#is it just that these are very cinematic video games?
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covertleathers · 1 day ago
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What Veilguard is actually lacking:
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Lingering cinematic shots. Some of these scenes have way too many cuts and go by too fast. They aren't allowed to breathe sometimes. At the end of A Murder of Crows, if Illario is spared, he begins to taunt Lucanis playfully (manipulatively). Link to video clip because tumblr hates multimedia writeups.
Illario: Lucanis...
Lucanis: Don't. Not now. This TEENY TINY exchange feels so important. It's painful. It's sad. It illustrates their closeness but also the hurt that comes with it. They are staring in each other's eyes, communicating silently. I feel like the beat of this scene should have play just a little bit slower.
It's only when I paused with the flycam to take photos that the full weight of that moment hit me. Their relationship is forever changed.
Nothing will ever be the same again.
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Illario thinks his old tricks have the same levity as they used to. They don't. Instead, it irritates (borderline disgusts) Lucanis.
You idiot. If only you understood what you've done.
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Then, that painful look back. A twist of the knife.
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I needed a silent, lingering shot here.
Lucanis later alludes to things at the Dellamorte House going back to 'normal' (the "we wait until a public gathering, then we're going to flip table and yell at each other until we're knocked out by Viago" banter with Harding). But if I'm following the main theme of this game "THINGS CHANGE", I don't know if I totally believe that. That might be Lucanis' wishful thinking and love for Illario shining through (again).
Anyways thanks for reading, I'm very unwell about this game. Bonus: Illario glancing at Rook (another agent of the change between these brothers) as he leaves.
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winepresswrath · 9 months ago
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Fallout is so delightful. I don't know that I have a lot to say about it but it's nailing the video game aesthetic, Lucy is adorable, the Ghoul is a spectacular Walton Goggins deployment, and I'm coming around on Maximus because he becomes infinitely more tolerable when he's sharing a screen with Lucy. Usually if I don't like a guy and then he's presented with a romance subplot he just finds new and worse ways to annoy me more but they're so cute together. I am rooting for him!
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falesten-iw · 1 month ago
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There’s been endless talk about bodies vanishing in Gaza: martyrs who don’t just die but are erased, turned into nothing more than smoke rising into the sky, like their souls got hacked and rage-quit existence entirely. And no, this isn’t some cinematic moment or dystopian novel. This is our everyday reality, unfolding in front of us like a cursed game with no exit.
Bullets? Sure, horrifying, but they play by rules. You’ve got entry wounds and exit wounds. Grotesque, but at least they make sense. Shrapnel? Same deal. It tears through you, maybe stays lodged, maybe tears its way out. Awful, but still following some logic. Both bullets and shrapnel can, yes, kill you, but they won’t make your body vanish.
But the weapons used by the IDF? They don’t just kill; they erase you. They leave nothing behind but the void, as if the universe itself decided you were a bug in the system and patched you out. These weapons aren’t just meant to kill; they’re engineered for maximum obliteration. Their purpose isn’t just destruction, it’s erasure. Like someone thought, "What if war, but with a side of existential dread?"
You can see that in this video. A martyr’s body lying in the dirt, and this strange black-and-white smoke curling out of him, like his very existence was being deleted in real time. It wasn’t fire. It wasn’t anything normal. It was like the laws of physics glitched out around him, like reality had decided to rage-quit too. It wasn’t just a death; it was a redacted event.
But here’s the thing: the Gazan people are still holding on. Barely. We’re clinging to what’s left of life as if it’s the last lifeline in an impossible final boss battle. But let’s be real, we can’t do it alone. There’s no Phoenix Kit or supply drop coming for us. That’s where you come in. Please help us. Donate and reblog this post to spread our story. BTW, this isn’t just my battle. It’s for 26 lives, including two orphaned children who’ve lost everything, and a family member battling hemiplegia after shrapnel tore through her during a bombing. She need urgent surgery to replace the infected, failing plates keeping her alive. The stakes couldn’t be higher. The future of 26 lives rests in your hands.
The video showing the injured family member is shared before in this post: Link.
Vetted and shared by @90-ghost: Link.
Verified and shared by @el-shab-hussein: Link
Listed as number 282 in "The Vetted Gaza Evacuation Fundraiser Spreadsheet" compiled by @el-shab-hussein and @nabulsi : Link
Listed on the Butterfly Effect Project, number 957: Link
Additionally, Al Jazeera News has documented apart of my family's case: Link
If, for some reason, you couldn't donate via GoFundMe, you can donate via PayPal instead.
Donate on GoFundMe: Link
Donate on Paypal: Link Please keep the conversion rates in mind when donating through GoFundMe. Every 110 SEK is equivalent to 10 dollars, and 220 SEK equals 20 dollars and so on. Please help us !
Note: There’s even a raffle for a handmade Palestinian thob if you want to participate : Link
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sweetberry-roebuck · 3 months ago
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There's something to be said about Mouthwashing's weaponization of the video game medium. The game is very easily comparable to a movie, between its runtime and cinematic framing and focus on narrative, but the fact that it is a video game, that we play as Jimmy for much of it and take on his actions ourselves, is I think really effective in its usage.
You are the one given the all caps RESPONSIBILITY, the disproportionate power of the captain, and you are the one failing miserably to use it well. You have to scan the codes, you have to give Curly his medicine, the first action you're presented with is to turn the ship in the wrong direction. No other option available. The experience it gives you of realizing again and again that you, that Jimmy, is not doing the most sensible thing, that he's being stupid and cruel and spiteful, is really effective in forcing you to contend with the excellently written character study on a personal level.
Waking up in the middle of the night and hearing Curly groaning in pain, and then going to bother Anya about giving Curly his meds only for Jimmy to INSIST on doing it himself, I thought to myself "c'mon man why wouldn't you just give him the meds to begin with," only to realize over the rest of the game exactly why he didn't do that. By putting the player in the role of this character, carrying out his actions step by step without choice in the matter, the irrationality of his decisions is made personally exasperating. You notice the patterns.
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wileycap · 11 months ago
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So, uh, Netflix Avatar, huh? Yeah. I guess I'll make a really long post about it because ATLA brainrot has is a cornerstone of my personality at this point.
So.
It's okay. B, maybe a C+.
That's it.
Now for the spoilers:
The biggest issue with the Netflix version is the pacing. Scenes come out of nowhere and many of the episodes are disjointed. Example: Aang escaping from Zuko's ship. We see him getting the key and going "aha!", and in the next scene he's in Zuko's room. And then he just runs out, no fun acrobatics or fights, and immediately they go to the Southern Air Temple where he sees Gyatso's corpse, goes into the Avatar state, and then sees Gyatso being really cheesy, comes out of it, and resolves that conflict. Nothing seems to lead into anything. The characters don't get to breathe.
The show's worst mistake (aside from Iroh fucking murdering Zhao) is its' first one: they start in the past. Instead of immediately introducing us to our main characters and dropping us into a world where we have a perfect dynamic where Aang doesn't know the current state of the world and Katara and Sokka don't know about the past, thus allowing for seamless and organic worldbuilding and exposition, they just... tell us. "Hey, this is what happened, ok, time for Aang!" There's no mystery, no intrigue, just a stream of information being shoved down the audience's throats and then onto the next set piece.
The visuals are for the most part great, but like with most Netflix productions, they just don't have great art direction. It feels like a video game cinematic, where everything is meant to be Maximum Cool - and none of the environments get to breathe. It's like they have tight indoor sets (with some great set design) and then they have a bunch of trailer shots. It's oozing with a kind of very superficial love.
Netflix still doesn't know how to do lighting, and with how disjointed the scenes are, the locations end up feeling like a parade of sets rather than actual cities or forests or temples. As for the costumes, Netflix still doesn't know how to do costumes that look like they're meant to be actually worn, so many of the characters seem weirdly uncomfortable, like they're afraid of creasing their pristine costumes.
The acting is decent to good, for the most part. I can't tell if the weaker moments come down to the actors or the direction and editing, but if I had to guess, I'd say the latter. Iroh and Katara are the weakest, Sokka is the most consistent, Zuko hits the mark most of the time, and Aang is okay. I liked Suki (though... she was weirdly horny? Like?) but Yue just fell kind of flat.
The tight fight choreography of the original is replaced with a bunch of spinny moves and Marvel fighting, though there are some moments of good choreography, like the Agni Kai between Ozai and Zuko (there's a million things I could say about how bad it was thematically, but this post is overly long already.) There's an actually hilarious moment in the first episode when Zuko is shooting down Aang, and he does jazz hands to charge up his attack.
Then there's the characters. Everybody feels very static - Zuko especially gets to have very little agency. A great example of that is the scene in which Iroh tells Lieutenant Jee the story of Zuko's scar.
In the original, it's a very intimate affair, and he doesn't lead the crew into any conclusions. Here, Iroh straight up tells the crew "you are the 41st, he saved your lives" and then the crew shows Zuko some love. A nice moment, but it feels unearned, when contrasted with the perfection of The Storm. In The Storm, Zuko's words and actions directly contradict each other, and Iroh's story gives the crew (and the audience) context as to why, which makes Zuko a compelling character. We get to piece it out along with them. Here - Iroh just flat out says it. He just says it, multiple times, to hammer in the point that hey, Zuko is Good Actually.
And then there's Iroh. You remember the kindly but powerful man who you can see gently nudging Zuko to his own conclusions? No, he's a pretty insecure dude who just tells Zuko that his daddy doesn't love him a lot and then he kills Zhao. Yeah. Iroh just plain kills Zhao dead. Why?
