#could probably see if I can find some playthroughs on YouTube or something and just watch the Shane parts
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cozy-cinnamon-roll · 5 months ago
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OMG YES
I have been absolutely feral for lee!Shane content recently
ESPECIALLY lee!Shane tummy content
he's just... so cuddly?
and needs 1000x more affection than he gets?
and needs someone to make him laugh 1000000x more often?
GAH
Talyn is speaking my LANGUAGE over here
I think Shane from SDV needs to be tickled by the Farmer
Like just
Farmer needs to just get his tummy and be affectionate
it's me, I'm Farmer
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drakorn · 12 days ago
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Rewriting Veilguard Part 6 - The Mourn Watchers
Rewriting Veilguard Part 5 - The Antivan Crows
Disclaimer: I don't hate the game, I actually think it's quite great given the development hell Bioware went through in those 10 years. This is more of a hypothetical universe where there was less of that behind the scenes drama. Just a fun writing exercise.
Writing an Origin Story Mission for the Mourn Watchers
Riiiiight, the Mourn Watch. The Mourn Watch, the Mourn Watch…the Mourn Watch…yeeaahhhppp.
So, you see, when I started these rewrites, the two factions I dreaded the most were the Mourn Watch and the Lords of Fortune. And I’m gonna tell you why: Unlike the other four factions, these two don’t actually have any faction-specific stories. Sure, the Mourn Watch has the ghost bosses, and the Lords of Fortune has that one arena, but other than that? What exactly do these factions actually contribute to the story? They introduce Emmrich and Taash, respectively, sure. But that’s all they’re really here for.
While Veilguard definitely provided me with a lot of foundations to start working on the other factions’ origin stories, the Mourn Watch will require me to refer to Rook’s entry blurb alone and come up with something from there. There is no faction-specific villain to set up, no major contribution the Mourn Watch has to the overall story, nothing at all, really. On one hand, I dreaded it. On the other hand, I find myself strangely excited. Here, I can actually make something up from the ground while still trying to stay true to the spirit of the game.
Yeah, I could just take the Johanna Hezenkoss plot and make that the faction story as that’s the closest thing the game has, but nah. I’d like for that to still remain Emmrich’s companion story. I think, I might have something else in store for the Mourn Watch as a whole.
So, without further ado, here’s a potential origin story mission for the Mourn Watchers.
Creating Rook
So, for the fifth time, we press the start button, watch Varric’s introductory narration, and then click on the Mourn Watch background. At this point, anyone watching this hypothetical walkthrough on Twitch or YouTube is probably screaming at the streamer to finally proceed with the actual story. But we gotta see all the potential backgrounds.
Right, so, we are met with the Mourn Watch faction background, and the little blurb says:
“You are a Mourn Watcher. This elite necromantic order explores the mysteries of life and death, and tends to the undead in Nevarra’s sprawling Grand Necropolis. As someone who has lived among the dead your entire life, the gloomy depths are nothing unusual for you. But when the dead begin acting out of place, even the most safest corner of your home becomes treacherous and perilous. Will you uncover the truth behind the hauntings? Or does your path lead to an early grave?”
The last name, Ingellvar, applying to all four races, isn’t that big of a stretch in this one. Everything we need is already graciously provided by the game itself.
At some point in our infant life, we were found in a coffin somewhere in the Necropolis and adopted by necromancers. Well, in this rewrite, we’ll say that the necromancer who found us was a single man named Alberich Ingellvar. And the Necropolis has a bit of its own thing going about races, so that’s more of a secondary thing. The more important backstory factor here is our class:
If Ingellvar is a mage, they’re a direct member of the Mourn Watch, since those are all mages.
If Ingellvar is a warrior or a rogue, they’re a guardian of the dead, in service but not directly part of the Mourn Watch.
For the sake of this playthrough, let us go with a human mage Ingellvar.
NOTE: For the duration of this origin story mission, Rook will be referred to as Ingellvar in dialogue for the exact same reasons as stated in the previous entries. “Rook” simply does not exist yet.
Once we finalise our Ingellvar, we press on the start button again, and Varric continues his narration.
In the opening narration of the Mourn Watch background, we get to hear the overall inciting situation: The Grand Necropolis, located just outside of Nevarra City, bordering the Silent Plains, is currently in a bit of a messy situation. Multiple undead strangely go rogue and attack their supervising necromancers, disturbing the overall flow of the facility. Their attacks have grown increasingly bold over the last few months. The necromancers are the last force preventing the undead from reaching the surface. And that’s exactly where Varric hopes to find someone he needs for his own endeavour.
So yeah, you see, the War of the Banners is something mentioned in Rook’s Mourn Watch backstory text in the actual game, but we don’t ever get any proper elaboration on it. I think that’s a perfect set-up for an engaging origin story mission. So let’s see how we do!
The Grand Necropolis
I have to give praise where it’s due: The Grand Necropolis looks amazing in-game. It has that perfect blend between sophistication, eeriness, and Tim Burton-esque weirdness going about it. Hey, I never said I hate DAV! There are quite a few things to be praised about the game we got, and the overall presentation of the Grand Necropolis certainly is one of them.
What I would like to establish, however, is its proper location. Some say, it’s in the heart of Nevarra City, others position it somewhere on the outskirts. A few recent concept artworks from Matt Rhodes show it somewhere in the Silent Plains. So let us implement something and stick with it. In this rewrite, the Grand Necropolis lies just outside Nevarra City, right on the border to the Silent Plains. And that’s not an insignificant position lore-wise, for the Silent Plains are, of course, where Dumat was slain at the end of the First Blight. There are some…interesting implications to be had here, and I will delve into them when the time is right.
Meeting Myrna
We begin our game with Ingellvar entering the Necropolis Halls, where we are expected by Myrna. And right off the bat I’m going to make a small change to Myrna. Well, not really a change, more of an expansion. You see, we never actually get Myrna’s last name in any canon material, so for this rewrite, I’m going to call her Myrna Ingellvar. She is our adoptive sister. It was both a combination of our own efforts and her prestigious position that got us into the ranks of the Mourn Watch, which is, I might remind, the most elite necromancer group around. Obviously, in a non-mage origin, we’re an assistant to the Mourn Watchers, but since we’re playing a mage here, we’re a full-on member.
Myrna greets us and gives her congratulations on us finally making it down here, where all the action against the rising undead takes place. We quickly learn that she’s here to pick us up as we’re both invited to attend a lecture on the restless undead, delivered by none other than Professor Emmrich Volkarin. Not only that, since we’re playing a mage here, we get the added bonus of having been chosen as the professor’s new apprentice. Yeah, the Mourn Watcher background really gives us a lot of good things to start off with. We have…a lot to lose!
Myrna calls upon Audric Felhausen, the undead guardsman we met in Tevinter Nights, to accompany us to the Memorial Gardens, where Emmrich is set to deliver his lecture. We are just needed there a bit earlier since we’re kinda important for it.
Exploring the Necropolis Halls
Before we head to the Memorial Gardens, we have the opportunity to do a quick exploration segment in the Necropolis Halls. Not much is yet revealed here, but we can still have a few nice interactions:
We can talk to Myrna and reminisce about our family. It is revealed that our father is actually dead now. For his long-standing services, he has been granted the rare honour of Lichdom and is now residing somewhere in the deepest parts of the Necropolis. Perhaps we may visit him sometime. Yes, we are part of the Mourn Watch, so…we would know what a Lich is.
We can exchange a few words with Audric where we’re reminded of the fact that he’s actually a spirit possessing Audric’s body. Also a bit of set-up for the future of this mission given that Audric’s story revolved around stopping an undead nobleman possessed by a pride demon. While he’s working at the library nowadays, he’s sometimes still used as a guardsman, especially now.
We find a series of letters between King Markus Pentaghast and Myrna, revolving around dispatching a few Mourn Watchers to the royal palace. A little piece of set-up for later, since King Markus is not what he seems.
We can find another series of letters from a few enraged Pentaghasts demanding to know why King Caspar’s tomb is not accessible until further notice. The Necropolis is simply too dangerous right now.
We can read a final letter from Sidony, a mortalitasi mage previously featured in DAI and Tevinter Nights, now a member of the Mourn Watch herself, informing Myrna of the arrival of someone they had previously discussed.
The Professor
Once we’re done, we signal Myrna that it’s time for us to go. We then get a short but sweet cutscene showing the Ingellvars and Audric travelling through the silent halls and passages of the Necropolis, always on guard. But so far, nothing is attacking us. Hopefully it stays that way until we get to a larger gathering.
Thankfully, fortune is on our side this time around and we successfully arrive at the Memorial Gardens, where Emmrich Volkarin and his trusty assistant, Manfred the skeleton, already await us.
Emmrich bids us a very warm and polite welcome and greets us as his new personal apprentice in the arts of necromancy. As a first little task together, we are to light the candles of the Memorial Gardens, both to honour the spirits and to respect the dead.
As we go about this business, we can also find two letters addressed to Emmrich lying on a small nearby desk:
One is from Bellara, as the two are in the process of exchanging knowledge from far away. We get a hint of the magic in Arlathan Forest growing wilder and more unpredictable.
The other is from Dorian, who used to be Emmrich’s student in younger years. It is both a pleasant and informative letter as we get a small hint at rising tensions within the Magisterium.
We can also have a short interaction with Manfred in which we first learn from Emmrich that he’s a spirit of Curiosity.
There is still some time before the lecture begins, so Emmrich invites us to a game of chess. It is quite a favourite pastime of his, and he likes to test our strategic thinking and patience.
The chessboard looks fittingly gothic and we begin our game without further ado. It is both a nice conversation with Emmrich as well as a perfect opportunity for us to roleplay Ingellvar’s personality traits. In the end, we succeed at the game by beating Emmrich’s Queen with, you guessed it, our Rook, check-mating the King in the process.
Emmrich congratulates us on a well-played game and definitely wants to play again, but later, for it is now time for the lecture.
Lecture on the Undead
As the Memorial Gardens fill with other Mourn Watchers, students, and a few outside visitors, we stand next to Emmrich in front of a huge brazier of green fire. Without further ado, Emmrich welcomes the gathered lot and begins.
Why exactly are we showing this, you may ask? Well, Emmrich is an esteemed professor and scholar, so I think it’s only fitting to show him actually being a professor. And Ingellvar as his apprentice gives us ample opportunity to roleplay our character as someone who is either still learning or very knowledgeable already.
In this playthrough, we have a desire to impress our teacher, so we take all chances we get to contribute to the lecture, something that greatly pleases Emmrich. We deliver a lecture on the nature of the undead, possessed corpses, spirits, the Veil, and how to best respect all. But we also inform the people of the current dangers in the Necropolis, that something is disturbing the spirits here, causing them to occasionally lash out and rebel.
As if on cue, the Memorial Gardens are suddenly swarmed with skeletal warriors, intent on slaying everyone they see. Well, Emmrich didn’t expect such a lively demonstration of what we just discussed.
Together with Emmrich and Myrna we fight against the undead, while Manfred and Audric are ordered to stay out of it given their own spiritual status. The fight isn’t particularly long or hard, but we are tested. In a particularly dicey moment, we are suddenly aided by the rapid firing of a crossbow, look to the side, and see none other than Varric Tethras!
An Old Friend
Once the last of the undead are dealt with, Varric introduces himself to us. Emmrich and Myrna are already aware of him, and so are we if we choose to be, given that Varric is very well-known in the world. He says that Sidony tipped him off on troubles in the Necropolis. Myrna knows this already as some correspondence was held a few days ago.
Varric compliments both our fighting and scholarly skills and offers his assistance in the matter at hand, which we all accept.
As we investigate the slain undead, we notice something quite odd: all the warriors bear the Pentaghast banner. Strange, indeed. Emmrich concludes that we must make our way deeper into the Necropolis posthaste to check up on the Royal Chambers. There seems to be something going on here that we aren’t yet quite aware of.
Given their spiritual existence, Manfred and Audric are told to stay here, as there can be no way of predicting the risks they would find themselves in otherwise.
Deeper into the Necropolis
With Myrna, Emmrich, and Varric, we descend into the deeper parts of the Necropolis, towards the Royal Chambers. This is where the Nevarran kings and queens of the past are all entombed, along with their family members, which, given that we’re talking about the Pentaghasts and Van Markhams, is quite the number.
When we reach the Royal Chambers, we are immediately swarmed by another undead horde, one that we are able to fight off with great difficulty. However, the oddities only increase, for these skeletons bear the Van Markham banner. What is going on here? Why are undead Pentaghasts and Van Markhams trying to attack the living? We knew something was going on, that some corpses began to rise against the living, but this is new.
We must delve further.
The Royal Chambers
When we reach the Royal Chambers, we find the doors unsealed, wide open. Before we enter, a dark figure seemingly materialises out of thin air and approaches us. This is Vorgoth, the oldest of the Mourn Watchers who isn’t a Lich. Nobody really knows who and what they are, but they are benevolent and helpful, so everyone just assumes they are some manner of manifested spirit, and leave it at that.
Vorgoth tells us that a great conflict has escalated between the undead, bidding us to follow him. When we do, we oversee a large clash between undead Pentaghast and Van Markham soldiers. Ultimately, it ends in a stalemate and the forces retreat to their respective wings. This is now absolutely baffling. Well, we all know that the Pentaghasts and Van Markhams are constantly vying for control of the Nevarran throne. But usually this only happens when they’re alive. Why would spirits possessing the dead suddenly wish to re-enact this fight in such a visceral manner?
Since we’re playing a mage, we get a bit of a unique scene now. We’ve been noticing it barely on the edge of our subconsciousness, but now it’s getting clearer: something about the Veil is…different here. We’ve been down here before, but now there is something else in the air…something colder.
We can’t really explain it and neither can the other mages in the party. Emmrich finds this whole situation both alarming and utterly fascinating, and we agree with him. Despite this being incredibly dangerous, we can’t help but feel intrigued. Something is going on down here.
Now we get to make a big choice that will impact the rest of this origin story. The decision is made to split the party. While Ingellvar, Emmrich, and Varric investigate one family mausoleum, Myrna and Vorgoth head for the other. We can choose to:
Investigate the Pentaghast mausoleum. We shall head for the much larger Pentaghast crypts and see if we can find whatever is stirring the undead.
Investigate the Van Markham mausoleum. While not as vast as the Pentaghasts’, we shall still have our fair bit of work to do.
Well, since this particular player here wants to learn more about the Pentaghasts, that’s the choice we’re going with for this playthrough. Myrna and Vorgoth will investigate the Van Markham section. The plan is to meet back here once we’re done. We bid a temporary goodbye to Myrna and Vorgoth and the party splits.
