but the hour hands are consistently stuck midway between 10 and 11, which suggests it should be 10:30. But maybe this is just the devs' way of hedging their bets about the fact time passes while Ethan's in the castle. Or maybe this is just what happens when you eat the guy who comes in to do clock repairs before he’s even finished.
Still, let’s take this basically at face value: Ethan enters the castle around 10AM, and is out again by around noon (as per the diary).
Our next time-of-day indicator isn’t a clock, but the diary left by Chris’ team on the computer that shows up in the church.
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So, sounds like the team legitimately arrived while Ethan was in the castle, around 11:35 AM. Presumably, Ethan isn’t supposed to be able to find the computer until after 1:10 PM (time of the latest entry). And while I'm here, I just have to point to that "Found evidence of EW" line ‒ found what evidence? A bunch of broken crates and dead lycans? A wallet dropped while frantically reloading his gun? Two severed fingers? We'll never know.
Also, for those keeping track: it is 100% canon that in the time Ethan needs to take out both Donna and Moreau, clear out the stronghold, battle his way through the factory, and defeat Sturm, all Chris has managed to do is futz around the factory for a bit, mess around with an old tank, and not-quite-finish planting explosives. Pff, loser. (Okay, I tell a lie ‒ he also shows up in the reservoir, so maybe he just procrastinated and hung out with his friends for a few hours instead of actually getting to the one job he promised everyone he was actually going to do. C'mon, we've all done it.)
Moving on, there are more clocks waiting for us in Donna’s domain, but here’s where things get… weird.
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To begin with, the first clock you can find (ticking loudly by the stairs) thinks it’s 6 o’clock. Whether this is AM or PM, neither makes any sense here. But the fact it’s ticking suggests it’s working, and the time doesn’t change after Donna is dead and her hallucination-flowers are all wilted, so… I don’t know, maybe Donna and Angie just don’t live in the same mental time zone as the rest of us. Or maybe the devs just didn’t bother changing clock.asset from its default setting.
Downstairs, in the basement, you can find another clock in the workroom, and it’s not 6:00 down here, but 9:21. Again, the time doesn’t change as events progress.
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More interesting is a smaller clock you might spot on a table in the hall on your way down, next to a lantern and a bowl of rotten fruit, which shows yet another different time.
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What makes this little elaborate-portico-model clock interesting, though, is that it’s an asset from RE7 – cap below comes from the Baker house.
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And like every clock in RE7, the one in Donna's house shows 10:15. The attentive player may even remember this, since in RE7 that time was part of a puzzle.
It’s not the only call-back you’ll find to RE7 down here – the ringing phone is other one I caught, very reminiscent of Zoe’s calls from RE7. The phone's actually not a reused asset, though – the RE8 version has an old-fashioned rotary dial, where the RE7 phones had buttons, making them substantially more modern.
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I was thinking there were more RE7 assets down in this section – the torn floral wallpaper in a run-down corridor definitely has RE7-vibes, and the horror potential of sending Ethan back through a literal scene from his nightmares goes without saying. But I couldn’t find anything specific that was reused. Even the fuse-box puzzles use completely different assets.
Which all begs the question, are we supposed to notice that clock as an intentional callback on Ethan’s Hallucinatory Journey? Or is it just a casually reused asset without greater meaning?
In all honesty, I would not have noticed the portico-clock came from RE7 if I hadn’t seen it pointed out in a Reddit thread somewhere – and if we are supposed to notice it, it’s not the model I’d have chosen. The large grandfather clocks from RE7 are far more memorable (and, impressively, distinct from both the large-grandfather-clock models found in RE8). The portico clock is used in a couple of different places, but isn't super-memorable, and is easily missed.
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You can find it there in the Daughter’s DLC as well (prequel set before the events of the game), though there it and all other clocks have been dutifully adjusted to show a different time (7:22PM).
What's much stranger is that there are actually two of these clocks in Ethan’s home back at the start of the game. And they read 10:15 there too, even though the main wall clocks read 7:34.
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Heck, I even found this damn thing down in the Umbrella facility in the remake of RE2, still reading 10:15.
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So… yeah, I’m gonna have to go with ‘clumsily reused asset’ for all appearances of this clock in RE8. And having now spent way too long down the mad rabbit-hole that is the clocks of House Beneviento, I'm forced to conclude: nothing means anything, everything is just here to fuck with me, and for all I know Ethan stumbles out of this place before he ever went in, IDEK.
It doesn't help that post-House Beneviento, I found no clocks anywhere, nor any more documents citing time-of-day. None in Moreau’s Reservoir, none in Heisenberg’s Factory (which doesn’t mean there aren’t any I didn’t catch, but I was definitely looking for them).
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The sun’s pretty clearly setting by the time Ethan reaches the factory, and it’s set by the time you fight Heisenberg. What time of night it is while Chris is doing his mad run through the village is anyone’s guess, but presumably a bunch of hours go by somewhere, since the whole night has passed before our showdown. But then, as already established, Chris is a guy who can canonically burn most of his afternoon lost in one factory (granted, the place is one hell of a maze), so maybe he does the same down in the village.
The important thing is that the Duke’s here to get Ethan to his appointment with Miranda at dawn ‒ cue ending sequence and credits.
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So, for those keeping track, here's the 'complete' hour-by-hour timeline for Resident Evil Village, as close as we can track it.
February 8 7:34 PM: Opening scene. Chris burst into the Winters' home, kills "Mia" and kidnaps Ethan and Rose.
February 9 Pre-dawn: Ethan wakes up next to the crashed truck. Lycan attack on the village begins. Dawn (around 7:15 AM): Miranda holds her ceremony to crystalise Rose and divide her into four pieces
8:00 AM: Ethan reaches the outskirts of the village, explores, encounters the the lycans and the old hag, etc Morning: Ethan reaches Luiza’s house, is put on trial by Miranda, escapes and reaches the castle 10:00 AM (approx): Ethan reaches the castle 11:35 AM: Chris' team arrives on site 12:10 PM: Chris' team infiltrates the village Noon (approx): Ethan defeats Dimitrescu and escapes the castle, and the Duke sends him on his quest 01:10 PM: Chris' team establish their base in the church and split up to investigate separately Afternoon: Ethan defeats Donna and Moreau, and battles through the stronghold Evening: Ethan sets off for Heisenberg’s factory, meets Chris, battles Heisenberg, etc Night: Chris fights his way through the village and discovers Mia in Miranda's lab
February 10 Pre-dawn: Ethan wakes up in the Duke's wagon Dawn (around 7:15 AM): Final battle with Miranda
So... yeah. Up to early afternoon on the 9th, the timeline here is surprisingly detailed. And considering what a chaotic fairy-tale mind-fuck of a game this thing is, that's actually pretty impressive. But beyond Donna's House of Extreme Mindfuckery, Ethan has lost all track of what's going on in his life, and I think we can all forgive him for that.
And now I will never be able to walk past a clock in an RE game without getting the urge to take a screenshot again.
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randomfanner · 10 months
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Wyll + the Bitchest Bitch to ever Bitch out of the Bitch Plane of Existence SFW Headcanons
So I kept thinking Wyll was crashing my game whenever I talked to him after I rejected him at his dance cutscene. Turns out I just needed to power click x until whatever cutscene was supposed to play was skipped. Now I have Wyll back!
I probably would have done this sooner had it not been for that. He is the Sweetest Prince Charming
Also fuck Mizora. I hate Mizora. I really wish she would get the fuck out of my camp.
Wyll really likes to spar and just practice with wooden rapiers. No stakes, no life or death, just dueling with someone who he is closed to. He loves to teach the kids because it reminds him of that and when they are a bit older then the tiefling children were, he does like to duel the same way.
When he does spar with kids under less horrible circumstances he will play the roll of a big bad villain rather then the Mighty Blade of Frontiers. Of course let them skewer him in the end. Letting them learn and get the feeling of victory.
It feels like passing down lessons the way his father did to him. Wyll truly misses his father and spending time with him more than anything in the world.
If you offered to spar with him he would jump to his feet and he is so excited. He has an extra bit of showmanship, playing the role of a villain who wishes to steal a kiss. He may beat you, just so he may plunder his nefarious rewards.... if he may.
He likes to buy things for the party. His love language is gift and he gifts a lot when you all get back to Baldur's Gate. The shopping trip with Karlach and Astarion happens with Wyll and you if it happens because Wyll wants to buy everyone stuff.
It's a shame the money is pooled/managed by you but please let him take the lead it will make him so happy for this. When he does get money that is solely his he does spend it on everyone else(and fancy wines for himself but shush)
When things have fully calmed down, things have started to be rebuilt and Wyll is allowed to ask for a favor from his father. That favor being gold so he can treat you like the prince(ss) you are.
