#if I am the aged philosophical master in this scenario then I just turned to a puff of dust after writing this
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hi hello appearing unhinged in your ask box again on main like a young, wide-eyed and willing to learn page asking questions of their philosopher master:
where do you think all the companions align on a submissive/dominant scale (esp with your characters)?
i trust your judgment WITH MY LIFe
LMAOOO you put me on the spot with this one and I love you for it
the way I had to pull out pen and paper just to get my thoughts in order 💀
SO obligatory preface — the only romance I've completed is spawn!Astarion's, so I'm sure my headcanons will change in the future when I've played through the others and don't have to only base my opinion on the snippets I've seen, how their platonic relationships are, their personalities, etc.
overly long explanations continued under cut; nsfw obviously (plus cw for brief discussions of trauma and also story spoilers)
Companions:
Astarion: I personally believe Astarion is a dom, judging by his personality, his history, and his behavior in his romance scenes. I think even without his experience as a vampire spawn, he'd still employ the dominant role; however, after the 200 years of trauma he's suffered, the need for it increases a hundredfold. I don't think he had the freedom to choose pre-tadpole. Astarion did whatever he had to do to ensure he had a victim to take back to Cazador, which is heartbreaking.
Post-tadpole, I think being the one in control when seducing Tav/Durge/one of the companions helps him feel a modicum of safety in a situation that he might not necessarily put himself in if he knew he didn't have to. I absolutely think he'd eventually (like post-game) be comfortable as a switch with the right kind of emotional processing and preparation, done both on his own and as a couple. Shadowheart: Shadowheart is a tried and true switch. She says in Act 1 that she prefers casual sexual relationships over long-term ones; I think in such situations she'd probably prefer the more dominant role (the Sharran coming through). However, in the future (especially in the Selunite path), if she's with someone she loves and feels safe with, she'd enjoy letting someone else take care of her. She comes across as someone who needs the catharsis that letting go of control can bring. Gale: IMO Gale is a switch who is incredibly accommodating to the needs of his partner, so I think he can play both roles with much enjoyment and enthusiasm. He likely has more experience on the submissive side of the scale considering his one serious relationship was with a whole ass goddess, and I doubt Mystra was letting him like. lead her around on a leash or something lmfao The thing is I don't think it would take much for him to feel comfortable being the dom becauseit's clear he has a desire for power; he is resentful about what happened between him and Mystra (though he tries to hide it behind his *genuine* regret), he wants to scurry out from under the thumb of gods, and he wants to become a formidable wizard (again), if not a god himself. Gale has a darker (dark =/= bad) side that would take pleasure in being the one in control. He struggles with his self-worth; knowing that his partner trusts him in such a way would be a huge deal to him. Ultimately I think his natural inclination would be to put his partner first however; he wants to wow and worship them. Lae'zel: I see Lae'zel as a dom; she's clear and transparent and a warrior in both the battlefield and the bedroom. She knows what she wants and she will be aggressive in her taking of it. However, she doesn't want a partner that is constantly bowing their head at her; she wants an equal - someone she can trust at her back, someone she believes is powerful and formidable. That is the mark of a worthy lover to her. So perhaps she's at her happiest when there's a push-and-pull dynamic going on. I think with the right person she would totally be a worshipping sub type (cough cough Shadowheart), and also she would really enjoy being praised and worshipped in turn (she deserves some softness pls). Minthara: Skipping Minthara because I've only had her as a companion in one playthrough that is still on Act 2 😂 (I will know more about you soon my love... one day...) Wyll: I think Wyll would technically be a switch, though because he's more traditional when it comes to sexual matters (and is still young), he'd explore those roles in a much more subtle way. He needs time to figure out what he enjoys and feels comfortable with. Karlach: Karlach is a switch IMO; however, her most important goal is to have fun and feel close to her sexual partner, so whatever facilitates that is what goes. Though I do think she leans a bit more dominant. Despite her being very open with her sexuality, she probably doesn't have much in the way of sexual experience due to her youth (like Wyll) and her particular circumstances. I can't speak for her time before Avernus, but I believe at one point she says she kept everyone at a distance during her ten years in the Hells.
Though she puts up a front in the beginning of the game, I think emotional connection and intimacy is very important to her. Halsin: My headcanon is that Halsin is a switch, but he falls into the extreme of both sides; when he's subbing, he's devoting every little bit of his energy in making sure his partner is has an earth-shattering experience, with little care for his own pleasure; when he's domming, he's in full primal mode and he's going to take what he wants. 💀 (But at the end of the day, even that animalistic desire that drives him is in service to his partner; their enthusiastic consent, safety, and comfort is most important to him.)
My characters:
tav!Aune: In the beginning (pre Act 2 confession), I think her and Astarion would actually butt heads when it comes to vying for control. Aune has a similar background in regards to loss of free will, so she's also reluctant to be in the submissive role. (funnily enough I already took character building notes on this, so this following bit is from that lmao)
By the time she realizes the depth of her feelings for Astarion, all of that fighting falls away for her, and she's completely okay with placing herself in his hands. It actually ends up being very cathartic to give up control; to know she can trust him to respect her sovereignty and keep her safe. It ends up being a lesson about submission by force vs. submission by choice. It's a profound experience for her. So basically both Astarion and Aune start as doms and end up as switches, but the former still prefers the dom role more.
Idk how it worked out this way, but despite tav!Aune being the "most" polyamorous of my characters, she has the least amount of sexual interaction with the other companions adfkljfdl so the only other person I can comment on with her in particular is Shadowheart. They never sleep together but they have that homoerotic besties thing going on 😂 Hypothetically, if they were to have sex... because they're both clerics they come with the complementary worship kink lmao so I think they'd both be switches with each other and take turns being heretical 💀
durge!Aune: She is demisexual and not polyamorous. Her relationship to sex is practically non-existent post-tadpole as a result of losing her memories, as as well as the trauma of dealing with the Urge. Ironically, (and perhaps tragically), it's the Urge's influence & desire for Astarion that brings that part of herself back to life. Still, in the beginning, she actually finds it repulsive to be close to him, much less entertain the idea of sleeping with him. But eventually she does (as a spur of the moment decision) and finds that it wasn't nearly as bad as she thought it would be. One substantial reason for that is that she feels "desire" and "hunger" when she's intimate with him for the first time; two emotions she thought exclusive to the Urge. It's a relief to her that it isn't, and she wants to chase that feeling.
When the pair go through the Act 2 night when she tries to kill him, everything changes. (This is pre-confession.) Aune's disgusted with herself for her actions and is scared it will happen again, but she also realizes that Astarion cares for her; she puts her emotional guard down at last.
Both versions of Aune had the same upbringing up until they were 12 years old, so they have a lot of the same baggage and don't like to give up power. However, weirdly enough, durge!Aune finds it easier to completely and totally release control to Astarion at this point. Exercising TOTAL control over herself is her ~thing~ due to being Durge, and yet, with him, she doesn't feel like she has to. (well she still needs to control the murderous urges but I mean everything else 😂) So, essentially, durge!Aune does not have a dominant bone in her body when it comes to Astarion lmao. She is the subbiest sub to ever live. Which is hilarious because she isn't like that with the only other people she's slept with:
Gale - They slept together once. There wasn't much of a dom/sub dynamic that night, but the actual sex was good for both of them. (The aftermath, however, was not.)
Gortash - 😏 ldfjd;lf Though Aune and Gortash fooled around a LOT much to the disappointment of the three daddies (Bhaal, Bane, and Ketheric), they only had sex a couple of times. Aune would never ever let Gortash be anything but her sub. If he gets a little feisty or bratty (in or out of the bedroom), it's because she's allowing him. 💀 In general I am a sub Gortash truther tbh but I can see him as a dom as well and understand/enjoy the appeal of that!
Lae'zel - The pair don't have a sexual relationship. However!!! Aune is very much a "Whatever I say goes, we're doing what I think is the best idea, and if anyone has any qualms about that, they can meet the end of my blade" kind of person, EXCEPT when it comes to Lae'zel. She will defer to Lae'zel in almost all matters (and it perplexes the other companions endlessly). So if they were to sleep together, Aune would be a sub with her.
Minthara - Aune doesn't have very many approval points with her yet but I totally see them with the same sort of homoeroticism between tav!Aune and Shadowheart 😂 (okay I'm now coming to the realization that even though durge!Aune is technically a dom (minus with Astarion) and prefers men/masc people (but is bi/pan!), in all the hypothetical situations with women she is always a sub. LMAO this says nothing about me at all, nope)
Lethe: Lethe is pan and polyamorous but thinks Gale is the best thing ever invented and will kiss the ground he walks on. So they have no problem whatsoever with Gale being their one and only. Like genuinely Lethe somehow simultaneously has starry-eyes and heart-eyes for the wizard. If you couldn't tell, they would absolutely default to being submissive with Gale, but in truth they are a switch so I think the pair would have fun going back and forth.
BONUS ROUND: My blue tiefling Vir (I still owe you an introduction to him!!!) who romances Lae'zel is a lot like Lethe is with Gale. He fell for Lae'zel within minutes of meeting her. Like head over heels. He will do anything to make her happy as long as it means he can metaphorically put a ring on that finger 😂 Literally the picture that just popped into mind is Vir being Lae'zel's step stool so she can reach something on a high shelf and he just has the biggest dumbest smile on his face because OF COURSE he is happy to be a piece of furniture for his heart's desire 🥰 lmaooo
Soluwae!! She's definitely a dom and that comes entirely from her role as the head of her cult. She's practically revered by the other cultists and has been trained to feel most at home in a position of leadership; taking control, being assertive, and staying calm and cool throughout it all. Giving orders comes naturally to her, and receiving them does not feel "right" in the slightest. She does not take well to being commanded. Soluwae has had a lot of sexual relationships in her years but no romantic ones; she's never fallen in love (specifically, has never allowed herself to). Of course ALL of this changes when she meets one Minthara Baenre.... 😌
#if I am the aged philosophical master in this scenario then I just turned to a puff of dust after writing this#I made it SOOOO NEEDLESSLY LONG lmfao I am so sorry#I don't even know if this is what you were looking for? my brain was just like *happy happy happy type type type* and now we're here#I actually had rearrange and rewrite some stuff because initially I focused too much on the OCs akdfjdfk I am nothing if not predictable#AGAIN there's a lot I don't know so don't take this too seriously#It might be fun to revisit this later in the year to see how my opinions might have changed#oc: aune#oc: durge!aune#oc: lethe#oc: vir#oc: soluwae#bg3
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Cidade De Deus (2002)
“Why return to the City of God, where God forgets about you?”
