#gaems
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scumfuckflowervince · 1 year ago
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“On this, my sword, I swear… To shield the firebird’s flame forevermore.”
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refinedstorage · 1 year ago
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grox · 2 years ago
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5 and 17 for music ^^
5. I always turn this all the way uo no matter what
17.
youtube
Would be fun and cute...
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absurdlyalive · 1 year ago
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supergreatfriend posts a video playing an obscure game and without fail I regain my will to live
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solid-sylv · 1 year ago
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Bonejour,
Directory below the cut.
#:) - Fnuny
#worms - matters of the head
#vibes - matters of the heart
#aesthetics - overthinking art
#gaems - gaems
#politics - discourse
#trans - gay shit
#from the archives - preserved in amber, these posts are bookmarked for some reason
#jerma - Jeremy
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anem0na · 28 days ago
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copper-bulb · 3 months ago
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creepedfinnart · 1 year ago
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i mean i think she would've had the time
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ajcrwl · 1 year ago
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wanna look at my bg3 screenshots? 😳👉👈
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we all had a laugh at this one, didn't we. come on.
I found out that hats give everyone purple hair. It was funny to imagine that my guy's blonde with pink hair changes when he wears a hat.
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But then! I applied a dye to it, and went back to normal!
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It's a shame I bought the dye from THIS little shit who ROBBED me. That's right, I'm getting robbed irl and in game now! Smh.
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*chuckles* I won anyway.
Love it when you're so excited to do more exploring but Gale needs to take a shit.
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The next bit was really funny to me because the book was called something sciencey about neurology. I got excited for a bit. Could it be?? Some science behind mind flayers' powers, etc?? And then you read it and find out that it's about a patient who was straight up cursed/possessed, but the doctor still diagnosed him with a neurological disorder 😂
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This goddamn staff. It shoots fireballs but it's so broken that it literally damages everyone around it even if they successfully rolled to avoid damage 👍
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Ngl, almost shat a brick here.
And now, just my dude looking very pretty 😊
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ps. I still don't know who this mf is -_-
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retrogamingblog2 · 1 year ago
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How to carry your Link by Entiqua
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inkmo · 10 months ago
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wish i'd drawn more today. i did this little study of bridget guiltygear, which looks better than i thought it would with just a sketch layer.
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scumfuckflowervince · 2 years ago
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“I hope you like thrill rides.”
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refinedstorage · 2 years ago
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CATS!
No idea where the Stealth emphasis comes from bc it sure as heck isn't Lost Judgment and I only did brief revisits of Dishonored and Deus Ex 🤔
Also not depicted but very much enjoyed: Yakuza Ishin, and a good chunk of hours spent (but not really enjoyed) on Yakuza 6.
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grox · 2 years ago
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19 for music ask thing
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insertdisc5 · 25 days ago
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this may be weird but i followed you when i was 12/13 until i was 18 (and then i took a long social media break, only remade a tumblr account this summer) and you were my favourite artist for a long time, so now the art in isat is weirdly nostalgic to me?
i finally got it and it's becoming my favourite game, i love the character designs and story so far!!
i was your what
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lassieposting · 10 months ago
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Absolutely obsessed with the ecosystem and interpersonal political implications going on in Poppy Playtime right now, like.
What we have in the Playtime Co factory is a society made up of creatures who were all, at one point, human. And while it's stated that the experiments have varying levels of intelligence and ability to recall their former lives, we know that a lot of them, if not all of them, retained at least some of their humanity post-transformation. For example:
Most of the experiments are angry, resentful and vengeful towards Playtime Co - they understand they have been wronged, and they are capable of holding grudges.
Poppy and the Prototype seem to have the same end goals (putting a stop to the experiments and saving the innocents being used in them), but diametrically opposing views on how to go about achieving them (the Prototype is a gritty realist who knows no war was ever won without bloodshed and is willing to cause collateral damage in the name of his cause, where Poppy is far more idealistic, moderate and morally opposed to/upset by the deaths of the Playtime Co employees). This dispute has escalated far enough that the Prototype apparently shut Poppy away before the Hour of Joy could begin, and Poppy now wants the Prototype dead for what she sees as a crime equal in atrocity to Playtime Co's - they are able to understand ideologies, have ideological disagreements, and strategise against each other.
Huggy Wuggy, who seems to be only slightly more intelligent than a predatory animal, can still write, and uses the ability to try to guide fleeing prey in the wrong direction - that suggests he uses the vents to hunt on a regular basis, and he's clever enough to use basic deception.