He will buy you anything you ask. Literally anything. He may also buy something nice for himself.
Before he could buy you things, he liked to bring you small trinkets and flowers he found. He would also buy some of the wines from the kids at Last Light to both encourage their business skills(especially with Rolan being an asshole) and to share with you for later.
He really likes to share his wine with you. It is one of his favorite things to bond with you once you get closer.
Wyll would love to carry you bridal style but unfortunately for our 8 strength friend that is not a realistic possibility on it's own. However Wyll is no strange to using extra forces to cover blind spots, and so he will drink a potion of giant strength to be able to whisk you away.
Now well Wyll is the sweetest man in the world he sometimes does have to deal with the fact he is a devil now. Well he himself has not changes, he may have some new habits he isn't expecting.
it is never anything bad of course. He gets things like wanting to rub his scent on you much like a cat, brushing his nose into your shoulder and giving you a small kiss. Bringing you a fresh blood, cute things he wouldn't have done before.
Also some slightly more territorial things than he would ever do normally... such as pulling you just a tiny bit closer to him. He doesn't even realize he doing it because he isn't a super jealous guy.
Oh he may also have other side effects of being a devil but that is for the NSFW headcanons.
Mizora constantly loves to try and give Wyll horrible, horrible relationship advice. When she is bothering you at camp she will just go to Wyll and tell him he should do things that count as devil courting rituals but to most humans are just attempts at murder.
Wyll of course ignores her and tries to get her to leave him alone, doesn't happen of course it is fucking Mizora. Out of spite he starts going over to court you in the most gentlemanly way possible, not listening to her advice at all.
Mizora also tries to give you unsolicited on what Wyll likes... and of course tries to sew any doubts she can about your relationship. Of course it is best to ignore her and if you can, give Wyll all the positive attention you can.
Mizora will also pop in or have some fiendish force pop up just fuck with any date Wyll may take you on. Perhaps a waiter spills soup in your lap because something tripped him, or maybe the waitress gets a bit bold and flirts with Wyll.
Mizora makes herself such a nuisance at every chance she gets.
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zhongrin · 5 months
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G I X Y D
:)
selfship a-z ask game ->
cw. slight angst on "I"
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G - Greetings what was their first meeting like?
𝔃𝓱𝓸𝓷𝓰𝓵𝓲 ᡣ𐭩 this fic hahaha
ⲇⳑ ⲏⲇⳕτⲏⲇϻ ᡣ𐭩 at al haitham's grandmother's house, while the adults are chatting over teatime: "what'cha reading?" "…. a book." "…. fair enough. *proceeds to take a book from the shelf and reads it beside him*"
𝔴𝔯𝔦𝔬𝔱𝔥𝔢𝔰𝔩𝔢𝔶 ᡣ𐭩 "*is especially nervous bc oh no he's hot* hello, your grace." "oh, hi. *notices i'm trembling like a pitiful wet dog* haha, relax, i don't bite." "*dies a little inside* y-yes, your grace...."
I - Imagine what do they imagine their futures together like?
𝔃𝓱𝓸𝓷𝓰𝓵𝓲 ᡣ𐭩 all contracts comes to an end eventually, once the conditions are fulfilled ー and the same goes for ours. but until then, he'll just enjoy walking in the long winding path that is an immortal's life. maybe a few kids, watch over our descendants, be awed at the technological advancements of liyue… as they say, when the boat gets to the bridge-head, it will naturally go straight.
ⲇⳑ ⲏⲇⳕτⲏⲇϻ ᡣ𐭩 we're both chronic planners, so we have regular talks about it and therefore a clear plan on what we want or not want to do in the future. married, preferably two kids, a nice pension plan, some savings in the bank, adopt a dog when the kids leave the nest, enjoy retirement reading books and doing whatever nerdy hobbies we want to enjoy.
𝔴𝔯𝔦𝔬𝔱𝔥𝔢𝔰𝔩𝔢𝔶 ᡣ𐭩 this man keeps telling himself not to dream too high lest it all crash down horribly at the end. honestly, with his past i think a part of him desperately wants a happy little family of his own, but the other half is so afraid he'll fuck it all up because he's never really truly experienced familial love. but deep in his heart he really just wants a resemblance of a normal life ー he knows his situation isn't ideal, but he wants a little family he can care for and be surrounded with as his fists get weaker and he passes down the title of the fortress' administrator to a suitable successor.
X - X-ray how do they help the other if they’re sick or tired?
𝔃𝓱𝓸𝓷𝓰𝓵𝓲 ᡣ𐭩 he's big on acts of service and words of affirmation, so he'll brew a pot of osmanthus tea and either sits me down to relax (if i'm tired) or tuck me in to bed (if i'm sick). househusband material, will cook and do all the chores flawlessly. liwei and liwen (especially the former) tries to sneak past him to cuddle with me, but he'd scoop up the littol noodles and distract them somehow ᰔᩚ
ⲇⳑ ⲏⲇⳕτⲏⲇϻ ᡣ𐭩 makes sure to tick all the steps in 'how to care for a sick person' book. but also he takes all the things that his grandparents do for him whenever he got sick ᰔᩚ like making me soup and (if i plead enough times) humming a calming lullaby to help me sleep hehe
𝔴𝔯𝔦𝔬𝔱𝔥𝔢𝔰𝔩𝔢𝔶 ᡣ𐭩 makes sure that i'm taking time off from work, calls sigewinne for a home visit, and most of all, if i have fever, he'd personally use his hand as a cold compress. none of the staffs in the fortress of meropide would ever imagine they'd hear an excuse "sorry, can't come to work today, i need to be my wife's compress." from their administrator but they let him skip work since they know he deserves the rest anyway :3
Y - Yes who would propose? What would the proposal be like?
answered here ->
D - Danger how do they react to finding out the other person is in trouble?
...... *squints* i seem to remember answering a selfship ask game with this prompt last time...
𝔃𝓱𝓸𝓷𝓰𝓵𝓲 ᡣ𐭩 if it's within liyue, i'd like to think that he'd know almost immediately, but if not, it would be a little more complicated. depending on the severity of said danger... hmm.... well.... let's just say he wouldn't take it just lying down....
ⲇⳑ ⲏⲇⳕτⲏⲇϻ ᡣ𐭩 have we ever seen al haitham truly furious or 'panicked' in-game? (mmm that azar cutscene... yummy... but i mean that's him acting mad so does it count??) i'd like to think that he still tries to be rational, figure out a way to handle things efficiently... but push a man hard enough and he'll break eventually. just remember what they say about the quiet/calm ones...
𝔴𝔯𝔦𝔬𝔱𝔥𝔢𝔰𝔩𝔢𝔶 ᡣ𐭩 ohohoho- ahem. i mean, we've seen it in his story quest. man takes action immediately. will throw a few punches if need be. if the duke wants somebody dead, he needs no justification. understood? ˙ ᵕ ˙
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umbraastaff · 1 year
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the main post was getting long but i wanted to highlight a couple of cool responses on my taz balance game posts pointing out stuff i forgot or didn't realize:
@widzi:
op forgot the new davenport glitch where if you manage to clip him into the voidfish tank he gets innoculated earlier and skips #right to the story and song cutscene
@scarlett-green-rose:
Wait, I haven't played (or really thought of) TAZ: Balance in years, and I never really got into the speedrunning scene. But do all the speedruns run in the optional chronological timeline order? I get that starting with hundred year journey lets you play around with the early faerun stats that Barry, Lucretia and Lup (or really the Umbrastaff) get, but considering the long gameplay loop I'd have thought that runners would just settle for the basic stats for those three and exploit the hell out of the tres horny boi's immunity to corruption buff to free lup and then speedrun the rest of the relics, at least for any%. Is running hyj first actually worth it despite the fact that the planar order is randomised? Or do runners use a specific seed when running that category? Also, shame to see that Merle and John's Parleys isn't as present in the current meta. That cutscene where John monologues about his doctrine and Merle rejects him is just *mwah* incredible. Although I guess it's understandable considering how long those dialogues are.