Let’s start from the title, which is certainly enigmatic. Calling city of God, a suburb that is the scenario of a reality abandoned by God is not a mistake, nor is the frequent recourse to religious faith seen as the only motivation, the last hope of these young men for a better life, that does not lead them in a coffin before the age of twenty. I am in favor of full religious freedom and belief, but I cannot fail to notice how, if faith can lead to extremism, bigotry and fanaticism, very often it is also the only light of those who have already touched the bottom or are about to do it.
Speaking of the plot, the film begins in medias res, in the Cidade de Deus, one of the most dangerous favelas in all of Brazil.
The initial scene, so frenetic and almost surreal, is part of the history of cinema, with the chicken running away through the alleys of the neighborhood, while at least twenty boys chase her, trying to catch her with guns and rifles, as if it were Pablo Escobar reincarnated.
The chicken finally ends up clashing with our narrator, aspiring photographer, now stuck between the street gang and the police.
Masterfully we see the camera rotating around this boy, over and over again soon becoming an hypnotic rhythm, while at the end of the last turn we find ourselves in another time space, in the 60s, accompanied by the phrase A PHOTO COULD HAVE CHANGED MY LIFE, BUT IN THE CITY OF GOD IF YOU ESCAPE YOU ARE DONE, AND IF YOU STAY YOU ARE DONE, IT HAS ALWAYS BEEN SO, SINCE I WAS A CHILD.
The protagonist, faced with such a difficult choice, returns to the past with his mind and begins to tell us about a naive gang of thieves in order to narrate with their story, also the reality of the favela, which, using the the film’s wording, is too far from the idea of a Rio’s postcard that the government wanted to portrait at the time.
After a series of episodes that I don't want to spoil, we will move on to the next decade. This initially will seem like a positive turn and then will turn out to be only a patination of the neighborhood, which in the end is even more socially structured and cruel than how it used to be.
Finally, let’s move to the strongest part of the film, the children. They are the ones who make the choices that will most mark them.
In the city of God you cannot live your childhood with carefree, you must immediately decide which side to stand on, and this childish decision, you will take to your grave.
Among the children there are those who immediately think of themselves as an outsider in that climate of crime and violence, but according to them, not because of a sense of morality,but simply because they’re afraid of getting a bullet.
Then we find those who were born for it, and even plan for new robberies, who feels strong and great showing off a gun often bigger than their head.
To say that the film offers us several times the philosophical doubt of WHO ARE GOOD ONE AND WHO’S THE BAD would be redundant and perhaps too direct even to be discussed, with the police who often behave worse than the bandits, and the only “non silent” citizen is the one acting the most violent crime, so I want to focus on other points.
Can you choose which side to fight for or are you facing a one-way street? And then, badness, evil and violence are innate or you learn them, you discover them with living?
Answering the first question, the most objective and direct of the two, there is certainly no doubt that in such ill-famed neighborhoods, it is the crime that pursues us and not the other way around. When you are so abandoned by institutions and authorities, often even with a lack of reference figures from which to take example, Crime is not a choice, simply because there are no choices, it is the only option, even if unjustly glorified.
About the second question, on the other hand, in my opinion, the evil is innate, but not because it is to be considered hereditary, more because but it is part of the human nature, of the animal part in each of us, which, unfortunately, is not held back by human intelligence, but brought to extreme sadism from this intellectual capacity which other animal species lack.
It is morality that then represses these instincts, but if we left the world to anarchy, only a few would stop, and as Plautus says, Homo homini lupus.
To better explain my thoughts, I must refer to another masterful work.
I'm talking about Dogville by the controversial but brilliant Lars Von Trier. I won't talk about this film, but just to summarize the idea, we are faced with a town where cruelty is so eradicated in the population that it is a same child who starts the cycle of violence and abuse. This episode perfectly reflects how human’s evilness is, in my opinion as much as that of the director, genetic, and that can also be seen in City of God.
The undisputed head of the city, Ze Pequeno, begins his rise to power at the age of eighteen, as soon as he realizes that he wants to become the absolute king of the favela.
But if we were to talk about his desire for blood, that was born much earlier, when he was still a child and, as the narrator tells us, "he wanted to act out his whim of killing" and then took advantage of the robbery at the motel to make a massacre.
Certainly the number of its victims grows with its age and so its desire for power but, however questionable this choice is, it was not homicide for futile reasons. In fact, he decides to exterminate all the main drug dealers in the area with the intention of becoming the only owner, when he begins to understand that it was necessary to switch to the drugs field.
What makes me reflects is that, although the character will always be easily triggered, and it is not uncommon for them to put a hole in someone’s head, the reason why he killed as a child was not even money, it was just an innate desire to kill, to take the life of another human being and watch him take his last breath.
His disturbing laugh proves it.
Even the punishment, albeit excessive, that will lead him to death, inflicted on children who had robbed a rotisserie, is still part of his plan to be the owner of a favelas that respects him because in good or bad it is he who protects the city.
And it is precisely in that scene that we see how the cycle begins again, when Ze Pequeno forces a child to kill another child, or when those same children make up any type of story just to receive a weapon or the same one who will then take control of the city at the end of the film, probably taking the man they killed as an example.
They are always the victims and executioners, as well as the heart of the story. Of course, in the seventies we see the protagonists grown up, but of adult men they only have the appearance.
Their character is still that of the decade before, as well as their choices and behaviors. One of them was marked by the sight of a camera as a child and this became his greatest passion as a teenager and then an adult. The same one, despite knowing who his brother's killer is, decides not to take revenge in order to respect the choices he made years before, that is, to abstain from evil.
I don't even need to dwell on the exceptional and impeccable shots because, although there are unforgettable scenes such as the death of Benny between the screams and the intermittent lights of the disco, each shot would have to be studied and likely more than that, the transitions between one and the other.
The plot remains a rhythmical crescendo, we never get bored and the story remains in evolution: we don't have a real incipit, a problem that upsets the balance, a resolution of the problem and then a conclusion, it is a story that it follows changes without actually being a real beginning and end, just like a cycle.
Another and final theme is the power of art, the only means of escape from such a difficult reality, but art itself can often be used improperly to advertise and almost glorify this underworld. In this case we are talking about photography, but it could be any type of art from poetry, cinema to music.
The film must be said that it has no clear defects, but if I could have put my own I would have made the symbol of the camera even more important, since mainly we see it in the very first scene and in the change of decade, and then obviously for the whole last half an hour, while I would have made each photograph part of a chapter of the story, which did not happen.
All in all, I went too far and if you still didn't get the message, run to discover this masterpiece of cinema.
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Some Times (Time and Time Again) (6/8)
Disclaimer: Booster Gold, Blue Beetle, and associated characters are the creative property of DC Comics. Warnings: Canon shaken not stirred, Heavy canon references to Booster Gold (2009-2011) and Blue Beetle (2016-2018) Pairings: Boostle Rating: T Synopsis: Booster Gold and the rest of the Time Masters are still straightening up things in the wake of the most recent universal Rebirth. But Rip Hunter is still missing in the aftermath, leaving Booster in charge with Skeets, Michelle, and Rani. But there’s a distraction for Booster, one he can’t keep himself from ignoring.
Ted Kord, miraculously, is still alive. And that makes everything more complicated than Michael could have ever imagined.
A/N: My gosh we are so close to completing this thing! Just two chapters left, hard as it is to believe!
And of course a wonderful thanks to @shibascarf, @babybatbrat, @bibliofilariidae, @mcbangle, @secretlystephaniebrown, arouraleona, and boopinbabbit for your lovely feedback and support!
Michelle Carter
“God, I’m such an idiot sometimes!” Michelle hisses to herself, feet stomping down the corridor toward Rani’s room.
Her conversation with Ted Kord is still rattling around in her skull and she can’t tell what half of her she’d like to strangle more — the overly sharing side unable to keep a coherent secret or the crude and cryptic mistress of time she feels no right to even claiming.
Coming to a stop mid-stride, Michelle closes her eyes and lets her shoulders droop. She tilts her head back with a sigh. “No wonder Rip and Mikey trust me with next to nothing other than babysitting duty,” she groans. “Throw one little moment of emotional conflict and I utterly lose those salutatorian's brains.”
Opening her eyes, she looks toward Rani’s still distant room and feels a wave of conflict and shame that hasn’t pestered her in a while. But this is the feeling she should be used to by now — it’s just like their father used to always say when he bothered to be around.
“Been playing second best to nothing since the womb, huh, Michelle?” she mutters under her breath. “Could place second in a game of solitaire.”
She takes a moment to suck in a deep breath, steeling herself for a smiling face and positive disposition when a single voice knocks the wind out of her lungs yet again.
“What’s solitaire?” Rani’s tiny voice questions.
Michelle blinks in surprise just before Rani’s mousy haired head pops out from her room’s doorway.
Despite herself, despite everything, Michelle manages a softer and more genuine smile than the one she has been building up to and shakes her head slightly. “A really boring card game,” she answers easily. “Should have known better than to think you would be asleep.”
Skeets, the ever unhelpful bot, hovers out from Rani’s room and bops in the air. “It would have been an unlikely scenario even in the most forgiving of circumstances, Michelle! Which, unfortunately for us, the last twenty-four hours or so have not been.”
“Try the last twenty-nine years for some of us, Skeets,” Michelle jokes, closing the distance of the hallway and scooping Rani into her arms with a simple bow.
“That is much too small to be your correct chronal age, Michelle—“
“Skeets, shush,” Michelle snaps as she enters the bedroom. “Or I’ll give you to Batman to dissect. Again.”
“Three experiences too many, I will heed the warning,” Skeets banters back.
As they enter Rani’s room, Michelle slows her approach to Rani’s bed and adjusts her hold on the younger child. Her thoughts are nearly as heavy as Rani is getting as she lives and ages with them. It’s not going to be long before picking her up isn’t an option for Michelle or Michael.
“Are you going to make me go to bed?” Rani asks critically.
“Eventually,” Michelle admits, turning to sit on the edge of the bed while still keeping her grip on Rani. The girl sits easily in her lap and leans away, giving enough space for them to look into each other’s eyes. “We need to have a talk about everything that’s happened first.”
Rani’s cheeks grow slightly pale and she squirms uncomfortably. “Oh,” she says. “I think I’d rather sleep.”
“Well, that’s tough, kiddo, probably should have put yourself to bed before I got over here then,” Michelle jokes, poking at Rani’s stomach playfully.
In response, Rani turns and twists, but the enthusiasm is slow and dull compared to Rani’s usual behavior.
It’s one of many signs Michelle, Michael, and Rip have learned to pay careful attention to with Rani. She is a sensitive little girl, and her traumas are numerous. When she’s not bopping around she’s almost assuredly in some state of regressive isolation or pure shock.
Watching the man she loves as a father get beaten to a pulp by an evil man they have encountered before is, at the very least, a trigger. Michelle can be certain of at least that much.
“Rani, listen to me,” Michelle says, firmly but without any heat to it. It’s enough to draw Rani’s wide eyes to her. “We love you, and we want the best for you. You know that, right?”
