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tyrantisterror · 2 days ago
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At Sea Without a Map Post-Script
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After two months of so, my little writing experiment At Sea Without a Map has come to an end. And because I'm vain, I not only felt compelled to share it, but to talk about it in depth after the fact, so here we are. This is going to be long, though, so I'm not only going to break it into sections, but put it all under the cut for the sake of your dashboard. So go ahead and dive into the depths of the Sea of Monsters with me one more time!
Part 1: Never Stop Blowing Up
The writing process of Wizard School Mysteries Book 3 was really strained - not because of the book itself, mind you. When I was actually able to work on it, Book 3 came together really well - I think it required the least substantial rewrites of any my novels thus far. It's just that real life was kind of beating the shit out of me while I was trying to get it done - or maybe the better metaphor was that it was just slowly but steadily draining me of energy all the time. I'm honestly surprised I got the book out in roughly the same amount of time as the first two - by the way life had been treating me, it should have taken longer.
But when I got done with it I was accutely aware of how tired I was. I still had the creative drive, but fuck I needed something simple as a palette cleanser - something easy, and more importantly, something that was allowed to be bad. I needed something creative to do that was surplus to requirements and fully within its rights to suck ass so long as I had fun making it.
Around this time, I decided to rewatch Dimension 20's Never Stop Blowing Up. Brief explanation of what that is: Dimension 20 is an actual play show, i.e. a recording of people playing D&D and other TTRPGs. I'd say its reputation is built on the contrast of its main DM, Brennan Lee Mulligan, who makes these meticulously crafted campaign plans, and his chaotic band of improv comedian players who promptly derail those plans spectacularly. Like, a good deal of the show's humor comes from Emily Ashford or Ally Beardsly doing something so off-the-wall that it shatters whatever the scene was going to be and creates a far more absurd and zany spectacle in its place. Which is why Never Stop Blowing Up is pretty notable, because it's the one campaign where Brennan himself is the agent of chaos, fully unleashing his own brand of madness that the players struggle to keep up with. And fuck does he seem to have fun with it.
Of course, all of the analysis above is purely from the outside looking in - it's likely that a lot of the "chaos" is played up for the audience. But still... there is something to the idea of a person who's been working on meticulously structured stories letting loose and just doing something extremely stupid.
So I decided to give myself a Never Stop Blowing Up moment - a short story that would be simple by design, with no standards to live up to or goal beyond "have fun telling a silly little story." I then came up with a few key criteria:
It can't be set in the Midgaheim/ATOM universe. I don't want the burden of figuring out where this story would fit among others.
It's gotta be a romance. People who've read my books might have picked up on the fact that I like to write about people falling in love, for the same reason I like to write about fire-breathing reptiles and friendly monsters (i.e. I use writing to indulge in things I'll never experience in real life). I've only used romance as subplots in my fiction before, and tend to feel a bit guilty if I focus on it too long - like I'm being self indulgent. Well, this is all about self indulgence, so the romance should be front and center.
It's gotta be SIMPLE, episodic even. Not complex plotting required.
I almost chose my xenomorph romance for this, but I had developed its outline to the point where it would be too complex to fit. I then considered a sort of superhero story that could be pitched as "what if Bringing Up Baby but Katherine Hepburn's character is a Harley Quinn-esque supervillain and Cary Grant's character gets turned into some sort of horrifying genetic mutant in the first ten minutes." That one hit a weird roadblock when I got to the character brainstorming phase (the first phase of any writing project I do) - I was trying to figure out what the mad scientist who turns out Cary Grant-figure into a mutant would be named, came up with the name "Dr. Skullfuck," immediately realized that having a character named "Dr. Skullfuck" is a Mark Millar-ass writing move that I could not allow myself to do, but then couldn't stop thinking of the name "Dr. Skullfuck" and giggling, which just brought all thinking to a grinding halt on that project.
(I'll still probably do it someday, though - just, you know, without Dr. Skullfuck)
Inspiration struck again, though. I'd been getting into Epic: The Musical, a musical retelling of The Odyssey, and it put me in the mood for a sea monster story. But, more than that, it got me thinking about one particular archetype from sea monster stories - but that brings us to the next part of this Post Script...
Part 2: It Was Always About Calibani
Ok, so, one of the big changes Epic: The Musical made involved Odysseus's encounter with the sirens, and before you read more of my rambling, I'd like you to watch two animatics for the two songs in question here:
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A summary: one of the sirens takes the form of Odysseus's wife to try and tempt him into getting in the water, Odysseus tricks her into giving him directions, captures her and the rest of her kind, and proceeds to have his men slaughter them horribly. In the OG story the sirens don't die - nor does their song involve imitating a man's wife, for that matter, it's just a really pretty song.
This is done for an important narrative purpose - Epic: The Musical is focused on analyzing the moral ambiguity of Odysseus, and how it is constantly challenged by the impossible choices he is forced to make in his attempt to get home. At this point in the musical, Odysseus has decided to stop trying to be a compassionate man, shirking all mercy in favor of utter ruthless pursuit of his goals. These two songs are meant to be unsettling as hell - this is the beginning of a series of heartless choices by both Odysseus and his men that will culminate in the mutiny and complete annihilation of Odysseus's crew, as well as Odysseus himself being so hopelessly stranded that nothing short of divine intervention will save him.
I bring this up because when I first heard these two songs - specifically while watching these two animatics - it, like... it devastated me. I was so horrified and sad, so shaken by it. And part of it was for the reasons outlined above, but admittedly that wasn't the gut reaction I had. No, my immediate reaction was, and I quoute my own broken brain verbatim here: "You can't kill the sirens! They're not for killing, they're for loving!"
...now, those of you who know me are probably not surprised by this very stupid sentiment coming from me. One of my more popular posts is just me talking about how down bad I would be for various folkloric monsters whose whole shtick is "looks like a pretty lady but Watch Out." But as a person filled with immense self loathing and doubt, my brain immediately looked at that very stupid sentiment I expressed and said, "Wait, no, that's fucking dumb, I'm fucking dumb. The sirens are remorseless murderers. These sirens in particular preyed upon a man's love for his wife, who he has not seen in twelve years, to convince him to let them kill him. They are, by all standards of morality, Very Fucking Evil, and if they were not women you would not feel bad about them getting killed."
And as my brain argued with itself over this topic, I got to thinking about the various monstrous/othered sea women of The Odyssey - not just the sirens, but the witch Circe, the nymph Calypso, the monsters Scylla and Charybdis. And I thought about the others of their kind in other myths and folktales - selkies, mermaids, etc.
There's an archetype of sea monster that focuses entirely on one specific anxiety sailors are prone to, namely the fact that (for a good deal of human history) being on a boat meant spending a lot of time away from women. The horror of this monster is how it uses that desire for female company to tempt people into danger - like a mirage, it leads you to expose yourself to danger in pursuit of an illusory comfort.
But, unlike real world mirages, these monstrous sea women DO exist in their stories. More than that, they're often, like, sad and lonely. Their narrative purpose is just to be a temptation, but that doesn't change the fact that they do have lives of their own in these worlds. And, softie that I am, I can't help feeling sad for them, especially the ones who actually seem to want the same companionship the sailors they tempt want. Sailors don't stay with their Circes, they don't marry their Calypsos. The sirens live on a barren rock, alone, Scylla is left to wallow in misery at her monstrous form, and the selkie always has to leave for fear of being trapped by a person who won't love her on her terms.
I realized I had my hook for this simple, easy, silly little sea monster romance story: I was going to give a sea woman the happy ending she'd never get from anyone else.
Sailor may be the protagonist, but make no mistake: At Sea Without a Map was always, always, ALWAYS about Calibani.
The goal with Calibani was simple: I was going to set up a fairly standard Monstrous Sea Woman, but where other stories would let her be in one episode of the travel narrative and move on, this one would stick around. She'd be an unambiguous predator of human beings - an open and admitted maneater - but she would have no true malice to her. She, like all predators, eats what she can get to survive, and it just so happens that she's adapted to eat humans. And the story would pose the same question to the reader that my brain posed to me during Different Beast: is there any way you could make a siren-style sea monster sympathetic? Can you make a normal person who doesn't have my particular brain rot look at a maneating siren and think, "You're not supposed to kill her, you're supposed to love her!"
One of the few unavoidable plot points of At Sea Without a Map was that Calibani and Sailor's relationship would become romantic. What kind of romance it was could have varied substantially - it could have been one-sided, it could have been toxic, it could have been far more tragic OR far more comedic. But it was always, always going to be a romance of some sort - the goal of this experiment was to make you, the reader, love Calibani. All else was icing on the cake.
I decided to base Calibani's personality on Miranda from The Tempest - i.e. a sweet girl who is both wordly and naive, who understands the strange setting of our "lost at sea" story far better than the audience viewpoint character does, but views the mundane world of the audience viewpoint character with wonder and naiveté. In fact I almost named her Miranda outright... except I already had a character in the setting I chose for this story who had that name, and as an allusion to the same Shakespearean character no less. So I settled on naming her after Miranda's adoptive sibling (of sorts), Caliban - more fitting in some ways, as Caliban is a fish-human hybrid who is arguable more native to the magic island in The Tempest than Miranda herself.
(Calibani isn't the only Tempest name homage, either - her mother, Sycorax, takes her name directly from Caliban's unseen but oft-spoken of witch mother. Dr. Antonia Warefore takes her first name from Antonio, one of the human villains in The Tempest who hopes to use being lost at sea as a way to perform a coup. And the mothman Iriel takes her name from Ariel, the wind spirit in The Tempest who aids the wizard Prospero in controlling the magic island. If Sailor has a "real" name, it's probably either Ferdinand or Miranda, the two lovers who manage to blend civilization and the wilderness together with their romance.)
Visually, I wanted Calibani to not be any common archetype of sea monster woman, but rather something that evokes the popular images while still being her own thing. She's not a mermaid or a siren or a selkie - she's basically "what if a sea serpent was also a girl." In-universe, she's chubby because she, like all marine megafauna, needs blubber to survive. Out-of-universe, she's chubby because I've found that routinely drawing cute chubby girls is good for my mental health.
Part 3: CYOA
Now, while we live in a post-Muncher society where shame and cringe are emotions only the cowardly should experience, I am nonetheless Very Catholic about expressing my own feelings of, like, liking girls and shit. I cannot help feeling guilty when publicly expressing adoration of women without, like, an excuse - it's gotta be a joke or something, you know? I can't be genuine about it, or else Jesus will beat me with a cane for disrespecting women with my lecherous gaze.
But luckily I've cultivated a loyal audience of fellow monsterfuckers, which meant I had an excuse lined up: if I made this a choose your own adventure type deal, a story with audience participation, then you all would be my accomplices. And Jesus can't cane all of us! He doesn't have enough hands! I found a loophole bigger than his stigmata!
Plus I love collaborative story-telling - there's a thrill in not having total control of where the narrative is going. As Brennan Lee Mulligan must know, there's a joy in having to deal with the chaos thrown your way by letting others grab the figurative ball, even if just for a moment.
Part 4: Offbeat Melody
Since I did not want to set this story in Midgaheim, I decided to steer myself away from a vaguely medieval setting altogether. But I also didn't want to limit myself with the need for "realism" that putting it in a normal sea would require, and making a new setting whole cloth would start pushing this project into "not easy" territory.
Luckily, I had a setting lying around that I hadn't played with in a while, which just so happened to have a location that was PERFECT for the sort of Never Stop Blowing Up style madness I was aiming for. For a few years I ran a Monster of the Week TTRPG campaign called Offbeat Melody, and one of its core setting elements was taking the goblin universe hypothesis in paranormal science (yeah it's a real hypothesis) to an illogical extreme. We had specifically seen glimpses of the Sea of Monsters in Offbeat Melody, i.e. the parallel universe where monsters like Nessie, Ogopogo, Champ, and the like all hail from. Well, why not have a whole story set there? It's literally a universe devoted solely to creating sea monsters - what better place to strand our modern Odysseus?
Offbeat Melody was always sort of a Never Stop Blowing Up project, or at least NSBU adjacent. Some of my most unhinged story-telling moments are in that campaign - you could make a supercut of just the "commercial breaks" in the various sessions and it'd basically be an I Think You Should Leave episode. Taking one obscure corner of its multiversal world and exploring it in detail was perfect for this project.
Part 5: Monster by Monster
With our main romance as sorted out as could be for a CYOA story, it was time to figure out the "episodes" of this sea voyage. I settled on there being ten to roughly align with The Odyssey - just in terms of number, mind you, not in a one-to-one comparison. The first was, obviously, Calibani herself, which left nine more slots for me to fill with monsters. Let's go through them together in brief:
Tree Storks - any lost at sea story eventually has to get its protagonist into an island at some point, but this immediately begs the question, "Why don't they just stay on the island where it's safe?" The answer to that question has to be, "it's not safe there, actually." The Odyssey does this quickly and cleverly with a one two punch: the first island seems safe until you realize the food on it brainwashes you into forgetting everything except your desire to eat it, and the second island is full of delicious sheep but also giants who will eat you just as easily as they eat the sheep. When other islands show up in the story later, you immediately regard them with suspicion, because you don't know HOW they're going to be fucked up, but they definitely will be. My goal with the second episode was to establish the same sort of danger - that land is NOT safe, that islands WILL be fucked up and dangerous in ways you might not expect.
I also wanted to establish that this is not just a sea of monsters, but a very WEIRD sea of WEIRD monsters. It couldn't be any old monster on this island - it had to be one that was unique, unexpected, and maybe just a bit silly while still being menacing.
I've always felt that there's a lot of un-mined horror potential in storks, cranes, and herons - any bird with a long neck and spear-like beak it uses to stab smaller creatures from above. Just imagine yourself in a frog's place in the world - tiny, going about your business, when suddenly something shoots down at you from above and impales you before you even feel the shadow fall over your face. Or perhaps you did see the shadow - some of these birds spread their wings to create shade specifically to attract fish, and then spear the poor little bastards.
Well, what do people often look to islands for when out at sea? Shade - the shade of a palm tree. And palm fronds kinda resemble feathers, don't they? Wouldn't it be both ludicrous and terrifying is there was a stork big enough to mimic a palm tree - and wouldn't that be a DEVIOUS trap for a sun-drenched sailor to fall for? So the Tree Storks were born.
The Globster - I made a list of sea monster archetypes in the early planning for this project, and one I wanted to include was a kraken, i.e. some sort of tentacled sea beast. But I didn't want to do JUST a big squid or octopus, or even a riff on them. I wanted to take the idea of "big sea monster with lots of tentacles" into a stranger direction.