Iroh's characterization also makes Zuko come off as dumb - not just clueless and deluded, no, actually stupid. He constantly gets told that Iroh loves him and his dad doesn't, and he doesn't have any good answers for that, so he just... keeps on keeping on, I guess? This version of Zuko isn't conflicted and willfully ignorant like the OG, he's just... kind of stupid. He's not very compelling.
In the original, Zuko is well aware of Azula's status as the golden child. It motivates him - he twists it around to mean that he, through constant struggle, can become even stronger than her, than anyone. Here, Zhao tells him that "no, ur dad likes her better tee hee" and it's presented as some kind of a revelation. And then Iroh kills Zhao. I'm sorry I keep bringing that up, but it's just such an unforgiveable thematic fuckup that I have to. In the original, Zhao falls victim to his hubris, and Zuko gets to demonstrate his underlying compassion and nobility when he offers his hand to Zhao. Then we get some ambiguity in Zhao: does he refuse Zuko's hand because of his pride, or is it his final honorable action to not drag Zuko down with him? A mix of both? It's a great ending to his character. Here, he tries to backstab Zuko and then Iroh, who just sort of stood off to the side for five minutes, goes "oh well, it's murderin' time :)"
They mess with the worldbuilding in ways that didn't really need to be messed with. The Ice Moon "brings the spirit world and the mortal world closer together"? Give me a break. That's something you made up, as opposed to the millenia of cultural relevance that the Solstice has. That's bad, guys. You replaced something real with something you just hastily made up. There's a lot of that. We DID NOT need any backstory for Koh, for one. And Katara and Sokka certainly didn't need to be captured by Koh. I could go on and on, but again, this post is already way too long.
It's, um, very disappointing. A lot of telling and not very much showing, and I feel like all of the characters just... sort of end up in the same place they started out in. I feel like we don't see any of the characters grow: they're just told over and over again how they need to grow and what they need to do.
To sum it up: Netflix Avatar is a mile wide, but an inch deep.
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szynkaaa · 4 months ago
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kicks down everyone's door folks I might have figured out how tall Sun Wukong/Destined One is in Black Myth Wukong.
Starting with a disclaimer that this is just my speculation and nothing is confirmed unless the dev state otherwise
So y'know how the collector's edition came with this amazing Wukong figurine:
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amazing right? I want one too.
The description states that the figure is 40cm tall (according to playasia)
The figure is made by Queen Studio, specifically the INART team that makes 1:6 figures.
So we know that the figure is 40cm tall. It is not clear if that includes stand or not, and I was not able to find any information how tall the stand is
On another website (which I don't want to name because I don't know how serious the website is) lists up the figure as 315mm/31.5cm
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If that is the height of the actual figure without stand, and it's a 1:6 figure, that means 31.5cm * 6 = 189 cm
So that means it is very possible Destined One/Sun Wukong is 189 cm / 6 feet 2 inch tall.
that is TALL. a lot taller than I thought he would be tbh LOL cause in the books he is usually described as the shortest (cause well, monkey)
which ALSO means.
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Wukong better be paying for her chiropractor with the amount of crancking her neck up she has to do.
EDIT 07/01/2025
Some more evidence that the Destined One / Sun Wukong may around 180-190cm tall in the game:
Justin's Collection posted a very detailed and unboxing and review video for the 1:6 scaled figure that came with the Collector's Edition, which you can watch here.
There is one where the Destined One stands next to the VTS TOYS Ghost of Tsushima ~Jin Sakai figure, which is also a 1:6 scale
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I tried to find how tall the Jin Sakai figure is, and according to this reseller website, it is listed up as 30 cm
30*6 = 180 cm
if you look at the eyebrow level as pointed out by @blackknight-kai, chances are our Monkey is a wee bit taller
My previous math put DO/SWK at 189cm without base, and 180 - 190cm does sound about right.
I know that in some game screenshots, Monkey looks very tiny compared to the enemies, with NPCs also sometimes being 2-3 times his size.
I personally think this was done for the gaming experience, because it is easier to see enemies and their moves when they are bigger, but when you look at the opening cinematic of SWK and Erlang fighting, Erlang is just a bit taller than Wukong
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Here is a screenshot of Pingping next to DO, we don't know how tall Pingping is but say she is average women height (160cm?) the height difference would make sense
So yeah. Please keep in mind the height is not officially confirmed, just what my math is mathing base don the officially released figure!
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qfitpac · 8 months ago
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Final thoughts on the Qsmp finale: I think it was incredibly disappointing and disrespectful at every turn, and as with many things in the qsmp I think they could have put in 100x less effort for 100x more reward.
I wish they had just let the islanders freely roam around and say goodbye to their old builds instead of forcing them into a weird and unrelated mini game. For gods sake, Pac and Fit never made it to Chume Labs to see it one last time.
The museum was nice but how about crediting all the people who made those models and assets that were on display? Contrasted with the properly credited fanart it really showed how little the studio values its workers.
It's clear to me that they cared more about getting in that final spectacle (I think there's a good chance a lot of those assets and mobs were originally made for purgatory 3) and leaving the story open for a possible QSMP 2 than actually giving their ccs a chance to give their characters an ending. Watching it all I couldn't help thinking, was the person who built this paid? Was this cinematic made by someone who was compensated for their time? Did the studio give them enough time to make these or was it, as shown before, a rushed and stressful process with an impossible deadline?
The egg video in particular was in incredibly poor taste. After all that the egg admins went through, letting them go without even a thank you let alone actually properly crediting them and paying them, then to just choose their ending for them? Using not just the models (was the person who made those paid?) but aspects of the personalities that the egg admins developed (Ramon's meathead, pepitos plushie, etc)? Come on.
The finale was, and I say this with all possible negative connotations, very in character for a studio that has repeatedly shown that it cares more about visuals and the next big thing than anything else, including the admins and ccs that make it possible. It was flat and convoluted and the only thing that made it watchable was as always the talent and versatility of the players.
I hope there is no qsmp 2. I really do. I don't think it's worth it to keep this brand alive after all the people who have been hurt by it. I'd love to see another server use the real-time translation mod, I'd love to see most of this group of creators make something together, but I don't think it should be under quackity or his studio's control. They've clearly shown that they cannot be trusted to treat their workers properly, to support this big of a project, or to be focused on making a place for creators to tell their own stories the way they want to.
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eurothug4000 · 2 months ago
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PIGLET'S BIG GAME - INTERVIEW WITH PASCAL CAMMISOTTO
Earlier this week I interviewed Pascal (game designer on Piglet's Big Game 2003) about the making of the title that has received a whirlwind of attention online recently. You can find more information in my video that's going up today on my channel: https://www.youtube.com/@eurothug4000/videos
How did the project come into existence?
At that time, Doki Denki studio was already working with Disney. 
We had released three PlayStation 1 games with them. Disney was working on the film Piglet's Big Movie and was looking for a studio to develop the video game alongside it. 
I don’t want to say anything inaccurate, but I believe it was, officially, our first PlayStation 2 game released on the market.
If the information I found online is correct, Piglet's Big Movie was released after Piglet's Big Game came out! Were you given any direction by Disney on what the game should be like and if it should be similar to the movie in any way? Or did you have complete freedom in designing the game (story, gameplay etc.) as you wish?
I’m not too sure anymore how everything came together, but I believe Disney didn’t give us access to the film's content. 
They were very secretive (and I think that was quite common at the time). They just wanted a ‘product’ to accompany the movie release. 
All we knew was that it revolved around Piglet. So the game’s story was developed by us (the game design team), as narrative designers didn’t exist back then. 
We had a lot of freedom, both in writing and game design, and I think that was partly thanks to Disney's producer, Risa Cohen. She really supported our decisions in the interest of quality.
What do you specifically remember working on for the game? (Certain levels, overall gameplay loop etc.?)
I remember several things: the horror gameplay, which was completely new for this target audience; the hour of real-time cinematics that I directed with the animation team; the cameras in each room that I placed as best as I could to follow the action; and finally, the overly difficult combat (which I wanted to tone down, but wasn’t allowed to. ^^). 
The atmosphere in the studio was fantastic, and I genuinely recall a sense of pride in what we were doing. 
Yes, it was a kids’ game, and yes, sometimes it was cheesy, but we still had so much fun making it, as if we were making it for ourselves. It was truly a great project.
Do you remember what the reception was to the game at the time of its release?
Yes, the game was very well received. It was considered by reviewers to be a very good children’s game. At that time, many licensed games (especially those for kids) were rushed and uninspired. 
That wasn’t our philosophy at the studio. We wanted to make a good game, even if the target audience was very young. 
I think that’s why the game surprised people with its strong approach and quality.
Have you seen some of the posts about Piglet's Big Game recently? What was your reaction to seeing them if so?
Absolutely not. I just found out, and of course, I’m thrilled that it’s being talked about again!
People online are talking about the "horror" aspects of the game, were these intentional? Was the aim to have a game that had elements of the horror genre?
When Disney spoke with the studio about this game, Marc Albinet (the head of game design, my boss) immediately wanted to make ‘a Resident Evil for kids.’ 
I believe he even went to Disney to pitch the idea, and he must have been convincing because they said yes. 
Since we didn’t have access to the movie’s script, we created a story centered around Piglet. It focused on his lack of self-confidence and the courage he would need to help his friends, who were asleep and trapped in a nightmare. 
The horror element was tied to these nightmares that the player would need to resolve.
Are there any links or anything that you'd like me to mention so people can find you online, or any projects you're working on?
You can find me on X (@KaMiZoTo), but I rarely tweet. Since my time at Doki Denki, I've gained quite a bit of experience, and now I have my own studio: 
http://drawmeapixel.com
We released in 2020 "There Is No Game: Wrong Dimension", which I recommend everyone try without watching any let’s plays to avoid spoilers! (The experience relies on surprise.)