After a moment of clear confusion, Rani manages a small nod.
“Good, because we do,” Michelle reinforces. “And we know you love Rip and want to find him. We do too! But you are a very little girl and this is a very dangerous multiverse we live in. You absolutely cannot, under no circumstances, leave Time Lab without either Mikey, myself, or Rip.”
“I had Skeets,” Rani says quickly.
On instinct, Michelle turns her head to acknowledge Skeets’ floating presence. She immediately turns her eyes back on Rani but it’s a moment too late as Skeets already feels acknowledged.
“Young Rani does have quite an argument on that account,” Skeets says supportively.
“Yes, Skeets, you did a great job,” Michelle says with a roll of her eyes that threatens to continue right out of her sockets. “What were you even doing allowing any of this, Skeets? Aren’t you programmed with safety protocols and whatnot?”
“Yes I am, Michelle, however, there are no proper babysitting protocols. And while I advised against rash action, it was best to make do with the situation at hand,” Skeets returns promptly. “Might I point out, this is not far off from my calculations when dealing with your brother.”
There isn’t much she can give to deny that fairly abundant fact so Michelle releases a groan instead. “Why can’t anything just be simple?”
Rani squirms and meets Michelle’s gaze. “Please don’t be mad at Skeets, Michelle,” Rani pleads. “It’s my fault. I just wanted to find Boppy, and he did leave me a message.”
Michelle feels her chest tighten and she squeezes her grip on Rani sadly. “We all want Rip back, Rani, believe me.”
“In further defense of both Rani and myself,” Skeets spoke up, hovering closer to eye level with Michelle, “following clear instructions left by Rip Hunter is often an important and practical step for all of us here in the Time Lab. And those newly chalked directions were fairly direct considering the usual clues.”
Blinking, Michelle thinks it over.
“That’s… actually pretty true, Skeets,” Michelle remarks thoughtfully. “And it did lead to saving Ted… and getting a bunch of us almost killed, but definitely the saving Ted part.” She presses her lips together, still deep in contemplation. “But even then there wasn’t any sign of Rip, even when Michael was almost certainly in trouble. And that’s not like Rip at all. I can’t even count on my hands and toes how many times, when Mike’s taken too much, Rip has shown up and tipped the scales for him. It’s almost his signature at a certain point.”
Following the conversation, Rani draws her own brows together in concern. “Michelle, you don’t think Boppy wrote the message? But who did? I’m the only one who’s ever written on the board before… and Boppy made me switch to making my unicorns and butterflies on paper so I don’t do that anymore.”
Sighing, Michelle shifts Rani’s weight to her other knee. “I’ll be honest, honey, I’m not sure yet what exactly I think about anything.”
Rani’s bottom lip puckers out as she studies Michelle carefully. “If we don’t know what’s going on, how do we know I did the wrong thing?” she asks pointedly.
“No, no, missy, you’re not philosophizing out of this one,” Michelle stops her quickly. “This isn’t a matter of right or wrong at the moment, it’s a matter of keeping you and everyone else safe so that we can all be together again as a big, happy family. And if you’re flying around to random times and places without us, we can’t do that. Because I know for me and Mike, losing you is the absolute worst thing imaginable these days, and I’m not going to let it happen. Okay, girlie?”
While she ducks her head down to avoid Michelle’s gaze, a coy smile finds its way to Rani’s face. She knows when Michelle says these things that she’s speaking from the bottom of her heart. She has to know by now.
And if she does, considering the emotional mess Rani was when she first came into their lives, maybe that means they’re doing something right after all.
When Rani breaks the silence again, it’s with a deceptively simple question. “Is Ted Kord now in our family? Like Boppy?”
Thinking about it, Michelle takes a breath and then leans back. “I honestly don’t know what’s in store with those two, Rani, love,” she admits. “I don’t think he’s going anywhere any time soon. Either because Michael and he need to sort things out or because of the whole… assassination stuff. That makes it kind of difficult to picture this arrangement ending too fast.”
Before Rani can respond, there is a loud shout followed by laughter.
“Welp, that’s the nose, and no sounds of murder,” Michelle jokes. Rani looks at her questioningly so she rubs her shoulders. “What I mean is, things are definitely looking like we can be expecting to see more of the former Blue Beetle.”
“Okay,” Rani nods. “And if he’s family, then Boppy will be okay with him staying here, like me, so that’s good.”
Michelle has a hard time arguing with Rani’s peculiar logic on that accord.
That is until Michelle looks over and notices the little girl is still furrowed in thought, her eyes darting back and forth as if she’s reading something on her room’s wall. Then, looking at Michelle cautiously, Rani asks, “If he’s not family… how is Black Beetle able to always get in and out of Time Lab? Or write on the board, if it’s him?”
If Rani hadn’t always been so innocent and young, Michelle thinks the questions would have been laced with more accusations. It’s already enough to make Michelle’s heart seize.
They are, after all, very good questions.
Playing up to the role of an adult, Michelle looks toward Skeets instead. “Skeets… how is all of this stuff possible from Black Beetle?” she asks, more worry in her voice than she intends to let on.
For once, Skeets’ response is not immediate and overly explanatory. The droid hovers, a strangely ominous look to his screen in the wrong lighting.
“Apologies, Michelle,” Skeets says in a flat and altogether unapologetic tone. “Information about my scans and records for Rip Hunter and Black Beetle are blocked as of update two-two-seven-dash-eleven-dot-thirteen. Courtesy of Rip Hunter.”
“What?” Michelle asks, aghast.
“Why would Boppy do that?” Rani asks again, only now her pointed questions are accented by the shake of Time Lab’s very infrastructure itself.
The little girl in her lap screams and throws herself into a fit before Michelle can even blink. She can’t draw a single coherent thought before leaping to her feet, Rani in tow, and looking at Skeets.
“I am receiving an intruder alert!” Skeets says loudly, a red exclamation popping up on his screen.
“You useless, toaster!” Michelle sputters in frustration. “Tell me where this is coming from!”
“I believe it does not require much deductive reasoning,” Skeets answers, following Michelle through the door and out into the corridor, “to assume that the laboratory is the most likely option!”
She would die before admitting it out loud, but Michelle knows that Skeets is right. She turns on her heels and takes off to follow the continuing noises of clattering and shaking.
Their home is under attack, their family, everything they still have of their old world and time — and Michelle cannot be nearly as upset with that as she is with the haunting premises that Rani and Skeets have given her.
Black Beetle or not, the real attack is on the understanding Michelle has had of their everything in the last few congruent years. And as much as she wants Rip Hunter safely back with them, she needs a serious word with him about that alone.
#writing#dc fic#DC: Some Times (Time and Time Again)#Boostle#Michelle Carter#Booster Gold#Michael Jon Carter#Ted Kord#Blue Beetle#Rani#Skeets
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REALLY, REALLY LONG CHARACTER SURVEY. RULES. repost , don’t reblog ! tag 10 ! good luck !
TAGGED BY:@absolutiia & @mammaterasu (lemme luv u) TAGGING: (last few in my activity) @gloriatiia, @starrfated, @vcgabcnd, @aevyternal, @matoiii, @vindictiia, @wingedborn, @way-of-flowers, @tiiamate, @moralistiius & @drautcs.
BASICS.
FULL NAME: Satsuki Kiryuin. NICKNAME: Sats, sis, nee-san (Ryuko); Satsuki-chan (Jakuzure) -- mostly post-KLK. AGE: 18; turns 19 shortly after Ragyo’s death. BIRTHDAY: September 9th. ETHNIC GROUP: Asian. NATIONALITY: Japanese. LANGUAGE / S: Japanese, English. SEXUAL ORIENTATION: (prob.) asexual. ROMANTIC ORIENTATION: biromantic. RELATIONSHIP STATUS: complex. CLASS: High; the Kiryuins belong to the richest & wealthiest families ever known. HOME TOWN / AREA: Honnouji; later on Kanagawa. CURRENT HOME: Kiryuin Mansion. PROFESSION: Honnouji Academy Student Council President, Heiress to the Kiryuin Empire; new CEO of rebuilt REVOCs (post-KLK)
PHYSICAL.
HAIR: varies; black. Used to be extremely long (110 cm); short / shoulder-long (post-KLK) EYES: color varies, depending on incidence of light. Dark blue most part of the time, sometimes gray. Satsuki possesses narrow eyes which are framed by very distinct eyebrows. One of the few physical features she definitely shares with her mother. NOSE: Pointed. FACE: angular, defined jaw & keen contours. LIPS: rather thin. Perpetually frowning. COMPLEXION: Pale. Almost white when compared to her sister’s skin. BLEMISHES: if examined close enough one will spot a petite patch of burnt skin on her back right between both shoulder blades (set on her spine). Hinting at the spot where life fibers made first contact during exerted experiments (in her youth). Mere ‘touch’ burnt the child’s skin, rendering her unfit for further tests. Said piece of skin was later on cut open before both parents eventually realized that aforsaid life fibers could not make contact with her neural system (connection error). Satsuki’s right hallux nail has furthermore been replaced with a custom made steel implement.
SCARS: minor cut (almost bleached out/barely visible) right beneath her left cheekbone. Moreover three insection scars on left brachium, long cut / scar on right side of her neck (knife wound which she often covers with high collars / hair) -- post-KLK. TATTOOS: None. HEIGHT: 164 cm (172 cm with heels). WEIGHT: around 58 kg. BUILD: Slender in shape; defined muscle in arms, back & stomach. Long legs, broad hips + shoulders. FEATURES: sharp & stoic. ALLERGIES: None. USUAL HAIR STYLE: hair is kept extremely straight & tidy; both bangs & hair-ends cut in a perfectly horizontal manner. This changes as soon as she shortens her hair. Despite keeping her style 'neat’ still, it often stays more loose & a bit ‘wilder’. USUAL FACE LOOK: rather apathetic, devoid of emotion yet undeniably calm at the same time. Brows oft furrowed, eyes steely. USUAL CLOTHING: various uniforms. Colors of choice are white & blue. Later perhaps even black -- Albeit having been a part of the fashion industry for quite some time already, Satsuki owns no sense for trends at all. This leads to her being prone to dress very formal; rather simple & plain. Items like long blouses & skirts are her favorites; she hardly will wear flat shoes & truly prefers heels (8cm) -- It is also known Satsuki sticks to more loose & unrevealing clothing when being able to choose.
PSYCHOLOGY.