Since the Sea of Monsters is explicitly the home universe of lake and sea monster cryptids, I thought it might be fun if ASWaM's kraken equivalent was a globster - just a big ball of rotten meat. I love drawing monstrous faces, so I decided it'd just be, like, MADE of hideous rotten faces, all melting and congealing together, with its tentacles doubling as the tongues of its many mouths. A perfectly wretched image that, like the Tree Storks, would do well to establish how Fucked things could get in this setting. Plus similar monsters had appeared in Offbeat Melody, which would make for a fun sense of familiarity for the, like, five or so readers of mine who had listened to that campaign before.
Captain Peter & the Dolphin - Another thing I did in the early planning stages of this project was make a list of the different sea voyage stories I know and love, the most contentious of which is The Life of Pi. That's a story that I love on a literal level but kind of hate on a figurative level - its whole theme/message is that doubt is the worst thing you can have, that if you don't commit to believing something with zealous conviction you are a coward. As a person who thinks doubt is valid, that "I don't know" is sometimes the ONLY truly valid answer to a question, I have issues with that message.
But I can't help loving the beautifully ludicrous idea of a non-anthropomorphic tiger sailing the ocean on a big Odyssey of its own. Like, if that story didn't actively hate me for being agnostic, it would be one of my favorites.
So I decided to, you know, just steal the idea of a tiger Odysseus. The tiger in The Life of Pi is named Richard Parker. Richard Parker also happens to be the name of Peter Parker's dad. Hence we get Captain Peter - the figurative son of Richard Parker, if you will. And to ratchet up the absurdity of a tiger Odysseus, I made him a pirate and the sole sailor of his voyage. Somehow, this tiger has manned a boat on his own.
Captain Peter was intended to be the hero of another story - a sign for the readers that it IS possible for a stranded person (or, in this case, tiger) to survive out here. To that end, he had to rescue our heroes from another threat, but not one that would be interesting enough to take the focus off of the tiger pirate. Originally I planned for that threat to just be a big shark, but I ended up liking my shark design too much to put it in a role that small, so I quickly designed a nasty dolphin for the role instead. I think that worked out well, honestly.
Dr. Neptune - Episodes 5 and 6 were the mid-point of this journey, so I wanted the two monsters of those to escalate things significantly. I figured episode 5 was probably a good place to FINALLY give some meaningful exposition on what was going on, and there are a lot of stories about mad scientists doing weird shit on islands in my big list of sea voyage stories I love. So we get Dr. Neptune, a classical brain-in-a-jar mad scientist who's affable enough to give more-or-less accurate exposition but loony enough to be a problem. This also felt like a good spot to remind the reader that Calibani is not just a girl with a tail but rather a Sea Monster herself, and one that we'd been making stronger by allying with.
With his human-but-not-quite nature and cyclops eye, Dr. Neptune could sort of be seen as the Polyphemus of this story, couldn't he?
The Crocodisle - One of the sea monster archetypes on my list was "the island that's actually a sleeping monster," of which there are many in mythology and folklore. My favorite is the Jasconius from the voyage of St. Brendan, mainly because it's more or less benign and actually comes back to help St. Brendan and his crew at the end of the story. I always love when I can find an old story with a friendly monster in it.
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When thinking of my own spin on the island monster concept, I remembered the only Magic the Gathering card I had as a kid, which I still have and love to this day: The Sandbar Crocodile. This card already inspired Crocogon's color scheme in The Atomic time of Monsters, but I felt I could go to that well again one more time, and so made a crocodile that wasn't just a sandbar, but a whole damn island to itself. And, like Jasconius, it turns out he's pretty chill.
I did not think of the pun name "Crocodisle" until I was actually writing the chapter in question.
The Femdom Mermaids - These three were a late addition to the roster. When I had Calibani bring up mermaids early in the story, I realized as soon as I wrote her rant about them that we'd HAVE to meet some later on in the story.
The readers had significantly shaped Calibani and Sailor's romance by this point, and I decided that it could be useful to have a chapter that was devoted to showing definitively how these two were good for each other. I thought the mermaids could provide a good contrast: have them act out a seemingly more benign take on the monstrous sea women trope (they abduct our hero to protect and care for them!) only for it to quickly feel MORE deranged than Calibani's comparatively simple desire just to eat him.
The spirit of Calibani's rant about mermaids was taken from weird* girls I knew in high school complaining about cheerleaders, so I wanted the mermaids to look like the sea monster equivalent of popular kids to Calibani's chubby weird girl. Two of them got the names of famous beauties - Helyne = Helen of Troy, Clio = Cleopatra.
(*when I say "weird" I mean it in a complimentary and affectionate sense)
Bob, meanwhile, kinda... rebelled, I guess? Before I had names for them, I listed "bob" by her as just, like, a descriptor for her hair cut, but then I liked it as her name, and once she was named Bob she became more than just a mean popular girl. She was a weirdo too, the little punching bag of the two mean popular girls who did their dirty work and smiled through their abuse because hey, at least they included her. It gave the trio an easily defined dynamic, helped make two of the three more visibly nasty, and gave us comic relief in an arc that could very well have gotten too uncomfortable otherwise.
And I guess it worked - readers REALLY loved Bob, and were very vocal about it, and I realized mid-arc that I had accidentally made her too likable to just leave in this arc. So Bob got to be rescued from her awful friend group thanks to readers like YOU.
Lord Ironteeth - yeah, this was the shark that was too cool to be a minor threat. When I drew his noggin, I realized he would need a chapter of his own, one with gravitas. I decided he'd specifically be the threshold guardian -once we beat him, we'd know for sure how to get home, even if there were a few more threats in store.
Spindle Inc and Sycorax - when I was a kid I used to have this recurring nightmare about being on some sort of underwater sea station that had this huge sea serpent trapped inside it. I'd look at the sea serpent from a window within the station and see it coiling in its tank, only for it to look at me with fury. In that glance I would suddenly realize two things with absolute clarity: first, it was going to break free and kill everyone, and second, we deserved that destruction for what we had done to it. The terror of the dream was less that the sea serpent was going to break free, and more the guilt of knowing that all the mayhem that was about to unfold was our fault to begin with.
I thought that would be fun to homage with the penultimate chapter of this story. OBVIOUSLY the sea serpent was Calibani's mom, obviously the trauma of its capture was why Calibani grew into a predator that specializes in hunting humans, obviously we would have to free the sea serpent despite that running counter to Sailor's goal of getting home. Easy, easy, easy plot point to include.
Spindle, Inc. is the primary antagonistic force in Offbeat Melody, so they easily slotted into the role of the arrogant humans who captured this monster for nefarious and selfish motives. They could tie a lot of other plot threads together too - Dr. Neptune was a scientist who worked for them as a contractor only to get screwed over (i.e. they stranded him in the Sea of Monsters, expecting him to die, and then used his research to make their own base of operations in it), we'd learn of him through a spindle briefcase left behind by some unfortunate rogue agent who got eaten by the Globster while he was trying to escape, hell they could even be one of the possible origins of Sailor themself (more on that later). Very useful villains, Spindle.
The Abyssal Mother - I knew the last sea monster would need a lot of punch to it. I briefly considered just a big whale - the Moby Dick to Spindle's corporate Ahab - but it felt underwhelming after all that came before. So I went for arguably the most dramatic possible sea monster, a full on Cthulhu-style elder god. If you're a frequent follower of this blog, you might know I have particularly high standards for Eldritch Abominations, so I realized this was going to be a pretty big challenge for me to live up to, and decided to keep the cthulhu in question reserved to the last few entries as a result - the less it appears, the less it has to live up to.
I realized I had a good angle when my experiments with the Cthulhu "squid for a head" concept ended up having a face framed in shadow - you know, the same visual that our protagonist has in most appearances. That provided some very juicy parallels between the two that made this final monster feel particularly noteworthy to me, ones that I'll leave you to ponder, since they tie into...
Part 6: Themes
I did not set out to have a theme in this story. I just wanted to make a sailor and a sea monster kiss. That was my only goal.
But I really don't begin with theme in ANY of my writing. I figure out topics I want to address, but for all my novels I feel like the themes didn't start coming together until about halfway through the first draft, when enough of the elements of the story had been set down and interacted with each other enough for me to realize what I was saying with them. A huge part of my second and third drafts for my novels have focused on making the themes of my stories more concrete and unified.
Well, ASWaM is very much a first draft of a story, but it's a simple enough story that I think the theme found itself pretty well despite lacking subsequent drafts to refine it.
ASWaM is about doubt and direction. It's about being adrift in a world that is in many ways hostile by nature, about not feeling like you're where you're supposed to be or even WHO you're supposed to be, and about setting off aimlessly in the hope that maybe you'll find your way to that mythical land of "what my life is supposed to be."
When I began the story, Sailor had amnesia and wore clothes that obscured their identity as a way to make it easier for anyone to step into Sailor's role. Sailor had to feel like You, the Reader, and so we don't know their name, their gender, their eye color, their hair color, even their skin color (note that their hands are always wearing gloves, and their face is always in shadow).
But it also meant Sailor is, well, undefined, at least at the start of the story. Sailor doesn't know who they are, what they are, how they came to be. Sailor feels distinctly that they should be Something Else, should be Somewhere Else, should be Someone Else, should not be who/what/where they are. Sailor is plagued by doubt, by a need to go in a different direction, by a need to be other than they are.
This initially contrasts with Calibani, who begins the story very confident that she is doing exactly what she was designed to be doing and acting exactly like she should be. As they interact, they begin to shift each other in opposite directions - Calibani questions her existence and nature, sometimes to a self destructive degree, and Sailor begins to find something about who and where they are that they like. They find a healthy middle ground together - doubtful enough to want to be better people, but with love for themselves that allows them to not feel the need to up-heave their lives entirely.
I knew at the start that I would build an expectation for there to be some answer to the question of who Sailor is and where they came from, because those are the questions that begin the whole narrative. I brainstormed a number of answers to those questions, but once I got a few chapters into writing the story and saw this theme of doubt developing, I realized I couldn't answer them. From a thematic standpoint, the doubt HAD to remain. So I gave hints to possible answers, bits of evidence to support the possibility of them being true, but never planted a smoking gun that answered it for sure.
Sailor can't know the answer because NONE of us know the answer. Outside of blind Life of Pi style faith, you cannot know for sure that you are living the life you're supposed to live. All you can do is figure out whether you're happy with the life you've got, or if you need a change. Sailor will never know who they are supposed to be, but they did learn who they are, and they love that person now.
For those curious, the possible Sailor origins are:
Occam's Razor: they're exactly what Dr. Neptune theorized, i.e. a human who got stranded in the Bermuda Triangle (or the Devil's Triangle or any other number of paranormal triangles) and fell into the Sea of Monsters. The trauma of that experience gave them amnesia. It's just brain damage and bad luck.
A Spindle Experiment: Dr. Warefore mentions that Spindle has been trying to find a way to make a human who can evolve like the denizens of the Sea of Monsters. Sailor may well be an attempt to do just that, perhaps one they wrote off as a failure and abandoned (they do that a lot)
A Deep One: Sailor is the offspring of one of the denizens of the Sea of Monsters (most likely the Abyssal Mother herself) who has somehow been tricked into believing they are human, to the point where they seem to be human to everyone else, even other monsters. Maybe a human summoned a sea monster to breed with on earth, and Sailor ended up being subconsciously drawn back to the Sea by their blood. Maybe Sailor never actually lived on earth at all, but was only made to THINK they had as part of the transformation into a human.
The Platonic Ideal of a Sailor: the Sea of Monsters is full of archetypal concepts, and arguably a sailor trying to find their way home is just as archetypal as any sea serpent, mermaid, or kraken. Our only proof that humans aren't native to the Sea of Monsters is Dr. Neptune, and he's not as reliable an expert as he claims to be.
This theme of doubt and direction also made the compass more important to the narrative than a simply mechanic for audience participation - a compass, after all, gives direction, and the feeling that Sailor is not where they're supposed to be, that they need to head in a different direction, is ultimately the catalyst of the plot. The compass is, in many ways, the antagonist of the story - the force that keeps Sailor from accepting themself. I realized this a little after I started making the different directions have personalities - initially they just represented broad concepts (North = follow conventional wisdom ala the North Star, South = preserve your short-term self interest at all costs, East = act with curiosity and be willing to take calculated risks, and West = throw caution to the wind and do anything that seems novel and exciting), but over time they became little characters themselves.
Since it was our thematic antagonist, I decided to pepper in some ideas about what the compass might be in-universe - and, in a move that would no doubt frustrate the compass, we also don't know for sure which of those is "correct." Is the compass a poltergeist, some amalgamation of dead sailors who try to steer other lost souls home? Is it a malign entity that leeches off of those desperate enough to seek its aid, living through them while pretending to aid them? Is it a device Spindle made to lure sailors to their clutches, OR to guide their experiments in human/monster hybrids? Was it a cursed item that forced a sea monster to assume a human shape? Who can say - the compass sure can't, it can only tell you a direction to go in.
Part 7: Q&A
Since this was an interactive story, I felt it was only fitting to add one last interactive element to this post-script write up, and some of your happily obliged me by sending in questions.
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When I noticed how fast readers were falling for Calibani, I figured there was a good chance we'd end up staying in the Sea of Monsters. By chapter 7, I figured it was more or less a given, and by the end of the Lord Ironteeth encounter I was almost 100% sure Sailor would remain at sea. There was always a chance, though - while a look at the polls shows that the audience got more and more on the same page towards the end, there were always dissenting voices, and the desire to get an answer to the question of Who Sailor Was remained strong, as a number of people kept trying to find angles where they could get that AND stay with Calibani.
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I was surprised early on by how easily the audience fell in love with Calibani, to the point where I made a few posts commenting on it. I mean, I shouldn't have been - as I said earlier, I have cultivated an audience of fellow monsterfuckers on here, and I know at least a few of them saw my bait and knew they could get me to be freaky in a way we found mutually agreeable (thank you all again for helping me escape being caned by Jesus for being horny).
Like, we REPEATEDLY ignored developing the plot in the Tree Storks chapter for several days just to spend more time with Calibani - something that I enjoyed immensely (this whole thing was an excuse for me to write and draw a cute chubby sea monster girl as much as possible aftter all) but also knew as a storyteller was not what most would consider a good story call. I like how it turned out, but it defied conventional narrative wisdom, you know? I was surprised.
On the other side of the coin, I was also surprised by how the audience NEVER chose an option that was humorously disastrous. I gave plenty of them, and, like, generally in collaborative storytelling there will be at least one moment where your collaborators decide to do the really, REALLY stupid thing that makes everything spiral out of control really quickly. I figured at least once the audience would choose the troll response, but no, you guys worked hard to keep Sailor and Calibani alive. You refused to let them hurt each other, refused to let them throw themselves into danger, refused to imperil them for your own chuckles. It was very sweet and unexpected.
I say "you refused" but to be fair it's not like NO ONE voted for the troll options - they generally got a handful of votes, just one that was beaten by a landslide of more reasonable options. Hopefully those of you who voted for the troll options enjoyed Bob throwing you a bone by disintegrating Dr. Warefore - that was my consolation prize to you.
