#i understand how the previous juno was able to do things and interact with people now
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piplupod · 1 year ago
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Doing Things actually makes me feel so much better about being alive holy shit
went to a large body of water today and paddled around and sat in it for three hours and wow i feel so good rn !!! on the way home i came up with some really good characterization for some DL stuff and i am just full of gratitude that i am alive rn and that i got to go do that and that the smoke wasn't terrible and like,,, i want to do things more often !! i want to be around people !!! i want to create !!
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jamestrmtx · 3 years ago
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Wish Upon a Night Sky - [Beastars | Various x Reader]
[Female, Sheep Reader | Slow Burn]
Summary:
After calling upon the decision to test the waters between carnivores and herbivores, things at Cherryton Academy turn far more tense than they already were. Unsurprisingly, there are those who poke fun at the decision, both with good and bad reasons at hand. Calling the academy out on such high of a risk's understandable, but mocking carnivores for making friends with their opposites isn't.
Having been sheltered through seventeen years of homeschooling and the rigid rule of never going out at night, you far from expect being allowed to attend there after your eighteenth birthday. Regardless, you don't plan on cowering back. Your want to expose yourself to the real world, meet new people, and live through new experiences outweighs that fear, transforming it into strength.
Act One | Man's Best Friend
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Already messy files almost end up scattered on the floor, yet you manage to salvage them right on time. Your hands and legs shake just as fast as your heart beats; even breathing is a challenge with how stressed your mind is. Being around a large number of people wasn't the norm in your home; you'd been used to being a close family of six since you were born, and nothing more. Spending time with others beyond relatives was a rarity, as was the idea and agreement of having you study your final year in Cherryton -- far outside the safety of your home. Now that you're eighteen and near to graduating, your family's given you three simple rules to follow: never step out of campus at night, never join acting, and never show daintiness. All three of them emphasize the word 'never'; not a single space for protest or bargain is left in those rules. You knew the consequences of going out at night, as well as the risks of calling forth unwanted attention by choosing not to dress how you were told and letting any sort of bubbly nature out. Being forbidden to join acting was by far the only thing they hadn't explained to you by full.
"Your dorm is through here," Jack says, pointing with his eyes and snout over to a busy hallway.
While the person giving you the tour isn't exactly the type you were warned of before being admitted into this school, he isn't exactly of your type either, but more of a happy medium between the two: a dog. Not quite a carnivore and not quite a herbivore, he's what you learned to be an omnivore -- a kind you were taught to be wary of just as much as a wolf or a lion. Even then, his presence is about as warm and welcoming as sun rays on a cold, winter day, and you find it hard not to smile when he continues to show you around the place. He only ever stops when he sees he's left you far behind, a product of you losing yourself in your thoughts and the new world around you. 
His excitement is one you wish you could manifest just as much as him, though the reminder of how you had to behave at this school leads you to brush and bury those ideas away and hold yourself back.
"Are you okay?"
Jack's question paired up with his careful tone help pull you out of your daydreaming. How concerned he looks makes you take note of the expression you're carrying. Oftentimes, you scrunched up your snout and furrowed your brow -- whenever you became lost in thought, mostly. To any outsider like him, it would seem as if though you're bothered by something, so you hurry in your reply, words leaving you in a rush, "I'm okay." Your smile returns as you meet his eyes. "I just… I got caught up with something else."
"Nervous about staying here?"
"About everything, honestly."
He lets out a laugh at that, and his gaze brightens as he motions for you to follow him once more.
Your next destination is what appears to be the rooms you were informed of at the beginning of your visit -- judging by the rows of doors laid around, along with one of them left open, displaying a bunk bed in the background. There's a student by the dresser, combing her fur without so much as bothering to look at you or Jack. She's far too focused on her brushing to acknowledge she's left the room visible to those wandering outside, though -- with her being a wolf -- you assume she's confident in herself. Or you believe so, at the very least, as based on the rumours your parents and every other family member taught you.
You halt when you notice Jack stops right by that door and see him gesture over with his head for you to step inside. 
"Is this allowed?" you blurt out, rushing to cover up not a minute after that question leaves your mouth. "O- Oh gosh, I'm sorry! I didn't mean it like that."
"It's alright," he says, chuckling. "I know you're homeschooled, so if you have any questions about how things work here, feel free to ask me!" He stops for a moment and seems to recall something along the way. "And you can come over to my place, too, if you need more help with showing you around."
"How bold of you to invite a girl into the boys' dorm, Jack." 
A feminine voice comes from behind him, and -- soon after -- the wolf from earlier appears next to the dog. She directs a cheeky grin at him, then a friendlier smile at you. "You're my roommate, aren't you?" she says, nodding her head in the direction of your dorm. "What are you standing there for? I want to get to know you!" She sounds about twice as cheerful as Jack acts. "I was told about your arrival almost three whole months ago, so the wait has been long enough."
