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#does this count as a spoiler.  its so minor in the game itself
badnikbreaker · 2 years
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“Bet you didn’t think I was canon, huh?  Well...”
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“THINK AGAIN, FUCKO.”
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scummy-writes · 8 months
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Ikemen Prince Envelopes
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I have a problem, and apparently it is trying to make the envelopes from these games!
No one asked for this, as per usual this was born out of my want of pritning out my fave letters from the games and keeping them around. I thought for the upcoming holiday, this would be fun to have :) There are envelopes for all 13 charas!
So there are two sets of envelopes this time, with a color taken from the Ikemen Prince japanese website for the emblem along with just a black version. Two different styles as well! One being a box flap that I enjoyed a lot, and another being one as close to the game's envelope style as I could manage! In general, and honesty, these would not exist without @fairy-marshmallow. She helped me find a pattern that was super close to the in-game one!
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You can download these here.
Please keep in mind that there may be minor mistakes! More details are below the cut (as well as links to my previous ikevamp ones).
Alright! So this one will be a bit different than the other envelopes, as they're a different style. If we look closely at the in-game ones, we can see they don't have the side flaps visible, so that means they're hidden by an enlongated bottom flap. So when you print them out, you're gonna fold is like this before gluing the bottom flap down.
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I recommend using cardstock for these, but that's primarily a personal preference since cardstock does not crumple as easy (but can cause issues folding if you're not careful).
You could use a wax seal on these, but it may cover the emblem a bit when you do.
The top flap is not as big as the in-game one, and, well, that's because it wouldn't fit all on one page without making the envelope itself Very Small. So I had to sacrifice some length to get this to work.
I will admit that I spent a year on and off making these, and there is a minor mistake of the bottom flap maybe being a bit too long.... it may just need to be shaved down a little. Sorry for not fixing it, but I went apeshit trying to get it long enough :') Its just by a few hairs.
Gilbert, Silvio, and Keith have envelopes with this- and I understand that this is clearly a Rhodolite themed envelope. However, they Do stay in the rose palace there so,,, we can pretend they just use what is available and stamp on their emblem when needed (or use a wax seal of it but yaknow,,,,)
If I'm able to ever get a clear image of the Rhodolite crest, as well as the Obsidian, Jade, and Benitoite(?) crest, I'd love to try to make themed envelopes for that separately, but that would depend on how much folks enjoy these and...creativity limits....I know Obsidian would use an all black envelope but that would murder our printers.
I wanted to try and make Ikevil envelopes eventually but :') apparently those are all black, or a very dark grey. So do not count on me doing so. My printer wheezes already, that would end it.
I have a fun set of Ikevamp envelopes here, as well as a version of the envelopes they hold in their 2nd bday gacha card series here. They don't include spoiler characters as these were made years ago.
Taglist (let me know if you'd like to be added/unadded!):
@yarnnerdally @katriniac @kissmetwicekissmedeadly @bakaneko-chan @skoetiepoetie @bestbryn @nightghoul381 @xbalayage @lokis-laugh @queengiuliettafirstlady @candied-boys @drachonia @keithsandwich @bubblexly @ridiculouslly-ridiculous @portrait-ninja @drewadoodle
Also, I normally write! Here are my masterlists.
Ikepri Masterlist | Ikevamp Masterlist | Ikepri/Ikevamp Discord
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aotopmha · 1 year
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So, about 15-16ish hours in, and I think the FFXVI story is really good. Not perfect by any means, but really good.
(Spoilers.)
I'm at the start of the second timeskip.
I absolutely at least get Yoshi-P's comments on diversity in the game and the decisions they made around this now.
Slavery is almost as literally as it can possibly be front and centre thematically (to the point where I think it can be a little too heavy-handed), but I can at least say limiting the amount of PoC in case of this topic is much, much more understandable than any other because, well, slavery is such a sensitive topic, especially related to PoC characters. Some of this content could look really bad even with PoC put in unrelated positions.
Another thing, though, is that there are two major PoC characters in the game, Cid and Kupka, and Cid especially, is a fantastic character (so far probably my favourite character in the game). So I think they could have introduced more without automatically inviting that baggage.
What seems wierd about this topic being brought up in reviews, though, is that there seems to be a "measure" of PoC representation not being "black enough" and the PoC we have in this game are all Middle East-coded.
That has always bothered me with this kind of discussion – only the "most black" characters "count", when for example, Indian, Latino and middle eastern people are just as much PoCs than "more black" nationalities that supposedly "vary less". I know the subtext is that sometimes it's code for just making PoC characters "tanned" and "not actually PoC", but with all of the promo art, I really think this game simply decided to keep its representation to the Middle East and I think that's not in itself bad.
It's not ideal, but all of this tells me that the limitations at least came from a good place, not a place of hate or bad faith. It's all super flawed goodwill (and probably fear of a PR disaster).
There is a number of issues any of the possible approaches can bring here and there is even an option of just not making a story so intensely focused on the theme of slavery.
But I at least "get it".
All of this said, at this point, Clive and Cid truly have been the highlight characters of the story for me and the story's twists and turns are exciting and compelling.
The pacing is straight-up *perfect* so far.
But I also think Jill definitely deserves much more character focus.
And Benedikta definitely deserved much more time to begin with.
There is absolutely still more time for Jill, but this unfortunately seems to be it for Benedikta (and has seemed to be the case for a while at that).
So the story still has issues when it comes to writing women, too. What we have is good/interesting enough, but the guys, as said, particularly Clive and Cid, get more depth and time than anyone else.
And as much as I loved Cid, he is also dead now.
Part of the story is also that all of the Dominants will probably die one way or another, so if this extends to all, Clive, Kupka, Barnabas and Dion all should go under this, too, at least making it more equal-opportunity.
(Something tells me unfortunately only Clive, at best Clive and Jill, might make it out of this, though, as dark fantasy tends to work.)
So in general, so far, I think the story is great for what it does right, but what it does wrong is pretty old and unfortunately very typical.
But the game absolutely also is a labour of love.
Aside from the major characters, for example, you immediately care for many of even the most minor characters.
The bigger boss encounters are absolute marvels of narrative gameplay.
And the music and voice performances (which also extend to side quests) are incredible enhancers of all of this.
How these elements add up by the end is the bigger question here: I've heard the last third kind of slows down, but potential pacing and plot issues aside, more than anything, I hope all of the characters get complete, satisfying stories because to me this was the strongest element of the narrative in the demo and up to this point has been the strongest point of the story in the full game.
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scrawnydutchman · 2 years
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Moon Knight: The Dangers of Being a Symbol
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*Spoilers ahead for the Moon Knight series on Disney+ and minor spoilers for the comics*
The MCU has yet to show any signs of slowing down in 2022. Not only is Dr. Strange in the Multiverse of Madness less than a week away from release as of this essay, but Moon Knight has it’s 6th (and I think final?) episode of season 1 coming this wednesday. Going into Moon Knight I didn’t know what to expect. I like to consider myself a pretty big Marvel fan as I’ve been reading and drawing the comics and playing the video games since I was a kid, even before the MCU started rolling out with the first Iron Man in 2008. But even so I knew basically nothing about Moon Knight for some time and when he DID occasionally surface on my feed somewhere (be it a trailer for the show, a screenshot of the comics or a weird shitpost about him bullying Dracula for money) it usually left me with more questions than answers. After checking out the show and reading the comics I can safely say that being left with more questions than answers is . . . . . KINDA the appeal of Moon Knight . . . and it works shockingly well.
What I once wrote off in my own head as “Marvel’s answer to Batman” suddenly became not only a complex and original character and world in its own right, but quite possibly the most refreshing and original superhero I’ve watched/read about in recent years. Moon Knight is unlike anything I’ve seen before in this genre. It is an absolute mindfuck; with a narrative as fluid as vodka that is so topsy turvy that it constantly leaves you questioning what is and isn’t real. I haven’t had a superhero bend my imagination to this degree in quite some time and I definitely recommend it to any readers who are interested in a surreal adventure. I’m thoroughly enjoying “Moon Knight: The Complete Collection” and encourage others to check it out.
On top of all of that though, Moon Knight offers some keen insight on the superhero genre itself. It dissects the very idea of dressing up in a costume to represent a higher concept of justice or hope or what have you . . .and what that does to a human being. Moon Knight is certainly not the first superhero comic to tackle the topic of mental health but it DOES stand out for putting it in the forefront the way it does. To delve further into this point, we should get the synopsis for what Moon Knight is all about out of the way:
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Marc Spector is an ex soldier turned mercenary who one day takes up a job from his employer to accompany a team of archeologists and raid an Egyptian tomb. Things quickly go south, however, as it turns out Marc’s employer had plans to kill everyone at the site and take the treasures of the tomb for himself. Marc tried to stop him but failed to protect any lives and ended up getting mortally wounded in the process. On the brink of death, Marc suddenly hears a voice. It is the voice of Khonshu, the Egyptian God of the Moon to whom the tomb belongs. Khonshu offers Marc a deal: If he swears to be Khonshu’s fist of vengeance against those who would hurt the “travelers of the night” (which is a fancy way of saying the innocent), Khonshu will save his life. Marc agrees and is reborn as “Moon Knight”, The fist of Khonshu with abilities like super strength and fast healing and weapons like clubs and moon shaped blades.
So on the surface it sounds like a generic superhero origin story, right? Just a simple explanation for why this guy has his powers and weapons. However, those who are familiar with Moon Knight will know that I left out a very important detail that gives Moon Knight an edge over other superheroes with his storytelling.
Moon Knight . . .has Dissociative Identity Disorder. Different personalities are in control of his body at different times. He isn’t just Marc Spector the disgraced mercenary. He’s also Steven Grant the charismatic millionaire.  He’s also Jake Lockley, the ultra violent cab driver. And apparently Moon Knight and Khonshu count as separate personalities too: making for a total of 5. 
Having such an unpredictable and often unwieldy mental illness causes Moon Knight to have a rocky relationship with his friends and superhero allies. It challenges the relationships he holds most dear on an intense level, to a point where he often scares away the people who matter most to him. 
So this just begs the question . . . why did Khonshu choose Marc Spector to be his fist of vengeance? Did Khonshu know Marc was such a damaged human being? The answer . . . is a resounding yes. Khonshu chose Marc BECAUSE he is damaged. It is his broken mind that convinced Konshu he would be an ideal candidate for the role. But what makes a damaged individual fit to be a superhero?
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Despite me selling what sets Moon Knight apart from other super heroes, he isn’t THAT much different from them when you stop to think about it. Khonshu represents something that a lot of gods from a lot of different pantheons represent. He also represents what a lot of superheroes represent with their costumes and their storylines.
He represents an idea. A concept larger than any human being. He represents a specific philosophy: a distinction between what is right and wrong and how to respond against evil. In turn, his chosen avatar also represents this. Moon Knight becomes Khonshu’s brand of justice made manifest.
But how does a human being go about representing a concept that is larger than themself? What does it do to a person to serve an unknowable god or to serve ANY kind of abstract concept? What does a person have to be to give themselves fully to that philosophy and to that cause?
the answer . . . is crazy. 
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Khonshu wanted Marc to be his fist of vengeance because Marc meets what a person would have to be in order to do so. Not only does he have the combat training from his time as a merc . . . but he’s mentally unstable enough to be easily manipulated by and he’s self loathing enough to do anything for redemption. 
Sounds really fucked up, doesn’t it? It’s a mentally ill man being used like a puppet by a sanctimonious and abusive God. The man loyally endures it for the most part because, despite the fact that being the fist of Khonshu cost him everything, he feels as though there’s nothing else going for him. He would rather be Moon Knight than Marc Spector.
This right here is the reason why Marc often finds himself on the opposite end of where the rest of the Marvel heroes are. He has difficulty earning their respect because of all this.
But honestly . . . . aren’t all superheroes slaves to their code?
Think about Batman. Batman made a swear on the deaths of his parents that he would rid Gotham City of the evil that took their lives. He takes his oath VERY seriously. But despite his training and his gadgets and his brilliance as a detective, Batman has set himself up for failure. He will NEVER rid the world of evil. For as long as there are those with evil intent in their heart evil will always be committed. Batman fights a battle he cannot win. He knows that. But it doesn’t matter. He has committed himself fully to his ideals and will not compromise anything for his mission. It’s no secret that his one man crusade has taken an enormous toll on everyone he loves. It gets his sidekicks killed and it breaks the heart of the one guardian figure he has left. But even so, he cannot stop. And his mind suffers all the more for it just like Marc Spector’s. When you really boil it down, the only difference between Batman’s mission and Moon Knight’s mission is that Moon Knight’s mission talks back to him.
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Same can be said about Spider-Man. Peter Parker suffered immeasurable loss the day his Uncle died and it was his fault for not doing the responsible thing. Now he has committed himself fully to his mantra “with great power comes great responsibility”. From then on, Peter is punished for trying to have a life outside of his mission. His loved ones die at the hands of his villains, he spends less precious time with his Aunt May and often times he has to break up relationships with the women he loves because association with him ruins their life. But can Peter ever give up? Can be ever put himself first for a change so that he can be there for the people he truly cares about and live a normal, happy life? Of course not. For he has great power; and with great power comes great responsibility.
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Much more often than not heroes are born from tragedy and commit themselves fully to a failing mission in a desperate need for redemption. But they are still human beings. Bound to make mistakes. Bound to be wrong. Bound to hurt others even if they don’t mean to. How can flawed beings take on such absolutist ideals? They must give themselves absolutely. To do so is to be mad. To give so willingly to such a mission it appears to some degree you must be broken from the start.
That’s why Khonshu loved that Marc was such a damaged individual. Khonshu knew that no well adjusted person would ever seriously take this responsibility.
We’d like to think that superheroes are the best of us and that they are awarded their power specifically for that. But honestly, they’re mainly just . . . . sad. You never hear about a superhero free of baggage and just wants to do good for good’s sake. Even boy scout heroes like Superman and Captain America have SOMETHING that is conditioning them into sacrificing their chances for a good life, whether it’s being the sole survivor of a planetary genocide or being a man who was pulled out of his time and now has nothing else to live for . . . but the mission.
All of this is why I REALLY appreciate the current take on Moon Knight. It isn’t your typical “lucky guy comes across fantastic power and decides to fight crime” story. It fully explores the more grim implications of all this. Khonshu isn’t like the wizard Shazam where he chooses champions for their nobility. The writer doesn’t pretend Khonshu is this pinnacle of goodness or ethics. Khonshu is a monster who uses individuals as tools for his agenda. And Marc isn’t his champion because no one else is worthy of such power. It isn’t Mjolnir. Marc is his champion because he doesn’t resist Khonshu’s will . . . no matter how much it piles on to Marc’s already immense guilt.
The saddest part is . . . Marc never really deserved any of this. He made a poor choice when he was a child and it ended up costing him more than he realized. That’s it. With proper care and love he could have been a healthier person. But instead he is burdened with carrying the blame for his masters, be it the Moon God . . . or his mother. The happiest ending for Marc is when he doesn’t have to be Moon Knight or any other of his personas anymore . . . but I doubt that will ever come. It’s always about the mission.
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thesecondbatgirl · 3 years
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Final Fantasy XIV: A Fandom Primer
I was going to do a really long post complete with pictures in the style of the old livejournal crack_van fandom primers, but you know what, fuck it, I am bad at that, so have a giant wall of text instead.
