#i feel like i haven't liveblogged something new in a while....... this is nice
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liveblogging this, I guess. you know the drill. mute/filter out #liveblogging hol if you don't want to see me blog about this
anyway, three thoughts so far, I guess
holy post-modern literature, batman! we're going meta
by chapter one, the book establishes at least four levels? of narration that I can find (the editors, truant, zampano, and navidson — either the person or the record). cool, cool, no reliable narration whatsoever here, got it
sooooo glad I was obsessed with reading about dionysus myths a few months ago, because now I have some knowledge on ariadne and the labyrinth (not really a dionysus myth, it's just that dionysus fell in love with ariadne later on after theseus left her)
#mine musings#liveblogging hol#it's like. in today's internet landscape when you watch a video of someone reacting to a video esaay about someone talking#about something. a video so many levels removed from the source material#i feel like i haven't liveblogged something new in a while....... this is nice
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As with Patch 5, I have compiled my favorite Patch 6 patch notes (the exciting ones and the hilarious ones) so you don't have to.
First of all, the Highlights section has some VERY nice QoL changes:
"You can now dismiss a recruited companion from your party while speaking to the companion you want to replace them with." (Fuck yes, this is such a small annoyance but it really adds up over time.)
"When a dialogue triggers automatically, the game will now try to prioritise your avatar character as the main speaker." (I spent literally like half an hour trying to ensure Hector got the conversational lead when walking into the vault with the Stone Lord for my liveblog post, so this fills my heart with DEEP joy.)
"The Elixir of Hill Giant Strength now applies its effects when thrown." (HUGE deal for Hector's party in my liveblog, as @zenjestrr has pointed out to me - Jaheira can hurl it onto Hector, Karlach, and Minsc together!)
Some general happy-making improvements (some for things in Act 3/epilogue that I haven't gotten to yet but which sound very positive):
"Your partner now has a few different kisses! They're brand new, unique, and randomized."
"If you sit on the stool in Shadowheart's camp corner, she will now react to you with a line based on your relation with her."
"Improved the cinematic scenes in the Elfsong Tavern to feel more intimate when you and your romance partner decide your future together after defeating the Netherbrain."
"Reworked the reflection scenes that take place after wrapping up the defeat of the Netherbrain for characters without romantic partners to better match the scenes for those who do have romantic partners, and to bridge the gap into the epilogue."
"Added a new cinematic scene to support the combat encounter that occurs after you choose whether to side with Nightsong at Sorcerous Sundries or not."
"If you romanced Lae'zel, grab a red dragon and saddle up - you can now join her in the rebellion against Vlaakith, even if you are not gith yourself."
"Increased the number of valid methods of knocking Minthara out to recruit her."
"Tooltips for spells requiring concentration now more prominently display a warning if you are already using concentration to maintain another spell."
And now the bits that just made me laugh. XD
"If you Long Rest with only alcohol as camp supplies, you will now get the new Hungover condition for 10 turns."
"The Long Rest camp supply menu is now better at pulling supplies from inside containers in companion inventories. Stop hoarding the cheese, Wyll."
"The owlbear cub will no longer gobble up Auntie Ethel's Hair before you can take advantage of the bonus it grants." (???)
"Creating harmful surfaces beneath NPCs will now trigger a crime reaction."
"Scratch can no longer equip certain weapons. Like the Everburn Blade."
"Jaheira could be in bad shape by the time she arrived at Moonrise Towers since she already had to fight. Now she's smart enough to heal up before she goes there, which we're hoping lets her last at least an additional second in combat."
"Fixed dice roll sounds playing if you have the 'Hide Failed Perception Rolls' setting enabled while exploring. We asked the narrator to quieten down when rolling the dice for your immersion."
"Fixed a bug causing player characters to get deleted from the game after stealing the Blood of Lathander."
"Enemies are now less likely to summon a Skeletal Involucre in range of a Spirit Guardian that will immediately destroy it."
"Nere's Legendary Action now correctly triggers when he is attacked, rather than when he attacks. Cut him some slack - being a True Soul is a lot of pressure; we'd all get confused in his shoes."
"Told Fezzerk to stop throwing his bombs on himself and his allies."
