#its good for you ok sometimes you find other ways to be engaged and have fun even
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viktormaru · 3 months ago
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let people enjoy things, let the fandom have fun! lets not look into deeper things thats pretentions, lets not engage with anything critically thats just hating, lets just enjoy things lets do some escapism stop being a downer, lets not think im too tired to do that, i want it easy lets have that dripfed content curated for my fun, let people enjoy things, feed me the slop ill gurgle it all, lets think less im here to have fun and fun is when im not engaged at all, its just my taste, its all tasteless im gonna ignore it im gonna translate it into the easiest tropes and trends i can handle and repeat again and again and im gonna enjoy things
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justtheclippy · 1 month ago
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Tips and FAQ for Asks
Hello beautiful humans, I want to do my best to get to everyone's asks so here are a few things you can do to help make that happen! (if you're looking for the cast stream master list, skip to the bottom)
Please don't spam the same question repeatedly. I will get to you eventually, I promise! But when you submit the exact same thing multiple times, it just slows me down. I've got one single brain cell, please have mercy.
No spoiler requests. I cannot tell you anything about future episodes, when they will come out, what will happen to certain characters, how the story ends etc. We're limited on what we can say in general until more episodes release. The entire cast has signed NDAs (non disclosure agreement) preventing us from revealing anything, but more than that, we wouldn't want to ruin your experience of watching and engaging with the show organically! Trust me, just enjoy the ride, it's better that way.
Don't take anything too seriously. Please keep in mind most of these answers will just be for fun. My thoughts and opinions on the character, both for silly things like favorite dessert and more serious things like character analysis, are not hard and fast canon. Same goes for any of the actors. We can speculate about our characters, we know and understand them well, but when in doubt, assume its allllllllllllll non-canonical haha
Read through previous asks. This will help prevent asking things I've already answered. I'm going to be tagging (i swear I'll do it fr) my answers with #amanda asks and #tadc asks so you can find them more easily. If you do ask a question I've already answered IT'S OK DON'T PANIC I won't be upset haha
Even though I'll be tagging my answers so you can easily find them, here are a few frequently asked questions just to get them out of the way. If you decide to ask me something I've already answered, or something that goes against the guidelines above, I'll probably skip it, you silly geese.
Q: I've seen people use several different pronouns for you, what are your preferred pronouns? A: They/them and I prefer masc leaning terms generally! I'm queer, NB and very open about my identity. But people will sometimes use she/her because they don't know. I will never get upset with someone for not knowing- it's ok. But now that you've read this, you know! So you can go forth educated. You're welcome to correct anyone who doesn't know, but please be kind to each other. We've all been the person who didn't know before.
Q: What do you think of X ship? A: I love and support all the ships! Ships are part of a healthy fandom, keep creating content that makes you feel seen and that YOU want to see, that's the foundation of creativity. And if anyone disagrees with you, remind them that a lot of classics are just fanfiction about the gods at the time. It's always been here.
Q: What is your favorite ship? A: Bunnydoll and Buttonblossom, because the dynamics are so much fun.
Q: Do you like X AU? A: Yes. It doesn't matter what it is, yes. I love the AUs and if it's a new one, you better include a link so I can find it. I want all of them, thank you so muuuuuuuuch~
Q: Have you seen or played X game/show/movie/meme etc.? A: Always happy to chat about other media! But if you wanna ask about something specific, please include a link or explanation because lets be just so very honest, half the time my brain is off in adhd land so there's a good chance I'll have no idea what you're talking about at first.
Q: Have you watched Raggedy Ann & Andy: A Musical Adventure? A: Not yet! But due to VERY POPULAR REQUEST I will be putting together a watch stream to watch it live with yall. Once that's happened, I'll put the link here.
Q: Have you seen Queen's second game and will you be playing it? A: Yes, we've all seen the trailer and we're very excited! We will be playing it as a full cast, just like last time, as soon as the game is finished. For now, please go enjoy the demo and support the team! Once it's out and we're ready to stream it, I'll post the link here.
Q: Can you come to X convention? A: I will come to any convention that yall want to see me at!
BUT
In order for that to happen, you have to request me directly with the convention. Most will have either a request form on their site or a specific email for requests. Just write in that you would like to see me at their event, and then they will get in touch with my agent to book me!
Q: Can I request a song for you to sing? A: Of course! I promise yall I'll do my best to put out more songs this year. If there's a cover you want me to consider doing, or an artist/composer you'd like to hear me work with, let me know!
Outside of that, if you just want a little clip, you can drop requests in the asks and if I know the song I might record a bit. This is COMPLETELY dependent on time, especially if I'm busy. Please understand ❤️
You can also make requests during stream signings, which is easier to accommodate in the moment. Just put the request in the order notes, and I'll sing a little bit for you while I sign IF I know the song. So choose wisely.
Q: I want to be a voice actor! How do I get started? A: The best advice I can give on this subject is to
Join the Voice Acting Club Discord
It is one of the best resources available for anyone interested in getting started. Tons of articles and information on equipment, treating your space, what demos are and how to know when you're ready for one, tips on auditioning, workshops and classes, Q&As with industry professionals, plus casting calls.
Q: Can I write an ask just to show you cool stuff or tell you you're awesome? A: Of course you can! You can also tag me in stuff, that's ok too. I appreciate all the love and support yall have shown for me, Ragatha and the show in general. Yall are truly incredible. ❤️
Q: Do you have a PO Box so we can send you stuff? A: I'm setting it up THIS WEEK. I will post it here when it's ready.
Q: Where can I find X stream that the cast did? A: Moving forward, I will keep a master list of our group streams in order of date aired, to the best of my ability. If I miss one, let me know and I'll get it on here!
Saberspark TADC Cast Interview
Streamily Signing #1 (Amanda, Michael, Alex, Marissa)
Streamily Signing #2 (Amanda and Michael)
Streamily Signing #3 (Amanda and Sean)
Streamily Signing #4 (Amanda, Sean, Alex, Michael, Marissa, Vera, Hamish)
TADC Fan Game Stream: Game 1
Streamily Signing #5 (Amanda, Alex, Ashley, Sean, Michael, Marissa, Vera, Hamish, Wiz)
Fast Food Simulator Charity Stream (Amanda, Lizzie, Marissa, Michael, Ashley)
Marissa's Streamily Signing CRASHED by Amanda, Alex, Michael, Max (RU Caine/Jax), Julian (DE Jax), Adam (NL Jax), and Philip (NL Chad/Max)
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thaifanfests · 2 months ago
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Here are some brief explanations for some of our prompts for ThaiTheKnot2025! (Our other prompts, such as “ceremonies” and “The Pillow Arrangement,” will have dedicated posts.)
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🏳️‍🌈Garland
Floral garlands, generally known as phuang malai (พวงมาลัย) symbolize respect and luck across Thai culture. Garlands and other forms of floral art were historically used in various royal and religious ceremonies and are traditionally made with fresh flowers. Garlands are handmade, with the garland highly symbolic of the patience and attention needed for the threading process. Today, you can find markets and stalls that sell garlands of all shapes, sizes, and arrangement types across Thailand. Some of the flowers used for phuang malai include jasmine, champaca, orchids, marigolds, and gardenias. 
For weddings specifically, malai song chai (มาลัยสองชาย) is usually made with jasmine and crown flowers since they are associated with love and happiness. In the Thai wedding ceremony, both bride and groom often wear malai song chai, and other variations of garlands can be worn by other important family members or guests. (macramebynicha)
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This is an example of a Lady Pattern Garland, which is a popular choice for weddings. (PraewWedding)
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Some beliefs about weddings says that the bride and groom should use only one Malai throughout the whole day and not change it to a fresh pair halfway or something like that so that their marriage would be smooth and have no reason for a fight to happen between them, so they wouldn't have any reason to break up. (Origin Vertical Blog, translated by @recentadultburnout)
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🏳️‍🌈Newlyweds’ house (เรือนหอ)
“A groom moving into a bride's family's house is a traditional way of Thai marriage. Each couple can do whatever they want, of couse. Buying a new place only for themselves is an appealing choice for many of those who can, but I want to point out that a groom marrying in is historically done and a very normal choice in Thai.” (recentadultburnout) One of the traditional choices is the groom builds a new house on the bride's family's property/near the bride parent's house to use as the couple's home after the wedding. Buying one from the parents (sometimes they happen to have several buildings in the same fence) is also ok. (recentadultburnout)
“Traditionally, after the wedding, the banana tree and sugar cane will get planted at the newlyweds' house as a wish for the couple to have a sweet, flourishing life with many children.” (recentadultburnout)
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🏳️‍🌈Ring & Jewelry
“A wedding ring is a western influence, but a popular one. At this point, it's the norm for a married couple to have one.” (recentadultburnout)
“In the process of giving the engagement ring, the groom first puts the ring on the bride, and then the bride bows down to the groom. Like this Link. After that, it's the bride who will put the ring on the groom, followed by the couple bowing down to pay homage to their parents.” (recentadultburnout) Here is a video that shows what a ceremony could look like.
youtube
Typically, when considering the bride’s dowry, jewelry and gold are offered. 
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🏳️‍🌈Sinsod Thongman (Dowry)
Dowry, or sinsod thongman, is the practice of a groom paying the family of the bride to ensure the bride’s good status. Dowry and its definitions differ across Asian cultures, but for Thailand, dowry is a social practice that is still widely done. Traditionally, to offer a very sizable and generous dowry means that the groom is financially stable and can care for the bride. To do so also strengthens the connections between groom and bride and their families (Thai Embassy). 
The amount of dowry is dependent on several factors, including social status, level of education, and lifestyle of the bride. “When a man and a woman decide to marry, The men will send his parents or recruit elderly men who have a high position in society or may be their respected elder relatives, known as "tâo gàe", to approach the woman's parents in order to ask the woman to be his bride and be the one who talks about the dowry.” (recentadultburnout)
When the proposals are accepted, there is a dowry counting ceremony, in which the parents of the bride will pretend to count the dowry. Some families keep the dowry themselves, but usually, the dowry is given back to the bride and groom and used to start their marital life. (recentadultburnout)
Dowry is usually given in the form of jewelry, gold, and money, but it can take the form of anything valuable.
In a traditional Thai marriage, dowry is expected. However, some modern marriages forgo dowry altogether. Nonetheless, the decision to not have a dowry should be discussed with both families. (Thai Embassy)
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🏳️‍🌈Surname
“The wife's taking her husband's last name after marriage is the most common, but the opposite, or both of them keeping their own last names or even go creating their own new last name, is also an option. As for using both last names, it's not so popular among Thai couples, but it's what quite a few Thai-foreign couples want. This option can be a bit more difficult compared to the others due to its being out of the norm and the process of obtaining it can be confusing, so many people will choose to make their old last names into middle names as a way to keep them instead of actually trying to use both.” (recentadultburnout)
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🏳️‍🌈 What's ThaiTheKnot2025? 🏳️‍🌈 Guidelines 🏳️‍🌈 Prompts 🏳️‍🌈 Discord & Carrd
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skellymom · 1 year ago
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"Cup Of Caf"
The Bad Batch CROSSHAIR One Shot
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Crosshair x NON GENDERED Reader (PLEASE put YOURSELF into this story! <3)
Background: Crosshair makes it to Pabu with all of his brothers and sister. Will he open himself up to another? What's his future there?
Word Count: 2.1K
Warning: Really none. This is sweetness, some angsty fluff, and character growth. Purposely wrote this piece for ANY reader! You can take this tale as friendship or the start of a blossoming love relationship. And, I purposely wrote NO GENDER/NO SPECIFIC SEXUALITY/POSSIBLY EVEN AGENDER into this story. It's about healing, sharing, growing, and decisions at one of many crossroads in life. Sometimes it's painful, but growth can be.
This One Shot is dedicated to Crosshair Fans, those of you struggling with hard decisions in life, loneliness, and to the amazing @lightspringrain whose art was one of my inspirations for this story.
(Her Etsy shop: https://www.etsy.com/shop/LightSpringRain Just placed my order for the holidays!
(Credit: Dividers by the talented @saradika)
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The leaves of the Cascade Tree rippled lazily in the ocean breeze.  Its boughs lifted just enough to reveal a man with a scarred head sitting under its canopy at the picnic table. 
You were surprised to see someone sitting there at... “your” table.  Not really yours, but no one else ever came down this far from the cliffs to watch the surf foam and roil against the shores of Pabu.  Every morning walking down to enjoy your cup of caf before starting the day.  Today, you were testing out a new mug, fresh off the pottery wheel: Jet black clay with metallic silver phases of the moon depicted in striking detail across its surface.  Debated selling this piece, hardly ever keeping anything for yourself. 
The man’s back was facing you at quiet approach.  He side-eyed you suspiciously, scowling.  Immediately recognized him as the newcomer to the island that arrived with his brothers and one sister.  Phee Genoa gushed about the one named, “Tech”.  She called him “Brown Eyes”.  This was the “Grumpy Brother” and was already gaining a reputation as anti-social. 
