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ravenstargames · 16 days ago
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✦ Lost in Limbo Masterpost (12/09/2024)
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Lost in Limbo is a dark fantasy romance visual novel taking place in the mysterious realm of Limbo. Take the role of River Winchester, a human dealing with common-life problems, as you find yourself trapped in a foreign world.
✦ Lost in Limbo explores themes such as the duality of immortality, family bonds, healing from trauma, forgiveness, acceptance, letting go of guilt, and love. 
✦ The full game will be rated +17 and will include flashing lights, disturbing imagery, mild horror, mild jumpscares, body horror, suggestive sexual scenes and discussions, sensitive topics such as toxic family relationships, anxiety, depression, mentions of suicide, depictions of alcohol / drug use, etc. Each route will have individual content warnings available for the player.
✦ LOST IN LIMBO FAQ + TUMBLR ASKS
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Face the nightmares of your childhood and uncover the mysteries behind your summoning to the realm of Limbo. Tie your fate to one of seven deities sworn to be your protectors and survive a world facing its demise.
Will love be the key to your freedom, or the first chapter of your downfall?
Our first demo features over 42k words (around three hours of gameplay), partial voice acting, seven CGs, over 25 different choices...and one bad ending?!
To obtain every CG, we reccommend playing the demo twice and testing different options! 
✦ PLAY OUR DEMO NOW ON:
🔮 STEAM (MAC, LINUX, WINDOWS)
🔮 ITCH.IO (MAC, LINUX, WINDOWS)
🔮 GOOGLE PLAY
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When you finally quit your dead-end job and move back to your mother's house in the ever-peaceful town of Faybourne, you think things could only get better. However, the moment you set foot in your childhood home, a harrowing nightmare long forgotten appears to haunt you once more. 
A tower that crumbles in the vastness of a bleeding sky. A voice that mourns and yearns for something.
Torn away from your peaceful life and thrown into a world of danger and deceit, you are at the mercy of the Seven Sovereigns of Limbo. Navigate the Realm Between as it faces an impending cataclysm that threatens to swallow you and those you love whole.
Whether you fall in love or in disgrace... is up to you. 
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 Lost in Limbo features seven love interests and a wide cast of secondary characters.
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VA: Patrick 'Pat' Langner
God and creator of Limbo, Father Pride has witnessed eons of change in both his world and yours. Aware of the delicate barrier that keeps each world separate and whole, it is his duty to both protect his people and safeguard the endless knowledge his immortality has granted him. 
The Father of All is beloved by his family and worshiped as an invincible leader by the inhabitants of Limbo, but he ultimately remains removed from others; a mysterious, unreachable idol. The life of a deity of unfathomable power is solitary, and you can't help but wonder if there's any trace of humanity in him.
Can you truly trust a being whose power is beyond human comprehension, or are you just another tool for him? 
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VA: Brian Vaughn
His father's promises of glory, and legends of a destiny full of wonders awaiting him, drove Amon to build Dagalis, his city, as a mirror image of himself. Flamboyant, free, and absolutely magnificent—Amon lives his immortal life to the very fullest, often ignoring the consequences.
When you fall into his care, you become the Dragon’s newest toy; he is determined to dazzle you, and the temptation to surrender to him is overwhelming. However, Amon can only look away from the ticking bombs within Dagalis for so long, and you will inevitably be dragged down with him if the worst comes to pass. 
Can you rely on each other to save yourselves, or is your love destined to burn you and Dagalis down?
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VA: Silvairre Devereaux
Raeya earned her title of Praefectus, leader of Limbo’s military forces and safekeeper of the realm, after centuries of hard work and devotion. Her oath to protect the people of Limbo is an extension of herself, one she wields in the battlefield against the voidbound and against anyone who dares to defile what she believes is just.
However, the truth behind the realm's darkest times will soon put Raeya's loyalty to the test, and with it, her ability to keep you out of harm's way.
When the inevitable cruelty of the Realm Between unfolds before you, what will you be willing to sacrifice to save what you love the most?
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VA: Abi Kumar
As ominous as his alias may sound, there has never been a kinder person in all of Limbo than Master Gael. However, rumors tainting the Master's image have begun to spread, and the streets murmur of a plot to overthrow him. Master Gael is facing a crisis in his mandate, and with your unexpected arrival, strategy is more important than ever.
You are met with an offer that's hard to refuse; if you play your part as Gael’s fiancée and help him secure his win in the upcoming Master elections once more, a ritual to return you to your world may be within reach. 
But with powerful individuals keeping an eye on every movement of the Master and his lover, what are the chances of obtaining a victory for you both?
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VA: Aaron Moy
Stripped of their name and shunned after commiting treason, the Sovereign now known as Lord Envy resides alone in the Black Citadel, forgotten by those who fled the city and hated by the ones who refused to leave. 
It doesn't take you too long to realize you two have nothing in common besides the fact that you hate each other to death. Envy is harsh, impertinent and unmoved by your plight. However, behind that mask of hatred lies a being that has been hurt almost beyond repair, and their call for help is too painful to ignore.
Can you break the walls they have built around themselves for centuries, or will you remain a prisoner in his castle for all eternity?
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VA: Zaria Weems
Ara seems ready to be your ally from the very beginning. Her desire to help you get back to your family seems genuine, and her fervent will to act as your protector impresses you. She believes you are the key to summoning her childhood hero, The Wanderer of Worlds, a mythical figure that is able to walk in every world to bring forth peace.
Ara's passionate personality is incredibly charming, but it hides an ambition that seems almost insatiable...and that may come with problems that are too big for you two. 
What will you do when you find out how far she's willing to go?
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VA: Francfil Pontañeles
Seen as an ‘afterthought’ by the people of Limbo, no one has ever expected anything from Xal, not even himself. When you end up in his care, you fear you're going to spend the rest of your life watching him tinker with gadgets, but Xal swiftly proves you wrong when he discovers a ritual that could send you back home in no time.
However, a crucial mistake turns the tables, and you're not the only one to reappear in Faybourne. With no fearless gods with incredible powers around to aid you, you'll have to face the consequences your disappearance left behind...and somehow help Xal go back to his siblings.
But what if Xal doesn't want to leave—and you don't want him to go?
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Lázaro and Cécile's routes are Side Routes that will be produced after the Main Love Interests'. As they were not unlocked via Kickstarter, they'll take time to become available!
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VA: Callum Sanders
After your encounter in Master Lysander's occult shop, you hoped you would never see those golden eyes again. Destiny, as always, is a capricious thing.
Your rocky return to Faybourne not only brings more questions to the table; it also gives you the opportunity to cross paths with the person who started it all. However, as you confront Lázaro—as they graciously introduce themself— they pretend they don't know anything about what happened in that suffocating room that summer morning.
You refuse to let them go that easily after what they did to you, and soon enough you're dragged into Lázaro's personal hell.
When your world quickly proves to be as dangerous as the realm of Limbo, will you trust the person who started it all?
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VA: TBA
When you first meet Cécile, Gael's bodyguard, you can't stop from shivering under the gaze of his bloodthirsty eyes. The Master's Dog, as everyone whispers behind his back, smells of death and despair; it is all he has known since he was born. Revenge on those who snatched his soul away from him is the only thing in his mind—only after serving his Master, who he so greatly worships.
He has no interest in you. In fact, he openly dislikes you. You can tell by the way he looks at you; if it were his choice, his hands would already be around your neck. And yet, you can't deny the attraction pulling you towards him, oblivious of how dangerous it would be if he were to worship you instead of his Master.