"The Apostle of Myrkul's Finger of Death spell is now treated as a Level 7 spell instead of a cantrip."
"Fixed Steel Watchers sometimes hurting themselves with their own attacks."
"Invisible characters who have something to say in a dialogue will now remember to actually show themselves."
" Throwing NPCs into a chasm will no longer trigger their crime reaction dialogue while they're mid-flight."
"Jaheira could have access to two types of Wild Shape in certain circumstances. We've toned down her blatant disregard for D&D rules."
"Fixed NPC heads occasionally detaching in Forced Turn-Based Mode."
"You can no longer place a corpse into its own inventory."
"Items can only be sent to specific companions in camp if a party member is in camp at the time. Stop sending every +1 dagger to Gale, he's not that hungry."
"NPCs should be a lot less eager to engulf themselves (or their allies) in flames now."
"Fixed NPCs using an incorrect throw range when they can't move. This sometimes caused them to, say, throw explosives on their own heads."
"Fixed NPCs sometimes successfully landing jumps that shouldn't be possible. Like through ceilings."
"You can no longer trade with sleeping characters."
"Fixed overhead dialogues still playing above the souls of dead characters - represented as blue wisps - in the epilogue camp. Lae'zel will no longer urgently proclaim 'Repositioning!' when you make her little wisp move around."
"Killing Omeluum or Blurg of the Society of Brilliance will now break your paladin oath. Because they're nice and you're not."
"Picking up fish from the beach at the Emerald Grove is no longer a crime. They take their vegetarianism very seriously, those druids."
"You can now no longer spawn infinite fish at the Emerald Grove beach. No wonder that bear smells."
"Told Art Cullagh to please stop singing during the combat when Isobel's being abducted."
"You can no longer trade with Voss when he ambushes you at the base of High Hall."
"If you escape prison and then return to your cell and close the door without being noticed by anyone allied to the arresting guards, you will no longer be considered a fugitive."
"Fixed a bug where a status could carry over from the final battle to the beginning of the epilogue, potentially killing the players."
"You can now clean your body and clothes in a fountain in the House of Hope's boudoir. Sometimes it's nice to freshen up before a big event."
"Fixed Scratch not feeling like playing in camp beyond Act I after partying too hard at the camp celebration."
"Minthara no longer speaks more about Shadowheart than Shadowheart does about herself."
"You'll no longer see text telling you that Gale approves of something if he's not even nearby to see what happened."
"Jaheira's memory in her old age was failing her, and she could tell you about Minsc twice if you left her in camp but advanced her quest multiple steps. Now she's much better at remembering what she told you, and will only prompt it the once."
"Good boys Scratch and the owlbear cub will now play together in any camp, not just the main one in the wilderness from Act I."
"Cerys will now leave your camp after the camp celebration in Act I. We know it's sometimes hard to ask the last person to leave the party, so we've done it for you."
"Fixed Rugan being upset with you for trespassing after saving him from impending doom. You're welcome, Rugan."
"Florrick now looks appropriately grimy and sweaty after escaping Waukeen's Rest."
"Lae'zel will no longer become hostile towards you, thinking you left the inquisitor's office in Crèche Y'llek while waiting to fulfil Vlaakith's orders, when you only jumped on one of the platforms in the corner."
"Fixed Smythin in the Goblin Camp sometimes getting stuck in a cowering animation. He's a little braver now."
"Rugan is no longer 'too busy' to thank you after you free him in the Zhentarim Hideout."
"One of the teenagers in the Crèche Y'llek will now tend to his cleaning tasks. He may or may not have been chastised for shirking his duties."
"Fixed a bug with Bernard in the Arcane Tower not giving you a reward if you previously befriended the squirrel in the Emerald Grove."
"Fixed a couple of goblins in the Goblin Camp not really doing much at all if you free Sazza."
"Rotated Barth and Remira near the Emerald Grove gate so they would shout in the right direction."
"The nurses in the House of Healing have remembered that they are capable of speech and will now react to crimes properly."
"Dame Aylin now permits all players to behold her radiance in the cutscene when ascending from the Shadowfell rather than just the one who freed her."
"Isobel and Marcus will no longer stop their epic confrontation at Last Light just because someone commits a petty crime nearby."
