#faith-based films
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seeminglyseph · 5 months ago
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I know everyone hates M Knight Shyamalan's The Village, and "oooh it's modern day all along" seems like a lame twist, but consider:
A) wool cloaks fuck and that's always a cool look and I won't apologize for the fact that I definitely just wanted to wear cloaks instead of coats even though I live somewhere that experiences winters in Hardcore Mode and that was not viable
And B) the concept that your parents decided for you that you had to live in a dangerous and reductive environment and raised you on fear and punishment and secrecy because they hated the way society was developing and didn't want you to have access or choice was like. Extremely real fore as someone raised Catholic with multiple friends raised either Jehovah's Witness or Mormon. Like, obviously, it was extremely exaggerated as a 2000s horror-thriller type movie, but like.
It's no Lady in the Water. I honestly haven't seen The Village in a bit, but in concept, I think it does make sense as a cult movie. It's just that too much is like... "oooo it's a twist!" Rather than, like... "damn, the adults of this movie have a cult compound that they have used to isolate, indoctrinate, and control their children, literally creating and becoming monsters that haunt and torment them to keep them in line to maintain a way of life in line with their own moral values"
And like. If you look at it through the lens of like. The emotional impact of how much betrayal goes on within the film in the families and the cult and for the children who had no choice to be there and no information, like. That's much more impactful than simply "it was modern day all along"
It's "your parents have been lying to you all along, and all of your pain and fear has served no greater purpose. Half of these rules were not to keep you safe. They were to make you obey, and you have no way of knowing which are which. The people you trust have deeply and intentionally fractured your relationship with reality as a way to keep you contained and docile and under control. You have been betrayed on the most fundamental level by the people who were supposed to raise you and guard you and keep you safe."
And that's like. That's good horror that sticks in the back of your brain forever? Idk. Maybe my imaginary Village is better than the real Village but like. I think it's a better movie than it gets credit for.
And I want more excuses to wear wool cloaks, like damn.
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in-the-nights · 1 month ago
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From the blooper reel for the new Digimon movie dubs
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pokemonruby · 1 year ago
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nintendo randomly dropping that a zelda movie has been in development for years smack dab in the middle of a tuesday afternoon was definitely not on my bingo chart holy shit
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aly-san · 3 days ago
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While I agree that in general you have to suspend your disbelief with horror a lot of the time and just enjoy the ride, my main argument with this is that, the characters not being genre aware works both ways.
Yes, they shouldn't know that the killer flipped the breaker to lure them down into the dark spooky basement. So obviously they'll go down there and check it, and inevitably get chased back upstairs by said killer. But they also shouldn't know that the movie will end if they leave the house and run to their neighbors, instead of running upstairs where they have no escape route.
We, as the audience, may know all of that stuff, but The Characters don't. They don't know the cops won't help. They don't know the monster is in the garden. They don't know that they're at the mercy of plot convenience, so if they don't do something that feels like common sense, it ends up being frustrating for the viewer.
In general, I think characters can be dumb on purpose, as in the writers chose to have them make these dumb decisions for the sake of making it scary. Or, they can be dumb by accident, as in the writers didn't think about it at all. And often times, the latter part is the one that can be annoying to watch lol.
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JONATHAN ARCHIVIST IS NOT STUPID SQUAD I WILL ALWAYS BE WITH YOU
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moviesandmania · 3 months ago
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THE DEMONIC DEAD Review - free on Plex and Tubi
‘He is God’s gun and he is loaded!’ The Demonic Dead is a 2017 supernatural horror film about a female serial killer possessed by a demon while a heretic tries to bring her down. The movie was written, directed and co-produced by Rick Vargas (A Chance Before Hell). It was also produced by Jessica Soss and executive produced by Johnny Ray Gibbs, Steve Pradd, S.P. Taylor and Bayard S. Tsubaki…
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fantastica-daily · 10 months ago
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Joe Crist (2024) Movie Review
In the refreshingly original and spirited film 'Joe Crist' (2024), audiences are treated to the rollicking journey of a former bounty hunter who discovers a new purpose after emerging from a 40-day coma. The movie seamlessly blends the gritty allure of the Western genre with the lighthearted charm of a comedy, all while weaving in elements of spirituality that add a unique depth to the storyline.
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From the get-go, the film captures our attention with its protagonist, Joe Crist (the charismatic Dallas Valdez). Joe is a bounty hunter par excellence, whose prowess in his profession is matched only by his zest for life and a peculiar penchant for collecting hats—an amusing quirk that adds to his character.
As the narrative unfolds, we're led on an exhilarating ride filled with expertly choreographed action sequences and a series of events that are as humorous as they are unexpected. Joe's journey is marked by a series of encounters, from rekindling old friendships to sparking new connections, notably with his old friend Del (the hilarious Curt Lambert), and the spirited bartender, Maggie (the effervescent Carrie Keagan). The plot thickens when Joe decides to employ his skills for a noble cause, embarking on a mission to rescue a missing girl, which takes a dramatic turn when he's unexpectedly shot.
Miraculously surviving the ordeal and awakening from a killer coma, Joe finds himself endowed with extraordinary abilities, setting the stage for a thrilling adventure. It's in this newfound capacity that Joe confronts the escalating challenges in his town, demonstrating that his near-death experience has not only enhanced his abilities but perhaps even his character… and even his soul.
'Joe Crist' is a mildly faith-based film that doesn't shy away from the action or the laughs, managing to strike a perfect balance that keeps viewers engaged from start to finish. Its sometimes over-the-top performances are a delight, providing just the right amount of exaggeration to keep things entertaining without detracting from the relatability of the characters.
What sets this film apart is its ability to maintain a light-hearted tone while delivering action-packed scenes, making it a suitable and enjoyable watch for a wide audience, including families with tweens and teens. Its distinct blend of genres, coupled with a fast-paced narrative and a protagonist with an intriguing mix of skills and quirks, makes 'Joe Crist' a standout film that's definitely worth the watch.
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B.E. Ladd
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haute-lifestyle-com · 1 year ago
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The Hiding Place, from Trafelgar Releasing, brings to the screen a stage performance of the celebrated novel of the same name, as Corrie Ten Boom and her family become the unlikely leaders of an underground WWII resistance.
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planckstorytime · 6 days ago
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Dragon Age: The Veilguard: Strangled by Gentle Hands
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*The following contains spoilers*
“You would risk everything you have in the hope that the future is better? What if it isn’t? What if you wake up to find the future you shaped is worse than what was?”
– Solas, Dragon Age: Inquisition (2014)
I. Whatever It Takes
My premium tickets for a local film festival crumpled and dissolved in my pants pocket, unredeemed as they swirled in the washing machine. Throughout that October weekend in 2015, I neglected my celebratory privileges, my social visits to friends, and even my brutal honors literary theory class. All because a golden opportunity stretched before me: a job opening for a writing position at the once-legendary BioWare, with an impending deadline.
The application process wasn’t like anything I’d seen before. Rather than copy+paste a cover letter and quickly swap out a couple of nouns here and there, this opening required me to demonstrate my proficiency in both words and characters – namely, BioWare’s characters. Fanfiction wasn’t normally in my wheelhouse – at the time, I had taken mainly to spinning love sonnets (with a miserable success rate). But I wouldn’t balk at this chance to work on one of my dream franchises – especially since the job prospects for fresh English BAs weren’t exactly promising. So, I got to work crafting a branching narrative based on the company’s most recent title: Dragon Age: Inquisition. Barely two months prior, I saw the conclusion of that cast’s story when the Inquisitor stabbed a knife into a map and swore to hunt her former ally, Solas, to the ends of the earth. Now it was my turn to puppeteer them, to replicate the distinct voice of each party member and account for how they’d react to the scenario I crafted. And if it went well, then maybe I’d be at the tip of the spear on that hunt for Solas. Finishing the writing sprint left me exhausted, but also proud of my work.
The folks at BioWare obviously felt differently, because I received a rejection letter less than a week later. Maybe they found my story trite and my characterization inaccurate, or maybe they just didn’t want to hire a student with no professional experience to his name. Regardless, I was devastated. It wouldn’t be until years later that I learned that, had my application been accepted, I likely would’ve been drafted into working on the studio’s ill-fated looter shooter, Anthem (2019), noteworthy for its crunch and mismanagement. My serendipitous rejection revealed that sometimes the future you strive to build was never meant to match your dreams. What seemed like an opportunity to strike oil actually turned out to be a catastrophic spill.
Still, my passion for the Dragon Age series (as well as Mass Effect) persisted in the face of BioWare’s apparent decline. I maintain that Inquisition is actually one of the studio’s best games, and my favorite in the series, to the point where I even dressed up as Cole for a convention one time. The game came to me at a very sensitive time in my life, and its themes of faith vs falsehood, the co-opting of movements in history, and the instability of power all spoke to me. But I will elaborate more on that at a later date. My point is, I held on to that hope that, in spite of everything, BioWare could eventually deliver a satisfactory resolution to the cliffhanger from their last title. Or perhaps it was less hope and more of a sunk cost fallacy, as an entire decade passed with nary a peep from Dragon Age.
As years wore on, news gradually surfaced about the troubled development of the fourth game. Beginning under the codename “Joplin” in 2015 with much of the same creative staff as its predecessors, this promising version of the game would be scrapped two years later for not being in line with Electronic Arts’s business model (i.e. not being a live-service scam). Thus, it was restarted as “Morrison”. The project cantered along in this borderline unrecognizable state for a few years until they decided to reorient it back into a single-player RPG, piling even more years of development time onto its shaky Jenga tower of production. Indeed, critical pieces were constantly being pulled out from the foundations during this ten year development cycle. Series regulars like producer Mark Darrah and director Mike Laidlaw made their departures, and the project would go on to have several more directors and producers come and go: Matthew Goldman, Christian Dailey, and Mac Walters, to name a few key figures. They eventually landed on John Epler as creative director, Corinne Busche as game director, and Benoit Houle as director of product development. Then came the massive layoffs of dozens of employees, including series-long writer Mary Kirby, whose work still made it into the final version of DA4. Finally, the game received a rebranding just four months before release, going from Dreadwolf (which it had been known as since 2022) to The Veilguard (2024) – a strange title with an even stranger article.
Needless to say, these production snags did not inspire confidence, especially considering BioWare’s been low on goodwill between a string of flops like Anthem and Mass Effect: Andromeda (2017) and, before that, controversial releases like Dragon Age II (2011) and Mass Effect 3 (2012). The tumult impacted The Veilguard’s shape, which scarcely resembles an RPG anymore, let alone a Dragon Age game. The party size is reduced from four to three, companions can no longer be directly controlled, the game has shifted to a focus on action over tactics a la God of War (2018), the number of available abilities has shrunk, and there’s been a noticeable aesthetic shift towards a more cartoonish style. While I was open to the idea of changing up the combat (the series was never incredible on that front), I can’t get over the sensation that these weren’t changes conceived out of genuine inspiration, but rather vestigial traces from the live-service multiplayer iteration. The digital fossil record implies a lot. Aspects like the tier-based gear system, the instanced and segmented missions, the vapid party approval system, the deficit of World State import options, and the fact that rarely does more than the single mandatory companion have anything unique to say on a quest – it all points to an initial design with a very different structure from your typical single-player RPG. The Veilguard resembles a Sonic Drive-In with a mysterious interior dining area – you can tell it was originally conceived as something else.1
That said, the product itself is functional. It contains fewer bugs than any previous game in the franchise, and maybe BioWare’s entire catalog for that matter. I wouldn’t say the combat soars, but it does glide. There’s a momentum and responsiveness to the battle system that makes it satisfying to pull off combos and takedowns against enemies, especially if you’re juggling multiple foes at once. Monotony sets in after about thirty or forty hours, largely due to the fact that you’re restricted to a single class’s moveset on account of the uncontrollable companions. Still, this design choice can encourage replay value, as it does in Mass Effect, and free respec options and generous skill point allocations offset the tedium somewhat.