@somelittleplacebetweenthestars:
lol speaking of the spa scene i found a pretty funny glitch there the other day #i was messing around with menu storage clipping the other day and found out if you clip merle out of bounds during the first song#his properties get all weird #so although he loses his arm to the crystal cosmetically #it just. doesn’t register? so when it comes time for him to get the soul wood arm he just straight up cannot get it #idk it’s mostly a visual glitch#doesn’t really effect game play that much it just means he’s got half an arm for the rest of your run #but rlly why are you in the crystal kingdom if you’re running another other than 100% #where was i going w this #OH YEAH #but this weird not!arm gets SUPER FUCKED UP in cutscenes #like the spa scene!#basically#like once every two seconds it’ll spawn the soul wood arm in its pot plant#without despawning the previous iteration? #and bc the cutscene’s in-engine you basically soft-lock yourself bc you can’t start the scene without overloading the game #just kind of a stupid fun thing tho #mb it can become a category #arm% or whatever#(this is all in crystal kingdom btw sorry forgot to mention)
@barry-j-blupjeans:
oh shit really??? #listen. i love magnus but all his level 1 shit is so sloooowww #i wanna rush in!! how can i rush in if i cant land a hit half the time!! #(<- i say as if mangus still isn't the most overpowered character in the game anyway) #(esp in a lotta the alpha releases. i get why they had to nerf him down but it's really funny to see a very low level magnus #fucking up absolutely Everyone he comes across) #u used to be able to do the raven roost's arc in like. 3 months max #just bc of how overpowered they originally had him sldkfsdf
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skrunksthatwunk · 1 year
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ok so. kiwami 2. rooftop scene. the ending. it's a bit of a clusterfuck but i wanna talk about one detail, a problem they bring to your attention by Fucking. Talking About Her.
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haruka is watching all of this unfold.
[this post is like 4.5k words long + pretty critical + has spoilers for kiwami and kiwami 2, and really minor/vague ones for a couple others. they're not that bad though, trust me (and i added a warning in the one place it is major)]
ALSO CONTENT WARNING i'm gonna talk about kiryu's passive suicidality a good amount in this one, so stay away from this if you think that might affect you negatively/you'd be better off skipping it. i'll also make a tl;dr (which i will highlight in red) at the very end if you really wanna know what my point is that will exclude those elements <3. i am also going to use a lot of choice-based language in regards to kiryu's contemplation of suicide because i think it's the lens through which the games treat the topic, but i personally don't find it a productive or realistic way to look at suicide or suicidal ideation at all. someone dying by suicide absolutely does not mean they don't care about their loved ones enough to fight on or whatever. i love you, and proceed with caution on this one.
(also i'm using the kiwamis as my point of reference because i uh. don't have a ps2? those are the games that i played, and though the differences are likely slight, i wanna be clear about that. also,, ignore the watermark on these screenshots,, i didn't notice them and i'm not retaking them. we're all gonna have to settle for youtube cutscene comps for now xoxo)
first, we have to talk about the ending of the first game.
[note: i am Really Really Confident kiryu has a conversation earlier in the game about his going to jail in nishiki's stead being him running away and choosing not to resist his two options (go to jail or let nishiki go to jail) and define his own path, fighting his way against fate to make it happen. part of why i'm so confident it exists is because it made such an impression on me at the time. it's pretty important to my interpretation of things but i also can't find it for the life of me, so uh. sorry ✌️ i really tried. this post's takes/analysis will be dependent on this scene existing, so keep that in mind. if anyone knows where to find the scene/screenshots of it, lmk and i'll add a follow-up with it]
kiwami stuff
so as she's dying, yumi tells haruka this:
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that she may be dying (painfully, and right as she's getting everything she wanted), but she doesn't regret it, because at least she did something rather than running away from it all. that you shouldn't run away, ever.
shortly thereafter, when the police find kiryu and haruka, this exchange happens between him and date. here's the play by play:
date tells kiryu he can get him out of trouble with this, and that if he doesn't, he'll get life in prison; kiryu declines his help:
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kiryu is so devastated (understandably) by the back to back losses of the three people closest to him that he resigns himself to life in prison, and the death-in-effect that would be. he would prefer to waste away rather than struggle through a life without them. prison was monotonous and isolating, but coming back after a decade was overwhelming, and coming back to everything being so warped and twisted, and then losing the corrupted scraps he had anyway, well. he wants to go back to sleep. he doesn't want to be in a world where everything's the same except he's on his own. better to return to safety, to die slowly in a hell he knows well than weather a new one where he has control and agency, and thus one where he has the ability to fail and to lose anything at any time. he explains to date that that loss is why he can accept his death:
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date shakes him and asks him if there's really nothing left for him, no reason to keep living at all:
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then echoes yumi's advice to haruka:
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which makes an impression on kiryu:
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date gives him a reason to live in the form of haruka, saying she'll be on her own again if he goes to jail. he hijacks kiryu's tragic protector complex to keep him alive, because she needs him, and because she's someone precious to him:
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after the dust has cleared,
kiryu and date also have this exchange, where date tells him to stay away from the cops (and presumably arrest and a return to prison, the aforementioned fate akin to death), and kiryu cites haruka as his reason to stay away, one he holds to with no uncertainty (showing again that he's accepted date's logic, that his reason to keep living even when it's incredibly difficult is to care for the more vulnerable haruka). given the weight of the consequences, to me, it feels like date's telling him not to be alone with his thoughts or something. it's almost frightening:
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so, what's our takeaway from kiwami?
kiryu lost everything and hit rock bottom, but he chose to fight, and to live life on his own terms, even when it got difficult. that's the narrative life lesson he had to learn to avoid repeating the events of 1995. he made that choice for haruka's sake. it's seen as growth.
and without him, haruka would've just returned to the orphanage (assuming she could make it back to sunflower at all) with no one who knew or understood what she had been through, no one to mourn with her, and no one to give her the attention, care, and protection she needs. kiryu knows what it's like to be an orphan with a limited parental figure who only checks in every so often (kazama, "aunt" yumi), and what someone will do for attention/affection from that person (via both himself and nishiki swearing up, climbing the ranks, etc. arguably haruka coming to kamurocho by herself to find "mizuki" is similar), and what it's like to lose them anyway (again, kazama, yumi). their situations parallel each others' somewhat, and that binds them further. and after losing everyone (which he blames himself for to some extent, as one can probably assume from this and 2, and something key to his arc in later games), he chooses to protect her. and this time, he won't fail. at least partially because failing would hurt him, too. he'd have nothing left again.
okay. now we get to kiwami 2.
if you forgot, the context is basically:
everybody's fighting on the roof of a building which i'm sure will not be a running theme or anything as the series goes on
there's a bomb that's about to go off and they don't know how to/can't defuse it
ryuji shot the twist villain to death, but took fatal hits to do so
sayama's like hey!! let's get out of here!!! and kiryu and ryuji are like nooo we have to settle this oughh it's punchin time and they stick her on an elevator and send her down so she doesn't have to watch
ryuji loses. sayama returns, they have a cute sibling heart to heart, and ryuji dies in her arms. sad
kiryu is in rough shape as well, and there's like 2 minutes left on the bomb's timer
here's the scene itself:
sayama tells kiryu they have to run, and kiryu says he can't. the gist is "let's run!" "you go without me" "i'm not leaving you!" "i'm in no condition to run" "i'll carry you then!!" sayama: *sees how fucked up kiryu is, realizes he's Going To Die Anyway* "ok, then i'm staying with you!" and then further bickering about that, before they give up and make out (as one does i guess)
date (he's here now) yells this at them from a helicopter:
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before someone else in the helicopter tells date this:
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we get this shot of haruka calling out to kiryu as the helicopter swerves away:
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and kiryu and sayama have this exchange about haruka where they say they let her down, but that she'll understand:
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then they hug and the bomb ticks to zero right when the credits hit. in post credits it's revealed that the twist villain defused the bomb when they weren't looking, betraying his co-villain for reasons i truthfully do not remember and am unwilling to look up. it's not about that right now.
so, how does this scene interact with the ending of the previous game?
the short answer is "badly <3" but here's the long answer:
it's about choices.
the thing about fiction is that anything you want to have happen, as a writer, can happen. it may not be effective, internally consistent, or logical, but you can write it regardless. audiences suspend their disbelief for the sake of engaging fully with your fiction, but everyone has a threshold past which they will stop being engaged in a story and either become uninvested or annoyed. writers usually have lines they're unwilling to cross as well. but in almost every story, there's at least a couple of places where they stretch reality a little to make the narrative they want happen. this is not a bad thing at all. that's how stories get told.
now, i'm gonna be real with you. i don't care about how feasible plots are like 95% of the time. it's not something i think about much, nor is it something i prioritize. i am a very character-centric media consumer, so if world building and/or plot are a bit stale or contrived, that doesn't really bother me much so long as i'm invested in the characters involved. some people can't stand plot holes or the ways musicals burst into song or whatever, and that's fine for them. but it's not something i tend to find that all that important.
this is all to say that i have a sorta affection for rgg's flavor of bullshit pulling. and it is a powerful flavor, maybe even an acquired taste, but i can and do rock with it so long as it doesn't damage the characters too much. this is why i'm not making a lengthy post howling into the void about joji kazama or the second joon-gi han or how many secret relatives there are. those things are silly and endearing and a clumsy yet heartfelt part of a series i care about very deeply. i'll joke about it, but i don't consider it much of a flaw. it's more like personality. flaws are texture, and they help a piece's identity. point is i am very, very willing and able to suspend my disbelief for these games in exchange for a good time, particularly via good characters.