Can you survive the love of an obsessed killer, or will you meet your end at the raw passion of his hands?
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✦ The MC is written as a young adult who is at least 21 years old. The player can headcanon their character as any age they desire, but every route is written so the MC is of an age similar to that of their chosen love interest, except for Father Pride who is older than the MC.
✦ The MC is a strong-willed individual who isn't afraid to jump into action. In the game, you'll be able to channel these characteristics in different ways. River is funny, kind and a bit too stubborn—but you choose how to manage those traits and whether to let them shine or not. The game will remember, so if you are not too athletic, maybe hitting that monster with a chair isn't a very good idea.
✦ The MC also has some default tastes, hobbies and memories. During the game, you'll be able to personalize how the Main Character feels about their interests, add new ones, or reflect about how the past affected them. The characters will remember this.
✦ The MC doesn't have an established appearance, therefore, you won't see them in game.
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The beautifully deadly world of Limbo, The Realm Between. Woven in the eternal canvas that is the Great Void, it is a breathing world that lives in constant symbiosis with those who dwell therein. It rests in the custody of the Seven Sovereigns of Limbo, immortal guardians of unbelievable strength.
Few are those who venture past the Beyond; none have ever returned However, Limbo’s land is deteriorating fast. The balance that holds the threads of life are at the cusp of being consumed by the Midnight Tower, an entity beyond sense and reason that has grown dangerously close to the barrier between worlds. The voidbound, creatures made from the essence of nightmares, are stalking the cities closer to the Tower’s domain, leaving behind nothing but chaos and decay.
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Explore the Seven Circles of Limbo and its seven capital cities, and get to know its people, their customs and their culture, inspired by Spanish provinces and cities such as the Valencian Community, Andalucía, Galicia and Aragón. Enjoy the unique animated backgrounds, whether you're lost in a harrowing swamp or just wandering through a boisterous main street.
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✦ Seven love interests with independent routes and different kinds of romance. Live a passionate, mature and erotic experience with Amon, or a first love romance with Xal.
✦ Around 80+ hours of gameplay total. Each route will be around 15+ hours. 
✦ Customizable Main Character (full name and pronouns changeable between he/him, she/her or they/them).
✦ Approximately 6 endings per character. Escape from the claws of despair with your loved one or succumb to the pressure of a world breaking to pieces...or perhaps something in the middle.
✦ A mature, sex-positive narrative point of view. Lost in Limbo treats consensual sex as a natural, integral and fun part of the game. The game therefore includes textually and slightly explicit love scenes, and the player has the option not to engage, stop or skip these scenes anytime.*
✦ Player choices can shape the Main Character's personality, traits, likes & dislikes, etc.
✦ A wide cast of side characters to make the world feel alive, each one of them with their opinion and relationship with the Main Character.
✦ A compendium to keep track of events, important information, etc. 
*An exception of this is Amon's route, centered in the sexual tension between him and the MC. His sexual scenes with the Main Character are core to the story and therefore, happen no matter what. The player can still skip these scenes.
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In Lost in Limbo, not everything is as it seems. Every route offers pieces of a much bigger puzzle ready to be solved, but small details mattter. Characters will remember how you treat them, what you tell them, and what you don't. Keeping your cards close to your chest may be wise, but in a world where you don't have the upper hand, choosing who to trust is key to survive.
✦ There will be four different choice systems that will give shape to your playthrough:
Trust Points centered around your love interest and the side characters; a low level of trust can translate into bad endings*.
Plot-driving choices that will shape the story and its possible endings, as well as the final fate of the characters.
Personality choices that will determine the nature of the Main Character's relationship with their love interest, as well as how the MC reacts to certain events, their abilities, hobbies, etc.
Flavor choices! These don't impact the game directly, but are there for the main objective of the game: having fun! Do you want ice cream, or perhaps a caramelized apple?
*In Lost in Limbo, there's not only one correct answer and one wrong answer. There's different ways of earning trust points without having to stick for the "one and only right answer", and mistakes can be redeemed...sometimes.
Please note that this may be subjected to changes in the future, but always keeping in mind player's opinions and always in favor of improving the game experience.
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We'll first start working on an extended demo / prologue that will be offered for free. This will include an overhaul of sprites, several secondary characters mentioned in our first demo, etc. After that, we'll move to the character routes, and the first episode of each one of them will be offered for free to the public.
Two routes will always be worked on at the same time to make sure they complement each other well. The order in which we'll work on the routes is as follows.
✦ Amon / Gael > Ara / Xal > Envy / Raeya > Father Pride
We estimate that with our current team, development for the seven routes will take  three years. Therefore, our first release plan aims for a full release in 2027.
Please remember there's only four of us; our writer is also our programmer, our artists are in charge of all the art departments, etc.
As stated above, outsourcing would speed up this process, but we want to be cautious with our release plan. If everything goes faster than expected, all the better!
✦ OUR SOCIALS ✦
For more info about our team etc., feel free to visit our official webpage, ravenstar.games!
🔮 TWITTER / X
🔮 OFFICIAL DISCORD SERVER
🔮 TIKTOK
YOU CAN CONTACT US AT [email protected] FOR ANY INQUIRIES!
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thedemonofcat · 1 year ago
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As I immersed myself in the books, watched the show, and even played one of the games, I couldn't help but wonder about the immense popularity of Jaskier among the fan base. Joey Batey's stellar performance in the Netflix series undoubtedly plays a significant role, but that only accounts for his portrayal in that specific adaptation.
Then it struck me.
When it comes to Jaskier, very little information is actually known beyond a few minor facts.
This is everything currently known about Jaskier
1.) Jaskier is an important character, largely depicted through his close friendship with Geralt, which forms a central aspect of his interactions.
2.) A talented bard, Jaskier received his education at Oxenfurt academy, where he graduated with the highest honors as a Master of the seven liberal arts. This suggests that he possesses intelligence beyond what he often portrays.
3.) Originating from the town of Lettenhove, Jaskier holds the title of Viscount, and his true name is Julian Alfred Pankratz Viscount de Lettenhove. The specific location of Lettenhove on the map, however, remains undisclosed.
4.) Jaskier is known to have numerous romantic partners, as the Netflix adaptation even confirms his involvement with both male and female individuals.
5.) Jaskier's loyalty to Geralt knows almost no bounds, and he is willing to make great sacrifices, even risking his life, to ensure Geralt's safety.
6.) Remarkably, despite being one of the few human characters, Jaskier seems to defy the aging process. This intriguing aspect of his character is not just a casting error in the Netflix series but is also referenced in the books, where his youthful appearance compared to his actual age is mentioned
The enigmatic nature of Jaskier's character offers a captivating canvas for fan creations. With limited canonical information, fans can freely explore various backstories and headcanons. Some popular fan theories propose that Jaskier is more than just human, potentially having ties to a non-human lineage. Others imagine a tragic past, where one of his parents, often his father, was abusive, and he grew up with siblings.
In the realm of fan fiction, creative minds have woven tales of Jaskier's immortality, delving into the reasons behind his agelessness. These speculations and many more allow fans to shape Jaskier as a blank slate, utilizing the scarce details available to craft diverse and compelling narratives that align with their own interpretations of the character.
This artistic freedom empowers fans to explore the depths of Jaskier's persona and invent their unique perspectives, making him a versatile and captivating figure in the realm of fan works
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sun-critrole · 5 months ago
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Ok, I've been thinking about this and I'm really curious. If you got to pick a Prime Deity to represent at the Downfall table (or a similar situation, playing the mortal avatar of an immortal god) which one would you pick?
