#fun fact on my FIRST playthrough of the game - before i knew how everything worked - i dated margaret
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my-current-obsession · 1 year ago
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Pros of dating Margaret in RF4 - she's very cute and sweet and all around lovely. She's also the only girl to get a skill exclusive to romancing her, and it is BUSTED. Her healing rainbow wave is the best support move in the game, IMO.
Cons of dating Margaret in RF4 - Unless you get obscenely lucky or choose to save scum a lot, you will NEVER be able to marry her.
#rune factory#rf4#rf4 margaret#to be clear this is a SLIGHT exaggeration. eventually you'll get her FOUR required events. but...#expect it to take so long that there is virtually NOTHING left to do in the game#you can EASILY beat rune prana AND do all the eliza requests before being able to marry margaret#and at that point what is left? trying to gold crown all shipment stuff? that's SO tedious and NOT fun#at that point i can't find the motivation to keep playing and just want to start over#fun fact on my FIRST playthrough of the game - before i knew how everything worked - i dated margaret#i fell in love with her almost instantly and get her 'thoughts lost in the lake' event very early on#we were like 3-4 FP level so it felt like the natural and organic point to switch to calling her Meg#and THEN i got her mini-event right before confessing (successfully! on the first try!) at 7#so not only was i REALLY digging her but the game had given me these lovely coincidences to make it feel RIGHT#it just felt so natural and real to date her and i was so excited to eventually marry her#but then. BUT THEN. literal YEARS passed in game. so many dates. affection WELL PAST 10 hearts.#but her other 3 events eluded me. i got ONE eventually. but my patience ran out.#i didn't necessarily want to be a cheater but i knew the game allowed me to date multiple people with no repercussions#so i started confessing to the other girls. at first just clorica since she was my second fave at the time...#but then xiao pai as well since clorica was NOT biting and i could only take so many platonic just friendsly 'i love you too's#i ended up dating xiao pai 2nd and she was the first person i married. and she's probably my favorite girl now#but i kept a save file where i rejected her because i still held out hope for margaret#in the meantime i decided to go for as much content as possible and aimed to date/marry ALL the girls#and let me tell you - i SUCCEEDED. in ONE file where i initially JUST wanted to marry margaret...#i ended up dating and marrying EVERY OTHER GIRL first. and i STILL never got all the events i needed before finally giving up#i like margaret a lot but marrying her is SUCH a pain. on my recent NEW file i got lucky and got 3 of her events in a single year#so my hopes are up and i chose to date her again. but in my mind and heart i know - i FEAR - her final event will just never proc#anyway take it from me - she's a trap. unless you have the patience of a SAINT you should pursue literally anyone else#thank god none of the dudes cause me similar issues
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blackjackkent · 3 months ago
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Hi there! I’ve been reading your playthroughs and love them a lot! It’s inspired me to want to try smth similar with my game, but I’ve been having a really hard time coming up with a character, as opposed to a generic self insert. Your PCs are so great and distinct, how do you go about creating them?
:O Ahhh, this is such a nice message, thank you! Very touched to hear you've been enjoying my stuff and that it's inspired you as well. c:
Let's see. I think what is most significant about the way I create characters through liveblogging is the idea of focusing on throughlines. In other words, recurring elements carrying through from post to post/event to event. Every time I write about something happening to them, I try to focus on how it can relate back to something else that already happened to them, and how that informs their reaction to the new thing. This helps give them a sense of internal consistency and motivation.
This is particularly significant, I think, with Rakha, since she literally knows nothing besides what she's experienced over the course of the game. So every experience is a step based on what came before it. But even with Hector or my other earlier OCs (or, tbh, even when I'm writing fic about established canon characters), in any given situation I'm always thinking about what makes their response specific to them and not somebody else. What have they gone through, what past reactions have they had, that inform the current moment.
As far as the initial process of creating a jumping off point... I think for the most part I try to combine two simple facts about them to create a unique third thing, and that ends up providing a very personally unique starting point for all the throughline work. (DND with its combination of class and background provides some useful starting points for this out of the box for any new character.)
Examples:
Hector: I knew from the character creator that he was a monk and that he had the Sage background. This gave me a starting point image of a guy whose life consisted of a combination of physical training and intellectual study - which would be a very rigorous life indeed, leading to the combination "third thing" that he didn't really ever leave the monastery and was very new to the adventuring life. This was the jumping off point for all of his early game reactions to things.
Rakha: I knew bc she was Durge she was no thoughts head empty, and in my first post writing her, I had her think very systematically through all the facts of her situation. Taking these two things together made for the "third thing" that she is a very analytical thinker and takes rational interpretation of events to an extreme, which has colored her speech patterns, responses to events, and interactions with other characters.
Caden: I decided in the CC that he was a thief, and the game gave me an initial context of being raised in Candlekeep and being close with Imoen and Gorion. This combined to the "third thing" that he was a good-hearted person who nevertheless did know how to steal things - kind of a goofball who liked pickpocketing and stealing for the fun of it but always gave everything back. This laid groundwork for him turning out to be a generally trusting person often flummoxed by people less generous and more manipulative than himself.
Speaking a little broader and outside the DND context, Elliot Hawke: I knew I wanted him to be a mage, I knew I wanted to play him as more sympathetic to the Templars, and I knew I wanted him to be a red/aggressive Hawke, since my previous DA2 char had been none of those things. So I combined these for the "third thing" (conceptually, not numerically) that he was a somniari, which gave him reason to be scared of his own powers and lash out at the people around him. This informed all of his choices and behavior afterwards.
I sadly can't find the post now but I read someone a while back talking about how you can use this same approach for worldbuiliding as well. (A particular culture of people with only one defining trait is boring. But with two, you combine them to make a third more interesting set of implications about that culture which gives them depth. Etc.)
But yeah, once I've figured out that establishing hook, then I can build on it with every experience they go through. How is their response to that experience colored by the hook/past experiences? How does it fit or contrast with what they've done up to now? How does it add to their store of experiences going forward?
One example off the top of my head, with Rakha: meeting Ethel at the tiefling camp turned out to be a formative experience, because it clashed and contrasted with the established throughline up to that point. Rakha was, as established, very cool and analytical and not emotionally driven, but Ethel was (apparently) kind to her and it woke up an emotional response that was new to her. This made the experience stick out in her mind - and also meant that when she eventually went to Ethel's teahouse, she had a very specific chink in her armor that Ethel could use to convince her to give up her eye. Had she gone straight to the teahouse without the previous combination of experiences, her reaction to Ethel's hag form would have been quite different.
I could probably ramble about this a lot longer (quite entertaining to analyze my own writing like this), but I hope this gives you some ideas to work from and answers your questions to some degree. c: I really appreciate you asking! Cheering you on in your own character creations and would love to hear about what you come up with!
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voicefromthecorner · 3 years ago
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So, after unlocking some stuff on the Social Network, I got handed this little number: Secret Report No. 3.
I found it curious that I was unlocking secret reports already, given that the last game didn’t let you get a single one until after you’d beaten the story at least once. But hey, maybe this time is different, I thought. After all, why would a game give you something massively spoilery before such a time as you’re ready to receive it? Especially when the previous game had that exact foresight? But then, there have been instances like the K1-Beat Social Network thing before, so maybe I should be more cautious.
At this point, if I were wise, I would probably have remembered the distinct advantage I have of sharing my playthrough online with people who know what I’m in for. I would have thought to point out this development and ask what their recommendation is of what I should do. I could even have offered them to vote on it or something. I could have consulted available peers to make a careful decision about this interesting situation.
But I am not wise. In fact, I am quite the opposite sometimes.
So, I’ve read it. In my defence, Square Enix have dished out reports as you go through the game before, like in Kingdom Hearts. Plus, even as I went to read it, I figured even if there’s a risk to it, the game still gave me the opportunity to read it ahead of time. So it seemed worth the experiment to know what the game is already willing to expose me to and to see how that pays off.
Maybe it wasn’t, but either way, I was resolved from the start that this is the only one. If I get any more secret reports before the end of the game, I won’t read them until after I’ve beaten the story.
So screw it! Let’s just dive into this bad boy!
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Welp, there are a couple of cats that just got out of the bag here. Or should I say, CATs? Eh?
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In a sense, I’ve not learned too much new info. This report offers a bit of (fun) commentary on our party that doesn’t say anything too groundbreaking about them. The same goes for the explanation of the latent powers, which gives us some technical jargon and elaboration of the lore on how our party’s unique powers work as well as a reiteration of how our crew was dragged into the UG by the Reaper pins through them, which was established earlier in the story. Plus, the first page ‘reveals‘ that our home team are effectively playing a much bigger game where the fate of Shibuya is at stake, but that’s very out in the open as the exact scenario that we’re dealing with right now.
Hanekoma is outright confirmed to be the writer of the secret reports here and he’s somewhere else for some reason with Joshua, and neither of them can interfere. That’s not too shocking, honestly. I mean, I’ve wondered before about where those two are and what they’re up to while everything falls apart, so it figures that some kind of business is keeping them out of play but still present in some way.
So all that doesn’t break the mold(/mould?) too much and I should be grateful that given there must be at least another 20 reports that likely have much more damning information in them, I didn’t get spoiled too bad by this.
That said, there was one key word that really shattered one of the veils that this game had done well to craft:
“ P R O X Y ”
YEP! We’re a proxy again! For Joshua! Who is chilling out with Hanekoma!
That’s unfortunately big news that I’m now expecting to get from the story at some point. I still trust that there’s tons of twists coming my way that’ll still blow my mind (the names “Neku”, “Tsugumi”, “Coco”, “Rhyme” and “Sho” immediately come to mind) but this is still a beefy one. Sure, I knew now that we were playing for the fate of Shibuya, but apparently that was the plan from the very beginning! And it’s why Rindo is a part of the game to begin with!
It’s not a complete and official confirmation, but I feel like this more or less proves me right in thinking that Swallow is Joshua. Again, not too surprising at this point, but info that got dropped a bit too early.
Having said all that, there are still more questions raised by this that I don’t have answers to at all. Why are Joshua and Hanekoma playing for Shibuya? Who are they playing against? Why can’t they intervene? And if Joshua chose Rindo as his proxy and really is Swallow, then he’s been preparing Rindo for this for 3 years by pretending to be his online friend? I mean, Joshua would totally do that, but that’s some serious dedication.
There’s still a ton to see and this is definitely intriguing, but I do apologise for reading this so soon. It was an impulsive move and I definitely won’t be reading any more until I’ve beaten the game.
But in the meantime, I’m going to enjoy the fact that Rindo’s Replay power is so powerful that the arguably most powerful known character in canon is nervous about Rindo being loose in the UG with it because its power is so volatile that reality as we know it could totally be undone by it. And Joshua is 1000% chuckling away to himself about it while banking on that power going loose in his favour in some way.
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starlightshore · 4 years ago
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Is there any evidence that Chara is an abuse victim? It's a very popular headcanon and I want to understand why
hrm. ok let me preface this with a couple of things: one, i actually answered this same question a couple weeks ago (week ago? time means nothing to me) on AFR but i got triggered by continuous use of the topic and people wouldn’t stop talking after i asked multiple times for us to stop. (no bad blood to anyone involved) this is only relevant because its the same question, and I want to make it clear I am fine with talking about this topic, and I will say if or when it’s stressing me out. I am not against talking about dark themes, and at the moment I am calm and fine.
I want everyone to know that this is a triggering topic and i specifically am susceptible to this and it’s surrounding themes, so please try to read the room I’m creating on this topic and give me the proper space.
i say that all ahead of time because I do not want to get triggered or talk about child abuse/death/suicide at length. this ask is fine. maybe a couple more if it’s brief and not asking me to do further research.
secondly, I want to talk about UT canon real quick. UT, for the most part, relies on text to spell out it’s history and world. characters don’t walk on screen and say: I’m Chara Dreemurr. I was born on September 15th 2003. I’m nonbinary and use they/them.” like no, characters live in the moment and yes their past define them, but they got bigger things to worry about and talk about current things. maybe they’ll refer to past things, but never bluntly.
--putting under read more. discussion of child abuse, self harm, and other ingame dark topics. This is mainly a character analysis
So, either you infer from what’s available or you search the wiki/playthrough/text dumps. The very act of playing no mercy route has lore in itself, if you account for player theory and other factors I’m not getting into here. Anyway, Undertale is a very Deep and loaded game with lots of world building built into every nook and cranny. (just spend 5 minutes on semi-frequent undertale facts if you’re curious to this rabbit hole)
Anyway point being, Chara is the narrator. this is fact. “it’s me, Chara.” They outright say it. I hate when people call it theory when it’s more explicit than most things in game.
anyway, the main flavor text i want to point to is this:
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* "Faded Ribbon" - Armor DF 3 * If you're cuter, monsters  won't hit you as hard. 
So here’s a couple things I want to talk about first. Yes, monsters fight and that is normal.
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* But they will never know  the joy of expressing  themselves through magic.* They'll never get a bullet-   pattern birthday card... 
It’s 10000% likely that Chara dealt with monster fights when alive. And that most likely lead to culture shock and confusion, but with Toriel (lmao, she outright scares off a froggit from Frisk) by their side and being a royal, I highly doubt they were in any danger in that household.
point being, yes, monsters could of hurt them, I would think this mindset is more directed to humanity, rather than monsterkind. You can read it more bluntly that it’s about monsters after all, t does specify monsters here. My counter point is that is to foreshadow how monsters are weaker beings who are more in-tuned with their magic-based bodies and are susceptible to intent, and likewise their magic reflects their own intent.
So yeah, I think it reflects to Chara’s general history and mindset to wanting to appear more tolerable to avoid pain, be it physical abuse or fear of being human. Chara, who calls themself a demon and hated humanity passionately, would be fully aware they are human. When welcomed to a very loving monster family, they didn’t want to ruin the prophetic angelic image they placed on them. They knew with their own imperfect behavior, that they were doomed to fail them.
This can be inferred from how both Toriel and Asgore wear the deltarune (Toriel’s robes, Asgore’s armor makes the wings and their homes in both games have the symbol). Gerson talks about how either the Deltarune Angel (someone who has seen the surface and returned) would either free them or destroy them all. Chara, who the underground believed to be that Angel, was put on this huge pedestal that clearly both parent’s believed in.
We know Toriel represents Integrity,
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* someone who sincerely  likes bad jokes...* has an integrity  you can't say  "no" to. 
(along with being refereed to in the blue color of text)
and by both (points in DR’s direction) and this line from her when allowing Frisk to go past the ruins:
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My expectations... My loneliness... My fear...For you, my child... I will put them aside.
Toriel says expectations first. It’s clearly a huge part of her motivation. I absolutely see how this pressure not only was put on Chara, but Asriel as well. This isn’t a hate letter to Toriel btw, but rather an examination of her parenting that led to the main tragedy of the game. It’s a cautionary tale. Toriel was not prepared for adopting a suicidal preteen.
speaking of which! back to the whole point of this post.
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* I know why (Chara) climbed the mountain.
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*(Chara) hated humanity.* Why they did, they  never talked about  it.* But they felt very strongly about  that.
 Now I want to say that Chara hating humanity enough to run away to kill themself doesn’t strictly mean they were abused, but wow! Chara is seriously mentally ill (and frankly, yes, children can be are suicidal) and I don’t think that level of suffering happens for no reason.
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* The ends of the tools have  been filed down to  make them safer.* Seems like gardening tools.
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* Where are the knives.
The gardening tools in Toriel’s home are dulled and there are no knives in the kitchen. These are actions one takes when their child self harms, this isn’t precautions based in them being literal infants. Chara I imagine was closer to 10/12 age range than Baby. (what baby knows what a tsundere is?)
All these paint a picture of a child who self harms, who violently hates humanity and wanted to kill their (likely) abusers. I’ve also seen someone suggest the fact that FIGHT is your first option in the game in itself reflects how Chara’s first instinct is to Fight first. Both Frisk and Chara are heavily influenced by the player’s actions (both literal and in a parental/guardian like influence) and we see this thru Chara’s outlook changes depending on LV, as well how Frisk feels about violence. (dogfood bag being half full/empty, punching mad dummy in the dump)
Using the themes of the game and backstory/context, we can see how Chara has been taught violence as a viable option. I’d link that more to their pre-underground as Monsterkind as a society preaches mercy and uses bullets not as a murderous tool, but as self expression.
Again, I don’t want to say that just because a child is mentally ill and self harms, doesn’t mean they were abused but I don’t think it’s out of line as a reasoning for it. Yes, sometimes you’re just born with such mental illness, but I choose to interpret the faded ribbon dialogue + their own desire to fight/kill as something taught by example. It fits the themes. It’s more realistic to see Chara as someone who’s been hurt and has learned to hurt in return. (AND that does not mean abuse victims are therefore doomed to become abusers! chara is a child first and thru the pacifist route they’re just as merciful as Frisk! It’s a character arc)
and just to be absolutely clear because I KNOW how tumblr handles nuance sometimes, I am speaking as a former abused and suicidal child. Making that clear that when I say this is how I read the text, it’s not just me speculating on the game’s content but on a real life knowledge of how this shit works. Chara very, very much reads an abused and depressed child who just wanted to fulfill the prophecy for the sake of their family’s freedom.
With almost killing Asgore on accident, Chara realizes that they are an evil human and the only way to free their people is to die violently. (don’t look up buttercup poisoning side effects, it’s bad.) Chara didn’t need to die to escape. They could of killed any of the dreemurrs, but they chose to die horrifically. It’s common for those who are suicidal that they’ll want to die before people see them in a negative light.
also couldn’t really fit this earlier but hell, this is long anyway so I might as well say this here. I think we can also infer Chara’s hatred for humanity grew with learning the history of monsterkind. The books harshly say human souls are different and it’s possible they may not even naturally have compassion and love, or at least, are not required to have it. Humans sealed monsters underground and commited actual genocide against them. (and i don’t use that word lightly. the no mercy route isn’t a genocide, please don’t use that term for that. esp don’t lighten such a heavy and real-word term to a frickin video game route oh my god)
We have this repeating theme of society’s influence on children and how cycles of pain continue. What is “in this world, it’s kill-or-be-killed“ but a statement on society? I’ve discussed before that I think it’s very likely Chara said those words to Asriel as they were being murdered, and how the very system that put Chara into this path was human society that both failed Chara and monsterkind all those years ago. The game’s message is that you must not kill, and you must not be killed in return. That there is a third option, and that even in dire circumstances if you use 7 virtues and are determined enough, you can avoid war and make peace. This isn’t to say self defense is bad, Undyne the Undyning is framed as a hero, and cruel/corrupt rulers should be disposed of (king spade)
this got a little off topic but I thought it was fun to write about. The game’s main theme is built around that phrase, it’s Asriel’s character arc of him learning thru Frisk/Chara/Player that in this world, despite everything, you don’t have to kill or be killed.
TLDR; Chara is implied to hate humanity so strongly they were willing to die horrifically to free monsterkind and fulfill the angel’s prophecy. the game depicts them as a very mentally ill child and with the addition of the faded ribbon text + desire to FIGHT, Chara likely learned this mindset before falling underground. looking at the themes of the game and chara’s backstory, we can infer and take a guess at who they were and what the game is trying to say. Undertale is a good game and has a good moral. That’s my TedTalk
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baodurs · 4 years ago
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i filled out this super cool button character profile by @extraordinarymage for sabrina! thank you for making this, it was a lot of fun to fill out <3 the bulk of it is under a cut and oh boy is it long !!!
