#karl/dimensions
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timegays · 2 years ago
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After fifteen hours and 12 minutes. I’ve done it. I’ve completed it. I’m so happy with it lets gooooo
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misperceived-monotreme · 9 months ago
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guys idk if you can tell but i really like the resistance
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mister-faltine · 6 days ago
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Dormammu Vs Captain America in World War II:
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Captain America: The Ghost Army.
Writer - Alan Gratz.
Artists - Brent Schoonover, Dale Eaglesham, Mark Gruenwald.
Inkers - Matt Horak, Alvaro Lopez, Andy Troy, Rick Parker.
Colorist - Sarah Stern.
Letterer - Joe Caramagna.
P.S: I like how Dormammu appears in two Captain America comics and he's wearing two classic looks in each comic.
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listen-to-the-inner-walrus · 3 months ago
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Dimension 20 don't make me cry every campaign challenge
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rainbowsunshinegeesus · 1 year ago
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most of this movie wouldnt have even happened if carl told perry the controls were bad. if u really think about it almost the whole movie is carls fault. perry could have made it in time before phineas and ferb got to doofs lair and could have defeated doof too. then he could go home like nothing ever happened. phineas and ferb would land on doofs lair only to see that nothing was going on and they could go home and see perry would be back and they could play with him for his birthday and everything would be fine
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npdclaraoswald · 1 year ago
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I've decided to be okay with movie!Hobie being British if and only if they establish that he killed the queen
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bellamer · 1 year ago
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Miles worrying because Hobie sometimes disappears with no contact from time to time so Miles gets in contact with Karl to see if Hobie is alright and that he's not in immediate danger but Karl's just like
"Nah, he's just sleeping"
And Miles is just like "Well how long has he been sleeping"
And Karl just says "Since two days ago" like that shit is just normal
And that's when Miles finds out that Hobie doesn't have a sleep schedule, he just has a "big sleep" where he forces his body to stay up for as long as it can, sometimes for weeks occasionally, before it simply just collapses from exhaustion, occasionally only waking up for a few minutes to eat, use the bathroom and drink something before passing back out for sometimes three days straight.
Miles is mortified because its definitely not healthy and if it wasn't for his spider powers, it would have probably killed him long ago.
So Miles takes things into his own hands. Sometimes, he'll bribe Ganke to go stay with some other friends for the night or on weekends when Ganke goes home for the weekend Miles stays and makes up an excuse to his parents and let's Hobie stay over in his dorm, or, when both of his parents are working late shifts, he'll sneak Hobie into his room to make sure he gets at least 8 hours of sleep
It doesn't even have to be from night till morning, he doesn't care if Hobie's even sleeping from 7am to 2pm in his dimension, he just wants Hobie to get decent amounts of sleep and not fall into three day comas.
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ladykailitha · 3 months ago
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Well Met By Moonlight Part 20
When I first started this story a year ago the only goal in mind was to get a sexy blood drinking scene between Steve and Eddie. Which yay! I achieved TWICE!
But then the story began to grow and twist and things kept getting more and more interesting. Plot deepened, twists turned sharper and characters began to take shape.
I'm grateful to everyone who held on this one even as interest for it waned. I'm happy that it started to gain more interest again at the end, because that's what kept me going all the way to the end.
I'm currently having someone read it (not in the ST fandom) to see if they think it has the potential to be an original fiction that could be published. I know she loved the story, but I have gotten back all her notes yet. So we'll see.
Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 Part 7 Part 8 Part 9 Part 10 Part 11 Part 12 Part 13 Part 14 Part 15 Part 16 Part 17 Part 18 Part 19
~
“It’s good thing that worked,” Brian said scratching the back his neck sheepishly. “I wasn’t sure my song worked on werewolves.”
“It doesn’t work on selkies?” Nancy asked.
Brian just shrugged.
“We were under water,” Barb explained, “we didn’t hear the song.”
Nancy eyed her suspiciously, but wisely said nothing to her friend.
“So now that everyone’s lives are no longer in danger,” Wayne said dryly. “You want to explain the whole ‘they don’t belong here’ statement?”
Nancy jumped at suddenly be addressed. “Oh, right! I knew there had to be more to the story than what the newspaper and the VHS report said.”
“Video Home System?” Jeff asked in confusion.
Wayne snorted and Eddie badly hid his grin.
“That’s what I said!” Eddie crowed.
Nancy rolled her eyes and decided to ignore the idiot vampires. “Van Helsing Society. They’re a secret police force that investigates these types of things.”
Alexei slowly inched out of the boathouse and everyone kept their eye on him.
“Dr. Brenner was doing a lot of experiments and not just on werewolves. He was looking into other dimensions as well.”
“What was the point of it all?” Steve asked.
Chrissy landed on the beach and said, “He was trying to create the perfect supernatural being. One without any limitations at all. But he didn’t want keep using people from our world to do it because it would raise too many questions. So he was opening worlds and pulling out test subjects. But always werewolves.”
“That’s insane!” Steve cried. “You have to see how insane that is, right?”
Chrissy nodded. “When the cat sìth arrived at the Creel House to tell us of our Dominus’s death, I started looking into the previous Dominus’s experiments thinking it had answers to what was going on in this town. I was right and disgusted.”
Nancy nodded. “They,” she jutted her chin at Alexei and Murray, “are the ones that survived because at the same time they were brought over, Dr. Brenner was being investigated by VHS and had to stop temporarily, so they slipped into the wide world accidentally. This world’s Dr. Oborin killed those kids because they were teasing this world’s Mr. Bauman’s baldness. But when they saw the two that looked exactly them, they hatched a plan to use them as scapegoats and are currently on the run in Mexico.”
“Who told you all this?” Jonathan asked, speaking for the first time.
“I did,” and final person emerged from the tree line.
“Sam...” Wayne said warningly. “What the fuck are you doing here?”
“That’s actually a funny story,” Sam said sheepishly. “So apparently our investigations did overlap?”
“Sam...”
“Right,” Sam said with a grimace. “Do you mind if I take over the story from here?” he asked Nancy.
She waved her hand at him. “Go ahead. I’m interested to hear what more you may have gleaned.”
“So my original investigation was whether or not there was a descendant of the original Karl Van Helsing from the female line was in the Harrington pack,” he said with a wince.
Steve frowned. “What does ‘female line’ mean?”
“There is the male line,” Sam explained, “where you keep the last name. Harrington for example. You are a descendant of the original pack leader, Clarence Harrington. That is the male line. The female line is when, let’s continue using Harrington as an example, say Clarence had two sons and a daughter. The daughter marries and has children. Those children are still related to Clarence but their last name has changed.”
“You think Greta had children?” Wayne asked incredulously. “Because like hell she did.”
Sam shook his head. “No, not Greta. Her aunt Vanessa, who married Peter Kincade.”
Dread pooled in Wayne’s stomach. He knew that name because he had been trying to find out why Murray would murder a non-werewolf. Not that he knew it was Murray at the time. Peter Kincade was Allison Harrington’s great, great, great, great, great however many it was grandfather.
“When Benjamin Kincade was murdered and subsequently his daughter and husband,” Sam continued, “the blood was sent to our lab by an anonymous source, a source we now believe to Dr. Alexei Oborin.”
The assembled turned to the doctor who was now cradling his mate to his chest. He stroked Murray’s head. “I didn’t like all the murder. I found a neater way to get Harrington out of the pack. Show the VHS that he was their missing link and he’d be whisked away and have experiments done on him so they can strengthen their ranks. Then you’d be alpha, my love.”
Murray whimpered.
“I’m sorry,” Alexei whispered back. “They didn’t move fast enough.”
“So that’s how it intersects,” Eddie said. “If Murray hadn’t killed the Harringtons and Mr. Kincade, you’d never had been in town looking for Steve.”