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Yes. I knew at the beginning that there would be two endings for this story: either Sailor leaves the Sea and goes home, or Sailor stays there forever. Or, you know, Sailor dies as a result of you guys choosing several stupid options in a row, but as stated above you guys avoided those scenarios pretty decisively.
Had Sailor gone home, the following would have occurred: first, they would forget everything that happened in the Sea of Monsters. Second, they would wake up in a hospital, having been found in the Atlantic Ocean by a human-recovery charity run by... oh, isn't that funny, some tech company named Spindle Inc! Spindle would foot the medical bills and even offer Sailor a job, but Sailor would decline because even now they're still not sure what Spindle even does. Sailor would go back to their life and find it familiar and utterly mundane, but not particularly happy. Their father died when they were 18, their mother was never in the picture, they have no siblings. They worked an office job and were sort of a nonentity - that position has long since been filled, but Sailor gets a new job and lives out much the same life: simple, mundane, dreary. Every now and then they get a pang of desire to leave, to go to sea, but they push it out of mind. They never even see the ocean again as long as they live.
Sailor would have gotten the normal life they thought they were supposed to have, the normal memories and name and identity, the mundane life of a normal person. And they just had to trade everything they found in the Sea of Monsters to get it. A question is answered, a direction is followed, but is it the right answer, the right direction?
Well, I think doubt would have remained.
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I had a very vague idea for there to be some sort of man-eating giant in, like, a crystal castle. He got cut to make way for the mermaids.
I wanted to fit in a big whale and a giant crustacean, but there wasn't room or an interesting angle for me to want to make room for them. Saved for a possible sequel, I suppose.
I also wanted to have a scene with, like, DOZENS of sea monsters, including some of the ones from Offbeat Melody, but the goal of "this should be EASY you dumbass" made me kill that idea pretty quick.
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Thank you!
The primary inspirations were:
The Odyssey and Epic: the Musical
The voyage of St. Brendan
The many "weird shit happens on an island" movies in Toho's filmography, i.e. Godzilla vs. the Sea Monster, Son of Godzilla, Yog Monster of the Deep, Matango, etc.
The Island of Dr. Moreau
The Boy and the Heron
Ponyo (specifically Ponyo's parents - I wanted Sailor to have the same desperate energy as that wizard who fucks the giant sea goddess)
The Life of Pi
Slay the Princess (perhaps most obvious in the use of second person narration, multiple voices in the protagonist's head, and falling in love with a creature that has tried to kill you at least once)
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I'm going to use this to springboard to a related point in a second, but first a genuine yet humorous answer: Yes, absolutely yes, I am enough of a big romantic sap that I would give everything about my life away to be with a person who loves me and explore a world of monsters in a heartbeat. Hell, I would have jumped in the water the minute Calibani asked and died with her fangs in my neck and a smile on my face. I am dumb this way. Do not follow my example.
On that related point, though... Most stories like this, I daresay ALL stories like this that I know of, end with the hero abandoning the fantasy world in favor of reality, never to return. And that seems like the proper choice and lesson on the surface - we don't want to tell audiences to give up their real life in favor of a fantasy, after all. That's encouraging escapism, and that's not healthy!
But, like... textually speaking, the fantastical world IS real to the characters in these stories. And it's often not really an escape - was Sailor's life devoid of conflict and suffering in the Sea of Monsters? Fuck no! It's just that they figured out how to deal with that conflict and suffering - they built skills and a support system, they adapted, they learned how to overcome what was there.
I think it can be argued that sometimes the return to a "normal" world is, in itself, an escape - the idea that your life can spiral into chaos but that's ok, you can just reset everything and go back to The Way It Was and Should Be is just as unrealistic and unhealthy an idea as You Should Escape to A Better World. Sometimes your plans for your life fall apart, sometimes you're thrown into a place you never intended to go, sometimes you have to learn skills you never anticipated needing and ally with people you never thought you'd befriend to deal with problems you never dreamed you'd have to overcome. And sometimes it's ok to look at your derailed life, your Not Where You Should Be life, and say, "Well, I've learned how to live here... maybe I can stay."
Especially if there's a cute chubby sea monster girl who loves you.
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Bob was never supposed to appear past chapter 7, but about halfway through that chapter I realized the audience and I myself would be heartbroken if we didn't rescue her. Definitely for the best - she provided some well-needed comic relief in the final chapters.
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This is gonna sound snarky, but, yeah - there were 58 choices with four options a piece, and we only chose one of the four. While some of the options would have similar results, almost none would have had identical outcomes. And some would have been VERY different.
Like, to go back to the beginning: when Calibani attacked, we could either throw a net on her, harpoon her, try to drive around her, or hide below deck. We picked the net, but for the other three options:
Harpooning would result in us hitting her in the thigh, causing her enough pain that she collapses on our deck and we, horrified at the violence we committed, just sort of push on. Calibani would be wounded for at least the next chapter, perhaps longer, and significantly weaker (and probably harboring a great deal of hidden resentment while also being genuinely scared of Sailor). She would be vulnerable during the stork attack, forcing Sailor to take a more active role in that chapter.
Trying to steer around her would result in us essentially fighting her with our boat, resulting in the boat capsizing and Calibani getting tangled up in it. We'd wake up alone on Stork Island and have to travel in search of our boat, alone and vulnerable among man-eating trees. We'd run into Calibani again, also beached and in trouble, end up recruiting her to help us get our boat out of the sand.
Hiding below deck would end in a sea storm that leaves us inside our boat as it's beached on Stork Island. We'd fend off the storks alone, and run into Calibani once we get our boat out to sea, as she got away more or less unscathed.
All of these would have majorly changed the trajectory of our relationship with Calibani and our identity as Sailor, despite seeming to have the same component parts on the surface. Now account for how similarly slight changes in the other options could have gone, and we could have had a very different story indeed.
Part 8: Our Girl
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I just think she's neat!
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catman-draws · 2 years ago
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Maybe you could draw more signless/disciple art? Or maybe signless/disciple/psionic? I think you draw them in a very cute way that makes my heart gooey on the inside
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Here's Both!
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felassan · 1 month ago
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs" 
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
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absolutebl · 4 days ago
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MY BEST & WORST BLs of 2024
My Top 10 BLs of 2024 are (in order)
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1 Cosmetic Playlover
Japan Gaga
I love this little show. It's a classic office BL about the older workaholic who loves his job and the younger upstart who unexpectedly loves his boss.
It’s a hyung romance where everybody is extremely earnest and sweet and pretty about everything. Except our seme, who is slightly unhinged and a little obsessed in all the ways one likes best from Japan. Utterly charming unexpected gem of a show. What fun!
Already in hard rewatch territory.
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2 Love For Love's Sake
Korea iQIYI trigger suiside
KBL isekai about a man who must win a game by convincing a reserved teen outcast to fall in love with him. Of course, that teen represents himself and his own unhappiness. Like many queer narratives, this show is actually about self worth, trust, and found family, and it is VERY on the nose. But I don’t expect subtlety from my BL and I enjoyed it's truly lovely redemption arc and earnest performances. The narrative tension is tight, and the pacing is killer.
That said, I did find the flow a touch disjointed with overworked filming angles and poorer than average captions, but the consistency of tone, script, and immersion is spectacular, beyond the norm for BL (even KBL). You will drown in this show and like it that way. The leads have fantastic chemistry and it's ultimately highly rewatchable and utterly charming, which counts for a lot.
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3 Unknown
Taiwan YouTube
Unknown is a wonderful BL with a pitch perfect portrayal of long term pining, age gap, and the stepbrothers trope. The acting and chemistry are ON POINT (especially from the leads) which made the resulting characters very believable.
When it dwells in intimate family drama, it's stunning. It's slightly less successful when it leaves the home and goes gritty. It's few flaws are the result of curtailed length. It could have used more breathing room to deal with side plots, characters, and companion character development. The editing was occasionally choppy and packed with flashbacks that broke the emotional tension. Still, those are mere quibbles for me. This is an excellent show based on one of my favorite old school BL tropes that I know I'm going to be recommending for a long time.
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4 We Are
Thai iQIYI
I unabashedly loved show. It was slow to find its stride (I didn’t get into it until ep 6!) but I’m so glad I gave it a chance. It’s a soft ensemble piece with multiple couples and very little plot, but I didn’t care because it’s not trying to be anything more substantial.
Essentially, this was a series of vignettes covering one year of uni for a queer friendship group finding love, new friends, and laughter. It’s not being harsh with us or it’s characters the way some offerings of this ilk have been (side eyes Friend Zone and Only Friends) nor did it tumble into Gen Y chaos. In fact, this reminded me more than anything of a refined Love Sick - just with older characters and occurring within a genre that has matured over this last decade. It has that close queer friendship group meets earnest gentleness that made me adore Love Sick and Make It Right so much.
In other words, this was Thai BL at its finest, finding it roots again 10 years on, but also stretching upwards and showing us what it could do with that original seed. So? I adored it. Did it blow my mind? No. But it left me smiling and made me belly laugh quite a bit.
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5 Cherry Magic (Thai remake)
Thai grey
A soft charming warm hug of a show about crushes and mind reading and self worth that really worked for me. With no-fuss execution from a consummate team and an OG lead pair (proving why they remain eternal and deserve to grow up).
Look, here’s the thing, Cherry Magic is a great Thai BL in its own right - not comparing it to any other iteration. But even when I do compare (and I've seen all the Cherries and read the manga) it stands strong.
I, personally, like the Thai BL slightly better than the Japanese live action yaoi, but I think that’s because I just really enjoy Thai BL's style and I LOVE TayNew (who may be my favorite OG branded pair still in operation). Also all the kissing was both present and better in this version. As it should be from Thailand.
Highly recommended.
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6 Wandee Goodday
Thai YouTube
Such a FUN show. A charming quintessentially modern Thai BL about a doctor and a boxer who start as a one night stand and then fall in love. Great rep for everything from Muay Thai, to safe sex, to FUN sex, to ace, to bisexuality, to smiley kisses, to the first legal gay wedding in a Thai BL.
It’s a delight and I enjoyed (almost) every single moment of it. With out question it's best traits are active positive representations of green flag boys, communication, and grown-up relationships but the chemistry is ALSO on point. I personally can't (and don't) ask for much more than this from my BL.
Highly recommended as one of 2024's best pick-me-ups.
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7 The Sign
Thai YouTube
This show is literally everything (except straight) all at once. It's BL, queer, band of brothers, romcom, erotica, PNR, fated mates, police procedural, fantasy, mystery, suspense, and slasher. It’s the king of genre mash-up chaos. Sure, it's madness but there is genius in it.
Was it a crazy unhinged mess +1 roll for damage? Yes. Yes it was.
Did it manage to hold all those tangled threads together? No it did not.
Was it also a charming, sexy, engaging, non-stop piece of entertainment? Sure thing.
I think this show is basically my KinnPorsche, and frankly I’ve been chasing that dragon naga since KP aired.
Is it perfect? No. But it was balls to the wall FUN.
Emphasis on balls.
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8 Century of Love
Thai Gaga
This is a very pretty drama about a young man who fell in love with a nice girl 100 years ago, and when she died in his arms, he was cursed to live until he could meet her reborn self. Only this time around, she’s reborn into the body of a man. Or is she?
I love it when Thailand gets all up in its own historical business and reincarnation and shizz. I like this pair (it’s not DaouOffroad’s fault I didn’t enjoy their first series.) Daou’s wushu is snazzy and we got a unique meet cute. (Erm… Remeet cute? Meet cute 2.0?)
Ultimately, this is I Feel You Linger in the Air + First Love Again, rather than (as one might expect) Until We Meet Again or The Director Who Buys Me Dinner.
The leads turned in great performances, although Daou outclassed everybody else on that screen by making us really believe he's over 100 years old.
It’s a good story and a great BL and I can’t find any major faults with it beyond a certain level of camp that is sadly endemic to lakorns. I’m going to give it credit as the kind of BL that one could safely recommend to lovers of melodrama and historical romance, without having to qualify it as “good for a BL.”
It was, to put it succinctly, a VERY ENJOYABLE show.
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9 Sugar Dog Life
Japan grey
This is a phenomenally charming and adorable little romance about a forlorn university kid and the police officer who adopts him. They are relentlessly kind to each other, in fact it’s an extremely kindly show over all (everyone in it is so nice to everyone else including us) so there’s very little tension. But what it lacks in drive, angst, and complexity it makes up for in earnest acts of service and simple affection.
These two are basically boyfriends from the get-go, it’s just one of them acts like it and doesn’t realize it and the other one realizes it and has to figure out how to make it a reality. It’s incredibly sweet and incredibly wholesome, nourishing but delicious.
Everybody who can, should watch this show. It will make you feel better about life.
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10 The Rebound
Thai iQIYI
I am well aware that objectively this show was, erm, NOT good. But this was a sports romance Thai BL pulp with everything I could have asked for given this sub genre. More, actually, since MeenPing are both great basketball players and the team component really did form part of the connective tissue of the show (vital in a sports romance IMHO since these are band-of-brothers narratives).
Meen has his shirt off within the first two minutes which is all I needed but he's still pretty great as the sullen secret-keeper against Ping's cheerful survivor - childhood sweethearts torn asunder and now reunited. Then Frank sweeps in to give everyone a bad case of second lead syndrome.
I always try to judge BL for what it is AS BL, and what it’s trying to do within its own territory and purview. This did exactly what it claimed on the tin: gay boys play b-ball and fall in love. That was all I wanted from it. Sure there was random kidnapping and a light bought of mass murder, but what’s a BL in 2024 without a touch of the mafia? You do you little pulp, I’m disposed to be pleased.
These BLs all got 9/10s from me. Unlike in 2023, I did not hand out any 10/10 to any BLs in 2024.
The 13 BLs That I DNFed in 2024
(no particular order)
7 Days Before Valentine
Bad Guy My Boss
Bad to Bed
Beside You
Close Friend 3 Soju Bomb
Happy of the End
Kiseki Chapter 2
My Universe: Refund Love
Ossans Love – Season 2 (5 years later)
Playboyy
The Hidden Moon
The Whisperer
Time the series
You can consider these my "worst BLs of 2024." I am no longer a BL completest, too many aired in 2023 and it broke me. I now DNF all whenever I feel like it.
Codicil
I only carefully track/watch Thailand, Taiwan, Korea, and Japan. Other countries are not fully represented.
2024 - My Numbers
So my spreadsheet chronicled 109 BLs that finish airing in 2024 (down substantially from 138 last year). Japan has increased production slightly (length and consistency), Taiwan stayed steady, but Korea cut back - as did Vietnam, the Philippines, and Thailand.
73 = watched & reviewed (almost 30 less than 2023! I fell off the wagon in a big way)
3 = I'm still thinking about watching/finishing (4Minutes, Blue Canvas of Youthful Days, Spare Me Your Mercy)
20 = CNF (could not find)
13 = DNF (which accounts for how few very low scores I handed out, I just stopped watching). Speaking of which...