Short, Quick Reference
Name: Sabrina Wiseman
Pronouns: She/her
Sexuality: Bisexual
Love Interest: Kent
Main personality trait: Confidence
Secondary personality trait: Morbidity
Relationship with Nick: Full of love, haunted by unaddressed guilt and frustration. But mostly full of love.
Nickname for Nick: Saint Nick (used sparingly)
Resentful or accepting?: Slightly resentful
Main strategy (interpersonal, insightful, innovative?): Insightful
Ethical or expedient?: Expedient
GENERAL
Name: Sabrina Larkspur Wiseman
Nickname(s): Sab, used by anyone; Sabby, only Nick and Sally; and, of course, Button for Nick.
Birthday: I think I made her an October Libra for the purpose of a template I did months ago, but I’m not sure! No concrete birthday yet, I’m always very slow to nail down details like this.
Age: 20
Pronouns: She/her
Sexuality: Bisexual
Hair color + style: Blonde. A little past shoulder length, sometimes wavy. Usually a middle part. For Aeon, tied back in a bun.
Eye color: Blue, entirely because of the section of Frank O’Hara’s “Meditations in an Emergency” that goes, “My eyes are vague blue, like the sky...”
Height: 5′5
Piercings: Multiple in each ear, but a couple have started to close.
Tattoos: None yet! Sab likes the idea of a tattoo but is worried about finding the perfect design, whether she’d end up hating it, that the pain might be greater than she expects and she’ll look like a baby in front of her tattoo artist. I’d like to think she eventually consults Sally and/or Glitch to come up with an idea that she falls in love with, but I haven’t come up with what that would be!
Clothing style: Mostly solid colors, not a lot of patterns. Nothing super bright, but a fairly varied mix of pastels, neutrals, dark colors, black. Partial to denim skirts and sweater tops. Ankle boots. Likes a good turtleneck. She’s bolder when it comes to formal wear, and especially loves suits. Big fan of silk and satin.
Since she has a pretty accurate face claim, I’ll link some gifsets I’ve rb’d for appearance ref if you are so inclined.
STATS
I’m always adjusting minor things and swapping scenes around, but these are from my most recent Sab run! Most scores hover somewhere around these values.
Personality:
Confidence: 53%
Humor: 5%
Morbidity: 22%
Resentful: 57% | Accepting: 43%
Strategy:
Interpersonal: 12%
Insightful: 50%
Innovative: 10%
Ethical: 43% | Expedient: 57%
KEY DECISIONS:
What is Nick’s nickname and why?: Saint Nick, used very rarely. It’s a joking reference to the time she thought Santa was an evil Ment out to ruin Christmas, and a point about Nick overdoing it with the cheer. “Saint Nick” is usually code for “I know you mean well, but please mind your own business.” Otherwise, she just calls him Nick.
What is their favorite type of cookie (and its name and why?): Salted caramel chocolate chip! No special name.
What was their initial reaction to Sally hugging them, as kids?: She just froze. That could just be me projecting adult Sabrina onto her childhood self; I don’t imagine that she was as uncomfortable around strangers or quite as cautious back then. But that’s what I’ll stick with.
How did they ace the ASE test?: The in-game option she takes is “My entire life has revolved around strategic avoidance,” but the one about being just plain smart also sounds like her. If Sab has the chance to thoroughly (over)prepare for something, she will do it. Her mind blindness also has her constantly (over)analyzing situations. So, hard work and relentless anxiety!
Did they manage to win their first assignment? How?: Yes, by having Sally block the door. I’ve headcanoned some slight differences in how it plays out, which I wrote about in-depth here. To summarize, Sab thinks of blocking the door as a desperate last resort, not a clever loophole, and she pushes back against Rosy’s praise because she wishes she could have done it the “real” way. Rosy goes from being impressed to being annoyed that she’s willfully missing the point.
What was the primary emotion Button felt during the Aeon bombing (love, gratitude, etc?): Guilt. She feels very guilty about how much Nick has given up for her in general, but I think that in the moment, it’s on a smaller scale. The fact that Nick was on the phone with her when it happened, coming to her rescue like always, becomes emblematic of their whole relationship for her, and she really fixates on that.
Who drove them home from the hospital from and why?: Glitch. Sab responds to her initial text with “Are you sure?”, and is relieved when Glitch takes that as “Yes, please.” She doesn’t relish the idea of being around someone more connected to her family or Nick at that point.
How do they feel about Nick riding around in their mind?: Worried, at first. Just because it’s so unknown and absolutely insane. After seeing Doctor Amari, she’s excited! Sab is thrilled to be a Pollard Five and intends to take full advantage of it. I am not looking forward to seeing how she reacts when that’s taken away from her.
Why did Button agree to do the undercover mission?: To prove she still deserves to be an MIV. Sabrina feels stupid and reckless for putting herself, Nick, and Aeon in this position, but she knows she’s smart, and she hasn’t worked this hard for nothing. She wants to prove what she could do with a normal Pollard Score and make herself too valuable to give up even when she’s back to Zero.
Told Glitch about your mind blindness?: Depends on the playthrough. I’m constantly going back and forth on whether Sab meets Glitch for coffee or wanders the city with Nick in her second chapter 5 slot (after trying to track down Kent). If she does meet Glitch, though, she absolutely tells her; with how touchy Sab is about privacy, she couldn’t stomach not warning Glitch that Nick could hear everything they said.
Figured out K’s secret?: Nope. She finds enough of the clues to be given the “I knew it!” option in-game, but she didn’t actually put it together. Sab is too angry and embarrassed by learning that Kent is an AMO to find any reason to interrogate it. “The random guy I met before school just happens to be a jerk” is a perfectly sound explanation to her.
Found Noh’s clues?: Not at the metro station. Sometimes she sees the Vengeance brooms in chapter 5 (again, depending on the playthrough), but that’s it.
ROMANTIC RELATIONSHIP:
Love Interest: Kent
Why them?: Sab feels an immediate kinship with Kent after learning about the NPO program. It’s kind of funny how quickly he moves from the least sympathetic position in her eyes (Ment who got past me and read my mind without my knowledge) to the most sympathetic (non-powered child of a prominent family aiming a league above where he “belongs”). A lot of new respect for his competence. Her fate is sealed when she realizes that his kindness at the hospital wasn’t him trying to make up for some wrongdoing, but just him being very sweet. (She had scoffed over “You needed help.” But now she’s like, “Oh. He meant that?! Fuck.”)
As they spend more time together, Sab realizes how weirdly similar they are in other ways, too. And she starts to feel safe/secure around him in a way that she’s extremely not used to. Growing up surrounded by Ments, Sab has a lot of issues about being too much, too difficult, needing to “be worthy” of love. So someone like Kent who is not a Ment, who has no “obligation” to care about her, and whose judgement she trusts implicitly? Being around him and being loved by him mean a lot, and I think will go a long way towards helping her reflect on her other relationships!
What are their first impressions of each other?: Okay, there are like 3 first impressions with Kent. First: he’s tall and handsome and secretly adorable, and they have similar career goals, so she’s drafting a five-month plan to woo him and get his number. Second: he’s a lying, self-obsessed loser who owes her many explanations. Third: oh no, the first impression was true! And he’s been continually, selflessly kind to her in spite of her overt hostility. Scratch the five-month plan, because the crush was only fun when it was entirely superficial; now she really, really likes him and that just sucks.
We know that Button makes a good impression on K by stopping for their dogs, but apart from that... I mean, the “we confused each other” from chapter 7 is very apt. Sab has lots of shifting personas, and Kent sees pretty much every one within 24 hours. The prevailing impression before everything gets cleared up is probably just that she cares a lot? About everything? Her stopping for the dogs, how seriously she takes the first assignment, the way she seems so deeply affected by something he said or did that morning. It’s a rare side of her to meet first because she usually pretends to be above everything.
What feature does your Button find most attractive in their RO (ex. appearance, personality, etc.)?: Probably his composure. And his... steadfastness? The way he seems unruffled by anything, his soothing presence. She really admires that about him and finds the calm contagious.
What do they do to spend time together?: Going on drives together! Kent driving while Sab plays songs she thinks he’ll like, talking or not talking. Cuddling on the couch while reading their own separate books. Museum dates. Walking the dogs together.
Do they argue? How do they handle arguments and disagreements? How do they make up?: I imagine that the first month or so of their relationship would be difficult, just because they’re both bad at expressing themselves and not used to relying on other people. Kent kind of negates a lot of Sab’s impulses to get defensive or hostile, so instead of arguments, I think there are more likely to be awkward periods where she’s just stewing in something without addressing it. Most of their fights would be, like, one of them becoming really distant for a concerning number of days until the other tries to awkwardly check in on them.
What does their future look like?: Uhh some random lore: I think eventually they do get married, despite neither of them caring that much about it. Sabrina would be excited to have something to plan, and she knows it would make the people around her happy. They have a long engagement; there’s never really an “official” proposal, just an acknowledgement that yeah, they’ll get married one day, and then eventually they get rings. The engagement is almost Sab’s favorite part, honestly. She likes planning and showing off her ring and calling Kent her fiancé, a lot of fanfare on her part for a wedding that ends up being very modest and chill.
OTHER RELATIONSHIPS (Feel free to go in depth!)
Relationship with Nick: When I first started developing Sab, I thought that with as difficult/prickly as she can be, her relationship with Nick would be worse than it is. Never bad, but certainly strained, with more jealousy/resentment on her side. However, she rejected this. She is resentful, but never towards Nick—she internalizes the negative parts of their relationship so they manifest as guilt instead. And that’s the problem, not resentment. Sab thinks he’s overprotective, but that doesn’t make her angry; it just makes her sad. She wishes things were different and he didn’t feel so responsible for her, but she also doesn’t know how she could manage without him taking on so many of her burdens. So, guilt! So much love, but always looming guilt.
Having Nick in her head has helped. It’s added a new kind of guilt (“I’m a horrible person for being so giddy that people can’t hear my thoughts even though that requires my brother to be in a coma”), but getting inside Nick’s head for once and really feeling his love for her changes things. Makes her feel way more secure, I guess? It’s easier to see her brother as human person, a friend who loves her, rather than a perfect selfless paragon who sacrificed everything to raise her, which is an important shift.
There are also Things happening with self-presentation in the fact that they’re both models, and flirts, and pretend to be shallow. And the ways that they’ve responded to vastly different expectations. And selflessness versus selfishness. But I have no idea how to talk about that yet.
Relationship with Father: Strained and distant. Sabrina doesn’t necessarily blame him for leaving, but she hates how he’s handled it. She’s incredibly frustrated that John insists on keeping them in this miserable limbo of uncomfortable visits, even though moving away was (to her) a tacit acknowledgement that she and her parents are better off without each other. He’s trying to force a relationship that Sab thinks is ultimately harmful for everyone involved. For Nick’s sake, she’s willing to grin and bear the visits, but it never works because John can obviously tell it’s an act. He pushes her, she gets defensive, and so on to infinity.
Relationship with Mother: Like with John, Sab doesn’t resent Hope for the incident itself, or for leaving afterward. It was terrifying, and the idea of being around Hope makes her panic—but she thinks of that as just another irrational anxiety symptom, and she’s trying to work through it. What she does resent Hope for is letting it get to that point at all. Sab is incredibly bitter that Hope will suffer silently to the point of almost killing her (during the incident) and potentially herself (with the BRS), while Sab has no choice but to be completely open. Especially because they’re so similar in that way—she’s almost jealous. “Oh, so your silence is allowed to almost kill me and it’s ‘nobody’s fault’ but I can’t pretend to enjoy a single lunch with Dad without him calling me out for lying?”
And even though she doesn’t hold the incident itself against her, Sab is very hung up on “Why are you never quiet? Why are you always there?” She knows, on some level, that this was not a Personal Judgement against her. But because Hope keeps so much quiet, this is the only honest expression of her mother’s feelings that she can remember! It would take a lot for Sab to believe that Hope was really, genuinely interested in reconnecting with her, rather than just pretending to love her "enough” this time because to do otherwise would reflect poorly on Hope as a mother.
Relationship with Sally: Besties <3 Sally is the only member of the Wiseman inner circle that Sab doesn’t have complicated feelings about. They both have hidden morbid streaks that they bring out in each other, and can laugh about. They both have competitive streaks that work well together because they’re always on the same team. And their wants/needs from the relationship complement each other well, I think. Sally has always felt valued because she’s useful and not because she’s loved, while Sab has always felt smothered by love/care without feeling like she genuinely adds value to other people’s lives. So it means a lot to both of them that they’re able to help each other practically, while also genuinely loving and supporting each other outside of that.
Relationship with Gray: Full of trust and genuine care, but predicated on distance. Sab loves him a lot for being so careful not to cross any boundaries, physical or emotional, with her. She’s grateful that he’s there for Nick in a way that she doesn’t feel she can be. But "I like Gray because he doesn’t push me and is good to Nick” means that any hand he extend makes her defensive, because she’ll either view him as an emissary of Nick or start to panic because their normal routine is being disrupted (she doesn’t tell him about Hope in ch 3, for example).
They get along very well in a friend-of-a-friend sort of way, and bond over being cautious counterparts to Nick. Also, Sab never had a crush on Gray, but she is not immune to tall superhero and thinks it’s fun to fake flirt with him. (You know Isabela’s “You have pretty eyes” routine from DA2? Sab does that to Gray when conversations steer towards things she’d rather not talk about.)
Relationship with Glitch: I’m really excited about these two! They click from the start, and Sabrina feels immediately comfortable around Glitch, which makes her feel distinctly uncomfortable whenever she catches herself. Externally, they have pretty different personalities, but they’re both perceptive and... socially manipulative? aware of their self-presentation?... in ways that they both pick up on right away. So it’s a lot of conversational maneuvering and trying to figure out what the other’s game is, while also genuinely enjoying each other’s company.
Relationship with Kent/Kenna: I could go truly insane here. See the romance section above instead.
Relationship with Kim: Sab wants him to like her sooooo bad. He’s one of the only people to ever really get through to her, re: my headcanon conversation after the first assignment. Authority figures tend to treat her as special, whether that’s negatively because of her mind blindness or positively because she’s such an overachiever. She had no idea how to respond to that not being the case (and didn’t handle it well at first), but chapter 6 solidifies her respect for him.
It also turns Rosy’s opinion of Sab around; he was impressed by her in class but left his office thinking she was self-absorbed and naive. But the bombing is a reality check, and her response is very measured and practical in a way that surprises him.
Relationship with Lev: She doesn’t mind the comparisons to Nick or the “maybe one day they’ll fix you” comments as much as you might think. They aren’t her favorite, but she prefers that sort of thing to the inspirational platitudes belied by coddling that she got from her family growing up. Sab has fond memories of Lev and is grateful that he’s always been kind to her, but doesn’t have any particular feelings apart from that.
Relationship with Clarence: Holds a grudge against him for causing a scene, making her late, and generally being a jerk. But she can’t fault him for being right, after what happened! Mostly she just wants to avoid him, but she’ll be thrilled to lord her success over him if/when she proves herself.
Relationship with Dean Branham: Like Rosy, another authority figure that Sab desperately wants to impress. But without the personal investment she has in Rosy’s validation, more “Oh, this person is in charge, so I should make her like me!” Despite Nick’s and Rosy’s reservations, Sabrina doesn’t really have a problem with being “strongarmed” or manipulated into cooperating; for now, she figures Branham was just doing her job and respects her tactics.
Relationship/attitude towards Ments in general: Mostly just uncomfortable and wary around them. Sab doesn’t want her mind read, and she figures that no Ment wants to be forced to read it either. So she has a pretty strict “no Ments” rule for close personal relationships (excluding Nick, Sally, and Gray, of course. But only Nick really counts because he’s the only one who can hear her thoughts whenever she’s nearby). Not out of hatred or resentment, just because she knows it will be easier for everyone in the long run.
Do they have any other important relationships, past or present? (Relatives, friends, etc.?): Not many, but yes! Sab dated around a lot in the 2 years before Aeon (more like year and a half, because she completely shut it down once she was more focused on preparing for the MIV program), but there are 2 relationships that were formative/important for her. A high school sweetheart, and someone Sab met through modeling. She doesn’t keep up with her high school ex, but the model is her best friend outside of Sally and Nick, and they still keep in touch! I’m still developing them/the relationships, and I’ll probably post more about them someday. They’re fun!
PERSONAL BIO
Describe their personality: Confusing and contradictory. She has two main modes that confuse people who meet both (e.g., Kent). She’s either cold, stuck-up, and sometimes hostile, OR she’s charming, frivolous, and sometimes flirty. Mode 1 is tense but stoic and inexpressive; mode 2 is seemingly relaxed but very posed and insincere. Mode 1 is for when she feels uncertain or has no agenda apart from “get to point B”; mode 2 is for when she’s more comfortable or trying to manipulate someone. Her actual personality is a bit closer to the second, but she doesn’t pretend not take things seriously or hide when she’s annoyed.
Strengths: Analytical, methodical, detail-oriented. Very driven and hardworking. May not always act like it, but does have social skills/charisma; a great liar, if you can’t read her mind. Unfailingly loyal and loving to her favorite people, so so so warm and affectionate and supportive if she really loves you. Very perceptive.
Weaknesses: Way too proud. Can be petty and vindictive. Self-absorbed (she doesn’t mean anything by it, but it’s hard for her to see past herself sometimes). Stubborn, hates being wrong. And... emotional isn’t the word, but strong negative emotions can really cloud her judgement. It ties into her being proud, petty, and stubborn; if she’s really upset about something, she can cling to that emotion instead of re-evaluating it or moving forward.
Phobias: From this ask about the phobias that are planned to show up in-game, there are a few that I could see fitting Sab, but I want to wait to see how they’re implemented before I fully commit. Which is very metagame-y, I know (and I am very metagame-y about IF), but “fear of X” is so broad that it really does depend on when/how it manifests in the text.
That being said, agoraphobia is almost a lock; crowds do make Sab very anxious if she can’t keep track of everyone within a certain distance, and if she can’t leave when she starts feeling antsy. Claustrophobia is a maybe. The choice that triggers it (in chapter 4, about hating MRI machines) suits Sab, but I’m not sure if she hates MRI machines because she hates tight spaces, or if it’s more related to her general anxiety about hospitals, medical tests, etc. Which she definitely has!
What activities/club did they do in school?: She avoided anything group-oriented as far as possible. She took piano (maybe violin?) lessons and did recitals, but wasn’t in orchestra. The one exception was maybe National Honor Society or some equivalent, which she would have joined for her resume’s sake. And I think she would have tutored!
Where do they escape to when they need space?: A little used library corner, where she can people watch without being seen/heard.
How do they feel about/cope with their mind blindness?: Sab hates it but tries not to dwell on it. She knows that it’s no one’s fault, and she mainly just tries to... minimize it? Drown out her thoughts, limit her contact with Ments. And, least healthily, very rigidly managing herself. Because there’s so much of her that exists outside of herself, without her control, she tries to either filter or completely suppress everything else. Part of why she got into modeling, she can perform and be perfect and have total control over the final product of her body in the photographs for whatever campaign. Some Day This Will Be Better. But definitely not where she is in current canon.