(if you want another example of where i draw the line from within rgg, the answer's the YAKUZA 4 SPOILERS INCOMING rubber bullets twist, because i think 1) it's actively horrifically stupid (especially retconning a scene we SAW HAPPEN. WE SAW BLOOD ON EACH IMPACT, AND RUBBER BULLETS DON'T OFTEN BREAK SKIN THAT DEEPLY (THEIR DAMAGE IS MORE PERCUSSIVE THAN PENETRATIVE). THESE EVENTS HAPPEN IN THE SAME GAME YOU DON'T HAVE TO RETCON IT JUST REWRITE IT. OR DON'T SHOW THE HIT AT ALL SO THERE'S MORE PLAUSIBLE DENIABILITY. DON'T DO THIS JUST TO HYPE UP YOUR SHITTY VILLAIN NO ONE CARES ABOUT. and 2) (a bit more importantly) i think it actively removes saejima's primary internal conflict for that game, that being his intense guilt over the 18 murders he thinks he committed, one i was invested and interested in. but this isn't a rubber bullets post.)
characters in this series walk off a lot of life threatening injuries. they survive miraculously, they escape in the nick of time, and they pull through in the end. kiryu still somehow hasn't killed anyone. almost every game in his saga ends with an "is kiryu gonna make it out this time?!?" shortly followed by a "yeah lol. lmao" postcredits reveal. kiryu fucking punches a marble statue into dust in the first game. having a story that asks you to suspend your disbelief so much and so often means that when a decision is made, it's not the writers saying, "well, this would have to happen so we are obligated/forced to write it happening" so much as "we wanted this to happen for some reason(s)," because you already know that they're not guided solely by logic. again, this is true of all writers, it's just amplified in stories like these because they've already given you so many hard mode suspension of disbelief moments (they've broken you in like leather, yeah? or like how obvious internet scams allow for self selection by being so obvious that only the most vulnerable people would fall for them. they curate an audience willing to play along with their bullshit flavor so they can tell a story that's more likely to satisfy that audience. in a good way, in a fun way! mass appeal is overrated). there is not much limit to what this series is willing to try and sell you.
so when ryuji takes lethal damage taking out the big bad, that's a choice. when he doesn't die immediately, that's a choice. when ryuji and kiryu send sayama away in the soon-to-be-forgotten elevator so they can settle this like men or whatever despite the literal actual bomb about to go off, that's a choice. when sayama comes back, that's a choice. when ryuji does die, that's a choice. when kiryu determines that he can't escape in time, that's a choice. when sayama is unwilling to leave him, that's a choice. when she says she'll carry him out and there's an elevator right fucking there and then she's like never mind i guess i won't anymore we're dying together right now kiryu like they're not gonna even try?? wouldn't distancing themselves from the blast give themselves a better shot, something that's super possible given the 2 minutes they have with that elevator??? sayama you met him like a week and a half ago why are you ready to die with him that's not a plot hole i just think that's kinda strange whatever anyway, that's a choice. when kiryu stops arguing with her so they can kiss (next to her brother's corpse), that's a choice. when date shows up, that's a choice. when the helicopter can't save them because the bomb was going to go off too soon, that's a choice. when they put haruka in that helicopter and take her away, let her only impact be reminding kiryu and sayama that they can't help her, that's a choice. when they spend their last moments talking as if they're already dead, then simply waiting, that's a choice.
they're all choices that the writers made for the characters, and we are asked to believe them for the sake of achieving the writers' vision, as with any story. the only problem is that the writers' vision here fucking blows.
i'm not saying it would be realistic for kiryu and sayama (and even ryuji) to make it out alive, but it wouldn't be out of character for the series in the slightest. kiryu is suddenly unable to power through here, and that's a choice. so, what is their vision?
put simply, i think they wanted a romantic last stand for kiryu and sayama, a tragic scene of doomed, devoted lovers. and i think they wanted an edge-of-your-seat fake out death. they wanted spectacle.
here's how some specific choices they made undermine all that shit we talked about earlier from the first game.
once again, kiryu is called by date to live, to pick himself up and keep going, no matter how impossible the odds are. he's even reminded by haruka's presence, his one anchor in keeping himself going. the growth he had in the parallel scene in the previous game is challenged, and he fails.
it's not enough this time. and that's a choice.
it's also one i can't think of a good reason for, and that's the real kicker.
characters can have developmental backslide just like people do, and if they're given good reason for it, it can be just as, if not far more compelling that purely linear growth (i am a chimera ant arc enjoyer, and that's all i'll say. sorry if you haven't seen hunter x hunter. uhh. i am also a zuko avatar enjoyer if that helps). but i can't think of anything that happened in that game that would cause this from a character perspective. if anything, kiryu should be less likely to do this intentionally. he's spent around a year raising haruka, and a year has passed since he lost his loved ones. at the very least, the pain should be more dull, though it is established through an early nightmare sequence that his ass is (justifiably) not over it yet. given that their deaths were the initial motivation for his willingness to rot forever, theoretically, he should be more motivated to stay alive than before now that he's got more investment and stability in his life outside of them, particularly when it comes to haruka, his reason for surviving. and if the ongoing nature of the trauma was the motivator for this, then they should've had it affect him more past that nightmare scene (it really serves more as a recap of the last game than anything else) so it didn't come out of nowhere. so the reminder of the lesson that saved his life and then guided it for at least a year afterwards, one that the whole resolution of the previous game relied on heavily falls flat for... some reason.
i think this is a good time to mention that, generally speaking, you don't write arbitrary choices into characters. sure, people in real life are often sporadic, but when analyzing fictional characters, every choice is filed into a portfolio of characterization that can and should be analyzed. going for pure realism can obfuscate their development, motivations, themes, etc. their choices and reactions may be unorthodox, but they must be internally consistent. this is very related to how i view plot contrivance as well. characters drive the plot, not the other way around. stories are about the ways characters affect their worlds/lives and vice versa, and they're the human face to the themes and ideas the writers are trying to explore and express. maybe my stance on this seems hypocritical. i don't know if it is. but to me, plot issues are usually a matter of engagement and investment, while character issues are a matter of substance.
i hope this doesn't feel patronizing explaining all of this, but i want you guys to know where i'm coming from in my analysis. starting at my base philosophy on writing is the easiest way to do that, i feel. defining the terms of the debate, and all that. anyway
and i mean, look. they survive because "it was defused the whole time we just didn't see it happen", so it's not like narrative tension or realism or whatever was THAT big of a priority overall. if it was gonna be a cop-out anyway, they should'nt have ruined kiryu's development too, yeah?. and sayama fucks off to america after this game anyway, so it's not like the doomed lovers thing had much payoff or meaning after this one (though you could argue that's more an issue with yakuza 3 than yk2, which has some merit to it). which means that they chose to sacrifice kiryu's prior development and internal logic for the sake of cheap tension for their finale that was both kinda illogical in and of itself (the elevator!! the elevator!!!) and a romantic climax that neither required nor really benefitted from this staging. (like. you coulda had them make out and then get saved by date, or kiss on the elevator in a "it's moving, but will we make it in time??" way or whatever. look i'm not saying those are great options either but they're SOMETHING okay. it would remove/reduce the amount of time wasted on characters sitting around with their thumbs up their asses for no reason in this finale).
instead the message of this finale is that, actually, sometimes it is impossible to change your circumstances and fight for your own way out of an awful situation. and what should you do about this unfortunate truth? uh. die! i guess. it's the exact opposite of the encouraging, optimistic message of the last game. zetsubou chou pride my ass.
note: i feel i should mention that when suicidality is brought up within the series (particularly in substories), it is always something someone has to overcome themselves through wanting it badly enough. they simply need the inspiration and the motivation to keep going. it's arguably treated as a moral obligation. frankly, the series is broadly very meritocratic (<- bad) when it comes to this topic (and others, but that's a Whole Other Thing. see akiyama's weird loan shark tests as well). sheer will and resolve is enough to conquer any problem, be it physical or mental/emotional, and it's irresponsible to act/feel otherwise. this is the logic the games operating under, and kiryu is often the mouthpiece for this bootstrap-pulling "tough love" sentiment. so when kiryu "chooses" to die, yet faces no emotional fallout from date, haruka, or anyone else, it feels very out of place. it's not just an odd choice; it's specifically, once again, an odd choice to make in context of the game/series/character it appears in.