Ratings spread
(# of stars. & # of BLs given that rating)
0 (see DNFs instead)
1 - IT'S DEPRESSING they killed the gay, save yourself
1 - I DON'T KNOW WHAT I AM WATCHING AND NEITHER DOES IT
3 - FATALLY FLAWED but still basically BL, however… do we want to support this kind of behavior?
3 - WATCH IF YOU HAVE NOTHING BETTER TO DO but don’t expect much, it’s a total hot mess
9 - WORTH WATCHING BUT FLAWED probably around the ending or in narrative structure/cohesion or censorship
24 - RECOMMENDED WITH RESERVATIONS i.e. isn’t quite BL, convoluted, not strictly HEA, too short/long, or chemistry issues
22 - RECOMMENDED some concerns around tropes (like dub con) or story structure but still satisfies as BL
10 - ABSOLUTELY RECOMMENDED probably a few pacing issues or one flaw
0 - HIGHLY RECOMMENDED faithful to tropes, happy ending, good chemistry, few flaws, high rewatch potential
Favorite 2024 call out?
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The Sign's nod to UWMA
Most adorable meta moment of 2024?
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Wandee Goodday
Most stunning execution of a traditional trope in 2024.
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Began Beginning (the shoulder lean)
(source)
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fixyourwritinghabits · 9 months ago
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No Such Thing As Filler
Okay, so yes, this is another post based on something I saw that irritated me, but it seems like this idea keeps coming up, so I need y'all to internalize this. There is no such thing as filler in good writing. None. Do not approach your work thinking you have to fill space in a story, I will beat you with this wiffle bat. Don't ask me where I got the wiffle bat. Don't even worry about it.
The idea of filler comes from a very particular place - when an anime or TV show has to fit in a certain number of episodes, but doesn't have enough content (hasn't caught up with the manga, the source material isn't long enough, etc) to cover those episodes. An episode has to be written, but the characters can't really progress, and so are given something else to do. Many a trope has come from these episodes, and they're sometimes necessary. Filler in this context is something that makes sense.
The dark side of filler is the idea that you need some space between Big Event 1 and Big Event 2 in your story, therefore you need throw anything in there to take up space and make your word count. This is a mistake I've made and I've seen plenty of other writers do it too, but it's a huge waste of your time. You do need something between those big action scenes, but you should always be writing to accomplish something.
Instead of thinking of that writing as filler, try to approach it with three things in mind:
Move Forward With Character Development and Backstory - Your characters barely survived a huge gunfight, and they won't encounter the big bad again for another few chapters. How do your characters decompress from that gunfight, and what does that say about them? Did a cocky character go in guns blazing, only to be deeply shaken by how a real fight works? Did that fight spark a moment of deep trauma for the main character that they have to reflect on afterwards?
Filling this space with meaningless scenes is a huge waste of opportunity. Think about how to dive deeper into your characters.
Move Forward With Plot and Subplot Development - The bad guy beat the heroes to the stolen gem, but they left behind a clue to why they want it. However that clue could reveal some painful truths about the protagonist's beloved great aunt... Carmen Sandiego???
A major goal following a big action scene is having the characters figure out what to do with what they've learned and what to do next. It's where romance subplots or secret relative subplots make progress, when truths are revealed and next steps are taken. You can absolutely do this in any setting - a flirty conversation while at the battling cages, a tense moment of feelings while hunting down a wayward chicken - but your main goal is making progress for both the characters and plot.
Move Forward With Worldbuilding - Worldbuilding has it challenges, believe me. You don't want to write a chapter on how an airship works only to have to cut it later. But you should still try to flesh out your world, and you should do so with the perspective of how to use that worldbuilding to your benefit. Maybe a critical scene hinges on the main characters knowing how that airship works, or that lake your main character often stares at is the setting of the big Act 3 Boat Battle. The weather can play into both perspective and emotions. Knowing what the main character's house and car looks like can reflect a lot on their personal character or backstory.
When you're struggling with a scene or a chapter, rather than writing filler, take a few steps back and think. What can you establish with your worldbuilding? What can you reveal about your characters through their dialogue and actions? What subplot could you explore or add in these between moments?
Filler from a fandom perspective - Now let me make this clear - if you're writing a fanfic just to have a cute moment between the characters you like, or you really want to force everyone to do that weird Twilight baseball scene, that's fine. You don't need a grand goal to achieve for every story, there's no need to justify your fanwork in any way other than you wanted to do it.
But I'd also argue fanwork doesn't fall under the filler label either - something you create, be it a character snapshot or a 'what if the gang meets Slenderman' parody, isn't taking up meaningless space. It's something fun you did that you and others enjoy, and there's nothing wasteful or pointless about that.
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skulkingfoxes · 8 days ago
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A post-mortem of "Good Morning, Rose"
A few weeks ago, I posted my addition to the comic anthology GLIMM*R, a short comic called "Good Morning, Rose".
The reaction to it has been so uplifting and exciting. It really seemed to struck a cord with people, which, really, the best thing for me to hear as a creator. I absolutely love writing and making short comics, you can do much with so little, explore such interesting stories. The feedback I've gotten has been very heartwarming! It makes me want to explore short stories even more!
But, first, I want to talk about some of my feelings and about the process of making "Good Morning, Rose". This got a bit long, so you'll have to indulge me a bit. You should also read the comic first before reading this. Don't worry, it's only 8 pages.
Now the preamble is out of the way, lets go back to the beginning.
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The idea of "Good Morning, Rose" was a nugget in my brain for a long time! Originally it was actually from the Dreamwalker's point of view, where she was a faceless entity who had a long term relationship with Rose and was trying to figure out how to explain that their relationships only were in Rose's dreams. It was a story about seeing, accepting, and loving each other truly and fully, and the trials and tribulations of getting there. Also a cute girl with an ancient eldrich being is always fun to explore.
A lot of it was too convoluted, emotionally and storywise. It also required to get into what the Dreamwalker actually was, which I ended up really not liking. So, ultimately, the idea didn't work, and I put it down. I ended up going to do my short comic Twigs instead.
When I was invited into the wlw anthology GLIMM*R and was told that the theme was "dreams", I decided to take another stab at the concept. This time, I inverted the pov, it's now Rose's story. And instead of a long term relationship, it was about the powerful first feeling of a perfect (maybe even too perfect?) first date.
One of the hardest thing to write in romance is getting readers to care about the relationship in the first place. To have the readers believe in the character's feeling, to be invested in their romance. This is even harder to do when you only have 8 pages to do it. Focusing it around a first date helped a lot in that case. There I'm not trying to sell that these two character will love each other forever and forever, just the fluttering first butterflies of realizing you're developing feeling for someone. It's why I leave it so open-ended about whether the two of them meet again at the end of the comic, or even if it was real in the first place. It's just not the point of the story.
That's something important about writing short stories, I find. You really have to hone in on an idea, on a thought. Take a simple idea and try to find all of the interesting layers. It's too easy to try to stuff a short story with too many ideas that ultimately go unfulfilled. In fact, the first draft of the comic, at the time called "Dream Date", there was a big problem with this and the pacing.
Here, take a look at the first stab at the roughs:
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(BTW, there is something so fun about roughs for me lol. The art is so kinetic and loose, all about just getting the story across)/
As you can see, a lot of the ideas and imagery made to the final version of the comic. But both the initial readers and I agreed that the beginning and end were good, but the middle was messy and slowed things down. You can also see that I got stuck in the same problem I did when I first conceived of the story, it's bogged down trying to understand the Dreamwalker in a way that actually hurts the story. You simply dont have any room for bad pacing a short comic like this. I need to focus more on the character's and their emotions and exploring their actual relationship rather than blandly trying to explain the situation. A friend also suggested that I should hone in on the fluid dream-like aspects of the first couple of pages, especially since it's so fun to explore in the medium of comics. So I got to work gutting it out and trying again with the new, much stronger imo, direction.
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Also there were some issues with the page format that needed changes for printing, thus the final spread had to be split up. Which is a shame, but oh well, it still works. I also honed in a lot more on Rose and her insecurities. I ended up putting a lot of myself into Rose. I'm glad readers seems to able to relate to her.
After figuring out the the story and the pacing, I went and, well, made the comic. Once you've done as many comic pages I have at this point, once you figure out a process, the actual drawing is fairly straightforward. Eventually, after thinking, and drawing, and toiling, and revising, and thinking hard about my life choices, I come out of the other end of the tunnel with a comic. One that I ended up really liking. One that other people ended up liking, which is always crazy to me.
I got a lot of interesting reactions to the comic. One demographic thinking it was sweet, wanting more of it (always a flattering thought), and enjoying the romance. Other remarking on the bittersweetness of it all, finding your soulmate in a dream, maybe never to see them again if they were even real in the first place. There were a lot of people remarking how they had a similar dream, one where they met someone they seemed totally and completely convinced that they were real and told the dreamer so, until the dreamer woke up. There was one person who asked if I had met the dreamwalker myself. Alas, my dreams are not this romantic and straightforward.
But all of us can hold hands, nod at each other, united by one universally true statement: big eldritch lady hot.
There's a lot of little bits I can talk about, like how Rose's dress is actively modeled after selkie dresses because I think they're cute, or some other trials and tribulations. But I think I've finished all I have had to say. I hope you enjoyed this and will stick around for my future projects! I definitely want to explore more short stories in the next year, especially as I am illustrating big graphic novels for my day job and don't have the time or energy for huge projects.
Till then, thank you so much! Happy holidays and have a good new year!
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azen13 · 1 month ago
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[Not really sure if this counts as a request but here we go] Who’s your favourite male yandere(s) from genshin? And could you talk about why?
Ah I love this question! Thank you so much for asking. I've been really busy with college lately so I haven't gotten a chance to write recently, but after this week I should be finished with a lot of tests until finals. Just to clear things up, I absolutely accept questions like this! I feel like I haven't really shared a lot about myself as a person so I'm hoping to do more of that in the future.
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CW: Yandere Themes, Spoilers for Wriothesley's Story Quest
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I'd say I have four yanderes who I really like, and then a few who I like but I'm not obsessed with. Those four being Alhaitham, Neuvillette, Wriothesley, and Zhongli. Beyond the fact that I just like them as characters (and I'm gay asf lol) they're the most interesting yanderes to me, in part because of how much power they have in their societies.
Alhaitham is really interesting to me because there's this personal conflict between his values and beliefs and the idea of falling in an obsessive love. Alhaitham is inherently self-centered, not narcissistically so, but to the point where he prioritizes and values his time alone. In doing so though, he's also extremely lonely. I think a lot on how Alhaitham would react to someone who's able to match his sharpened blade of wit with one of their own, how he might exchange parries and blows with that person and find himself needing to understand the nature of their mind. I also think about how he'd react to someone who struggles with taking care of themself, or overworking: how he'd try to get you to stop doing so much and trying to please everyone. If his lover can keep up with his intelligence, he treats the romance like a game of chess, lining up his pieces to topple over the defenses surrounding your heart. His possession of you is slow and methodical, like vines growing on walls, slowly creeping over every inch. If his lover's wisdom is spent in other areas, then he's quick to snatch them up and take them home. While I think he's quick to get you under his control, it's harder for him to make them fall in love and surrender to his calculating embrace.
Neuvillette brings a really interesting element that I like to think about when I'm writing for him: immortality. He's a dragon who's lived for centuries, and that element of the slow passage of time is really fun to both write and think about. I really like to think of Neuvillette as a really, really soft yandere; he's seen humanity at its worst, and doesn't want you, the beautiful thing you are, to be tainted by all of its ugliness. Besides, he just can't help himself, what with his draconic instincts.
Out of the four, Wriothesley is the character I'd say I have the hardest time writing for because it's harder for me to explain why he feels the way he does. The working justification I have is that being betrayed by his adoptive family and living his whole life in Meropide made him incredibly lonely and developed a lot of abandonment issues that remained unearthed for years, as he didn't really make many close friends in Meropide. Then you come along though, and for once, Wriothesley has something good, something he doesn't want to give up. He's definitely one of the hardest yanderes to escape, what with Meropide being a literal prison. I think he definitely takes extra precautions when it comes to you, though, because he's so scared of losing them. Beneath his gruff exterior, there's a heart of gold, a man who only craves your complete affection and attention.
And then there's Zhongli, who was actually the character who got me into writing Yanderes. The thing about Zhongli is that as a yandere, you're practically powerless, unless you're on a similar or higher level of power/divinity to him. Even if you exceed his power, you're still going to have a very difficult time escaping his control. With how long he's lived and how much he's seen, he knows the only way to guarantee your safety is to isolate you from Teyvat entirely. Zhongli has no qualms about doing this, regardless of how much you might protest. Because when you've lost everything but Zhongli, you'll eventually—and inevitably—crumble into his arms. Only then will Zhongli put you back together, shaping you to be his perfect lover. Zhongli's greatest power as a yandere is his patience.
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thechurchoftheradiodemon · 4 months ago
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Good evening, denizens of Radioapple nation!
I think it's time for a new fic recommendation list. I have been reading some series you recommended and some others that I found on tmblr. My tbr is still shamefully long, you people need to stop being so talented, I can't keep up with all the content.
In any case, here goes my rec list for anyone that is interested. These fics are 100% unadultered radioapple, some sfw, some nsfw, but all of them with good aroace-spec representation and fantastic characterizations.
Without further ado, here we go:
• OSaS, by @morningstarwrites: no need for introductions. This is, I believe, the most famous fic of the fandom. So many hijinks, so much fluff, such character development, and a lot of lovely bickering. It's still going, and we are now entering the 6th arch, with promises of turning up the heat (so far, very much sfw and cute).
• De santos y pecadores, by Sun_Haworth: this is the Spanish version of Of Saints and Sinners (yes, the fic is this famous, it has translations). Very good translation work, I have to say, so check it out if you are a Spanish speaker or if you want to practice your Spanish!
• Lucid Dreams of New Orleans, by @radiaurapple: a "finished" one, with promises of more epilogues and some snippets to come. This is one of the loveliest, most heartwrenching fics I've read of the fandom. Pseudo-human Alastor AU, beautifully written, it will entrance you. You will long for New Orleans like you never knew you could. A must read, for sure. Sfw with the exception of this (highly recommended) snippet, 3 a.m. (Bonus track). I'd also recommend reading A LULLABY FOR MR SHINGLES of you are looking to be creeped out and for a good laugh.
• We should've been enemies, by @soot-and-salt: the gothic horror romance fic you didn't know you needed. It's almost finished, and it captures the creepy dark atmosphere so well. This one is nsfw and very sexy, if I may say so. The writing flows really good, and you can't miss their one-shots: I shine only with the light you gave me, such gorgeous premise and prose, it's a human Alastor AU; and Transubstantiation, based on a fabulous CMV, very gorey and ethereal, it bewitched me.