“It would have been easier,” Sam agreed, “but there is some really power magic on Steve that prevents VHS agents from being able to detect him. And it is absolutely due to his Van Helsing blood. They were purported to have all sorts of abilities and immunities that made them perfect watchmen of the supernatural communities. The blood magic used to create the spells that will protect an agent makes it impossible to mate with supernatural creatures.” Wayne bristled, but Sam held up his hand. “Note I said mate, not couple. It’s the act of producing a child that is disastrous.”
“Why’s that?” Barb asked from the dock, still the only part of her that was human was her head. “Supernatural creatures mate with humans all the time. I mean some times it can have some pretty strange results, but no one would call them disastrous.”
“It’s the anti-magic of the spells used and the innate magic of the supernatural being mixing and slowly driving the poor child insane,” Sam said, looking side-long at Steve. “We actually had long suspected Steve might have some connection to the Helsings because–”
“Because he should have gone crazy twice!” Eddie said with a gasp. “The first time was when he changed for the first time at age eighteen. The Franklins were banking on him going off the rails so they could paint him some rabid beast that needed to be put down. But he was lucid.”
“And then again when the Hunters tried to kill him,” Nancy finished. “He should have gone mad from the amount of silver he had on him. Even for that short a time. Being alpha would have only protected him so much.”
Steve pointed to himself in shock. “What? Me? There’s no way, there has to be another explanation.”
Wayne shook his head. “Nope. You’re the descendant of two very powerful lines, Steve.”
“Back to the problem of Murray and Alexei,” Brian said, raising his hand. “Because Steve is cool and all, but all this new information doesn’t really change that. It just confirms what smart people have known for years.”
Steve blushed.
“They can’t be in this world anymore,” Sam said, sadly. “Their very presence is what’s causing the sharp increase in supernatural suspicion in the normal populous. The whole being just out of step is sending out shock waves across the world that they’re dangerous.”
“I understand,” Alexei said, “I always knew there was no place for us anywhere.” He leaned over to kiss Murray.
“Maybe we can–” Nancy began when two gunshots went off in quick succession.
Then Alexei slumped over Murray’s body. There was no doubt what had happened. Alexei must have picked up the gun when Chrissy landed. Then he shot Murray, finishing the job that Robin had started then turned the gun on himself.
BA-DUM! BA! DUM!
“Oh,” Robin said softly. “Now that they’re dead you can actually feel the difference.”
Nancy let out a frustrated whine and stomped her foot. “I was going to suggest finding a way to send them home. Not for them to die.”
Sam came over and put his hand on her shoulder. “This is was the best. Even though they were innocent of the original crime of killing the kids, Dr. Alexei Oborin killed the Hunters in his own universe and then all the deaths on Murray Bauman’s hands are far too many. To merely send them back would be a grave miscarriage of justice.”
Her lip quivered, but she nodded. It galled her. If they hadn’t been pulled here by Dr. Brenner than they would be lauded as heroes in their home world, only to be branded villains in this one. But they had caused so much harm.
Sam turned to Steve. “So about that linage...you are wasted here as a mere alpha. You could head the entire Van Helsing Society. You would be incandescent there.”
Steve shook his head. “No. This is where I want to be.”
Eddie let out a little whine of relief and even the golden wolf that was Robin looked relieved.
“I am making Robin Buckley my female alpha,” he continued. Nancy let out a breath of relief of her own. “I’m changing the name of the pack to the Roane County pack. No more Harrington crap. I am the last and it will end with me. Same goes with the Van Helsing line.”
Sam’s eyes nearly burst out of his head with that. “You can’t mean that, surely!”
Steve shook his head. “I can. I will donate a single vial of my blood to the Society and allow you to test the limits of my abilities for one week a year, but the rest of the time I will be here. Taking care of the people who matter most to me. On one condition.”
Sam’s hands were clenched in rage. “You dare to make even more demands?!”
“Yes,” Steve said coolly. “The Society will come out of the shadows. You lot being a secret society is precisely why there is rise in Hunters. If people knew there was an actual policing body that would bring rogue cryptids to heel, they would be less likely to want to take matters into their own hands.”
Wayne and Sam shared a look of shock between them.
“Oh.” Sam gulped heavily. “Deal.”
Steve shook his hand, then he turned to Chrissy. “I’m assuming you’re the new Dominus.”
Chrissy blinked. “Oh shit. I guess I am.”
“Good,” he said primly. “We’ll meet later in the week to find you a new home and to lay out a new treaty between the Coven and Pack.”
She nodded gravely. “It will be done, Alpha.” She turned to Jeff. “Come, we need to find places for our Coven in the mean time.”
Jeff nodded and they both transformed and flew off into the air.
“Robin,” Steve said, turning to his new alpha female. “Take the rest of the pack back to the compound and explain everything that has gone on. Let them know I will be back shortly to reassure them. I will mete out Tommy’s punishment when I get there.”
The golden wolf nodded solemnly. Nancy and Hopper changed back into wolves. Tommy climbed back on Hopper’s back and then looked behind him at Steve. He had misjudged everything and no he must pay the price. Then they followed her back to the compound, Jonathan bringing up the rear.
Steve walked up to Barb and Brian. “The Roane County Pack owes the sirens and selkies a debt of gratitude. Name it and if it’s in the power of this alpha it will be yours.”
Brian and Barb looked at each other and then they both shook their heads.
“You continuing to advocate for us will be a far great boon then any other thing you could do for us, alpha,” Barb said sternly.
Steve nodded.
Brian reach out and took Barb’s flipper in his hand. “Plus, there’s this, too.”
Gareth and Eddie let out wolf whistles.
Brian blushed, but Barb smiled softly.
“Yes, this is a good reward as well,” she murmured. She removed her hand from her skin and took his hand.
Brian smiled up at her. They both transformed again. She slipped under the water as Brian flew over it, humming to himself.
Steve turned back to the remaining four. He walked up to Gareth.
“What is it the gwyllgi want?” Steve asked, getting down on one knee so he could look the large black dog in the eye. No preamble. Just straight to the point. He knew the Graveyard dogs had a lot of grievances against his pack and he was going to change that starting now.
“Agree to meet with my father to work out restitution for our pack,” Gareth said seriously.
“Done,” Steve said, bowing his head. “I will make sure Robin contacts him for a meeting.”
Gareth shuffled forward and hugged Steve with his neck. “You’re a good alpha and a better man.”
Steve pinched his nose and then rubbed the end. “Thank you, Gareth.”
Gareth loped over to Eddie. “You take good care of him, won’t you? He tends to get caught up in his head sometimes.”
Eddie nodded, giving a watery chuckle. “Just whose friend are you, mine or his?”
Gareth tilted his head to the side.
“Both.”
The dog turned and vanished into the tree line.
Wayne turned to Steve. “I’m thinking of retiring from this whole supernatural guardianship. I’m going to let Eddie take over. I’m getting too old for this shit.”
Sam let out a sound that was combination between a whine and clearing his throat. “If I–I mean, if I haven’t completely ruined things between us. I–”
“Just spit it out, Sam,” Wayne growled.
“This was my last investigation for the Society,” Sam said, looking down at his feet. “I told them after our last meeting. I hate lying to you. It kills me every time. So I want to spend my time with you. If you’ll have me.”
Wayne huffed and then grabbed him by the wrist, pulling him in close. “You’ve got a lot grovelling to do. And I have a long list of ways you can start making it up to me.”
Sam eyes went wide at the low sultry tone. “Oh. I am very willing.”
Wayne transformed and flew off with his arm securely around his waist.
“Gross,” Eddie sniffed.
Steve pulled him into his embrace. “I too have a list of things, but mine is more about the lovely things I want you to do me.”
“Ooh, I do like the sound of that, big boy,” Eddie said with a feral grin. “And I’m pretty sure my uncle won’t be at the trailer for awhile.”
“I like the way you think,” Steve pulled him in for a long kiss. “I’ll meet you there. I just have make sure Robin hasn’t set the compound on fire and then I’ll be right there.”
“Are you sure you want her as your alpha?” Eddie asked with a chuckle.