How has your Button changed since the Incident with Hope?: Developed many new anxieties and disorders and syndromes :) She also became way more self-conscious, as in literally conscious of and way more tightly monitoring herself, what she’s thinking, what she’s expressing, how she’s sitting, etc. Less emotive face, more rigid posture.
If they weren’t an Aeon student, what would they be doing?: Sab would have beaten herself up forever if she “proved everyone right” by avoiding Unity/Ments entirely, so she’d want to stay in the family business somehow. She probably would have ended up doing scientific research on mental agility. Maybe even working for Mirrortech or some other biotech company, which I imagine would have been an interesting conversation to have with the family.
RANDOM FACTS:
Zodiac sign: Like I said, I assigned her Libra months ago for the sake of a template. But I don’t know enough about astrology to commit. Libra or Leo, probably.
Hobbies: Music, reading poetry, “cooking” (i.e., sitting on the counter and not helping while Nick makes dinner)
Likes: Watching other people (Nick) play video games, dressing up, taking long showers/baths, dark chocolate with caramel, back hugs
Dislikes: Being patronized, hot weather, going to the doctor, driving, doing anything she is not good at
Type of bedsheets: Bamboo.
Drink of choice: Cucumber mint lemonade! For hot drinks, some kind of caramel coffee. For alcohol, she refuses to get drunk because she’s terrified of having even less control of her mental broadcast, but at home/around people she trusts she’ll have a glass or two of wine. Doesn’t know enough to be picky, but doesn’t like it too sweet.
Favorite food: Probably some pasta dish Nick makes with asparagus and tomatoes and a lot of garlic.
Favorite color: Like a light turquoise!
Favorite music: Music to her was another mind-shielding tactic before anything else, so she tends to like upbeat-ish electronic/pop stuff. Catchy and repetitive, and/or with lots of personality to drown out her own thoughts. On the other end of the spectrum, she does have a soft spot for crackly, lo-fi, old or old-sounding slow songs—something about fuzzy recordings simulating a weak telepathic signal.
Favorite season: Hmm, spring and autumn are both good. She likes either side of winter.
Anything else you’d like to share: My heart and a long, fulfilling marriage, with anyone who reads all this 💍
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kareofbears · 4 years ago
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persona 5 strikers thoughts and feelings
This is going to be a long post. Like, the type of post you’d only really have time to read when you’re trying to sleep but you’re not ready to be unconscious yet so you’re just looking for something to do to spend your time with minimal effort. 
So in 2018, a masterpiece was born into the world: Into the Spider-verse was released and it was amazing—it’s honestly the best spiderman movie we have without a doubt, and it’ll be very far into the future before Spider-verse is beaten as the best spiderman movie. Them’s the facts. Then in 2019, Spider-man: Far From Home was dropped. It’s a great movie! Great characters, great continuation of who these characters are and works fantastic as a continuation of a story. It’s really hard trying to take the torch of a previous movie (or in Marvel’s case, juggling twenty something movies) and come up with a new movie that both works on its own, as well as being the next step in this series of films. Thus, with that idea in mind, I think it’s kind of unfair to judge into the spiderverse and far from home, because these are two movies with two completely different objectives in mind. 
Okay, so this is still a persona 5 strikers post, I promise, but the idea is the same: Persona 5 could basically do whatever it wanted—new story, new characters, new everything, and it’s just plain old awesome. However, Persona 5 strikers did not have that sort of freedom. It was bound to the original game, and it had its own rules and stuff it had to keep intact, characters they had to work with, and on top of that, it had to justify its existence as a sequel (lets pretend money doesnt exist lmfao). 
SO, the big question is: did it do that? Did it justify its existence? 
And my answer: holy fuck did it ever do that
I came into this game knowing the extreme bare minimum. I knew there was someone named Sophia, and i knew there was roadtrip, and i knew there were Personas. That’s my knowledge of it before i played it on the Switch.  I should also clarify like, early on, that i was not expecting anything from this game. At all. I was the world’s biggest cynic of this game—if you scroll down my p5s tag far enough, youll just see me complaining about a game that hasn’t even come out yet. I was fully expecting to have this be a Waifu show, and any male character that isn’t Akira to just be shoved aside like some kind of nerd in a high school hallway, and i have never been more pleased to be wrong. In fact, i actually owe it an apology, because of how fucking rude i was for no reason!!! Because this game deserves everything to be honest. 
Persona 5 strikers is, frankly, insane. Insane in the sense that it got to pull shit off that just would never have existed in the original game, because the original game is scared. It had to be as impressive as possible and garner as much attention as possible. Strikers does not have that problem—every single person who bought that game does not need to be convinced that persona 5 is a good game. They already played it. That means Atlus can just fuck around and have a good time, and man did they have a good time. There’s still scenes that still shock me if i think about it too hard, because i’m used to atlus having to follow this sort of rule set when it comes to persona 5 (or any of the main games im assuming, but i havent played them.) And on top of that, there’s still shit that’s Atlus Trademarked Branded in a good way. The style of story of story telling, and revealing the mystery that is so integral to what p5 is, is still there. 
So, to make this even a little bit comprehensible, i will make a list! 
First of all, What is this game?
In short, this game is an OVA of an anime. It’s bonus side content that has one thing in mind: to showcase these lovable characters more by putting them in fun situations. That’s it, and it is just phenomenal. That was the main point of, i’d say, like forty hours of the game. It’s just fun times with fun characters. 
But to get deeper of what i think is happening, or what they were thinking during the development, is that this is a second opportunity. Persona 5 (as we all know) had a lot of problems, and we were not quiet about those problems. We yelled it all out, made posts, made complaints on every social media platform ever. And Atlus heard all of them, and Strikers is a way to mitigate those mistakes. Aside from being a fun OVA, Strikers also works to be a deeper exploration of these characters—more specifically, the characters that did not receive much in the original game. Creating this sequel is having the ability to redo what they felt (or to be more specific, we felt) in the original game while adding new ones. I will get to that in a second.  
The format of the game 
Absolutely brilliant to throw them on a road trip. P5V already forced us to experience Shibuya for 200+ hours, and im so glad that they didn’t do that again. Going from town to town, making us experience these new places alongside our favorite characters is so good, and it just makes sense. It’s fun, it’s lighthearted, and it’s actually shockingly good. But one thing i do want to talk about early on is the way the story unfolds and the villains that they use, and what they do with it because it’s very interesting. 
So as we explore japan and stuff, we encounter jails, and with those jails comes an antagonist. This antagonist works to be a parallel to one of our characters. That character will find it in their hearts to feel bad for the antagonist, because the antagonist could have been them had the original game not happen. At first I thought all of the thieves were gonna get an antagonist, and i was really hyped for the ryuji one. And then came to hour forty of the game where i realized “yeah that’s not gonna happen. There’s just not enough time.” And i was right, and the game ended. But i am not salty at all, honestly, because the people who got a direct antagonist were: Ann, Yusuke, and Haru. (we wont count zen and sophie). 
Is there a trend??? Yes. these are all characters in the original game that have received the worst treatment by atlus. The three of them are basically cast aside the minute they finished their original arc, and its horrible! BUT that’s why this is the path that atlus chose for them—to give them more depth, and screentime, and a way to show their inner self. That isn’t to say that the ones who aren’t those three (makoto, futaba, mona, akira, ryuji) didn’t get anything. Futaba still has her thing at the end with ichinose, and she was very prevalent and animated during the rest of the game. Mona and Akira have to be a focal points, that’s just the nature of the game. The other two though, I will talk about in depth in a second.  
Makoto
Y’all i poke fun at shumako fans sometimes cause its kind of easy and fun, but i honestly love makoto. In my very first playthrough of p5 (my first ever jrpg game, first persona game, i had no idea what i was doing), i had only maxed out two characters: ryuji and makoto. And i know she had a lot of screentime and love in the original game which is great, but i truly felt like she was dissed in this game. Her only roles were
A driver
Someone to tell them “we don’t have a choice. Let’s keep going and see where this takes us.” (seriously, if you replay this game, you will see how much she does this)
Idk, i just wish she had more to do, especially compared to how much love they gave the other characters. 
But let’s talk about some of the new characters! 
Zenkichi
Damn you atlus. Damn you and your insistence at bringing in cop characters. I was fully on board with hating zenkichi, i was fucking ready for it. I was convinced that there was nothing they could do convince to like zenkichi. I was immune to their copaganda. 
And then i ended up loving him, which makes me sad a little bit. I didn’t realize how desperate i was to have an adult who has a persona. Someone who wants the world to change just as much as they do, while still having that aspect of them that makes them adult. Like??? As someone who is technically an adult, its a breath of fresh air. An adult. Who fights. For justice. Using a persona. And god i love akane so much, and her obsession with the thieves (that scene is probably in my top ten fave scenes of the game). Also what i loved about zenkichi is that he fucking hates the cops!! He hates the system of the cops!! And thats why i actually really started to love him!! Because i thought it was atlus saying that the systematic problem of the police cannot be solved by one person, and zenkichi threw away his badge. I actually cried at that part!! 
But then he became a cop again, and i was just :/ but as a character, i really love him to bits and would love to do a study on him, or at least use him as an outside pov. But! i absolutely love his persona, since im a les miserables fan hehe
Sophia 
she’s probably my favorite new aspect of the game. I was ready to not like her—again, i just suck like that, lmfao—and when i saw her, i was scared that she was just another waifu. I mean, she was very cute after all. But then as the game went on, i thought she was a little too cute. And even further into the game, i finally slapped myself in the face and realized oh my god shes not a waifu. Shes a sister. 
That blew my mind, im ngl to you. A female character that isn’t supposed to be romanced? By jove, what a miracle! 
And she…is an amazing character. Im sorry, i just love her so much. I love her so much that she  probably ranks as my fifth or sixth favorite character which is surprising even to me. Everything about her is delightful and invigorating. She’s funny??? Her comedic timing is amazing, and she has such chemistry with the rest of the team. She’s actually useful to the plot, and while her character design is a little too on the nose for me in terms of cuteness (i mean, good god she’s wearing oversized sweater to show how cute and tiny she is, and her hair has literal hearts in it), she is absolutely lovable. 
But what i actually really wanna gush about for a second is sophia at the last stage of the game. You get the idea, i dont really like to get excited over things, so at this point i figured that there was nothing this game could do to shock me. 
And then sophia had a persona awakening. 
Like. holy fuck did i yell. I didnt realize what was happening until the music had already kicked in. and its just so fucking smart!!! Sophia??? The ai?? With no heart?? gOT A PERSONA???? AWAKENING??? BECAUSE SHE LEARNED WHAT THE HEART IS AND THE PASSION THAT YOU NEED IN ORDER TO GET A PERSONA??? I started crying honestly, because it was just so smart. And looking back on it now, its obvious!! Of course it would lead to this, it only made sense that the culmination of her character arc leads to her getting a persona, nothing else would have been as good. Also, her voice actor is just amazing?? When she was talking to ichinose at the end, i actually got incredibly emotional because of the line reads. Its just so spot on and it really captures the essence of sophia.
Muah. five stars Atlus. You got me. 
Ryuji <3!!!!
Oh man. Oh boy. Okay. so where do i start. 
Yall know i love him. Hes probably my favorite fictional male character of all time, and he is the one i was the absolute most cynical about in this game. I was expecting literally nothing. Nothing. Like. nothing. I thought he was just gonna keep being used as a joke, or a gag, and he’s gonna be super horny all the time for the other girls and it was gonna make me mad and there was gonna be some insane homophobic/queerphobic jokes in every other scene and i know i was being unfair, but i cant help it. 
And then i played the first two hours of the game, and i cried the entire time. Because ryuji has never been better than he is in this game. Its crazy. 
The ryuji in persona 5 strikers is who ryuji should have been/how he should have been treated this entire time. From the actual funny jokes (for example, the gold bar joke + his reaction to it in the beginning of the game), defending his female friends instead of being the one people need to defend from (natsume arc), and the fact that he was the one to be there with morgana and akira in the very beginning of the game. Its such a small thing that they didnt even need to do, but it was such an integral part of the original game for me, that i just was convinced that nothing like this was going to happen. But then it happened. Its just small stuff like that that could have been overlooked but it wasn’t because this game? Persona 5 strikers? Fucking loves ryuji. 
The actual respect they gave this boy is insane and i wasn't ready for it. Like, they gave the shujin trio lunch, they gave the little charm of the katana when they were in natsume’s jail, and, in my opinion this is the second-best thing that they could have given ryuji is sophia. Ryuji and sophia are the pinnacle of a brother & sister bonding relationship in the game that isn’t akira & futaba. And its really prevalent too?? Small stuff from the beginning of the game (pulling her out of a jail, calling her shorty), but then you have the iconic “shut the fuck up” scene, and that scene was so well characterized and written and voice acted, that somehow him saying “fuck” was the least exciting part of that scene to me. Ryuji is an older brother to her, like its undoubtable, and its only further cemented at the end of the game where Ryuji helps out ichinose because he knows how much sophia cares about her. This game. Love ryuji. And i love. This game. 
You know what else i love? Akiryu. 
Guys. i was fully prepared to starve in terms of akiryu. But theres just. So much of it. I wont get too deep into it, because i think this aspect of the game for me still needs marinate a little bit. Like, what was that last shot when EMMA died and Ryuji walked to approach Akira so they could relish in their victory together?? And the smile from both of them??? What the fuck. That was amazing. Also Joker being saved by Ryuji when he was about to fall from the cliff to save sophia??? WHAT. The LEADER AND HIS RIGHT HAND MAN? WHAT. anyway. If theres anything i want to keep for myself in my own brain, its the akiryu aspect of this game, so i wont talk too much about that part of things (instead, itll probably manifest in fic lmfaooo). 
Sure, there’s tidbits of stuff i dont like that they gave ryuji: sexualizing ann in that one cut scene and making him touch the jails even though it hurts, and i recognize those and frown at them, but for the most part, i am blown away with how they treated him.
Basically, Ryuji has never been better. From the opening of the game with him being the first text message and the one to sling his arm around akira, to the very last cut scene where it was ryuji wordlessly leaving because he’s so confident that they would never be separated for long, this game adores Ryuji and i am so so happy to say that.
The Royal aspect of things
Yeah, i had to talk about this, but itll be a short thing i just wanted to point out. Because the last part of this game...is persona 5 royal. Which is curious. Like taking reality and giving that power to someone else so you dont have to experience suffering anymore? And even like, the final section just looked a lot like the top half of maruki’s palace?? And whats even crazier is that we had a boss fight with sophia, just like how we had a boss fight with sumire? Royal and Strikers have like, the same thesis statement. It’s kind of uncanny.It’s interesting, it’s like atlus came up with these two ideas, and then just decided they liked both of them so much that they just did it twice. I don’t mind though—actually, in terms of how the last Palace/Jails go, i probably like them both about equally. 
Though i did love the final battle in this one more than i did in royal. Splitting into teams?? Thats cool as fuck, and really innovative and i didnt see it coming. It also kicked my ass. A lot. 
Now for the last stretch: the small stuff!
The music — bomb as fuck. In my heart, Daredevil is ranked the same as Rivers. Axe to grind is also amazing, but Daredevil owns me
Akechi — i really debated whether or not to talk about him, but i figured a bullet point should be enough. Im really shocked that he wasnt in this at all. Like not even a name drop. If this is an OVA, and the point of the game is to please the fans, and akechi is arguably the fan favorite character, i was really ready for something. But there was nothing, except for the pancake hallway if that even counts as a reference. Thats it. Thats all i wanted to say about him.
The humour — FUCKING HILARIOUS im convinced that in my fifty hour playtime, five of that is dedicated to me laughing and unable to continue the game 
Akira — so much personality! His lines of dialogue are crazy sometimes (like. Whats up with him saying Ryuji has ‘nice abs’ when they were in bath? Im crazy and even i dont know what the fuck that could mean) 
Battle system — oh my god i almost forgot to talk about this. I love it! I kind of miss the turn based aspect just because i found it very comforting for some reason, but this hack and slash style of gameplay is so invigorating because i do feel like it justifies shit like the baton pass and huge attacks.  This battle system fully encompases how the Phantom Thieves are supposed to fight, you know what i mean?
Anyway, thats my thoughts on strikers. Loved it. Amazing. 9.3/10, wouldve been higher but Konoe’s Jail almost bored me to death. Also im a monster and i didnt do any requests that isn’t a fun one, teehee. As if i play persona 5 for the persona aspect of things.
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fatesdeepdive · 3 years ago
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Entry 39: Count How Many Sand is Here Sophie
Paralogue 5: A Bold Approach
Silas’s daughter, Sophie, is thrown off of her horse, which precedes to run out of the Deeprealm. Sophie runs into a bandit named Nichol, who is extorting a villager for toll money. She attempts to charge into battle, but her horse runs the wrong way.
Two things must be noted about Sophie. First off, I’m disappointed I didn’t pair up Silas with Felicia in this playthrough, because Sophie is very similar to Felicia. Secondly, I have a confession. I completely forgot Sophie existed. I mean, I knew Silas had a daughter, but everything about her design, personality, and abilities was forgotten in the five years I didn’t play this game.
This battle sees the party defending six villagers from a hoard of bandits. There’s a nice chokepoint at a river island, which would be a good place to defend the villagers, except they all ran through my troops and committed suicide. Half of them ran straight into the boss’s range before I captured him. I do not feel any guilt over their deaths. By the way, Nichol is capturable. He’s an edgelord Malig Knight who actually has pretty good bases.
When Silas runs into Sophie, he asks her what she’s doing in whatever country we’re currently in. Sophie mumbles about not wanting to tell the embarrassing truth, then lies about having left the Deeprealm to save people. Silas says he’s proud of her and the two Cavaliers charge into battle together. After the battle, Silas explains to Sophie that her horse will only obey her when she’s confident. He also says that he gave her a dickhole horse to make her tougher or whatever. Silas praises Sophie and she joins the group. Then her horse eats her hair.
Sophie
Silas’s clumsy but optimistic daughter. Her design is mostly fine, but the weird crown thing, gravity-defying hair, and the way she holds her lance make her just look off. Her personal skill, Mischievous, lowers enemy defense and...creates costume failures. Enemies being naked doesn’t affect gameplay and it isn’t noticeable for players like me who have animations turned off, but it’s interesting I guess. I actually like Sophie from her Paralogue, she’s cute and klutzy but also genuinely heroic. I also like that her horse has a name, something rare in Fire Emblem that I always enjoy.
Support: Corrin/Sophie
C: Sophie accidentally runs Corrin over with her horse. Feeling guilty, she decides to count sand grains.
B: Sophie tries to practice sword fighting with Corrin and accidentally destroys the entire camp.
A: Corrin praises Sophie for never giving up and being optimistic.
Review: A simple, but fun, Support conversation.
Support: Moron/Sophie
C: Avel attempts to eat some corn. Wait, I misread that. Avel attempts to eat Corrin. Sophie cries over her inability to control her horse.
B: Avel continues to be horrible, kicking old women and eating all of a peasant family's food. Corrin tells Sophie to treat Avel with kindness.
A: Sophie successfully manages to control Avel. Briefly.
S: Corrin proposes. Avel eats the ring.
Review: Avel, this destructive violent horse, is a great source of comedy that helps make this a really fun Support line.
Support: Silas/Sophie
C: Sophie feels that she will never be a good knight because she can't control her horse. Silas tells her she'll get better if she keeps working at it.