FEAR / S: Failure, losing those considered as family, being devoured by Junketsu & (post-KLK) becoming just like her mother. ASPIRATION / S: Killing Ragyo Kiryuin thus stopping her from gaining world domination; revenge for her dead father & baby sister (pre-episode 18) -- later on, protecting Ryuko & redemption become her driving force. After fulfilling this aim (thus losing her purpose), the rebuilding of REVOCs & the idea of helping those once hurt becomes the distraction she direly needs. POSITIVE TRAITS: Ambition, sheer endless willpower, diligence, intellect, passion, rationality / ability to think out of the box, dedication & will to protect her ‘family’. NEGATIVE TRAITS: manipulator, can have an ill-temper when losing control, hardly shows any empathy, can be seen as taciturn, apathetic,cruel & cold. Lacks the will to open up, tends to isolate herself, arrogant. Cannot see herself being human (’an experiment’,etc). MBTI: INTJ. ZODIAC: Virgo. TEMPEREMENT: Choleric. SOUL TYPE / S: Leader, Thinker. ANIMALS: Owl. VICE HABIT / S: manipulating / torturing others & donning Junketsu thus wrecking own body in the process. FAITH: Satsuki considers herself an atheist. GHOSTS?: No. AFTERLIFE?: in a way,yes. REINCARNATION?: No. ALIENS?: obviously. ECONOMIC PREFERENCE: Satsuki owns a high position / plenty of wealth; she does,however prefer a rather humble & minimalistic life style. SOCIOPOLITICAL POSITION: CEO; business woman. EDUCATION LEVEL: basic school education + advanced education in several specific fields, excellent business skills.
FAMILY.
FATHER: Soichiro Kiryuin (deceased). MOTHER: Ragyo Kiryuin (deceased). SIBLINGS: Ryuko Matoi (alive). EXTENDED FAMILY: Nui Harime (’artificial’ second sister.), Devas. NAME MEANING / S: To offer a more indepth analysis; the name Satsuki can be translated into ‘moon’; thus refering to most symbolic traits the moon possesses. White & blue are her main colors, water & air her main elements. She is an introvert; reserved & the calm force opposing her sister Ryuko (the sun). Satsuki can also (symbolically speaking) refer to the satsuki azalea: a certain type of bonzai which is famous for its beauty & sturdiness when groomed with enough finesse & dedication.
‘Kiryuin’ roughly means "imperial house” (refering to her general family & the mere might it possesses) & “empress, emperor". It is also important to note that the word ‘dragon’ can be found in there too (when analysing the kanji) -- given Satsuki’s role during KLK & the dragon symbolism found in both Junketsu’s activated form & the transformation scene itself, the meaning of said finding can be considered as rather self-explanatory.
HISTORICAL CONNECTION?: n/A.
FAVORITES.
BOOK: heavy content appealing to her level of intellect. Prose / poetry & various rather philosophical works oft interest her too. It nonetheless depends on her mood. Classic drama / tragedy can be relaxing in her pov aswell. 5 SONGS: Classical music in general; Jakuzure’s pieces are a blessing in her pov. DEITY: Athena. HOLIDAY: probably Christmas; Satsuki invests a lot of time & effort into preparing meals / gifts for Ryuko & her devas. She loves spending time with those she cherishes & surely takes a liking in the familiar atmosphere it entails. This only applies to post-KLK scenarios. Holidays hardly mattered to her while mother was still alive. MONTH: no specific one. SEASON: Perhaps autumn. PLACE: despite liking to be among Ryuko & her devas in general, Satsuki oftentimes strives for isolation -- in this case own apartment appears to be the safest choice. WEATHER: Rain soothes her. SOUND: Clashing steel, falling rain, soft melody of a piano or quiet pieces of classical music played in the background; to name a few. Kiryuin does nonetheless cherish silence / a certain tranquility above most other things. SCENT / S: brewed tea. old books, freshly washed/ironed clothing, to name a few. TASTE / S: Anything bitter. FEEL / S: nothing specific. Then again Satsuki surely favors the feeling of being in total control & undeniable security. Gentleness is high on her list too for several reasons. ANIMAL / S: majestic creatures with highly symbolic value. She bases her favorites on certain situations or rational choice / value more often than not. NUMBER: no specific one. COLOURS: several shades of blue.
EXTRA.
TALENTS: great leader/motivator, extraordinarily good at rhetoric, manipulation, master in swordmanship / dual swordmanship, several martial arts, master of self-control, good listener/advisor, quick learner, etc. BAD AT: acknowledging/dealing with own trauma, keeping (platonic) relationships alive, opening up / talking about herself, being ‘human’, coping (post-KLK), sarcasm & humor, picking the right clothes. TURN ONS: she would rather avoid thinking about something like that at the moment. TURN OFFS: ^^^^ HOBBIES: reading & several other rather artistic occupations, sparring (kendo,etc), simply enjoying a cup of tea. She does not frequent hobbies as such given her occupation -- reading is thus perhaps the only activity she can uphold. Other than that she also enjoys being in her sister’s company / doing casual ‘stuff’ alongside Jakuzure. AESTHETIC TAGS: strategy, tea, Victorian Age, literature, books, conquer, katanas, control, poetry, classical music.
MUN QUESTIONS.
Q1: If you could write your character your way in their own movie , what would it be called, what style would it be filmed in, and what would it be about ? — I would love to learn more about Satsuki’s childhood as such; about her life during these years, her education, the role she played in later years. How exactly did she conquer Honnouji, how did Ragyo’s & her interactions work out (not necessarily the ‘abuse part’ but more their dialogues, Ragyo’s influence on her earlier childhood,etc), how did the devas influence her life? How did she interact with them? How big was Jakuzure’s impact? How did they develop Honnouji Academy as such? -- to be honest there is a lot I wish to know. Perhaps also more about her mentality. About her redemption post-KLK, yada yada.
I have no specific name in mind but its title would probably be minimalistic. As for the style? I am not really thinking about a movie / documentation but more of a novel, I suppose.
Q2 : What would their soundtrack / score sound like? — Heavy & militant pieces which feature a lot of power but also ‘softer’ piano compositions that are rather melancholic. Satsuki would def need some female singers in there too. Maybe also tracks featuring the ‘Aurora’ or ‘Cry no More’ vibe. Songs that seem to start rather atypically but evolve into VERY powerful songs carried by a certain celestical tune. It really depends on the context.The majority of her score would consist out of very strong songs with a bit of fragility / melancholy mixed in here & there. Q3: Why did you start writing this character? — Satsuki is complex. A masterpiece in terms of character writing. She is certainly one of the richest characters I know & I love the amount of layers her character has. Writing her proves a challenge -- her dialogue is composed, every word often meaning much more than one might believe; also her psyche. Her drive. Her general story. I am simply drawn to antagonistic, manipulative heroes with surprisingly soft hearts & a terribly tragic backgroundstory who do awful things for the sake of serving a noble call. It gives me life TBH. Q4: What first attracted you to this character? — her power. & perhaps her design. The way she walked down the stairs in this undeniably majestic way? The way she held her first speech? I was sold. Q5: Describe the biggest thing you dislike about your muse. — her manipulative streak. How she treats her devas in the first half of the show. Even if I understand why she had to do this / why she performed the deeds she did; it hurts me everytime. Q6: What do you have in common with your muse? — we are both manipulators. We are both hella introvert & driven. I cut my hair short kinda like Satsuki did too; I lowkey love running around in heels all day aswell. Other than that? Not that much. Q7: How does your muse feel about you? — hmmm. I am positive that she likes me. Q8: What characters does your muse have interesting interactions with? — A lot of characters actually. I love seeing her interact with her devas (Jakuzure, Sanageyama, Gamagori & Inumuta) & ofc also Ryuko. My plots with Ragyo are very painful but feature an unique dynamic that truly strikes me. Then again, I usually only write with roleplayers whom muses could be considered as interesting to interact with. Q9 : What gives you inspiration to write your muse? — To be frank, I rarely really need inspiration? I sometimes rely on my experience drawn from similar characters which I wrote before (Kuvira most part of the time.) but other than that? Music, I guess. -- I also gain most of my motivation from writing down potential hc topics & discussing them with the squad. Q10: How long did this take you to complete? — Sorta long. I rambled a lot + rewrote stuff around a thousand times tbh.
#[[ tbh I could have gone into even more detail in 80% of all cases bUT well#this got long enough already jfc ]]#「〈✦〉 ᴏ ᴀᴛʟᴀs; ʜᴏᴡ I ᴇɴᴠʏ ᴛʜᴇᴇ. Fᴏʀ ʏᴏᴜ ᴄᴀʀʀʏ ᴛʜᴇ ᴡᴏʀʟᴅ & I ᴛʜᴇ ᴡᴇɪɢʜᴛ ᴏғ ᴛʜᴇ ᴅᴇᴀᴅ. ━ headcanons. 」#tw // long post
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Game 321: Star Control II: The Ur-Quan Masters (1992)
Let’s not judge this one by its title screen . . .
Star Control II: The Ur-Quan Masters
United States
Toys for Bob (developer); Accolade (publisher)
Released in 1992 for DOS, 1994 for the 3DO console; later fan ports to other platforms
Date Started: 23 Mach 2019
When I started this blog in 2010, I had already played, at least in adolescence–most of the RPGs that everyone else knows. I may not have remembered all of the details, but I at least could remember the basic outlines of The Bard’s Tale, Might and Magic, Wizardry, Questron, Pool of Radiance, and all of the Ultimas. There were lots of games I had never played–never even heard of–of course, but those were games that most other people my age had never encountered either. It wasn’t until about a year into my blog, with Dungeon Master, that I truly felt I was blogging about a game that I should be ashamed for never having played previously.
For the first time since then, I am in that position again with Star Control II, a game that frequently makes “top X” lists of the best games of all time. My commenters have mentioned it so many times that my usual pre-game search of previous comments turned up too many results to analyze. This one, in other words, is really going to fill a gap.
. . . even though the first game had an awesome title screen.
There has been some debate about whether Star Control II is an RPG, but at least almost everyone agrees that its predecessor was not. That predecessor went by the grandiose name Star Control: Famous Battles of the Ur-Quan Conflict, Volume IV (1990), in an obvious homage to Star Wars. It’s an ambitious undertaking–part simulator, part strategy game, part action game. The player has to manage ships and other resources and plan conquests of battle maps, but in the end the conflict always comes down to a shooting match between two ships using Newtonian physics and relying almost entirely on the player’s own dexterity. This combat system goes back to Spacewar! (1962) and would be familiar to anyone who’s played Asteroids (1979).
The setup has an Earth united under one government by 2025. In 2612, Earth is contacted by a crystalline race called the Chenjesu and warned that the Ur-Quan Hierarchy, a race of slavers, is taking over the galaxy. (Star Control II retcons this date to 2112.) Earth is soon enlisted into the Alliance of Free Stars and agrees to pool resources in a mutual defense pact. The Alliance includes Earth, the philosophic Chenjesu, the arboreal Yehat, the robotic Mmrnmhrm, the elfin Ariloulaleelay, and a race of all-female nymphomaniacs called the Syreen who fly phallic ships with ribbed shafts.