kiryu's just like eh, haruka'll watch her only family die right as she gets some sense of tentative stability and lets her guard down after a devastating month the year prior (and a relatively dismal upbringing before that) that we trauma bonded over. sure, she likely came to view me as the one who would stay no matter what, who was too strong to be taken out, who she could always rely on, and so i know that dying would hurt her immensely, but she's smart enough to know it'd happen eventually. her eventual recovery means it's okay for me to do this (somehow, in a way it wasn't in the first game). it's an excuse within the narrative's logic, and one it is uncritical of simply because it's kiryu. he gets a pass.
and i think with the previously mentioned passive suicidality and general series-long mental health issues kiryu displays (i mean. yakuza 5's literally his depression arc), this could be retroactively seen as an interesting choice, like a piece in that particular narrative. i don't even dislike that viewing, especially in terms of fan approach. but (assuming this went down the same in yakuza 2), they likely didn't have that in mind. all they had then was the first game and the movie. and they took the first game's Entire Message and contradicted it for nothing but a scene they wanted to have happen because it'd be suspenseful and/or emotional (without actually doing the work to earn it). and they're not fans trying to analyze his character, they're the ones making choices for him. and they chose to massacre my boy. and if the subject of kiryu's mental health was a priority of theirs, why didn't they explore that? haruka and date's feelings on him not resisting and their words not being enough (whether that blame is justified by the narrative or not (it shouldn't be btw)), the uncomfortable drifting that resigning yourself to death and living afterwards anyway often brings, literally any conversation about it besides the minimal shit we get post credits of date being like "did you know about the bomb not having a fuse?" which like. bad answer either way (which is why they weren't straightforward about it, the cowards). you can't just be like "oh uh. idk he just gave up this time. yeah he was gonna die on purpose for some reason. good thing the bomb was fake lol" and then pack up and go home!! that's stupid!! any merit the idea of kiryu dying by suicide in this scene and in this way could have had from a character-based perspective loses its weight because 1. it didn't happen (for kinda stupid reasons), which makes it fall flat and 2. no one is really affected by the fact that it almost did, including him. they sacrificed his ass and replaced it with nothing, even when there could have been interesting outcomes to it.
so the narrative effectively chose to kill him by making the situation impossible, and this impossibility is ultimately arbitrary, given the series' usual approach to miraculous, illogical escapes. that, or the choice to stay was up to kiryu and sayama, one that 1. doesn't make sense and is actively regressive in context of kiryu's arc in the only other game in the series (as well as his whole saga in retrospect) and 2. one that contradicts how the series sees/treats resignation to death/death by suicide in all other contexts without being addressed, challenged, or condemned in ways it would in all other contexts. because they don't want you to think about it like that. they want you to think he (and the narrative) had no choice, that it made sense to do that. but it didn't. it doesn't.
and look, honestly? if i was bleeding out and had like 2 minutes to live, there's a non zero chance i'd say fuck it and kiss a girl too. i get it. but i am (and this is crucial) not a fucking yakuza character. and i'm certainly not kiryu kazuma.
tl;dr (basically just rephrasing the second to last main paragraph)
there are not sufficient character reasons for kiryu and sayama not trying to escape. additionally, because the narrative regularly facilitates even less likely escapes, it's not so constrained to logic and reality that it couldn't pull this one off. the choice to let their situation be impossible this one time was a cheap and arbitrary way of forcing a scene they thought would be cool and dramatic, and in doing so they chose to cannibalize a key emotional note of the previous finale (namely kiryu's mission to dedicate his life to protecting haruka) for hollow last minute stakes-upping in this one. it is then completely disregarded anyway. god damn.
#got so into this post that i used tumblr on my laptop for the first time to surpass mobile's image limit#i also added transcriptions in the alt text (which i should do more often)#actually thinking about it in the movie kiryu teaches haruka that lesson about stumbling on.. and she's the one to ask to follow him... hm.#just interesting given that the movie came out before 2. i don't think it makes much of a difference to the post it's just neat to me#one of my favorite parts of writing this was skimming through a bunch of yk1/yk2 cutscenes and noticing how often kiryu pats haruka's head#it happens a lot more than i remembered and it's very sweet to me. get bonked little one <3#another good thing was realizing you can edit tags when you're not on mobile.... fucking life changing. i have lost hours to mobile tag#editing and i'm not even kidding about that#speaking of editing this one took like 6 hours.. my brother used “yakuza autism” (verb) for me earlier and it's so true. source: this post#i did have a short break to get food bc i hadn't eaten all day but that's mostly because i woke up at 3pm. anyway#also if you like kiwami 2's ending you're not even remotely alone. i looked at the comment sections of the scene comps and ppl love it#and more power to you!! i like it when people enjoy things. and tbh i DO have feelings that i'm supposed to about that ending#i just also have feelings you're not supposed to. like. anger. i guess.#rgg#ryu ga gotoku#skrunk meta#aww yeah it's a new tag babeyy#yakuza kiwami 2#kiwami 2#yakuza#like a dragon#yk2#kiryu kazuma#sawamura haruka#sayama kaoru#maybe my thoughts'll change after replaying the games...? it's been like a year and a half since i beat yk2 so i am a bit fuzzy on it#yakuza kiwami spoilers#yakuza kiwami 2 spoilers
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time-is-restored · 1 year
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in the spirit of all my white collar posting i thought id transcribe one of my more delirious threads when i was extremely feverish and struggling to find any ot3 characterisation i vibed with:
the thing about white collar is everyone wildly underestimates how much of an asshole neal is. and then they make peter the WRONG type of asshole and give elizabeth laughing gas !
neal’s the type of guy to hold the elevator door while ur in it until there’s like fifty people in there and then get out. peter hits the close door button ritualistically no matter how busy it is/who he can see coming down the hallway and elizabeth takes the stairs. they are Very Specific types of assholes!
neal wants YOU to look like the asshole by pushing you into ‘overreacting’, while peters more than happy coasting through (or outright speedrunning) any conversation that isn’t between him and any of the four (4) ppl he likes. its not that smalltalks painful for him, but he's very strict abt how much time he deigns to spend on it. he'll give u 5 minutes, MAX, and then he's bulldozing his way into The Point
meanwhile elizabeth plays the same game as neal but she’s the one who can’t 'overreact' . like an endurance marathon. it’s fun for her! like, the ability to treat anyone less than totally pleasant as a bumbling child w/o losing any face or flinching . that’s a game she’s winning. peters terrible at it @ literally everyone except neal and neal, in turn, is the opposite of that. that is ofc the appeal for both of them
it’s not that any of them see social sim style ++ or - - showing up when they pick a dialogue option? it’s more like. the person they're talking to has a HP gauge. elizabeth keeps u in the green No Matter What and can make u lose even if it’s been an unwaveringly equal and supportive convo, bc sometimes people really really really want to go into the red and she categorically Refuses to give u an excuse. neal goes for JUST outside the range of red and teeters back and forth from yellow to orange. keeping u at the sweet spot between stress and light discomfort where ur the most pliable and the least able to sort through and discard any of the conversational shrapnel (which he is hoping will lodge in ur mind and eventually convince u of whatever shit he's pedalling) he is relentlessly hurling in ur direction. PETER will either press x to skip the cutscene or blast straight through to bright red -100% reputation. what are u gonna do cry. this dude can’t make you cry he’s beige wallpaper. he’s not even paying attention to this conversation. he’s running down the shopping list in his head. and that nonchalance IS fun for peter when he’s doing it on purpose but he’s usually not. so he’s only really >:3 when the other party (ie: neal) has given him time to tune in. you see??
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blankd · 2 months
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MushRush SRPG Devlog Aug 10th, 2024
Time for the first update!
READ MORE to see: my production plan, why I'm calling this MushRush, what this week's Golden Duncecap moment was (and how I solved it), and some of THE scrungliest assets.
NOTE: I will be tagging all posts like this with the 'mushrush SRPG' tag, yes even after I figure out a real name for this project
PRODUCTION PLAN
This update will be lacking in screenshots as I was mostly fiddling with the SRPG Plugin suite, locking in a battle/events roadmap for the entirety of the game, and organizing my notes into something more concise. The battle roadmap outlined their purpose (narrative and/or mechanically), if they had something noteworthy in plot or flaovr, their objectives and their failstates, and a rough idea of what visual assets they might require.
There is roughly a total of 33 maps: so far 5 are core/mandatory, 6-7 are optional, the rest are progression. The distribution may change as production goes forward, and the map count may even decrease but I'm absolutely holding myself from exceeding that 33 number as this number does NOT include whatever magic I need to use for towns or 'cutscenes'.