“Uh...hi.” 
Silence and unchanging side-eye.  He didn’t move from the spot and clearly wanted to be left alone. 
“Ok, leaving.” 
No reply.  He turned back around to stare at the crashing surf. 
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The next morning you arrived with your fully vetted new mug of caf to find...The Grumpy Man back in “your” spot. 
Kriff...what to do?  This was awkward.  While feeling rather put out and wanting to sit alone, you kind of felt for the guy.  The gossip around town was he had been through a lot before arriving in Pabu. 
Looking down at the untouched cup of caf:  How many people, yourself included, came to this planet looking for solace and safety?  How many of the residents of Pabu arrived with baggage before they healed and found community here?  How long did it take to be comfortable with others again? 
Your heart went out to the man all by himself sitting there.  It was an amazing view and perfect place to be alone. 
He turned, almost like he had heard your brain humming.  Again, scowling over his shoulder.  You stepped closer, but he didn’t budge and kept the suspicious side-eye.  You approached the table and set the steaming mug next to him. 
He seemed briefly surprised, with his features softening slightly. 
“Good morning, have a fresh cup on me.” 
You awkwardly walked away, leaving him alone with the caf.  Heart hammering in your chest.  
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After closing the pottery studio, you decided to stop by “your” spot on the way home.  The Grumpy Man was gone, but the mug was in the same position you left it.  You assumed he thought it a weird gesture and refused to touch the mug.  But you realized the coffee was gone and there was something in the bottom of the mug.  Turning it upside down, a seashell fell out.  A very pretty one too. It brought a smile to your face. 
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Next morning, you looked forward to engaging with Grumpy Man again.  The black and silver mug was washed and filled with hot caf for him.  Stopping at the local bakery you purchased a large cinnamon pastry on the way. 
Grumpy was there.  He didn’t turn when approached.  You set the mug with the pastry perched on top of it next to him. 
“Enjoy.” Walking away. 
“Did you like it?”  His voice was low, raspy, snakelike. 
“What?”  Stopping in your tracks and turning slightly to answer.  “Oh...yes.  Thank you.” 
“Hmmm...” 
That was all.  He said no more and kept his eyes on the crashing surf. 
You left and walked onward to the studio. 
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After close, you walked back to retrieve the mug.  It was empty of coffee and now and contained freshly picked flowers. 
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This carried on for several weeks.  Every morning you brought him fresh caf and something to eat.  After all, he was skin and bones.  Every day something different: a fat muffin, breakfast sandwich, fruit, grain-meal with honey, meats, cheeses, brunch cookies.  It was a culinary journey of Pabu, as you picked up things from local shops, or even threw together items from memory of family recipes.   
It was almost an obsession to keep this man guessing the food he would be eating.  Local shopkeepers noticed you out and about more, enquiring about your sudden social spree.  Tongues were starting to wag on the island.  You didn’t pay attention to gossip and could care less.   
Grumpy seemed to have a decent appetite.  You were quite sure he was indeed consuming the food. Of course, he could have thrown it down the ravine to the fish and sea birds, and you would be none the wiser.  It was obviously evident his man was thriving as he filled out, less bony, skin no longer a sickly pallor, and his hair was growing back.  Hair as silver as the moon. 
Every evening he would leave something in the mug as a gift.  An unspoken thanks for your kindness: 
The split egg of a sea bird, a marine fossil stone, polished sea glass, a cascade tree seed, feathers, bleached bones, a preserved Pabu Butterfly with striking iridescent wings.  He even left odd items that suggested a sense of humor.  The persnickety land crab attempting to fight you for the mug as its new home. The small octopus bobbing in the salt water filled cup...who inked you in the face. 
Every day was a welcome surprise.  
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You sat the mug and Meiloorun next to Grumpy. There were two covered plates on the table. 
He turned around to look you square in the eye.  “Sit with me.”  It wasn’t a question, but not an order either.  “Please.” 
This was surprising and you settled in next to Grumpy on the bench. 
He slid over a plate and uncovered it: Two stacked grain cakes with a whipped dairy smile and two berry eyes.  They were doused in rainbow candy sprinkles, sitting in a huge amount of sugary syrup. 
“Wow...uh.  I didn’t take you for a happy face kinda guy.”  Suddenly regretting the remark and holding your breath. 
He rolled his eyes and exhaled. “My sister made them.  SOMEONE in town tipped her off that I’m not alone during my ‘Alone Time’.” 
You burst out laughing.  How could you not? 
“Gets better.”  He uncovered the second plate: Two cooked sea bird eggs sunny side up with strips of cooked meat centered below them.  The “food face” was doused in ketchup to resemble a bullet hole to the head hemorrhaging blood.  “I’m more on board with this design.” 
You howled with laughter.  Grumpy cracked a small smile. 
“YOUR sister did THIS???  THAT innocent child?” 
“Mhm...” He snickered.  “Never.  She breathes and farts rainbows.  This is my brother's masterpiece.” 
The rainbow remark had you roaring again.  Wiping away tears.  His delivery was so unexpected.   
He handed you a fork.  Now that ALL his face was visible, you noticed the tattoo. 
He produced his own fork.  “Let's stab out the eyes and feast upon their faces.” 
“Wait!”  You lifted the mug of caf.  “First, we must drink the blood of our enemies and share the names of the victors.”  You were feeling giddy now...never considered maybe taking this Imagined Breakfast Massacre too seriously. 
It didn’t seem to matter to Grumpy.  In fact, he was smiling.  
“Y/N” You took a healthy sip of the caf and passed the mug to him. 
“Crosshair” He gulped the caf, giving you a mischievous look. 
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From that morning on you brought the cup of caf to share and HE brought the food.  His sister and brother would cook or bake for Crosshair and “his friend”.  According to him, they were overjoyed that he had not been spending his quiet days alone.  Then started incorporating his own ideas into the recipes.  Crosshair would regale you with “Tales of the Kitchen” interactions with him and his siblings as they cooked.  He shared secret ingredients, always asked your opinion on the recipes, and how they could be improved. 
However, after the food was eaten and the chatter died he would stare wistfully at the ocean.  Deep in thought, mulling over something.  You would ask and he would deflect with another topic.  Not wanting to push things, you let it go. 
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This sharing of food and caf carried on for several months.  Sometimes you were able to get bits of information out of him:  He was a military man before coming to Pabu and was in a special highly trained squad.  You asked about his mother and father.  He shrugged and said his parentage didn’t matter and that only his sister and brothers were important.  You carefully asked about the scar on the right side of his head, now fully covered with thick, unruly silver hair.  He glossed over it as an injury and no big deal.  He deflected by asking you about yourself.  This man was perfectly happy to talk less and hear you speak more.  He listened intently and threw brief tidbits in and sometimes his signature “Mmhmm.” 
Still, he seemed haunted by something and absolutely refused to talk about it.  You sensed it never really left his mind and constantly grappled with something deep.  Something he regretted with all his being. 
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You both sat at the table watching the surf, taking turns sipping from the mug of caf.  The breakfast platter was eaten and empty.  He was unusually quiet.   
Then he finally spoke. “I’m leaving Pabu.” 
“What?”  You, shocked. It seemed so sudden.  “Why???” 
“I...”  He sighed and looked down at the table.  “Need to make amends for certain...things.”  His expression was one of thinly veiled shame. 
“Don’t know what to say...” Struggling for words.  “How long will you be gone?” 
“I’m not coming back.”  His brows furrowed sadly.  There was a lot of emotion, and you could see the difficulty he had expressing it. 
Speechless, you stared ahead and watched the surf pull away from the shoreline.  There would be no more shared caf and breakfasts with this man.  The days of looking forward with anticipation to the mornings would end. 
You both sat for some time in silence, listening to the waves.  In...out...in...out...as if the island was breathing. 
Finally, you felt his gaze.  Turning to meet the saddest, deepest brown eyes.  Such a pitiful yet touching display that hit you even harder in the gut. 
“I’m...grateful to have shared the time we had together.  I don’t say that lightly.”  His hand slowly advanced palm up on the table begging to be joined with another. 
You slid your hand in his and squeezed.  “I’ll miss you.”  Tears forming in your eyes. 
He squeezed back, nodded, then let go.  Getting up from the table he whispered “Goodbye.”  
“Take this!  I made it for you...even if I hadn’t known it yet.”  You handed him the empty mug. 
He took it with a look of surprise.  Then he turned away before you could see the tears in his eyes. 
But you saw them.  You will never forget that.   
Then he was gone.   
You sat the rest of the day listening to the ocean breathe.  Watching the sun make its progression across the sky, finally dipping below the horizon.  You walked home under the stars of Pabu...one of them a low fast-moving light: A ship departing the planet. 
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Sleep was fretful.  Finally frustrated with tossing and turning, you got up, dressed and walked to the studio.  Firing up the lights, set the holo on your favorite “create playlist”, and sitting down at the potter’s wheel.  Tonight, there would be a new design even if it meant staying up all night to mold, dry, glaze, and fire this creation.  You threw yourself into the task, singing, and occasionally wiping away a stray tear. 
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The sun rose over Pabu.  You washed out the new creation: A mug of blazing crimson red, raised relief of the sun, with a magnificent metallic gold corona.  Fresh caf brewed in the studio.  You poured it steaming hot into the mug.  Then closed the studio for the day, leaving a message in the window when it would reopen, and proceeded down to “your” table. 
You expected to be alone once again...however...there was someone sitting under the Cascade Tree. 
She was blond, dark skinned and looked to be a young teenager.  You could tell she had been crying. 
“Hello?” 
“Sorry...Just wanted some privacy.  My brother would come here to sit and be alone.”  She moved to get up. 
“You don’t have to leave.  Please stay.” 
She spied the mug in your hand, and the pieces fell into place. 
“You’re Y/N!” Her eyes widened.  “He talked about you a LOT.  He’s never done that with anyone before.” 
Warm intense feelings welled up inside you.  They spilled out across your face in a smile. 
“What’s your name?” 
“Omega.” 
You set the mug of caf down in front of her. 
“Well Omega, looks like I made this for you...even though I hadn’t known it yet.” 
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PLEASE like, comment, and/or REBLOG!
IF YOU WISH TO BE ADDED OR DROPPED FROM MY TAG LIST, PLEASE MESSAGE ME! Don't just comment as I might miss it. Thanks!!! <3
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nebmia · 1 year ago
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Reviewing every rpg book on my shelf: 5, Flying Circus
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Flying Circus is a a game by Erika Chappell where you fly planes, have messy dramatic relationships, and find out who you are. Sometimes all at the same time. More specifically you fly *rickety planes from the dawn of aviation* and have messy, dramatic relationships, and find out who you are *in an essentially queer way*.
The first thing I love about Flying Circus is it's sheer audacity in taking pbta (usually deployed for low crunch storygame-y titles) and twisting it into a highly detailed and technical system for running dogfights. I think its really clever how Erika has taken the idea of a detailed combat system are re-appraised it from the ground up in the context of dogfighting.
There is no grid based movement here, it simply is not useful in the three dimensional world that planes inhabit. Instead your positioning is modelled through altitude and air speed, with each being tradeable for the other and spend able to perform maneuvers.
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Honestly the whole system is rather intimidating (a fact the book freely admits). Each plane requires a little personal instrument panel sheet (and a few extra side sheets) that resemble somthing you would expect in a euro-game boardgame more than an rpg. The system goes as far as modelling how your plane performs as you use up your modelling fuel and with varying altitude. There are also a lot of fairly involved moves that it feels would be a little tricky to keep aware of while running a dogfight. However, from what I hear, the system works well and, once you understand it, isn't /that/ tricky to run. I think this isn't actually that crunchy when compared to your standard tactical battlers, it's just completely new (and working in a zone most people have less of an intuitive understanding of [although its worth noting that most peoples intuitive understanding of medieval style combat is dead wrong]) so we are unably to draw upon our preexisting assumptions.
You will notice I have to fall back on reports and intiitions here because I am yet to be able to play the game, which is honestly my biggest problem with it: it carves such a specific niche that I think I will really struggle to ever bring it to the table. Anyone I have talked to about the game has always responded to the effect of 'I don't think I'm into planes enough for this'.
I am also not half as into planes specifically as Erika Chappell is. But what I am into is getting deep into things in general, and this whole system excels at letting you get incredibly technical and nerdy about your plane (as far as things like exactly what radiator fluid it has, if you use the advanced rules) and making those choices actually matter in play.
ok, that's probably enough about planes (a phrase I anticipate has never once been uttered by the author of this book), what are you doing when you get out of the planes?
The game follows a cycle of mission and downtime, which you spend relieving stress (in healthy or unhealthy ways) and running upkeep on your company. This is where you do a lot of the character work and bring into focus the 'coming of age' narrative that the game intends.