The Pentaghast Mausoleum
Together with Emmrich and Varric, we head off into the Pentaghast Mausoleum and are immediately greeted by another batch of undead warriors we have to fight our way through. But in between the fights, we get to experience some neat dives into Pentaghast lore, as well as some callbacks to DAI:
We see a massive tapestry depicting the entire Pentaghast family tree, all the way from King Caspar to Cassandra, showing just how abnormally gigantic this family is.
We take a look at the rather recent tomb of Vestalus Pentaghast, who was the overseer of the Grand Necropolis until his death two years ago.
We pass by the tombs of Matthias, Tigana, and Anthony, Cassandra’s parents and brother respectively. Matthias and Tigana may have been executed for treason, but they still have a place in the family crypts. When passing by Anthony’s tomb, we can find a series of letters left by Cassandra on her visits here, in which she talks about how she is now running the reformed Seekers of Truth while still maintaining contact with the remnants of the Inquisition. She had feelings about revealing how to reverse Tranquillity but doesn’t regret doing so anymore.
NOTE: In this World State, Cassandra restored the Seekers of Truth and made the ritual to reverse the Rite of Tranquillity public knowledge.
I think it’s important to have quiet and atmospheric moments during exploration missions where you can just let the atmosphere take you on a journey into another world. This has the potential to be one such moment.
While passing through the Pentaghast Mausoleum and all the crypts and tombs in it, we feel this strange coldness that has been plaguing us for a while now. The deeper we get, the stronger it becomes. And we still have no idea what’s actually going on. Why are the Pentaghasts and Van Markham’s fighting each other?
When we venture a little deeper, we find dead Mourn Watchers who have been viciously slain. We suddenly get swarmed by the biggest horde of undead so far, way too numerous for us to fight off. Ingellvar and Emmrich try to use their magic to soothe the spirits possessing them, to no avail. One of the undead croaks that the King shall see us now.
An Audience with the King
We are taken to the deepest and most lavish part of the Pentaghast Mausoleum, the crypt of King Caspar the Magnificent. Now, Caspar is, of course, not only the first king of Nevarra but also the founder of the Pentaghast dynasty. The lore states that young Pentaghasts are traditionally brought into his crypt so that the spirit possessing his mummified body may speak to them.
His crypt was built in the style of a great and ancient throne room. The king himself sits upon the throne and “grants” us a very forceful audience. And Caspar looks just gaunt, like a creature straight from a Tim Burton movie. His throne room is drenched in green veilfire. He demands to know why the Mourn Watch keeps interfering in the War of the Banners, to which we reply that the dead should not be waging war at all. The dead must either rest or fulfil their duties to the Necropolis. But rising up against the living is neither of the two.
Caspar stands from his throne and approaches us. Throughout this whole scene, we can be either very respectful or feisty. But we’re playing Ingellvar as a very dedicated and honourable Mourn Watcher so we try to be respectful. As Caspar circles us, we see an opportunity to try and exorcise the spirit out of his body. It would be risky, but perhaps the undead would disperse then. Caspar’s spirit has surely been corrupted into a demon by now. So, do we:
Try and banish the spirit out of Caspar’s body?
Keep our head low?
In this instance, we try to do the right thing, so we perform a Mourn Watch ritual to banish the spirit possessing Caspar’s body. This leads to a horrifying discovery: Caspar is not possessed by a spirit. He’s not even possessed by a demon! He’s not controlled by another’s magic, either. Caspar is...something else. He’s no Lich, that much is clear, but he’s no longer the spirit that usually resides within the corpse either. So what is it?
Enraged, Caspar attempts to have us executed, only to be interrupted by something. As a mage, we are able to pick up on the cold air suddenly turning utterly freezing, and a voice calls through the emptiness, a dark voice, hollow and deep, as though coming from an abyss. It orders Caspar to bring us prisoners down to the Altar Chamber. Here’s where we get some lore: The Altar Chamber is the last room that separates the rest of the Necropolis from the domain of the Lich Lords. It is the place where newly chosen Liches are given their immortality.
The undead, led by King Caspar, take us away.
The Altar Chamber
We are taken down the deepest, most ancient stairs of the Necropolis, before meeting at the doors to the Altar Chamber. But we are not alone. Myrna and Vorgoth are also here, flanked by Van Markham soldiers, led by King Tylus Van Markham, the first of the Van Markhams to ever assume the throne of Nevarra. Tylus and Caspar at first are furious upon seeing each other, but the cold voice has commanded them both to bring the prisoners to the Altar Chamber.
Now that things can’t possibly get any stranger, we enter through the door.
The Lich Lord
In the great Altar Chamber, we encounter a tall, looming figure, with green flaming eyes, clad all in black. As Mourn Watchers, we recognise the figure immediately: a Lich Lord. Now things are even more confusing. The Lich Lords are supposed to protect the Necropolis from such undead uprisings. And yet here we are.
The Lich welcomes us, Myrna and us specifically. He then performs a glamour spell and assumes the form we find most familiar: before us stands our father, Alberich Ingellvar.
At the beginning of this entry, I said that our father, who found and adopted us, was such a dedicated member of the Mourn Watch that he was granted the honour of lichdom. Well, this is him now.
Alberich states that he sees clearer than the other Lich Lords and wishes to finally open the First Gate. Here’s where Emmrich perks up and we get some more lore: The First Gate lies at the heart of the Lich Lords’ domain. It existed before the rest of the Necropolis, and nobody aside from the Lich Lords knows what’s behind it. All we know is that protecting that gate is their main duty above all else. And Alberich seeks to open it.
He brought us here to grant us lichdom as he wants his children at his side. Here’s where we get a first hint of Emmrich’s own desire to be among the Lich Lords should he ever prove himself worthy. But this is wrong, one must earn their place in immortality through a life of dedicated and selfless servitude.
We can ask Alberich about the War of the Banners. He states it as a rather beneficial side effect of his rituals at the First Gate but doesn’t elaborate any further, we still need to keep some mystery alive for later.
As we study the undead around us, especially the two kings, we notice that they are reluctant to be here. So they aren’t possessed or controlled but somehow they both feel obliged to obey Alberich? Why?
Myrna betrays a hint of distress upon seeing her father abuse his powers like that. Vorgoth condemns his actions, calling him unworthy of lichdom. This seems to be the first case the honour was granted to one undeserving.
Paying them no heed, Alberich compels the Ingellvar siblings to step forward and receive lichdom. We can either:
Obey and step forward, expressing genuine interest in lichdom.
Resist because this is all kinds of wrong and goes against our teachings.
We choose the second option and refuse. Myrna agrees with us wholeheartedly. Alberich orders Tylus and Caspar to bring Myrna and us to him. The grip of the mummified corpses is as steel.
But just as we are about to be presented to Alberich, who reverts back to his Lich Lord form, Vorgoth unleashes their whole power. They send forth a burst of magic so strong that it just banishes the spirits out of all the possessed undead soldiers, sending them to the ground. Caspar and Tylus, since they’re not possessed, are knocked back against the wall, hissing and cursing. Alberich resists with some difficulty but ends up knocking Vorgoth out of the Altar Chamber.
He regards us with disappointment and declares that if we won’t join him in immortality willingly, he will bring us over himself. As Emmrich and Varric attempt to join us, they are attacked by Caspar and Tylus and engage in a fight with them.
Myrna and us are thrown into a boss battle against Alberich, in which he unleashes terrifying Lich powers upon us. This is, again, one of those fights we are probably meant to lose and come back to stronger at a later stage in the story.
As Alberich attempts to stab Myrna with the ritual dagger that would initiate the lichdom process, we jump right between the two and engage Alberich one-on-one. Alberich stabs us squarely in the chest and throws us to the ground. As he attempts to go through with the ritual, the dagger is shot out of his hand by Varric, followed by a crossbow bolt to the head, distracting him momentarily.
Varric and Emmrich, having gotten past Caspar and Tylus, rush to our side and, together with Myrna, drag us out. Alberich and the two kings attempt to pursue us, but Vorgoth returns and casts another blast against them. Then, all goes black.
Healing and Leaving
We awaken in a bed, our chest bandaged up. Myrna sits next to us and is overjoyed to see us finally showing signs of life again, a rare display of emotion for her. She tells us what happened: We escaped just at the last possible second, by the skin of our teeth. After a while, Caspar and Tylus broke off the chase and returned to their respective crypts, while Alberich remained in the Lich Lords’ domain. Nobody is ever the wiser about what is actually going on.
We feel a strange cold in our hearts and Myrna explains that it’s the after-effects of the ritual dagger. It will only improve if we leave the Necropolis for a while and get as far away from Alberich as possible. Confused, we ask where we should go. The Necropolis is our home. Myrna tells us that we should speak to Varric about that. He might just have an idea.
We leave our room and find Varric not far away. When asked about what this strange idea of a trip might be, Varric explains that he came to the Necropolis in search of someone who would accompany him on a most daring and perilous adventure. We don’t know if we should frown or laugh given that we just escaped a most daring and perilous adventure and were instructed to leave in order to heal from it. But what is it and where are we going? Varric can’t tell us just yet. We’ll just need to wait and see. Great.
Before we depart, we, of course, have the chance to talk to our Mourn Watcher friends one last time:
Vorgoth commends us on our refusal to heed the call of lichdom, which speaks of our worth. They recommend us to keep our soul clear of corruption while we are away.
Emmrich (now accompanied by Manfred once more) bemoans that we won’t be able to study together after all. We would have made such an absolutely fine apprentice. But our journey outside is not indefinite. We shall return and Emmrich will have the spot reserved. We have proven ourselves most deserving. Manfred gives a happy hiss.
Myrna bids us a very heartfelt goodbye for now and thanks us for saving her back there. We, of course, tell her to look after herself and not heed our father’s call. She agrees and expresses her intention to occupy the library for the foreseeable future, learning everything she can about what could have possibly led to everything that happened down there. Audric shows up and prepares to escort her to the library.
When we return to Varric, he recommends us that we change our name. If Lich Lord Ingellvar gets any ideas to come to the surface, we may not wish to be associated with him, given the clearly malicious intentions. We can’t really think of anything at first, but one last look at Emmrich reminds us of our chess game earlier, so we hesitantly say: “Rook.” Varric compliments us. “The strongest piece on the chessboard. I like it.”
Following Varric, we pass through the corridors of the Grand Necropolis, approaching the surface. Now called Rook, we look back one last time, before following our new acquaintance into the unknown.
And there we have it! A potential origin story mission for the Mourn Watchers. I am fully aware that it’s not at all perfect, and I am not entirely happy with it. Nevertheless, I hope you still found a modicum of enjoyment while reading this.
Next time, we shall travel to Rivain and tackle the last of our six factions’ origin stories with the Lords of Fortune, and boy do I have a bone to pick with those people. Stay tuned!
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evelyn-onfire · 8 months ago
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Alright guys, posting this here because I genuinely have no clue where else to search.
I posted this to Reddit 3 separate times and no one has figured out what I’m talking about, so I’m starting to think I did actually just make it up, but I swear to you its real.
I remember this game I saw someone play on youtube sometime in the 2010s. It was probably played on pc or playstation/xbox. It was first person, and in the game you’re in a mansion, either trapped in there or broke in to steal something. In the mansion there were these door frames that you would walk through to go to different “versions” of the mansion (it would change colors I think). Each different version of the mansion had an item you needed to pick up to unlock different parts of the mansion, and I think unlock a story or memories. There might’ve been some kind of party for monsters or ghosts or something. The atmosphere was eerie, but it wasn’t a horror game, and it got kinda trippy. There were no enemies or other people in the game, but sometimes these weird shadow people would pass by and I think there were colorful little monsters that would pass by or be in the background, but despite the game being 3D, the creatures were 2D. The game was 3D and smooth, with some blocky textures. The colors weren’t muddy, but it had a dark atmosphere. I think I remember there being weird paintings on the wall, too.
I drew some images of what I remember the game looking like. I specifically remember one area of the mansion. There was a spiral staircase (or some kind of staircase) leading up to a banister above the entrance of the mansion and leading down into a hallway. You could see a chandelier from the banister and I think sometimes the creatures would be like- playing on it.
Tumblr media Tumblr media
(the mansion might notve , but this is what I remember)
yall please help if you can I swear this game is real I NEED to find it
edit: it was similar to Gone Home and had similar graphics/vibe to The Unfinished Swan (but it wasnt What Remains of Edith Finch. I first remembered the game after watching a playthrough of My House.wad, but it obviously isnt that
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pumpkinmetaphor · 3 months ago
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🥘😱😁🙌 for the ask meme! Sits in your inbox with my big rainbow swirly lollipop
side note I hate that it's called an ask meme. This isn't a meme. What's so funny about it. It's so stupid there's nothing intended to be funny why are they calling it a meme this is like when I was 7 and would ask my dad if I could play videogames so he'd go on YouTube and put on a video playthrough of a game thinking that's what video games meant
☝️🤓 um ackshually...
The term "meme" originates from Dawkins's "The Selfish Gene" and is defined as a "replicator" and a "unit of cultural transmission." So a meme is not defined by how funny it is, a meme is defined by being passed on and changed and adapted and propogated and disseminated, now almost entirely understood in the context of online media. So an "ask meme" is called that because it's a cultural unit (understood by Tumblr culture, specific niche, specific demographic) that is being passed around and changed etc. Quote: "Examples of memes are tunes, ideas, catch-phrases, clothes fashions, ways of making pots or of building arches. Just as genes propagate themselves in the gene pool by leaping from body to body via sperm or eggs, so memes propagate themselves in the meme pool by leaping from brain to brain via a process which, in the broad sense, can be called imitation."
(dragged out via cane before I can start talking about Baudrillard)
ACTUALLY ANSWERING NOW
🥘What wip are you most excited about?
Aside from the new chapter dropping in the next hour or two? Chapter 11. Other than explicitedly chapters of Okay, Cupid! would be probably a side one-shot I have that functions as a chapter 11.5.
😱What's your greatest fear as a fanfic writer?
2 things. One, that people would feel something I've put a huge amount of time and effort into writing and THEY'VE put a huge amount of time and effort into reading jumps the shark at the last hurdle. I've been sitting on Chapter 9 for a while, and will probably be delayed with each chapter going forward because, despite planning this all out in like May 2023, I keep being like "oh no...what if this is the final cringey ooc straw for the reader?"
Two, I teach. I don't particularly fear my students finding my ao3 as much as I fear them finding my tumblr through my ao3 or any of my writing from when I was a preteen or a teenager. I also have less of a fear of them finding my fic and thinking eurgh she's so cringe lmao and more of a fear of them finding my fic and being like "this is poorly constructed and ill conceived, and you think you can grade our essays?" I wake up in a cold sweat.
😁What makes you happiest? New fic comments, kudos, bookmarks, user subscribers, story subscribers, or Tumblr asks?