"In rare cases, Jaheira could be Frightened in the combat with Ketheric and end up so scared she doesn't show up to resolve the conflict in the Shadow-Cursed Lands. She now overcomes her terror."
"Bards can no longer say they saved Jaheira's Harper scouts when they did no such thing."
"Fixed some guards by the fountain at Last Light who were trying to speak each other's lines."
"Now you can convince Ch'r'ai Har'rak to go away in different ways."
"Mayrina will no longer still be Bloodless in Act III if Astarion bit her in Act I."
"Wyll no longer leaves the party when you commit a crime in the High Hall. With the city in ruin, the petty crime dramatics seemed a little extreme."
"A few more people around Baldur's Gate will notice if an article has been printed about you in the newspaper."
"Lumbar will no longer react as if you didn't pay for the privilege of hitting him if the single strike had different damage types." (Ah this explains why Hector got that weird reaction. XD)
"Vicar Humbletoes will no longer do a weird shrug before praying."
"Prevented Karlach's death scene from triggering if a solo player chooses to detonate while playing as Avatar Gale."
"Fixed Lae'zel talking inaccurately about Ptaris, for example suggesting he's dead when he's... literally right there."
"Auntie Ethel will no longer send you a letter written by Zevlor in the epilogue."
"If you part ways with Shadowheart and hide in the Underdark as a mind flayer, she won't forget and think you've spent the last sixth months together in the epilogue. Classic Shadowheart, always forgetting things."
"The Emperor will no longer send you a cheerful letter in the epilogue camp if you ate his brains."
"You can no longer invite the owlbear cub to live with you and Halsin in the epilogue if you do not, in fact, live with Halsin."
"Fixed avatar characters incorrectly getting assigned the Dream Guardian's skin colour in Character Creation on controller."
"The fish barrels in the Underdark, that clearly look like they have fish in them, now actually contain fish instead of tarts."
"You can no longer casually go walkies in the middle of a chasm in the Decrepit Village in the Underdark."
"Removed a platform in Grymforge that looked like it was accessible and was tricking a few of you into trying to jump on it to access the Gauntlet of Shar."
"You can no longer disappear into a couple of rocks near the mephits in Grymforge. Sorry."
"Added a new animation for Cranium Rats. They can now stand up on their hind leggies."
"Corpses thrown from your inventory now look dead rather than alive. As is right."
"Fixed missing sounds in Active Search. (We found them hidden under some rocks in Act I.)"
"Fixed a basket of onions claiming to be a fruit basket, and other issues with lying baskets."
"Gave the dogs at the Sword Coast Couriers names. Because they're the best boys."
"Lae'zel no longer slides or teleports away during her Epilogue dialogue."
"Made general improvements to Boo's animations. The hamster is a little less jittery."
"Fixed the goblet flying out of your hand when talking to Jaheira at Last Light. We knew you were suspicious of it, but you don't have to be so dramatic."
:D
This is a tiny fraction of the full set of changes/improvements/fixes listed in the patch notes and once again I am tremendously impressed. As I said last time - this game has a breadth of scope and ambition that repeatedly takes my breath away and I am mindboggled at the amount of work being put into it.
Very excited to finish out Act 3 in the coming weeks!
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Rebels Rewatch: "An Inside Man"
The beginning of my endless stressed paranoia about Thrawn, also obvious reveal is obvious.
I expect this recap to be pretty breezy, I've already liveblogged this episode once.
Hoo boy I cannot tell you the amount of tension there was before this episode. The TV adverts were packaging the footage from both this and "Visions And Voices" together in order to hype up the midseason closer, before the show went on break for the winter.
So you know, the hype was real.
Let's get into it.
[EDIT: Oh screw you, Tumblr, that was a whole forty minutes of work that you just ate, this is ridiculous.]
Right, so that's not subtle at all.
In addition to leaning heavily into the "Axis-occupied territory in WWII" aesthetic, the smog around Capital City is so much thicker, practically a new ozone layer, ammonia yellow in color. That is not sunset that is the city lights bouncing off the cloud of pollution wafting through their streets.