"...You're Juno?" you ask, making memory of the list handed over to you just a few hours ago. 
She nods, eyes softening. "(Y/N), right? It's... nice to have a herbivore who won't look for a change of dorms the second she sees me."
Already feeling guilty, you can only hope she hadn't heard you earlier ago. It was a known fact you tended to speak without thinking sometimes (if not, most of the time), so you make a mental note out of it and set up a goal to improve on that throughout the rest of the year. You thank Jack and say your goodbyes before following her into the room.
At the sound of the door closing, you breathe a sigh of relief with the knowledge you've made it this far without screwing up too badly. The next thing in mind is to try sparking up some conversation, but only when you make enough mental preparation for it -- aware your thoughts might run haywire and tactless again. "But... Why would they do that? Isn't it normal at this school?"
Juno shows you around the room and stops next to one of the beds, bottom one being the only one out of all the others around to have some of her possessions settled down on it. "It's allowed," she replies and continues with, "And though it's not too uncommon for both carnivores and herbivores to be placed together... Things got a lot more tense after a student's passing." Her ears droop along with her tail, and a hint of gloom clashes with her friendly demeanor. "That's why you're the only other woman in this room, and why I…" Her body shudders as she lets out a breath. "Why I try not to walk alone in the halls anymore." She takes another breath and lets it out with a huff. A hushed swoon then seems to take her over, replacing her sadness about as quickly as her ears go back up. "Although... I guess I wouldn't have met someone wonderful, if some students hadn't cornered me for being a carnivore not long after I arrived here."
The wolf sighs, then faces you with droopy eyelids and a softer smile. "Tell me, (Y/N)... Have you ever fallen in love? It's the most incredible feeling I can describe!" She sits down on the bottom bed, though she scoots aside, leaving you some space next to her. "They say your last year at school's the last chance you have for experiencing an emotion so strong, but I like to believe it will carry on as long as your love is powerful enough for it!"
While you're a bit lost as to what point she's trying to make, you smile and nod along as you wait for her to continue speaking. 
After all, having two friends at the beginning of your final school year didn't sound like a bad idea. Hopefully, your lonely days would start to change; your conversation with Jack and your current one with Juno have been -- without much exaggeration -- the most interaction you've had during all your eighteen years of living. Knowing you were finally free to meet as many people as you'd want as well as study over brand-new things and the relationships between both kinds made your worries and doubts more than worthwhile. No matter how often your family and distant acquaintances warned you otherwise, you needed to grow, learn, explore, and see more outside what was taught to you at home. 
You hear Juno out until she asks if you have a special someone yourself; the question turns out to be a bit of a difficult one to answer with how little people you knew to this day. So far, the only experience you remember similar to that of having a crush on someone was by reading stories of adventure and challenge when you were younger. All of these were confiscated by your family whenever you gained too many ideas, fell for a character, or whenever a book so much as mentioned the word carnivore between its pages -- in a light aside from that of hostile and negative.
Although it feels like nothing short of wishful thinking, you hope your current circumstances change soon with the new path being offered out to you; in that, you carry a strong and unshakable desire over.
And, who knows? 
Maybe one day you'd be able to sneak out and watch the night sky, too -- and with a friend or two by your side, preferably.
"I don't, but…" You trail off to consider her question; overwhelmed by the changes and influenced by her energetic self, you find it hard not to follow along with her. "I wouldn't mind having one -- if that opportunity ever came around!"
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mediaeval-muse · 4 years ago
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Video Game Review: Assassin’s Creed 3 (Ubisoft, 2012; Remastered 2019)
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Genres: action-adventure, third person, open world
Premise: Desmond Miles and his team use the Apple of Eden to locate the Grand Temple of the First Civilization. To open it, Desmond must locate a key, known to his ancestors Haytham Kenway and Ratonhnhaké:ton (also called Connor) who were active during the American Revolution.
Platform Played On: PC (Windows)
Rating: 3.5/5 stars
***Full review under the cut.***
I am evaluating this game based on four key aspects: story, characters, gameplay, and visuals. I will be evaluating the remastered version of this game on its own terms, so I cannot speak to how it is different from the initial release.
Content Warnings: violence, blood, colonialism, racism, domestic violence
Story: Assassin’s Creed 3 initially follows Haytham Kenway, a new PC character and ancestor of Desmond Miles, as he journeys from Britain to America during the 18th century. Haytham is attempting to find the Grand Temple, a chamber once belonging to the ancient First Civilization, with the help of several colonists and a Mohawk woman named Kaniehti:io. Unable to open the Temple, Haytham initiates a romantic relationship with Kaniehti:io, resulting in a son (Ratonhnhaké:ton/Connor). It is revealed that Haytham is a Templar when he initiates one of the colonists, Charles Lee, into the order.