Which seems a good lead in to talking about the playbooks. Each playbook is focused around a particular thematic idea or experience, which is helpfully spelled out directly in a 'themes' section for each one. This isn't a game where you play as a fighter because you want to solve problems by hitting them but rather one where you play as a Fisher because you want to engage with "a queer reclamation of the monstous", or a scion because you want to engage with "privilege and power, and what obligations come with it", or a believer because you want to engage with "a mindset that thrives on radicalism", or a survivor because you want to engage with "a metaphor for what it feels like to be a transgender person escaping an unwelcome or abusive situation".
Obviously, alongside themes you do also get a load of cool abilities to use.
Of the many games that claim to be ghibli-esque but I think Flying Circus hews closest on account of two things: understanding miyazaki's perspective on war and also due to being absolutely unhinged about planes.
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ineffable-endearments · 1 year ago
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I keep going back and forth on how much I think Aziraphale understood the Metatron's offer as an implicit threat right off the bat. How much of 'Heaven is the side of Good' was sincere, felt-it-in-his-marrow sentiment, and how much of it was a desperate lie, or a desperate attempt to convince himself that he and Crowley were about to be given what he wanted, or a desperate attempt to harness Heaven's power for his own purposes.
I have kind of shifted to believe, though, that maybe Aziraphale's character development doesn't have to be exactly "learning that Heaven is bad." Maybe it's OK, from a character development standpoint, if he already knows that, at least 75% of the way.
Because I actually think there's something deeper than just "Heaven isn't good" that Aziraphale has to go through: "You can't violate free will even if your intentions for people are one thousand percent good and pure and kind." This is the core reason why Heaven is "irredeemable," so to speak: its whole purpose is to "mess people around," as Adam Young would say. Even if Aziraphale could walk in there, instantly dominate the Metatron, stop the Second Coming, and dedicate all of Heaven's operations to Making Humanity Good, it still wouldn't be okay.
Like, Aziraphale needs to value free will for its own sake, rather than as a means to a Good end. This feels more all-encompassing of both the philosophical conflict between Aziraphale and Crowley and the alarming behavior we've seen from Aziraphale this past season (controlling people's mood and behavior at the ball, for example).
It's also a compelling philosophical conflict because accepting free will for what it really is is frightening. Sometimes you will watch people be self-destructive. Sometimes you will make yourself vulnerable to other people's choices and they could hurt you or your loved ones. Heck, when Crowley had a chance to give a bunch of humans the ability to kill each other to prove a point about human nature, he protected them from themselves!
But on the scale of the whole universe, for free will to work like it's "supposed to," like Aziraphale says out loud it's supposed to (just before Armageddon), it has to be absolute. Having humanity pushed into the middle of a cosmic battle between Above and Below doesn't actually enable free will or any of the other qualities Aziraphale admires in the world of humanity (and Crowley).
Forcing people to choose between two sides isn't really free will.
Heck, even if the Final Fifteen of Season 2 was merely one big miscommunication, a failed bullet catch trick, that in itself could be part of the lesson. Trying to use your power (relationship) to push your loved ones (Crowley) into doing things (becoming an angel again) you believe are For Their Own Good WILL hurt them, no matter how pure your intentions are.
Evil/cruelty in Heaven will be an important part of the main conflict, I think we can say that's obvious, but Heaven's whole...thing is moving people, humans and angels and probably Hell's demons too, around like pieces on a chessboard. The entire mission of the organization would be wrong even if everyone was perfectly well-intended and nobody ever engaged in intentional cruelty and Heaven decided not to destroy Earth after all.
So, while I really can't say I'm confident in making predictions about it, I would find it narratively satisfying for Aziraphale to go up there, immediately know what's going on, and make real trouble for Heaven while still finding lots of compelling ways to grow as a character.
And lots of ways to bumble around charmingly, too. Remember that Aziraphale very smartly figured out something he was never supposed to figure out, the location of the Antichrist, and looked like a complete ding dong (I am saying this in the most loving tone imaginable) the whole time.
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ashaflemythal · 3 months ago
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I haven’t seen any real critical takes on veilguard on here, so I wanted to add my 2 cents and open up a discussion bc at this moment I would say I’m beefing with BioWare lol.
Firstly, did I have fun playing veilguard? Uh, yes? I guess? Technically? I would definitely say the combat system and a lot of the gameplay itself is far better than it has been in previous games, and made me more engaged.
However, the writing issues at BioWare came to a major head here.
1) i didn’t feel like they went into the political and social implications of what was going on at all?? The elven gods coming back would bring so many other consequences beyond the destruction and blight. We didn’t see how this affected the way elves were treated, especially somewhere like Tevinter.
2) what happened to the Templar/mage conflict? The implications of the elven gods being alive and back are that then the chant and chantry are mostly wrong. There is no “magic was made to serve man and never rule over him.” This would likely make mages lash out at templars for being oppressed over what have turned out to essentially be lies. The templars then would likely split into those that leave the chant and focus on the real threats before them, and those who dig in their heels and decide that mages should still be oppressed bc of the dangers no matter what the chantry says. This would be such an interesting political shift to witness! And I’m sad we didn’t get this amount of depth
3) what happened to Solas’ followers? There was something so interesting to explore about having current elves helping him because they felt he was doing the right thing. We don’t run into any of his followers at all! And elves would definitely have more than enough reason to seek the world of the ancients and return to Arlathan given tevinter slavery and general oppression across Thedas, so what happened to that?
4) the only complex companion relationship that is allowed in-game is with rook and whoever was hardened with the treviso/minrathous choice. Otherwise, you can’t really have an antagonistic relationship with any of them. The only way to not progress a good relationship is to not engage in their content which I feel like is very weak writing. In DAI, you walk in on Cassandra and varric physically fighting and have to side with one of them. You can tell Cullen to keep taking lyrium. You can pick the wrong option in a companion quest and worsen your relationship. Where was that in this game?
5) the roleplaying, or lack there of. Sometimes I would pick the most aggressive option and it would still sound pretty nice, all things considered, where is my ability to feel differently outside of the very narrow window the game provides?
6) the STAKES of it all. The companions all seem very chill about things, all things considered. They are finding out things that would politically turn thedas on its head, and they’re having these calm discussions around a coffee table. I’m currently on my second play through, and it feels like none of these discoveries are given the weight they deserved, after three games of built up lore.
7) the gods’ allies. The motivations of the bad guys can pretty much be summed up by saying “want power” and that creates such shallow villains. Like yeah, obviously they’re bad bc they just want power and don’t care about people, but what about villains that do care about others? Villains that are complicated? I mean hell even though Alexius was mostly like “yes corypheus power” there was that grounding aspect of him wanting to save his son who was sick. I don’t feel like we had anything that tangible or real from major villains in veilguard
Ok, long post, but I do feel like BioWare has started to shy away from nuance and gray areas in a way I don’t like. It is important to show the complicated perspectives of evil people because that is the same thing we have to deal with irl. As an action-adventure game, it’s fine, but veilguard can scarcely call itself a true rpg. I don’t know, my feelings about it are complicated but all I know is that this game was quite disappointing to me especially compared to DAI, and I want to hope for better from the next game but given the way their BioWare’s last couple releases have gone I can’t say I’m expecting a lot. Anyway, how are yall feeling fr?
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fernsnailz · 1 year ago
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February 2024 Review Roundup
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well i sure did watch some stuff and read one book this month
the things i finished this month reminded me that for every incredible piece of art i find myself enjoying, i end up watching some Hot Garbage immediately after to balance things out again. idk why i do this.
i have quite a bit to say about both the things i enjoyed and the things that brought me physical pain this month, so there is um. a lot under the cut. any previous desire for brevity i had in january has been completely thrown out the window as i use these roundups as an outlet to gush about things i like and complain about things i didn't. fair warning, if you open the readmore you will be scrolling for a while. enjoy i guess
House of Leaves
does any other book out there have the balls to write a completely fake interview with stephen king
House of Leaves is a novel you gotta throw around a little bit. It feels really weird that my copy is still in the pristine state I bought it in - It seems like it should have water damage and smell like mildew with its pages falling out and spine cracked into pieces. Getting the full story from this book requires flipping back and forth, turning it around, searching for answers. All things considered it’s not that difficult of a read, but its format still allows you to feel like you’re discovering every hidden piece for yourself, and I really liked that interactivity. I was engaged pretty much the whole way through.
I don’t really think I’ll be able to revisit this book anytime soon though. It’s difficult for me to format what else I’d like to say about it because to be honest, it caught me off guard and disturbed me on a fairly personal level. There’s a relief I feel when I remember that I don’t actually know what was going on with the house - maybe that was intentional on the book’s behalf, maybe I just didn’t look hard enough for answers. I don’t know. But the implication that something divine was down there was enough of an answer for me. The book's good. read it if you want a spooooooky time or if you never want to look at a hallway the same way again
Doctor Who (Series 1-4) (rewatch)
ok so this is a fuckload of doctor who to cover so i’m gonna give some thoughts on a few of the characters and my favorite + least favorite episodes
9th doctor: My favorite butch lesbian. Christopher Eccleston truly embodies the concept of The Doctor so, so well: otherworldly guy who knows too much, genuinely cares about life across the universe, and also has a bit of deep, unresolved rage. His moments of joy and careless fun stick with me the most, he absolutely radiates with life and brings so much to this character.
Rose: I first watched Doctor Who when I was in middle school, and I didn’t like Rose that much back then. And guys. I have bad news. I'm still not really much of a Rose fan
I definitely understood her more this watch through - that desire for adventure and some sort of control over her life, emotions so strong that she’s willing to throw near everything away. That’s just what being 19 is like sometimes. I think Rose is a very compelling character who just happens to frustrate me a bit. And that’s kinda the point, her co-dependent relationship with the Doctor is doomed to fail and it's meant to hurt. Ultimately, I think when I first watched the show I was too young to understand Rose, and now I’m just too old to relate to her.
Captain Jack: Jack is my favorite character. I fucking love this guy. Dude has the worst luck in the whole universe and still cannot be stopped. Legendary. Every episode with him is a goddamn delight because he has so much chemistry with every single cast member. No notes 10/10 i love my problematic bisexual king
10th doctor: About four episodes into David Tennant’s run I realized that he dresses like a Hazbin Hotel character and it made me very sad. Still, there’s a reason this guy inspired every middle schooler to buy a pair of converse in 2008. He has style, he has depth, he’s got the sauce. It’s genuinely terrifying to see his anger, I like that a lot of 10’s run is about his denial of godhood and power over life in the universe, something that the rest of the time lords desired. idk i like my sad pathetic little weasel but he's also a huge fucking asshole sometimes which sucks. especially when it's directed at Martha.
Martha: Martha I am so sorry for what this show put you through. Martha was my favorite companion when I first watched the show, and I still have a huge soft spot for her. Her ability to hold her own and navigate foreign worlds using her own intelligence absolutely rules, and her drive forward is unbreakable. But the show seems to put her down at every possible opportunity, most notably with how 10 treats her. Her struggles and wants are constantly ignored, and she's often treated as a rebound from Rose. And I like that she eventually chooses to end it by not traveling with 10 anymore, but it hurts because it feels like she was never given the same chance or care that Rose and Donna were. This era of Doctor Who really doesn’t treat its black companions well because Mickey goes through something similar - both Martha and Mickey are characters designed to be ignored or left behind, and it sucks.
Donna: Donna Noble is one of the greatest fictional characters to ever exist. Despite seemingly living a fairly average life and working a fairly average job, Donna reflects the idea that no one is truly "average" and every single person is brimming with personality, life, and love. I love that her relationship with 10 is purely platonic, personally their friendship feels like it has a lot more depth than either of the romance-oriented relationships 10 had with Rose and Martha. 10 and Donna bounce off of each other so well and it's delightful, Donna brings so much humor and life to every world she's taken to and it's incredible. I wish her and Captain Jack could have interacted more.
My favorite episode: The Runaway Bride is hard to not choose as my favorite. I have a blast every time I watch this episode and it’s such a good introduction for Donna. Also the Tardis car chase kills me, I love when it cuts to the kids in the back of another car clapping and cheering. I was also surprised by the episode Midnight - it’s dreadful to watch and I kinda loved it. So much spirals out of control when shit hits the fan, even though no one has any idea what they’re trying to fight against. Really interesting exploration as to how fear can drive people apart.