B: Silas says that it's amazing how much Sophie has grown in the few weeks it's been since she was born. He says he wishes he could have watched Sophie grow up.
A: Sophie improves in battle and the two of them discuss Sophie eventually surpassing Silas.
Review: There is some decent drama in this one, but overall it feels a bit clunky. A lot of the effectiveness of Supports comes not from the content but from how it is written out, which is hard to describe concisely. Trust me, this one was just okay.
Support: Sophie/Mother
C: Sophie picks her mother some flowers. Flowers that her mother planted a few minutes earlier.
B: Sophie accidentally throws an apple at an elderly woman's head. Her mother reassures her that everyone makes mistakes.
A: Sophie's optimism inspires the army, even after she feeds all their food to the horses.
Review: Sophie is fine in this, but the fact that it’s a rewritable Support makes her mother very flat and passive.
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pastel-odette · 4 years ago
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Tart
Pairing: Shukita
Rating: General Audiences
Summary: Akira tries baking for Yusuke
Notes: I am in the middle of my Persona 5 Royal playthrough (I started writing this before I got the game) so there may be some inaccuracies. This is basically me trying to get back into writing. Not beta read.
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The plan was simple: surprise Yusuke with a blackberry tart.
He had all the ingredients. Flour, eggs, sugar, heavy cream, butter, blackberries, etc. etc., all sat upon the counter ready to be made into a sweet treat for his boyfriend to enjoy. Morgana was gone too. Futaba had recently splurged on expensive cat supplies since her recent programming project had paid so well, and despite Morgana’s insistence that he was not a cat, and did not need to be treated as such, he still went over to her house at the first opportunity.
It had been a while since Akira had last made a tart. When he still lived with his parents, back when they didn’t see him as a failure delinquent, his mother would bake all the time. Most likely still does. It was her job, and her hobby as well. Little Akira would love to help her around the kitchen and share what they made all around the neighborhood. He had not baked since he came to Tokyo, not even after the Metaverse disappeared and the Phantom Thieves officially disbanded.
Then, a few days ago, while the couple were out shopping, they passed a bakery, Yusuke muttered about wanting to try more sweets. ‘I could probably make something just as good,’ Akira thought to himself. Then he realized that nothing was stopping him. He had recently come to terms with the fact that his parents were terrible people deep down, so why not reclaim a fun activity he used to enjoy so much, and give his boyfriend something nice in the process?
He pressed the crust into the edges of the tin, placing tin foil on top and filling it with rice so that the pastry didn’t puff up too much, and placed it in the oven. Yusuke wouldn’t be home for a while, his work was being displayed at an exhibit and he was asked to attend, so Akira didn’t have to worry about time.
Yusuke had made quite the name for himself in the two years since they had met. His time in the Phantom Thieves had given him enough inspiration to last a lifetime, then his relationship with Akira gave certain pieces the softness and tangible reality of human connection that more people resonated with. Akira led a more civilian life at Leblanc after Sojiro decided to retire, some customers the same as when he first came and new faces he enjoyed getting to know, and he had never felt more whole.
He tossed the ingredients for the filling together and thought about how grateful he was to have all of this.
Once the tart was out of the oven and left on the counter to cool, the telltale jingle of keys sounded at the front door before it swung open.
“I’m home,” Yusuke called as he bent down to remove his shoes. Akira put the last dish in the drying rack before shaking off his hands. “Welcome back.”
“What is that scrumptious smell? Did you cook something?” Yusuke asked before leaning down and planting a kiss on his partner’s lips.
“Baked, actually. It’s a blackberry tart.”
“Oh my! I wasn’t aware you indulged in such a hobby. May I try some?”
The two of them sat down, the tart split between them. Akira watched as Yusuke took a bite, the latter closing his eyes and humming before a soft smile came to his face.
“Simply exquisite. It is the perfect balance of sweet and sour that creates a delightful and stimulating experience. Where did this come from, though? I had thought you incapable of baking since you had taken desserts off the menu at Leblanc.
“Well,” Akira looked down and started to fiddle with his slice, “it’s kinda complicated, you know? I baked with my mom a whole lot, so after my parents kicked me out anything to do with them became sort of like a bad memory. I don’t know. It’s stupid. But if it’s for your sake, then I don’t really mind.”
“I see… I am glad you have recovered enough from your past to do this.”
Akira began to bake a lot more for Yusuke after that. It started slowly, about once every month, until it became once every two weeks, then a few times a week. He changed the menu at Leblanc too, and people became more attracted to the sweet smell. They always ended up becoming regulars because of the curry and coffee, though.
It was a part of his recovery Akira had no idea he needed. Something so small and meaningless that he didn’t really miss all that much became so much more after everything he had gone through. Everyone around him always seemed a little happier while eating his confections, and he was happy to make them. Yusuke was always the first to try a new recipe, and would always help him clean up afterwards. It was because of him that he started up this hobby again, and it was because of his support that he was able to continue doing it. Who knew a simple act of service could amount to so much?
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originalcontent · 4 years ago
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Well. Forgot to make our final pathologic post, because we did it, we finished the game. We just played all the remaining days at once. Not going to go super hard on the plot details bc if you know them then you know them, all I can say is holy shiiiiiiit this was such a good story/mystery/choice/everything.
First order of business: casualties.
All the children except Grace survived. When we had five panaceas, we chose Sticky, Murky, Khan, Notkin, and Capella, and we weren't able to find any more shmowders until it was too late. Taya was lucky and Grace wasn't. I feel kinda bad but also I don't know what more we could have done. God all of the kids and their final conversations when they all think they're going to die, they're so sad and sweet and I love them all so much.
The thing I'm SUPER bummed about is that Stakh, Lara, and Bad Grief all died. Like we did everything we could for all of them, but I'm still sad about it. One regret from this game is that I think we should have spent more time with them. I should have tried to make things right with them. I was so focused on the kids, and I don't regret that, but also I kept putting other things before them as well and I should have tried harder.
The other casualties were Big Vlad, Maria Kaina, Eva Yan, and Anna Angel, who was apparently a character but I think we literally never spoke with her in our playthrough. And Aglaya, although I don't know how we could have saved her either. Everyone else survived. I don't know the typical death toll for this game, but we did better than I was expecting us to, all things considered.
Oh wait, Nara's also dead. That wasn't an incredibly disturbing scene or anything. Like I'm getting ahead of myself a bit but jesus the kinfolk terrify me sometimes. My sister mentioned that it's probably a very different game if we commit super hard to exploring their plotline, and she's probably right. That whole sequence though... the blood, the hearts... it's a lot. I'm not going into detail bc if you've played the game then you already know what's down there, but hhhhhhhhhhhhhhhh.
I feel like replaying this game knowing everything would put a LOT of earlier conversations into new context.
Still! That was the only place we death spiraled this time! Death spiral escaped! That's probably due in no small part to the presence of the soldiers. Like yes they're terrible and them burning people alive is terrifying, but also we discovered the strategy that every time we were attacked by someone we could just have them chase us past a soldier who would protect us. We still had to sneak around a lot but overall it meant we had a lot fewer fights.
The polyhedron was gorgeous. We probably wasted a lot of time visiting it, but it was wonderful. I wanted to go back when all the kids were there but they didn't let us. Super into the earth/sky dichotomy of Notkin's and Khan's gangs.
Block was sure something. When I first met him he was meeting with my three [living :(] best friends but none of them would talk to me. Anyway. When he arrives everyone's saying they loved him, then later on we accidentally walk into the most obvious coup ever, and then the next day he's back in charge like nothing happened. And then on the last day there's this massive violent internal conflict? Plus the whole thing with him and Aglaya (weren't they working together in the prologue?) and plus they keep giving us heart attacks saying they're going to level the town and then changing their minds. Thank god for Changeling who was apparently the single persuasive voice in saving everyone? I guess? We've had our ups and downs but honestly she was waaaaaaay more reliable than Daniil at the end.
I told her I'd help her cure a patient in the hospital, but I didn't have any panacea or shmowder so in the end I couldn't, but afterwards I was glad I hadn't helped her. I already felt terrible I didn't have enough living blood for all the children when they were all spontaneously infected, and it would have been so much worse if I had been able to help another but I'd wasted it on a random person earlier.
... Is Aglaya in love with Artemy? Or are they just two agents who recognize said agency in one another? Everyone spent all game hyping her up as some sort of monster but she was my friend and she listened to me. And she died trying to save everyone I guess.
The kids...just. All of them. Notkin and Capella both told us to let them die but to make sure Khan was okay. Murky saying she'd loved Artemy since the first time she saw him. God everything they said and did I love them. I can't imagine playing this game as either of the other characters because I can't imagine going through this town and not carrying deeply about all the kids like this.
So I think...I think I made my choice long before I actually made the choice itself, you know? There was only ever going to be one choice.
Day 11 was the first and only day when I knew exactly what I had to do. I mean I guess it was in the stage directions and everything. Thank you dear Fellow Traveler for feeding us the night before--did you know we'd never visited the dead item shop until the last night? Probably would have made finding food and medicine a lot easier. But anyway, when the day began I didn't quite understand the significance of the stage directions because the Haruspex looking for couriers did not sound like the dramatic climax to the story that I knew this day was supposed to be. Still, I looked for the couriers.
I think I visited the three locations in the order I was supposed to. Seeing Daniil like that with his gun and bloody hands, sitting in a room of corpses...hearing him ramble...oh man I was so conflicted, this whole game I'd thought that even though I teased him, I would always ultimately back his plays because I trusted him and I knew that ultimately he wanted to help people too. Hearing him tell me what he wanted me to do then at the end of everything...he honestly scared me a bit.
The Changeling and I seemed much more on the same page at the end of everything. Being in the middle of a field with armed soldiers closing in from all sides was kind of terrifying though. I didn't stay to witness what she did with them. She’s okay though, she’s alive.
Wild goose chase for the final courier eventually took me to the bar where I met an injured bandit and was able to actually perform a surgery for the first time in the entire fucking game. I really enjoyed that because I'm supposed to be a fucking surgeon.
Meeting my understudy fucking killed me. I cannot BELIEVE that the final courier who was carrying the only file that could save the whole town was canonically murdered by the understudy of the protagonist. How the hell is that a real plot point, do you have any idea how much I adore that, that is more meta than literally anything else that has happened in this whole game. I fucking died. I definitely have been playing this game as Artemy rather than as Actor, and I think that made the whole scene even funnier. His whole thing about taking a new direction with the character, the whole "you're getting paid for this??", the fact that Artemy was so offended by literally every aspect of his existence that we didn't even know what to criticize. At the end I was like "yeah I'm definitely going to kill this guy" but we're nice people and we let him surrender. His inventory consisted of a rusty scalpel, a hazelnut, and a single piece of twyre, which was the most incredible parody of Artemy's inventory that I can imagine and killed me all over again.
The kin folk all met with me and begged me not to let them die. Maybe things could have been different, but again, I knew my choice and deep down I always knew what we were going to choose at the end. When you start the game, day one, there are two things that are immediately striking about the town. One, it's full of living folklore, and two, it's full of children, and those are the two things that make the town special and wonderful. When you look back on it all, there was only ever one way this could all end.
The dead courier (murdered by my own fucking understudy rather than an actual character, still dying) was a dramatic sight. It's lucky I had to sleep then or I probably wouldn't have found him.
After I made my choice, the disease tried to murder me. It infected literally every district I moved through, manifesting in every single passageway. I just chugged my tinctures and moved as well as I could, because fuck you disease, you are nothing to me. Obviously at that point nothing really could stop me. I considered saving in the cathedral, but what would be the point?
Day 12 was so bright and peaceful and nice. I could just walk around for once with no fear of getting lost or hungry or running out of time. I'm still really sad my childhood friends weren't alive to share it with me, but I enjoyed talking to everyone. My favorite little end conversations were Taya and Notkin for sheer adorable factor, Yulia so Artemy could say he wanted her to be the one to tell his story and to make it as undramatic as possible (fuck you Mark), Daniil because it was super cute and I’m glad that after it all things are okay between us and I got to make fun of him for trying to talk in my language, and Andrey and Peter because literally nothing made me feel better about my choice to destroy the polyhedron than listening to them complain about it.
And then the theater, where I talked to everyone who'd died and to Mark Immortell. He told me he'd need to try again with a different protagonist (gee I wonder who he could be referring to, such a shame we'll never know) and that I could go into the back and take off my mask now. I considered it for a bit, but it didn't feel right, so I decided that I was Artemy and I went back outside.
This game was wonderful. It was beautiful. It has such a fundamental understanding of what theater is and what makes something theatrical (lose me with your cinematic games, theater and cinema are completely different things and the former is impossibly beautiful but is also almost impossible to recreate when not in person). It's worldbuilding was immaculate, and for all the stress it caused I'm really happy for it.
I say this every time, but I love Artemy so fucking much. Give me a character who is a monster and a healer and who is full of anger but also so much love, and then just have him adopt 7+ children why don't you. He is so wonderful and good and interesting and I am in love with him.
(Edit: And then like a month later, just now, we went back to our last save and threw the documents in the trash so we could play through the other ending. I think the diurnal ending is definitely the better one, although it was nice to see the polyhedron again and to talk to all the game developers. <3 Also the goodbyes to Daniil and Notkin were super sad in that one, I did what Daniil wanted, he won’t even stay? This is so sad.)
Well that's our pathologic playthrough. We know there's a lot we missed and we may return to the game at some point. (Looked up a plot summary afterwards and there’s just so much else. Must save my childhood friends next time.) Game is very good though. It's been wild. Marbles sometime in the next few days. :)
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oumakokichi · 4 years ago
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fave dr ships and why?? :0
Hmm, that’s a pretty fun question! There are so many fun character interactions in each game that there’s a lot of ships I really like, so I’ll try to briefly just touch on some of my favorites in each game!
There aren’t really any spoilers in my reply, but I’m going to include a read-more anyway because even trying to keep it brief, there were a lot of ships to cover, so it still got pretty long.
In dr1, I honestly really love naegiri. Naegi gets a lot of flack for “not being interesting enough” or “not bringing anything to the table,” but I think he worked really well as the protagonist for the first installment of the series, and I absolutely think he and Kirigiri have a lot of great chemistry. Kirigiri and Naegi’s relationship is all about finding a balance between doubt and belief, and both of them really help each other grow as people. I think their dynamic is at its best in the first game, since Kirigiri gets so much time to shine and really feels more like the deuteragonist of the series than anyone else. Plus watching Naegi try to learn how to read her stoic façade when she’s really quite emotional under the  surface is so much fun.
I’m also a huge fan of aoisakura. I love everything about their interaction, and chapter 4 of dr1 is still one of the best in the whole series in my opinion. Both of them care so much about each other even from early on, and Aoi’s anger at how the others treat Sakura or talk about her like she’s hardly even a person comes across as so legitimate. It’s such a great and largely underrated ship, so I always love to see it.
I also have to say that I like kirizono quite a lot! They don’t have much in the way of interaction in canon, considering how early Maizono dies, but it’s one of those ships where I’m much more interested in the overall potential. Kirigiri seems to have a very good grasp of what Maizono was actually like as a person and what she might have been thinking in her final moments. While she uncovers the truth of the events of chapter 1, she doesn’t see Maizono as irredeemable for tricking Naegi, but merely as someone who was scared and who ultimately couldn’t go through with her own plan. She knew that Maizono was trying to help Naegi in her own way by leaving him a dying message, and I would have loved to see a detective-and-assistant duo with Kirigiri and Maizono in some alternate universe.
Other ships from dr1 that I enjoy even if I’m not super invested in them from an analysis standpoint are celesgiri (how could I not ship the original liar and detective), naekusaba (DR IF really sold me on this one), ishimondo (all around a solid, great ship), and naegami (honestly I just think the idea of Kirigiri and Togami both dating Naegi but barely tolerating each other as friends is really funny).
Sdr2 is probably the game where I wound up the least invested in shipping, but there are still a few that I like!
Hinanami isn’t quite as appealing to me as naegiri, mostly due to Nanami being used twice for Hinata’s character development, but they have some really cute moments that I do enjoy a lot, and I really love any interaction between the two of them as gamer friends. Nanami is so much more mischievous than most people give her credit for; I still can’t help remembering when I replayed sdr2 a year or two ago and got to the part with her threatening to poke Hinata’s eyes out during an investigation, and I nearly lost my shit because I didn’t remember it at all from previous playthroughs.
I’m not quite as invested in komahina as I thought I would be when I first got into DR, but I definitely don’t mind it either! I think Komaeda’s feelings for Hinata are pretty textual and undeniable; lines like “I’m in love with the hope that’s sleeping inside you” are impossible, in my opinion, to handwave as “just a friend thing,” and Megumi Ogata has all but stated outright that her character song for Komaeda is specifically about Hinata.
Of course, I definitely think Komaeda would need to work on a lot of his internalized ideas about talent and self-worth, and that he and Hinata would have to start as friends first before carrying their relationship into anything romantic, but if their really cute interation in ndrv3’s talent development plan is anything to go off of, I think Hinata definitely does want to help Komaeda value himself more and wants to be friends with him.
As for other ships that I enjoy more casually, I like twobuki (if that’s even what people are still calling Twogami/Impostor and Ibuki as a ship), sondam (all of Sonia’s nerding out about Gundam’s chuunibyou interests is honestly super adorable), nanamiki (I feel like Nanami and Mikan could honestly have a cute dynamic if Mikan weren’t under Junko’s influence), and… I actually have no idea for this ship name, but Impostor/Hinata is really sweet. This is more related to dr3, but one of the few things I did come out feeling positively about was Impostor/Mitarai, despite everything else about how the story turned out.
Finally, there’s ndrv3! There’s quite a lot of ships I really love here, so it’s actually a little hard to narrow it down.
I hardly think I need to mention saiouma at this point, since it’s the ship I talk about the most on this blog, but it’s still my favorite ship from pretty much anything ever. I love their dynamic so much: the way they both embody the themes of “truth” and “lies” within the game respectively, the way they constantly want to know more about each other while being afraid to open up or trust each other completely, and the fact that they so perfectly manage to capture the chase of the “phantom thief vs. detective” trope to the point that it was even lampshaded in Ouma’s love hotel... all of these things just make it so much fun.
It’s another ship where I just love thinking about the potential, whether in an AU where Ouma might have lived or else where the killing game never took place at all. I honestly really love ships that deal with a lot of slow-burn and both characters thinking their affections are unrequited when it turns out they’re actually both just idiots with a bad case of pining. I also really love the fact that, in my opinion, it’s a ship where Saihara would have to really take the initiative in the end—otherwise, Ouma is just going to keep trying to run away every time he drops an “I love you,” or “you’re my favorite.”
I also really, really love himiten. It’s a ship that gets a lot more flack than it deserves, in my opinion, and it’s sad to see that it’s a little underappreciated these days. There are flaws and problems within the ship, of course, but these are things that are actually addressed within the game itself. Himiko’s apathy and disregard towards Tenko’s feelings is called out pretty bluntly in the later parts of chapter 3, and she winds up mourning Tenko’s death and taking her last advice to heart more than anyone else.
Meanwhile, while Tenko certainly meant well and always had Himiko’s best interests at heart, it’s true that she came across as somewhat condescending sometimes (albeit unintentionally) by treating Himiko like a cute animal instead of a person.  I think that she understood Himiko’s feelings a lot better by chapter 3, which is why she prioritized trying to let Himiko talk to Angie one more time despite her own misgivings about Angie. Tenko grew a lot more as a character than a lot of people give her credit for, and I would have loved to see any post-game scenario where Himiko and Tenko could’ve finally started a relationship on equal footing outside of the game.