On the other side are the Ur-Quan, an ancient tentacled species with a strict caste system. They make slaves out of “lesser races” and only communicate with them via frog-like “talking pets.” Their allies include Mycons, a fungus species; Ilwraths, a spider-like race that never takes prisoners; and Androsynths, disgruntled clones who fled captivity and experimentation on Earth. Each race (on both sides) has unique ship designs with various strengths and weaknesses, some of which nullify other ships. There’s a kind-of rock-paper-scissors element to strategically choosing what ships you want to employ against what enemies.
No “bumpy forehead” aliens in this setting.
The occasionally-goofy backstory and description of races seems to owe a lot (in tone, if not specifics) to Starflight (1986), on which Star Control author Paul Reiche III had a minor credit. There are probably more references than I’m picking up (being not much of a sci-fi fan) in the ships themselves. “Earthling Cruisers” (at least the front halves) look like they would raise no eyebrows on Star Trek, and both Ilwrath Avengers (in the back) and Vux Intruders (in the front) look like Klingon warbirds. The Ur-Quan dreadnought looks passably like the Battlestar Galactica.
The original Star Control offers the ability to fight player vs. player or set one of the two sides to computer control (at three difficulty levels). In playing, you can simply practice ship vs. ship combat with any two ships, play a “melee” game between fleets of ships, or play a full campaign, which proceeds through a variety of strategic and tactical scenarios involving ships from different species in different predicaments. The full game gives player the ability to build colonies and fortifications, mine planets, and destroy enemy installations in between ship-to-ship combats.
The various campaign scenarios in the original game.
The “campaign map” in the original game is an innovative “rotating starfield” that attempts to offer a 3-D environment on a 2-D screen. It takes some getting used to. Until they reach each other for close-quarters combat, ships can only move by progressing through a series of jump points between stars, and it was a long time before I could interpret the starfield properly and understand how to plot a route to the enemy.
Strategic gameplay takes place on a rotating starmap meant to simulate a 3-D universe.
I have not, in contrast, managed to get any good at ship combat despite several hours of practice. I’m simply not any good at action games. At the same time, I admire the physics and logistics of it. You maintain speed in the last direction you thrust even if you turn. You have limited fuel, so you can’t go crazy with thrusting in different directions. You can get hit by asteroids, or fouled in the gravity wells of planets. And you have to be conservative in the deployment of your ships’ special abilities, because they use a lot of fuel. Still, no game in which action is the primary determiner of success is going to last long on my play list. For such players, the game and its sequel offer “cyborg” mode, where technically you’re the player but the computer fights your battles, but I’d rather lose than stoop to that.
One of my lame attempts at space combat.
Star Control II opens with a more personal backstory. In the midst of the original Ur-Quan conflicts, the Earth cruiser Tobermoon, skippered by Captain Burton, was damaged in an ambush and managed to make it to a planet orbiting the dwarf star Vela. As they tried to repair the ship, crewmembers found a vast, abandoned underground city, populated with advanced technology, built by an extinct race known as the Precursors.
The backstory is reasonably well-told with title cards.
Burton reported the find when she returned to Earth, and she was ordered to return with a scientific team led by Jules Farnsworth. Shortly after they arrived, they received word from Earth that the Ur-Quan had learned about the Precursor city and were on their way. Burton balked at Earth’s orders to abandon and destroy the base with nuclear weapons. Instead, she sent her ship back to Earth under the command of her first officer and remained behind with the scientific team, planning to detonate nuclear weapons should the Ur-Quan ever arrive.
The team ended up spending 20 years on the planet, which they named Unzervalt, with no contact from Earth. During that time, the scientists discovered that the city had been created to build ships, and eventually they were able to activate the machines, which put together a starship. The machines shut down just as the ship was completed, reporting that there were insufficient raw materials to continue. About this time, Farnsworth admitted that he was a fraud, and all the success he’d experienced getting the machines up and running was due to a young prodigy born on Unzervalt–the player character.
They’re not kidding about the “skeleton” part.
Burton assembled a skeleton crew for the new starship, with the PC manning the computer station, and blasted off. Three days out, they discovered the derelict Tobermoon, damaged and bereft of any (living or dead) crewmembers. Burton took command of the Tobermoon while the PC was promoted to captain of the new ship. Tobermoon was soon attacked and destroyed by an unknown alien craft, leaving the new ship to escape to Earth. Here the game begins.
What “plight”? You live on a technologically-advanced Eden where your enemies seem to have forgotten about you.
The player can name himself and his ship, and that’s it for “character creation.” He begins in the middle of the solar system, in a relatively empty ship with 50 crew and 10 fuel. I intuited that I needed to fly to towards Earth, so I headed for the inner cluster of planets.
“Character creation.”
As the screen changed to show Mercury, Venus, Earth, and Mars, a probe zoomed out and attached itself to our ship. It played a recording from an Ur-Quan (with the “talking pet” doing the talking), informing me that approaching Earth was forbidden, as was my status as an “independent” vessel. The probe then zoomed off to inform the Ur-Quan of my “transgressions,” leaving me to explore the planetary area at will. I guess the war didn’t go so well for the Alliance.
Well, we now know how the first game ended, canonically.
As I approached Earth, the screen changed to show Earth, the moon, and a space station orbiting Earth. Earth itself seemed to have some kind of red force field around it, so I approached the space station.
As I neared, I was contacted by a “Starbase Commander Hayes of the slave planet Earth.” He indicated that his energy cores were almost depleted and asked if we were the “Hierarchy resupply ship.” At this point, I had a few dialogue options. One allowed me to lie and say I was the resupply ship. Another had me introduce myself. A third–more reflective of what I was actually thinking–said “‘Slave planet?!’ ‘Hierarchy resupply vessel?!’ What is going on here?'” The commander said he’d answer my questions if we’d bring back some radioactive elements to re-power the station. He suggested that we look on Mercury.
I like dialogue options, but so far they’ve broken down into: 1) the straight, obvious option; 2) the kind-of dumb lie; and 3) the emotional option that still basically recapitulates #1.
I flew off the Earth screen and back to the main solar system screen. At some point during this process, I had to delete the version of the game that I’d downloaded and get a new one. None of the controls worked right on the first one I tried. I particularly couldn’t seem to escape out of sub-menus, which was supposed to happen with the SPACE bar. The second version I downloaded had controls that worked right plus someone had removed the copy protection (which has you identifying planets by coordinates). The controls overall are okay. They’re much like Starflight, where you arrow through commands and then hit ENTER to select one. I’d rather be able to just hit a keyboard option for each menu command, but there aren’t so many commands that it bothers me. Flying the ship is easy enough with the numberpad: 4 and 6 to turn, 8 to thrust, 5 to fire, ENTER to use a special weapon. There’s a utility you can use to remap the combat commands, but using it seems to run the risk of breaking the main interface, which I guess is what happened with the first version I downloaded.
Running around Mercury and picking up minerals. The large-scale rover window (lower right) is quite small.
When orbiting a planet, you get a set of options much like Starflight. You can scan it for minerals, energy, or lifeforms, and then send down a rover (with its own weapons and fuel supply) to pick things up. Minerals are color-coded by type, and at first I was a little annoyed because I can’t distinguish a lot of the colors. But it turns out that the explorable area of planets is quite small, and you can easily zoom around and pick up all minerals in just a few minutes. In that, it’s quite a bit less satisfying than Starflight, where the planets were enormous and you’d never explore or strip them all, and you got excited with every little collection of mineral symbols.
The rover doesn’t hold much, but returning to the ship and then landing again is an easy process, so before long my hold was full of not just uranium and other “radioactives,” but iron, nickel, and other metals. In mining them, the rover was periodically damaged by gouts of flame from the volatile planet, but it gets repaired when you return to the main ship.
Returning to base with a near-full cargo manifest.
We returned to the starbase and transferred the needed elements. With the station’s life support, communications, and sensors working again, the captain was able to scan my vessel, and he expressed shock at its configuration. Rather than give him the story right away, I chose dialogue options that interrogated him first.
This seems to be everybody’s reaction.
Commander Hayes explained that the Ur-Quan had defeated the Alliance 20 years ago. They offered humanity a choice between active serve as “battle thralls” or imprisonment on their own planet. Humanity chose the second option, so the Hierarchy put a force field around the planet, trapping the human race on a single world and preventing assistance from reaching them. But they also put a station in orbit so their own ships could find rest and resupply if they happened to pass through the system. The station is maintained by humans conscripted from the planet for several years at a time.
Humanity’s fate didn’t seem so bad until he got to this part.
When he was done, I (having no other choice, really) gave him our background and history and asked for his help. Pointing out that starting and rebellion and failing would result in “gruesome retribution,” he asked me to prove my efficacy by at least destroying the Ur-Quan installation on the moon, warning me that I would have to defeat numerous warships.
We left the station and sailed over to the moon. An energy scan showed one blaze of power, so I sent the rover down to it. The report from the rover crew said that the alien base was abandoned and broadcasting some kind of mayday signal, “but great care has been taken to make it appear active.” My crew shut the place down and looted it for parts.
My crew files a “report from the surface.”
Lifeform scans showed all kinds of dots roaming around the moon, most looking like little tanks. I don’t know if I was supposed to do this or not, but I ran around in the rover blasting them away in case they were enemies. I also gathered up all the minerals that I could.
I returned to the starbase, and the commander accepted my report. Just then, an Ilwrath Avenger, having found the probe, entered the system. The arachnid commander threatened us. There were some dialogue options with him, all of which I’m sure resulted in the same outcome: ship-to-ship combat.
They’re not just “spider-like”; they actually spin webs on their bridges.
This part was much like the original game, although with the ship icons larger and against a smaller backdrop. I (predictably) lost the battle the first two times that I tried, but won the third time. In my defense, the game’s backstory specifically said that I had minimal weapons. It was also a bit lumbering–slow to turn, slow to thrust.
The alien ship destroys me in our first encounter.
When I returned to starbase after the battle, Commander Hayes said he would join my rebellion, and the starbase would be my home base. He asked what we would call our movement, and there were some amusing options.
The last option tempted me, but I was boring and went with the first one.
Through a long serious of dialogues, I learned that as I brought back minerals and salvage, the base could convert them into “resource units “(RU) which I could then use to build my crew, purchase upgrades for the Prydwen (improved thrusters, more crew pods, more storage bays, more fuel), get refueled, and build a fleet of starships. I can even build alien ships if I can find alien allies to pilot them.
My own starbase. Why can’t I name it?
Hayes had a lot more dialogue options related to history and alien species, but I’ll save those for later. It appears that the introduction is over and I now have a large, open universe to explore, where I’m sure I’ll do a lot of mining, fighting, and diplomacy. In this sense, Star Control II feels like more of a sequel to Starflight than the original Star Control.