While the character and creature designs elicit controversy – both for the exaggerated art direction and, in the case of demons and darkspawn, total redesign – the environmental art is nothing short of breathtaking. I worried that this title would look dated because of how long it had been in development and the age of the technology it was built upon. Those fears were swiftly banished when I saw the cityscapes of Minrathous, the cyclopean architecture of the Nevarran Grand Necropolis, or the overgrown ruins of Arlathan. But like everything in The Veilguard, it’s a double-edged sword. The neon-illuminated streets of Docktown, the floating citadel of the Archon’s Palace, and the whirring mechanisms of the elven ruins evoke a more fantastically futuristic setting that feels at odds with all three previous titles (even though all three exhibited a stylistic shift to some extent). It aggravates the feeling of discordance between this rendition of Thedas and the one returning players know.
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All of these elements make The Veilguard a fine fantasy action-adventure game – even a good one, I’d say. But as both the culmination of fifteen years of storytelling and as a narrative-based roleplaying game – the two most important facets of its identity – it consistently falls short. Dragon Age began as a series with outdated visuals and often obtuse gameplay, but was borne aloft by its worldbuilding, characterization, and dialogue. Now, that paradigm is completely inverted. The more you compare it to the older entries, the more alien it appears. After all these years of anticipation, how did it end up this way? Was this the only path forward?
Throughout The Veilguard’s final act, characters utter the phrase “Whatever it takes,” multiple times. Some might say too many. I feel like this mantra applied to the development cycle. As more struggles mounted, the team made compromise after compromise to allow the game to exist at all, to give the overarching story some conclusion in the face of pressure from corporate shareholders, AAA market expectations, and impatient fans. Whatever it takes to get this product out the door and into people’s homes.
This resulted in a game that was frankensteined together, assembled out of spare parts and broken dreams. It doesn’t live up to either the comedic heights or dramatic gravity of Inquisition’s “Trespasser” DLC from 2015, despite boasting the same lead writer in Trick Weekes. Amid the disappointment, we’re left with an unfortunate ultimatum: It’s either this or nothing.
I don’t mean that as a way to shield The Veilguard from criticism, or to dismiss legitimate complaints as ungrateful gripes. Rather, I’m weighing the value of a disappointing reality vs an idealized fantasy. The “nothing”, in this sense, was the dream I had for the past decade of what a perfect Dragon Age 4 looked like. With the game finally released, every longtime fan has lost their individualized, imaginary perfection in the face of an authentic, imperfect text. Was the destruction of those fantasies a worthy trade? It doesn’t help that the official artbook showcases a separate reality that could’ve been, with a significant portion dedicated to the original concepts for Joplin that are, personally, a lot closer to my ideal vision. I think it would’ve done wonders to ground the game as more Dragon Age-y had they stuck with bringing back legacy characters, such as Cole, Calpernia, Imshael, and the qunari-formerly-known as Sten.
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I don’t necessarily hate The Veilguard (I might actually prefer it to Dragon Age II), but I can’t help but notice a pattern in its many problems – a pattern that stems from a lack of faith in the audience and a smothering commitment to safety over boldness. As I examine its narrative and roleplaying nuances, I wish to avoid comparing it to groundbreaking RPGs such as Baldur’s Gate 3 (2023) or even Dragon Age: Origins (2009), as the series has long been diverging from that type of old-school CRPG. Rather, except when absolutely necessary, I will only qualitatively compare it to Inquisition, its closest relative.
And nowhere does it come up shorter to Inquisition than in the agency (or lack thereof) bestowed to the player to influence their character and World State.
II. Damnatio Memoriae
No, that’s not the name of an Antivan Crow (though I wouldn’t blame you for thinking so, since we have a character named “Lucanis Dellamorte”). It’s a Latin phrase meaning “condemnation of memory”, applied to a reviled person by destroying records of their existence and defacing objects of their legacy. In this case, it refers to the player. When it comes to their influence over the world and their in-game avatar, The Veilguard deigns to limit or outright eliminate it.
Save transfers that allow for the transmission of World States (the carrying over of choices from the previous games) have been a staple of the Dragon Age and Mass Effect franchises. Even when their consequences are slight, the psychological effect that this personalization has on players is profound, and one of many reasons why fans grow so attached to the characters and world. At its core, it’s an illusion, but one that’s of similar importance to the illusion that an arbitrary collection of 1s and 0s can create an entire digital world. Player co-authorship guarantees a level of emotional investment that eclipses pre-built backgrounds.
However, The Veilguard limits the scope to just three choices, a dramatic decrease from the former standard. All import options come from Inquisition, with two just from the “Trespasser” expansion. One variable potentially impacts the ending, while the other two, in most cases, add one or two lines of dialogue and a single codex entry. Inquisition, by contrast, imported a bevy of choices from both previous games. Some of them had major consequences to quests such as “Here Lies the Abyss” and “The Final Piece”, both of which incorporated data from two games prior. The Veilguard is decidedly less ambitious. Conspicuously absent options include: whether Morrigan has a child or not, the fate of Hawke, the status of the Hero of Fereldan, the current monarchs of Fereldan and Orlais, the current Divine of the southern Chantry, and the individual outcomes of more than two dozen beloved party members across the series. Consequently, the fourth installment awkwardly writes around these subjects – Varric avoids mentioning his best friend, Hawke, as does Isabela ignore her potential lover. Fereldan, Orlais, and the Chantry are headed by Nobody in Particular. Morrigan, a prominent figure in the latest game, makes no mention of her potential son or even her former traveling companions. And the absence of many previous heroes, even ones with personal stakes in the story, feels palpably unnatural. I suspect this flattening of World States into a uniform mold served, in addition to cutting costs, to create parity between multiple cooperative players during the initial live-service version of Morrison. Again, the compromises of the troubled production become apparent, except this time, they’re taking a bite out of the core narrative.
Moreover, the game’s unwillingness to acknowledge quantum character states means that it’s obliged to omit several important cast members. At this point, I would’ve rather had them establish an official canon for the series rather than leaving everything as nebulous and undefined as possible. That way at least the world would’ve felt more alive, and we could’ve gotten more action out of relevant figures like Cassandra, Alistair, Fenris, Merrill, Cole, and Iron Bull. Not to mention that The Veilguard’s half-measure of respectful non-intereference in past World States ultimately fails. Certain conversations unintentionally canonize specific events, including references to Thom Rainier and Sera, both of whom could go unrecruited in Inquisition, as well as Morrigan’s transformation into a dragon in the battle with Corypheus in that game’s finale. But whatever personal history the player had with them doesn’t matter. The entire Dragon Age setting now drifts in a sea of ambiguity, its history obfuscated. It feels as gray and purgatorial as Solas’s prison for the gods.
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Beyond obscuring the past, The Veilguard restrains the player’s agency over the present. When publications first announced that the game would allow audiences to roleplay transgender identities and have that acknowledged by the party, I grew very excited – both at the encouraging representation, and at the depth of roleplaying mechanics that such an inclusion suggested. Unfortunately, The Veilguard offers little in roleplaying beyond this. The player character, Rook, always manifests as an altruistic, determined, friendly hero, no matter what the player chooses (if they’re offered choices at all). The selections of gender identity and romantic partner constitute the totality of how Rook defines themselves, post-character creation – exceptions that prove the rule of vacancy. Everything else is set in stone. The options presented are good, and should remain as standard, but in the absence of other substantive roleplaying experiences, their inclusion starts to feel frustratingly disingenuous and hollow, as if they were the only aspects the developers were willing to implement, and only out of obligation to meet the bare minimum for player agency. In my opinion, it sours the feature and exudes a miasma of cynicism.
Actual decisions that impact the plot are few and far between, but at least we have plenty of dialogue trees. In this type of game, dialogue options might usually lead to diverging paths that eventually converge to progress the plot. You might be choosing between three different flavors of saying “yes”, but as with the World States, that illusion of agency is imperative for the roleplaying experience. The Veilguard doesn’t even give you the three flavors – the encouraging, humorous, and stern dialogue options are frequently interchangeable, and rarely does it ever feel like the player is allowed to influence Rook’s reactions. Relationships with companions feel predetermined, as the approval system has no bearing on your interactions anymore. There are so few moments for you to ask your companions questions and dig in deep compared to Inquisition. Combined together, these issues make me question why we even have dialogue with our party at all. Rook adopts the same parental affect with each grown adult under their command, and it feels like every conversation ends the same way irrespective of the player’s input. With the exception of the flirting opportunities, they might as well be non-interactive cutscenes.
Rook’s weak characterization drags the game down significantly. With such limited authorship afforded to the player, it’s difficult to regard them as anything more than their eponymous chess piece – a straightfoward tool, locked on a grid, and moving flatly along the surface as directed.
III. Dull in Docktown
On paper, a plot summary of The Veilguard sounds somewhere between serviceable and phenomenal: Rook and Varric track down Solas to stop him from tearing down the Veil and destroying the world. In the process, they accidentally unleash Elgar’nan and Ghilan’nain, two of the wicked Evanuris who once ruled over the elven people millenia ago. With Solas advising them from an astral prison, Rook gathers a party together to defeat the risen gods, along with their servants and sycophants. Over the course of the adventure, they uncover dark truths about the origins of the elves, the mysterious Titans, and the malevolent Blight that’s served as an overarching antagonistic force. Eventually, Rook and friends join forces with Morrigan and the Inquisitor, rally armies to face off with their foes, and slay both the gods and their Archdemon thralls before they can conjure the full terror of the Blight. As Solas once again betrays the group, Rook and company have to put a decisive stop to his plans, which could potentially involve finally showing him the error of his ways.
The bones of The Veilguard’s story are sturdier than a calcium golem. Problems arise when you look at the actual writing, dialogue, and characterization – the flesh, blood, and organs of the work.
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I’ve seen others chide the writing as overly quippy, but that better describes previous titles. Rather, I think The Veilguard’s dialogue is excessively utilitarian and preliminary, like a first draft awaiting refinement. Characters describe precisely what’s happening on screen as it’s happening, dryly exposit upon present circumstances, and repeat the same information ad nauseum. This infuriating repetition does little to reveal hidden components of their personalities, or their unique responses to situations. You won’t hear anything like Cole’s cerebral magnetic poetry or Vivienne’s dismissive arrogance. Many exchanges could’ve been uttered by Nobody in Particular, as it’s just dry recitation after recitation. It almost feels like watching an English second language instructional video, or a demonstration on workplace safety precautions. Clarity and coherence come at the cost of characterization and charisma.