All of these make me very very happy. But my heart does soar whenever I get a comment. I do read my bookmark comments, appreciate my kudos, and enjoy Tumblr asks once I get over the initial sense of dread upon seeing the notification and thinking I'm getting hatemail. But I sometimes just reread my ao3 comments to myself, kicking my feet. Helps me get over the aforementioned fears that I'm going to start producing garbage.
🙌What's a line or paragraph of yours that you're proud of?
You're going to have to wait and see some of them in the next chapter. BUT. I'll pick one or two bits that I think are my magnum opus from Okay, Cupid! Even if my writing for Homestuck is probably better tbh.
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If "Kyoya and Kaoru went to see Venus in fucking Fur on Valentine's Day" has no automatic gigglers, then I'm dead. Sometimes you've got to laugh at your own jokes.
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likewise, out of anything I've published for this fic so far, this entire scene with Akito was my favourite to write
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kyokao equivalent of "you wear fine things well" in my head. Way to make it awkward. I struggle a lot as someone who worked as a scriptwriter and an animator to get actions and physical expression across in writing. This is one of the only parts I'm actually satisfied gets the physical action down without being overly clunky. Imo!
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codelyokooutofcontext · 1 year ago
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Today marks the one year anniversary of this blog's first post!
One year ago today, I acted on a whim and made a new blog to post moments from this show that, without context, look absolutely insane. I thought it was funny, my friends thought it was funny, but I didn't really have any big plans. I thought "I'll keep this around for a little bit and then probably drop it". Like I usually do with most projects of this nature.
If you'd told me I'd still be here a year later, I wouldn't have believed you. I especially wouldn't have believed you if you told me how many followers this account would amass in that time period. Honestly even being here now and seeing all of it, it's still a little hard to believe.
Thank you all for supporting this ridiculous little blog. It means a lot.
And after all this time, perhaps it's time for a proper introduction.
Hi, I'm YoshiStack! I've been utterly obsessed with this show since I was 4 years old and I've been involved in the fandom in some capacity since I was 13. Given that I'm about to turn 24 here in a little over a month, you could say I've been here for awhile!
Aside from this blog and the other few video edits I've done, my main contribution to fannish materials is fanfiction! I mostly write gen work about the friendship between the characters, as that's always been one of my favorite parts about the show and characters. You can find my CL work (and other oddities too if you're feeling adventurous) on Ao3 also under the name YoshiStack.
I'm also on YouTube! Right now I'm wrapping up a playthrough of the original Super Mario RPG before the remake releases and in the middle of a playthrough of a childhood game of mine, Thrillville: Off The Rails. I'm still a novice when it comes to recording stuff, but I'm having a lot of fun doing it and it'd mean the world to me if you checked it out.
(And as an aside: if you have audio or video editing you need done, hit me up either on here or the email I have listed on youtube! We'll see if we can work something out!)
Zero obligation to check out either of those ventures, but it'd mean a lot to me if you did!
Now here's some answers to some basic questions for CL and this blog that you may or may not have wondered about:
Favorite Character: Definitely Aelita! I love her arc! Her development from this character the others feel very protective over to ultimate sass master is so fun to watch
Favorite Episode: Oh that's so hard. But If I had to pick just a few...[REDACTED UNTIL POLLS CONCLUDE]
Spoilsport. Favorite season then?: Oh this one is easy! Season 2 for sure! It does a great job introducing all the new elements you need to know about in the beginning of it (Franz Hopper, William, Sector 5, etc) and has well done pay off at the end. And the stuff in the middle is just downright fun! A well executed season all around
Favorite Sector: Prooooobably forest? Something about all the trees is fun to me. Honestly I like most of the sector though. Minus desert. Too much desert in S1
Favorite Monster: I used to be all about the Bloks, but after running this blog for a year now I've gained an appreciation for the comedy that the Tarantulas often pull off. From well timed devirtualizations to killing one of its buddies with their own lasers, they're unintentionally really funny!
Favorite XANA Attack: I unironically love the food monster. Also the rat army. It's absolutely horrifying but pulled off so well
Favorite relationship: Ulrich and Aelita all the way man. Platonically I mean, their friendship is so underrated in the show itself but the few times they get to interact they're just gold (I am Jerlita trash too if you want to know more in that kind of relationship sense)
How do you pick out of context moments?: Honestly most of the time I just pick a random few episodes and skim through until I find something. Sometimes I'll have a particular moment in mind, but sometimes the funniest clips come from me just mindlessly looking through some episodes
Will you ever do Evolution out of context?: I considered using a clip from it for April Fools Day but I got lazy and never got around to it lol. Aside from that idea though, I don't know Evolution well enough to pulls clips from it, and I'm just not super interested in doing so at the moment. If anyone else reading this though has a burning desire though then you absolutely have my blessing (not that you need it obviously)
What do you think about the idea of the show possibly getting a continuation?: So I’ve always been pretty set in my thought that the show doesn’t really need a continuation. While more backstory on Project Carthage would be cool, it never really mattered to the Lyoko Warriors in the end, and the idea of bringing XANA back after they fought so hard to bring it down always felt cheap to me. They had their fight, they won, let them move on in peace.
That being said, the idea of the brains largely responsible for the original show having a genuine interest in continuing does have me at least a little intrigued. It’s way too soon to say whether or not anything will come from that interest of course—TV is a complicated thing and interest from creators alone isn’t enough to make it happen. But if nothing else, it’s nice to know that even all these years later, there’s still interest in the show and these characters from them.
How long will this blog be around?: Honestly I have no idea! I never thought I'd make it this far! I have no plans on stopping any time soon at least—there's tons of episodes I haven't even touched for out of context moments, so I'm not running out of material any time soon!
For now I’m just going to letting things run their course naturally and enjoy the ride.
That’s all I can think of to put here, but my askbox is always open for more questions!
Thank you all once again for your support for this year. I hope you'll join me going into our next one and beyond.
Here's to another year out of context!
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krystaldeath · 10 months ago
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Cult of The Lamb hc’s (part of me feels like I should wait till I play the game myself - or watch a full playthrough at least - before I “solidify” these but meh. For now at least these are how I see things):
* Kinda typical hc I feel like but Leshy is the youngest, then it’s Heket, Narinder, Kallamar, and then Shamura is the oldest.
* Idk what their ages would be chronologically wise but my personal hc’s for “biological” age are: Leshy (21), Heket (25), Narinder (27), Kallamar (32), and Shamura (40). I think Lamb is about 200 years chronologically but 28 “biologically” (I think it’s funny if they’re “older” than Narinder)
* I don’t have a name for them yet but my version of the Yellow Cat is a little bit fucked up actually. Like they seem chill and they kinda are? But they’ve got a body count. And no not the sex kind. Think of that one audio where the guy answers the body count with 30 and when it’s clarified that it’s about sex he’s like “Oh well I haven’t done that yet!” And the other persons like “WHAT DOES 30 MEAN THEN???”
* I need y’all to know I project onto The Lamb HARD. So yeah, they always wanted to be kind and sorta made it a big part of their personality. Unfortunately their world and circumstances just doesn’t allow for their kindness. They still try to be as kind as they can be, but it’s hard when you’re slowly ascending to godhood, especially into the god of death.
* Also Agender Lamb. They/Them and ONLY They/Them Lamb all the way. Demi ro & sex & pan. They’re a?ab (assigned ??? At birth; bc I can’t decide but if you MUST know I think they can shapeshift a bit now so. Maybe they forgot themself lol). Presents androgynously, leaning either way whenever they feel like it. They have a more masc voice though I think, like the ones people use in comic dubs a lot.
* Once I figure out how to draw (could stop it there I am Rusty) anthropomorphic animals it’s over for y’all (Translation: I will draw my self insert and The Lamb being kinda fucked up Besties)
* ((PLEASE ASK ME ABOUT MY SELF INSERT AND OTHER OC INSERTS I HAVE FOR THIS THE BRAIN ROT IS SO REAL))
* The cotl fandom is filled with queer people who’ve got some level of religious trauma, let me recommend a recent song I’ve been looping and imagining a cotl/narilamb animatic to: Collared by Vane Lily (look it up on YouTube to watch the fun mv first!) WARNING IT IS HIGHLY SUGGESTIVE
* I’ve been flip flopping a bit on what species she’d be but I have ideas for a follower love interest for Heket! At first I thought a bunny, then a bee, and currently feeling like a bat would be cute. Idk but I do see her as a warrior type who also likes to bake and do cutesy things too
* I think once the bishops become followers their injuries are worse but they can still “work” around them: Leshy can kinda see things if they’re up close. Heket can sorta speak but not fast and she’s got. Well not a sore throat bc. She doesn’t have one of those anymore. But something akin to that constantly. Kallamar can only hear loud things or if someone spoke into his ear directly (he only allows those in his polycule and his siblings (minus Narinder) to get that close). Shamura does get a bit lost in their own mind, and even when they’re more conscious their memory is spotty.
* Back to my Yellow Cat being a bit fucked up: They actually really liked the idea of chaos (though they hardly show it) so when they find out Leshy was the bishop of chaos instead of being scared or unnerved they’re like “*twirls hair (fur??)* ha ha ha, omg, really~?”
* *slaps the top of The Lamb, Leshy, and probably so many others don’t underestimate me* these bitches can fit so much adhd (+ autism probably) in them
* Probably (geez I use that word a lot huh?) got more hc’s, especially for other characters, but this is already pretty long so I’ll leave it here for now
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ageless-aislynn · 2 years ago
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My frens! If you know your Mass Effect: Andromeda, then you’ll know what this GIF means.
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I finished the game! 🤗🥳🎉✨
Some important things of note: (SPOILERS, if anybody cares about a 6 year old game 😉)
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I ended up taking 120 hours but, let me tell you, that was with me playing as thoroughly as possible. I did every single task, even the ones where you had to find randomly spawning things like datapads. 😐 Fortunately, thanks to some helpful people on Youtube, I learned that several of those tasks could be sped up by controlling load zones (so you find a datapad or whatever, drive away, drive back and voila, hopefully a new one has spawned in! Sometimes you had to actually fast travel or leave the planet and return to get a new spawn, other times that would totally bork things. It was a process of discovery, lol).
I’m not going to play it through like that again, even when I start over as Scott, but it was fun to take the time to really explore on my first “visit” to the world of Andromeda!
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Fina-frickin’-ly, lol! The big guy played it close to the vest for a lot longer than I was expecting but, well, our love is now true, official and documented! Something I thought was really hysterical, though? Even after you’ve committed to Jaal, which eliminates the option to flirt with anybody else, I STILL had the flirt option for Drack! So, of course, I had to go ahead and take it, Jaal would just have to understand that Drack is an unstoppable Krogan love machine that NO ONE can resist. 😇😛😉 It was all good, though; Drack let me down easy and Jaal never mentioned it.
Though I did wait until Jaal wasn’t, you know, standing right there. Because I have manners and stuff. *nodnods* 😉
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(NOTE: This is a screencap, not a GIF, just so you don’t wonder why it’s not loading, lol) I was SUPER DUPER SAD to learn that I can’t get this look for Scott on his own playthrough. The default face can’t be customized. 😥 ZOMG, I WANT THIS SCRUFFY BEARD LOOK SO VERY MUCH. 😥 I miiiiight see about customizing one of the other faces to look as much like the default face as possible if you can have a scruffy beard. If not, then clean-shaven it will be. *HEAVY SIGH* 😛😉
And speaking of Scott, this actually managed to be something I didn’t know was coming: (SO I’LL MARK THIS WITH ITS OWN SPOILER WARNING, JUST IN CASE) I thought he’d probably wake from his coma by the end of the game but I was FLOORED when I was suddenly playing as Scott and he had a pivotal role in the final fight! 👀 It hit me as hard as an invisible drink, I tell you!
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Hee, for some reason, her drink glasses would randomly not appear several times throughout the game, I dunno why. But that’s not as bad as the glitch that I got thankfully only once where THE GROUND did not spawn in and so she got stuck in a cycle of falling to her death, restarting, falling to her death, restarting, falling, restarting, etc. etc. 😱😱😱 That sucked rocks through a straw big time! 😡
I still kinda laugh at the fact that, because I missed that you can customize your brother or sister, I ended up with customized Sara and default Scott as twins, lol! On Scott’s playthrough, I’m going to customize Sara to look like this Sara, though, just ‘cause. 😎 Also, I find it interesting that their dad Alec changes to match your main character, so if I use default Scott, I’ll have default Alec where as Sara’s Alec matched her look instead, lol. Oh well, clearly Original Pathfinder Ryder™ was a man of many talents! 😛
A few other fun things...
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This is how Peebee showed up when I changed my loadout, lol. You can see Vetra is following me because she’s my Best Girl™ but Peebs (I love it when she starts signing her emails like that 😉) is just hanging out up there! I finally had to get in the NOMAD and then back out again to get her boots on the ground!
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Sara has a radio-like music player at her bedside in the Pathfinder’s quarters and it has my friend THE DANCE PROMPT, YES! (You can’t see it here because I had to shorten the GIF for size limitations. 😕😉) Sara is also modeling both her casual and her sport’s casual looks for y’all as she breaks out her best moves! 😎👍😉
Next, because I’m sure the entire Internet is dying of anticipation to know my next move... 😛😉
Since I’ve learned of my other friend, Manual Save, I kept some points so I can go back and...
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...take Peebee up on her friends-with-benefits offer. And back up a bit farther to do the same for Liam after Sara helps him move the couch. 😛
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Here’s Liam and Jaal giving Sara both Thoughts™ (’cause, hey, she’s been in cryosleep for 600 years and a girl’s got neeeeeeeds, ya know!) and Anxiety™ (’cause she’s the leader of this crew and, fellas, ZOMG, this is Not Professional®) 😂
However, the next full romance I want to do (and am going to back up alllll of the way to when Sara gets the Tempest or thereabouts so I don’t miss anything) is going to be...
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...Vetra, my love. I just freakin’ adore her, what can I say? She was my constant through all of the missions, it was always me, Vetra and somebody else. She’s a total badass but also endearingly a little insecure and with a literal spiky exterior that covers a sweet, caring heart. Nothing but the best full-on romance for my Turian sweetheart! *fist thump* (Can you guess who I already know my fem!Shep will be romancing in the ME trilogy? Three guesses and they’re all spelled Garrus Vakarian... 😂😉)
I still would like to romance Suvi but I get the feeling she’s going to take more work like Jaal did because her flirt options dropped almost immediately as soon as I stopped selecting them. Peebee and Liam, for example, offered flirt options right up until my romance with Jaal locked in, even though I hadn’t selected one for a while. So there’s that to consider.
For Scott, he’ll definitely be romancing Avela because, as we all may recall...