I haven't mentioned it before but Taylor Gray sometimes has this way of pronouncing the word "my" that gives Ezra just a little bit more of a "folksy" drawl, fitting for an Outer Rim farming planet. I do love how you can kind of "geolocate" where different characters come from by how they talk. High British or Imperial British accent? Core World. Southern American drawl? Outer Rim.
Now imagine Pryce with an accent like Ezra's and remember that every time she speaks she's totally faking her Core World accent. XD
Looks a bit like downtown LA, frankly. Minus the skyscrapers.
Yeah no, still love this shot Ezra pulls off while balancing precariously on the speeder engine. Such skill. Much badass.
The Kanan-Ezra tag team against the walker is great too.
Oh! Just noticed the non-fanfare titlecard has a bit of the dark male chorus from Thrawn's theme. Nice.
Something nice to note, the show does multiple chase sequences on this highway and none of them feel identical to each other. They're all uniquely staged.
I rewatched a couple times and the second speeder was actually taken out by debris from the first, bouncing forward and ricocheting off something.
Fitting right in with the WWII theme, internal saboteurs at the Imperial factories is very French Resistance. I honestly didn't expect to see the Sumars again so this was a pleasant surprise. Also a bit sad now, considering what happens.
*whispers* They paralleled Mr. Sumar's first conversation with Ezra.
This attack on Lothal's factories has been in the planning for a while now, since Season Two at least I think. Even though we were driven off Lothal, it's never been far from mind, and we've been constantly trying to get back there to liberate it. To Phoenix Cell and the Alliance it's a matter of strategy, of crippling or slowing down the Empire's war machine, but for the Spectres, for Ezra, it's personal, and it's been their focus from the very beginning. (Mostly. Ezra does get sidetracked with his obsession of personally destroying the Sith. More to meta ramble about that later when we get to "Twin Suns".)
Ha ha I remember when we all thought that the "new type of weapon" being referenced here was the Death Star. And personally, as I've said before, I still think Lothal was heavily involved in the Death Star's construction, that process was spread out across multiple Outer Rim worlds, resources and materials gathered from all over the place to keep it secret.
But once they introduced Thrawn they kind of had to give him a personal connection to Lothal, too. His rivalry with Hera wouldn't have cut it, that can play out anywhere, in any theater. (Hera's own stake in Lothal is also tenuous, generic, halfway between Ezra's personal drive and the Alliance's practical strategic considerations.) His being there at Pryce's bequest to help quell the Rebellion there offers no personal incentive outside of serving the Empire. But putting him in charge of the TIE Defender's development is perfect, in-character and easy to fit into what had already been established about Lothal, that it was a primary location where new TIEs were being produced.
Recall that Thrawn is not opposed to the Empire's tyrannical authoritarianism but he does think it's often ineffective. Advocating for the development of superior starfighters is right up his alley. If Thrawn had had his way or Palpatine had listened to him more, the resources, materials, and labor pooled into the showy but money-guzzling Death Star would have gone instead to bolstering the Empire's naval superiority, into better faster starfighters, more Inderdictors, and more capital ships like the Super Star Destroyers. Things to counteract the Alliance's flashbang hit and run tactics.
And the Rebellion probably would have lost.
So yeah, giving Thrawn a pet project specialized TIE fighter to be developed and constructed on Lothal was the perfect narrative decision.
...I went way off into the weeds there didn't l? Lol. Where was I?
Right, infiltrating the factory.
Love when Mr. Sumar asks Ezra if has any manufacturing experience and when he admits no, Ryder laughs and says he'll fit right in. Commie-style forced labor gang-pressing yaaaaaay!
Once again, the imagery is very deliberate and not at all subtle.
Ezra grew up on Lothal and he doesn't know who Pryce is on sight. This bitch been shirking her planetary governing duties for literal years, busy trying to be "hip and in with the cool kids" as it were, the perfect Imperial suck-up and sycophant.
A large part of Thrawn's effectiveness as a villain in Rebels is that you never quite know just how much he knows at any given time. Was his coming to the factories to inspect them just an unlucky coincidence or did he know Kanan and Ezra were going to be there? Is he just Dangerously Genre Savvy? How does he keep turning up in places right when the Rebels have made their move? It stressed me the crap out when I was originally watching, gave me hella Paranoia Fuel, and made his presence in every scene just that much more uncomfortable.
