#defense of the ancients 2
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the-monkey-ruler · 1 year ago
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Dota 2 (2013)
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Date: July 9, 2013 Platform: Mac / PC / Linux Developer: Valve Corporation Publisher: Valve Corporation / Nexon Corporation / Perfect World Entertainment Genre: MOBA Theme: Fantasy Franchises: Dota Also known as: Defense of the Ancients 2 Type: Crossover
Summary:
Dota 2 is a free-to-play high fantasy action real-time strategy game developed and released digitally by Valve for the PC, Mac and Linux on July 9, 2013.
Built on the studio's Source engine, Dota 2 is the official sequel to Defense of the Ancients, a series of custom scenarios for the 2002 game Warcraft III: Reign of Chaos that originally popularized the "Multiplayer Online Battle Arena" sub-genre. Development of the game is led by the original mod's final lead designer, IceFrog.
Similar to the original mod, the main gameplay pits two five-player teams (the Radiant and the Dire) against each-other as they work to escort their three endless waves of AI-controlled monsters (or "creeps") to the fortified enemy base in order to destroy the enemy "Ancient". Each player controls an individual Hero character and, throughout the match, earn experience (to level up their stats and abilities) and gold (for purchasing items and equipment) by eliminating enemies.
Rather than using a weekly free-to-play character rotation system (similar to other MOBA games at the time, namely League of Legends), the game makes all characters playable from the start and features cosmetic microtransactions (such as alternate appearances for each Hero's armor and weapons, alternate announcers, and custom UI enhancements) using the Steam Inventory and Steam Market systems.
The game received numerous updates since its original release, adding new Heroes, game modes (including support for custom modes), and features while revising certain gameplay mechanics. New features include better support for both new players (with integrated community-made guide support, coaching, and improved training modes) and competitive players (with improved replay and spectator support), as well as VR headset support (for spectating and viewing cosmetics). It also received a reworked client update in June 2015 (named "Dota 2 Reborn" for a short time), porting the game to Valve's Source 2 engine (the first game released with it), and received a complete map revamp on April 2023.
Dota 2 originally received an invite-only beta in November 2011, during Gamescom 2011. It was formally launched July 9, 2013, but access was gated via a queue system until December 16, 2013. It was also distributed as a standalone game in some regions, with Perfect World publishing the game in China, and Nexon publishing the game in both Japan and South Korea. The game also received spin-offs, including the 2018 digital card game Artifact, the 2020 "auto-battler" game Dota Underlords, and the 2021 animated series Dota: Dragon's Blood.
Source: https://www.giantbomb.com/dota-2/3030-32887/
Link: https://www.youtube.com/watch?v=LqtkfCLjJz4&ab_channel=DotaCinema
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almost-correct-quotes · 7 months ago
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the hades 2 experience
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kefirstushyu · 3 months ago
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I wonder why
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lasanha-do-lidl · 7 months ago
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Dota2 Community
I created a Dota2 community here on tumblr~
I mean for it to be a place to post art (of any kind) about the game.
Join join~
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tourneys-by-me · 5 months ago
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Multiple Elements Character Tournament - Round 1 (C) 1/12
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Carl, the Invoker: Fire, Ice, and Storm
Eidolon: Ice, Water, Lightning, Air, Sound, Light, Time, and Gravity
Propaganda under the cut
Carl, the Invoker: Carl is an immortal elven mage and one of the most iconic Dota heroes ever designed. While most characters in the game have 4 (or maybe 5) abilities, Invoker has 10 using all the different combinations of his elemental orbs, Quas, Wex, and Exort, making him one of the highest skill cap characters in the game (at one time, it was actually 27!). In lore, Invoker is a hilariously insufferable asshole, completely self-absorbed. His arrogance is towering, but not empty- he's the oldest and quite possibly the most powerful mortal in the Ancient conflict. He can use his rune manipulation to not just manifest basic applications of the elements (ice walls, meatballs meteors, tornadoes), but also more exotic effects (invisibility, mana draining, spirit summoning). Also, any propaganda would be incomplete without his responses page - (https://dota2.fandom.com/wiki/Invoker/Responses) where you can listen to his voicelines to get a sense for his character yourself.