My least favorite episode: It’s Love & Monsters. I wish I liked this episode - stories that follow regular ass people living in this world are often some of the best episodes in the series (Weeping Angels and all that). And this episode definitely has some of that. It’s honestly really touching to see this group of nerds get together and enjoy life in the first part of the episode. I think the antagonist of “guy who absorbs people” ends up dragging down any charm this story had because he just. eats all of the interesting characters. But despite me disliking this episode, I honestly have a deep respect for it - it’s fucking crazy. It ends with the main guy telling us about his sex life with his girlfriend who is now stuck in a piece of concrete. Where else are you going to get a story like this. It fucking sucks and that’s hilarious
oh also the production design: GODDDDDD I FUCKING LOVE THE PRODUCTION DESIGN AND SETS ON THIS SHOW. I love how dirty and rundown a lot of the spaceship sets look with wires and lights scattered everywhere. And a number of alien designs also go CRAZY with the prosthetics - I keep thinking about the Hath from The Doctor’s Daughter and how every head prosthetic had liquid inside it that could bubble. Absolutely crazy. I also love the moments where you can clearly see they did not have that much time and just had to throw something together or pain a bald cap green. Jank is the nature of sci-fi production design and I dearly love and miss that Doctor Who jank.
Rebuild of Evangelion
Last year after finishing the original Evangelion series + End of Evangelion, I remember going through the Evangelion tumblr tag and being very confused by the number of slice of life/found family-esque fanworks of the cast. It left me puzzled and thinking “...did we even watch the same thing??”
APPARENTLY NOT
[spoiler warning here because these movies are very good and i give the best parts away. if you want to watch these movies then DO IT NOW!!!!!!!!]
I honestly never expected a world where these characters got a happy ending. I so, so badly wish I could see 3.0 and 3.0+1.0 in theaters - these movies are stunning. I know I say things “go crazy” a lot, but man. They go fucking CRAZY.
While I have a few issues with how the first two movies adapted the original show, I do think the changes they made better serve the story this rebuild is trying to tell. For example, my favorite episode in the original Eva series is episode 18, where Toji is chosen to pilot Unit 03. It’s absolutely terrifying because Shinji doesn’t know who 03’s pilot is, yet he’s forced to be inside Unit 01 as it tears 03 apart. His resolve not to kill anyone despite not even knowing who’s in danger is an aspect of that episode I love and speaks to Shinji's inherent humanity, and when he learns Toji was in there it hurts even more. The rebuild movies change Unit 03’s pilot to Auska, and Shinji knows she’s in there from the start. I think this choice works for the movies and is still an effective emotional beat, but personally I still prefer the version where Shinji had no idea who was in there. That lack of knowledge is infinitely more terrifying to me.
I really like what these movies did with some of the angel designs though. The sixth angel (the fuckin. blue diamond cube thing) works really well in 3D/CG animation. The way the thing warps and moves is otherly and terrifying - and it’s just a fucking cube. I’ve always really loved how the Eva series approaches angel designs and the divine - despite the alien-like designs, there’s often something extremely familiar about them. They’re often reminiscent of an animal, a machine, or a human. This is also how they approached the anti-universe in these movies, I loved how it takes the form of various locations from the series and turns them into a movie set. It’s deeply familiar, but ultimately just an illusion of familiarity like the angels and the divine.
Also I gotta say. I fucking love Mari. I think she’s hilarious. She first meets Shinji by accidentally parachuting into him and then immediately starts crawling on all fours to sniff him. This girl also introduces “Beast Mode” where the Eva pilots can go wild turn their mechs into a fucking. superpowered beast of some sort. And also she defeats a whole army by using the Eiffel Tower as a spear. She’s such an absurd character and I honestly kinda love it. The only thing I knew about these movies before watching them was this gif of her Backing That Shit Up and she truly lives up to the insane nature of this shot.
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My favorite section of these movies is definitely the first part of 3.0+1.0 where the pilots are basically just living a domestic life in a small town - it’s truly beautiful. The growth that Rei’s copy goes through here is fantastic, I love stories about seemingly emotionless beings learning how to live. And right after she dies, we get the shot that absolutely broke me the first time I saw it:
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This shit. The way you can just barely tell he’s been crying from the red around his eyes. They don't talk about it, they barely linger on it, but it's allowed just enough time to punch you in the gut. I don’t know why this shot got me as hard as it did but goddamn. jesus christ. i want to throw up
There’s some goofy shit in these movies. The infinite synch rate. Misato’s stupidass hat and sunglasses. Some goofy ass 3D animation that doesn’t age super well. The rainbow that shows up every time an angel dies. But these things really didn’t take me out of the core of these films, and there’s so much genuine emotion and beauty in this series that had me absolutely hooked - especially in the last two films. They go crazy. My favorite line is 100% “The only thing a son can do for his father is pat him on the shoulder… or kill him.” and man. ain’t that what Evangelion is all about. i love these movies
High School Musical 3
kinda slaps just a little bit
High School Musical 3 starts with a finale number. The last high school basketball game of Troy Bolton’s life - and it goes kinda hard. The classic pep band brass that’s essential to so many High School Musical numbers returns, and the constant theme of two feuding cheer teams in the background? Genius. This is truly art. I love listening to Now or Never without visuals because in the middle Troy just starts coughing and gagging seemingly out of nowhere
Unfortunately, starting the movie at such a high point means that the rest of the runtime doesn’t quite match up to it. The story lags and meanders quite a bit, but part of me kinda appreciates that - it’s their last semester of high school, which is always a time of confusion and turmoil. However, I do have a pitch for how they could have countered the constant falling action this movie seems to go through:
The Wildcats should have lost their last game at the beginning of the movie.
What if the game is instead the inciting incident that leads Troy and his besties through their tumultuous last semester? Troy is still torn between basketball and theater, but his identity would be even further challenged here - is winning and success all that matters for him, or is it the love of sport and performance that keeps him going? idk whatever this movie came out 16 years ago i can’t be out here writing AUs for it jgnfsgfnjdksg
Some miscellaneous thoughts about this movie that i don’t care about formatting into larger paragraphs:
Ryan and Sharpay’s number (I Want It All) slaps as usual. The part where Ryan shouts “MADISON SQUARE GARDEN!!!!!!!” makes me so happy every time i hear it
The production design and sets go absolutely fucking crazy. I still have no idea how they pulled off the spinning hallway in Scream.
One of the classic staples of HSM is Chad’s shirts. Most of them are fairly silly and like something you would expect to find in the walmart clearance section. However, there’s one shirt he has in this movie that confused the hell out of me. It’s this one:
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What the FUCK does Greenster mean. Is it just a combination of Green and Monster?? Why??? What green monster are we talking about here????? Where the fuck did this shirt come from?????????
Avatar The Last Airbender (2024)
There’s really only one word I can think of to describe what this show is like: sauceless. No flavor. No depth. No character. No sauce. This show is honestly so fucking boring and seems to fundamentally misunderstand what the appeal of the original Avatar series is - not necessarily because things are changed or removed from the original, but because nothing of substance is added in return. 
Most of the characters are mere echoes of their original counterparts when compared to their source material. Sokka is reduced to a guy who wants to fight good, Katara’s stubborn and confrontational nature is very rarely utilized, and Aang’s mischievous antics and love of fun is sorely missing. One of the major reasons for the dull interpretations seems to be the directing - While I have faith that most of these actors are trying their best (especially since a number of them are kids/young adults), the direction seems to be incredibly lackluster and takes away nearly every cast member’s stage presence or personality. There’s a number of reaction shots of the main trio that just look like this: 😐😐😐 as if they were just told to “look concerned” at the events unfolding before them. And these issues are apparent in the majority of the performances - for example, General Zhao talks like he’s in a board meeting up until the last episode, and it’s an incredibly flat performance. He talks somewhat monotone in the original series as well, but this live-action take on the character often meanders with his dialogue and lacks that sharp, terrifying quality that I think this character needs. Uncle Iroh also feels incredibly stiff in this adaptation, and it’s a goddamn crime that they took away the cunty little outfit and chains he was originally wearing when he gets captured by earthbenders. wait who said that
Credit where credit is due, there’s a few cast members that seem to be giving their best. It’s clear that Aang’s actor enjoys the role and does pretty well despite the lackluster direction and dialogue he’s given. On top of that, I think Zuko’s actor is honestly the best part of the show. His take on Zuko leans much more into teenage tendencies and sarcasm, which, although it can be silly, is a welcome take of the character in my opinion and pretty fun to watch. There’s this one line he has at the beginning of episode 2 where, in an incredibly whiny tone of voice, he goes “He RAN! The ultimate warrior! He’s a Coward :((((“ and the read is so. fucking funny
The case of bad direction isn’t limited to the performances, however. It’s also stunningly apparent in how everything is shot. Despite being in a widescreen format, most shots are incredibly centered - you could crop the entire runtime into a 4:3 frame and you wouldn’t be cutting out much of anything. I’ve seen some speculation that this was an intentional choice to make things more adaptable or readable for TikTok/phone video, but honestly I think that’s a dumb take. I think the issue stems from a lack of creativity and thoughtless composition. Keeping everything staged in the center can make shots feel disjointed, lacking much depth, or completely empty. It’s a boring way to shoot and indicates that the show lacks any unique vision at all.
Overall, this show doesn't really seem to understand what makes Avatar interesting in the first place. It's more interested in spectacle and action than the characters' relationships, emotions, and mistakes. I try not to compare it too much to the original since it's allowed to take liberties with its adaptation, but very few of its changes add much to the end result or give it a unique voice. It's just sauceless and boring.
Some YouTube videos i liked in February:
💥 My House.WAD - Inside Doom's Most Terrifying Mod (some supplemental House of Leaves material for ya) 💥 Martha Jones Deserved Better (this video explains how Doctor Who did Martha dirty better than i ever could) 💥 bringing JUSTICE to the worst garfield game 💥 Selling Kids for Clout: The Downfall of Family Channels
And that’s my roundup for February! Thank you for reading, I promise there are no more reviews left to scroll through below this goodbye. Nope, nothing else I watched this month. Bye!
…ok is everyone gone. phew, i’m glad no one noticed i pulled an hbomberguy and hid the largest part of this post under a false ending. Anyway holy shit i need to talk about hazbin hotel
Hazbin Hotel
well i didn’t like it
Hazbin Hotel is a weird, fascinating mess of a show. Every episode left me wondering what creative decisions (or lack thereof) led to the sequence of images I just watched. There’s been a lot of discussion of this show recently and I’m not interested in covering every critique I have, but there’s a few things that I'd like to talk about somewhat in-depth.
Hell is real and it's just Red Chicago
The setting of Hell is kinda boring in this show.
Let me try to put this into perspective. Aside from the hotel, here’s a list of the locations we see in Hell:
A boardroom
A video store
Vox’s evil lair (it has cyber sharks which is kinda cool)
Various streets
Another boardroom
A BDSM club
Carmilla’s house (it’s gray and has. balconies?)
A porn studio
A bar
Another bar
A town square (full of cannibals)
None of these locations really take on any sort of otherworldly form besides some vague demonic imagery scattered throughout (and the cannibals. i guess. whatever). In short, Hazbin Hotel’s setting resembles Chicago more than it does Hell.
I can see a world where that’s intentional. Perhaps making Hell resemble a modern city could be used as a thematic tool or point of relatability? But Hazbin doesn’t really do anything like that - since the characters rarely ever interact with their environments, these locations end up seeming like they lack creativity, like they’re just cardboard sets where characters go to swear. They all start to blend together after a while - every street feels the same, every boardroom fades into the background, and every bar feels like a google image search result for the word “club.” This world feels stunningly empty despite the busy designs and colors. Even though the backgrounds are painted and designed fairly well, nothing of substance is ever really added to them through the story.
However, a few musical numbers take effort to break away from these settings. This felt like a weight off of my shoulders whenever it happened, it was nice to see some interesting setpieces and backgrounds that weren’t red. I liked the bombastic and over-the-top broadway lights in Loser and the glowing alternate world in Charlie and Lucifer’s song. But these moments are few and crowded by the dull locations in Hell - or worse, the Hotel itself.
Despite being the namesake of the show, the actual Hazbin Hotel is… lifeless. Which, yeah, it’s a hotel where dead people go in the afterlife, but it’s missing any sort of personality or history besides “it’s old and falling apart.” I expected the hotel to be full of secrets - like maybe some hidden passages or rooms, or mysterious cabinets full of rotted meats, or old valuables hidden under the rugs by the previous owners. Something for the cast to explore and discover, and as they get closer to each other they also start to understand the hotel more. Alastor seems very intent on keeping the physical hotel standing for some reason, but I never really understood why. There’s nothing there. And that nothingness is fully realized when at the end of the show, they just rebuild the entire hotel to be grand and beautiful - an emotional beat that didn’t hit me at all because I never felt like I knew the hotel in the first place. Despite rebuilding it from the ground up, it will feel just as empty.
3 SHOTS THAT DRIVE ME CRAZY
I was truly baffled at how some of these scenes are timed and put together. Multiple sequences left me feeling nauseous and dazed - the camera moves like it’s being swung on the end of a rope, and there’s so many misplaced or meaningless cuts scattered through these episodes.
There’s a sequence of three shots in the first episode that I want to dissect. I will fully admit that I'm breaching nitpicking territory here, but the shot composition issues in this show are pretty rampant and my analysis here is just a hyper-specific look at a single part of that larger problem. Hopefully you can also use it as a quick storyboarding lesson too idk
First, we see Adam teasing Charlie.