Words alone fail to make them interesting. Most companions lack the subtlety and depth I had come to expect from the franchise, with many conversations amounting to them just plainly stating how they’re feeling. Most rap sessions sound like they’re happening in a therapist’s office with how gentle, open, and uncomplicated they feel. Compare this to Inquisition, where every character has a distinct voice (I should know, I had to try to copy them for that stupid application), as well as their own personal demons that it betrays: Sera’s internalized racism, hints of Blackwall’s stolen valor, Iron Bull’s espionage masked by bluster, or Solas’s lingering guilt and yearning for a bygone age. These aspects of their characters aren’t front and center, but things the audience can delve into that gives every moment with them more texture. The Veilguard’s companions lay out all their baggage carefullly and respectfully upfront, whether it’s Taash’s multiculturalism and gender identity issues or Neve’s brooding cynicism towards Tevinter’s underbelly. You’ve plumbed the depths of their personas within the first few minutes of meeting most of them.
Small exceptions exist. Professor Emmerich Volkarin stands out from the rest of the cast as a particularly inspired character: a charming, Vincent Price-like necromancer. His attachment to tombs and necromancy as a way to cope with his crippling fear of death makes for curiously compelling melodrama. The way in which he ultimately has to face his fear – either by foregoing his opportunity for immortality to save his beloved skeletal ward, Manfred, or by allowing his friend to pass on so that he can transcend into a new type existence – rises above the other binary choices in the game by being both narratively interesting and legitimately difficult to judge. Still, I feel Emmerich’s whole “lawful good gentleman necromancer” conceit, while a unique and clever subversion of tropes, would’ve worked better if it actually contrasted with anyone else in the party. Instead, the whole crew is full of unproblematic do-gooders who are forbidden by the game to nurture any meaningful interpersonal conflict. While I’d appreciate this lack of toxicity in my real-life relationships, fictional chemistry demands more reactive ingredients.
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The Veilguard’s developers frequently positioned the game as “cozy” and about a “found family”, but I can guarantee you that there’s more tension at my Thanksgiving dinners than there is anywhere in this title. This family would get along swimmingly even during a presidential election. The thing about the “found family” trope is that it’s more satisfying when it’s earned. Here, it represents the default state, the starting point, and the status quo that they will always return to. Any minor squabbles (Harding wanting to sleep in the dirt, Emmerich taking too many books on a camping trip, Taash not liking necromancy) are introduced and squashed within the same scene. They all feel so extraneous. There’s so little friction among the companions here that you’d think it disproves Newton’s Third Law. The previous games never struggled in this regard, which makes the choices here all the more baffling.
Beyond the intra-party dynamics, characters lack grit or darkness to them – even when the narrative absolutely calls for it. Remember how I described the necromancer as lawful good (to use traditional Dungeons and Dragons alignments)? Yeah, that’s every character. Even the demonic assassin. Lucanis is a notorious hitman possessed by a demon of Spite, and possibly the weakest character of the game. This may or may not be due to the fact that his writer, Mary Kirby, was laid off mid-development. Regardless, he has noticeably less content than the other party members and generally feels unfinished. The demonic possession storyline goes nowhere; he doesn’t exorcise Spite, nor does he learn more about it or how to live with it. Instead, Spite is just an excuse to give Lucanis cool spectral wings (which he will use to fail several assassination attempts). The demon itself mostly just comes across as rude rather than threatening. The biggest issue, however, stems from the absence of any edge to Lucanis. When confronting his traitorous cousin, Ilario – the man who sold out Lucanis’s family to an enemy faction, kidnapped his grandmother, and made multiple attempts on his life – our grizzled, hardened assassin, pushed to the brink, demands… due process. Seriously, if your choices have led Lucanis to have a hardened heart, his method for dealing with the grievous traitor is sending him to jail. That’s The Veilguard’s idea of vindictive brutality among a clan of unforgiving murderers-for-hire. By contrast, Inquisition features Sera insubordinately murdering a stuck-up nobleman for talking too much. I believe that if modern BioWare had written The Godfather (1972), it would’ve ended with Michael Corleone recommending his brother-in-law to attend confession and seek a marriage counselor.
The writers seem intent on making the cast wholly unproblematic, with no way that the audience could ever question their morality or taste the delicious nuance of seeing someone you like do something bad. Measures were taken to child-proof every aspect of the good guys so that they couldn’t possibly be construed as anything else – even if it constricts them to the point of numbness and eventual atrophy.
To make things as palatable and accessible as possible, the language itself was dumbed down. Characters make frequent use of neologisms and bark phrases like “Suit up,” or “These guys go hard.” It emulates popular blockbuster superhero stuff rather than staying true to the diction the series traditionally employed. It’s all about the team, and the entire Dragon Age world has been stripped down into simplistic conflicts and recognizable stock characters.
This is why The Veilguard’s story largely fails. Despite being ostensibly being about the characters, they come off as an afterthought. Most of the time, only the sole requisite follower has anything to say on a given mission. Even in combat, their wholeness as fully-implemented party members falls short of expectations. Their damage output pales in comparison to the Rook’s, they have no health and cannot be downed in battle, and they mainly exist to give the player three extra ability slots. That’s the game’s true ethos for the companions, whether in combat or dialogue – utility, tools to make things happen rather than elegantly crafted identities. We end up with the largest amount of content per companion among any game in the franchise, only to have the weakest roster.
I know these writers can do better, because I’ve seen them do better. Trick Weekes wrote Iron Bull, Cole, and Solas in Inquisition, as well as Mordin Solus and Tali’Zorah in Mass Effect 2 (2010) and Mass Effect 3. Mary Kirby wrote Varric throughout the series, as well as Sten and Loghain in Origins. Plenty of other experienced writers, such as Sylvia Feketekuty and John Dombrow also contributed, so I can’t put any of the blame on a lack of skill. I don’t know if the mistake was trying to appeal to a wider audience, or if the constant reorientations of the DA4 project drained the crew’s passion and left them lacking in time to polish things.
I personally suspect that the writers had to rush out a script for all of the voiced dialogue. A video from August of 2020 showed off the voice actors for Davrin and Bellara, more than four years before the final game’s release. I think the codex entries, letters, and missives that you find throughout the game, which consist of only text, are much better written than the dialogue. My theory is that the writers had more time to revise and spruce up these tidbits, where edits were minimally invasive, as far as production is concerned. But my knowledge is limited; after all, BioWare rejected my application almost a decade ago.
Still, there are aspects of The Veilguard’s plot that I enjoy. The lore reveals were particularly satisfying2, and many felt rewarding after a decade of speculation. I called that elves were originally spirits, as well as the connection between the Archdemons and the Evanuris, but I wouldn’t have guessed that the Blight formed out of the smoldering rage of the Titans’ severed dreams. I’d concisely describe The Veilguard’s story as the opposite of Mass Effect 3: Whereas ME3 did excellent character work, the characterization in The Veilguard leaves much to be desired. Whereas ME3’s tone was overwhelmingly grim, The Veilguard feels inappropriately positive. Whereas ME3’s lore reveals ruined much about the series’s mystique, The Veilguard’s helped tie the setting’s history together. And whereas ME3 fumbled the ending about as much as it possibly could, The Veilguard actually coalesces into a spectacular third act.
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While I think the twist with Varric’s death is weak (outright pitiful compared to the Dread Wolf twist of Inquisition), the actual events that make up the finale carry a momentum and urgency that the rest of the game severely lacked. Everything from the sacrifice and kidnapping of Rook’s companions to the slaying of Ghilan’nain to the awe-inspiring battle between the Dread Wolf and Archdemon Lusacan – the whole affair takes the best parts of Mass Effect 2’s Suicide Mission and elevates it to the scale of an apocalyptic series finale. Ultimately, Solas takes center stage as the final antagonist, and the drama crescendos to a height the rest of the game desperately needed. He remains the most interesting character in the game and perhaps the franchise, and thankfully, the resolution to his story did not disappoint me (though I would’ve preferred the option for a boss battle against his Dread Wolf form if the player’s negotiations broke down). So in that sense, I think the worst possible scenario was avoided.
But is that really worth celebrating? Averting complete disaster? Exceeding the lowest standards? In many regards, The Veilguard still could have been – should have been – more.
IV. A World of Tranquil
In my essay on Final Fantasy VII: Rebirth (2024), I briefly discussed a trend in media to sand off the edges so as not to upset the audience in any way. The encroachment of this media sanitization seems to be an over-correction to the brimming grimness of late 2000s and early 2010s fiction (to which the first two Dragon Age titles belong), which earned comparable levels of criticism. Like Solas, I occasionally feel trapped in a cycle of regret, where it feels like our previous yearning for less aggressive, mean-spirited content led to a media landscape that prioritized patronizingly positive art. Now it’s clear to me that, in order to have a point, you need to have an edge.
Dragon Age historically drew a very progressive audience, and many of them congregated around Tumblr in that website’s heyday. Tumblr has garnered something of a reputation for overzealous discourse and sensitivity among its userbase, and I think that the developers of The Veilguard, in an attempt to cater to one of their core audiences, may have misunderstood both that passion and the fundamental appeal of their products. They became so concerned about optics, about avoiding politically charged criticism, that they kneecapped their world-building, rendering it as inoffensive and sterile as possible. It’s not so much “PC culture” as it is “PG culture.”
To that end, the various governments, factions, and societies of Thedas lost their edge. Dragon Age previously presented itself as anti-authoritarian by showcasing the rampant abuses of power across all cultures. Whether it was the incarceration of mages under the Chantry, the slavery practiced by the Tevinter Imperium, the expansionist anti-individualism of the Qun, the restrictive dwarven caste system, or the rampant racism against elves, social strife abounded in this world. I think that’s one thing that drew so many marginalized fans to the series. But the correlation of fictional atrocities with those of real life frequently prompted volatile discourse, with many concerned about how allegedly allegorized groups were being represented. You began to see countless essays pop up by folks who use the phrase “blood quantum” more than any healthy person should for a setting about wizards. BioWare responded to this by making Thedosian society wholly pleasant and the people in power responsible and cool and the disparate cultures tolerant and cooperative. If nothing’s portrayed negatively (outside of the cartoonishly evil gods), nobody can take offense, right?
For starters, the Antivan Crows have gone from an amoral group of assassins to basically Batman. These figures, which previously purchased children off slave markets to train them into killers, are now the “true rulers” of Antiva, by which the official government derives its authority. The Crows in The Veilguard stand against the insurgent qunari army as heroes of the common folk. They’re not an unscrupulous faction that Rook is reluctantly forced to ally with for the greater good; no, the Crows are simply good guys now. When the pompous governor of Treviso rails against them, with such audacious claims as “assassins and thugs should not represent the citizenry,” we’re meant to laugh at the governor’s foolishness. The unintentional implication this sends is that lethal vigilantism and unchecked power are cool because the people who use it are cool and stylish. The slave trade goes unacknoweldged; Antivan children want to grow up to be assassins now. The Crows never do anything wrong in The Veilguard – the governor is later revealed to be cooperating with the invaders for their own power. BioWare avoids the unpleasantness inherent in the Crows’ concept by pretending it never existed.