On the subject of Huggy Wuggy, when he escapes the facility, his first instinct is to go home.
There are also numerous examples of the experiments being able to form and maintain social bonds, and work together:
Mommy Long-Legs is described as "nurturing" and "motherly" towards the other experiments, as well as the children. She's placed in the Game Station precisely because her desire to protect and care for the children outweighs her hatred for her captors: she won't act aggressively in front of them.
DogDay says that he's "the last of the Smiling Critters", implying that the Playcare originally had a full complement of Bigger Bodies Critters and that they were all able to coexist peacefully.
Kissy Missy and Poppy clearly have a friendship, with Poppy willing to charge into unknown danger to help her friend.
Miss Delight originally calls the other teachers her sisters, and she's horrified and grief-stricken by her own actions when she turns on them.
Miss Delight and CatNap form a non-aggression pact that seems to include some kind of respect for territorial boundaries, as Ollie claims that CatNap usually avoids the school. That's Miss Delight's turf, and he clearly respects her space, even though it technically falls inside his own territory.
The Prototype - who's usually kept in isolation and under surveillance precisely because he's known to be violent - was on multiple occasions set loose in a room with at least CatNap (and potentially other experiments) without bloodshed. He's even confirmed to have patiently tolerated CatNap lowkey imprinting on him and following him around like a duckling.
The Prototype also opts to save Theo Grambell's life, knowing damn well that to do so means sacrificing his shot at freedom. There is no reason for him to do this other than caring for Theo.
Again, DogDay is the last of the Smiling Critters. Despite the fact that there would have been six of them, and one of CatNap. Working together, they should have been able to overpower him easily, and the fact that they couldn't makes me think that either a) there was a big confrontation in which CatNap either arrived with or was able to call out for backup or b) CatNap became an infinitely more capable strategist and picked them off quietly one at a time, using skills he'd have to have learned from someone.
Anyway. My point here: these were originally people, with all the associated moral hangups and emotional messiness, and they retained a lot of their humanity post-transformation. And they were on the same side, to begin with. During the Hour of Joy, they all turn on the workers together.
But after that? The complete breakdown of that unity and those complex social relations into an essentially animal ecosystem, and the psychological impact on the surviving experiments, fascinates me.
By the time the game starts, the experiments have run out of food, and they've begun turning on each other out of desperation. The Bigger Bodies monsters, previously social and cooperative, have been forced into direct competition for food, and as a result they've largely become solitary apex predators with fiercely-defended territories, where they can pick off smaller, weaker experiments at will. There's some evidence of cooperation and coexistence between predators - Bunzo Bunny and the Mini-Huggies survive ten years in Mommy Long-Legs' territory, possibly filling the scavenger niche and surviving off her leftovers, and Miss Delight is tolerated in CatNap's - but the small toys we see scattered bloodily all across the factory (and the small Bunzo we see picked off by CatNap as it tries to cross a room) show that there's a whole category of experiments whose lives would've become all about hiding, and sneaking, and being where the Bigger Bodies critters aren't. The predators, driven to the edge of starvation, have had to surrender a lot of the human values and morals they had before. The prey have essentially become rodents - they're in danger every second they're not safely hidden away somewhere.
And yet!
The way they've reacted to their trauma is still so human.
Like. Take the difference between CatNap and Mommy Long-Legs.
Mommy and CatNap - Marie and Theo - have a very similar start in life. Both were children when they were experimented on and transferred into their mascot bodies. Both were orphans, and both are described as not fitting in or being particularly happy in the Playcare - Marie was bullied, and Theo is described as "odd" and "antisocial with other children".
But post-transformation, it seems Marie was largely left to, essentially, raise herself. We know that she was aggressively hostile towards staff, and gentle and nurturing towards orphans and other experiments, but we have no suggestion that anyone was caring or parental towards her. Like most of the experiments, she has a digestive tract and would have needed to eat, so she must have had a "keeper" of some kind, but she doesn't seem to have had any attachment to anyone who could serve as a parental substitute and guide her into adulthood.