Eidolon: Eidolon's the most powerful person on earth, and has never chosen a single thing for himself. He's practically invincible, but personally incredibly fragile and spends his whole life in pursuit of self-contradictory heroics that eventually consume him. He does try to help people- dedicates his whole life to helping people, actually, but he's fundamentally limited by his own psyche. Elementally, he's nigh limitless. His shard can lend him any number of elemental powers, with all levels of usefulness and versatility.
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windupaidoneus · 3 months ago
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hold the fuck up. emet answered one of my questions & i just realised it. murder was likely frowned upon in ancient times as well & it's the 'not guilty of murder if i kill you' line that hints at it. truly he is the gift that keeps on giving
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sigmastolen · 4 months ago
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love to find and deposit a check that i definitely didn't forget about receiving a month and a half ago !!! 😅😬
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happytama · 1 year ago
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Still love Templar Assassin. Still love the International. Still love Dota 2.
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realdavisworld · 2 years ago
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mindfulldsliving · 2 days ago
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Jarom 1:8, Steel, and Metallurgy: Debunking Claims About Ancient American Anachronisms
Claims about anachronisms in the Book of Mormon, especially around Jarom 1:8 and references to steel and metallurgy, often stir debate. Michelle Grim has presented specific arguments suggesting these verses reflect historical inaccuracies, questioning the presence of steel swords and metallurgical practices in ancient America. This post confronts her claims directly by examining scriptural…
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umbrasdoodles · 21 days ago
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More Umbra dream queue: I dreamed there was a DOTA movie... but it was just a bunch of monsters fighting and had nothing to actually do with DOTA. I'd say that's typical for a Hollywood video game movie but they've gotten a bit better about that to be fair. 
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sabrinacharlene0310 · 7 months ago
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One of one thousand references for making my snow and ice themed OC!
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Dota 2:  Rylai the Crystal Maiden! — I started working on a illustration that had a more dynamic pose than just standing around or a bust.  So this took me awhile to get down right but I think I got the foreshortening to a good area. I spent a bunch of time on this artwork and it’s sort of complimenting that I seem to have found it being used to promote a russian buy cheap arcanas- more than likely a scam- website. Artstation Link:
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ozzgin · 11 months ago
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Omg bro yk whats been on my mind for do long?? A demon king trying to court a hero reader. Like the hero has already fought and defeated the king but somehow he comes back and he's desperately trying to get the hero to join him (in more ways than one). He wants the reader to be his spouse and leader of his army against the corrupt human race and the reader (now fallen from stardom due to the evil kings defeat) just wants him gone and to be left alone. Idk if this makes sense but I need to see SOMEONE write abt it before I lose my last marble.
-Doll
This is giving me Dragon Quest vibes, haha. Not a trope I'm too familiar with, but it sounds interesting nonetheless. I shall do my best! Sorry for the delay, I hope it's close to what you imagined. :)
Yandere! Demon King x Hero! Reader
As it goes with villains, they always find a way to return. This time, the Demon King has a different plan in mind. You were prepared for anything, from evil schemes to ancient conjured weapons...except for a wedding ring cordially placed before you. Do you say yes?
Content: gender neutral reader, monster romance, 🔥proposal (literally)
[Part 2]
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You still remember everything so fondly. How you crawled out of that enormous crater, body battered and weak, as everyone watched in horror and held their breaths. Finally, you raised your fist victoriously. The Demon King had been, at last, defeated. The people cheered and cried and pulled you up under thundering waves of applause. Peace was no longer just a dream.
A sweet, innocent memory, even more so given its fleeting nature. The genuine smiles of gratitude quickly turned into crooked grins asking for favors. Before you knew it, you became some sort of political accessory to convince the masses. Posing for photos, shaking hands, being interviewed with bizarrely planned questions reeking of propaganda. You suddenly felt burdened, heavy, disappointed. This was not the kind of fame you envisioned for yourself.
Thus, you gradually vanished from the limelight, keeping your distance from everyone else and spending most days in solitude. Better than having to look into those unscrupulous, opportunistic eyes measuring up your worth. You had fulfilled your job and purpose.
This morning you're woken up by the sound of your belongings rattling in their shelves. The wooden frame of your bed is creaking, and you struggle to get up. An earthquake? A wave of nausea flushes over you. You recognize this feeling all too well, though you never expected to deal with it again. This is a disaster alright, yet the forces of nature have nothing to do with it.