• All changed, changed utterly, by @tollingreminiscentbells: a finished one, nsfw. Human Alastor AU at the beginning, we follow an alternative narrative in which Lucifer and Alastor met each other before Hell. It is SUCH a gorgeous fic, very nicely written, with so much fluff and angst and character development. Domestic and romantic, without losing each characters essence. I binged it in a couple of days. A must read for any radioapple fan, for sure.
• Lucifer and his terrible, horrible, no good, very bad relationship, by @keelywolfe: this is another radioapple stapple, and rightfully so. Nsfw and still on going, a long read that's very worth it. The writing? Incredible. The evolution of every character? Astounding. The plot? THICK. An amazingly hooking fic, with so much fluff, hurt, confort, love, hate, secrets, drama and smut. A MUST, no doubt. You can also read the short Radioapple Standalones, they are a cute, dramaless and sexy read to rest from the chaos of the main series.
• Bedtime rituals to try out before the next angelic war, by @miribalis: finished and sfw. In this one, we find ourselves with a tricky hotel room and many sheanigans involving insomnia, managerial duties and feelings. Very very cute, writing on point and captures a cozy atmosphere that few do. Another binge-read for me, I just couldn't get enough domesticity from them.
• Blood, water and other bonds, by Minimalistless: nsfw two-shot. If you are looking for some self-indulgent radioapple smut, here is your fic. This one is really well written and fun. Worth giving it a shot.
• loml, by @radioapple-heathen: sfw and still going. A very cute fic, with some really angsty moments and pet snake sheanigans. Alastor and Lucifer discover they have many things in common, but their rivalry never fades... for now.
• Stolen Moments, by @mothballmilkshake: I'm still going through this series, but so far so very good. Nsfw and another very worthy long read. It's fun, it's cute, we see the development of their characters and their relationship, and so far it's becoming another favourite! Definitelly worth seeing how this continues unfolding.
• Strange Appetites, by Gotllphi: Nsfw, gorey (diegetic gore, I believe they described it) and still going. Currently on hiatus, but the author has the story all planned out and will resume writing as soon as they can! My first radioapple read and still on my top list. Human Alastor AU, with some very cute teen Charlie included here and there. The plot is highly adicting, the development of their relationship so much so, and the writing is fantastic. Give it a shot to encourage your local fic writers not to give up!
• Unhealthy Competition, by @theaffablescamp: I have to catch up with this one too, but it is, overall, fun, sexy and intriguing. Nsfw, still going, SO many hooking plot points, SO many hijinks. The radioapples navigate their personal issues while trying to understand each other. A good, entertaining read.
• Eat your heart out, by @seducipher: modern human Alastor AU, nsfw, gorey and unfinished. Very cool atmosphere and premise, good writing and tantalizing. I also binge read this one. Sexy and intriguing, can't wait to see how this one continues.
• @notherpuppet 's AUs: I usually put this one at the end bc it's not a fic per se, but the My Deer Nanny AU is another fandom classic, rightfully so. Fun, cute, fun, domestic, fun, heartmelting... it has everything a radioapple fan needs! They are also in a queer-platonic relationship, which I think is really refreshing and good for their characters. Don't miss their other AUs, art and short-comics. They are pure GOLD.
Also, as I should, have your read Primavera en Nueva Orleans? A great fic in Spanish about Alastor's last Mardi Gras, you should take a look, it's nice 👀
But, anyway, this is all folks! I'll post new fic recs in a while when I continue with my tbr. Thank you for listening and reading, and stay tuned!
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suzuran777 · 4 months ago
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Analyzing some of the very first BL visual novels
First of all, I've talked about most of these topics during my Citrus con panel on Augustus 24th, so for those who missed it or who wanted a list of all the visual novels mentioned during the panel, those are also mentioned in this blog post! Japanese BL visual novels have been something I’ve been interested in since 2010-2011, and even these days many people in English speaking fanbases are familiar with games like DRAMAtical Murder and the other Nitro + Chiral titles. I've played many older titles which I've previously reviewed on this blog, and in this post I will be looking at some of the very first BL visual novels and how the industry has changed throughout the years.
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Before the very first "official" BL visual novels were released, some visual novels already existed in which a male protagonist had romantic or sexual scenes together with one of the other male characters. Some examples of this are games like Sotsugyou Ryokou (1996) and Ko-Ko-Ro (1998). Most of the other love interests in these games were girls, so they were not promoted as “boys’ love” games.
The oldest visual novel I could find that was promoted as a game which focuses on love between boys, is a game called Sei Valentine Gakuen, released by a company called B.M. in early 1999. This is a game in which you can name the protagonist, and none of the characters are voiced. While checking their old website through Waybackmachine, it seemed like the game had a lot of game-breaking bugs which they attempted to patch out, however the website quickly shut down within what seems like only a year (or maybe a few years) after its release date. Since there's not a lot of information about this game available online, I was surprised that someone bought the game second-hand and made a youtube video about it, so I recommend checking that out! You can watch it here. Despite being promoted as a game that focuses on love between boys it seems like there’s not really romance in the game, so I am curious why they marketed the game in this way.
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Next is a game called BOYxBOY, released a few months after Sei Valentine Gakuen in April 1999. This is one of the games I actually got to play myself, and I was surprised to see this game was released by King Records (the record label) as I didn’t know they used to publish games, let alone BL games. The protagonist has a face and a name this time, but even though all the other characters are voiced, they decided to leave the main character unvoiced for some reason. This game does have romance elements, like confession scenes, but it's still quite minimal. There’s only one character who actually gets a kiss scene for example. This game did get a fandisc a year later, but it seems to be more of a collection of extra materials and minigames rather than something that really adds something to the story of the game.
Another BL visual novel that was released around this time in July 1999 is a game called Graduation (or Sotsugyou) by Joinac, which as the title suggests, focuses on the protagonist spending time with people at his school right before his graduation. This one actually got translated, so it's probably the first BL visual novel to ever get an (official) English translation. Unlike most other games from this time, this one can still be easily accessed too, as a digital version is available for purchase on DLsite.
Entering the 2000s, game developer AliceSoft created their own BL game brand called AliceBlue and released their first BL game called Kakurezuki in 2000. Even though AliceSoft released 18+ rated titles in the past, this first BL title was actually also all-ages. Some reviews mentioned that they don’t really consider the game BL at all, pointing out the lack of romance, and I can definitely see where they’re coming from. Pretty much all the other games I mentioned so far take place in a modern-day school setting, however this game is more of a historical fantasy game (although the plot still only focuses on the protagonist and his daily interactions with those around him).
A lot of the games during this time period still highly resembled the typical dating sim-style game, which was quite popular in the mid/late 1990s. This kind of gameplay means that usually, the player decides what the character is going to do that day, for example, what subjects he takes in school, which club he joins and which locations he visits. In games like Kakurezuki, it’s a bit different you decide what magic skills you want to strengthen that day. This kind of gameplay kind of limits what kind of story the writers can explore, as the plot mostly focuses on the main character’s everyday life and their interactions with other characters, and eventually also became something that’s not commonly used in BL visual novels anymore.
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Later that year, in August 2000, one of the most well-known early BL visual novels was released. This was Sukisho (short for Suki na Mono wa Suki Dakara Shouganai) by Platinum Label. The company promoted this game as the “first 18+ boys love game” though Graduation also seems to be rated 18+ on DLsite. Sukisho gained a big fanbase, as many fans really liked the art (drawn by Tsutae Yuzu) and the characters. Even though the plot still focused on boys going to school, some characters do have a darker backstory. The company even created official forums where fans could discuss the plot of the game and fan theories. Some other boards also encouraged fan meetups at local conventions in Japan. It ended up getting 3 different sequels, a PlayStation 2 port, an anime adaptation, and various drama CDs and novels. These days a lot of BL visual novels get drama CDs, but back then this game really got a lot of extra content compared to other games. Like many others, I personally discovered this game through the anime many years ago, but I played the visual novel later as it has also been fan translated and was quite accessible back then.
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Another visual novel that stood out, and which also got an anime adaptation, is Angel's Feather (2003). Unlike the rather confusing anime plot, which adds a new character that isn’t in the game, I think the plot of the visual novel is actually much better. Initially it does seem like another game about high school boys, but in reality it’s more of an RPG game that focuses on the characters learning more about the world they’re living in, and their own magic abilities. I think just like Sukisho’s artstyle, compared to many other games that were released at the time, the art of this game quite unique. The artist is Yamamoto Kazue, who worked on many visual novels, and is still active nowadays. This game also got a sequel and drama CDs, but sadly the third game they were working on was never released. The studio was also working on a completely new game called White Shadow, however this one also remains unreleased to this day. If you want to read a little bit more information about this game and other unreleased titles, I wrote a blog post about that too here!
The inclusion of RPG elements I briefly mentioned just now in visual novels was not something only Angel’s Feather did. For example, some of these other screenshots are from Ouji-sama Lv1, Teikoku Sensenki, and Apocripha/0. The gameplay varied from a simple battle system to complicated dungeons and hard to beat enemies, depending on the game. One downside of this is that it’s quite a time-consuming process if you want to see all kinds of different endings, as these parts of the game were usually unskippable. Gradually, this is also something that slowly became less common in BL visual novels.
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Generally, a lot of older games were quite difficult to replay as most games only had a limited number of save slots, and sometimes there would be no preview images next to the save files either, so it was quite difficult to remember which save file you were supposed to load. Some of the oldest BL visual novels also don’t have a skip button, which means you have to play through all of the dialogue again if you want to see a different ending. The pictures below are my screenshots from Angel's Feather and Kannagi no Tori, a game that was released in 2001. Luckily both of these games do have a skip button, but there were never enough save slots!
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Other than changes in gameplay and artstyles, something that has also changed quite a lot are the dynamics between characters in adult scenes. In most BL visual novels, the protagonist is either a top or a bottom, and this doesn’t really change throughout the whole game. For example, if the official website mentions that the protag is a bottom, that means he’s a bottom with every single one of the love interests. Something I noticed while playing older games is that this order wasn’t always fixed. In games like Laughter Land and Kannagi no Tori for example, the game would often let the player decide. A game that was released a bit later which also has this option is PIL/SLASH’s game Shingakkou -Noli me tangere. In every route, no matter what character, you make the decision. I think it’s kind of fun when the game gives you choices like this, although I’m not sure if they will ever bring it back.
Terminology and target audience When I talk about these games I use “BL game” and “BL visual novel” as these are easily understood when communicating with an English-speaking audience. However in Japanese these games are usually only called “BL game” or "AVG" which just stands for adventure game. In the early 2000s some official websites around this time would refer to these BL visual novels as ''boys games'' to distinguish them from a genre called “girl’s games” or galge, which are games that would typically target a male audience. Even though the term “yaoi” was becoming less common, some developers would also call them “yaoi games” on their website, as you can see in some of the screenshots below . It’s not like the term “visual novel” is something completely unknown to them, but it’s also not a term I ever see them using to promote their games.
As for the target audience, similar to a lot of BL manga, the target audience for many of these BL visual novels was also women. A lot of websites stated that these were games “made by girls for girls”. However, it’s better to not generalize the whole genre as something exclusively targeted towards women, as some games like Hotaru (released by Tarutaru in December 2000) and its sequels were specifically advertised as games "made by gay men for gay men". One of the games I mentioned earlier, Graduation, was also made by a doujin group that calls themselves the Gay Artist Support, and like the name suggests, they support gay artists and alleys. Therefore it can be concluded that even during this time period, it wasn't just women creating and reading BL.
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Marketing and sales Some might be wondering; how did people discover these games back then? Around the year 2001, multiple websites were created by fans that kept track of new BL game developers, as well as any updates provided by the companies that were already established back then. A lot of these websites also gave fans the option to chat with each other in their forums. Some examples of these websites are BOY'S STREET and Boyslove Kenkyuujo (which translates to BoysLove research institute). They kept track of both commercial and doujin game releases. Companies and doujin creators would both sell their games at events like Comiket, Super Comic City and J-Garden too, where they would promote their games and chat with fans. Their games would also be sold at stores like Animate and Toranoana, which is not too different than how creators sell their BL games nowadays, as both of these stores still exist. A lot of BL game creators in the early 2000s were quite close to each other and collaborated. For example, some doujin groups like Anubis Label, Ritz, Moon Parrot and more created their own magazine called B-GAME, which featured information about their new doujin games, corporate games, survey results, game reviews and more. The picture below (on the right) is a picture I found on the website of doujin group Moon Parrot, promoting and selling their game Kuro no Tsuki at Super Comic City. Of course official BL game magazines also existed, but I think I will make a separate blog post about that (update: you can read it here!).
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Well-known developers throughout the years Next I made a list of some BL game creators that established their brands in the early or mid 2000s, and who continue to be active nowadays. I will mention some newer games as well. There's way too many BL visual novels to include all of them, so I apologize if I missed some that were quite influential!
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Langmaor/Tennenouji: The first game Langmaor released was a game called Enzai in 2002, illustrated by Yura. This game focuses on a boy whose name is Guys, who gets sent to prison as a result of a false accusation. In one interview, Yura mentioned that she was almost afraid that the plot of the game would be “too dark”, as the main character experiences a lot of abuse, but she concluded that at least the game would be unique. In 2004 Langmaor released Teikoku Sensenki, and a year later they released Zettai Fukujuu Meirei (or more well-known as Absolute Obedience). This game had a kind of unique system which focused on not one, but two protagonists. The final game this brand released was a game called Laughter Land (2006. The illustrations of this game were drawn by Yuzuki Ichi who had previously worked on Kannagi no Tori. Yura was also part of doujin group called Tennenouj, which already released their first BL game in 2000 called Sei Crain Gakuen, a BL game that you could play by opening HTML files in your browser. They released their second BL game in 2006, which was Miracle No-ton, a game about a notebook that could grand the protagonist’s wishes (horny wishes only though!). In 2009, Luckydog1 was released, which ended up becoming one of the most popular and well-known games in Japanese speaking BL visual novel fanbases. The game is about the protagonist Giancarlo, who’s a low-ranking member of the mafia and currently in prison, who receives the task to free 4 important members of the mafia from prison. Some BL gamemagazines like Cool-B have an annual popularity poll, and for years, LuckyDog 1 and its characters ended up in first place. On BL information websites like ChilChil it continues to be the highest rated BL visual novel to this day. Two years ago, Tennenouji also released the game Friendly Lab, of which the mobile version is still being updated, so even nowadays they are still very active.