One part of a nine-page starmap that came with the game. I’m tempted to print it out and assemble it on the wall in front of my desk. I suppose it depends on how long the game lasts.
I appreciate how the game eased me into its various mechanics. I’m enjoying it so far, and I really look forward to plotting my next moves. I suspect I’ll be conservative and mine the rest of the resources in the solar system and buy some modest ship upgrades before heading out into the greater universe.
Time so far: 2 hours
****
While playing Star Control II, I thought it would be fun to have a look at co-author Paul Reiche III’s first CRPG effort, the Keys of Acheron expansion (1981) to Epyx’s Dunjonquest title, Hellfire Warrior. Unfortunately, I can’t seem to get it working. (I’m attempting the Apple II version, but they all seem to have the same problem.) Acheron requires the original Hellfire Warrior to start, and the manual warns you that if you don’t do everything right according to the “Special Loading Instructions,” you won’t be able to play the game. While I can find the manual in plenty of places, I can’t seem to find the loading instructions anywhere, and trying the obvious stuff (e.g., switching disks before entering the dungeon) doesn’t seem to work. A couple of screenshots on MobyGames show that at least someone got it to work. I’d appreciate if anyone has any ideas on these special loading instructions; otherwise, we’ll have to continue to list the game as “NP” and put it on the “Missing & Mysteries” list.
source http://reposts.ciathyza.com/game-321-star-control-ii-the-ur-quan-masters-1992/
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History of Educational Technology
Public education in America has encountered many challenges, particularly in the last three decades. Declining test scores, declining graduation rates, poor results for high school graduates once best shapewear entering college unprepared, and the clear lack of life-long learning skills are just symptoms of the underlying problems and issues with K-12 education.
The decline of direct parental involvement, poor university education school preparation for teachers, misdirected and inconsistent standardized testing efforts, and the lack of any teacher testing and annual monitoring of teacher progress have all contributed to the problems in public education, and alarming lack of results and preparation of our children. However, underlying the symptoms and the causes that I have cited is the compromising of the true mission and goals we all expect to be unwavering. That is to say, those given the sacred responsibility of educating our students have compromised the very mission of education, and the achievement of the goals and objectives that we have counted upon to be the foundation of our future and our children's future. This is not an accusation, a supposition, or an opinion. This is a fact. I have seen it and documented it first hand in my own state, and have verified similar encounters and compromises by the educational elite, administrators, and most directly the two largest teacher unions in the United States. It is at a minimum, appalling, and potentially criminal.
What I am attempting to describe are the political compromises made by the teacher unions, with complicity by some administrators and ratification by local school boards, reducing the quality of Maternity Shapewear education and the integrity of the teaching experience, solely for the benefit of power and money. The recipients of the increased power, funding, and funds into their own coffers to be utilized for purposes other than education, are the national teacher unions, their respective state affiliates, and their colleagues.
When union domination, and the marginalization of parents occur, our children are the losers. They are no longer the priority. They are no longer the most important participants in the educational experience as they should be, and must be, if we're to achieve those lofty goals, and make our children the best prepared in the world. No matter what changes we make to public education, no matter how we improve standardized testing, measuring results, educating and preparing our teachers, and funding education, if we don't take the politics out of education, and the implementation of good education policy in our government, we are doomed to fail. Yes, unions have a right to exist, and yes our teachers should be treated well, and be paid well. However, with regard to public education, we're not talking about a typical working environment. The priority must be the students, or the proposition of public education on its' very face, is false. Why do many private schools, parochial schools, and most "home-schoolers" often do significantly better than their public school counterparts, with much less funding? Their encouragement of parental involvement in education policy, and their children's day-to-day education experience, as well as the absence of washer dryer clearance political pressure being exacted by the teacher unions, is a major factor.
Having direct, first hand knowledge of the referenced compromises and tactics by the education elite and teacher unions, I have seen how the entire political agenda has permeated the legislative process at the state and national levels. As Education Policy Chairman in my State's Legislature, I have had to deal with these political pressures, and have seen how the masterful agenda on the part of the education elite and the unions have affected my colleagues, and their ability to resist the enormous pressure brought to bear on them, and their respective school districts. The compromise of our children's future has permeated the legislative process through lobbying efforts, the recruitment of pro-union candidates, and sheer intimidation. My assessment is that it will continue until it can't be fixed. Then a collapse of public education, as we know it, will occur, and something will have to take its' place. Meanwhile, our children have lost their future, and our nation may never regain its position as a superpower, and the leader of the free world.
Yes, this is serious business. I firmly believe that if we wait until the alarming collapse that I have cited, America will have lost its' future. This is a time for a loud call to common sense, our founding values, and the premise that the self-serving educational elite cannot be permitted to compromise our children's education and their very future anymore. It appliances houston must stop. As the new "Tea Party" movement has awakened the silent majority from their political and policy indifference of the past, a new movement must rise up out of the ashes of our disastrous math and science test scores, falling graduation rates, and politically-correct social transformational education experience. The basics underpinning our traditional education system including academic excellence, parental involvement and support, discipline, and clear consistent standardized testing and evaluation, must be restored.
Public education must clearly adapt to a global environment, and the teaching methodology must adapt to the times and current technologies. However, we must turn out a new type of teacher that can teach to ALL students. The actual pedagogy deployed must be based on the premise that students learn at different rates, have different backgrounds, and actually think differently. However, to be consistent with the goals and objectives that I noted earlier, the sacred mission-to-educate, we must find a way to deliver a quality education to every single student and to discard the premise that some students can learn, and some cannot. We owe it to ourselves, to them, and most importantly, we owe it to future generations of Americans, and car dealerships in houston to assure that America continues as the leader of the free world.
Mr. Palmer, a life-long entrepreneur, owner of diverse business interests, strategic planner, real estate developer, market & economic feasibility authority, and technology & real estate financier, is the founder of the Amerivest Group.
Mr. Palmer has also been active in local, state and national politics & government policy decisions since 1979, and concurrently remains active in regulatory, education, and business issues nationally. Subsequent to becoming the Republican Nominee for US Congress in Michigan's 10th District, Mr. Palmer served in the Michigan Legislature as Majority Whip, Education Chair, as served as a ranking member of numerous Policy and Appropriations Committees over four terms. He has been an advisor to telecommunication regulatory policy in both Michigan and nationally.
Subsequent to his recent retirement from the civic arena, Mr. Palmer, along with colleagues from around the world, restructured the focus of the Amerivest legacy, and launched a new vision under the banner of the Amerivest Group. There is no written evidence which can tell us exactly who has coined the phrase educational technology. Different educationists, scientists and philosophers at different time intervals have luxury cars houston put forwarded different definitions of Educational Technology. Educational technology is a multifaceted and integrated process involving people, procedure, ideas, devices, and organization, where technology from different fields of science is borrowed as per the need and requirement of education for implementing, evaluating, and managing solutions to those problems involved in all aspects of human learning.
Educational technology, broadly speaking, has passed through five stages.
The first stage of educational technology is coupled with the use of aids like charts, maps, symbols, models, specimens and concrete materials. The term educational technology was used as synonyms to audio-visual aids.
The second stage of educational technology is associated with the 'electronic revolution' with the introduction and establishment of sophisticated hardware and software. Use of various audio-visual aids like projector, magic lanterns, tape-recorder, radio and television brought a revolutionary change in the educational scenario. Accordingly, educational technology concept was taken in terms of these sophisticated Houston SEO Expert instruments and equipments for effective presentation of instructional materials.
The third stage of educational technology is linked with the development of mass media which in turn led to 'communication revolution' for instructional purposes. Computer-assisted Instruction (CAI) used for education since 1950s also became popular during this era.
The fourth stage of educational technology is discernible by the individualized process of instruction. The invention of programmed learning and programmed instruction provided a new dimension to educational technology. A system of self-learning based on self-instructional materials and teaching machines emerged.
The latest concept of educational technology is influenced by the concept of system engineering or system approach SEO Company Toronto which focuses on language laboratories, teaching machines, programmed instruction, multimedia technologies and the use of the computer in instruction. According to it, educational technology is a systematic way of designing, carrying out and evaluating the total process of teaching and learning in terms of specific objectives based on research.
Educational technology during the Stone Age, the Bronze Age, and the Iron Age Educational technology, despite the uncertainty of the origin of the term, can be traced back to the time of the three-age system periodization of human prehistory; namely the Stone Age, the Bronze Age, and the Iron Age.
Duringthe Stone Age, ignition of fire by rubbing stones, manufacture of various handmade weapon and utensils from stones and clothing practice were some of the simple technological developments of utmost importance. A fraction of Stone Age people developed ocean-worthy outrigger canoe ship technology to migrate from one place to another across the Ocean, by which they developed their first informal education of knowledge of the ocean currents, weather conditions, sailing practice, astronavigation, and star maps. During the later Stone Age period (Neolithic period),for agricultural practice, polished stone tools were made from a variety of hard rocks largely by digging underground tunnels, which can be considered as the first steps in mining technology. The polished axes were so effective that even what career is right for me after appearance of bronze and iron; people used it for clearing forest and the establishment of crop farming.
Although Stone Age cultures left no written records, but archaeological evidences proved their shift from nomadic life to agricultural settlement. Ancient tools conserved in different museums, cave paintings like Altamira Cave in Spain, and other prehistoric art, such as the Venus of Willendorf, Mother Goddess from Laussel, France etc. are some of the evidences in favour of their cultures.
Neolithic Revolution of Stone Age resulted into the appearance of Bronze Age with development of agriculture, animal domestication, and the adoption of permanent settlements. For these practices Bronze Age people further developed metal smelting, with copper and later bronze, an alloy of tin and copper, being the materials of their choice.
The Iron Age people replaced bronze and developed the knowledge of iron smelting technology to lower the cost of living since iron utensils were stronger and cheaper than bronze equivalents. In many Eurasian cultures, the Iron Age was the last period before the development of written scripts.
Educational technology during the period of Ancient civilizations According to Paul Saettler, 2004, Educational technology can be traced back to the time when tribal priests systematized bodies of knowledge and ancient cultures invented pictographs or sign business analyst certification writing to record and transmit information. In every stage of human civilization, one can find an instructional technique or set of procedures intended to implement a particular culture which were also supported by number of investigations and evidences. The more advanced the culture, the more complex became the technology of instruction designed to reflect particular ways of individual and social behaviour intended to run an educated society. Over centuries, each significant shift in educational values, goals or objectives led to diverse technologies of instruction.
The greatest advances in technology and engineering came with the rise of the ancient civilizations. These advances stimulated and educated other societies in the world to adopt new ways of living and governance.