I actually have two entire ships for Miu that I am equally fond of. Both kiiruma and irumatsu are really great in my opinion, in totally different ways. The sheer chaotic potential of kiiruma gets overlooked a lot of times, I think, but both of them are complete disasters. They have so much fun together and it really shows, both in canon and in the talent development plan as well. Kiibo is so wonderful and I love him so much, because you’d think he’d be the voice of reason as a “cold, logical robot”—but honestly, he’s just as messed-up and over the top as Miu. I mean, he did photograph her poop on what turned out to be a live audience national broadcast and he didn’t see anything wrong with this.
Kiibo is one of the few characters who vocally talks about missing Miu after her death in chapter 4, and he repeatedly tells her how much he appreciates her maintenance work on him both in canon and in one of their talent development scenes. In one such scene, he even mentions wanting to continue their ongoing relationship after they graduate, which I think is surprisingly sweet and adorable for the two of them. Honestly, Miu is about as wild as a DR character ever gets, and I love the idea of her and Kiibo just having fun with each other.
Meanwhile, Kaede and Miu’s dynamic is a lot more back-and-forth. Kaede spends a good part of her FTEs absolutely frustrated and fed up with Miu, but also decidedly worried for her well-being and wondering how she might get her to be more of a team player. She’s not afraid to put her foot down when Miu crosses the line, but she’s also one of the few people who’s ever been willing to stand by Miu and encourage her or actually be her friend in spite of how awful Miu is at interacting with others.
Even in the talent development plan, Kaede’s often seen together with Miu a lot, which I think is super cute and confirms that even at Hope’s Peak, she’d still be trying to make sure Miu had a friend around. And she was able to tell that, despite what a disaster Miu’s idea with the Christmas lights was, it was Miu’s own way of trying to add to the festivities and do something nice for other people. All in all, it’s one of my favorite wlw DR ships, and I really love when fanworks capture just how shy or flustered Miu got around Kaede sometimes.
Of course, I like momoharu a lot as well! It’s one of the ships that has grown on me quite a bit in my absence, mostly just because despite all of Momota’s flaws, he really does want Maki to love herself first and foremost. Maki’s own feelings for Momota are so important to her character growth and really represent her feeling as though she’s finally made a choice for the first time in her life, and it’s really heartwarming to see. Also, any ship where the girl could lift a guy up with one arm without breaking a sweat is a pretty good ship in my opinion.
As for other ndrv3 ships that I enjoy a lot, there’s saihoshi (Hoshi is extremely underrated as a character, and I adore how sweet his FTEs and salmon mode with Saihara were; it’s also another ship where I feel Saihara would have to really take the initiative to make Hoshi fully open up, which I like), amamatsu (Kaede and Amami had a lot of really funny, great interaction in chapter 1 and some fun banter in their FTEs, so I would’ve loved to see more of it), and harumatsu/kaemaki (again, they have a lot of potential and it would have been extremely interesting to see them interact more).
I also like saiibo, not so much in the way that most people ship it (their love hotel is cute, don’t get me wrong!), but mostly because Kiibo’s FTEs are the funniest set of FTEs in the whole game in my opinion, and the twist where they were both looking down on each other without the other one knowing just made my jaw drop before I started laughing my ass off. They’re almost as much of a disaster together as Kiibo and Miu are, and I think the humor in their dynamic sometimes gets overlooked.
There are even more ships that I like, and I could keep going on and on, but I should probably leave things off here. Character interactions are so much fun in DR, both because of the genuine growth and character development from a lot of the cast, but also because so many of them are so whacky and borderline cartoonish that it’s just really fun imagining further interactions between them. Thank you for the fun ask, anon!
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tumbling-odyssey · 4 years ago
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Games I played in 2020
Just felt like getting my thoughts out on all the games I played this year. I’ve been wanting to do something like this for years but I always let it pass me by. Well not this year! Fuck you laziness! 
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I played the first half in 2019 but finished it in 2020 so I guess I'll count it. DQ11 was my intro to Dragon Quest and what a good starting point. I'm not exaggerating when I say this is one of the best traditional JRPGs on the market. Characters, story, combat, it all clicks in just the right way to make a flawless game... until the end credits roll that is. 
I have no idea what happened with the post game but by god does it dive off a cliff. It undermines everything you worked to do in the main plot. The characters act brain dead and it shamelessly reuses events from the main game. Please pick up and play DQ11 but for the love of god just stop when the credits roll.
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Doom is a game I knew I'd like. The heavy metal ascetic and soundtrack were right up my alley, but I just never found the time. With Eternal on the way though and having found it on the cheap at a pawn shop I figured there was no time like the present. Needless to say but I was right. I loved everything about this game. The thrill of combat, the screech of the guitars, and the silent take no shit attitude of Doomguy. Make no mistake though, I SUCK at this game. I played on easy but still got my ass handed to me on the regular. But I don't care, I was having way to much fun.
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I flipped my shit when this game got leaked at the tail end of 2019. Zero 3 is my all time favourite game. To celebrate this getting announced I went and 100% Zero 3 as I hadn't done it on my current cart, and Zero 3 was still the first thing I played when I got this collection! I love that game to death and I’m glad to have it on modern consoles again. As I was under a bit of time crunch with other games releasing soon I only played 2 other games in the collection Zero 4 and ZX Advent. Until the DS collection those and 3 were the only Zero/ZX games I had so I have a lot of nostalgia for them. 
Zero 4 hold ups better then I remember. Not as good as 3 but a damn solid game with tweaks I honestly wish hit the series before its end. I remember having issues with the stage design and ya it’s not perfect, but it’s far from as bad as I thought. For ZXA this was the first time I beat the game on normal difficulty. For some reason the ZX games have always given me more trouble than the Zero games, so finally beating one on normal was very exciting. Maybe I can now finally go and beat ZX for the first time...
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The Mystery Dungeon series rising from the depth to punch all those unexpecting in the face was a very welcome surprise. I had a lot of hype going into this one as I have very fond memories of my time with Red Rescue Team and even more with Explorers of Darkness. And the game lived up to it! The remastered music is great and crazy nostalgic, the 3D models are well used and don't feel as stiff as they do in the core series, and the QOL changes are near perfect... So why did I drop this game like a rock once I finished the main quest? 
Anyone familiar with Mystery Dungeon will know that the post game is the real meat of it. The story is short and all the really cool shit comes in after it's done. But I just couldn't bring myself to put more time in after I finished said story mode. I'm definitely chocking that up to me just not being in the mood then an issue with the game. Here's hoping we get an Explorers DX sometime soon. That will fucking hook me for all it's got.
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Second verse same as the first. I loved this game and sucked at it horribly. Out of all the games I've played this year Doom Eternal is the one I want to go back to the most. I was not the hugest fan of some of the changes made and retained a stance that I liked 2016 better. First person platforming has never been a fun experience in my opinion and Eternal did little to change that. And I know this a lukewarm take at best but fuck Marauders!. They are so unfun to fight and ruin the pace. The Marauder in the last mook wave took me so long I was worried I wouldn’t be able to finish the game. But the more I've seen of Eternal after my playthrough makes me think I was being far to harsh. I haven't played the DLC yet either. Mostly cuss I haven't heard great things about it. Gonna wait for the rest of it to come out to see if it's worth getting. Might just replay to whole game at that point to see if it clicks with me better.
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This was my second favourite game of the year, and was going to take the top slot until a certain other game came out. Addressing the elephant in room right away, I hated the ending. But I was expecting something like that, I think we all were. I won't let the ending ruin the rest of the game though. Not gonna let 1 segment colour everything that came before it. We have to see how the later parts play out to truly see if this ending was trash or not anyway. 
It took Square over a decade but they finally got an action RPG battle system that works and feels good to play. This may be my favourite battle system in an RPG period honestly. All four characters are a blast and it only gets better the more time you spend with it. Figuring out the nuances of each character’s skills and how to combine them not only with the skills of the others but how to enhance them with the right Materia set. This makes fights thrilling and satisfying when you finally best whatever was giving you trouble. Tis was the best way to bring 7′s mechanics into the modern landscape while also fixing the BIGGEST issue the OG had. The fact every character feels the same aside from Limit Breaks. 
All this on top of graphics that just look fucking stunning, a few glitched out doors aside. Fuck I still feel blown away looking at the characters models (mostly Tifa) and see how god damn pretty everyone is. Also Tifa’s Chinese dress is gift from the Gods and I still haven’t picked my jaw up from the floor after I first saw it.
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In my circle of the internet there was a lot of hype for this game. So much so that I ended up buying it to see what all the hubbub was about. I had never played a Streets of Rage game before and my only experience with beat'em ups was playing a LOT of Scott Pilgrim and last year's River City Girls. Turns out Streets of Rage plays quite a bit different and it kicked my ass! So sadly I had to switch to easy to make it through but I still had a fun time with it. 
I started playing mostly as Blaze but once Adam hit the scene oooooh fucking boy. I didn’t play anyone else. There's a deceptive amount of content in this game. You can unlock almost every character from the previous games and all of them rocking their original sprites and moves. If I had more of a connection with this series I'm sure I would have gone nuts on unlocking everything. I stopped after my one playthrough and I was happy with that. Always glad to support a long overdue franchise revival.
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To properly talk about P5R I think I need to air a lot of my feelings on the original game and the importance it has to me. You see, prior to 2017 I barely played games, only sticking to specific franchises. AKA Pokemon and Mega Man/Mega Man like games. Until 2016 though I still bought a lot of games. Eating up Steam sales and deals I found at pawn shops. This lead to a Steam library and shelf filled with games I've never touched outside of maybe an hour or 2. So in 2016 when I took interest in the newly released Kirby Planet Robobot I made a deal with myself. I could get the game but I HAD to beat it.  And I did just that, gaining not just a new fav Kirby game but a new rule for game purchases. If I knew I wouldn't beat a game I was not aloud to buy it. Now what does ANY of this have to do with P5 you may ask? Well... almost everything.
 I was immediately interested in P5 when it hit the west in 2017. I loved the 20 or so hours I but into P3 years ago and really liked the P4 anime I had watched around the same time. So of course with all the hype around it I wanted to dive into the series full force with P5. But I knew myself. Putting over 100 hours into a game was beyond me and I had a weird relationship with home console games as I was predominately a handheld gamer. Add in the fact I didn't even have a PS4 and I was convinced P5 would be something I always wanted to play, but never would. So when I went to the mall with a few friends and they showed me that P5 had a PS3 version, I had a dilemma on my hands. I knew I wanted to play it and I now had a way to do so. But doing that would require me to change 2 HUGE hang ups I had with games. Would I being willing to waste 60 bucks with so much working against me? Apparently I was. I immediately started going to town on this game. Making sure I spent no less then 2 hours a day playing NO MATTER WHAT. Which may not seem like a lot but it was to me... at the time.. I also had just moved to my current house, so coming home from my still relatively new job and going straight into P5 was the first real routine I formed during this heavily transitional part of my life. 
I of course ended up loving P5 and put 200 hours into it. As such my outlook on gaming was forever changed. Console games were no longer out of reach and I knew I could handle playing monster length game. I started playing way more games then I ever did before and trying out generas I never thought I would play. P5 is the main reason for this and why I'm able to make a post like this. To actually touch on Royal though? It's unarguably the better version of the game and Atlus learned all the right lessons from P4G. The new characters are great and the added section at the end is possibly the best shit Atlus has ever written. I only wish Yoshizawa joined the party sooner so I could play as her more. 
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The release of this really came out of nowhere huh? Wayforward announced it was being made mid way through 2019, then there was its weird half release on the Apple store... and then suddenly it was out! Very little fanfare for this one. Is that indicative of the games quality? Luckily no. Seven Sirens is a solid addition to the series and follows up Half Genies Hero nicely. The game goes back to Shantae's Metroidvania roots and makes a TON of improvements. 
Transformations are now instant instead of having to dance for them (don't worry dancing is still in the game) making the game feel more like Pirates Curse in its fast flow. They also added the Monster Cards which take heavy inspiration from Aria of Sorrow's Soul system. A feature I'm happy to see in any Metroidvania since Aria is one of my all time favourite games. Sadly though the game does not take the best advantage of these improvements. 
Over all the game feels kinda empty. The dungeons aren't super exciting to explore nor are they challenging in any way. And the plot is very repetitive, with each dungeon repeating the same beats. Really this game feels more like set up for a better game down the line. The mechanics are all here and Wayforward has a solid art style with the sprites from Half Genie Hero. Hopefully they capitalizes on this for Shantae 6 and we get the best game in the series.
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While it may not have been the most thrilling game, Seven Sirens really put me into a Shantae mood. So much so that I went back to play the 2 games in the series I had never touched. This being the first game and Risky's Revenge. Shantae 1 really is a hidden gem in my opinion. Don't get me wrong, it's the definition of jank, but there's a lot of heart to this game. The sprites are great, the soundtrack is good, and the characters are funny... but it's still on the OG Gameboy and that's a massive hindrance for any game. I'm hard pressed to recommend this with how poorly its aged but I think it's better then it looks. 
Risky's Revenge on the other hand was a game that shocked me by how little it had to offer. I know this game went through a hellish development and what we got was far from what Wayforward planned to make, but it's hard to imagine a world where this was the technical BEST Shantae game. It's not a bad game by any stretch... just a boring one.
For the record my ranking of the games goes Pirates Curse>Half Genie Hero>Seven Sirens>Original>Risky’s Revenge
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Sword and Shield are mediocre games at best. I know, real steaming hot take there. I managed to make my Sword playthrough a lot more fun by not spoiling myself on the new Pokemon designs for the first time since Gen 3. Either way, I enjoyed myself enough that I didn't mind playing more of it with these DLC campaigns. Plus I love the idea of Game Freak switching over to this method as apposed to making a third version, so I wanted to support it. 
Klara is a fucking top tier Poke Girl both in design and personality and is probably the highlight of Isle of Armour. GF actually went out of their way to give her multiple expressions to sell her toxic bitch personality and I love every minute of it. She sadly drifts into the background for the second half of the DLC’s story which hurts an already rough section even more. Not more then having to grind Kubfuu all the way to fucking level 70 though! That put a serious hamper on my motivation to finish the story but I pushed through anyway. Having to solo the tower with Kubfuu was at least a fun challenge though, as was the final fight with Mustard. Fuck the Diglett hunt though. Ain’t no one got time for that.
Crown Tundra may be my fav of the 2 though even if there isn't a character as good as Klara in it. The hunt for the legendaries was just pure adventure and I had a fucking blast doing it. The joy I felt when I figured out Registeel’s puzzle put a smile on my face unlike any Pokemon game since I was a kid. The whole Regi stuff was honestly a nice Nostalgia trip to my times with Emerald. The story around Calyrex was enjoyable, even if I still hate its design. Not revealing the horses before release was a good call to as it gave an honest surprise. Having to chase down the Galar forme Birds in the overworld is a great way to evolve the roaming legendaries idea and I hope GF sticks to this. Plus the Galar forme birds are some of the best legendary designs since Gen 5 and I love Chocodos way to fucking much. 
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Here we are folks, my GotY. I love Panzer Paladin so fucking much. A combination of mechanics from Mega Man, Castlevania, and Blaster Master? Sign me the fuck up! This game is tailored made for me and I knew I had to play it once it started making the rounds on social media. I'll admit though, I was a bit worried when the the first full trailer dropped and showed the weapon mechanics. Breakable weapons that you have to sacrifice for checkpoints and power ups? I'm not sure about that.... Luckily I was being a complete moron and those mechanics are near perfect. 
I love the set up of each boss being a mythological creature from different cultures. They didn’t just pull the easy ones either. A lot of these things I learned of for the first time here. I love how Grit controls. Using the upward stab as a double jump and being able to pogo off enemies Shovel Knight style just felt great and satisfying. Flame was limited but it made her sections feel tense. She does more damage then you think she could at first glance. Also the only way to heal Grit being to use pods that only Flame could access was a cool idea. 
I am begging you Tribute Games, you have to make more Panzer Paladin games. Slap some new upgrades on Grit and expand what Flame can do and you have an even better sequel  on your hands. Also maybe not have so many 'gotcha' moments with enemy placement. That's really my only complaint about the game. Great music, great sprites, giant robots, unique premise, and a reference to Canadian legends. The ultimate self indulgent game for me.
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It felt super out of left field for Curse of the Moon to be getting a sequel. The games fucking amazing but it was really just a tie in for the main Bloodstained product. Not something I expect to get a continuation. Either way I was pumped. If this was even half as good as the original then I was in for a great time. Which held true... cuss this legitimately is only half as good as Curse of the Moon. I still like the game, quite a lot actually. I mean how could I not with a fucking Corgi piloting a Death Train Mech. 
Something was just missing here that never made this click like the first game. Maybe it was the stage design, maybe the bosses, maybe the fact that it's a bit to long. I'm not sure. All I know is I couldn't bring myself to play all the modes like I did in the original. . Stopping part way in to the one where you can get the first games characters. I want to go back some day... I just don’t know when someday is.
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This was an announcement I never saw coming. A Gundam Verses game coming to the west? That hasn't happened in the entire time I've been a Gundam fan. I had played a bit of Full Boost on my old roommates PS3 thanks to him having a Japanese account and I played Force on the Vita a few years ago. But to have the latest version fully translated with open servers? Holy hell that's a dream come true. 
Having the open betas every weekend leading up to launch was some much needed fun during this shit hole year. I had a lot of fun just fucking around with different suits and seeing what I could do with 'em. Absolutely trashing two Bael players as the Kapool is a memory I'll keep with me for a long time. Fucking danced on their graves. This gave me some new appreciation for suits like the Baund Doc and Hambrabi, the later becoming a lowkey fav as it was my main.
I've fallen off with the game in the last few months but I definitely want to go back. I hope to start learning the game and take parts in tourneys when cons aren’t death sentences anymore.
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It felt like everything in my life was SCREAMING at me to start the Yakuza series. From 2 of my friends playing 0 recently, a youtuber I following live tweeting as he played through the WHOLE series back-to-back, and Yakuza 2 having a run at AGDQ 2020. Plus the constant pleas to play this series you get from following Little Kuriboh on Twitter. I finally broke and picked up 0 in the middle of August. Boooooooooy howdy did I not know what I was getting in to. And no I don't mean the content. I knew Yakuza was a series of wildly conflicting tones between the main story and side quests. What I mean is the length. I legit thought this was gonna be a 20-30 hour game. When i reached hour 30 of my playthrough and realized I wasn't even close to a conclusion, I think I knew I had bitten off more then I was planning. That misstep aside I ended up loving this game and want to play the rest of the series.... I just need to rest up first before I dive into Kiwami 1.
 Let's actually talk about the game for a moment here. Kiryu and Majima quickly clicked as likeable characters to me and I cared about their stories. Combat is fun and the multiple styles are all great.... though both the default styles take a while to get there. The mad rush I felt at the end was fantastic and the last bosses are a joy to fight. Only real complaint is the pacing of the side stories. I loved being able to just stumble into various different events while on route to the next plot objective. But this became less common as the game went on and side stories started getting more tucked away. Also hot take here, the host club mingame is more tedious then fun and I like Kiryu’s business stuff as I could do that in the background. I’m excited to dive into Kiwami and probably Kiwami 2 this year... Though I’m not sure when just yet.