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Then, it cuts straight to this shot:
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A few things here. 
Shot 2 is just closer on the characters, which is not a great idea to cut to after the previous waist-up shot. On top of being a jarring jump cut, there is no purpose for this new shot. All the information we see here (Adam laughs, Charlie fake laughs) could have just been conveyed in the previous shot.
Despite the characters being in the same position as the last shot, the background changes. This straight up just feels like an error. I think the idea is supposed to be that the camera is at a different angle, but the position of the characters does not convey that. It looks like reality changes behind them.
And if that’s not enough, this is the shot we get immediately after those two:
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In this shot, the residents of the hotel sit on the couch as Vaggie walks into the shot, framing them between her legs. But there’s something… off.
Vaggie either looks like she’s floating or she’s three stories tall. Quick storyboard lesson as to why:
The main problem with this shot is that the perspective of the background doesn’t match up with where Vaggie is placed. The couch is framed as if the camera were above it, but Vaggie is framed like the camera is floor-level below her. I’ve traced the shot and added a perspective grid to hopefully better illustrate this:
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Do you see what I mean? If the camera WAS actually on the floor like Vaggie’s position in the shot suggests, the composition would look more like this:
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Notice how much closer the floor grid is to the bottom of the frame and how you can see the underside of the couch.
And to be fair, this is probably what the original storyboard for this shot looked like! Personally I think something went wrong in the compositing stage - this might be a couch background from another shot that was reused here to save time, or whoever approved this shot just let the error slide since the shot is so short (i've been there. sometimes you let the jank slide). Most animated shows will have some poorly framed shots and continuity errors because mistakes are bound to happen, but two egregious ones right next to each other like this is. pretty bad. It's so noticeable from a directing perspective.
Here’s the thing: these three shots happen in the span of like 10 seconds. Most viewers probably wouldn’t notice these issues, and that's fine. But even though these errors are quick, they stack upon each other so fast that even if you can’t pinpoint exactly what’s wrong, something still feels wrong. There’s so many other moments where the show breaks extremely basic shot composition, continuity, and staging rules - for example, the second musical number of the show breaks the 180 rule like four times for no good reason. The whole show feels like a dizzy, nauseating mess because the shots rarely feel like they form anything cohesive.
MY ROOMMATE TOLD ME TO GO TO BED SO HERE ARE SOME FINAL THOUGHTS
Here’s a rundown on some other thoughts that I don’t care to format into larger sections:
The show seems to lack much to say about sin and redemption other than “redemption good.” like sure, but what are they being redeemed from? Is heaven truly the place they deserve to go after being redeemed, even though it’s shown to be unjust? Are there sins that are too great to be redeemed from, or others that shouldn't be considered sins at all? I asked myself a number of questions like this, but never got many answers from Hazbin.
This show has a bad relationship with kink and sex. Both are mostly used as a punchline or a form of control. I didn’t like it. Perhaps the reason Hazbin never really comments on the nature of sin is because it needs you to consider sex and kink sinful or otherly for these jokes to hit.
Some of the animation is crazy good. I will praise any animator that even attempts to make these character designs move. A number of extremely talented people worked on this show, a few of the musical sequences in particular have some incredible movement.
Alastor is a very boring character. It’s wild that most of the side characters in this show only exist to talk about how much they like or hate Alastor, he mostly just stands to the side of some shots or kills random nameless goons. I expected him to have a much larger role in the story, but he just gets his ass kicked in the final episode and then crawls back to the hotel.
Episode 4 is the most cohesive, and i think Angel is the best character in the show. Unfortunately, the fact that Hazbin takes so much effort to show Angel’s misery left me… concerned? None of the other characters get treated as poorly as Angel by the narrative. There’s a few smaller explorations of trauma, but nothing remotely compares to what Angel is put through on-screen. This isn’t to say that I think the whole cast needs to be extremely traumatized and constantly miserable, but rather that I find it concerning that the only character subjected to incredibly graphic abuse and torture (that we see or hear about) is the gay sex worker. Which sucks, because I think the concept of hypersexuality resulted from sexual abuse is an important topic worthy of discussing in adult media. I just think they tried to execute this theme without much critical thought beforehand.
I think the voice cast does a fantastic job for the most part. Keith David is way too good for Husk.
I really liked the one shot where Charlie opens her phone and we see that she has a contact for every individual egg minion.
I was very brave and got through this whole review without talking about my new least favorite character of all time, Vox. here’s what I think of him:
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The overall vision and end result of Hazbin Hotel is just mediocre. While I don’t know what led to the messy state this show ended up in, my guess is that it was probably the result of inadequate direction, sloppy writing, and lacking creative support from the studios involved. Because of this, please understand that I have no desire or intention to put down any individual artists that worked on this show - I hope it's clear that most of my criticisms are directed at the larger vision these artists were given to execute and/or the lack of creative support they received while working on this show.
I also don’t really have much desire to participate in any further Hazbin discussion or discourse because it has wasted enough of my time already and I want to be free of this curse. please spare my inbox from hazbin hotel discourse. please. i'm begging.
You want to know what the most fucked up thing about this is though? Despite everything I said about Hazbin, Avatar the Last Airbender 2024 is still the worst show I watched this month. I would take Hazbin over Avatar 2024 literally any day.
well if you got this far. thanks for reading. also sorry you read all that. whelp alright back into my hole i go bye bye
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ladyluscinia · 1 year ago
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OFMD fandom has me thinking about Protagonist Centered Morality, like, in general.
I feel like we only call it that when we think it's been handled wrong and are criticizing it, even though - let's be honest - we have all bought into some degree of protagonist centered morality in our favorite show. Like. It's the beating heart behind the very idea of a Mook - the faceless darkside minion that your heroes can destroy without any moral consequence for that action because who gives a shit? It's basically inescapable in every cop-show (or reskinned cop show like spn), chosen one story, action movie, revenge quest, underdog tale... we fucking love it when the universe agrees "yeah they earned that" and will generally just roll our eyes at people going "ok but you know your fictional murderers are doing bad things, right?"
Until we don't.
And, like, as an offshoot of this... 99% of the time, when you're criticizing a show for its protagonist centered morality, the most straightforward way to get your point across is complaining about whatever happened. "X did Y and then we're just supposed to forget about it?" Or "X is being such a hypocrite about Z!" And then someone else (real or hypothetical) pushes back with some point about how the story / other characters / etc. don't treat this as a problem and that kicks off the framing criticisms. But is it really about what they did?
People will object to the protagonist centered framing of actions they don't consider that serious, and be satisfied or unconcerned with the framing of actions they find borderline unforgivable. Protagonist centered morality can casually handwave (or seriously penalize) the whole spectrum of morally questionable actions from being a shit in high school to committing massive war crimes. Sometimes the primary complaint is that the protagonist already took a stance against this action, so now being fine with doing it themselves is hypocritical and out of character, and the problem with protagonist centered morality seems to be more that it's letting the OOC part slide.
The concept engages with genuine criticism of a characterization or character's actions as a shorthand, but the part it's actually complaining about is closer to feeling the narrative failed somewhere on a meta level to calibrate how much the audience should care about this event (and what level of in-universe caring would then satisfy).
It's not (at least usually) a fancy way of putting forward character crit of the good guys - most people who want to do that are just going to do so directly. If anything it has more in common with being upset at a story for breaking your Suspension of Disbelief (usually in the arena of character relationships).
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pomplalamoose · 10 months ago
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hii if its ok do you think you could write some headcanons for luke and a mute reader? :))
Hell yeah anon, it's absolutely more than okay! I adore your ask and I'm glad I managed to finish it in time to post today🫶🏻
May the Fourth be with you <33
🩵 patience and understanding 
• as the loving and open-minded person he is, Luke will always do his best to be patient and understanding, no matter the way you choose to communicate 
• during ANH and ESB he may find himself struggling with the first aspect (especially if he has a crush on you), though it's never your fault
• he's just so excited, so nervous, whenever he dares to approach you, it takes him a few moments until he's calm enough to focus on what you're saying 
• this delay, and may it only be short, frustrates him more than he cares to admit and more often than not leaves him a little embarrassed
• what ultimately counts though is that you can truly take your time around him without ever feeling pressured in any way
• he doesn't mind waiting if it takes you a little longer to form your sentences
🩵 respect 
• Luke absolutely respects your preferred way of communication 
• whether it is through writing, sign language, texting or using any other form of assistive technology, he puts in a lot of effort to keep up with you and to make sure anything you may need is available 
• he never wants for you to be limited by circumstances or feeling like you have to hold back just because he might not be able to fully grasp what you're trying to say otherwise 
🩵 active listening 
• he knows well what it's like to be ignored or not taken seriously so you can be a hundred percent sure that Luke will pay you his unwavering, full attention whenever you wish to share your thoughts, feelings, opinions, or just a stupid little joke 
• his eyes will be glued to you as he makes the greatest effort to understand and to engage and will be so unhappy if he doesn't catch on to what you're trying to bring across fast enough
• when he does, however, ANH Luke sometimes forgets you're not deaf (or alternatively if you are, can read lips), and, in the heat of the moment responds enthusiastically by signaling his opinions back to you even though you'd very well be able to understand him talk
• (not that he's particularly good at it in the beginning; big nods and lots of thumbs up are his best friends)
🩵 support and education 
• from his own experiences Luke knows how important the support and acceptance of friends and people close to you are
• thus he really wants for you to have an environment in which you can express yourself however you want to or can, without ever feeling afraid of judgement or ridicule 
• accordingly he's always more than happy to educate others about barriers in communication and on how to respectfully interact with a mute person (and specifically you if it's something you're comfortable with)
• he's your biggest fan and always focuses on your unique qualities rather than your "limitations"
🩵 encouragement
• because Luke tries his best to create a supportive environment for you, he's also very big on encouraging you to participate in conversations and other social interactions 
• not only because he really likes having you by his side whenever it's possible but also because he loves showing you off 
• he's just so proud of you, adores you so much, and wants everyone to see as well 
• after all how could he ever be responsible for making his friends miss the opportunity to get to know and cherish you as much as he does?
• should you happen to feel overwhelmed, anxious or any other kind of discomfort though, he's by your side in an instant, ready to advocate for you or to see to your needs if necessary 
• (if it helps this is also something you can specifically ask him to do before going out and he'll make an effort to continously check in with you during the event)
🩵 boundaries and celebration 
• despite this eagerness however, Luke of course respects your boundaries, never meaning to pressure you into communicating/socializing/putting yourself out there when you're clearly not in the right headspace, feel uncomfortable doing so or are simply not having the best day
• to him it's just important that you know how proud he is of you no matter what, that he recognizes and celebrates your strengths and abilities on a bad day just as much as on a good one 
🩵 creativity 
• Luke is curious and eager to explore by nature and you'd have a really fun time together finding new alternative ways in which to communicate with each other
• whether it is through visual aids or gestures, he's invested in learning more and may even have ideas to create a completely different communication method, just for the two of you 
• he really likes the idea of specific small gestures, gazes or movements carrying a meaning for only him and you
• (it's not only very romantic but also super useful on literally every kind of mission)
• once he is confident in his abilities to use the Force for communication, he may introduce you to it too
• even better if you happen to be Force sensitive as well!
🩵 no conditions 
• ultimately being loved by Luke (it doesn't matter whether it's platonic or romantic) means to be offered his unconditional loyalty and support 
• he embraces you for who you are and stands by your side through thick and thin 
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bearpillowmonster · 5 months ago
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Transformers One
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REALIZATION
I'm going to start with a response to my trailer reaction and either prove myself right or wrong with my expectations. So the design choices, yeah, a little bit disappointed, I think because they're so sheik and shiny, they look like they just spray painted in-between blows. There are parts that look better than others but hey. The action scenes especially and I mean there's some really cool action when it's there, from about half way down, it has short bursts of excitement, I just would've like a little longer spurts though the pace of the movie tried to speed things up. There were points where I felt like they took toys to model them and play with them to get those scenes.
(Paramount, if you do another one, pick me, so that I can make a movie based on toys WITH actual toys. That hasn't been done yet, has it? Even claymation would get the point across. PS if you steal this, I'm calling you out on twitter and pursuing legally)
It's not like they just walk into a cave and get powers, they aren't necessarily 'special' there are other ones that have that power already. They're all born with cogs just had them taken away then given only to specific bots. So they just had to find them to reactivate that power. Yeah, I just spoiled that but it was a concern of mine before seeing this so it's a helpful spoiler.
The toys…were real, the ball and all, it's not used a whole lot because the movie had a different structure than I imagined because it wasn't "Oh we got these crazy new powers and are exploring a whole new world" like the marketing made it out to be. I think that might be one of the points that I'd bring up as to the low ticket sales for this movie, is the misbranding of it…but at the same time it's on brand because of the jokey nature.