When we meet her as Mommy Long-Legs, she would be a young adult - she's grown up in her mascot body. But even acknowledging that she's been driven mad by fear and isolation, her emotional development shows several damage markers you'd expect from a child so utterly deprived of love and care and guidance. She's emotionally unstable and prone to throwing extreme tantrums over small and arbitrary inciting factors, like "cheating" at a rigged game - there's very limited ability or desire to moderate or regulate her emotions. She's erratic, has poor impulse control, and when she's angry she lashes out violently at whoever is most convenient - like Bunzo - even though it's someone else - the player - that she's actually mad at. She does try to hide her disappointment at our continued existence behind her bubblegum Mommy persona, but she never quite learned to convincingly mask her emotions the way adults can. Nor has she mastered the art of making and executing a plan - when she attacks, it's all aggression - the single-minded grab-and-smash of an angry, thwarted child. Even Huggy, limited though his intelligence is, stalks the player and tries to chase them into a kill zone. But Mommy relies solely on her stretch ability - automatic, instinctive - and her sheer rage to make her the GameStation's apex predator. Left to raise herself, she never learned a lot of adult skills or survival strategies, and it's become a fatal flaw - she knows her territory, she knows where there would be machinery to look out for, but she's so single-mindedly focused on punishing the player that she completely overlooks her own safety.
Contrast: CatNap.
CatNap is also a young adult when we meet him, and if he'd also been left alone to raise himself, he'd probably have a lot of the same developmental stunting. But he doesn't, and that's interesting.
Now, let's take a very quick detour to look at the behaviour we've seen, not from CatNap, but from the Prototype. We know he's fiercely intelligent, calculating, and a tactical thinker with a talent for using his environment and anything in it (up to and including the player - he makes use of Mommy after we kill her, even though he's the facility's super predator and could easily have done it himself) to his advantage. We know he's stealthy - from how close to us he is at the close of each chapter, he's likely been tailing us from the moment we entered the factory, keeping his distance and watching us to see what we'll do and how he can make use of our actions. Some of his behaviours are strongly reminiscent of a soldier in action - I have a theory here that whoever became the Prototype had, at some point in his previous life, been a military man.
And now look at CatNap. Who has he become?
An intelligent, calculating stealth predator who uses his environment and any weaponizable thing he can get his claws on to take out his prey with minimal risk to himself. He's capable of adult logic and reasoning skills - i.e. the teachers will get hungry and harm the surviving children, so locking them in the school to fight to the death removes all but one threat, who can then be negotiated with once the children have been moved to safety. He's able to form and maintain alliances and agreements. He's even able to identify that the player is either a) not a threat to him or b) proving useful to the Prototype, and overlook his own hunger to offer them mercy: leave Playcare, or I'm coming for you.
In other words, he's grown up a lot like the Prototype.
And there's a reason for that! We know from the interdepartmental report on CatNap that for some reason, after his transformation procedure, he was allowed to socialise with the Prototype - an experiment who's considered so dangerous usually kept on lockdown in isolation under constant surveillance. And the report notes that CatNap "follows [the Prototype] around like a lost puppy" and that the Prototype "doesn't seem to mind".
Which, on its own, could just mean that the Prototype recognised Theo for what he was - a traumatized, hurting, confused little boy - and, aware that CatNap was not a threat, opted for tolerance over violence. But when you consider CatNap's history with the Prototype, I don't think that's it. Theo befriended the Prototype, or vice versa, long before Theo ever became CatNap. He was mortally injured trying to help the Prototype escape, and the Prototype gave up that shot at freedom to get Theo medical attention. They are close, and the fact that CatNap, a decade later, has assumed so many of the Prototype's traits and skills implies that they remained close for a good long while after the Hour of Joy.
Theo, aged 7, is clinging to the one person he feels safe with and protected by after a major trauma. If he follows the Prototype everywhere, he won't be left alone with the scientists. If he's not left alone with the scientists, they can't hurt him anymore. And the Prototype lets him, reinforcing the idea that you're safe with me. It's not unlikely that he feels responsible for CatNap's fate - if he hadn't taken Theo to the Playtime counselors for medical attention, the boy would have peacefully died, and wouldn't be living a nightmare - and he's stepped up to parent CatNap.
And you can see echoes of that ongoing bond in how CatNap behaves a decade later. Who taught him to hunt? The Prototype. Who taught him strategy and tactical thinking? The Prototype. Who gave him the survival skills he needed to make his way to the top of the food chain and stay there? The Prototype.
Unlike Marie, Theo had someone to protect him. Someone to play with and care for him. Someone to hunt for and feed him once the bodies began to run out, at least until he was fully capable of catching, killing and pulling apart his own prey. Someone to socialise with. And he's better adjusted - for a given value of "better adjusted", because like, nobody in this factory is even remotely okay - as a result.
And that's still so human. Despite the absolute horror-show feral animal situation they're all living in.
Just? idk man i have a lot of feelings
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