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Also, it’s a short-lived romance so he can probably find time to also romance somebody else in that one playthrough, if I’m feeling it. (I honestly was surprised at how much I ended up loving Gil, so maybe we’ll give that a try, either here or elsewhere?)
But, of course, the full-on romance for Scott is going to be...
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Cora. I legit went *SQUEE* out loud when she kept asking about or mentioning Scott to Sara. *furiously waves Scott/Cora shipper flag* It made me feel kinda like she might’ve had a wee little bit of a crush on her Pathfinder’s son (when Alec was her Pathfinder, of course) but she was keeping it professional and all that. I dunno, that might just be me and those darn shipper glasses that tend to fly out of nowhere and land on my face all the time...
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LOL!
Also, somebody at some point will be romancing Reyes because, and please pardon my language, but he’s the epitome of a sexy mofo. 😳😛😂
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You also get a glimpse that there’s more to him than meets the eye. The only thing I was disappointed in was that, while I intended to choose him over Sloane, I REALLY disliked that the only way to do that was to promise Sloane you’d have her back and would keep things fair... then you let Reyes assassinate her via a sniper shot. But if you save her, you’re choosing her to “rule” Kadara instead of Reyes. *frustrated sigh* I let her get assassinated but I felt bad about it. Not about my choice but just at how it came about. (Cora also called me out on that later, to not forget that he’d had an unarmed woman killed after promising her a fair fight... 😬😥)
In conclusion of my long-winded rambling, I loved this game a LOT. Was it perfect? Was the animation sometimes WAY WONKY? No and yes. But I was here for the chance for some romance and RPG along with my combat and I really enjoyed that aspect a bunch! I’m sorry that they won’t be continuing Andromeda’s story because I would’ve liked to see more of the Tempest and her crew. As it is, though, I’ll just be content believing they’re out there saving the universe and having more adventures!
I’ll eventually be moving to the OG trilogy and I’m definitely looking forward to that! But for now, thank you, Mass Effect: Andromeda, for 120 hours of fun game time and here’s to many more!
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seafauxmy · 3 months ago
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dogday doll fanart
🐶☀️🌈✨🧡
hey, poppy playtime fandom! i’m new here so this is my fruity little smiling critter fanart offering. can someone tell me what aesthetic this is??? 😭
i present to you, dogday! with a twist! okay maybe a couple… 💀😭 i thought it would be cool to draw dogday as a doll concept. now i want to do all the other smiling critters and make it a little series. expect them to all have some zest because i am genderfluid and femme if you couldn’t tell. 😂💅🏾🥰
note: i said “draw” but i actually painted this because i am soooo bad with lines you have no idea… dysgraphia has entered the chat. i had to find my own “drawing” process that doesn’t include the type of sketches most artists do. 💀 should i post what my “sketch” looks like?
poppy playtime means a lot to me because when i first played it, i was going through one of the roughest moments of my life. i needed a distraction and poppy playtime’s kidcore dreamcore weirdcore aesthetic was comforting so i decided to play all 3 chapters back to back.
i had no experience with puzzle horror games and hadn’t watched any playthroughs so i was completely lost. it took me embarrassingly long to complete chapter 3 but i never gave up once. sure, it might be just a game to some people but it wasn’t for me. i was convinced that if i could beat the game, i could get through the hell my life was. i think i was right.
i guess poppy playtime is one of my comfort fandoms because of trauma. it’s probably why i feel so protective over dogday and don’t like how he’s treated by certain niches within the fandom.
anyways, i am looking forward to making more smiling critter fanart and other art too because i finally found something i can do. i’m autistic and i have adhd and i felt like a failure for years because there was nothing for me. my art journey was slow and daunting thanks to my life circumstances and dysgraphia but i think i finally found my thing. i can’t wait to see how much i can improve. i’m gonna study so apply to art school next fall.
HERE’S MY SOCIALS:
⬇️ 🌷💜🥰🪸🌸 ⬇️
🎨 COMMS OPEN 🎨
💖 INSTAGRAM 💖
👾 TWITCH 👾
🖍️ YOUTUBE 🖍️
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roxtron · 1 year ago
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(previous tags for context) #okay im trying to see the handprint because im so intrigued by this#but cant#do you think you could point it out???#tysm abksdbfkshn yeah! it's really hard to see in the screenshots for some reason.. it's a lot easier to see in-game. I already tried to edit the screenshot as much as possible to make it more visible but here's a more edited version circled like a youtuber thumbnail lmao.
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idk what it is but again it's way easier to see in-game compared to the screenshot, if you have a friend with the game or screenshare with them or something, or a youtuber that goes over to this vent in their playthrough, I'd probably recommend trying to find it that way, just because of how much easier it is to see. (Oddly enough, that whole room is a lot brighter with the mask on, so I tried to view it there, but the handprint isn't there in the mask world. I'm not sure if that's intentional or a mistake porting the game since I'm on PS4.) it's the vent right above Gregory's backpack right on the edge, you can see me crouching so you can pretty much walk up to it.
Anyone ever think about the idea that the mimic is mimicking what it did to gregory before being trapped?
probably, I'm sure I'm not the only person to think about this. but am I going to talk about it anyway? absolutely. Okay so basically.. a couple of the mimic's voicelines are copy-pasted from Security Breach, right? While this is the first time we've seen the mimic copy anyone before, I believe most of his voicelines do come from somewhere. Sorry, that sounds vague. What I mean by that is I don't believe everything the mimic says is 100% a lie it created. For example a lot of people joke about the mimic being more whiny when pretending to be Gregory. Joking about how it's the biggest red flag because Gregory was never really that scared in Security Breach. But did it really just come up with that on its own? What if it's mimicking Gregory in the state he was in when he left? What if Gregory was that scared when dealing with the mimic? And it's not just that, I think some voicelines actually give a bit of hint to this too.
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"Help! Something grabbed me! It won't let me go!" I feel like this line and others like it may actually describe what the mimic did. The way Gregory refers to the mimic as "that thing," and the only other 'thing' it could be pretending to be afraid of is the blob, which already tunneled out by the time Cassie gets here. And while the mimic isn't the best at keeping its story straight.. (Claiming to be running/hiding from Roxy while it's trapped under the sinkhole, though I believe that could be him trying to cover up the real Gregory attempting to speak to her, regaining control of the situation. After all if that voice line was the mimic why would Roxy run in the opposite direction of the walkie talkie to go chase him?) I feel like if the mimic was pretending it was the blob that grabbed him, he wouldn't also admit that it tunneled out later on. (I'll get to that don't worry.) Sure, this is a fabricated lie to lure Cassie, but my point is, what story is the mimic trying to create here? What is the mimic trying to claim happened to it/Gregory? I was going to bring these screenshots up later, but..
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(Original screenshot + edited version to see the handprint better.) The handprint on the vent outside where the mimic is trapped, with Gregory's backpack underneath it, if you haven't seen theories about it already it seems to clearly imply Gregory lured the mimic in through the vent, that's his handprint. Why I'm bringing this up here though, that handprint looks bloody, doesn't it? Maybe it's just me, maybe it's just the lighting, but I feel like that looks more like a bloody/liquid stain smear than a smear of dust or something. So what if what happened was what the mimic described? It grabbed Gregory, and didn't let him go, causing his arms to get stabbed through and bleed after he escaped through the vent. (If you can't picture what I'm saying or just want a cool visual of this happening, go see this post it's cool and basically shows what I'm talking about, I only thought of this detail because of their post, also the art is cool.)
Anyway, moving on..
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"That thing is here again. I gotta hide. Save me."
What if getting the mimic to that specific room wasn't all of the luring Gregory had to do? What if he periodically had to deal with being chased/hunted by the mimic while trying to get it to follow him to that area of the pizzaplex? (This is probably the most speculation, there's not a lot you can get from this line, but it's still a cool idea I think.) OR, an alternate take.. The mimic is being interrupted by the real Gregory's attempts to reach Cassie, and the mimic is using this opportunity as an excuse while it attempts to block his signal. (I've theorized about the differences between each speaking a bit before, but basically, I find it notable that the only times the real Gregory seems to get through to Cassie is when the mimic is busy/distracted/unavailable. So the mimic likely has to make an active effort to block his attempts, hence why he ends up using other signals to try to reach her, like the hacked staff bot. Again this is heavy speculation, but I find it interesting if he's basically telling the story in real-time and sort of swapping him and Gregory.)
Overall there's not a lot you can gather out of this line that I haven't already mentioned in the previous one, so let's move on.
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"Something tunneled out.. broke everything. Now I'm stuck here!"
Before I go over this, take it with a grain of salt. Yes I think this is him referring to the blob tunneling out, causing the 'earthquake' that broke the pizzaplex to the state it's in when Cassie arrives. Considering the tunnel in the sinkhole and seeing the blob in a tunnel early in the game, this adds up. However.. I think there might be a double meaning here. It's a bit of a reach, but what if it's also referring to Gregory a bit here? "Something tunneled out," it's implied Gregory used the vent (sort of a tunnel) to escape the room the mimic is trapped in. "Broke everything," ruined the mimic's plans. "Now I'm stuck here," well, that's self explanitory. Gregory used the vent to escape, ruined the mimic's plans, and trapped it there. I also find it interesting this seems to be the final time the mimic mentions something else down there with it. (Even during its final pleas in Roxy Raceway, it only says "Save me, it's so dark down here." Nothing about that "thing" putting him in danger.) Do I think this line is specifically the mimic talking about Gregory? No, I think its main purpose is to explain where the blob went. But I do think it's possible there's a double meaning to it, intentional or not..
Like I said that's the last line of dialogue where the mimic mentions something else down there with it, so there's not a lot more to talk about. My biggest points and evidence were in the beginning tbh, it probably would've been best to cover it at the end of this post but I wanted to go over the voice lines in chronological order to when they appear in-game. I know some of the stuff I said is reaching a bit, I'm not 100% confident that'd be the correct interpretation.. but it's something to think about, that's my point. Whether I'm right or wrong I think the theory is worth considering. If you read this far, that's cool, I hope this was entertaining or had some kind of value to you. I like writing analysis stuff like this so it's always nice when other people enjoy it too. :)
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thefanficmonster · 4 years ago
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Falling Faceless
@itsminniekat
Corpse Husband x Reader (female) 
Warnings: None
Genre: Fluff
Summary: Some crushes don’t need anything visual to exist. Appearance is irrelevant when you know the true beauty of a soul and mind. Or basically, Reader and Corpse could not care less what the other looks like.
Requested: No
Y/N and Corpse have been friends ever since they began playing Among Us together. They were the ultimate power duo when imposters together, and each other’s angel guardians when both were crewmates. They had a silent pact to not kill the other if they were imposter and the other wasn’t. They promised not to snitch on each other. They had built a pretty steady system of a friendship.
But, as the whole lobby assumed, that friendship would only last a ‘just friendship’ for so long. The sarcastic comments progressively grew more flirtatious. Corpse got a lot more comfortable playing with people in the meantime, but it was obvious that he was a bit more tense whenever Y/N wasn’t there, which rarely happened. On Y/N’s part, the change was also apparent. She used to have to be begged to play Among Us. She didn’t understand the hype of the game, seeing as how the concept was old and just remade and redesigned. Now, after meeting Corpse, she began being the first in the lobby, often initiating the game herself, almost forgetting to invite anyone but Corpse in the process.
The Peanut Gallery, aka the rest of the players just stood aside and listened to the romantic comedy unfold in front of them. They had a title for it too: “Falling Faceless”. The term was formed after a lot of discussion in a discord call which Y/N and Corpse were not invited to.
Explanation: Falling Faceless - Falling in love with someone whose face you’ve never seen, therefore they’re faceless to you.
That’s one of the things her and Corpse had in common. They were both faceless to their audience. Y/N was a gamer and also helped out Jaiden, James and Adam with their animations every now and then. She covered songs and made remixes of existing tunes - all things she never had to reveal her face for.
Corpse was attracted almost immediately - like a moth to light. The faceless rep, the cool song remixes, sweet and kind personality, intelligence, positivity...he could go on. He never denied his feelings in front of himself but he was prepared to deny it to his grave in front of anyone else.
Y/N was different. Her attraction grew gradually. From the tiny details he remembered about her and brought up, to the jokes that never failed to make her laugh, she was just so whipped by him without even noticing. When the realization began to creep in, she was low-key terrified. She actually avoided playing Among Us for two full days just because she thought it would make her emotions cool down.
While he was ready to embrace his feelings, she was doing everything she could to push them away.
She threw herself into work, surprising her animators by finishing her animation parts far before the deadlines. Dropping a few covers a week and playing Among Us as little as she could without drawing any suspicion.
One day, in the middle of editing the footage of her playthrough of the game Neversong, her phone started blowing up with notifications. She had a strict ‘no texting while working’ rule, so she ignored it, turning the device on its screen and pushing it further than an arm’s reach away in case she got tempted.
She was doing a fairly good job blocking out the hurricane of notifications when her ringtone sliced through the bubble of focus she had built around herself. She straightened and reached for her phone, promising herself she wouldn’t take longer than necessary. 
That promise was thrown out the window the second she read the called ID. Corpse, written down as Lil Corpsy in her contacts, was calling.
“Have you watched the video yet?” he asked without even greeting her
Baffled, it took her about three seconds to reply, “What video?”
“So you haven’t.” He sighed, “My face reveal. Go watch it.”
The line went dead before she could even completely comprehend what he had said. Work all but forgotten, her finger tips hovered above the screen, hesitant about tapping the YouTube icon.
This isn’t right, Y/N. She told herself.
“Hey?” He picked up her call-back before the first ring was even over.   
“I still haven’t watched the video. But that can wait.“ She fussed, now up from her chair, pacing around her office. “I’m calling to tell you the most terrifying thing that has happened to me. I made a friend. He’s great. The most amazing human being ever. We make a great team. I love him. It took me a while to realize that I love love him. And it’s scary, cause it feels like I’m walking on thin ice of losing him if he finds out. Well, now he’s letting me on to what he looks like, I might as well let him on what my mess of a brain looks like. And now that I’ve done that, I also wanna mention that I’ve changed my mind. I’m not gonna watch the video. It will change nothing but his view count. I will still like him the same. So why bother watching him talk to a camera when I can listen to him talking to me, right?“ She breathed heavily and shakily, sinking to the floor despite having her chair to sit in. She was distressed and felt like the equivalent of a deflated balloon. But compared to the feeling of a balloon ready to explode, she was feeling great. “That was probably too fast to understand, but I’m not repeating it.”
The chuckle that reached her made her even more flustered, “There is no video, Y/N. I just needed you to go to my channel. But, I too have changed my mind.”