Except for this meme:
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So have you tried the critically acclaimed MMORPG Final Fantasy XIV, which once again has a free trial that includes the first expansion and unlimited playtime? No? Well, I’m about to tell you why you should try it. (Minor spoilers through the most recent expansion)
One: The characters
Look, if I tried to list every single character this would be way too long, so instead I will just say that there is a character type for everyone. Do you like found family? Have so much found family it is ridiculous. Do you like gay dads adopting a teenage girl? Check. One of the best redemption arcs since Prince Zuko where the dude is basically “I am well aware that the things I did are unforgivable, nobody should forgive me, but I will dedicate the rest of my life to being a better person?” Also a thing. Smug teenage asshole learning that maybe he doesn’t actually know everything in the world and becoming a better person. Woobie cat boys who need a hug? That one villain who just wants to fight you because his life is boring and the only thrill he gets is in searching for the ultimate fight? Handsome knights who bring you hot chocolate when you’re sad and then (spoiler) die tragically in your arms? 
Two: The worldbuilding
Endwalker (the most recent expansion) brought the main story over a decade in the making to its inclusion, and the worldbuilding was just… amazing. I am (once again) replaying the game, because little details from the base game pay off in a big way later on. And you know, all three starting cities are run by women, so you have your choice of hot pirate woman who can totally step on me (... we totally get a female villain who does step on people later), immortal(ish) child (kinda) leader of the forest nation, and a very young sultana who leads the desert city and also eventually gets an arc where she’s basically like “fuck capitalism” and I love her. Not to mention all the places you go to in later expansions, which include the fucking moon (which is haunted). And there is so much lore that they’re literally going to have to put out a third encyclopedia to keep it all straight. Oh and all the pixies are canonically non-binary, they are great.
Three: The tropes
Look, name it and it has shown up in ffxiv. Bodyswap. Time travel. Alternate realities. You can literally bartend at one point so your coffee shop AUs can exist if you want.The tv tropes page is ridiculously long for a reason because I swear everything that could possibly exist does.
Four: the themes
FFXIV is really, when it comes down to it, based on one thing. The arc words of the story are “for those we have lost and those we can yet save.” The last expansion especially has been a rebuke of nihilism and an embrace of hopepunk. There is a textual acknowledgement that yes, life is incredibly hard and filled with pain, but life itself is worth living and that we together can fight for a better future, instead of giving into despair. Oh, and also fuck imperialism, let’s go destroy the colonizers, but let’s also get into why these sorts of things happen, and how do people move on after. 
Five: The gameplay
You can be every single class without having to be a new character. That is 19 combat classes (20 if you count the limited job), 3 gathering classes, and 8 crafters. Plus, they are about to make it so that you can basically do this single player if the idea of playing with others scares you. But the community is overall fairly friendly! There is still the tank/healer/dps (damage dealer) breakdown and I am not the person to talk to about healing, but even if you want to only choose one class and play that you can! Or you can keep trying things until you find something you like, there’s a class that will probably appeal to you.
Six: The music
Is a bop. The end. There’s a reason I have played literally 7500 hours of this game since 2015. Highly recommended, you should join.
Also if you like the Jedi, I swear it's one of the best portrayals of Jedi philosophy I’ve ever seen and why I’ve spent a lot of time yelling that the woman who wrote the last two expansions should write Star Wars.
(Oh, and if you RP, there is a VERY active RP scene.)
Download the free trial here: https://freetrial.finalfantasyxiv.com/na/ and you can find me on Crystal Data Center. (Although data center travel is coming soon!) And seriously, if you have questions about the game message me, I’ll answer, and make up a FAQ post if necessary. I love this game so much, and it has gotten so many of my friends through the pandemic.
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Yes I played more Torchlight 2 because I couldn't sleep and I make bad decisions sometimes. I have several better games right here that I could be playing (just counting stuff I have with me that I'm already in the middle of there's Fire Emblem: Fates, the Final Fantasy XII remaster, Xenoblade Chronicles 2, Bayonetta...), but no, let's go with the one that annoys me because it's less effort and I'm tired. At least it's better if I stick to a character and skills that I know work and are reasonably satisfying?
Anyway, I found a great example of the kind of thing it does kind of mediocrely that Grim Dawn does very well, which I will explain with very minor spoilers for both (and possibly mixing up some minor details, but whatever).
In act 3 of TL2 there's what basically amounts to a non-optional side quest to get an item you need to progress the main story. Said item is in a logging camp on the other side of the Spooky Forest you're in, and when you get there it contains no woodsmen but many werewolves. To progress the quest you move through the area, killing werewolves and reading notes left by one of the last survivors, and eventually notes from his wife after he's gone. In the end it turns out everyone's dead or werewolfed or something, and you kill the former foreman who's actually the Alpha Werewolf (sadly no betas or omegas, but I guess those were the rest of them in the area even if they weren't explicitly labeled).
Problem solved, everything wraps up neatly, it's all contained in its own little separate map, and you literally can't miss any of it because it's mandatory to proceed through the main story and everything is glowing and also highlighted on your map. The writing for it is serviceable and conveys the stock footage equivalent of a story fine, but nothing stands out about it in any way.
Meanwhile in act 3 in Grim Dawn there's a similar story. Once again it's centered around a man and woman and their child in a difficult situation, but I think I'll let this one tell itself because it's a quick read on the wiki. The quality of the writing is substantially better, the story is much less generic (even if it's not completely original), and the tragic ending hits so much harder.
And here's the thing: those are just three random notes you can find on the ground walking through the area they take place in. Completely optional, completely missable, and entirely just there for flavor. And the game is full of stuff like that. It's not really my preference in terms of aesthetic or my favorite genre in terms of story or setting, but even with that going against it it still impressed me many times with its commitment to worldbuilding. The main story is decent but nothing super amazing, but there's so much really interesting stuff scattered through the world if you want to look for it. Dozens upon dozens of notes like that, journal entries and letters and log books and so on, and lots of little details in the way the world is put together and things the level artists snuck in here and there.
It's not quite on the same level as The Witcher 3, where nearly every side quest is more interesting and better written than the main story of 95% of other games out there, but like the Witcher series it's one of those games where I read every little scrap of text because it's frequently fascinating and contributes so much to the feeling of the world. Unsurprisingly the lead designer for Grim Dawn is a huge nerd who I've seen talk before in interviews about his interest in history and mythology and stuff, and it shows in how complete and coherent the world feels.
Sometimes games are good, I guess?
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afoolforatook · 3 years
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Love is Being Scared and Loving Anyway
Chapter two - Something to Count on
(it's only been....364 days.....ooooooops)
If you haven’t read Ch 1 - Step One
If you want to know more about the unique format of this series - Author's note
While it’s not absolutely necessary to have read my Atlas Ball fic One Step Forward (that is a prologue to the main series), Clover’s POV does reference it briefly.
This chapter has 3 versions (which is why it's posted as an individual work)
Clover’s pov is chapter 1 - Lowest trigger warning
Omniscient (Eye to Eye) is chapter 2 - Medium trigger warning
Qrow’s pov is chapter 3 - Highest trigger warning
If you are worried about triggers, I suggest reading in the order they are posted (and checking the extended list here if needed) and stopping at whatever version you feel comfortable with.
If you aren’t worried about triggers I suggest reading in this order :
Omni
Clover
Qrow
(same applies to Chapter one)
Extended Trigger Warning list under the cut
This is a pretty emotionally heavy fic, and one of the reasons I did the multiple versions was so that there could be options for anyone worried about triggers. Each version on AO3 has a short description of the trigger warnings relevant to that version, but I wanted to go into a bit more detail for anyone who wanted it, and didn’t want to put a wall of text in the chapter notes each time. So this is all the trigger notes for each version, as well as a more complete list of general tags for the chapter.
As always, if you feel I’ve missed something, or that there is a better tag for something I have covered, please let me know. :)
CH 2 - GENERALS TAGS
Characters - Qrow Branwen, Clover Ebi, Summer Rose
Relationships - Qrow Branwen/Clover Ebi, Past Qrow Branwen/Summer Rose
Content - Hurt/comfort, Vent/therapy fic, Fair Game, Hummingbird
Broad warnings - PTSD, Flashbacks, Past canonical character death, Nightmares, *Ch 12 mention, Ch 12 description, Clover death/wound mention, Ch 12 fix it, Ch 12 was Qrow’s nightmare*, Depression, Anxiety, Grief, Loss of partner, Past alcoholism mention, Alcoholism recovery, Dissociation, Trauma, Sensory processing disorder, Intrusive thoughts, Unconscious self, lack of self worth, blood mention, minor injury (Qrow’s)
*Even in the highest trigger level (Qrow’s pov) the ch12 references are relatively short, and conceptual/sensory. There is never any extended or graphic description of Ch12 events in any of the three pov’s
Individual versions
I’m only going to expand on the ones that are a bit loose or less straightforward, so things like ‘Racing thoughts’, are pretty straight forward so explaining would just be spoilers. These, and warnings already explained in earlier versions are listed at the bottom (marked with the version that explains them).
Clover
Blood mention - Pretty minimal in this version.
Dermatillomania/trichotillomania - Not technically/explicitly, but actions that could be triggering
Difficulty breathing - Due to anxiety, or perceived trouble breathing.
Difficulty speaking/Nonverbal - Qrow stuttering and struggling to control his speech
Dissociation - Here, mostly for Clover, for using intentional dissociation as a coping mechanism.
Hyper-awareness/Sensory Processing Disorder (SPD)/ Sensory descriptions - Just general over sensitivity, awareness, inability to process during panicked state.
Hypercritical/ Lack of self worth - Overly high expectations of self, perfectionism.
Repressed emotions/needs - Clover continuing to ignore his own needs, some struggling with self worth.
Touch sensitivity/adverse - Qrow not wanting to be touched.
Unconscious self-harm - Felt like this was the best way to put this, but knew some people might not know exactly what I meant. This is regarding Qrow. He isn’t unconscious but rather, during a panic attack he unknowingly hurts himself, and it’s not at all serious.
(I say it this way because this is how I have described similar instances I have had - basically this is “Qrow hurt itself in its confusion” the tag)
Anxiety | Coping mechanisms | Dressing/touching wound | Fear of abandonment/rejection | Grief | Insecurity | Loss of partner | Minor injury (Qrow’s) | Panic attack | Racing thoughts
Omni
Altered perception of reality/ Flashbacks/ Delusions/ Dissociation/ PTSD - All of these really are for the same thing but I wanted to be overly cautious. None of them fit the instance perfectly, but it is generally Qrow misinterpreting things in his panicked state. Seeing, hearing things not as in actual hallucinations but brain still putting everything in the context of his panic/not being fully aware.
Blood mention - Still minor.
Ch 12 mention/ Clover injury/death mention - Vague/minor short mention, minimal visual/emotional description, not graphic.
Hypercritical/ Lack of self worth - Same as Clover’s but also Qrow’s own self hate and worth issues
Anxiety | Dermatillomania (see above in Clover) | Difficulty breathing (see above in Clover) | Difficulty speaking (see above in Clover) | Dissociation (see above in Clover) | Dressing/touching wound | Fear of abandonment/rejection | Grief | Intrusive thoughts | Loss of partner | Minor injury (Qrow’s) | Nonverbal episode (see above in Clover) | Panic attack | Racing thoughts | Repressed emotions/needs (see above in Clover) | Sensory descriptions/SPD (see above in Clover) | Touch sensitivity/adverse (see above in Clover)| Trichtotillomania (see above in Clover) | Tyrian mention (minor) | Unconscious self-harm (see above in Clover)
Qrow
Blood mention/ Body Horror - Very loose usage, mostly sensory descriptions and blood mentions, made worse by Qrow’s panic.
Ch 12 description/ Clover death/injury mention/ Description/Clover’s body (imagined) - Slightly more than in omniscient, longer mention, more visual/emotional description but still nothing outright graphic or extended.
Over awareness of body/ Sensory descriptions/ SPD/ Touch sensitivity - Same as in Omni but more intense.
Altered perception of reality (see above in Omni) | Anxiety | Difficulty breathing (see above in Clover) | Difficulty speaking (see above in Clover) | Dressing/touching wound | Fear of abandonment/rejection | Grief | Hypercritical (see above in Omni) | Intrusive thoughts | Lack of self worth (see above in Omni) | Loss of partner | Minor injury (Qrow’s) | Nonverbal episode (see above in Clover) | Panic attack | Paranoia | Racing thoughts | Repressed emotions/needs (see above in Clover) | Thinking you’re dying (panic) | Trichtotillomania (see above in Clover) | Unconscious self-harm (see above in Clover)
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dereksmcgrath · 3 years
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Seeing as Shueisha already commissioned a cookie display based on Magu-chan, if I don’t see a real-life version of this bento box on social media, I’ll be disappointed.
“A Destructive Luncheon,” Magu-chan: God of Destruction, Chapter 61. By Kei Kamiki, translation by Christine Dashiell, lettering by Annaliese “Ace” Christman. Available from Viz.
Potential spoilers for the potential final DLC in Smash Bros.
“Filler” gets derided frequently when it comes to manga and anime, although it’s a word that obviously can extend to other forms of entertainment, not just to other comics and animation but, in what is now the streaming age, any serialized narrative. Just look at any series order on Netflix and recognize those episodes that you anticipate are there just to fill up (“filler”) a minimum episode count, or “bottle episodes” to save on the budget before the next installment. Comics have to do the same for the sake of their budget of money, time, and energy: check out this week’s artwork from Spy x Family, as series creator Tatsuya Endo needed the break to work on additional edits for the series’ next collected volume.
“Filler” only bothers me when it is for a story that doesn’t actually contribute to anything. But that contribution can take so many forms that one person’s filler is another person’s favorite story, or another person’s story that really furthered a character’s progression, or is a story that will retroactively become important for some world-building detail it includes.
And just as “filler” refers to the unneeded flavorings and colorings in food products, sometimes you overlook those ingredients and just enjoy the item itself for your physical or emotional sustenance. Sometimes you just want that bag of Doritos or that donut, regardless whatever you know is in it that is just carbs or preservatives to get you raw energy or an emotional uplift.
It’s therefore appropriate that Chapter 61 of Magu-chan focuses on food. After how heavy the previous two-chapter arc was, something lighter and funnier is appreciated. While Chapter 61 doesn’t further plot too much or reveal too much new about the characters, it has solid gags and avoids a lot of the problems I’ve had with previous chapters, all while adding a legitimately funny gag around Uneras and not just making Muscar’s weakened form only the butt of the joke.
Starting with the title, “A Destructive Luncheon,” it’s odd how actually un-destructive the luncheon ultimately becomes. Sure, Magu’s attempt to bring the bento box to Ruru shakes up the contents too much to retain its original look, so it’s hardly that destructive, despite Magu himself being such an embodiment of chaos--a point that I’m glad Naputataku raised: I need to check the translation, but Napu referring to Magu as “mad” had connotations not just of anger but also chaos. The message is a solid one for this chapter, that even if the meal doesn’t look like you hoped, it’s still a hearty meal that had a lot of thought put into it, first by Ruru making it, then by Magu bringing it. And the message spoke to me personally, given how much I enjoy the taste of my own cooking even as the presentation is never getting me a prize on any cooking show. Plus, I’m an easy mark for Magu inadvertently quoting Soul Eater by saying the appearance of the meal is not what matters.