You rush outside, swinging the door open and nearly tripping in your hurry to confirm your suspicions: the demonic creature is approaching your humble adobe with heavy steps, as the ground crumbles and shatters underneath. The Demon King himself, in flesh and blood. Although the blood splattering his armor is most likely not his. Same for the visceral remains threading his weapon. Regardless, your jaw tightens nervously, and you stand back, in a defensive pose. "You're a stubborn one", you say smugly, trying to maintain your composure. "Can't say I'm a fan of dying, that is correct." A ragged, monstrous voice erupts from the tall, armored figure.
"What brings you back?" You demand. The surroundings are too peaceful for him to have tampered with the city. Did he stop by to formally announce his destruction? "I have an offer that might interest you." The Dark Overlord has closed the distance between you, now looming above your much smaller body. You shiver. "I don't barter with Demons!" You conclude, turning around, prepared to leave. "Even when your precious people are on the line?" The horned beast warns with a grin. "If there's nothing better to do as a Ruler of Realms than killing petty humans..." You swiftly retort, going back into your house and slamming the door shut.
He stands for a moment, speechless. "Y-your Majesty? Should I take care of the humans, or (Y/N)?" Only now he notices his scaly butler, bowing to his side with claws resting over the weapon. The Demon King raises a hand, shooing the servant away. The annihilation of the human race can wait. There are more important matters to deal with presently. He'd expected your rejection, naturally, but not in such fashion. The indifference, the flat voice, the empty eyes devoid of emotion. Have the city dwellers tampered with his hero? He expected to see your fierce rage and in return he was met with a hollow shell.
Bright blue flames erupt from the openings of his armor, resulting in a menacing show of lights. He's known it for the longest time, of course. Humans are rotten to their very core. Vile, deceitful creatures that have slithered their way up, exuding undeserved arrogance. He's been trying to show you this very fact, yet you were blinded by naive faith. Your unwavering, honest heart that won him over has turned out to be your early demise. Not anymore. His vengefulness knows no bounds when it comes to traitors.
The sudden spike in temperature alerts you. Was it your rudeness that angered the Demon? You don't care anymore. Whatever happens to the city is out of your hands. And yet...you're buckling the straps of your old suit made for battle. Sword in hand, you gaze at your reflection. What could the Beast want? The fortified city no longer holds the value of its olden days. Just like you've left your hero days behind. Without much contemplation, you run out and head for the main gates. The path is paved with ash and rubble and your grip on the weapon tightens. Regret immediately wells up in your chest, ready to burst out. Is it too late? The entrance is engulfed in fire, charred corpses toppling against the ruins of the walls.
You reach the town hall - or rather, what remains of it - and face the Demon King. Has he gotten stronger since your last encounter? You hold your breath as the horned monster turns towards you. "I've tried to tell you, again and again. Time after time." He sighs, defeated. "Between the two of us, I'd say you were the stubborn one all along." His voice is softer than what you would've expected from someone that had just massacred an entire settlement. There's not a single scratch or sign of struggle. Was he merely holding back during your last fight? One thing is certain: you're his final obstacle. You raise your sword, determined. Hot sweat trickles down your face as the flames surround you. "Well, at least you've convinced yourself now, I hope. There's nothing left for you here." The Demon King lowers himself, extending a fist towards you. A spell? Secret weapon? Your leg muscles contract in anticipation.
His fingers open and stretch out, slowly. In his palm, a barely noticeable ring. Given the ridiculous size difference, you assume this is better fitting for a human. You stare at it in confusion, discerning the wedding vows carved in the noble metal. "What's the meaning of this?" You mutter, glancing at the Beast now resting on one knee before you. "What? Is it not your human custom?" He looks away for a moment, clicking his tongue. "That useless butler. He told me- Forget it! You are to return with me to my Kingdom. As my spouse."
Of all the things you've prepared yourself for...Your brows furrow and your mouth hangs open in shock.
What is your answer? The Demon King will not leave empty-handed.