RULES:
Assume whichever of the following two scenarios is most comfortable for you: either A) everyone else who was at the table is playing the characters they played in Downfall, unless you want their character, in which case you replace them and they happily take a week off. Or, B) you are going to be playing a Downfall-esque game with your favorite D&D players (friends, other CR cast members, faceless perfect beings of your imagination, etc.) wherein you get to choose your character first and everyone will seamlessly accommodate you.
No, you can't choose The Luxon or one of the minor deities. Maybe that will be a different poll later.
No, you can't choose a Betrayer God. That poll is here.
Below the cut is a short description of each deity's domain, ripped straight from the chart on page 21 of Explorer's Guide to Wildemount.
The Change Bringer: Change, freedom, luck. Chaotic good.
The Platinum Dragon: Honor, justice. Lawful good.
The Arch Heart: Art, beauty, elves. Chaotic good.
The Law Bearer: Civilization, law, peace. Lawful neutral.
The Knowing Mistress: Knowledge, learning, teaching. Neutral.
The Storm Lord: Battle, competition, storms. Chaotic neutral.
The Wild Mother: Seas, wilderness. Neutral.
The All-Hammer: Craft, creation. Lawful good.
The Dawn Father: Healing, sun. Neutral good.
The Everlight: Atonement, compassion. Neutral good.
The Matron of Ravens: Death, fate, winter. Lawful neutral.
The Moon Weaver: Illusion, moonlight, night. Chaotic good.
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asharaks · 6 months ago
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something about how. to be a god who was a mortal is to be a contradiction. you cannot be both and yet to be a god you must acknowledge all that you are not: your domain is within and without, so sharply defined it cuts you at the edges. bhaal is the god of murder, and he immaculate conceptions the dark urge into life; jergal, god of death, brings you back, multiple times if you play this game the way I do. being a god is inherently restrictive, forces you into a specific role, defines what you are by what you are not.
the dark urge, who is a bit bhaal and a bit not, exists, ultimately, to die: they're an extension of the immortal god of murder, a child made from the gore of bhaal, flesh of his flesh with all his mortal will. is it any surprise that their body might feel like a prison? the violation of their autonomy at every step, the body a gift from a parent with plans for it, with or without their consent; defined by what they are, which is their Father, and what they are not, which is also their Father. by granting them life, bhaal grants them freedom, and signs his own death warrant even as he signs theirs. is it any wonder, then, that they might reject that fate for themself - that, after being made in the image of a Father who can't ever love them for anything but Himself, they would want to remake themself, to partake in the joy of creation? they weren't born, but they can be reborn, and that is a physical process; the gods are defined by what they are not, but the dark urge doesn't have to be.
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theresattrpgforthat · 2 years ago
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Hi! Sorry if someone's already asked something similar, but I'd love some recommendations for space fantasy games!
THEME: Space Fantasy
Hello friend! You're the first request for this but I'd be lying if I said I wasn't already cultivating this very list!
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Solar Blades & Cosmic Spells, by Diogo Nogueria.
The universe is in collapse, as planets and systems struggle for freedom under the rule of sinister despots. Against the malevolent sorcery of the Overlords stand the few remaining bearers of the legendary Solar Blades.
What will you do when the forces of the Void close in?
Solar Blades & Cosmic Spells is a rules light, Star & Sorcery Role Playing Game with an Old School spirit. This is a complete Role Playing Game, inspired by the Old School Renaissance, the Pulp Literature and the many Science Fantasy stories brought to us by movies, comics and games. Based on the Sharp Swords & Sinister Spells RPG, this game system provides players and Overlords (that's how we call the GM in this game) a set of flexible and streamlined rules, as well as an array of tools to make gameplay fast and fun, allowing them to have exciting adventures with solar blades and cosmic spells!
This game borrows a number of concepts from other game styles including rolling for attributes (a la OSR games), an overarching concept (similar to FATE games), and a character archetype (similar to a character class or a playbook). The system uses only d6s and d20s for dice rolls, and outlines rules for combat, although not as much for Social challenge. This reflects the traditional OSR ethos: if the characters are using creativity to solve a problem, reward it, rather than making them roll for it. There’s also a ton of advice on using sorcery, piloting starships, and encounters with other creatures, hostile and not. If you like having lots of toys to play with, as well as wealth of advice for the GM, you might want to check out this game!
GSXX: Generation Ship, by Harper Jay.
Hundreds of years ago, humanity left the Old World behind in massive generation ships. Dozens of these ships set off into space, seeking new homes. Much of the interior of these ships was set up for farming, and humans took many plants and animals into the stars with them.
The spirits of the Old World came with them. Cut off from the Earth Mother, they changed and evolved. Most found peaceful and content lives, but some lost themselves while out in the Void, becoming wayward and chaotic.
You play as a group of individuals living on one of these ships. While violence and strife are not unheard of, there is enough to contend with when drifting through space without fighting your fellow travellers.If you like quick, light, character creation and the story of a community that must work together in order to survive, Generation Ship might be for you.
Brigand Galaxy, by Hella Broke Studio.
Brigand Galaxy is a game heavily inspired by 90's sci-fi anime in tone and aesthetics. With a focus on the crew as family, and the inevitable confrontation of hidden pasts and troubles coming into conflict with your present selves. It's about cool narrative fights, both outside and inside space ships. It's about running from your past as every good Anime protag does and about bonding with your fellow crew as you scrape a living out of odd jobs and trying to find that one big score.
Welcome to a world of magic and science alike. Where the mystical leylines work as interstellar highways between systems, and where blaster pistols mix with magical spells and mysterious powers. 
Brigand Galaxy is a PbtA-style game that aims for dramatic stories that tie the players together. This game is still in production, so the Bare Bones edition has the rules, equipment, and playbooks, but not much in the way of lore or setting. However, if you get the Bare Bones version, you’ll have automatic access to the final version down the road!
Light, Beacon Edition, by Gila RPGs.
You are a Beacon, an immortal guardian of humanity. Light courses through you, granting you incredible power, and the ability to fight back the darkness that besets humanity from all sides.
Strike out on missions across the Sol system. Wield powerful weapons, unleash devastating powers, get all the loot.
LIGHT Beacon Edition is the definitive version of the LIGHT TTRPG. First released in 2020 as a one page homage to the video game Destiny, LIGHT has expanded over the years with tons of new content. That has all been bundled together into a single book, with new layout and art to bring you the very best of LIGHT.
As a Beacon, you were granted near immortality and incredible power due to a solar event. Humanity has spread itself across the Sol system in a new golden age, and you are its greatest protectors. Strike out on missions across the system as it is beset from all sides by alien threats that would see our Light destroyed. 
If you like modular character builds that can be continuously adjusted to suit upcoming challenges, and if you like high stakes in which humanity’s golden age hangs in the balance, you might want to check out LIGHT.
Scum and Villainy, by Off Guard Games.
Unwise deals. Blaster fights. High adventure among the stars. Welcome to the world of Scum and Villainy.
Scum and Villainy is a Forged in the Dark game about a spaceship crew trying to make ends meet under the iron-fisted rule of the Galactic Hegemony.
Work with the members of your crew to thrive despite powerful criminal syndicates, warring noble families, dangerous aliens, and strange mystics. Explore the ruins of lost civilizations for fun and profit. Can your motley crew hold it together long enough to strike it big and insure your fame across the sector?
