#its a good way to balance a character strength (having powers) with a weakness (being unable to control when they use it)
Explore tagged Tumblr posts
Note
📤📤📤 free for all! Let anyone answer a question!
anon this is literally so cute <33
📤 What's your favorite sorta "advanced vocabulary" word? (like unequivocal, ostentatious, iniquity) 📤 One of your favorite tropes to see in media, and an example from a media you like! 📤 If you were a stuffed animal, what kind and color would you be?
Reverse ask here!
#reverse ask game#heres my answers by the way hgkjh <3#i really like linguistics so i enjoy a lot of big words and learning new vocab <33 i do really like the ones i put as examples hkgjh#i guess one of my words is Debonair; which means confident stylish and charming its so fun; sounds so slick <3#everyone loves found family we don't have to rehash it SO; a different trope i like is when a person has uncontrollable powers?#especially if it's in tune with their emotional state and it flares up when they're too happy or angry or sad hkjgh <3#Steven Universe does it where steven is so happy he starts floating except he can't get back down so hes just stuck up there#another one is when kiwi/the bard gets possessed by a ghost and they literally can't control it when it bursts from their chest#and starts singing with their voice. and they struggle to hold it in and keep it together but it happens and they collapse at the end :'>#its a good way to balance a character strength (having powers) with a weakness (being unable to control when they use it)#i would be a cat with soft plush tangerine fur and white-with-orange-star-print fabric in my ears and stuffed wings <3#very soft to hug and a comforting weight to hold as you sleep; like my bear cerulean <3#interstelore
4 notes
·
View notes
Note
Miraculous WAS a good cartoon, right? There were the seeds and setups for something pretty special there, before it went off the rails (and claimed that those were the real rails all along, metaphor falling apart, whatever). Miraculous: Tales of Ladybug and Cat Noir was compelling enough that we still put our minds to talking about it long after new episodes cease to hold any appeal for us.
Are there other stories you used to like that turned out super disappointing, but some blorbo or plot line still won’t let go? Would you say there’s a factor that determines whether or not you stay motivated to make fanworks for a disappointing story?
---
Miraculous was never a flawless show, but its flaws used to be a lot more understated, like, a whole lot. The thing about Miraculous is that the Miraculouses give us a really good story engine, there’s a good balance between school drama and superhero action, and we have a large cast of colorful characters. There’s something for everyone’s tastes. Miraculous was designed with a wide range of appeal on purpose and it worked. The early seasons also leaned into these strengths.
A big factor in this are the Akumas. We used to get a different Akuma in almost every single episode, with the entire episode plot revolving around the Akuma victim’s troubles and life. This format is very similar to the original Sailor Moon anime, where Usagi would meet an acquaintance or stranger who’d be targeted by the villains to absorb their energy or turn them into a monster. The Akuma victims getting such high billing also meant that having the classmates get targeted was a really easy way to showcase them.
The focus on resolving personal problems and misunderstandings also meant that the show had something to say about relationships. So many of the show’s problems are caused by miscommunication, especially for Marinette herself, that it functioned as a central theme for the series. With the inclusion of the Marigami arc, where Marinette learns to look past her personal wants to see Kagami as more than an obstacle for her happiness, and episodes like ‘Party Crasher’, where Nino and Marinette both realize they went overboard for Adrien, Marinette was clearly learning to be more considerate and aware of others. This was a very relatable, consistent and solid theme that made the show easy to get into.
But, like, these weaknesses in the writing team didn't come out of nowhere, hence why a lot of the problems were there from the beginning, like inconsistency. The difficulty the writers have seems to be in concluding stories and arcs. It often seems that the team knows how stories usually end, but they don't know why they end like that, so they just try to “subvert” the common conclusions because they might think, like many TV writers these days, that being clever is more important than being consistent.
‘Reflekdoll’ is such a good microcosm of how the writers have a hard time with completing stories, since everything alway comes down to ‘Reflekdoll'. Usually the power swap episode starts with the heroes not appreciating each other or their powers enough and ends with them learning to appreciate each other more, but, in ‘Reflekdoll’, the episode starts with Cat Noir saying he has the easy job and Ladybug calling him a jokester, and then the episode ends with Cat Noir “admitting” that he didn’t realize how much work being Ladybug is and Marinette "learning" that Cat Noir really is nothing but a clown that she never has to worry about, meaning they actually learned nothing, because the episode snaps its internal consistency in half in order to finish off with dialogue that reaffirms their female protagonist. In addition, Adrien actually learns that he isn't fit for important roles. Season five has concluded and they both still believe these things, despite us getting a redo with a more “proper” take on a power swap, so it wasn't that ‘Reflekdoll’ was a one-off parody of “what did we learn today?” episodes like The Owl House’s ‘Once Upon a Swap’ where the lesson is meant to be bad. It's just messy writing.
Part of the problem, I feel, is that all that potential and setup and successful episodes like Heroes Day made Miraculous so popular that the writers got too cocky and started including more stuff that they couldn’t actually write consistently or well. They thought the audience would consider anything they wrote good or they thought they had to reach higher levels of “hype” by including shiny new ideas to keep things from getting “repetitive”, like they phrased it in the London Special. All previous character arcs get dropped. Instead it’s all about creating moments that will trend on social media, either in terms of “twists” or romance scenes. So that was where they put their focus, on romance scenes and creating “surprising” twists and “subverting expectations”.
Another aspect of this cockiness is that seasons 4 and 5 are too ambitious for the writing crew’s skill level or writing style. The Miraculous crew, as I said, is good at writing isolated scenes and sometimes whole isolated episodes, when the episode is so simple that they don’t end up accidentally contradicting themselves by forgetting what they wrote for the beginning. This means that seasons 1-3 being mostly episodic with some recurring plot threads played to their strengths, but part of the hype for the retool was changing Miraculous to be more serialized, where the episodes have a proper viewing order, which is why Astruc was asking people not to watch episodes out of order when they kept being dropped whenever.
Yet, once again, most of the actual development in seasons 4-5 happens in the premiere and finale, just like in the more episodic seasons. The thing about a continuous plot is that you need to actually have a continuous plot that moves along every few episodes at least instead of the characters spending fifteen episodes faffing about before anything important happens again, basically just having a different status quo for one season, or having a single other plot-important episode in the middle of the season to fake having continuous plot progression, but that actually is just two status quos (like S5 being split into “Marinette tries to move on from Adrien” and “Adrinette are dating” status quos). In addition, several details get changed as the episodes progress, making what little continuity there is contradictory. The Miraculous crew can’t write a continuous plot because they can’t keep their details consistent.
The London Special gives us a lot of evidence that this is what’s going on. It’s almost as meta as ‘Simpleman’, with Alix making comments about getting a working formula but then needing to change things up to keep things interesting. She is literally describing how to write an episodic, formulaic cartoon, which Miraculous isn’t supposed to be anymore. Miraculous is being hyped up as a continuous story, but it’s being written like an episodic one, where character development takes forever to stick, if it ever does, and plot threads get dropped as soon as a newer, shinier idea comes along.
This is the thing with Astruc constantly defending people being confused over his writing with: “You’re thinking too complicated” or “Keep it simple”: he’s a simple writing guy. Give him a premise and a status quo and he’ll keep it going for several seasons. But he can’t deliver a more complex story or concept in a way that the audience can just instantly pick up on, which makes his favorite defense so silly, because the one making things needlessly complicated and shitting the bed because he can’t handle what he tried to tackle is Astruc himself. “The love interest is actually a human-shaped remote control robot made with a magical artifact and the remote control is his parents’ wedding bands, meaning Adrien was only not going to be controlled by them after they were dead or they decided to give the rings up, but this human and children’s rights violation isn’t supposed to make Gabriel and Emilie the villains but sympathetic characters instead while Adrien’s suffering isn’t supposed to be a concern” is not simple in my opinion, but maybe I’m the weird one for thinking that. Maybe I’m the weird one for thinking that the main villain of 5 seasons and 131 episodes getting to destroy the world is a villain victory, too. I should just “keep it simple” and consider it Marinette’s victory instead because the characters were smiling in the end (sarcasm).
Usually, when a show ends up flopping for me, there's a clear change in the show that just lets me go: “none of that happened, the show ended here”, like TMNT 2003 with Fast Forward and Back to the Sewers seasons. After the jump to the future, the plots became uninspired and the characterization became flatter. The show had already wrapped up its storylines before the retool, so I can just pretend the retool never happened and easily enjoy the original TMNT as the best Turtles cartoon that it is.
I think the problem with Miraculous in comparison to other shows that ended up flopping for me, is that Miraculous' problems make the good parts of the show retroactively unenjoyable to me. Adrien is a remote control robot that will never be truly freed, so his struggle for self-expression and freedom in the previous seasons becomes a Shaggy Dog story that could never have had a happy ending. Similarly, the love square scenes are hard to enjoy because Marinette’s flaws are vindicated instead of learned from. Nothing the pre-retool show sets up is delivered on, and when it is delivered on, it’s the worst possible way things could go because the writers wanted to “subvert expectations” or “keep things simple”. The post-retool show dooms the pre-retool characters, because the starting signs of that doom are already there, in all the character arcs they end up dropping. Miraculous doesn’t bother with concluding anything it sets up, it just moves on to the next shiny idea. You aren’t given anything satisfying to be content with before the show drops the ball.
I think a similar experience for me that didn’t ruin my love of fanworks was My Hero Academia. It was another new take on superheroes, but it also ends up delivering on basically nothing it sets up. Horikoshi is just throwing ideas around and dropping them just as quickly and neither the characters nor the world end up changing that much, despite the narrative screaming at us that change is needed. But those dropped ideas are really interesting, there’s a bunch of pretty neat story arcs at the start of the series, I am absolutely obsessed with Toshinori, and none of my other favorite characters are treated too poorly by the narrative in any egregious way other than a lack of screen time (singular scenes for the girls are crimes, though) so, like, I can still very much enjoy fanfics and comics and art that gives the spotlight to those ignored characters and fixes my other grievances.
Basically, it’s a question of whether or not the things that made you stop loving the show made it harder to still love the things you used to love about the show. If you can just say: “the story stops before that happens/the character starts acting like that”, then it’s easier to enjoy the fandom. Also, like, if the bad thing that happens is directed at your top favorite character or relationship, the one thing you tune in to see, then it’s going to make you too mad to just ignore or forget about.
Adrien was the number one thing about Miraculous that I loved above all else. So when most of these awful creative decisions made it harder to enjoy him, I had to ask myself: “What am I willing to put up with?” and the answer was: “Not this sentinonsense!”
24 notes
·
View notes
Note
Would love to hear more about your thoughts on Mermista being your favorite character from She Ra 👀 if you ever felt like sharing
I’m totally not biased at all but I too think she’s the best character
I think this is really interesting, because a character can be someone’s favourite for a ton of reasons. Sometimes it is aesthetics, or mood, or empathy, but I like Mermista because of how she operates as a vessel for storytelling.
And before I start on this tangent, please be aware that this is, by nature, subjective. If you don’t like Mermista, state your case in the replies. Please don’t take my word as gospel.
SPOILERS AHEAD (She-Ra and the Princesses of Power)
So, I am a fan of wordless storytelling. It’s why I love the traditional mystery films and old western flicks. I like the pacing that comes from characters wandering around and not saying anything, but working things out in a way that the audience can see.