He hung up a second time, leaving her with mixed emotions. The uncertainty of weather she was just rejected or her feelings were being humored was killing her, bringing her to a brink of tearing up. Just as the first tear slid down her cheek, her phone rang. However, this time, the ringtone was different. It was a Facetime. From him.
Without realizing that this wasn’t going to be only his face reveal, but hers too, she picked up.
Suddenly, they were no longer falling faceless. They were just falling. Falling in each other’s eyes. Falling in love. Not all over again, but deeper. Deeper into the emotions that left them with no sleep. The emotions they both dealt so differently with.
“You were wrong, this will change something.” He spoke, “The girl in my dreams, the one I’ve been in love with since day one, is now not only a voice in my head. She’s real.”
“You’re real, too.” She chuckled, looking at the face she never thought she’d see. “This is real, isn’t it?”
“It’s always been real, Y/N. We just now have faces.” He laughed.
For the first time she not only heard, but saw the laugh, finding it as adorable as day one. 
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ahwait-no-yes · 4 years ago
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Let’s talk about if Saihara hated Ouma
So lately I’ve actually seen a bit more comments on how Saihara doesn’t actually like Ouma and people have gone as far as saying he hates him and idk why people genuinely believe it so here I am about to refute that (I’ve been waiting ages to make this post just so you know so this came out as a horribly unstructured ramble more than anything oops)
some notes beforehand:
I have an obvious bias as I do ship saiouma. although i’ll try to be neutral on what I say here, I can’t hide my bias. I have tried to include what people that hate this ship believe to counter them though, also if you ship other things that’s totally fine?? don’t think of any of this as an attack at your ship and I’m not saying Saihara loved Ouma, I’m just tired of people saying Saihara hated him.
You’re allowed to respectfully disagree as long as you don’t berate me or say I don’t know the game when the majority of the screenshots in this are from my own gameplay, lmao. 
and massive whole-game spoilers! Don’t read this if you’ve not finished DRV3!
Glad to know you made it under the cut! now I can begin with where I think people got this idea that Saihara hates him from- the infamous “You’re alone Kokichi and you always will be” line.
I admit this was very cold and still breaks my fragile saiou heart, but to base Saihara’s entire perspective of Ouma on this one line he said while he wasn’t thinking straight is just.. no.. It’s unrealistic. we’ve seen how Saihara is able to adapt his views and grow (I’ll come back to this later), he’s not stubborn in this regard like Momota or even Ouma is, so even if he did mean it 100% (which I doubt because when *anybody* is angry they will say or do things they may regret had they been calmer), it’s not like his view on Ouma from chapter 4 was his final view on him. And that’s what people fail to realise. 
So, how does Saihara view Ouma then?
well, I’d say he’s been interested in Ouma as a detective from the moment he met him with his curiosity piqued at Ouma’s claims of leading a secret organisation.
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and he remains curious about Ouma throughout, always questioning why Ouma says certain things, what Ouma is lying for, he just wants to figure him out- and this doesn’t just apply to free time events either
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I think you get my point there, now, I think if I didn’t ship saiou and read this, I’d argue these are all pre-chapter 5 and before the breaking line so he may have been curious before but not after- that then brings me to my next point
Saihara was confident- dare I say believed- in Ouma, especially after Chapter 5.
how bold of me to say ikr, but this ties in to Saihara’s ability to adapt his views. He’s sort of like a mixture of both Kaito and Ouma honestly, because naturally as a detective he has to be suspicious and think logically as Ouma does, while at the same time Kaito taught him to believe in his friends which has also helped him to advance in trials. I think he might have extended this belief to Ouma, because he trusts that Ouma is doing what he does for a reason.
In fact, I’d argue he’s the only one of the remaining group who wouldn’t readily accept pinning Ouma down as a villain. If anything, it’s the opposite- Saihara fought to clear Ouma’s name, and never stopped trying to understand whether or not his intentions were true or false
i’ll just drop this screenshot here (that i named THIS MAKES ME SO HAPPY.png in case you were wondering)
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this is what I mean when I say he wouldn’t accept it as fast as the others and would second-guess it, bear in mind this is the moment Ouma “admitted” to being the mastermind. and it’s not like this doubt was sudden or anything, cause I can recall this moment (that I actually didn’t catch on to on my first playthrough)
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which gives me the idea that hadn’t Ouma purposefully messed with everyone and built up his bad reputation, it would’ve been so much easier for Saihara to disprove him being the mastermind at the point he said it. 
Anyway, going back to my point- excluding Kaito (cause Ouma directly told him), Saihara is the first to bring up Ouma’s innocence, and this is what I mean when I say Saihara believed in Ouma
note that I say believed in. believing Ouma and believing in Ouma are different, it’s like how loving someone and being in love with someone are two different things, so don’t argue that by saying “he didn’t trust him” because ik that and that’s not what I’m trying to say.
but he did believe that Ouma had his reasons, and he tried to discover and understand them. I mean, take this for example
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he’s already on board lool look at him go, but no really look at the confidence
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he’s both confident in himself and in Ouma not lying here, then goes back to being curious about his intentions
oh and let’s not forget who it was that searched Ouma’s lab to find clues to prove he is a remnant of despair. Why do you need to search for evidence for something you (and the others even more) think is irrefutably true? the answer is obvious- he was doubtful of it from the start, and needed evidence to convince himself it was true, but then as he found nothing to prove it (and even evidence against it), he had to convince the others of it too- and prove Ouma’s innocence
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(the last screenshot was from Hikkie’s playthrough on Youtube) 
But as you can see, he’s clearing Ouma’s name as the leader of the Remnants of Despair. 
Now, I bet someone would argue that this only proves Saihara was determined to find the truth in general, because he’s mister detective, so I’ll raise you the fact that Saihara didn’t need to try figuring why Ouma does the things he does- he could leave it at just knowing the truth and if he really didn’t like Ouma like people say then there’s not much merit to it. 
“So what if I know this now? I didn’t care about him, it’s pointless” he could’ve thought something like that, but no
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(I also think the “you’re lying again kokichi, there’s a method to your madness” moment fits here too)
Not only this, but there’s also how Saihara learnt from him.
honestly im still kinda mindblown from this ever since I first realised it, but when you think about it, Ouma hinted to Saihara in his FTEs how to win the game.
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(those 3 screenshots are from justonegamr’s kokichi’s FTE video; random fun fact this was the playthrough that i watched while first getting into drv3)
But if you think about it, Ouma tried this again in his own trial in his attempt at ending the killing game and then Saihara also used this to actually end it
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Not only that (which personally i think is pretty powerful in itself), but Saihara also tries to take Ouma seriously and picks up hints he leaves and uses them later
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as well as
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et
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(and generally just)
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generally, Ouma will hint and then Saihara will pick it up. it’s been like that for the whole game- why should Saihara give any extra thought to what Ouma hints if he dislikes him?? really, he could’ve just ignored him the same way he did at the end of chapter 4- but again, he didn’t “”hate”” Ouma enough to keep ignoring him, he considered him a friend in the end anyway.
and the end is what I’ll talk about now, too.
first- can we just acknowledge this?
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he doesn’t ignore Ouma at all here. even though he didn’t trust him, he was sad to have lost him. 
Not to mention the way he thinks about lying at the end of Chapter 6. (like, please this is just-  *chefs kiss*)
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IMAGINE Ouma was alive to hear him say that omg but Saihara could (and probably would) extend what he says here to Ouma himself- y’know, the ‘embodiment of lies’
by thinking about lies in a different angle instead of at face value like this, he gets a more neutral view on them rather than just thinking “they’re bad!!”, why wouldn’t he be able to do the same for Ouma? especially now that he knows Ouma was innocent and actually hated the game as much as they all did. I mean hey, even after chapter 5′s trial he sort of already thinks about lies differently
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and throughout this post, I’ve tried to avoid talking about his free time events or his salmon mode ending because people always say “well they’re not canon” and to that I say not canon to the plot, yes, but still canon to the characters. so yeah, I don’t disregard any of them.
from this point onwards these all technically happen before chapter 5, so it’s not entirely relevant to my point that saihara still liked ouma even after the end of chapter 4, but it’s still something that shows he liked him beforehand at least. I mainly just wanna ramble though haha
one thing I’ve always thought was interesting was how Saihara easily lashed out at Kaito in his own free time event
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and Kaito is undeniably Saihara’s best friend who he holds in high regard. If Saihara having backbone means he doesn’t like someone then damn bye bye momota have a nice trip in space
in terms of ouma and saihara though 
how about the fact that Saihara willingly sat there and played rock paper scissors (janken pon!) with Ouma 100 times?? bruh I got bored playing that with my brother after 8 rounds yesterday how would Saihara manage 100?? would you really have the patience for that when you don’t even like the person you’re playing with?
how about his third free time event too?
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(from justonegamr’s kokichi fte video)
Saihara wanted to spend some time with Ouma, that’s- its literally written there I don’t know what you want from me the guy wanted a nice time with someone he supposedly doesnt like
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what I love about this is how “reaching out” could be taken both literally and figuratively. Wanting to understand someone and trying to find a way to but them being too unwilling to trust anyone.. damn 😔👊 also shuuichi either wanted to handshake or hold hands, what else do you do when you reach for someone’s hand come on
oh yes and how about that he’s content with the refusal because it allowed him to figure out a small thing about Ouma? understanding that Ouma has a different way of being reached out to? mhm please think about that for a bit
that parallel in the salmon ending too...
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he considered how it’ll be like with him after they get out and how he’ll learn about him, then ultimately decided when ouma reached out to him that he does want this, and even comments on the warmth of his hand... afhskfdlj
his blush when ouma mentions how his lies didn’t bore saihara was also a very cute moment
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ooh and what about the love hotel???
there’s that one line “I know i’m meant to be Kokichi’s ideal in this fantasy but when he tells me he loves me I feel like he means the opposite” or something like that- i’d argue it’s because he’s cautious of Ouma for one but also am I getting something wrong here or is he talking about how he, Shuuichi, thinks Ouma doesn’t like him?  because I see people argue this is proof saihara doesn’t like ouma but all he’s really doing is just doubting ouma loves him
well in any case
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WHY would he want him to stay in a love hotel of all places if he disliked him?! I know I’m just a broken record at this point but I can’t think of anything logical for it. they didnt even need to include that line in the scene at all but they did like they could’ve easily said something to do with realising where he was instead but nah. even after the event’s over, he says to himself
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doesn’t he sound disappointed by it? and the fact that he even questions if it was a dream- okay  
ooh, something i’ve realised while writing this as well: it kind of seems like Saihara might not want to like him but does anyway; he quickly ‘smothered the thought’ of staying with Kokichi, didn’t want to admit that Ouma’s lies never bored him, and I also thought about how in one of Kaito’s free time events he says to himself “I shouldn’t be talking about another boy like that”- well, maybe it’s similar for how he thinks of ouma? it’s not like Saihara didn’t care for the others’ opinion on him (probably the opposite ngl if you mess up in class trials he says something along the lines of“Ah I screwed up! They probably think I’m a fraud”) and considering nobody else liked ouma (except for maybe gonta) I wouldn’t be surprised if he felt shame for liking him, thus repressing that feeling (especially around the others, there’s that part in trial 4 where he’s trying to convince kaito he isn’t siding with ouma cause he knows by doing that could damage his friendship with his bro)
I mean this is something I only thought of just now, but it could be plausible (i hope?)
One last thing- I find it incredibly funny how in chapter 2 when ouma is literally on top of saihara he doesn’t freak out or scream and everyone else in the room is also completely chill with it and unquestioning. no really they’re just standing there.. and how long was ouma even in that position for??
Now, I think that’s all. So to finish off, I’ll just say
People get the idea that saiouma is bad because some don’t realise Saihara can still like a person without idolising or putting them on a pedestal. Idk if this is gonna sound controversial or not, but I honestly do think he did exactly that to Kaito and Kaede- which doesn’t make what they have with him toxic or bad at all, I just think his view on Ouma is a lot more realistic and less clouded. Heck, if Saihara canonically liked Ouma as much as he does with the other two I don’t know if I’d ship saiouma as hard as I do (it is fun to imagine though).
If you actually read through this then.. wow? I’m surprised you got through this unstructured mess? I hope you can agree with me for some of my points at least but I’m not here to convince you or anything, this has just been on my mind for weeks now I needed to get it out somehow.
I said it at the start and i’ll say it again now too- i didn’t intend on attacking or comparing saiou to any other ships so I do apologise if I seem like it, i’m just terrible with my wording (lmk if something genuinely offended you, i’ll probably change it) but you’re free to ship whatever you like cause at the end of the day it’s just a bit of fun. that being said, I don’t want to actually argue on this so please don’t haha, i’ve contemplated just deleting this but I’ve put a lot of effort into this post even though i cant analyse for 💩
I hope you can enjoy the rest of your day!
have the kokichi gaygun as a farewell present
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planesofduality · 4 years ago
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Full Transcript edition:
“The Story Behind Solas with Dragon Age Lead Writer Patrick Weekes” by Dialogue Wheel/Video Game Sophistry
Reblog of one of my first posts ever. I didn’t understand how tumblr worked back then really, and long story short, I split the transcript of this interview  into 3 parts :) I’d probably do things differently now. Reblogging it as a single transcript for my own convenience, as I still refer to some of the things Weekes said here from time to time!
Interview is from before Trespasser DLC; posted to YouTube 12/20/2019 
Note: pseudo-reblog
“Interview with lead writer for Dragon Age Patrick Weekes years ago about how the enigmatic character Solas was created, here is what that magic elf could have up his sleeve for us in Dragon Age 4.” Not my interview, just wrote transcript of questions and answers for reference. 
Full video:
https://www.youtube.com/watch?v=aFx1nCdZFjw&t=1s
Time: 2:54
Solas, tell us about little old Solas. Talking about your other characters you created we always start at the beginning. Pen to paper - How did the idea of Solas first start? What was that first iteration?
So actually Dave and Mike both, you know, we - everyone knew who Solas was - everyone knew what the ending was going to be with him. And, you know, Dave and Mike said, “Well Dave is writing a ton of the crit path, the main part of the game. Dave really wants to do Dorian, that’s very important to him, and are you comfortable writing this guy? Are you comfortable writing someone who is going to be, in some respects, deceiving the Inquisitor for the entirety of the game?” And, honestly, how do you turn that down?
Time: 4:02
So really it was that simple then - from there, in the way you described it, they already had some ideas and some concepts about what Solas needed to bring?
Oh, yeah. Originally, one of the most difficult parts of writing him - and, you know, I said Iron Bull was the one closest to how I originally planned him - Solas and Cole are probably tied for least like how I originally wrote them. And, really, it was getting past the secret. It was getting past Fen’Harel.
Iron Bull: badass former spy, the opposite of Sten.