Do you want to explore the galaxy? Make some credits on the side? Maybe strike out against a galactic empire? Scum and Villainy can do all of these things, and more. With an original universe with sliding scales on artificial intelligence, mystical powers, and galactic hegemonies, this game allows you to draw on themes from your favourite space-themed media while still putting forth a unique twist. Using the Forged in the Dark system, this game depends on a quick-to-grasp graded success system, with tools that reward you for pushing yourself closer and closer to the brink in exchange for pulling off some daring heists. 
HighWinds, by Karrius.
Highwinds is a sci-fi fantasy space opera RPG, focusing on wild, action movie style fights. Take the role of resourceful heroes on the edge of space and fight pirates, save people from killer robots, and explore ancient vaults locked in astral space.
Highwinds contains all you need to play, and is designed for 1-6 players and one game master. For playing in person, three six-sided dice are recommended for each player. 15 sample characters are included, ready to play as both PCs or antagonists.
If you want to blend elements from a number of different space genres, or if you want lore that has some of its own unique elements, Highwinds is one to check out. Your characters have the opportunity to dip into martial, magic, and psionic talents, and contains unique species, bringing the fantasy to space-fantasy. The game uses d6s for Task Resolution rolls, and at character creation you take Skill Bonuses to reflect your character’s aptitude and training. There’s detailed rules for combat, vehicle management, and taking care of your home base - so if you like getting into the bits and pieces that build a more versatile campaign, Highwinds is a game worth checking out.
Galactic 2e, by Riley Rethal.
GALACTIC is a belonging outside belonging game, inspired by star wars.
tell the character-driven, relationship-focused space opera stories you want to see in the world, using playbook archetypes like THE ACE, THE DEFECTOR, and THE DIPLOMAT, and create a unique and colorful world with pillars, places, and traits that flesh out different factions, forces, and characters in your story.
If you want to tell a Star Wars story and you don’t have a GM (or someone who wants plot out a heavily detailed campaign), or if you want to play now, rather than set up a 2 hour character creation session, Galactic 2e is the game for you. Tell rich, emotionally satisfying stories using a system that doesn’t even require dice. (Also - have you ever wanted to play out your Star Wars ships? You can totally do that in this game.)
Galactic 2E has an abundance of supplements thanks to a game jam that ran back in 2021, so take a look at what you’re interested and pick out whatever makes the perfect Star Wars game for you!
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automatanura · 1 year ago
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Theming & Baldur's Gate 3
Baldur's Gate 3 definitely feels like one of those once in a (console) generation games that creates new heights for the medium, like Mass Effect, Dragon Age: Origins, and the original Baldur's Gates before it. I loved it, I'm on my second and a half playthrough, but in loving it I need to give my full opinion on the game's story, especially the ending.
Warning: Massive Spoilers Below. Everything is Fair Game.
As a work, Baldur's Gate 3 feels conflicted in its theming, especially the farther you get into Act 3. This is understandable, as Larian tries to connect three mostly unrelated concepts in Faerûn (the illithid / githyanki conflict, the Dead Three, and the Nine Hells) into a unified whole, sprinkling other bits of Realmslore in to bridge the thematic gaps. In a lot of ways, it works. The Steel Watchers as a product of Gortash's dealings with the Hells, for instance, is inspired, and taps into tropes of hellfire, industry, and fiendish invention, which are then tied to the necromancy and brainomancy of the other parts of the cult of the Absolute.
However, other parts feel disjointed, such as the role of Bhaal. While it makes sense as a continuation of the previous games, and within the context of the Dark Urge, the player doesn't really see a way in which the Bhaalists benefit the plan, especially since they don't show up until the conspiracy starts to fall apart in Act III. The presence of the Zhentarim in Act I lays the thematic groundwork for Bane, as the undead in Act II do for Myrkul, but anything linked to Bhaal is conspicuously absent (again, unless you're the Urge)
The biggest thing which struck to me is the tone of the "good" ending, which mismatches everything else before. I'm already not a fan of "end of the world/universe" conflicts, and prefer things much more localized, but even as you save the world and everyone cheers, what's sorely missing is the acknowledgment of loss and sacrifice present throughout the rest of the narrative. If there's one question I think the story asks, it's "How far are you willing to go to be free?"
We see this conflict in pretty much all the Origin characters, even before the slavery implied by the tadpoling. Lae'zel has to contend with Vlaakith's tyranny, losing her place in her society if she doesn't submit. Wyll is stuck in a fiendish contract, Astarion and Karlach were soldiers/toys in the grasps of their respective masters, Shadowheart is tied so tightly to Shar that she's lost most of herself, and Gale is eventually charged to end his life in the service of Mystra. The Dark Urge, for their part, is bound by both blood and psyche to their father.
And then we have the tadpole, for which the game lets you go to tremendous lengths to rid yourself, with no success.
While everyone cheered, I had:
Inserted multiple alien parasites into my brain to gain the power to survive
Read a book of forbidden knowledge which fundamentally changed me
Made a deal with hag
Killed the Nightsong (because the game doesn't really let you know that keeping her alive still ends Ketheric's immortality)
Doomed everyone at Last Light (including a hero of Baldur's Gate)
Let my lover kill her parents to avoid angering a goddess
Attempt a prison break, which left half the prisoners dead
Advised Astarion to kill thousands of people (including children) in order to avoid the even worse disaster of their liberty
Sold my body to a fiend to gain the means to my own freedom
Allowed my friend to lose her body and soul in order to defeat our enemy
And probably other things I forgot (not to mention the ways loss, sacrifice, and freedom play out among the non-party NPCs)
And so if you take the non-evil ending, the narrative feels…oblivious, to say the least, of the costs, which I expect are still there, even in an ultra-good run (which mine was not).
The game has plenty, plenty going for it (the encounters are interesting, the characters are generally well-written and expressive, and the game lets you interact with it in so many ways. I think it's because of this, that some of the disjunctions in narrative and theming feel so apparent.
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kaerdd · 4 months ago
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Black Myth: Wukong Synopsis
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"Black Myth: Wukong" is an action role-playing game based on the Chinese classic "Journey to the West". The story of the game takes place on the journey of Tang Sanzang and his four disciples to the West to obtain Buddhist scriptures.
The protagonist of the game is Sun Wukong, who was originally a stone monkey living in Huaguo Mountain. By chance, he learned the skills of 72 transformations and immortality and became the Great Sage Equaling Heaven. However, due to dissatisfaction with the oppression and restraint of the Heavenly Court, he led the monkey group to rebel and was eventually suppressed by the Buddha under the Five Elements Mountain.
Five hundred years later, Tang Monk Xuanzang was ordered by the Buddha to go to the West to obtain Buddhist scriptures. When passing by the Five Elements Mountain, he rescued Sun Wukong and accepted him as his apprentice. From then on, the four masters and apprentices embarked on the journey to obtain Buddhist scriptures.
In the game, the player will play the role of Sun Wukong, follow the footsteps of Tang Monk and his disciples, go through 81 difficulties, slay demons and monsters along the way, and subdue various monsters and monsters, including classic characters such as Bull Demon King, Red Boy, and Six-eared Macaque.
The game also introduces new characters and story lines, such as Erlang Shen Yang Jian, Nezha, Guanyin Bodhisattva, etc., so that players can have a deeper understanding of the world view and story background of Journey to the West.
On the way to obtain scriptures, Sun Wukong not only has to face various difficulties and challenges, but also has to face inner struggles and contradictions. On the one hand, he must abide by the precepts and protect the safety of Tang Monk; on the other hand, he must fight against the authority of the heavenly court and safeguard his freedom and dignity.