This is partially because writing dialogue is easy, but writing good dialogue is infinitely more difficult than anything, and I am still getting the hang of it, so a lot of what I write is slow and methodical. But I also think that visual storytelling is a lot more interesting and easier for me personally to keep track of.
It's Show Don’t Tell taken to its logical extreme, and while its situational, it really works for me.
Which brings me to Mermista, who I think has less than half the number of the lines as Frosta, despite being on screen for a ton more. That is because no dialogue with Mermista is ever wasted, and instead she takes in situations and thinks.
The only times Mermista ever really speaks are when she needs to communicate information quickly, and when she is annoying one of the other princesses for the fun of it. Even with Shadow Weaver, she finds the quickest possible solution, she interrupts her by calling her a name. She throws her off balance, then gets back to being quiet.
Case and point, at the end of No Princess Left Behind, Mermista doesn’t give a speech, or tell anyone that she is feeling sad. She just turns away from the camera and acts out her emotions subtly.
But the show doesn’t write this as just a strength for Mermista, it’s core to what I keep saying about how the series writes tragedy. Each character’s greatest strength is their greatest weakness. Mermista is detached and methodical, but that’s a façade, and it means she is totally unequipped to handle big emotions. She doesn’t know how to respond to Entrapta’s death, and she is totally unprepared emotionally to cope with the fall of Salineas later on.
In that way she acts as a counter to Perfuma, who is all about those big emotions and big connections. But there are other things that show them as opposites.
For example, Mermista is dynamic as hell. Part of her water theming is that she is able adapt to almost any situation and work through a problem. She can fit any shape, and fill any role in the team. She’s a bruiser, or a scout, or a tank, or a saboteur. But she’s also dynamic ethically.
You may notice that Mermista has the single most flexible moral compas in the team. Not in the sense that she is morally grey, (or morally pink like Glimmer), but in the sense that she applies a different framework to each problem she is faced with. She doesn’t have a thing against deceiving, trickery, or even killing if the situation calls for it, but she never strays into that dubious territory because she knows when to implement it and when that fails, she tries something else. Mermista perseveres and adapts.
Perfuma, however, is the She-Ra equivalent of Batman. I’m not joking about this, and I will talk about it in a later post. In short, however, Perfuma’s greatest strength is her uncompromising moral code. That’s how she gets through to Scorpia at the end. But it also means she is utterly inflexible, hence why she can’t work with cacti or Entrapta.
The reason I bring both of them up together is because their balancing out of each other leads to character development over the course of the story. Perfuma learns to widen her understanding of the world, and that she doesn’t realy have to subvert her morals to do so, and Mermista gains a healthy framework with which she can interact with people and form meaningful relationships.
For example, she can’t really react to Sea Hawk at the start of the series because she doesn’t know how to. She thinks in problems to be solved, but people aren’t that. At the end of the series, they become a couple because of the development seen above.
Essentially, I like Mermista because I like the story that is being told about her, and the way in which it is told. She's also just a big ol' nerd, which is just a joy to watch.
Just stop giving her one liners. I’m talking to the show and a few fanfics I have read. They’re jarring. Please, let my girl brood.
#rants#literary analysis#literature analysis#what's so special about...?#character analysis#she ra and the princesses of power#spop#she ra#mermista can do no wrong#mermista#spop mermista#she ra mermista#perfuma#answered#meta#meta analysis
44 notes
·
View notes
Note
hey! Good day :) here to ask a question!! I was wondering about your process for analysis, character analysis, theme analysis- do you just write or are there specific things you look for? I suppose I’m curious if you have an idea/general gist of what you’re doing or steps you take to do your breakdowns. I’m trying to do something similar out of interest and your works are simply fascinating to read. I look up to your writing a lot!
hello!! Can I ask how you started analysing shows, how you went about it? I’m learning literary analysis and trying to do the same for hunter x hunter but I find it infinitely harder to analyse shows. Especially since I most notably consider diction in literary analysis lol
Hi!
Thank you for your nice words anon(s) and yay! I love meta-asks <3<3<3
So, it depends on the meta. In general, I try to focus on a specific topic, which can be:
a character (arc + foiling between characters)
a theme
the use of a specific motif, when it comes to a character or a theme
These are my three favourite kinds of analyses, but there are other types, as well. For example, some people are really into plot theories/predictions. Others prefer to focus on characters from a psychological viewpoint. Some other writers like to use philosophical lens or to compare different works. It really depends on your preference.
My preference is mostly for thematic analyses. This means that my character metas too tend to use a thematic lens. So...
WHAT IS THE THEME?
In short, the theme of a story is both:
the topic the story is exploring
the moral of the story, aka a phrase which summarizes its message
Stories explores topics through characters and plot, while the way the conflict is solved tells us the moral.
Some examples:
RWBY's main topic is humanity in both its weakness and strength and its moral is that victory is in a simple soul
Madoka's main topic is wishes and its moral is that it is worth to want things and to fight for them, even if it is painful
HXH is strange structurally, but its main topic is self-search, with its moral being that a person should not focus on the goal, but enjoy the journey
All of these messages and ideas aren't just things stated in dialogues (even if someone saying the theme helps). They emerge from the story itself.
RWBY's main conflict is about a destroyed world (remnant) surviving the anger of an evil witch (Salem). If humans let hate divide them, they lose. If they unite, they win. The main thematic question is then... can humans make the right choice? And the answer is that they can, as long as they remain simple souls (Ruby, but also Pyrrha at Beacon, Blake in Managerie, Yang in Mistral, Weiss with her family, JNR when they tag along and Penny in Atlas). The main message is that several people making the right choice leads to change. And that is humanity. This is why the characters keep being asked to give up their idealism and to embrace a more utilitarian way of doing things. And this is why every time they refuse and stick to their idealism. The conflict itself keeps testing their resolution.
Madoka's power system works through wishes, so the girls' powers and their backstories are all defined by their wishes and by how they relate to them. Madoka doesn't know what she wants. Homura's wish turns into an obsession. Mami makes a wish too early and thinks only about herself. Kyouko and Sayaka make a wish for someone else and have opposite reactions to their wishes ending poorly. Finally, it is revealed the girls' wishes are literally the force that keeps the world at balance. So, the plot, character arcs, conflict and worldbuilding are all about wishes.
HXH is made up of several arcs and each arc has its own theme. That said, the overall structure conveys the main theme. Gon's objective is to find Ging, but he keeps taking detours and getting engulfed in unrelated conflicts. However, the moment he meets Ging he realizes it is not his father who defines him, but rather it is all the people he met in his journey and his own experiences. Basically, HXH's strange structure conveys the main theme.
So, the theme (both topic and moral) should emerge by the characters, the worldbuilding, the conflict and sometimes even by the structure itself. In order to find it, one should start with the topic and ask themselves "What does the story really talk about?". The answer to this question will let you understand the theme as topic. The second step is to see how the story explores it.
DIFFERENT POINTS OF VIEW ON THE TOPIC
There are different ways a story can explore a topic. Still, the best stories have different perspectives clash with each other. Very often these different points of view are embodied by different characters.
Here are some examples, with some linked metas that explore the respective stories more in depth.
Madoka (topic= wishes):
Homura is determined to fulfill her wish no matter what
Kyubey is her opposite, as they are unable to wish since they lack feelings. This is why they need to recruit girls into creating energy through wishes
Madoka is in the middle, as she wants to wish for something, but doesn't know what
Mami, Kyouko and Sayaka all explore negative effects linked to wishes, which are connected to other secondary themes. Specifically, Mami explores the consequences of an immature wish, while Sayaka and Kyouko explore the selfishness/selflessness inherent in wishes
The conflict is solved through Madoka learning about the price of wishes, but still choosing to make a wish and to sacrifice her whole self for it. This ending conveys a specific moral: despite the pain and sacrifice that comes with them, wishes are still beautiful and worth it all. If Madoka had chosen to give up being a magical girl and had ended up the series without making a wish, the moral would have been the opposite: that a normal life is better than grandiose and dangerous dreams.
Monster (topic = the value of life)
Tenma believes that all lives are equal, which is why he chooses to save Johan as a child, despite being ordered to operate a far more influential patient.
Eva and Nina believe that not all lives are equal. In particular, Eva thinks that social status and importance in society influence the value of one's life. Nina instead believes that people who commit crime should be punished and lose their lives.
Johan believes no-life has value, including his own. In his words, the only thing all humans are equal in is death.
Here, the moral is conveyed through the Tenma/Nina vs Johan's conflict. Tenma is tested in his beliefs, but ultimately does not abandon them and ends the story by saving Johan. Nina instead is asked to change her mind, as she ends the story embracing Tenma's point of view.
RWBY - The Atlas Arc (topic = trust)
Ozpin lacks trust, as he is unable to trust others, no matter how loyal or dedicated to his cause they are
Ruby wants to "trust safely". She wants others, like Ironwood, to prove themselves to her before disclosing the truth to them
Ironwood is initially on Ruby's same page, but he spirals and comes to embody the "enemy of trust" aka control. He doesn't trust others, but wants to control them.
Oscar embodies trust, as he wants to trust Ironwood since the beginning. Even later on, he keeps on trusting people like Hazel and Emerald who are his enemies.
Cinder embodies another "enemy of trust", aka manipulation. She doesn't need to trust others to work with them, as she can use their feelings and wishes against them.
Penny embodies faith, which is a more extreme form of trust. She sacrifices herself and leaves the maiden power to Winter. She has no proof Winter will be able to save Weiss, Jaune or the relic, but she entrusts the future to her.
All these characters struggle with trust and its dangers. Some, like Ozpin, Ironwood and Cinder decide that trusting is too dangerous. Others, like Ruby, Penny and Oscar realize that to trust is the only way to move forward. Moreover, they learn there is not way to trust safely. As a matter of fact the moral of the arc is that "trust is a risk" and risks mean that things can end up badly. Still, not to take risk means to give up hope.
Hazbin Hotel - You didn't know song (topic= knowledge)
This song explores the idea of knowlege. The characters are after all in the middle of a questioning, which leads to several secrets coming out. Moreover, throughout it all the characters either admit or realize how ignorant they all are. The way they deal with this lack of knowledge establishes different thematic stances.
Charlie and Emily are both naive and ignore the darkest sides of their loved ones. Charlie doesn't know Vaggie used to be an exorcist and Emily has no idea Sera ordered the exterminations. Still, their answer to ignorance is to keep on questioning. They have no idea why only certain souls are admitted in heaven. Still, they think it is important to investigate the phenomenon and use it as evidence that there might be hope for the spirits in hell.
Lute and Adam don't know why some spirits end up in hell and others in heaven. Still, they do not bother to question it. So, Adam is caught by surprise by Charlie's question and has to improvise an answer. Not only that, but even later on the duo insist that Angel not being in Heaven proves he is unholy. And that's it.
Sera does know about the extermination, as she knows the system is unfair. Still, she refuses to question it and forbids others to do the same. She is the only one whose sin isn't ignornace, but knowledge.
There is no a clear thematic resolution to the question posed by the song. This is because the series is not over yet. However, the scene sets up the theme and the way characters will deal with it in later seasons will give us the moral.
As you can see, not only whole stories (like Madoka, or Monster) have themes, but also arcs (RWBY) and even episodes or scenes (Hazbin Hotel). That said, the way to go at it is always the same. Pintpoint the main topic and start investigate how the characters or the worldbuilding deal with it. You are gonna get several stances. The one which emeges victorious is the moral.