We’re also working on a new secret project with the same meta spirit!
A big thank you to Pascal for taking the time to talk about the game!
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planetdream · 3 months ago
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skz as porn stars and the type of content they would make
chan — mentioned here. only really does solo vids, a bit amateur, not very cinematic. has considered fucking someone on cam, but for now he'll continue with solo content—isn't much of a fan of big budget porn brand productions.
minho — bdsm content. he's the dominant. kink dot com. typically the person holding the vibrator against/fisting the shibari girlies. is very particular about who he works with and often continues to work with the same people. also appears on casting couch styled videos.
changbin — read this . likes to make the style of videos where two contestants fight and the winner gets to fuck the loser however they want. another person featured on casting couch.
hyunjin — solo cam style content. streams but still has an elaborate set/spare room. will occasionally be featured in a friends content but mostly just solo streams.
jisung — anything he can eat pussy in (give head in general, he's not that picky). he does a lot of step!brother content... typically plays the submissive role. he's done cam work, OF vids, and big production porn, kinda just vibes and goes with the flow. you'll see him everywhere one week then the next its just radio silence.
felix — ffm/mmf/trans threesome content. just a camera, some toys and a friend or two (or three) #vibes.. that's all there is to it, I think, felix does porn for the love of the game. (huge cock)
seungmin — minho's kink dot com coworker. deep into bondage and shibari culture. isn't one to whip his dick out on camera until a bit later in his career (strap over the pants type beat).
jeongin — likes being in porn that has story...another person who appears in step!brother content..... BIG DICK... is in his milf hunter era because everyone he fucks is over the age of 37...
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ironskyfinder · 10 days ago
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the Countdown
“TEN!”
The faces on the screen - on that screen - were all lit in blues and white, rapt with attention, focusing on the ball as it slowly, achingly, started to drop.
On another screen, she watched as a man slid his cock deep into a woman's soaking pussy, on another a girl rocked back and forth as she rode a monstrously large dildo, on another one girl gasped for air before the other pushed her face back down on a cock. Their moans and the soft slapping sounds of cinematic fucking echoed in her ears, and still she struggled to keep her eyes from drifting downwards.
Down, to the mirror. The mirror that reflected back at her the icon of denial and degradation she’d been made into for the night, the mirror that showed her spread and tied with the toys taped down in all the right places, the mirror that showed every shiver that went across her skin.
She looked up, feeling the whirring of the plug intensify as the little clitsucker toy pushed her closer and closer to the edge, her legs starting to shake and her corset spasming just as -
“NINE!”
This day had started ages ago. She'd woken up, still in the tack bra from last night, with his cock forcing her cunt open as he sleepily fucked her awake, and after the first load of the day she'd made coffee and breakfast. That was when he'd told her about the game she'd be playing, while he had his fingers buried in her needy hole, stretching her and overstimulating her g-spot, literally keeping her on her toes with his hand firmly around her throat.
She was going to get the chance to earn another charm for her collar, and all she had to do was cum.
She’d had such a hard time focusing on his words as he ruthlessly teased her that she had nearly missed the catch, and when she tried to pull away and look up into his eyes he’d laughed at her and she’d clenched around him. Of course she could do it, he’d whispered in her ear, it was only a hundred times and she had nearly sixteen hours left.
Then, he’d told her that he would helping, and those teasing fingers suddenly were very capably pulling her towards her first orgasm of the day. He'd taken another from her by the time he dragged her into the playroom, whispering in her ear that all she needed to worry about was timing her last orgasm with the countdown tonight.
“EIGHT!”
There'd been another two before he fucked her again, and she was begging again as soon as his cock was pressing into her ass with his weight forcing her sore tits into the bed. It was only then that she'd heard the click and twisted back to see the tally counter in his hand.
One of the screens flickered, and the next video was her, eyes rolled back, the head of a wand buzzing against her clit. She was in her chair now, tied like that - was that this morning? was that now? - but none of the thoughts went anywhere but into the need in the pit of her stomach and the futile straining into the ropes, as if she could press herself further onto the toy and make herself cum even harder. 
Where was the count? She was so sensitive everything was numb, so overstimulated and fucked-out that it was hard to see straight, the burning need for more more more like a blinding scream in her head. She heard the quiet click from somewhere behind her and the number on the little screen blinked.
91
“SEVEN!”
He was whispering in her ear again and as his fingertips gently traced her sides all she could do was let out a moan that turned to a weak sob against the gag. Even if she'd been able to form a coherent thought, it wouldn't have mattered as he reached down and pressed the toy into her clit and everything went blank as she spasmed against it, desperate for another orgasm that was barely out of reach.
One of the women on a screen moaned and she glanced up to see a pulsing cock buried deep in a drippy cunt, just as he blew a thick cloud of bluish smoke around her face. She took a shaky breath and felt the immediate rush, the flush of heat in her skin, the headiness, and bucked against the ropes as the sensations from the toys intensified.
And then he pinched her nipple and the sharp pull of pain was enough to push her over into a heaving, moaning, shaking -
“SIX!”
The orgasm came crashing down on her on the heels of the noise of shouting and  cheering of the crowd on the screen as the ball kept descending, and the next one moments behind as he reached down and adjusted the toys to overstimulate her clit. 
No thoughts, just shaking and needy and unable to think about anything over the number on the screen and the noise of the porn playing around it, the plug pulsing and the toy buzzing and his hands, and she was cumming again 
Like lightning through her body, it was a pleasure that hurt so perfect and so deep that she could only writhe as she started to cum for him again, twisting and squirming as the crowd cheered and -
“FIVE!” 
She was still straining, begging through the gag, her legs shaking as he laughed at her, and it was only after the breathless spasming aftershocks passed that she saw why as the number blinked on the screen.
94
He always made fun of her for how tender she got, how every orgasm made her dumber and needier and wetter and more sensitive, and she was always helpless to fight it. The more she came, the more he liked to hurt her - clit slaps are just love taps, he always told her - and he'd spent most of the afternoon pinching and twisting and flicking and spanking her clit before he strapped her in. 
Six more, five seconds, he growled as he nipped at her ear.
She moaned again, eyes drifting across the screens. Girls kissing, tongues greedily twisting around each other, a woman spit-roasted by men twice her size, a close-up view of a throbbing cock rutting into a girl's tight asshole lubed only by the cum leaking from her cunt. Ninety-six and two girls on their knees, one throat-fucked and one eating ass; someone was moaning, and it sounded like her voice. 
“FOUR!”
His hand slipped around her neck and squeezed, hard, her favorite. 
Smoky air, sloppy noises, screens showing flesh-on-flesh, all getting fuzzier and dimmer - and that building, inevitable, inescapable orgasm was building. Kicking against the ropes, hands grasping at the air, trying anything to make it better, to make it worse, to feed the overwhelming need, feeding the fire of more more more MORE as the world shrank around her and his hand on her neck, getting ever-closer.
She heard the click of the tally counter before it hit her, and then she was bucking like a wild animal as everything exploded into stars behind her eyes and screaming behind her gag, it was too good to stop but it hurt so bad to keep going, everything was sore and hurt and - 
“THREE!”
She was too far gone to think, every coherent thought in her brain gone and replaced by the sensuous choking and blinding pleasure, almost outside herself. His hand, that delicious constriction and weight, was the only thing keeping her in her body, immersed in the unyielding bliss.
She was moaning, everything hurt so sweetly and the euphoria was rolling over her in waves that were washing her away. 
Click. 
Again, right before the next orgasm hit, she heard the counter and -
“TWO!”
She was thrashing, screaming like an animal into the gag. Cumming like this was too intense to bear, so good it felt like brain damage, and she never wanted it to stop.
But it did - it had to, and as soon as she wasn't in the throes of her desperate orgasm he did it again.
Click.
The realization hit her just as the orgasm did.
He’d clicker-trained her.
“ONE!”
Click.
Click.
Click.
Happy New Year, godless pervs.
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miquellaluciscaelum · 7 months ago
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Spoilers Elden ring DLC
Thoughts about Miquella's and Ranni's destinies.
I came across a video in Tiktok about how Ranni never had a good relationship with Golden twins because of Miquella's manipulativeness and his ability to enchant people. Well, first of all, this is stupid. We don't know what kind of relationship Ranni and Miquella had, but they definitely weren't full of hatred for each other, on the contrary, there are much more hints that they had some kind of connection, maybe even worked together on their goals.
But this is half of the trouble, in the comments people, as always proved that faith in humanity is absolutely in vain. The best you could hear there was, of course, that Miquella was just manipulating people and that he was the main villain of the story, which we were told from the beginning in the description of the branch. It went on to speculate, or even claim, that Miquella was definitely manipulating everyone around him, especially Malenia and Godwyn (unbelievably how brothers and sisters who for a long time only had each other in an unfriendly and dangerous world, where being different or deviating from the general line meant being an outcast, could sincerely love and understand each other? and of course no way Godwyn could love and cherish his brothers and sisters because he had once lost his younger brothers and did not want to lose these too).
But the funniest and scariest thing for me, actually the thing that pissed me completely off and made me write this post is that people are seriously so praising Ranni. In comments of the video, where they're condemning Miquella’s actions, they’re saying how cool Ranni is. Fuck, seems like nothing in these people’s heads works? I have nothing against Ranni, she is a character with a cool story, motivation, her quest is one of the most interesting in the game, and the ending is one of the most memorable and cinematic. But it’s so hypocritical. Ranni was literally the one who brought all shit into the fan, the Shattering was caused by her, she orchestrated the murder of a member of the royal family with a terrible weapon, the influence of which spread a literally deadly plague across the land, and blessed Tarnished to do whatever it took to help her, including killing one of her brothers.
