#he literally keeps having Sidequests and Encounters
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alyosha fyodorovitch & the longest day ever
#he literally keeps having Sidequests and Encounters#bro go see your elder 😭 he is gonna die#brothers karamazov#mine
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@pomgore I was planning to originally reply to where u posted this but I feel like im going to say A LOT so hope u dont mind :]
so how to kill gloom hands/phantom ganon even when you are at pretty low hearts/stamina (this is mostly for ppl who want to fight him at the beginning of the game when randomly encountering the Gloom Spawn NOT the final boss battle!!!)
to start off with foods and potions, you should have at least multiple plates that fully recover your hearts plus giving you extra hearts or an elixir that does the same effect. You should also stack up on gloom resistant foods, personally I did food plates than potions as I can also get partially healed when restoring your hearts from gloom effect. IF you haven't upgraded your armor at all I do recommend also making defense foods/potions. I recommend trying to make strong defense foods/potions like they gotta have that defense up to 2 or 3. Out of all of this I personally recommend to make a lot of foods that are gloom resistant and also just stock up on regular foods especially roasted food.
Armor! I don't have the strongest armor yet as I haven't done the Great Fairy sidequest yet. So I tried to make the most of it that is in Link's wardrobe, one armor set you definitely need the gloom resistant armor. Armor of the depths as it is called. At least wear one of the armor pieces but if you have all of them just use it tbh when it comes to fighting Phantom Ganon as he surrounds himself with gloom. Which makes it tricky when you want to walk up to him and attack.
Weapons! It all depends the Phantom Ganon you fight tbh, i dont know how it works on the other locations where you can encounter him but ik he has different weapons. The one I fought was in the cave that you encounter early in the game right next to the first dragon tear memory and the skyview tower. In that one he was wielding a sword. PERSONALLY FROM WHAT I REALIZED IS that spears are most effective in this fight especially if you dont want him near you KJDFNKJDNFG weapons that are above the 25+ attack points is good above 30 attk points is excellent the fight moves a lot more smoothly. Black Bokoblin horns are pretty good monster parts to fuse, if you have a polished weapon basically its not afflicted with gloom and it has a little sparkle icon next to the name of the weapon. When fusing those weapons with a material that does a lot of attack points with doubles the attack points by two making it pretty handy. From what I've seen the depths and through amiibos you are able to find polished weapons, I think a Rock Octoroc also helps you polish your weapon similar to botw basically.
How to kill Gloom Spawn 💥 you have the be the one to first spot it before it does. If you see one quickly try to climb somewhere high where they don't reach you, but you gotta be close enough where they don't despawn. The most effective way is to literally shoot arrows at it specifically bomb arrows make sure to keep your distance so you don't explode along with them. Idk if its effective but I also shot puffshrooms at them at it seems that it works to keep them distracted from the position where I'm at. And helps me keep a bit of distance when shooting bomb arrows at them. One thing for sure do not stop shooting, cause they will eventually leave. Just keep on shooting until every single arm is dead. Once you defeat the Gloom Spawn, Phantom Ganon should appear
How to kill Phantom Ganon ❤️ In this fight that I had he was wielding a sword. If you are an expert dodger at this game this will be a breeze since a lot of it is to just dodge his attacks. So very much learning how to dodge his attacks will make the fight easier. Phantom Ganon tends to jump back and charges at you, if his sword is swinging horizontally you dodge by doing a sick backflip, if his is swinging vertically you do a sidejump. HE ALSO DOES SPIN ATTACKS...I haven't really pin point when it happens during a fight I just run away when he does that
Once you kill him you'll get his bow (the bow's attack points depends at what state you are in the game progression wise) and his sword that is at a whopping 41 attack points. tbh I think the tedious part is to summon Phantom Ganon by killing the Gloom Spawn but overall its a very fun fight :]
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We've angered enough gods, lol. I think there's only... one that's on our side right now??? Anyways, MILD GALE and MASSIVE GONDIAN/IRONHAND GNOMES SPOILERS BELOW.
Welcome to the anxiety club!
PFFFT. Mood.
Astarion, you literally gave up the chance to be a Vampire Ascended. What are you talking about???
OH SHIT GORTASH. HEY. HI. SORRY I MISSED YOUR ORDINATION CEREMONY. MY BADS. HONESTLY HAD NO IDEA WHERE IT WAS TAKING PLACE BECAUSE OF HOW SIDETRACKED AND DISTRACTED I GOT. HOW'S IT GOING??? WASN'T EXPECTING TO SEE YOU HERE.
Alskjfldkjfldkjfldk, I was so tempted to go with number three. I love that it's even an option. You can see Astra contemplating the pros and cons of telling him to "f" off.
OMELUUM!??? BUDDY!??? YOU'RE HERE!??? WHY ARE YOU HERE!???
So many surprise encounters and I'm just trying to finish my massive list of sidequests.
Anyways, long story short I freed all but one of the hostages- that one was killed on his way running out by the enemies. Astra and Wyll were also... blown up, because Astra died and Wyll wouldn't have made it out. Omeluum got Karlach out just in time. Astarion was the first to reach the ladder.
All the baddies decided they were gonna gang up on my girl. T_T It was very rude of them. Poor Karlach had to do all the lockpicking. I had to keep reloading so she could roll natural twenties because she needed a 25. RIP. I probably could have restarted and sent Astarion that way instead, but, well, it's fine.
Everything's fine.
Poor Astarion. I find it absolutely hilarious that the game put him in charge since Astra was out of commission. Just, oh, what's that? Your wife died? Your turn to hold the braincell, then!
Imagine him getting up to the submarine and waiting for everyone to hurry up, and Karlach and Omeluum appearing- but Astra and Wyll are nowhere to be seen, and Karlach is like, "I tried to help her, but the bastards shot her back down! Before I could try to carry her and Wyll, squiddie over here teleported me."
Omeluum: "A thank you for saving your life would have sufficed..."
And the prison is already exploding so Astarion has no choice but to maneuver the submarine to safety.
WITHERS, PLEASE, MAN IS TRYING TO REVIVE HIS WIFE. BESIDES, HE'S MOST LIKELY GREY-ACE, ANYWAY. LEAVE HIM ALONE.
Astarion did not wake up this morning thinking he was going to have to revive Astra and Wyll.
I've.... never actually had to revive a character yet. I've always been able to "help" them back up, so Withers and the twenty Revivify Scrolls I have were just... chilling all seventy hours of my playthrough so far. Huh.
ONWARDS TO THE FACTORY.
BADA BOOM, BABY!!!!
Gods, I can't stand this asshole. Genuinely regret saving him.
YOU TELL HIM!!!! GO OFF, KINGS!!!
I am... so proud of Barcus right now, oh my gods. This is so satisfying. Finally he's breaking things off with that toxic genocidal asshat. I knew it was too much to expect an apology from Wulbren, but for Barcus to call him out on his bullshit and dump his sorry ass??? PERFECTION. I love this gnome so much. He does his best.
DON'T YOU FREAKING DARE LAY A HAND ON MY BOY BARCUS WROOT. I WILL FIREBALL AND MAGIC MISSILE YOUR FACE IN, WULBREN. KARLACH WILL CLEAVE HER AXE THROUGH YOUR SKULL.
HA!
BARCUS, MY BOY!!!!!!!!! I AM SO PROUD OF YOU RIGHT NOW!!!!!
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It’s been a while since I’ve actually drawn or introduced another Escapee, so let’s change that up! Meet Lynkos the Living Diamond, right-hand man to Midas (feel free to interpret that as you will), a violent, brutish, and enthusiastic brawler.
Lynkos is a character whose backstory I’ve admittedly done little to flesh out or explore, being more of an afterthought that I’ve procrastinated upon until the inspiration has struck. As of now, I’m workshopping on an idea I’ll get into later this post, but for now let’s focus on what I DO have cemented for him!
Lynkos is a rough-and-tumble type who loves to get his hands dirty (fitting, diamonds are born of the earth), bash heads, trade fisticuffs, that sort of thing. There’s a bit of a sadistic edge to him, but mostly he’s here for a challenge, and that’s part of his motivation in joining Midas’ group to kill the Wayvrens; They’re an invincible family who has changed the course of history and taken down innumerable, unstoppable foes! Nobody’s killed a single one as far as anyone knows, and Lynkos looks forward to breaking that record.
When the death of literal child Lloyd was brought up, Lynkos was skeptical; He didn’t find it to be good sport and probably a waste of time, but the others had their reasons and there was always a cooldown between encounters with the Wayvren who defeated him. May as well do it to kill time, get it over with… Except, Midas and his gang continued to fail, no matter how much they applied the effort.
It wasn’t so much that Lloyd himself was powerful and difficult to defeat; He was surrounded by a whole host of individuals who were very interested in keeping him alive, and THEY were a challenge! And suddenly, what seemed like an in-and-out sidequest became a legitimately Herculean task for Lynkos, who now looked forward to killing Lloyd, mostly because to do so would be an enormous accomplishment in and of itself; Sounds fun!
Diamonds are formed under pressure, so I imagine there’s some thematic symbolism I could incorporate here, of Lynkos as a person who loves to push his own limits, diving into the gauntlet to emerge fire-forged and stronger than ever! He’s like a brutal boxer, constantly training, toughening himself up as scars form to be more and more durable, until he comes out as hard as diamond.
But despite being seemingly impervious to scratches and other damage… Well, diamond is also brittle, and CAN be broken, especially by a fellow diamond. If Lynkos isn’t careful and pushes himself too far, one day he’ll strain and come against someone or something that will leave him totally shattered… But if he can, he’ll just get back up, recover, and use it as an opportunity to heal over his wounds and broken facets, because what doesn’t kill you makes you stronger! Like a weightlifter tearing up muscle so it can reborn anew, phoenix-like.
As mentioned, Lynkos is right-hand to Midas, and acts as his lieutenant; I thought there’d be some fun duality, since Gold and Diamonds go hand-in-hand as precious minerals. Granted, the actual value of diamond is exaggerated, so mayhaps that’s why Midas is just on top… Plus, there’s the duality, two sides of the same expensive coin, with Midas being a soft and malleable metal, Lynkos a hard and brittle crystal. One made himself this way, the other was always like this; Midas is a very heavy and existential, philosophical thinker.
Lynkos? He’s a lot more simple-minded, blunt, and straightforward. He’s here for fun, for a violent brawl and a challenge, and is eager to bust heads and knock skulls together, haha! He doesn’t really get a lot of the complicated ruminations that Midas, Barracudox, and Tamericus frequently engage in… But it’s not like Lynkos doesn’t have a personal philosophy of his own, seeking challenge to emerge stronger for it, even if it breaks him, especially if it does even!
Lynkos trusts Midas, he’s willing to jump in as a personal enforcer, and just for the chance to fight. He admires the Golden Man, engaging in complex discussions much too out-there for Lynkos’ brain, which technically IS a rock. Wherever Midas goes, Lynkos is probably going to follow, even if he doesn’t fully understand; Midas appreciates and values Lynkos’ loyalty, the trust is mutual, though there was an initial period in which the two had to acclimate to one another after escaping from the Tower of Tears.
Despite is name, Lynkos isn’t made of actual diamond, but a wholly separate, unique substance, crystalline and almost alive in nature; Hence the moniker, ‘Living Diamond’ and all. This stuff grows, branches, splits apart into a web of fractals. It’s much sturdier than actual diamond, too, with just a bit more flexibility; But it’ll eventually crack under the right stresses, as Lynkos quickly found out.
Lynkos grows his ‘living diamond’ from himself and is made of it; You could shatter his head and as long as a decent portion of him remains intact, he’ll regrow it, possessing powerful regenerative capabilities. He doesn’t really have any organs, he’s just solid crystal through and through, technically, and he’ll sometimes absorb and chow down on minerals to fuel himself. Call that carbo loading…
One of Lynkos’ favorite methods of attack is to turn both hands into a jagged cluster of crytals, and shoot them out rapidly, impaling enemies from afar. Since the crystals themselves aren’t actual diamond, they don’t contribute to the devaluing of it like Midas and his gold touch, though to be fair actual diamond isn’t THAT rare either. Lynkos’ pillar-like limbs can also extend, growing to grab and/or stab people as the sharp ends jut out.
There’s a pair of diamond clusters on Lynkos’ back that can each fire off and explode, acting as airbone mines that release waves of sharp crystal all over the place. Lynkos can pump the jagged ends of his arms or legs into the ground, growing trails of deadly prisms that erupt ahead of him. And when extending his limbs, crystals can split off from the rest, branching into their own directions like branches; And then those ‘branches’ can grow crystals that split off from the original, and so on and so forth.
So if you managed to dodge a crystal spire, beware! It might just sprout another one out of its side to impale you with, correcting directions with each new extension. As a result, Lynkos can create some complex structures that zig-zag and intersect with one another, blocking off enemies’ escape by creating a ring of diamond to trap the two of them inside with. As I said, Lynkos might be simple-minded in terms of his outlook on life, but don’t assume that doesn’t make him clever when it comes to physical combat; He’s fully explored, weaponized, and made the most of his crystalline form.
Of course, as fun as impalation is... Sometimes, nothing beats a good ol’ trade of fisticuffs! Lynkos’ claws and sharp crystals retract, leaving just a solid, durable prism out of his knuckles, before he rushes in and delivers a wave of beatings to break you down, make you crumble bit by bit. Diamond can be worn down and weathered away at, but it can also do the same to you as Lynkos. Be careful not to lock hands either, because Lynkos can always just sprout sharp crystals from his knuckles to shear right through your palms, yikes. Headbutts are similarly nasty thanks to that crown of Lynkos’.
Being a living, growing mineral, Lynkos acts as the ‘mind’ for it, and can thus command it to shatter or recede even when separated from his body. This is helpful in case he’s accidentally blocked off a path, pinned down an ally, that sort of thing, and it’s useful in setting up prisoners, pinning limbs to the side within the embrace of several crystals; Sharp points stopping right below the chin and all!
…An admittedly ridiculous idea I had for Lynkos when I was younger was also the ability to somehow carve and form four, tiny little wheels with sharp ridges on his chest and knees, even as Lynkos lies stomach down and tucks his limbs in; Enabling him to act as a ‘cart’ of sorts, the sharp wheels spinning on their crystalline axles to propel him forward. It’s really specific and implausible, but it’s an image and idea I’ve had so much fun with, that I might just keep it in anyway. Who needs a mine cart to transport crystals, when the mine cart IS the crystal transporting itself?
Fun fact, it’s possible that if left on its own, under the right conditions… Crystals generated by Lynkos, planted in the ground, might be able to grow on their own! Spawning additional clusters and masses. I dunno if I’ll go through with this, but it’s a fun concept to me, since Lynkos is ‘Living Diamond’ and the mineral he’s comprised of is akin to an organism, even. Diamonds are formed from carbon after all… Maybe he’s considered in-universe the possibility of growing other Living Diamonds like him, but so far all he’s accomplished are identical statues.
Which, now that I think of it, I could imagine Lynkos growing these as a decoy, or even leaving his original body behind as his consciousness goes down through his legs and into the ground, growing clusters of diamond that form a trail leading away, and eventually erupt and form into a newly-grown Lynkos! So he’s like a vegetable, a farmer in his own right, huh. It ain’t much but it’s honest work, Lynkos humbly declares as he tackles his old shell of himself into an opponent.
As for Lynkos’ backstory, as I said; It’s always been more of an afterthought. Maybe I’ll play around with the idea of coal becoming diamonds; Maybe he was born of a species of rock monsters, some of whom are coal and can be lit ablaze, and/or are deathly terrified of that. As a miner, he gets trapped in a cave-in, pressurizes over countless years, and emerges as the Living Diamond!
One of a kind but a possible mutation… Or not, it’s possible others of Lynkos’ species tried to replicate the process but failed. Maybe the conditions weren’t specific enough, and/or they ARE trying, they’re simply still in the process of forming when Lynkos escapes from the Tower of Tears, and still have plenty more years to go before they’d ready to emerge from their earthen cocoons.
I imagine this would contribute to Lynkos’ rough-and-tumble nature, his philosophy of applying pressure and challenge, praising stress as a way to grow and evolve. He went through the gauntlet, the heat of flammable coal subjected to subterranean pressure, and like a phoenix was born anew, that sort of thing. So maybe there’s a bit of a fire motif for this crystal, after all.
Maybe I’ll make Lynkos the same species, or an offshoot of the same species, as Magmint the Lava Golem. There’s so many transformed humans who are hardly human by now, what about members of other sapient species beyond recognition, not considering themselves as such? That does defeat the contrast of Midas becoming Gold while Lynkos supposedly Always Was, but maybe the foil comes from Midas choosing it while for Lynkos, it was a mining accident, a cave-in of fate.
As for what happened when Lynkos emerged, hmm… I like to imagine a story in which adventurers hear of the world’s biggest diamond, braving an abandoned temple full of traps that are… long decayed by now and non-functional, how impressive! They see warnings on ancient murals telling them that those who seize the diamond will die, and brush off this alleged curse. They find an enormous, man-sized cluster of crystals at the end of the temple, sealed away… Only for it to split apart, forming limbs as it emerges, yawns, and stretches out! It’s Lynkos!
So funny story, some ancient civilization captured Lynkos, seeing him as a precious artifact in his own right because he was made of diamond and could produce it. But then they realized he wasn’t ACTUAL diamond, had a rampaging brawler on their hands, and so shrugged and stored him away in a vault. So there’s no curse, actually; It’s not like the crystal brings some horrid fate upon you, it just grows limbs and kills you itself lol.
I haven’t smoothed out the details and have considered this story for Midas, whom as I’ve brought up, has parallels to Lynkos; Maybe one or the other WAS valued and objectified as a ‘statue’ of precious quality, and hoarded away for it. Who knows? But if it happened to Lynkos, well, the Tower of Tears wouldn’t be his first rodeo being captured and locked away in an ancient stone structure, forgotten until awakened and freed, years later…
His conflict with the Wayvrens is probably simple; Lynkos was being violent and destructive. Maybe they heard of how he was once sealed away, perhaps by his own species even, and opted to re-apply that solution, but with the Tower of Tears; Same difference, and more secure. But not completely as it turned out… When Lynkos escaped, he met up with Midas and the others, was attracted by the unbeatable task of killing the Wayvrens, and agreed to it.
On the side, I like to think, either before or after the tower, maybe both, maybe this is how he encountered the Wayvrens, Lynkos became the champion of an underground fighting ring of misfits and other strange yet powerful individuals. His design has a bit of a ‘wrestling belt’ too, though that was admittedly more of a happy accident and coincidence as Lynkos’ story was fleshed out. Maybe he encounters Trexdis, Lloyd, and the others for the first time when they enter an underground fighting ring for Reasons, and discover that this enigmatic Champion is none other than an Escapee, and one of Midas’!
Lynkos the Living Diamond… I expected this to be a lot shorter given his bare-bones backstory, but I guess I figured stuff out as I wrote along!
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I went back to play through Tyrant of Zhentil Keep again, because it’s been a week and I just wanted to relax, and also try playing a sorcerer this time. So I rolled up an aasimar clockwork soul sorcerer name Rilya Manalar, investigator background (she has warm metallic rose gold skin and white hair, because we’re riffing strongly off Mechanus and it goes nicely with the clockwork soul ‘clock hands moving in your eyes when you cast spells’, and also she had goggles of night from the previous book Death Knight’s Squire which I’m picturing as less goggles and more dainty little rimless sunglasses on a silver chain. She’s decidedly less hardboiled PI and much more gentlewoman sleuth). And I set her off into Zhentil Keep.
Some thoughts:
AOEs are a girl’s best friend. When in doubt, thunderwave. People not to gang up on in the cramped hold of a ship while everyone on her side is behind her: a sorcerer with thunderwave.
Flight is also a girl’s best friend. It’s a 3rd level adventure, so Rilya had the aasimar Radiant Soul feature, 1min of flight a day, and she used it to completely cheese a fight with an earth elemental whose longest ranged attack was 60ft. So she just went straight up for three rounds and then picked it off with Chill Touch.
This was partly in vengeance for the previous encounter, which was with a swooping gargoyle, and omg, most annoying fight ever! Not because it did dangerous damage to her, she came out around half hp, but because it just kept picking her up and dropping her 10ft. It had a chance to grapple attack based on a d6 roll, and it got fives and sixes literally every turn, so all it did was swoop, grab, and drop her next turn when it took damage. And she has feather fall, but she also has 6 spell slots total and accidentally booked her whole evening to do two separate sidequests after this, so she can’t spend them. So she’s just taking fall damage the entire time. And avoiding the grab is a Strength save, and she’s a sorcerer, so … yeah. So annoying.
(And yes, I could have had the gargoyle get tired of the game and try different tactics, but I think both the gargoyle and Rilya just got locked into this tunnel vision of it very determinedly trying to grab her and keep her, and Rilya getting dropped repeatedly and wanting to smash its head in as a result, and it was just a battle of attrition between two extremely frustrated enemies who’d tunnelled all the way down to one tactic apiece).
Next note: I love dwarves! One of the sidequests is teaming up with a crippled dwarf investigator and his nephew to rescue some slaves from a ship. He opens the planning session with: much as I would love to do this the dwarf way and just hack our way in there, I think we should have some strategy here. His nephew, immediately upset: Aww! But. Okay. Once we’ve snuck onto the boat, what happens if we get caught before we can find and rescue the kid? Uncle: then you go full dwarf and hack your way out of there. Grabbing the kid en route, of course. Nephew: Yay!
Which we then promptly did, courtesy of the above thunderwave, which bounced a Banite paladin and two slavers off the back wall of the hull, killing one slaver outright. It was very satisfying. Of course, the paladin promptly healed himself almost all the way back to full, because of course he did, but I’m still taking the win.
Moral of the story: strategy first, but when all else fails, always go full dwarf!
I also keep forgetting to cast mage armour, so she’s squeaked through by the skin of her teeth several times now. 12 AC is … not fun. But I was really trying to ration spell slots, because a massive chunk of this adventure is one single day and she has 6 slots total to work with, and I should have cast it that morning with extended spell, because she has that, but I forgot. And then kept going … but what if I need a chaos bolt? Cantrips don’t do pissing damage! So I semi-accidentally played her as a complete glass cannon, where she dished decent damage, but one good hit and she was in deep shit.
But hey! She didn’t die? Mostly because several NPCs brought healing potions, but again. I’ll take it. Heh.
The thing I do notice, though, the more I play the gamebooks/solo adventures, is how much you really do wish there was a live GM. There were so many moments where I’d have liked to do something different, or ask different questions, or see if there was a ruined building I could get into so the gargoyle couldn’t fucking swoop me. You know. Little things. I’d love to see someone run these books with a DM. But. If you’re just wanted an evening to chill by yourself, they’re a good time.
#d&d#5e gamebooks#tyrant of zhentil keep#sorcerers#i think i like sorcerers?#clerics still win#but i'm having fun
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Bravely Second! I have a bit more time in the game, and am...having some thoughts.
Okay, overall, generally like the cast, but I am specifically pissed about Tiz. I cannot stand him after the first game. The dynamic is otherwise decent. I like Magnolia, Edea was the favorite from the first game, and Yew...okay, Yew's kinda losing his failboy angle and picked up Ed-esque mannerisms by constantly talking about gravy. He's starting to grate a little bit.
My comments on the early half hour yesterday were immediately blasted as I walked into the very next city and straight into "We have to get Tiz in here guys." Followed immediately by a boss encounter with Bella and Cu Chullainn where they die. So glad we're not making any progress from the first game.
Except we are! Apparently. All the old bosses are apparently still alive? And the structure seems to be that sidequests involve Edea having to choose which side of an ethical dilemma to support. Which is...god, I can't. This is so stupid.