If there is any quibble I have off the top of my head, it’d be the setup for the story. Ruru oversleeps--but how was that possible? It feels like a panel or two are missing, something to show that, perhaps, Magu was up too late playing knockoff Smash Bros (before Tuesday when Sora gets announced as the new DLC) and he actually overslept and failed to wake Ruru in time. I want to be suspicious and pretend that there could be another reason: Ruru had to check her phone to see she overslept, so maybe something disrupted her phone? Would Muscar have done that? He was hanging around and did remark that he has gotten his fate-altering abilities stabilized. Or was it Uneras? She wasn’t here, aside from a brief, and well-done, gag about Izuma’s Dragon Quest-inspired meat lunch, so did she disrupt Ruru’s phone to set off a typical manga plot out of her own interest in such tropes and gags?
There are other gags I enjoyed in this chapter. Ruru’s shouting literally rocked her house, Magu had varied uses of his abilities as an umbrella, propeller, and a parachute (forgive me making yet another fighting game reference, but imagine Magu’s move-set in Smash or a similar game--so versatile). I also appreciated how the story made excuses to bring up minor characters, such as Magu realizing BS would likely eat the bento box instead of helping him transport it or Muscar progressing with his new form, or Magu being disturbed upon encountering a jackhammer for the first time. I’m almost surprised the series didn’t add the bartender Magu knows, if we’re going to mine out the supporting cast for additional appearances in this chapter.
And I always appreciate Naputaaku returning, this time indulging in a croquette, talking up details that make the foodie and cook in me gleeful, and his insistent desire to try Ruru’s cooking, both out of genuine goodwill interest to try her cooking and selfishness, making that “mouthful of destruction” laser beam, as Magu called it (great translation by Dashiell, by the way), earned and a satisfactory payoff to the joke.
While I did say that not much progressed in characterization, even as I did point out what new information we learned about Naputaaku, I did appreciate that brief moment where we’re to assume Magu is going to eat Ruru’s lunch before the reveal that of course he didn’t. That moment of heightened tension before sentimental payoff worked for me without being unearned or schmaltzy. It helps, in between Magu’s temptation to eat the bento box and his delivery of the box, that we get something heartwarming with Ren and Izuma offering some of their meals. It does make me wonder why we didn’t see the others dining with the rest of their occult club (although, I have forgotten whether Kikyo and Yuika are in the same class, and seeing as we gave them a lot of attention in the previous two chapters, it’s not like they strictly need to be in this one).
I also appreciate the new color page for this chapter, not just for seeing what Nosu Koshu’s color scheme is but also my appreciation that Shueisha and its editorial staff continue to give attention to this series. That cookie video at the beginning of this post is just one of a lot of marketing Shueisha has done on YouTube to promote the series. I know the volume sales in Japan have not been what Jump readers think are enough to keep the series afloat, but I’m enjoying this series for how long it lasts. It fills a gap in what is needed for light reading, for gags, and for slice of life stories--all of which I hope continues to let the series fill some gaps in comics and, maybe if it gets an animated adaptation, in anime, too. After all, Restaurant to Another World just had its second season start this week, along with its manga now available at Crunchyroll, so I would not object to another series with some food stories, too. I still say a Magu-chan series animated like The Way of the Househusband would satisfy me, and now that we have this food chapter, it just makes sense thematically.
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Nicole's Rambling: The Avengers Problem (for PS4)
Let's start with the usual chanting: ❗this is my opinion, it's biased as hell (since I grew up with Marvel comic books and movies) and you don't have to agree❗
I was wondering why Avengers game gets so hated... So I took a look and I played it myself. Let’s have a look.
SPOILERS AHEAD
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First off: the game isn't in any way horribly bad. It's just a button smasher with a story that has its good and bad beats. It's not memorable at all, but it could've gone way more downhill in my opinion.
At the start of the game, you meet the mighty Avengers through child fan's eyes - it's pure fanservice and let's be honest, it's dope. It was sweet, but pretty dragged, to be honest. I really didn't need to play as all five Avengers (HAWKEYE IS MISSING, AGAIN) in the first hour of the game, but sure, why not?
For the most part, you see the squad through Kamala Khan's eyes. For those who might have not a clue who the hell Kamala is; I am not wondering about why you don't know who the hell she is. She's a Marvel heroine who outed in 2013 and who will have her own spinoff on Disney+.
And again, Ms Marvel is fine, but not memorable at all. I've never, until this day, met anyone who would say that 'Ms Marvel is my favourite superhero'. I was halfway through the game before I even realized it's Ms Marvel - AFTER SHE PULLED HER DAMN COSTUME OUT. That can be due to my utter ignorance or because I heard of her so little that I can count it on my fingers. In all honesty, I loved Kamala as the story progressed, the gal's not bad at all - but as the whole game, she had good and bad beats. There were times where I wished to play as Iron Man and the game forced me to play as her... Whatever.
Let's look at the three problems I have with this game and three positives I found in the game:
0. (Technically zero since it's a personal problem of mine) The soundtrack and the voice actors:
By any means, I am not trying to say they should hire RDJ for the role of Iron Man and Mark Ruffalo for the role of Banner... But it was so hard to distinguish the voice of Nolan North (For example: Nathan Drake x Iron Man) and Troy Baker (Samuel Drake x Bruce Banner). For me, as for a PS4 gamer, it's annoying to hear the same voices again and again in every game I am genuinely excited about (Idk how Xbox players are familiar with them). Of course, there's even Laura Bailey as the Black Widow; I feel like these are the three only people who do voice acting for games these days and sure, I should've seen that coming.
Side note: Nolan North is not a good fit for Iron Man in the slightest in my opinion, but if you like his Iron Man, that's cool as well!
The soundtrack... M A N, the soundtrack. When I heard Marvel gave a green light to the Avengers game, I expected to hear at least the iconic Alan Silvestri's 'The Avengers'. Problem with this is simple: Marvel had spoiled its consumers with good and memorable soundtracks (don't you tell me you don't remember as they all gathered for the first time). Since it was Marvel itself who gave the green light for this project, which was supposed to be based loosely on the movies' and comic book success, I hoped to get all of it.
It's not Iron Man when AC/DC song isn't playing in the background as he flies through a canyon for his life. I mean, Iron Maiden are fine; but come on. COME ON. It's not the same. It's not the Avengers (WITHOUT HAWKEYE) without their significant theme.
1. IT. BUGS. ALL. THE. TIME and the combat is incredibly repetitive:
When I was little, I was a rage gamer. I could barely play Crash Bandicoot or Rayman without losing my cool. Since then, I grew up, skilled and etc. I try not to rage when playing games since it's simply not worth it.
But when you're replaying a boring mission for the tenth part and you're almost over and SUDDENLY, the game bugs out and you lose control over the character (it starts running in circles, etc.) it sucks shit. And don't let me start on the minor bugs. Like when you don't cross the platform by one pixel and the game doesn't let you make combos when you're in the air and bug into a tree when you bug into a wall, a rock, fucking nothing... Bruh. It was released in August, shouldn't these bugs be fixed by now? The game is fucking broken, hoes. It barely feels like a game ready to launch at times.
When you're so lucky that you don't bug out in the middle of doing something, the combat... It isn't bad. It's not terrible, but the Avengers deserved something better. It didn't deserve mediocre combat that repeats itself in every level. Once you find yourself good combo, you're done for. You can use it to finish the game if you will.
2. There's too many missions, too much information and too much things player has to understand if he wants to play the game properly:
Okay, this might seem to be a little confusing; I didn't understand the game system at all when I first ran it on my PS4. There's story missions, HARM training sessions, daily missions for particular heroes, faction missions (SHIELD, Pym, Stark, etc.) and character-side-story missions, and a lot more.
Trust me, it doesn't sound that hard, but once you open the map menu for yourself... Oh boy, that's a different story. And if it only was the map menu. The inventory and such aren't too collected all together either. Before you can safely tell what is what, it will take you at least a whole afternoon. Also, the fact that game just spills it on you just like that, one thing after another, it doesn't help the overall feel.
On top of that, there are MULTIPLE currencies in the game; some even involve microtransaction. It mostly is involving the customization of the Avengers, so it's not THAT big of a deal; you can get one currency by collecting boxes and stuff, but it takes ages before you can buy one single thingy.
Also, if you would like to get stuff (very useful stuff) from factions (SHIELD and Pym mainly), you have to do in-factions daily quests, which usually require to do a certain amount of things as a particular hero (you can do some quests with Ms Marvel only, some with Black Widow, it usually involves the damage dealt while playing as a character etc.). And if you forget to fetch these minies? Well, no faction points for you, bucko.
The system feels overall too complicated in the begging and even after finishing the game, I am not certain by some.
3. The gameplay of the one and only... Natasha Romanov, and the entirety of Steve Rogers:
Right off the bat: IT. SUCKS. SHIT.
This was your shot in opening our mouths and showing why Black Widow BELONGS to the Avengers in the first place. Like, sure, storywise you proved the point, but gameplaywise... That's a different story.
Out of the bunch, Natasha feels the slowest, most clumsy and overall not too pleasant to play as. Mainly is because her attacks do... Nothing. The gun reloading is basically constant when I have to put it simply and it takes about 3-5 seconds for her to even reload; which can be a matter of life and death inside the game. Sure, she can make herself invisible; but that's like... It. It's not that it would be suffering when you are forced to play as Nat... But not a pleasant experience either.
On the other hand, maybe it's just me. I have friends who told me the same about her gameplay, but maybe there's someone who enjoys the Black Widow. It's my personal with the entirety of the gameplay.
Steve, on the other hand, isn't hard to play as. It's just fucking boring. At the start of the game, I couldn't wait to play as Steve's character. He seemed to be awesome - Jesus fuck, how could I be so wrong? As I said, he's incredibly boring and dry, his skills would do the same amount of work if they even weren't there. I think that Rogers is there just for the shock value (as a value that doesn't even work in the slightest) and nothing more.
As you learn to do the tricks and combos with them, it gets slightly better and skill tree and equipment upgrades can help almost unnoticeable... But really, Steve and Natasha are the absolute worst.
Now the reasons why the game convinced me it isn't a hot mess as I initially thought:
1. The characters, dynamics, chemistry and the overall story:
Sure, it is mainly a basic plotline, a cookie-cutter one, full of cliché - Avengers have to regroup after a traumatic event and you're the one who has to find them and bring them together.
Yet it is quite interesting; the game leads you to believe that Steve Rogers is dead after an event called the 'A-Day' (which you won't believe even if the game does the hardest to make you to, constantly remaining you that 'Oh boy, Cap died, did you know that?') and the Avengers had left to exile because they were considered as big bad for the people and the country. They have their emotional baggage and the banter between Banner and Stark (though it ends too soon), is just the thing that makes them human and relatable.
Even the villains are quite compelling; not like ultra super convincing, but the game can turn around when you least expect it to; which is definitely a huge plus.
The characters were done GOOD. The dialogues are full of personality and jokes you'd expect from each one of them; Banner is a wallflower cutie, Tony fishes for compliments all the time, Natasha is the big independent woman she always was and Thor? CHEF'S KISS, I swear. It hits the Shakespearean vibe perfectly and at the same time, he still is charming and quite funny to hang around.
Every time you can listen to a chit-chat between two characters, it is a great pleasure for you as a Marvel fan. Also, I need to say that regardless of my personal issue with the dub (regarding Tony and Bruce; since they're the people you spend most of your time with), the dialogues for these two characters are on point without a doubt. And I kinda grew fond of the in-game Bruce Banner throughout the course of the game, to be honest.
There are references, jokes, inside jokes, one-liners... The dialogue was done amazingly and that's a huge   T H A N K   Y O U  to the developers.
2. The mind-blowing gameplay of... Tony Stark and Thor and AI, while not being too bright, getting stronger as you do:
In what the Natasha gameplay lacks, these two give you exactly what would you expect and way, way more than you'd ask for. Again, it mainly reflects the personal gameplay preferences of the player; let me tell you why I think these gameplays are, in my opinion, the best.
a) Tony's gadgets and weaponry: The suit itself is bloody brilliant. Once you master the ability to attack and fly at the same time, you have the moments when you can not only feel like Iron Man - but really be Iron Man. It's not even that your gameplay would suddenly become 10x easier; it significantly becomes funnier.
b) Thor's heavy fist-to-fist and Mjolnir preferences: the Mjolnir is bloody brilliant as well. Thor's combat is mainly physically based, but when you want to throw the hammer around like the madman you are, you can suit yourself. You can use the lightning if you please and you can fly if this style of combat suits you. It's all in your hands. Thor can take quite a bit of damage, which is significantly supporting you in this style. If you accidentally drop Mjolnir? Well, call it back and smash them!
Also, regarding the AI... As I said, they're certainly not the brightest sparks in the flame; yet thanks to the power getting bigger as you level up and continue with your story and a huge variety of enemies - from turrets to flying men with flamethrowers. It is just button smasher, but a pleasing one in this regard, I must say.
3. The fanservice to comic book fans, movie fans and loyalty to the property:
As one IGN review once said... "This game makes you feel like Batman." And this game more or less accomplished it as well, but diluted and stripped down. Of course, in no way I can compare this to the masterpiece to the Arkham saga; these games are brilliant.
But there are moments when the game can just drag you inside the story and tell you: "You're Iron Man now, boss. It's in your hands." And it's there. I think the only issue was that the team of devs just took too big of a bite. I wouldn't mind stand-alone titles emerging into one and big Avengers game. That would be fun as well and I would spend my time with it gladly.
To end it: it's a mess, but a good mess you might like. If I was to rate it, would be 5.1/10 Wait until it is on sale, don't rush it. I'm overall disappointed and I most likely will forget I have ever played it.
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pandoriasbox · 4 years
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Jade’s SSO Rambles - 3 Archaeology (Current System)
(Please keep in mind that these are my thoughts and opinions at the time of writing these rambles. I may change my mind in the future.)
Star Stable Online’s archaeology isn’t for everyone and that’s absolutely fine as it is a completely optional part of the game. However it does have a large impact on gameplay and not only because of Nic Stoneground and the AAE. It offers additional gameplay and a means of making shillings outside of the limited number of daily quests available. I also feel that if the game is expanded to include crafting that archaeology should play a large part in that and other future optional features. (I have some notes on ideas in the works that may link back to this but I won’t be covering anything in regards to potential future systems/mechanics and such in this particular post.)
Personally I love the idea of archaeology in SSO and I especially like how Epona’s archaeology functions. However the way the player is initially introduced to the archaeology system via Dino Valley feels incredibly outdated and I think it could be changed to better match Epona and improve the initial experience both to new players and the current digging experience for returning ones. I also have some notes on how Epona could be tweaked as well.
Also please note that there are technically minor spoilers in terms of Dino Valley/Epona and archaeology for those who haven’t unlocked these areas. (Nothing story wise though, just locations, names and game mechanics.)
Epona Praise
Epona has 4 collections and 4 areas you can find these items within. Each area is its own self contained section of Epona that doesn’t overlap with the others. This helps avoid confusion when hunting for specific collections and makes planning routes far simpler in my opinion. Each area has a “transition” between them such as the field and roads between Dews and the Marshes.
The layout of the dig sites and the general level design of each area is interesting to navigate without being excruciatingly frustrating. I do think that the Mirror Marshes and Shipwreck Shores could be improved (I will discuss this in my Epona suggestions) but once the player has established a route these are mostly negligible issues.