The best thing to say is that Miquella and Ranni are worth each other when it comes to "the ends justifies the means". But I don’t see the point in saying which one is better or worse, who is kinder or nobler, who has pursued what goals. For me personally, the whole point of Ranni and Miquella is how their stories ended. Because when Ranni succeeded, Miquella lost, but why? They both did some very shady shit, manipulated, killed, etc. but Ranni got what she wanted while Miquella didn’t. I personally think it’s selfishness. There’s a healthy ego and ambition in Ranni. There’s ambition in Miquella too, after all, he is empyrean but the huge difference is that Ranni has all of her ambitions focused on herself. She sacrifices herself, yes, she literally kills her own body, but that’s the sacrifice she was willing to make, just as much as she was willing to give to get rid of the influence of the Great will. Her soul, her heart, her will, her faith and her principles, they all remain the same from beginning to end, she does not sacrifice her personality, she does not change course, even when faced with difficulties or losses in her way. Because she’s doing it for herself first. Ranni does not aim to save the world or make it a better place, or to help all the poor and sick. Her motivation may be the desire of power, revenge for the fate of her mother, hatred for the Golden order - all that you want and all those reasons are deeply selfish.
Miquella doesn’t want to change the world for himself. He thinks about his sister, about his brother, about the people he’s taken under his protection. He wants to create a better world for them. And this is the point. He’s very altruistic and sacrificial. When it comes to sacrificing himself for the greater good, he does it without a hesitation, but if Ranni gives only what she is allowing to give, Miquella gives everything. And it is a mistake, his biggest mistake. He was thinking about everyone else except himself. Pushed himself too far and eventually lost himself completely. He threw away everything that had made him him, on his way to the top and there was nothing left in the end. No heart, no soul, no love, no kindness. How can you create a kind world if there’s nothing kind left in you?
That’s the key point, because he’s changing the world with his kindness and compassion because he’s capable of it. But when he dropped it, it just didn’t make any sense. I think at the end he was nothing more than an empty shell of a man who had only a phantom target on the horizon, he doesn’t remember what he was doing all this for or nobody who he left behind. He chose the path of absolute self-sabotage and this could not have been successful in any way under the circumstances. If Miquella had become a god, he would have simply become new Marika and continued the cycle. By abandoning himself, Miquella became part of this vicious circle and cruel world. His kindness and compassion were very things that made him special and gave him the power to change the world around him.
I think that’s why Saint Trina asks us to kill Miquella. Free him from the cage of divinity and grant him forgiveness. To me, it looks as if Miquella himself asked us to kill him (she is literally a being born out of his discarded parts), because somewhere deep inside, when he had not gone too far, he understood the wrongness of the way, that was chosen, he wanted forgiveness for all that was done, but he had no way back, nothing to go back to.
In the end:
Ranni, being selfish and purposeful, succeeds and breaks the vicious circle, takes away the Golden order and leaves the world that she does not care much about to recover on its own.
Miquella, being altruistic and compassionate, tries to change the world and the cruel system, but completely loses himself and his goal along the way, becomes part of a vicious cycle of senseless cruelty and dies.
Could he have succeeded? Yes, I believe that. He could have succeeded, but not as a god. At least not as someone who would have taken Marika’s place. In fact, the divinity through the Elden ring and the Divine gate are no different, Marika was on both ends and we all know what have happened to her. I believe that Miquella could have achieved so much more without being a god, without becoming a part of this vicious circle. He had already achieved more than anyone could have imagined with his tree, with the Unalloyed gold, against the Outer gods, and he was not god all this time. If he had found a way to break his curse, if he had been able to do it as he had planned through  Haligtree, history would have gone a whole different way.
To me, he was not and will not be the villain of this story. He’s just another victim, from a long list of suffered the cruelty and injustice of the Elden Ring world.
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raven-at-the-writing-desk · 11 months ago
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Hi! Have you seen the new Mickey Mouse Rebrushed trailer??? Twitter is goin crazy over it and how it’s related to twst 😭 just wanted to hear your thoughts on it
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I did spot quite a few parallels with TWST from the Rebrushed trailer! I'm not familiar with Epic Mickey at all, so I'll just be commenting on what I noticed right away. You'll have to excuse my limited knowledge.
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Firstly!! This design of Mickey is the exact same as the one we see in TWST. Most noticeable is his white face, which is a fleshy peach color in most modern iterations.
Mickey is reading Alice in Wonderland’s sequel, Through the Looking Glass. Of course, Twisted Wonderland has Wonderland in its title, and even opens with an Alice in Wonderland inspired dorm. Yuu and Mickey also connect via their dreams and through the mirror shared in their rooms.
The theme of dreams is very present and upfront here; Mickey wakes up from sleeping and then creeps to his mirror, which appears to be a portal into another world. Hmm... dreams, mirrors, and traveling to other worlds, now what does that remind you of? You'll also notice that Mickey's room is the exact same as Yuu's room in Ramshackle, right down to the "inverted" room that appears when Mickey passes through the mirror. Everything up until this point is very similar to what is depicted in the 1936 short, Thru the Mirror.
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Next, Mickey spies on a wizard carefully using a magic paintbrush over what seems to be a diorama of a bunch of buildings on a plot of land. When the wizard leaves, Mickey fiddles with the paintbrush, causes a mess, and calls forth some kind of black ink monster with green light coming from within it. This seems to be a very close parallel to Overblots, particularly since the most recent OB has a signature neon green color. If we really are to connect Epic Mickey to TWST, this scene also seems to allude that Yuu, Mickey, and/or the "wizard" have parts to play in bringing these Overblots to life. And who do we know that is a powerful wizard that is aware of the corrupting power of blot and runs a large chunk of land... say, a campus? Crowley. This goes hand-in-hand with the theory that Crowley is intentionally allowing these OBs to happen or is even puppeteering his students into OBing.
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I find this visual in particular to be very ominous; again, we have the colors that match a certain OB dragon fae but also the map itself reminds me of Twisted Wonderland's and the eerie visual of Malleus's thorns digging into Sage's Island and aiming to go way beyond it.
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Anyway, the ink monster is temporarily contained while Mickey returns to his own world. We then get a montage of various Mickey media passing by, as well as a lot of imagery that would imply the passage of time (clocks, the date on the calendar changing, etc.). So... what? Is that implying not only parallel worlds, but also a time skip? Or maybe a time... loop? Like time loop theory???
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The ink monster somehow eventually escapes and makes it to Mickey's world, with the blot dripping from the ceiling waking Mickey up from his sleep. It drags Mickey away into a hole drenched in ink. Kind of foreboding when you realize Yuu has also had prophetic dreams... Not of OBs, but of the events leading up to them. And being dragged away into an inky... opening? Like an... abyss? Like book 7, Ruler of the ABYSS?
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That's how the trailer concludes!! Gotta say, there's definitely a lot of shared elements between this and TWST. If I recall correctly, Epic Mickey was a game that existed on the Wii waaay before TWST. It even has largely the same cinematic trailer (just with older graphics), so to me it feels like TWST probably took inspiration from Epic Mickey rather than the other way around. There are definitely too many parallels for it to be a coincidence. If that's the case, then we can probably pull some hints for what awaits us in the rest of book 7 from these cinematics. (This is a video comparing the two side-by-side if you think that might be of use!)
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astralexpressarchives · 1 year ago
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The Renheng Iceberg Explained
Alright so there's this renheng iceberg on twitter that I was recently informed about. I'm wayyy too deep into the lore so I skipped to the bottom and everything there was stuff I was already more than familiar with.
So I figured why not put all this information to some use and make a post explaining the more obscure items on the iceberg and leaving out the self-explanatory ones, doing my best to reference as well as possible.
Blade gazing at Imbibitor Lunae statue
This was a hidden interaction where you could find Blade standing near the statue of Imbibitor Lunae at the scalegorge after revealing Dan Heng's vidyadhara form. He says he is 'mourning for folly' and asks you if Dan Heng is happy. You can watch a video about this here.
Good friends who are bad for each other
This is Kafka's description of what she knows about Blade and Dan Heng's history in her companion quest. This answer is a "truth" in her game of truth and lies.
"Apparently, they used to be good friends... Well, good friends who were bad for each other. Bladie forgot nearly everything, so he doesn't remember well. Together, they did something bad — something terrible. It led to horrific consequences. That's the information I managed to piece together. Bladie refused to tell me the details."
Dan Heng gets nightmares about blade
We see this in-game in the cinematic leading up to the Xianzhou questline. This is also suggested in the Only Silence Remains lightcone description.
Matching Jade Ornaments
Referring to this idea.
There is also a vidyadhara egg that says:
"You edge closer to the pearlescent shell and have a dream in which you are a Pearlkeeper who rides the waves, and travels across the ancient sea with your true love. The time you have spent with your lover is full of happiness, but the time of hatching rebirth is determined by destiny. You secretly put a jade pendant in your mouth so your lover can recognize each other in the next life."
And considering that DH:IL 4 story has him refusing to speak during the entirety of his interrogation, death sentence, and final verdict, it definitely leaves room for imagination.
Bracer Lore
This one encompasses a few of the other ones on the iceberg, too. Really, it's worth reading the entirety of the Passerby of Wandering Clouds relic set lore. Keep in mind all relic sets are in chronological order of head/gloves/body/feet. The bracer also mentions this part about 'That owner also once shared company and drinks with the unnamed, the two of them simply gazing at the moon with no words exchanged.' This has an interesting meaning in CN that tells us this drinking was an engagement ceremony. People thought this must be a typo but, despite many tickets from people, their only response has been that they're unable to comment further. They still haven't changed it as of patch 1.4.