The plot of "Black Myth: Wukong" is rich and fascinating, combining action, adventure and role-playing elements. As the game progresses, players will gradually uncover the secrets behind Journey to the West and experience a journey to the West full of challenges and surprises. Reprinted from this page:sqhub
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emberheartbeat · 6 months ago
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I uh I also wrote something too 👉👈
For fun to go along with the art 😅
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Merlin’s been so patient with him. Arthur doesn’t know what he did to deserve such dedication.
He asks hundreds of questions every day and Merlin just lets him. No matter how silly or stupid they must be, especially to an immortal, Merlin always answers them. He lets him follow him around wherever he goes. Lets him explore…
Arthur sometimes feels as though their roles have reversed a bit. He’s the one following this time. He feels out of place, clumsy, different…
But somehow that’s okay.
And it’s never been okay before. Not for him. He’s never been allowed to be this. To be fully himself. To be so imperfect. He’s never allowed that of himself.
Really, he’s not expected to do anything, to be anything now. He just is.
He feels like he’s lost what purpose and duty he had. But gained freedom. And that is something far better…Because he’s never truly known freedom until now and…it’s wonderful.
And there’s Merlin. There through it all. Always.
Merlin…waiting for him for thousands of years…he can’t imagine.
To have such resolve…To care so- If Arthur thinks about how much Merlin must care about him to do something so insane as to not completely move on with his life- Arthur will lose his mind.
This loyalty of Merlin’s is something Arthur will never take for granted again.
He doesn’t think he could ever reciprocate enough, but he tries in his own little ways to show Merlin how much he cares. It at least seems to make Merlin happy.
And Arthur really just wants to be around Merlin all the time now. Well, he’s always wanted that, had that. But now it’s simple. He gets to do what he wants. He gets to spend time with him. His attention isn’t needed anywhere else.
Merlin wants him close anyway…always afraid he’ll disappear.
It makes Arthur so goddamn sad when he sees that in Merlin’s eyes. He hates it.
There’s little he can do to change that. He still tries though. He keeps himself present in every moment, as much as he can.
He thinks Merlin finds his purpose in Arthur as Arthur finds purpose in him. So he just stays close. They’ve always been better together and Arthur loves staying by Merlin’s side.
Their bond is even stronger for it.
And now there’s this game they’ve been playing daily. Merlin’s been guiding him around his home, their home, showing him all these things Arthur never could have imagined existing.
He can’t hold all of the new information in his mind, but he tries, and Merlin seems to like that he tries. Sometimes he tries solely for Merlin. Other times he finds joy in discovering new things.
Arthur feels like a child as he sits atop Merlin’s shoulders and pulls things down from the top shelf, asking what they are. It’s so stupid and childish and fun, something he never got to experience in his life growing up in Camelot.
He’s been feeling this warmth welling up in his heart. And he’s just so full of love for Merlin and this new life he can hardly keep it from pouring out of him. He feels like he’s always smiling. Has Merlin noticed that about him? He thinks that maybe Merlin smiles more too. Arthur wants that for him.
He tugs something rectangular from the shelf and fiddles with the button on its side.
“And this one?” Arthur asks softly.
“It’s called a toaster.” Merlin responds. “It’s useful for cooking smaller things quickly. And…toasting.”
Arthur holds it to his chest, amazed by the sheer amount of inventions that were made while he was away.
The world has changed so much. In good ways and bad ways. Even Merlin has changed. But somehow, even after thousands of years, Merlin still manages to be Arthur’s constant.
Arthur was gone for so long though…He still can’t believe it…
In that time, how much did Merlin see created and destroyed? How much has he lost?
Arthur’s heart squeezes with something close to empathy.
He grabs the hanging chord from the toaster and drapes it purposefully in Merlin’s face, letting it hit the tip of Merlin’s nose over and over. Merlin makes a face and Arthur bursts out laughing.
“You prat,” Merlin gasps a beat later, magicking the chord away from his face.
“Cheater.” Arthur says.
But then Merlin’s smiling too.
And it’s all Arthur’s ever wanted.
Him and Merlin happy. Together. Despite all the changes, despite everything.
Happy and together.
<3
I was picking up the dog and showing him shelves and stuff for fun and my mom was like “oh you’re doing that tiktok challenge that Merlin did!” And I temporarily forgot my mom follows a pig named Merlin on insta and was just imagining bbc Merlin with Arthur picking him up and showing him things with the title “showing my servant things he’s never seen before” and. I just. *dies*
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spoilertv · 1 year ago
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bostonmaguide · 1 year ago
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Exploring Boston's Historic Charm: A Journey through the City's Iconic Landmarks
Welcome to the cradle of American history - Boston, Massachusetts! Steeped in tales of revolution, bravery, and progress, this city stands as a living testament to the birth of a nation. From the cobblestone streets that whisper the stories of the past to the iconic landmarks that have withstood the test of time, Boston MA offers a captivating journey through history for both history buffs and curious travelers. So, fasten your seatbelts as we embark on a memorable exploration of Boston's historic charm, traversing its famous landmarks that have shaped the course of American history.
The Freedom Trail: Following the Footsteps of Patriots What better way to begin our historical expedition than to follow the legendary Freedom Trail? A red-brick path weaves its way through Boston, guiding visitors to 16 historically significant sites. As you traverse the trail, you'll encounter iconic landmarks such as the Massachusetts State House, the Old State House, and the Granary Burying Ground, where prominent figures like Paul Revere, Samuel Adams, and John Hancock are buried. Relive the tense moments that led to the American Revolution as you explore these hallowed grounds.
Paul Revere's House: A Glimpse into the Life of a Revolutionary Step back in time and into the home of one of America's most celebrated patriots, Paul Revere. This modest wooden house, nestled in the heart of Boston's North End, was the very residence where Paul Revere began his midnight ride to alert the colonial militia of the approaching British troops. Explore the meticulously preserved interiors and artifacts, immersing yourself in the daily life of a revolutionary hero.
The Old North Church: Where the Famed Lanterns Shone "Listen, my children, and you shall hear, of the midnight ride of Paul Revere." These immortal lines by Henry Wadsworth Longfellow honor the Old North Church, where the signal lanterns hung to signal Paul Revere about the movements of British troops. This historic church continues to stand tall, inspiring visitors with its towering steeple and serene beauty.
Fenway Park: The Oldest Ballpark in America While the Freedom Trail traces Boston's early history, we must not forget the city's love for baseball. Fenway Park, home to the Boston Red Sox, is a hallowed ground for sports enthusiasts. Opened in 1912, Fenway Park is the oldest ballpark in the United States and exudes an old-world charm that transports fans back in time. Catch a game and witness the passion that has united Bostonians for over a century.
USS Constitution: America's Oldest Commissioned Warship Known as "Old Ironsides," the USS Constitution is the oldest commissioned warship still afloat. Docked at the Charlestown Navy Yard, this majestic vessel played a crucial role in the War of 1812 and carries a legacy of strength and resilience. Explore the ship's deck and hear the stories of its heroic battles from knowledgeable crew members. Boston's historic charm is not confined to these landmarks alone. The city boasts an array of museums, libraries, and cultural institutions that offer a deeper understanding of its heritage. The Boston Tea Party Ships & Museum, the John F. Kennedy Presidential Library, and the Museum of Fine Arts are just a few of the many places where history comes alive. As you explore Boston's iconic landmarks, take a moment to appreciate the significance of each location and the events that have shaped the nation. The city's rich history and captivating landmarks create an immersive experience like no other, leaving you with a profound appreciation for the indomitable spirit of America's birthplace. So, whether you're a history enthusiast, a curious traveler, or simply someone in search of captivating stories, Boston's historic charm promises an unforgettable journey through time. Let the past come alive as you walk the cobblestone streets and uncover the essence of this extraordinary city. If you are looking for Glass Shower Doors in Boston then contact Ideal Shower Doors.