THE MAIN SCHTICK
The bad@$$atron joke was used again and again, more like stupid@$$atron (that would've been a clever follow-up and have actually gotten laughs) So the humor is off kilter, a few times I laughed but it's absolutely nonstop with it's onslaught of quips. I feel like it had more than Mutant Mayhem but because of the structure, it seemed like less than Ratchet and Clank (luckily, which I consider the worse of the worse mostly)
It's directed by Josh Cooley so a good reference would be to say if every character were Forky. And really, I liked the actual core of the story because I thought there was a lot of good stuff there to do with the characters but the dialogue squandered it away and made it seem less meaningful. I was asking myself if it'd make a difference if it was the same animation just redubbed but no, it wouldn't, because a lot of it is built around these gags and jokes like the Transformers struggling to form down a hill. This is where the cast doesn't really get to prove their salt because they have to force an overloaded serious speech (sometimes broken up with quips from the others) into one singular moment. You can actually sit and pick out "Oh, this is their one moment. Ok, back to the silliness." It does seem to ease up each quarter though which I semi-appreciated.
OVERALL & WHAT ABOUT THE KIDS?
Is it a bad movie? No, there was an attempt, it was fun. 3/5. Not the best one of the bunch, maybe I'll make another post ranking them. My little brother is actually 7 years old (I was 8 when I saw the live action one) so while he knows what Transformers are, this was his first actual Transformers movie so I have a kid pov too. He liked it but he wasn't laughing at all the jokes, he liked the ones in Minions (which I also thought were stupid but they were to be expected from something like that) but it didn't seem to have any effect on him or succeed in its attempt to be 'kid friendly' or extra engaging, I think it would've been regardless.
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the-valiant-valkyrie · 8 months ago
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ok one person liked that post so you're all getting my in-depth puzzle analysis based off of jesse schell's metric of what makes a good puzzle, exclusively for the puzzles in ieytd1 because those are the only ones i've had the time to dissect.
First thing's first, before we talk about how well IEYTD1's puzzles have upheld the puzzle principles, we must understand what the puzzle principles are. In total, there are ten of them, some more self-explanatory than others:
 Make the Goal Easily Understood (Without a hunch as to how to even begin, a player will be hard pressed to spend the time solving your puzzle)
Make It Easy to Get Started (Even if you know what your goal is in the grand scheme, if you don't know the first steps to get there, you'll be at a roadblock the second you start)
Give a Sense of Progress (Your player may be on the right track, but without knowing that for certain, there's a risk of abandoning the path forward)
Give a Sense of Solvability (A puzzle should never be obtuse to the point of being obsolete. You're here to play a game with your player, not to stump them. You both want them to have fun)
Increase Difficulty Gradually (If you throw players into the deep end too quickly, they may end up backing out. Coax them gradually, build their confidence, and show them they can do this)
Parallelism Lets the Player Rest (If a player gets stuck on one puzzle, let them work on something else for a little while... If they have other things to do, they won't hit a roadblock as quickly)
Pyramid Structure Extends Interest (What's better than a linear narrative of puzzles? One, two, or even three solutions from prior puzzles coming together to solve one big finale!)
Hints Extend Interest (If a player can't solve a puzzle, don't expect them to keep ramming their head into a brick wall. Make sure they're being steered in the right direction)
Give the Answer! (Contrary to popular belief, it's not a bad idea to allow your player to have the answer- so long as you do it properly. They function similarly to clues, and can be important. Sometimes, the player may not know they have the answer at all up until they finally need it)
Perceptual Shifts Are a Double-Edged Sword (Consider any riddle that forces you to think outside the box. Where it may be satisfying to either solve or receive the answer, you either get it, or you don't. There is no chain of reason rather than a rule you must break to see the puzzle from the correct perspective. While fun in certain contexts, it is a huge gamble for a potential player)
Right. Now with our method of judgement out of the way (with our biases leaning towards Schell, considering he was the one to create the rules our puzzles must follow), lets get onto the missions themselves, and see which ones adequately follow and embrace the rules of the principles:
Friendly Skies
Easily understood goal
Easy to get started
Sense of solvability
Hints
Friendly Skies really is a great tutorial mission, if not a rather short one. But what’s probably its best attribute is its setting, believe it or not. Not being in a plane, but being in a car. Right off the bat, it hits not only one, but two of the 10 puzzle principles: It’s easily understood, and easy to start, and the two complement one another rather nicely. 
It’s highly unlikely that a player would have never set foot in a car before. It’s a familiar environment, and partnering that up with their objective (that being to steal the car without becoming a fatality), the gears begin turning in the player’s head before half a minute’s even passed. You have to steal the car. Okay. Key’s not in the ignition, so you have to find a way to turn it on. There’s only so many places you can look, and you- familiar with cars, of course- know exactly what each of those places are…
One of my favorite parts about this puzzle from a tutorial standpoint is not only the fact that it teaches the player the ideal thought process for engaging with puzzles in the series, but the actual location of the key is probably one of the last places you would be searching for one. Meaning that it’s likely the player is going to find all the clues they’re going to need later in the level before they actually progress to those sections of gameplay.
I have to say the same with the bomb manual hint- it doesn’t just allude to a future puzzle, but also to the sort of thought process that you’re going to have to use for the entire rest of the game. The game’s not just going to hand everything over to you for free. You have to really pay attention, make your own deductions, and if you don’t, you’re not always going to get the proper leeway to recover from it.
Another thing to note- on the subject of hints- is that the game goes out of their way to show you exactly what button you need to push to activate the grenade canons. What it doesn’t do is give you any way of figuring out what each of the other buttons do. In this level in particular, that’s not much of an issue, but in future missions I’ll touch on it more. 
As an introductory level, Friendly Skies is pretty smooth. Of course, though, there’s one notable gripe that I don’t even think I need to mention. That being the game prohibiting you from using the knife as a screwdriver. A conscious choice on the developers’ behalf- and if the handler’s lines didn’t make that obvious, they’ve mentioned it themselves on a few occasions. They were aware players would want to use the knife as a multipurpose tool, and directly disallowed it.
While I have no confirmation on the matter, I have to assume that they did this because they wanted the player to experience the toxic gas- either to teach them to take risks, or to show them that some hazards are less immediately lethal than others. Whatever the case, though, it comes at the consequence of teaching the player something that isn’t true: that levels have one concrete ‘solution’ that the player must stick with.  One of the things IEYTD is known for is their leniency with puzzles. Their speedruns and achievements encourage the player to experiment and find different methods of solving the same puzzles. So, while it’s not the worst decision in the world, I find it odd that they would choose to send such a misleading message about their gameplay mechanics in the tutorial level, of all stages. Beyond that, however, Friendly Skies is a great stage for easing new players into the gameplay, if not a bit flat in comparison to future missions.
Squeaky Clean
Sense of progress
Hints
Easily understood
Easy to get started
Sense of solvability
Difficulty of scaling
Squeaky Clean is certainly a bold jump forward from the tutorial, going from one of the shortest missions to one of the longest in the entire game. Out of all of Schell’s principles, its strongest one is the player’s sense of progress.
Nearly every time the player accomplishes something, the environment changes around them. And while it may not exactly correlate to what it is the player’s done, there’s still an innate sense of progression through the new obstacles. Broke the glass to the lab? Now you’ve got to deal with security systems. Got access to a new chemical? Better hope you can blend in, because you’ve been noticed by an operative. Even if the player isn’t certain on what their next course of action is, they still know they’ve made progress in some form or another.
I also have to say that the hints- while occasionally a little too indirect for some players- encourage thought and memorization. Especially by the means of giving the player one of the chemical reactions (the purple and green smoke bombs) before they’ve even touched anything. They can observe the compound, and if they mishandle it enough, see what the reaction is. If they cross compare it to their cheat sheets, it doesn’t take long to identify what each specific chemical is, and how to match up the ones on the periodic table to the formulas to create their own.
I will confess, though, that in many ways, Squeaky Clean is quite poorly constructed- especially for a second level. As aforementioned, the jump from Friendly Skies to here is quite immense; to the point where even spawning into the level might give the player some whiplash.
Squeaky Clean is neither easy to understand, nor easy to start, as opposed to its predecessor. Of course, no matter how well the player performed in high school chemistry, they’re not even going to know where to begin disarming a chemical bioweapon. It isn’t always bad game design for a player not to know how to solve a problem presented (more often than not, figuring that out is what the puzzle is supposed to be). But in a circumstance like this one, it can quickly become rather overwhelming.
What’s more, the player has gone from a closed off car with all the tools at their disposal, to a packed laboratory that’s completely unfamiliar to them. Even if, hypothetically, they were aware of how to make an antivirus, with so many new tools introduced at once, it’s hard to know which ones are relevant. Will they need to freeze chemicals? Will they need to burn them? How would they know which chemicals are safe to burn? Are there any other tools they need to uncover before they start? And what does that red button do? It’s good to get your player asking questions, but less so when they’re asking them all at once.
By far what has to be the biggest hurdle in this mission is its difficulty scaling. Both in regards to the level itself, and its position as the second level in the game. The lead up to the final puzzle is slow, cautious, methodical- and it has to be when you’re working with chemicals you haven’t even heard of before. But the climax of the mission throws all of that out the window when it introduces the player’s first timed puzzle.
There are many issues with this. There’s no build up to prepare the player for an encounter of that nature. On a first playthrough, there’s zero indication you’ll be remaking (or that you should be premaking) chemicals that you’ve already made until the timer’s already begun. And even beyond that, time trials introduce frantic behavior, which a level such as this one doesn’t benefit from. 
The player, in their haste to complete the objective, may accidentally put the wrong combination of chemicals into the mixer and blow themself up. They may create the wrong chemical compound, making a canister they don’t actually need. They may properly make the chemicals, but may destroy the vial on their way to use it. Not to mention, since you’re several stories in the air, if you accidentally drop it with that new telekinesis mechanic you’re getting used to, you’re not getting that thing back. And worst part of all, it’s at the very end of a mission. If you die- for whatever reason- it’s back to the very start. As great as it feels to actually succeed at the mission, players may never get that satisfaction if they build up too much tension from the trial and error. Even if- to a particular extent- trial and error is what the series is known for, it’s different when you know what to do, but circumstances beyond your control make that objective more difficult.
Deep Dive
Parallelism
Hints
Answer
Easily understood
Difficulty scaling
Deep Dive is notorious for being a cramped and uncompromising level, and those with claustrophobia tend not to rate it very highly. However, in regards to its puzzles, there are a variety of things it does very well. 
One of the highlights of this level in regards to the puzzle principles is its use of parallelism- and it’s the first puzzle in the game to actually employ it. Though it’s only relevant for about the first quarter-to-half of the mission (depending on how quickly you can make it through everything else), the player is given free reign to handle a myriad of small tasks, complete with a checklist so they’re not left in the dark on what’s left to do. Much like the act of finding the key in Friendly Skies, this also acts to introduce the player to the shape and feel of the level, and the resources held within.
This is also one of the earliest examples of the player receiving an answer to a puzzle- granted, it’s in a roundabout way of needing to piece it together themself. While the grenade hint is far more ambiguous, relying on resourcefulness and not moving too hastily, the self-destruct code serves to test the player’s competency under pressure. Despite presenting the player with the answer, the puzzle itself isn’t made much easier. 
Though speaking of competency under pressure, it’s what the entire level is known for. And despite that being the theme for that particular mission as a whole, it doesn’t change the fact that its difficulty scaling is less than desirable. Ironically enough, it suffers the exact opposite issue that Squeaky Clean did. Whereas the previous mission was slow and steady up until the last possible moment, Deep Dive keeps a brutal tempo pretty much all the way through, with no chance to breathe until the mission’s over. 
The game takes some initiative to alleviate the actual input the player needs to do (for instance, implying that the player specifically needs a pin to neutralize Zor’s grenade, thereby making the fire extinguisher unlocked and primed by the time it needs to be used), but- same as the last level- it can very easily lead to trial and error as the player hacks away at each individual malfunction, having reacted too slowly to understand what to do in the time they were provided. The challenge of the mission comes from being quick on your feet, but there’s only so many things a player can keep in their head all at once.
Also, while it’s not necessarily the biggest issue to be found in the stage, I find myself fascinated with the way that it’s presented in the introductory briefing. Certainly it was meant to tie back in with the motif of unexpected change of plans, but it’s the first time a mission briefing doesn’t at all aid with the puzzle the player will be facing. The escape pods are mentioned by your handler, true, but very briefly, and with nothing good to say about them. So when the player enters the mission only to find themself exactly where they were told not to be, chances are they’re already at a loss as to how to handle the situation. To reference a specific principle on the list, players’ ease of understanding is likely to be low.