“Yeah, she’ll be fine once she gets over her nerves,” he said with a smile. “Plus no one will be asking if we are going to mate. Having a lesbian best friend really does have its perks. You don't have to come with.”
Eddie through his head back and laughed. “Nah, I’ll come with. I want to see their faces.”
Steve smiled and took Eddie’s hand.
They walked past Lucas, who was on guard duty, hand in hand, a werewolf and a vampire. Both once outcasts even in their own communities, now leaders in their own right.
Steve smiled.
The future never looked brighter.
~
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tossawary · 4 months ago
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I mentioned before that I think DA2 is perhaps the most appealing to me for a Time Travel AU. This is in part because Hawke as a protagonist doesn't have to worry about an impending apocalypse in the same way that the Warden and the Inquisitor do, so there's arguably more space for slow-moving character work, and I think it would be fun to explore Hawke's relationship to Kirkwall.
You can take Inquisition-era Hawke, sacrifice them in the Fade, and then handwavy magic happens there that sends Hawke back for a Time Travel Redo. (If it's irrelevant to the rest of the story, let's skip going into depth on the time travel method! It does not matter!) If you want to avoid time paradox concerns, given that time magic actually exists in this series, this can actually be a Dimension Travel AU as well, sending a Garrett Hawke back in time to another dimension where there's a Marian Hawke instead or something. Two Hawkes!
I prefer sending a mage Garrett Hawke "back" into this alternate dimension because he is absolutely going to look like his own father, Malcolm, to the young Hawke family trying to escape Lothering. And that's some delicious angst.
Another reason that I think Hawke in particular would be interesting is that I think it would be interesting to have a time-traveler (dimension-traveler) be upfront about what had happened to them. A tired Garrett Hawke reveals at least the basics of the "future" to his friends and family (all of whom are strangers to him and it hurts) because he wants to keep them safe, and then the butterfly effects of canon divergence ripple out from there.
There are so many time travel fics where the protagonist confides in no one or only does so very late in the story. There are often reasons for this. 1) They will not be believed. 2) They are surrounded by enemies. 3) They are focused on changing a very specific event and do not want things to change before that. 3.5) They are unwilling to share their knowledge and give up some measure of control over the future. (These control issues are often in-character!)
Sometimes, I am persuaded by these reasons and find them compelling and sympathetic. Sometimes, I find the protagonist's insistence on doing everything alone frustrating and even cruel.
I think that if Hawke had the chance to do a Time Travel Redo, it would be incredibly cruel if they did not at least TRY to share some of their knowledge with their companions. I don't think Hawke's companions would believe them immediately, of course, but they live in a world with strange magic. If Hawke was willing to be calm and vulnerable, they could at least give their future friends some potential leads in their individual quests (being open about the fact that this world may be different to their own).
Like, let's look at Fenris. Fenris would not trust some strange mage talking about fucking time magic, of course. But after knowing each other for a month or so, Hawke might be able to approach Fenris and say, "Hey, I have a really weird story to tell you." And then Hawke could share what they know about Fenris' past according to their own world, so that Fenris can maybe look into that and prepare himself. Because keeping that information away from Fenris is a dick move! Fenris deserves to be able to decide what to believe, what to investigate, and what to do for himself.
I also don't think I could suspend my disbelief if Hawke let Anders and Justice just... play out again over the course of years. I think most Hawkes wouldn't be able to resist confronting Anders in some way! Even Hawkes who end up saying, "I'm going to personally murder Meredith this time." Is a mage-friendly Hawke just going to let characters like Karl Thekla be made Tranquil and be killed again?
Do Merrill and Isabella and Varric and Aveline not deserve to try and avert some of the tragedies in their own lives?
Like, it is totally reasonable for Hawke to be focused purely on their own family or the companions they like, rather than try to save every person in the city. I think it's more than fine if there are tragedies a protagonist just doesn't care about averting. Hawke is not even going to remember everything.
And it is VERY normal for people not to want to give up some measure of control over their lives, especially someone as traumatized as Hawke. I do often find it realistic that a lot of time traveling characters in fanfiction are kind of "control freaks" who don't want to be vulnerable, even if it's "safe" to be. I'm imagining that this future-sharing from Hawke would stem in large part from 1) exhaustion, 2) loneliness, and 3) Hawke being used to celebrity, due to the "Tale of the Champion", and somewhat blasé by this point about all the fucking shit they've been through.
And I think that spilling everything (or even just the basics) would not necessarily go well for a Hawke. I think Varric would take even limited information about Bartrand's future very badly. As strangers to Hawke, I think all of the companions would be upset and disbelieving. (I'm currently imagining a mage Garrett Hawke who previously romanced Merrill, so that he and Past!Fenris were barely friends, because Fenris didn't like this mage Hawke hanging out with a blood mage and Hawke kind of thought Fenris might turn him in to the Templars someday. Past!Fenris was more Isabella's and Varric's friend.) I think these new companions might go on to make some BIG mistakes trying to avoid the future that Hawke has described, as much as they might avert tragedy.
I also imagine that Hawke's relationship with this new Hawke family might be very strange and awkward, even if both Carver and Bethany live. Garrett looks like Malcolm and everyone thinks it's weird; Leandra is probably the happiest and most practical about it, but Garrett can't forget how his own mother died horribly and also blamed him for his own Bethany's death. Neither Garrett nor Marian know what to do about each other; Marian doesn't like some new person waltzing in and taking control of situations. Garrett unconsciously treats this Carver as older and Carver loves it, but Marian doesn't like it. Bethany likes having a mage sibling, but Garrett is awkward because he's used to Bethany being the Hawke family's perfect dead sister. And Leandra's shitty brother is not fucking helping any of this!!! And what's that about Leandra maybe getting murdered by a serial killer in the future???
By saying all of this, I mean to make clear that I really don't think "communicating" would immediately fix every problem for a perfect "Time Travel Fix-It". I do think it would fix SOME problems. Emotional conversations and immediate canon divergence also appeals to me because I like reading those things.
What I mean to make clear is that I think it would be fun to write something that explores autonomy, authority, agency, and control. There are many issues in the world that stem from people unwilling to give up control of a situation for a variety of reasons, and other issues that stem from people believing they have the authority to dictate other people's lives.
What right would a new Garrett Hawke have to withhold information and try to manipulate all of their strangers' lives? Especially from people like Anders and Fenris, whose stories are so deeply concerned with freedom of choice? To conceal backstory information from someone with amnesia, like Fenris, is a choice, and I think it's a cruel one, even if Fenris might not like what he hears and might react badly. Can Garrett Hawke really claim that he "knows best"? What if he doesn't know what's going on with this version of the world? What do you do when freedom means standing back and allowing some of the people you like and love to make "bad" choices?
Some time travel fics seem to me to be incredibly lonely. The protagonist trusts in no one. The other characters can be written as predictably following a timeline to the point of being shallow caricatures of people. It's just not to my taste.
It could be nice to explore Hawke finding new sides of companions that they missed in their previous "run" (which was very much not perfect and full of strife). It could be nice to explore an exhausted Champion learning to trust in other people and have them step up to help solve these shifting problems. DA games are so much about making choices for everyone around you: on behalf of your companions, on behalf of entire kingdoms, on behalf of the entire world. It might be fun to explore an exhausted older Hawke giving up some control and being pleasantly surprised on some fronts as paths diverge.
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desi-steampunk-redpanda · 1 year ago
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Desi: )looking out from her little house at nothing) go away...
Karl: who are you talking to?
Desi: (glares at the nothingness) everyone....
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autisticlalna · 2 months ago
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don’t have the braincells to do anything with this, so i figure i could just throw this out there for, like. the five people who’d know what this is.
anyway: sbk shadow people au 👀?