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Just gonna say it flat out, I think this is better the the 2018 game. The smaller scale helps in this style of game and Miles just naturally has a better move set then Peter. I'm not sure if they actually tightened up the combat system or if they just threw less bullshit enemies at you but fighting feels so much better in this one. Traversal is better too,  simply because they changed the button for tricks. In the original you have to hold down 2 face buttons to enter trick mode??? In hindsight that was such a bad call. 
Having both the heal and venom powers run off the same meter was a good idea. Making the choice between keeping yourself alive guaranteed or potentially ending a fight quicker/disposing of a problem enemy is super fun. The player having to make small choices like this during combat is what helps it not be brainless. I love all the different venom skills you get. While they all achieve the same thing in stunning opponents, how you achieve that goal is up to you. Do you want to just slug the bastard, throw 'em up in the air, tackle the shit out of them? The choice is yours. 
Only real big complaint is certain upgrades being NG+ locked. I know you want to encourage replays, but this is a shitty way to do it I feel. Also can we retire Rhino for the next game. Man has had 2 shitty boss fights now and I need a break. Between this and Spider-Verse, I'm honestly starting to like Miles as Spider-Man more then Peter.
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I got this game more on a whim then anything. I was definitely interested when it was first announced for the west. Vanillaware's beautiful art style in a story about giant robots beating the shit out of Kaijus? Sign me the fuck uuuuuu-oh wait it's an RTS? I had never played an RTS's before, mainly due to the sheer concept stressing me out. So I let it fall to the wayside. The game started coming up again though towards the end of the year with GotY on everyone's minds.  This revived my interest, especially as what I HAD planned to be playing around that time was... well. Cyberpunk. Don't think I need to say much more. Also I had worried for nothing as the Real Time Strategy was not that Real Time. 
This game really lays on the analysis paralysis once you're out of the tutorial. Do you want to fight, do you want to do story, who's story do you want to do, what branch should you follow, how much should you play with this one character? It's very overwhelming at first. I decided to not go ham on just one character and swap around all the time. The twists in this game are equal parts exciting and infuriating. Learning something new always came with the caveat of more questions, or something you knew 'for sure' being disproven. Like when I learned 1 characters was actually 4 separate ones! Anyone that's played knows exactly what I'm talking about. 
Natsuno ended up being my fav and not just because of.... obvious reasons. BJ was cute if unfortunately named and her relationship with Mirua was my favourite in the game. Not that there was much competition except for maybe Ogata and Tomi. I ended up really liking the combat but I can see why RTS fans say it's the weakest part. It's far from complex and I had a winning strat by the third or so real fight. Aka spam turrets and have the Gen 1′s gank all the bosses.
One quick thing I want to share was how I beat the boss at the end of Area 2. The one where Inaba is singing. I had Hijiyama use the limit break skill to bum rush the boss right off the hop. I took out half its health in one hit but Hijiyama’s Sentinel was on death’s door. Only thing that saved him was sending in Amaguchi to blow up a bunch of missiles. Hijiyama took it out on his next attack but lost his Sentinel at the same time. It was a real clutch victory and crazy fucking anime. 
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The best way to really describe Carrion is that it's a fantastic proof of concept. Can you make a game where you play as The Thing? Why yes, yes you can. Carrion just needed a bit more tweaking to really bring this concept home and be the A+ game I know it can be. As it is now the game is a bit empty. The level design is super samey and the lack of a map is fucking brutal at points. I know it would make no sense for a blob monster to have a map but somethings you just have to gameify for convenience. The level design must have done something right as even though I was completely lost I still moved from area to area properly. Hell by the time I actually looked up a map I had 1 more item to get and I learned I was one door away from beating the game. 
I love the idea of losing mass as you take damage and gaining more by eating people, but having abilities tied to size was a terrible idea. It just leads to tedium as I have to go and shed myself to the right size, do the puzzle, then of course I'm going to go back and rebuild myself to see if I can do the next segment at full power. Just make it so you can swap between abilities using the d-pad or something. I hope this game gets a sequel just so this sick ass concept can be fully realized.
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rpgmgames · 5 years ago
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March’s Featured Game: acai cOrner
DEVELOPER(S): moca & Mitty ENGINE: RPG Maker 2003 GENRE: RPG, Adventure, Surreal SUMMARY: acai cOrner is about Mizuki, someone who has fallen into the sewers and who happens to find their favorite electric guitar! Upon obtaining the guitar, Mizuki turns into a magical girl who must defend herself against spooky sewer creatures using the guitar's magical powers.
Download the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *moca: Hi, I'm moca, a Starbucks barista aspiring to be a writer and game developer. I have been making RPG Maker games for about six years now, with my first two projects being a Pokémon fan-game and a Corpse Party fan-game. Those two happen to be my two favorite franchises as well! I have also created the RPG Maker game MOMOKA (IGMC 2018). I have founded a group called 'Team Shibu!' dedicated to making horror games! Our current project is a RPG Maker survival horror game named 'Katharsis'.
*Mitty: Hey there, I'm Mitty! I've been working with Moca on several games for a while now, helping with mostly graphics! Please support him, as he is very kind and hardworking!! I'm also the main developer of a game called "Marinette", so I hope you'll check that one out too, when the demo is released!
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What is your project about? What inspired you to create this game initially? *moca: acai cOrner is an experimental spooky RPG Maker game that only uses 4 colors! You are a magical girl with a just-as-magical electric guitar that you use to fend off spooky sewer slimes and other weird enemies you find in the surreal sewer system. It's half exploration and half RPG battles. What inspired me to create acai cOrner initially was to actually get myself back into the groove of making games again. I had just recently came back from a hiatus and found myself having trouble getting back into the development of 'Katharsis'. That's when I decided to make a short, experimental game to get the juices flowing.
How long did you work on your project? *moca: acai cOrner was finished in just about under a month!
Did any other games or media influence aspects of your project? *moca: I had always wanted to make a Yume Nikki-like game and thought this was the perfect opportunity to try. So for the more surreal parts of acai cOrner, I took inspiration from Yume Nikki and a Homestuck random planet generator. Gameplay wise though, I took inspiration from a RPG Maker game called Ghost Suburb 0! I really loved how unique it was, especially with the timer and no dialogue aspect. I knew I wanted to do something with a timer, so I tried a rogue-like approach with the gameplay.
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Have you come across any challenges during development? How have you overcome or worked around them? *moca: If you played any of my previous projects, you know that acai cOrner is vastly different than anything that I have ever done. I'm so used to using words to describe the violence in my games, so when it came to making the story, I had a lot of trouble. It wasn't until I looked deeper into why people like these types of games that I had realized that people like to interpret the story on their own, guided by exploration, to enjoy these games. After that, I let loose a bit and made something more open-ended. Another challenge was the difficulty. I was the only one playtesting the game, and since I knew the game front and back, and had no trouble getting the ending. That's why when I sent out demos to friends, I was really discouraged to hear that the experience was mostly frustrating and rage quitting-inducing haha. I worked closely with their feedback and made changes accordingly to make the experience less frustrating but still difficult. *Mitty: I think I was going through a weird artblock during the development of the game, so for some of the illustrations and backdrops for each area's fights, Moca sketched out the basic idea of what it could look like, and I just put my spin on it! It made the work much easier and faster!
Did any aspects of your project change over time? How does your current project differ from your initial concept? *moca: Well, the game was meant to be short so there wasn't room for any big changes. Sure there are a couple gameplay changes and enemy tweaks, but not anything mindblowing. I added in the idea of making four surreal worlds kinda last minute, if that counts, haha.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *moca: In the beginning, it was just me! I didn't think I was gonna need any outside help since this was supposed to be a relatively easy project to release, but the further in development I got, the more I realized the game needed pizazz. The four color limitation wasn't enough for my lack of graphical talent. That's when I contacted Mitty about helping with the games battle backdrops and sprite animations! She is also a member of Team Shibu!, but we have collabed together even before that. Her art really made the project shine and I enjoy working with them on games! *Mitty: Moca contacted me, and I wanted to help! We are working together on another game called Katharsis, so we are quite familiar with each other. I like working with other people, especially if I'm not in the lead, it releases a bit of the pressure I feel sometimes ahaha
What is the best part of developing a game? *moca: To me, it's seeing everything come together and just... working exactly the way you envisioned it. As a game developer, you section the game off into parts to make development much more organized and faster but seeing it all come together in the end. Pure bliss *chefs kiss*. *Mitty: I like a bit of everything, but currently I've been enjoying animating and spritework, as well as map assets' designs a little more than usual!
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *moca: Mm... not really! I have an idea of what the engine can do, so when I do go out of my way to player other RPG Maker games, it's usually for writing inspiration rather than gameplay inspiration. Ghost Suburb 0 is something that I accidentally stumbled upon and immediately fell in love with it the minute I played it haha. (Fun fact: the developer of Ghost Suburb 0 is apart of Team Shibu! and is in charge of monster design!)
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *moca: There is a rat in the game that is internally called 'Ratthew' who leads you into a funky room. I relate them the most. *Mitty: I relate to the land sharks the most on a spiritual level. They are pretty much confused beans, and that's very relatable.
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Looking back now, is there anything that regret/wish you had done differently? *moca: I wish I added more random spooky events and trap rooms. But the game was also supposed to be short and I knew that if I kept adding more and more things, development was never gonna end haha.
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *moca: Well, by the time this interview comes out, there should be a new update for the game. The update should include 100% custom music by a talented composer, and a nerf in difficulty. As for sequels, who knows! The next time you see acai cOrner may be in 3D.
What do you most look forward to upon finishing the game? *moca: Definitely the fan reaction! The satisfaction of seeing your work being noticed by people and actually enjoying makes me happy. It's also the relief of just... finishing something! *Mitty: For this particular project I was obviously looking forward to seeing what people said about the little animations and such ahaha! I also was curious about the reaction to the timed difficulty mechanic, I had never seen anything like that before Moca presented it to me, so I had no idea on what people's feedback would be.
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Is there something you’re afraid of concerning the development or the release of your game? *moca: How people will handle the difficulty. The game isn't supposed to be completed on your first playthrough, but in 2-3 playthroughs. There are rooms and places that are meant to waste your time that you should ideally skip the more you play. By later playthroughs, you should be shaving time and be better. I understand that it's not handled as best I could, but I think the experience should still be challenging and hopefully fun! *Mitty: I was a little conflicted on the timed mechanic, I loved it because it's pretty original and helps set an interesting athmosphere of worry and unease, and also seems to tell a bit of the vague story; and at the same time I don't like it much because I prefer more story-driven games and the vagueness mixed with the mechanic feels different from what I'm used to playing! I think it's more of a personal taste kind of thing, it was an experimental jam game, after all!
Do you have any advice for upcoming devs? *moca: Take it easy! Take short breaks throughout development. And most importantly, have fun. If it's a hobby and it's making you overly stressed, just take a step back!
Question from last month's featured dev @ressurflection: What would you say is the weakest part of your game development? *moca: Procrastination. I'm so bad at sticking to my own schedule, it's something that I try to keep in check when working with a team especially.
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We mods would like to thank moca & Mitty for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out acai cOrner if you haven’t already! See you next month! 
- Mods Gold & Platinum
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retphienix · 4 years ago
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It's been 6 years :)
On March 30th, 2015 I decided I wanted a gaming side blog. (so we're early, but shush, it's the month for me)
I didn't know what I'd use it for exactly, but I had ideas- something I always have even if most of them only get as far as daydreamin' or writing out before closing them :P
For proof on the lack of direction the blog initially had- the March 30th date is the anniversary of my first post, an in-depth and lengthy review of Dragon Warrior Monsters for the GBC.
If you know the blog then you know "Extremely long and in-depth reviews" aren't the norm around here. As a matter of fact, that first post is the ONLY one I've done!
The closest I've come to ever repeating that would be the (word of the day) Directionless video I put out on Hades to get a grip on the concept of making videos, but that wasn't nearly as much of a 'review' as that first post is.
Tangent, definitely planning on trying my hand at videos some more for the foreseeable future. Probably not gonna use the tagline Full Impressions that I tossed as a whim for the Hades video but yeah- I'm excited to try my hand at a few videos :) tangent over.
It didn't take me long to come up with what I'd like to do for the blog though :)
A few months later I liveblogged a challenge run of FFT where I used only Ramza- a solo run. - Which maybe only happened because I tried a nuzlocke run a year prior on my main account-
(Nuzlocke | FFT challenge run)
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Thanks to that haphazard liveblog experiment I started to realize a couple things which became the primary motivators behind this blog.
1) I LOVE sharing experiences. No brainer, I'm sure, but being able to share my experiences, and compare them with others' experiences, and just that mutual sharing is uplifting and feels good to do.
2) Liveblogging is an EXCEPTIONAL motivator to buckle down and play all those games I said I'd play (cue everyone laughing because I'm still way behind and have an immeasurable backlog).
But I mean that, on both respects. I have plenty of motivators toward the blog today, but if I were to be concise it's pretty much "It's easier to beat games if I liveblog them- otherwise I get distracted and play other games" and "I love sharing experiences and thoughts with people about my favorite thing- games."
Since 2015 I've tackled around 70 games as full playthroughs, and an untold ton as one offs or just to ramble about for a bit.
I've had a lot of highlights over the years, and I don't talk much about it as an overall experience so I thought for the anniversary I'd try to do just that. Not everything- I can't say I have photographic memory that would bring all of it up without prompting after all :P But whatever comes to mind as I browse some of my old stuff- as well as some thoughts on what I'd like to see in the future.
It's gonna be a bit self-centric I assume as I type this preamble to it, so let me say outright that this blog wouldn't be half of what it is without all the people who've given it the time of day over the years.
From recommending games they love or appreciate, to comparing thoughts, to offering kind words for analysis I've done over the years, to pointing out when I'm dumb and misread a situation :P- to, yes, even the people who decided "Fuck this guy's ramble" and deleted my captions before reblogging my gifs way back during Hamtaro (Of COURSE I remember that! It's amusing lol).
This is better because of others, because of the interactions and the people I've gotten the chance to chat with or befriend. It's just a liveblog more or less, my own little bit of fun I toss out for myself if for anyone- so seeing others enjoy this or that from the work I put into sharing my experiences or thoughts is always a joy in itself :)
Anyway, onto selfishly rambling about some tidbits of the past :)
Also sorry but no, opted to not shove a ton of photos in, it does have a handful of links to old posts though :P
This'll be disorganized as heck as I'll add to it over time before I feel it's worth posting (or the tumblr post editor becomes a hassle and more or less forces me to).
First~
FFT Solo Ramza Challenge: Considering it was roughly the first thing this blog has done, it's also something that's stuck in my head a lot more clearly than most of the other stuff I've done to be honest lol.
In truth, this is partially because FFT is my favorite game, bar none. But it's also because the whole experience was pretty new to me. Prior to it I had really only done one self-imposed-challenge that wasn't requested by the game in some manner and that was a nuzlocke run of Blue version.
So adding a challenge to my favorite game was a fantastic experience!
Notes I just wanted to say today about that run: If anyone enjoys FFT I honestly recommend giving it a shot for the unique story it lends itself to. I do recommend skipping the rules until after the second battle but that's up to YOU to decide.
My first post on the subject is me complaining about spending 4 hours grinding out the second fight and, despite hyperbole being my natural state, that was NOT hyperbole.
It DID take 60~ restarts to beat. It DID take 4 hours. The reason is that that 2nd battle is RNG as HECK, you HAVE to have Delita do some meaningful actions, you HAVE to have the enemies miss and make poor plays, you damn near HAVE to crit a few instances to save yourself from taking too much damage.
It's a numbers game to the extreme, so I wouldn't fault anyone for 'cheating' and skipping the 2nd fight for the ruleset lol.
The memory that stands out the most for that run is actually isolated in a post in which Ramza (Purrick in this run) talks like a total badass as just ONE DUDE running into a room full of enemies. I just think on that as a great encapsulated view of what it was like. The run started off face grindingly difficult, but because FFT is a game that offers so much freedom to the player it was extremely easy to 'break' the game into making Purrick overpowered as hell.
That's something I love about some tactical RPGs, I love having the ability to play smart so that I can play stupid later on, and breaking the game into making him one shot god is certainly a good payoff for playing smart early on :P
RetQuick: I miss RetQuick, it was primarily a short experiment I did in 2015 where I'd play a game for a short span of time (REALLY short, like 10-20 minutes) and record that for the purpose of making gifs and saying a short piece on what I thought.
It's one of those formats where the purpose was pretty shallow- but had a reason. I wanted to try making some gifs with some tools that existed online, so I made an excuse to do just that.
I also wanted to play a TON of games, usually through emulation on my sister's PSP, and this let me do that.
These two minor goals came together and so I spent a while making RetQuicks which were honestly more fun to make than they had any right to be. I mean the gifs were tedious but the playing? The thought sharing? The end product ocassionally having more appeal than just a photoset? It was fun.
I'm thinking whenever I have trouble picking a game for the blog I'll revisit the format... sorta.
I already reused it for a short stint to show clips I had no plan on expanding into a playthrough, but that died as well as it was too similar to Tidbits posts (another tag I no longer really use).
My thought is to rebrand retquick as something of a tryout for what game comes next. Play a handful of my backlog games for an hour or so each and say some thoughts before saying which one I'll continue as the main game for that period of time.
Old Tag Stuff: One of those things that only sticks to me since I made the decisions but it's always funny for me to look back on my old posts because I was apprehensive as hell toward making my posts visible. The reason my early playthroughs on the My-Tags page are variants of Ret instead of just "The name of the game so people can find this post" is because I felt like a liveblog would just spam the tag to hell-
Something I don't remotely feel bad for doing anymore.
So I avoided getting any sort of spotlight for quite a while on the blog for little reason.
Why Retphienix?: This is just a dumb thought I wanted to share and I'm sure I've said before.
It stands for retro!
Yeah!
Ain't that dumb and also not a real shorthand? lol
I think I have some sort of deer in headlights anxiety towards naming things, I mean do you think I think Full Impressions is a good summation for a video? I don't. But perhaps that's overshadowed by the other inexperiences and anxiety driven decisions that had- doesn't matter.
Retphienix is Retphienix because I sat there in 2015 and thought "Well... what do I name an alt account?"
My main is Redphienix, which yes, is ALSO a terrible name AND is misspelled. But it's that because of sentimental reasons. As a kid I misspelled Redphoenix when making my gamertag (I knew how to spell Phoenix back then as well, I was too excited about xbox live and misspelled it) and it's become something of a sentimental misspelling.
So I wanted to make a mix on that for my game blog, but I had no idea what. In the end I thought "RetroPhienix? I don't know. Retphienix is closer to Redphienix. I'll do that" and so it was done.
And just like how Redphienix is both bad and misspelled but exists because of sentimental reasons- Retphienix has acquired the same 'flavor' in my eye lol.
Aspirations for the blog: I have no immediate ramp up plans or road map or whatever, and in truth I'll be happy if the blog stays just as it is forever- up until tumblr ends- I cry over lost posts- and I reopen it on another platform.
But I do have blurry half-considered daydreams that I'd like to see happen for the blog through some hard work or shifts on my part.