Blackwall: awesome Grey Warden who is not actually a Grey Warden.
Solas: He’s Fen’Harel…
Okay, can he tell you he’s Fen’Harel? No.
Okay, well what are we going to talk about?
[Pretending to be Solas:] “Hey Inquisitor, I’m still not Fen’Harel, do you have any questions?”,  “I will not take any questions about whether I am Fen’Harel.” That was the big stumbling block of writing him.
I remember the first draft… the first draft all we talked about was elves. It was elves all the time. Every conversation went “Elves, elves… Elves were awesome back in the old days.. Everything was great with the elves.” And then you’d go, “You really like elves huh?” “No, shut up - I’m not Fen’Harel.” And we all kind of looked at that and went, that’s not really much of a character hook. You cannot have a character hook built on something that you only reveal after the play has watched the credits. That is how we got to Fade expert. That is something where, if something had gone terribly wrong, if we were six months from shipped and we decided not to do anything with elves in the future, we could have taken the Dread Wolf out of the equation entirely and a mage named Solas who loves the Fade, is an apostate but without all of the fear and anger that you think of when you think of an apostate, but is just this guy who wants to travel through dreams and find mysteries and explore… that was a good enough character to stand by itself. That is what it took us a couple of drafts to get to.
Time: 7:04
You mentioned the first two phases of Solas - share with us a little more of that journey, when you finally go to this character that could stand on its own. If you don’t mind, a little more of that journey- was it just those first two and now everything’s cool?
First draft was “ ‘Elves, elves’ but ‘I don’t like elves’”. Second draft was about how much to tell. I think in the next draft it was significantly closer. Anyone who looked at that draft - and, you know, I apologize to anyone who looked at that draft - but, anyone who looked at that draft you would find places where “Oh okay that’s the Solas I know and love. There he is. He likes the Fade.” That’s something that’s actually interesting. But, he lied a lot more. And it actually really weakened his character. We played it so close with both Blackwall and Solas - both characters are the liars who don’t actually lie. They will tell you almost truths. With Blackwall - he never actually flat-out says “I am a Grey Warden.” If you ask him what it’s like being a Grey Warden he will say "Well  a warden embodies this and a warden embodies that… I’ve been blessed in my travels.” You know, he never actually quite says “I’m a Warden.” With Solas it’s the same way with the hand wave of ‘in the Fade’. I would start putting ‘in the Fade’ at the end of a lot of sentences.  “Yeah turns out that all of the stuff you thought was true in history was wrong… because I saw it…. in the Fade.”
In revision 2, he lied a lot more. On the one hand it worked, on the other hand it made him less tragic, more of jerk when we got to the reveal. So that is how we got to what we made him into: this character who is intelligent, wise… Solas will think very carefully before he tells you anything and anything he tells you is exactly as much as he wants you to know. That actually led to one of the funny little game moments - one of the last things we do is add the places where characters will approve or disapprove. I think what I want Solas to approve us is you actually asking questions . He’s kind of unique in that regard -  What Solas approves us is people who are interested in finding out knowledge. Whether they are finding it out from him or they’re talking with other people, Solas wants people to explore, he wants people to find information, he wants people to learn. What he disapproves of, honestly, more than what you do, is in many ways how you do it. You can do the thing that he wants you to do, but if you do it in a knee-jerk way, Solas hates that. He wants to know that you are carefully considering your options and taking a measured approach.
Time: 12:16
When it comes the characterization of a character that you’ve already been give at least some sort of name to. We know that this character is some sort of trickster god - when you were trying to develop and make him some a stand-alone character, did you ever have to rely on what the mythos already established of this particular kind of eighth-seat god that maybe a lot people hadn’t heard a lot about?
Well, I think, like we talked about before, one of the great things about the Dragon Age universe is everything that you learn in a codex entry is something that someone else heard in a story and wrote it down somewhere and you’re reading half of the book. So the good news on that is anything we wanted to do with Fen’Harel, there was so little and what was in there was already so sketchy that we had all the freedom we needed to play with him.
That turned out to be a nice thing because I think if we had someone that was completely by-the-books, already established, their character already given, it would feel like more of a letdown to write that as a character or you would have to play against type, you’d have to do something completely different to show he wasn’t just what the stories wrote about him. And, you know, in some ways that is both liberating but also disappointing to people who might have liked  the original stories. This was a fun experience of getting to fill in some of the gaps.
The only thing I think we had to struggle against is that anyone who hears “trickster” or anyone who hears “oh, he’s chaotic and unpredictable” it feels like there is a natural urge to go to “He’s Loki in the Avengers. He’s the guy who’s gonna make large grand-standing plans.” Or, you know, “He’s the Riddler, who’s gonna leave clues to test you.” We had to get away from that: “Let’s tone that back a little bit, let’s not have him be the Jack Nicholson Joker version of the Dread Wolf.”
That’s quite a quote.
You got Dorian as a large, grandiose , extravagant figure and it would have been easy to have him go that way. It was fortunate that we had Dorian as the mage who had the larger-than-life persona already to make Solas be the quiet one.
Time: 15:21
Was there ever an instance where you were really pushed with giving some indicators to the player that Solas may have some connection to this going through the gameplay? Because you do see a lot statues of Fen’Harel. There’s many instances of where you’re discussing it, you’re traveling through those lands. Where do you walk that line, how do you walk that line, or do you just completely disregard it whatsoever?
The goal we had is we wanted the very careful players, the very sensitive players, who were playing attention and watching every scene with Solas to know that something was up and to want more answers and then go to “OH MAN” as soon as the stinger after the credits rolled. But we wanted most players to just go “Oh, okay, he’s like ‘Fade nerd.’ He’s like ‘hippie guy.’”
The other thing we wanted was everyone on their second playthrough, as soon as they talked to Solas to be like “Oh, man, he’s just saying it. He just flat-out said it right there and I missed it completely the first time!” I think we called it the “inevitable in retrospect”- or the “slap the forehead on the second playthrough” style of writing, where we wanted people to see that the most interesting thing about the trickster god is he’s not actually that great of a liar - He is almost telling you a lot of the time. And, you know, some of the tragedy is it that you never had the chance to actually ask, “Wait -are you Fen’harel?”
Time: 17:13
We talked about leaving breadcrumbs, what that meant. Now the big turn, the big scene at the ending:  How did this come about, were you really involved in that sort of process and are you happy with it?
Oh, I’m absolutely happy with it. It went through several iterations,. Mike was hugely involved. The writing was definitely done by Dave; it was a huge crit path moment. He had me give a look at the Solas voice, I think I looked at it, I don’t think I actually changed a single word in the final one.
We had versions where after the main plot it was actually going to be a full plot where you the player went and were actually present when Solas confronts Mythal. We had a part where we said, “Wow that’s too big, a lot of players are gonna miss that, we’ll make it a DLC.” So it was gonna be a separate DLC where that happened. At one point we said “No, this is too big, we actually - let’s cut it and address it next game.” So it was going to be this thing that we pushed off into some future content.
I am really happy with what we went with, because, I think, you know, for my money, that short, little Marvel-style, after-the-credits stinger is what we needed. We needed something so that everyone who was paying attention and everyone who was really invested could go “oh my god!” And go, “Okay, so, just in case you were wondering, we’re not done, we have more stories to tell, and we are confident enough in what we are doing that we are willing to throw that ball.” That stinger is essentially us throwing a football to future us, trusting that we are going to catch it. Because, you know, at the end, we had that level of confidence. We felt that we had that level of confidence, we felt we made a really good game. Dave led an amazing team of writers, and I’m really touched that he has the confidence to believe that I’ll be able to carry that on for him.
Time: 19:49
When we spoke to Dave, one of the big moments that he mentioned, was when he created kind of a long-term idea for what’s going to happen in the Dragon Age universe. And to hear him say it, he mentioned that what he originally wanted for Dragon Age: Inquisition couldn’t happen - it was far too big - it wouldn’t work. And you guys had talked about  taking that concept, finishing Inquisition somewhere in the middle of that concept arc, and then using at least an influence or something like that to affect the franchise going forward.  Speaking with you now, as someone who has taken up the reins, do you know what I’m talking about? Am I talking crazy? Where do you see it going?
Um…
Reasonably - of what you can say on this.
So here’s the last scene of the next game… (laughs). I think there’s an extent to which no plan really survives contact with the audience when it comes to video games. We look at how fans react, we look at what hit, what rang true with everyone. You know, it’s funny, having people react angrily actually isn’t as bad as having people ignore things sometimes. Having people react angrily  means they were definitely emotionally engaged, so you know you hit something there. Whereas having fans go, “I don’t know, fine, I guess, whatever” and move on means, “Okay, I don’t know if that’s what we want to go back to. We didn’t actually get anything from them there, they didn’t actually remember that later.” So that’s a phase that comes after every game we ship. We look at what hit, what missed, and where we want to go from there.
Now that said, Dave’s future plan is, I think, fantastic, epic, and heartbreaking. Our plan is to use that as our starting point. To look at where we want to go, what we want to do, and it will not be - and I, you know, Dave and I have talked about this - it will not be the story that Dave would tell if he were still here as lead writer. Because it could never be that. We can get into that when we talk about Cole a little bit, but if I tried to do that I would just be doing a bad impersonation of Dave Gaider and no one is ever going to be as good at that as Dave is. My goal going forward is to, as lead, put my own spin on that process, put my own spin on the plots going forward, on the thematic elements, while keeping those same thematic elements that we had. Because, I think, what Dave has set in motion in three games, countless DLCs and expansions, is something that can endure: The idea that no choice is ever really that easy and that the great events always stem from human-understandable motivations.
So, that is where I think where we are going to go, as vaguely as I can say.
Time: 23:30
Speaking of specifically to Solas: His continuation of the story. Adding that little “Marvel moment” at the end - what do you think that did for the crit path and the overall arc of the story that players experienced in Dragon Age: Inquisition. Do you think they would have been more satisfied if there was  a DLC or is that just us gamers complaining because we can’t get everything we want right away?
Well, I think you want to leave people wanting more. “Man I wish you guys had done more” is a better problem to have than “Man I wish you guys had done less.” So, I think, looking at it from inside the studio, we didn’t have the resources to do much more than we did. So it was never going to be the big moment right then anyway. From my perspective, the reason I’m really happy we have it is, like I said, I thought it was a vote of confidence. The team is still the Dragon Age team and it is still the writers and designers who did everything else, who made such wonderful characters and were responsible for such fantastic plots.
Time 25:10
Well, again, looking at that in its completion, it’s good to see that even a character that needed to give you a stinger in your estimation didn’t take away, I guess, from the overall story you were trying to tell.
Well, thank you. Yeah it was obviously the moment we were building toward, but again, the goal was even if we didn’t have that stringer, he was still an interesting enough character that people would have not felt cheated that he was in the party.
Time: 25:35
One of the most beautiful scenes I think in Dragon Age Inquisition is the scene that you get with Solas if you play as a female elf Inquisitor. Talk a little bit about that choice to have this romance option very, very specific. It’s race- and gender- specific. Why that scene - what that scene meant and a lot of the subtext, because it is a very rich sequence of scenes, not just one. And, I think it’s really one of the most interesting romances in the game.
I love that scene because that scene for me shows how far we’ve gone past - not the make myself irrelevant anymore - but how far we’ve gone with the digital acting. Jonathan Epp the cine-designer for that scene put it together and when you take everything that Gareth David Lloyd - the voice actor - everything he did on his lines. And just putting so much tragedy, and making it clear in every line that he wants to say more than he can. And with Jon Epp the cine-designer, just in the wordless scenes: showing the tragedy, showing the heartbreak, showing how much he does genuinely care against his better judgement, and how he finally forces himself to step away.,
You know how I said when we were talking about the Iron Bull - everything, every major moment we do, is there for a specific type of player fantasy fulfillment. And you know, not all types of fantasies are the happy ones. There’s a reason why The Phantom of the Opera was on Broadway for so many years and it’s not because it has a happy ending.
The Phantom of the Opera isn’t exactly the theme for the romance -  the razor was something closer to almost professor and student in some ways. He definitely comes across as a mentor in some ways. When he finally steps back it is him beating himself up, not you, saying “Wow what I have done here is actually really unfair to you, and you, player, at the time don’t know that I’m beating myself up because I’m actually  1000s of years old and not the person you think I am and it’s disrespectful to you for me to continue this relationship.” So it’s a very moral perspective for our ancient, quasi-evil, trickster god to come with.
Time: 28:41
And it’s amazing because it’s another instance of content that so few players would actually get an opportunity to see. When it comes to making it that specific, I guess, why was that choice made? Because usually a lot of your content - most of the Dragon Age content - it’s very easy to get really rich, wonderful characters right in your face and have those wonderful “eat-em-up” experiences, why for this one was it such a steep price to get in?
You know, I won’t lie, a lot of it came from some of our designers. Some of the women in the design department really, really loving his voice and saying, “You are absolutely fools if you do not make him romance-able in some capacity.” And, really, his story overall is - and, you know, I think we’ve only hinted at that but I think we have hinted at it enough that I can at least say this part of it - his story isn’t a happy one. His story is one, where, if you look at him and Mythal, there is clearly some grief, there is clearly some tragedy. And, adding in the option - even for players who don’t take it - on my end as a writer,  knowing that some players will have this as a star-crossed, forbidden romance, you know, it makes him more sympathetic. It’s important to me as a writer because when you’re writing about someone who, according to Flemeth, is at least somewhat responsible for the bad guy getting the magical item that he used to blow up half a mountain in the prologue, it’s important to have something in there that you can always have, as a writer, look at as your touchstone and go “This is a real person. This is someone who experiences sadness. This is someone who falls in love.” Even if he doesn’t do it with that Inquisitor on that playthrough, this is always someone who can be like that.
Time: 30:58
Where do you see a character like Solas ending up?
(Big sigh) Musical theater.
(laughs) Right when we reach those beautiful moments, Patrick!
I think that it is fantastic that people have emotionally engaged with Solas and I hope we get a chance to explore that in some future content.
Alright and that’s the most that we’re getting right now.
Time: 31:37
Oh, and here’s a little tie in: Here Lies the Abyss, the demon that spoke to Solas - what was all that about, what was that going on?
Oh yes - the demon who speaks perfect Elven!
Yes perfectly to him, and if you remember any of that - did you have anything to do with that?
Yes, Here Lies the Abyss was mine. It was a fun plot. It was a terrifyingly difficult plot, because - I’m not sure how clear this is to players that have one done one playthrough or with one import state - but your key characters throughout the events at Adamant Fortress and then the events of the Fade, it’s a customizable Hawke. Which means it could be a male Hawke or a female Hawke and within that, Hawke from Dragon Age 2 is characterized by one of three different attitudes: friendly, grim, or sarcastic. So, that’s three attitudes times two genders, that’s six different Hawkes and three different possible Grey Wardens: Alistair, Loghain, or Stroud.  So, the process of going through Adamant Fortress and then going through the Fade was a crazy juggling act of trying to keep track of “Okay, now one of these five people, these five Schrodinger’s cat quantum people, will say this line, and then another of these five Schrodinger’s cat quantum people will respond with this line.”