YOU HAVE GIVEN ME INFINITE POWER
a quick recap of what Shadow People AU is: alternate universe where 1.15, on top of everythin else it Actually added, included a poorly-documented new mechanic where you could summon a black-and-yellow shadow copy of yourself. if you killed your shadow you would get a copy of everything you had in your inventory when you summoned it, but it would also be stronger with each death. if a shadow dies enough times, they can evolve to the point of being able to strategize, to build, and to communicate. oops! theyre self-aware!
there's a lot more to it than that, but ill explain as we go. because my favorite thing to do ever is apply this concept to different mcyt series and explore what might happen, and ive been toying with makin a variant for sbk. SO LETS GOOOOOOO
Viking would use his shadow to dupe materials and as an extra hand when buildin farms, so his shadow would develop to be more work-focused i think. zeroes in hard on a task and will not give up until its done. leave him alone he's got Shit To Do. either Viking gives him a cool mythology name, he continues the season nicknamin scheme to match Summertime, or Avid calls him somethin dumb and it sticks.
Vintage gets Antique. bottom text. i can actually just point at Antique as-is and go "yeah that's her shadow" LMAO. recolor the colored bits yellow and give her her eyes back and Antique is good to go. fun fact: the only* thing that can kill a shadow is their summoner or another shadow. run.
(* theres more than that but this post is already pretty long. spau is Big.)
Ruby is probably where we first run into the idea of "entity corruption", because god knows whats going on with Cherruby. basically if you've gotten corrupted by an entity in any way (eg Scar and Cub havin Vex magic, Watcher Grian, Karl Jacobs gettin put in the time travel blender), that bleeds over to your shadow and can cause... problems. i have a lot of thoughts about how this applies to TSMP specifically, but im squintin at Cherruby going what is your deal because there is SOMETHING messin with zhem and whatever it is is gonna mess with xis shadow too.
Avid would not risk havin a shadow. the most obvious reason is bc his shadow would be Super corrupted bc of basically everythin that happened in Nightmares, but the actual reason is that it would look like Avoid and that would freak Avid out too much :,D
rose suggested Marmalade would have the Old Shadows and OOGHGHHHHH FUCK . that goes hard. basically there's an associated dimension called the Shadowlands, and you can royally screw up your shadow's data by goin there before theyve finished forming for the first time. the outcome is a maxed-out shadow with a god complex that is capable of whatever you think its capable of. Marm might've drawn a connection between the Shadowlands and the Void, tried to use it as another way to get down to the Limbo border when the Void wasn't lettin her in, and instead got the Abyss equivalent. probably just named Void because of initially assuming theyre an extension of the Void itself.
Trog would be the runner-up for the Old Shadows, i think, but also they probably thought about it and went "nah" and forgot to warn anyone else that thats a thing. continues the trend with my Trog hcs of lookin perfectly normal and Not Being Normal At All. not entity corruption, just, like. corruption corruption. somethin broke here.
wait lmao i just realized something really funny and its that Fool's shadow would literally just look like him but all shadow-y. bc Fool already normally has the yellow/gold cracks. solar probably will have more ideas on what to do with this guy but i am proudly announcing that it is now Two Of Them Thursday
i cant decide if Leon's shadow shows signs of ender-ification before he does, or if he stays Completely Normal while Leon mutates. the latter is probably more interestin bc shadows gettin messed with is a pretty common trait in the au so havin a situation of "the shadow is normal while their summoner gets more and more fucked up" is fun. also: shitpost incarnate. this penguin cannot be stopped by any mortal means
i dont know how the tube thing would affect the shadows, is the fun part. like, "mechanically" the way the shadows work is they're tied to playerdata, so the likely idea is that Cloneby would have Cherruby's shadow. that's fun and fucked up!
fun side note: shadows are ground bound. they can do the kingdom hearts heartless thing of going flat to travel up surfaces and fit through spaces but they cannot jump over gaps. skyblock is maybe the worst experience for a shadow ever LMAO
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jennsterjay · 1 year ago
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Are we late to the party 😎🌻🎸✨?
Hobie invites Miles to Earth 138B: Old York to go party crashing with his bandmates. Miles creates his own band outfit and has a fun and wild night XD
One of Hobie's bandmates take a pic of them and before the night is over, Hobie and Miles sign it and Miles takes it back with him to his dimension :)
Close Ups
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Notes:
-Miles' Jacket is a reference to the jacket he wears in the Sony animation test footage for Hobie Brown's style
-"Karl was here" is a reference to Karl Morningdew aka Captain Anarchy from Hobie's world in the comics
-The purple amp in the background is an Acoustic 134 combo amplifier from the 70's
-The art on Hobie's pants are a reference to his action figure design. Also peep the Puerto Rican flag, and the Sunflower on Miles' art
-The Orange, Snail ,and Fish pins on Hobie's jacket are a reference to my three friends Fen, Rain, and Fishy (shout out to them XD)
-Cutout/Reference images are from Unsplash.com/Google. The brick texture is from a pic I took outside lol.
-Time taken: 2 months on and off (jobs amirite XD)
-There are a few more references sprinkled in, and for one of my favorite Hobie pins, Trans Rights ;)
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And here's the finished pic again :)
Man I love this ship lmao
Thank you for reading/liking and Happy Punkflowering XD <3
-Jay
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listen-to-the-inner-walrus · 3 months ago
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What if I just sent my dad a Karl Cleaver character arc edit? Do you think he'd get it? Is the power of Brennan Lee Mulligan enough?
Watching Dimension 20 can very often just be staring at Brennan Lee Mulligan and thinking "oh, wow, so that's what it would have been like if my dad gave a shit about me."
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rainbowsunshinegeesus · 1 year ago
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covertblizzard · 7 months ago
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Teen Titans Chronology
Era 1: Superhero Names & Funky Nicknames
The Brave and the Bold (1955) #54 The Brave and the Bold (1955) #60 Showcase #59 Teen Titans (1966) #1-20 The Brave and the Bold (1955) #83 Teen Titans (1966) #21-22
This is the peak silly era. Goofy nicknames, (mostly) goofy one-off villains, occasional team-up, etc. As far as I'm aware, none of their real names are ever mentioned within their own title and it's just their superhero names.
It starts with Robin, Kid Flash, Aqualad (in the first Brave and Bold), with Wonder Girl being the first addition when they are officially first called the Teen Titans (in the second Brave and Bold), so I'm counting the Fab Foursome (Cool Quartet? Fantabulous Foursome?) of them as the starting point. They're a team up to #18 with occasional guests from Speedy (#4 - with notes that there were an "avalanche of mail" asking for his inclusion, #11), Beast Boy (#6 - rejected by the Teen Titans and apparently previously the Doom Patrol for not having a guardian's permission slip, interesting note that he already had movie offers here), and Starfire (#18 - definitely not who you're thinking of and instead a Russian boy).
Issue #19 is when they become "Fab-Four-Sometime Five" where Roy joins and Garth takes a break, so the main four changed. There are then two more team ups with Jericho (#20 - also not who you're thinking of but some boy name Joshua) and with Hawk and Dove (#21).
I think only Mad Mod became a long-term villain (?) but the list includes: Mr Twister, the Astounding Separated Man, Beast-God of Xochatan, Akkuru, Ding Dong Daddy Dowd (Demon Dragster), Diablo, The Ant (less villain and more blackmailed by Mr Krask), Mr Baltzer, Mad Mod, Honey Bun (and a spy Karl Larner), Captain Tiger, The Scorcher, The Gargoyle (who makes a reappearance in #35), Captain Rumble, The Dimensional Caper (from Dimension X), Le Blanc, Punch (Sylvester Sepastopol), Fat Cat.
Era 2: Real Names, New Teammates, Mr Jupiter, and Solo Storylines
Teen Titans (1966) #22-31 The Brave and the Bold (1955) #94 Teen Titans (1966) #32-34 World's Finest Comics #205 Teen Titans (1966) #35-39 The Brave and the Bold (1955) #102 Teen Titans (1966) #40-43
This part of the story starts to have a bit more personality and it is a lot more character-driven as opposed to (short) plot-driven stories. Their real names are finally used and they're shown to hangout as civilians and not just superheroes.