One is something I'm already doing kinda, hence my embarrassing means of bringing it up a lot lately. Videos- I want those. I wanna make some looks back on series people don't talk about that I enjoy, I want to make videos sharing my thoughts on games I beat for the blog (like what full impressions kinda was, but I don't think they'll have a unified name from here on out). Maybe retrospectives, but mostly when I think of making a video tied to retphienix or me in general it's me looking at a game that said something to me, and saying it louder with my own interpretations on it.
You know the kind, videos where they talk about a video game but not the whole thing- just a singular message they really heard loud and clear from it intentionally or not. I dig those and I know I end a lot of games having plenty to say that could be directed into such a format.
We'll see.
And I'm along for the ride on that one as well- currently I'm keeping my eyes on whatever is directly next, which happens to be "I plan on playing Omori, if it clicks as something to talk about I would like to take a shot at that in a video too!"
The other is that I'd like to build a small community. Wouldn't know the first thing on doing that in a modern sense, but just a little online friend group to chat with and play games together. Something that could open up multiplayer and coop experiences being better shared on the blog and would just in general expand my gaming to what it used to be back on the 360 when I had a large group to play with.
Since the 360 era ended I've pretty much closed off- stopped playing competitive games due to lack of interest- and slowed down to playing all games either solo, with randoms (and no mic usually), or with my cousin. It's a rare instance when I play with some good people like @gamesception or another friend of mine, John.
When I diverted from playing competitive games nonstop toward other genres I didn't intend to also cut out all my online gaming buds, it just kinda happened, and I never really put any effort into rectifying that.
So more or less I'd like to one day sit down and work on a discord server, and then buck up and put the leg work in to make some gamin' buds again, but that's such a vague concept anymore.
Sounds all sad and what not but it's more ambivalent, I made decisions that
changed how gaming worked for me after the 360 and this is just where it landed for better and worse- I'd just like to see if I can make it a little better :P
General things I think when I think retphienix: Honestly? I think of how much fun I've had over the years and how thankful I am to have had an outlet that encouraged me to explore more of the medium.
I REALLY love games. I went to college for games, I've written LEAGUES about games, I've played countless games, my childhood was games, my adult life is games- games games games yada yada yada.
So when I think of retphienix I think of how without it I probably wouldn't have explored a lot of the corners of gaming that I have.
I genuinely, and I mean this, might not have sat down and beaten FF7 for myself and would have considered the amount I played as a kid to be enough.
I might not have played Chrono Trigger yet, and I KNOW I wouldn't have played Chrono Cross, and I'm happy as hell to have played both of those. CT was a mind blowing moment for me that showed me just how good an RPG can be, and CC gave me miles to think of in terms of innovating an RPG and how beholden to the narrative a sequel should be (I don't feel CC should have been chrono at all lol).
I DEFINITELY wouldn't have given New Vegas another chance. And I know I'm a sourpuss on NV, I've been that way since I maxed my achievements on the 360 for it, but replaying it really did reveal to me how exceedingly negative I was being.
My memories had become "It's brown and a boring location >:(" and "The factions all suck and it doesn't do anything with the idea of bad factions >:(" and became "It's... a little brown guys, not a big fan of the area" and "They didn't do enough with exploring the gray factions" while adding "Wait. This is pretty damn fun. And 90% of the additions are stellar. And I forgot about Dead Money, my favorite dlc in any game ever with a story that tears at my heart every time I think of it, NV good actually?"
Faxanadu would have remained a cool game I saw on SSFF and not a game I played to the end and fell in love with the aesthetic feel it has!
Also that's a game I cheated like crazy on lol, I would do it again! Save state scumming games meant to be rudely difficult is only fair :P
I probably would have never sat down to play through Windwaker which was such a positive and uplifting experience that I now get the most relaxed and warm feeling in my heart when I see those blue waves.
There's so many experiences I would have left on the table in favor of like... putting more hours into a live service title or something.
Maybe, and no offense to my cousin or anyone else playing it, but maybe I'd be no-lifing World of Warcraft nonstop just stagnating my interest toward the skinner box mechanics of an MMO?
Some offense, actually but lightheartedly lol.
But beyond the entire games I've played for the blog, when I think retphienix I picture all the time making gifs, all those games I played on the PSP for short stints, buying a retron 5 to add to what I could explore and being stoked when they shipped a freebie box of old controllers to go with it, getting angry at the retron for being a Piece Of Shit lol, crying at the end of damn near every game with an emotional story because I'm a big emotional mess of a person who finds investing and crying at a story way too easy thanks to empathy pulls, oh!-
Getting excited whenever I found that I had a "*controversial*" opinion that no one would care about lol. Like the one that comes to mind is that I thoroughly believe that Dragon Ball Z II: Gekishin Freeza!! for the NES is WAY better than the fandom recognized and appreciated sequel/remake Dragon Ball Z: Legend of the Super Saiyan!
How many people do you hear talking about either game, let alone saying the NES game that is roughly half of the SNES remake is the better one :P But I stand by that! The SNES one is a remake of DBZ1 and 2 for the NES but it loses all the charm and some of the fun of the NES ones by being a lackluster SNES game!
lol
I admitted wholeheartedly that this post would be a lit-
little directionless (gotta love the new tumblr poster making me break sentences like that), but to sum things up.
It's been 6 years. It's been an untold amount of work to be honest- liveblogging a game, at least for me, hasn't been the easiest thing. It's a lot of thinking out my thoughts (heh), it's a lot of learning tools to make the capturing process possible, it's a lot of experimenting, it's a lot of writing and editing, and, well, sometimes it's just tough.
I mean I went to school for coding, not video editing, not writing, not image processing, not this or that- but this hobby has introduced a lot of things even if only at a VERY base level (I admit fully to using online alternatives to make gifs for instance).
I learned a lot about, well, a lot of things in order to use this blog to learn more about games- and all that work has become part of why I've loved all 6 years of this blog.
6 years of gaming, work, and you all- and it's been worth the investment :) Here's to many more and all of you whether you stumble upon this post or not- literally anyone who's interacted in these 6 years, thank you, and anyone who hasn't I offer you well wishes as well.
<3
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sibyl-of-space · 3 years ago
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Final Fantasy IX ~ Melodies and Memories
"Jesters of the Moon"
There are a lot of very good video games in the world, but it takes some luck and circumstance outside of a game's control for one to reach me at just the right time(s) and place(s) in my life that it has a tangible impact on who I am -- who I want to be. One that carves out a space for itself in my soul that will never be removed or replaced.
I've just finished playing Final Fantasy IX for the first time, and there's no doubt in my mind that such is the case here.
(Continued below readmore.)
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I drew this art last year, when I was mourning my attachment to an old favorite game that I just don't feel the same way about anymore: Majora's Mask. I wanted to draw something that captured my feelings about it, because sometimes art is the best way to talk about something when the words don't want to come.
Why is "Jesters of the Moon," the name of a random song in the Final Fantasy IX soundtrack, plastered in the middle of this Majora's Mask fanart? Especially considering I hadn't even played Final Fantasy IX yet when I drew this?
The reason is exactly that "luck and circumstance" that allowed me to fall so uniquely in love with the game.
"Mt. Gulug"
In 2008, someone on YouTube uploaded a Majora's Mask parody-slash-let's-play series called "Majora's Mask: The Things Which Were Taken Out." The series has since become unlisted and won't be linked here out of respect for the creator who probably doesn't want things they said and made in 2008 being spread all over the internet, but because of Unregistered Hypercam 2 reasons, the series inserted other background music over the video and didn't record the actual game audio.
I didn't recognize any of the music, but I watched these parody videos on repeat because in addition to being funny (...at the time, in my mind, at least), I really really loved the music. It got to the point where I would sometimes be playing Majora's Mask and get disappointed when I approached Goht and the Mt. Gulug theme wasn't playing in the background.
I had forgotten about these videos for a really long time in the interim, but I remembered them at some point when I was thinking about Majora's Mask and I found them again. The creator had cited the Final Fantasy IX soundtrack for virtually all of the background music used in the videos, and I realized that despite knowing literally nothing about the game, I had become really fond of - and weirdly nostalgic for - the songs from it that I now recognized.
So I looked up "Jesters of the Moon" and played it on repeat while I drew out my feelings in colored marker. A few months later, I realized that my backwards compatible PS3 can also play PS1 games, and eBay had FFIX for PS1 at a good price. I had nothing to lose by ordering it and seeing what the source of all that fantastic music was like.
"Vamo Alla Flamenco"
I started my playthrough knowing nothing about what to expect from the game. I'd never played a Final Fantasy game before and my overall JRPG experience has been mostly limited to Tales of, Persona, and more recently, mainline Shin Megami Tensei. The only things I knew about Final Fantasy were a) the Tidus laughing scene, and b) Sephiroth. IX seemed like it had vibes I would enjoy, but beyond that I knew nothing about what the experience would be. So I approached it with a "let's have fun and see how it goes" attitude, naming my party members the first silly thing that came to mind, ending up with "Swaggy," "OwO," "Bitchin," "Gunz," and "SWOOORD" to start with.
(For the record I do not regret those names whatsoever.)
I was immediately struck by how differently the game uses music in comparison to all of my previous JRPG experiences. This was not a game where the composer was given a list of theme songs that were slapped on top of a mostly completed game-- this was a game constructed with the soundtrack in mind as a part of the writing process.
The opening act plays almost like an opera (side note, yes I know one of the other FF's has a literal opera, I haven't played that one): you traverse the same locations from different perspectives as different characters, introducing the cast with lighthearted humor and dramatic irony out the wazoo. While you traverse the city as OwO, OwO's theme is playing in the background, coloring your perspective of the city and the narrative. When you switch to Gunz patrolling around the castle, Gunz's theme accompanies your movement and informs his character and mission. I am so accustomed to "location themes" being the norm in virtually all video games that experiencing character and/or narrative themes as BGM instead while I bumble around town changed my entire perspective on what music in games can do and be.
The operatic feeling is definitely intentional, because the game uses a play-within-a-game narrative device to hit you over the head with its themes in a way that is somehow poignant and artful while also being extremely blatant. That is a hard balance to strike, but it manages. The whole game is like that: it is completely straightforward and tells you exactly what it's about at heart, but it does it beautifully.
At any rate, I was enamored with this intro and had a very fun time, but I wasn't obsessed or anything and ended up putting it down. I spent several months on the first half of disk 1 with weeks passing between play sessions. I liked the game plenty, but life stuff happened and I decided to get obsessed with Dai Gyakuten Saiban and Ghost Trick for a while. No regrettis.
It was already clear, though, that FFIX was going to be special to me. My compositions for my team's game in the Global Game Jam in 2021 were directly inspired by FFIX's opera-like intro. I wrote two character themes for our game that would serve as background music when you play as the two protagonists, coloring your journey differently even when moving in the same spaces. I was intentionally trying to mimic the way music is used in FFIX as an exercise. The themes I wrote are definitely some of my strongest work so far.
(You can check out the game here if you want, I promise it is significantly shorter than Final Fantasy IX.)
"Melodies of Life"
Music caused me to pick up FFIX the first time, and music caused me to return to it. After months of not touching or really thinking about it, just earlier this week I was inspired to play it again, because - again - I listened to the right song at the right time.
I was again mourning the loss of something, in this case a friendship, for reasons I'm not going to share here. I had already heard the song "Melodies of Life" because it came up when I was looking up FFIX songs to reblog on Tumblr a few months ago, and I decided to listen to it again. Even without knowing the game context, the song itself really spoke to me in that moment: "a voice from the past, joining yours and mine, adding up the layers of harmony" - it kind of made me feel at peace with the fact that I had a lot of positive memories of that friendship and I could keep those at heart while also moving on in the present. ...I'm also a sucker for music metaphors, so there is that.
I was really moved by this song, cheesy as it is, and I was also definitely in the mood for a distraction. Picking up FFIX again felt like the best move.
It was, and my life is forever changed.
The game never stopped being beautiful and funny and touching, and the soundtrack never ceased to amaze. I recognized concepts I've seen in other games but never had I seen them used so artfully. I adored the fantasy world and non-human cast, I found myself enticed by random encounter for the first time because it made me feel like I had to struggle to survive a difficult journey. Music, gameplay, visuals, and story felt like one cohesive work of art for the entire duration.
Life circumstances got me to play the game again, but the game itself was so captivating and wonderful that I binged the entire rest of it - disks 2-4 - in less than a week. Everything else that the game had to say, it told me itself, in its own context, and I was ready to listen.
"You're Not Alone!"
This is going to make me sound like an emotionally-stunted twenty-something, but it has been years since a work of media has got me to have a really good cry. I used to cry playing games all the time as a kid but recently I'll find myself getting emotional, sure, often tearing up, but getting completely red-faced and snot-nosed because I physically cannot contain the emotions being evoked by a work? Years. I can't honestly tell you the last time it happened with certainty.
I feel like an emotional band-aid has been ripped off. I was f*cking sobbing during the entire duration of the "You're Not Alone!" sequence. It didn't matter that what was happening was obviously coming from a mile away, because the delivery was so raw and emotional and human!!! A whole game's worth of Swaggy punching first and asking questions later to save his friends, being Protag McProtag endangering himself for others in any and all circumstances, for the payoff of all of his friends forcing him to stop being such a primadonna and let them help him for once. It's true, too! He relies on them just as much as they rely on him! And the game doesn't just tell you this, no, it lets you try to solo all these fights and waits until you realize how boned you are until they come bail you out.
When Bitchin showed up with her "looks like you need a hand" I wanted to straight up yell at my tv. YES I DO!!! YES I DO NEED YOU BITCHIN!!!!! THANK YOU!!!!!!! I half knew that SWOOORD was going to heal me before I got truly KO-ed but I had been unmercifully wiped in "unwinnable" battles before in this game, so I legit thought I might have to re-do that whole part of the game again, and I was so relieved and thankful when she showed up and healed me.
This moment exemplifies everything that I adore about this game. It doesn't just tell you its story. It shows it to you, it sings it to you, and it and lets you play it out and feel it for yourself.
"Game Over"
This song is all too familiar to me. Gizamaluke's Grotto was very unforgiving for a first-time Final Fantasy player, especially one who didn't happen to pick up Big on the way for a fourth party member early on.
I hadn't heard the piano part in a few months, though, because when I picked the game back up I started just mashing to reload before it got to that point any time we wiped. I didn't hear it again until the game was truly over, this time for good.
I let it play for a while. Not too long, because I have a CRT TV and didn't want "The End" to get burned in. But a while. Enough to meditate on what I'd just experienced, and how I was feeling about it.
There's so much more to say about the game, far more than I could put in a blog post. But I don't think I need to describe these thoughts in words. I can do what the game did, and use music, use art, use stories, use metaphors, and use symbols to communicate what I mean; and hope that someone else is able and willing to listen.
And although a written record of my thoughts likely won't be preserved for all that long, maybe the feelings and the memories will be, so long as they have been shared.
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msbluebell · 5 years ago
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Happy Birthday Dimitri
Dimitri is an important character to me.
I didn’t expect him to be. Not to me, personally. When I went into the game, I expected that he wouldn’t be my favorite. I figured he’d be the tragic fallen hero, but I didn’t think he’d hit so many buttons for me.
People like fallen heroes, and I do too, but they’re not usually my favorite characters. When I picked up this game on my way home from a trip, I looked at the cover and thought, “Claude is going to be my favorite.”
But somehow, someway, this boy hit home for me.
Maybe it’s because we get to see him before he fell apart.
Well, alright, this isn’t accurate. He was never all that put together when we meet him in game. He already had a darkness in him, and he already experienced tragedy that would lead to his downfall later. We met this boy, and I didn’t think too much of him. He was the most polite, and sweet, and those were my thoughts. My first playthrough was of Black Eagles house. Now, you all know I nearly didn’t pick the game up again I disliked Black Eagles so much. But Dimitri wasn’t why. When I killed Dimitri in the game all I thought was, “What a shame. I’m sorry guy. You seemed nice enough. I’d spare you if I could.” I’m not going to lie, I felt like his anger in CF was justified even before I cared about him. But I didn’t expect the sheer depts I would come to care for him when I was playing that first route. I obviously played church route next, since for the most part I had half got through the playthrough. And in that one I wanted to help him, but couldn’t and I thought again, “Ah, what a shame. Can’t save you here either.” Except this time we got a little more. The ghost scene got to me. It showed me his guilt, and that’s when I started paying more attention to Dimitri. I had intended to save Golden Deer route for last, but after CF and SS, I thought I deserved self care, and went with Claude. Though this time I was a little regretful I’d leave Dimitri behind. Because I understood what tragedy befalls him when you don’t choose him. Because I know that this sweet boy becomes so angry, and so regretful, and I wished there was a way to save him. Claude was a great character, and I adored him, and I adored Golden Deer. It was the break I needed after CF and SS. I loved them, and I loved their themes, and I loved their energy. I was convinced that they would be my forever favorites. My only real regret was that Dimitri died again. By this time it seemed almost horrific what was going on with Dimitri, and he somehow seemed worse off in this route than the other two. He was crazy, downright insane, and somehow lost an eye. And it was a shame. Something had obviously happened to him to drive him even further over the wall, but I didn’t feel too bad, because while it was tragic what happened to him, there wasn’t anything I could do. So I decide to finish up the game, and I’m not over invested. I like it, but I don’t think it’s going to be my fandom. It’s fun, I enjoyed it. That’s it. I’ll just finish it off and move on. Then I played Blue Lions. Dimitri had no right to do this to me. He had no right to come in and hit all my personal buttons, and make me care so much. I went into Blue Lions already caring a bit about Dimitri, but I didn’t expect him to claw at my heart the way he did. There’s a tragedy to Dimitri that spoke to me more than Claude, or Edelgard, or Rhea. It was more personal, it was more rough, it attacked a raw nerve in me I thought was healed but I suppose never did quite go away. Some people have asked me why I don’t like Edelgard, considering she’s an abuse survivor and I, also, am an abuse survivor. I think, with people who ask me this, they’re looking more at what caused the need to cope rather than the coping itself. Edelgard and I have suffered more similar abuses than Dimitri and myself, though I wouldn’t say my abuse and hers are the same at all. Still, for me, I think it’s the way we deal with the aftermath of our trauma that speaks to me more than the trauma itself. I didn’t like Edelgard, because even before the twist that she was the invading force in the game, I found her abrasive, dismissive, and unintentionally cruel where she was trying to be empathetic.  I just don’t like people who are sharp, I suppose. I never have.  I think that’s ultimately why I warmed up to Dimitri so quickly. He was kind. He is kind. He is so kind, and empathetic, that I adored him right away. I warmed up to him even more quickly than Claude, who I went in wanting and expecting to  be my favorite. He’s kind, and trying to be kind. But it doesn’t always work. I’ve got something called Hyper Empathy Syndrome. It’s a think, and it’s not really federally recognized, but my therapist says it’s a good way to describe what my issues are. I empathize too much. And you wouldn’t think that was a bad thing, but it is. It causes me untold anxiety, and I hyper empathize with people to the point where it’s almost hard to get mad at them, and I keep not wanting to let them down, and I feel guilty if I say no to them and it upsets them even a little. And, overall, it’s a huge hindrance on my life. I think Dimitri may be the same. Or maybe I’m projecting on him because I see so much of myself in him. Looking at Dimitri, and the way he developed. It was like looking to a mirror at some points and getting a glimpse into the shitty person I used to be.  Now, I’m not going to pretend I went through even half the bad shit Dimitri did. His sufferings just kept piling on and on and on over the course of the game, to the point I wondered how this boy was even alive. I wasn’t at all surprised at how bad off he was in Azure Moon, but sad. Oh, he was shitty. He was terribly shitty. But I got it. Because I’ve been there. I was younger than Dimitri was when I was shitty, so I’ve got that “middle school preteen hormone changes” excuse, but I was shittty. I wasn’t as bad as he was; I’ve never murdered someone, or nearly tortured a man, or obsessed  over a death, but I was just as unpleasant to be around. I was shit, because I wasn’t dealing with myself well. I had bad coping, and I felt alone, and used, and I couldn’t stop being angry no matter how hard I tried. My head kept telling me it was my fault, and everyone around me didn’t know how to deal with me, and they kept trying to drag me out of my comfort zone. And I lashed out against everyone around me, even though I knew it wasn’t their fault, and that only made me feel more guilty and alone and like I needed to be alone. And it was all only made worse by the Hyper Empathy.  It was a cycle of self hate and misery that I put myself through, and I saw that in Dimitri. And it hit home a little harder than I could have ever predicted.  I was rooting for Dimitri because I already loved him. I love him. He means a lot to me, and as I would come to find out her personifies everything that I believe about humanity; that no matter how bad we get we can still come back. Dimitri is someone that suffered, fell from grace, brainwashed himself into suffering more, all while suffering from a mental illness, and was still able to come back with some help and a whole lot of work and self reflection.  Dimitri is someone that was surrounded by loved ones who wanted to help him but mostly didn’t know how to, people who supported him, but it wasn’t enough. He had to pull himself out, with support. and it wasn’t easy. Hell, it wasn’t easy to support him either. There was a point where he got so low I legitimately thought there would be no going back for him. I almost gave up. But I didn’t want to, and I didn’t, and it’s because despite it all I still loved who he was and wanted him to get better. And he did. And I guess that gave me hope. I guess it made me hopeful that if he could get better from all that, then maybe it wasn’t impossible for other bad people to get better. It made me happy. It made me appreciate him. It made me thankful. Dimitri gave me hope that people could be better than they were, and I’ll forever be thankful for that. It’s actually not all that often a character affects me this much. And maybe it seems dumb to others that a fictional character could affect my life so much, but then again, no one has a right to judge me for where I find hope. Dimitri isn’t just a character I liked, he’s a character that gave me hope. He’s a character that came back from that bad place. He’s a character that basically looked at me and said, “You can come back from this.” And I’m trying so hard to be better.  Dimitri and I have a lot of the same issue. The guilt, the self hate, the blame, other things. And he still has people that love him, people that don’t give up on him. And, yeah, them being there isn’t always helpful, heck, in some case it makes his issues worse. But they’re there for when he comes back, and they help him, and that gives me more hope too. But nothing gives me more hope than the fact that he came back. And when he came back, he worked to be better. And he forgave. And I feel like that makes him so much stronger than me. Because I don’t think I could have forgave to the same level that he had. I couldn’t look the woman I thought ruined my life in the eye and forgive her. I don’t think I could face a man who did ruin my life in the eye after he told me he’d do it again in the name of justice. I couldn’t forgive to Dimitri’s level. He’s come a long way, Dimitri, and I am so proud of him. Happy Birthday Dimitri Alexandre Blaiddyd, thank you for showing me I can be better.