It’s important to remember that as we went through everything in Adamant Fortress and the Fade was taking place in that contest. There was a long period time when we were looking at that really going, “Okay, I just have to hope this actually makes sense when it’s nothing but Alistair and my sarcastic female Hawke.”
But, to actually answer your question. As I recall, the Nightmare, who as a friendly, chipper guy was basically - I do basically two types of villains: I do the villain who thinks he or she is the hero, and is misguided and has opposed goals, and is kind of tragic and tortured in that way. And then I do the mean-girl villain who says snotty high school insults.
That’s it - that’s the gambit.
Well, just about, yes. I’m looking forward to see who writes the villain in the future Dragon Age games - so get ready for either tragic pathos or really, really good high school mean-girl zingers.
As I recall, he was speaking Elven to Solas and if I remember right, he said, “Your pride is responsible for everything that has gone wrong” and I think he said “You will die alone.” And then Solas said something that translates to either “Nothing is known for certain” or “Not necessarily.”
And what does all that mean?
Well I think it’s fascinating that people are emotionally engaged, and I hope we have the chance -
It was a very asked question - it was a question that was asked a lot. Specific to that.
Oh, I’m not surprised, and I hope one day that we can tell you. But, obviously, that demon knows that Solas is hurting and Solas feels guilty about some stuff and really wanted to dig in there, and Solas was shouting back.
Literally just describing what happened (laughs). All right, so something that will clearly be talked about in other games.
TIme: 36:22
Dealing with this particular quest I really think that this was one opportunity to involve the Grey Wardens in a story, and a world, that kind of progressingly, after the first game had less and less of a need to exist - let alone in the world - but in the main characters arc. Talking to David I remember initially there was some idea for this particular mission they would just fall into the hole and be hanging out in the Deep Roads, and having out with the dwarves, so tell us a little bit about this creation.
A lot of the process of writing these large plots, like I talked about the razor, you figure out what the core concept is, you always start with a lot of things, and in most cases what you then end up having to do is cut. And if you’re not someone in the studio, talking about having to cut things sounds like you’re losing awesome content, you’re ruining what would have been clearly the best part of the plot. Inside the studio though, most cases what you’re cutting is the stuff that didn’t actually help tell the story you wanted to tell.
So yes in the original version, in a very early draft, actually this was before I was actually on the plot - this predates me - there was, yes, going into the Deep Roads, and when you fell in instead of ending up in the Fade you ended up down in the dark. And finding out what the Grey Wardens in this version of the story had been involved with the Architect from Dragon Age: Awakening. It was an interesting direction, and it was, I think, a very cool direction, but it did not help tell the story of the Inquisition. It was more a story of “Hey, if we wanted to do more with the Hero of Fereldan, here is an interesting place we could go” and it did not help tell the story of “What is the Inquisition doing?” “What is Corypheus doing?”, “How do these two organizations bounce off each other and who’s caught in the middle?” So trying to come to terms with the Grey Wardens in this game not being the protagonists, not being the group that is in the center of the action but being the group that is caught in the middle of this power struggle was something that led to us having to eventually do the re-jiggering that got us to the plot you saw.
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hopeymchope · 4 years ago
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Parascientific Escape: The sci-fi “escape room” visual novel-style series nobody talks about
I can’t help thinking that Parascientific Escape would probably have an active fandom somewhere on the Internet if it wasn’t TRAPPED ON THE 3DS ESHOP.
I mean, it’s an escape room-centric visual novel-style sci-fi Japanese game that is clearly inspired by Zero Escape and very anime in its style. There are endearing characters, including optimal waifus/husbandos, plus a gradual buildup of an interesting fictional world full of political intrigue, its own countries, its own companies, and of course... psychic powers. Because you can’t have a trilogy of Japanese visual novel-style games featuring escape room puzzles without mental powers, now can you?
But as I said... they’re trapped as download-only titles for the 3DS. That’s fucking brutal. 
Even so, there’s a pretty big 3DS/2DS user base still in existence. It’s not like they’ve never been translated or something, so at least we have the capability to play them. So if you look into them, what are you getting?
A basic overview: Parascientific Escape is a trilogy of anime-style games about solving escape room mysteries and tracking down evildoers via the use of psychic powers (obvious Zero Escape influences). There’s an overarching plot about a mysterious mastermind who believes it’s time for the recently emerged psychics of the world to take their place as the next evolution of humanity and get their own nation (obvious X-Men influences).
They don’t work very well as standalone stories; each story relies on information from the last one, culminating in a game that stars the protagonists of both parts 1 and 2 together as they finally unravel the motivations behind the events of the whole series and face off with the people behind everything. In addition, the escape room puzzles start out pretty easy in the first game build to be pretty frustratingly obtuse by the tail end of the third. And on top of all that, each game taken on its own only contains about 3-4 escape rooms. So when you bundle all three together, that’s when it all works as a single satisfying package. 
Don’t worry about burning a lot of cash to play the whole series, however. The three games are $5.00 US each on the 3DS eShop and are usually on sale for $2.50 each these days. I got the entire trilogy for $7.50 US!
So let’s break down the gameplay and setup in a little more detail. Don’t worry; I won’t give any spoilers that go beyond the first five minutes of any game in the series. The twists and turns are part of the fun here.
The first game is Parascientific Escape: Cruise in the Distant Seas. You play as  Hitomi Akeneno, a high school girl (because of course she’s a high-schooler) with the dual abilities of mild telekinesis and a type of clairvoyance that lets her peer past barriers or into the insides of objects. She finds herself trapped on a sinking cruise ship where some mastermind keeps systematically locking her into isolated sections while she’s trying desperately to escape. 
I really liked how you could look inside of an object with clairvoyance and then use her telekinesis to manipulate the various switches and levers within, gradually pulling some object you need out from within a maze. I also thought it was clever how the solution to a new escape roomight require you to backtrack to a previous escape room to investigate some object or area that wasn’t relevant to that previous room’s original puzzle. 
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(One of the things I found most fascinating about this one is the ethical debate raised by Hitomi’s friend Chisono regarding how Hitomi got herself involved in all this. Chisono offers a perspective that is extremely unusual to see in most fiction. You can even say it’s pretty cold, but it’s not without having some merit to it. I don’t want to say too much about what I’m talking about, though; it’s better left as a surprise.)
The second title, Parascientific Escape: Gear Detective, almost seems standalone at first. You play as Kyosuke Ayana, a private detective and actual adult (!) who is 22 years old. A young woman shows up at his office and asks to hire him for protection. See, there’s a serial killer on the loose, and she believes she’s the next target.
We are swiftly told that Kyosuke was once in an accident that necessitated the replacement of his left arm and right eye. He volunteered to be a guinea pig for some very special prosthetics that granted him artificial psychic powers. As such, he now has “chronokinesis” — to the power to look back in time. However, he can only look back for five days, and he only has limited ability to move or manipulate the things he sees in the past. 
Naturally, Kyosuke’s investigation winds up trapping him within some escape rooms that require use of his unique abilities to solve. Some of the hints at the proper timestamps or exactly where you should be looking when you peer into the past are a little vague, though, which can cause momentary frustration. Because I like to always be making forward progress, I actually preferred Hitomi’s telekinesis/clairvoyance powers from the first game. Still, Hitomi had some pretty basic puzzles in her rooms. I can’t deny that these puzzles took more thought.
Outside of the escape rooms,  everything is undeniably a huge improvement. The first game presented strictly linear segments of storytelling between the rooms, but this one is more of an adventure game. You can choose where you go, select from a limited menu of things to do when you get there, and do all of it in any order you like. There’s usually a correct sequence order to progressing the story, but it’s typically pretty clear what the next step is, so it’s not like you’re just flailing about and trying a bunch of locations blindly. Besides, there’s no way to get stuck, so don’t stress it. There are even a lot of actions you can take that have no impact on story progression at all — they’re just there to generate additional dialogue that further develops the characters. 
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The tradeoff is that you actually get fewer escape rooms overall. The first game had four, but the second only contains three. This is also the first game in the series to introduce multiple endings; you get a number of dialogue choices throughout, and unfortunately, it’s far too easy to trigger the “bad” ending. There are guides online to help you trigger the Gold Star “true” ending, however. Just hit up GameFAQs. You might want to use the guide on your first playthrough, because I can say from experience that it’s annoying to have to replay all the dialogue sections just to make the correct choices. (Luckily, you can skip over any irrelevant sections of each chapter — including the escape room puzzles.) 
In spite of my above whining, the second one is probably my single favorite story in the Parascientific trilogy. It’s a lot of fun.
The final game in the trilogy is Parascientific Escape: Crossing at the Farthest Horizon. Mysterious characters who were plotting offscreen for the previous two games are finally given faces, locations that were talked about extensively in both are finally visited, and the two protagonists of the first couple games finally meet and team up. It’s absolutely a culmination of what they set up in the first two.
The narrative jumps around from the perspectives of many different characters, but the most time is undoubtedly spent with Hitomi and Kyosuke. Sadly, there is no gameplay usage of Hitomi’s powers this time; the escape rooms are all done with Kyosuke, and they are more devious now than ever before. Personally, I found the next-to-last one to be incredibly obtuse and frustrating. I ultimately had to consult a video playthrough on YouTube for that. (The YouTuber in question didn’t seem to have the same issues figuring things out that I did. So I guess your mileage may vary.)
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The “adventure game” segments make a return here as well, although they’ve also become a bit tougher to figure out. There are a couple of times when you might find yourself wandering the various location options, clicking on every possible action to try and progress. Luckily, there aren’t so many default options that you’re left flailing for very long. Even the longest period of clueless wandering lasted me a maximum of 15 minutes.
Once again, you have to make the correct dialogue choices if you want a positive ending. And once again, GameFAQs is your friend and co-pilot.
Ultimately, even the gated endings and occasional puzzle frustrations did little to curb my enthusiasm. I really had fun with these characters and their stories, I greatly enjoyed the majority of the escape rooms, and I was pretty satisfied with how it all wrapped up. The character designs/artwork get better and better as the series goes on. The selection of music tracks may be the same throughout the whole series, but I really dug on them, so I can’t complain. Do I have any other misgivings? Well, just one; the English localization is pretty sloppy. There are a pretty large number of typos, and the dialogue can sound stilted and awkward at times due to being a direct translation. It’s actually at its worst at the start of the first game. Luckily, after about 30 minutes of playtime, it settles in and finds its voice.
Seriously, they should really figure out a way to re-package these games for another system that doesn’t use the the dual-screen setup. Put all three of them together, and it’d easily be satisfying as a full retail release!
But for now, if you have a 3DS/2DS, they’re only $7.50 in total most of the time (and $15.00 at the worst). Do you like adventure game-style mysteries and visual novel-esque progression and, of course, escape rooms? You should give these a shot! And I hope these devs get to make games with bigger budgets and better localizations in the future.
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vg-sanctuary · 3 years ago
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Bug Fables: The Everlasting Sapling
Moonsprout Games - Switch, PlayStation 4, Xbox One, PC - 2019
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I don't like the core gameplay of 99% of all RPGs, but the ones I do like have been some of my favorite games I've ever played. case in point, Bug Fables: The Everlasting Sapling, a modern interpretation of the classic Paper Mario formula and an ideal example of indie developers adding to the legacy of a cult classic. its main feature is turn-based combat with action commands, like old Paper Mario or the Mario & Luigi series, and strategy in its intentional design and small health and damage numbers that goes way beyond "spam damage and heal every third turn, use mana items as needed". (in case you want to be 100% blind for your playthrough, past the Keep Reading link are some very minor spoilers: an item a specific cook can make after a side quest, some basic enemies, environments that are about halfway through the game, and the names of some medals.)
“wow, vg-sanctuary posting about a game that's not even two years old at time of writing? and it's an RPG? are you not a retro/legacy blog anymore? who are you and what have you done with the writer?” I still am a retro/legacy blog, mostly, just this time I thought I'd share something that its developers still get money from, and whose developers aren't mega corporations. and I just beat it, enjoyed it, and really felt like writing about it because it still doesn't have the popularity it deserves even after that puppet guy on YouTube talked about it. not that this post is going to reach any significant number of people, but still. I'll write about some more indie games sometime in the future. (and indeed I am writing about another RPG and you better believe it has a lot to talk about.)
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anyway, Bug Fables starts with a brash little bee called Vi and a polite and honorable beetle named Kabbu wandering into an explorer's guild and not having a partner to join the guild with. they reluctantly decide they're going to fight together because companionship is a requirement for this guild, foiling off each other and sometimes off their third friend Leif, a blue moth they find in a cave, for the whole game. every character has a distinct personality and all the party members get some valuable character development through a side quest, which I really liked, but I'm no connoisseur of RPG stories. while I'm on story, people that come here looking for a well-made world will get what they want from the many optional lore books hidden around the world.
the plot becomes more complex and compelling as the game continues, though it generally lets gameplay take the spotlight. which is great, because the gameplay is also mostly great. about a third of it is doing puzzles on the overworld using the abilities of each character to move forward a la the Mario & Luigi series. they generally make use of whatever your newest overworld ability is, and some areas early on have inaccessible things you have to come back to, sort of like a Metroidvania except it isn't required to do this for progression. some puzzles take longer they could because they involve using Kabbu's horn to repeatedly fling an ice block many times over a distance. it's never egregious, but it could have been faster if the guy would use his arms. this is a minor caveat and not a majority of the game.
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a lot of people probably don't know how the combat for this or Paper Mario works, and it's really important to Bug Fables, so I'll explain that here. it's turn based, which is typical, but basic attacks and skills need you to time a button press to do as much damage as possible. you can also time a button press when an enemy attacks to take less damage. Paper Mario and Bug Fables also both have medals instead of other equipment that give characters higher max HP or a new skill, for example. you have limited medal points and stronger medals require more points.
this is going to sound like a lot, but any RPG's combat will sound like a lot if you try to detail it in a single paragraph. the game introduces these things slower than I am here. in Bug Fables specifically, the character standing in the front of the group does one extra damage but is more likely to be attacked, and you can pass turns from one character to another in exchange for that character dealing one less damage (which is a lot because basic attacks only deal two damage by default). certain enemies can only be hit by certain attacks; some enemies fly, so Kabbu can't hit them until Vi knocks them down with her beemerang. not a typo, beemerang. and many of Bug Fables' status effects have upsides -- being paralyzed reduces damage taken everything by one, poison has many medals that make it a good thing, and being asleep heals the sleeping character every turn. there are others that are straight up bad things, though, and usually don't come until later. all of this adds up to even small encounters having strategic depth, which is great, and if you don't feel like small encounters you can just avoid them. skills that would typically be relegated to one character, like healing and support skills all going to one, are instead split between party members to make decisions more difficult in a good way. there's also a lovely medal that instantly kills any enemy the game deems too easy for you, sort of like in Earthbound.