This starts at the end of #22 when Donna Troy is given a name, a backstory (one of many), a new apartment, a roommate Sharon, and a makeover. Dick and Wally was previously named in #83 of The Brave and the Bold, but Roy gets named in #24. In a way, this makes Donna feel very much like the living center of the Titans for me, her development begins with the Titans and she's intrinsically tied to it very personally (and this also feels reflected in how Garth views Donna as the "TITANS FOREVER" among all of them). After all, at this point, there's no separate comics she is in unlike the other 4 main titans. She is also the only single character that appears in every single comic with no exception (other than the very first, but they weren't known as Teen Titans then either).
There aren't so much guests as much as two new permanent members - Lilith who joins right before Mr Jupiter comes into the picture in #25 and Mal who joins right after in #26. During this time, 6 of them are mostly all there and are led and trained by Mr Jupiter. The longest disappearance is when Dick goes to college (from #25-32 except for a single appearance in #28) and occasional disappearance when they stay behind to take care of Mr Jupiter's lab (sometimes it is unexplained but I chalk most disappearance up to this). From #26 onwards, all but 6 issues are not related to Mr Jupiter (#28-29 led by Garth, #31 led by Wally, #34 and #42 led by Donna, and #43). This era also seems to establish Wally (and Donna) as de-facto leader when Dick is not around.
All other guests are really more part-time members such as Hank and Don who do their summer stint from #25-#30, Gnarrk who first appears in #32-33 and comes back in #39, and Garth who appears in #28-29 and #40.
For the first time (as far as I'm aware), a known villain gets brought into the story - Ocean Master (Orm) and an alien leader Mofo in #28-29 with Garth going after him. This part also established the easy-to-get-into-fights, easy-to-get-out-of-fights (among themselves) dynamics that I associate with the Titans. They start to place more importance on their insecurities and friendship.
There are also 2 main "friends get brainwashed" (for extended period) type storyline during this period of time (which later seems to become quite commonplace among the Titans): once with Donna (#34 which Wally doesn't see) and once with Garth (#40).
This is also the only era which has quite a lot of additional separate solo storylines. It start with Donna if you count "The Origin of Wonder Girl" in #22 (although it's kind of more like an additional story where everyone appears), and then Wally and Garth (with Tula) in #30. Garth (#30, #35, #36, #38) and Lilith (#36, #38, #41, #43) have the most with 4 each, Roy (#35, #38) and Hank&Don (#31, #39) have two each, and Mal (#35) and Dick (#36) have one each (like Donna and Wally). Superboy (young Clark) actually also has two - one with Dick (#36) and one with young Ollie (#37) that doesn't even have any of the Titans in it.
Crucially, contrary to how modern comics love to portray Batman and Robin's view on the Teen Titans, Batman actually fully supports the Teen Titans in the original and has never been shown to do otherwise almost at all. In fact, he is the one with the most team-ups with the Teen Titans and the team-ups almost always happen because he needs helps "relating to the teens" and he specifically calls on them, with full respect for them (even purposely allowing Wally and Donna to punch him real hard that one time to solidify their cover). The only mentor who does show disapproval is actually Aquaman (in Era 3), who does so because Garth gets mysteriously sick which he blames on the Teen Titans (sort of half-correctly).
Interestingly, up to this point there are actually more team appearances of what I'm calling Alternative 5 or Alt5 (Wally, Donna, Roy, Lilith Mal) than of Fab5 (Dick, Wally, Donna, Garth, Roy). In fact, up to this point there were 12 appearances of Alt5 over 5 appearances of Fab5. This is mostly because Roy and Garth actually have very little team-ups because Roy became a permanent basically the same time that Garth stopped being a permanent member.
Titans Villains (other than Ocean Master hat one time) in this era: Hell's Hawks, Harry Tout, Dr Pauling, Councilman Buckminster (Santa Claus), Demoness possessing Magda Drachwyck (Miss Wickersham), Calibano Della Loggia (x2), Four Horsemen of the Apocalypse, Black Earl of Moray, Captain Barstow's Phantom, Lord Beetle
Era 3: When Fab5 was Defined, More Teammates, Teen Titans West, and Splitting Up
Teen Titans (1966) #44-53 The Brave and the Bold (1955) #149
There was a more than 3 years gap from the last issue #43 in February 1973 to issue #44 in November 1976 which translated to a 2 year in-comic hiatus of the Teen Titans. There's also a change of regular writer from (mostly) Bob Haney to Bob Rozakis. All this culminated in a change in tone of the characters being a bit more aggressive and antagonistic towards each other, especially with Roy (note: Snowbirds Don't Fly happened in 1971 so it's not because that occurred in between the break since it actually happened before the break). They fight a lot more this era and the storylines are longer and bleed more into one another.
Another obvious change is that Wally is shown to be way more into Donna than before (in his thoughts especially) instead of their more casual flirting. Wally does eventually confess to Donna who rejects him in this era. The other "official" relationships are Mal/Karen and Lilith/Gnarrk (funnily because Mal/Lilith was a thing for a bit).
In story, Mr Jupiter decides to close shop (unknown reason) and so they broke up, with Mal taking care of the labs and the rest pursuing their individual careers instead as they agreed upon (but Mal is unhappy about). This... doesn't really make sense because I'm not sure what "individual career" Donna has, but never mind.
Lilith is no longer in the main team (later explained that she settled in the West Coast with Gnarrk which is very contradictory to her last statement in #43 that the Teen Titans is her family). Garth comes back from #45 when he is mysteriously summoned by Mal's horn and it's like he never left. He wants to resign in #51 because his insecurities making him physically sick, but he agrees to finish the mission and they all ended up disbanding anyway. Karen appears first in #45 as Mal's girlfriend and joins as Bumblebee in #49, but Duela joins the team first in #46. Because of these lineup changes, Fab5 appearances started to catch up to Alt5 until eventually Alt5 (15 appearances) just barely edges out Fab5 (13 appearances). Interestingly, Dick-Wally-Donna-Roy-Mal actually end up appearing most (17 appearances).
They (it's honestly mostly Dick, Wally, and Donna) discuss the idea of a new headquarters first suggested by Donna in #45 (like I said, she's very much the living centre of the Titans). Dick makes the decision (because he is Leader-Man and Bruce is funding it) to have their headquarters as a restaurant front, Gabriel's Horn (named after Mal's horn given by the angel Gabriel in #45), run by Mal and Roy (the jobless duo apparently) in #46 and they set it up in #49. Mal and Roy also started forming the rock band The Great Frog (a job!) in #45 which plays in their restaurant.
Teen Titans West first meet up and is established in #50 with some familiar faces (Gar, Hank, Don, Lilith, Gnarrk) and some complete newbies (Bette, Ch'al) to the roster. Issues #51 and #52 have the East and West team up, resulting in basically every Titans ever joining with the exception of Tula (but then again, at this point she only appeared in Garth solo story and never in the main storyline). At the end of which, they have a big feast (sponsored by Dick) and decided to part ways to improve and work towards eventually becoming the future Justice League (as they were always meant to).
The final story #53 establishes their origin and formation story which includes Roy, but had Roy basically saying he wanted to be involved only whenever he wanted and not permanently (ahem commitment issues), establishing Fab5 as the clear founders of the Teen Titans in the last issue.
There is a third "friends get brainwashed/used" (for extended period) type storyline with Lilith (#50-52), except she's not evil, but her powers are manipulated for evil. With Duela, there is also the first instance of villain's children in the Titans (in future there is Joey and Rose most prominently), setting up the stage for Titans raising villain's children. They actually brought Two-Face in to visit Duela at least once (right after a crime too???) which is... interesting?
This era has many more appearances of known villains including Dr Light, The Fiddler, Two-Face, and Mr Esper (Captain Calamity). The final issue is where Antithesis first appear (he is a recurring villain or at least comes back in future issues), and the remaining unimportant ones are: The Wreckers, Flamesplasher (x2), Sizematic (x2), Darklight (x2), and Rocket Rollers led by Brian the Brain.