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hayatheauthor · 1 month ago
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7 POC Architectural Inspirations for Your Fantasy World
Fed up with (most) authors sticking to the Renaissance ‘white’ castles so here’s some inspiration (and a gentle nudge to branch out because I can’t stand them anymore): 
1. Mahals (India)
Ornate domes, intricate carvings, and symmetrical layouts. Mehals take decades to be made and are intricately brought to life with beautiful detailings, take the Shish Mahal's mirror work, Jharokhas, the Pietra Dura Mughal inlays, and classic Jaali work that female characters sneek peeks through to watch the throne room from afar. 
2. Qilā (Fortresses of the Mughal Empire)
If you want something more in tune with a war-based story Qilas are a good option. They’re brought to life with massive stone walls, gateways with pointed arches, and courtyards for strategic defense. Qilas are intended for protection but many hold a rustic mix of Persian and Indian architecture which provides that aesthetic charm writers like. 
3. Shiro (Japanese Castles)
Shiros are Japanese castles with many buildings within their walls, such as the Goten (palace). I used a Shiro for my book and it is so convenient if you have a larger cast, like a court system/multiple families. If you want to know all the structures, names, what they look like, etc. just google ‘Nawabari’ (the Japanese term for a Shiro’s layout). 
4. Kasbahs (North Africa)
Kasbahs are native to Morocco and perfect if you need something minimalistic yet pretty. Their structures are very similar to that of a Qila since they both have a pragmatic, angular build. However, Kasbahs are more earthy with thick clay walls, small windows and subtle yet pretty detailing. 
5. Qasr (Middle Eastern Palaces)
Qasrs are Arab palaces that feature ancient Bedouin architecture. However, there is no ‘one size fits all’ Qasr because this word is used to describe both palaces and forts. You can have a ‘qasr’ that is a palace with sprawling courtyards, marble arches, and curvy turrets, or a ‘qasr’ that is a Bedouin fort with structured cylindrical towers. PS: castle = Qusur. 
6. Baray Temples (Cambodia)
Barays, like those at Angkor Wat, symbolise spirituality. Like many Asian temples, they are typically surrounded by water and reservoirs. The complexes feature intricate stone carvings, steep steps, and a flat triangular top (Google if you cant visualise it please). Unlike most structures on this list, they are typically made using Laterite or Earth/clay. 
7. Mudbrick Mosques (West Africa)
While South Asia uses intricate craftsmanship for their detailing, Mudbrick Mosques have smoothly carved pillars, tapering walls and flat domes that are strategic yet beautiful. The beige tones blend seamlessly into the dessert with wooden beams protruding from its walls to make it stand out. I would recommend looking at the Great Mosque of Djenné; truly a masterpiece. 
I've mainly covered types I've either seen irl or used in my writing please don't come at me if I haven't included something from your culture, you can comment it.
Looking For More Writing Tips And Tricks? 
Check out the rest of Quillology with Haya; a blog dedicated to writing and publishing tips for authors!
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fridka · 10 months ago
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BOTTOM RIGHT CORNER👉👉👉👉👉 AAAAAAAAAAAAA
AAAAAAAAAAAAA!!!!! 💖💕🙏💕
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Dota stickers anyone?
I drew my ships first, since these are for my website (for the headcanons page), but then drew some requests and then drew some popular ships I see here on tumblr. If you ship any of these, you're probably the reason why I drew them.
They're all posted here as well hehe.
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twisting-roads · 2 months ago
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DEBUNKING COMMON RAIN WORLD MISINTERPRETATIONS
The target audience for this was for people who don't know too much about the game as well, so I'm going to explain things that a normal player might already know.
Rain World is known for how it simply throws you into the world with almost no tutorial, and is often praised for it.
But this lack of explanation if you do not go out of your way to find it has also lead to a lot of misinterpretations from those who did not read all the game’s available information, or misunderstood what they were being told. I used to watch some RW lore videos that would explain and summarize these things, and in the past I believed them.
I’ve since stopped doing that after having some time to actually process what I’ve been reading, and I’m here to say...
YOU ARE ALL WRONG ABOUT RAIN WORLD.
Ok, hyperbole. Not everyone believes these, and art can always be interpreted in different ways by different people, and I won’t stop you from having these beliefs. But also, there’s plenty of ingame content which completely disproves most of these unsubstantiated points from those who do not fully research the game before making videos about it.