Perhaps more ridiculous is the Lords of Fortune, a new faction of pirates and treasure hunters based out of Rivain. Except they don’t really do piracy or treasure hunting. The game goes to lengths to ensure that the audience knows that the Lords don’t steal important cultural artifacts from any of the tombs and ruins they raid. What do they steal, then? There is no such thing as an ethical treasure hunter – plundering indigenous sites for souvenirs is inherently problematic – but the writers wanted to reap the appeal of adventurous swashbucklers without any of the baggage, regardless of whether it makes sense or not3. It comes across as a child’s idea of a pirate: they’re not thinking about the murder and looting, just the funny men with eye-patches who say “ARRR!” The developers want us to like the Lords of Fortune, and to that end, they can’t do anything culturally insensitive – even fictional disrespect toward a made-up culture. This is doubly amusing because the Lords are represented by Isabela from Dragon Age II. The same Isabela that kicked off a war with the qunari by stealing their holy book, the Tome of Koslun. This irony goes unacknowledged by the game.4
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When these rogue buccaneers aren’t busy giving land acknowledgments to displaced Dalish elves or whatever, they’re enjoying their nonviolent coliseum. Pirates revel in bloodsport, but only so long as no actual blood is spilled. The Lords refuse to fight prisoners or animals in their arena, as they find such acts too cruel. I guess they’re all big Peter Singer readers. Instead, they summon spirits to adopt the visages of common enemies so that the player can kill them with a clean conscience. It’s another example of wanting to have your cake and eat it too – they wanted to create a glory hunter/gladiator faction, but couldn’t stand the underlying implications of such. So they twisted and bent them to fit into their unproblematic paradigm, leaving the Lords flavorless and lame. They barely even contribute to the main story, and they’re practically the only look we get into Rivaini society (which remains criminally underdeveloped).
More tragic is the handling of the qunari, once one of the most unique and nuanced civilizations in the Dragon Age setting. The Qun, as portrayed in the first three installments, is a society that demands all of its composite parts work in harmony. Thus, they have predetermined vocations for their children, rigid gender roles, strict codes of conduct, and an ambition to “enlighten” the rest of the world. While the Qun has often been presented as antagonistic toward the heroes, the series has commonly balanced its portrayal by showing how seductive its absolutism can be for people without hope. In some cases, life under the Qun is preferable, as is the case with former Tevinter slaves. Conformity becomes comfort when the world is regularly threatening to split apart.
The Veilguard opts for a different approach. See, Rook’s not fighting members of the Qun in this game – they’re fighting the Antaam, the former qunari military. The Veilguard constantly reiterates that the Antaam, which makes up one of the three branches of the Qun, has broken off and decided to invade, pillage, and stoke chaos. BioWare didn’t want the questionable morality and complexity of fighting an invading people from a humanized, multi-faceted culture, so they removed their culture. Their efforts to turn the non-Western-coded qunari into something digestible for their mistaken conception of a modern audience instead results in two caricatures: one being a fetishized, perfect society where there are no perceivable social ills; and the other a bunch of rampaging brutes.
Contending with a realized conception of Plato’s Republic mixed with the Ottoman Empire makes for more compelling drama than a horde of murderous giants. Again, BioWare wanted to have it both ways, and they still needed nameless, faceless orcs to kill. So every bit about the qunari’s militancy, imperialism, and repression coexisting alongside some of their more progressive ideas and communal unity is stripped of its context and meaning. Blame is placed solely on the Antaam, who no longer represent (and retroactively, never represented) the Qun’s ideology. It’s a cowardly compromise, attempting to pin the blame of all the Qun’s failings on a renegade military and seeking to exonerate the political and social apparatuses of their culpability.
At one point, a minor character named Seer Rowan lectures to an ignorant human (a proxy for the audience absorbing these retcons) that qunari society has always been egalitarian in practice, with mages enjoying freedom there. Previous games showed that the qunari shackle their “saarebas” mages, stitch their mouths, cut out their tongues, and teach them to commit suicide if they ever stray from their masters. However, we’re now assured that this is only practiced under the Antaam, and No True Qunari would ever do such a thing. Ignore the fact that, in Inquisition, we witness the enslaved saarebas under the supervision of the Ben-Hasserath, a subdivision of the Ariqun (i.e. not part of the Antaam). In fact, the Antaam that Rook fights in The Veilguard never command saarebas at all. They’re completely absent from the game (likely because the image of the bound, mutilated minority was too much for The Veilguard’s sensibilities). Seer Rowan’s weak, conciliatory retcon can’t even justify itself in its own game. The scolding diatribe communicates an intrinsic misunderstanding of the Qun by the writers – namely, it continues the pattern established with the Antivan Crows that the mechanics of power in society are fundamentally good as long as aberrant forces aren’t in charge. While I understand the desire to be conscientious about the portrayal of fictional cultures that draw upon non-Western traditions and iconography (which have historically been demonized in media), glamorizing the Qun and stripping it of its realistic nuance does little to alleviate any problems with representation. If anything, it creates new ones.
But hey, now we have our faceless orcs to guiltlessly slaughter. That’s what the Antaam’s been reduced to, bereft of the ideology that made them people. We kill them because they’re strange and scary and foreign and seeking to destroy our cities for fun. They remain the most prominent representation of the qunari in-game, barring our party member Taash. BioWare’s attempts to reverse what they viewed as problematic components to the qunari instead devolved into the very tropes they wished to avoid.
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Which leads us to the elves. Much of the series’s discourse has surrounded the portrayal of the long-suffering elven people, who endure slavery under Tevinter, expulsion from their homeland in the Dales, confinement in ghettos, and the general disdain from other races. The games’ stories use symbolic shorthand of real-life oppressed peoples to communicate these tragedies, and this has led to a variety of intense, emotional interpretations over the years. The unending misery of the systematically marginalized elves hasn’t gone unnoticed by the fanbase – and their criticisms haven’t gone unnoticed by the developers. To quote The Veilguard’s creative director, John Epler, in an interview with Polygon:
“Dragon Age has not always been the kindest to the Dalish [elves]. Somebody once made a joke to me, and it’s not untrue, that it’s possible to wipe out a Dalish clan in all three of the games in some way.”
He and others on the development team must’ve thought elves needed a break, because the omnipresent racism against them vanishes completely in The Veilguard. Tevinter, an empire built on the back of chattel slavery, doesn’t show any of that. Consequently, it feels like players in the know still haven’t seen the true face of Tevinter, despite spending half a game there. The notion that the capital of Minrathous gives now is one of a prosperous city that’s centuries ahead of the countries down south, rather than a cruel regime cracking the whip at every opportunity. Perhaps the writers weren’t comfortable portraying this, or felt that their audience might not be amenable to it after years of incendiary argumentation. Nevertheless, it castrates their established world-building and robs us of the opportunity to witness true elven liberation in the climax. With both the fall of Minrathous and the toppling of the tyrannical elven gods, we could have delivered a much needed catharsis after four games of oppression, but The Veilguard forgoes this storytelling opportunity to play it safe.
I worry that this hesitancy originated from anxieties about the sensitivity of depicting marginalized peoples in brutal, dehumanizing conditions, and how that might look to more fragile viewers. But I think it’s important for all players, watchers, and readers to know that, though there might be aspects shared between them, fictional minorities are distinct from real ones.
Dragon Age’s elves are aesthetically Celtic. Their residency in alienages evokes images of Disapora Jews in Europe. Their Long Walk after being driven from the Dales calls back to the Trail of Tears, sharing an experience with Native Americans. Their subsequent migratory nature is reminiscent of the Romani people. And their ancient empire of Arlathan, with its large columns and temples of worship, headed by ascended humanoid (for lack of a better term) deities that cast down an enemy called the Titans, and which has since had its religion and culture co-opted and renamed by Roman-inspired Tevinter invites comparisons to classical Greece.
My point is, the elves of Dragon Age don’t represent one group of people, because fictional cultures are constructs drawing from countless inspirations. If they represent anything beyond themselves, it’s the idea of a proud people that’s fallen under the yoke of conquering powers – a supervictim to embody all. The idea that one must be limited in their storytelling options based on how the portrayal might reflect upon or disrespect an existing culture is flawed, in my opinion. In the overwhelming majority of cases, coding cannot be read as a 1:1 allegory, especially in speculative fiction like science-fiction and fantasy. I believe the most mature way to evaluate a story isn’t to try to pigeonhole what it’s trying to say say about who, as if there’s some insidious encrypted message in the text. Rather, it’s to see the forest through the trees and interpret the work as a complete whole in itself.
On that basis, I ask: would it have been so bad to see some of those enslaved elves, praying for salvation, side with their manipulative, nefarious gods? To add some nuance to the conflict with Elgar’nan and Ghilan’nain, would the story of elven liberation not have been better if the game actually engaged with it? Could we actually have a moral quandary with those whom Rook ends up fighting, even if the content might be seemingly problematic?
Epler might respond in the negative, per the Polygon interview, claiming that the gods “simply don’t care” about the elves.
“Those blighted, decrepit gods, they’re not bothering with the soft pitch. Their pitch is, We’re going to make a horrible world. We’re going to give you a lot of power, and maybe you’ll be OK.”
Like a chess board, the core conflict of The Veilguard is black and white. BioWare abandoned the chance to make Elgar’nan and Ghilan’nain more interesting villains because it was too risky.
Similarly risky was Solas’s role as an antagonist, since his motivations, as explained in “Trespasser”, are deeply sympathetic. Perhaps too much so for the developers’ comfort. Unlike the Evanuris and their disinterest in the elves, Solas wants to restore the elven people to their former glory. At least, that seemed to be his pitch in the last game. Frustratingly absent from The Veilguard are the Agents of Fen’Harel – elves who swore fealty to Solas’s cause. They infiltrated and compromised the Inquisition, effectively precipitating the final decision to end the organization in its current form. The idea that Solas had amassed an army of common folk who found the idea of a renewed elven empire appealing made him appear formidable and intimidating. “Trespasser” implies that a mass uprising of elves under Solas’s leadership was imminent, and anyone could be in on it.
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None of this happens in The Veilguard. Not only does Solas lack an army, but their absence isn’t explained or even acknowledged. As a result, Solas remains a passive antagonist until near the end, since the player has no disciples of his to contend with (either physically or ideologically) along the way. It wastes a side of his character that had been foreshadowed in a decade-long cliffhanger – that of a charismatic leader, capable of coordinating a rebellion that could spell disaster for its own followers.
In a Reddit AMA after the latest game’s release, Epler answered where the Agents of Fen’Harel disappeared to:
“Solas’ experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories – the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him – he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his ‘followers’ and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there’s an understanding that he’s too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary.”