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Dan Heng polishes and gaze longingly at Cloud Piercer
A recent addition in patch 1.4 where Pom-pom now says:
"Passenger Dan Heng often carefully maintains and polishes his spear. Although the Express is very safe, it seems that he is not willing to drop his guard. Hmm, Pom-Pom can tell that when he polishes his spear, there isn't just alertness in his eyes, but a glint of longing, too. Don't underestimate me, Pom-Pom had dealt with all kinds of different passengers!"
I'm sure by now everyone knows that cloudpiercer was made by Yingxing (Blade).
You can see screenshots of this interaction in this post.
Mirror Inverted Colours
Apparently, a big part of CN character design focuses around the concept of inverted colour palette designs for ships. Because Blade and Dan Heng share inverted colours, this is considered a good sign for the ship as it indicates they were most likely designed together.
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Danmei Coded
Danmei is the CN genre for mlm. It has a lot of stereotypical tropes that are very common in this genre and apply to renheng also. My personal opinion is that renheng is very similar to something written by Meatbun in particular - this is a danmei author who wrote erha, yuwu, and casefile compendium. The associated tropes are:
Lovers to enemies back to lovers angst timeline often including misunderstandings involving tragic betrayal
Black/red character x white/blue/green character
Under the moonlight
Amnesia and/or reincarnation themes
Protag did something that made everybody turn on them + complicated political drama plot
Redemption in death/isolation/retreating from the world at the end
Waiting frankly ridiculous amounts of time to be with the lover again
One character pursuing the other character literally
One character considered dead or demonic in some capacity, the other is ethereal and godly
Mortal x immortal
Afterlife/spirit realm shenanigans usually involving fractured souls as a result of torment
Contrasting personalities + others don't think they should get along/are bad for each other (usually the deviant personality is considered to be corrupting the noble/revered personality in some way which often involves a rebellion)
Mirrored Ultimates
Their ultimate animation sequences are very similar with close eyes with weapon - open eyes - attack.
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And both of their ultimates take place in different versions of the same location:
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Vidyadharas can't identify items belonging to their past yet Dan Heng got the bracer, jade pendant(?), and cloud piercer
There is an NPC named Lingling in the alchemy commission who is responsible for assisting in vidyadhara hatching rebirth. She collects the personal belongings of vidyadhara who claim that they want to keep the items for their next life. She says that:
From what I've seen, most Vidyadhara lack emotions fresh after their rebirth, and are unable to understand the sentiments of their previous selves. Not a single one has ever been able to identify which one of these items used to belong to them.
This is a big indicator that DH = DF and that their romance will be continuing in this life, too. We know from Passerby of Wandering Clouds relic set that Dan Heng is still in possession of the bracer because of the line: "His fingertips could still faintly feel the temperature from the other."
The stars always accompany the moon
This is a reference to their names in CN where the Xing in Yingxing means moon and the Yue in Yinyue jun (Imbibitor Lunae) means Moon. Their ship name Xingyue means Star and Moon, which is often why you will see them referred to with the Star/Moon emojis as well as the sword/leaf emoji.
Blade came to see Dan Heng blushing when Xiyan asked him to act the character in his story
This is referring to this video on weibo where Dan Heng is talking to Xiyan. You can see the characters in the crowd then Dan Heng starts blushing. The next time you see the crowd, Blade has arrived third from the right.
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"Eternal Regrets of a High Elder" and "Dreams from a Past Life"
These are arias from the Cloudcry Songbook written by a Vidyadhara named Lingjie who reincarnated into Chunfen. Lingjie was an opera singer and apparently a big fan of Dan Feng and his romantic life.
My friend wrote the poem analysis of both of these arias. I would strongly recommend reading her translations.
TW: These translations do include mentions of a new leaked poem. Some of the content is NSFW.
Dan Heng named himself "Dan Heng" due to the "Dan" character carved by Yingxing/Blade
We know that Vidyadhara do not usually name themselves based on their past lives as they have no attachment to them. The other iteration of Dan Heng was named Yubie for example. Dan Heng's name in CN is  丹恒. The Dan 丹 means red/pellet/powder/cinnabar. You can see Dan is inscribed on his spear that Yingxing made for him, thus the logical conclusion is that Dan Heng saw the inscription and chose it as his name.
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The Star of the East (Jupiter, Wood Star)'s god is Ying Xing, and their guardian beast is Azure Dragon/Canglong/Qinglong
This one is the only one I didn't understand when I first saw it, so I had to request the help of my CN knowing friends to figure it out.
Yingxing's name is 应星 (where the 星 means star).
The CN god of Jupiter Taisui Xingjun 太岁星君 is known as Yin Jiao 殷交
Jupiter is the planet associated with the Chinese wood element, known as the wood star
Azure Dragon is known as Canglong or Qinglong in CN. This is the guardian of Jupiter (the wood star).
Blade's fansong equates Yingxing with 听星 (judging star) which is an alias for Taisui Xingjun
You can read my friend's explanation of the relevant line in the fansong below.
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Dan Feng's crime was inspired by Chang'E, the moon goddess for stealing an elixir of immortality and Yingxing was inspired by Hou Yi, a mortal and husband of Chang'E (he was given immortality but didn't, this parallels and contrasts Yingxing's immortality)
So there's actually a bit more to this. I'm going to just use my friend's explanation here:
According to Shang dynasty’s Guicang, It is said that there is a moon maiden who escaped to the moon after stealing an immortality pill. This story was eventually given more details: The moon maiden became known as Heng’e 姮娥, who was the wife of Hou Yi - the hero who shot down the 9 suns. Hou Yi was given an immortality pill/herb as a reward, but Heng’e stole it and flew to the moon. In some versions, upon finding out, Hou Yi tried to shot down her to prevent her from floating to the moon, but he hesitated and ended up choosing not to in the end because he still loved her. In the moon, Heng’e stayed in a palace called 廣寒宮 (the Vast Palace of Coldness) and cursed to be separated from her husband, alone with only the moon rabbits and the immortal osmanthus tree forever. Later on, her name was changed to Chang’e 嫦娥 because Emperor Wen of Han’s name was 劉恆 Liu Heng, and so the 姮 Heng part of her name became a taboo. The interesting here is that 姮 (Heng’e), 恆 (Liu Heng), 恒 (Dan Heng) are all alternative ways to write the same character, 姮, which originally means moon, Heng’e. In addition, we also have a lot of official artworks depicting Dan Heng with the moon and osmanthus flowers:
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Yeah so I think that just about covers everything. I left out the ones that were self-explanatory but if anyone is still confused about any of them I can try to elaborate further in the replies.
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codecicle · 1 year ago
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The QSMP is looking for smaller English-speaking streamers, so I figured I'd take the time to introduce qsmpblr to none other than Eric "Condi" Condifiction!!
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// this will contain (very minor) spoilers for jrwi riptide, apotheosis, bitb, some prime defenders, and the SCU //
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Condi is an English-speaking Canadian who's a part of Just Roll With It (JRWI), the absurdly powerful dnd podcast he runs with his friends Bizly, Grizzly, and Slimecicle!! He plays several characters across their multiple campaigns, along with DM'ing his own campaign of Apotheosis. He plays/played Jay Ferin for Riptide, Rolan Deep for Blood in the Bayou, Sylnan Vengolor for Fated, Flynn Gustwind for Convergence, and Vyncent Sol for Prime Defenders. (plus something im probably forgetting whoops anyway)
He is insanely talented at rp and improv, with some of the more infamous and my favorite examples being episodes 53, 100, and 101 in JRWI: Riptide. The way he plays Jay Ferin is emotionally devastating and incredible, and she's genuinely brought me to tears multiple times. Though he plays his absolute heart out with every character he makes, she's just a neat example of his range and talent. Looking at the differences between Jay, the Navy's daughter, and someone like Rolan Deep, a lawyer returning to his hometown of Galloway to experience The Horrors™ is just wild man. Not to even mention everything he does with Vyncent and his multiple different characters inside him; along with everything he made for his own campaign of Apotheosis.
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Something something charlie slimecicle calls him "God Gamer Condifiction." He's really good at video games dude I have no way to talk about this he just is its really scary honestly. On one of his more recent streams he went live playing Only Up! and he beat it in one go without any major setbacks, fast enough to refund the game and get all the money he spent on it back. Just for context.
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He also has a background in minecraft roleplay specifically!! He was part of the SCU (Slimecicle Cinematic Universe) where he roleplayed several different characters. God!Condi and 100Days!Condi being the more defined ones. Everything he did in the SCU was nearly pure unscripted improv and incredibly impressive, and I highly recommend you go through and watch it!! (I go into detail on how to get into it on this post)
He doesn't just have background in the roleplay aspects of minecraft though, he was also briefly on SMPEarth and is skilled at regular minecraft too. He mainly strives at the roleplay aspects, but again the whole God Gamer Condifiction thing so ^_^
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^ Here's a good example of his regular PVE skills in this video where his chat tortures him through a crowd control mod as he tries to build a cottage core lesbian house
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^ Along with a link to of one of my all time favorite videos of his, which I think shows his humor and style of jokes off in a cool way :]
Overall I just really need my dnd guy to be in my favorite minecraft server so he can make so many SCU references with Charlie Slimecicle, then emotionally devastate us through the roleplay aspect. I really hope he manages to get in so everyone gets a taste of his amazing roleplay and gaming (i guess thats how im phrasing it) abilities :DD
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Condifiction 👍
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salierisregards · 19 days ago
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Clothes Make The Man: Paulie Lombardo
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Much to my chagrin, I’ve discovered that Mafia DE is maybe one of the best video game remakes of all time. It’s obvious from the designs to the writing to the worldbuilding that someone cared a lot about making something with intent and purpose and quality in mind.