Let's highlight that the moral is not always embodied by the protagonist. For example, in the Madoka and RWBY's examples, Madoka and Ruby are initially at a loss and come to learn the moral by the end of the story (for Madoka) and arc (for Ruby). Similarly, Tenma initially does believe the moral, but doubts it throughout the story, only to be reminded and helped by other characters (like Nina).
In any case, the way the protagonist and characters in general relate to the main theme and to secondary themes is key for their arcs.
CHARACTERS AND THEME
When it comes to theme a character can either:
Believe the moral since the beginning
Not believe the moral since the beginning
In the first case, the character either stops believing the moral by the end (negative arc) or keeps believing the moral until the end (positive arc). In the second case, the character either learns the moral (positive arc) or doesn't learn the moral (negative arc).
In short, the story keeps challenging the character on their beliefs and they must either stick to their point of view or change it, depending if they believe in the moral since the beginning or not.
Exhibit A:
Charlie's belief that sinners can be redeemed is right. Still, in the beginning nobody else agrees with her, so she is challenged by the world around her. Her objective is not to lose faith in the Hazbin Hotel and to inspire others to change their mind too. Throughout her journey, she is bound to grow too. She starts as sheltered and naive with a simplistic idea of what redemption is. By the end, she will gain a deeper understanding of redempion and will grow as a result.
Exhibit B:
Eren's journey is about realizing what freedom (the main topic) is about. The problem is that he fixates himself on the idea that freedom means no boundaries, either natural nor humans. This leads him to embrace destruction and nihilism and to lose himself. In the end, the character who realizes what freedom truly is is Mikasa. She doesn't discard her bond with Eren, but is still able to make independent choices and to live as herself. In short, Eren doesn't learn the moral, hence why he spirals instead of growing.
Charlie is a protagonist who knows the moral and will grow with it in a positive arc. Eren is a protagonist who doesn't know the moral and never learns it. This is why he has a tragic negative arc.
These are just two examples, but there can be different combinations. By interrogating yourself on how characters relate to a theme, you get better a better understanding of their role in the story and of their overall arcs.
Still, how to find themes in a story? Luckily, each text is full of hints that are there for us to interpret them.
MOTIFS
Motifs are repetitive details within a story, which are used to communicate themes.
Anything can be a motif: a line, a musical tune, a specific imagery, an object. By repeating them in key moments throughout a narrative, they become symbols, which means they can lead to bigger metaphors and convey specific meanings.
In the song More Than Anything, dream is one of the main topics. We realize it because the characters keep mentioning it. At the same time, light keeps popping up. Lucifer summons light and throws it away, Charlie rememebrs a light show Lucifer imrpovised for her. Lucifer and Charlie start the song in the shadow and they end it in the light. This means that "light" is a motif throughout the song and by seeing how it is used we better understand the theme and the relationship between the two characters. We understand that light is a metaphor for dreams. Lucifer gives up on it, Charlie is inspired by it and eventually Lucifer summons it back as he has decided to believe in Charlie's dream. By looking at the way light is used, we can see that Charlie teaches Lucifer the moral that it is worth it to fight for dreams and not to give up on them.
In the CAA of HXH, gungi is a motif that comments both the topic of humanity and Meruem and Komugi's relationship. Their matches become a metaphor of monstrosity vs humanity, as humanity slowly conquers Meruem to the point he himself chooses to live and die as a human, rather than the King of the Ants. Similarly, Kokoriko symbolically becomes Komugi and Meruem's child, in the sense they give birth to this move and evolve the game.
Sometimes, their meaning is unique to the story. For example, gungi is a motif that makes sense within HxH and can't be brought outside of the series, as it is not a real world game. It only exists in that universe. Some other times, a motif can tie to bigger sets of symbols. For example, light and shadow are universal symbols that bring with them several additional meanings:
Good and Evil
The Jungian persona shadow
In the Hazbin Hotel song the first dychotomy doesn't fit, while the second one does. Initially both Lucifer and Charlie hide things from each other (shadow), whereas by the end they show who they are (light).
In short, to analyze a story, you should find its key motifs. They are hints to better understand the theme and the characters. Different stories will use different motifs and tie them to different wider sets of symbols. To find the right ones can help a lot in better understanding a story, as a whole.
Some examples:
RWBY uses fairy tales and alchemy as its main motif, so these two sets of symbols are the most useful to analyze the series
HxH is a shonen and uses its powers and fights to convey character arcs and themes, so to analyze one's nen abilities helps a lot
Hazbin Hotel is a musical series that takes inspiration from religion and mythology. So, it is probable that the best understanding of it will come from analyzing its songs and from looking into its religion inspiration
Of course this doesn't mean you should only use one motif to analyze a story. For example, you can use RWBY's semblances to look into the characters, as well. And there are some fairy tale allusions in Hazbin too. In the end, it is about using what best helps you understand a story as a whole.
What is more, there are general sets of symbols that can be useful in most stories, such as jungian archetypes. Finally, you might want to start from other aspects of the story itself, rather than theme or characters or plot. For example, you might be drawn to the world-building and realize it is used in a special way to explore the theme. Or you might be curious about character designs and see that they have their own symbolism (for example, I believe RWBY ones do and probably Hazbin Hotel ones, as well).
SOME PRACTICAL ADVICE
I have linked in the title of each paragraph, but this last one an article by @septembercfawkes. Her posts are great to better understand narrative structure and I found them enlightening.
I think the best thing you can do is to start with focused metas. Choose a scene, a character, a motif that intrigues you and start exploring it. It is better to start small and to narrow your focus, it would be easier to organize your article.
I usually outline the contents of the meta before starting to write it. Still, it sometimes changes as I keep writing.
It can be useful to write at the beginning of your analysis what you are gonna do. It will help you remember what the point of the meta is. For example, in my RWBY allusion meta or HxH nen meta, I always start with the motif I am analyzing. I summarize the fairy tale (even if many people know it already) and I explain what the character's ability is about. It helps organizing the flow and the contents.
The more you analyze the better you become at it, so it is just a matter of starting :)
Thank you for the asks, I hope this was helpful and not too much confusing!
Have a nice day!
47 notes
·
View notes
Note
Hi, so in Invincible and JJK, both Mechamaru and Robot are characters who were born extremely physically frail and weak bodies, yet they are able to fight against enemies by remotely controlling weaponized robots and other technology. Can you make a mutant type quirk based on that, where the user is able to control technology but have bodies that are very physically frail and weak?
I love your quirk ideas and analysis. Could you share any ideas for an original quirk that could lead to the user becoming sick and having a shorter lifespan? Maybe a regeneration type quirk that helps the user heal faster by making cells divide could lead to developing cancer for example.
This is probably stupid but do you think it’d possible for a mutant quirk that doesn’t heavily alter the person to grant them the extra toe joint making it seem on almost all counts they are quirkless? Almost being a redundant quirk? I figure it’d be a funny scenario for a character.
So now would be a good time to talk about Quirk balance. For all the jokes people have about how bad certain Quirks are, a Quirk should serve some function for the user, no matter how minor it is. So a quirk that does nothing for the user wouldn't be a thing. And while downsides can be an issue, that should be something that can be worked around to be dealt with in some fashion. I do not care what ability you give it, a Quirk shouldn't cripple the user for life for having it or be actively killing them just by using it. No other Quirk in the series is that severe in its downsides. You can bring up Dabi if you want, ignoring the fact that he is an exception that proves the rule, but not even "Cremation" works against him that much. You can have Quirks with dynamics like that, but they'd need to be massively toned down. Like having a Quirk that makes the user sick or robs them of some function in order to achieve the effect, but only having it be temporary. Using the Mechamaru example, you could have a power that controls technology or gives the user robot minions but leaves them in a meditative state to control them. It still robs the user of their strength in a way, but it's not permanent, and it's something they can choose to do.
9 notes
·
View notes
Text
4e: Having A (Weapon) Type
Surely I’ve written about this already.
The 4e weapon system is one of its strongest points and it’s strength is directly linked to the ongoing attempt to make ‘person who uses a weapon’ as someone who can do cool or good things and not just being there to hold the wizard’s bags. The fundamental design of melee weapon-wielding characters’ powers is that the powers tend towards a generic set of effects, doing damage, pushing people around, pulling them, repositioning you – all that kinda jazz. But then, through feats, the powers that checked for weapons would be able to check the weapon you were using and add on special effects.
What this meant is that the weapon system of 4e is one of the most interesting I’ve seen in D&D where weapon choice is not a simple matter of mathematical superiorities. Back in 3e and 2e D&D there were just weapons that were the best in show. 2e went a step further than 3e did by making it so that some classes were simply not allowed to use the best weapons and this was a point of balance for them, which is how you know that the 2e wizard was so weak, since it only got to use the longsword when it was a bladesinger.
That’s a joke, and the only people who are going to get it are older than me.
4e weapons had basically four things that could be used to distinguish one weapon from any another:
A weapon category. All the hammers were listed as hammers. All the axes were axes. All the spears are spears. This sounds simple, but don’t worry about it for now.
A proficiency bonus. This represents the bonus you get to attacks made with this weapon if you’re trained in how to use it. This makes weapons beneficial to use if you’re trained in them and also represents the level of effect you can get out of being an expert in them.
Damage dice! This represents the scale of damage the weapon can do – multiple smaller dice being more even and capable of doing reliable damage, and single larger dice having more variance between high and low numbers.
Keywords. These are the key spice to this whole soupy mess, which means that suddenly you have a lot of standardised ways to make weapon groups relate to one another.
The keywords that a weapon can have isn’t even that long:
Brutal (reroll low numbers, sick as hell, used by the coolest and hottest heroes)
Defensive (gives you a defense bonus, good for people with shield envy)
Heavy Thrown (a huckable item you can use with strength)
High Crit (when you crit, you really crit)
Light Thrown (a huckable item you can use with dexterity)
Load Free (something to do with crossbows, who cares)
Load Minor (oh no more crossbow stuff)
Off-hand (ranger stuff)
Small (it’s small)
Stout (it’s not small)
Versatile (it can be small)
Every one of these factors can be fine tuned and there are trends within a category. For example, most light blades, in the vein of swords (you know, sword, smaller sword, bigger sword, much bigger sword, much smaller sword) tend to have no keywords that change their damage output, and instead their keywords relate to being usable and flexible. To compensate for this, they have the highest proficiency bonus (typically) for their damage dice, and swing at +3.
But that’s swords, that’s the cisgender white boy who listens to podcasts of the weapon sets. Sure, that’s the one that somehow mathematically winds up on top but that’s just because of fundamental biases from the people who designed the system. And in the context of the weapon system of 4e D&D, there are things you want to be able to do that aren’t necessarily damage (and hush up, CharOp board veterans since there are actually better things than dead and shaving fractions of turns only matters when dealing with spherical goblins in a vacuum).
Polearms and spears tend to be reach based! Axes and hammers tend to be heavy! Flails are chainy and daggers are stabby! But for most part, when you pick up one of these items, most of these traits aren’t immediately evident. Instead, you can invest in feats for proficiency with fancy weapons, or feats that support the way those weapons work. Every single weapon expertise feat, representing skill with that weapon, brings with it a special benefit that changes how those weapons relate to the powers that use weapons.