Years later, Ratonhnhaké:ton is now the PC character. His village is burned by Lee and his cronies, resulting in the death of his mother. The clan leader gives Ratonhnhaké:ton a sphere which contains a message from Juno. Juno leads Ratonhnhaké:ton to Achilles Davenport, a retired assassin who agrees to train him and renames him “Connor.”
The rest of the game focuses on Connor’s evolution as an assassin, his plan to seek revenge against Lee, and his angst regarding his parentage. I very much enjoyed the moral conflict in Connor’s storyline; Connor is resentful of his father’s involvement with the Templars, but also desires to find common ground with him once he hears of Haytham’s goals. I also really liked the Haytham plot twist, as it took me by surprise and prompted a lot of emotional investment in the family drama.
However, the sheer amount of things to do in the open world distracted from the plot and at times threw the pacing off. I also did not like some of the tropes that this game utilized to tell a story involving indigenous characters. Connor’s mother, Kaniehti:io, was a competent warrior and formidable personality, but was primarily present to have a white man’s child and then be killed for emotional shock value. I also don’t think this game pushed hard enough against colonialism, making the Americans out to be morally right despite their supposed “flaws” and showcasing some violence against indigenous people for shock value. However, I appreciated that this game featured many indigenous actors and put a lot of dialogue in indigenous languages.
Desmond’s story was much improved from Revelations. He’s back to working with his team, which made for fun character interactions, and his father also joins the mix, which nicely parallels the tumultuous Haytham/Connor relationship. The stakes are also much higher than in previous games regarding the First Civilization - whereas the team was previously looking for artifacts in the Ezio games, this game features the exploration of an actual Temple housing more information.
I also played the DLC, “The Tyranny of King Washington,” which follows an alternate timeline in which Washington has been corrupted by the Apple. Washington has declared himself King and rules America with ruthless tyranny. To take him down and combat the power of the Apple, Connor must channel supernatural powers derived from animal spirits. While the premise was incredibly interesting to me, the execution was rather poor, especially in terms of indigenous representation. Kaniehti:io was resurrected only to be killed again, and the story featured a lot of scenes of indigenous suffering, including slavery and violence. I also don’t think the “spirit animal” powers were portrayed in a way that was respectful of the actual religious/spiritual significance of spirit animals in Native cultures. I’m somewhat ignorant, though, so I would prioritize criticism from indigenous gamers rather than mine - see what they have to say about the base game and the DLC.
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Characters: Haytham Kenway, the first PC character, is initially pretty likable in that he’s witty and charismatic. I like that he was sarcastic and seemingly well-polished, holding in his emotions like only a posh British character can. He was also shown to be brutal at the drop of a hat, and his feelings tended to get the better of him when it came to certain topics, both of which kept me on my toes. The fact that he is the first PC character creates a lot of sympathy for him, mirroring Connor’s later emotional turmoil when he’s being pressured to kill his father despite desiring an alliance.
Connor is a lot more stiff and broody, which is understandable due to the trauma in his past. While he isn’t very charismatic, I did like him as a character, since he was willing to call out the hypocrisy of everyone around him. I particularly enjoyed the way he highlighted how the Americans were all about freedom for the select (white) few - no one, not even Washington, escapes criticism, and it was refreshing to see a non-idealized portrait of the Founding Fathers through Connor’s eyes. Connor did have his sweeter moments, especially when interacting with the people living on his homestead, and I loved when he found joy in the family he made. I do wish he had been given more joy throughout the game - he so rarely expresses positive emotions that he seems like a stick in the mud.
Side characters, such as the Founding Fathers, were well-realized in that they weren’t portrayed as heroes. Washington is shown to be unable to deal with problems in any way other than by violence, and Adams is called out for his insistence that white colonists need to be free before enslaved Africans can be freed. NPCs living on the homestead are also given unique conflicts and storylines that made them feel real, and being able to converse with them at any point in the game was a fun way to feel connected to them.
Desmond is back to being his pre-Revelations self, balancing charisma and determination in a way that makes him compelling. Nothing is necessarily new regarding his characterization, so he acts more like a staple that links the Ezio games to the Haytham/Connor story, making them feel part of the same continuity.
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Gameplay: I really enjoyed the way much of the gameplay from the previous Assassin’s Creed games is updated and reimagined for an 18th century setting. Parkour/free running is simplified, and target lock has been eliminated for a more fluid combat experience. Players also no longer need to use medicine to heal, as health regenerates automatically with time. Players can also use more of the environment to assist with stealth; haystacks and wells make a reappearance, as well as groups of people for blending, but Connor can also hide in tall grass, bushes, and behind corners. I also liked that Connor could whistle to lure enemies towards a hiding spot before taking them out.