Maybe you disagree, and that’s fine, but I haven’t seen anyone really make the case for DE in a design sense. I’ve seen arguments for gameplay, the graphics, the acting, but not so much the characters. Fortunately, I do this kind of thing for fun. If it falls to me to be the guy that talks about the fashion choices in a game from 5 years ago, so be it. Derek Guy I am not, but I can certainly try. Hello, I’m Ray, and I’m going here to talk at length about something no one cares about!
Fun bonus challenge: Try to guess what my major was by the end of this post.
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The first thing I noticed in the jump from Mafia (2002) to Mafia DE was the choice to really shake up the character designs. This makes sense, as Mafia wants to be a cinematic series and the foundation of good cinema is strong characters. Hiring actors is part of that, but so too is the deliberate design of the characters - how they look and what they wear in specific.
Paulie and Sam and Tommy are beloved characters in Mafia Classic, but the fact that the games are so old presents a challenge to the modern designer. Audiences in 2020 need more than a cool badass player character gun guy to carry their interest, and Paulie and Sam as your sidekicks need to charm and engage the player for the game to deliver on its narrative beats.
So how do you take an old, low-fidelity character design and make him memorable? Let’s take a look.
I want to start with Paulie because I think his rework tells us the most about the goals of the designers, and we can use that in the future when we (I, me) talk about the other characters and their design choices.
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In Mafia Classic, Paulie is easily described: Grey suit, red tie, no frills. The only reason his suit isn’t black is because that distinction is reserved for Tommy, who’s tie is also red.
This isn’t an indictment or commentary on the original game at all. If you thought keeping the dark-haired, dark-eyed, be-suited cast of guys in a mafia movie was difficult, imagine trying to do it in a video game and all while staying within a certain polygon count. The fact that you can tell - at a glance - the difference between Paulie, Tommy, Sam, Salieri, and Frank and do so while keeping most of them in a similar uniform is a testament to Illusion Softworks’s attention to detail and commitment to making something of a particular caliber. For 2002, Paulie’s is a perfectly functional design, no notes.
Mafia DE, having the flexibility afforded them by time and a budget, makes the (frankly, inspired) choice to change the characters’ wardrobes over the course of the story. Paulie actually gets the fewest amount of wardrobe changes of the main three with only two suits (three, I guess, if you count the one he wears to the funeral), a coat, a hat, and the single appearance of the shirt/suspenders combo we see him in at the end of the story and nowhere else.
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For those curious, the funeral fit is just a recolored version of the grey suit, double left-side pockets and all.
This lack of outfits compared to Sam (four suits) and Tommy (I haven’t finished counting, but it’s more than four) is interesting in light of the fact that DE also expanded his character to make Paulie something of a clotheshorse. He’s only got a few suits, but he’s very proud of the ones he does have. As indicated by his dialogue, he hates getting his clothes wet, schemes about stealing classy suits as a way of making money, and at the very least has a passing interest in maintaining his hair. Our boy’s got a bit of a vain streak.
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Note Tommy's quick pursed lips expression here. Here's a guy who's used to dealing with this shit.
The brilliant part (and this will become a running theme) is that the character design is doing as much work here as the dialogue.
Taking cues from the Classic design, the outfit we first see DE Paulie in is a grey suit and a red tie. However! The increase in graphical fidelity gives the designers here an opportunity to expand on the details.
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As a quirk of what I believe to be the lighting engine, Classic Paulie’s suit often appeared not just grey, but cool grey, almost violet. The DE designers really leaned into that, giving the first suit we see him in a more purple tone, brought out even more by the (now darker) red tie. The second suit he starts wearing after A Trip to the Country leans into this even more heavily, purple windowpane check with a rich purple tie and matching pocket square.
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Thank you Nikita Nanako on Artstation for uploading this to his portfolio. Makes my life easier.
Even without knowing the historical significance of purple in fashion, this marks Paulie immediately to the player’s eyes, and certainly in the eyes of the other characters. Purple is a flashy color, historically expensive to manufacture, associated with royalty. By the time Paulie’s wearing it in 1930-whatever, it was an artificial dye and much less expensive to make, but that doesn’t stop it from being a statement. Purple is a color you wear when you want someone to notice what you’re wearing. And as we’ve established already, Paulie very much wants people to notice. There’s also like, literary implications to the color choices here, but I think that’s another post.
The lapels on the DE suits, too, say a lot about the kind of guy Paulie is. Both suits have peaked lapels as opposed to the notched lapels of the Classic design, and indeed, everyone else in DE. Peaked lapels - like the color purple - are a deliberate choice, one that draws attention to itself. They’re sharp-looking, or as Paulie says, “real classy”.
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More importantly for our purposes as students of design though, they’re not always appropriate for every situation. A peaked lapel is usually reserved for a highly formal look. To our modern eyes, we see a peaked lapel and think ‘high-powered courtroom drama’, or ‘classy social event’. It’s not exactly out of style, but it’s a bold choice to wear to, say, an illicit moonshine deal at an old abandoned farm. Paulie does not care about the context. Unless the situation demands discretion, this is a guy who is pulling up in his Sunday best no matter what.
And the hat. Oh, we can’t move on without talking about the hat.
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Note the windowpane check suit has a hat with a shinier band too!
Paulie is the only character in the game to sport the homburg, again setting him apart from the more classic fedoras the Sam and Tommy usually wear. The homburg is a favorite of online menswear aficionados, but despite years of tireless blogging, this particular hat has yet to come back into fashion the way the fedora has. As a result, to the modern eye, the homburg looks very old-fashioned. It has a tall, broad profile that… Hey, see if you notice a running theme here: draws attention to itself.
Importantly, the homburg (in the American cultural consciousness anyway) is very much a bad guy hat. There’s a few contributing factors to this, but it comes primarily from our genre fiction and the images of the mobsters of the ‘30s and ‘40s. In gangster flicks, the good guy detective wears a fedora. The big, bad, cigar-chomping gangster wears a homburg. If you’re British, you might be able to get away with wearing one as a stuffy upper-crust sort, but if you’re American you are immediately ranked amongst the likes of Michael Corleone and Lucky Luciano.
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The urge to add a picture of Diamonds Droog here was a little too strong.
There’s more I could touch on. His ostentatious little peacock pocket square alone has bewitched me.
But really, I want to get to the crux of the thing, which is that like… Despite everything about him saying he pays attention to these things, none of these aesthetic choices he’s making are actually working for him.
The peaked lapels, the big, fat hat, the garish colors. They might command a hefty price tag, but they don’t actually *look good*. This is a guy who has learned what good taste looks like in theory, but has not made himself master of it. The clothes are wearing the man.
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Would you trust this man with your money? Your car? Dating advice?
It makes sense when you think about what his background would have been. What does a poor son of immigrants know about expensive suits? Only what he can pick up by observation! He wasn’t raised in a high-society environment, he wouldn’t know the difference between a suit you wear to a warehouse shootout and a suit you wear to a wedding just as he wouldn’t know the difference between a fish fork and a salad fork. To a guy like Paulie, the details don’t matter. He just knows the suits are expensive, and that a younger Paulie would never have been able to afford them.
Many real-life gangsters had this problem as well. Al Capone went from being a poor bootlegger to an extremely rich and powerful gangster, and all the money in the world couldn’t buy him good taste either.
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He's swimming in those lapels! And hey, that tie looks familiar...
There were other gangsters who had this problem too, but some were smart enough to look to their peers for cues about what to wear and how to wear it. (We’ll talk more about that when I get around to Sam.)
The fact that Paulie doesn’t do this, however, tells us everything we need to know about the guy just by looking at him. He’s stubborn, stuck in his ways, unable to tell the difference between expensive and tasteful, and wouldn’t know subtlety if it clocked him in the jaw. All from the design decisions the art team made, and without adding a word of dialogue. This is brilliant stuff. I’m in love with him, obviously.
That's all for now! Thanks for reading.
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telekinetic-electronica · 8 months ago
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Theft King is Wrong about Indigo Park and Here's Why
Theft King is an infamous YouTuber mainly known for the Kane Carter drama and not always having the best takes. He mainly covers Five Nights at Freddy's, and recently seems to be covering a lot more of Poppy Playtime, due to chapter 3. Recently, Theft King made a video critiquing the newest indie mascot horror game, Indigo Park.
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Suffice to say, it is not good. This post will be going over why it is not good, and debunking Theft King's own points.
"Indigo Park is the least original mascot horror game ever made. Between the tired, cliched premise of returning to an abandoned children's establishment, the enemy designs, the unnervingly cute, mascot character, and multiple sequences that appear to be directly lifted from Poppy Playtime. You'd just think this was another Garten of Banban-eqsue cash in. In a lot of ways, it kind of is. But it's more complicated than that."
Through your introduction to this video, it is quite obvious that you are biased. For starters, to call Indigo Park the LEAST original mascot horror game ever made is a big claim to make. Like, seriously, out of ALL the games out there, Indigo Park is? While, yes, the concept of finding out what happened to an abandoned children's establishment isn't original, it has a unique twist to it. We have Rambley to accompany us through out the park. It actually FEELS like a place that could exist in real life. It's also obvious Geese is a fan of mascot horror and got inspired from Five Nights at Freddy's and Poppy Playtime.