The Indus Valley Civilization was an early Bronze Age civilization which was located in the northwestern region of the Indian Subcontinent. The civilization was primarily flourished around the Indus River basin of the Indus and the Punjab region, extending upto the Ghaggar-Hakra River valley and the Ganges-Yamuna Doab, (most of the part is under today's Pakistan and the western states of modern-day India as well as some part of the civilization extending upto southeastern Afghanistan, and early childhood development the easternmost part of Balochistan, Iran).
There is a long term controversy to be sure about the language that the Harappan people spoke. It is assumed that their writing was at least seems to be or a pictographic script. The script appears to have had about 400 basic signs, with lots of variations. People write their script with the direction generally from right to left. Most of the writing was found on seals and sealings which were probably used in trade and official & administrative work.
Harappan people had the knowledge of the measuring tools of length, mass, and time. They were the first in the world to develop a system of uniform weights and measures.
In a study carried out by P. N. Rao et al. in 2009, published in Science, computer scientists found that the Indus script's pattern is closer to that of spoken words, which supported the proposed hypothesis that it codes for an as-yet-unknown language.
According to the Chinese Civilization, some of the major techno-offerings from China include paper, early seismological detectors, toilet paper, matches, iron plough, the multi-tube seed drill, the suspension bridge, the wheelbarrow, the parachute, natural gas as fuel, the magnetic compass, the raised-relief map, the blast furnace, the propeller, the crossbow, the South Pointing Chariot, and gun powder. With the invent of paper they have given their first step towards developments of educational technology technical schools near me by further culturing different handmade products of paper as means of visual aids.
Ancient Egyptian language was at one point one of the longest surviving and used languages in the world. Their script was made up of pictures of the real things like birds, animals, different tools, etc. These pictures are popularly called hieroglyph. Their language was made up of above 500 hieroglyphs which are known as hieroglyphics. On the stone monuments or tombs which were discovered and rescued latter on provides the evidence of existence of many forms of artistic hieroglyphics in ancient Egypt.
Educational technology during Medieval and Modern Period Paper and the pulp papermaking process which was developed in China during the early 2nd century AD, was carried to the Middle East and was spread to Mediterranean by the Muslim conquests. Evidences support that a paper mill was also established in Sicily in the 12th century. The discovery of spinning wheel increased the productivity of thread making process to a great extent and when Lynn White added the spinning wheel with increasing supply of rags, this led to the production of cheap paper, which was a prime factor in the development of printing technology.
The invention of the printing press was A+ certification training taken place in approximately 1450 AD, by Johannes Gutenburg, a German inventor. The invention of printing press was a prime developmental factor in the history of educational technology to convey the instruction as per the need of the complex and advanced-technology cultured society.
In the pre-industrial phases, while industry was simply the handwork at artisan level, the instructional processes were relied heavily upon simple things like the slate, the horn book, the blackboard, and chalk. It was limited to a single text book with a few illustrations. Educational technology was considered synonymous to simple aids like charts and pictures.
The year 1873 may be considered a landmark in the early history of technology of education or audio-visual education. An exhibition was held in Vienna at international level in which an American school won the admiration of the educators for the exhibition of maps, charts, textbooks and other equipments.
Maria Montessori (1870-1952), internationally renowned child educator and the originator of Montessori Method exerted a dynamic impact on educational technology through her development of graded materials designed to provide for the proper sequencing of subject matter for each individual learner. Modern educational technology suggests many extension of Montessori's idea of prepared child centered environment.
In1833, Charles Babbage's design of a general purpose computing device laid the foundation of the modern computer and in 1943, the first computing machine as per hi design was constructed by International Business Machines Corporation in USA. The Computer Assisted plus size shapewear instruction (CAI) in which the computer functions essentially as a tutor as well as the Talking Type writer was developed by O.K. Moore in 1966. Since 1974, computers are interestingly used in education in schools, colleges and universities.
In the beginning of the 19th century, there were noteworthy changes in the field of education. British Broadcasting Corporation (BBC), right from its start of school broadcasts in 1920 had maintained rapid pace in making sound contribution to formal education. In the USA, by 1952, 20 states had the provision for educational broadcasting. Parallel to this time about 98% of the schools in United Kingdom were equipped with radios and there were regular daily programmes.
Sidney L. Pressey, a psychologist of Ohio state university developed a self-teaching machine called 'Drum Tutor' in 1920. Professor Skinner, however, in his famous article 'Science of Learning and art of Teaching' published in 1945 pleaded for the application of the knowledge derived from behavioral psychology to classroom procedures and suggested automated teaching devices as means of doing so.
Although the first practical use of Regular television broadcasts was in Germany in 1929 and in 1936 the Olympic Games in Berlin were broadcasted through television stations in Berlin, Open circuit television began to be used primarily for broadcasting programmes for entertainment in 1950. Since 1960, television is used for educational purposes.
In 1950, Brynmor, in England, used educational technological steps for the first time. It is to be cared that in 1960, as a result of industrial revolution in America and Russia, other countries also started progressing in the filed of educational technology. In this way, the beginning of educational technology took place in 1960 from America and Russia and now it has reached England, Europe and India.
During the time of around 1950s, new technocracy was turning it attraction to educations when there was a steep shortage of teachers in America and therefore an urgent need of educational technology was felt. Dr. Alvin C. Eurich and a little later his associate, Dr. Alexander J. Stoddard introduced mass production technology in America.
Team teaching had its origin in America in the mid of 1950's and was first started in the year 1955 at Harvard University as a part of internship plan.
In the year 1956, Benjamin Bloom from USA introduced the taxonomy of educational objectives through his publication, "The Taxonomy of Educational Objectives, The Classification of Educational Goals, Handbook I: Cognitive Domain".
In 1961, Micro teaching technique was first adopted by Dwight W. Allen and his co-workers at Stanford University in USA.
Electronics is the main technology being developed in the beginning of 21st century. Broadband Internet access became used appliances houston popular and occupied almost all the important offices and educational places and even in common places in developed countries with the advantage of connecting home computers with music libraries and mobile phones.
Today's classroom is more likely to be a technology lab, a room with rows of students using internet connected or Wi-Fi enabled laptops, palmtops, notepad, or perhaps students are attending a video conferencing or virtual classroom or may have been listening to a podcast or taking in a video lecture. Rapid technological changes in the field of educational have created new ways to teach and to learn. Technological changes also motivated the teachers to access a variety of information on a global scale via the Internet, to enhance their lessons as well as to make them competent professional in their area of concern. At the same time, students can utilize vast resources of the Internet to enrich their learning experience to cope up with changing trend of the society. Now a days students as well teachers are attending seminars, conferences, workshops at national and international level by using the multimedia techno-resources like PowerPoint and even they pursue a variety of important courses of their choice in distance mode via online learning ways. Online learning facility has opened infinite number of doors of opportunities for today's learner to make their life happier than ever before.
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Best Anime Movies To Watch – OtakuKart
New Post has been published on https://hentaihun.com/blog/2017/12/12/best-anime-movies-to-watch-otakukart-2/
Best Anime Movies To Watch – OtakuKart
Looking for some Marvelous Anime movie? I have got you some astonishing hand-picked collection of the movie. Here is a list of Top 10 Best Anime Movies You Must Watch.So without any further delay let’s start with our Top 10 Anime Movie List
Top 10 Best Anime Movies Of All Time
Patlabor: The Movie (1989)
Many of the films on this list are here because they’re landmark films for their directors, or that they move the art form of Japanese animation forward in meaningful ways. Patlabor is just a good-ass movie made by a bunch of talented people, including future Ghost in the Shell collaborators Mamoru Oshii and I.G Tatsunoko (the early name for the production company that would become Production I.G). Set in the distant future of 1999, Patlabor’s hardboiled sci-fi police procedural explores the connection between humanity and technology, and how we approach law enforcement in an age of automation. Also, this list would otherwise be sorely lacking in giant mech movies – this film has them in spades, and they fight a bunch. It’s pretty cool.
The Girl Who Leapt Through Time (2006)
Studio Ghibli commissioned director Mamoru Hosoda to make Howl’s Moving Castle, but sent him packing after rejecting his initial concepts. Hosoda then turned around and directed The Girl Who Leapt Through Time, an abounding and inventive dramedy that’s as entertaining as it is thought-provoking. Based on a novel by Yasutaka Tsutsui, the film follows high schooler Makoto Konno as she learns that she has the power to quite literally leap through time. First, she uses these powers to get good grades, but she quickly learns that her actions have consequences. It’s a wildly imaginative slice of life and marked the emergence of an important voice in animated films.
Your Name (2016)
Since the release of his first short film Voices of a Distant Star (which he wrote, directed, and animated by himself over seven months), Makoto Shinkai has been described by multiple critics as the next Hayao Miyazaki. With his most recent film Your Name. (yes, the period is part of the title), Shinkai finally steps out steps out of the shadows of the greats and finds his own voice. To describe it as a mere body-swapping film does it a great disservice, as it finds the humor and humanity in a situation where two young high schoolers find themselves in each others shoes and desperately want to find each other. But then, Shinkai pulls the rug out from under you halfway through and Your Name. turns into a different kind of film entirely.
Vampire Hunter D (1985)
Vampire Hunter D is often credited as being one of the first anime films specifically targeted for an older audience, and its success paved the way for many of the films on this list. It’s a slow, haunting burn that follows the titular, monosyllabic vampire hunter as he aids and protects a young woman from a demonic menace. Featuring the brooding character design of none other than Final Fantasy concept artist Yoshitaka Amano, Vampire Hunter D is the dark glimpse into the maturation of anime as a genuine theatrical art form.
Ninja Scroll (1993)
If Akira and Ghost in the Shell were the opening salvos for anime’s initial resurgence in the West as more than Saturday morning fodder, Ninja Scroll was the knockout punch. Releasing in the West around the same time as Ghost in the Shell, Ninja Scroll is a stylish, hyper-violent flurry of over-the-top battles and geysers of blood. Ex-ninja Jubei is coerced under threat of death by a Tokugawa spy to hunt down and defeat the Eight Devils of Kimon, each one with its own mystical set of powers. In an hour and a half, Jubei fights a dude whose skin can turn into stone, a naked snake lady, a guy who can melt into shadows, and a woman who plants gunpowder in people’s bodies and uses them as living time bombs.
Nausicaa of the Valley of the Wind (1984)
Studio Ghibli is perhaps second only to Disney in terms of cultural relevance and worldwide recognition in animation, and Nausicaa of the Valley of the Wind is where it all started. It follows the eponymous young woman as she navigates a post-apocalyptic future where venturing outside small population centers means having to contend with giant insects and a deadly miasma. Here, you will see many of Ghibli’s themes on humanity, community, mortality, and environmentalism converge, accompanied by lush hand-drawn animation and swashbuckling action.