The available item pool from archaeology is relatively small and even with all the items filling your inventory stacked you still have 2-3 full inventory rows free. There are 4 collections with 4 items each, 4 junk items and 4 “interesting find” items. All of these make sense to find in Epona and the collections also give a hint to the history of Epona. In total if you had at least one of each item in your inventory it would take up 24 slots. I highly prefer the maximum of 4 junk items as this means I can repeatedly stack the junk to avoid taking up more space. I also greatly appreciate that only the tradable items can be pulled from golden dig sites and doesn’t include extra “valuable junk.”
While you can make a full run of Epona without having to stop and sell if you have 24 slots available the overall design of the region lends itself to doing so. There are two major areas you can go to for this, New Hillcrest and Crescent Moon Village both of which are located between major areas as transitions and optional pit stops in routes. Trailering is also really nice when it comes to planning routes as you can easily start at Wolf Hall Inn to begin with Dews or Crescent Moon Village to begin at Shipwreck Shores. There’s also the trailer at New Hillcrest for when you need closer access to Mirror Marshes or you want to turn in items for rewards to Chiron and Winterwell.
Overall I feel the pricing of the items picked up from Epona is pretty fair especially to end game players. At the levels where you unlock Epona there’s hardly anything the player is locked out of (besides due to reputation) and therefore the player often must pay the highest prices for apparel and tack. Epona gives end game players a means of grinding currency outside of the limited daily races and quests. For me personally I make most of my money off of Epona because I do work a full time job and I often only have time to run through the area on a semi daily basis to collect interesting finds and turn them in so I can sell the rewards for high shilling payouts. I think this is extremely fair for end game players and works perfectly with Epona’s archaeology. It is also optional and requires the player to hunt out each golden/interesting find dig spot across the entire map in order to earn it. Often meaning the player must plan a route and figure out how to navigate then adjust if they don’t run the full route. This also plays a huge part into why I personally love archaeology in the game as I adore more explorative features. (Such as hunting for stars, token photos and memories.)
Winterwell’s interesting find rewards I especially feel are well balanced both in how many you turn in as well as pricing. You have a chance of receiving higher priced items that could hit up to around 1,000-2,000 shillings or you can get something that is only worth 250-500 shillings. It’s a gamble and makes it so the player needs to keep hunting every day to find the interesting golden dig sites. I also greatly prefer the setup of having 2 single trade items and 2 double trade items. This means that the player has a 50/50 chance of getting something they can immediately turn in but also doesn’t clog up their inventory with 4 different items if you don’t find enough of each that day. In general Winterwell’s interesting find system and rewards feel far fairer and more interesting to me than Dino Valley’s.
I actually prefer the fact that after you get the Jones apparel the game won’t let you turn in items again to Chiron as it means I can simply chose to either skip or sell all of the excess items I receive from Epona. (I think if it were tack instead it should unlock the ability to buy additional ones after the first freebies.) I also really appreciate that both Chiron and Winterwell are within New Hillcrest and don’t require me to go outside of Epona or even the general area to turn everything in after I’m done.
Epona Suggestions
When Epona is updated I would love to see some adjustments made to the overall model/terrain and movement flow of the Mirror Marshes especially and to a lesser extent Shipwreck Shores.
The Mirror Marshes while it is supposed to be somewhat difficult to navigate should keep the actual digs arranged to allow for routing without too much trouble to players who are familiar with the area. I personally think adding more “underwater land bridges” would greatly help avoid water slow down (if this isn’t fixed in some other way.) There are some throughout the rivers and such where the player isn’t slowed down but I think some more mindful placing would be nice in terms of directions players will naturally move between dig spots. Or could do fallen logs if the collision isn’t difficult to path over. I would also avoid making dig spots that are extremely far out of the way. For example I have a problem with the current layout when it comes to the single dig spot over by the Moon Spring as there’s no natural reason to go in that direction.
Shipwreck Shores actually works fine as is since you can run through it with minimal getting stuck in the bigger holes thanks to the race course. However I feel it’s worth mentioning as the race course will likely get a change if the area does. Overall I like the idea of Shipwreck Shores being this location that may have once been underwater and now we’re moving over this jagged terrain that gave it its name. However I think the team can definitely adjust it so there’s less painful collision and getting stuck in holes while maintaining this feel and keeping a reasonable digging route.
For all areas of Epona (and Dino Valley) I think that the dig spots should be relatively in plain sight. Brush shouldn’t be mostly or partially covering them and placement should avoid having the spot in a very open area that makes it extremely difficult to find. It’s one thing where you go in a straight line between a few dig spots (like in the Mirror Marshes) but another to find those two dig spots in the red/pink dino bone area that are by the portal and tree amongst the dead brush/brambles. I’m not opposed to making it a little more difficult to spot in terms of a cursory glance, it’s fun to hunt down everything but it shouldn’t be difficult to spot when you know where to look. (Unlike the Dino ones I mentioned.)
There appears to be a bug with the coins received from Winterwell where sometimes they are called “Weird Object.” I might actually submit a bug report on this but thank you Cen for bringing this up.
Dino Valley Suggestions
Dino Valley in general I feel needs to be updated to match Epona as a bare minimum. A large part of the issues with it will likely have to be addressed with an entire update to the whole area. However I think the team should focus first on adjusting the item pools, payout and turning items in until they are able to do more with the entirety of Dino Valley.
Item pools should have their “junk” reduced down to 4 items max and should remain related to the valley’s history. I could see items such as dino eggs, used up kalter stone, ice crystal and broken pickaxes making sense. I would avoid using too many human tools or other items personally.
The golden “interesting find” sites need to have only the 4 tradable items available to be pulled from them instead of a chance of random higher paying junk. I would like to see the counts for trading these items match Epona’s 2 single and 2 double as I think this is better for inventory management and player interest/game feel. I’d also replace the tradable items with things that make more sense. At the very least I just don’t like having to turn in so many cellphones and action figures I dig out of the ice in a closed off valley that wouldn’t make sense to hold those. It’s really more of an immersion/lore nit pick.
Overall I think pricing should be adjusted for how much items in Dino are worth but this is something the team would need to decide the balance of based on the level the players who access Dino are at. Overall Dino doesn’t currently lend itself as well to regular archaeology like Epona does and I think that’s fine right now both as an early archaeology area as well as for grinding money for earlier leveled players. But I do think having it is a good boost for shillings grinding before players can access Epona. I would imagine most (non-end game) players who have access to Dino will be making a large amount of shillings from actual main/side quests instead of purely from world wide dailies like end game players do.
Small note on the dig sites I actually think the snow effect on them should be removed and the normal not gold interesting find ones should be more blue (like Epona’s) or otherwise made more noticeable for players. The current color scheme of Dino Valley makes it difficult to make the dig spots out against the ice/snow/rock that they are usually hidden against.
In general I would move many of the dig sites to more reasonable locations such as taking the ones off of the dangerous cliff side beside the elevator or in harder to reach (semi hidden is fine) areas such as the one you must fall down to get to the dig spot on the semi secret side path towards Icengate. If it’s possible to adjust the dig sites so they all have their own individual areas with transition points using the current appearance of the world that would be preferable but I wouldn’t expect it before a proper full terrain/area update. (The only area I think that works mostly well right now is the red/pink bone area. It could be tweaked a lot but I like how it’s sectioned off properly.)
I would like to see Professor Jura moved to Nic’s Camp so you can turn bones in right away in the same place as the interesting finds guy.
Update the Dino Valley dig site expression of “Nearby” vs “Close to” so it matches Epona’s. (Epona has it where nearby=junk, close to=collectable/tradable items.) Technically you could do the opposite and update Epona’s to match Dino since I guess Dino came first, it really doesn’t matter which as long as they match.
I made some notes in my Quality of Life UI rambles post as well, basically I would like to see it where when completing a dig there is no pop up pausing the player. It should do the items flying into your inventory and the shillings and rep you receive will float up and disappear much like after you turn in a race.
This may require a large inventory update/overhaul but I would like to see the game stacking items automatically in your inventory when you receive more than one of the same item. I’d also prefer this being implemented after we can remove items from a stack just in case.
I will have additional thoughts on the game’s archaeology system in the future and I plan on elaborating further on it in regards to potential new features as well as Dino Valley and Nic Stoneground. However I wanted to do a rambles post specifically about the current archaeology system and how I would like to see it upgraded before any new systems are introduced (or before updates to Nic’s quests and the terrain.) I also feel it’s important to point out how Epona has greatly improved not only the general archaeology experience but also the end game for players.
Again thank you for taking the time to read through this! If you have any thoughts of your own or questions feel free to reblog, reply or shoot me an ask!
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aion-rsa · 4 years
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Vikings Season 6 Part Two Review (Spoiler-Free)
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This Vikings season 6 part two review is based on all 10 episodes and contains no spoilers.
Vikings has always been Ragnar Lothbrok’s (Travis Fimmel) story. First, we witnessed the rise of the man himself from farmer to visionary to earl to king to legend. Post-Ragnar, the show became an exploration of how Ragnar’s legend suffused and inhabited his sons, and the consequences of its interpretation upon enemies, frenemies, kith, kin and Kings the world over. And, now, the saga comes to an end with the second half of Vikings swansong sixth season, ten episodes that drip with all the blood, battles, tears, seers, fears, and philosophy you’ve come to expect from the History Channel’s flagship show (though this season will premiere on Amazon).    
It’s tough to write a spoiler-free review of a show like Vikings, especially here at the show’s conclusion where it won’t be surprising to learn that the blood flows like wine. Who lives, who dies? Who returns, who stays away? Even acknowledging the presence or absence of a surprise within a certain context could constitute a massive spoiler. As a consequence, much of this review will read like the ravings of the show’s very own seer, a web of insinuations and mystical mumbo jumbo designed only to make sense once the prophecy has been made flesh. 
Early in the season, Gunnhild (Ragga Ragnars) remarks: “Perhaps the Golden Age of the Vikings is gone.” This is a perfect distillation of the thematic ground covered by this half season. Here we have the fall of an empire, the erosion and sometimes amputation of the old ways, and the savage geo-surgery of a flailing world in flux. Absolute power corrupts absolutely; only the truly mad would seek to be king. The battle between paganism and Christianity, always at the forefront of the series, reaches its culmination here, and the episodes are awash with rich religious imagery and symbolism. There is also an answer, of sorts, to the question of which of Ragnar’s sons best embodies and encapsulates his legacy. Each of them carries a chunk of their father distilled within them: Ivar (Alex Høgh Andersen), his wrath, his thirst to conquer; Bjorn (Alexander Ludwig), his galvanizing spirit, his authority, his legend; Hvitserk (Marco Ilsø) , his pain, confusion and predilection for self-destruction; and Ubbe (Jordan Patrick Smith), his sense of adventure, his vision. Series creator and showrunner Michael Hirst knows that you come to these final episodes laden with ideas and expectations surrounding this philosophical set-to, and does a sterling job subverting or confirming them. His skill is in making the surprising seem inevitable, and the inevitable seem surprising.
Most of the Vikings’ world is bathed in blue and grey, an endless twilight of death and despair. Within these grim parameters the direction and cinematography never fails to evoke the beautiful, misty emptiness of the world: the howling of the wind on desolate hills; silence, smooth and dark, stretching towards the pale horizon. There are lots of sweeping aerial shots, which cast you, the audience, as Gods looking down on the action from above. The emotional distance this creates, especially above battlefields, reinforces the absurdity and futility of the bloodshed, something we’ve been encouraged to feel in every season, but never moreso than now. 
The season is front-loaded with some thrilling sequences (including a suitably chilling use of CGI), and at least one moment that will make the hairs stand up on your neck, and hot tears fall from your eyes. The mechanisms of plot necessarily predominate in the early episodes, as machination piles upon machination, twist upon turn, and the pieces of the tragedies and double-dealings to come are moved into place upon fate’s great chess-board: a broken Bjorn has tough choices to consider following his people’s defeat at the hands of the Rus; Ubbe embarks on a westward quest in search of the promised land; Ivar and Hvitserk continue their uneasy alliance with each other within the fraught principality of the maladjusted, half-mad Oleg (Danila Koslovsky). 
An accusation often leveled at Vikings is that it became a lesser show once divorced from Ragnar’s immediate orbit; that when he died, so too did the interest of many of the audience, who never quite took to his sons with the same level of enthusiasm. I can understand the hole that Ragnar’s exit left in the hearts of fans. He was a compelling, larger-than-life character, channeled with great charisma and presence by Travis Fimmel. But although this series is ostensibly about Ragnar, the story is also far, far bigger than him, a point this final season doesn’t fail to ram home. In fact, it’s the whole point.  Besides, the performances of Alexander Ludwig, Jordan Patrick Smith, Marco Ilsø, and Alex Høgh Andersen have always been uniformly excellent, generating more than enough presence, individually and collectively, to carry the show in Ragnar’s name. 
If there is a mote of truth in the accusation it’s probably attributable, in part at least, to the challenges of satisfying such a sprawling ensemble. One of the beneficial things about the show having shed so many characters over the past few seasons is that the sons now have proper time to grow, develop and, ultimately, crystallize. In particular Hvitserk, who was always the sketchiest and most ill-defined of the brothers, finally coalesces into something greater than the sum of his parts. Even his unhealthy attachment to Ivar begins to make sense, and comes to play an instrumental part in much of what makes the final stretch work so well. 
Ivar himself has always been a joy to watch – surely one of the greatest small-screen monsters – but occasionally he could be one-note, albeit largely thanks to his predilection for painting himself into a corner and then having to fight his way out again. Ivar’s relationship with, and to, the young Rus heir Igor (Oran Glynn O’Donovan) helps to humanize him, allowing him to recreate the better aspects of his own relationship with Ragnar, this time sans grand, King-busting plan. Ivar even demonstrates, from time to time, something approaching humility, which can’t be easy for a self-proclaimed God. Plus there’s a moment between Ivar and Katia (Alicia Agneson) that’ll have you punching the air in triumph, and then thinking strangely of yourself for having fist pumped such a thing. 
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Why Vikings Is Ending
By Michael Ahr
Once the heavy gears of plot have cranked into place, the season dips into ennui, as characters drift, break down and take stock. This can make the season a slog to get through, especially if you’re binge-watching; like mainlining misery directly into your blood-stream. Even knowing that this was undoubtedly a deliberate structural choice – to make you feel the characters’ helplessness, heartache, angst and boredom; to understand what drives them to do what they do when Gods and men fall silent – you’re unlikely to emerge from the middle-to-end section brimming with vim and good cheer. Here, another central question is tackled: is there any escape from the seemingly endless cycle of death, destruction and revenge in which Viking society finds itself mired? What hope have Ragnar’s sons of escape when Ragnar himself, the most vocal advocate for a new way of doing things, ultimately perpetuated the cycle by posthumously siccing his sons on his enemies? 
The final act makes everything worthwhile. Think of the middle act like purgatory before Heaven (or should that be Valhalla)? While not every storyline feels like it has an equal place and weight in the pay-off – the latter sections in Kattegat, especially, feel perfunctory and will probably struggle to elicit much interest – most of the series’ overarching narrative and thematic threads come together perfectly in the end, giving a deeply satisfying sense of simultaneous closure and open-endedness.   