Okay, so here's the ethical dilemma, guys! Desert is running out of water again! People are dying and resorting to banditry again. Jackal is trying to keep things in line, but it's kinda rough, and also Tiz suspects that someone is pressuring Jackal to help because he's Republican and can't conceive of someone with a sordid past helping people out of actual compassion, someone must be making them do it punitively, god I hate this fucking guy can we please get a new fourth protagonist. Anyway, Jackal's worried about the state of the desert and wants to know what we can do to fix it. On the other side we have...DeRosa. You know. The rapist. He works at the college now! Which I am sure is going Just Great. He's apparently on the straight and narrow now, and is really helping them out with solving this particular problem with a new kind of energy development. They have the concept all written out, they just need a lot of water to help stabilize the creation process, because if it doesn't go well it could uh, let me check my notes here, destroy the entire fucking city. Anyway, in an effort to figure out water in the desert, you Atelier Shallie it and run into an immediate solution to this age-old problem and find out there's a magic water orb that should be making water, but it's not for some reason. Turns out it just got knocked off the pedestal. Accidents happen. Your dilemma, as presented, is to either put the orb back and renew the oases around the desert so the general populace doesn't all die, or turn it over to Rapey McGee over here so he can possibly explode the city, but hey maybe instead he'll make a new energy source and it'll make everyone rich and happy and end all war which is...totally an achievable outcome.
...so I killed the rapist. Like, even aside from how much I hate him from the first game, this plan is fucking insane, and he even goes on this villain tirade, before the choice, about how the desert people can all just move somewhere else, and after siding against him reveals his obvious true colors of "These desert people's lives aren't even important compared to my conceptualization of progress." The worst part is that they show you the outcome like you made a hard decision. Like they show that yeah, people have water, but this one researcher who just really believes it'll do good is now kinda sad because research got delayed. Not cancelled. Delayed. But ooooh, every five years of delay is decades of suffering, right? Like, you're gambling on a hope that this works at all, using the lives of literally everyone here as collateral. I do not feel bad for you.
Anyway, can't wait for further horrific "ethical dilemmas" that try to posit an obvious horror as a legitimate approach. At least this time Mephelia will live. I'll gladly give up the Summoner asterisk for it.
...oh yeah, you actually commit. The real loss is mechanical. See, I got the Red Mage class, which sucks, but lost the Thief class, which as some general merits forever by virtue of steal in these games always have something it gives near exclusive access to. I regret nothing, I hate Thief and have a hope for a Red Mage passive combo if I can find the right complementary skill.
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"Link's Thought Brambles" fic post list.
Link accidentally activates the Adventure Log feature on the Sheikah Slate pre-Calamity, before its software has been updated by the Great Plateau Tower. This software version produces a more... er... complete log.
This is the Adventure Log+ AU! Link and Zelda are aged up to 18. Most chapters are rated T, but some are M. Warnings appear before all M chapters, and truly NSFW parts are skippable. (Specific Warnings: some foul language, and NSFW in parts 18, 22, and 54. Some strongly suggestive stuff in parts 31, 34, 38, and 53. Part 53.5 is skippable and very NSFW).
(This fic is also available on AO3 if you'd prefer to read it there).
Part 1: -this thing doing? Stop that, I
Part 2: [Link's strategy has its drawbacks.]
Part 3: [Not uncomfortable at all!]
Part 4: "Let us call this dictation one."
Part 5: [Link keeps track of jerks.]
Part 6: [Link's missed opportunity for a career in catering and event-planning.]
Part 7: [Link finds formalized services distracting. He's trying to pray, for goodness' sake. Be quiet!]
Part 8: [Zelda scrolls through Link's thoughts instead of sleeping. She lingers on some.]
Part 9: Awww. I missed it.
Part 10: [The slate has great hearing.]
Part 11: A series of silly decisions
Part 12: Your fantasies stay in your head, Link.
Part 13: [Link struggles with innuendo.]
Part 14: [No one here is having a good morning, but especially not Link.]
Part 15: [Link starts to pull the threads of his massive brain-knot. Also, scones.]
Part 16: [Zelda tries to be serious. Ducks happen.]
Part 17: [Zelda misses most of this while perfecting her travel itinerary. She reads it later.]
Part 18: Dark Air and Sunshine (mature rating, slightly NSFW?)
Part 19: MELEE (there's some nasty language in here, be warned)
Part 20: Fathers' Rules
Part 21: [Link Navigates Fancy Food.]
Part 22: [Link's subconscious has been ruminating on spoonfuls.] (mature rating, NSFW below the cut)
Part 23: [Zelda's pretty disgusted with herself.]
Part 24: Hi, Mom.
Part 25: A work in progress [a minimum of three, actually].
Part 26: [Link is not a politician, but the king is.]
Part 27: [Link's love for someone is directly proportional to how badly he wants to stuff food in their face.]
Part 28: Give people a party and they'll forget.
Part 29: The Crown's Deputy Fairground Officer
Part 30: [HiRAH for sidequest!Link]
Part 31: Nuts is another word for [a lot of things around here]. (Mature rating, strong suggestion of NSFW things).
Part 32: [Link's fish detection, bird attraction, and monster destruction service.]
Part 33: [Link runs around the castle and digs a deep brain-hole. Not literally. It's a metaphor.]
Part 34: Tiny Flames and Distant Stars (Warning for very strong suggestion of NSFW things. VERY strong.)
Part 35: [Zelda knows her physics and loves it, too.]
Part 36: [Link deals with fluids.]
Part 37: Because, you know, kids.
Part 38: [Link tries to keep it (a) together, (b) romantic, (c ) realistic, (d) casual, and (e) meaningful.] (Warning for very strong suggestion of NSFW things. AGAIN!)
Part 39: In the name of the Goddess Hylia, I offer this.
Part 40: Order Two
Part 41: [Link's mysterious creep-out compass.]
Part 42: One hell of a fantastic idea [or two].
Part 43: The general in charge of storeroom changes and off-key humming.
Part 44: Spin Me
Part 45: Spin Me [Too]
Part 46: She's your sister and you missed her.
Part 47: Like a hundred-pound draw.
Part 48: REMAIN STILL, REMAIN CALM. (Warning for violence).
Part 49: This will hurt.
Part 50: No excitement.
Part 51: [Close encounters of the imaginary-bunny and incorporeal-pig kind.]
Part 52: This gift is not for me.
Part 53: Her Firelight, Her Lightning-Rod
Part 53.5: The Last Leaf in Akkala (Mature Rating, NSFW, a skippable chapter though you'll miss some flavor and character development if you don't read it).
Part 54: [Fi has many useful recommendations and observations.] (I'm giving this one a mature rating for very strong suggestion of NSFW things along with discussion of NSFW things at a mature level.)
Part 55: So. Much. Fun!
___
That's a wrap - this fic is officially complete!
...But there's a sequel! Here it is: Adventure Log+
#linksthoughtbrambles#zelda#botw#fanfic#post list#zelink#aged up characters#loz#loz breath of the wild#breath of the wild#botw link#humor#romance#romcom#action#drama#lots of genres really#fantasy-scifi-romcom-with-lots-of-drama-and-action#some mature-rated chapters#Adventure Log+ AU#mipha#purah#robbie#king rhoam#fi
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The more I think about your recent post about the changes you made to Strahd, the more I wonder about those changes you made to the others mentioned (Rahadin, Van Richten, Ireena, etc). I'd absolutely love to hear what adjustments you made as you already shared some stellar ideas already. Like the Tome? -Chef kiss- Amazing.
Oh mannn I do love talking about my campaign. I changed a lot with them. Again, weirdly enough, I think Strahd wound up being the most like his original incarnation. I could talk forever about the changes I made so I'll try to be brief haha. IT STILL WON'T BE BRIEF.
Obvious CoS spoilers below
IREENA - I thought it was weird that the picture they gave her makes her look like such a badass, and then the module just kind of writes her as a damsel in distress to either get kidnapped or pulled into water or dumped somewhere. To me, she's like, the second most important character in CoS -- and the book literally gives you less direction to roleplay her than her brother. Furthermore, reading her ending actually legit made me mad.
So I said fuck all that. Ireena in my game was a 19-year old girl who grew and developed over the course of the campaign. Several of my players actually said they thought of her as "the main character," just because she experienced a lot of character growth and development, going from a sheltered meek teenager to someone who can fight and assert herself. The biggest change I made to her though was that I very specifically did not just want her to be "Tatyana with memory loss." Ireena is a unique individual who happens to be partially made out of Tatyana's soul. While she shares many similarities with Tatyana, they're separate people, and part of what Ireena has to grapple with is how to live up to that. She's in the post-campaign because of that distinction -- while Sergei offered her to join him, she declined, because she wants to experience life past her twenties. I didn't get to play it out because we were kind of rushing towards the end, but I honestly envisioned a scene where she talks to the portrait of Tatyana, apologizing to her because she knows she's being selfish remaining alive.
This also brings up a unique problem in the post campaign. If Ireena dies, she ceases to exist and may not be able to be resurrected. When her soul leaves her body, it's Tatyana's again. Ireena very much wants to live. Tatyana doesn't. A resurrection has to be made with the consent of the soul, and if Tatyana declines, Ireena's just... gone. Forever.
Related: because I wasn't sure what my players would ask, and Rahadin would absolutely know this information -- there have been 18 incarnations of Tatyana, including the original. I actually have a timeline of when they were all born and how they died. The curse manifests in that they always die or are killed before their 25th birthday. If Strahd attempts to marry them, they lose their minds and throw themselves off of the same balcony the original Tatyana jumped off of during the ceremony. Strahd can never have Tatyana. Vampyr will ensure of that.
But yeah, essentially: Ireena gained actual class levels; she wasn't just Tatyana with memory loss; she traveled with the party for 90% of the campaign and wasn't just a macguffin to be kidnapped/take to places; and I removed any of the "Sergei takes her into water/the sky and you never see her again" endings because I absolutely hated those.
VAN RICHTEN - Van Richten I tweaked a lot from his original incarnation. First, I started him off as Lawful Neutral. No, game, I know you tell me he's Lawful Good, but I'm gonna have to disagree with you that "training a racist tiger to genocide an ethnic camp" falls under the spectrum of Lawful Good. Second, I changed him from cleric to artificer (alchemist). I somehow just got the impression the dude was a godless man, and so he felt more fitting to be a man of science rather than a man of the church. Third, since I wasn't sure the other dread domains were ever going to be brought into 5e I moved him out of Darkon and into another world from the outside.
His backstory was also tied more into Strahd and the campaign in general, as well as the Dark Powers. About 30 years ago, he went into the mists with his own adventuring party (that included Escher) to try to rescue his kidnapped son, Erasmus. He found his son half-turned and begging him for death. Killing him, Van Richten hunted down the Vistani woman (Ezmerelda's mother) who sold the man, and in a rage strangled her to death. This gave him a curse. Ezmerelda witnessed it happen.
He went on a warpath against vampire spawn and vistani alike, until Strahd proposed a deal to Escher. Escher lured the group to a familiar dinner date with Strahd... only for Strahd to murder all of them, including Van Richten. Van Richten was approached by a dark power -- Vaund the Evasive, and given the option to return to life in exchange for the promise that Van Richten would eventually return to Amber Temple and free him. He took it, waking up outside of Barovia. From there he became famed vampire-hunter-book-author, until in his early 50's he decided it was time to seek vengeance and fulfill his promise. He brought in his hat of disguise, came up with an alibi, and headed into Barovia as Rictavio the Great.
He was absolutely played as a much more morally grey character at the start (the party's first encounter with him rather than Rictavio was him literally torturing a dude). He softened over the course of the campaign as he grew attached to the party, until finally reaching a point in the post-campaign where he's considered Lawful Good
Also: Ezmerelda was treated more or less as his adoptive daughter. She absolutely argued against this every single time, but he even slipped up and referred to her as his daughter on a few tense occasions.
RAHADIN - Rahadin I adjusted a lot, too. A LOOOOOOT. Strahd being comically evil makes sense -- the dude is a darklord, that kind of comes with the territory. With Rahadin, I wanted him to have more motivations to his actions, because the base game actually suggests that the dude is actually capable of caring. In the base game, you can find him at Amber Temple, trying to "petition the dark god into releasing his master from his torment." He screams in grief if he finds Strahd dead. Furthermore it felt like the game glosses over the fact that the dude was adopted as Barov's son. It doesn't bother addressing how Rahadin felt about Sergei, who would in theory be his other brother. I thought a number of things suggested in his backstory were interesting, but not expanded upon in the base game. So I took it upon myself to do so.
I changed how dusk elf society was built, which affected the three major dusk elf characters. It worked off of a pretty brutal caste system, with three kings at the top overseeing all of it. Rahadin was born in a lower caste, but actually brought into the warrior caste after a member of royalty was intrigued by his stature. Rahadin worked as a general, but grew frustrated by the inefficiencies of the caste system and its inequality. He started attempting to use his influence to petition other members of nobility into changing or loosening the strict system.
Patrina caught wind of this, and viewing it as a threat to her lifestyle + viewing it as an easy way to gain brownie points with those above her... tattled on him to the three kings, spinning what he was doing as treason. Rahadin was arrested and subsequently tortured. They attempted to execute him on a breaking wheel, breaking his bones against the spokes and leaving him in the town square as an example. He wound up escaping, crawling his way out of town until he was subsequently rescued by a group of human monks. The event pretty much broke him, morally. He went to Barov soon after and sold his people out, taking a personal hand in helping annihilate the dusk elves and conquering their land. Barov was so impressed by the man's loyalty that he adopted him as his son.
Part of this was done to make a connection as to why the hell Rahadin just absolutely fuckin' hates Patrina so much (since that definitely got played up during the campaign). When thinking of Rahadin's motivations, I tried to come at it from the angle that this man was evil... but legitimately cared deeply about Strahd, Sergei, and Tatyana. He was devestated from the events of the wedding, but saw Strahd's return as a second chance. As the lone surviving witness from the wedding, he desperately wanted to help the three of them. But his own blind loyalty to Strahd and his broken moral compass prevented him from doing so.
One of my favorite little additions was a sidequest I offered to the players (they wanted to redeem Rahadin). They were requested by him to retrieve (well, "not destroy or sell") one of his most precious belongings in his office. When they get there... it turns out it's a birthday card and a worn-out old amulet from Sergei and Tatyana that he's kept after all these years. They got Ireena to read the letter to him, to help him keep going after Strahd's death.
anyway i could ramble on about changes forever but i don't want this post to get too long haha. i have. many feelings. over this campaign. maybe at some point I'll do a separate post with some of the others.
i also kinda wanna do a comic of an event from Rahadin's backstory for my players but we'll see, I might deem it "too stupid."
#palidoozy rambles#curse of strahd#curse of strahd spoilers#cos#cos spoilers#WARNING IT LONG#I HAVE MANY FEELINGS ABOUT THESE THREE CHARACTERS
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Call Her Back
Probably already a post with this title from the Let’s Play but it’s appropriate.
Thoughts on Replicant up to Ending A (and change):
This game is pretty. I guess it didn’t really hit me because I’ve always thought that the original NIER was pretty, but this game can be very pretty.
This in particular just kind of struck me as I was going across the Northern Plains. It had been dominantly gray, overcast skies up to that point because Part II of the game is meant to be. You know. Bleak. But I walked out onto a bright, sunny day with an expanse of blues skies, the mountains in the backgrounds, the ivy a burst of green growing up the rusted sides of the train tracks and it just kind of hit me that the game can be very pretty.
(Then I got punched out by a Shade.)
It’s definitely not a matter of massive graphical overhaul. The models look much better (getting a good look at the Twins during the finale, they really are beautiful) and I’m sure the environmental poly count is much higher and just overall smoother, and there are little touches here and there and just the capacity for better atmospheric lighting... I mean it all helps. But NIER is a game that’s always had fantastic art direction, making the most out of its budget through atmospheric tuning. There’s something uniquely beautiful about its muted palette and the way it uses its spaces that elevates it beyond the its actual technical limitations. It doesn’t look like an end-of-generation PS4 game, but that’s not an insult; it looks very much like itself from ten years ago, with its solid art direction, but touched up where it matters.
Does the sidequest grind seem... better...? I haven’t really dug into the BEST part of the game (spending 30 hours grinding out weapon upgrades) but I mentioned before my theory about how the sidequest grind is supposed to be carried out across multiple playthroughs and that’s why it sucks. To my surprise I finished Ending A missing only one sidequest (your friend and mine, Life in the Sands), with all of the other ones being more or less... pretty natural? The only thing I really needed to go out of my way for was Memory Alloy but all the other components didn’t really give me the kind of grief I remember from my playthroughs of the original. ‘Grief’ of course being relative to getting the platinum trophy, but my first time through the game I gave up finishing a few outstanding sidequests (specifically, fixing the lighthouse broke me-- I could not find 10 Mysterious Switches!)
Maybe I just got lucky, especially with the Machine Oils. Maybe some weird muscle memory kicked in. I feel like there were a few purchasing options that weren’t open originally, too, to ameliorate some of the grind, but it might also be a case of those options being cost-prohibitive so I just didn’t really acknowledge them... whatever the case the sidequest grind felt overall pretty painless. I dunno!
I really need to know how to manipulate events. For literally seven playthroughs straight of the latter half of the game I always did the keystone quest as Junk Heap (start) - Forest of Myth - Junk Heap (end) - Facade - Aerie. It wasn’t until I did a run with my college roommates and Popola gave me the Aerie letter before the Facade in invite that I realized the Aerie wasn’t actually programmed to be the last event.
Absolutely blew my mind, and ever since I became aware of it, it feels like the game goes out of its way to make sure the Aerie always comes before Facade. When I did my Let’s Play of NIER I kept a save file from the start of the kystone collection so I could re-do the events in case they went ‘out of order’ (according to my headcanon)... which they did. I replayed the latter half of the game again in order to get things the way I wanted them to be, same order, and fortunately it cooperated the second time, but I still don’t understand what the trigger is, if there’s a way to manipulate it, or when the determination is even made.
And then they throw the Little Mermaid into the mix, which I wasn’t expecting (that is, I knew it was added, but I’ve been mostly avoiding spoilers -- and happily, the changes have largely been a delight, I’m so excited for the subsequent playthroughs -- but the way it was posted about made it seem like it would happen after and apart from the keystone quest. Not so, my friends).
The reason for this is just the emotional escalation of each factor of the quest. The Forest of Myth is weird and little else (at this juncture, of course). The Junk Heap is a personal tragedy, but the actual tragedy has already occurred and you’re just experiencing the fallout. Facade is a powerful and personal tragedy that deserves to be experienced later on. The Aerie is a terrible place and nobody misses it it’s an enormous loss and profoundly traumatic for the party, and it feels like the appropriate apex to basically force them to go to the Castle and finish the fight, having already lost far too much.
Also it’s just super weird to me that they see that devastation, they literally wipe an entire settlement off the map, and then the next day everybody’s super excited to go to a wedding.
It also becomes even weirder that you go to Popola post-Aerie and nobody mentions ‘yeah that didn’t go so well’ but coming out of Seafront they have a legitimate conversation about the loss of the ferryman and the people they’re never getting back. I guess that guy had a personality but I still think maybe somebody should mention the smoking crater where people used to be.
Then again it’s legitimately funny to me how basically everybody is just agreed the world is better off without it.
This might also just be an issue of familiarity. Maybe if I’d always ended on Facade, or actually known that they could be swapped out as they are, it wouldn’t feel so weird. I definitely got used to the pacing with the Aerie at the end and I feel like I got into a debate with somebody about how it’s more appropriate for Facade to come last so this might just be a personal thing. But it’s still a personal thing and I’m still vaguely irritated I can’t figure out how it works.
Anyway I blew up the Aerie So that’s that problem taken care of.
I feel like the ambiance surrounding Wendy was a little creepier this time. I swear I heard that good stock creepy child laughter in the background.
Then the ferryman left This was a nice bit of foreshadowing; following the Aerie events I wanted to hop over to Seafront to take care of an extant sidequest only to find the ferry dock in the Northern Plains empty. I thought that maybe this was just a weird way of railroading you to make sure you went through the Village first, even though there were no scenes that would trigger just by being in the Village.
Alas.
Not gonna lie, when the couple was first introduced I thought for SURE it was going to be the wife who wound up dead. I guess it’s because the guy had a purpose as an NPC so yeah, I was tricked. Good design decision; the ferryman is talkative and bright and definitely difficult to forget and even though he was kinda obnoxious there’s a definite void where his dialogue was. It’s clever too that you’re forced to use the ferry at least once so you can’t escape the dialogue that you’re presented with, meaning that even if you don’t really make use of the ferry you’ll always have that contrast between him at the start of Part II and the other guy (his brother, maybe?) taking over the job and just not really talking to you afterward.
Episode Mermaid First of all, to be clear, I’ve not done the Route B playthrough yet. All I know about the Little Mermaid is what’s presented on the surface, what can be gleaned from there, what I remember reading in the Grimoire NieR short story. This is very much just an impression and reaction to the first encounter and it’s pretty cool.
I like that they managed to go into yet another genre style aping a point-and-click adventure.
I like the atmosphere of the wrecked ship. It really brought me back to the ‘ghost ship’ level archetype with its little hints of spookiness.
I appreciate that it ties subtly in to the Haunted Manor (technically the Part I Seafront dungeon) with Weiss’ utterly irrational fear of ghosts.
I love every excuse they find to get Kaine and Emil (and especially Kaine) out of a situation. It’s almost a running gag that Kaine keeps getting knocked out of dungeons and boss fights. None of them are quite as great as her getting Rules Lawyer’d in the Barren Temple, but there’s something delightful about “Let’s get you some fresh air, we’ll be right outside, be careful!” and then bookending it with Kaine and Emil just chilling at the end like “Well yeah there are a lot of holes in the hull we just popped in.”
(I forgot to go backward to see what happens if you try to take them into Seafront proper, gotta remember that next time.)
Interesting thing when you find some of the dropped apples is that Nier and Weiss talk about the dinner they had with the couple. This was actually a really sweet and oddly emotional conclusion to the added sidequest between the bickering couple-- entirely missable. I would assume the dialogue just doesn’t trigger if you didn’t do the quest but it was a nice touch.
I appreciate the use of dead bodies in the hold.
(That’s a sentence.)
But for the game’s focus on violence and excess of blood it’s very selective in how it uses actual corpses. Any time you see a dead body it really emphasizes the seriousness of the situation. The corpses in the hold and the blood spatter -- especially compared to how bright and clean Seafront as a whole is -- was surprisingly effective. Again, just good atmospheric buildup.
Bit of an anticlimax as a boss, though. It is a really cool boss, between the environmental buildup to the fight and then actually unveiling her, but for how big and scary she is the fight itself went by fairly quick, and the actual finale (the postman whacking her hand telling her to go away she’s groooooss) felt a bit weird in comparison to the way the boss fights in the rest of the game usually play out. Of course, I don’t have context of her dialogue (I can take my guesses, her holding out her hand to Hans as he freaks out and attacks her is already a palpable tragedy) and by the way the scene was framed I suspect the Route B reveal is where the most important part of the scenario lies.
And the seals came back! It’s the little things.
“I wish I was Fyra.” So in the original Replicant the conversation between Emil and Nier before Sech’s wedding was apparently an implication that Emil had a crush on Nier and wanted to marry him. It was ambiguous enough that people had to ask for clarification and some players interpreted it as a weird, childish expression of looking up to and respecting Brother Nier. It was clarified in the Grimoire NieR that Emil is gay and crushing hard on Brother Nier, and this line of dialogue here seems to have been... not made explicit, but changed even between RepliCant and ver. 1.22 to make the implication a little clearer, at least insofar as he isn’t interested in girls. (It winds up missing the implication that he’s into Nier specifically, though.)
...which is funny, because it colors his introduction to the King of Facade somewhat differently. These two meeting is honestly really sweet on a few levels (Sechs recognizing him from Nier’s descriptions, which implies that Nier’s been visiting Sechs regularly and so proud of his interactions with Emil he told the king of another nation all about him, and the King is legit excited to meet him) but then a couple of minutes later Emil is all ‘I’m so jealous of Fyra’. He isn’t crushing on Nier, but he is totally crushing on Sechs.
Endgame At this point in the game the distinction between Brother and Father has become mostly lost and the final charge is pretty much the same as
wait what’s up with the music in the Lost Shrine? This is Snow in Summer.