Perfect Blue (1997)
After working as an animator on other films, Satoshi Kon made his explosive directorial debut with Perfect Blue. It’s about a J-Pop idol who leaves behind a music career to pursue acting, and the further she dives into the role, the more reality and fiction begin to blur together. Kon’s signature style seems to spring forth fully realized from the first frame, his unique take on magical realism ensuring you never see the seams until he wants you to. Kon’s career was cut short due to pancreatic cancer, but his influence can be seen everywhere, including Darren Aronofsky’s Black Swan and Christopher Nolan’s Inception.
Ghost in the Shell (1995)
Oshii’s adaptation of Masamune Shirow’s seminal graphic novel series is simultaneously one of the most influential and enigmatic anime films ever made. There’s definitely a plot here, as a team of armored police officers leads by Major Motoko Kusanagi attempt to hunt down a mysterious hacker known as the Puppet Master, but Ghost in the Shell is far more concerned with exploring the philosophical ramifications of its transhumanist themes than it is providing any sort of narrative payoff. It’s a strange one to watch, packing a lot of information and world-building into its brisk 82-minute runtime, but its length and structure allow for repeat viewings that are as rewarding as the first.
Spirited Away (2001)
If you want a good snapshot of Studio Ghibli’s history, first watch Nausicaa, then watch this one. Here is Miyazaki at the height of his craft, using advancements in animation technology to enhance but not overpower an Alice in a Wonderland-esque story filled to the brim with strange creatures and imaginative scenarios. It’s a coming of age story about a young girl who finds herself lost in a bathhouse for the spirits, interacting with an assortment of fantastical creatures as she attempts to rescue her parents. That Miyazaki still explores the consequences of the convergence of nature and technology shows how timeless and important these themes are.
Akira (1988)
Akira is a powerhouse of a film, every frame of animation exploding off the screen with kinetic energy and effortless style. It’s based off the first half of Otomo’s massive graphic novel series of the same name (the second half created after the film was completed, explaining the wild divergence in plotlines), following a group of delinquent teenagers in Neo-Tokyo decades after the end of World War 3. One of these boys, named Tetsuo, is abducted by a secretive government unit and experimented on, awakening his latent psychic abilities which quickly spiral out of control. What follows is a strange, gut-wrenching landmark of science-fiction, filled with rad bikes and an absurd amount of destruction.
Did you like this list.Comment your reaction after completing any one of these.Also if you want any list to be done by me feel free and lemme know, If you wanna get in touch with me on social media like Snapchat-Vibsz16 and Instagram you can follow me there ^_^
Top 10 Best Anime Antagonists And Their Quotes
A major and most part of a show’s appeal is the villain. Be they suave and sophisticated, or insane and genocidal, they’re always one of the more memorable aspects of a series. With this in mind, I have constructed a list of the Top 10 anime antagonists.
10.Future Rouge – Fairy Tail
Quote – The earth will crumble, the skies shall burn, and the flames of light shall be extinguished, for I am the Dragon King: the emperor born from the.Dragon King Festival!
9.Satou – Ajin
Quote- When I Play Games, I always play on hard mode.Because higher the difficulty….more fun it gets.
8.Neferpitou – Hunter X Hunter 2011
Quote- This person is important to someone who’s important to me.
7.Envy – Fullmetal Alchemist: Brotherhood
Quote-uit your pathetic blubbering, you idiot! You were trying to kill one of our most important sacrifices. Do you understand me?! You could’ve messed up the entire plan! What would we have done then?! Huh?!
6.Vicious – Cowboy Bebop
Quote- I’m the only one who can keep you alive… And I’m the only one that can kill you.
5….
CONT READING…
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Best Anime Movies To Watch – OtakuKart
New Post has been published on https://hentaihun.com/blog/2017/12/12/best-anime-movies-to-watch-otakukart/
Best Anime Movies To Watch – OtakuKart
Looking for some Marvelous Anime movie? I have got you some astonishing hand-picked collection of the movie. Here is a list of Top 10 Best Anime Movies You Must Watch.So without any further delay let’s start with our Top 10 Anime Movie List
Top 10 Best Anime Movies Of All Time
Patlabor: The Movie (1989)
Many of the films on this list are here because they’re landmark films for their directors, or that they move the art form of Japanese animation forward in meaningful ways. Patlabor is just a good-ass movie made by a bunch of talented people, including future Ghost in the Shell collaborators Mamoru Oshii and I.G Tatsunoko (the early name for the production company that would become Production I.G). Set in the distant future of 1999, Patlabor’s hardboiled sci-fi police procedural explores the connection between humanity and technology, and how we approach law enforcement in an age of automation. Also, this list would otherwise be sorely lacking in giant mech movies – this film has them in spades, and they fight a bunch. It’s pretty cool.
The Girl Who Leapt Through Time (2006)
Studio Ghibli commissioned director Mamoru Hosoda to make Howl’s Moving Castle, but sent him packing after rejecting his initial concepts. Hosoda then turned around and directed The Girl Who Leapt Through Time, an abounding and inventive dramedy that’s as entertaining as it is thought-provoking. Based on a novel by Yasutaka Tsutsui, the film follows high schooler Makoto Konno as she learns that she has the power to quite literally leap through time. First, she uses these powers to get good grades, but she quickly learns that her actions have consequences. It’s a wildly imaginative slice of life and marked the emergence of an important voice in animated films.
Your Name (2016)
Since the release of his first short film Voices of a Distant Star (which he wrote, directed, and animated by himself over seven months), Makoto Shinkai has been described by multiple critics as the next Hayao Miyazaki. With his most recent film Your Name. (yes, the period is part of the title), Shinkai finally steps out steps out of the shadows of the greats and finds his own voice. To describe it as a mere body-swapping film does it a great disservice, as it finds the humor and humanity in a situation where two young high schoolers find themselves in each others shoes and desperately want to find each other. But then, Shinkai pulls the rug out from under you halfway through and Your Name. turns into a different kind of film entirely.
Vampire Hunter D (1985)
Vampire Hunter D is often credited as being one of the first anime films specifically targeted for an older audience, and its success paved the way for many of the films on this list. It’s a slow, haunting burn that follows the titular, monosyllabic vampire hunter as he aids and protects a young woman from a demonic menace. Featuring the brooding character design of none other than Final Fantasy concept artist Yoshitaka Amano, Vampire Hunter D is the dark glimpse into the maturation of anime as a genuine theatrical art form.
Ninja Scroll (1993)
If Akira and Ghost in the Shell were the opening salvos for anime’s initial resurgence in the West as more than Saturday morning fodder, Ninja Scroll was the knockout punch. Releasing in the West around the same time as Ghost in the Shell, Ninja Scroll is a stylish, hyper-violent flurry of over-the-top battles and geysers of blood. Ex-ninja Jubei is coerced under threat of death by a Tokugawa spy to hunt down and defeat the Eight Devils of Kimon, each one with its own mystical set of powers. In an hour and a half, Jubei fights a dude whose skin can turn into stone, a naked snake lady, a guy who can melt into shadows, and a woman who plants gunpowder in people’s bodies and uses them as living time bombs.
Nausicaa of the Valley of the Wind (1984)
Studio Ghibli is perhaps second only to Disney in terms of cultural relevance and worldwide recognition in animation, and Nausicaa of the Valley of the Wind is where it all started. It follows the eponymous young woman as she navigates a post-apocalyptic future where venturing outside small population centers means having to contend with giant insects and a deadly miasma. Here, you will see many of Ghibli’s themes on humanity, community, mortality, and environmentalism converge, accompanied by lush hand-drawn animation and swashbuckling action.
Perfect Blue (1997)
After working as an animator on other films, Satoshi Kon made his explosive directorial debut with Perfect Blue. It’s about a J-Pop idol who leaves behind a music career to pursue acting, and the further she dives into the role, the more reality and fiction begin to blur together. Kon’s signature style seems to spring forth fully realized from the first frame, his unique take on magical realism ensuring you never see the seams until he wants you to. Kon’s career was cut short due to pancreatic cancer, but his influence can be seen everywhere, including Darren Aronofsky’s Black Swan and Christopher Nolan’s Inception.
Ghost in the Shell (1995)
Oshii’s adaptation of Masamune Shirow’s seminal graphic novel series is simultaneously one of the most influential and enigmatic anime films ever made. There’s definitely a plot here, as a team of armored police officers leads by Major Motoko Kusanagi attempt to hunt down a mysterious hacker known as the Puppet Master, but Ghost in the Shell is far more concerned with exploring the philosophical ramifications of its transhumanist themes than it is providing any sort of narrative payoff. It’s a strange one to watch, packing a lot of information and world-building into its brisk 82-minute runtime, but its length and structure allow for repeat viewings that are as rewarding as the first.
Spirited Away (2001)
If you want a good snapshot of Studio Ghibli’s history, first watch Nausicaa, then watch this one. Here is Miyazaki at the height of his craft, using advancements in animation technology to enhance but not overpower an Alice in a Wonderland-esque story filled to the brim with strange creatures and imaginative scenarios. It’s a coming of age story about a young girl who finds herself lost in a bathhouse for the spirits, interacting with an assortment of fantastical creatures as she attempts to rescue her parents. That Miyazaki still explores the consequences of the convergence of nature and technology shows how timeless and important these themes are.
Akira (1988)
Akira is a powerhouse of a film, every frame of animation exploding off the screen with kinetic energy and effortless style. It’s based off the first half of Otomo’s massive graphic novel series of the same name (the second half created after the film was completed, explaining the wild divergence in plotlines), following a group of delinquent teenagers in Neo-Tokyo decades after the end of World War 3. One of these boys, named Tetsuo, is abducted by a secretive government unit and experimented on, awakening his latent psychic abilities which quickly spiral out of control. What follows is a strange, gut-wrenching landmark of science-fiction, filled with rad bikes and an absurd amount of destruction.
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Top 10 Best Anime Antagonists And Their Quotes
A major and most part of a show’s appeal is the villain. Be they suave and sophisticated, or insane and genocidal, they’re always one of the more memorable aspects of a series. With this in mind, I have constructed a list of the Top 10 anime antagonists.
10.Future Rouge – Fairy Tail
Quote – The earth will crumble, the skies shall burn, and the flames of light shall be extinguished, for I am the Dragon King: the emperor born from the.Dragon King Festival!
9.Satou – Ajin
Quote- When I Play Games, I always play on hard mode.Because higher the difficulty….more fun it gets.
8.Neferpitou – Hunter X Hunter 2011
Quote- This person is important to someone who’s important to me.
7.Envy – Fullmetal Alchemist: Brotherhood
Quote-uit your pathetic blubbering, you idiot! You were trying to kill one of our most important sacrifices. Do you understand me?! You could’ve messed up the entire plan! What would we have done then?! Huh?!
6.Vicious – Cowboy Bebop
Quote- I’m the only one who can keep you alive… And I’m the only one that can kill you.
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