Like right here, with this scene where they linger just long enough on Thrawn observing the disguised Ezra to make you nervous, and the feeling lingers even though he steps away, because you almost think he picks Sumar out of the line-up because Ezra's there, targeting him for execution (basically) in order to flush Ezra out.
Also, btw, love the menacing cellos that accompany Thrawn's footsteps into frame.
The absolute slow dread and dramatic irony of this whole scene. D: It just builds and builds and then explodes (literally and figuratively), Thrawn's theme coming in full strength to emphasize the horror of the moment.
See, Thrawn's not above Make An Example Of Them when he thinks it's effective. (See also having Rukh behead that one officer in Legends canon.)
Lyste, you really should start questioning when Imperial astromech droids act crazy randomly around you lol.
It's a smidge distractingly fortuitous that there's always a convenient Scout Trooper around for Ezra to steal the armor off of.
This scene between Pryce, Kallus, and Thrawn is like some kind soothing British ASMR, everyone's voices are just so calm and smooth.
Ooof, Thrawn's rare displays of emotion are always a big deal, I flinched just from this tiny flash of anger.
Something else effective about Thrawn's presence is just how much more competent other Imperials start acting when he's around. Not officers like Lyste or Konstantine but the low-level grunts always seem more keen to cop on to things, just a bit smarter and more ruthless, when Thrawn's in an episode, like he brings them up to more rigorous standards of performance just by being there.
Probably why Pryce immediately falls apart and makes stupid impulsive decisions as soon as he's more than thirty feet away from her lol.
So there's Sabine's wall graffiti, already pulled off the building, I think that painting is from TCW, there's Ezra cadet picture, the mosaic from the Syndulla house, and a bunch of ancient Loth-cave scribblings.
I suspect Thrawn grabbed the retaining wall for the starbird (incidentally getting the Loth-cat drawing he'd later use to identify Sabine's work on Ezra's helmet in "Through Imperial Eyes"), and the cave paintings, obviously, because ancient Lothal culture.
Once again, Thrawn's deductions are razor sharp, but not OP. He's noticed the Phoenix cell has a particular attachment to Lothal, thus they will inevitably try to return to it.
Slowed down and replayed Kallus revealing himself a couple times just to look at this fight, Kanan starts by elbowing Kallus straight in the collar. Kallus reflexively throws a punch which gets pushed aside by Ezra. Kallus almost kitten bats the two of them before Kanan pins him to the wall.
Still LOVE how utterly flabbergasted Kanan and Ezra are at the reveal and how much grief they continue to give him after it lol.
Subtle animation appreciation moment: Kallus gives his very slight double-take at Kanan when Kanan pulls off his helmet, like he's surprised to see the scarring across his eyes.
Living for how much Ezra just casually bullies Kallus here. <3
"Or perhaps... an expected one." Lol nope, I can safely assure you, Thrawn, they did NOT expect Kallus to be Fulcrum.
Case in point about Thrawn's mere presence making everyone else more competent, the AT-AT pilots immediately question the AT-DP's presence.
This was really clever, having Ezra drive the chicken walker behind the AT-AT and use it for cover. I may have mentioned but it bears repeating.
MONEY SHOT.
Back when the show was airing and people were speculating about eventual defeats for Thrawn I think I was one of the very small number of people rooting for Marida Sumar to get to shoot him in the face.
Still want that AU.
TIE Defenders be no joke, people. They are fast, agile, shielded, and they have hyperdrives. They would have shredded the best the Alliance had.
Still love Zeb's chagrined grimace in the background there.
Ngl, once again, the ambiguity of "Just how much does Thrawn know?" is scarily effective. Thrawn's addressing Kallus seems deliberately calculated, like he's making some kind of subtle threat.
And whew!
After the shaky quality of the last episode this return to form is quite a relief. The tension is tightly wound and palpable throughout, and there's a genuine sense of danger. Thrawn is placidly competent. We suffer an actual loss. Everything is pretty much excellent this episode, even without the benefit of seeing Kallus's turn we believe it.
Love rewatching this one. <3
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