I find this explanation unsatisfying, not the least bit because the narrative offers next to nothing to imply this. The disappearance of Solas’s agents represents my biggest bugbear with the game, depriving it of the full potential of its highly anticipated antagonist in favor of the more generically villainous Evanuris. Moreover, this omission fits into the aggravating blueprint for The Veilguard’s inoffensive direction. The motivations, emotions, and backgrounds of the Agents of Fen’Harel would be sympathetic, and therefore might problematize the otherwise cut-and-dry conflicts. Epler seemed concerned that audiences might think Solas was “a little too sympathetic in his goals,” according to an interview with GamesRadar+.
But that’s the thing: sympathy isn’t endorsement, and portrayal of sympathetic characters isn’t endorsement either. But neither does that invalidate the emotions and experiences that generate that sympathy, even if the character’s actions ultimately turn toward evil. I’ve noticed a trend (especially in symptomatic criticism, which I generally dislike5) to view art as propaganda, and to evaluate it from a moralizing, top-down perspective. Antagonists with complex or understandable motivations (in this case, revolutionary villains) are often judged by this framework as tools for stories wishing to champion the status quo. Common arguments that I’ve seen imply that the relatability that we often find in villains is not a strength of the writing, but a devilish trick of ideology by which writers can reinforce conservative doctrine, to scold us away from certain beliefs. Any decent writer knows this isn’t the case, and that people don’t write morally or emotionally complex antagonists for didactic purposes. Instead, characters such as these embody the anxieties of their creators – the fear of losing yourself to your passions, the fear of going about things the wrong way, the fear of sacrificing too much to achieve your desired ends. The concepts and feelings that compel these characters remain authentic to the writer’s heart and the connection they established with the audience.
Art isn’t propaganda. To read it as such reduces it and promotes intellectual dishonesty and foolhardy myopia. Stories are irreducible (otherwise, we would not waste our time with them), and so I believe interpretations should be formed from the bottom-up, rooted in the text as much as possible. The “message” cannot be imposed from the top-down, but symptomatic readings, in their focus on tropes and cultural context, frequently condemn without a trial. Hindering your story in order to future-proof it for the sake of optics is a safeguard against this, and one that leads to bad stories. Artists should have confidence that their text will hold its ground on its own. To quote Ursula K. Le Guin’s essay “A Message about Messages”:
“The complex meanings of a serious story or novel can be understood only by participation in the language of the story itself. To translate them into a message or reduce them to a sermon distorts, betrays, and destroys them… Any reduction of that language into intellectual messages is radically, destructively incomplete.” (67-68)
BioWare’s doctrine of passive writing violates this wisdom by surrendering to their fear of (bad) criticism. The Veilguard lacks punch, stakes, and empathy and becomes incongruous with its established lore because it’s not willing to take risks that might alienate or upset players. They’re more concerned with making sure their work is inoffensive than they are with conveying a moving story.
I believe all of this was inherited from an incestuous feedback loop between a vocal minority of critics, of which I might’ve once counted myself among the blameworthy, and the apprehensiveness of out-of-touch corporate board room decision-making. Dragon Age’s genome mutated, and it slowly lost its teeth.
Over the course of a decade, we bred the Dread Wolf into a Dread Pug.
V. What It Took
The Veilguard’s lack of confidence in itself and lack of faith in its audience contribute to its capitulatory nature. In many respects, it feels like the developers lost their passion for it over the course of the ten year hellish production and just wanted to be done with it. This resulted in a decent game that nonetheless feels divorced from what came before it. It tries to juggle being a soft reboot while also trying to close out the series’s biggest and longest running story arcs, but inevitably fumbles.
Nearly everything done by The Veilguard was handled better by Inquisition. And Inquisition was certainly the more ambitious title. Perhaps more returning characters would have established a sense of continuity between the two, or at least made it less awkward by having them present for the story’s grand finale. For as strong as the endgame is, it could’ve benefited from the presence of slave liberator Fenris, elven history aficionado Merrill, possible Evanuris soul vessel Sera, or Divine Victoria (any of them). The core pillar of Dragon Age is the characters, and The Veilguard’s under-performance (and in some cases, outright dismissal) in that regard sabotages its integrity. Without this to anchor it, the changes to gameplay, visuals, and roleplaying depth become more alienating.
Personally, what do I take away from this? The Veilguard is far from the game I dreamed about for ten years, and not the one that loyal fans deserved either. I’m no stranger to disappointment at this point in my life, and yet this still leaves me with a hollow feeling. Will I still be able to return to Inquisition, a game I truly adore, and see it the same way as before, knowing now where all this is leading? The true cost of The Veilguard, for me, has nothing to do with the price tag: it’s the loss of that perfectly tailored dream, now that the possibilities of the future have shut their gates.
Where do those dreams go? Are they doomed to fester in their lonely, incommunicable agony? Will they be twisted by their enmity, like the blighted dreams of the Titans, and spread their corruption into those important happy memories?
In 2014, I was depressed as fuck, and Dragon Age: Inquisition helped me to see the light and come out of it. In 2024, I was depressed as fuck, and Dragon Age: The Veilguard made me feel nothing. There’s no less favorable comparison in my eyes. It’s disheartening to behold something that once meant so much to me and be greeted with numbness. I have to wonder if that affection will ever return, or if I’ve just grown out of it.
But as I wandered the streets of Minrathous as Rook, I heard a familiar song. It was one of the tavern songs from Inquisition, its nostalgic chords filling me with wistful sentiment. I know, deep down, there’s still something there. Maybe I just need to dig it up. Maybe it’s time to look back…
To be continued…
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– Hunter Galbraith
Further Reading
Le Guin, Ursula K. “A Message about Messages.” Wonderbook: The Illustrated Guide to Creating Imaginative Fiction, Abrams Image, 2018, pp. 67–68.
Incidentally, this was an anomaly my friends and I pondered over and eventually solved. It turned out to be a former Wienerschnitzel. ↩︎
You could argue that this credit goes more to Inquisition and the previous games for laying the groundwork for said reveals, which were obviously planned out ahead of time, as confirmed by the aforementioned official artbook. Regardless, the payoff satisfied me and gave me proper closure. ↩︎
I’ve been informed that there is a hidden conversation that explains that the Lords of Fortune do, in fact, sell cultural artifacts at times, but only to the rightful owners. This just makes me wonder what they do with the artifacts if the prospective clients can’t pay. Do they shove them back in the ruins and re-arm all the booby traps? ↩︎
I would argue that this does not represent character progression on Isabela’s part, as her (possible, depending on the player’s choices) return of the Tome of Koslun in Dragon Age II was a pragmatic sacrifice she made to save her friends and the city, rather than an acknowledgment of the qunari’s inviolable ownership. In fact, in many continuities, she never returns the Tome at all. ↩︎
I prefer more formalist criticism because it allows the text to lead the dance, not the critique. I think it’s only fair, given that the creators likely spent more effort crafting the piece than I spent consuming it. Symptomatic criticism mandates that the reader consider everything around the text, typically at the text’s expense. In the worst cases, symptomatic critics make their arguments about seemingly everything besides the text in question. ↩︎ Link to article: https://planckstorytime.wordpress.com/2025/01/01/dragon-age-the-veilguard-strangled-by-gentle-hands/
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spacerockfloater · 7 months ago
Text
Alicent and Criston have every right to be together.
I’ve read a lot of posts regarding their non-existent hypocrisy and I’d like to clear some things up.
First and foremost, stop using Alicent’s “Where is duty, where is sacrifice?” line against her or Nyra’s outrageous “Exhausting, wasn’t it?” speech because you think you’re eating when you’re, in fact, starving. Alicent has done her duty and sacrificed herself. It’s the only thing she’s been doing for the past 20 years. She gave the man she was forced to marry four children and she took care of him despite all the shit he put her through. She has lived all her life based on her principles and now her husband is gone. She mourned him, she buried him, it’s been more than 10 days since his death (confirmed that E1 S2 takes place 10 days after Lucerys’ death) and she is finally fucking free. She deserves a sliver of comfort. Alicent is the only one in this series that’s been faithful and dutiful to a T, yet look where that got her. If someone has the right to break the law a little bit, it’s definitely her.
That being said, I don’t know when it was decided that Alicent is a pious saint that can do no wrong, but I need to remind y’all that following a religion does not magically prevent you from sinning. Is she committing fornication? Obviously. However, you are all under this impression that this is hypocritical on her behalf because she berated Rhaenyra for it when they were younger, without considering that her anger was justified for a myriad of other reasons, such as (but not limited to): 1) the fact that Rhaenyra’s freedom to marry whomever she pleased was a privilege granted to her thanks to Alicent’s efforts, who supported her even if Rhaenyra hated her, yet her friend casually threw that away, 2) the fact that Rhaenyra lied to her by swearing on her morher’s grave and never even mentioned Criston, 3) the fact that Rhaenyra had the guts to call her “sister” while lying to her face, 4) the fact that her lies resulted in Otto getting fired since Rhaenyra misled Alicent so that she speaks to Viserys in favour of her friend and betraying her own father by siding against him (a decision she wouldn’t have made if she knew the truth), leaving her completely alone and friendless at court, even if he was right all along and finally 5) the fact that Rhaenyra is the most sought after bachelorette in the whole world and by having sex she undermines herself (Rhaenyra knows this well, hence why she denies these accusations) and literally endangers herself, because had she been married to any other man but Laenor and had this man found out his wife and future queen is not a virgin, imagine the fucking horrors she could have been subjected to. Like, I hate to break it to you, but a 40-year-old widow, who’s had four kids and has completed her duty to the point where she is actually no longer needed and could leave the palace to go live the rest of her life in peace somewhere else and no one would notice her absence (literally though, she has birthed heirs, her husband is dead, her son is a grown adult king, her job is done there), having sex, is not the same as an 18-year-old princess and future heir in her prime, whose purity is linked to her worth, getting caught drunk in a brothel, hooking up with her uncle and losing her virginity to her guard, all in one night. Viserys himself was outraged. There’s lows and then there’s lows, y’all.
By the way, the crazy assumptions that Alicent has been cheating on Viserys with Criston for a while now need to stop. When Olivia Cooke said that they had filmed a messy sex scene with Fabien Frankel in a recent interview, she never said this was for S1 of HOTD. I don’t know where y’all got that from, but even if it was true, that scene has been scrapped so it is not canon. And don’t make me laugh about Daeron, a dragon rider who canonically has Valyrian features, potentially having brown hair. You’re all so blinded by your hatred for Alicent that you want her to be a lying hypocrite in order to make yourselves feel better about Rhaenyra’s mishaps, that you don’t get that the whole point of her and Criston getting physical is that she is a tortured woman who is finally able to break free, not that she has been a hypocrite all along. You’re heavily misunderstanding her arc.