There are many surface similarities between Vikings and Game of Thrones, in terms of their stock-in-trade themes, settings, cast-counts, body-counts and bundles of R-rated violence. Where they differ significantly is in Vikings sticking the landing, and not just with the final episode – which is beautiful, elegiac and haunting – but over and throughout the whole final half of the season (give or take a few minor missteps).
Game of Thrones’ once stellar reputation will perhaps forever be sullied by an ending, and a final season that many felt was flat, rushed and cack-handed. This is not the fate that will befall Vikings, which, although it never attained critical, commercial or pop-culture success on anything like the same scale as Game of Thrones, now joins the pantheon of shows whose exemplary endings have cemented their legacies. Vikings can hold its head high among such luminaries as Rectify, The Affair, The Deuce, The Wire, The Sopranos (divisive as its ending proved), The Shield and Breaking Bad (pre El Camino, at least), having offered up a finale that is so resonant, dream-like, and profound that it serves retroactively to render all of the good things about the series better, and wash away any and all misgivings and doubts. It’s a gorgeous ending that will stick in your soul for a long time.
Bon voyage, Vikings. It’s been emotional.   
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kyouminaine · 4 years
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Frankly, this doesn’t even really belong on this blog, but it coincides with my decision to exclude any new plot from that reality into my portrayal. Yes, I’m talking about the Remake. Yes, I’m calling it a “reality.” Now before anyone starts hissing about me being a purist, I’m going to break down why I cannot and will not use material from the Remake (abbr. 7R) in my writing.
(Spoilers under the cut. Beware long post.)
And let me make this clear: 7R was a good game. It was not a good story.
What 7R did well was create a new system that combined SE’s past experiences from the KH series and previous FF games (I see a lot of influence from XIII). It provided a challenge --- whether good or bad is partly dependent on RNGesus favoring you or not --- and created an environment and interrelationship between characters that gave the gamer a chance to connect with the world and understand the repercussions of certain actions. It gave gamers a chance to develop feelings for certain characters that previously had no strong standing in the original. This was good. (I first played on Normal and got a decent challenge out of it during certain boss fights, particularly during endgame. Currently I’m running through Hard mode and utterly regretting my life choices, so the challenge is certainly there.)
As someone who played the original and delved into the rest of the Compilation over the years, it was enjoyable to see nods and easter eggs to those plotlines. A story I didn’t think would have any part in 7R somehow made its way in. People I thought would be skipped over were brought up. It was nice.
But here’s where it fell apart: all these nods and the expansion of the world (yes, we’re only experiencing Midgar, but I’ll still label it as a “world” since that is the extent that the gamers are exposed to) were haphazardly applied to the main plot, and not only that, when it came down to the endgame all those little nuggets ultimately didn’t mean anything.
Why? Because of the new plotline that was introduced. It’s been speculated and the general consensus is that 7R is a different reality. You can call it a sequel, AU, whatever. It’s a different plot altogether, particularly with how the ending unfolded. The Whispers / Watchers of Fate / Arbiters of Fate are what everyone has summed as being a physical manifestation of what fans expected to happen, or what the creators tried to preserve over the years through the many works that elaborated on the original VII storyline. Because the characters in 7R have destroyed the Whispers, this essentially has ripped apart the expectations that old (and new) fans had for the Remake series. We don’t know how many installments there are for 7R, but it’s pretty clear from the ending line that there’s going to be another part. (Hell, you still have to fight Sephiroth again... or something. Or maybe he becomes your ally. Who knows...)
Which makes a lot of mental gears grind, heads tilt, and plenty of frustrated fans raise their voices. The Deus Ex Machina concept is nothing new. A “do-over” plotline is not unique either. (Doubt me? Go look at all the fanfics that have been circling the internet since the day the original game came out.) Taking the original VII plotline and conjoining it with a “do-over” plotline is... well, it’s bad.
There are ways to make something like that work. Ways to rewrite history and attempt to make it right. There are people who speculate that 7R considers the original VII as the “bad ending” --- as if this is a dating sim and you picked the option where Lover C decides to murder you instead of marry you, so now you wipe your save file and change all of your choices so you get the happy ending with Lover C. The major plot events are the same, but now you’re alive and Lover C never goes apeshit on you.
I can understand the desire to get a “good ending.” This just isn’t the smartest way to go about it.
So with that in mind, we are now on that separate save file trying to make all the “right” choices. No one knows what will come of it, no one knows if it even is a “good” ending that awaits us. So what does that mean?
Quite plainly, it means everything we knew, every relationship that was built upon in the original, even all the work that was put into the other games and that particular reality, are all dumped in the trash. 7R is an AU scum save game file that tosses out the original values and lore that were taught to us and the characters too. In an ugly way of explaining it, 7R is spitting in the face of all the other pieces of the Compilation and what lessons came out of them.
These are lessons of the value of life, the value of relationships, the gravity of truth and the price of lies, struggling with flaws and shortcomings, change, love, and personal growth. These aren’t new or unfamiliar tropes, but their weight of worth still remains. (I won’t call VII to be the greatest game in existence, but it did create a strong connection with its audience through the story it told.)
What 7R does in face of these lessons is push them all aside for what is basically fanservice. Wish fulfillment. People who are dead in the original may/may not be alive in 7R. People who are alive in 7R are supposed to be dead in the original. 7R’s reality robs the audience of a chance to experience those values and struggles in a new yet familiar way. Fans who have no idea what happened in the original or only have a vague grasp of the plot will not have the same connection that old fans do. Yes, new fans can still understand that Aerith’s death was supposed to be a sad event. Yes, Sephiroth is a meteor summoning cockroach. (He has a bad habit of resurrecting.) However, they don’t have the firsthand experience. They did not personally go through the journey.
There are heavy hints of it in 7R, but the experience isn’t the same. And now considering that the Whispers are defeated, there probably isn’t even a reason to go through the original content anymore. Just open up a wikia and get the most basic summary, because what lays before us in the 7R series is uncharted territory.
The story of Cloud’s past and who Zack is will most likely still be introduced and explained, but how? Will it still hold the same meaning? Will fans be able to experience the same joy and pain, not knowing how big of an impact Zack had on the story particularly on Cloud’s, Aerith’s, and even Tifa’s lives? They made a whole game with him as the main protagonist; that was how big of an impact he made on those around him, and how much fans thought he deserved more screen time than what was given in the original VII.
Though the ending cutscenes of 7R implied that Zack may still be dead and his survival is probably in a completely different reality outside of both VII and 7R, the idea that it is possible for him to live takes away the meaning behind his death. It takes away how he made such an impact on those he met. Is it sad to always have him die? Certainly. But that’s the point. You, the gamer, and those in the game itself feel the weight of his presence and his loss. Him living diminishes it. Perhaps not completely, but it does stick a knife in the tapestry that wove together this important and surprisingly strong bond between even the most minor of characters.
The same can be said about Aerith’s death. I do enjoy that in 7R Cloud and Aerith got to interact and you could see more of how their personalities played off each other; I enjoyed Aerith’s portrayal in 7R. Yet, with the speculation of her possibly surviving and maybe being omnipotent (or dimension hopping, take your pick), we don’t see how strong of an impact she made on those around her. We don’t see how her death changed the cast, became a driving point of their mission. Particularly for Cloud, she became a pivotal part of his growth. Regardless if you consider their relationship to be friendship or love, it’s undeniable that she made a strong impression and her death hit Cloud like a sack of bricks to the face. The value of her life was so great in his heart, she became one of the major reasons he was so hell bent on fighting Sephiroth. She wasn’t the only reason, but she certainly was fighting to be at the top of the list. Even in the sequels that followed, she was always on their minds. She taught a priceless lesson that still sticks with gamers today. People still weep over her death.
So let me bring it up again: 7R spits at VII. Not just in the lessons it brought, but the lore as well. The introduction of Whispers, Aerith’s unexplained new powers, Sephiroth’s early appearance and his ability to cut through the veil of reality... It all brings about the question of Gaia and how she works as both a habitable place and sentient entity. Gaia had WEAPON --- colossal creatures that were meant to safeguard the planet. When Gaia perceives herself to be in danger, she brings out the giant no-no stick. (This is mainly in response to the threat of Jenova, but it is plausible that WEAPON will tear apart every major threat and hit the big reset button on everything. Otherwise, why did Ultimate attack Mideel? There’s no Jenova there, unless you count Cloud. But that’s a different topic for a different day.)
There is speculation that the Whispers that meld into the Harbinger of Fate / Whisper Harbinger is another WEAPON. This is a theory to take with a fat grain of salt, but the point is this: what did the Whispers uphold, and how does that alter the rest of the lore of the game? Do we consider the Whispers to be beings completely exempt from the rest of the lore? Are they some kind of god? Are they related or unrelated to WEAPON, and do they have their own agenda or do they also work to safeguard Gaia? No one knows, and there are a bunch of videos that try to tackle these questions.
I don’t have the answer. What I do have is a major side-eye at the whole concept of the Whispers existing and how they interact across the different realities, and how in turn they alter the overall lore of VII. Vague telling of the main plot points from the original are present, yet there is a giant question mark as to how much of said plot points will remain present in future game(s). Is there even a need for WEAPON anymore? Is Aerith not the last living Ancient/Cetra? Is Sephiroth blood kin to her? (Anyone remember that old concept?)
What about Holy? The lifestream? Hell, you can create summon materia now, not find godly creatures slumbering inside giant marbles scattered throughout the planet. Can Meteor be created too, or is it still hidden in the Temple of the Ancients and deemed too dangerous and the magic too great for anyone to handle? Do I even want to touch the subjects of Project G and Deepground??
That’s too many questions that don’t need to exist in the first place. What 7R created was a large stew of wtfery. I don’t just say this out of saltiness, it really is a giant “wtf” where almost every fan doesn’t even know where to start when they try to deeply analyze what happened in the game.
Personally, I believe the “do-over” plot that was introduced in 7R was a mistake. Not only did it mess with the lore of the world and open up a rotten can of worms that no one knows how to decipher, it took away from the value of certain actions from different characters, whether main cast or secondary. (I feel cheated. Tifa’s tears were practically wasted because Biggs is apparently alive, Jessie is probably just comatose somewhere, and Wedge probably survived too despite being tossed out a skyscraper.)
What I expected, and I believe what many frustrated fans expected, was not a “do-over” plotline/reality but a retelling of the same familiar story we have come to love over the last few decades. Whether some fans picked it up as soon as it was first published on 3 discs, or played it later down the line on PC, or even waited until it got ported to PS4, we came to enjoy that original plot. The original reality that has been told and retold, and adored even across different games with cameo appearances from the main cast. Flesh out the world, make it bigger, make it grander, show me Cloud in a fugly purple dress and Tifa in a miniskirt, show me Sephiroth’s Vidal Sassoon flowing silver locks, show me Jenova’s eye nipple... but keep the rest the same. By all means incorporate plotline from the other installments of the Compilation --- tell me more about the Turks, the original/main faction of AVALANCHE, Rufus and his relationship with his dad, other perverted projects Shinra had hiding under its mako skirt, the full story behind the failed rocket launch, the Wutai war, Nanaki’s youth, Zack’s early years in Shinra/SOLDIER, all that --- but don’t suddenly throw all that work, all those relationships and stories, all those valuable lessons out the window.
7R had plenty of potential and even if I take away the “purist” expectations I wanted from it, the game still managed to be disappointing.
Coming back to the topic of why I won’t use 7R in my portrayal, it is because of all this. Because it takes away too much from VII and warps it into something it shouldn’t be. My idea of Cloud sits strongly with the Compilation (namely the original game with some minor inspiration from the other materials). His hardships, his pain, his personal growth... I will hold onto those because they make Cloud who he is at the end of the game. They are why Cloud leaves such an impression on people. Yes, recent adjustments to his features have really ramped up how handsome he is (especially in 7R, though I’m salty about his hair being wrong) and that sticks with people. Everyone swoons over how he looks in that crisp HD. It’s his journey that is more worthy of noting though.
I expect that there will be people who are not/less bothered by these details. There are plenty of people who embrace 7R and what it introduces --- I’ve heard people say they’re tired of the same old formula and a “do-over” plot is fresh and exciting for them --- but I’ll stick to what I’ve come to learn to love throughout my life. Because there are plenty of people who favor 7R, the door is open for people to head that way. This isn’t me kicking anyone out. This is me firmly establishing where I stand and why.
TL;DR --- 7R is a high dollar AU fanfic and I don’t appreciate that. (But I’ll still snag icons and reblog gifsets of the cutscenes because I’m opportunistic that way.)
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blackjack-15 · 5 years
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A Surprisingly Thoughtful Spin — Thoughts on: The Haunted Carousel (CAR)
Previous Metas: SCK/SCK2, STFD, MHM, TRT, FIN, SSH, DOG
Hello and welcome to a Nancy Drew meta series! 30 metas, 30 Nancy Drew Games that I’m comfortable with doing meta about. Hot takes, cold takes, and just Takes will abound, but one thing’s for sure: they’ll all be longer than I mean them to be.
Each meta will have different distinct sections: an Introduction, an exploration of the Title, an explanation of the Mystery, a run-through of the Suspects. Then, I’ll tackle some of my favorite and least favorite things about the game, and finish it off with ideas on how to improve it.  
This game also has an additional section between “The Mystery” and “The Suspects” entitled “The Theme”, where I’ll talk about the philosophy within this game, and how it stands out and solidifies its place as a truly “Expanded” game due to that thoughtfulness.
If any game requires an extra section or two, they’ll be listed in the paragraph above, along with links to previous metas.
These metas are not spoiler free, though I’ll list any games/media that they might spoil here: CAR, brief mentions of CLK, CRY, HAU, and ASH, brief but slightly spoiler-y mention of the opening act of SPY.
The Intro:
The Haunted Carousel is, without preamble, a fantastic game.
    I know I normally start these with a brief analysis of what stands out about the game or what it’s done for the series as a whole — and I will do that, never fear — but I think it’s important to establish first and foremost that, while it’s not an Overtly Beloved game, it very much should be, and it doesn’t get enough near enough credit. Especially since, in my opinion, the many great modern games’ tight plots and varied protagonists have their roots in this excellent game.
With a logical and ever-progressing plot, characters who feel like actual people, beautiful visuals, and historical backstories that round out the present day plots (plots!! In the plural!! Huzzah!!), Haunted Carousel may not be a wild ride, but it is a consistent, fun, and surprisingly thoughtful one.
CAR is perhaps the odd one out of its fellow Expanded games (SSH through SHA) in that its location isn’t really anything immersive. You don’t spend your time outdoors in thick atmosphere nor surrounded by trinkets of the Maya nor stuck on an old ranch, but between a bright hotel room and a shut-down (but not rundown) amusement park during the day. Its historical background isn’t linked to a specific area, there isn’t a “standout” scene featured in every gifset or trailer, and the wackiest the game really gets is expecting the player to enjoy Barnacle Blast.
In most ways, in other words, CAR is an exceptionally quiet game in the middle of quite a few loud ones, which might account for it not getting as much credit as it deserves. There are flashier games, there are longer games (CAR is quite short), and there are games with better and more memorable cutscenes…but there’s not many games in the series (and none of out the expanded games as well-told and sincere as CAR.