Or an arrangement thereof. That particular track level from Snow in Summer winds up getting used in a few new places and it has this kind of weird, vague sense of dread that makes it work pretty well. Utterly threw me off in the Lost Shrine, though (I think it’s appropriate given its connection to the Shadowlord/Gestalt Nier so slowly re-introducing it in the climb is pretty cool). It also builds insanely as you climb, which is a very cool effect but, um, I’m just here to pick up some sidequest items right now this feels like a little much.
There isn’t much to say regarding any impact or differences in the large part of this area of the game. It’s a good final dungeon, it carries good momentum, it works as well as it ever did (that is to say, rather well). The emotional beats are great and translate equally well between the protagonists, although I have to give the nod to Papa Nier during a lot of this just for the imagery of such a big, powerful man becoming so broken the further he goes in (and Kaine being strong enough to toss him around like a rag doll anyway).
The final flashback with Nier and Yonah also feels better with Papa Nier. I always read it as, of course, Papa Nier having his moment with Yonah, giving her the flower, and as he lays back down Yonah does the same big sigh like she’s trying to emulate her dad and it’s really sweet. This is another one of those moments where it’s not something that feels wrong in Replicant, but just having that comparison in the back of my head is something that I just can’t help.
Is Papa Nier still Best Neir? Yes.
But there’s room in my heart for Brother. I’m glad the bizarre marketing decision happened and both of these characters can exist.
...and then we reload the save. Okay, okay, so-- so here’s the thing-- I figured that’s a good place to conclude a session, right? Get to the ending, prepare for the next run. But I also know that Route B starts with Kaine’s unskippable novel segments. I’ve read them, of course, so I figure I’ll just reload into Route B so I can make a save after the novel sections, really get into the meat of Route B when I’m fresh.
So skim through those--
Beat up the Knave--
Skim through the rest--
Educated Warrior... didn’t pop...?--
Wait what’s this camera angle--
Why am I outs--
oh my god
oh my god
KAINE AND EMIL HAVING GIGGLY GIRL TALK AROUND THE CAMPFIRE OH MY GOD WHAT IS HAPPENING
THERE’S MORE.
THERE’S. MORE.
I legit short-circuited. Going in I knew they added the Little Mermaid. I knew they added Ending E. Those were things I suspected would be added and went out to specifically confirm; beyond that I’ve been keeping myself completely spoiler free.
I had no idea there was more. I had no idea this was happening.
I’m so excited.
And a goofy thought for the road
“I polished you with a special cloth, I poured warm water on you--”
“Wait, you poured water on me?”
/imagines Emil running blindfolded eight hours across the Southern Plains with an 8oz plastic water cup, getting to the library, splashing it on Kaine, waiting expectantly
/nothing happens
/walks dejectedly eight hours all the way back to the Manor
#NieR#NieR Replicant#Musings#Ramblings#OH MY GOD WHY DID NOBODY TELL ME ABOUT THIS#I AM SO GLAD NOBODY TOLD ME ABOUT THIS
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Welcome to DG���s Listing of Wish These DLC Existed, where I theorize, speculate, and just kinda generally throw ideas at the wall about DLCs for games I love that never happened and never will happen, but damn, I’d like to see them anyway.
Because I have ideas, I can’t get them made as mods, I don’t have time to make them into fic, and they’re never going to happen anyway, so why not put them up in a public place? After all, they’re tie ins to games I have no control over anyway, so it’s not like I’ll ever make money off of them anyway. And, as I’m not bound by any hardware limitations in terms of crafting ideas, or production cycles dictating when the game’s endpoint is, these can and do go on a great deal longer than the standard lifespan of a game.
A review of the format: There will be a name for the DLC, a brief synopsis, a reference to when this hypothetical DLC would become available/if and when it becomes unavailable, and then an expansion/write up of the ideas going in to them. Some ideas will have more expansion than others, because I’ve just plainly put more thought into them - in a lot of cases, I wrote them down just on the basis of ‘this idea seems pretty cool,’ and then gave them more context later on.
Feedback is welcome! Like an idea? Don’t like an idea? I welcome conversation and interaction on these ideas. Keep it civil, remember that these are just one person’s ideas, we can discuss them. Perhaps you’ll even help inspire a part two for these write ups! Because I do reserve the right to come up with more ideas in the future - these are the ideas that I’ve had to this point, but the whole reason this series exists is because I come up with new ideas for old stories.
So I HAVE actually been working on my ongoing series of hypothetical DLC to games that I love over the last year (it was the end of January 2020 when my last one of these got posted, this is going up at the beginning of May 2021). Which, yes, some is pandemic related because *screams* but... I was looking over what I’ve been working on, and realized that I was at about the combined length of my first two of these in my present examination, and I was only about a third of the way through the ideas that I had. I could either keep going and do these all at once in a massive post in like another year or two, or I could break it up into chunks.
So instead of waiting, this is going to be Part 1 of (I hope) 3 in an examination at ideas and possibilities of what additional content could have been made for Mass Effect 2, which for some is considered the best of the series. Me, I’m a little more critical of it. To me, this game is a textbook example of bridge syndrome, of the plot spinning its wheels to hold off on the payoff until the third part of the trilogy - the Collectors are, in practice, an entirely separate threat from the Reapers, even acknowledging the connection in the plot. We see this in the impact that the ME2 characters have in the next game - most are in side missions, all perform roles in the plot that literally can have them swapped out, even if it’s to the ultimate detriment of your War Asset count.
So in my mind, there’s a lot of room to make these DLCs, these glimpses into further areas of the world of Mass Effect at large. Because for me, what ME2 SHOULD have been was about making the alliances with the galaxy at large, rather than the big set piece of the Suicide Mission. We got some of this in ME2 proper, but that’s where the core of my focus and attention is with these DLCs.
Admittedly, I am aware of the difficulties of working around ME2 having both optional companions (Thane, Samara, and Tali don’t have to be recruited at all, Zaeed and Kasumi are DLC, many missions are available before you necessarily pick up certain companions...) and the ability to hold off on doing the DLC until after the Suicide Mission, where any or all of your companions may end up dying. However, for simplicity’s sake (because these things are long enough as it is without having a dozen variations apiece), we will assume that all companions are recruited and alive for the sake of plot advancement. Minds greater than mine can figure out how these would work without a given character – me, I tend to clear out the quest log before the Suicide Mission (aside from Lair of the Shadow Broker and Arrival, both of which are minimal on the squadmates from the rest of the game) and rarely let myself lose someone on the Suicide Mission, and since these are my ideas, we’re working in my framework.
Also, timeline note: Like ME2′s actual DLC, the fact that these would unlock at certain points in the game’s timeline does not necessarily reflect when they would best be played in the in-game timeline. Like Lair of the Shadow Broker and Arrival are (as I mentioned above), at least in my personal timeline, post-Suicide Mision content. BUT, they both become available to play after Horizon. Just because they unlock at certain points in the plot, that doesn’t mean that they best fit the timeline in that point. It was just a convenient way to organize things in my notes. So there will be ones that unlock at plot point A, but probably play best after plot point B. Players would be able to decide where they fit as it works for them.
Ghost of the Machine
A phenomenon is spreading across colonies in Citadel space. Machine cultists are cropping up on planets. Shortly thereafter, these colonies go dead quiet – often overrun by husks. To Admiral Anderson, this sounds like Reaper tech, and there’s only one person who he trusts to investigate the truth of the machine cults...
(Post-Freedom’s Progress)
So back to the machine cultists. In our last installment, there was Evolution, which featured them. Here, though, we’re looking at something that kinda resolves this little storyline. Y’know, since ME3 isn’t really going to have the time for this sort of thing. Which, sure, I’m saying this becomes unlocked before you can unlock this game’s machine cultist sidequest, but shush – just because it unlocks at this point doesn’t mean it has to be played at this point. This time, it’s not just about learning about the problem, but we’re also going to see what we can do to understand it, especially since we’re now acknowledging that this is a recurring problem within the universe and maybe we want to find a proper solution to it before stumbling blindly into it gets more and more people killed.
So this takes Shepard to a planet that’s making its first steps at colonization, yet again (because I am trying to be cognizant of what practical realities exist in the game development, even acknowledging that this is a hypothetical thing anyway – early colonization means limited extras wandering around out in the open and a self-contained area to play around in). Those seem to be the places where these devices mainly get uncovered, so that’s why this is here.
Of course, we have a situation where the devices are known about, so there’s an immediate lockdown, and the reason that Shepard and crew are getting sent out is because Reaper experience is needed – in the event that this colony can have anyone saved, who is it and how do we get them out safely?
I kinda look at this as revealing the process – the previous encounters were the parts that told us the existence of the metaphorical monster of this story, here we’re getting to see the “monster” properly in action. And I feel like this should be about also introducing some of what will become ME3’s foot soldiers among the Reaper armies – we know about the husks from ME1, now we’re going to encounter another for the first time. Probably the marauders. Given that they and the cannibals (who are so numerous in part because of the batarian worlds being first in the invasion path) are the most numerous in ME3 aside from husks, we should at least get to see them be pre-established because of their involvement ahead of time – they don’t get any proper introduction as is in ME3, just accepted as being there.
The honest general idea in this one is tying off this thread that was seemingly built, by way of being a repeated thread in both ME1 and ME2, but goes entirely unmentioned in ME3. Obvious reasons are obvious, but that’s why these hypothetical DLCs “exist,” to address things that the games didn’t have time for. (And that’s a big part of a lot of these, so... buckle up.)
Obviously, we have some of the supplementary material to work off of here – I’m specifically thinking of the Illusive Man’s comic series, Evolution. (Side note, TIM’s involvement there should probably also be part of the reason he’s quick to send Shepard in here – he knows what these artifacts can do.) You can read the wiki page as easily as this, but to quickly detail the important part, we know what these are through them, artifacts meant to ease the way for the eventual arrival of the Reapers by doing the huskifying work ahead of time, without the need for things like the Dragon’s Teeth (which... I want to bring these into this in some fashion, considering they seemed to have importance in ME1, but as the numbers of husks increased in the later games, they fell by the wayside – ME3 claimed that they were basically just to increase a subject’s adrenaline and spread the Reaper tech through the victim’s body quicker from the fear of impalement, and that seems like a lot of effort for little reward, since nothing indicates a way to come back after infection anyway).
So why are these on far-flung colonies, especially when the husks definitely don’t have the mental capacity to control ships and spread out that way?
Since, again, there’s no way to come back after infection anyway, that’s going to be one of the core questions. This seems like a highly inefficient way to set about conquering the galaxy. Why spread this if there’s no reliable method of getting it to go beyond any singular world? (Obviously, the original idea seems to be a) BioWare shock value and b) something to horrify the audience with no reason attached – so it’s time to add that reason). What is the purpose?
So that’s going to be a running thread, probably the major subplot of the story. Obviously, though, the first priority is Shepard trying to escape getting caught up in this colony that is descending into Reaper control. Also, since I said we’re introducing the marauders here, I think we need a turian contact on the ground – I almost said make them a female turian, introduce them to the world of Mass Effect well ahead of the DLC for ME3 (a-HEM!), but I also think that we’ve got another situation of seeing them get infected and die as a result – it IS a consistent point in this series that coming back from Reaper infections Is Not Done. And repeating that here makes it a consistent theme, considering Nyreen.
So while I still say there should be female turians making their appearance among the turians of the colony, our turian buddy is going to be a guy, just for the sake of not stuffing another named female turian in the fridge. I’ll get to a more proper introduction of a female turian later, promise. (And, I like to imagine, with the number of DLCs I’m writing up here, there’s some kind of ability to retroactively introduce female turians into the crowds in the base game as a “patch” through at least one of them, as well as into ME3 proper... Hey, this is all fantasy as it is, let me have that one.)
Anyway, the turian contact is going to be frosty with Shepard – he (I don’t have a name for him at this point) not only doesn’t trust Cerberus, he was also friends with Saren, making him distrust Shepard. While Saren was a traitor, it’s got an element of ‘guilt by association’ to have had close ties to him, so Shepard’s kind of a living embodiment of the hit to his good name. Even if he didn’t do what he did because of Shepard specifically, they’re still associated. But he is still on a mission and Shepard is here and willing to assist him, so...
That said, he’s a Cerberus contact – Cerberus may be human first, but, given the ME2 crew, they can cultivate non-human contacts and aid, and under the circumstances of this colony, being a joint endeavor of humans and turians (probably throw in some callbacks to the last edition of these hypothetical DLCs and mention Ambassador Goyle and the Planet of Peace story). He’s been influenced by Cerberus operatives because hey, it’s good for humanity and turians to make peace if there’s a greater threat, right? Shepard meets with him on the outskirts of the colony proper – in order not to be influenced, they’re acting as much outside of the colony as possible. (Come to think about it, it might be a good idea to make recruiting Mordin a pre-req for this, at least handwave him having come up with a measure meant to protect from Indoctrination and the effects of these artifacts.)
The artifact is already influencing colonists, of course, and our turian friend is ready to write them off immediately – they’ve read the reports, and indoctrination can’t be reversed. I picture a brief discussion about how horrible indoctrination is as a weapon, making the Reapers enemies into their servants, and so warping their minds and perceptions that they’d never be able to trust that any thought they have afterwards is their own, even if they could be saved. Because seriously, that’s one of the most unsettling things for me in this franchise.
The idea is, of course, to get in to where this artifact is and destroy it unseen. That probably means a stealth segment through this colony – honestly, do it like the batarian base in Arrival, I don’t think that it would be so bad. That offered some nice variation, if a little spare on interactable things. Here are going to be some interactable things, things you can get to if you’re good, pay enough attention to the line of sights and such, but will still risk discovery.
Those interactable things are going to be some of the background of the artifact and what’s the whole deal – y’know, codex stuff, things that aren’t essential to the story but good background. Lay some groundwork for the idea of what the Reapers want out of these things being left behind.
Stealth section comes before the inevitable action section, of course. Here, the artifact is in underground caverns (like normal) and our turian buddy sets out to make some quick scans, get the information they need. And, of course, it activates at his approach, zapping him with energy. He tries to shake off any effects but... Well, I already said that he was gonna get infected and die.
So here’s where we start seeing the husks show up. It’d be really nifty if we could get them in varying states of their evolution (or devolution, depending how you look at it), some people just having glowing eyes, others being full on huskified.
And, of course, our turian contact is now in the process of becoming a marauder. I’m thinking we’re having something of the same thing as with Saren here – now that the Reapers made contact with him, they’re framing him as their “herald,” the one who’s going to act as their instrument. Shepard rightly gets to point out the comparison, which does at least get some hesitation – he’s being indoctrinated, is in the process of becoming a pure Reaper tool, but isn’t all the way there yet, the process isn’t 100% immediate.
Also I figure this is a good time to really establish (in terms of ME2’s plot) that the Reapers are so interested in Shepard and why. Like, yeah, sure, we do get Harbinger’s whole thing, but that’s not really a dialogue where we get to ask questions. It’s not even an interrogation where Harbinger demands information. Harbinger just spouts out dialogue of “this hurts you” and such. That’s not really telling us anything. So, yeah, there’s the basic “Shepard defeated a Reaper,” but hey, let’s just get a little more out of it.
I mean, we can intuit what Shepard means for the Reapers, sure, but if it’s important enough to be a major motivation, it’s important enough to say outright, you know? So Shepard is a pinnacle for this cycle – they killed a Reaper, delayed the advancement of the cycle for a few years, that’s a bit of a big deal when it comes before the harvest proper starts up – and the Reapers (like Leviathan will later) want to better understand what makes them tick. If this is unique to Shepard or the human condition, and, if it’s the later, how to break this down to its basic chemical composition and make it their own.
Turian buddy is also here to mouthpiece the explanation for what the Reapers even expect to gain from this. Slaves who can’t operate the mechanisms that they’ll be using are poor servants. I figure it’s as much an intimidation matter as anything – prompt the effective burning of a colony without deeper investigation, sow some fear about the unknown and keep people staying to the comfortable and familiar areas of the space that they live in, corral them in the familiar patterns. It’s a plan with the intent of intimidation – it isn’t until the harvest that they need the servants, so until then, they just want the borders firmly established.
Seems simple enough, sure, but this is still a mystery as far as the game proper is concerned, and I am trying to work within the established structure of the trilogy, rather than come up with some massive reveal that changes our understanding of everything – if I WERE just going to rewrite the franchise, I could do that, instead of writing up synopses of add-ons to the main game, y’know?
Of course Shepard’s gonna get free – I’m thinking that it’s a rescue effort by some of the other crew on the Normandy (because it really bugs me that, when the game is focused around Shepard gathering up the “Dirty Dozen” for their “Suicide Squad” (look, I had to get that out of my system), they only take two members out on missions at a time, so hey, look, they get up to something while Shepard’s busy doing the dirty work. This being ME2, we have to shoot our way out even further to get back to the artifact, which is where our turian ‘friend’ waits.
Paragon/Renegade choice here – do we try and reach out to him, get him to help us blow the artifact to hell, or just jump straight to the boss fight? By this point he has some additional help, by way of our introduction to a harvester – these were dropped into ME3, on Menae, with no exploration, and non-Reaper ones were meant to be enemies during the development of this game, so call this the natural evolution of matters. We’re introducing the marauders and the harvesters ahead of time, explaining the lack of fanfare that these enter the “proper” storyline with. The difference is if our turian friend is aiding us or the harvester, the harvester being our big end boss for this DLC.
The harvester gets killed, the artifact is blown up with the turian (he chooses to remain if Paragoned, a reminder of the permanent effects of the indoctrination process and how this is something that can’t be fixed – hammer home some of the fear and anguish that will be impacting those left behind from the inevitable fighting). Shepard returns to the Normandy for a debrief (I do kinda picture Miranda being involved in that, because, again, squadmates get additional dialogue here, and she IS the ranking Cerberus officer). Also some set up about discussing about Cerberus efforts to better understand indoctrination (foreshadowing for Henry Lawson’s experiments on Horizon next game).
Post Game Followups:
ME3: Indoctrination has seen further study, providing a war asset. Dialogue changes to reference Shepard having encountered marauders and harvesters before.
Commander Shepard
The Suicide Mission is coming, and the Illusive Man has asked for all of Shepard’s companions to have their heads cleared. Now it’s Shepard’s turn. Their burdens have remained – the loss of the Normandy, the death on Virmire, and their death at the hands of the Collectors. The rest of the team has to clear their heads, and now so must Commander Shepard.
(Post-Horizon)
Yeah, why is it that, while we’re dealing with having to clear the heads of our crew, our PC, who has canonically been killed and resurrected, does NOT have to do this? So, yeah, Shepard needs a good head clearing. (For the record, I have written a fic of this: Lazarus Risen, and that’s effectively where I’m going with this, so if you’re so inclined, check it out instead of reading this, since while the recap is shorter, the fic itself is not too long.)
So, if you don’t want to read that, my idea when I made the fic was to explore both the idea of “Commander Shepard’s loyalty mission,” or the one where Shepard clears their head, AND the thought of just what the heck required Shepard to take all their companions on a mission and leave the Normandy vulnerable to the Collector attack after obtaining the IFF. Now, I’m saying that this mission unlocks after Horizon, but in my mind, that’s when and where this mission takes place. I just don’t know how to implement it within the game design that presently exists, so we’re gonna leave that open to player interpretation.
So the starting point of the fic (and thus, this DLC – like I said, that’s effectively where I’m going with this) is that Kelly Chambers, in her role as the Normandy’s official unofficial counselor/therapist, has recognized that Shepard has a lot of trauma associated with their death and resurrection they have not worked through, and so that’s gone into her reports to the Illusive Man. Mister Illusive contacts the Normandy, declaring that Shepard’s going in to a Cerberus facility, along with their crew, for a full psychiatric workup – the mission is too important to not have all these issues dealt with before going into things.
A bit of fun with this, on the basis of it being why Shepard is taking their whole squad off the ship, is that there’s the opportunity for some banter and genuine crew interaction, something that is sadly missing from the base game itself. Since I’m me, and this is about what I want from these, this is also an opportunity for some character stuff with Shepard, both playing referee (maybe getting a chance to recover some of the loyalty divisions from the confrontations if need be?) and getting to be able to better build and display the growth these characters are going through from seeing their loyalty missions resolved (cuz you DO resolve all the loyalty missions before activating the Reaper IFF, right?). The whole point of doing them was to clear their heads, encourage growth, and the thing is, we don’t get much of that forward arc in ME2, with ME3 just catching us up later. At least half the point of these is some retroactive continuity to smooth out the trilogy’s edges, after all.
Moving on. The arrival at the Cerberus Station (I am assuming this is the same one from the early part of the game, the one Miranda and Jacob take Shepard after they escape the Lazarus facility, though it doesn’t have to be, just a convenient use of model reuse) is uh... complicated. After all, Shepard’s motley crew is not exactly Cerberus approved (even if TIM authorized it – remember how Brooks in Citadel will mention that “Cerberus was a human organization bringing in aliens”?). There is a stir. A handful of situations have to be defused before everything properly gets under way.
This isn’t in my fic because that was focused on the one thing, while, as DLC, this would have to fill out some additional content to justify the time spent and the resultant price tag players spend to buy it, but I kinda figure this is where we can start seeing where the dissent is for Miranda in particular (probably Jacob too), given her Cerberus loyalties. This is a Shepard-focused mission, but I do see Miranda having a relatively decent role in any sidequests, character bits, and dialogue, given that we presently have in her a Cerberus loyalist right up to the point that she sees the human Reaper in the endgame. Especially if she isn’t part of the endgame squad, I feel we should have some material that connects those dots somewhat. I mean, I expect all the characters SHOULD get some, but Miranda in specific is the one with the almost explicit arc of taking her from Cerberus loyalist to her “consider this my resignation” remark to the Illusive Man at the endgame.
The Cerberus station director (my fic said her name is Doctor Nuwali, so we’ll be going with that) tries to organize the chaos that is Shepard’s squad (Shepard being as helpful or obstructionistic as the player chooses to allow, because Cerberus and authorities figures are always fun to poke at, and we’re getting both of those rolled up in one). Building off the above point with Miranda, there’s also clearly tension between her and Nuwali – Nuwali is, in many ways, a reflection of who she was at the start of the game, the pure, uncompromising believer to the cause and the results-driven focus without acknowledging the human cost, while Miranda has been in the position of growing and developing and questioning (Like I said, connective tissue for her character arc).
Nuwali directs Shepard into a private room for their psych evaluation, insisting on the separation of Shepard from the squad. (Just go with it, it’s for plot purposes.) Within is a prothean artifact, and it begins to react at Shepard’s arrival. It flashes-
-and Shepard finds they’re now in the Virmire facility. This is the requisite combat segment stuff that I can brush past during the recapping. The point is that they’re making their way through the geth to the area where the bomb was deployed, to find Ashley or Kaidan, whoever was left behind on Virmire (even if they were left with the distraction team and Shepard didn’t go back for the bomb, Shepard is guaranteed to have been at the bomb site, not the other area, so...).
They assist Shepard in clearing out the geth and then go into confrontation mode – “you’re working with Cerberus now, what the hell?” You know all the fan debates about why is Shepard working with Cerberus, given the horrors they uncover in ME1, especially if you roll a Sole Survivor (and, considering that is the default Shepard background, that’s clearly BioWare’s preference, so it’s not even like this shouldn’t come up – DLC is better than nothing, you know?).
Yes, we’re doing a “defending your life” style thing here. Hey, the game could use that, considering how Cerberus is the bad guy and we’re working with them. We deserve a more critical examination of this concept.
It’s a bit of a verbal joust – Ashley/Kaidan question what Shepard’s doing, their purpose in working with Cerberus, why they aren’t just leaving, how they could have tried to turn them in to the Alliance and the Council after they were given the Normandy and use the information in the ship’s databases as evidence of the Collector threat? There were ways for the story to progress that weren’t this deal with the devil. Shepard gets to acknowledge their points, struggle to justify what they’re doing. Emphasizing that this IS a deal with the devil, and if Shepard doesn’t find a loophole out of it, they’ll be condemned alongside Cerberus as well – not blowing them to hell in the here and now can make them culpable for their future activities, especially if Cerberus tries to bank on the idea of “Commander Shepard worked with us” (like they do with Conrad Verner in ME3).