Looking at you Tale Foundry…
The purpose of this is to pick apart some of the sadly far too common points I’ve heard many times before from Youtube videos, to Tumblr posts, to people I’ve spoken to on Discord.
Starting with my least favorite…
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“The 5 karma were seen as sinful”
Obvious westernization of a game based off fucking Buddhism aside, there’s no ingame text directly supporting this claim. There isn’t any that says otherwise, but we have good reason to believe this isn’t the case.
The 5 natural urges, as they’re sometimes called, were NATURAL. They were what bound you to the cycle. They never worsened your life or made you a terrible person should you keep following them, but an aspect of life on the same level as suffering or ecstasy.
Hey, I’ll break down the 5 karma and their meanings to show you that they're not just "sins"
I believe the natural urges have 2 different meanings: an animalistic one, and a more “human” one.
KARMA 1 This obviously represents violence, as you see one guy stabbing the other. I believe it also represents competition and intense emotions, For example: Artificer experiencing intense grief and lashing out in violence as a result. It was not the violence that started it, but her emotions. (Yes, its Downpour. But it’s a good point.)
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KARMA 2
They’re having sex. They’re fucking. They’re- ok you get it. Karma 2 represents reproduction. But, I also believe it’s desire. Joyful bodily experiences, and such. The 2 figures seen here are in a much more playful pose than if they were simply doing this only to reproduce. No, they’re having fun.
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KAMRA 3 Connection. Bonding with others. Yet also trade and personal belongings. Attachment to things that are not yourself.
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KARMA 4 It’s mentioned ingame that this represents gluttony It’s overindulgence, you know. Similarly to karma 2, it can also be searching for fulfillment. I'm not particularly good at telling what the meaning of this could be.
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KARMA 5 Self preservation. Self preservation can come in many forms, from an animal running away from a predator or somebody getting defensive after being accused of something or being threatened, this one is rather vague about its meaning.
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I do this to show that the 5 urges have very NEUTRAL meanings. It being positive or negative is entire dependant on context. They’re not sinful, get out of here with that Catholic shit!
The 5 karmas have both positive, negative, and neutral contexts which they can fit into.
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“The ancients hated being alive”
The ancients simply hated the cycle itself and its unknowable properties, as well as being much more aware of things like karma and the urges. Rather, they valued being effortless to disconnect themselves from this cycle.
“This was an eternal dilemma to them - they were burdened by great ambition, yet deeply convinced that striving in itself was an unforgivable vice. They tried very hard to be effortless.” – Bright Green Pearl (DS)
Some practices did of course include things like starving yourself, but as mentioned by Moon, these methods proved to be mostly obsolete. Void Fluid fundamentally changed their culture from what we see. Rather, we do see the ancients enjoying life and valuing it in their own way, which is INCREDIBLY important to some of the games themes, but I’ll get into that later.
"[...]'In this vessel is the living memories of Seventeen Axes, Fifteen Spoked Wheel, of the House of Braids[…] Seventeen Axes, Fifteen Spoked Wheel nobly decided to ascend in the beginning of 1514.008, after graciously donating all (ALL!) earthly possessions to the local Iterator project (Unparalleled Innocence), and left these memories to be cherished by the carnal plane.The assorted memories and qualia include:Watching dust suspended in a ray of sun (Old age). Eating a very tasty meal (Young child). Defeating an opponent in a debate contest, and being applauded by fellow team members (Late childhood/Early adulthood).’...and the list goes on. I'm sorry, little creature, I won't read all of this - the list is six hundred and twenty items long.” – Deep Magenta (SH)
There’s quite a lot to pick apart here, I had to cut down some parts short, but even the cut parts have important details. Just not important enough for me to bring up here.
The Memory Crypts we see ingame are… well where memories are kept. The qualia (personalized experiences) is stored within these mutated fleshy neural organisms referred to as “cabinet beasts”. These of course, contain the “living memories” or qualia of those who have ascended. There are people smarter than me who have already covered these ideas of course, so I won't go TOO indepth.
The ancients greatly valued titles and achievements just as us. They still lived normal lives. As well as this, they valued personal experiences and memories of the carnal realm so much they built an entire citadel to store memories.
As we can see as well, Seventeen Axes has quite a lot of enjoyable memories from throughout their life. Eating nice food and winning a debate contest and getting validation from their peers? That sounds rather… complacent with the 3rd and 4th natural urges, doesn’t it?