Not only is CAR a lot of fun to play, but it also takes care to mean something – to tell an actual story rather than a bare-bones whodunnit. The characters all have their reasons for being there and being involved, and they all have something to say as well — some directly contrasting each other. CAR doesn’t feel really like a computer game where everything is laid for the Convenience of the Plot and the suspects are only there to robotically deliver plot points and incriminate themselves. Rather, it feels like a whole story with real people where a crime happens to occur, but not everything revolves around that central plot point.
It’s also remarkable in the presence of a protagonist, which isn’t really something that Nancy Drew games have done yet. Nancy herself doesn’t count because at this point, Nancy doesn’t gain or lose anything from the mystery; she’s not the one with a problem, nor does she discover anything about herself. The Nik-era games are notable for their strong protagonists (or, often, dual protagonists with Nancy acting as one out of the two), but CAR really is the first one to take a character and have Nancy be a part of their story, rather than having Nancy act as a magnet to four pieces of metal and a mystery.
Mechanically, CAR is much the same as games that have come before it, as we won’t see another big upset until SHA, with the addition of Nancy’s cell phone (oh blessed day) and, most importantly, a task list. Fans had been asking for a task list since MHM (which sorely needed one so that you could at least identify which hanzi you had already seen) and CAR delivers that long-needed mechanical update.
The historical backstory is more recent than in most games, happening not in Antiquity or even during the 1700s but instead in the modern(ish) day, featuring the man behind the titular Carousel’s horses, Rolfe Kessler. The backstory doesn’t feel like an appendage like in DOG, but really establishes why the Carousel is so important and helps serve the theme of the game (more on that later).
The last thing that’s really important to note in CAR is its villain. By now, HER is reasonably okay at camouflaging its villain for at least the first third of the game, and here does a good job keeping the player in the dark for the first bit. CAR is also HER’s first successful attempt at the friendly villain archetype. Elliott Chen is pleasant, accommodating, friendly, funny, and incredibly likable. He just also happens to be a forger stretched thinner than he’s comfortable with.
Ultimately, The Haunted Carousel is a great game with a huge thematic presence, likable characters, and an honest character arc. Not only should it be a must-play for any new fan, it should be on the top of any older fan’s re-play list, both for its intrinsic value and for its obvious influence on the plots and protagonists of the modern Nancy Drew games.
The Title:
As far as titles go, The Haunted Carousel is a meh one – admittedly, it’s probably the weakest part of the entire game. It does tell us what our focal point will be — the Carousel — and the mystery surrounding the focal point – that it’s haunted — but, like DOG, it doesn’t really go much past that.
After completing the game, the title does mean a little more — the events of the game are a carousel of hauntings in that they seem to be cyclical and mysterious, but are really a farce — a simple fair ride with pretty decorations but simple parts. The carousel itself also points towards the villain, who’s the only artist out of the cast, and seems to allude to Joy’s cycle of sadness — she’s haunted as well.
It’s not a brilliant title, all things considered, but because the game is so good, it’s only a minor blip on the radar rather than something symptomatic of the game’s value.
The Mystery:
Paula Santos, a friend of Carson Drew’s, hears about Nancy’s penchant for solving mysteries and decides to call her in to investigate some thefts and sabotage that Captain’s Cove, an amusement park in New Jersey, has been encountering.
Nancy learns that first, the lead horse on the carousel was stolen, followed by the roller coaster losing power and causing a serious crash. The last straw for Paula was the merry-go-round turning on in the middle of the night, and Captain’s Cove has been shut down until someone — perhaps a badly-attired ginger fresh out of high school — can figure out what’s causing these problems.
It’s Nancy’s job to explore the shut-down amusement park, talk to the leftover staff, help reconstruct a carousel horse, and use such Astoundingly Modern Technologies as a cell phone and a laptop in order to crack the case behind The Haunted Carousel.
As a mystery, CAR is a pretty good one; it’s the age-old Nancy Drew Sabotage set up, but with the twist of happening at an amusement park. There are plenty of clues and even more red herrings, and the attempt to keep you guessing until the 3/4ths mark is a solid attempt.
I don’t know if this mystery feels more fun because it’s at a place like an amusement park or if really is that fun, but the overall effect is the same, and CAR is a delight to solve. The backstory and present story fit together like jigsaw pieces, and the suspects are both interesting and a ton of fun to question.
Is CAR an overly difficult or surprising mystery? Not to the modern mind, I would say, especially given the mystery fans’ inclination to suspect the friendliest suspect (a hole-in-one suspicion here). But it is incredibly fun to see how everything is put together, and it’s a water-tight mystery, if not air-tight.
It’s okay that the mystery isn’t the absolute greatest, however, because it isn’t the most profound part of the game.
The Theme:
Prior to CAR, Nancy Drew games didn’t really bother with the concept of theme. It was new and novel and difficult enough to design detective computer games that ran efficiently with decent graphics and to put them out twice a year that HER focused, quite rightly, on that rather than on trying more complex ideas.
With the formula and the game engine firmly established, however, and a small but fervent fanbase ready to devour the latest game — and being in charge of their own distribution — HER was ready to expand their games in a way separate from technology or location: it was ready for a strong theme.
As a character, Nancy deals with some pretty heavy stuff during the course of her mysteries. In the early games, we don’t really see it affecting her that much, which is a product of simple writing and, in my opinion, the child-like resilience of an 18 year old. While she has her occasional line like “to think I almost made friends with a jewel thief!” in TRT, these cases tend to engage Nancy on an intellectual level rather than an emotional one.
CAR shifts that narrative slightly and allows Nancy to bond with a suspect — Joy Trent — over their shared loss of a mother. Joy has also lost her father recently and is stuck in mourning over both her father and her childhood. Her father, having realized how both repressed and depressed Joy is, decided to build her a robot to help her get in touch with her childhood again. In other words, the jumping off point of the story is a father who wanted good things, happiness, and safety for his daughter, and tried to go about it in a way that he thought would be best.
If you’re hearing echoes of SPY here, you’re correct. The difference here being that Joy’s repression of tragedy leads her into a pit of inaction while stewing over that tragedy, while Nancy’s repression (which I’ll talk about more in my TMB meta) pushes her to action while ignoring the driving force of that tragedy.
CAR is also, I believe, the first time that Nancy mentions the death of her mother to a suspect, and it’s a really humanizing moment for her. As much as Nancy can be driven, tactless, and goal-oriented, she’s not a robot, and she does have personal as well as professional reasons behind the things she does and the characters she tends to bond with.
The first big thematic point in CAR is the importance of connection. It juxtaposes morose, prickly Joy (who doesn’t want a friend but gets one anyway) against our villain, who is friendly and smiling and charming but is by no means someone Nancy should make friends with. It also asks a question to tie into this theme: are those who are mean bad, and are those who are bad always mean? It’s almost a Shakespearean theme (“one may smile, and smile, and be a villain”) and it’s well-placed here.
The second theme comes up in the backstory about Rolfe Kessler, a genius who struggled all his life with mental illness, eventually ending with him never getting the credit he deserved and without the companionship of the woman he loved, Amelia.
It’s a tragic story in a way that HER hasn’t really done tragic stories yet — MHM has a basically happy ending, in TRT by the end the implication is that Marie is finally going to get the credit and un-blackening of her name that she deserves, FIN’s is a whole mess so we’re not even gonna try to dissect that, and in SSH the Whisperer is vindicated. 
There’s no descendant of Rolfe in this game; no historian ready to exculpate him, no family members or friends to remember him fondly to Nancy over the phone. Rolfe is in the game, as in his life, alone. It’s a tragedy, and the way that Nancy and the player discover his genius and his story is quiet, as befitting the man.
Through Rolfe’s story we address the twin themes of remembrance — that how you’re remembered will generally be the way you lived (think DED’s dénouement for further insight) in the time that you lived — and of the role of trauma and struggle in life. Rolfe’s struggle against his illness didn’t make him a genius, but it did stand in his way of achieving all that he could.
And that’s where we tie into Joy and the main theme of the game. Once again, we see a person being limited by their mental illness and their struggle against it, and a world that doesn’t really take that struggle into effect. Instead of Joy being alone in this struggle, however, she has help — not just the small help from Nancy, but the help and support of her father through Miles the Magnificent Memory Machine.
Miles was created by Darryl Trent to help Joy unlock her childhood memories and move past her trauma in a healthy way – and only if she was actually dedicated to the task. The riddles, while not hugely difficult, are enough to dissuade Joy from ever really trying to get past them, as she’s not ready to open that lid just yet. As anyone who’s experienced mental illness (or had a close loved one experience it) knows, there’s no way for you to improve and grow if you’re not ready to receive the help you need.
Opening up just a little bit to Nancy and having someone who doesn’t have to care about her problems actually care is enough to springboard Joy to take the first step and try to tackle the riddles again with a little help. Over the course of the game, Joy gets more and more ready and less resentful towards her past and finds the strength to confront herself and her illness.
While the trauma of losing her mother in the way that she lost her (not to mention the added weight of her family’s financial situation) didn’t make Joy strong, the choice to struggle through and come out the better on the other side does make her end the game stronger than when she started and with more — pardon the pun — joy in her life. That progression is what makes her the protagonist, but is also sets her up to have the theme hand-delivered to her.
Miles states that it was Darryl’s belief that life is simply made up of memories. This is why it’s such a big deal that Joy’s memories of her mother are repressed, because her brain is actively erasing her life. As Joy moves through those memories with Nancy and Miles’ help, she gains back her life and is shown that, while struggle is a part of life, it doesn’t define life — and that a good life isn’t necessarily a life made up of only good things.
The presence of these themes (and of the final theme in particular) is what makes CAR such a strong game. Though the characters are delightful, the aesthetic is fabulous, the Hardy Boys are here, and the history and puzzles are fun, it’s CAR’s strong thematic elements interwoven with its plot that really makes it something special.
So let’s get on with those characters, shall we?
The Suspects:
Joy Trent is the current bookkeeper of Captain’s Cove and basically the man in charge apart from Paula. Her father Darryl used to work at/own half of Captain’s Cove, but died poor (specifically of a heart attack in bankruptcy court, poor man) after having to sell his part of the park to Paula. Thus, Joy holds a grudge against Paula even as she does good work for the park.
She’s also suffering a bit of childhood amnesia due to the trauma of her mother dying when she was young — the first of the women featured in this game series to share that backstory with Nancy. This forms a lot of the story’s B plot (with the historical backstory of the game being relegated to the C-plot) as Nancy and a funny little computer help her to move past this emotional block, confront her past, and progress to a better future.
As a suspect, Joy isn’t a bad pick at all, in part because she is responsible for a portion of the sabotage — the shut-down of the roller coaster while it was in operation – over bitterness for her father’s ignominious end. This little instance is helpful for diverting attention away from the true saboteur — though she doesn’t mean to — and it helps round out Joy as more than just the sad daddy’s girl (and resident protagonist) that she would be otherwise.
Well, other than her magical talking robot companion.
Miles the Magnificent Memory Machine isn’t really a culprit, but he definitely needs to be noted here, as he’s the best help that Nancy has outside of the Hardy Boys. Miles knows everything about Joy, yet he can’t move the story forward without Nancy completing a little task after task that unlocks the next portion of his (rather, by proxy, Joy’s father’s) quest to help Joy become a well-rounded, non-traumatized person who can face her past.
I’ve said enough about Miles’ part in the Theme section above, so I’ll move on without too much in this area.
Harlan Bishop is the security guard of Captain’s Cove and an ex-forger in a past life. He’s also voiced by Jonah Von Spreecken, best known for his long-running stint as Frank Hardy and for his writing of Francy fanfiction, God bless the man.
Harlan went to jail for forging checks and had a hard time getting a job once he was free, but Paula offered him a job as a security guard at Captain’s Cove and he’s been loyal since, even taking a pay cut in order to keep his job as the park was shut down. He’s also hilarious, giving such immortal quotes as “the whale is getting impatient” when trying to summon Nancy to the security office.
As a suspect, Harlan is interesting. He shares the key identity of the villain — a forger — as a red herring and as a way to complicate the mystery, and he does do something wrong in that he spies on Ingrid to get the passcode to her office. Sure, he does it for a good and innocent reason — he wants to be the best security guard he can possibly be, and that means learning everything about the park — but it’s still wrong to do, and Nancy (in a rather supercilious way) doesn’t hesitate to call him on it (and, once again rather arrogantly, for his past. Nancy’s done way worse than forgery in her hobby as a detective, after all).
Ultimately, Harlan is too good a guy to actually cause the problems and thefts at Captain’s Cove, and stays on with Paula even after getting other job offers once he helps Nancy recover the stolen lead horse for the carousel. He serves as Nancy’s “buddy” character after the mess with Nancy reporting him finishes its business.
Elliot Chen is the art director — and perpetually behind art director — of Captain’s Cove and our friendly neighborhood villain for the game. Elliott is the first to greet Nancy with a smile and a joke, and is friendly in a way that instantly suckers the player in.
HER has been trying since TRT’s Lisa to create a villain that’s actually a sort of friend to Nancy – or at least passes off as someone becoming her friend throughout the course of the game, and they nail it with Elliott. He even mentions Poppy Dada as a sort of inside joke with the player that makes one easily warm up to him.
As a suspect, Elliott is perfect. He’s sly enough to take advantage of what others do and fold it into his plan (the roller coaster) and to use people’s superstitions to his advantage both for privacy for his schemes and for driving the price of the carousel horses up.
He’s got just enough clues pointing towards everyone else — taking the eccentricities of his coworkers not only in stride but in good humor and flexibility towards his plans — and a pretty water-tight excuse for falling behind (procrastination — everyone knows artists and other creative types are the Worst Procrastinators) to help him pull off the vast majority of his plan without anyone being the wiser.
In short, Elliott is exactly the kind of character that this game needed, and his presence is a joy — even if (or perhaps especially because) he’s the villain.
Ingrid Corey is the chief engineer of Captain’s Cove, a graduate of OSU, and resident hippy-dippy “nutritionist” who can diagnose a B3 deficiency just by looking at Nancy. She’s a little crazy to talk to, but seems like at first she could just be using that to throw our resident teen detective off the trail.
As a suspect, Ingrid checks all the boxes once again, and not just because she, like everyone else, does something wrong. Ingrid, genius engineer that she is, decides to let a friend borrow the roller coaster’s blueprints to study them for a hefty fee, garnering her enough money for a 20K$ watch and enough left over to look for a new car.
Nancy also suspects her of insurance fraud with a man who got injured on the roller coaster when Joy sabotaged it, but it turns out in a show of startling naiveté, Ingrid just wanted to recommend a neck cream to the unfortunate man rather than help him profit off of his injury.
She doesn’t really become Nancy’s buddy, but she is remarkable in that she sort of disappears for most of the game. At the beginning, it makes her look a bit suspicious, but towards the end it just becomes clear that the game is less focused in Ingrid, who doesn’t really support the theme or move the plot along, and more worried about establishing its meaning and helping Nancy solve the case in time.
The Favorite:
While it should be obvious that my favorite part of this game is its theme and the associated thematic elements, I’ll try to branch out here a bit….though not so far out as to ignore the Hardy Boys, who are once again wonderful in this game. Honestly, most games with the Hardy Boys present are better than most games without the Hardy Boys. (Though of course, there are a few exceptions (notably ASH and SPY).)
CAR has one of my favorite casts (and favorite villains) of the entire series, so they’ll be here as well. It’s such a nice change of pace from games like FIN and DOG where the casts are lackluster to go to games like CAR that are so strong in making you care about the characters.