Finally, when it comes to my good man Criston, y’all have lost it completely. No, Alicent is not raping him, unless he tells her to stop and she closes the door behind her like Rhaenyra did that is. No, Criston did not lie about how important his honour is to him. There’s a whole article on how Clare Kilner, the director of E4 S1, decided that Cole removing his armour slowly was necessary because it symbolises his inner conflict and uncertainty over breaking his vow: should he soil his cloak for the sake of the woman he loves? And he does soil it, because he thinks she loves him back. But that honourable man dies the day Rhaenyra tells him that he’ll never be anything more than a side piece to her. This man stops giving a flying fuck about his honour, oath, position and life. He is trying to kill himself. And you know what stops him? Alicent. Alicent is the only thing between him and death, the only person to show him kindness and understanding, to pull him up from the lowest point in his life. I don’t think you heard Alicent in E7 S1: “No, you’re sworn to me!”. Y’all. His life is hers. He doesn’t care about Rhaenyra, his job, Viserys, anyone else at this point. Only Alicent exists in his mind, Fabien himself has said time and time again that his loyalty to her is unwavering. He only exists for Alicent’s sake. He’s who you wish Daemon was. Crying that “Criston is a bad knight and a liar because he broke his chastity oath yet again!” is so pointless because that knight has been dead since Rhaenyra’s marriage to Laenor. What does an oath mean when you find out the people you swore it to have betrayed you? Why should he keep his promise to the people who abused him?
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bonefall · 12 days ago
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Splashtail and Atheism
Hello. I am an Atheist and I call Splashstar an Atheist because he is based on widespread bigoted depictions of godless people like myself. There have now been several posts about this written as if they're trying to "correct a misconception," and I am tired of vagueposts completely missing the point of the criticism to get caught up on arguing semantics.
The misanthropic, god-hating "Atheist" character in Christian propaganda, which I feel Splashstar has some alarming similarities with, does not come from the writer's correctable "misconception" of irreligious labels. It is born from a hatred of nonbelievers.
Specifically, my point that Splashtail is a mashup of two popular anti-secular tropes common in religious media;
The assertion that there's no such thing as a "real" nonbeliever, and that Atheists are just "rebelling" against God because we're mad at him, want to do bad things without guilt, or have "lost our way."
The belief that morality itself stems from faith in a higher moral being, asserting that the irreligious are "evil" in contrast to the faithful.
Even passing familiarity with the arguments of Christian apologia seen in Chick Tracts, Pureflix films, PragerU videos, and so on, will have put these tropes in front of you. They are false and harmful, and they target Atheists.
For more on this, TVTropes has an entire article dedicated to the Hollywood Atheist and its sub-tropes. Note how many of these Curlfeather and Splashtail fall into, regardless of if you're arguing that they are "real atheists" or not.
Those that hate us do not care about semantic labels. To them, we are without God, A-Theistic, and they do not actually care what is at the core of your beliefs if it contradicts their narrative.
But, even worse, the "Splashtail Can't Be An Atheist" crowd isn't even totally correct on the semantics they're trying to have a pedant battle about.
Most atheistic organizations and online atheists define Atheism as "one who does not believe in God" and attempt to push a sliding scale of "agnosticism" on how hard of a "maybe" you're feeling about your lack of faith. In the sliding agnostic scale, Agnostic Atheists are a "probably no god" and Gnostic Atheists are a "definitely no god." Others describe that scale as "hard" and "soft" Atheism-- but there is NOT universal agreement on that definition.
There other definitions of an "Atheist," and even those who reject the "agnostic scale" completely (I am one of them). "Atheism" was historically the catch-all term for what we might now call "Irreligious," and more.
The Encyclopedia of Philosophy explores its many meanings, and proposes that what defines an Atheist is an active choice to distance oneself from faith; "Someone who rejects the premise of gods either based on lack of belief, or meaninglessness of the question." Matt Dillahunty, a prominent educator and activist, intentionally refers to himself as an Atheist when others (including religious people!) have tried to pressure him into using the label Agnostic, for reasons he covers in great depth. Historically, "atheist" simply meant anyone who denied the gods or acted impiously, evolving into use as a broad label for irreligious practices around the 1500s, until attempts to narrow it to "nonbelievers in deities" in the 1800s.
By EoP's expanded definition alone, Splashstar qualifies as an Atheist. The rejection does not have to come from a belief that Theism is false, but that the question is meaningless. He doesn't have to "believe" in StarClan any more than you have to "believe" in a total stranger. He rejects faith in it and lives without their influence.
But even more than that, "atheist" is a broad, stigmatized term with a history you can't erase. Hundreds of combinations of philosophies, spiritual beliefs, and logical positions have been called "Atheism."
"Atheist" can refer to Agnostics (those who aren't sure if there is a god or not), Antitheists (opposition to the belief in and/or worship of gods), Igtheists (those that feel that "god" is such a nebulous term that the question of belief is meaningless), Apatheists (people who just don't care), practitioners of Non-Deistic religions (such as Humanistic Judaism and some sects of Buddhism), and even heretics who spoke against religion like Diagoras of Melos (gay guy who chopped up a statue of hercules and used it to bake beans. king.)
In a fantasy universe where gods are provably, visibly real, the term "Atheist" is going to look a lot more like those historic and expansive uses.
Unless you want to argue that "atheism" by the narrow, popular definition of "believing in deities" can't exist in such a setting. So, arguing that Cloudtail stopped being an Atheist when he saw demons in OotS, in spite of this not affecting his spiritual practices. Or, dancing around using one uniting term, you could specifically say Curlfeather is a Misotheist, Splashstar is an Antitheist or Agnostic, Mothwing is Deist, etc.
You could have a discussion about how applicable these words even are in the setting. Or make up terms that satisfy yourself. You could do this forever. But I choose not to.
I think it's counterproductive to push people to learn a bunch of terms for hyperspecific branches of irreligious philosophy just to discuss clear anti-secular sentiment within the text of a book, actually. Or push people to abandon a useful word because fantasy isn't exactly the same as real life. Functionally, imo, all of those aforementioned cats are Atheists within this setting, living "without god" by rejecting belief-- and many of them invoke real world bigotry, with tropes much older than WC itself.
So the simple fact is; Calling Splashtail an "Evil Atheist" immediately communicates the narrative tropes I am criticizing.
Either by authorial accident or on purpose, Splashstar's lack of morality being tied to his rejection of StarClan invokes the demonized atheist trope, very much like the ones seen in PureFlix's God's Not Dead or Jack Chick's The Last Generation.
All the arbitrary wishing that the terms were more narrow and exclusive will not change the reality that those characters are intended by bigots as atheists. The terms of the discussion reflect that. Trying to tut-tut the fandom for calling a spade a spade is a smug way to phrase you completely missed the damn point.
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anundyingfidelity · 7 months ago
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WHAT IF...? — Soldier Boy/Ben (1)
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Summary: Ben, now as your husband, gives up Vought for good and retires along with you far away from the spotlight and the big cities once you're pregnant with your first child. He knows better than to make the same mistakes his father did.
Pairing: Soldier Boy/Ben x female reader.
Word count: 800.
Warnings: some angst, hurt/comfort, pregnancy, AU where Soldier Boy was never with Crimson Countess, some OOC from Ben? idk he's soft in here.
Notes: this is an AU I had in mind, based on this one shot I did before, but now with Ben and the reader being the good parents Homelander always needed. Is not necessary to read that one but this takes place in 1984, before Soldier Boy goes to Nicaragua. I might update with short drabbles with random scenarios and domestic situations between them, but for now take this. Hope you like it!
GEN MASTERLIST! — DRABBLES MASTERLIST!
taglist is here!
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PART 1
1984
“So, how is it now for America’s son to retire like this?” the journalist asked.
Ben gave him a charming smile, eyes bright like diamonds as the camera flashes took pictures everywhere at the press conference.
“Is what I always wanted,” he beamed.
The time for questions was over, but still you heard through the crowd all the inquiries and thirst for gossip from the journalists in the room. Soldier Boy stood up, posing for the last time with his green suit and shield hanging on his arm.
“Who’s the lucky lady?”
“Do you plan on having kids?”
“Will your kids be supes like you?”
“How many children you want, Soldier Boy?”
“How’d you meet her?”
“Soldier Boy, give us her name!”
You turned off the TV as the conference ended and took in sight of your surroundings. It was your home, finally. The place you’d share with your husband forever. And even though the conference was filmed a couple of weeks ago, Ben agreeing to retirement was still fresh in your mind. Ever since you talked about marriage and settling down a year ago, this was one of your conditions. Being a supe was dangerous, more so with Vought behind, and you wouldn’t expose your future legacy like that. You were lucky enough for Ben to understand that. He wouldn’t want to put the same faith he had with his father to his children.
In silence, you looked up for him, but he was nowhere to be seen. You checked the last room, which happened to be his dispatch; his personal space to show his achievements and his own story as America’s greatest hero. His back faced you, as he seemed to admire for the last time the suit hanging on the wall behind a glass that’d keep it as a trophy for a long time. Leaning against the doorframe, you wondered what was going in his head now that the announcement was public.
“I know you’re there,” he said, looking at you from the corner of his eye. “I can hear your heartbeat.”
You approached him, clinging into his strong arm and watching his handsome, stern face. “I’m so proud of you,” you mumbled softly. Ben turned his eyes to look at you, his face softened as he heard your words. “Thank you.”
His lips curved in a smile and he wrapped his arm on your waist, pulling you closer to his broad figure. “How’s the baby doing?”
“Considering I’m around five months now, I’d say he’s doing amazing,” your smile grew, feeling his warm hand on your baby bump.
“He?”
You shrugged. “You want a boy, right?”
“Yeah, but we haven’t checked that. We agreed to wait until birth…”
There was a hint of hope and confusion in his words.
“I haven’t done an ultrasound behind your back, if that’s concerning you,” you reassured him too quickly, putting yourself in front of him so he could look at you. Your hand rested on his cheek in a delicate manner. “I just have a hunch.”
Ben nodded, leaning into your touch. There was something he wanted to say out loud, to let you know, but he never had the courage to say it. The intrusive thoughts and the traumatic past he was carrying on his back used to torment him enough already. And you knew he was hiding something since you told him you were pregnant. You could see it in his eyes.
“What is it, Ben?”
He sighed at your question. He couldn’t lie to you, could he?
“I’m… scared,” he confessed. “I know I don’t want to be like my father. I don’t wanna disappoint our children.”
“You won’t, I promise. Please don’t torture yourself with things you are not, you’re not your father. And I know you’ll be a great dad,” you pulled him for a soft kiss, to which he responded, his hand cupping your cheek and then wandering to the nape of your neck. “They all will love you,” you whispered once the kiss was over.
Ben arched his brow in a playful manner. “They?”
“I’ll give you as many kids as I can, is that okay?”
He pulled you in for a hug, your head resting on his chest as he kissed your forehead lovingly. There was no other place he wanted to be but here, with you and the future baby growing up in your belly. Ben already pictured you together with a bunch of rugrats running all over the house, scolding them for being so reckless as they played silly games in a sunny afternoon by the pool. It was everything he yearned for. A normal life and becoming a loving father. His heart fluttered with joy, realizing this was the beginning of what he always really desired.
“It's perfect.”
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>>> Next part here!!
Soldier Boy taglist:
@delaynew @k-slla @thesilmarillionblog @onlyangel-444 @mrsjenniferwinchester
@daisy-the-quake @jackles010378 @mostlymarvelgirl @deans-spinster-witch @drasticemotions
@stoneyggirl2 @sapnaploves @believeinthefireflies95
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fallbhind · 3 months ago
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DO BETTER, FOR FATHER.