Ideal Shower Doors 9 Riverside Ave Danvers, MA 01923
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junow-honours · 2 years ago
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26.04.23
Meeting with Matt!:
Making a boardgame that responds to what is happening in the world at the moment, and reflecting on how different types of people are understanding it, how they are making decisions and how they choose to navigate the world. Control and agency in this world (taken for granted). Board game consists of layers of life, finding meaning and purpose, understanding your position in the world and finding agency to navigate through it. Prescribing to systems or deciding your own narrative?
Agency of players, role of the Dungeon Master
Reflecting world views; naturalistic world views (survival of the fittest)
Celebrating or critiquing?
Autonomy within this world: limitations of freedom. A playground encourages freedom of play, yet it has parameters- controlled environments (cities)
Installation: utilising lighting to draw emphasis on, or dramatise the work. Creating a mystical, ambiguous space
Pin ball machine, arcade machines (looking at Simon Denny’s work and the arcade-game quality of his board games)- flashing lights, noises (Operation)
Think about the “furniture” within the space
Backlighting, ominous, LED, glowing resin casts- otherworldly
A dark room for exhibition?
Performative in a sense- can viewers participate or are they watching the game commence?
Rat Race
AI images- generation of images and description of boardgame components
AI- echo chambers, frameworks, manipulated truths- idolatry
Belief that “Something can not be more complex than its creator”- AI programmed by humans, limitations to creations. Podcast
Awareness of the game elements
Biblical account of King Solomon and his quest to find meaning in life
Lie of finding ultimate fulfilment in life- desire for wealth and fame, yet this can’t sustain you. Depression
Setting you up for disappointment, education, University, work system.
“You can be whatever you want to be” simply isn’t possible sometimes
^ There is no end, cyclical
Immortality, generations, people disappear after time, people are forgotten. People try to immortalise themselves into sculptures, but this still goes unnoticed. Temporariality
Population is massive, coming to the realisation that you are one in a billion- importance and impact
Enchantment is temporary, it does not last, there is beauty and pain in what is ephemeral- Pandora Blues
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moriganstrongheart · 2 years ago
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As mentioned in a previous post, I've decided to re-roll characters from some of my favourite movies, TV shows, books, etc. into Immortal Freedom: The Roleplaying Game.
Today's character is another member from The Adventure Zone's tres horny boys: Magnus Burnsides. Magnus was incredibly easy to port over, though it's most likely just because he's as basic as a character can get in a roleplaying game—and I mean that with the utmost love. There's something actually really endearing about playing an uncomplicated, simple character class, and I think Travis embodies the role well.
This re-roll also features the newest version of the character sheet, which will be included with the player's guide draft once I have time to update it.
If you're a patron on my Patreon, you can see me working on this piece in a timelapse and get access to a lineart version of the piece if you'd like to colour it yourself!
Merle is the next and last character I'm going to do for The Adventure Zone, so keep an eye out for that in the coming weeks!
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dirhwangdaseul-archived · 2 years ago
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@theunstablejester yeah yes that's sort of what i meant when i said he was being raised, i don't think i made it clear but like it seems to me the collectors raised this one collector to enjoy the break from their purpose and role from whoever gave it to them (weird i need answers), and even tho i have my doubts about him participating in the actual slaughter i think he might have been raised at least to enjoy the story of king's family death and the subsequent freedom it gave them to play "games" and like he reminds me a lot of marceline when she said she had lost her moral compass after years of being immortal a bit, like his power just doesn't allow for less than the fulfillment of that joy he was raised to seek out, like the murals made it seem like there's a sense of adoration and purpose being given to him by the previous collectors, a hope for them to break away from their preordained fate and like if the collector can get king behind him and not fear him he would love that more so i think because he's a kid, he's not who raised him in the end, and the carnage seems to have been over forever ago, so maybe this time, hope has many faces
the fact that king straight up was talking about properly adopting the collector.... the way the damn kid cut off king's words, he's really unable to create nuance, things must satisfy him otherwise it invites discomfort, all bad feelings must be avoided kind of guy, unless they bring him joy.... and it's making me insane that belos might actually have thwarted king's attempt at having a normal conversation with the kid that keeps screaming boring everytime he's faced with the hurt and entitlement his actions come with, i don't believe the next episode doesn't end in tragedy somehow because if i understood the murals in his castle correctly he's having fun desecrating the titan, and he was being raised to treasure his enjoyment above all things, he was being raised as the star child, he was being raised to break the distance behind their original purpose and the subject of their interest, he was being raised to treasure his life above all, and he's just a kid at the end of all that apparently so but i wonder if in the end its simply that power has defied change by encasing the child's growth, his life so far, his origin, how he holds his power don't leave much room for nuance to happen, things are or aren't in his world and honestly with how long it's been and king being unable to talk him into empathy or compassion, the way he brandished the word immortal like a fun little thing that excuses his games with mortals but if he's really mad inside a loneliness there's time to reach him but will he listen before he provokes more strife
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inbarfink · 3 years ago
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Okay, so here’s a Thought I had while I was working in my Big Ralsei Analysis Post. If my read of Ralsei’s character is indeed correct, that he does honestly wants what’s best for Kris and Susie, and it’s just that he also thinks that existing in total ignorance about the darker underbelly of the world is what’s best for both of them (For example, he might know about the Player controlling Kris, and he does know that this is a terrible bad not-good thing. But since he thinks there’s no way to defeat the Player, the right thing to do is to hide the existence of the Player from Susie. It’ll be mean to make her worry about something that can’t be helped). 
Then… if Ralsei is trying to fool and misdirect Kris, Susie and the Player so they can believe they’re just having a simple light-hearted adventure story - could Ralsei be a metaphor for the way a game tries to misdirect and fool its players for the sake of increasing their enjoyment?
Like, I don’t just mean a game-story having twists and misdirection, I mean more... the way the game uses smoke-and-mirrors to... for example...
Make you feel like you have more freedom and agency than you actually have in a totally linear storyline. 
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While also trying to make you want to make the decisions the game needs you to make
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Or trying to trump up a fight as being harder and more dramatic than it really is on an objective mechanical level
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Or even trying to make sure the immersion between the Player and the Player Character isn’t ever broken
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It would even make sense within the idea that Ralsei is kind of the opposite of Asriel Undertale\Flowey. Flowey was a representation of what a Player is in an in-universe context and Ralsei could be.... a representation of the game?
I guess the Big Thing about it is that... okay so when Undertale used Flowey as a representation of what a Player is from the perspective of the other game characters: an immortal time-manipulating being who knows everything about everyone because they have done so many timeloops but is still unable to truly care about them as people, and will do everything just to experience something new - That was not a moral condemnation of the concept of playing video games in the real world. 
There’s a lot you can read into it, with questions “what does it even MEAN to pick ‘good choices’ in a video game considering how much more powerful you are than everyone else?” or “what sort of relationship do you really have with your favorite game” or “haha wouldn’t it be REALLY fucked up if...” or even “Don’t you have anything better to do?” ... but it’s not as direct and simple as “if you don’t treat all Video Game Characters ever like they’re Real People all the time than you’re just as bad as this asshole soulless flower”.