Call it “preempting the ‘we should have been able to side with Cerberus’ discussion” that cropped up after ME3 – people, we ARE talking about a xenophobic terrorist group, how were they EVER gonna come out of this series looking like the good guys in the final analysis?
The ultimate point is that this is not a good situation – whatever good might come of Cerberus in general, Cerberus cannot be trusted. Ashley/Kaidan point blank ask can Shepard truly justify staying with them, doing the Illusive Man’s bidding, regardless of their good intentions. And I don’t really think there’s a good answer here – again, in my head, this plays as the mission Shepard’s on when the Collectors attack the Normandy, and, because I make sure to do all the loyalty missions before going to the Collector Base, Shepard is about to cut ties with Cerberus by way of a massive explosion (because I’d never trust the Illusive Man with the Collector Base), this is basically laying groundwork for that moment.
If you don’t do things that way... Well, sorry, but this is my hypothetical DLC, so we’re playing things my way.
Anyway, this sends Shepard on their way to the next installment of “defending your life.” Because we’re absolutely following the Rule of Three here, so there’s more than just the one segment. More requisite combat stuff happens, this time fighting through the Citadel tower again. At the end is Saren. Because why wouldn’t we have an encounter with him when Shepard is doing questionable things in the name of defending the galaxy?
He, of course, is rather smug about the fact that Shepard is allying with the devil in the name of fighting the Reapers – to him, it comes across as something of a victory, because here Shepard is, the person who came after him for his alliance with Sovereign, having made his own deal with the devil. If Ashley/Kaidan were the angel on Shepard’s shoulder, the voice of their conscience, telling them that they are making a mistake working with Cerberus, Saren is here to be the devil on the other shoulder, pointing out all the value there is in working with them, in doing whatever the mission calls for to put an end to the Collectors and the Reapers.
One would hope that this kind of rhetoric from the villain of the first game would make it very clear that Cerberus are the bad guys. As if to drive the point home, Saren also brings up that Shepard was rebuilt by them – with what is certainly Reaper tech. Shepard has begun the process of ascending to the Reapers level, what’s some more, melding more with their tech, bringing that melding, that joining, that unification of organic and machine, to the people of the galaxy, of doing the Reapers a favor and acting as their instrument in raising up galactic civilization?
Things of course descend into a firefight (because we’ve got to have our action quota). This time, Shepard gets to pull the trigger and personally kill Saren – sure, I get satisfaction out of persuading him to shoot himself, and I can always take the other options if I’m really pressed to face off against him, but I want the visceral satisfaction of having Shepard standing over Saren themselves and pulling the trigger.
It’s the little things, you know?
Anyway, because Rule of Three, this proceeds Shepard to the third point. They are back on Lazarus Station. No combat this time, just proceeding through the halls until they find themselves in the spot where they met Jacob in the prologue. Here, they see Miranda and Liara, discussing the act of giving Shepard to Cerberus to rebuild. While at first they’re talking to each other (whether or not you want to interpret this as Shepard somehow having heard the conversation or this just being Shepard’s interpretation, that’s up to you – we’re already in the center of Shepard’s mind here, does that really need explaining?), eventually, Shepard gets to speak, raise concerns, raise their voice.
Shepard gets options – do they understand and appreciate what was done to them, the resurrection and effective drafting into Cerberus? Or are they angry and pissed off – they were dead, and then someone else comes along and decides not to let them rest. For me, this has always been an issue of bodily autonomy, where, with Liara using the reasoning, and I quote, that she “couldn’t let [Shepard] go,” SHE is the one deciding what to do with Shepard’s body. Whatever you might say about what that did to make the galaxy a better place... Was it what Shepard would have wanted done with their corpse, to be handed off to a terrorist group culpable in acts of horrific deeds so that they could play Frankenstein with it? This is, in the games proper, just completely ignored – the one option to be angry is about Liara hiding this from them, not about her DOING it, and in ME3, Shepard – without player input – frames Miranda and the Lazarus Project as “giving them back their life.”
Yeah, no. I can forgive Miranda’s actions, given her characterization is actively about her going from looking at Shepard as a resource to be tapped to a friend (or possibly lover). It’s not perfect, but it’s still part of her arc, and she does at least make an apology (even if the writing doesn’t focus on the part I want it to, that ME3 conversation being focused on her wanting to implant Shepard with a control chip).
But I NEED to be able to express anger at Liara in some way just to like her, considering her canonical reason for doing this is all about HER – not that she considered Shepard the only one in the galaxy who could stand against the Reapers, but that SHE couldn’t let Shepard go. When in my games, she has no right to that. She’s not the one my Shepard’s are in a relationship with. So what those who romance her probably see as an act of love and devotion, I, not romancing her, can’t see it as anything but an act of obsession. And, even if I have to limit myself to a mental simulacrum of her, because there’s not a better place to include such a thing in these DLCs, it will help me, because it’s at least acknowledgement that hey, maybe Shepard is kinda pissed about people making decisions about them for them.
*ahem*
Right, so, where were we? Right, the reaction to Miranda and Liara discussing what to do with Shepard’s body. So as Shepard reacts, this prompts appearances from Ashley, Kaidan, and Saren, all of them playing Greek chorus about the decisions made about Shepard and how Shepard is reacting to them all. And yes, now we have both Ashley and Kaidan, regardless of who was left on Virmire, because why not – if we have one of them showing up for this DLC, why NOT include both of them? You’d have both actors in the studio anyway, so... Basically this is the big character confrontation where they all make the points that fans can debate and nitpick over when they bring up this topic, until finally the question gets put as, effectively, “well, however you feel about it, it has been done, so what are you going to do now?”
And to answer that, Shepard has to reenter the room they woke up in. Because we’re not quite done here yet.
Yeah, that whole conversation piece? THAT was the third “fight” or “combat” scene of this sequence, done in dialogue. Think the Atris confrontation in KOTOR 2, a verbal standoff. The actual interaction that Shepard has to face in the operating room... is themselves.
And their mirror image is offering similar questions, now wanting Shepard to respond, rather than having other characters voice opinions for them. How do you play Shepard’s reaction to their death and resurrection? To the fact that they are spending this game working with Cerberus, who is responsible for a traumatic event in roughly one third of all Shepard histories? Who Shepard uncovered multiple instances of their mad science in ME1 that crossed every ethical line? Who have it repeated rather consistently, is a humanity-first organization who will put human interests (and Cerberus interests, claiming they’re the same) ahead of galactic ones? If the Collector Base has (or is) a Reaper weapon, do they legitimately trust the Illusive Man with this power? Does Cerberus or the Illusive Man REALLY deserve any loyalty from Shepard?
Think of this as “stage two” of the verbal boss battle.
So, the confrontation with themselves concludes with, effectively, Shepard making their decision for going forward – the idea is that it has all been a mental debate, Shepard talking to themselves and coming to a conclusion that they needed to make. The general idea probably is one that, if you’re an obsessive fan with a penchant for filling in the gaps of canon (hey how are you?), you may have imagined these kinds of thoughts and discussions and conversations happening, but isn’t it more satisfying to actually have them take place on screen? And two, Shepard confronting themselves is, in and of itself, always a big deal. As I said at the beginning, this is Shepard’s loyalty mission, done to clear their head. How could it not result in Shepard facing themselves and asking themselves these big questions directly?
When Shepard officially makes their decision for the forward march, you know, figuring out how to handle Cerberus from here on in, which basically come to, effectively, use them for their resources and cut them loose at the end of the crisis or cut ties now and let the chips fall – since, after all, aside from Miranda and Jacob, whose loyalties to Cerberus are already wavering, Shepard has a squad full of the most dangerous people in the galaxy, so they could handle a mutiny of any kind (and, on the player end, there’s the knowledge that, while all this is taking place, EDI is getting unshackled and effectively is capable of running the ship) – they’re kicked back to reality.
And yes, those are the only two results of this, because, just to hammer it home, Cerberus is NOT. THE GOOD GUYS. The Illusive Man is not secretly good, he’s just using the “humanity needs protection” line to justify his actions and attitudes that are about seizing power. And anyone who thought that we would, should, or could side with Cerberus come ME3 was kidding themselves.
Granted, with this line of thinking, I’m not sure what the motivation would be to give Cerberus the Collector Base at the endgame (I mean, I never have, so...). Maybe the idea of “indoctrinate yourself, get taken in by the Reapers, you bastard,” but... That doesn’t seem right for Shepard’s characterization. Eh, like I said, much of this is based in how I play in the first place, so if you want to try and figure that out, feel free, but my list, we go by my way of approaching things. Because that’s just how I roll.
So I haven’t explained what, exactly, this prothean artifact is. Well, it’s effectively nothing more than a plot device, but let’s say there’s a note that becomes interactable, that basically talks up the artifact as being what I’ve called it so far, something that is meant to allow the user a chance to directly interact with themselves, face the truths they deny. Again, this really is a plot device meant to allow the circumstances of the plot, and while I could go into the details of how I assume it works, it really just needs to exist, but that’s my handwave excuse to justify how it worked. It works very well, thank you for asking. The reality is the how is less important than what it brings up.
So, Shepard is back in the physical world, and sets about putting the ideas into motion – the Illusive Man wanted them here? Yeah, no. Not doing that anymore. Shepard gets their crew out of there, upsetting doc Nuwali (giving the impression that there were some sketchy ideas in mind for Shepard’s companions when they were alone themselves, invasive procedures that they’d knock them out and see if they could take them apart and put them back together, now loyal to the Cerberus banner that sort of thing) and has a brief chat with Miranda as they fly back to the Normandy.
...You know, which, based on my time table, is currently under Collector attack. Fun times!
Post Game Followups:
ME3: The artifact as a war asset, reports about Nuwali being captured by Alliance officers while in the process of having attempted some of those ‘sketchy ideas’ she’d meant to enact on Shepard’s companions.
The Lights of Klencory
The planet Klencory is rumored to hold secrets regarding ‘the machine devils.’ Admiral Hackett of the Alliance has suspicions these are references to the Reapers, and has been secretly investigating these. Now, a team of Alliance soldiers have vanished out there, and he’s calling in Commander Shepard as a specialist, along with an old friend...
Bonus Companion: Ashley Williams/Kaidan Alenko
(Post-Horizon)
So back on the old days of the BSN, before Arrival came out, the speculation was, after Lair of the Shadow Broker, that the successive DLC would feature Ashley or Kaidan, give them the same treatment Liara got by featuring them in a DLC. One of my favorite ideas featured the concept of the “machine devils” of Klencory. You know, the planet blurb from ME1 where a volus is digging into a planet in search of evidence of “lost crypts of beings of light,” the indication being that he’d had his mind scrambled by a prothean beacon. So, hey, guess where we’re going?
I mean, obviously Illium, duh.
Actually, that’s not a bad starting point. Illium in general seems to be fairly neutral territory – sure, technically a planet in Citadel space, given its an asari world, but with many Citadel laws relaxed, it makes for a place where “an Alliance operative” will meet with Shepard (We’re starting by way of a letter from Hackett, for the record) without it being considered suspicious behavior by those looking in who are not in the know about the tacit support that both Hackett and Anderson are offering Shepard. There’s a lot of questions coming into this on Shepard’s part, given that, at this point in time, they’re not really an Alliance officer, and yet this is apparently something that is getting them called on? Probably means Reapers.
It gets complicated once Shepard arrives for the meeting and finds Ashley/Kaidan is their contact.
So, before we go further, I want to acknowledge, by the nature of having any real contact between Shepard and Ashley/Kaidan between the encounter on Horizon and the opening of ME3, I am effectively breaking one of my cardinal rules for these, namely the idea of not screwing with the pre-existing structure of the games’ plots in allowing Shepard and Ashley/Kaidan SOME form of genuine contact and communication, to the point of a chance for a legitimate conversation about things and where they stand with one another (Yes, the previous entry was bending that rule, but this is an outright breaking of it).
Thing is, this is one thing that really SHOULD have existed in the games proper, I shouldn’t have to have built something up to include here, and I will 100% die mad about it. Ashley and Kaidan got shafted by BioWare’s handling of things, and I’m not willing to forgive it (if you follow my liveblogs of replaying the games, you’ll know I frequently complain that Arrival really was gift-wrapped to serve this function, and yet it doesn’t so much as mentioned Ashley/Kaidan). So yeah, we’re having an opportunity to address this stuff right off, it’s taking place in the game “proper” (for a given value, considering all of this is made up, but...). I’ll get into how this will impact their interactions come ME3 in the “Post Game Followups” section, for now, we’re just going with this.
Also on the “to note” element, I am mostly going to refer to Ashley/Kaidan in the sense of swapping them into place for one another, since, obviously, they are mutually exclusive at this point in the trilogy. But I do want it understood that I am not viewing them as interchangeable characters but as individuals. Just... If I stop to explain all the little differences of how they interact with Shepard in this, the variations of what they say and do on the character level, I’d basically be writing this out twice, which this is going to be long enough as it is, you don’t need to read the plot summary twice, and I certainly don’t need to write it twice. Assume that, even if not explicitly indicated, there ARE differences in behavior and dialogue that are reflective of them as separate characters and people, even if the overall plot must go forward regardless of how differently they’d react as individuals.
And you might want to pay close attention, since there will be a lot of use of “they” pronouns ahead, since Ashley/Kaidan is more awkward to write and I make it a point to not address the player character (in this case, Shepard) by one gender or the other in these write-ups, given that that’s variable, so things might get a little confusing if you’re not paying close enough attention to the context.
So... The meeting with Ashley/Kaidan begins... awkwardly. They’re uncertain how to really react to Shepard – sure, the encounter on Horizon means they know that Shepard is back, but now they’re really having to deal with this particular reality. So they’re going to aim to jump to business. Alliance intel has intercepted some messages from mercs hired out near Klencory, which got Admiral Hackett paying attention to things happening out there – like Shepard will acknowledge, between the circumstances of this meeting and the quick summary of the reason for the mercs all being out there, this sounds like it’s connected to the Reapers. Hackett wants to have Shepard as a “special consultant” as the Alliance has someone (re: Ashley/Kaidan) investigate (“consultant” since Shepard may not have had their Spectre status restored, so it gives them legitimacy either way). It could, potentially, just all be a massive coincidence. But since when are things ever “just” a coincidence?
Ashley/Kaidan are willing to use the Normandy as transport – Hackett figured that, between the stealth systems, and the lack of official Alliance authority in the area, the Normandy is the better option for getting there without being told to get lost. The bigger question is how they’ll be received – it’s not like merc gangs take well to outside interference, and the Alliance having any jurisdiction out there is questionable at best. But they should at least TRY to go in with civility. If this volus billionaire spending all this money on this (his name, for the record, is canonically given as Kumun Shol, so hey, less work for me, having to come up with a name!), then if he hears from someone who seems to be taking him seriously, it might get them invited in explicitly.
Obviously, though, if they’re hitching a ride on the Normandy, if things remain unspoken, the trip out there will be very awkward and seem longer than it is. So they have to address Horizon. They’re not going to apologize for not joining Shepard – Shepard is still operating on a ship flying Cerberus colors, even with good intentions, that is a betrayal of their oaths to the Alliance, Cerberus are terrorists and xenophobes, who want to secure human dominance. But they will acknowledge that they reacted to Shepard’s return in a way that wasn’t their best. I am not going all the way to “they admit that they were wrong,” because based solely on the information that they had, they handled things as best as they realistically could. But they will regret that things ended on the terms that they did.
Shepard gets to respond to that – are they accepting that it was a bad reaction to unexpected information, do they still hold a grudge, whatever. The conversation continues to a point of conclusion – Ashley/Kaidan don’t trust Cerberus, they want to trust Shepard, but the connection between the two at the moment makes that difficult, and they don’t know how to bridge that gap as things stand, but they’re going to try this.
We will be coming back to this, never you fear. But, of course, that’s more for the ending than it is the beginning, and this one conversation is far from the end.
Klencory is a world with a toxic atmosphere, so they first have to gain access to a semi-decent landing zone near where Shol has established himself. Because, naturally, he’s not interested in visitors – the brief communication we get with him is him effectively talking himself into the idea that Shepard is “the agent of the machine devils,” which... I mean, considering the prothean beacons and communications with the Reapers, it’s not crazy that he goes there, even if (by the rest of his actions), Shol’s gone a little nuts.
Shooty shooty bang bang, fight through the exterior guards and into the facility proper. Ashley/Kaidan are a little uncomfortable about what’s gone on – this really isn’t how they pictured things going, given the legitimate credentials they were supposed to be coming in with, and they can recognize the fighting is because of Shol not giving them an alternative, but it does still make them feel like they’re acting as little more than the thugs they’re dispatching.
Call this a reaction to the fact that Shepard doesn’t exactly get much of a differentiation in the game themselves. Particularly when they can call out looters on Omega while swiping whatever’s not nailed down.
This is another conversation that’s going to be part of that “coming back to” thing – assume there’s some kind of tracking metric for all of this in the same vein as how ME3 tracked how Ashley/Kaidan responded to Shepard as a lead in to the confrontation during the coup. Just, I’ll get to how that all plays out at the end.
Because a band of mercs aren’t enough to hold off Shepard, Ashley/Kaidan, and the third companion (yay party balance), they reach Shol’s central command. He’s a little batty, but it finally gets through to him that Shepard is not the agent of the machine devils. He is skeptical of Shepard being the savior from them, though. Instead, he wants Shepard and company to do something for him.
There is a vault. A vault none of his men have come back from. Shol declares that, if Shepard can enter, learn its secrets, and survive, then they will have proven themselves to be salvation from the machine devils. Since this is the advancement of the plot, Shepard will have to go ahead with this, even with the natural objections of Ashley/Kaidan (and, probably, Shepard themselves).
Another pause for a dialogue – Ashley/Kaidan are skeptical of Shol’s motives, and believe it may be too dangerous to just do what he says. Especially considering that he’s clearly not entirely stable. This is a situation that really calls for calling for backup. But there’s really not the option of waiting, because if they don’t do as Shol says, he’ll throw all his mercs at Shepard – even if we’re assuming that Shepard versus countless mercs ends well for Shepard (because, after all, it’s Shepard), it’s just a senseless loss of life.
Going in is a set piece of suspense. Think the Peragus mine, with a dash of Korriban for good measure, from KOTOR 2 – lot of littered corpses, this creeping and foreboding unease and feeling of being watched, this overbearing expectation of SOMETHING appearing down every dead end... Build the tension. This is a place that, the littered dead aside, no one has entered in thousands of years, it should absolutely be a place that could chill you to the bone. The examination of anything should feel like it’s disturbing the dead.
You know there’s some ancient security device active, right? I mean, something’s killing the people who trespass here. Obviously, it has to be something that will put up a fight as our end boss, and it needs to be something that is able to last a long time. I’m thinking an ancient robot (my mind is going in the direction of something similar in design to the ancient droids of KOTOR’s Star Forge), a last defense, left behind by a precursor to the protheans.
Yeah, it feels like an underwhelming result to me too, but it makes logical sense all the same – we have some evidence of things from prior cycles, not just the prothean cycle, making it through to the next ones, not the least of which is the plans for the Crucible. Seeing as how that bit of intel is just dropped into our laps come ME3, this is at least making it functionally foreshadowed, if indirectly, by actually showing us ancient technology that is still functional and viable even after more than fifty, a hundred thousand years. Plus the foreshadowing of things surviving to this cycle in the vein of Javik. Things lasting this long in forms beyond just ruins at least makes all of that happening in ME3 at least have some groundwork laid in these prior games – otherwise, we only have a few codex references to ancient civilizations, as opposed to it being an actual component of gameplay, things that the player MUST interact with.
But yeah, the threat may be underwhelming, but the payoff is what it guarded – the last remnants of this ancient culture. The corpses have been preserved, given that it’s a bunker into the planet’s mantle – the toxic nature of the atmosphere now came about because of the Reapers, though, of course, this is only spoken of in the material available as “the machine devils.” There could be a great wealth of information among this stuff.
Thing is, now that the threat’s dealt with, Shol wants his prize. He spent years of his life and a great deal of his money on this, and now he wants to use it – and, because he still is a paranoid bastard, he’s not particularly inclined to uphold his end of the bargain, having expected to have Shepard and the “guardian” of the tomb (for lack of a better term) kill each other. He just wants all of this to increase his own fortune – he’ll sell everything within to the highest bidder and damn what the Alliance, the Citadel, anyone might be able to get from the archives. Giving it to private collectors – like, say, the Illusive Man, or even any interested faction of capital-c Collectors (as in “the enemies we fight throughout ME2”) – will enrich him and it doesn’t matter what that information might do to help make the galaxy ready for war against the Reapers.
Now, normally you would think this would lead to a Paragon/Renegade choice. BUT, instead, we’re going to have a variation moment for Ashley and Kaidan. They’ll deal with Shol, but in unique ways. Ashley, having marine hand to hand combat skills (as she mentions in character discussion during the first game), manages to get close and disable the volus’s suit enough to render him unconscious, while Kaidan uses his biotics to get the same result. So they get to have a moment of protecting Shepard (not necessarily “saving” them, because a volus getting the drop on Shepard would certainly be an embarrassing way to go, but definitely helping them sidestep a situation).
NOW’S the time for the Paragon/Renegade choice, dealing with Shol himself. He is an obstacle, considering that dealing with the legal claim to this cache of information leaves the door open to some sticky situations as a result – the last thing they need is to have anything that might be useful be wrapped up in the legal battle. But he DOES have a valid claim. Just unilaterally taking this place from him is questionable at best – even if Shepard’s still a Spectre, are they REALLY able to just come in and declare the location to no longer be the property of the individual with the legal claim on it? Likewise, there’s a lot of sticky issues with the idea of killing him – after all, as mentioned above, he does have a bunch of trained mercenaries on hand, and it’s reasonable to try and walk out without adding to the bloodshed. But if it’s made clear that his madness has overtaken him (which, I mean... it kinda HAS), then there’s room for the Citadel to be able to legally seize his assets, including his claim on Klencory and its vault. But this still means institutionalizing a person because they’re inconvenient.
That’s the choice – institutionalize Shol and seize his assets, despite the subsequent legal battle that he and his kin can draw everyone in to, or cut through the red tape preemptively, kill him, and claim what amounts to squatter’s rights, since with him dead, no one else is there to take charge of the archive, whatever it contains. Ashley/Kaidan are going to say they have no intention of letting Shepard kill Shol (because that would certainly always be a line for them), but there will be a Renegade interrupt to take that choice out of their hands anyway, and Shepard can make an argument that, if they don’t do SOMETHING, Shol’s men will come in and try to kill them, while if he’s dead, that denies them their paycheck (because for one time ever, can we just have the mercs give up and run off once the source of their paycheck is dead?!). Shol certainly isn’t going to tell them to back down, and “survival instincts” have never been at the top of their hiring priorities.
Ashley/Kaidan will have some words about the decision Shepard is making, but they can be swayed to understand Shepard’s motivations, at least, in the moment, though any disagreements they have are more in the “waiting for a more opportune moment” than “what you say goes, Commander.” More on that shortly. With that matter resolved, Shepard calls for a pickup.
Back on the Normandy, Shepard and Ashley/Kaidan are having an informal debriefing in Shepard’s cabin (save the jokes for the end of the scene everyone, we’ll get to that). They do a brief discussion of what the likely followup will be – the fact is, the Reapers are probably already uncomfortably close at the moment already, so there’s not likely to be much opportunity to examine this place too much before they show. Still, every little bit is going to help.
The big thing is going to be how Shepard’s handled things through to this point. This was an accumulation metric (in the same style as Aria showing mercy on Petrovsky or not during Omega), so the various Paragon/Renegade decisions through to this point will lead to their reaction. Paragon Shepards get Ashley/Kaidan acknowledging that Shepard is still someone they respect, and that perhaps this whole Cerberus alliance was one of necessity. Renegade Shepards are leaving them questioning what Cerberus is doing to them, and are they really the person that they once were.