Additionally, I'm holding off on ANY art assets, writing, and such, until the game has a solid mechanical skeleton to be played through. Since there are a maximum of 7 (8 technically, as its sometimes a Unit on the map but has no personality) party members, I'm optimistic about its implementation and testing. I'm also already planning to reuse/upcycle the enemies from Moon-Scarred appropriately. Waste not, want not!
PROJECT NAME/WHY MUSHRUSH?
it's not a spoiler to say this (as it's visually obvious within the first map), but you play as a cleric of a Divine Mushroom and will be carting it around to solve the Undead Problem. I'm fairly bad at titles, so while I know the name Mysilla is important, I can't figure out a snappy game title for it yet, so MushRush will keep things silly. 8)
THIS WEEK'S GOLDEN DUNCECAP MOMENT
The Issue: I encountered my first (and hopefully worst) instance of things breaking where I could not get my template map to run at all- it would completely skip showing the Pre-Battle (win/lose conditions, etc.), (functionally) skip the Battle Preparation Phase (couldn't place any units, but I could 'Start' the battle with 0 usable units) and then enter an infinite loop of the Turn Incrementing even though no Player OR Enemy Turns were occurring.
The problem was so severe and 'unsolvable' that even my basic ass debugging method of putting trigger text to tell me if/when the code was running, would not trigger. After a LONG journey of consulting the demo's documentation- even literally copying the eventing framework, nothing was working.
As I went to reset the Plugins, I noticed that they were in the incorrect order. For context: a (purposeful) function of RPGm is that Plugins have certain priorities and sometimes need a specific order, but when LOADING the plugins into RPGm, it's alphabetical in its folder (because how would IT know what order it's supposed to be in). I fucked up in that I had only remembered to put the core plugin at the top, but loaded the rest alphabetically because I was lazy and had just forgotten this BASIC FUNCTION.
Once the Plugins were organized into their correct order as intended by the Plugins' creator, everything worked as expected. So learn from my mistakes and never forget Rule 0 of RPGm use- check your goddamn Plugin Order FIRST!!
THE SCRUNGLES (aka a Most Unflattering Teaser of the Main Cast)
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White = not-Halfling Cleric MC Orange = Dragon(born) Lady Paladin Grey = Orc Rogue Purple = Drow Barbarian Blue = not-Tiefling Sorcerer Red = Human Wizard (a HUMAN? MODS, BAN HER) Green = Goblin Ranger (even though in my notes I call her Druid, whoops!) Brown = yeah that's a cart, what of it
While the broad strokes of the characters are present/set (I'm still figuring out Rogue's clothing, oops), enough details can still change or will later be included to make them less boring, such as how Red/Wizard is an older lady, but there's no point to putting the wrinkles at this stage.
I hope you look forward to whenever I can post their 'talking' scene sprites to show off more of their designs! Thanks for reading~
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woltourney · 1 year
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ROUND 1 / SIDE B / POLL 12
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Lopu Rhaavuna (@mages-ballad) v. Big-Chungus Funny Icarus (@swageus-harmonia)
Lopu Rhaavuna:
q. What is your WoL name and pronouns? a. Lopu Rhaavuna, she/her
q. What is your WoL's species? a. Keeper of the Moon Miqo'te
q. What is your WoL's class? Or classes? a. IC-ly her primary jobs are Bard and Dancer. Secondary to that, Sage and Reaper.
q. What data centre/server are you on, if you want people to find you? a. Mateus [Crystal]
q. Tell us a bit about your WoL! a. I took inspiration for Lopu's character and story from the mahou shoujo genre, with the core elements being that a seemingly-average girl discovers she actually has the capability for magical powers, and uses those to help spread hope and save others. Love is a major theme for Lopu, and its what gives her the strength and motivation to do what she does. Lopu grew up in Gridania, where she left and became the Warrior of Light at age 25. She's always had a deep feeling of wanderlust within her, and the events of the MSQ are what kickstart her into being able to get out and see the world. She's lived her life knowing there had to eventually be more out there for her, and her assumptions are proven right as she takes up the title of the WoL and makes herself known. She's no doubt had her ups and downs, but never once has she regret her journey. Others may call her a hero; but even after all this time she still considers herself just an adventurer that likes to help people. In her free time, Lopu has a few hobbies she likes to indulge in! She's very big on cooking and sharing the food she makes, gardening and growing her own ingredients, hunting, training, running Treasure Maps, and of course hanging out with the Scions. Outside of saving the universe, she's a very sweet and humble woman.
q. Why should YOU win? (Answer IC!) a. "Ah? Um…" Lopu takes a lock of her thick hair to twirl around and play with while she ponders the question. "I think I should win because… It would make me really happy if I did?" She laughs a little, giving a flash of fangs. "Truthfully, I can't really think of a good reason! I guess there is the fact I saved the universe, but I wouldn't want people to feel obliged to put me on a pedestal just for that." "Maybe… If I win, I'll bake a huge celebratory cake to share with everyone! That works, right? People tend to be more motivated to vote if there's food involved, yes?"
q. Anything else you wanna add? a. AS HER CREATOR I SAY VOTE FOR LOPU BECAUSE SHE IS SO CUTE AND HUGGABLE AND SILLYGIRL-CORE AND HAS THICK THIGHS AND I LIKE HER A LOT AND ALSO IF SHE WINS I WILL ACTUALLY DO A GPOSE OF HER AND THE CAKE AND EVERYONE CAN HAVE SOME!!!!! VOTE FOR LOPU #LOPUSWEEP #LOPUSWEEP #LOPUSWEEP #LOPUSWEEP #LOPUSWEEP
Icarus:
q. What is your WoL name and pronouns? a. technically his name is Icarus but his name in critically acclaimed mmorpg final fantasy xiv is Big-Chungus Funny so do whatever you want with that information (he/they pronouns also)
q. What is your WoL's species? a. Mr Chungus is a whole ass Viera
q. What is your WoL's class? Or classes? a. His class is whatever I damn well feel like playing with, but for an actual conk creet answer he mains gunbreaker reaper and black mage
q. What data centre/server are you on, if you want people to find you? a. im on zalera crystal data centre :)
q. Tell us a bit about your WoL! a. Icarus is just Some Guy really, homeboy just woke up in fuckin uldah one day and lemme tell ya it went downhill from there lmao. He is also cursed with Not Remembering Anything(which is my excuse for not knowing some shit abt the story because my dumb ass skipped cutscenes OMEGALUL), dude got REALLY fucked up in shadowbringers with the whole light poisoning thing and just. lost memories of shit pre-shb. Also his dork ass horns and wings were bc of the whole shb thing dont worry abt it. Anyways now he just fuckin sits his bitch ass around his stank aah island smoking weed that makes you evil idk
q. Why should YOU win? (Answer IC!) a. uhhh uhhh fuckin uuh #BIGCHUNGUSSWEEP
q. Anything else you wanna add? a. man my wol was just a shitpost character and i got too attached i had to pull all this info out my ass :/
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thessalian · 5 months
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Thess vs Spectres
So I finally got through that whole little chunk of main quest. And the only real reason I'm stopping now is a) hungry and b) frustrated and stuck.
Well, before I do anything, there's a rebel camp over there. Might as well clear it out.
DAMN I'm good. No one so much as saw me ONCE.
Okay okay okay, I know I know I know, Fate Of The World, etc etc. I'm going already.
I figure I can skip that cutscene; I have already seen it.
Well, at least I'm not doing all of the searching when I have companions. Just ... most of it.
Nora go down the hoooooooole...
Seriously, Zenith are assholes.
And code aaaaaaaand ... Beta. Cryogenically preserved Beta?
Wait. Wait did she have that thing in her skull? That thing is way too big to be an implant. What the fuck?
Good for you, Beta! Good for us, too!
ofuck.
Traps. Traps. What's this thing weak to? Acid. I'll try acid.
I AM TRYING TO SCAN IT, ALOY; IT JUST WON'T STAY STILL-- Theeeeeere we go.
And it didn't matter anyway because advanced acid traps are awesome, thanks.
Oshit Erend; hold on! ...Wait, why are you not scanning for weak spots and--? Oh, right, because you refuse to use a ranged weapons and your only combat strategy is "get out there and twat it one with warhammer".
Oh. Also because forcefield. Which is only in the front. Good thing you've got a sneaky bitch on side, Erend!
Okay, that's done. And now we can look at that weapon-- Fuck.
Right. Back to base. And everyone's freaking out about Beta. But at least they ask me how I'm holding up. ...Or assuming I'm fine. THANKS, EREND. I know you think I can do anything, but...
Oh, and Beta's not coping either. Okay. Vat-made humans, unite!
Yeah. Yeah, I knew they were still the original Far Zenith assholes. I just wasn't sure whether it was cloned bodies and data uploads a la Altered Carbon or ... well, this.