Flowey’s actions were bad because he treated characters who are Real within the story’s fiction like you’d treat video game characters. Treating video game characters who ARE fictional like that is not equivelent. In a way, I think this is the role of Flowey’s former identity as Asriel within the meta-commentary. A reminder that your behavior when you’re playing a game, might have nothing to do with your behavior in the real world. (The only real difference between Asriel and Flowey is the ability to RESET and SAVE without consequences, and the inability to truly care about anyone like they were real people. Asriel is Flowey without the powers and perspective of a Player).
And I don’t think (I hope) that everyone got it. I know that when Undertale came out, the discussions around immediately got swamped with a lot of Discourse about the game’s morality. And some of it was good, and some of it REALLY BAD. But I don’t think any of it was “Undertale’s morality is Bad because it’s all a game about how if you play games you’re an evil abomination from beyond time”, right? I think we all got that this is NOT what the game was trying to say.
So, it shouldn’t be this hard to play a similar thing with Ralsei’s misinformation. Hiding information and misleading Susie and Kris just to make them have a more fun adventure is morally wrong because this is happening in the reality of the game’s story. In the real world, this sort of misdirection is often a good and necessary part of game design. I mean, when you’re playing any sort of narrative-focused game - it’s trying to make you feel like you’re on some sort of exciting adventure when you’re actually just pressing buttons on an electronic device. You play a game (or consume any sort of fiction, really) to be fooled into feeling like it’s real for as long as it’s going on, even though you know it’s obviously not.
So yeah, sometimes games create the illusion of you having more freedom and agency than you actually have, sometimes they have all kinds of clever methods to nudge you into making the choices they want you to make, sometimes they try and make a relatively-easy fight feel more epic than it actually is, sometimes they make a relatively-small world feel bigger and more full-of-life than it actually is with some clever smoke-and-mirrors. That’s not a BAD thing. That’s actually Good Game Design, usually.
When people complain about a game being ‘manipulative’ or ‘lying’, it’s not REALLY a problem of them hiding the truth from you, as much as the problem is that they weren’t very good at it. If the game isn’t GOOD at it’s smoke-and-mirrors trickery and you end up noticing it... that is what hurts your enjoyment of the game. It’s like a Magic Trick, you watch it because you WANT to be fooled, but if you aren’t then you feel like they’re trying to fool you. That’s the sort of thing that Deltarune plays up purposefully for a feeling of unease, too.
But the thing is... just... look, I don’t think there was ever a serious group of people arguing for the inherent immorality of playing video games because it’s mean for the characters. BUT, I feel like it is a pretty common thought in video game criticism and design - to assume there’s something inherently bad about the idea that a game might offer you an open field and than guide you to a set path regardless, or make a challenging-but-fair fight feel nigh-unbeatable for story reasons, or build just a few streets and some skyboxes and make them feel like they’re a huge bustling city. That the only good way to make something feel ‘real’ in a video game is to make as-close-a-simulation-as-possible to actual real life. 
I feel like this misconception is a HUGE problem in the AAA sphere, where ‘building as close as possible to real life” is actually possible - and often works on the logic that the more expensive and resource-intensive something is, it automatically makes it better. But on the other hand it’s indie devs, like Toby Fox, who need to use this kinda trickery more than anyone because their games are relatively small-scale and lower budgets and still need to feel like they’re windows into whole new worlds.
Like, as much as people tend to contrast the worlds of Undertale and Deltarune - say that Undertale feels like a freer world, a less ‘artificial-feeling’ world. Really, both of these games use the same kind of tricks, it’s just that Undertale is very very good at making you not notice them, and Deltarune often deliberately shows you the figurative wires to make you feel uneasy and creeped out. 
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(also sometimes it shows you the LITERAL wires to make you feel uneasy and creeped out)
Like, when you strip it down, Undertale is a pretty simple game. The plot advances in a very linear order, there’s no real branching paths, there’s two main routes and three main endings with mostly small changes in dialogue depending on your choices otherwise. It’s just that through good writing and a few clever tricks, Toby Fox managed to make this feels like a Real Living World populated by people you care about and one where your choices matter. 
Or like... whenever I talk about “making a battle feel harder than it actually is”, I am pretty much always thinking about the Photoshop Flowey battle. Which feels about as hard as actually defeating a very evil near-god, but is actually a rather forgiving battle if you look at the actual nuts-and-bolts of the mechanics. Because, you know, every Player should be able to clear the Neutral Ending at least once. But the whole presentation of the battle is so damn good that allows people to believe they are really fighting a being capable of basically destroying the universe.
Or... I had that Whole Post about how one of the important things about Undertale’s approach to Pacifism is that it’s inherently DEFIANT. It’s about going against a world where everyone does sort of low-key believes that it’s kill-or-be-killed and proving them all wrong... But also, the game has it’s ways to trying to subtly direct you towards doing a Pacifist or Almost-Pacifist run on your first playthrough. So it’s trying to make you feel defiant and original while also pushing you in a specific direction,
There’s a lot of this stuff in Undertale, because that’s Good Game Design - and Undertale is a Well-Designed Game
So if Ralsei IS a meta-commentary on that whole concept. There has to be some sort of acknowledgement that his deceit is very bad and fucked up within the context of the game world. But the thing he represents is actually a good thing that’s very important for game design, ESPECIALLY in the Indie Sphere. It shouldn’t be impossible to do, like with the whole Flowey-Asriel thing in Undertale, but I.... just hope that they can pull it off.
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unknown-lifeform · 2 years ago
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So I’ve been thinking about Genshin Impact and Visions and basically I present you, my theories on what qualities people need to be given Visions of a certain element. Now some characters will fit better into any theory than others, I definitely may be wrong about a bunch of things, but this is my best guess. Feel free to let me know if you have any thoughts!
Disclaimer that I don’t have any Dendro theory yet due to low sample size and the fact half of the current Dendro characters are shady as fuck
Anemo: Anemo is the element of freedom, and in a sense freedom does play a role in my theory, but it’s not just freedom. Rather, people with Anemo Visions are all people who go through their lives or jobs in the way they personally want, without abiding to external opinions too much, just setting their own personal way to live. This can mean doing their work in a very specific way, ignoring other people’s rules, or just being peculiar in general.
Jean seems arguably one of the least free characters in the game, being a workaholic and all, but her character stories show that she has very firm opinions on how to do her job and won’t compromise on that. Sucrose basically lives for her experiments alone and pursues them even if anyone else would see no need to follow whatever whim she has.
Xiao is dead set on protecting Liyue the way he thinks is best, and after the Chasm storylines we know he was different from the other Yakshas in that he was the only one who couldn’t imagine having a normal life.
Kazuha left everything behind to roam and live his life how he pleases. Sayu is the only ninja left of her specific training, and she constantly runs from the shrine maidens to be able to sleep and grow taller. Heizou’s entire deal is being a weirdo
Cryo: in short, Cryo would be the element of loss. There isn’t much more to say about it. Basically all Cryo characters feature loss in their backstory in some form
Examples: Kaeya’s backstory is full of questions, but even admitting he doesn’t feel abandoned by his biological father he did lose his foster father and also whatever relationship he had with Diluc. Rosaria’s parents were murdered when she was a child. Eula’s family is alive, but she effectively lost them when she joined the Knights of Favonious. Diona has the least amount of loss, in a sense, but her motivations also stem from her losing the trust she had for her father seeing how he gets when he’s drunk.
Shenhe was turned into a child sacrifice by her own father. Chongyun’s pure yang energy means he can never achieve his goal to be an exorcist in the traditional manner, and also has to deprive himself of a lot of things to cool himself down. Ganyu’s story doesn’t talk of loss specifically, but she is an immortal being surrounded by mortal humans, and she does feel very out of place around humans, so loss has to be a constant in her life. Qiqi lost her life, in every sense of the word, because she can’t even remember her old life
Ayaka was strongly influenced by the loss of her parents and her character story revolves around trying to reconnect with her mother.