That leads to the question of where they stand if they’re a romance – like with Liara in Lair of the Shadow Broker, this leads to a romance rekindling, but only for Paragon Shepard, because that’s the version that has shown that Shepard is still the person they followed to hell and back, still the person they loved.
Yes, while I try and offer reasonably similar options for both Paragon and Renegade versions of Shepard, this is dependent on that. Because it’s about setting their concerns at ease, about listening to them and allowing them to be angry and upset and come around. Renegade Shepard will have shown they don’t care about that, so why WOULD Ashley/Kaidan take them back?
Anyway, insert “debriefing” joke here.
And, y’know, a reminder that, in these DLCs I’m writing, we’re going with the assumption that Ashley and Kaidan both were bisexual romance options back in the first game, and it’s an option to rekindle for both gendered Shepards.
After the interlude (however it plays out), there’s the discussion of what’s coming next for Ashley/Kaidan. They’re returning to the Alliance, of course – with Shepard’s official ties still in limbo, taking them out of the official chain, Hackett has made them a floating troubleshooter at points where he suspects Reaper involvement in some fashion, be it machine cultists and husks, Collectors, or what have you. However they feel about Shepard, Hackett is still seeming inclined to trust them on this, so they expect that the intel will still reach Shepard as they do their work. They make it clear they expect this to be the calm before the storm, and when the fight starts, they know Shepard will be on the front line. Paragons get them promising to back Shepard up when the time comes, Renegades get them hoping that they’ll still be on the same side when that happens.
Post Game Followups:
So here’s the part where, typically, I’d talk about how this impacts War Assets for ME3. But this is giving the ability to resolve the major Ashley/Kaidan element of ME3 before we even get there (like we should have in the first place...) and that means we have to deal with that. To that end, I obviously have left the door open for the lack of trust by way of Renegade Shepard, and that’ll go through things as they are, the same as if this DLC didn’t exist (I mean, it doesn’t exist anyway, but... You know what I mean!). The alternative for a Paragon completion is that there will be a distinct lessening of the tension between Shepard and Ashley/Kaidan in ME3, leading to some serious dialogue changes on Mars – more of an acceptance, instead of distrust.
I’m also thinking that, with the air cleared, there’s no moment of hesitation among them during the Citadel Coup, that it basically defaults them to trusting Shepard, regardless of how much they interact with them in Huerta and “clear the air” of Horizon. After all, Shepard already allayed their concerns with their practical involvement, gave them the chance to see them as the person they were, rather than the possibility that they were no longer the person they trusted. This changes the dynamics of their earlier interactions, and if you have rekindled the romance during the debriefing (no I’m not going to stop using that gag), then the dialogue will have more romantic undertones, the conversations more focused on matters of both them and the future together, trying to figure out if they even have a future, what with the invasion commencing, let alone where they stand with one another in that future.
I feel like I should have more done here, really, but I am really, genuinely TRYING to remain within the basic structures of the games as they are with this, because I totally could trash them and rebuild them from the start, but that’s defeating the purpose of this as additional material to the games, so that’s the most I’m offering on that. I want to do more, Ashley/Kaidan deserve a bigger and better role in ME3’s plot (which I’ll be trying to address further when we get to the ME3 hypothetical DLC, but that’s not here), but I’m trying not to totally rewrite ME3 as it is, that would probably be its own long involved project, and this is already ongoing. The original version of events can still be involved in the game proper, as the Renegade version, but that won’t be the only version any more.
Oh, and, we’re getting some war assets out of the place we discovered. That feels like an afterthought here, though. This has been about Ashley/Kaidan and their relationship with Shepard, more than anything, and we really did deserve this as much as Lair of the Shadow Broker.
The Omega Heist
An old contact of Miranda and Jacob’s draws them – and Commander Shepard – back to Omega, where, with the merc bands decimated, an old threat they thought they’d dealt with long ago has reemerged. With Commander Shepard’s help, they must try their utmost to put this genie back in its bottle before it’s unleashed on the whole of Omega – and, potentially, the rest of the galaxy!
(Post-Horizon)
Considering Omega’s status as the dark reflection of the Citadel, the answer to it in the Terminus Systems, I just really want to explore it some more. Tie in to that, Miranda and Jacob have great prominence when they’re literally your only crewmates, but the second you start picking up the rest of the crew, they start falling off the map. Given that they’re our viewpoints into Cerberus as an organization, this feels like a mistake. Cerberus spends both the preceding and following game as enemies, and I think we need to spend some time at exploring why either of them would even fall under Cerberus and the Illusive Man’s sway.
It begins with Miranda asking to speak to Shepard. I’m gonna assume that, considering the unlock pattern of loyalty missions, this is most likely going to be played post-loyalty mission for both of them, since they’re both the first to unlock. Just to firmly establish where the characterization is going in to this. So both of them are at a point where they’re starting to question their loyalty to Cerberus (hence why I’m considering it a default that, in particular, Miranda’s loyalty has been obtained).
She’s heard from a contact on Omega about something that she wants to get Shepard involved in. The meeting moves to her office, where Jacob joins them. This concerns a mission they’d both undertaken shortly after their first mission together (see Mass Effect Galaxy, the mission Jacob talks to Shepard about having lost his faith in the Alliance over). They had an assignment to dispose of a biological sample – their assignment had been not to ‘get curious’ and investigate what it was, just get rid of it. The orders had come directly from the Illusive Man, so they were actually obeyed.
Jacob had been suspicious of the whole thing – when you’re moving something that you’re not supposed to investigate, it’s usually something that could blow up in your face. He opted for a little extra security monitoring, with Miranda agreeing and having kept track of it. That’s why this is now coming to her attention. They still don’t know what this was, but they can’t imagine that it getting let loose where any idiot could stumble across it would be a good thing.
So we’re returning to Omega. Personally, I’m disappointed that there’s no real change in Omega as ME2 carries on, even though you have to both clear out merc gangs and an active plague in the course of the game – recruiting Garrus and Mordin are mandatory quests, after all, so their joining the crew, their recruitment missions, these have to happen regardless of anything else Shepard may decide to do. So we’re getting another hub area on Omega besides Afterlife and the Gozu District market place. If Omega is the Citadel of the lawless Terminus Systems, then it can certainly fit in more of this (plus give more life to this place that, we know, will have people threatened come ME3 and the Omega DLC there).
Our central hub sector will be a safehouse established near the Kenzo District (picked because beyond existing as where Garrus had his run-in with Garm, we know nothing specific about it, so it can be used however the plot needs it to be). Under the circumstances – meaning “since we stored dangerous material on Omega without even speaking with Aria on the subject” – the idea here is stealth. Shepard, Miranda, and Jacob arrived via a transient shuttle rather than via the Normandy, and did so hopefully with some element of stealth. It’s not that Aria is going to be a threat here, just that she wouldn’t be happy learning about this going on under her nose and Cerberus is trying to cultivate some of her resources (sort of tie-in to the Cerberus takeover of Omega come ME3).
Their contact is my chance to get that female turian I mentioned a ways back into things – a turian trader who I’ll name Naevia (what, I’m a Spartacus fan and the reference makes me smile). The biological sample has fallen into the hands of a gang that’s trying to take up the space left by the biggest gangs of Omega losing their leadership (I’m thinking one of the gangs from our last edition of hypothetical DLCs, from “The Clean-Up,” because continuity!).
It’s around here that Shepard does ask the most important question on the subject that I think we’re all thinking – why the hell was this dangerous and hazardous sample kept rather than destroyed? Naevia admits she thought the same thing, but she was paid enough not to care, just to watch it. Miranda states that there was a possibility of using it for something in the future – this is a sign of her beginning to waver, because she can’t really justify the use of this sample, the fact that, though they’d been told to get rid of it, the “disposal team” had kept it, and were keeping it in a place with a population.
Granted this is a long standing tradition with dangerous science, but still, it needs to be called out.
The important thing is that it’s there, on Omega, and in particular when the station is already in the recovery process of a plague that targeted every race except humanity – there is still a lot of anti-human resentment on Omega, and the last thing that Cerberus should want is a human-spawned crisis breaking out (because no matter where the sample came from, a human organization, known to have a humans-first bent to it, was the group that stashed it here on Omega). Hence our presence.
We’re gonna have plenty of time to talk with Miranda and Jacob, so assume character conversations sprinkled here throughout (much as I cite it as reason that I don’t particularly care for their loyalty missions in comparison to others, that their loyalty missions also only have one ending, that once you start the mission, the only resolution is obtaining their loyalty, makes for a useful method of characterization trajectory here). This is here for the sake of exploring and deepening their character arcs, their division with Cerberus from the endgame, given that they’re both set against Cerberus come ME3, so we’re going with that.
We also get to spend some time with Naevia and getting a new perspective with the turians – she is a free agent, sort of like Vetra ended up being in Andromeda, in the sense that she’s a rebel to the status quo of turian military discipline. She’s looser and less rule-bound. She lives on the fringe of society and that shapes her reactions. She has no need for the turian rules of combat and prefers to take preemptive action – the rules of combat are a great idea in theory, when you have enemies who will respect them. But the Terminus is full of people who won’t. And, while she hasn’t been read into the Reaper matters, she is clearly picking up on the undercurrent between Shepard, Miranda, and Jacob.
Now if you’re assuming that this is leading to Naevia turning out to be involved in matters with this sample... Well, that’s definitely going to be a thing to follow, but let’s just keep going for now.
And yes, I have been cagey about what this sample even is. Remember, that’s because it’s a mystery even to Miranda and Jacob – they were still in a point where they were willing to listen to the Illusive Man’s orders without questioning them. The assumption was that the team they were giving it off to was a proper disposal team, and the failure of either of them to investigate it beyond his word. Y’know, the idea being they’re both starting to push themselves to look beyond the word they’re officially given by their boss and question him.
So… investigative work. We’ve already been over how in these summaries, that’s not where I focus on, not having a layout or anything to work with and such. So I’ve given the core ideas of character work and plot that plays out over the course of things, let’s cut to the climax.
The sample is being held by one of the gangs and a member of the Cerberus disposal squad. Because hey, look at that, a Cerberus agent went rogue and started killing all their guys, Commander Shepard, can you take care of that? He explains just what this sample is – a contaminant that can devastate a planetary atmosphere, hence why it was being kept on Omega, a space station. Of course, the problem with it is that it won’t discriminate and a rapid atmospheric dissolution will kill human lives as well. This is one of those things that it’s actually entirely justifiable that the Illusive Man didn’t want to use... y’know, if it weren’t for the fact that he still kept it, but...
Anyway, here’s where we come to Naevia’s sudden but inevitable betrayal, citing the profit to be earned – it’s easy enough to live on ships instead of a planet, so she’ll come out of this fine. Shepard gets the chance to shoot her with a Renegade interrupt, and look at that! She WASN’T betraying the team, just pretending to in order to slide a knife in the bad guy’s gut. It doesn’t kill him, and it still leads to a fight, but it’s easier if you don’t take the interrupt (because as much as I like the interrupt system, I think there should occasionally be consequences for taking a quick and reflexive response rather than the more considerate and thoughtful and examinative approach to a situation).
A multi-stage boss fight ensues – basic ground troops, interspersed with standard LOKI mechs, a YMIR mech joining the fight with reinforcements, and then a gunship. Maybe the gunship peels off midway and lets in another YMIR mech, just to really hammer the ‘boss fight’ element, or at the least let that be a higher level difficulty challenge. I mean you can only do so much with the mechanics of the game to create boss fights, right?
Anyway, Naevia is either dying, laughing at how her turncoat act was too effective, or she’s made it through with a few scratches and is patching them up as Miranda and Jacob are recovering the sample. Here’s the expected Paragon/Renegade choice of destroying the sample or storing it somewhere else – I can even see a reasoning for keeping in the idea of ‘once knowledge exists, it can’t just be destroyed, we need to study this to be able to devise a countermeasure.’ It’s a sucky one, for the record, but it’s a way to justify the Renegade stance.
This is where you see the culmination of Miranda and Jacob’s development. Jacob is open about wanting to correct their prior mistake of leaving this sample around to be used by anyone who might try to actually use it. No matter what, he sees no possible good coming from it and wants it destroyed. Miranda is conflicted. Her trust in the Illusive Man tells her that it would be right to hold on to this, it’s a weapon that could protect humanity if the aliens were to attack them – which is something that can’t be discounted as a possibility, considering the batarian hostility and the general aggravation of other races like the turians (see the previous Hypothetical DLC entry for more expansion on why I consider that a thing gets brought up). But she also knows that if this exists, then there’s a chance humanity can’t control it. She is looking to Shepard for guidance on this – she’s not turning to the Illusive Man’s standing orders here.
When the group returns to their safehouse, they find Aria there. Because this has been happening on Omega, and it’s her business to be fully aware of what’s happening on Omega. She thanks Shepard for disposing of that little business – if the sample was spared, she does imply that she knows about it, but, so long as it’s leaving Omega, she’s not going to be concerned about it. After all, she only cares about Omega’s interests. But, as a reward for what Shepard’s done for Omega, from the plague to Archangel to this (plus, potentially, dealing with Morinth, given that was the presence of an Ardat-Yakshi on Omega), she is offering a reward for Shepard – a penthouse suite.
Yes, I’m letting Shepard get an Omega apartment. I mean, okay, having one right before the Cerberus takeover of Omega come ME3 is not exactly the most prime real estate, but hey, Shepard deserves a place to relax, right? Plus it also comes with access to a special Omega market, a place where Shepard will be able to purchase any weapons or upgrades they might have been missed in the course of their missions (and any that get added through the DLC, including these). Because really, we should be able to have access to those things somehow, as in the game as is, if you miss it, it’s gone forever.
Anyway, Miranda and Jacob will also have follow up conversations when they return to the Normandy, discuss the way that things have played out and how they’ve evolved as people in the course of the game. Because as I said at the start, the two of them, in terms of their character development, kinda falls off the map in the course of the second half of the game. So they get a little additional content that helps fit them into the big picture of their character arcs.
Post Game Followups:
ME3: If Naevia survived, she’s an available war asset in regards to her underworld connections and such to send help Shepard’s way. If it’s kept intact, the sample also has some benefit for Alliance scientists in the study of reversing its effects and how to restore ravaged worlds. Also some additional content in the Omega DLC, though I’m not sure about the details of that right now.
And, y’know, since Naevia’s existence means that we have a female turian model built and developed circa ME2, this SHOULD mean that there are female turians scattered throughout both further DLC (as in ‘assume their existence in further installments, even if it goes unsaid’) and (because now they’d “exist” prior to the release of ME3) there would be numerous turian females in ME3 as assorted extras and such. Should go without saying, but I’m saying it. There will still be a few important female turian NPCs I introduce in further installments, but these are now part the standard background NPC collection.
Battle Scars
Alliance officers on shore leave have been disappearing from the Citadel with no trace. Ambassador Anderson suspects there’s more to this than the standard dangers of a space station that’s practically its own world. Though Shepard is in a questionable position among the Council, they’re the one person Anderson can trust to solve this.
(Post-Horizon)
The Citadel being so limited a space in ME2 always bothered me. Y’know, I get the thematic idea, that ME2 was about exploring the darker underside of the galaxy at large. But I liked the Citadel. There was a lot about it to explore, all things considered – we’re talking about the galactic hub of politics and commerce. This really should be a major location, no matter the game. And as I’ve said elsewhere, there could be a whole game set on the Citadel with room for more. So yeah, we’re doing this here, exploring an area of the Citadel that we never got to see before.
There are Alliance officers going missing and Anderson gets Shepard involved. Obviously, the synopsis covered that bit. The idea here is that we’re going into areas of the Citadel that normally, Shepard has no business in, and in areas that are more like vacation areas. You know what this means? It means we’re going to have non-combat segments, in the same vein as Kasumi’s mission. There’s gonna be an extended sequence of Shepard out of combat armor in this one, because Shepard is not being called on to be a soldier but to infiltrate and be seen as a civilian more than a combat fighter. (I’m thinking this is going to involve a new casual outfit as well.)
And we’re gonna say that this is happening at an exclusive resort, meant to be a location that’s relaxing – a resort on the Citadel, effectively. It’s primarily a place for Citadel-aligned soldiers (Alliance and other races) to recover after combat, a therapeutic place for soldiers to get treatment for their PTSD (think a place where they’d probably have sent the PTSD asari in ME3 to if there wasn’t an existential war on). It’s why it’s a popular place for these Alliance soldiers to be, and we’re also going to rate it as having the highest success rate as a psychological and therapeutic facility in the known galaxy (because, being on the Citadel, why wouldn’t a place like this have a reputation of being the best, given how the Citadel is effectively the metaphorical center of the galaxy) and it’s a bit of a mixing bowl of Citadel culture, which allows for the rest of the party to come along.
I’m going to stick with mandatory companions here for a handful of reasons – one, Shepard’s got an eclectic band, and I feel like if they walk around a Citadel resort with Grunt and Legion, for example, that’s probably going to blow their cover. For two, I like the idea of mandating some pairings and developing the relationships more. Last entry was about Miranda and Jacob. Here, I’m thinking... For a resort, I honestly lean towards Samara and Kasumi, characters who, respectively, can blend in with “high society” and can pass through unseen by others. Kasumi, of course, does her cloaking to accompany Shepard – she does prefer going unseen. Samara, though, is playing at being a Matriarch – given the setting, let’s say that she’s pretending to be looking for a facility for her rambunctious daughter who is ‘disgracing’ the family name – sort of playing on her own history with Morinth (because Samara’s method that way), while still being a role she plays.
Yes, I’m aware that Kasumi is a DLC character, not everyone necessarily has her, but hey. If you’re playing DLC in the first place, you’ve probably collected other DLC, particularly a new companion, we’re just gonna roll with it, because I’m not going to develop an alternative without her, so consider them connected – I don’t know, say they got packaged in a sale together or something. This is all hypothetical in the first place, remember, does it REALLY matter that she’s not in the base game?
Shepard, of course, is going in as what they’re looking for, an Alliance officer looking for leave. This way there can be a solo segment, and the tension of “will Shepard run into trouble they can’t handle on their own before their companions come to their rescue?” Obviously, there does have to be some addressing of Shepard’s fame and notoriety, but it’s not like Shepard’s not doing other things that are putting their famous mug in places they shouldn’t be, particularly when it comes to involving Kasumi (The Hock heist, anyone? How, exactly, was the most famous human in the galaxy supposed to keep a low profile there?). So we’re just gonna handwave that, like you do.
As always when these are investigative sequences, I’m just gonna gloss over that part for the sake of convenience – the basic facts are that we have a lot of suspects with no clear motive at the outset of things. You know, get your basic archetypes wandering around – look at any show that features a recovery center, you’ll find them, I’m not gonna go into detail on the incidental characters.
The trick is that Shepard is going to be doing their initial investigating solo – they have to get entrenched before their companions show up (given that Samara’s cover is going to have her supposedly only there to look the place over, rather than sign herself in as needing “treatment” and Kasumi is going to be cloaked, searching for the things that Shepard can’t get access to – yes, for the record, I’m setting up for a Big Damn Heroes moment, I would think that would be obvious). They’ll meet with the above mentioned archetypes, learning details.
The details are more for the flavor – how well does Shepard figure out the scheme (which I’m getting to) before the villain shows up to explain in a monologue? Because, y’know, what villain doesn’t love explaining their nefarious deeds with a monologue? Shepard figuring out more and more of the plot before they confront the bad guy will impact the way the end fight goes down – figure it all out, you can sidestep the big final confrontation, figure most of it out, the fight’s significantly easier, stick to the bare minimum, it’s the hardest it can be.
This of course gets Shepard caught by our villain of the piece. So, what’s going on? Well, it’s an attempt by one of the doctors at this facility at cooking up the same shady shit Cerberus has, in the form of cyborg soldiers – the soldiers who have been kidnapped have been converted into these cybernetically enhanced soldiers. Problem is, they’re mindless automatons – higher brain functions didn’t survive the implantation process. So while these six million credit men are superior soldiers for combat, able to shrug off the kind of injuries that would cripple any other organic soldier, probably even have like nano-tech that speeds up any kind of healing and recovery process, they’re ONLY for combat, there is no human mind, no individual still alive in these shells – they’ll do as ordered because of the computer control chips in their heads, but only because those chips fire off the impulses needed.
“No glands, replaced by tech. No digestive system, replaced by tech. No soul. Replaced by tech. Whatever they were, gone forever.”
This is a point that I wanted to bring up in Miranda’s chat about “disposable soldiers” – the concept of soldiers being disposable is the kind of thought that cleans up war, something that the very idea is MEANT to be “dirty.” When you have these disposable soldiers, something that replaces the flesh and blood troops, you’re now in a position where going to war is not a difficult choice – you’re not sacrificing anything in the fight, because your best and brightest are safely out of the line of fire. When you don’t fear war, you’re going to turn to it as the first option, not the last. And, as pointed out by the use of Mordin’s quote above, at some point, your “disposable soldiers” become exactly what the Collectors are, mindless automatons who perform the duties of their masters, and, because of that distance, their masters’ own humanity erodes, because they never have to get their own hands dirty, while their servants are incapable of arguing with the orders.
This is when we get the aforementioned Big Damn Heroes moment, where Samara and Kasumi rejoin the party – since I’m assuming Shepard is being restrained at the moment, we have Kasumi Overload the controls and get them loose while Samara covers her by biotically handling the guards (because there are always guards).
So we get to that ending of how the boss fight can go down – Shepard gets to argue about the whole “disposable soldier” thing, bringing up and expanding on the above argument. If they uncovered all the details of the plot prior to the point they’re found out and taken captive, they can talk the doctor out of the inevitable fight (they still can choose to fight, of course, but the option is there to avoid a fight altogether) and have them shut down the project, effectively take their “prototypes” of these cyborg soldiers off life support and let them all die out (because, again, it’s the cybernetics that are even keeping them alive at this point), they can try and fail because of a lack of information, or they can actually agree with the idea, just that this doctor isn’t the one to be controlling them – it’s a valid choice, after all, to have a viable standing army to face the Reapers with.
I did debate making that last an option, just because I am morally opposed to the idea, but I am trying to respect that the Paragon/Renegade division was meant to be more than “goody-two-shoes versus puppy-kicking-monster,” and approach it from a level of “win with morals versus ends justify the means” – if you’re looking for something that can face the Reapers, like Shepard is aiming for throughout the trilogy, then a pragmatic approach says “we can use this resource, and I’ll deal with the moral weight of it later.”
Thinking about it, this does kinda make a flaw of the Kasumi-Samara team, because I do struggle with seeing how they’d just casually go along with Shepard saying “zombie cyborg army? Sign me up!” But maybe the Justicar code says that, regardless of origin, their existence has purpose and use, while Kasumi is horrified at the idea of using – and defiling – the dead like this. Basically, I want there to be a shoulder angel-devil scenario here, but I may not have selected the right companion pairing for this. Still, I’m not going back and rewriting this to make that work, so we’re just going to acknowledge that and move on – they’re both on the team, and there are other Renegade choices Shepard has available that they both just accept, so we’ll accept that.
And, y’know, I have a personal preference for Paragon at these decision points, and would probably stick to choosing to wipe out the zombie cyborg soldiers myself, and these are my ideas so I roll with what works for my decision making process, so nyah.
This still leads to the question of what, exactly, should be done with this facility – this is the head of the place we’re talking about as being responsible, with them out of commission (either being killed by Shepard or taken into C-Sec custody, depending on your choice), it’s entirely possible the place will be shuttered, or at least in chaos for a time, and that means all of its current residents are going to be kicked out – this is one of those “well intentions doesn’t change negative results” scenarios. Of course, Anderson will try to step in and do something, but... He can only do so much. Especially with having to clear out the devices and secret lab material and such, there’s a lot in this that just... is not going to have this place in a condition to be what it’s meant to be. Especially if things turned into a fight with the doctor and trashed the place.