Finally, there are some unexplained mysteries. Where the hell did Mal's horn go since it went missing in #49? Who is the blonde "Little Queen" that Garth meets from #36 (because I don't think it's Nirka McDuff from #40)? Who are Lilith's parents? What's up with Mr Jupiter? Is he Donna's dad (#35)? Do they ever make use of the possibly haunted mansion and fortune they inherited in #43? Why did Mr Jupiter not bother to make Roy, Wally, and Lilith face their fears (#38)? Does he think redheads have no fears? Are we going to address the fact that Lilith is apparently Juliet reborn (#35-36) and decided to give up Romeo (who she was very enamored by for a while) for Gnarrk?
To be continued~
Some Statistics (For Fun)
Most to least appearances, we have:
Donna (60) - only missing from the very first story before they were coined the Teen Titans
Wally (58) - missing from 3 stories all during Mr Jupiter era (twice unknown reasons and once because he is watching the lab)
Dick (54) - missing from 6 issues for his college
Roy (41)
Garth (37)
Mal (28)
Lilith (22)
Mr Jupiter (12) - not a Titan but I was curious so I counted him
Hank and Don (11)
Karen and Duela (8)
Gnarrk (5)
Gar (4)
Bette and Ch'al (3)
Tula (1)
Most to least trio appearances (within Fab5):
Dick-Wally-Donna (50)
Wally-Donna-Roy (38) - the love triangle lmao
Dick-Donna-Roy (33)
Dick/Donna-Wally-Garth (32)
Dick-Donna-Garth / Dick-Wally-Roy trio (31) - DWDG and DWDR limiting factor
Wally/Donna-Garth-Roy (14) - Roy/Wally-Donna-Mal/Lilith have more than this (25, 23, 19, 18)
Dick-Garth-Roy (13) - Fab5 limiting factor
For quartets, Dick-Wally-Donna-Garth (DWDG) quartet (31) ends up exactly equal to Dick-Wally-Donna-Roy (DWDR) quartet (31).
Special note that because of Lilith separation in Era 3, even though Garth is brought back, the Rebirth "OG" line up (Fab 5 + Lilith) actually only has 3 appearances together. On the other hand, Alt 5 + Dick have 9 appearances (but no Garth). World's Finest line up (Fab5 + Karen) have 7 appearances but only 4 of which Karen is actually Bumblebee and fighting with them, while the Silver Age Final line up (Fab5 + Mal) has the most with 10 appearances.
Ultimately, Lilith does still make more sense to me than Karen to balance the team with more girls, because she definitely was there earlier, had more appearance than Karen, and also doesn't have the additional association of joining because of Mal since she predates Mal. That said, the girl with the most Fab5 teamup might actually be Duela who also has 7 appearances with Fab5, all of which she is on their side (although half their issue was trust which wouldn't make so much sense if she was with them from the beginning). The person with most Fab5 teamup is unquestionably Mal though (10). It's curious to see what is more "valid" but my personal opinion is that there is no point in making a Fab6 just let leave it be and acknowledge it as product of its time.
If you want to have a look at the data out of curiosity, it's here.
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pahrak-the-sinnoh-slizer · 9 months ago
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Game Night: Cassette Beasts
Pokémon fans threatening to find a new monster taming series is like Americans threatening to move to Canada: we’ve all said it at some point, and for completely valid reasons, but the reality is that it just isn’t that easy to pick up and go.  For me at least, it’s hard to pin down exactly what it is about Pokémon that’s central to my interest in it, so I’m not quite sure what to look for in other monster tamers.  At the very least, when something like Palworld rolls around I can easily tell that it’s not that.  The last several Pokémon games have been some of my favorites, but I’ve remained curious about the genre at large; unfortunately these games are innately a rather large commitment, which doesn’t pair well with my indecisive uncertainty.  All this to say, while I was definitely intrigued by Cassette Beasts when I first heard about it years ago, that intrigue never actually went anywhere…until now.
I believe I recently heard someone toss it out as a recommendation on a stream I was watching, which is why it stuck out when I was browsing the Games Done Quick channel on YouTube.  Out of curiosity, I wound up watching the speedrun.  I then poked around the official wiki a bit and came to realize this game could be very appealing to me specifically.  And BOY was I right about that!
Before we get into it, spoiler-free tl;dr: Cassette Beasts both wears its inspiration proudly on its sleeve and iterates upon it in many truly fascinating ways, with an atmosphere that switches effortlessly between delightfully cozy and creepy cool.  I have some gripes, but I have been thoroughly entertained and downright mesmerized playing this game.  If you have any interest in monster tamers, pixel art indie RPGs, and/or cosmic horror, I highly recommend checking Cassette Beasts out.
>PLAY
The game first asks you to customize your character, sans outfit—that comes later so you’re not entirely overwhelmed right away.  There’s also an option for pronouns, including he/him, she/her, and they/them, which is lovely to see.  You are then dropped onto the shore of a mysterious island, and are found by a girl who tells you that you’ve landed in a different dimension.  So, yes, technically an isekai.  But this is a limbo-esque world that only has humans because they keep falling into it from time to time—every single character is either from another world, or was born to parents who are stuck here.  That, combined with making your character’s explicit goal “find a way home”, excellently avoids the most common pitfalls of the genre and lets you assess it without preconceived notions.  What’s really interesting about this is that people are pulled from many different worlds, and from various points in the timeline: you have characters talking about the Mars landing of 1969 and the 20th century peace treaty with the elves, and also famous Greek philosophers and Karl Marx.  I love how eclectic it is, and it’s frequently used in really funny ways. (You all remember Diogenes, right?  Guess what traits are shared by all the monsters he uses.) The people brought here have all banded together in a mutually supportive community, with everyone contributing what they can and materials like wood and metal being traded for goods as opposed to using money.  Why do we want to go home again?  This sounds like a nice place to live!
But anyway, we’re here for the monsters.  And in-game they are just called “monsters”, never “Cassette Beasts”.  Which strikes me as odd.  But the monsters have been in this world way longer than the cassette tapes, which are actually a relatively recent arrival courtesy of an isekai’d shopping mall.  Rather than catching a monster, you record them on a blank tape, meaning that even if you are successful you’ll still need to defeat the monster or flee to end the battle.  You then use your tape and cassette player to take on the form and powers of the recorded monster, and fight your battles first-hand!  Pokémon briefly flirted with this idea in a spin-off manga (Pokémon ReBURST), but here it’s fully embraced; this sort of approach can be seen in other aspects too, as we’ll see later.  After learning the basics, you’re given a few major questlines and then set free into the open world of New Wirral, tackling whatever catches your attention as you romp around.  There is some level-scaling, though I’m not sure of the specifics.  Regardless, both it and enemy AI can be adjusted via Settings, and you can also turn off the glitch effects that show up if those are impacting your experience.  In battle you control both your avatar and one of several recruitable partners, and can carry up to six tapes at a time—essentially Doubles format, with all the complexity and chaos that entails.  One very interesting wrinkle in the formula is that in addition to the tapes/monsters having health bars, the humans also have their own health bar, hidden under that of their tape as if the tape’s HP was a shield meter.  If attacks overkill your tape, the excess damage is dealt to your own HP, and if you lose all of your HP then you’re done regardless of how many tapes you have left.  It’s an important extra resource to keep in mind, and the same is true for (most) NPC cassette-users: if you deal enough damage to their own health bar you can defeat them without having to get through all of their tapes.  Until the late/post-game, that is, where your human foes are invulnerable beneath their tapes while you very much are not, and that feels very unfair.  I also find it strange that there’s no item for restoring your human HP—campfires to rest at are fairly plentiful, but it’s still somewhat odd.