Electro: Electro is all about duplicity, starting with the Ei/Makoto and Ei/Shogun pairs. All Electro characters are people who have contradicting personality traits, conflicting beliefs, or have to bridge different and apparently opposite sides of their story and heritage.
Lisa is both apparently lazy and laid back, and also scaringly efficient. Fischl, as highlighted in the recent Golden Apple Arcipelago event, has had to reconcile her fantasies of being Prinzessin Fischl with her real life. Razor is a boy who was raised by wolves and doesn’t quite fit as either.
Keqing’s job involves - well, involved - working in relatively close contact with Rex Lapis, yet she was the biggest skeptic of his work, and her skepticism extends to Visions themselves, I mean she even tried to destroy her own Vision. Beidou is apparently a very friendly and approachable person, but she does have a more closed off side, and is even the only character who starts their own hangout event without the maximum amount of hearts.
Miko presents an aloof, mysterious persona to everyone, but she is actually mischievous and petty, and never shows anyone all the cards she has. Shinobu works for the Arataki Gang despite being the most qualified person in all of Inazuma. Sara is a tengu who was raised by humans, and has to deal with what that means to her.
Geo: Geo is the element that has the most solid theory behind it. Basically, Geo is the element of people who will continue fighting for whatever goal they have no matter the cost. This doesn’t mean that they necessarily have to be successful, or even just good at what they do, just that they will never give up their own goals.
Noelle has repeated the exam to become a Knight of Favonious multiple times, and she is determined to make it despite all the failures. Albedo will research anything and everything without breaks.
Ningguang was a poor woman who climbed all the way to the rank of Tianquan, and didn’t hesitate to destroy her own Jade Chamber when it was necessary. Yun Jin worked incredibly hard to get to her position, and she will regularly sneak around her troupe’s wishes to do what she prefers.
Gorou was the general of an army that would have undoubtedly lost the war on the long run, and yet he always stayed firm. Itto doesn’t exactly vibe as a self disciplined man, but stubborness is one of his defining traits, and he absolutely determined to one day win a damn Onikabuto battle.
Hydro: while I do see a pattern with Hydro, it’s hard to put into words exactly what I see. Hydro characters in general are authority figures within their own fields or organizations, but they are also often in some way second place, second best, or otherwise not as influential as one might expect. However, they also don’t seem usually pained by their own position. I’m not exactly sure what quality this would be, but the pattern is there.
Barbara is the Deaconess of the Church of Barbatos, and also an idol, but she spent most of her early life feeling second place to Jean. Mona is an incredibly talent astrologist, but also poor and underappreciated.
Yelan is an incredibly powerful and skilled woman, but she is also happy with working in the shadows, avoiding drawing too much attention to herself. Xingqiu is the second son to the Feyun Commerce Guild, and hates that his older brother isn’t all that competent, because he doesn’t want to be forced to be the one doing all the work.
Ayato did bring the Kamisato Clan back to its glory after taking control of it, but he’s also a man who doesn’t like to make public appearances and do his job behind the shadows. Kokomi is the head priestess of a dead god.
Childe is one of the Fatui Harbingers, but he’s also very low rank within the Harbingers themselves.
Pyro: Pyro characters seem to be people who are very loyal to a goal or an organization and will pursue it at all costs. They can be personally ambitious, but overall they are more concerned with the success of what they are interested in than in personal recognition, and are generally selfless in nature.
Diluc wants to protect Monstadt at all costs, and does so while presenting himself as just some mysterious vigilante. Amber is also very loyal to Monstadt, and very invested in restoring the good name of the Outriders. Bennet feels strong loyalty towards the Adventurer’s Guild, due to how he was brought up by them. Klee’s motives are child-like in nature, but she ultimately just wants to be like her mom and make her proud, which is a reasonable meaning of loyalty for a child.
Hu Tao’s whole family has been in the funeral business for generations, and she is extremely devoted to the business and to ensuring all souls can rest in peace. Xiangling is very determined to make anything not actively deadly into a good meal. Xinyan wants to spread rock and roll, not for her own sake but more for the sake of the music itself. Yanfei is the most steadfast upholder of the law there is.
Yoimiya wants to make everyone happy with her fireworks. Thoma’s entire life is dedicated to serving the Kamisatos.
And while it’s hard to draw conclusions on most Sumeru characters yet, Dehya also seems to follow this pattern of firm loyalty towards her employers.
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kunosoura · 3 years ago
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Do you have any thoughts on the Elden Ring endings?
oughgh yes... they've had some time to cool so they aren't as hot as a few months ago
The Age of Stars ending is like, far and away the one obviously intended to be the "true"/"good" ending. And like, mission success, I remember when I first beat the game (with that ending) it had a higher % clear rate than the frenzied flame achievement and the achievement for all four elden lord endings combined.
You can read a sort of buddhist theme to her ending, I think? removing the certainties of flesh, bringing in a night that reaches even beyond death and encompasses everything, as part of dismantling not just the Golden Order but the Elden Ring itself
The game heavily implies that her Dark Moon is yet another outer power though, which would instead paint the ending as yet another transition of power, like the giants and dragons before the golden order
I think this leaves it in this position of deliberate uncertainty - is this truly breaking the shackles to allow everyone to undergo their own spiritual journey? Or has the Moonlight that guided her lead the lands between right into its power?
Meanwhile,
The Elden Lord endings are the most normal ending-ass endings you could could concoct. They're almost a failstate, like you left the church intact, fail, cringe, etc. here's your throne. idiot.
The golden order ending especially like it is genuinely hilarious people call this the best ending. Were you paying attention? Marika gave everything to destroy the Golden Order so people could live free and you literally just rebuilt it and gave sole ownership to the power that violently claimed it through Marika and persecuted anyone and anything that deviated from its order. I think this is one part of the game GRRM influenced directly like Goldmask plays a nearly identical role to the High Sparrow.
For what it's worth, I do like the Duskborn ending. I like how it represents a sort of reconciliation within the order, bringing back in the souls who fell outside of its order of life and death, and relinquishing its immortal grip on people's souls. Unfortunately, everyone who supports this in game is kind of pathetic. (Maybe that's also a buddhist theme - criticizing people who abandon freedom and truth in lieu of simple release?)
The Despair ending is also kind of like this, where a point of stratification in the order (namely the Omen curse) is dissolved by virtue of spreading it to everyone, but the implications and imagery surrounding the path to this ending are so comically evil it almost feels like a punchline.
Last but not least, there's the Frenzied Flame ending.
This one is kind of exactly what it says - you destroy everything, and in doing so, destroy all the divisions. It is definitely a bad ending but it also kind of feels like a true ending, like the Age of Stars and unlike the Elden Lord endings.
I find the lament of both the sealed merchants and the three fingers compelling.. Like it isn't just an evil destroy the world ending. If you're paying attention, it's the ending about the pain and anger people left behind as power changes hands, on a cosmic scale, endlessly. It's the "Blessed is the Flame" ending.
It's also the only one that gives us any extra hints as to what tf melina's deal is. I still don't know really what melina's deal is.
hyetta eat grape.. yummmy lolll
I think it's easy to read it as an allegorical takedown of anarchism, where refusal to seize political power, instead trying to dismantle it, leads only to destruction, which would be disappointing. But that's kind of fringe? Now that I'm typing it out you could stretch the entire game into some sort of marxist-leninist message.
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