My single favorite thing about CAR, however, is the presence of a protagonist in Joy Trent. The first games (and quite a few of the middle games, it should be noted) treat Nancy as the main character and lack a protagonist completely, ignoring the fact that Nancy really can’t be a main character in the half-ghost (personality-wise) state she’s in, especially given that most of her dialogue is “ask a question, get an answer” rather than showing any real personality or particular motive beyond solving the case. Don’t get me wrong, I understand why that was the case given the limitations of the early 2000s and of HER in particular, but it does remove any possibility of Nancy being able to be the protagonist.
That’s why Joy’s presence is such a delight, honestly. She’s the character with the problem to solve — her past traumas — and the game carries Nancy through helping her in a way that Nancy’s never really helped anyone before. Sure, Nancy solves the mystery, but what she really does is offer peace to Joy, who can now grow up a little further and move on. CAR gives Nancy a purpose that will be improved and expanded upon in games like CLK, CRY, HAU, and GTH.
My favorite puzzle is the entire puzzle track with the carousel (including the conversation with Tink, who is a wonderful phone friend). There’s something super cool about going inside a carousel and finding out how the magic works, and there’s so much to explore in it that it’s really a magical place, even though it’s not actually anything supernatural.
My favorite moment in the game (other than the final ‘battle’) is the conversation with the Hardy Boys after Nancy nearly gets run over due to her own clumsiness. A classic.
The Un-Favorite:
Because of the care taken with CAR, there won’t be a lot in this section.
My least favorite puzzle is probably the mini-plot revolving around fixing Barnacle Blast — and then playing Barnacle Blast. While it’s not a horrible game in and of itself, it just doesn’t really fit the overall aesthetic of the puzzles of Captain’s Cove, and for me it sticks out quite a bit as a “oh we need a puzzle here what can we think of that the kids like” and came up with an arcade game in a vintage-style amusement park. It’s a bit off.
The stenography isn’t a great one as well, but I give it props for fitting the atmosphere and theme, so it’s not my least favorite.
My least favorite moment in the game…is probably where Nancy knocks over Elliott’s paint, as it seems to be a Big Moment but — Nancy doesn’t actually ruin anything, and it makes Elliott look a little silly.
I know that most of the games (especially as early as CAR) didn’t want to have Nancy do anything wrong in the non-second-chance story of the game, but actually having Elliot forgive her for messing up something important would have been a big step in establishing his character and throwing suspicion off of him — not to mention justifying his even further behind schedule as the game goes on.
The Fix:
So how would I fix CAR?
There’s not a lot of work to be done here, honestly. Take out Barnacle Blast and substitute it with a more on-theme mini-game, lengthen out the game a bit by playing up Ingrid’s plotline along with everyone else’s and perhaps giving Elliott something to do in the latter half of the game so it’s not so obvious by that point that he’s the Villain, and you’ve pretty much clinched it without any real re-working.
Like I said in the last paragraph of the above section, a tweak of the cutscene with “ruining” Elliott’s work would help his and Nancy’s storyline to have a different and improved feel, but that’s pretty much it as far as concrete changes go.
The beauty of CAR is that its simplicity actually works, rather than feeling bare-bones or underwritten. It’s not a difficult or complex mystery, but that’s not the point of Nancy’s being there or of the game as a thematic whole.
Sure, CAR deals with some pretty heavy themes such as loss, loyalty, debt, revenge, trauma, shades of mental illness, and even the question of is a bad person necessarily a mean person, but it accepts those bad things in stride and knows that they’re necessary in order to tell a tale of resilience and a happy ending. Miles the Magnificent Memory Machine delivers that theme to both Nancy and to the player, after all: “even bad memories have a place in a good life”.
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biscuitreviews · 5 years
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Biscuit Reviews Star Trek Discovery Season One (SPOILERS)
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So I know I normally review games, but I figured I’d try out a different review, mostly because I have a lot to talk about with one of the new Star Trek series, Star Trek: Discovery. I recently subscribed to the CBS All Access streaming service and granted it was mostly for Picard, I figured I’d give Discovery a go in between episodes.
As for my history with Star Trek, it’s been around for pretty much my entire life. My dad is a huge fan. I remember that he used to have a huge VHS collection of TOS and TNG. My first introduction was actually through TNG and it holds a special place in my heart. I’ve also watched every series minus Enterprise (will soon be remedying that), watched every movie, was in the initial launch of Star Trek: Online and watched the fan series Star Trek Continues, where despite being “fanon”, has been regarded by Rod Rodenberry as the true continuation of TOS and has gone on record multiple times that his father, Gene Rodenberry, would consider the series canon. 
So yeah, I’d say Star Trek is a pretty big deal for me.
This review is going to cover the entirety of season 1 for Discovery. I won’t break down episode by episode as the season did have a continuing storyline throughout the entire season. I will go ahead and state that I’m not going to harp on the inconsistencies of Discovery’s technology. I know season 1 takes place 10 years before TOS. In fact, I gave it a pass because when it comes to long lasting sci-fi IPs, I feel that it’s an issue that has to be forgiven. How the 1960s audience viewed the future is vastly different than how we today view the future. So with that all of the technological inconsistencies, are just going to get a pass. As far as the subject of Lore such as well established events within Trek history, that will be taken on a case by case basis and I’ll be explaining those in my review as well.
Oh, and I will also be mentioning spoilers for season 1. A lot.
I walked into Discovery with an open mind, I was actually excited for the pitch on how it followed a first officer and would be more of a personal story. Discovery follows Michael Burnham (portrayed by Sonequa Martin-Green), first officer of the USS Shenzhou, a human who was raised by Vulcans. Immediately I loved this idea as Michael Burnham, which is traditionally a masculine name, is played by a woman and a person who identifies as a woman pushing another boundary that names are just names, they got no gender.
Even her backstory on how she got adopted by Vulcans was intriguing. Her home was attacked by Klingons which resulted in the death of her parents. This not only created depth but immediately establishes that Discovery is very much Michael’s story. Then came what is what I consider the biggest blunder to Michael and perhaps her greatest weakness. The Vulcan who adopted her was Sarek, Spock’s father. 
This is the first case of lore that I have a problem against. For one it’s never been mentioned that Spock had a sister, adopted or otherwise. Now you can argue that the idea of Spock having a sister is open to debate as Spock himself has teased that in the movies when he mentioned having a brother to Kirk. However, we never got any actual confirmation that it was the case. Also, we see that Sarek actually has somewhat of a close relationship with Michael which goes against Sarek’s character in that point of time in the Trek universe. Although Sarek is more open and accepting to emotions, he always still projected the outward appearance of Vulcan logic to his peers and his son. He was also always stand-offish towards Spock, yet despite that he did a lot for Spock and tried to teach him both his Vulcan and Human heritages. There’s also another issue with the Sarek/Michael relationship that I have that I will expand upon later in the review.
If you thought lore inconsistencies would be my major sticking point, my other major sticking point is the first two episodes of Discovery. These episodes cover the event that started the Federation/Klingon war in TOS, an event that would be known as The Battle of the Binary Stars. What’s my issue you might ask? This very episode actively contradicts a certain event, an event that Discovery itself established. That Michael’s home was attacked by Klingons. How does it contradict this? By having Captain Georgiou say in the same episode and to Michael that Klingons have had no known contact with the Federation for 100 years.
Now, we don’t know how old Michael herself is, but I’m assuming her tragic backstory happened 20+ years ago. Last I checked, Michael and her parents are considered Federation citizens. Having Klingons attack what is a Federation outpost, I would consider that a contact. So to have a character say that didn’t happen, when that very contact makes up Michael’s backstory was quite a head scratcher. You could argue that maybe the Federation is trying to cover that up, but if that’s the case, they’re doing a pretty terrible job by allowing one of their leading ambassadors to adopt a survivor of this attack and then accepting that survivor into Starfleet.
Aside from that bit of lazy writing, there’s also some really stupid character and narrative decisions that occured within the first two episodes. I feel that these two episodes were prisoners of the established lore so to keep in line with that, they tripped over themselves to make sure said event still happened.
You have Captain Georgiou not listening to Michael. Michael tells her how the Vulcans managed to open a dialogue with the Klingons. Despite Michael giving Captain Georgiou a proven working tactic, Gerogiou actively does the opposite thing saying, “no we can’t shoot at them, we have to talk, peace, Federation principles.” Yeah, but Federation principles are also figuring how to communicate with a species and seeing how Klingons respond with aggression and you have Michael who is citing how Vulcans established contact, nope, we gotta talk to them, not shoot them.
Now, there are a couple of sticking points that the first two episodes also show. For one, the Klingon redesign. Klingons have always had lore inconsistencies in terms of their design so I don’t see a reason to give Discovery grief on that so it gets a pass. The other point, Michael being labeled the first mutineer, with as controversial as that is among the Trek fans, I’m letting that one slide as well. I know TOS said that there has never been a mutiny on a Starfleet vessel. I know technically Spock was the first mutineer but even TOS itself has been weird about that detail. So, I feel that argument doesn’t really hold much water to count as a lore inconsistency if even the established canon likes to be wishy washy about the fact.
Anyways, it’s not until episode three that we finally get to the titular ship and meet its crew. We have Captain Gabriel Lorca, First Officer Saru, Lt. Staments, Chief Medical Officer Hugh Culber, and Cadet Tilly. There are some other regular crew members throughout the entirety of the series, but they have such little screen time that I’m not going to count them.
As far as supporting cast goes, Captain Lorca actually does an excellent job in helping establish that this Trek series is different than the usual fare. It’s more focused on war and he considers himself a Soldier more than he does an explorer. Saru, is by far the best new character introduced to this series. He’s a new race never before seen in the lore and the past he shares with Michael during the Battle of the Binary Stars creates good drama and tension in all these fronts. Staments is researching a new travel method that involves space mushrooms and his personality falls under the “cold and jerkish, but has a heart of gold” trope. He’s also the resident gay and how Discovery showed his relationship with Dr. Culber was so beautiful and amazing, that I really wish other series would take note. Then it had to do the typical “kill the gay” trope and it lost my respect.
Then there’s also… Ash Tyler. He is perhaps the most mishandled character in the entire Trek series. Honestly, he felt like someone that was just written to create problems for the sake of creating problems. I don’t mind showcasing PTSD and bringing awareness to it. But when you constantly throw the guy with PTSD at Klingons and even acknowledging it multiple times that’s not bringing awareness, that’s terrible writing and a blatant lack of understanding. Let’s not forget he’s also a result of Klingon torture, experimentation that caused his personality to be shared with a Klingon personality, brainwashing, and rape. When he recognizes something is wrong, he reaches out for help, but what does everyone do? They just keep bringing him on missions and then yell at him for fucking up. The crew keeps telling him he'll be fine, it will pass he has their support and then proceed to chastise him for not seeking help and having their back when he was having a mental episode.
The series also brought a classic TOS antagonist as well, Harry Mudd (portrayed by Rainn Wilson). I have to say if there was a way to bring a classic Trek character to help build the universe and show the relation between Discovery and TOS, having a minor antagonist from TOS was a great way to build that bridge. I’m talking about the episode where Harry Mudd attempts to steal the Discovery and he tries to do it in the most Trek way possible. Creating a timeloop with technology that is beyond our understanding, but alien enough and futuristic enough to have the audience intrigued about how the device itself works and the cast also trying to figure it out and finding a solution.
There’s also two other classic Trek trope episodes, first contact and saving an ambassador. First contact was amazing and further showcased Saru as a Starfleet officer. The saving an ambassador episode was a bit of a mess.
In the ambassador episode (which is episode 6) Sarek’s ship has been attacked by...Vulcan logic extremists. This is something that I’ll admit was a really tough pill to swallow, Vulcan logic extremists? I was against the idea at first but then I sat down and tried to think logically. I mean it’s not unheard of, as we do have Vulcans in the Maquis during the TNG and DS9 era. Having a Vulcan terrorist organization on Vulcan would make as much sense as there have been Vulcans in previous series that are in terrorist organizations. Then there’s also the Vulcans that followed and worked with Spock during his attempts to broker peace with the Romulans during the TNG era. They too were considered extremists, so much so that the Federation ordered Picard to get Spock for fear that he was defecting. So having a Vulcan logic extremist group actually isn’t as much of a leap as I initially thought.
However, it’s the event that followed the attack I have issues with. After the terrorist attack, Sarek reaches out to not Spock, but Michael. This is an issue because it’s been proven that although Sarek can be a bit callous, he will always reach out to Spock in times of trouble and need. I feel like Sarek reaching out to Michael, as he is possibly dying, is a bit of a slap to the complicated relationship showcased between Sarek/Spock throughout the years. “Sorry Spock, got to make way for your adopted sister that was messily written to have connections to us in an attempt to get the long time Trekkies to buy in the series.”
As mentioned previously, I want to make it super clear that I have no issues with Michael Burnham. I just wish that the writers treated her character with more respect to allow her to be her own character rather than have a sloppy connection to legacy characters. I feel that Michael would have stood out more if she were adopted by a Vulcan that was not Sarek, but rather some other Vulcan. I feel by having a different Vulcan adoptive parent, Michael could have had a lot more room to grow as a character. You want the connection to Spock still? Fine, make them childhood friends or something else other than adoptive brother/sister. Make them Starfleet Academy rivals, I felt anything would have been better than Sarek adopting Michael.
Then there’s the Mirror Universe, which I’ll admit the multiple episode arc that covered the Mirror Universe gave me a love/hate feelings. First, I do love that it continued and added on to the fan theory turned canon event of the USS Defiant being shifted to the Mirror Universe in the past. I love that it touched more on how a Prime Universe person, living in the Mirror Universe can take a toll on them as they do things against their morals to stay under cover. TOS only scratched the surface and with Discovery taking it further and actually having that impact Michael was truly a nice change of pace to other instances of Trek characters encountering the Mirror Universe.
But there were definitely weird moments. Again, continuing to put Ash Tyler in situations that trigger his PTSD or his dormant Klingon personality, Captain Lorca actually being from the Mirror Universe. Now I’ll admit I wasn’t a fan at first, but the way he left the Mirror Universe and returned was such a Trek way of going back and forth, I can’t help but actually admire it.
Of course we run into counterparts of other characters as well. For example, we find out that the Mirror Universe version of Captain Georgiou is actually the Emperor of the Terran Empire. It was such a beautiful build up and made so many changes to Michael and bringing the Emperor to the Prime Universe could and does lead to some great dilemmas. However, there is one very tiny thing that I feel negates all of that and something that plagued Discovery in its first two episodes. Being a prisoner to established canon. When Discovery makes their way back to the Prime Universe they are ordered to never reveal the discovery of the Mirror Universe to anyone, because you know, Kirk hadn’t found it yet. So how does Discovery explain this? The Klingons can’t know about alternate universes and that it’s possible to travel to them so they are ordered to never reveal the possibility of alternate universes.
Anyways the Federation is on the verge of losing the war and desperate means call for desperate measures, that being genocide. Now it’s the not first time the Federation has threatened to commit genocide, they’ve threatened to do that in the established canon a few times as well. TNG did it, DS9 did it, Voyager did it, and from what I can tell, Enterprise did it too. So being in the corner that they were in is not uncharacteristic of the Federation, especially with how desperate they were to turn the war around. It also establishes Emperor Georgiou as a recurring antagonist to appear in future episodes.