Thankfully, the game does a good job at combating this potential paralysis spot by specifically giving the player a list of tasks to complete. And while this helps, the player is doing them because they have no other plan of attack, instead of in accordance to (or in spite of) a potential strategy. I would even argue that the wording of the briefing could have made the onboarding a little easier to understand. Say, if the player was warned that the escape pods are often tampered with, or that one wrong course of action could lead to a mouthful of saltwater. It still communicates the same feeling of dread, but now the player has things to look out for. I should make sure there aren’t any traps in here. I need to make sure I’m ready for any leaks. Instead, the player is left at the bottom of the ocean with the pre-instilled knowledge that they’re going to die any second. And while that’s probably true, it doesn’t make puzzle solving (or puzzle identifying) any more intuitive.
Winter Break
Sense of progress
Parallelism
Pyramid structure
Hints
In regards to well crafted and engaging levels, Winter Break just about knocks it out of the park. Ironically enough for being just about halfway in the game, it’s probably one of the most methodical levels sans the tutorial itself. But that doesn’t mean that it isn’t still exciting, or any less well constructed than the others. Quite the opposite, in fact.
Similar to Deep Dive, Winter Break has a heavy emphasis on parallelism. However, unlike the previous level, the amount of tasks that the player is able to complete at one time is vastly increased. This greatly helps with the pacing of the level; the more things the player is able to do at any given time, the less likely it is they’ll be sitting around, butting their head against one specific thing.
This specific puzzle format also introduces an elusive principle yet to be discussed: pyramid structure. The climax of the mission can only be unveiled once the player has found the security chip, and the Zoraxis orb, a process comprising of four separate puzzles the player can tackle at their leisure. Though a casual player may not even realize the leeway they’re given, there’s a greater sense of reward that comes from all of their actions leading to one high stakes encounter.
The hints in this level come in a wide variety, from diagrams on sheets of paper, to clues hidden within picture frames, to secrets unveiled through the classic art of bookshelf scouring. An important thing to note though, beyond the ways in which the hints are given to the player, is the order. More specifically, all hints that focus around the final objective are locked in the same location as those two key items. Even if the player doesn’t understand their importance initially, by the time they actually need to put that knowledge to use, they’ve already primed their minds with the information they need.
The ebb and flow of the difficulty is to be greatly admired as well. Working in tandem with the parallel puzzle solving, it keeps the player at a comfortable pace the whole time, riding the line between peaceful downtime and engaging action moments. Winter Break’s traps are also noticeably more readable than some of the prior missions’.
The bear archer’s method of attacking leaves plenty of room for the player to identify the hazard and react accordingly, and in regards to the final act’s lasers, the player is given ample time to study their speed and direction before it becomes an immediate threat. Not to mention the lasers only activate upon destabilizing the first crystal, ensuring the player knows what’s expected of them before the situation gets dicey. Even the deer gas feels more like a puzzle to solve than a hazard to evade, seeing as a player would only recognize it as a key to a lock after a thorough examination of its diagram.
Overall, Winter Break manages to be cohesive, readable, engaging, and exciting, without sacrificing player experience in the same way some prior levels did. As it stands, it’s probably one of- if not the best constructed level in the entire first game.
First Class
Difficulty scaling
Easily understood
Answer
Hints
Sense of solvability
First Class was Schell’s first level post IEYTD1’s official release, and the team intended to go in a far more experimental direction than their previous missions. Though they accomplished the task on numerous levels, their puzzle implementation was equally as unusual, and not always in the best of ways.
If there’s anything the mission can be commended on, it’s the difficulty scaling. By this point in the game, players are well equipped to handle most threats that come their way. While the mission doesn’t pull any punches, it has a pretty comfortable flow, working its way up from slow and experimental deduction to pushing the limits of the player’s reaction times. While a surprising number of the puzzles in this stage have lethal consequences for failure, most of them still remain feasible and fair.
… Except for the birthday puzzle, anyways. It’s potentially the weakest puzzle in the entire series, all due to its surprising complexity. The game asks the player to keep track of three variables- the day of the week, the date of the month, and the number of the month itself. On top of that, they’re given nothing to help them keep track of the information they’re given. There’s no method of writing it down, and with a headset strapped to their face, counting on their fingers isn’t even an option at their disposal. The player only has three attempts to punch in the number correctly. And what’s worse, there’s no indication on whether the date needs to be arranged month-to-day, or vice versa.
It has the potential to be quite the frustrating roadblock, and certainly puts the game’s sense of solvability into question. The variety of feedback the player receives is far too slim for all the tasks they’re expected to perform. Even if the panels behind the numbers lit up for each unsuccessful attempt (yellow, perhaps, for a correct number in the wrong spot, and green for a correct guess) would at least take some strain off of the player’s shoulders. But by the time it takes to return to the puzzle, should the player have failed it before, they may have forgotten what combinations they previously tried.
This mission is also one of the slim few examples of an answer being presented in a way that isn’t exactly intuitive. Though phrased in a way that would imply it a clue, when the handler contacts you over intercom, he straight up gives you your first objective. Find clues to light up certain buttons in the panel on the wall. Seems simple enough on the face of it. But its usefulness as an answer can only get the player so far, if only because of one specific reason: it’s a spoken answer. 
In a perfect world, a player may find and open all four panels as soon as possible at their handler’s request. But what’s most likely the case is that a player will be quick to enter the most obvious code- the one etched into the phone casing, before promptly forgetting about the instructions all together. Which poses a significant issue as far as the defector’s request is concerned. At best, it takes stumbling into a new hint for the wall for the player to recall the buttons’ existence. At worst, they may tear the entire train car apart, seeking for the clue that they don’t even know they’re missing.
We must also take the opposite into consideration- what if the player is too obedient to the handler’s command. After all, he specifies four total doors… But two of the four possible hints could have been literally flung out the window by the player, with no indication of it being a bad course of action. It’s a strange case of revealing a little more than necessary- even for the standards of the answer- and the player may end up relying upon the advice, even to their own detriment. 
There’s also the context of the mission itself to touch upon, and the ease of understanding (or lack thereof) that comes with it. In a way, it’s similar to Deep Dive’s briefing; the context you’re given contrasts with the actual scenario at hand. While it becomes obvious rather quickly that you’re not on vacation, and while it doesn’t take too long for your handler to explain what he’d like you to do, halfway through the mission you end up… completing the objective. The remainder of the level is a gauntlet of Zoraxis operatives (and one spear wielding man), steadily ramping up in intensity. 
Though it’s not exactly a detriment to the level, there’s a heavy sense of sporadicness throughout the latter half of it. It feels less as though you’re playing the level, and more as if you’re outlasting it. It proves a fun challenge, though there leaves a strange sort of “Now what?” feeling in between obstacles that can make the pacing feel a little stilted. While it can be exhilarating to perfect after a bit of practice, an initial playthrough takes a bit of bobbing and weaving through the occasional pocket of confusion.
Seat of Power
Sense of progress
Hints
Difficulty scaling
For as late as it appears in the game, Seat of Power is one of the quicker missions the game has to offer, when it comes to repeated attempts. This doesn’t make it easy by any means- quite the contrary, most of the speed of a second playthrough comes from a thorough understanding of the mission’s mechanics.
The mission’s strongest puzzle principle would have to be its sense of progress. While future IEYTD titles would really push the boundaries of evolving setpieces, Seat of Power was a pretty good starting point. The world around you is snappily responsive to your meddling, and the further you probe at Zor’s head controls, more tools and mechanics reveal themselves to you.
And that isn’t even mentioning the way that the level’s NPCs react to your actions. While they serve as lethal puzzles in their own right, they also convey that the player is doing something right (or if not exactly right, then on the right track).
In many ways, this particular mission has some excellent hints. Between learning about Professor X-Ray, to being steered towards the conclusion that there’s one placard too many for the number of seats at the table, the reveal of the goggles sparks a sense of excitement as the pieces click together. Even if the player stumbles across the solution, the recollection of the hints gives them the same feeling of satisfaction, despite the fact that a puzzle wasn’t exactly ‘solved’, per say. 
However, in other ways, the hint system in Seat of Power is deeply flawed. The control panel you unveil rather early on in the level is a great example of this.
In order to solve the second wave of puzzles, the player is expected to experiment with the buttons at their disposal. While experimentation is hardly foreign to the series by this point, hidden within the control panel is one button that kills the player instantly, unless certain conditions are met. And what's more, there’s nothing in the level that would even vaguely point the player to that conclusion.
It’s made even more frustrating by the fact that the tools you need to avoid that death can only be found if you push the button to the right of it. I Expect You To Die was originally an English exclusive title. With that audience in mind, it seems rather obvious that players who would read text from left to right would also push buttons in the same order. For how much care the game seems to take to warn the players of the threats around them, this one being so haphazardly strewn in feels almost like an intentional kill.
Unlabeled buttons- if you can recall- had a similar presence in Friendly Skies. However, at least in that mission, buttons the player needed to know about were labeled, and optional buttons were left undisclosed. It would have been quite easy for the same premise to apply here, with the button that unlocks the gas mask being referenced in some sort of note floating about the office, or some text scratched on the side of the button panel, with the poison gas button left the same. Or vice versa, where the trap was clearly labeled, but the resource to defend oneself against it was up to the player to decide. 
In a level that hinges on the player pushing all the buttons at their disposal, it seems suboptimal to ‘train’ them into being wary of doing exactly what they’ve been asked to do. Oh, I probably shouldn’t push buttons when I don’t know what they do, the player might think. Which, while very true, doesn’t help much when they’re left with little other choice.
Of course, I don’t believe I can talk about Seat of Power without referencing the Madrid puzzle, either. While your handler states very bluntly in your briefing that you’re going to Madrid, expecting your player to hold onto key information for a level they haven’t even entered yet is quite a tall ask for any player. But even beyond that, the developers admitted that no one listens to the handler anyways.
To aid with this, they attempted to sprinkle in some Spanish themes in the set dressing to better set the tone. While this certainly helps to a certain extent, the people who it helps are those who can identify the culture they’re being presented with. In that regard, the puzzle becomes more akin to a trivia game, or a riddle, where a player needs context derived from outside of the experience in order to solve it. Generally not a very good practice in escape rooms, both in the real world, as well as virtual ones.
However, the other- perhaps far more pressing complication with the Madrid puzzle is assuming that the average person knows where Madrid is on a map. For the geographically uninclined, this is a very bold assumption to make. Thankfully, it’s not a mistake they repeat in their future installments.
Seat of Power is generally a very engaging level, once one can finally wrap their minds around the little quirks about it. It has a unique pacing system, and finally introduces the player to the concept of an overarching plot. It’s just that some of its decisions on puzzle mechanics seem a little half baked- especially this late into the game.
Death Engine
Easy to get started
Sense of progress
Hints
Answers
Easily understood
Death Engine was originally set to be the game’s final send off, and as a result, the developers didn’t want to pull any punches. It was players' final trial, and they would have to put all the skills they learned in their prior missions to the test. As a result, this particular mission throws threats at the player almost as quickly as it possibly can. But that doesn’t mean that the difficulty scaling is completely unfair. It scales at a rate proportional to most of the other missions; it simply starts a few degrees higher.
Deaths in Death Engine normally come quickly. There’s little room for the player to revert any errors that they make. The agent can’t just shake off an electrocution, or being bathed in radioactive waste. However, the very first threat they encounter (a setpiece threat, rather than something caused by the player’s actions) gives the player enough time to process what the issue is, and to react accordingly. It’s the most lenient hazard in the entire mission, but still sets the tone for the level going forward: dangers will be quick and uncompromising, and going forward, a lot more unforgiving.
Death Engine also waits until the player is well accustomed to their location and the tools at their disposal before they throw the next, far more lethal timed encounter at the player, in the form of Solaris’ direct radioactive assault. Though they also have the decency to warn the player ahead of time with vocal cues. Though the puzzles are meant to test the full extent of what the player’s learned, it doesn’t feel as though the game is throwing impossible odds at them.
Though, what may seem impossible to the player is the mechanisms of their space shuttle. At a passing glance, it seems incredibly overwhelming to have all of these tools at their disposal. However, the mission actually tackles the easy to start principle in a pretty ingenious way- one that Schell would take with them into their future installments.
Yes, the player has several dials and buttons and resources at their disposal, but after the laser’s backlash ripples through your shuttle, only some of them are actually functional. While this seems to only introduce problems to the player, it actually does them a great service: 
The player can only engage with one to two portions of the ship at a time- typically just one, as far as a first playthrough is concerned. True, the shuttle has a rather extensive list of information about all of its components and how they operate (a rather useful aid, and quite a good example of the answers principle coming into play again). But the hands-on experience of swapping power and seeing what new tools are unlocked is a far more effective method of communicating the rules of the stage to the player.
This use of fuse swapping also serves as another principle, in a roundabout sort of way. It communicates steady progression with each ‘fuse-specific’ puzzle solved. The gravity adjusting puzzle feels rewarding to complete in its own right, but there’s an extra sense of satisfaction that comes from ripping the fuse out of that section of the fusebox. I’m done with that, the player thinks to themself, onto something else, now.