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Nitro + CHiRAL: Or just called “NITRO CHiRal” these days. They released their first game, Togainu no Chi, in 2005. In the early interviews the director stated that they wanted to create something different, as a lot of visual novels around this time focused on schoolboys and modern-day settings. So instead, they wrote a story that takes place in a futuristic version of Japan, devastated by a Third World War. Only a year later in 2006, they released their second game, Lamento -BEYOND THE VOID- which also takes place in a fictional world. Even though the characters look similar to humans, they call themselves Ribika and have cat-like characteristics. The characters in this game are struggling to survive, as a mysterious force called “The Void” is slowly destroying their world. Because of their unique stories and beautiful illustrations, Nitro Chiral quickly gained a big fanbase in Japan too. In some articles published in Cool-B magazine, they mentioned that they were taking even bigger risks with their next game, as the plot would be anything but happy. This was about their third game, sweet pool. Despite that, I think fans already expected dark and serious stories from the company, so it was still well-received. Before releasing DRAMAtical Murder, they released two more visual novels called Itsuwari no Alkanet and World’s end Nightmare, though these were only available on Chiral Mobile, an app that could only be downloaded on certain Japanese phones. These days these games are considered lost media, but I wrote a blog post about what I could find about them some years ago. Afterwards they released their more well-known games DRAMAtical Murder in 2012 and Slow Damage in 2021.
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Pil/Slash: This is a BL visual novel developer that is well known for writing dark stories, with themes like abuse, noncon, physical and emotional torture. Though of course this is not too uncommon in BL visual novels, as all of the developers I’ve previously mentioned include themes like that in their games too.Their first game, Masquerade ~Jigoku Gakuen SO/DO/MU~, was released in 2006, followed by Koibito Yuugi a year later. In 2011, one of their most well-known titles, Shingakkou –Noli me tangere- was released. This game is about protagonist Michael who’s enrolled in a seminary. However, his school life is anything but peaceful, as his family gets murdered and he also discovers a secret society of devil worshippers in his very own school. At the moment this is the second highest rated BL game on ChilChil, after Luckydog1. After this they released Pigeon Blood in 2014, which was also a horror-themed game, and Paradise a few years later, which was quite popular in Japan too. In 2021 they released their newest game, Dystopia no Ou. This game focuses on protagonist Kiriku who dreams about becoming a rock star. Initially, this seems quite different than PIL/SLASH's previous games, but I promise the story still gets pretty dark. The writer credited for Paradise and Dystopia no Ou is Kyuuyouzawa Lychee, who's also the creator of doujin game group LOVE&DESTROY and games like CAGE OPEN and CAGE CLOSE.
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Spray: This company’s first game was Saikyou Darling, released in 2001, but I think they are probably more well-known for their Gakuen Heaven series. The first Gakuen Heaven game was released in 2002, but since then they have released a few newer versions of the game, console versions and a second game. This is another one of these games that people might know because it has an anime and manga series. Spray has released quite a few different games like Soshite Bokura Wa, Piyotan, STEAL! and more recently Tsumi naru Rasen no Ori, but I think other than Gakuen Heaven their most well-known title is probably Kichiku Megane, released in 2007. This game focuses on protagonist Katsuya, a salesman who seems to be failing at everything in life. Just before he’s fired from his job, he receives a mysterious pair of glasses from someone. Whenever he wears these glasses, his personality completely changes. He suddenly becomes very skilled at everything, but also very sadistic. In recent years fans have started organizing fan events for this game at local conventions again, so it’s interesting to see how popular it still is.
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Holicworks: Also known as LoveDelivery, as that’s the name they used to release some of their very first games, like Tsukigami (2007) and Beniiro Tenjou Ayakashi (2008). Their most well-known title Taisho Mebiusline, released in 2012. This game is a historical fantasy game which takes place during the end of the Taisho period, in 1923. The protagonist, Kyouichirou, moves to Tokyo in order to go to university. However, he runs into trouble soon after his arrival, as the Imperial Military becomes interested in his ability to see spirits. The writer of this game, Nakajo Rosa, is often praised for the historical research she did in order to write this game. The story covers all kinds of political issues, international affairs and military activity, and combines it with religious themes such as Shintoism. This also means that even for Japanese speakers, the game can be a bit difficult to read, as it tends to use difficult words and kanji. However, I think with a bit of research it’s not impossible. They also released games like Tokyo Onmyouji, Tokyo 24ku, and more recently Tokyo Satsujinki Gakkou no Kaidan, though the only game that has an English translation is Tokyo Onmyouji, which takes place in a more modern-day setting, but still focuses on supernatural themes like ghosts and spirits.
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Karin Entertainment: Another developer that has been around for a long time, who released their first BL game series called Bois in 2002. Afterwards in 2004, they released the game Animamundi Owarinaki Yami no Butou~ (Animamundi: Dark Alchemist), which I’m not sure if I should be calling BL game as there are also a few female love interests. The games they released after this aren’t BL games, but instead they created a new branch called Karin Chatnoir Omega, which released the game Omertà ~Chinmoku no Okite~ in 2011. In this game the mafia controls the government, and the protagonist J.J. is a hitman who’s taking all kinds of assassination jobs. In 2016 they also released the game Omega Vampire, which is the first omegaverse BL visual novel.
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Parade: This is a game developer known for creating games in which the protagonist is exclusively a top, or seme, which is also something that was not super common in the past. In a lot of other games almost all of the love interests are younger guys, so I think it was interesting to see at least two of the other main characters in NO THANK YOU!!! were over the age of 35. Even though most Parade games have a lot of 18+ content, like NO THANK YOU!!! and their second game Room No. 9, one should not underestimate the plot, as the writing is really good. My favorite game is probably their latest game, which is Lkyt., a historical fantasy game and my personal favorite.
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CORE: This is the BL branch of a company called Orbit, and their most well-known game is Messiah, which was released in 2006. Though their first game was a game called Ever Loyalty in 2001, followed by Fanatica in 2004. Most of CORE's games only have 1 or 2 characters the protagonist can end up together with, although sometimes other characters in the game also have their own bad endings. In Fanatica, the protagonist only has one true love interest, but a lot of the other main characters are also paired up with each other, so even if they don't have their own route, you do get to see different scenes with them. Even though CORE released their last game in 2008, which is the Messiah fandisc Messiah ~ Paranoia Paradox. It was announced that they are actually working on a new BL project called Tokyo Gentou/Tokyo Phantasmagoria, under the new name Procyon.
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Adelta: Not really 2000s as their first game was released quite some time later, but I think still important because they've gotten quite popular in recent years. This is a doujin game group created by Kurosawa Rinko. The first games this group worked on were Cocoon and Cocoon Black Noise, released in 2014. The game they’re probably most known for is Koshotengai no Hashihime (Hashihime of the old Book Town). This game is quite well known for its references to literature and real writers, and the story also takes place during the Taisho period. Originally it was advertised as a time-loop murder mystery. In 2020 Uuultra C was released, which is a completely different kind of game that takes place during the Showa period and focuses on heroes you’d typically see in a Super Sentai Series, or Tokusatsu movies in which the characters fight kaiju. Adelta is currently working on their newest game, Ooe.
Conclusion Of course there are many more BL visual novels which left a big impact on people, even less serious games like Gakuen Handsome which still get referenced a lot to this day. Another well-known title is Mada Koubou's Hadaka Shitsuji, which was mostly created by artist and writer Togo Mito. It kind of difficult to determine how many BL visual novels currently exist, but BL information website ChilChil currently lists 345 titles in this database. This does however include fandiscs and games that aren't technically BL games, and also doesn't include all doujin games ever released.
The early 2000s was a good time for BL visual novel fans and a lot of developers were making BL games back then, which also meant that there would be many new games to play. These days the number of active developers has significantly decreased, so most of the time you get about 1 or 2 big releases every year. Of course, there are still doujin groups and individual creators who make their own games, but the number of commercial releases is pretty small nowadays.
Some games that were released earlier this year however, are Tokyo Satsujinki Gakkou no Kaidan and Haiiro no Arcadia. I am personally also looking forward to the release of Adelta's new game Ooe, and Procyon's Tokyo Gentou/Tokyo Phantasmagoria, so I recommend checking those out when they're released!
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handsomeamoeba · 1 year ago
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WRONG.
Try again.
Actually let's get into this. As someone who loves a great many fantasy RPGs including BG3, Skyrim, and Dragon Age, let me explain what BG3 gets that Skyrim misses, in my opinion.
And this is the big one: the characters in BG3 feel like real fucking people. They have backstories, demonstrable feelings about the events and the other characters, they react to the things you do and they develop as people as you further your relationships. Even minor NPCs often feel fleshed out with distinct personalities and opinions. Hell, going out of my way to cast Speak to Animals is usually rewarded with at least one charming remark. I have never given even a little bit of a shit about 99% of Bethesda NPCs. I usually choose to travel without a companion rather than with unless I need a pack mule to carry my stuff, because their primary function seems to be to get in my way, set off traps, or attract aggro. I can't remember most characters' names unless I'm actively playing. I'm more likely to casually murder people in Skyrim than I am in BG3 or DA because Bethesda hasn't really made any of their NPCs feel like real people, and consequentially I feel no guilt. By comparison I tried to do an evil run of DA:O and gave up the instant I had to kill Wynne (the grandmotherly spirit healer) when she refused to let me go through with my plans, because I hated doing it. Lydia will watch me gut an innocent man and do NOTHING because she has no life, existence, or personality outside of me, the player. This extends to romances, obviously. While optional in all the games, most people will pursue a romance path in BG3 or DA for the additional character arcs it brings to the characters, the emotional nuances they unlock. In Skyrim romance is a box you tick of tasks to complete. In fact, once you marry them, most marriage candidates personalities change *completely* because all spouses have the same few stock dialog lines. That is, if they had a personality to begin with (again, see Lydia). You know how everyone wants to romance unromanceable characters in Bethesda games? Like Brynjolf in Skyrim, or Nick Valentine in FO4? It's because Bethesda actually bothered to give them stories and opinions.
Honestly, this extends to the player character themselves. To a certain extent every player character is a blank slate, but in BG3 and DA it at least feels possible to develop a feeling about who that character is and what they would or would not say or do. I've tried to do that with the Dragonborn and rarely feel strong feelings about them or have strong opinions about what kind of person they are. The only one I've made who I have much of an idea about is my wood elf Parafina, who is Chaotic Evil. Which again is an option I only pick because no one in Skyrim feels real.
The stakes also feel more real in BG3, more personal. Obviously there's the central quest involving the tadpoles, but more than that, it is about a credible threat to your world and the people and communities in it and the people you love. There are tons of reasons to invest yourself emotionally in the narrative. I have never, ever completed the main storyline in Skyrim nor picked a side in Skyrim's civil war. Why would it? Basically nothing happens if I choose not to. Furthermore, if you're not playing as a Nord (which I usually don't), why would you care about Skyrim as a place? You are a faceless, voiceless (pun intended) outsider who gets microaggressed at every turn being asked to choose between two different flavors of fascist. Also dragons are back but like... listen, I don't care? They get pretty easy to pick off at a certain point, it's like swatting flies, they're just a nuisance on the way to my daily errands. And isn't that such a common story? Don't you know so many people who don't really bother with the main storylines of Skyrim? Yeah it's one of the bestselling games of all time but I feel like the fact that most people don't really care about its narrative should be a sign of failure. We all know it's mostly maintained its popularity due to the modding community.
Ultimately both games have rich worlds which reward exploration with little secrets and environmental storytelling. But BG3 feels more "meaningful" because they give me reasons to care about what happens. The writers worked hard to give the game emotional resonance. So I come to the two games for different experiences. I go to BG3 to engage with an interesting story. I go to Skyrim for the quick serotonin hit of completing tasks and hoarding items.
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oh-no-its-bird · 6 months ago
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recently, i've started to see things where tobirama is reincarnated as sakura or is sakura's "inner", which is really interesting. could i get your take on this?
Unfortunatley I don't actually know much ab Sakura's inner! I learned naruto lore via fanfiction (never actually touched any canon media, oops) and have only actually read like 3 Sakura centric ones, I straight up didn't even know Sakura had a multiple personality(?) thing going for her till a few months ago (and boy wasn't that a surprise)
I think Tobirama being reincarnated as her could be p fun!! But also I think I'd be more interested in telling a story where he just straight up reincarnated as someone not existing in canon, if only bc then he could also interact WITH Sakura instead of just being her
I find that a lot of stories that try to give Sakura agency just kind of toss her entire character out the window and start from scratch, which is fun and valid! But it's more fun for me to make direct, uncomfortable eyecontact w canon her and find increasingly stupid or chaotic ways to fast track that whole "character development" thing or at least find ways to explain why she's Like That(tm)
So yeah I don't have toooo much interest in Tobirama reincarnating as specifically Sakura or her inner, but I could be into a story where he just reincarnates in proximity to her and then see how they bounce off of eachother. Maybe as a sibling? That could be cool
If he's born a girl we can zap em with the trans beam on top of the body dismorphia of suddenly being a whole child, that could be interesting. The blatant sexism of naruto canon could also make for an interesting plotline if we want to actually get into that
I kind of like the idea of him not actually remembering his previous life, at least not in full. Maybe he has weird dreams sometimes, maybe he looks at photos of the Nidaime and gets weird feelings of dejavu.
I suddenly have a very specific mental image of him getting a scar on his cheek, where one of his tattoos used to be, and just staring in a mirror afterwards at this super weird feeling of dejavu mixed w a sensation of it not being right mixed w just general body dismorphia and aw fuck why does he feel like he's both a little more right and further from himself than he's ever been?
Anyways would he be born younger or older than Sakura? Older brother him is just super overprotective, often suffering from nightmares of sensing as Sakura and some unnamed "other sibling" of his dies. It could also mean he can interact with Itachi actually, maybe they can be emotionally stunted baby genius friends or smthn
But younger sibling him could make for a surprisingly compelling parallel with Sakura and Hashirama! Especially w how Sakura later goes on to train with Tsunade n stuff
Part of me wants to say he's still names Tobirama for simplicitys sake, he can just be named after the Nidaime or smthn. But also that feels a bit cheap even if it is easier, so at least for now we'll name him Tora
Him and cat Tora can square off for name rights idk
Tora speaking oddly formally for a civilian, and having the kind of respect for your elders that come from being a second son in an elder run clan in ancient Japan. He has an awful time trying to form emotional attachments with people, including but especially his parents, who for some reason never really felt like his
But also him having a super easy time being attached to his new little sister Sakura, who he refuses to see anything bad happen to ever
So Tora and Sakura's parents being like suuper traditional, which is why Sakura is Like That when it comes to boys (she's constantly being told she needs to find a man to take care of her) Tora acts as a good figure and role model in her life, so while she's still interested in romance like canon she isn't AS boy crazy and can do a bit of thinking for herself.
And then we can get some fun conflict between Tora and his parents, who unfortunatley don't get the whole trans thing and constantly insist he needs to either drop the shinobi thing and find a husband, or if he does keep going at the shinobi thing, use it to find a husband there then drop it
Yeah he's not doing either of those things.