Look, you bought us time, Beta; we'll go after them as soon as we can. CHILL, already! But then again, you know how equipped they are and we don't, but still, never underestimate the ingenuity of someone who isn't an entitled asshole who never knew real hurt a day in their lives.
Right. Get this thing to GAIA to see if it can help us at all-- SYLENS YOU SHITBAG!
Fine. Okay. GAIA's working on it, Erend and Varl are going to help Beta cope ... oh. Hi Zo. Wait. You have a way to fix your land-gods? COUNT ME THE FUCK IN!
Hunting tiiiiiiiiiime! Whee!
Okay, that'll take some fixing. Lemme just go to Hidden Ember, as they're calling it now, and see what-- Oh. Hi Delah. Ah, Boomer gone missing. Okay, we'll go search.
I bet the Far Zenith assholes want to strip all life on earth because the people who designed Zero Dawn weren't eugenics-y assholes. I like that we still got people on the autism spectrum when humanity was reborn. I mean, I gather it's at least partly genetic. And it's a nice statement about how, no, vaccines don't cause that shit because none of these people know what a vaccine is.
Anyway. What is this thing you're now getting me to use? ...Oh. Okay, I will try this thing.
OKAY I HAVE TRIED THIS THING AND I DON'T LIKE IT CAN I HAVE MY BOW BACK PLEASE?!?
Right. I have used the shredder gauntlet whatever thing. I will never ever use it again. But thanks. That's sweet of you two.
Back to Hidden Ember, and ... okay, where the fuck is Stemmur?
Ah, there he is. And you want another 'gizmo'. I went with 'doohickey' myself, but you do you.
Down into the ruins I go-- Oh, come on, how did the machines come back?!? Well, at least it wasn't the Tideripper. Just Snapmaws, a Burrower ... and two Spinesnouts I didn't see shit shit shit.
And apparently I just accidentally tripped over the hardest vista in the game to find. Now, where's good?
There. There's good. That'll stop bugging me. Onward to the doohickey.
...Okay, I am clearly supposed to get to the grapple point and then jump onto that bit to the left but it is not letting me jump.
Lemme see if Google has any ideas-- And apparently not. Fuck.
Maybe I'll shut down for now and see if a restart actually lets me do what I need to do here. I need food anyway.
Also my mother will be turning up any time now with some treats she brought me back from Canada. Yay! And later I will try again, but how the fuck do I jump when the damn thing won't let me go in that direction because there is no climbing point there? Maybe I need to do a left-control press pointed in a different direction? Maybe? I dunno; this is a pain in the arse but apparently I can't give my stupid doohickeys to Stemmur if I don't get this one! Why can I not just tell him, "I have a sack full of the fucking things; I can get you that one later"?!?
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I think I worked out my main issue with Pathologic 2 and why I didn't really feel satisfied with it, and why playing The Marble Nest then after also didn't feel great, but not because The Marble Nest was bad
Pathologic 2 sets up a lot of ways that you can interact with the world and how you can miss stuff by simply not being somewhere or not talking to someone (though I'd argue there's also times when the game isn't clear about what it wants from you), and this has impact on whether certain people get infected and/or die, and I like that. Sure there is still stuff that is scripted and if you want certain characters to live then you HAVE to do certain things, but it adds an element of replayability (even though I'd argue that the game isn't actually very replayable due to how long it takes to get through everything that isn't the actual gameplay, can't skip cutscenes or even the opening sequence? Literally why??). However, my issue became apparent when I realised that actually it didn't matter what I did during the game, the parameters for getting the endings are all still exactly the same, excluding the Deal ending, the only thing that really matters is whether you get to the courier and what you do with the papers. There is nothing else. Characters living or dying only affects what comes after the endings, which like ok sure, but also if I chose to do absolutely nothing the entire time I was playing and everyone dies, then the endings become a bit pointless. Sure you still got an ending, but say you decided to make Artemy an asshole to the Kin and choose to have nothing to do with them, you can still get the Diurnal ending, how does that make any sense?
I think this problem comes from the fact that they decided to give the player a bit more choice and freedom to play Artemy in whatever way they wanted, but missed out the part where that should really have some kind of impact on how it all ends. Artemy isn't a player insert, he is his own character with morals, flaws, and opinions, you can shape him, but he still won't be exactly how you want him, and the game kinda teases you with that by telling you that he's an actor in a play, that none of this really exists and that he is just playing a role. So why does it still end the exact same way regardless of how I play him?
When I played The Marble Nest I enjoyed it, but I came into it with the assumption that while there were different things I could do, that ultimately it wouldn't matter because there would be something at the end that determines what ending I got anyway. I got the same ending like three times and I could not understand why. I knew there had to be other endings but because I had this idea that if I didn't do everything it wouldn't matter, I ended up missing out on the other ending screens, and that's really frustrating. But I don't blame The Marble Nest for that, I blame the entire rest of the game for that. Finally a story where doing different things does actually matter, but after ~80 hours of Pathologic 2 why on earth would I assume it's different, this is what I wanted out of the Haruspex run, and now I'm unhappy that I have to wait for it to appear in the Bachelor run, but I'm really hoping that it'll actually be satifying to reach the end of the game
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I've been playing Tower of Fantasy.
The Bad:
The open world is atrocious. Even lowering the fps can't stop the freezing and lagging. With ping below 10, I should have no problems when Genshin, HSR, and DBD give me no issues.
The character models bug way too much.
The enemies respawn in just a couple minutes, so I can't even pause to check my newest achievement before I'm suddenly dying.
Yeah. You can die while in the menu.
In fact, you can peruse the menu, and if you push either of the analog sticks, your character will still move. Even when you aren't on that screen.
Same thing happens when you're looking at a telescope. Twitch even the slightest and you'll walk off the damn cliff despite somehow being engaged in something that requires you to use movement and buttons to complete a task.
If you have to do a quest in a place that usually has a specific type of enemies, those mobs will be replaced with quest-specific mobs, BUT when you finish the quest, the former mobs will spawn in right on top of you and you can die by getting hit too many times suddenly.
You need to use a cursor to still access some places on your screen, but you have to hold down L2 and that touch pad at the center of the controller. It doesn't work have the time, and the touch pad makes you crouch, which L2 aims the bow. So, you have to mash hitting them at the same time to get the cursor to pop up, and even then, it also lags. I tested this out with 2 different controllers and it's not them that are effed up.
Basically, the HUD is very unfriendly to console players despite the game being available on console!
The animations during dialogue are atrocious. And you can't skip through certain things until the animation stops. Even if the speaking is finished first.
There are many screens where there is text, but no sound, and you can't just Skip or go past them. One took almost 30 seconds of time just for fourteen words.
Tutorials are lacking and the explanations don't make sense.
The plot is hard to follow, and I genuinely don't know what is going on. We just have to keep turning on these tower things and then whatever? Why? What is this even about?
How am I supposed to gaf about these characters when they voice acting isn't up to par and the animations of conversations between characters is stiff and ugly af?
The models for the hands don't even grab their weapons. In cutscenes when people pick up or grab things, their hands just stay stiff and look like plastic.
A lot of the playable character designs look the same.
The teleports/spacerifts or whatever are a struggle to use.
If you want to interact with ANYTHING you need to be standing perfectly still before you even get the prompt. If want to entire a domain or teleport somewhere, you CANNOT budge even a little or it cancels.
The jetpack lacks in height or distance, and I'm confused on how a piece of electricity-powered technology requires player stamina just to use it. And why, since it uses stamina on you, does it not do more with that stamina? I should be able to launch myself to the moon with it ffs.
The Good:
Challenges. They have a variety in terms of challenges you can do in mini domains? I've so far done timed platforming, side-scrolling, and maze-run kinds of challenges. The game doesn't lag while doing them and the visuals are nice. The rewards are very good.
Variety of weapons to use. Your active character can use any of them it seems, and they perform differently, but awesomely.
Rewards are very generous. I've been playing for 1 week and already have 5 SSRs. And I'm due for 2 more very soon. Exploring in the open world while a hassle, does come with the stuff you need for gambling. I've done a lot of pulling already.
Customize your character, which is pretty cool. Obviously, I layered on purples of all sorts. There's a lot to choose from and I typically run around as the MC rather than anyone else tbh.
You can do tasks with other players to get rewards faster.
Double-jump option, and the dodge allows you to close distance mid-air quite nicely.
I like the fighting and exploring but the story is lost on me, the lag is unreal, and the best thing of it all was finding out characters can swap weapon types.
youtube
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And yeah, that's it.