I do not believe this screams “I hate being alive!” as much as people have made it out to be, and is honestly ruins part of the game’s messages of compassion and personalized experiences, especially in the game’s ending where Survivor dreams of home.
“You have no name. I once had! I was embalmed, adorned, readied for the journey. So proud. There was jubilation! My name was sung, loud and clear. Did they know? That I didn't quite leave, didn't quite stay? Should I be ashamed? That I linger here, where my memories are kept? Should I be ashamed that I now envy your flesh prison?” - Four Needles under Plentiful Leaves
This is leaning into personal theory territory, but...
I personally believe that the ancients were somewhat terrified of the unpredictability of the cycle and the fact that life would always have more suffering in it.
RW’s religion is heavily based off Buddhism. This is well known of course. The Cycle is a variation of Samsara. Now, I’m not Buddhist, and I’ve tried to do my research about some of these topics. Feel free to correct me, I’m simply going off what I know. (Also I'd love to hear what you have to say regarding your thoughts on the game!)
In Buddhism, each new life you could be taken into the body of an animal, or even end up being tortured in hell for a very, very, VERY long time if you made the wrong decisions, which made escaping it as soon as you could seem like a rather reasonable thing to do.
The ancients never fully grasped the scope of the cycle, and the prospects of having your soul wake up in the body of some miserable worm with no memory of your past or any ideas of your future might’ve seemed bleak.
Suffering is inevitable. But that doesn’t mean they hated being alive, like I said before.
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“Rain World is post-apocalyptic.”
It really isn’t. There was never any apocalypse. The ancients simply left on their own accord, leaving behind their mark on the world that will slowly be buried once again in the ever so present cycle.
“The bones of forgotten civilizations, heaped like so many sticks.” - Two Sprouts, Twelve Brackets
The world is thriving, even. The purposed organisms left behind have evolved and taken over and become it’s own ecosystem.
The iterators are dying though. Dying very slowly, but soon they’ll all decay and everything will move on.
It’s all just another manifestation of the cycle.
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“The creatures in Rain World cannot die”
This is definitely something I hear from people who haven’t played much of the game and only hear about it from outside sources and watch the gameplay.
Yes, it is easy to believe this. As slugcat, when you die, you wake back up again. This is entirely a gameplay thing and not actually related to the lore. Saying this might seem like I'm avoiding the question at hand here, but the rules that apply to you do not seem to apply to other creatures.
Every creature in the game has a 4 integer ID (it can go higher, but not in a standard playthrough).
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This makes every creature you see an individual of sorts with its own randomized values or appearance.
As well as this, creatures spawn from specific marked dens. When you kill a creature that spawns from a certain den, the next cycle, that creature’s ID will never appear again. Instead, the den spawn is replaced by a creature of the same species with a different ID, or a new species entirely.
Through gameplay, you see that the respawn rules that apply to you do not apply to other creatures. I’ve heard many points about how these dead creatures are transported to another alternate universe where they are alive, but I really do not want to delve into that theory. You do that yourself.
Excuse my unprofessional language, but this is kind of stupid. Billions and billions of little timeline splits accounting for every single insect and microbe that dies seems far too complex of a solution. Occam's Razor and all that.
With this gameplay element you see, I also want to give LORE explanations as to why this is incredibly stupid.
1) If death had no impact, the 5 natural urges would not matter
If no creatures died, there would be no point in eating (karma 4), competing with other species (karma 1), or any form of self preservation (karma 5). Reproduction (karma 2) has no role and there would be absolutely no reason to do anything any longer. All natural processes would be useless.
2) Light Blue Pearl
The information received from the cycle is most likely from the Light Blue Pearl, found in Outskirts.
“[...]The repeating mantra is important because it symbolizes the cyclical nature of life and death, and the termination verse is a symbol for ascension above and beyond it. I don't know how familiar you are with the nature of life and death, but I imagine like all living creatures you have some intuitive knowledge? Then you know that death isn't the end - birth and death are connected to each other like a ring, or some say a spiral. Some say a spiral that in turn forms a ring. Some ramble in agonizing longevity. But the basis is agreed upon: like sleep like death, you wake up again - whether you want to or not. This is true for all living things, but some actually break the cycle. That doesn't apply to you or me though, you are too entangled in your animal struggles, and for me not breaking that cycle is an integral part of the design. Our mantras keep repeating.”