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stylishanachronism · 5 years ago
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So uh, this Got Long, but here, have a couple of thousand words about Edér's narrative (and like... the game structure as a whole, I tried to stay on topic but I've got a couple of dozen essays somewhere (some are even cited because that's what I do with my life) about this nonsense so.) and also his character development, because those aren't actually the same thing. It is probably the Worst essay I have ever written, and that's saying something.
Anyways.
Edér's character thread (not his character development per se but the thing that permits it if I'm making any sense whatsoever) in both games is very much both 'grappling with religion' and 'grappling with choices he didn't know he was making' but also 'grappling with choices he made based on incomplete information' and the consequences of all three. (Honestly, speaking as somebody who, if I had a character thread, it'd be the same damn one, I was really pleased by how well they handled it in both games (the fact it’s not supposed to be his narrative in Deadfire nonwithstanding). Most series don't, but that's a completely different kettle of fish.) 
So like, in the first game, when you find him he's basically stuck at the point where he feels utterly betrayed (by his god, by his church, by his community, even by his family, sort of), but also like nothing he did mattered in the short or long run, and despite his best efforts, every time he's tried to help he's just made things worse, so there's really nothing he can or should do, and even if he did, it wouldn't help or matter, so why should he bother? Like he's flat out 'yeah, they're going to kill me next, just killing time 'till that happens, what of it?', which is a hell of a lead off, given you don't find out the rest of it until later and the fact that despite all that, he’s not particularly suicidal. And he's so desperate to feel like he's doing something he wanders off with the first wild-eyed possibly-crazy definitely-sicker-than-a-dog person he comes across, without even squaring up his debts or closing up his house or quitting his metaphorical job, (Obsidian show me your setting bible, I need to know what the Dyrwood exports and if ring lace isn't on that list somewhere I'll make every single developer eat the ring shawl I haven't knit, I have Opinions about this, but also, kettle, fish.), just because they gave him the thinnest, most ridiculous scrap of a hope that he might get answers that make the rest of it okay! And he doesn't! He never gets those answers! 
...Well, sort of. He doesn't get the answer to 'What did Woden, the brother I idolize above all else, know that I didn't?' for vaguely bullshit reasons (look I'm just saying if I can articulate 'yeah, that was really Eothas, and yeah, Woden basically had a fucking pentacostal moment and then got his brain steamrolled' (...more on that later, that's actually relevant), the Watcher ought to have been able to do the same, which changes the lack of answers to 'why didn't Eothas just... do something to prove it was him' and/or 'if it was that obvious, why did it come to that?', which are the questions that the narrative's actually concerned with (and also sort of get addressed in Deadfire, but More On That Later), Obsidian Where is Your Setting Bible I Have Questions), but he does get to come to terms with what he actually did, Not Knowing What Woden Knew (and it's a solid ending either way! I liked the consequences! Either he tries to make amends for what he sees as a dereliction of duty, not just to his god but to his community on a spiritual level (the Night Market ending), or he says 'fuck you, I failed but so did you, Eothas' and he sets out make amends for what he sees a dereliction of duty to his community and his community alone, on a practical level (the Mayor ending) and either way he's no longer stuck feeling worthless, and he has a purpose again, more accurately has learned to forge his own purpose, and he's good at whatever it is he's doing!)
And in the meantime, he's been doing good shit! Lasting shit! Even when it all goes to hell he's making progress, which is excellent for his state of mind (and you see that reflected in not only how he treats the Watcher but also how he reacts to shit like giant setbacks (Maerwald! What Happened to Woden! That time Defiance Bay was on fire! Hell even the wolf encounter in White March, that's something Gilded Vale Edér would have wanted to do, but probably wouldn't have been able to bring himself to do or would have but like, Knowing one or both of them would die for it, and by the earliest point you can hit that, he can just… do it) and this is the part where I do not talk about romance novel tropes because that development is also where he starts being the Romantic Lead for realsies. It’s very interesting! But this essay is trying to stay focused.)
Anyways that's… a lot of words to say the heart of his first game character arc is that he learns to live with what happened without ever knowing why, for better or for worse, it did, learns to forgive himself (and everyone else involved, more or less) and any way you cut it, he makes his own purpose, and he ends up okay at the end. 
(Going off on a momentary tangent, one of the things I really liked about the first game is how focused it was? Like all the quests, even the stupid ones, asked serious moral questions about various things, and made you stick to the answers. I've talked before about the Dyrford questline, which is ugly on every front, but doesn't pull any of those punches either, and doesn't have a clear 'right' answer, but they're really all like that to some extent, and especially the character quests. Like, Edér's is about religion and forgiveness, Aloth's is about authority and 'divine right v free will' so to speak, Grieving Mother's is about doing horrible things with the very best of intentions and living with that, Sagani's is about deciding what's important enough to hold on to when all else is lost, etc. etc., and even the tiny ones have questions like ‘if murder is the only way out of an abusive relationship, is that the right answer?’ like there's no quest you could cut without actual ramifications to the overall storyline or the worldbuilding, and that was Great.)
...Which brings us to Deadfire, and this is where it might get a little weird? I need to stress that my first playthrough was bugged to hell, my second was... almost as bad, tbh, and I didn't manage to finish any of the DLC (mostly due to charming things like invisible indestructible final bosses, for example, which still have not been fixed), and by the time I hit the third go round (because it turns out turn based is a ton more fun) I was extremely confused about the actual order of events, due to the aforementioned bugs, so some of the conclusions I've drawn might be a bit off base. (Also Deadfire suffers from sequelitis, by which I mean it has a bunch of internal and, uh, intertextual contradictions of established canon, and it’s not particularly tightly plotted, among other things. I still really liked it! But the worldbuilding's cracked a little bit.)
So Deadfire opens with Eothas bursting out of the earth like a really big chick in a really small egg or something, killing a lot of people in the process, and Edér going 'oh shit, my god just more than half murdered my bff!' and, touching back on what @brightoncemore said earlier, racing off after the statue he’s piloting on basically a hope and a prayer, Watcher in tow, on the half chance this might save their life. It's a hell of a thing, but it means that the opening of his Deadfire arc is 'Dear Eothas, why the Fuck do you keep doing this (to me)?', and depending on which of his endings he's coming off of, this is either a further betrayal from someone he'd managed, not to forgive, but to move on from, or a further betrayal from someone he had managed to forgive, and whose forgiveness in turn he'd spent a solid five years seeking. It is not 'huh, wonder what my old flame's up to?' (not that Elafa was his old flame, but more on that later, and alternately if it is the old flame is Eothas and the answer is ‘being a casually murderous dick for inscrutable reasons’), and nor is it a 'my biological clock is ticking and I didn't manage to adopt Vela properly', which to be honest is what I got out of his bit of his actual personal quest, more or less. (Spoilers: his personal quest is actually Bearn’s personal quest, and he’s not even a recruitable companion, which is rude considering Tekēhu, among other companions.)
What happens to the Watcher is rather more intimately tied up in his character arc in Deadfire, which is where the real trouble comes from; the developers Did Not Want the romance, so they kept trying to walk it back (remember I don’t find this particularly tightly plotted), while all of his character development was tied up in the same tropes that make him the Romantic Lead (we aren’t even going to mention the fucking wedding), and frankly it’s a mess.
So you’ve got the shoe-horned in ‘I’m head over heels for someone I literally never mentioned before, whoops she’s dead and her kid, who might be my kid (spoilers: he’s not, the timeline doesn’t work, not that the timeline works anywhere ever), is going to do something Really Stupid’ thing that his Named personal quest, which is just barely even about him to begin with, while meanwhile he’s yelling at gods and making the same big sweeping decisions from the first game as he gets more information about what did/might have/could have happened. Like, there’s one revelation in the base game (Eothas is the reason for his rad magic armor, and despite Edér feeling betrayed and abandoned for almost two decades(!), he really was paying close attention to everything Edér did, and I at least got the impression that part of the reason Eothas is trying to make amends is because of what happened to Edér due to his actions, like he’s here to ‘help’ kith in general, and Edér in particular, and the Watcher makes a particularly convenient tool to do so), and then BoW and FS each have another (that instead of St. Waidwen, it might have been St. Edér, and it was pretty much the flip of a coin that decided it the way it was, and also that Waidwen didn’t know what he was doing but he did it with intent anyways, so they were both betrayed on multiple levels (I left the first game convinced Eothas had just steamrolled Waidwen’s brain the same way he’d steamrolled Woden’s, so it was very interesting to discover that that didn’t precisely happen), and also that there was a distinct difference between Waidwen, who theoretically went into this with his eyes open, and Woden, who didn’t. There’s a whole series of essays in that alone, but again, kettle, fish.), and what ought to have been his ‘defining choice’ (v whatever happened to Bearn), is his whole thing at Magran’s Teeth, where he demands Eothas be better (which, if it had been his personal quest, could have been reactive on ‘I was right, you’re just as bad as the rest’ if he comes to the conclusion Eothas sees all their lives as playthings, and he doesn’t actually care he just wants to be Right, or the canonical ‘Do better you fucker’ if he comes to the conclusion that Eothas just Doesn’t Get It, with a reprise at Ukaizo, because I loved the narrative callbacks that actually exist and it would have been a really good place for one.), instead of what we got (I went and looked them up, what the fuck), which was… completely backwards for his character, holy shit. Either he goes and camps on Elafa’s grave because her kid was a moron (well… kettle, fish, here is another essay and this one’s already too long, we don’t need a discussion of cults and Bearn’s equal desire for a purpose, which is a narrative foil they could have done something with but never did), or he decides to parent this kid who he firstly doesn’t know, secondly doesn’t know him, and thirdly in a place that’s been pretty wrecked that he’s completely unfamiliar with for what’s seriously no reason (Bearn is…. arguably 17? 18? The timeline never works, but that’s about where he’s written, also kettle, fish, arguments that don’t go here.) since the boy is almost an adult to begin with, none of which has anything to do with his need to have a purpose, or the fact he explicitly follows the Watcher around as part of that, and they’ve gone back to the Dyrwood either way. Like it’s just… such a reversal from his growth in the first game, basically dropping him back where he started at the very very beginning, mired in hopeless, apathetic guilt over something that he actually had fuck all to do with this time around.
Anyways, the whole thing where the developers rooted his endstate choices in something that, to be really frank, could have been deleted without doing fuck all to the narrative (remember how all the quests in the first games were important? Yeah, no, a solid chunk of the quests serve little to no real purpose in Deadfire, even the ones I love.) is unfortunately a Thing. Tekehu’s lack of a quest is the Watershaper’s Guild questline, it straight up should have been his personal quest, he’s got the only solid one in the game, Xoti’s feels like it was supposed to be a callback to Grieving Mother’s, but in reverse, and while I loved it, it doesn’t go anywhere, not for her character (either she does a shitty thing for a good reason and goes crazy and can’t regret her choices, or she does a good thing for terrible reasons and doesn’t learn from that either, so far as I can tell) or for the narrative as a whole (there is also an essay about Gaun’s place in the worldbuilding here, kettle, fish), Seraphen either asks the important questions and Gets It, or he doesn’t and he… doesn’t, and either way it’s literally never addressed again, Maia’s has backwards consequences for some reason, which completely defeats the purpose of a character development quest on top of being basically Sir Not Appearing in this Game to begin with, Aloth’s doesn’t really do anything for his development either (his is all elsewhere in the game, too), and as much highly appreciated narrative context Pallegina’s provided, it didn’t make any sense for her character where it was (in either state) in Deadfire, not to mention it was confusing as hell. (Also, narratively speaking? Rekke should have had one, as should Ydwin, on the bias (she’s bugged to shit, and therefore keeps vanishing from my playthroughs, but what I’ve managed to see of her opens a lot of doors, so to speak). They’re both more plot important than some of the *actual* companions, and it’s terrible.)
And like, I get it, Deadfire had a *lot* more moving parts than Pillars did, having character quests that were any more timeline/location dependent would have been a terrible idea, it’s already so easy to fuck up the order of events without even trying, simply because you can just travel anywhere at any point just by picking a direction, and I have the very strong feeling that a lot of the existant character arcs were not intended to be as important as they ended up being, but still. Still. I expected a lot more out of… pretty much everything.
Speaking of: the very last sequence of the game. Eothas, doing the thing. Breaking the wheel. Murdering the world. Ending the Game. Whatever you want to call it.
Dear Obsidian: what, pray tell, the Actual Fuck.
One of the things that I got out of the first game, like not even extrapolating it’s right there in black and white in the text, is that the Wheel? Co-opted by the Engwithans, who essentially bolted a tap onto it to power their gods, but who neither invented nor really affected it in any way, shape, or form. Like, I think it’s Iovara who says that the gods are built on an existing system, parasites on a natural process? I’m not citing this and I don’t remember, but it’s in the last sequence of that game somewhere, and I’m 99% sure it’s one of her revelations. Anyways, smashing the physical wheel should have done fuck all to the metaphysical process, even with the Valians eating all the adra, like the question of ‘what do we do now???’ should have been about ‘how do we keep the gods alive, and do we even want to?’ not ‘oh shit, how do we keep the fucking world running’, that’s not the thematically relevant question. Like the game spends the whole time asking nitty gritty questions on the theme of ‘do we need the gods or do they need us?’ (Pallegina’s whole quest, for example, everything about the godlikes ever, a solid chunk of the underpinning of all three DLCs, the weird shit in Cignath Mor, like it’s woven through e v e r y t h i n g.) The fact that the final deciding question is instead ‘who gets the leftover power’ (and that you can’t talk Eothas out of the thing, or tell him to tip it back into the wheel in like, a useful way) honestly felt like a cop out to me. Like suddenly the narrative weight is on a random god and/or group of people who spent most of the game squabbling over stupid shit while the Watcher tried to save the world again, this time with Real Actual Obvious signs of shit going down. Like in the first game? The Watcher doesn’t figure it out until almost the end of the game, but what you stumble into stopping is both highly subtle and *really* awful on every level, and the consequences are going to be worse, but nobody knows anything about it and you’ve only got the clues you have because you made a bunch of stupid decisions a dozen lifetimes ago, like, you don’t have proof and there’s no way to get it until everything’s over and done with. Deadfire? People have seen Eothas! He’s wandering around, wrecking ships and causing tsunamis and basically being Obvious as Fuck that he’s the thing causing all these problems, and letting him keep going is a Bad Idea, And Yet. Literally nobody in the entire fucking game can focus on the real problem for five seconds until it’s too late, and even then they can’t let go long enough to fix it. And yes, I know, the developers intended it to be more politically minded, they’re not focused on Eothas because he’s far away and this particular thing blowing up in their faces is right here, but…. that’s not how it worked as a narrative? Not even a little? Eothas is on top of your super secret laboratory and he ate your lighthouse or whatever, but that’s not important right now because oh no there’s a different lighthouse that’s a weird color (yes I know the diseased adra pillar is not a lighthouse give me the metaphor) really, really doesn’t look like being politically minded, frankly it looks like, well, real life right this second, and let me tell you, if I had a god I was hell bent on yelling at for being a dick telling me I had to pick who ended up in charge of the fate of the world, I’d be yelling him into not doing that using any trick I had to. And obviously that wasn’t applicable when Deadfire came out, but the sentiment remains.
And what complicates this is that I loved most of Ukaizo. Like up until the final two minutes I found it really narratively fulfilling, more or less (I remain cross enough about said last two minutes it’s rather scrambled my actual impressions of the rest, but I remember being very excited), and then that happened (and the game crashed because I had technically defied the gods again I guess) and then I was very cross.
If this was a real essay, I’d have something to say here about looking at the narrative as it is, not how I’d like it to be, or maybe about how Edér ends up with multiple narrative foils that literally never see any use, and that’s another essay right there. If I were editing this into something readable, I might have actually come to a point at some point, and I could talk about that instead, but I guess I’m just going to say that I wish the developers had owned what they’d built, instead of trying to head it off. Like, cheers, you built one of the more rewarding romances in modern fiction, tell me more about Edér’s relationship with god, don’t murder a perfectly good female character to give him something to be sad about so you don’t have to acknowledge that.
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