What this means is that when you play a character who uses weapons, what weapon you choose to use can be a part of how you relate to your powers. If your feats are in demand for something else, you can look at the support your weapon gives a small number of things. Just as an example, one of the most poached parts of the game in Character Optimisation is what I summarise as ‘Polearm Malarkey,’ which when fully developed, lets a defender of some variety interrupt an enemy attack, even against themselves sometimes, and push an enemy mid-attack a square away, then knock them prone – which can be their whole turn, since they were already in the middle of an attack. That’s really powerful but it needs a lot of feats. On the other hand, if you like being able to knock people prone and deprive them of actions and only have one feat or two to invest in it, you could try and wield a flail instead, and use Flail Expertise, then choose your powers in a way that let you impose slides on people. All that malarkey the defender with a fully mature polearm build can do, a level 1 Avenger or Swordmage can do with Flail Expertise…
But there’s not a lot more the flail expertise can do with that.
And that means there’s not just the matter of what a weapon can do but what it can grow into. Crucially though, and this is very important, at every step along the way these weapons are pretty good and offer rewards for what you’ve invested. It’s not like the 3e feat chain design where players take feats that suck pants in exchange for the promise of one day being able to Whirlwind Attack and then have nothing more for their build to look forward to.
Great system. I love when I see a coherent, sensible system like this built into a TTRPG from the baseline. Realism and historicity are not that important when the weapons designed in the game are game objects that players are meant to interact with! Make it so nobody has to make bad choices to get to better choices! You don’t get anything by putting traps in front of your players!
Check it out on PRESS.exe to see it with images and links!
5 notes
·
View notes
Note
what did you think about issue #3 of Scarlet Witch?
I haven't really shared my thoughts on the the series yet, so I guess this is a good time to check in. Issue #3 definitely highlighted all of Scarlet Witch's strengths, but I think it also brought some of its weaknesses, and directions that I wouldn't personally choose, into focus.
First of all, the artwork was the real star of this issue, and I have to say that Pichelli, D'Amico, and Wilson are doing amazing work. Going into this series, I was worried that the artistic sensibility was going to be a little too "superhero" for my taste, but this issue blew me away. Pichelli's fluid lines are complimented perfectly by the painterly, organic finish that D'Amico and Wilson bring to the colors and inks. This journey through the fantasy world of Subatomica was a great showcase, compared #1 and #2. I'm looking forward to seeing more of this vivid magic as we enter into the Bacchae storyline.
Composing an issue almost entirely out of montage can be tricky, but Orlando took advantage of the extra page space to tell a story while also delivering his thesis on Wanda's character. This issue nails down who Wanda is, where she's at, and what she wants moving forward. Orlando has really imbued her with grace and wisdom from all of her experiences, but he also allows her to be vulnerable, and arrive at these moments with a very human touch. I think that's important, and it's something I've been a little worried about, because it would be easy to overcorrect with Wanda and make her too infallible. I appreciate that she has really complex emotions and personal reactions, which is something I find missing in a lot of comics these days.
I've said it before, but Wanda's affinity for chosen family is a core aspect of her character, and I think it was smart to illustrate this with Viv and Lorna in the opening arc, because those two are the least obvious choices. Bringing Tommy or Billy in would be great, but it wouldn't necessarily allow Orlando to say anything new. I appreciate that Viv challenges Wanda and creates a sort of tension, just as much as I appreciate Lorna for accepting Wanda as a sister in a way that she hasn't done much before, showing that Wanda is more well supported now and her family is stronger than in has been in years.
Having said all of that, there are some things that I am struggling with.
As I've said, I don't love Orlando's approach to writing magic. Previous Scarlet Witch stories have made the effort to distinguish witchcraft from other forms of magic, and the current developments with Agatha are promising to expand its role in the Marvel world. So far, Orlando has ignored all of that, and is just defaulting to a very Doctor Strange sensibility-- mostly invocations of fictional entities and whimsically named artifacts. That's annoying, but I'm more frustrated by the lack of internal thought and effort behind Wanda's spellcasting. This is her book, and she's the POV character, so I think there needs to be more detail and intentionality with her powers.
I really liked the scene where Wanda and Lorna forge that sword together-- Wanda didn't just conjure a sword, there was thought and detail put into how it came together-- and I just wish we were seeing more of that.
Issue #3, for me, also called attention to the glaring lack of Romani perspective. I love the way Wanda and Pietro are being drawn, and I love the inclusion of cultural food in #2, but this is surface-level representation, and it's not enough to balance the decades of flawed material. Don't get me wrong, these changes are huge, and they're going to make a difference, and there's just no excuse at this point for the lack of Romani contributors. I literally know people who would take the offer, myself included.
Anyways, I was thinking about it a lot when Mardj was describing hte nomadic marauders that have invaded her home. I was uncomfortable with the language Orlando used in that scene, and I just don't think that very many Romani writers would choose to characterize a displaced people as unquestionably evil.
This lack of authenticity comes up a lot in Wanda's language, too. Orlando's research is still faulty at best, and again, there are a lot of people who could've been paid as a consultant. Mostly, though I'm just disappointed by the fact that Wanda is a small occult business owner, and there's been no acknowledgement of the complicated history Romani people have with magic/fortunetelling as businesses and cultural trade work-- or the very real discriminatory laws and policing of fortune teller businesses and "scam artists," which are designed to target and profile Romani families.
32 notes
·
View notes
Note
My dude, you got any advice for writing action/escape scenes? Brain is empty right now. Absolutely dry; no creative juices (well, some creative juices; it’s really just this one specific part of the plot that I’m wrestling with)
Hooo boy I am by no means an expert of any sort and I'm still pretty new to this whole writing thing! Plus I've definitely been winging it on every action/fight scene I've written before. But I'm delighted to ramble about it - hopefully you might find something helpful in here!
My favorite solution to "brain is empty" is to take a shower. Literally it's a free chance to daydream about your plot (and get ideas!) while you shampoo your hair. Alternatively I like to put on fun music and move around, possibly act out the action/escape scene.
Or alternatively, the good ol' [Character Escapes] in brackets, keep writing, and come back to it another day.
Also if you have one really specific detail that you want to write but are drawing a blank on what comes before/after it - just write that one bit, really spend time with it, and have fun! Leave the rest for another day.
I've always felt the build-up is the most important part! It can help you increase the tension as well as bring in key details that will come back later during the action scene.
Setting! Even though action scenes are generally pretty fast-paced, it really helps ground it if you can describe a few memorable details sensory about your setting, and then have your characters interact with/use the setting during the action.
One thing I like to do is chunking (there might be a technical term for this but idk what it is lol). So basically I find that dividing the action scene up into chunks helps me tackle it better. It might help to think of each "chunk" as its own individual mini-scene. Like maybe the location changes, and that's a new "chunk," or maybe it's just the next "step" of the action scene. Either way, I like to go back and really tighten up each chunk - like, did I really ground this in the setting? Does this help me get to the next part? etc
Also related - pacing! This can be done with the events of the scene itself (how fast are they happening? how much time do you spend describing something?) and also your writing itself (do you use really choppy words and kinda harsh syllables to speed it up? what about punctuation - em dash my beloved). If the whole thing is too fast it can get confusing - it's good to vary slow and fast-paced bits. This is where the "chunking" can become helpful!
I find that reading it aloud (or even just in my head) helps me to understand the pacing and see where I might need to speed it up/slow it down
The last one that I find helpful is looking at power dynamics. So, let's say you have an escape scene. If the person escaping is waaaay overpowered by the people they're being tracked down by, it's gonna be pretty difficult to write an action scene that doesn't end in like 5 seconds with the person being caught! (This goes for like. person vs environment/nature/etc as well.) Basically I just look at the strengths/weaknesses of everyone involved and say, is this generally balanced enough so that the audience is scared for our protagonist, but it's reasonable to hope that they might escape? If someone is overpowered, is there an obstacle I could use that knocks them down a peg? Is there some hidden ability our protagonist might have that allows them to gain an advantage or outsmart their opponent?
Anyways this got super long; my apologies! Again I'm still new to this whole thing so try some stuff out and see what clicks for you!!
#ok now you gotta tell me who your favorite mbs villain is👀#because now I’m super. Curious#get it#bc your name is acollectionof*curious*reblogs#hehe#[audience groans]#[Milligan high fives me for my super lame joke]#anyways! sorry this got so long I love rambling about things I have no idea/knowledge about#also super hyped for whatever you’ve got brewing 👀 is this for psychic file??#writing
9 notes
·
View notes
Text
Dying Light, GOG - Now on Amazon Luna & Player Commentary
Peace and thanks for checking out SGB.
Celebrated as the best open-world zombie game of all time by many zombie fans, Dying Light is one of those games that lives up to most of its hype, and Amazon Luna is now hosting the GOG version of it for Prime and Luna Plus subscribers, respectively. The version currently listed on Amazon Luna as of 8/18, also comes with all DLC content, making it a massive bundle you'll be celebrating for years to come. That is, if maiming and mauling zombies is a legitimate past-time for you.
I've played through the game a few times now, including "The Following" DLC which I think I like better than the main campaign itself, due to the depth of its story and character development. Dying Light can be very scary at times, and there are different breeds of zombies that will engage you across the city of Haran, and its countryside. Dying Light is a pretty challenging game, and its night cycle can be as difficult as it is horrifying, at least for average players such as myself. I tend to avoid it most of the time, due to its dark creepiness and the powerful "Volatiles" that roam about.
That being said all is doable as long as you pace yourself and gain some levels and inventory as you go. If you happen to have any issues with motion sickness, it would be good to wear blue-light glasses during your playthrough. It's always been helpful for me when playing first-person perspective games for hours on end. Dying Light's open-world is the star of the show, despite its zombie guts and glory and enjoyable weapons arsenal. Harran is a place with many hidden areas, and picturesque natural surroundings. Gameplay is solid with a functional Parkour system, and when it comes to music, it has excellent theme songs and sound design with good voice acting and solid vocal direction.
It's storyline is pretty thin, all things considered. This is an issue the development team rectified to some degree in "Dying Light 2", its sequel reviewed here on the Blog, a couple of years ago. You can check out that article Here - if you'd like.
You play as a government agent for the GRE (Global Relief Effort) by the name of Kyle Crane, who is air-dropped into the overrun city of Harran. His objective is to infiltrate it, in order to locate a man named Sulemani, who has a data disk with info. that can lead to the cure to zombie infection. As the story develops, Kyle starts to form genuine bonds with the resistance, and people of Harran. This ends up leading to him having to make moral decisions that may put him at odds with his superiors at the GRE. This leads to some interesting internal conflict within the story.
That itself may sound a bit lackluster, but DL has a very likable main cast of characters. Although the game doesn't delve deeply into these characters' personas, it exhibits their strong convictions and attitudes rather well. Add this to the good sense of humor it maintains, and it can be an enjoyable overall narrative for many people.
DL is a game that I can recommend to zombie fans, so long as they can put up with a pretty expansive map. I'd say that if you are a fan of zombie games in general, you should at least get the game on sale and check out it's beautiful art style, even if you don't finish it. I don't play multi-player yet, but that is available for those who would like some help or comradery along the way.
There are many weapons for Kyle Crane to choose from, especially since most versions of the game now come with all DLC content. This makes for a stellar arsenal that's sure to please any zombie-killer in the neighborhood. Some weapons may require searching for crafting supplies in order to make, but generally it's nothing major. Just mind your surroundings for special items as you go about your questlines. DL's guns all have their own strengths and weaknesses, making for a balanced experience, and silenced pistols and rifles are available. There are also weapon packs such as the Astronaut Bundle which brings a laser gun and Astro. suit, and the Viking Bundle that comes with a shield and battle axe, just to name a couple.