Shepard themselves can only do so much – they can make a recommendation, but ultimately, there will be a board decision. They can offer a suggestion, a way for the staff to try and focus going forward, but it’s going to mean downsizing their care in some fashion – either they focus only on the immediately at-risk patients, going in the way of ‘if you’re not an active threat to yourself or others, you have to find somewhere else to seek treatment,’ or they limit themselves to just the care of a single species, because the psychological experts for multiple species is a resource drain.
And this one is NOT a Paragon/Renegade choice. It’s player’s best take on the subject, because there is no “right” choice in this scenario. Either way, someone is getting screwed over. You can hope sending the not at-risk patients won’t exacerbate their conditions, but you can’t be sure of that – especially when it comes to people who have been there for some time, PTSD and other conditions won’t just go away, they need to be managed and treated, and if you go from one facility and one medical professional to another, that can throw off your recovery. And you can specialize in the treatment and wellness of a single species, but what about the members of the other species? What about the “melting pot” nature of the Citadel and how, realistically, reinforcing those barriers between species only makes it harder for these species to get along with one another?
It’s a “no good choice” scenario, and I think it’s worth a discussion with Anderson at the end (rather than back on the Normandy with all the companions, just because I don’t think the game can really account for everyone there having an opinion). Though let’s also give a follow-up conversation with Kelly – y’know, the therapist – and let her have more to do in this game.
Post Game Followups:
ME3: If the doctor was taken in to custody, they’re among the Cerberus scientists during the mission on Gellix – Mister Illusive stepped in to get their work under his banner, and, like Gavin Archer, Shepard’s involvement eventually made them hesitate to do his bidding. If the cyborgs were kept on, they’re a decent strength war asset.
The Batarian Connection
A Cerberus vessel goes missing out near the batarian border. While the Collectors are still the first priority for Commander Shepard and company, the Illusive Man is concerned this may be the first stage of a batarian incursion of Alliance space. He tasks Shepard and company with recovering the missing ship. The batarians, however, have other ideas...
(Post-Horizon)
We hear a lot of talk about the batarians making slave grabs throughout the first two games, and the Colonist background has this as a part of the things Shepard has been through. But we don’t actually see it. And we probably can’t manage to see the absolute worst horrors of the batarian slavers, but that’s not the full point of this.
No, the point is to start showing another face to the batarians. See, we’re going in with the idea of the batarians slavers we’re after handing off the captives they take – of various races, though krogan and turian are not likely, given their own, more aggressive nature (maybe useful in gladiatorial rings... We might be coming back to that before these DLC are done), and the quarians aren’t going to be as numerous, that still leaves humans, asari, salarians, and other batarians. And we know from Mass Effect 3, having the Cannibals being introduced in the first segment of the game, the Reapers have access to a lot of batarian genetic material, so they’ve already spent a lot of time developing how they intend to repurpose the batarians into the servants they need to wage war in this cycle.
Codex material speaks of how the Collectors want certain specific types of people to collect, and that is going to be what’s happening here – while the Collectors main focus in the game is to gather up humans to turn into Reaper slurry, we’re also looking at the other races, because there’s a history of the other races being taken by the Collectors for various unknown reasons. It wasn’t clear if there would have been an intent to build additional Reapers out of the other races – an asari Reaper, a turian Reaper, etc. - or if they’d just be left to rot, possibly slurried alongside the humans and just put in the same shell. To build off the idea of “organic preservation” of the species who consist of a cycle, I’m going to assume that they would be fused into a Reaper of their own, though there’s room to argue they were going to just be pulped into the same Reaper or left as the Collectors of the next cycle. But my ideas, my interpretation of things. And if BioWare wants to fight my interpretation, hey, should have included it in the game.
So yeah, the batarian slavers we’re coming across were going to offer the Collectors more of those captives of various races and such. The idea here is to not just have a look at the horrors of batarian slavery, but also an upfront acknowledgment that the batarians do this to their own people as well. The crappy situation for your average batarian is reduced to codex and one-liners, so we don’t actually have this knowledge available for the common players, and this is a thing that needs correcting.
We’re also going to have an encounter with a different Collector ship (just to avoid too much of the whole “small universe syndrome” of the same ship dogging Shepard for two years – it wasn’t until ME3 and James’s backstory that I got the impression that the Collectors had more than the one ship, since they made this one ship out to be this major force). Because, really, if the Collectors taking colonies was something of a plan B when the Citadel didn’t open, then they should be readying themselves for more than just humanity to be taken.
Among the batarians is a sense of distrust – batarian propaganda says the galaxy hates them, and, because we get the slavers and mercs running around in the games, the audience is probably not inclined to disprove that theory (particularly if there’s a Colonist Shepard doing the run – because I say so, there can be plenty of statements from them on the subject that fit the background specifically, because it’s nice that these are all theoretical and I can throw in whatever I like). Still, the general idea is that Shepard does feel a moral responsibility to save them, even if, as in the case of Renegade Shepard, it’s just in the name of preventing the Collectors get their claws on them.
But, thing is, ME2 offers no ship piloting mechanic, and I’m not bringing that in. And, y’know, I still get war flashbacks of getting ambushed by Sith fighters in KOTOR. So that means that the Normandy heads off, Shepard ordering them to find help (we’re gonna say that this is taking place somewhere near the batarian-turian border, so the Normandy can go find a few turian ships – going back to my idea of “shaking up companions” concept, I don’t have any particular choices to go with Shepard this time, but this makes it almost mandatory for a companion other than Garrus to come along, since Garrus can sway the turians to come to the rescue of alien nationals – and this ship ends up crashing, with Shepard and companions still on board – as are the freed slaves.
And we’re not crashing on a habitable planet. Because while there’s the helmets and all, I feel sometimes like the franchise as a whole underplays how much the atmosphere of planets being conducive to life as we know it is kind of rare. So while the cargo hold, settled in the heart of the ship and surrounded by the various additional decks of the ship, makes it through, there are portions of the ship that have been vented into space.
And the Collectors are coming.
Shepard gets to make a Paragon/Renegade “inspiration” speech to the captives, recommending that they get to trying to save themselves. Paragon will get a majority on their side, Renegade only a particularly brave soul. This one would be the Paragon’s contact/coordinator, just so that I can have a clearly identifiable person to turn to. And, yeah, we’re punishing Renegades here, but here’s the thing about this – we have stolen people, taken prisoner, made into slaves, about to be handed off to aliens who are only known to the galaxy as kidnapping and experimenting on people who never return, and then crashed on a deadly planet, with their only shelter pocked with holes letting out the valuable atmosphere that keeps them alive. I’m sorry, but being an asshole to these traumatized people? Even in the name of saving their asses from said kidnapping and experimenting aliens, they are NOT going to be ready to take up arms and fight. Read the room.
So, it becomes a game of causing enough losses to the Collectors for them to retreat for the Normandy to arrive with rescue vessels. Cat and mouse combat, with interspersed dialogue with our batarian coordinator (Making a name up on the spot... Kahvahr). That’s giving the expansion on both him as a character, talking about himself – a political exile, he spoke out against the Hegemony’s attitudes and practices, that they are so isolationistic that the necessary trade with the Citadel races, trade that could reduce their reliance on slavery, is killing them, which led to him attempting to leave, an attempt that ended up putting him into the hands of the slavers he argued against, and he’s certain that the Hegemony’s leaders basically gave him up. Talk about the beauty of Khar’shan, as a planet and place, something more tangible for us the audience of this place that we never get to go – he speaks longingly of these natural wonders he doesn’t expect he’ll ever see again.
The aid of the batarians Kahvahr leads can offer some combat segments getting avoided, but I do want to include some elements of the Collector faction from ME3 in combat segments all the same, the Collector Captain in specific. Because these things never appeared in ME2, so let’s remedy that.
And our end boss is going to be some variant of the Collector drones we see in Paragon Lost, which are these giant sized Collectors. So they get some additional tricks and are a clear case that Shepard is now facing the worst forces the Collectors can throw at them. Because I figure you can give them some interesting additional boss tricks.
The turians arrive and the Collectors withdraw, so Shepard gets to pass on what to do with these batarians – treat them as refugees who are seeking asylum in Citadel space or ship them back to batarian space. Because the thing is... batarians in Citadel space are probably not going to have things pretty well. Like there’s a reason we see batarians on Omega but not the Citadel. And a lot of these batarians still have families in the Hegemony. So there’s a very real argument to the idea that they’d be better off going back. It’s probably bull, considering the Hegemony’s leadership (and definitely bull on the basis of the Reapers being about to steamroll the batarians in between games), but... It can be made.
And it also speaks to how well Shepard is responding to Kahvahr – Kahvahr makes it clear, batarian slaves tend to be those who speak out. How much good can they really do going back to the Hegemony? Sure, you can argue that it’s in the name of encouraging rebellion against the Hegemony’s leadership, but realistically? It’s signing a death warrant – if this attempt at silencing him didn’t work, the Hegemony will likely just go straight to killing him.
And maybe Shepard’s okay with that – the whole reason we’re doing this is because the portrayal of batarians through the rest of the series is almost exclusively them as an always chaotic evil antagonistic force. What do they contribute to the galaxy, right? But this whole thing has been to help paint the batarians in a new light – now, shipping these batarians back to their people isn’t a mercy but a death sentence. What can I say, I like that script-flipping. But, as always, it is a choice for Shepard, for the players. Because apparently, people who play these games like the chance to play the asshole. Fine, you can, but you’re definitely getting judged for it.
Post Game Followups:
ME3: If given asylum, a batarian militia will have formed, both the survivors of the crash and of batarian refugees, wanting to aid the Citadel forces, Kahvahr himself as an asset.
Shadow Dance
Shepard’s connections to Cerberus have not gone unnoticed. A Spectre – Vexx Liranus – has decided that they are a key component to Cerberus plans (not untrue) and that their capture or death would be useful in combatting Cerberus (definitely untrue). With a fellow Spectre nipping at their heels, Shepard has to face what should be a comrade in arms in a deadly game of cat and mouse!
(Post-Horizon)
We meet three other Spectres in the trilogy, and only one of them, Jondum Bau, in ME3, is actually an ally. This is turning that on its head – all things considered, Vexx Liranus should be an ally. After all, we’re talking about a fellow Spectre, working for the Council, and Cerberus IS using Shepard for their plans, so taking Shepard out would make sense.
It’s just Shepard is a good guy, working with Cerberus as more an alliance of necessity, rather than any ideological alignment. And while I’m sure if you had a chance to sit down and talk to another Spectre, they’d probably eventually come around to the idea, well... Where’s the fun in that.
So Vexx. We had Naevia above in “The Omega Heist” as our “first” female turian for the trilogy, though she does potentially get killed. So we’re gonna have another female turian here, just to really sell the “no fridging female turians” concept. She is a badass turian soldier, like I want a planet with an “r” name to say she had a major incident on so that she can be “the Raptor of [wherever].” Because I love alliteration. I picture her being voiced by Claudia Christian (who was a favorite of mine to voice a female turian back before we knew anything about Mass Effect Andromeda, and while I’m absolutely a fan of Danielle Rayne’s performance as Vetra, I still regret that lack, so I’m making this happen here).
As for the actual plot, we’re gonna start on a small waystation location. It’s a standard resupply place, in the vein of like those Fuel Depots or something, a place like the Citadel but smaller. Because I think that space stations are an underdeveloped aspect of the Mass Effect universe. Like in Star Trek, there are Starbases and Deep Space Stations (such as DS9). Surely the various militaries of the Citadel races are doing the same, building their own stations that act as refuel and resupply, as well as standard rest and relaxation – Spacer Shepard will talk about living on ships, but I don’t see a child actually being raised on military vessels. But a space station that acts as a rallying point and home base for a vessel? That I’ll buy.
So this begins with the Normandy pulling in to one of these types of stations. You know, a little bit of a supply run, something simple. Things do not go according to plan, though, because, y’know, why would they, we wouldn’t have a plot if they did.
It begins simply. They settle in for a resupply, Miranda suggesting that the operational crew get a chance for some break time, Kelly adding that crew like Rolston and Hadley should have an opportunity to contact their families. That’s how we get here. As Shepard proceeds to look through the market, we get other angles of Vexx monitoring and observing Shepard. Shepard will begin to get that feeling of being watched, and that’s when she makes her first strike.
Now, yeah, I say right off in the synopsis that Vexx is a Spectre, but in the story proper? This is going to be kept quiet for a while. Sorta like how Vasir gets this intro that kinda clearly marks her as someone who we’re going to have to fight later, Vexx is getting the appearance of being a straight up antagonist. Because in her mind, she IS an antagonist to Shepard. She just believes that she’s the protagonist of the story, specifically because of Shepard’s ties to Cerberus, coming to this place in a vessel flying Cerberus colors, operating with a Cerberus crew. In her mind, she has discovered a threat to the Citadel and the Council.
While I’m still on the “give the companions more of a role” train, in this case, we’re going to see Shepard cut off from the crew – they come under fire from Vexx, they give the command to evacuate the station, return to the Normandy, and get out until they give the signal. Paragon Shepard wants to minimize casualties, Renegade Shepard wants to handle this themselves – Vexx interrupts their leave? It’s on now.
This leads to a chase through the station, and finding that she’s gotten things pretty well set up for this chase – I figure at some point, Shepard comes across like a secured bunker she’d been using as a command base, finds logs that have been tracking them since they landed on Omega at the start of the game. (Timeline being what it is, meaning as variable as it is, I’m gonna say that this is taking place functionally around, say, the Collector ship mission.)
That discovery is also when her Spectre status is made clear. Now, while there’s a good chance that Shepard’s had their Spectre status reinstated (thank you Dad!miral Anderson), well, we still need a plot here. Vexx doesn’t believe Shepard’s claim to have Council approval – after all, she certainly can’t just casually check this out while on a mission, Spectres are supposed to function independently of the Council. And she’s pretty good with the “better beg forgiveness than to ask permission” approach – Shepard helping Cerberus, even as a double agent, is a threat (for a less competent example of why, see how Shepard helping Cerberus in ME2 leads to Conrad Verner preaching Cerberus values in ME3).
The hunt continues. I’m basically picturing this functionally working a lot like a lower-levelled version of Arrival’s Project Base level, just with like security drones and such, and Vexx popping in and out of combat range. This is a hunting mission, on both sides, and the idea is that Shepard (and, by extension, the player) should feel like Vexx or her drones might show up around any corner. If nothing else, call it useful practice and experience.
Now, I said before I wanted to avoid stuffing our first female turian in the fridge. While Naevia could survive, she also could die. So I want to guarantee that at least one female turian of prominence is introduced without killing her off. That means that we’re going to have to find a peaceful resolution, as well as an alternative that allows the bloodthirsty playerbase to be satisfied.
That means an outside agent, a third party, getting in on this. I’m thinking a krogan merc with a grudge and a krantt and a blood oath against Vexx he’s more than willing to extend to Shepard, the Spectres, and the Council – with Vexx, it’s personal, having tangled with her before, with Shepard, they’re in the way, and with the Spectres, they work for the Council, and the Council gave the go-ahead on the genophage, so hey, it’s a good day to be him.
This eventually leads to, after some three-way combat, Shepard suggesting a truce for the time being – the krogan (Vargan, for want of a name) is a bigger threat to them both at the moment, since he’s distracting them and endangering the station as a whole. Vexx sees the wisdom in this and is willing to work with Shepard.
This gives a little more time to explore her, now that Shepard can talk to her. Vargan’s grudge stems from her disbanding his merc pack a while pack – they had ideas similar to the Blood Pack and Clan Weyrloc (re: Mordin’s loyalty mission), just without the aid of any salarian scientists. Maybe they’d sought out Okeer (possibly part of the reason that Okeer became a “very hated name,” as Wrex puts it? I don’t know, I’m spitballing here). Whatever the goal, however, she managed to put a stop to it, enough that Vargan was stripped of his clan name – given the structure of krogan society, I figure that in doing that, a krogan loses all right to even attempt to mate with the females, a big blow to a proud krogan leader, basically leading him to a voluntary exile from Tuchanka. That he still has a krantt after that still speaks to his skill and prowess, but also makes it clear that these are his only allies in the galaxy.
Shoot-y shoot-y stuff happens, yadda yadda... We’ve been over how writing about combat in these write-ups is boring. End result, we learn more about Vexx, develop and establish her further, give her this likeable air now that we’re on the same side, and get to Vargan, taking out his krantt in the process. Now that he’s alone, he is ready to die. He got everyone loyal to him killed, that means he’ll never regain a clan name now. He wants to die.
Typically, Paragon/Renegade decisions are a clear binary of “good means letting people live, bad means letting people die!” But here, Paragon is understanding the krogan mindset – he wants to die because he will never have a place in krogan society if he lives. He got his krantt killed, so he will never be able to gather a krantt again. He will never have that trust again, and so his death is the only way he can have an honorable ending. Meanwhile, Renegade is saying “no, I’m not going to grant you the mercy of death, live with your failure.” And doing that will likely mean he will strike out and go on some kind of suicide run (indeed, I picture that result being a news announcement overheard on the galactic news points).
Because I like the idea of twisting the Paragon/Renegade assumptions around – the idea behind it is supposed to be more nuanced than “good = blue, bad = red,” but in context, a lot of the use of the system through most of the series is a lot more binary. So this is showing the flip side of both ideas’ general attitudes – you are saving more lives and respecting his attitudes and beliefs by killing him, while knowingly leaving a threat to others that you KNOW he’ll act on by keeping him alive.
Vargan defeated, it comes back to Shepard and Vexx. She’s more impressed by Shepard at this point. Paragon Shepard showed an understanding of non-human mindsets, and that more than anything makes her hesitate to paint them with the same brush as Cerberus. Renegade Shepard showed enough martial skill that she’s concerned that things will only reach the point of a stalemate, and likely do too much damage to the station for it to continue operation.
So she offers Shepard what she’s going to call a deal – keep to the Terminus Systems, like they have been, and she’ll let things stand as they are, with the added note that, if their Council reinstatement is genuine, she’ll also send a letter with a fuller apology after the DLC concludes. Yeah, it’s basically going back to the status quo, but one, I’ve been clear that my goal is to make these slot in comfortably with the existing game, and two, back to the in-universe justifications, it also means that she can prevent other Spectres from coming after Shepard – after all, we learned with Saren, the only real way to respond to a Spectre going rogue is to send another Spectre after them. If Vexx is in Shepard’s corner, it prevents other Spectres from coming after them later.
Probably should lead to a line or two in reference to Vexx from Tela Vasir, depending on when Lair of the Shadow Broker is played – alternatively, I suppose Vexx should have some comments about Vasir’s death as well, but I did say above that I see this functionally being roughly around the point of the Collector Ship in the timeline, and I always view Lair of the Shadow Broker as taking place after the Suicide Mission, and my write-ups, my timeline. Moving on.
Shepard has to agree to this, because see above: not fridging female turians when the trilogy is so bereft of them in the first place. We don’t kill Vexx. Because, really, that would mean that Shepard would have killed three of the four fellow Spectres they encounter in the course of the trilogy, and their numbers are said to only go to about a hundred or so. That’s a three percent fatality rate for the Spectres, and a seventy-five percent fatality rate of meeting Shepard. Someone has to think those numbers look bad. So, in accepting the deal, Vexx walks away and Shepard calls the Normandy for a pick up.
Post Game Followups:
ME3: Vexx has a sidequest on the post-Coup Citadel, regarding her work with the unifying of turian and krogan forces. Given Shepard having contributed, she’s asking them to join in her efforts. Complete that and she gets to be an asset and there’s a boost for both of those groups as well.
Underworld
Illium is home to many elite in the galaxy. It’s called the gateway to the Terminus Systems. But it’s equally a warning that there is as much danger in Illium’s shadows as on Omega. And now a high-profile Alliance official goes missing there. Ambassador Anderson asks Shepard to investigate as he keeps the disappearance quiet, and Shepard gets drawn into a web of conspiracy...
(Post-Horizon)
Illium seems like it should be a bigger deal, don’t you think? I mean, in ME2 we get three hub worlds in Omega, the Citadel, and Illium, but Illium is introduced after Horizon, being locked to (on console) disc two, and, while Lair of the Shadow Broker gave us more of Illium in general... Hey. Let’s explore more. Cuz now we can open up some new areas that can stick around and still be explorable after the DLC ends.
We open with a message from Anderson – “one of our people went missing out on Illium, I’d like you to look into this as a favor to me,” that sort of thing. This official is an ambassadorial figure from the Alliance to the asari (so, for the sake of a name, I’m in a Power Rangers mood right now, I’m gonna call her Kimberly Hart). She’s been attempting to shore up some diplomatic ties – I’d figure this would include matters like getting stronger ties between the asari in the name of gaining access to teachers for Grissom Academy, better relations in the name of biotic rights, that sort of thing.
Illium, being a free trade world, is a place where these kinds of negotiations take place without government oversight – I figure, based on things like the asari on Noveria in ME1 who wants to protect asari patents by getting Shepard to help her engage in corporate espionage, the asari government is extremely strict about their “secrets” while humans, who are still struggling to get a handle on what to do with first and second gen biotics, are willing to take on free agents more than like the commandos and such. Also, don’t want a repeat of Vyrnnus, so the turians are definitely out. It’s “asari free agents” who they’re looking at bringing on for this.
But with her having gone missing, that’s concerning – again, we have the asari being fiercely protective of what they view as their copyrights (which I do want to have a running theme here surrounding the idea “how do you copyright something that has this melding with the life it is bonded to?” – amps working as they do, mapped to biological systems as they are, this seems like it borders on trying to patent people in the process, since they’ll gain full maps of the people those amps are implanted in). Anderson wants Shepard to go in, since they’re off the official books.
Now we return to that earlier concept of mandatory companions. Because of the matter of biotics, this feels like a mission that Jack pushes her way in to – both because she’s been the subject of biotic experimentation, and she wants to ensure that this doesn’t turn in to the Teltin facility all over again, and to help give some foreshadowing for her becoming one of Grissom Academy’s teachers next game. Additionally, I’ll go with Thane as the other companion for this – he’s done work in Illium’s criminal underworld.
Now then, to our central hub of Illium. We’re on a different city than Nos Astra, but it’s going to have a similar flavor to it, in the same way that Azure still felt like it wasn’t all that out of place alongside the trading center. Nos Vidia, I’ll call it (sounds suitably asari, anyway). It’s not as major a hub of intergalactic trade and commerce, meaning that Shepard and company are going to stand out in the crowd.
This is also one of the more “crime” areas, where the black market has moved in. We have Eclipse symbols on the wall and, while they’re not wearing the uniform, many of the people around here are obviously in the gang. Which also makes Shepard stand out. Thane, however, manages to bring up a former contact, someone who has been able to stay alive this long, meaning they’re skilled enough that they’ve survived.
The contact is an asari I’m gonna call Kassria. Kassria has picked up some Eclipse chatter that references our missing ambassador. That means Eclipse has her, but it’s not clear so much if her being taken is because of her getting in the way of Eclipse as a gang or if the Eclipse are working for some asari company.
We pause for some talk about the various asari copyrights, explore that conversation, with Jack having quite a few words on the subject of trying to make people property. That kind of thinking creates situations that create the same kind of science as Teltin. Thane offers something of the drell perspective – he’s the one who argues that he was raised and trained as a weapon for the hanar, and that he was not responsible for the lives he took. Who owns the abilities, the user or the one calling for their use? (I mean, there’s an obvious answer, but Thane’s bringing up the alternative to this – the people who are broken down and made into weapons at the hands of others.)
Like actually, let’s make that aside a point of having Jack and Thane – in Jack’s eyes, Thane’s attitude towards the people he’s killed is much how Cerberus would have wanted her to have ended up, as a weapon for them to point, pull the trigger, and give no concern for the ways that it impacts the person who acts because of that order.
It’s the same argument that we have with Miranda – the idea of “disposable troops” does not make it a matter of saving lives, just a matter of how war becomes easier, having these weapons to unleash upon others with no risk to the people who are supposedly being protected by them. It’s a way of absolving yourself for creating slaves by giving them some higher purpose.