After turning the war around, the Federation and Klingons agree to end hostilities, the Klingons are united as one empire and glorious speeches all around then off to Discovery’s next mission: Escort Sarek to Vulcan and pick up its new Captain. However, during the journey, Discovery picks up a distress signal from none other than the U.S.S. Enterprise and ends with the classic ending theme from TOS, which I’ll admit really hit hard and brought many happy feelings.
Discovery does have a lot of potential. However, I feel the writers are trying too hard to keep within established lore. The attempts to also sell Michael as the sister of Spock holds her back so much that it weighs her down unnecessarily. A lot of issues I have with Discovery is with its writing. It has all the ingredients to be a great series, but it was greatly mishandled. I feel that if Discovery was either not a prequel series, or a prequel series that didn’t try to play coy with established events the first season would have been great. With as big as a universe there is to play with, they could have had the potential to truly explore new worlds and ideas and it wasn’t seized upon. Hell, despite a rough beginning, it had a great idea with introducing the theme of war it established in the beginning and how it affects someone on a personal level.
However, despite the good, it was mishandled in so many ways and did these new characters more of a disservice than anything.
Star Trek Discovery receives a 2 out of 5
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darklingichor · 4 years
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Brian Books by Gary Pulsen
Okay, this is actually 6 short books.
It really is amazing how short these are. I listened to them and they were 2-3 hours of listening time.
So why did I listen to six books that are usually  read to grade schoolers?
Because the first book, Hatchet, was read to me in grade school and I remember that the teacher never finished it! Also it is read by Peter Coyote who has narrated some documentaries that I have seen and always does a great job.
So anyway, Hatchet for those whose teachers also didn’t finish the book, is about 13 year old Brian Robenson who is in a small sesna airplane flying to the Canadian oil fields to spend the summer with his father. His biggest worry up until this point was how his life was going to be with his newly divorced parents. Enough for any kid, but then, the pilot has a heartattack and dies midflight.
Brian then has to fly the plane (the bare basics the pilot showed him and tid bits he learned from books and tv) and raise some one on the radio.
The first goes well enough, in that he is able to keep it in the air until the fuel runs out, the second, not so much.
After the plane gives up, Brian must do a controlled crash into a lake where he manages to swim free of the plane only with the clothes on his back and a hatchet his mother had given him on is belt
He gets the basics going, shelter, fire, food, through trial and error as well as remembering things that he'd read or seen on TV. He eventually gets rescued, but not before giving up on that possiblity and carving out a life in the woods by adapting to the environment.
The writing style in this book sets the stage for the others, simple, but poetic. Honestly, Paulsen reminds me a bit of Robert Frost, except that a lot of Frost's nature imagry are metephore and allegory. Paulsen describes nature itself with its own poetry. Brian doesn't imprint meaning onto a sunset to bring out it's beauty, the beauty of the sunset is it's meaning and it leaves an imprint on Brian.
People, in these books are more of a passive force. Brian falls into nature, he doesn't conquer it, he co-exists, with nature's permission.
The River is technically the second book.
Survival experts want Brian to do it all again so that they can better inform others about the mental and physical effects of actually needing to survive in the woods when it is truly life or death.
Brian is lukewarm on this idea, except for the want to help people. This book is pretty lukewarm in itself, because it consistently reminds the reader that there is no way to replicate the circumstances of Brian’s first trip into the woods. That is, until things go pear shaped.
The psychologist who is on this trip with him, when both he and Brian are struck by lightening, falls into a coma. Brian must get him to help as fast as he can.
This one was okay; I sort of think of this as a chapter rather than a story proper, and one that has to be a bit flexible since the rest of the books sort of retcon this one.
Brian’s Winter came about because fans of Hatchet felt that Brian being rescued at the end of summer, was too easy. So Paulsen wrote a book acting as if the rescue after Brian’s initial 54 days didn’t happen.
This one is probably my favorite of the series.
It is exactly what it says on the tin. Brian spends most of the winter in his camp. He learns just like he did through the summer, through trial and error, but the stakes are higher because game is sparse and the temperatures are… Well, Canadian.
The language is much like it was in the first books, but either because I  like the winter landscapes more, or Paulsen prefers them, it seems like the environment is more lovingly described. I also like this one because it introduces some different characters. The coma guy from The River was okay, but I found him slightly annoying  because he was trying to capture lightening in a bottle by recreating a disaster. Come to think of it, maybe that’s why he was hit by lightening, Paulsen pointing out that a crisis cannot be manufactured. Makes me like that plot point a bit more, because when I first read it I thought “Really? Lightening? Because a broken leg or something is too easy? Gotta have God say fuck you ?” I felt the same way when the tornado hit Brian in Hatchet. I know stuff like this happens in the wilderness, but it all happening to Brian, tends to veer into ‘cursed idol’ territory.
Anyway, Winter really made it clear that Brian took to the woods like a duck to water, even though he was thrown into it by traumatic circumstance.
Brian's Return goes into how changed Brian is from his time in the woods. He's having an impossible time readjusting to city life. Can't abide the noise, can't stand tv, can't relate to other kids.
After a boy from school attacks him, and he defends himself automatically, as he did when faced with a crazy moose in the woods, that is, as if his life depended on it, Brian is sent to a counselor.
Brian had some minor fame  after his time in the woods and the counselor knew of him.
The counselor determines that Brian simply acted in self defence in the only way he knew how, and that Brian misses the woods,  and needs to go back.
And so, that's what he does. With a canoe that the coma guy gave him, he returns to the wilderness. This book is pretty uneventful as far as action goes, but he does meet a man who tells him what his Medicine is. I think this is referring to the Native American tradition of spirit animals, but I don't know enough to say for sure.
The last book is Brain's Hunt, like The River, I think it reads more as a chapter than anything else, more like a continuation of Return.
In Hunt Brain is sixteen and has more or less settled into the fact that he belongs in the wilderness. He is slowly making his way to a trapper family he had made friends with.
He spends his days hunting, fishing, rowing down river, and day dreaming about the trapper family's eldest daughter, who is his age. One night, a wounded dog wanders into his camp. He stitches her up but while inspecting the wounds he concludes that an animal had attacked the dog. The dog was also trained and tame, so he wonders what would have made it run to his camp rather than back home. He finds himself worried about his friends and quickens his pace to the camp. To avoid spoilers, I'll leave it at that. This is the last of the Brian books, and while I wish it had a more definitive ending, for the series, it does end this particular book well.
The last book I am counting in this series, is Guts, a memoir by Gary Pulsen that explains the things in his life that inspired the creation of Hatchet and the other books. It is entertaining enough, and does show that Paulsen is committed to an outdoor life style. However, while listening to it, I had to wonder how many of the stories are fish tales.
The ones where there is no doubt that something was caught, but whether it was really a  twenty pounder, or a minnow, is the question.
Don't misunderstand me, this is so not a condemnation or anything. I write fiction myself and I'd be lying if I said when something mildly interesting happens to me, I didn't think: "That was cool, but it would be awesome/funny if this happened next, or that minor detail were changed." I'd also be lying if I said I have never been half tempted to embroider the truth, when recounting something.
I don't because I have a little anth professor that lives in my head that screeches about the menipulation of data. She confers with the cynical teenager left over from high school that just says: "C.Y.A, dude, and the best way is to, tell it like it is."
So I keep my embroidery to fiction. But it use to be super common for writers and other creative types to have exaggerated bios, so I say to Paulsen: If the story is good, I'll take it.
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advernia · 5 years
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fic: a beginner’s guide to waltz
— is it really just a simple art of stepping forward and moving backwards? - the mad hatter & alice the second.
1) stand facing your partner, shoulder distance away from them
 This, apparently, has become some sort of routine; heavens above bless his soul:
once or twice a week Alice the Second would visit the White Rabbit’s home (his home too, as he’d like them to recall), and she is welcomed warmly despite his constant refusal and attempts to let her in past the doorway,
the two morons end up sipping their tea while talking over incredibly mundane things that only serve to make his eyes roll, and his carrot-munching-idiot-of-a-housemate expects him to contribute and participate,
for some reason he and the little girl end up playing tour guide and tourist, adamantly unwilling and awfully inquisitive respectively: they walk around and about the Central Quarter only to stop when the sky has stripped itself of its blues and dressed itself in oranges and reds, and before she heads back to Black Army territory she never fails to;
say her thanks and bid him farewell in the form of the press of her lips - the pressure light and kind - on his forehead.
                        In hindsight the last one is absolutely unnecessary and incredibly inappropriate for they are man and woman and simply just acquaintances, but he can’t exactly fault her for still thinking that he’s just a child because that’s what he physically looks like in her eyes (some ill-tempered young boy who's actually sweet enough to accompany her on walks around town), and in the end -
- it’s not that horrible of a sensation, really.
                                         2) leads, always take a step forward, guiding your partner 
 There are many possible reasons as to why one would hold another’s hand, such as:
a social interaction or event requires it, such as when greeting another or when dancing,
a show of agreement, friendship, or affection (because actions certainly speak louder than words and what else spoke possibly louder than physical contact), or;
person in question has no notion or respect for the concept of personal space and propriety, or even worse, has no common sense and just decides that ‘hey, I wanna hold that person’s hand!’
None of the above really apply to their situation or to them both for that matter, unless one would count their walks to be a form of social interaction: he spits out once that touring her around Cradle is a waste of time considering that she’s been whining every single day about wanting to go home, to the London where she belongs; but she’s as stubborn as a mule could ever be and rather offended that he thinks that she’s been whining every single day when it’s quite the contrary.
The argument goes nowhere but it still ends up with them wandering about Cradle on occasion, so all’s well that ends well - for her, at least. He’s still kind enough to remind her that her days are numbered and while she claims that she hasn’t forgotten, the sparkle of curiosity that dances in her eyes whenever she sees something that strikes her fancy doesn’t get past him.
And when she does find something fascinating, she pulls him along for the ride, quite literally and figuratively so - with their hands linked together and bubbling enthusiasm as her strength, he’s dragged along to follow her footsteps; to be swept into her pace with little room for escape.
People wag their tongues as they frequent the streets of the Central Quarter and some of them boldly ask sometimes whether they’re siblings. The mere thought of that concept is enough to make him contort his face into expressions unimaginable but she’s all smiles and white teeth as she laughs; hand and fingers lacing themselves a little more securely in his, eating what little space that was modestly left in between their palms.
                        And he wonders for the umpteenth time, if those people actually take time to realize that after asking the question they want answered -
- her laughter doesn't follow with a validating response.
                                         3) perform to a 3-count tempo
The day she’s exposed and informed of his curse is the day that she rues all those kisses that she had planted on his forehead - she buries her face into her hands and deeply onto the wood of the White Rabbit’s dining table, but her ears that poke out from the heavy mass that was her hair spoke volumes of her embarrassment.
Victory always felt so exhilarating, especially after when one has been played around with like a fool - or rather, like a child.
Their relationship shifts shortly after that, for she has gradually come to terms that he truly is not just some kid - he is an adult in his own right, albeit stuck in an unfortunate predicament - her words towards him become more straightforward and less cherry-picked (for she believed that there were things that children shouldn’t hear), gone is the ‘little’ she adds before his name and so is her doubt for his actual ability as an inventor.  
Their walks still continue, and while she insists on holding hands with the reason 'to ensure that they don’t get separated by a possible madding crowd in the market', she manages to stop herself from kneeling down and pressing her lips on his forehead by the day's end.
                        Still, it doesn’t stop him from mercilessly teasing her about it -
- and her face would bloom brightly with a striking red, always, without fail.
                                         4) move in a circle with your partner
They end up having dinner together once, and it leaves the White Rabbit and the Black Army figuring out the so-called intriguing mystery of who asked who first, then it escalated to the question of who does the asking the most of the time when their dinner engagements increase in frequency.
Seven dinners later, both parties still draw blanks.
Perhaps to repay her henpecking kindness whenever they go about their walks (surprise, they nearly did get separated from each other once if not for her vice grip on his hand) and for the baked goods she would offer to him as snacks when he would dive into long periods of work, he escorts her well throughout the night like any proper gentleman would - albeit the fact that she could be so positively air-headed and inelegant in demeanor, she was still first and foremost a lady and her dressing up like one for their appointments only serves to remind him further of that: lengthy honey blonde hair styled neatly into modest up-dos, light touches of rouge and powder meant to accentuate natural facial features and not flaunt them, smart-looking blouses paired with graceful skirts, dresses with manageable layers and tasteful designs to boot, simple shoes that would always end up complementing the sole piece of jewelry she wore for the night; either a pair of earrings or a modest necklace.
He had to hand it to her, she knew how to dress the part of the ideal London woman: a minimal, practical look; meant to turn heads through its unassuming elegance. 
                        He's never said so straight to her face without a single trace of sarcasm or scorn, but if she would insist or ask -
- he certainly had no qualms in calling her beautiful.
                                         5) do an underarm turn
 You're going back.
Are you asking me if I am, or are you ordering me to?
Their hands are linked together, elbows held up to her shoulder height - she squeezes his lightly, fingers lacing themselves even further into his; and he squeezes back, as light as he could muster.
It was a statement. You're old enough to make your own choices, and I'm not interested in asking you about a decision you've made since you arrived here.
... Fair point.
Her heels click on the cobblestones as she takes a step back, his boots thump softly as he takes a step forward. The humble space in between their bodies remain, unassuming and undisturbed. 
... Will everything turn out alright?
... How should I know?
The hand she had set gently on his right shoulder developed a trembling weight - with a quiet sigh, the hand that he had set on her shoulder blade now slid down to her waist.
Silence begins to creep in, a skittery wind doing small pirouettes by the movements of their languid feet. The night says nothing either, with its darkness blanketing the skies and dotting it with twinkling stars - it just watches wordlessly from above, streaming down faint brilliance that gingerly illuminates the path they stood upon.
A minute later and without warning, she rests her lowered head on him; her forehead meeting his shoulder. Seconds later and without warning, his arm now wraps itself around her waist and pulls her closer to him, his chin resting itself kindly on top of her head.
                        Their hands are still linked together so they continue to sway along to the wind, like the leaves of the trees that surround them: wordlessly going back and forth, back and forth -
- and when the clock strikes midnight, there they continue to be.
                                        1: this was a nearly finished draft last month with a formatting i liked + a plot nonexistent but eyyy fe3h arrived and my soul is consumed by fe hell... again... i knew i should've finished this before the game's release date (٭°̧̧̧ω°̧̧̧٭) 2: i’m neutral with oliver, but i totally can’t deny that his colorful verbal abuse is a big mood. plus, that one scene in fenrir’s ‘say i do’ route always comes to mind - i found him to be rly sweet, wiping away mc’s tears. 3: step 5 went along the lines of 'this could be romantic if only he/she wanted it to be', thus the word turn... plus, this is me implying that for this fic's purposes, mc returning to london means never going back to cradle at all. honestly speaking, the drama factor of 'different worlds' became pretty minor to me once i learned that mc can just... go back pretty easily... what a shame, methinks (๑•̆૩•̆) 4: i do hope his route gives a rly interesting explanation about his curse + origin... i mean, its hinted that he used to be from london himself, so i'd like to know what makes his circumstances different from the alices. i could play the jap ver itself or just look up spoilers... but... (*´σー`)
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