(they find out he's friends w the Uchiha clan heir and immediatley get weird about it, all glowing with pride that he's "attracting such good potential husbands" n stuff (Tora is PISSED))
Anyways Tora being just alarmingly good at literally any jutsu Tobirama invented. Like, ALARMINGLY good. He has that first life muscle memory, which unfortunatley is NOT a valid alibi and he's about to get his ass beat for seeming to have reverse engineered secret jutsus he shouldn't be able to know.
It isn't HIS fault that just glancing at the flying thunder god technique that one time was apparently enough for him to instinctively understand how to use it!!! Maybe this "Tobirama" guy should have just been better at making his jutsu harder to understand, this is clearly not his fault
He manages to help avoid the Uchiha massacre by being friends with Itachi, the two of them both graduating early and at the same ages, joining the same team and then ANBU together and so on.
Tora being really strong and graduating early and all that only further motivating Sakura to be a super strong shinobi, just like her big brother! Maybe she and Sasuke can even bond or have met earlier through Itachi and Tora's friendship.
Sakura and Sasuke childhood friends agreeing to try and graduate early together just like their older siblings. Not really into sasusaku but Ill say Sakura can keep her crush on him but be actually normal about it via exposure plus maybe some boy advice from Tora (he's a shinobi, so if you really want to charm him, you'll have to beat him first)
She can maybe lose it with time (and exposure to him being a dumb cringe fail kid w his brother still around) and maybe go kiss Ino idk
Anyways, Tora and Itachi friendship. Shisui is also there!! (Love that guy)
They're dynamic is just emotionally suppressed bastard (thinks hes better than you) + emotionally suppressed bastard (knows hes better than you) + upbeat guy smiling at you as he holds a gun to your head
Shisui and Tora take turns driving the car as Itachi sits in the back seat peacefully eating some applesauce (he's just happy to be here)
They're gonna blow up the hokage tower for the good of the people 👍
They're on an ANBU team w Kakashi and Tenzo and forget about going grey, they're gonna make Kakashi's hair straight up fall out from the stress
Maybe Tora can move out of his parents house the first chance he gets, and then whatever place he manages to find can be a little safe place for Itachi. Itachi accidentally ends up almost moving in w him as things at home get worse and worse w the coup. He just stays over more and more and doesn't want to return home
Circling back to the "Tora instinctivley knows how to navigate Tobirama's seals/techniques" the most terrifying point of the story is when he sees Naruto's jinchuriki seal and realizes he knows how to mess with it
Uh oh!! Shouldn't have that information!!
Anyways take some doodles
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(Danzo is "that jackass who won't let me look at the nidaime's old research" and Tora has a GRUDGE.)
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riddles-n-games · 1 month ago
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Hey guys, I've been seeing another rift going on in the fandom regarding TGG and TIG characters, so I've decided to make a statement that can hopefully make things more cohesive.
I understand that not everyone likes the new spin-off and honestly, I'm considering just stopping after GU. Personally, I don't have anything against the characters of TGG but my problem is that they sound too much like our old mains. However, that's not their fault. It's the author's. There's nothing wrong with JLB wanting to expand the TIG universe but it is problematic when you are repeating the same character arcs of the old characters that are also present and interacting with these new mains. The problem that we face is the fact while even in The Naturals there are similar characters, they are divided by different series. However, that is not going on here with TIG and TGG. TGG is a continuation of TIG and our TIG characters are still present. Heck, one of our old mains is a player and a love interest here to one of the new mains. And therein lies the issue. When you have a connected series, it's important to have distinguished characters with different voices, not carbon copies.
What I expected for TGG characters was that she would move from the character tropes we've seen already in the series and come up with new ones. I mean, come on, she's a psychology major, we bring that up so often but what's the point when she keeps going in circles and never brings up anything new? I pointed a lot of this out pre-read because I already correctly guessed where this was going within just a few pages of reveal. Don't get me wrong, if she wanted to, she could do it but it doesn't feel like she has new plans or plots. Be honest with yourselves and don't just praise because she's your favorite author. You can be a reader, a fan, and a respectful critic all at the same time. Don't lower your expectations just because they can't deliver every time.
The trouble is that when you go back to TFG, in the acknowledgments, she herself wrote she wasn't sure there was going to be a third book. And now look, suddenly two books were announced a month or two after she released the last book of the trilogy which introduced our mains and not the most fashionably. I do believe she had ideas but I don't think they were the best fleshed out. You have to realize that just reading TGG, how many of you recognized the obvious plots, the romantic subplots, the character arcs, and even the semi-hidden plots just getting to the halfway point? And how many of you said, hey, wait a minute, we've had this plotline before? You did, didn't you? I want to give Jennifer the benefit of the doubt but I truly think she is in over her head because I don't believe she quite thought that this is how long the series would go.
In fact, I think that she is making more trouble for herself in trying multi POV for this new series when really I think it should have just been Gray taking over. It would have allowed us to see how he's grown especially after the heartache and mental health issues he's had to go through to get here. It felt like the obvious next step, even the summary for TGG made it sound like that. However, the only thing that seems new to me is the hypersexual atmosphere which also makes no sense to me because teens may go through attraction but that doesn't mean they're horny all the time and anyone who's gone through puberty can attest to that. So I ask again, like one reviewer on Goodreads put, were the romantic moments in the room with us? 12 hours is not love or romance, it's lust, that's it. Couldn't summarize it clearer. If she wanted to make it better, it could have been that she made the book stretch over a series of weeks which is why I wonder what the heck will happen to any character development if this book series is done in like 3 days?
As I said, a lot of things feel very repetitive, the plot, word choice, thought processes, quotes and sayings, etc. We are in a loop. She's in a loop. I think that the best thing JLB could have done is leave TIG alone for a few years after TFG, make a new series or whatever works outside this series she wanted to, give herself time to truly see if she has new stories to tell for TIG by writing a spin-off and then come back to give us that content. Because it's really telling how forced things have been in the last two books, even here with GU and I really think this empire is toppling. As they say, quality over quantity and thoughtful than full of thoughts that are just a variation of one another. That's what makes me think more and more she should have left it at TFG.
Thank you for reading and I hope this gives a new perspective that can help you see some things more clearly.
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leo-interactive-fiction · 4 months ago
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Happy (belated) fifth anniversary for Triaina Academy, Leo! I hope that you got to at least do a small celebration for five years of work sometime in June. In the spirit of Triaina being five, I wanted to ask you about the old demo, actually; is there a scene you left / are going to leave on the cutting room floor that you miss? Are there other plot points from it that you really liked? I'm curious about how you feel about it after so long. Regardless, I hope this finds you well!
Hey there! Damn, it really doesn't feel like it's been five years since I've began undertaking this project haha. The very first showing of Triaina Academy was in june, and was fairly sizable for its first posting, hovering around 70k-ish words leading up to the middle of the 2nd chapter and having introductions for everyone except S and F. During then, I had far more free time available to me, and worked on that version of the demo until it grew to around 250-300k words spanning nearly 5 chapters.
But I realized as I had progressed through writing that the quality of my early chapter writing wasn't consistent with the current standards I wanted to have now, and so much of that wordcount was scrapped, with only the skeletonized outline remaining of the old work. I returned to square one and rewrote the story in its entirety from the beginning, leading to the current state now, with the revised version hitting close to 220k words. In the back of my head I consider that, had I just continued writing without a revision, Triaina Academy would already be a finished product.
In many ways I regret that despite it being five years, it feels like there is nothing much for me to show for it. Even more so now that my work pushes me between mental stress and physical exhaustion, often giving me little time or motivation to pull up the writing on my computer. But I love what I've created. I love the joys it brings me as a creative, as well as hearing the joy it brings you all to read. So even if it seems like I fall away, I am still pressing on to continue, even if it's a tiny bit at a time, until it becomes something both I and readers can find joy in.
Now, speaking of the old demo, there's many scenes that have become nonexistent. I liked quite a few of them, and there are probably many overarching ideas that will return in different forms within the new context of the current demo. But there are also many that won't.
A few mentions of old scenes that probably won't be making a return, either because they've been replaced or they are no longer relevant:
During the very first date with raven, although the makeshift "home" returned, there was an additional scene where the MC discovers mutilated bodies in a closet space.
Before the festival scene seen in the demo now, the working equivalent of it in the old demo was an underground party held by students of the academy in an abandoned airport. The idea of this was cut out because within the story, I decided the world wasn't in a current state for airspace travel save for very specific exceptions. But during this scene, the party is interrupted by a body being discovered hanging from the overhead walkways of a hangar, paired with a bloody message.
There was a scene where you could order and allow V to shoot and kill a student. Originally I had thought to make this into a fail state where the MC and V were thrown in jail for a game over, but upon the revision this was taken out entirely, as I decided against abrupt, early endings.
Infamously, E was originally written as a step-sibling character in the old demo. I had thought on testing and developing the dynamic, since I didn't see very many games do it, and my game was pretty heavily inspired by various anime and manga related tropes and character styles. But eventually, I decided to shift them into a childhood friend/next door neighbor romance without adjusting their personality because I put a lot of effort into developing the entirety of their story arch, and I wanted them to appeal to a more general audience. Funnily enough, they are still labeled as their old role within the code, just because it has become too much work to change all of the variables haha
F's personal assistant, Fiore, didn't actually exist within the old demo. At least not in the same capacity. She was added because I realized F's personality didn't work well as an independent romantic driver, and they needed an additional external factor to push F into more romantic situations. Fiore RO DLC is an additional purchase of $9999.
In the old demo, MC's, and to a lesser extent everyone else's parents, played far less of an apparent role. I wanted to develop a story showing the previous generation compared to the current one, as in some ways there is a "passing of the torch" theme throughout the plot.
S and F were introduced far later in the old demo, to the point every other RO was given a full extra date scene before they joined the picture. One goal of my revision was being able to give these two an earlier introduction so they could all have their own date scene. In the old demo they were introduced in a scene where P and the MC had to switch rooms, allowing the MC to meet the last two members of Dorm Exul, as well as I think letting them read P's diary.
You used to be able to choose both M and P's gender independently, but with them becoming more structured as identical twins, M will always be the same gender you pick for P.
R used to be far more of a directly flirtatious character like M, but has since naturally shifted to the laid-back, bantering character they are now as I've continued writing them.
Similarly, V was written in a far more robotic tone with only short one-to-three-word responses, and although they are still fairly terse and unemotional, they've developed over time to have far more spoken dialogue and hints of emotional cracks.
There used to be a fail scene in M's romance if you refused to hit them the first time. Much like the other fail state, this was taken out and the decision between leaning into their masochistic tendencies or not became part of their path selection.
Many of the side characters within the story were not introduced, and so neither were their stories. Lewis and S's hostile relationship was not developed, Rex and Acer only had passing remarks, Treyla, Juno, Uno, and others who were nonexistent to the plot now hold some relevance to specific MC specializations, and instructors other than Rosaline and Hoft were given names and a larger part as progressors of MC specializations.
As far as the most favorite scene that I'll miss leaving on the cutting room for, hmm. It is most likely the school tournament arc that I had planned in the old demo. It was in the works and quite far in development at the time that I realized my writing had taken far steps away from the book's early development, both in quality and creative direction. The tournament was supposed to be a method to more actively showcase the combat capabilities of each character's powers, with several rounds and fight scenes already written. But within this new revised plot, I plan for the S.T.E.M. abilities to develop far slower and gradually with trackable leaps in power, not yet becoming combat capable at the time this tournament arc would've occurred. Still, the scene and idea I had in my head, and what I had already written, was quite fun! Although I probably won't be able to figure out a way for this exact scenario to happen now, eventually I would love to bring back the idea of a tournament, or arena type of setting, at some point in the story haha.
Thank you for listening to my ramblings. I didn't think the response would get this long haha. Triaina Academy has recieved so much more positive reception and love than I could have ever imagined when I first began working on it. In all honesty, I had figured that maybe I would be writing for a handful or so to see and think it was neat, and I'd be plucking away at it from time to time with no real thought to its success in mind. But it has instead risen to a stage far larger than I thought it could perform on, almost dauntingly so as I fear for disappointing so many, both with its quality, and the fact I can't dedicate as much into its development as people hope and ask for. Even still, I hope you can forgive me for not being able to rise to expectations, especially in regard to the pace of development, or the length of silence revolving it. The one thing I can promise, is that I still love this creation of mine, and all of you who have seen and may continue to see it flourish, and I do not plan to end its development unless I die a very painful, early death.
Thank you very much!
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swga-ficrecs · 1 year ago
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long fic recs
this is a list of fics that are, well, long regardless of the trope and plot. for voracious readers who aren't satisfied with short-length writing. all these fics are considered holy grails because i don't read long fics if they aren't well-written. all fics are finished unless noted otherwise.
✒️ unfinished
yoongi
third wheeling by @untaemedqueen  i absolutely love everything about this. it's a lot of my favorite tropes in one giant fic. the characters are complex and fleshed out, the pacing is good, and i love the writing style. the smut is well-written and, though the catalyst for the plot, well-paced that it doesn't feel like a smut-centric fic.
suit & tie + drabbles by @jungshookz this is is a long fic but in bullet points, so i can only imagine how long this could've been if it was written in full sentences. another fic where yoongi does a 180°, but their dynamic is adorable from the beginning. not a lot of drama, a good fic to go back to if you want something lighthearted. you can probably tell by now that i love ceo fics.
desolate by @angelicyoongie this fic is long but has a very straightforward style of writing that's easy to follow and understand. it's one of the few hybrid fics i've read where they fight for a hybrid's right to freedom. i love how much yoongi opened up and changed throughout the fic. it's one of those fics where the idea of a hybrid isn't romanticized.
the deal by @untaemedqueen a great introduction to syndicate fics if you're looking for one. this is a chaptered fic that isn't too long and is easily digestible. it doesn't touch on mafia-esque activities so much. i have a thing for romance fics where the stone cold character evolves into a romantic, and this tickles that itch.
jimin
balletteacher!jimin x ballerina!reader by @jungshookz ✒️ this bullet point mini-series should be considered a full series already, considering the length of each drabble and how many of them exist. this is a forbidden romance between a teacher and a student with different personalities, so it's interesting and endearing how they developed their feelings over time.
i want to be with you by @oddinary4bts
a lengthy oneshot of strangers-turned-lovers and how love grows slowly between two people who are worlds apart. very well-written, i dreaded how quickly i finished reading it. i love how human jimin is in this fic. the oc is very relatable as well—very realistic and not overtly romanticized. i can easily identify myself in her if i were in her shoes.
taehyung
maybe i do by @chateautae another fic that is a mix of my favorite tropes. this fic has fewer but longer chapters. another smut-filled fic that doesn't feel overworked and serves as a good break between dramatic scenes. i love how both characters developed throughout the story.
jungkook
please love me by @ahundredtimesover i loved the complexity of the characters and how they navigated through their situation. they both had to do a lot of growing up in this fic, and it was done in a well-paced manner. the drabbles also give a lot of insight to this universe. i go back and read the drabbles a lot.
evolution of a lover's heart by @jeonstudios
a heartwrenching masterpiece. i waited a long time for this to be finished, and it did not disappoint at all. one of the most emotional and resonating fics i've read so far. my heart feels for both of them so much. the kind of love that people wish they would have.
the boy with galaxies in his eyes by @oddinary4bts
an emotionally captivating and heartwrenching oneshot that i never expected to read. both characters were well-written and well-fleshed out, it was easy to fall in love with them and understand their actions. the writing itself was really magical too—flowed so smoothly, it didn't feel as long as it actually was. an absolute hidden gem that everyone should read!