Also to compare Indigo Park to Garten of Banban is literally insane to me. You are comparing the dedicated, passion, and willingly to learn with Indigo with GARTEN OF BANBAN? The POSTER child of what NOT to do with mascot horror? Also, Theft King through out the entire video compares Indigo Park to Poppy Playtime, specifically chapter 3. When Indigo Park was in production BEFORE chapter 3 came out.
Before the recent Rambley plush, Indigo Park was for free and the money came of Geese's own pocket to fund this game. To say this a "cash grab" is very dismissing the hard work and passion Geese and the Indigo Park team put into the game.
"The game begins with a really slick cinematic depicting the establishment of Indigo Park. Alongside it's founder, Isaac Indigo. Isaac Indigo?! Hold on. That's not a name that humans have. This guy's definitely a space alien. I'm calling that now"
While the last part is definitely a joke on his end, there's a lot of reasons to explain why Indigo is Isaac's last name. For one, Indigo is a REAL last name. It's just uncommon. Second, there is thing called suspension of disbelief. It is when something fantastical happens that can't happen in real life, but you suspend your disbelief because it is a work of fiction. If you can suspend your disbelief to a murderous lion and parrot, I'm pretty sure you can suspend your disbelief to this old guy's name being Indigo. And third, there is such a thing called legally changing your name. Besides, why is this even here? This is just a nitpick.
"As the game begins we find the park's main gates sealed. And upon heading into the service station next door, we encounter Rambley. The single best part of Indigo Park. Rambley is an AI, raccoon mascot that serves as our guide. Appearing on countless, conveniently placed televisions through out the game. He's fantastic. His dialogue is well written, his voice actor is great and his animation is expressive and charming. He's the single best part of the game, but, Rambley is a crutch that Indigo Park leans far too heavily on. Though, we'll get there later."
While he does say he'll get to it later, I would like to still address this point right now. Rambley is a core part of the game. Rambley is the second protagonist, and is obviously going to be very important to the plot. He's going to be accompanying us through out however many chapters there are. Chapter 1, like many introductions, are we are getting to know the characters. Rambley is in a big chunk of chapter 1 is because besides, Ed, he's our secondary protagonist, and knows the in's-and-out's of the park, and knows crucial information. This will be expanded more when Theft King gets to this part. Rambley isn't a "crutch". The game is literally setting up the characters and scene. Like, y'know, how many first chapters do.
"And enter the doors to the park and enter the Critter Corner, where we're given a Fazwatch from FNAF: Security Breach. It's useless. It's just a plot device to justify why some doors don't open until they need to."
Theft King, have you ever been to an amusement park before? Many amusement parks have bands on to indicate you are someone entering, and not sneaking in. If you did an ounce of research, the Critter Cuff is a reference to Disney's Magic Bands. Do you only get your information from indie mascot horror? Do you not think stuff like this doesn't exist in real life? While, yes it can be a reason why some doors won't open. But you clearly weren't even paying attention to the own game you are playing.
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(Disney Magic Band)
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(Indigo Park Critter Cuff)
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(FNAF Fazwatch) The Critter Cuff looks NOTHING like a Fazwatch and has difference uses. Gregory can use the Fazwatch to see the map of the Pizzaplex, get emails, communicate with Glamrock Freddy, among other things. All the Critter Cuff can do is be a pedometer, heart monitor, and mood ring. The Fazwatch and Critter Cuff doesn't even have the same functions.
The Critter Cuff also just doesn't acts like this. It's hinted the Critter Cuff can keep away the mascots. When Lloyd was about to attack Ed, it let out a frequency that made Lloyd back off. Pay attention to what's happening on the screen and story, Theft King.
"Proceeding through an awkwardly placed loading zone, we find ourselves in some sort of subway, tunnel movie theater? I don't know the area's design wasn't very coherent. Look at that Poppy Playtime ass floor. Although, something is going on with the resolution or something. I don't know."
...As he says when the ride for this area is a train. Trains are often located underground. Also, apparently, according to Theft King any colorful, floor patterns is a rip off of Poppy Playtime when the ride is a reference to Mickey and Minnie's Railway. As for the "movie posters", Theft King the ride is clearly meant to introduce the park goers to the characters and other rides to this world. Please, pay attention and think before assuming something.
"After the train ride, Rambley gives us cart blanche to go wherever we want. Though, it's at this point, I noticed the game scaling. You know, the size of everything relative to your character? It's really weird. We are very short, I have to be perfectly honest. [...] When was the last time you walked up to a kiosk, a stand and your chin was like touching the table?"
This is just a nitpick. While, yes, it can look a little jarring, but out of all of things you're critiquing is the fucking counter "being too big"? Theft King, do you have spatial awareness? The counter is at Ed's chest, not eye level. Besides, you're not even fully looking up.
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Also, for some reason, he genders nail polish for some reason? Either saying it was nail polish or a bad "fingernail texture"? Which. Okay? Men can wear nail polish too, Theft King. It isn't a gendered thing.
"The next area is probably the most visually striking in the game. A large fountain square with a strange clock tower and Ferris wheel in the distance. It's pretty cool. But there's a lot of empty sky box visible and it's fairly obvious that there's absolutely nothing beyond these buildings that we can see the illusion that this is actually outside is completely broken. And as a result, this area feels more like a sound stage or movie set than an actual place. It just needed a lot more low resolution buildings and rides and stuff in the distance. Because it's obvious behind this clock tower, is just an endless void."
Theft King, once again, have you ever been to a theme park? It's the entrance to the ACTUAL park. You don't get to see everything right off the bat, it's just a taste of the actual theme park. If Geese and co. added more buildings and rides, it would look VERY cluttered and jankily put in together. It would also be way overstimulating, and ruin the atmosphere of the decayed, left-to-rot theme park with all of these lights and colors. It is a horror game, Theft King. Atmosphere, setting, and lighting are important here. It just seems like if you aren't being entertained for more than 2 seconds you're crying out it's "boring and just looks like a set piece."
Besides, do you think all of the budget is going to be spent on the buildings, just so it be can be aesthetically pleasing? A problem Theft King (and the majority of the indie mascot horror critics I see) really need to stop expecting brand new, horror indie games to be AAA quality. Geese funded chapter one from his own pocket money. Geese is the only programmer. Geese is still a beginner and still in college. The fact he is still a beginner, and pulled this off shows that he's a fast learner, willingly to learn, and talented. Give him some slack.
"[...] But we find that the door [Jetstream Junction's] is locked. This fountain square station is huge, but there's really only one destination. Lloyd's Mane Stage Theater. [...] Check out the LOD's on this box. There's no bar code, bard code. No bar code, bar code. Indigo Park is made in Unreal Engine 5, and it's really pretty at times. Though, certain effects are obviously pretty janky. Yeah, the flashlight looks kind of like ass. The flashlight looming shadows are pretty janky. You can see them kind of wobbling and flickering around. I turned on all of the fancy features and while the game looks really moody and atmospheric when lights aren't moving, the flashlight doesn't really look well with it. The shadows flicker and jiggle all over the place and it just looks really bad."
Okay, if it certain effects are janky, how are they janky? What could they improve on to not make it less janky? For the flashlight bit, you are holding a flashlight and how it's meant to be done is suppose to be more realistic, according to Geese. Also, this is just really nitpicky. If anything, it's a a subtle thing and you get used to the flashlight feature pretty quickly. It kind of just sounds like you're picking this game apart, if it was an AAA game. The game is not perfect, by any means. But tearing and shredding to bit little, tiny, things when this project has ONE coder, who spent all of us OWN money, is still a beginner, and IS STILL in college.
When someone is a beginner and showing a willingly to learn, you have to take a different approach. It'd be one thing if Geese was doing programming for years, but he's not. You have to redirect your criticism and maybe, I don't know, give suggestions? You haven't really gone into what he could do to improve, and give examples to help him out. This is like treating someone who's a beginner drawer and expecting Michelangelo perfect details. They're drawing is still good, there's noticeable mistakes, but there's room to improve and grow. Also, Theft King, you literally have your settings maxed out. Maybe trying lowering them.
"Earlier, Rambley asked us where we wanted to go first. Implying, that we had a choice. [...] We don't. We go where exactly where Rambley says, always. That's the name of the game. Rambley tells you to go somewhere and you do it. Honestly, until the theater just now, every area in this game has been walk in, talk to Rambley, and walk out."
Theft King, asking a small, indie team to program a BUNCH of stuff you can do within an entire SECTION of an area is... a lot to ask, don't you think? Like, yes. I will admit I will agree there should be a lot more interactable with the items around that Ed can explore, I think that's a good point to bring up. But those would just be side things to do. You still have to progress the main story of chapter one. You can be patient for one minute. They are clearly building up to something. Besides, it's an abandoned theme park, I doubt any of the items inside would work. It's "walk in and walk out" to set the atmosphere of what's about to come, and let your guard down. It's not that hard to put two and two together.
Also, as I said before, to put pressure on one programmer to program so many things all at once is just not a cool thing to do. It sounds like you have to be entertained 24/7. Be patient, and wait. They're building up to something. Just wait.
"[...] Like I said before, the whole game is just kind of just walking into an area, having Rambley talk to you for a bit, and tell you where to go next. We find ourselves in Mollie's Landing Pad, which is a play pen highly reminiscent of DogDays from Poppy Playtime Chapter 3 or The Daycare from FNAF: Security Breach. This section presents itself as a puzzle, but it's really not. It's another fetch quest. Embedded in the walls, are five-colored that each can be set to one of four symbols. And throughout the area, we find paintings of shapes that correspond to the code. Again, it's not really a puzzle. It's just a slightly, contrived justification to make you wonder through this area and experience all of the scripted sequences." Rambley "tells you where to go" is because it is establishing how his game mechanic works, expanding on his personality, and him finding out the horrors of the park and what happened to everything. It's setting up how things are going to go down. Rambley is an AI park, GUIDE. Rambley is LITERALLY doing his job, GUIDING us around the park. Pay attention to what's going on.