This really is going to be a turning point with Jack’s arc proper, with how it leads to her being a teacher, because she wants to protect the young biotics. It’s not just about her protecting the kids at the Ascension Project from ending up tortured like the kidnapped victims at the Teltin facility. It’s also about reclaiming and maintaining personhood.
And while it’s hard for me to really give the separation theory Thane speaks of (we ARE going to come back to issues of the drell in general a few DLCs from here, so consider this to be foreshadowing and set up for that bit), I’m going to try and offer his point of view – that of “if you hone someone to only be a weapon, to only look at the world from that perspective, is it really on them as an individual that they proceed to see the world from that viewpoint?”
Of course, yes, I’m aware that the inherent flaw of ALL of this is that we’re not talking about drell youths giving themselves up to the hanar in the fulfillment of the Compact or with “different brain structures” to humans. It’s the tangent that they end up on because they’re along for the ride, and Shepard eventually has to get them back on track – finding Ambassador Hart. Whether or not the asari corporations are intending to use people as weapons, the Eclipse sisters presently have her held captive, and this means staging a rescue operation.
I want to take this chance to get a better idea of Eclipse’s organization (which, by extension, showcases the ideas that are moving the other merc gangs in the series). Like, what goals do they really have – Blood Pack are basically chaotic berserkers who want the world to burn (which, fitting, considering the general krogan mindset following the genophage and the vorcha having a complete lack of survival instincts because they never needed to evolve them), while Blue Suns have the veneer of respectability, acting as private security. But when we meet Jona Sedaris in ME3, she’s a raving psychopath, ready to kill anyone in her way. So what does the Eclipse gang want? I mean, besides the obvious of money.
Kassria is a former Eclipse sister, so she offers this insight – Eclipse doesn’t even really know itself. The non-asari members are almost leaning towards biotic extremism, given how the other races tend to mistreat and look down on the biotics among them, which makes them angry and want to lash out at those who’ve hurt them. Meanwhile, the asari who join in are often driven by other motivations, given that all asari have biotics – some are outcasts (purebloods, in pureblood relationships, or people with the Ardat-Yakshi mutation – let’s just assume Samara will have shared about her loyalty mission by the time this mission is unlocked so we don’t have to have the characters explain this to Shepard), others are maidens looking for glory (think Elnora the mercenary from Samara’s recruitment mission), some are obsessed with killing (like Sedaris), and some are just looking for a purpose.
She suggests that, if given something better, Eclipse might be a valuable asset for Shepard – not just in biotics, but also in their mechs. It’d be something to use when the Reapers come calling, not that she knows about the Reapers, just that she can figure that whatever Shepard’s up to, they’ll want an army at their back (because we’re still ME2 here, so this means we don’t know that Aria will be assembling the merc gangs under her banner).
This leads to an assault on the Eclipse base and trying to reach Hart before anyone proceeds to try and kill her or worse. As we continue, we find out that there is a high-ranking Eclipse member among this group – Jona Sedaris.
Yes, that’s right, we’re going to be responsible for her getting locked up come ME3. Obviously, this does mean she’ll survive the inevitable conflict and boss battle, but hey, we’re gonna have other things to deal with in the final analysis, so hold all questions to the end.
The Eclipse sisters and the techs with their mechs are heavy throughout the place, but eventually, we reach the place they’re holding Hart. She’s been roughed up a bit, but she’s alive. She’d made contact with an asari firm who’d claimed to be willing to trade some “asari patents” in the name of cross-cultural cooperation, but Hart got suspicious of what was happening. Turns out, she was being used – the company (a minor company, not one of our major equipment suppliers from the actual games, that she had gone to them in the name of avoiding those big names) was going to give her access, only to revoke it and claim that she had stolen these patents. That would give them an opening to start consolidating biotic patents in a human market, because humans would now be running amps and implants with copyrighted asari material, and, by extension, that would mean the company would own those human biotics.
That, of course, gets Jack’s ire up, and she’s ready to tear the place apart – people aren’t things to be owned. Even Thane’s ready to join in – even accepting his claims of lacking a responsibility for the lives that his employers hired him to take (again, we’ll be digging deeper into this in the future), this is trying to force people to be under the control of this company – based on his reaction when Shepard suggests that the Compact between the hanar and the drell constitutes slavery, Thane’s definitely not on board with that idea. And even on Illium, a planet with legalized “indentured servitude,” this contract is definitely sketchy – but it would be just legal enough that the company leadership would be able to get their foot in the door, and make it harder for human biotics to be able to exist without “company oversight,” giving them access to the human biotics before they have a chance to stabilize their position in human society.
It’s some further asari haughtiness, the idea of asari like Erinya, the lawyer who holds the contract to the Feros colonists, that the asari are “better” than the other races. The asari in charge of this company are of the belief that only the asari “deserve” biotics, and want to keep all biotics in the galaxy under their control. These asari in particular don’t see any race other than asari as even deserving of evolving out of the primordial muck. Not a mainstream view, but one that we do have foundation for existing in the universe proper, and, let’s be honest, it’s not hard to imagine this being a thing anyway based on our world (We’ll touch on these themes in more detail later). And this idea, especially combined with the asari willingness to indulge in “indentured servitude” on Illium, if no where else, gets taken to its natural endpoint – they see human biotics as little more than pack mules, livestock.
Short step from there to going along with batarian or Collector ideas, but really, it’s not like we don’t know exactly where that endpoint is from our history.
Obviously, Shepard is a walking contradiction to those ideas, so combat is the only way through. Sedaris might be an unrepentant murderer, but we do still have to take her into custody – this is where Kassria comes in, taking her down and intending to hand her over to the authorities in the name of getting a slice of the Eclipse pie with her out of the picture. It won’t be a clean takeover, which will justify why Sayn is running things for Sedaris outside of prison instead of Kassria (who would DEFINITELY just leave Sedaris to rot and probably arrange an ‘accident’ for her), but it’s getting her more power.
As for the company, they’re JUST on the side of legality – the efforts of Eclipse on their behalf were by way of verbal contracts, and no lawyer on Illium is going to take the word of a mercenary over those of these high-ranking business officials. Hart swears that she can make things hell for them, lose them some very lucrative contracts with the Alliance. Thing is, that also makes her job all the more difficult, now that she’s been found out having attempted to make these grey legality ties for the sake of “getting an edge” in the biotics market – they have the resources to make this a fight that, meanwhile, would set the cause of human biotics back. (Which, as we’ve been over in other write-ups, actually is a bit of a thing that has some deeper ties in to the overall universe that the people of this setting are still working on figuring out.)
The Paragon/Renegade choice here becomes the rather obvious “do we take the option that handles this cleanly but lets the bad guys escape responsibility, or the messy alternative that may not even get the result we want?” choice. Because the thing about asari litigation is that they can afford to tie things up for decades without concern for the “short term” consequences. So if this DOES go to courts, they can wrap things up and keep them there for a long time – which will impact how things go for the human biotics, the whole idea of ‘owning’ people because they have these abilities. Because then their legality, their agency, their right to choose for themselves would be being litigated, and being done so in the court of aliens.
It doesn’t feel GOOD to me to have it left like this, honestly, but I don’t really see this as something that is supposed to have a conclusion that feels good – we’re talking about issues of corporate ownership of individuals, and the truth is... that exploitation just goes on, it doesn’t resolve itself with a few showy displays of violence. It gets caught up in red tape and paperwork, and people lose, even as they win. And the point of this has basically been, at its heart, to show that the “underworld” isn’t the black and grey markets that scrounge a semblance of society. It’s the businesses who will crush people underfoot then complain about the mess they stepped in. The design of a lot of the locations introduced in ME2 had this cyberpunk dystopia look to them, but only really focused on the criminal gangs – the core of this is approaching the white collar criminal element that was not shown off as much, how it encourages both further street crime and the depersonalization that comes from treating humans as a commodity.
Jack is pissed either way because this is all kinds of bullshit – it’s Shepard who points out that as angry as Jack defaults to, this is, for once, her being pissed at something beyond herself, where it’s not just that she wants to cause mayhem, but that she wants to make things different for others. To do something to protect future human biotics, kids who are in need. It’s her actively wanting to find a way to make a different, not just chaos.
As for Thane, he is still drell, still a proponent of the Compact (again, we’ll be coming back to this issue), but he does understand how easy it is to see something ostensibly done to the benefit of people turns around and is used by malicious actors to take advantage of them. It’s one of those things that he certainly understood in the abstract, but it’s another thing to see in practice. He leaves it on the note that “this has given me much to consider.”
As for Ambassador Hart, she knows that either way, she’s tanked her chances for getting the instructors that she’d been hoping for. Basically, the diplomatic ties she’d wanted from the asari government are off the table, given the combination of asari tied to the company and just general political embarrassment at the fact that all of this even happened – they want to ignore it, paint things over in pastels, and she is a living embodiment of the event to the asari, able to bring up the reality at a time of her choosing. The asari would rather that this go away, rather than have this constant reminder. Still, she’s grateful for Shepard’s rescue – the Eclipse might not have actively been planning on her death, but it wasn’t a good position. And, at this point, she can at least salvage a career going forward. Maybe not with the asari, but there’s a chance that relations with the turians have thawed out some.
Post Game Followups:
ME3: The fate of the company plays a part in War Assets – being tied up in legal red tape, they’re not able to contribute to the war effort, or, in a magnanimous show of “inter-species cooperation,” they’re sharing some patents with the other races. Additionally, Ambassador Hart shows up for a sidequest after the Cerberus Coup, making another go at the effort, now that Grissom is gone and the human biotics are here – might as well make the effort to get these asari instructors anyway, and she wants Shepard to help her out with smoothing the ruffled feathers (since this would still be in that period of time where the asari are still trying to avoid joining the active war effort).
Also, while this wouldn’t really impact anything via saved game import, I also figure this would at least tie in to Andromeda, that several human biotics joined the Initiative in the name of getting away from the corporations who want to hold them as “patented property” and such. Probably would be a way to help at least make Cora’s arc tighten up a little – it’s not just that she thought she’d only be a “useful freak” as a human biotic, as opposed to an asari commando or an Initiative Pathfinder, but that in getting away from Citadel space, she’d be allowed to just be, to find out who it is that she is beyond her biotics, rather than have to have her biotics “registered” with a corporation who’d exploit them and her. Not sure how to incorporate that into Andromeda proper, but it’s something that would be acknowledged.
End of Part 1, link to Part 2 forthcoming.
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Also requesting my favourite pokemon, Lucario!
Oh DANG, it’s Lucario!!!!!!
Lucario’s HUGE. Literally the second-most-beloved pokemon in the franchise according to the Pokemon of the Year poll, Lucario represents a perfect storm of factors all coming together to result in an ASTOUNDING degree of popularity. It’s…..rly big. For comparison, Pikachu got 19th in that same poll.
It all started with a movie, Lucario and the Mystery of Mew, released about a year before Gen IV’s Diamond and Pearl did, with Lucario being one of the first looks at the upcoming generation. Because Pokemon movies up to this point had featured legendaries, people had assumed Lucario, too, was a legendary, and the movie did little to disconfirm this. It could talk, it had a unique anthropomorphic design unlike most other pokemon seen thus far, and it had special powers that seemed unaffiliated with any particular type, dubbed “aura”. Already a recipe for hype!
Once Gen IV came out, it became apparent that Lucario was actually just a normal pokemon, a Fighting/Steel-type (for….some reason), even having a pre-evolution in Riolu. But it still felt special: neither it nor Riolu could be found in the wild, with a Riolu egg instead being obtained through an optional sidequest trekking through a cave on Iron Island. You would be accompanied by someone named Riley, whose design harkened to a movie character named Sir Aaron, and who himself used a Lucario. As a reward for your help, he would bestow you with an egg, that would then hatch into Riolu and you could then evolve into Lucario after raising its friendship level.
Lucario’s popularity was practically sealed. It had a massive amount of marketing through the movie and other media that built up to DP’s eventual release, and when DP finally did come out, Lucario had a perfect balance of difficulty to obtain it with how likely a player was to actually encounter it. It just felt SPECIAL, in a way no other pokemon ever quite has, before or since.
As a design, I respect Lucario. It’s certainly got some peculiar quirks to it: the anime mouth doesn’t sit right on the face with respect to the snout, the oddly-bent tail feels kinda haphazardly glued on, the aesthetic of wearing parachute shorts is kinda weird, and the only allusion to it being Steel-type seems to be its rather nonsensical spikes. But an anthropomorphic blue jackal with a clear Anubis-inspired silhouette is undeniably cool, and I feel positively toward it overall despite some odd decisions. And I actually like the dreads!
Naturally, it would later be a recipient of a Mega Evolution in XY, and a pretty alright one overall. However, one result of its popularity led to it missing part of what made it so popular in the first place: all players would receive one from a gym leader as a natural part of XY’s story. Appropriate for such an iconic pokemon to introduce Mega Evolution, sure, but it made it apparent how much of that “special” aspect Lucario had since lost. Being gifted one for free just didn’t hit right. As a design, Mega Lucario’s red markings feel a bit excessive, and I’m not as into it as I am the base design. It’s not bad, though, and the floofy tail’s an improvement.
Lucario’s shiny swaps the blue and yellow, albeit with the yellow now a more unnatural citrus tone. Suitably distinct from the base form, but not really an improvement. Mega Lucario keeps the general colour scheme, but shifted darker into a rather unpleasant olive shade.
Overall, I like Lucario. It’s got some weird aesthetic choices, but on the whole it’s pretty neat and VERY iconic. I don’t particularly vibe with it myself these days, but I definitely understand those who do, and I find its immense popularity both justified and unsurprising.
Also same Eng VA as Goku/10.
#pokemon#pokemon reviews#swsh#pkmn#lucario#mega lucario#riolu#fighting-type#steel-type#sinnoh#gen 4#stormmodblog
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Pokemon Quartz
I have a confession to make.
I fucking love Pokemon Quartz.
Okay, context. Pokemon Quartz is an infamous Romhack of Pokemon Ruby, finished in 2006 by a young Spanish developer going by Baro. It was possibly the first completed romhack that completely replaced the entire set of the available 386 Pokemon with a set of newly designed Fakemon, and while lots of the replacements are pretty obvious analogues, there are some pretty interesting designs and the sheer effort required to do this solo as a teenager is something to behold.
(Look at Lileep, it’s a dodo now! I think its cute.)
The hack shows it age pretty well these days, with the sheer development made in GBA hacking especially in the last couple of years obviously showing it up- obviously something like Clover or Radical Red is going to make Quartz look ancient, and limitations in available tools are pretty obvious if you know where to look. The game’s region, Corna, is blatantly just Hoenn with some modified route themes, and its pretty clear that the designs for each Pokemon are limited to the replaced mon’s colour palette (as with Torido above).
(The map is kinda pretty though imo)
Quartz is infamous for a few reasons ultimately linked to the developer’s youth. For one, the dialogue tends to be a mix of poor English and weird humour and plenty of cursing, along with some jokes that don’t really fly these days. (To Baro’s credit, the writing and English does get better as the hack progresses.) The plot is utterly nonsensical as a result of shoehorning the Electric themed Band Ambar as villains into vanilla Ruby’s story, and involving the very 00s teenage idea of CHAOS vs ORDER and the pseudophilosophical musings that go along with it. Also like some of the designs are extremely ugly, to be frank. Lots of people are aware of Babos, the Skitty replacement, but that’s only really scratching the surface- the Llamayama line (aka Numel) and Berchi line (Clamperl) are pretty awful if you ask me.
(ew)
(…sis you are literally standing in a centre)
(hey can we take this from a 10 down to like a 6 or so)
I first encountered Pokemon Quartz as part of a bootleg multi-game cartridge picked up in my time living in Kuala Lumpur. The version of the hack on that cart was either very early or just broken, since none of the doors in Golden Island or the nearby Broke Cave (Dewford Island/Granite Cave) would actually let me in and therefore I couldn’t progress especially far. (I understand there was another broken ROM running around the internet that just had legendaries and Master Balls running around the first few routes, for some reason,). My trying to find a walkthrough or a fix led me to one Let’s Play of the hack by Zorak, which I suspect considering his association with fellow early LPer Chorocojo is the reason a fair few people are aware of Quartz at all. While I absolutely wouldn’t recommend reading that LP these days- its very late 00s, enjoys a certain R-word way too much, and to his credit Zorak has a comment on the archive stating that he considers it “immature and severely unfunny!”, but it was the only way for me to consume the remainder of the game at the time, having not figured out emulators at that point. I could go on for a long time about those early Lets Plays, but I’ll save that for another day.
(Oh also I’m ganking a bunch of the screenshots from that LP since my file is in endgame, cheers mate)
Okay but why do I like this game then? Well, aside from tickling my nostalgia bone something fierce, there’s a lot of cool things in the hack that make it stand out. While the lore behind the main legendary Pokemon is pretty bad and some of their designs are godawful, the Braille puzzles from Ruby have been converted into an entire original runic alphabet and is expanded to be present in the encounter events for Kaomare and Karendi (Kyogre and Jirachi). I had a lot of fun translating all of the script by hand, even if the actual text is a bit edgy. Speaking of Karendi, the game has a very JRPG style item chain sidequest to get to the encounter, which is pretty fun and something that to my recollection hasn’t been seen since. It has some little ideas in the dex that took Game Freak years to try, such as an evolving legendary (Ordkip->Tanord, replacing Latias and Latios) and the hack’s replacement for the Kanto starters having a 4th evolution (replacing the legendary beasts in the dex). The player is actually offered a second starter from the trio replacing the Johto starters late in the game at Muddy Island (Pacifidlog), which while a bit useless at that point is still something that took GF until X and Y to try. (Emerald doesn’t count imo)
(I’d translate the Cornan, but I lost my notes. Find the key yourself, cowards)
I can’t really explain beyond that why I love Quartz so much, but it’s the type of attachment that doesn’t really make sense and can’t really be explained. With that in mind, please believe me when I say never play Pokemon Quartz.
Most of the Pokemon are reskins of the original mon without changing the stats or learnset, and some of the ones that are make zero sense (As an example, the Water starter gets Aeroblast of all things, but only if you overlevel it in the second stage). The 3rd Gym leader’s ace, an overleveled Groundoe (Sandslash), has 4 ground moves, so any Flying type beats it outright, except 2 of those moves are Earthquake and Fissure, so if you don’t have a bird you are S.O.L. . The 4thleader has an absurdly overpowered ace in the form of Freech, one of the few mons to be completely overhauled, being the Milotic equivalent except its Dragon/Ice with overpowering STAB moves and Speed Boost. Basically, the game balance is completely out of whack.
Instead give a look into Pokemon Ultra Quartz (I refuse to type Let’s go Blobbos more than once). Released in 2018 by the developers for the excellent if also problematic Clover, UQ fixes just about every issue with the game’s balance, expands the encounter tables to include many of the Quartz mons that were implemented but unobtainable, and re-enables missing features such as the Battle Tower, while leaving most of the rest of the Quartz experience untouched- in this sense, I’d argue it’s the superior Quartz experience. It does still have issues- the labyrinthine route and cave design is untouched, Blobbos is here but is pretty pointless, and TM availability is as shitty as Quartz (which is the same as vanilla Ruby, but still). It does also add a few events of varying quality- Blobbos is as adorable as ever if a little pointless, the endgame developer battles are neat and decent grinding, and the postgame dungeon added is pretty sick even if the secret boss is… unique? The direct 1:1 import of the Deadly Seven from the infamous Pokemon Snakewood is both unnecessary and obnoxious, so try to keep in mind its origin when suffering through that forced segment of the game.
(My final team- Dotori, Psimouse, Rubygon, Mazalon, Oceadino, Kaosune. Or, Flying/Fighting completely overhauled Cradily, Serene Grace Gardevoir, Split evolution Vibrava, Ghost/Steel Banette, Water/Flying Swampert, and Fire/Dragon Groudon.)
It’s a good game despite this, ok? Give it a shot, experience some Romhack history but not quite as shit as it was in ’06.
Wait shit I forgot to mention how Baro put his name everywh-
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Day 14: The Ultimate Reward
https://homestuck.com/story/2404
Movies are one of the main vectors that culture uses to transmit itself in the modern day, and if it sounds like I’m describing this form of cultural reproduction like a virus, you’re not wrong. The concept of the viral video has been around for about 15 years, if memory serves, and Homestuck’s self-referential format closely recalls the snowclone and advice animal type memes of the late thousands. Meme itself is a word coined by Richard Dawkins to describe the basic unit of cultural reproduction and transmission. While the lines related to memes from Metal Gear Solid have become memes themselves,
John and Karkat’s lives are both shaped by memes, transmitted to them through movies. John’s ideas about romance and family are shaped by his movies, Karkat and his ideas about romance and family are shaped by his movies.
https://homestuck.com/story/2406
The narration insists that Feferi and Eridan are made for each other, but their romance almost immediately disintegrates. The narrative is training us to be skeptical of the Troll’s preoccupation with Romantic Destiny. The idea that you have one soulmate, a person you were just destined for who it’ll work out with, is bogus.
https://homestuck.com/story/2435
Something about this sequence has inspired me to talk about Society with a capital S. Both Hobbes’ Leviathan and Ginsberg’s Howl talk about Society with a capital S - the indistinct entity, the system which arises seemingly unbidden from the gestalt of myriad human interactions, parables about social systems.
Leviathan is a founding myth for the social contract and liberalism in general. As one of the petite bourgeoisie who benefits from Liberalism, it is of course in Hobbes’ interest to defend its existence and provide justification for the material conditions he benefits from, but Howl is considerably less charitable. Referring to the same entity as Moloch, Ginsberg describes it as an incommensurable monster, consuming the lives of the men and women who make it up to further its own agenda.
Authoritarians have always used the threat of cultural extinction in order to justify unjust material conditions and social hierarchies. Fail to fall in line, and Western Civilization is doomed. Glub Glub (who I refuse to call anything else, Feferi’s Lusus, you know who I mean) is the physical manifestation of this threat, an unbearable burden foisted upon troll society by their overlord, Lord English, to force them to participate in a system that guarantees their inability to produce ethical behavior. Their choice has always been a choice between murder and extinction.
https://homestuck.com/story/2439
Eridan is fascinating to me. I don’t know if he predicted the Incel movement, or was merely an agglomeration of school shooter, neo-fascist stereotypes, but boy is he absolutely spot-on - the fascination with military history, the emotional theatrics, the possessive and entitled attitude toward the women in his life.
https://homestuck.com/story/2441
Feferi’s a sweet girl, but she’s still one of the people who benefits from Alternian Society. The problem has never been that the Condesce is a brutal evil woman, the problem is the way that Alternian Society is structured in the first place. I’ll have more to say about this whenever we get to Openbound, since Feferi’s rule is discussed more there, and I’ll definitely have more to say about it when I eventually write the companion piece that I intend to about Hierarchy, Patriarchy, and so on and so forth. That one might be a long time coming though, because a lot of Homestuck is devoted to examining it, and I think it might end up being my longest essay. It’s the theme I think is the most directly applicable to real life, hence the import.
Feferi’s caretaking attitude and controlling predilections are also juxtaposed with Jade’s in the same way that Kanaya’s maternal instinct and green thumb are juxtaposed with Jade’s. Could it be that as the Witch of Space, Jade Harley is the ultimate mom?
https://homestuck.com/story/2448
Man, as long as I’m comparing Eridan to neo-fascists and Feferi to the political establishment, this relationship between the two of them - the way that Feferi views her enabling of Eridan as actually curtailing his worst excesses - really smacks of the kind of unity and compromise rhetoric that liberals always seem to spout in order to justify their decision to adopt moderate right-wing policy instead of actual left-wing policy.
I’m probably reaching here, but the thought popped into my head unbidden, and I’m trying to keep this liveblog as stream of consciousness as possible.
https://homestuck.com/story/2458
People think about us way less than we think about ourselves.
https://homestuck.com/story/2467
Just as I’m not here to defend Eridan (he’s a piece of shit who knows what he did), I’m not here to attack Feferi, or to excuse her. Characters in Homestuck are frequently both abusers and victims.