Personally, I like the "Diesel Punk" bundle, which features a nasty serrated sword called the "Gut Wrencher" that can be your best friend when dealing with Viral zombies that chase you relentlessly. It can kill many of them with one chop once you level-up a bit.
This isn't a review, but some quick commentary on DL to celebrate the very welcome announcement of it now being hosted on the Luna Cloud. If anyone would like to see a full review, like I did with "Dying Light 2" , just let me know and I may be able to arrange that.
Peace to the Ghosts. -Howl Blake
0 notes
Text
ꕥ — WELCOME TO NEFE COSMIA, SUMMER ROSE. 🌓
ꕥ — OOC INFORMATION;
name / alias: saturn age: 27 pronouns: any ooc contact: blakebelladonna on twt other characters in xc: blake belladonna (rwby), jupiter (wktd)
ꕥ — IC INFORMATION;
name: summer rose age: 34 pronouns: she/her series: rwby canon point: post-death app triggers: parental death, war.
personality: they say there are several ways to be a leader. some exhibit seismic strength and grit, showing the world that through sheer power alone they are able to triumph forth on their own accord. others use love and generosity as their tool; a seemingly weak little thing, more dangerous than many realize at their own discretion. summer was able to keep a healthy balance between these attributes. though more often than not it was her heart that had been too big for her own good. summer rose was known to be kind towards everyone, always seeing the good in others when they had clearly given off a vibe that would say otherwise. often times she was scolded for being so naive. but… was she truly? perhaps she was too generous in giving people second chances, that to which her teammates could confirm in days spent on missions together. her youth proved her to be a reckless, sometimes even “bratty”, headstrong individual nonetheless. someone had to be a positive force in a sea of uncertainty, and summer absolutely filled that role which none of the others could if they so tried.
it is often proclaimed, though, that every rose has its thorns. as soft a soul the huntress was she had never been a push-over. when the job needed to get done, it was done without fail. as every huntsman and huntress solemnly swear, she too was hellbent on keeping humanity on remnant safe from harm. whether it had been from grimm or another greater evil, summer was always there to combat said forces without hesitation. perhaps she had been a little too reckless in her decisions sometimes; though with a quick-witted plan, it was nothing short of a miracle that STRQ ever made it out barely unscathed. she made a promise to be a sworn protector of this world, and that’s exactly what she fulfilled.
even in death.
in adulthood her excruciating kindness never wavered. she was known to be a spectacular mother to her children, ruby rose and yang xiao long. a mother’s love is the strongest force on the face of this planet. everything decision she made, the sacrifices she chanced– all of it had been so her offspring would perhaps lead a better, less risky life than she did.
summer’s final moments were only full of hope they would not follow in her stride.
something your muse struggles with: summer has a penchant for being secretive. she does it in believing she’s protecting others from harm and taking the brunt of the burden (depending how dire the circumstances are), when in reality it’s hurting those who deserve to know it most.
your muse’s greatest strength: alongside her unbound bravery, summer is also very protective. every move she makes is with calculation in what she believes is right. she'll always put others before herself, which may also happen to be a vice in some people's eyes.
history / background:
the extent of summer’s past is one shrouded in vague enigma. once upon a time she had been the fearless leader of team STRQ; a combat group hand-picked by ozpin himself to aid him in his secret war against salem and her forces. together this team had flourished alongside her, being sure to fight for a cause they once believed they could win. summer herself, though, seemed to have her own mysterious air to her once climbing the ranks as an official huntress.
that was not atypical of someone so headstrong on saving those she loved the most.
it would be years until she would vanish with no return. a final mission, they say– one not even ozpin himself knew about until it had simply been much too late. behind her she left a grieving partner and two beautiful children. as to where she set off? not a single soul knew.
but wherever the petals may have fallen, they had not done so without one last fight.
powers / abilities:
aura: a natural shield which a huntsman’s body generates after being unlocked. it has the power to heal wounds over time depending on the severity of the injury. aura has also shown the ability to repel objects (such as bullets or shrapnel), though with a cost. this shield can easily be broken once worn away during battle, or after a huntsman has become exhausted. a complete depletion of aura, in most cases, means certain death. the only way to replenish it fully is with rest and nourishment. summer’s aura color is a brilliant white color.
silver eyes: a rarity amongst those who live in the world of remnant. tales of a more ancient era say those who possess these eyes are destined to be warriors. creatures of grimm fear these beings for the power they harness, making their fate inevitable. individuals with silver eyes have the ability to destroy these monsters in several ways; petrifying them where they stand, blinding them permanently, and even disintegrating them with a mere look. other than these traits, not much else is known extensively about these silver-eyed fighters.
inherent abilities:
fighting prowess: having been trained in one of remnant’s top notch academies, summer knows how to wield polearms (her specialty) as well as basic hand to hand combat. her strength lies in using extensions of herself– to have trust in the weapons she knows how to use best.
items / weapons:
sundered rose: an ax which doubles as a huntsman’s rifle, both black and gold in color.
starting ability: n/a
starting item: sundered rose
extra:
*holding her “worlds okayest mom mug”* yeah she’s normal
discord id: sunderedrose.
0 notes
Text
Benefits of reading Sunderkand Path
The Sunderkand path is the title of the fifth book of the legendary Hindu epic Ramayana. It was a poem written in Sanskrit by the eminent sage Valmiki. Goswami Tulsidas later translated the chapter from the Awadhi dialect into the Ramcharitmanas. Sunderkand is a broad reference to The Book of Beauty.
Know what happens when you read Sunderkand? Get an online astrology consultation by the world-renowned Astrologer Mr. Alok Khandelwal.
This book mainly shows the splendor of Lord Hanuman’s dedication, revelation, and powers during the battle between Lord Rama and the evil King Ravana. Bala Kanda, Ayodhya Kanda, Aranya Kanda, Kishkindha Kanda, Sundara Kanda, Yuddha Kanda, and Uttara Kanda are the seven kand characters in the Ramayana. Every chapter or Kand has a primary character who is Lord Ram.
What does Sunderkand represent in mythology?
It is a line from the classic poem Ramcharitmanas by Goswami Tulsidas. Sunderkand, one of the 7 kands (parts) that comprise the epic Ramayana, is credited with the ability to ward against evil. It also brings happiness and fortune and aids in removing barriers in one’s way. Sunderkand is one of these pieces of text that refers to victory.
It relates to how Lord Hanuman found Sita Maa in Lanka after crossing the sea. Lord Hanuman’s goal of knowing more about Sita was achieved. His brilliance and strength are also shown in this section. Sunderkand references several historical events.
Sunderkand path benefits
Reciting Sunderkand helps one achieve mental calm and gives them the confidence and ability to finish things. It will help you solve all your issues, achieve your goals, and avoid bad planetary alignments. By regularly remembering the steps recommended here, you will get relief from your suffering. The Sunderkand path offers many benefits. To provide more details, though, here are a few:
Moksha is bestowed upon believers who recite it.
This path will grant wishes to anyone who follows it for 40 weeks.
You’ll also be free of life’s troubles.
If you have personal or professional issues, this path removes all hurdles.
Sunderkand appeases Lord Hanuman, an epitome of bravery and force. That’s why, whether you read it in Hindi or English, following the path will make you more determined and courageous. Its recitation helps to fortify confidence and commitment.
It also reduces anxiety and tension and calms individuals and families.
Natives with weak Mars in the Kundli may benefit by chanting Sunderkand. It boosts their courage and eliminates worries about mundane forces.
It brings good fortune, prosperity, and well-being to the house.
Expert astrologers say it removes all obstacles from one’s life. Additionally, it encourages people to succeed in life. It also ensures someone’s sound financial status.
People with family difficulties are advised by experts to follow this course.Families and marriages benefit from harmony, emotional connection, and balance. Sunderkand and Lord Hanuman’s devotion also banishes evil from the dwelling.
Read Also:- Which Zodiac Sign is the most Spiritual?
The significance of the Sunderkand chapters
The Brahma Muhurta, from four to six in the morning, is the best time to read the epic aloud.
Group recitation ought to happen after 7:00 PM for best results. The Sunderkand path has benefits when performed in a group.
It is prohibited to stand during the recitation of this epic. Don’t use your phone, for alarm, conversation, or break.
Take a bath and put on light-colored clothing before beginning the reading.
Similarly to that, reading this tale unintentionally or unknowingly would bring you joy, prosperity, and God’s blessings.
Daily reading of the first chapter for six months will lead to salvation.
In addition, if you recite it, by the time you reach the third chapter, the effect of the onslaught by demons, ghosts, and spirits will wear off.
Read the thirteenth chapter to clear your mind of dullness.
Read chapters 7-11 if you want to avoid committing adultery.
Additionally, study chapter 15 if you want to acquire lasting prosperity and happiness.
Read Chapter 27 to get rid of terrible dreams.
You must study chapters 20–21 if you want good behavior.
Chapters 33–40 must be read by indigenous to reunite with lost kin.
Read chapter 36 to get rid of approaching threats.
You should read chapter 38 to ask God for forgiveness.
To win over foes, read chapters 42–47.
Read chapter 51 to learn to be just and charitable.
Read chapter 54 to learn how to improve assets like homes, land, etc.
Read Chapter 61 to find tranquility and pleasure.
Furthermore, study chapter 67 if you want to achieve God and find lasting bliss.
Reading chapter 41 will help you manifest your wishes.
Read chapter 19 to understand God and to learn to speak sweetly.
When should the Sunderkand Path be completed?
While a group Sunderkand path can be completed at any time, it benefits the most when completed after 7:00 PM. A group performance of Sunderkand with music is ideal. The best times to perform it in a group while listening to music are Tuesdays, Saturdays, full moon days, and no moon days.
Make sure to read the Sunderkand Path in its entirety once within ONE full day.
Read Chapters 1 through 35 on Day 1 and the remaining chapters on Day 2.
Read Chapters 1–37 on Day 1, Chapters 37–40 on Day 2, and the remaining chapters on Day 3.
Recite chapters 1 through 15 on the first day, 16 through 37 on the second, 38 on the third, 39 through 54 on the fourth, and the remaining chapters on the FIFTH day.
Nine chapters should be read every day beginning on Friday, followed by the reading of the next chapter.
Read in NINE days, pausing every day on chapters 5, 15, 20, 26, 28, 40, 52, 80, and 68.
On the twelfth day, finish the book by reading six chapters each day.
Read two chapters per day for 22 days, five on the 23rd, three on the 24th, six on the 25th, three on the 26th, four on the 27th, and the remaining 3 chapters on the 28th.
Read Also:- What are the benefits of reciting Hanuman Chalisa?