“Then you know that death isn't the end - birth and death are connected to each other like a ring, or some say a spiral. Some say a spiral that in turn forms a ring.“
This line is very misunderstood. Moon specifically mentions birth and death. She mentions death. She never brings up the notion that nothing truly dies either.
As well as this, Moon says that “some say”, implying that even the ancients weren’t sure what the cycle was either. This is more important to my point regarding how the unfathomable nature of the cycle was why the Ancients were so averse to it from above, though.
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“Sliver of Straw found the solution.”/"There is/isn't solution"
No she didn’t.
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Ok fine I’ll explain.
If you’ve played Rain World you know that the purpose of the iterators is to find the solution to the “Great Problem”, the problem of how to ascend ALL living creatures.
You’ll also know Sliver sent out the Triple Affirmative…
“[...]affirmative that a solution has been found, affirmative that the solution is portable, and affirmative that a technical implementation is possible and generally applicable. She's also one of few that has ever been confirmed as exhaustively incapacitated, or dead. We do not die easily.[…]” - Pale Yellow (SL)
After sending out this affirmative, the iterators became conflicted. They never could figure out if she really ascended and had found the solution, or if it was some sort of catastrophic error.
The answer to the Great Problem is clearly intended to be as obscured as possible. There cannot be an answer one way or the other. The themes of it and the endless tolling of the iterators would not be as impactful if we knew there was or wasn’t a solution.
“[...]Either way, after that these different factions developed, as well as a huge forensic effort to recreate and simulate Sliver of Straw's last moments. Some of the simulations were wrapped in a simulation wrapped in a simulation, in case something dangerous might happen. Nothing much has come from it.[…]“ - Pale Yellow (SL)
Here’s my favorite way of explaining what I mean…
Imagine Schrodinger's Cat, the famous thought experiment. There’s a 50/50 chance that when you open the box, you either find the Solution, or find out there is No Solution.
Except you cannot open the box. And the box is entirely theoretical and nobody’s seen it. It seems impossible, but maybe one day you’ll find that box. That’s what the Great Problem is.
Sliver apparently having found the solution would have completely broken everything. Five Pebbles wouldn’t have ended up hurting himself and Moon had Sliver finding the solution been known with certainty. He was taking a shot in the dark.
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“Ascension is akin to suicide.”
I strongly believe this point harms the role that ascension and the void sea play in Rain World’s narrative. Ascension is meant to be a final destination, a goal you build up to and prepare for when you’ve lived every bit of life you possible could, and can now move on.
Bringing up the Memory Crypt pearl from earlier, Seventeen Axes lived an incredibly fulfilling life from what we see, and ascended happily.
As well as this, Buddhism strongly encourages those who wish to liberate themselves to discover their own path, which is also subtly shown through the gameplay, as there are many many routes you can take to Five Pebbles, Looks To The Moon, and The Depths.
I do also think this is why Five Pebbles failed. He tried to brute force his way to ascension.
Suicide implies that ascension is only meant to be a fruitless escape and that it’s wrong to ascend. I… do not want to go into why suicide is bad. It’s a strong topic and I��m just here to talk about video games. But ascension is a neutral thing that you can choose to do or not do and to wait until you’re ready.
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Conclusion...
I really only have the time to cover these 6 misconceptions, and I believe it should be enough. There have been many others I’ve seen, such as the ancients being malicious or that there weren’t any civilizations before them, but there’s not as much to say about them, and they aren’t as common.
Rain World is a very confusing game. I’m not upset at people who think these things to be true, and I do not believe they’re stupid or don’t have any media literacy. I just wish that the people who did actually cover this game did some more looking into it, and actually discussing it with Rain World fans.
Also I should say, that during this entire discussion I have avoided talking about Downpour- RW’s DLC- as it’s more of a official fanmade project. And so much of what it says may not be entirely in line with Vanilla. Because my life isn’t easy and of course there has to be an incredibly divisive and confusing thing like this that I need to avoid bringing up so that way the conversation isn’t muddled.
Thanks if you managed to make it through all this by the way
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