Last time I checked, play pins are a big part of children's entertainment. Your local Chuck E. Cheese has this exact same, ball pit. Poppy Playtime and FNAF doesn't owe the rights to a colorful, play pit. See, through out his review Theft King calls Indigo Park a rip off of Poppy Playtime Chapter 3, and of Security Breach. But never goes into detail as to WHY and HOW it is. Sure, he shows via visuals, but never expands fully on his point on itself. Also, "fetch quest"? Fetch quests are something you get and return to an NPC. This, by definition is a puzzle. What are we exactly fetching, here? We're solving a puzzle to open the door. Also, wow! Scripted horror events in tight closed spaces! What a twist! Sarcasm.
"Unfortunately, by this point, the game had all but telegraphed that I wasn't in any danger and thus, I wasn't really scared."
...You literally have shown insistences of being scared? Through out when you were walking through Lloyd's maze thing, and when Mollie was peeking around the corners in the slides. You HAVE shown you were scared, or at least startled. Thus, it did it's job of being a horror game. Theft King, something doesn't need to be happening 24/7 to do it's job. Sometimes horror works better in subtle ways than just blaring red, warning signs all over the place, or having a scary chase scene.
"After pressing a button, with no visible indication of what it does."
...Look down. The fact that you couldn't even pay attention to something as something simple as this, tells me you weren't even doing a fraction or even cared to actually pay attention to what was happening, gameplay or lore wise. That's how much care was put into "reviewing" this game.
"As the leader of the FNAF community and for the former, top five greatest FNAF player in the world, I shouldn't have died to that."
Why are you running directly towards Mollie? You only died because you ran straight into the obvious "RUN NOW" part of the game.
"Yeah, it's literally the DogDays sequence from Poppy Playtime. It's literally the same thing. I criticized the DogDays chase in Chapter 3 for being boring, so, naturally, this cheap, knockoff is... even more boring. Normally, in my videos, the chase sequence is like a free 30 to 60 seconds of watch time. I just let it play because it's exciting. However, as I edit this video, I realized I have to cut this chase down, it's so boring. And I think that says a lot. [...] Then we see ourselves being chased through vents, just like Poppy Playtime Chapter 1."
Theft King, being chased down closed, liminal spaces isn't something Poppy Playtime owns. There are MANY differences. For one, in the DogsDays chase, you have to avoid the smaller creatures trying to get you, on top of the possessed DogDays chasing you, which is quite fast in the decrepit area. In Indigo Park, you're still the Landing Pad, going down slides, and jumping on things to get away from Mollie. Which leads into the Ranglers' room area. The areas look ENTIRELY different, and so do the vents in Chapter 1 of Poppy Playtime and here.
Also, you're not suppose to wait 30-60 seconds. You're suppose to be actively running away from the monsters. Y'know, the whole point of a chase sequence, and y'know, playing the game. It's "boring" because Indigo Park lets your guard down, when the chase is STILL happening until you see Rambley again.
"That was when it hit me. Despite Indigo Park being the definition of a shallow, walking simulator that that is in many ways, even less original than Garten of BanBan, I was still enjoying it. But, only thanks to Rambley. Rambley carries this game. Without him and his great dialogue and acting, Indigio Park would be entirely forgettable. For all of BanBan's faults, the game has this at least has this unique, bizarre, liminal style to it. Even if it's completely incoherent. Indigo Park's environments are generic. They're boring. There are some cool rooms and set pieces, but this doesn't really feel like an abandoned theme park. Like I said before, it feels like a sound stage. This is the video game equivalent to those haunted house rides that shepherd you through a series of rooms as scripted sequences play predictably each time. Rambley is the only thing keeps you playing because he's great. But, the longer Indigo Park goes on, the more and more obvious it becomes that he's a massive crutch that it leans on to mask the lack of any real subsite gameplay, interesting environments, or even compelling narrative.
We know that something bad happened here and it caused the park to be evacuated and closed down but once we get inside, we just see that place is trashed. There isn't much in the environment that hints at what actually happened. And without those breadcrumbs of mystery, the only real reason to keep moving forward is because Rambley tells us to. And HE IS, quite entertaining. However, I am skeptical, that this trick will work twice. Rambley kept me going for the roughly 1 hour it takes to beat Indigo Park Chapter 1, but it had started getting old. Fellow YouTuber, UniqueGeese is crowdfunding for chapter 2 right now and I think that's awesome. But they're going have to do more to have to do more for the follow up game and because chapter 1 has ZERO gameplay with which to build on, it's not really clear what a more ambitious sequel would even look like. Poppy ran into the same problem. Prior to chapter 3, the gameplay was just like... puzzles, scripted sequences and freaking Simon Says. With the latest entry, they added real gameplay mechanics and some would argue that Poppy suffered as a result. By failing to establish any actual, gameplay in chapter 1, Indigo Park either needs to introduce something totally new in chapter 2 or continue with the shallow scripted, walking simulator approach but just turn up the spectacle and fidelity." Out of all the points in this video, this one made me sigh the most.
To even COMPARE Indigo Park to Garten of BanBan is a huge insult. Garten of BanBan pumps out game after game, merch after merch, to make a quick buck and splash because right now indie, mascot horror is still popular. This game took over a YEAR to make, and had love and time, and passion, and giving a fresh, twist on it and to even say BanBan offered something better is just... really gross, in my opinion.
For the environments bit, you can see clearly where nature takes it's course through out the land with bushes and grass, and the decay of food in one of the cafes taking place. It's setting up the atmosphere of being decayed, left to rot, and feels like something's in the shadows. It's to make you unnerved that happiness used to be here, but now it's gone.
And YES! The lore IS there! You actively have to PAY ATTENTION as to what's going on. The problem with this point is that Theft King expects the game to paint the entire picture of what happened. When part of Indigo Park is it's mystery. Mollie repeats words of the workers abusing her, or the fact that Lloyd used to be the face of the brand, or the hidden cage within the arcade game, and Mollie saying "Get back in your cage, bird." Something Salem says within game. Or showing us the mascots got corrupted by something, and implying this isn't their original selves, but the actual cartoony mascots. You just have to wait, it's giving intrigue, but not painting the entire picture because it's just chapter 1. You'll probably see more of what happened later on. Be patient. A big part of Indigo Park's horror is how TERRIBLE the mascots were treated, and the abuse they suffered via the workers and people attending the park. That is interlinked with what happened to the park, 8 years ago.
With this point, it just seems like if nothing is happening 24/7, you're just bored. The phrase "walking simulator" has been done to death. We're being introduced to the basic game mechanics. Of course chapter 2 is going to be better than chapter 1. Literally all I have to say for this entire nothing burger of critique is "pay attention and let the devs cook".
"We encounter another information kiosk. Which lets us hear the dialogue for the remaining secret items we found. The mask during the chase sequence reveals a secret audio tape with objectively worse voice acting within the entire game."
How are you a FNAFTuber and not know what Dayshift at Freddy's is? It's one of the most popular parody FNAF games out there. The voice acting is bad on purpose because a.) it's mocking the text-to-voice speech the game uses b.) it's a joke.
Then near the end he says how his critiques were fair, and then states he likes the game, and says it's fun? Even though he spent the entirety of the game saying it's a boring, cheap knock off of Poppy Playtime and FNAF? I'm getting mixed signals here. All of this review was not expanding on any of his points, or if he did, it was something already within the game, and he clearly wasn't paying attention and actually looking around for secrets. You're suppose to be looking for clues, not getting handed to you.
This review was just "meh it's bad", and doesn't give any helpful criticism on how said game can improve, and even just downright insults the game multiple times. For the majority of the review, he just narrates what's going on, with spliced clips of him playing this on a stream. If anything, this just pads out the entire review, and waiting to get to an actual part of where he has a point. It, frankly, gets annoying after awhile, until he basically just sums up what he thought about the game just all at the end. It seems like Theft King really only made this video was to get clicks and views.
Now, everyone on YouTube wants this, obviously. But he really just seems likes poking the bear and making fun of people getting mad at him. Even if his critiques were not good. At all. Indigo Park isn't the best game ever or even the best indie mascot game made ever. It was entirely made out of bad faith, just to get a quick buck. A big problem I have with the video is the only harping on the "lack of gameplay."
I think people forget the games "feels sameish to Poppy Playtime and FNAF" is because they are horror games, who are first person and exploration games. Yes, you can tell there is inspiration but it does NOT copy the games at all, and just does homages to them and pays respects to them. Geese is a fan of mascot horror, and clearly respects them. It's not a "walking simulator", it's doing it's job as an EXPLORATION horror game. People have been using "walking simulator" as a critique and just have beaten that horse to DEATH. Give an actual, substance criticism or move on. Not to mention, he literally says that "they copied Fnaf Jr's death screen" when it was made by the same artist.
Also, for the obvious gotcha,
For him claiming it's "unoriginal" and a "ripoff", is coming from the guy who's VTuber avatar is just a white recolor of CatNap.
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Just wanna add:
Listen. I know it's Theft King and he just does this to piss people off at this point but to just shame, put down, and put baseless claims of Indigo Park being a rip off, when it's inspired, not a rip off, of a passion project from a team that put so much love and time into it, is just really gross and needs to be called out.
Thanks for reading!
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