#astrology#asttrolok#Sunderkand Path#Sunderkand#Path#read of Sunderkand Path#Benefits of sunderkant path
0 notes
Text
i mean, i would contest some of this analysis, because there's also the fact that the films do in fact handle Tony's problem as being heart-exclusive. it should affect his lung capacity, logically, but textually it doesn't.
and he declared at the end of IM3 that he Fixed It For Good, in a little narrated science montage that framed not having gotten around to fixing his disability before this as a matter of lacking the correct form of motivation, self-respect, and clarity of purpose--as, in fact, a result of character flaws he was now triumphing over.
tony's cure was presented as a moral victory in the battle of man-against-self. he's rewarded for his strength of will and brilliance by being freed from his disability.
so the parts of the fandom that engage with the idea that tony stark has a disability that extends in scope beyond 'dependent for heart function on giant epic pacemaker that also powers his supersuit' and in time past 'Iron Man III' are the parts of the fandom that are motivated to actively read interesting human frailties into the character, even against the text. very normal fandom activity! no shade!
this is also true to a considerable extent of the people willing to engage with steve rogers as someone experienced with human frailty. it was an explicit, thematically centered part of the text in the first Captain America film, but marvel hasn't actively acknowledged it since, so you have to care about his character to read it as still relevant.
i definitely noticed back when i was still reading MCU fic that tony-centric stories quite routinely characterized steve without any acknowledgement that he hadn't always been exactly what he looks like in Avengers (2012), to a sometimes comical degree, because that was the text the fic writers were engaging with and they had no motive to engage with cap any deeper.
the thing is that i, personally, find people interested in expanding further on tony stark's human frailties tend to be really insufferable about it.
because the iron man films traffic in a moral logic where suffering somehow pays off harmful behavior. like if Tony gets tazed by SHIELD Agents this means he's been 'punished' for his 'childish' lashing-out and destructive reactions to his impending mortality, which then closes the book on those actions and relegates them to the past, paid down like bills and therefore irrelevant, in some elaborate system of balances where at the end if you get a positive sum due to stacking up enough moral tax write-offs you have Won at Good Guy.
since this is the logic of the films, it gets extended into the fandom a lot, and i find it a toxic and distressing moral framework to begin with and absolutely heinous as a way to approach disability.
like honestly i've seen the idea of tony's hypothetical physical disability as well as his actual textual one leveraged to raise his whump score and thereby forcibly render him more sympathetic so many times i am exhausted at the thought of engaging with the idea even in purest good faith, because at this point i expect it to be used for emotional manipulation.
meanwhile the people interested in Steve's history of disability can be absolutely precious about it, and the ones getting in shoving competitions with Iron Man fans can be terribly smug, but quite a lot of the time outside that they're just examining it, and its impact on his character, and its historical context, rather than trying to Win anything.
it's allowed to just exist. so i prefer that by a lot.
What would be interesting is taking the way neither of them ever want to deal with their own damage, and the deep shame they both attach to weakness, and like. Looking at how that relates to disability issues in the larger world, and how many things haven't really changed.
Something something Steve Roger's was disabled and became able-bodied, Tony Stark was able-bodied and became disabled, the processes that led to those changes were intimately connected to their becoming heroes and just as connected to their respective treatments by fandom
There's a point in here but I'm too congested to stay awake and write it out
#tony is definitely a white man come on#like even if you can find something in his family tree that isn't#he lives in the world as a white billionaire with an anglo name#i'm not engaging with this in the post but COME ON#but yeah the part where tony declares he fixed himself physically as a result of getting his head straightened out#in an ending montage#and the fandom just did not want to engage with that because it was one of the places Marvel was so deeply out of joint#with their viewership#except actually they may not have been#because the man on the street who doesn't write fandom meta#may have actually been tired of disabled-but-we're-not-doing-anything-inspirational-with-it Iron Man#idk#thinking about the idea of interrogating disability in society over the past 90 years#and how much it hasn't changed#and actually there's something you could do with how Steve is much more comfortable addressing things that are further away from himself#that it would be more natural for him to advocate for disability rights while *not* identifying himself with the community in any way#whereas tony is most comfortable in situations that are about him#but isn't actually any more willing to be open or vulnerable than steve#unless he's creating a narrative around a given vulnerability that puts him in control#so in fact if Tony decided to get in on Pulmonary Disabilities he would be all over his own lung damage tying him to the issue#while steve would need to be prodded into involving himself like 'I Had Asthma As A Kid'#he would not want to speak as an authority on the subject because that's both culturally and personally not the type of character he is#so they could go through opposite character journeys that both arrived at being able to sit with their own traumas in more honesty#the way marvel has handled tony is so funny tho#he got Bad PTSD from the nuke incident in Avengers that was tied to exactly just that and nothing else#and it went away after one film#that was objectively one of the least traumatic near death experiences the man has ever had and that's not even how ptsd works#like how do you as a fan make sense of this i can't i am out of this fandom so hard#congratulations to disney on recreating everything that's wrong with comic books lmao
730 notes
·
View notes
Text
Leonin paladin:
Many forget the purpose of a paladin, seeing only the modern interpretation where they are a warrior devoted to a god, using them as a source of strength. In truth this Leonin remembers the old ways, a paladin being the exemplification of their oath rather than the hand of some divine being, offering their soul in exchange for power.
The cub years have never felt important since the oath, vague recollections of pleasant sunny plains, training with weapons to defend the family, a mother and father who are likely still with the nomadic tribe many miles away. Yet the oath was a rebirth, a single moment where he branded his soul with words echoing with such conviction that the world bent to his will.
"I bind myself to the fate of the world, the blood of all lays on my hands.
There can be no shadow without the light yet light without shadow is blinding.
Law brings order yet breeds contempt, while chaos brings life yet cultivates greed.
I walk the line of betterment for all, the knife edge of justice.
With this I offer my service to the world and demand it obey my just command"
The events that led to that moment remain unclear, but the words stay with him. He will do what he must to fulfill it and will break those that oppose him either in body or spirit.
This Leonin is stoic and proud, yet not conceited. He is in touch with mortal life in a way that gods and devils cannot and will enjoy the strength that it gives him to continue his quest.
He knows that there is no way to perfect the world or his view of it, chaos and law, good and evil, they struggle for control instead of balance. But perhaps his acts could pave the way for something better, helping the weak, counselling the strong, and destroying those that would corrupt the world to their own ends.
With this paladin it is less about the righteous hand of goodness and more about doing what is right, no matter how unpleasant it will be. You will likely topple a tyrant, free the innocent from chains, stop wars. But you will also need to be pragmatic, one life against many, the need to slay those indoctrinated into the only life they've ever known who believes almost as fervently in their ideals.
This paladin is on the fine line between the four axis of power in the universe, it is up to you whether his cause and actions are just. I would recommend a roleplay heavy campaign for this character, you can explore with your party and DM what the "right" thing to do is in the subjective and questionable world you play in.
Phew, that was difficult to put into words. I like paladins, they offer interesting perspectives and while they're typecast as holier than thou deus vult smite bois I feel they can be fun and have more to them. While gods often offer the power that a paladin may wield it is the oath that gives the paladin their strength, their souls literally coming forward to the frontline of their cause. (At least to me)
I've kept the events of the oath taking vague for you or your DM to play with, I can see it being an experiment by a secret society or simply an act of defiance at some terrible indignity. The main role of this paladin is neutral, using evil and goodness as tools for what is right for the world. He can fit into an "evil" campaign as the ends justify the means, or as a good campaign bringing goodness to the masses and revolted by evil, watching a paladin fall into being an oathbreaker can be just as impactful as watching them succeed in their goals.
This is a very long post, I hope someone found some inspiration, even if it's just one element :)
Art from:
https://amp.reddit.com/r/DnD/comments/mmpqpw/oc_art_character_commission_royorian/
I love him, proud, strong, steadfast. I can see him being the leader or central figure within a band of masterful warriors.
#d&d character#d&d#Dungeons and dragons#character concept#character design#leonin#lion#paladin#tabletop#RPG
119 notes
·
View notes
Text
A monster-taming game recommendation list for fans of Pokemon
Whether you're a pokemon fanatic obsessed with all things pokemon past and present, or a veteran fan disillusioned with GameFreak's recent adoption of monetary philosophies and strategies reminiscent of other major game publishers, or looking for a monster-taming fix as you await new Pokemon content...
I'm compiling here a post of little-known games in the genre that Pokemon fans are likely to enjoy!
Under readmore cause long, but some of these games really don’t get the attention they deserve, so if you have the time, please read!
(I am also likely to keep updating and editing this post)
First up is Temtem!
Temtem is a game made by and for Pokemon fans, from the spanish indie developer Crema. Temtem is currently in early access on Steam and PS5, and is likely to remain in early access until sometime late next year. Full launch will include a Nintendo Switch release, too. Despite this, it has plenty of content to explore before full release. The developers are active, release new content on a semi-regular basis, and are responsive to the community as a whole and individuals if you happen to come across a bug you want to report.
Temtem boasts a wide variety of monsters to collect and train. It takes place in the Airborne Archipelago, a system of floating islands that orbit their star, the Pansun. The monsters inhabiting the archipelago are called Temtem, or tem(s), for short.
As far as game mechanics go, it has many similarities to Pokemon, but also many important distinctions. The biggest one, in my opinion, is that the element of chance has been removed from battle entirely. Moves cannot miss, have the same power constantly, and status afflictions have an obviously displayed countdown to when they will wear off (for instance, sleep lasts as long as it says it will last. Not 2-4 turns). PP does not exist, either. Your tems can battle for as long as their HP holds out. In place of PP, a new system called Stamina exists. Stamina is an individual stat, like HP and Attack. Each move costs a certain amount of stamina. If you go over the amount of stamina your tem has, the deficit is detracted from your health instead, and that tem cannot move next turn. Stamina passively regenerates a certain amount each turn, and items and moves exist that can heal stamina. All battles are also double-battles, you and your opponent will typically have two tems on the field at a time. This is just a few of the differences Temtem has from Pokemon, but they're some of the biggest ones.
Temtem is also a massively multiplayer game. You complete the storyline independently (or with a friend through co-op!), but in the overworld you can see other, real players moving around and interacting with the world. There is also public and area-specific chat you can talk to other players through. Despite this, all multiplayer functions are (currently) completely optional. You do not need to interact with others to complete the game.
Overall, Temtem is suitable for the Pokemon fan who is looking for a more challenging experience. Temtem is not a walk in the park you can blaze through with a single super-strong monster. For one, individual tem strength is more well-balanced than it is in Pokemon. There are very few (if any!) completely useless tems. Even some unevolved tems have their niche in the competitive scene! Aside from that, enemy tamers are scaled quite high, and you typically cannot beat them just from the exp you get from other enemy tamers. You have to do some wild-encounter grinding if you want to progress.
Temtem is a very fun game and I've already gotten over 100 hours out of it, despite only 3/5-ish of the planned content being released!
However, I do feel obligated to warn any prospective players of one thing: the current endgame is quite inaccessible. After you complete what is currently implemented of the main storyline, there is still quite a lot left to explore and do, but much of it is locked behind putting a lot of hours into the game. You kind of have to get perfect temtem to do the current PVE (and this is also somewhat true for the PVP too). By perfect I mean you have to breed a good tem and then train it to get the preferable EVs (called TVs in temtem). This takes... well, for a whole team... tens of hours. Of boring grinding. Some people enjoy it! But I don't. Regardless, the game was still worth buying because the non-endgame content is expansive and fun.
So overall, pros & cons:
Pros
Battle system is more friendly towards a competitive scene
Cute monsters
Lots of gay characters, also you can choose pronouns (including they/them) independently from body type and voice
Less difference between the objectively bad tems and good tems than there is in Pokemon
Lots of stuff to do even in early access
Most conversations with dialog choices have the option to be a complete ass for no reason other than it’s fun
Having less type variety in your team is less punishing than in Pokemon due to the synergy system and types overall having less weaknesses and resistances
At least one major character is nonbinary
Cons
Falls prey to the issue of MMOs having in-game economies that are only accessible to diehard no-life players
Related to the above point, cosmetics are prohibitively expensive
Endgame CURRENTLY is inaccessible to most players unless you buy good monsters from other players or spend tens of hours making your own. However I must add that the grind is great if you like that kind of thing and is quite easy and painless to do while watching a show or something.