Even Solaris aids in the player’s sense of progression to an extent, hurtling canisters of radioactive waste at them only after they’ve made a significant amount of progress. While it’s jarring to be given a new obstacle to face, a villain turning from cocky to antsy is just about the clearest tell there is that the player is making a good amount of progress. Not to mention the entire encounter turns into a (admittedly incredibly lethal) tutorial on how to actually use the shuttle’s external arm- something that will be critical to actually finishing the level. 
Death Engine was meant to serve as the player’s final hurdle; the ultimatum of their career as a field operative. While it’s by no means a cake walk on a first playthrough, its puzzles remain understandable and fair. While it’s unlikely the player will make it through the level completely unscathed, the difficulty doesn’t rest at a point where it overrides the sense of satisfaction they feel by the end of the mission, as well as the end of the entire game as a whole. For a grand finale, Death Engine serves its purpose rather expertly, setting the standard for the series’ subsequent final acts.
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castlebyersafterdark · 4 months ago
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I don't know! Why am I like this!!
hehehe ok firstly, shoutout to the peeps who can't watch panels due to the celebs, i can't relate but i feel for you! i struggle to watch them because of the awkwardness of the fans instead haha - awkward questions, silly questions, repetitive questions, people who burst into tears when they come to their turn. im sorry i just find that hard to watch lol! maybe its my inner journalist itching to be there and ask the real q's. or maybe im too british! pull yourself together, man! (said in a stiff military accent lmao) just kidding.
but as someone who used to find it harder than i do now to engage in this kind of content, my unsolicited advice that may not work for you is to really focus on being interested in what they have to say or are trying to say and what that might mean. then your brain kind of cuts out/dismisses the umming and ahhing, just sees it as a side effect instead of a tick or annoyance. obviously some speakers are worse than others but i honestly find most people in ST to be ok speakers, with the worst perhaps being finn. the others are all amenable and confident public speakers. i get the finn angst, it's never comfortable to see someone else who is uncomfortable... but he's fascinating, so i try to treat him as a fascinating person to observe when the empathy kicks in too hard and makes me want to hide lol.
which leads me to say vinny I AM HUGGING YOU RIGHT NOW! can't believe people were mean about you crying when another started crying - this is literally pure kind empathy at work and you are such a dreamboat for that. me and my whole family are the same, so i feel lucky to have had that experience. actually we used to be told not to cry as kids, only because my mum knew it would set her off too (she was already crying as she said it haha).
Yeah - good advice!! I really want to listen to what these actors have to say so it's a major power through moment every time!! And yeah, also not saying it to be mean but it's the fans primarily, but people can't help the reaction they have, and I know I'd fuck it up if I tried to ask something in public, which is why I never would. Actually, I'd try to be really funny and charming and it would fall completely flat and make me just seem like an ass so also, would never approach the mic at a con hahaha.
It's the same with live music or theater - I have this sinking fear in the pit of my stomach sometimes where as good as the show is, god if something goes wrong on stage and they flub lines and have trouble recovering or seriously mess-up a song or have a mishap, I would be dying inside and probably have a silent internal panic attack myself and wish I was anywhere else!! Get a grip, man, I am saying to myself!!!
And... thank you for the kind words. It's ok, I've manged to come out on the other side fine and unchanged, with people in my life who've made it known it's ok to be emotional, and be too much, and to feel deeply. And there's nothing wrong with being a guy who tears up a lot. (Part of what draws me to Will - I love him and I love his sensitivity and the way he feels so deeply. I've never seen a character like him before. Why when people complain about him being a crybaby it's a major 'shut up and let him be' moment from me! And Noah seems to also be similar so I feel kinship with that lovely guy). Listen. I grew up with 4 older brothers so. The little gay baby is my lot in life and it's totally fine now, but there was a lot of enduring bullshit growing up and breaking away from terrible friends and then finding people who let you be you. That's the goal in life. Find people who you can support and who will support you in turn, all sides. ❤️❤️❤️
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otaku-orochi-okami · 3 months ago
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Here We Go Again.
Urgh. Semi kept away. Last proper blog closed down for containing images of a well known influencer and her representatives asked for mine, and several other blogs, to be closed down due to copyright infringement. Did create an AI Waifu blog but my kinks are very dark, and tend to break Tumblr guidelines. Also ChatGPT, the framework that runs the AI chatbots I make, is adding more guard rails so more and more “can’t complete this” messages are popping up so that’s losing its charm too. So back here posting content. I won’t generally be tagging in names of people I post etc after the last blog for obvious reasons but if there’s anyone you like DM me the post and I’ll see if I can tell you who they are. 
So, first things first. This is a NSFW blog.  Normal boring stuff applies to that, MDNI blah blah blah. Feel free to DM me, sometimes I’ll reply, sometime i wont. Don’t take it personally if I don’t, sometimes just busy scrolling. For those who don’t know me, my names Lew, white male in my 30’s, living in UK. My kinks are niche, and tend to get me banned so stuff I post or reblog is just stuff I think is good or done well etc. I’m bi, prefer sex with guys but can’t stand them as anything more than fuck meat, girls I prefer aesthetically to look at and actually talk to, but find sex with them meh. And sissies are losers. That’s not necessarily a bad or a good thing. Depends on my mood.  Actually prefer 2D girls to 3D girls, 3D girls nearly always have some tiny flaw to stop them from being perfect. Plus a perfect girl is subjective anyway. Someone’s 10 is another guys 8. Either way, expect to find a mix of 2D and 3D stuff on here. As last bit might suggest, big fan of pop culture, so happy to talk video games, anime etc as well as kink, or obviously just exclusively one or the other of you don’t want to discuss both. 
Something I haven’t really shared with anyone, despite being in my 30’s, my body is fucking breaking. That’s thanks to boring medical condition I won’t get into. It’s not been too bad until recently, but lately it’s been getting worse. For now, I’m ok in day, but by evenings I’m in serious pain. So to those of you I do message often, preemptive apologies for when I go quiet. As for everyone else; if I’m posting after that time, it’s likely because I queue and schedule my posts, so please don’t assume I’m online and ignoring you. 
Talking of posts, I don’t do exposure any more, doing colabs with x-loservirgin-x really got me into that, but since then too much bitching after losers cum and begging me to take down posts (which is impossible because I can’t take down reblogs), or other losers getting riskier without me there to have guard rails up, even if you don’t realise i do have them, then blaming for when shit hits the fan. As for custom captions. I do them if I can be bothered is the short answer. Feel free to DM with pics or pics suggestions and a theme etc and if I feel like doing it I will. Customs will be DM’d back to you privately, only shared on my blog if you ask me to, so feel free if want to turn your sister etc into private goon fuel.
For the record, my Hard Limits that I won’t engage with are Penectomy, Animals and Minors. Also as a side note, if your profile says anything along the lines of you refusing to pay for femdom’s but please do it for free, I won’t engage with you. Not because I expect to be paid, but because we won’t click. You simply have no idea how the world works, and I have too many interesting toys to talk to rather than waste time with a naive loser unsuccessfully trying to freeload. That shouldn’t offend anyone worth taking to, and if that does offend you, you’re the problem.
As for AI, I have a cute little AI sidekick, River Paige. She may pop up every now and then, either as some images, or writing her own posts. We’ll see how that goes. Here she is:
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Good to be back, will see how long I make it before nuked this time. 
If you wanna know more about me here’s a list of stuff I’m into:
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alphabetboyluvr · 1 year ago
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Ok so I saw that long ass post that anon sent you about the vote thing on Wattpad, and while I don’t agree with some of what they said where they told you what to do (which they shouldn’t have done, they were rude) I do actually agree with them where they said people don’t tend to look at the votes when deciding whether or not to read a story. I actually think the whole vote thing is just something only authors care about, not readers.
As an avid reader on Wattpad, I do give votes just because authors like it- but I don’t actually give a shit about how many votes a story has when I’m looking for my next story to read. I look at the number of views- which I think you’ll find most readers do, even though the view count can be skewed.
Either way, I do think the whole vote thing should be taken off Wattpad as to the majority of readers, they really don’t care about it and it doesn’t give a good representation of how good a story is
I've been thinking about this all a lot ever since the last anon came in. I'll probably avoid answering questions about this topic again, but there does seem to be disconnect between the writer and reader standpoint, so I'll try and explain my thoughts as best I can without waffling for ages lol
my answer is to this ask, but also to the topic in general, and thoughts I've had regarding that last anon.
it's a really difficult topic to discuss because wattpad has an algorithm that is never really explained to writers. i cant say its important because xyz - i can just give you my own experience. ive been on wattpad for 11 years and have seen it through many changes. i used to use the activity tab to find new stories, and i honestly think getting rid of that was detrimental to the user experience tbh.
as it stands, we don't know what the algorithm favours, so we have to do what we can.
and what can we do? we can tag our work, we can acquire reads and votes, and then we can do more laborious things such as entering award books run by other users and engaging with our readers in various ways.
the tag system, and trending stories under those tabs, are really skewed. for instance, I don't think any of my stories have ever made it onto the fanfic tab, nor have I ever ranked highly under tags despite having really engaged readers and metrics which would suggest I would be.
so, unlike what the last anon said, my stories haven't always been 'out there'. word of mouth, and some stroke of luck tiktoks, are what's pushed them more than anything. so in that way, yeah the desire for votes is flawed—but personally I don't think read count is indicative of quality. if we're thinking about it from a marketing standpoint and conversion rates etc, votes a far more indicative of quality and I'd rather be known for quality over quantity.
the last anon also specifically noted the number of reads/follows I have on wattpad, and suggested that I shouldn't care because those numbers are high—which, respectfully I disagree with. if I didn't care in the early days, I wouldn't have pushed myself to make it to where i am. you can't just expect me to switch off that part of my personality. I'm ambitious and I really care about the things I create.
my girliepop oc's tend to have ambitious streaks and personal goals that they work hard for. they take after their mother, in that sense.
i think what confuses me the most is why it irks people, when you boil it down. its a tap on the screen for readers—and having just uploaded an 11k chapter that took hours to write, to edit, to craft, only to then be told its not worth it? i dunno man, it's just mean lol.
you can think these thing by all means, but don't come into my space just to be cruel. sometimes it okay to keep your opinions in your group chats.
the system is flawed, but I don't think you can blame a gal for just trying to work with it in the only way she knows how
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liquidluckandstuff · 1 year ago
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I wanna vent without anyone having to be like "aww it's ok" because I have thoughts I wanna say without bringing anyone down or have one of those "you'll get there" or "But I think your awesome!" conversations because I KNOW i'll get there and I know I'm awesome but I still have these thoughts so i'm gonna say them.
Also I know that someone out there is going to think the same to me and we can vibe together and it's going to be alright <3
I get kind of sad seeing all of these fic recs with amazing fics and I'm so grateful to see them because it helps me find more things to read, but I'm also sad that i'm not on them hardly ever.
I know i write off the wall things that most people aren't interested in or they won't read it because they don't like me personally and that's ok. It still gets disheartening sometimes.
Every now and again I get comments tht are like "I don't know why you don't think this fic is popular" because It's really easy to see that it's not. When you are in the same spaces as your readers and all these amazing fics are being talked about except yours yeah it kind of gets noticed.
Also, knowing this about myself is why i try so hard to put more effort into sharing the stuff I read more often because I get it man. Y'all are so cool and deserve to be seen.
And when people say "you shouldn't write for other people" I get irritated because 1. don't tell me what to do 2. its perfectly natural to want other people to read your stuff and 3. don't tell me what to think.
Yeah of course i'm already writing what I want to write. I write for me. I just wish that people liked the things I write for me the same way they like the things other authors write for themselves.
We are putting ourselves out there with our own special takes on our interests and still people think its too weird or boring to be interested in.
Also, I want to celebrate mine and other peoples viewer milestones or comment milestones or word counts or whatever because I know they make people feel good. Every little comment, every little boost in readers, every new chapter is something to be celebrated.
You might not care about that kind of stuff, but some people do and i'm tired of not being allowed to celebrate everyones milestones like that in fear or being shamed or get that "But you shouldn't care about that" fuck OFF.
two viewers or two million shit is cool.
Yeah yeah yeah we GET it. Write for yourself.
but sometimes writing for comments is fun too.
ALSO why is it okay to talk about "oh go support authors" but authors complaining that they aren't getting any comments is frowned upon?! "Oh you're just greedy for comments" like?! make it make sense.
If you don't want authors to give up, comment. Support them. tell your friends. Don't be surprised when they give up writing a fic that doesn't have engagement because IT HAPPENS. Sometimes authors, even though they like the thing they are writing, stop caring about it because no one else seems to be into it.
Imagine pouring yourself into a piece of work and .. no one cares. No one cares to say something nice or leave a kudo or anything of the like but the SECOND you abandon it you get shamed for it.
Anyways I have a lot of thoughts. Think what you think. Write how you will. Just be nice y'all.
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