In terms of weapons, Connor has access to some staples, such as the hidden blade, sword, bow, pistol, etc. but also has some interesting options, such as the tomahawk and rope dart. All of these options were simple to use and required very little practice to get right, though combat itself felt significantly more difficult than in previous games. Several enemies are difficult to take down, such as the Scotsmen wielding giant axes, but players who like a challenge might enjoy the increase in difficulty.
Connor can also recruit new assassins and level up their abilities, similar to Ezio’s actions in Brotherhood. The recruits are able to be used in a number of new ways, not just in a fight, which makes them fun to play around with.
Connor is also able to control his notoriety in much the same way that Ezio could, though instead of “heralds,” there are “town criers” and instead of assassinating a corrupt official, Connor can bribe a printer to create counter-propaganda. Pretty clever, if you ask me.
Collectibles such as Benjamin Franklin’s almanac pages, feathers, and treasure chests are also available and pretty standard - you collect them, you get rewards. Connor can also participate in side quests and challenges, such as a fight club and assassination contracts. To move around the large map, Connor can use fast travel, though to be honest, the map was so big that exploring it all could get tedious.
Also returning is the concept of full synchronization, which was a pain. Like the Ezio games, conditions for full sync did add some challenge to the game, but it was incredibly annoying to do a mission over and over again in order to reach 100%. I’d much rather have a single goal and go about it my own way without the impression of being penalized (even if that penalty doesn’t affect the gaming experience overall).
In terms of the economy, Connor is tasked with managing a homestead. Instead of improving the property or buying monuments, Connor recruits tradesmen such as loggers, miners, and farmers, as well as artisans such as tailors, innkeepers, and blacksmiths. The former group produces raw materials which can be turned into crafted goods by the latter, which Connor then puts on a caravan to be sold in town. Profits enable Connor to buy more weapons and consumables, and tradesmen/craftmen can be leveled up to produce more profitable goods through “homestead missions” which advance NPC stories.
Hunting is also introduced as a way for Connor to gain resources (such as pelts and meat), which are then used for crafting or for sale at trading posts. To hunt, Connor can use a range of tricks, including reading the environment for clues, planting snares, and using bait to lure skittish animals. I liked that hunting was always an option, but never required, since actually finding certain animals could be a chore. Connor also has the option of playing games such as Nine Men’s Morris to earn money through gambling at taverns, though I personally never opted for that. I did think the idea was clever, as it was a neat way to include micro-games in the larger structure.
By far, the most interesting new addition was naval combat. Connor can upgrade his ship, the Aquila, and go on a number of naval missions which earn him rewards. It took some getting used to, and often, the combat could be cumbersome, but I actually enjoyed myself quite a bit. These missions were never overly long, and some of them had interesting world building details.
The DLC has a lot of the same gameplay mechanisms, with the added bonus of “spirit animal powers” (see my assessment above). Basically, these are supernatural abilities that allow Connor to briefly turn invisible (wolf), fly short distances (eagle), and take down multiple enemies or smash through structures with great strength (bear). These abilities were somewhat insensitive thematically, but fun to use in terms of gameplay; I liked being able to sneak past enemies without needing to dart between bushes, and I loved flying across rooftops rather than jumping and climbing them. However, these powers also made exploring the map somewhat irrelevant - treasure chests primarily included consumables, such as arrows and rope darts, so if players find themselves preferring combat using a blade and animal power, there’s not much incentive to clear the map of points of interest. Nor is there much incentive to do side quests or challenges, as their rewards don’t add much to the gaming experience unless you use a lot of consumables.
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Visuals: Assassin’s Creed 3 is a beautifully rendered game. The environments are stunning, whether they are seascapes or the wilderness on the “Frontier.” I also think the cities were well-done and eye-catching; even though buildings and streets were somewhat monotone (earthy tones), they never felt dull and little details made the design pop (things like posters/broadsides or splashes of color here and there).
Connor’s assassin outfit is also appealing in that it mashes up some 18th century fashion with accessories that denote his indigenous heritage. The red and white color palette from the Ezio games is replaced by a blue and white scheme, perhaps to show that Connor is not aligned with the British Redcoats, but even so, it still felt like an assassin uniform. I also liked the designs of Haytham’s cape, coat, and tricorne, as well as Achilles’ nod to his past through his accessories.
Animations were very fluid, and Connor’s combat maneuvers were interesting and varied. I think they were much more aesthetically pleasing than Ezio’s, and I liked how the body movements (tumbling, spinning) made them feel physical. There were some moments when awkward camera angles would obscure my vision, which cost me some kills or opportunities here and there, and there were occasionally some glitchy graphics, but they didn’t pull me out of the game the way Revelations did. 
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Final Verdict: Despite the plot being weakened by pacing problems and some questionable Indigenous representation, Assassin’s Creed 3 is beautifully rendered and improves on the franchise’s formulae by reimagining the Assassin-Templar conflict in a new setting.
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