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synopsis : after finishing a review paper, you need father mayhew to observe it, and you didn't quite expect to catch him at such bad times, especially when he just got out the shower.
➤ warnings .ᐣ smut. p in v. unprotected sex (wrap 'fore you tap. no little nun babies yet). fingering. kissing. virgin / lost of virginity. virgin!reader. sucking readers come off charlie's fingers prep before sex. DUBCON. blasphemy. tw blood. charlie likes reader bleeds. based off this bot that was req by anon. probably butchered the freak out of this scene but i didn't have the energy to rewatch the seen. please don't come after me. &&. idk anything abt how nuns dress. wc﹔1.5k
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NOBODY KNEW how sinful father mayhew was actually. underneath the 'good young-forwarding preist' cover, was almost like a middle-school boy who hadn't yet grasped the understandment of be faithful to the religion. but oh, the only difference is father mayhew punished himself for giving into his urges, like masturbation towards the pretty little nun (you), he met not to far back when he first joined the church as a preist.
in fact, his sinful persona was so well hidden he carried a great following throughout the community, from the blog posts about the recent killings going around discovering they were more surrounded by religion than your every day killer, to having great listeners listening to him bike and preach. especially you.
you watched from the corner as he pedaled on the bike, that red tank top stretching across his chest, it was just oh so sinful. in your eyes. while he mumbled things towards the camera that was he was filming on, when he went to bring his arms up and clap, he closed his eye, relishing in the fact he could hear you scurry away to hide out his view. for the remainder of the time on the bike, you left him with a smirk that was planted by you.
later, you stood in the doorway of his bedroom, waiting patiently as you watched him step out the bathroom, wrapping the white towel around his waisted, the v line to his cock clearly visible, he showed little care (clearly), after all he stepped out the shower with his bedroom door wide open. of course most people can do such without people lurking but that was beside the point. when father mayhew turned round, he greeted you almost joyfully. "sister." he said. "what brings such pleasure?"
you were so ashamed to have been caught staring, you used the newspaper held loosely in your hand to face plant yourself. has he stalked closer, you passed him the new review for that blog that has been going viral due to the connections to the serial killers and religion. he greeted you inside the room, shutting the door as he walked back over to his small mirror that he almost towered over. disappointment covered his face, "i'm not saying your a bad writer, sister—" he paused, "but where is the bloodlust?" his hand smacked against the paper numerous times, dramatically showing what he meant.
"do better." he said, walking over to you, "i know you can." charlie released the paper from his hand. the paper had a slow descend to the floor, and you kept quiet as father mayhew dropped his towel to the floor without another word. it was like a fever dream. your eyes sinfully trailed down to the v right before his cock, it was a sight, and you were drinking it right up from the cup.
"like what you see?" father mayhew said teasingly while you held your lips taught together refusing to say anything to the tease. he leaned towards your face with a smug look, "say yes." he demanded of you.
"yes, father.. i like what i see." you said, almost ashamedly, bowing your head towards the ground, wishing no disrespect on jesus and god himself. father mayhew did something no catholic pastor would ever do to their nuns. remove their veil. as father mayhew pulled the veil away from your head, your pretty hair falling freely, watching your hair spread away from each other, father mayhew did something, he let out a groan of shear pleasure.
he cupped your jaw relishing in the fact you say before him, veil off and you didn't even fight him about it. "you look so good." father mayhew pushed his lips onto yours, enlightening something in your body were you just couldn't push away. and it was sad, really. you spent practically devoting yourself to staying pure for your future husband, but with charlie in the way, you didn't believe that would stay a true, unless you married him, of course. which that was definitely not happening. has he pulled away from your lips, a satisfying 'pop' filled the room, along with your slightly heavier breathing.
within the blink of the eye, you found your self being pushed up against the wall, right underneath the cross. without a chance to protest, he was bunching up your gown, pulling down your pantyhose before ridding you off your panties and pantyhose, discarding them on the floor. you were pinned in such an uncomfortable position, you let out a grunt, hinting at your discomfort. he rubbed a thumb over your clit impatiently, wanting to just destroy you, but poor thing, he knew you were a sweet thing, saving her self for marriage.
he massaged the bulb in a soothing circle, drawling a soft whimper from your lips, the stimulation was new to you, and it felt good, but you felt oh so sinful while it was happening. you should've said no. but it felt so good. you wanted to say no, but you clearly wanted this. he pushed his lips against yours, "father mayhew—"
his voice cut you off. "call me charlie." he whispered in against your lips, going back to pushing his lips against yours, his tounge swiping across your bottom lip, clearly hinting at what he wanted. you opened your mouth allowing him to enter. he pushed his tongue in your mouth, your tongues 'wrapping' around each other. with how well your tounge moved against his, people think you weren't a virgin.
charlie's thumb pressed against your bud once more, before slowly pushing a finger into your tight hole. you let out a soft whimper, rolling your head against the wall, hitting the cross ever so slightly. "fuck—" you moaned out, feeling his finger move in and out of you, picking up pace as he found it easier to move in and out. he slowly eased another finger into you, your whole body tensing as he did so. you could've burst on the spot.
"go ahead." charlie whispered hoarsely, like all the saliva in his mouth had dried up. "i know you want to." his tounge swiped across his bottom lip, wetting his lips. he slowed his pace as he noticed your body locking up, and as your body did so, you came, on his fingers, the thick white cream coating his fingers with a shiny cover. he brought his fingers to his mouth, using his teeth to eat the come. "it's so sweet, sister." he praised, "you did good."
he tapped open your mouth, sticking a finger in your mouth, "suck." your mouth worked skillfully around his finger, sucking the salty come off it. after cleaning your mess off his finger, his cock was painfully hard. he picked you up off the ground, your legs wrapping around his waist as you wrapped your legs around his hips, whilst keeping you pressed against the wall. he aligned himself to thrust into your tight hole, pushing the tip in.
when he pushed his cock in all the way, slowly easing it in and out of you, knowing it just had to hurt you so bad. you squeezed around him. charlie started to thrust into you, losing sight of what he said he was going to do, doing quite literally the opposite of what he said to himself. "feel so good around me." charlie praised. he slowed down his pace slowly when he felt his balls tighten, but there wasn't any way he was going to come unless you came first.
so, with little care, he sped his pace back up, bottoming you out. when he pulled himself back out, a small ring of blood cover the base of his cock, "cute." he muttered, "but 'm not finished yet." before pushing back in again. he was so happy. he was the one that got to deflower you, and you didn't say yes, but you didn't necessarily reject. your hands went to feel of his back, the fresh lacerations from the whip he used on himself a few days ago. as he moved in and out, occasionally re-bunching up your dress that would slip, he'd run soft circles on your cunt to speed up the process of making you come.
he loved the way he felt around you, the tight virgin. "father." you breathed out, grabbing onto his shoulders tighter for leverage. "'m so close." you said admittedly, your back arching away from the wall, feeling your body become looser as you came around his cock.
"that's my girl," he whispered, "i thought you'd never come." following a suit a few minutes after, he came as well, filling you with his warm, beautiful semen. of course that was when he started to daydream about you birthing his children, about being married happily ever after with you, and two beautiful kids. to be able to touch you without sin, but that was all a daydream. for now, at least.
he pulled out, allowing you away from the wall. he walked over the sink, wiping of the blood from the base of his cock, grabbing the white towel, wrapping it around his waist, watching you pull up your panties, then putting your pantyhose back on. he watched you slide on your high heels, standing up. "i should go fix the uh— review for you." you trotted out his room, quickly heading downstairs as you left charlie with a smile.
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TAGS @mattsdolll. @sematarygirls. @beausling. @pr3ttyf4wn.
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moviesandmania · 9 months ago
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RED LETTERS Reviews and free to watch online on YouTube
‘He shall fear no evil’ Red Letters is a 2019 American horror film about two private investigators whose assignment leads them into the hands of darkness. Neither investigator is prepared for what lays in wait. Also known as Red Letters: Fear No Evil Written, directed and starring Jim Klock (Slayed; 6:66 P.M.; Massacre on Aisle 12), with Brendan Mullins acting as story consultant), the Code 3…
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historical-fashion-polls · 2 months ago
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your blog is great but its a small sliver of the reason why studios will not care about period dress in film. like 9/10 before voting i already can pick which one is leading based on how silhouettes and other things that are consider more goofy to do in modern times. its not your fault and im not upset but i find it interesting even when looking at historical dress we still see it through a lense of modern styles and almost subconsciously probably prefer what looks more familiar. and well when you got hot actresses executives dont want them to actually dress like theyre speeve maxxing in 1896 bc sex sells of something idk
hi there anon,
I've spent most of the morning trying to figure out how to respond to this message, because I genuinely always try to assume that all asks are sent with the best intentions, but to be honest, I'm having a really hard time seeing this as anything but a bad faith reading of the blog
as I've mentioned many times, I run this blog entirely for fun and because people enjoy it. I've always intended it as a place for joy and whimsy where people can play pretend and imagine themselves wearing lovely garments from the past
if you read the notes of the polls and many of the asks that have been sent to the blog, I think you'll find there's actually a great diversity of opinion on garments from every era. many people have mentioned that the blog has even given them a better sense of the trajectory of historical fashion and has helped them improve their skills in dating garments
even if the majority of people almost always do pick the garment that is most resonant with modern sensibilities (which (1) I'm not totally convinced of, and (2) which is rather a subjective judgement anyway), the real goal here is that people have fun and get to enter an imaginative headspace where they can picture themselves wearing the various garments
there is definitely space for a conversation about what historical accuracy actually *means* and where we do and don't see it in media and why that might be the case, but to be honest I have a very hard time seeing how my little for-fun blog has any relevance to or influence over larger cultural tendencies in major media. if anything, people's responses to the polls are an outgrowth of opinions and ideas about historical fashion that are already extant in the cultural space, not something formed independently by the existence of the blog or by the experience of participating in the polls
I'm not sure how else to conclude except to say that I'm sorry that you feel this way about the blog and – at the risk of being too honest – I'm sorry you felt the need to tell me, because this did ruin my day a little 💔
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astral-herald · 2 months ago
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viktor, a messiah inverted.
arcane season 2 spoilers throughout.
I have a plethora of thoughts on Viktor's strictly season 2, act 1 arc so far and I'd like to get them down in writing before act 2 drops. without a clue about how this evolves in future acts, I'd like to unpack the ways in which arcane has painted Viktor not as a simple Christ-figure, but an inverted messianic figure in just 2 tight episodes.
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important note: i'm speaking strictly in terms of literary/film analysis. as you'll see, i'm taking an archetypal angle and won't be evoking any true discussions of faith in this post. i would never want to offend anyone of any religious beliefs, and i hope the secondary source i bring in helps clarify my meaning <3
Lit scholar and professor Robert Detweiler, writing in a very old (1964) but useful article about Christ figures in American literature, defines 3 manifestations of such symbolism: the disguised biblical christ; the christ figure as "mythological archetype;" and the christ figure as a symbol. i'll be using the second definition, the archetype, which he defines as the following:
“He can be the redeemer on the supernatural level who mediates between God and man or the culture-bringer on the natural level who introduces people to a better life " (115).