Each monster has one type, and rather than limited uses for each of its moves, both characters generate AP every turn they can then spend on certain attacks.  Moves also each have a type, but while there is a same type attack bonus (STAB), it’s not as significant as it is in Pokémon.  Naturally, each type has advantages and disadvantages over other types, but!  Weakness and resistance is also toned way down, and is not your primary goal when using type advantage. Type interaction is far, far more nuanced in this game, involving the entire spectrum of ailments and buffs and debuffs, and even changing the target’s type.  For example: Water extinguishes Fire, temporarily reducing its attack power.  Using Fire on Water creates steam, which heals Water over the next few turns.  Fire also melts Ice, changing it to a Water type for a few turns.  And this is all just barely scratching the surface!  A chart showing these interactions is given to you in-game, which is nice; more than that, whenever you discover a new interaction for the first time, a tutorial box pops up and elaborates on the effects, as well as providing an explanation of why (extinguish, steam, melt, etc) that goes a long way in keeping track of them all.  While a fantastic feature, it can get repetitive at times: the mystical Astral type has identical interactions with all four classical elements, and despite all 4 being mentioned the first time, you’ll still get that same text box explaining that interaction 4 times.  Types range from the usual suspects (Fire, Water, Air) to some very…surprising choices (Glass, Plastic, Glitter), plus Typeless moves that take on the type of the monster using them.  Moves are treated as stickers applied to your tapes, and can be peeled and moved at your discretion; you obtain them either from leveling up a tape, or from shops and chests and drops.  Leveling up monsters (from 0 to 5 stars) also increases their max AP and how many move slots they have, and I think slightly increases their stats?  Your human characters, though, have their own stats which increase as you level them up from 1 to…well I’m not sure exactly but it exceeds 100 at least.  I couldn’t tell you the exact mathematical way the two sets of stats interact, but it’s a neat idea, strengthening yourself as well as the tapes you collect.  Your partners gain experience even if they’re not with you, and thank God they do, otherwise it’d be a pain to spend proper time with each and every one of them.
There’s one other major battle mechanic unlocked at the end of the tutorial segment: Fusion.  After filling up a meter, your avatar and partner can fuse their monster forms together to unleash hell upon your enemies.  Monster sprites were made modular so that the game could automatically generate fusions on its own, meaning that there are in fact over 16000 different fusions you can make, and your bestiary will keep a list of them all. (Thank God there are absolutely no incentives for filling that list!) Fusing will also cause whatever music track is playing to gain vocals, which is a fun way to up the presentation factor.  Your relationship with your partner is key to Fusion: its measured from 0 to 5 hearts, and you need at least 1 to be able to perform Fusion at all.  At 2 hearts, you gain a super move.  Every level gained increases the stats of your fusion as well.  It’s a fun mechanic to mess around with, even if a lot of the fusions can look a bit derpy—small price for the sheer flexibility of the system.  I’m sure I don’t have to tell you that Pokémon fans have been enamored with fusion since at least B2W2; I doubt it’s coincidence that Cassette Beasts chose to implement it as a Mega Evolution-esque gimmick.  Once you get to the late/post-game, the NPC fights also gain access to Fusion, giving you a chance to figure out ways to play around the feature from the other side.
Like I said before, this game greatly expands upon a number of fan-favorite concepts from Pokémon, and I’m pleased to say that extends all the way to Shinies.  Every monster has a small chance to be a “bootleg”, with not only a different color scheme, but a different type.  There are a total of 14 types in the game.  Do you see where this is going?  Every single monster has 14 variants with different types and color palettes (even their original type, weirdly enough?).  And every single one has a page in their bestiary dedicated solely to tracking how many of these variants you’ve found.  Probably nightmarish for a completionist, but holy shit is that insanely cool!  Multiple palettes to choose from instead of being stuck with just one that might suck!  And they have mechanical differences to incentivize recording them beyond simply collector’s value!  Fantastic!  There are also various ways to increase your odds, all the way up to 20% in specific cases, which I imagine will entice quite a few players into the hobby of bootleg hunting.
Let’s see, what other mechanical topics can I cover before moving onto more story-related stuff?  Field moves are a thing—you obtain them by recording a specific monster, and in the case of some like the glide you’ll partially transform when it’s activated.  I think it strikes a nice balance: it’s dependent on what you yourself have actually recorded, but doesn’t ask you to dedicate move or party slots to it.  Their approach to evolution feels simplified: when you rest after getting a tape to 5 stars, you’ll be prompted to “remaster” it if applicable, rather than having to guess which level you should be aiming for.  There are a few wrinkles when it comes to branching evolutions, but only a few, and mostly come down to either having a certain move on the monster to change its remaster, or, after choosing to remaster, being given two options right there.  Those options can be a bit vague, though; I looked into it ahead of time, and if I had gone with the option my gut opted for when remastering my starter, I would have gotten the less cool-looking monster.  I also want to mention the loading screens; you know how The Sims lists random stuff on its loading screens?  They do something similar here, except they’re all related to one of the monsters: “Directing Traffikrab”, “Tuning Kittelly”, “Sharpening Ripterra’s knifeclaws”.  It’s a little thing but I find it charming, and perhaps a bit devious in making players curious to track down these various monsters being teased.  Oh, and selecting the Flee option will tell you your percent chance to flee, and even if you fail you can still choose to blackout if you really just want to get out of there.  There’s also a Mystery Gift analogue that’s been used to distribute various bootlegs, and things I haven’t even tried like the “Gym Pass” to customize your player character's stats.  Beating the game also unlocks customization options for future playthroughs like randomizers and permadeath.  There’s a LOT.  It’s a very packed game.
Right then, story.  There are two BIG big questlines, one of which being a setup similar to collecting Gym Badges: there are 12 special NPCs all over the map who give you a stamp when you defeat them, but rather than specializing in a certain type, they tend to have a favorite tactic they employ in battle.  One of the easiest to find specializes in moves that create defensive walls; one particularly annoying one prioritizes controlling accuracy and evasion; there’s even one who specializes in just one particular monster with an elaborate signature move.  It’s perhaps not an enormous difference, but again, it’s nuanced.  There is also a “Champion” fight at the end, but I won’t get into that.  More importantly, the questline that the game is largely centered around and leads to the end credits, is the hunt for hidden subway stations that house powerful, eldritch boss monsters known as Archangels.  Apparently, when humans first wound up in New Wirral, they didn’t know what to make of the monsters and tended to refer to them as angels or demons.  That fell out of fashion as the community came to understand monsters better.  The Archangels, however, cannot be understood by human minds.  Each one is drawn/animated in its own style that clashes with the world around them—your partners all say that it hurts just to look at them, and just being in the stations makes them feel uneasy.  A personal favorite is the claymation skeleton with a vertical mouth, to give you some idea of what to expect.  These fights have their own unique mechanics, and the Archangels tend to hit very, very hard; if you do survive, some floating guy in a red coat with a 3D rendered reflective triangle for a head shows up and absorbs the boss (concerning), and you’re given part of a riddle that will eventually lead you to the final dungeon.  The vibes are incredibly at odds with the typical overworld gameplay, and I mean that in THE best possible way.  The Archangels were a real highlight for me.