Here is their Steam page and here is their official website.
Next is Monster Hunter: Stories!
This is a spinoff game of the Monster Hunter franchise released for the 3DS in 2018. If you're anything like me, and you've played the core Monster Hunter games, you've often thought "Man, I wish I could befriend and ride these cool dragon creatures instead of killing or maiming them!"
Well now you can! In Stories, as I will be calling it, you play as a rider rather than a hunter. Riders steal monster eggs from wild nests to raise them among humans as companions and guardians. And yes, egg stealing is a whole mechanic in of itself in this game.
This game works pretty differently from most monster-collecting games. You do battle (usually) against one or two wild monsters using your own, except you fight alongside your monsters too. With swords and stuff. There's armor and weapons you can smelt to make yourself stronger. Type match-ups also kind of don't exist in this game? Except they do? But not in a way you'd expect?
The vast majority of attacking moves you and your monster use fall into categories reminiscent of rock-paper-scissors. Moves can be categorized as power, speed, or technical. Speed beats power, technical beats speed, and power beats technical. The matchup of your move vs your opponent's determines how a turn will go down. If one move beats the other in matchup, then the winner's move will get to go and the loser doesn't get to do anything. If you tie, you both get hit, but for reduced damage. There's also abilities and basic attacks, with abilities basically being the same as pokemon moves, and basic attacks just being "I hit you for normal damage within this category". Also, you don't control what your monster does all the time in battle. You can tell it to use abilities, but what kind basic attacks it carries out is determined by its species' preference. Velicidrome, for instance, prefers speed attacks, but Yian Garuga prefers technical. Stamina also exists in this game in a very similar manner to Temtem.
Overall this game carries over a lot of mechanics Monster Hunter fans will find familiar (how items and statuses work for instance). You don't have to have played a core Monster Hunter game to enjoy Stories though! It's fine and is easy to understand as a stand-alone.
The story has some likable characters and is rather long (it was actually adapted into an anime!), for those of you who enjoy a good story.
I'd really recommend this one especially. If it sounds fun to you and you can drop $30, just do it. I bought it on a whim and I got a few weeks' worth of playing almost nonstop out of it, and I didn't even get to do everything! (I got distracted by Hades, oops)
Stories is also getting a sequel later next year on the nintendo switch! How exciting!
And yes, you do ride the monsters.
Pros & cons:
Pros
Large variety of cool monsters to befriend and raise
Pretty lengthy story
Every tamable monster is also rideable
Deceptively simple combat mechanics, easy to be okay at, hard to master
Incorporates some mechanics from early turn-based party rpgs like Final Fantasy for a nice twist on the monster collecting genre
Cons
Many monsters are objectively outclassed by other ones, making what can be in an actually good team more limited than you’d expect
3DS graphics inherently means the game looks like it was made 7 years before its time
Here is the Monster Hunter Stories official 3DS product page.
And here is Monster Sanctuary!
Monster sanctuary is a game that just had its 1.0 launch- meaning it was in early access and no longer is! Although the devs say they still plan to implement a few more things into the game in future updates. It is available on Steam, Nintendo Switch, Xbox One, and PS4.
Monster sanctuary is a metroidvania twist on the typical monster collecting game, meaning it is also a sidescrolling platformer in which you use abilities you gain throughout the game to explore the world around you. The abilities in this case are the monsters you get! Every monster has an ability that helps you traverse the sanctuary.
Speaking of the sanctuary, the game is set in one. The monster sanctuary is a magically shielded area, cut off from the rest of the world, created by an order of monster keepers, people who befriend and protect the mystical monsters inhabiting the world. Humankind encroached too far on the natural habitat of monsters and were hostile to the native wildlife, so the keepers created an area of varied environments to safely protect and preserve the remaining monsters of the world.
Unlike many other monster collecting games, this game only has 5 types: fire, water, earth, air, and neutral. However, the types themselves do not possess resistances and weaknesses. Instead, each monster has its own assigned weaknesses and resistances. And yes, this can include things like debuffs, physical vs special attacks, and the typical elemental types.
All battles are also 3 vs 3! And unlike in pokemon, where you can only hit the enemies nearest, all monsters have the ability to hit any opponent they want. Turns also work a little differently in that speed doesn't exist, you just use 1 move per monster in your turn and then it goes to your opponent's turn. Your monsters hit in whatever order you want them to.
There is also a quite important combo system in this game, where every hit builds a damage multiplier for the next. Moves often hit multiple times per turn. Healing and buffing actions also build this combo counter. So what monsters you have move in what order really counts!
But the main mechanical difference between this and other games in the genre is how it handles levels and skills. Instead of learning a set move at a certain level, this game incorporates a skill tree, and you get to allocate points into different skills as you grow stronger. And jeez, these skill trees are really extensive. Monster sanctuary is a theorycrafter's dream. Each monster has a unique, specially tailored skill tree, making every monster truly able to have its own niche. You can make use of whatever monster you want if you just put thought into it!
And like Temtem, this game is not made to be beatable by children. I'm sure a child could beat it, but it's not made to be inherently child-friendly like pokemon. It's honestly quite difficult.
On top of that, you are actively encouraged to not just be scraping by each battle. Your performance in battle is rated by an automated system that scores your usage of various mechanics like buffs and debuffs applied, type matchups, and effective usage of combos. The rating system directly influences the rewards you get from each battle, including your likelihood of obtaining an egg from one of the wild monsters you battled (no, you don't catch wild monsters in this game, you get eggs and hatch them). If you're not paying attention to how the game works and making good, effective use of your monsters, you'll have a hard time expanding your team!
The music is also really good, it's made by nature to be able to play over and over and not get old as you explore each area, and the composer(s) really did a good job with this. Some area songs, namely the beach one, I especially enjoy, so much so I've actually played it in the background while I do work.
This is a game I would really recommend. If I made it sound intimidating, it is by no means unbeatable, you're just gonna have to put some thought into how you play. At no point did I actually feel frustrated or like something was impossible. When I hit a wall, I was able to recognize what I did wrong and how I could improve, or I could at least realize something wasn't working and experiment until I found a solution. It's challenging in a genuinely fun, rewarding way.
Pros & cons:
Pros
Extremely in-depth combat system
I genuinely don’t know if there’s an objectively bad monster in this game
Evolution exists but is completely optional, as even un-evolved monsters can be great
Entire soundtrack is full of bangers
Large and diverse variety of monsters to tame
Cons
Story is a little lackluster, but passable
That’s the only con I can think of
Here’s a link to their Steam page and the game’s website.
A kind of unorthodox recommendation is the Pokemon Mystery Dungeon series!
Likelihood is that everyone reading this has heard of this series already, but just in case anyone hasn't, I thought I'd include it! I would categorize this as a hybrid between the mystery dungeon genre and the monster collecting genre, because you recruit pokemon as you play and can use those pokemon on your team!
If you're unaware, the mystery dungeon genre is a small subset of dungeon crawler games where you progress through randomly generated levels called mystery dungeons. Throughout the dungeons, there will be enemies to fight and items to collect. The challenge of these games is mostly due to the stamina aspect of them, in that you have to manage your resources as you progress through the level. If you go all out in each fight, you will inevitably lose quite quickly. You have to learn to win against enemies while balancing your use of items and PP, so you have enough for the next fight, and the fight after that.
Pokemon mystery dungeon in particular is famous for its stories, the likes of which isn't seen often in Pokemon games. They are hugely story-driven games and are notable for the emotional depth they possess. It's pretty normal for the average player to cry at least once in the span of the game. There's lots of memes about that specifically.
This entry in my list is also unique for being a series. So, which one should you play first? It actually doesn't matter! Each storyline is entirely self-contained and requires no knowledge of prior entries. The quality of each entry varies and is a point of contention among fans. I say you should play all of them, because they all have their merits (though some more than others.... coughgatestoinfinitycough). They're mostly distinct for the generation of Pokemon they take place in. Rescue team is gen 3, Explorers is gen 4, Gates to Infinity is gen 5, Super Mystery Dungeon is gen 6, and Rescue Team DX is a remake of a gen 3 game but has the mechanics and moves of a gen 8 game.
My only real caution is that you play Explorers of Sky, not Darkness or Time. Sky is basically a combination of the two games with added items and content. It's an objective upgrade over its predecessors, and I honestly wouldn't waste money on the other two.
I’m not going to include a pros and cons list for the PMD series because I’m incredibly biased and it wouldn’t be an honest review.
Next is Monster Crown!
Monster Crown is a monster collecting game that seems to take heavy inspiration from early-gen Pokemon games in particular. It is currently in early access on Steam and is not expensive. I learned about it through the developers of Monster Sanctuary, when they recommended it on their official Discord.
The game has lots of charm and interesting creature designs, and an entirely new take on monster typings as well. Instead of monster types being based off of natural elements like fire, water, electricity, etc. Monster Crown uses typings that seem to be influenced by the personalities of the monsters. For instance, Brutal, Relentless, and Will are all monster types!
It also captures a lot of the charm many of us look fondly upon in early GameBoy-era games. The music is mostly chiptune, with some more modern backing instruments at times, and the visuals are very reminiscent of games like Pokemon Crystal in particular. Monster Crown is definitely the monster collecting game for fans of the 8-bit era!
The thing that stands out the most to me about this game is the breeding system. Instead of one parent monster passing down its species to its offspring, you can create true hybrids in this game.
However, it is very early access. I would consider the current build as an alpha, not even a beta yet! So temper your expectations here. I have not encountered any major bugs, but visual glitches here and there are quite common. The game also could definitely use some polish and streamlining, and is quite limited in content currently. But the dev(s) seem quite active, so I fully expect these kinks to be worked out in time!
The reviews are rather positive, especially for being in early access. I'm all for expanding the monster collecting genre, so if you're looking to expand your horizons in that sense, I would recommend you at least give this one a look! I personally had quite a bit of fun playing Monster Crown and am going to keep an eye out for updates.
Pros & cons:
Pros
Charming artstyle, appealing monster designs
Faithful callback to a bygone era of gaming
Controls are fairly simple and easy to get the hang of (and are completely customizable!)
Cool breeding and hybridization mechanics
There's a starter for each monster type!
You can choose your pronouns, including they/them!
Cons
Inherent nature of being very early access means can be clunky and unpolished at times
Also not much content as of right now, see above
User interface could use some redesign in places
Here’s their Steam page and the official website!
Here’s an oldie but a goodie, Azure Dreams!
This is one I actually haven’t played, mostly because it’s really old and therefore only practically accessible if you play it on an emulator, unless you're one of those old game collectors. Azure Dreams was developed by Konami and released for the PS1 in 1997. My impression of it was that it either didn’t sell well or only took off in Japan, because it’s actually really hard to find any comprehensive information about it on the internet.
Azure Dreams is a monster collecting - dating sim hybrid. You can build relationships with various characters and can pursue some of them romantically, although that isn’t the main draw of the game. There is also a stripped-down version that exists for the GameBoy Color, which forgoes the dating portion of the game entirely.