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I figure I spent more time doing housekeeping like cooking (simple A+B=C or A-becomes-B crafting), buying items, and arranging medals in Bug Fables than in any other RPG, which is because it was designed that way. by the way, cooking recipes start hidden, but a foodie at each restaurant will share some strong ones for free, which is a big help early on. anyone who's played The World Ends with You (i.e. me) will be spoiled by its excellent quality of life: no consumable items and you instantly heal to full after every encounter. it makes items seem like a ridiculous formality that RPGs only still have because they've had them for years, but in Bug Fables any item that isn't simple healing -- a lot of them aren't simple healing -- has great strategic use, and the exact way you spend your medal points can determine whether you win or lose any fight, especially bosses. for example, one character having one extra damage for two turns when they typically only do two is pretty important, especially when they use an attack that does multiple hits, and having it in item form saves valuable medal points and skill points. part of that time was kind of a waste, though, because I generally had one set of medals I use for multiple enemies and one I use for single enemies like bosses. being able to save loadouts would have helped a lot. I would like to compliment Bug Fables on allowing you to restart any boss with different medals without having to repeat cutscenes, and commend it for letting you do-over your level up bonuses late in the game when it starts to matter.
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it's not like spending a lot of time on strategizing before fights is strictly mandatory. I was mostly playing on hard mode where enemies have more health and more difficult attacks, and mostly with a medal called Hard Hits that makes all enemies deal one extra damage in exchange for extra money after each fight. it can be less difficult if you'd like, but it's never mindless; even if you're doing a strategy that manages 20 or 30 damage (again, a lot in this game) in a single turn, it takes effort to choose your medals to do so much damage and actually play the strategy out in combat. the combat strategy is the best part of Bug Fables, and it makes each fight almost like a puzzle. I've typed some form of "strategy" six times so far, which is fair because it's the best part of Bug Fables. don't let it put you off, though, it's RPG combat strategy, not chess-like or RTS or something, so if you've enjoyed any other turn-based RPG it should be easy to get used to.
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it's also worth mentioning the ample side content. each chapter of the game unlocks a handful of side quests, some about trading, some about combat, and almost as many bonus bosses as main bosses. you're allowed to fight them fairly early on, and a few become available after the final boss that are actually a bit harder than it in classic Paper Mario fashion. basically, if you like Bug Fables, there's a lot of it to play. there's even a trading card minigame because of course there is. it's fairly fleshed out, too, and unlike the one in Chocobo Tales the animations between turns don't take six years. the reward for the whole card side quest isn't something that's important for combat, so you can skip it if you don't like it; I didn't especially like it so I think that was a great decision on the developers' part.
rewards for some of the other side content, though, are so good it's kind of a wonder they can be completely skipped. it doesn't make the game harder to not have those skills or medals, but they are some of the best in the game and undeniably really useful. they make great side quest rewards in that sense, but it's important to know for the people that usually wouldn't do side content. I don't know if that's a common kind of player, but just in case. (this game's 100% achievement has been earned by a sky-high 5.9% of players on Steam. usually it's more like 2% or less. the point is none of the extra content is overly obtuse.)
I will complain about the forced stealth sections though. and be astounded that they fixed the main issue with them in the last stealth section. these are minor caveats and take well under an hour total unless you're really, really, really bad at sneaking, but they bothered me when I got to them. I mean, I understand why they're in the game, I understand why Zelda has them, but I didn't really like them. the main issue for all but the last stealth section is that there's no vision cone or other indication that "if you stand here they will see you" or even an opportunity to recover from mistakes which are incredibly important for playable stealth. the last stealth section does have a vision cone and does have an opportunity to recover from mistakes, which is a great step up. I would like to use even more italics to remind you that these sections total less than an hour of gameplay. Zelda: Breath of the Wild's forced-ish stealth was much worse than this.
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I don't know where else to put it, so I'll add here that the soundtrack is great and the graphics are perfectly Gamecube-y and the sprites capture the cuteness of Paper Mario really well, even though they're, you know, bugs. each environment is distinct and themed well, and each one’s music matches well. I really wish I knew how to talk about music because there are a lot of different songs in this game that work well for what they go with. boss music sounds intense and boss-y and appropriate for each boss you're fighting, the not-music hits just right, and everything else feels good. some songs use Nintendo 64 MIDI instruments, which I loved. and the bee boss music has a synth that sounds like bees buzzing.
anyone that likes RPGs -- and even some people that don't -- will probably enjoy the story and strategy that make up the excellent Bug Fables. it goes beyond being a homage to Paper Mario and becomes its own thing entirely, though its roots are obvious from the art style. not that this takes away from it -- Paper Mario is a great legacy, and this manages to be even better. for all its little bad things there are a dozen great ones. I admit I haven't played the classic Paper Mario games, but this made me want more -- I guess I'll have to go back while I hope for Moonsprout Games to continue forward.
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I completely forgot to say anything about Mystère au bout du monde, the most Game I’ve ever sat through. My full review of it below the cut:
-Everyone in the older Carmen fandom has said that this game is the worst, so naturally I had to go see for myself -It’s a sort-of reboot of Treasures of Knowledge but all the changes it’s made are bad, if it were a movie it’d be a direct-to-video sequel that you’d find in a walmart bargain bin -Shadow Hawkins is now Adam Shadow, and is now an asshole weirdo
-There’s a scene in the Louvre where he’s told not to touch anything and he IMMEDIATELY goes to pick up an ancient statue barehanded because he thinks it’s broken. The museum curator yells at him and tells him it was discovered in that state. It was the only funny joke in the game
-Jules picks Adam on purpose to be her partner but does nothing but rag on him the whole game. She’s also weirdly abrasive at times
-Neither of them are all that likeable in this, to be perfectly honest. Treasures had awkward moments, sure, but Jules and Hawkins were still fun and their rapport with other characters was interesting, especially with Jules and Carmen. This had absolutely none of that, everyone’s an asshole for some reason
-Everyone’s outfit/hair/aesthetics just......sucks shit, there is no nice way of putting it. Like I made fun of Jules’ character design a while ago but there’s MORE you guys, there’s more
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-The plaid turtleneck. The JC Penny statement necklace. The high heeled leather boots. The skinny jeans. The hair. The clownishly proportioned women’s jacket. God.
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-What the fuck is going on with this shirt??? the sleeves????
-I have a new drawing challenge that I’m proposing right now: take ANY outfit from this game and try to redesign it to be good.
-Some of the art looks unfinished, too, like nobody inked it properly and they just rushed sketches out to ship with the game
-It’s a personal gripe, but IDK why every reboot/reference to TOK feels like it needs to make Jules pointedly not-butch? CS2019 is light-years ahead of this game but it’s sort of guilty too
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-Wow Shadow, your partner looks GNC af
-I think the only game that doesn’t do this is Hidden Drums?
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-Adam’s outfits are better, but they’re still kinda bland.
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-They took away all of his pockets. Fuck you. I hate you
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-Shadow needs to look like a 7 year old boy that was allowed to dress himself at all times, you can’t do this, game
-The artstyle in general is also super awkward, the expressions look awful. A collection my favorites:
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-There’s this weird love square going on?????? There’s no development for it, but it’s there regardless:
There’s this weird redditor/incel-type guy working in the lab who gives off Viktor from Despicable Me vibes. He constantly flirts with Jules but Jules isn’t into him, and he’s also relentlessly passive-aggressive towards Adam and hazes him because he probably thinks Adam is a Chad because Jules likes him more
Adam also constantly makes passes at Jules but she’s also not that into it, except when she is?? Half the time she brushes him off, but then she’ll turn around and flirt with him. I think the writers were trying to do that thing where a woman plays “hard to get”, except no woman ever has acted like that
I guarantee this was written by men
People call Jules and Adam up and they’re like “haha don’t get too distracted by each other you lovebirds” but they’ve only know each other for like two days max, what are they talking about
You think this shit is over, but then Carmen shows up in the ring with a steel chair and is like “Oh Jules, I find Adam attractive as well, oh hohoho! :3″ and you have to sit there and take it
I’m not really one to have strong feelings about “ships” either way, but honestly the aggressive attempt to remove the personal connection Jules and Carmen had in the first game and redirect it to be a fight over some Bland Dude is an act of homophobia, I’m sorry fjkdsl;afd
Thankfully none of this goes anywhere, but it’s uncomfortable nonetheless
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- Carmen is barely in this game for some reason? The first time we see her in at least 20-30 minutes into the playthrough
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-There also.... hints of racism? Like, all of the non-white people are sort of unhelpful, and there’s a moment where Carmen steals a mask from a Maasai Tribe and one dude sees her doing it, and instead of stopping her he’s like “her willpower and coat of red fire hypnotized me, so I came her to warn you instead”
- :/ idk man
-anyway, it turns out that all the items Carmen has been stealing are embedded with...microchips? And that when put together they lead to....atlantis??
-like, the honest to god atlantis
-ACME finally puts all the chips together and find the map, but then Carmen hacks in and get the map
-They race to an island that I guess does have the doorway to Atlantis, but right as Adam is about to catch Carmen, Jules falls off a cliff and has to be rescued
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- To imply that this is a tense moment, rather than play intense music or have additional art with dialogue, the game instead flashes between these two images as fast as possible in dead silence
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-Then, instead of addressing that the game just implied that Atlantis exists in this world, the game ends before we actually get to see Carmen, or even if there’s anything on the island
-After all is said and done, this game was entertaining to watch. I love bad media so much, although it’s a piss-poor game if you actually want something good about the characters. I’m hoping the recent show will spur HMH/Netflix to maaaaybe make another game, although who knows.
-A big thank you to fycarmensandiego for posting the walkthrough on youtube, I’m not sure if I could have sat through this on my own. If you like Carmen stuff, or would like to play this game yourself, you can check out their blog here on tumblr, they’ve done a lot of neat archival and emulation work!
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foodbytesback · 4 years ago
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KFC Wants You To Be Horny For Colonel Sanders
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2020 has been a hell of a year for mascots.  Mr. Peanut was killed, then resurrected as a rapidly-aging child.  Toucan Sam became CalArts-ified.  Ronald McDonald and the Burger King made out.  It shouldn’t be much of a surprise that the mascot world has one more punch to pull before the year is over.  
In a move that I truly hope no one saw coming, KFC has partnered with Lifetime to produce A Recipe For Seduction.  Picture it: a young woman is about to be coerced into an arranged marriage when suddenly a hot new personal chef comes along to spice things up.  And by “things” I mean chicken, because it’s Harland Sanders, played by Mario Lopez.  The 15 minute long feature was released on December 13th, and can be viewed on Lifetime’s website free of charge and without having to make an account. (Could you imagine if they expected you to pay to see this thing?)  The whole thing is rife with Lifetime Original Movie tropes (mother who always knows best, gay best friend, drama involving cell phones, getting knocked out by a light hit over the head), and in its hypercondensed state becomes a parody of itself.   Which is a good thing, because again, this is the Colonel Sanders Lifetime Original Movie.  They knew what they were making and treated it as seriously as it deserved.  I don’t know if I can wholeheartedly recommend watching it, but I also can’t say I regret watching it for this article.  
The most troubling thing about this is the revelation that KFC wants people to be horny for the Colonel.  And there’s a whole Kentucky Fried Chickenatic Universe of media saying so.
In 2017, the romance novella “Tender Wings of Desire” was published. The official excerpt describes the protagonist as being suddenly “swept into the arms of Harland, a handsome sailor with a mysterious past,” as she struggles to find her way in life.  It also credits Harland Sanders himself as the author, although author Catherine Kovach has since revealed herself as being the true auteur in the Q&A section of its GoodReads page.  Her replies to various people saying “Hey, what the fuck?” can best be summed up as “Yes, I wrote this.  Yes, I stand by it.  Yes, it is absolutely ridiculous and should not be taken seriously.”  Someone else in the Q&A section revealed that this was released as a Mother’s Day promotion, because… this is what mothers want?
The majority of reviews are 1 or 2-star, which at first made me think these people just didn’t “get it,” but after actually reading their critiques I saw that their problem was that the writing is apparently very bland and nowhere near as tongue-in-cheek as we were all hoping it would be.  There is at least one 4-star review that contains, “I laughed, I cried, I smiled as they set sail for their chicken empire in America,” (Apparently it’s set in Victorian England? Because that’s where all the great romance novels are set?) so at least one person enjoyed it.
Then, in 2019, they hit us again with the dating sim “I Love You, Colonel Sanders!” which despite being free on STEAM I just couldn’t bring myself to play.  But pretty much every Youtuber did a playthrough of it at the time, so I figure watching one of those is probably close enough.  You play as a student who is late to your first day of culinary school, where you meet Colonel Sanders, a robot student, an unnamed student that eats something so bad that they die and are represented by a bedsheet-ghost for the rest of the game, and a dog professor.  Just like real culinary school.  Game play includes answering questions like “what flavor dog treat does the professor want” and “if Train A leaves at 7:15 and Train B leaves at 8:47 should you wash your hands before cooking,” and the wrong answer is an immediate game over.  The art style ranges from Jojo’s Bizarre Adventure to Ouran High School Host Club and every anime style in between.  While some critics panned it as being an obvious marketing stunt (like, no shit?) or even as a disservice to the dating sim genre, the STEAM reviews are “Very Positive,” so at least more people appreciated this attempt at a sexy Colonel.
But that just raises the question: Why has KFC decided this was going to be their branding?  Sure, KFC has been losing market share as Popeys and Chick-fil-A (ugh) have recently been expanding nationwide, and was all but left behind when the latter two were having their chicken sandwich war.  They had to do something to make people pay attention to them.  But was trying to get people hornt over their mascot the right way to go about it?  Are they trying to distance the Colonel’s image from the real life Harland Sanders, who was a serial womanizer and cheated on his first wife, and instead portray him in a much more “desirable” light?  Who is their target audience for this?  The romance novel and the Lifetime feature probably have a considerable amount of overlap, but the dating sim is definitely for a younger, weeb-ier demographic.  Does this have anything to do with troglodytes on 4chan and Reddit getting horny over the Wendy’s mascot? (Who is 8, you fucking creeps.)
We may never have all the answers for all of these questions.  I just hope I don’t get as burnt out on the KFCU as I did the MCU. 
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