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mirror-to-the-past · 1 year
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Dream Drop Distance is really cool so far! Anyone who's heard me speak knows I love shit with dreams, and I'm glad KH is really throwing itself into that mix now. The intro was admittedly a bit jarring, because I was like... "okay... they're younger... with raft? No Kairi? URSULA?! They're drowning? Traverse town... did I skip a cutscene without realizing?"
But I'm good to go, now! 😆 👍
Except for the phantom Ursula bit... why her? Trying to figure that one out, still.
Anyway, here's where I squeal!
Remember when I said this, one post ago, in reference to Maleficent rhetorically questioning fiction vs. reality:
"Here we go, create new worlds from stories, huh?"
On top of Sora's journal being established as being tied to his very being, and that the two clearly have just as much life within them, and that line, it's an interesting choice that the Dream Drop Distance opening movie shows lots of storybooks with writing within them of places in the games, particularly one of Destiny Islands with the trio within it. The game's going meta, boys... I'm banking on it.
The intro scene with Braig's death and Xehanort's... whatever is going on... so intrigued...
The Dream Eaters are SOOO cute! I love their wonky little faces and weird eyes. A mix of Inception dream diving, KH, and Pokémon? This game is like... scientifically engineered to make me go insane. I immediately went to see if censors were enacted for Dream Eater naming as was the case for actions in BBS, and Riku now has a colorful bat following him around named "FU%K." Truly, I am maturity incarnate.
The addictive card game in Traverse Town is very rewarding as a CoM Enjoyer with how it replicates the gameplay. The entire time I was running around I shared Sora's hyper reaction of "I haven't seen this part of Traverse Town before!!" :D I am Filled with Wonder. Traverse Town's got a whole underground supersized mailroom that reminds me of that one place in Polar Express, holy cow!
The two worlds I've been to are so pretty so far! And AAAA a Hunchback of Notre Dame world, which I have been wanting since the first game, ohmygod, guys! The intro got my hopes up for a Fantasia world, but it could've just been a one-off reference like they've done before, and there's so much in Fantasia that I don't know if they'd actually commit to stylizing a whole world off of it. But anyway, if they did... I'd explode. But I won't hold my breath (I say, coping, setting my expectations to a reasonable level). Anyway, now I can legitimately say "Sora and Riku fight the church lmao" and actually have canon backing for it. My wish came true again. And wow.... the cathedral windows are so purty... I just sorta stared at them for a 'lil bit. Then I fought a frog. Then Sora got profiled by Frollo (that was not on my bingo sheet, but something was both disconcerting and hilarious about Frollo looking Sora up and down and going "I know what you are," *projects discriminated group onto Sora's oblivious being*).
And hoo boy, don't get me started on my little duo. Not half an hour into the game, and already Sora was screaming for Riku at the top of his lungs. That was the true indicator it was a KH2 sequel. And Riku, Mr. 'I-agree-with-the-I-wanna-protect-the-one-thing-that-matters-feeling,' *reaches out tentatively for Sora's spectral face,* and "Wish I could take my own advice?" (In terms of struggling to be vulnerable enough to look for acceptance from those close to him- a theme I hold near and dear to my heart) (Seriously, that Quasimodo and Riku parallel was just *chef's kiss*) These two are gonna be something (and when were they not), aren't they?
Also loved when Riku just instinctually backed up Esmeralda with the 'I am an alien to this world and do not know your slurs, I only know to turn a blind eye when I see someone running from authority.' I lol-ed.
Theory time! I guess not really a theory, but moreso multiple observations. The Dream Eater symbol is really similar to the Unversed symbol, first of all! Which is interesting, but would also make sense, as Nightmares and "Bad, lingering feelings" can kinda go hand in hand. Will that mean something for the plot? I'll see! ALSO I think it's interesting how the story took the time to have the characters be like "woah my clothes are different," so like any self respecting person with eyeballs that work, I looked at the clothes and noticed Riku had a Dream Eater symbol on his back! I checked, and unless it's hidden, Sora did not, so hm.... I mean, all I could really throw out with that is "Riku's a dream eater!" But that wouldn't answer why, how, why Sora isn't one, what it really entails to exist as a dream eater, anyway, so it's not really a theory and instead is half baked speculation. But... neat, y'know?
I'm still figuring out what exactly the Sleeping Worlds are and what they mean for the canon, but ya know I'll get there! It's about the journey, maaan. 😎 But know that so far, I am definitely a happy camper (Playing in Proud mode though, we'll see how long that good feeling lasts, lol).
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moonwaterart · 2 years
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Meet Aneirin (ah-nee-rin)
based on the fic I wrote for Narinder found here and here
He/They are the only known reaper left of Narinder's original sect of The Old Faith. Due to betraying his bishop, Aneirin was cursed with immortality and now walks the mortal plane forever to do the job he was tasked to do all those centuries ago. He cannot remember how long he's been around, but his job is more or less to be an undertaker who not only burys the dead, but also makes sure their spirits pass on peacefully and safely make it to the planes beyond. He's content in what he does, though he will admit he is saddened that he's seen so much.
If he were to be encountered in game, it would be through random encounter within a dungeon tile marked with '?'. The Lamb/Lambert would walk in on a scene of him playing his mandolin surrounded by about a dosen body bags. Once they get close enough, Aneirin would open his eyes and greet Lambert assuring him that he wasn't the one to cause all the carnage surounding him. He's meerly there to play the spirits a tune to calm them and send them on their way. He'd comment on them wearing the crown of Narinder and say they'd meet again soon.
After the encounter, the player would be able to gather the bones if they'd like, but now on occassion after adventures, Anerin will start showing up at the edge of your cult. If you talk to him, one of 3 things will happen depending on what you have in your cult:
If you have any dead bodies laying around, he will offer you the chance to skip a chore by allowing him to bury said bodies for you in any available grave plots you have for x5 Gold per body.
If you have no dead bodies, but undedicated graves (Not having used the Funeral ritual on the graves), he'll ask if you'd like him to dedicate them for you so that you may collect your followers devotion from beyond the veil. This would be a flat fee of 50 gold no matter how many undedicated graves you have.
If you have neither, he will offer to sell you decorations he's created since he cannot die. He's got a lot of time on his hands to do whatever he pleases, so a new type of decoration would be offered by him in the shape of bone decor. There's 4 pieces in total; a bone lamp (costs 2 bones to make), a bone archway (costs 10 bones to make), a bone pathway (costs 5 bones to place), and a bone carved statue (costs 15 bones and 2 gold bars to make). Each costs 35 gold to aquire. Once he's out of decorations, he'll offer to buy bones from you for 3 gold a piece.
Each time he appears in camp, he will give you a bit of lore about his past and what he does until you talk to him so he can offer you his services. If you spare Narinder and add him to your cult and he appears in camp, you would get a cutscene where the two reunite once more. Aneirin will apologize for his part in what happened as he still cares for his old bishop and hopes he can forgive him. Narinder will and will mention how he feels guilt from giving the reaper the scars on his face. The two hug and you will get the option allow Aneirin to join your cult so the two friends can be reunited once more.
If you do, he has 2 traits: Faithful and Immortal. He also takes on a new unlocked job called 'Undertaker', so whenever a follower dies he will automatically prepare the body for burial and deposits any items you gave the follower into the collections chest. If you'd like to take him on a quest via a demon, he will always summon Orcus.
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henrysfedora · 2 years
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i hope in m4 we get to know more members in whatever family we're in, maybe it's just me but it kinda annoys me, i'm talking specifically about the death of art in m1 and a friend of ours in m2. we don't know the two guys ambushing tom, nor the guys who accompany henry when he goes to kill leo. like i'm assuming their members of the family? and if i'm wrong and whatever (like, maybe made men can hire guys outside of the family?? sorry idk). i just want more characters to know in general, i think it would be cool of we had more minor characters to care about, they could be used in some side missions to help the protagonist gain popularity in the family, or they could become hired muscle if we ever need it. maybe they help us get shit, kinda like m3 with all the things you can call in to help you while you're out i guess. but there's more to it than the same lines being reused. i want side characters with cutscenes instead of them just standing there. we can help them and they can help us, they can lore dump a little bit, let us explore the map, give us down time. they can have actual personalities instead of just being a generic piece of shit that i don't care about and want to skip all the dialogue to.
idk i just think it would be cute if we have our best friends and main cast. but then also you know, the side characters who give us side quests and bonus items, that'd be cool. i want a more structured crime family lmao. i wanna see all the shit that's going on on the inside.
also side note, i guess crime families don't need to have a lot of made men? i just want more people to know while we go through the story.. like eddie just talking to henry, joe and vito seems so, lonely, like carlo.. you got nobody else buddy just these three? look at all those un-named characters standing around him.. bruh i want the valet that follows the don around, i want him to be the protags friend who gives us info and shit. come on come on come on give me the shit talking servant of the don please
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