Feferi’s relationship with Eridan is complicated. For starters, she isn’t really curtailing the worst of his excesses, not the way that she thinks he is. Feferi has authority, one way or the other, and by being emotionally available to Eridan, she has enabled him more than she has prevented him from doing wrong. Cutting him out of her life earlier could have sent a clear message to Eridan that his genocidal ideation is not okay, but instead, she has afforded the luxury of her presence.
The aforementioned preoccupation with Romantic Destiny probably made it so much easier for her to wait, too. As the Heiress, Feferi enjoys all the benefits of being in troll society while having to put up with almost none of the downsides. The suffering of other people - the extra pointless emotional turmoil she puts Eridan through by stringing him along, the suffering of the trolls whose lusii she has employed him to murder - their suffering is all theoretical to her. It’s not something she’s ever had to encounter herself (something she shares in common with Jane - if I remember correctly, Andrew’s commentary suggests that he picked up some of the ideas he was originally exploring with Feferi to explore with Jane).
(Some of these ideas are from a conversation with @bladekindeyewear with whom I was having a conversation on Discord while I was writing this).
https://homestuck.com/story/2475
Instead of indulging Eridan’s emotional theatrics (he continues to make other people’s suffering about himself, via his pretension of nobility) I want to call attention to the fact that, as a chemical coping mechanism, Homestuck compares Trolls’ use of Soda to humans’ use of alcohol.
I don’t know if sugary beverages have a similarly potent physiological effect on trolls as alcohol has on humans, and it doesn’t matter if it does - the parallel is being drawn nevertheless. I’m only making this point, because later on it will become important: Terezi and Rose’s respective addictions (Rose’s alcoholism and Terezi’s... sodaholism?) directly mirror each other.
https://homestuck.com/story/2516
The fact that Vriska’s narration here describes these sidequests as pointless is, I think, another clue into Vriska’s overall character. By all accounts, she and Tavros actually seem to be having a blast together. She’s not going for the gold, she’s not skipping right to the end, the two of them are just screwing around in her magical land, going on adventures. Okay, she is literally going for the gold in the sense of treasure hunting, but in a more figurative sense, the Vriska we’re more familiar with would probably be a taskmaster, using the scourge of her overbearing personality to drive the team forward to victory over the main final boss. Instead, she’s most in her element here when she’s not doing anything remotely important at all, just hanging out with someone she likes(hates? Troll friendships are complicated.)
Abusive relationships are rarely as obvious or simple as one person harassing and berating the other all the time. Tavros is clearly having a blast here too, and throughout this whole sequence.
https://homestuck.com/story/2521
The problem is that there are two Vriskas (at least), the Vriska who lives inside of her, who she’s only comfortable bringing out around people who have no expectations for her, and the Vriska that Scratch, and Spidermom, and Sn0wman are egging her on to be, the Ideal Troll who cuts through the bullshit, cuts to the chase, and becomes the most important person in the universe. Later on, they will be literally bifurcated by John’s retcon shenanigans.
Homestuck uses the language of alternate selves and ultimate selves to discuss a question that is applicable to real life as well. “Who is the definitive version of a character for whom different choices and versions of themselves are possible?” And when applied to real life, the question becomes something more like, “Could I have chosen to do something else instead of the thing that I did? Are my intentions important, or only my actions?” I don’t think it answers clearly, but just getting us to think about it might be sufficient.
https://homestuck.com/story/2531
The Black Queen is just one of the many malign influences in Terezi and Vriska’s lives, and while she’s not literally an abusive parent to both of them, by egging them on to indulge their worst excesses (Egging Terezi on to persecute people pre-emptively or overzealously, egging Vriska on to take away other people’s agencies), it’s safe to say that her voice is just one of many doing the same thing for the two of them.
https://homestuck.com/story/2543
Oh man. The memoes are some of my favorite conversations in all of Homestuck. They’re funny, but with the exception of one or two of them, I’m not sure how much useful info we’ll get out of them.
https://homestuck.com/story/2567
:)
https://homestuck.com/story/2575
Karkat and Terezi may not have literally had sex, but whatever their secret encounter was is effectively symbolic of a consummation of their relationship. She knows what color Karkat’s blood is. They have been in a pail together.
The two of them can hardly be more intimate with each other.
Too bad it doesn’t work out.
But then, it’s probably for the best - the fact that it doesn’t work out for the two of them is the retrospect we need to be able to say it was never going to work out for the two of them.
https://homestuck.com/story/2576
Something different does it for everyone.
https://homestuck.com/story/2578
What does it for Vriska is having the shit beaten out of her by Aradia.
What is Vriska’s big takeaway from this beatdown?
Maybe if we continue to read Aradia as being Vriska’s doppelganger, being savagely beaten by one of her own victims, and one who is so like her in terms of her feelings of helplessness, her feelings of being at the whim of a cosmos that is out to get her, Vriska realizes that the thing she lashes out to attack in other people - the weakness loathed by troll society - is what she hates and fears the most in herself.
https://homestuck.com/story/2587
Aradia is starting to lose her tolerance for scenarios that involve being manipulated by those very same actors that are making her feel helpless.
https://homestuck.com/story/2593
Aradia interprets Sburb as being a challenge to come between any prospective gods and the ultimate reward. Perhaps that is the case. Assigning intent to Sburb to me seems possibly flawed, since it is, after all, only the reproductive organ of a universe. But perhaps it does have some intentions of its own. Are those intentions uniquely Sburb’s? Perhaps specifically Skaia’s. Maybe they are even, more generally, the intentions of Paradox Space itself. But Sburb itself seems more ambivalent to its players than anything. The vast majority of sessions, it seems, kill their players outright, or at least produce null sessions that never give rise to universal reproduction.
https://homestuck.com/story/2625
And that is where we shall conclude for this evening.
Cam signing off, Alive and Not Alone.
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I beg your pardon! It’s me who is going mad.
So, I know I did a Twitter thread about the ways Daniil is manipulated in Classic, and I thought I’d put it on here too.
I’m going to stop short of calling it gaslighting here though, because too many people are using that term who don’t really understand what it means. Gaslighting is specifically a form of abuse where the intention is to make the victim feel they are going insane. Not all manipulation or abuse is gaslighting - which doesn’t make it less bad, just...not gaslighting.
That being said: in Classic, there are quite a few times where Daniil can say that he thinks he’s losing his mind, and there are times when the game seems constructed to make you feel this way. Particularly I had in mind the ending of the game, and not just the part where you find out you’re a toy and always have been (that falls more under cosmic horror). What bugs me about the end and how that fits into things, is the fact that the Sand Pest and its outcomes have been chasing you - the clouds, the angels, the muggers, the firestarters, the rats, literally chasing you through houses and through town, only for all of it to completely vanish without a trace on the exact day you’re meant to give a solution to it all. I made a point on Twitter about how people attempting to gaslight you will submit you to a large amount of damage - physical, verbal, emotional, take your pick - and then remove the abuse and any signs of it just before they’re caught. it’s how they show to others that it’s you who’s the problem, not them.
Regardless of whether you think the intention is to make Daniil feel he’s losing is sanity or not, the question would be who is manipulating Daniil, and why? There are a couple answers.
The first answer is the Town. The first playthrough as the Bachelor of the game is probably the closest fitting to psychological horror as the game gets. Like Silent Hill, the Town is full of horrors that seem tailor-made to torture Daniil specifically: most of these people are uneducated (the Town doesn’t even have a school), their cultural beliefs (mostly appropriated from the steppe culture) actively prevent him from doing his job as a doctor, his word and name are constantly weaponized by people with ulterior motives, and men run around on the first two days beating women to death or burning them alive and intervening actively costs you reputation - which you need to do anything. He arrives with the hope of finding evidence to keep his lab opening and, as we later learn, keep himself from execution, only to find that both the man who would serve as this evidence and the colleague who informed you of his existence have been murdered just before your arrival. You have a lot of things riding on your success, and everything about where you are is actively working against you. The government wants you to find a cure single-handedly, but the Town has other plans for you.
And those plans are: errand boy, and scapegoat. People throughout the Town will inform you that they are scared of you when you’ve barely interacted with them, let alone in ways that should inspire fear. It doesn’t matter how good your reputation as Daniil is (and through the course of the game, there’s very little you’re made to do that lowers your reputation, and it never gets bad enough for you to be attacked on the street or refused sale from shops), what matters is the fact that everyone in Town, from the nameless NPCs to the rulers, are putting every bad thing they’ve done down as being your fault.
But the Town has another way it’s manipulating Daniil, by almost making him a member of it. I don’t think I got a screenshot, but I’m sure that somewhere along the line Daniil comments that he’s starting to talk like one of the townsfolk. You can see this happens to Andrey, too, later in the game; he talks in what Daniil calls “Griefisms”.
You have been sent here to fight an adversary that inherently cannot be beaten - in foolish hopes that a miracle would happen and your outstanding mind would stumble upon a once-in-a-million chance. And just so that you wouldn’t give up, they kept insisting that the adversary must be destroyed. Do you see how insidious the Powers That Be are? > But why? Their motives are becoming less and less comprehensible to me by the day.
The second answer is the Powers That Be.
Three people enter the Town that the Powers That Be want to get rid of: the Bachelor, the Inquisitor, and the Commander. It wants them all to fix or solve or demolish something in the town, and doesn’t really care what happens to any of them. Pathologic 2 spells it out clearer for you that Aglaya, Block, and Daniil will all be executed upon return to the Capital if their answers are not what the Powers That Be want to hear. And for the time that you are in the Town as Daniil Dankovsky, the Powers That Be - like the town itself - actively work against you. The trains that are meant to bring food and medication never, to my knowledge, arrive, and most days bring about a new letter from the Powers spelling out for you how disappointed in you and your progress they are. Some of the ways they attempt to manipulate Daniil through these letters are subtle, but most of them are unsubtle suggestions that what he’s been able to accomplish is not good enough, that he was meant to work alone.
Even one of your first letters from them is suspicious; early on in the game, they write to let you know that they are in no way responsible for the outbreak, which is an incredibly suspicious thing to say. What is the point of sending such a letter? Would the player have really thought that they were if they hadn’t suggested as much through denial? After all, what called you to Town was a letter from Isidor Burakh. But yet, the Powers That Be are the ones who leave you stranded in the Town with limited resources, no help, and constantly shifting goalposts. Aglaya makes this clear to you when she arrives: you were never supposed to be successful.
The letters from the Powers That Be do not serve any purpose other than to upset Daniil, and most if not all of them contain lies: that a train will be arriving, that they don’t mind if you have help in carrying out your plans, that Thanatica still exists, referencing conversations you’ve never had, signing drafts of letters you didn’t consult on with your name. One of the reasons i had put this down as gaslighting is because people who gaslight like to keep you off balance and emotionally fragile so that you’re easier to manipulate. You’ll do whatever they want to make the feeling stop, because you just can’t handle the stress anymore, and in the process you come across to others as unreasonable, unhinged, crazy, dangerous, so that no one will trust you. And that’s exactly how Daniil starts to come across to the townspeople: deranged, strung out, dangerous, untrustworthy.
You can contrast all that to a different letter they send you where they claim to be proud to call you one of your own. Combine the two, and you get honeymooning. They want to remind you of the good (or at least, not-as-bad) times you’ve had with them. This behavior serves two, sometimes three purposes: to keep you off balance from the violent back-and-forth, dizzying nature of what they’re doing to you, and so that you’ll defend them to people who can see what’s going on and want to get you out of it. You’ll even convince yourself that you’re not really being mistreated. If you were being abused, would they be so nice to you?
You are the last friend our family has. I hope our attachment to you doesn’t look obtrusive. > It requires too much from me. I’m not comfortable with it. > No, not at all.
The third answer is the Kains. Specifically, Georgiy and Maria repeatedly manipulate Daniil, though I’ve no doubt in the text above Victor stating their attachment to Daniil is also a manipulation, and one possibly planned by either or perhaps both of them. The text above probably looks normal, but think about the purpose it serves: to reinforce that Daniil is friendly with the Kains. Your only two options are to say that it doesn’t bother you, or to express that you feel your boundaries are being violated by their attention. But I even thinking about picking that option... Well, it feels mean.
Throughout the game, people will comment on Maria’s attachment to you and what they feel is your predestination to be romantically paired with her. All this, despite the fact that you don’t really interact with her that much. I’ve seen this be explained as forced heterosexuality, but I think it also is a way of the Kains manipulating Daniil into doing what they want. Daniil gets upset whenever people cry; when children cry, he tries to calm them and fix whatever’s upset them - there’s an entire sidequest after the army arrives in which Daniil kills a group of soldiers, spurred into action by upset children. Whenever he encounters Maria crying, he reacts with discomfort, and she uses these tears and upset to manipulate Daniil into thinking Aglaya has lied to him, effectively distancing him from one of the only people in the game with a rational mind to show him support and tell him the truth. I don’t think the two are in any way unconnected. Something abusers, manipulators, gaslighters love to do is isolate you so that you only have one source of information to go to. If they cut you off from other people, they can continue to feed off of you. You’ll never have a chance to question if what you’re being told about yourself or others is correct, you’ll just be a constant supply of drama for them.
DANIIL: Was there any particularly notable backstory? I’m deadly tired of all these people. They’re inhuman. They tell the future, believe in walking zombies, and die in all manners of painfully abnormal ways.
AGLAYA: Your line of thinking is obviously fallacious - and I was implying something rather mundane. I promise you no one can really tell the future around here and neither are deaths inspired by third parties uncommon. Mysterious phenomenons do occur here sometimes... but hardly more often than anywhere else.
You can see, first, the effect all this has had on Daniil, how dispiriting the past several days have been to him. But you can also see here exactly why a family that prides itself on multi-generational reincarnation and manipulation through “fortune-telling” wants to keep its blunt instrument in the dark.
That is, ultimately, why they are manipulating Daniil. Georgiy knows full well when he tells Daniil at the beginning that everyone, even himself, will lie to Daniil, that being that honest upfront is more likely to lead Daniil to trusting him. They want to sway him to their cause; this is why you are told that your success here depends on the wellbeing of the people Maria considers useful: herself, her father and uncle - who she gets out of the way later on to come into her power, the architects of the Polyhedron - which she will use to ascend to power, and the theatre director who has pledged himself to be her loyal servant. Eva’s on the list, too, but her inclusion was deliberately set up to make you depend on the Kains later in the game, considering that it’s Maria who convinced her to commit suicide:
DANIIL: Why did Eva die then? AGLAYA: I have a distinct suspicion she was made to die. DANIIL: By whom? AGLAYA: One of the Kains. I’d even go so far as to claim that they may have performed human sacrifice.
It’s a two-for-one deal: try in vain to make a Focus of the Cathedral, and remove from Daniil the last piece of influence who was not totally in love with Maria. Maria “cries” and is “upset” at you for thinking Eva’s death is her fault, but no one directly tells you Maria is responsible - all Aglaya does is tell you the Kains are at fault. The rest is just you remembering how nasty Maria was about Eva at the beginning of the game. I wouldn’t even say that Maria was removing a rival for Daniil’s affection. She really does only view Daniil as an object: if you speak to her on day 12, she assumes that you’re leaving, and doesn’t even ask you to stay (for kicks, contrast this with either ending of Pathologic 2 when you speak to Daniil as Artemy, where he’s supposed to be your rival. what was all that about Maria being in love with you...?); he’s not even present in his own ending cutscene. Even Mark Immortell says you’re leaving -
And actually, that’s a really fascinating conversation you can have with him on day 12. It’s where the game outright admits exactly what Aglaya told you: it’s all fake. Maria cannot really see the future, you’ve just been manipulated the entire game to achieve someone else’s goals, and unless you’ve gone around and saved Artemy’s or Clara’s bound, it’s too late for you to turn back and make a different decision. If you’ve picked Daniil’s ending, you just destroyed an entire town on the basis of outright lies.
#icarus.txt#pathologic meta#ok to rb#plato plays pathologic#nori writes#pathologic spoilers#stu don't look#long post#icarus.docx#mine
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too 10 zelda games and why?
an ask? sick!! ok top 10 zelda games with reason coming up! (why cant i tag asks??)
1: skyward sword (duh)- Everything about this game is amazing, the soundtrack, the Npcs that feel like people, the puzzles, the controls, just everything! The storyline was linear, but really worth it! This might seem unpopular, but i also loved fi, from her aesthetic to her theme, hell i didnt mind her tips, no matter how many times i play through the game! People say they dont like having to fight the imprisoned/ghirahim 3 times. I loved the ghirahim fights and didnt mind doing it 3 times. And while the imprisoned was annoying, it was there because of plot consistency. The old woman says that too much power will draw it out, and if that didnt happen every time yall would be complaining about plot consistency. Skyward sword also had some of my favorite characters: Ghirahim and this version of Zelda!
2: Spirit tracks (wii u virtual console): this was my first Zelda game, I used to play it at family events with my cousin on his ds because social anxiety. You might think that i have it so high for nostalgia, and while that was the case for a while, i recently got the virtual console version, and played though it twice (you know when you do something recently it loses its nostalgia?) the soundtrack was great, i loved anjean, and zelda in that game was incredible. Taking the form of a phantom to help you, literally all of zeldas and links interactions were adorable. People said hey didnt like the touch controls and while they did take some getting used to, i adjusted kinda quickly, and when i played phantom hourglass afterwards, i kept dying cause the rolls were different.
3: Ocarina of time (3D): yes i didnt have an N64, fight me. Oot is a fan favorite, and for good reasons. It basically invented the zelda formula (if i have my release dates straight?) not counting alltp. Shiek is one of my favorite characters in anything ever, and admittedly, i did get a little sad when navi left. The soundtrack is good, but short when compared to other zelda games (that and it keeps getting taken off of youtube gdi!) again, ive never had an n64, so idk what the water temple was like back then, (i know about the iron boots gear screen) but from some of my cousins reactions, it seems to be a LOT better in the 3ds version
4: A link Between worlds: This is a really solid entry in the zelda series. Its got just enough difficulty that i dont remember literally everything, but easy enough that i can listen to something like TAZ while playing and understand whats happening in both. Ravio is a good character, though i wish you could steal for him. The items system was really cool, but i like that feeling of “whatre ya gonna get in this temple” that most zelda games have.
5. Minish cap (virtual console wii u): the minish cap is an all around pretty game. The graphics are just beautiful, the soundtrack is amazing, specially minish woods! And its got another of my fave characters, Vaati! Ezlo was also a great character, and sure the kinstones are annoying if youre tyring to 100% the game as are the figures, so this is why we dont 100% things! /s
6. Majoras Mask (3D): Disclaimer: i havent finished this, i was in ikana when my sister lost our copy of the game. But i know the story. MM is a game with only 4 dungeons, so it would seem short right? No, because of the 3 day system it takes longer than expected and wants you to plan out what youre doing. It had a lot of memorable sidequests and the masks were really fun as well. The soundtrack takes those OOT sounds and creates a whole new feel and its a heckin good time!
7. Twilight princess (wii): another game i havent finished! This time because spider scary, and im worried about encountering another one. Midna is super awesome, as is the wolf form and twilight sections, but on the wii, the controls are… awful. Anyone who complains about skyward swords motion controls has obviously never played this version of the game. Zant was cool, but then he was immediately overshadowed by ganondorf with little explanation. At least in Skyward sword ghirahim makes it clear that all he wants is demises resurrection.
8. Wind waker (HD): for a lot of people this is their favorite, but idk it just never really clicked with me. Maybe its because i saved in the wind temple and Makar vanished so i had to reset my game? The soundtrack was good, but not really my fave, and i didnt like the king of red lions all that much. But other than that, it was a pretty solid game, just not one of my faves.
9. Phantom hourglass (wii u virtual console): after i beat spirit tracks i just HAD to play phantom hourglass, and i gotta say, i was pretty disappointed… the temple of the ocean king was like the tower of spirits, but the time limit. Oh the time limit. Also they fucking nerfed tetra in this game cmon! Ceilia made navi nosies, which i found funny for some reason. Honestly, the only saving grace is linebeck. his theme is amazing, he did grow on me, and the final boss fight against him was *chefs kiss*
10: Botw (both wii u and switch): yeah i just dont really like botw all that much. Half of the soundtrack is pretty decent, but the other half is * 5 piano notes* “what you want MORE???” I didn’t like botw Zelda. At all. At best she was quirky and kinda annoying, and at worst she made me wanna slam my head into the wall. I also didnt care about the champions, no matter how much the game wanted me to. The divine beasts were pretty bad, and the shrines were just kinda tiresome. The graphics were pretty cool (THANK GOD THERE WERE NO SPIDERS) i mean its a cool game, just not a cool zelda game, ya know? Also this is the only game thats made my wii u crash. And it wasnt just one time. Do with that what you will
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recently decided to finally get into fallout bc i haven’t been able to work for like a month and my brain was going numb. ANYWAY, i started with 3 and got all the way to the last quest before i gave up bc i wanted to start new vegas so bad, lol. i have not been disappointed so far, here are some fnv takes:
-the changes to the ammo system from 3 to nv confuse and vex me. i’ve always been bad at fps because i know nothing about guns in general but now they gotta throw a whole new system of damage calculators in there??
-in practically every rpg i prefer to play an int/speech/charisma/etc-focused character who negotiates their way through things. this was tricky but not too big of a deterrent in 3, bc i got really good at sneaking around and setting up traps with mines and shit... which worked well in a game where you spend most of your time in tunnels, caves, vaults, and urban areas with tons of barricades and choke points. not so much in a wide-open expanse of desert. this leads me to my next point:
-i cannot believe how many times i’ve been killed by wildlife. everything in the mojave wasteland can and will destroy me on sight. in f3 my first encounter with deathclaws was waltzing right into that one town where there’s like a hundred of them and i had minimal trouble. 30 minutes into nv i stumbled into what must have been some kind of giant radscorpion nest and had to run all the way back to goodsprings for backup bc they wrecked my lvl 3 ass so hard. then there was that blind deathclaw that guards primm pass - going off of my experience with them in 3, i tried for like an hour to snipe him, sneak past with a stealthboy, etc before i’d gotten killed so many times i gave up and tried to go around. naturally i got swarmed by cazadors immediately and at that point i just had to suck it up and lower the difficulty setting. i fucking hate the desert and hope it gets nuked again asap.
-vilified myself w the powder gang right off the bat in that first goodsprings quest, which was great bc you have to pass their camp on the way to the next town and obv my sneak skill was garbage that early in the game.
-i would die for ed-e
-it’s just not in my nature to play anything but a good/very good protag in fallout. so in that first encounter with the legion when you find nipton burned to the ground and vulpes does his big gross speech before turning around to leave, i let them get a short distance away then chucked a stick of dynamite and somehow managed to pick the rest off with a bunch of lucky crits. apparently this is not an uncommon reaction but it is definitely coming back to bite me bc now they keep sending assassin squadrons after me and they are a pain in the ASS to kill.
-surprised myself with how quickly i was able to grasp the basics of caravan, considering i’m big dumb. i actually really like it now, i’ve made a ton of money through that alone.
-decided to break whatsisface out of jail so he could be primm’s sheriff, had to kill a couple guards to get him out so now they hate me there too. if you’re keeping track, that brings my vilified groups count up to Everyone Except NCR and Regular Townsfolk. that being said:
-i really didn’t mean to gain so much cred with the NCR this quickly. was actually planning to stay as neutral as possible since i’m not a huge fan of either faction (same way i usually played skyrim) but i just keep doing their missions since they mostly involve rescuing people/hunting rapists/murderers/gang leaders and they fuckin love me there now. so... oops.
-i rly want to go find more companions bc they’re all so good and it’s just been me and ed-e so far (which is fine, as stated previously i love my robot son So Much) but they’re all locked behind stacks on stacks of quests. i’ve been sloooowly working my way up the map trying to finish the requirements to get cass, and i’ve encountered what i think are the hooks to find boone and maybe raul but i just have so many quests open already. 😭 i just want 2 meet my friends.....
-literally haven’t even been to the strip yet, i just keep going around it in circles doing endless sidequests and NCR jobs. still bleeding from my open head wound and i’m over here negotiating a trade deal so the disgruntled cook at HQ can get some spices.
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