4-7-8 by @jiminrings
not the longest of fics, but a great read nonetheless. i read this a while back, and it was only after i reread it that i was able to truly appreciate the characters and their development. it has a very realistic plot that tugs at my heartstrings. everyone deserves this kind of partner and love.
our first and last by @thedefinitionofbts ✨️
if you love the concept of alternate universes and soulmates, this is a must read. the author utilized scientific concepts that i had a hard time grasping and, at the same time, supported the plot really well. i'm so glad i came across this fic.
multi-member
sanguis duology + (ongoing) oneshots by @borathae absolute monster of a fic, probably one of the longest ones i've read. even though i was annoyed at mc's stubborness, i think it was a driving force throughout the fic. i also never imagined the pairings in this, but i enjoyed the ride. there were some parts where i felt the author could've woven details better to make the story smoother, but it's charming in the sense that i need to think and connect the dots from previous chapters.
a place called home by @agustdakasuga i keep re-reading this fic every few years. i loved how each hybrid came into her life and how they eventually stayed. i also appreciate how each hybrid's personality isn't necessarily stereotypical. great pacing in each chapter, good to read if you like chaptered fics that aren't very long.
the road to you by @bonvoyagenoona
a slow burn masterpiece. this fic is a rollercoaster of experiences that is complemented by terrific writing and pacing. it's very instrospective, which is something i personally like. it has a little bit of everything and a good amount of smut, but it all works wonderfully together, the words flew by quickly.
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spaceorphan18 · 5 months ago
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Ranking Bridgerton Season 3 Episodes
After sitting with this season the past month, I kind of wanted to see how a ranking would go (and those of you who know me, know I love a good ranking). These are 100% subjective opinions, and I don't expect anyone else to agree. More so did it out of the fun of it. :)
8. Forces of Nature (Episode 3)
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I don't actually think there is a bad episode of this season. Truly. After really sitting with this season, thinking it over, even agreeing that there isn't enough Polin and some of the subplots could have been stronger (or not existed at all), I think all of these episodes are pretty stellar. But one of them had to be placed last, and after combing through all of them, it's episode 3.
There is actually a lot I like in this episode - Colin spending the whole episode pining for Pen, the ridiculous and romantic dream fantasy, the awkwardly cute willow scene, the angsty cake scene, Colin asking his mother for advice and awkwardly trying to figure his shit out, loved it. I also really enjoyed Debling and the development of that story as an alternative option for Pen.
What really bogs this episode down, and consequently pushes it to the bottom, is that it's also the culprit for braiding in all of the seemingly many subplots. I don't necessarily think any of them are bad on their own, but it feels like so much that it's too much at times.
We get Lord Kilmartin's introduction (yes, great), Lord Anderson (yeah, okay), Lady Tilly (ooff, fine), The Mondrichs (why are they here again?), the stuff with the Queen (this was just weak in general), and development of Cressida (it works in conjunction with LW, but idk if it holds up on rewatches?). It's just a lot and the main characters (unfortunately, especially Colin) get pushed a little to the side.
7. Romancing Mister Bridgerton (Episode 6)
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This is the episode that when I first watched it, I straight up thought it wasn't that good. I've honestly changed my opinion on it a lot, but I do understand why I originally felt that way.
I love LOVE the first half of this episode. We get to have Pen and Colin in a little bit of a honeymoon stage -- the engagement ring scene is brilliant, everything at the church is brilliant, even the stuff at the Mondrich ball... It's truly delicious. And I love Colin just being soft with his sister and at the Mondrich bar scene. And then I do love the Lady Whistledown aspect of it -- Pen dealing with whether or not she wants to continue. There's some great Eloise stuff in here, too. And even Cressida pretending to be Whistledown was handled decently.
But, like episode 3, this episode was saddled with a ton of side plots, where the scenes just go on and on and on because they're the meat of some of these side plots. I don't know if they needed to be balanced better or parceled out better, I don't know. But the long stretches without any Polin, or much Pen or Colin in general in the second half is why this episode ended up lower.
I think the only reason it's moved up a spot is that I do love the Polin we do get more than what's in episode 3. Also, the last few moments of Colin discovering Pen is Lady Whistledown is an excellent cliffhanger.
6. Out of the Shadows (Episode 1)
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I do think the season opener is solidly good! I actually really love Pen getting her transformation and the ridiculous of Colin (attempting) swagger as he comes back into town. I love that we don't beat around the bush, and the two of them really get to the heart of their issues right off the bat and it sets up the entire season really nicely. Plus, their dynamic as never sparkled any better -- it's truly a treat to see the two of them back on screen.
The rest of the episode works pretty well, too. The tension between Pen and Eloise is great -- and kicks off one of my favorite arcs of the season. Francesca's (re-)introduction is wonderful. There's some truly brilliant Bridgerton sibling stuff, as well as Anthony and Kate being on the top of their game. It's also got some breathing room as we haven't established the nineteen other plot lines going on this season (though the Mondrich stuff feels a little sluggish).
The only reason this episode is as low as it is -- is because I just like everything else more.
5. Joining of Hands (Episode 7)
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It pains me to have this episode as low as it is because I love so much of it. The Polin stuff in this episode is just delicious. I love the tension after Colin finds out that Pen is Lady Whistledown. I love the brutalness of the first argument and the angst, longing, and actually working through some of their shit (as well as the spiciness) of their argument outside the Modeste.
I love that they still get married despite having unresolved conflict, and that their love transcend set backs. And that wedding dance is absolutely gorgeous.
Plus - we get some great Bridgerton in general stuff -- Eloise and Pen are on their way to repairing their relationship, Colin and Eloise get some great moments, Benedict is adorable at the 'bachelor' party, and Anthony and Kate are amazing in everything that they do (I love LOVE the scene with Kate, Anthony, and Colin).
The episode does have some weaker aspects - I don't care all that much about Violet and Lord Anderson nor Benedict and Lady Tilly (even if I'm all here for Benedict's bisexual awakening). But the subplots don't really weigh everything down as much, and it's a solidly good Polin episode.
4. Into the Light (Episode 8)
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The Season Finale! I honestly toggled between episodes 7 and 8 and where they went, and I think maybe on a different day I could be persuaded to switch them, but I think what really sells me is everything from the Butterfly Ball onward. The ending is gorgeous, Pen's story wraps up brilliantly, Colin's grand speech was beautiful, the epilogue was pitch perfect, and all of the storylines work out in a great way, setting up threads for future seasons (obviously, Benedict is next but Eloise and Francesca are getting some good stuff, too.)
My only issue with the end of Pen and Colin's story is that I wanted more resolution to their story. The twenty seconds of make-up sex felt like not enough, and I do hope that they rectify this in Season 4. (Which I have a feeling they will.)
There are some really great things leading up to the ending as well -- I love that Pen and her mother kind of come to terms with each other and finally that relationship is being restored, as well as the Featherington sisters blooming into decent people. I also LOVE the reconciliation of Pen and Eloise. And while the blackmail plot could have been a little stronger (Cressida's whimper out was a little weak) I honestly love Colin's scene with Cressida. (As well as the hilarity of Portia, Eloise, and Colin being the ones to try to help Pen deal with it all.)
It's not perfect episode -- there's the seemingly never ending threeway with Benedict (as well as the fact that Benedict desperately needs next season because his character feels aimless at this point), and Francesca's wedding, while sweet, felt like it pushed Pen and Colin a little out of the limelight for a little too long in the middle. But pacing might have been the biggest issue of the episode. It's otherwise a great episode and a solid ending.
3. Old Friends (Episode 4)
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So here's the thing. Here is the thing I've been really thinking about while putting this together. It's a testament to the carriage scene and, honestly, everything from the last twenty-ish minutes of this episode because without it, I'm not sure this episode would be that high. Pen and Colin get ZERO screen time together until the end (and I suppose that's somewhat intentional) you really start to feel it as the episode goes on.
But the tension of this episode is fantastic. Pen bonding with Debling, beginning to accept that this is her best option with pressure from Portia... Colin dealing with his own feelings and downward spiraling (though I do wish we had gotten more of him). It's really, really well done. And then the last twenty minutes is just solidly amazing. All of it. Fantastic. It's just captivating.
And then, of course, the carriage scene -- one of the best (possibly the best??) scenes of the entire show. I could wax poetic about the carriage scene for days...
This is another episode that does feel like it's saddled with too many subplots, and pacing issues, because they're withholding the Polin stuff until the very end and it almost feels like a trudge to get there at points. But it's well worth the wait -- and enough of an amazing payoff that I have this episode so high.
2. How Bright the Moon (Episode 2)
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I just fucking adore this episode. Like so much. It is a romantic comedy at its finest with one of the most beautiful first kiss sequences I've ever seen. I love everything this episode chooses to be.
First of all, there's just so MUCH content for Pen and Colin, and we really get to see their FREINDSHIP at play here. (As well as Nicola Coughlan's amazing comedic chops - she shines in every scene here.) Everything between the two of them is brilliant and hilarious and awkward and funny and really, I could have watched a whole season of just this ridiculous rom-com trope-y stuff. Because they're both so good at it. Because it's just so delicious and wonderful.
We also get some of the best comedy of the show in the scene with Portia explaining sex to the Featherington sisters. And some truly great moments with Eloise, too. The rest of the side plots don't feel as heavy as they don't over shadow what's going on with Pen and Colin.
And then that last scene, the beautiful, fairy tale, fantasty-esque, shot like an Old Hollywood film first kiss that is truly breathtaking. This episode just wins all the things.
1. Tick Tock (Episode 5)
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Like it was going to be anything else ;)
But no, here's my thing. It's not just the awkwardly beautiful ten minute sex scene of this episode that has me placing it on top. No, really, even if I think the mirror scene is incredible and breathtaking in it's own right.
This episode is solidly for Pen and Colin. And in a season that sometimes struggles to find good balance, this episode (and episode 2 really) are the only ones that really feel like the fully feature Pen and Colin, so it's no coincidence they end up taking the top spots.
The first half of the episode is just a continuation of the amazingness that is the ending of episode 4. The engagement announcement, the hilariously wonderful ABC Bros scene, Colin telling off Portia, Pen and Colin being so soft and sweet with each other during sex, the aftercare cuddling on the satee, the carriage ride.... it's all so, so good, I love it so much.
There's also some great stuff going on around Polin -- Kate and Anthony are back, Eloise has some great stuff, the Cressida plot is hitting its stride, the Queen is adding tension, the Lady Whistledown plot is getting turned up to eleven...
The second half of the episode is also incredibly strong, as it mostly takes place during the engagement party and the tension during that whole sequence is fantastic. All the little plot threads are getting pulled at in a way that works well being woven in together. It's GREAT drama and it really pushes this episode to be the season's finest hour.
This episode just works all the way through. It's got such lush, romantic Pen and Colin that I keep coming back to, some crazy tension built in to ramp up the drama, the characters all just so much fun to watch. This episode is amazing, and truly deserves to be at the top of the list.
And that's my list!! Thanks for reading!! :)
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child-of-helios · 7 months ago
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hello. I've a rather stupid question. I've only read the books once, as a kid, and I don't understand why people hate calpyso x leo. whys it so bad? why does everyone seems to hate it on here?
xxx,
eurydice
First of all, this is my first ever ask, I've made it mother :D Secondly, I'd gladly explain! Though please note that it really has been a good while since I've read the books too, so my memory is kinda foggy :] Warnings for: Slight mentions (but not too much) of rape, pedophilia and mental illness (oh boy this is a tough one)
So, I have made a post abt this before, but it was written in a fit of rage so not my proudest moment (but my most popular post, oops). Anyways, I feel that the hate towards Calypso x Leo is because of a few reasons. 1. It simply didn't get enough development to feel worth it imo. Similar to Jason x Piper, I felt like there wasn't enough there to warrant a canon ship. There is also the fact that personally, I thought that their dynamic was more of a familial or that of siblings, which made me uncomfortable. I would've much rather have them be friends. 2. The uncomfortable age gap. It feels very weird because while yes, Calypso was depicted as a teenager, she is thousands upon thousands of years old. The fact that she fell in love with a literal child is incredibly weird. It was weird enough with Percy, but at least they didn't end up dating. With Leo though, she did end up dating him and the age gap feels very odd. Its even weirder knowing she had a relationship with Odysseus, who by that point was a pretty old dude so she was probably very mature and an adult (though she doesn't act like it). 3. Calypso is kinda a rapist. In the Odyssey myth, she forces Odysseus (a married man) to sleep with her. I'm sorry, but I can't support any relationship involving a rapist unless its rapist x prison cell. It makes me uncomfortable because she could very well take advantage of Leo, a mentally ill teenager with self-esteem issues. 4. Her toxic treatment of Leo. Calypso was very pissed when Leo arrived on her island, rightfully so after what she had gone through, but even then her treatment of his was outright cruel, especially compared to that of Percy and Odysseus. She made him sleep outside, exposing him to the elements after he got flung through the air and ended up on her island, which must've caused some damage. Then after they started dating, I still felt uncomfortable reading about the two, because their dynamic just didn't work, and I don't recall her apologizing to him for her treatment of him. 5. Leo's arc was thrown away. I think the worst of all, is how this impacted Leo's character. He should've had an arc where he learnt to love himself, but because of Calypso he didn't. I think the moral was supposed to be: 'even if you're mentally ill or have problems, you still deserve love!' but it came over more as: 'ignore your issues and get all your love from someone else.' Isn't it more important for kids to learn about self-love? And as an extra: what could've been. I think that Leo shouldn't have gone back for Calypso, that that ship shouldn't have happened. I prefer him going back to Echo and them learning about self-love together as buddies (and maybe evolving into more than that). Echo was stuck in an abusive relationship with the Narcissist, so I think it would a good arc for them both. I also think that if you really wanted a romance, Jason x Leo would've been much better. We know that Rick can write good gay romances, we know that Piper turns out to be a lesbian, so why not make Jason and Leo gay? I think it would add much more to the tragedy of Jason's death, but that's for another post (and this one is getting too long already oops). In conclusion, I think Caleo is bad for many reasons, but especially because it didn't have enough time to develop and the dynamic was simply too creepy for me to get invested in. Sorry for the super long post- Have a lovely day :D
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