*In general, when I'm talking about a Christ figure (which I'll then invert in Viktor's case), I mean a fictionalized account of Christ's experiences and teachings, in whatever way they can manifest in the corresponding literature/story.
Arcane is very heavy on archetypes, and this version of a Christ figure is the most divorced from any distinctly biblical iterations that would hinder an analysis like this one. This definition then invokes 2 main questions: who is the God, or the transcendent, in Arcane, and what is the "better life?" I argue the following: the transcendent would refer to the arcane itself, as it's the only larger than life force we have to work with at this point in the series; the "better life" is the healing Viktor is offering shimmer addicts. Culture-bringer makes Viktor into a bestower of the knowledge the he was "granted" from above (time away from Zaun, time spent enduring the Hexcore). His "descent" to the undercity represents a "mission" of spreading that knowledge and healing. All that, combined with a stunningly on the nose visual rework, he's got the full Jesus-Christ-Allegory package.
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But I just don't think it's so black and white!
They've altered an otherwise one-for-one replication of traditional, overdone Christ, messianic allegories into an eerie perversion. I've broken that down into 6 main points...
An Unwilling Resurrection
As Viktor states very obliquely to Jayce, "I was supposed to die." 1x09 all but closes with Viktor telling Jayce to allow him to die by promising to destroy the Hexcore. With his time running out, Viktor resigns himself to his own death; he would even have something of a legacy, as pointed out by Heimerdinger.
But Jayce wrenches him back to life. Whereas a typical Christ figure, in Detweiler's view especially, would have this resurrection spring from a transcendent divine will, Viktor is fighting against said will. He rebukes the life that's been re-thrust upon him. So, while it may be a Christ-like resurrection on the surface, it's far from it in intent and impact.
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A Concealed Crucifixion
Viktor's physical positioning is very similar to that of a figure nailed to a cross, sans the fully outstretched arms, in this full-body shot. Yet, whereas a Christ's figure's demise would most likely be displayed as a testament of that character's sacrifice, Jayce has concealed Viktor. He lets only his most trusted confidant, Mel, witness Viktor. Maybe Cait has seen him, too, based on her conversation with Jayce, but in general he's not been seen by a large audience.
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The Empty Tomb
Christ's departure from the tomb after 3 days is crucial tenet of Christian belief -- Viktor leaving his cocoon/tomb is not joyous, nor is it a sign of transcendent prophecy. If the arcane is the transcendent in this case, Heimerdinger's frequent warnings about its potential for destruction do not promise anything good by its manifestation walking among the common people - a marked difference from a traditional Christ figure. The empty cavern he leaves is but an eerie revision of the stone being moved from the tomb's opening.
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Blind Leading the Blind
Viktor is not on a divine-inspired mission; he's being manipulated to some degree by an entity that has invaded his psyche, taking the form of Sky. He's not piloting himself, nor is there a benevolent transcendent being guiding him toward spreading good will. Viktor is blind, not a teacher, and he leads the blind, the shimmer addicts, further into a darkness over which he has no control (yet! I'm confident he'll be regaining agency soon). Even his eyes, now without their old amber hue, point to the fact that he's not seeing nor living clearly right now.
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Cultists. Not Disciples.
The blind in question are not called to love and learn from Viktor organically. Whether by implication or a plot device to expounded upon later, Viktor very frighteningly draws the shimmer addict (Huck) toward him and forces his power unto him. As far as we can tell now, the result was nothing bad, but the Sump addicts have bent their knees to him out of desperate fear, not benevolence or worship. The mercy he's extended them is inspired by the malevolent arcane, which seems hungry and commanding.
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Enslavement to, Not Embodiment of, the Transcendent
While Viktor has consumed (or been consumed by?) the arcane, he still does not embody it. Despite aligning with Detweiler's "culture-bringer," Viktor can only maintain this for so long. His body is weakened by this episodic healing - he collapses after healing Huck the first time. And in the newly released poster, we can see what appears to be brown rust/rot beginning to corrupt his hand.
If Viktor truly embodied the transcendent, the arcane, it would mesh properly with his person. Instead, he's been enslaved to it. The degree to which it's currently affecting him may be up for debate, but all signs point to Viktor not being totally with us just yet.
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In sum, Viktor has the superficial workings of a typical messianic symbol, but beneath the surface, the writers have made not an anti-Christ, but an upside-down version. If Viktor had malicious intent and spread what was outwardly harmful, especially inspiring that in others, then a new term may be necessary. But the tragedy involved in his story so far is that of attempted healing, attempted redemption, and attempted forgiveness all being corrupted by the transcendent arcane.
I'm very excited to see where they take his arc next. I like to think that this analysis can stand on its own, at least for now!
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w2soneshots · 8 months ago
Text
Ibiza -W2S
words: 1.2k+
warnings: alcohol consumption.
summary: you spend the day on a yacht while your boyfriend and his mates film hide & seek. You deal with his mean drunkenness. Then when you get back to the villa you take care of him.
notes: this is based off of this request!! I think drunk Harry’s hilarious😭. Don’t forget to reblog! Enjoy this extra lone one💓✨
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Liked by gkbarry_, ksi and 561,308 others
y/username: Ibiza 2024!🌴🍹🌺☀️💘
Tagged: @wroetoshaw @behzingagram @faithloisak @taliamar @freyanightingale
-comments-
wroetoshaw: 🔥🔥
faithloisak: you cutie
taliamar: stunning girl🫶🏼
y/nfanpage21: pahaha the second pic😭
user31096420: another iconic sidemen holiday
user91837410: she's so fit
A few days ago we arrived in Ibiza. It was initially just going to be the boys because they were planning a few sidemen videos. But they decided that there hasn't been a proper holiday with everyone for years since, Ethan and Faith had Olive, Me and Harry got married, as well as Simon and Talia so we cleared our schedules and booked tickets.
We're here for a week and plan on doing as much relaxing as we can but the boys still need to film their videos. Today they're filming a hide and seek on a huge yacht. We're all staying in a massive villa that's really close to the sea line. "Morning." Harry yawned. My sleepy face curved into a content smile. "Good morning." I whispered before kissing his soft lips. Harry wrapped his arms around my torso. "Do we have to get up?" He dug his head into my neck. "Yes Haz. The boats booked for eleven." I replied. He groaned.
Eventually I got him up and we began getting ready. I pulled on a bikini that wouldn't give me offensive tan lines, since I'm planning on laying in the sun all day. Then popped on a cute cover up. Once I'd sorted my hair and covered myself in suncream I headed downstairs where everyone was sat eating breakfast. I said "good morning." then grabbed a plate of fresh fruit along with a smoothie.
After breakfast we all collected the last of our things then just as the taxis pulled up we left. Harry helped Ethan get Olives stuff into the boot while I carried the baby for Faith while she clipped in the car seat. It's only a ten minute drive so we were soon being dropped off at the dock. The day before yesterday we spent a few hours on a smaller boat but today (since they're filming a video) the yacht is massive. The crew also flew in yesterday to film this video so they met us here.
We were told not to grab our things from the taxis because the staff on board would get it for us. When we got onto the yacht we were immediately given drinks and a quick toor. The woman brought us up some stairs. "And these are the tanning loungers." Me and the girls looked at each other with a smile. "This is where I'm going to be spending the rest of the day." Talia joked, but she was being fully serious and I felt exactly the same.
The boys wondered off to film the intro for the video and all four of us girls lay down on a lounger, while Olive slept next to Faith in a little travel cot under one of the large umbrellas. I chatted quietly with Talia, Freya started reading her book and Faith soaked up the sun. We could hear the boys screaming, shouting and laughing as they filmed. Vik was the seeker and wasn't doing the best job which was obvious from what we could see from the top deck, but I'm sure that will make the video even funnier.
Once Harry, Ethan and Josh had been found we caught them peering up at us quite a few times. "You all look like creeps you know!" I shouted. The girls laughed from beside me and the boys faces turned a bright shade of red. "You just look too good in that bikini babe!" Harry shouted back sarcastically. I smirked with a shake of my head. Then returned to tanning.
After almost three hours the boys finally finished filming so we had some lunch. As the day went on we jumped into the sea, played mafia and just sat around enjoying each other's company. Everyone began actually drinking as it started to get later. Accept me, Faith, JJ and Tobi because I had had like one or two but really couldn't be arsed with a hangover, Faith needed to look after Olive and JJ and Tobi don't drink.
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I sat next to Harry as he swayed back and forth slightly. "You alright?" I asked. He was clearly very drunk. "What? Oh. Shut up I'm fine." He replied. I raised my eyebrows in disbelief. I looked around the group, all eyes on us. I burst into a fit of laughter. "Alright big man I think it's time you get to bed." I tried to help him stand. "No!" He shouted. I sighed tiredly. "Here. I'll help." Tobi got up from his seat. We decided to all call it a night so left the ship and got taxi's back to the villa.
"Here you go mate." JJ murmured as him and Tobi lay an almost asleep Harry on our bed. "Thanks boys." I smiled as they walked out with a quick "good night." I pulled Harry's clothes off, leaving him in just his boxers. Then I placed a glass of water on his nightstand, along with some paracetamol for his hangover. Thankfully Harry usually isn't physically sick when he has a hangover so there was no need for a bucket. After I took a quick shower I slipped into bed, next to him.
The next morning I got up decently early to make everyone breakfast. Faith was already downstairs since Olive had been awake for quite awhile and she didn't want to wake Ethan up since he was hungover and he woke up early yesterday for Olive. "Good morning you cutie." I greeted Olive in my high pitched baby voice, that seems to just appear whenever I'm around animals or babies. She giggled with the sweetest little smile.
"Morning." Faith also smiled as I sat down next to her on the couch. "So last night Harry seemed to be a little..." "mean." I finished her sentence. "Well yea." She breathed out a laugh. "He's a mean drunk. It really doesn't bother me to be honest. I find it hilarious." I chuckled. "I'm glad, I was a little concerned." "The first time we went out together it was a bit of a shock to the system but over the years I realised that it's just how he reacts to alcohol."
After a good chat with Faith I headed back upstairs to check on Harry. I slowly opened to door to see Harry front down on the bed with his face turned towards the door. I walked towards him and squatted in front of him. "Harry." I whispered as my hand gently stroked his face. He groaned. "Have some paracetamol love." I grabbed the pack from the nightstand. "My head hurts." He slowly opened one of his eyes. I smiled at him "I know. Sit up for me."
He pushed himself up and turned over so he was sitting against the headboard. He took the tablet along with almost the entire glass of water. "Was I mean?" He asked quietly. I laughed "Uhm... I've had much worse." He groaned as he covered his face with his hands. "Sorry." He mumbled. "Don't be. You were completely gone with the fairies." I said sarcastically. He chuckled but then winced, probably from the pounding headache. "Go back to sleep. I'll have breakfast downstairs when you're ready." I quickly pecked his forehead. "You're too good to me." He replied as he returned to his previous position.
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