Azure Dreams is kind of like a mystery dungeon game in that you progress through a randomly generated, ever-changing tower using the help of the familiars you have accrued throughout your adventure. Similarly to Monster Hunter: Stories, you yourself also take part in the fighting alongside your monsters. Each time you enter the tower, your character’s level is lowered to 1, but your familiars keep their experience. Thus, progression is made through strengthening your monsters. To obtain monsters, you collect their eggs, just like in Monster Sanctuary (which, turns out, was at least partially inspired by this game!)
Due to this game being very old and on the PS1, the visuals leave a lot to be desired... but if you can get past that, Azure Dreams has lots of replayability and customization to how you play the game. To this day, it appears it has a somewhat active speedrunning community!
If you don’t mind the effort of using an emulator, and like old games, Azure Dreams just might be that timesink you were looking for in quarantine.
Honorable mentions:
Pokemon Insurgence (or any Pokemon fangame/ROMhack, really!) is a Pokemon fangame that introduces Delta Pokemon, which are really cool type-swapped versions of existing Pokemon. It’s sufficiently challenging and has a lot of variety in what you can catch in the wild, so you can pretty much add whatever you want to your team! The story is quite good, and the main campaign is multiple times longer than a typical Pokemon game’s campaign. Download it here!
ARK: Survival Evolved is NOT a monster collecting game BUT you do get to tame and fight alongside a lot of really cool extinct species, including but not limited to the dinosaurs we all know and love. This game is genuinely fun as hell, especially with friends, but I must warn you: never play on official servers. I highly recommend singleplayer, playing on a casual private server, or making your own server. Here’s the Steam page.
#pokemon#temtem#monster sanctuary#monster hunter stories#monster crown#azure dreams#pokemon mystery dungeon#pokemon alternatives
692 notes
·
View notes
Note
Iv tried making some of my own stuff, subclasses, classes monsters and tables. Do you have any advice that could help out?
So as much as I would like to call myself one, I’m no expert on anything, but I can give you the list of questions I try to ask myself as I work 1. Can I get what I want with what already exists? Its really easy when you come up with an idea to jump strait to writing new content, but that’s not always the best option. One of the biggest “mistakes” I see people make is trying to homebrew an idea that can already be accomplished by just re-flavoring something else, or doing some sort of multiclass build. This doesn’t necessarily produce bad homebrew, but it tends to be lackluster, or just a overly specific version of something else 2. What makes this Unique The second big “mistake” I see, is when people try to build a new homebrew by just borrowing features and abilities from other classes/subclasses and the like. Its a really easy way to makes something, but it tends to just create a mix match that doesn’t feel unique. I try to start each project by asking myself what this homebrew does that nothing else can do, or how the class might do something similar something else, but in a new and interesting way 3. What is the scope once you know what makes your brew unique, you can start to figure out how much work you need to do. does this idea really need to be an entire class? or would a single subclass suffice? Is this a full race, or just a sub-race? Is this idea something that would work better as a powerful magic item, or is there enough here to build a subclass around? 4. What is your core mechanic? It's super important to have a core idea to build around. Your core mechanic is generally going to be the most complicated thing in your homebrew, and everything else should build on it, or modify the way it works. this helps everything feel whole and connected. 5. Is it Fun A Really easy mistake to make when producing content is to get lost in the mechanics and lose track of the fact that this is a game. Sure, mathematically, it might make sense to roll 3 separate dice every time you use an ability, but when you are playing the game, those extra dice rolls slow down combat and break the flow of the game. Always be asking yourself if the mechanics you have thought up are actually fun, or if they are getting in the way. 6. Does it all work together? I cannot tell you ho many times I have gone through and written up a bunch of really great mechanics, only to scrap them later because they don’t work together. Nothing ever happens in isolation. It’s all a complex system, and it’s Important to step back frequently and look at how your homebrew interacts with both itself, and other content. 7. Does it balance? Note that the question isn’t “is it balanced” but “does it balance.” See, the thing is, balance isn’t so much about weather any particular feature or ability might be over or underpowered. its bout how they all balance together, and what strengths and weaknesses that creates. Any powerful homebrew should have a glaring weak spot if you know where to look. 8. What does it do when? No one should ever feel left out at the table, so try to think about as many scenarios and playstyles as possible. If you make a class that is really powerful in combat, but useless in social situations, keep in mind that this means the player is being left out of the action when that action doesn’t involve a fight, and that not necessarily a good thing. Keep an eye one the action economy and make sure that a character or creature has something to do with every type of action. 9. What's in a Name? Now this one is just me, but I find that it really helps me to come up with names for abilities and features that all fit around a central theme, and I use those names to inform what sort of features I make honestly just as much as I name my features based on what they do. You would be amazed how much help it can be to just brainstorm cool ability names related to your core concept. Or to have a theme for how your subclasses are named. It can give you a square footing from which to build, especially when you are in uncharted territory and struggling for ideas. 10. Does it match the PHB Something that took me way too long to really learn was how to match my content to the language of the players handbook. Especially for someone who started from a different system, it’s important to keep track of how 5e says and does things, and try to word things similarly so that they can be easily understood, or so you don’t create weird loopholes in the rules. When all else fails, keep the PHB and DMG on hand just to look at how they phrase things. I really hope this sort of advice helps. I’ve been at this for almost 5 years now, just in 5e, and I’m still learning. There are probably plenty of people who would disagree with my advice, but It has worked well enough for me ^^
143 notes
·
View notes
Text
Loki (TV): 5 Things the Disney+ serie got right (& 5 it ruined)
With its new Disney+ shows, the Marvel Cinematic Universe has managed to expand its reach and develop characters that didn't quite get enough attention in the movies. WandaVision grants Wanda Maximoff her rightful role as the Scarlet Witch while also developing her relationship with Vision. The Falcon and the Winter Soldier tackles some heavy themes as Sam Wilson struggles with the weight of Steve Rogers's legacy and Bucky tries to overcome his trauma.
In Loki, fans are reunited with a beloved character, one many deemed lost with his death in Avengers: Infinity War. The show centers on the adventures of a variant of Loki created after the Avengers' Time Heist. Loki's return to the MCU is more than welcome and gets many things right, but some elements could have been dealt with better.
10 Got Right: Loki's Enduring Affection For His Family Still Stands Out
Loki is easily one of the best villains in the MCU, and a big reason why he stands out is his affection for his family. He has a genuine bond with his mother Frigga, who is among the few people who support him. His rivalry with his brother Thor gradually disappears, and the two eventually mend their bond.
In the Disney+ series, Loki hasn't yet reached the right mental state to forgive and be forgiven. He is forced to confront the fate of his people--and his own--and it's one of the most touching moments in the series. Tom Hiddleston's portrayal is as always impeccable, adding another layer to the emotionally aloof god.
9 Ruined: His Character Doesn't Shine As Much As It Could Have
Despite the series being titled Loki, it doesn't really focus on him as much as it should. After Loki makes his escape using the Tesseract, he's taken captive by the Time Variance Authority and eventually joins them. He's then forced by circumstances into cooperating with a female variant of himself, Sylvie. Caught in a web of events he's unprepared for, he often seems just along for the ride. This wouldn't normally be an issue, but the limited number of episodes makes the pacing a problem. With a better balance, Loki's character could have shined through properly.
8 Got Right: Loki Is Confirmed To Be Bisexual And His Relationship With Sylvie Is Very Interesting
During a conversation with Sylvie, Loki comments that he's had relationships with both men and women in the past. The admittance of his bisexuality isn't a surprise, but it's still a welcome element. His subsequent relationship with Sylvie--who is, in the end, a version of himself--is interesting and chaotic, suiting the nature of the rule-breaking god.
7 Ruined: Sylvie Creates A Missed Opportunity As Viewers Would Have Liked A Truly Genderfluid Loki
Sylvie's character has its origins in the second Enchantress, Sylvie Lushton. Her look--mimicking Amora's in appearance--is combined with the concept of Lady Loki. Unfortunately, her presence comes at the expense of a highly-anticipated element of Loki's character.
Before the series came out, rumors were rampant that the show would finally give viewers a genderfluid Loki and tackle his sexuality in a more elaborate way. Loki's bisexuality may have been confirmed, but it doesn't feel like enough. Sylvie just isn't the Lady Loki viewers wanted.
6 Got Right: Loki's Relationships In The Series Make Him Grow As A Person
Throughout the series, Loki builds close relationships, not just with Sylvie, but also with TVA agent Mobius M. Mobius. Mobius places his faith in Loki and helps him realize many things about himself, even risking his own life for Loki. Meanwhile, Loki's romantic connection to Sylvie is so powerful it creates a nexus event. It gives Loki hope that he doesn't have to be alone, making him grow as a person.
5 Ruined: His Abilities Become Even More Confusing
Loki's abilities in the MCU have always been somewhat puzzling. He's a highly skilled sorcerer, but half the time, he doesn't use his powers. Thor mentions his brother shape-shifted into a snake as a child, but the ability is never used.
The Disney+ series makes things even more confusing. Loki is easily incapacitated by the TVA, even if their physical strength shouldn't be enough to overwhelm an Asgardian/Jotun. Later, after he makes his escape, Loki uses highly advanced telekinesis to hold falling buildings upright on Lamentis. The addition of Sylvie's strange form of mental projection muddies the waters further. It's not a new thing for characters in the MCU, but it could have been dealt with better.
4 Got Right: Classic Loki's Sacrifice Steals The Show
Sylvie isn't the only variant of himself Loki meets throughout his journey. After being pruned by the TVA, Loki ends up in The Void, where he meets Classic Loki, Boastful Loki, Kid Loki, and Alligator Loki.
Classic Loki easily steals the show, and his sacrifice to help Sylvie and Loki defeat Alioth is one of the best scenes in the series. Richard Grant's portrayal of the character is as powerful and emotional as Hiddleston's and leaves a true impression on the viewers.
3 Ruined: Most Variants Of Loki Barely Receive Any Attention
Despite the huge potential of the Loki variants, most of them don't get enough time in the spotlight. Kid Loki is said to rule The Void because he killed Thor, but the concept doesn't go anywhere. President Loki appears briefly as a villain, but his background is unknown. Alligator Loki--affectionately called Croki by the fandom--receives more attention than most other variants of the character. It's truly a shame, as each individual Loki had their own fascinating stories to tell.
2 Got Right: The Inclusion Of The TVA Tackles An Important Theme That Leads Into The Multiverse
Loki isn't the first MCU release that has mentioned the Multiverse, but it develops the theme much further, in a way that leaves a lot of room for further expansion. The concept of the "Sacred Timeline" sets into question the idea of free will, of the consequences of each choice. The TVA polices the path people have to take, enforcing a fatalistic design that would make many want to rebel.
Loki and Sylvie understandably want to topple it, but they soon learn that the TVA may very well be the lesser evil. With Doctor Strange and the Multiverse of Madness just around the corner, the themes and issues that appear in Loki will doubtlessly be even more important than ever.
1 Ruined: The Overabundance Of Elements Makes The Final Villain Underwhelming
The addition of the Multiverse may have been a good idea, but the multitude of elements end up clashing against each other due to the format of the series. The introduction of a whole new figure as the villain ultimately makes him fall flat. He Who Remains may have great influence and power, but he doesn't do much except monologue. Presuming that he is indeed Kang the Conqueror, he isn't a bad choice as an antagonist. The series just doesn't do him justice, and the finale feels weak and underwhelming.
37 notes
·
View notes