In addition to those, every partner you can recruit has their own questline, which can range from a single fight all the way to finding 6 hidden locations around the map with their own substantial battles to win.  The girl who finds you at the start of the game, Kayleigh, is your first partner, first having a quest that’s essentially “finish the tutorial” before switching to a more personal quest that involves dealing with an actual cult.  You’re also very early on pushed in the direction of Eugene, who has that long, long quest finding hidden locations all over the map.  Slow-going as it is, though, it’s about fighting off a horde of capitalist vampires who are trying to establish a housing market, so.  That’s fucking hilarious.  But it has stiff competition in Felix’s quest, where you follow his middle school OC brought to life as she journeys to four sacred altars to slay their guardians.  That’s right, Felix’s edgy anime OC, an angel demon catgirl ninja named Kuneko, is also up and about in New Wirral and he is mortified by this discovery.  Excellent questline, no notes.  Another partner you’ll run into fairly early is Meredith; her quest involves navigating a dungeon you probably won’t get to for a good while, though it’s a solid dungeon when you do get to it.  There’s also Viola, the character from Twelfth Night by William fucking Shakespeare, whose search for her brother takes her into a haunted shipwreck to face a villain from a different Shakespeare story.  New Wirral is very eclectic.  But perhaps least expected of all is Barkley the dog.  One of your playable partners is a dog.  His quest is the shortest and an utterly fucking brutal punch to the emotional gut.  Anyway I like all these folks, they’ve got personality and endearing character development that touches on some personally relevant topics.  Aside from Barkley, you can romance any partner after maxing out your relationship level, and that was a tough choice to make.  The Gym Leader analogues are sufficiently quirky for their role, and you meet a handful of other perfectly fine recurring characters—including a few who are only encountered in post-game quests.  If I’m really being strict here, I don’t think I’d say any of this game’s characters have jumped the ranks to new blorbo status, but take that as you will.
The post-game has an interesting structure to it.  You don’t unlock any new areas, not really, but after engaging with the newly-unlocked sidequest board for a bit, you gain access to a few longer questlines.  There are two that eventually come together which each feature their own new characters, one following the direct consequences of actions you took earlier in the story, and one that’s about someone new being dropped onto New Wirral, showing that the world keeps turning even if your particular story is over.  There’s also another questline which delves even deeper into the background lore of the game, and that’s something I’ll never get enough of.  The repeating sidequests are brief and rewarding enough to from a satisfying gameplay loop to disguise the grind, and I’m only just now considering an extended break after nearly 70 hours total gameplay (which I would guess is around half post-game).
Oh, I should also talk more about the bestiary and completing it!  Each monster has the standard flavor text and habitat listing, plus that page that tracks bootlegs, and a list of how many you’ve encountered/defeated.  However, when you raise a tape to 5 star level, you also unlock an additional page of flavor text, usually something related to the inspiration for the monster’s design.  While heavily scaled back, having this sort of progression in the bestiary reminds me of doing research in Pokémon Legends Arceus, and I very much appreciate that.  Going that far is optional, of course—really, doing anything involving the bestiary is optional.  But the game does nudge you in that direction and reward you several times along the way.  When you first encounter the “professor” character, he gives you a series of quests that just ask you to record one of the monsters found in the central region of the map.  Easy!  From there, he gives you a handful of resources and tapes every time you hit a new milestone of 10 monsters recorded.  In the post-game you can also randomly get quests asking you to get a certain monster to 5 star, or perform a specific fusion, or use a specific monster to fight the professor’s assistant, all slowly, slowly nudging you in the direction of completion.  But what’s really interesting is that you don’t necessarily have to fully complete the bestiary to get the grand prize (this game’s equivalent to the Master Ball).  Cassette Beasts originally had 120 monsters.  A later update raised that to 128, and some time after that, they released a DLC that added a handful of unnumbered monsters.  You get the Master Tape by recording 128 monster species.  So, if you record a bunch of the DLC monsters, you can “complete” the bestiary without tracking down every last monster in the base game.  If you do go beyond that, the completion percentage will actually go over 100%, which is so weird to see, but in a cool way.  It seems the intention was specifically to not make completion increasingly difficult as new updates are added, which is honestly pretty rad!  And, again, though I appreciate the bestiary remembering all of your fusions, I’m so glad there’s nothing incentivizing you to from every last one of them.  Same goes for bootlegs.  So, does this mean future updates/DLC with even more monsters are on the way?  No clue.  But they are working on a multiplayer update expected to release soon! (I don’t have Switch Online so I won’t be able to do much with that lol.)
I did purchase the DLC right away; I was confident I would enjoy the game enough I would want it eventually, and buying them both together was slightly cheaper than buying them separately. (The bundle also comes with a cosmetics pack but it’s nothing that interests me personally.) After progressing through the main quest enough that you become able to access the final dungeon, a small boat washes ashore, and you’re able to ride it to a dock in the middle of the ocean housing some sort of carnival.  The ringmistress asks you to explore the three major attractions and beat their power sources, the “Infernal Engines”, into submission.  Despite being a small area it’s still just as open-ended as New Wirral, an effort I appreciate.  You can tackle the attractions in any order you want, even leave in the middle of one to go do another if you prefer.  The place is also populated by several new monsters to record, including one of my personal favorites, a ghostly book monster named Hauntome.  It’s a few mini-dungeons, some solid bosses capping them off, and then one last boss, with a loose story in the background that has some connections to the main story but isn’t anything essential.  I don’t know if I’d go as far as to call it a must-buy, but it is fun, and inexpensive, and more Cassette Beasts.  Up to you.
There are two major themes I picked up on during my playthrough: community and art.  The people who’ve ended up in New Wirral, in spite of coming from countless different dimensions, have all banded together to support each other and however many newcomers show up; they don’t even ask for anything in return, they just value life and want to be sure people are cared for.  The theme that plays in Harbourtown is transparent about this: “we’re all in the same ship […] but at least we’re together […] I don’t know you but we’ll make the most of / wherever we are now”.  Fusion is about literally joining with someone to create something stronger than either of you could do on your own.  There are even some genuinely scary twisted manifestations of this idea, like the Mournington cult and the truth behind the Landkeepers—people crave community, and there are some who will use that to their own advantage.  It’s baked into the motivations of all your partners, and, switching gears, most of them are heavily connected to art too!  Felix is an artist learning he doesn’t need to be ashamed of his past, less “polished” work.  Kayleigh, after addressing her regrets with Mournington, reconnects with her old hobby of playing guitar.  Meredith actually takes things in a different direction: she used to spend all of her time consuming vast quantities of art to the point that it cut her off from her community, showing that you still need to exercise moderation when it comes to art.  Viola is a character from another, pre-existing work of art!  The Archangels play into this as well: one of the biggest things setting them apart is the way they clash with the rest of the game’s art style, and their nature as incarnations of humankind’s ideas is a delightfully malevolent spin on the whole thing.
Taking these two themes together, Cassette Beasts presents a thesis on our responsibility to our fellow people and how we can all find our own way to fulfill it, with a particular focus on art and how it broadly conveys our ideas and inspires change.  The final boss fight punctuates this beautifully when, after Aleph destroys your cassette player, Morgante awakens and tells you that you don’t truly need the cassettes.  “THE ABILITY TO MANIFEST YOUR WILL TO ALTER REALITY…TO CHANGE YOUR WORLD, AND YOURSELVES...THAT LIES WITHIN YOU.”  Then she and ALL of your partners fuse with your avatar, and through your combined might, you strike down the malevolent forces in your way, secure a path home, and bring a huge, fundamental change to New Wirral as its inhabitants now have the option to decide if they should stay or go.  It’s an extremely satisfying ending, even if it does see you and your partners going their separate ways.  But, who knows?  Given a few tidbits from the post-game, it sounds like we just might get to meet them again someday.
Again, I had a really, really great time with Cassette Beasts and highly recommend it.  It’s charming, its fun, and it’s only $20!  Maybe don’t get it on Switch, though, not if you can’t stand frequent load times.
And, just to brag about my bootlegs a little:
-The random free bootleg from Harbourtown was a Glass-type Dandylion for me
-The freebie Ritual Candle netted me a Water-type Glaistain!
-The post-game bootleg starter, I got a Poison-type Candevil
-Was able to use the mailbox to get a Fire-type Undyin
-And obviously there’s Barkley’s Ice-type Pombomb
-The first one I encountered purely by chance was an Astral-type Jellyton
-Air-type Jellyton
-Ice-type Carniviper
-Astral-type Carniviper
-Fire-type Traffikrab
-Plant-type Squirey
-Ice-type Boltam
-Lightning-type Snoopin
-Poison-type Kirikuri
-Glass-type Scubalrus
-Glass-type Spooki-onna
-Lightning-type Dominoth
-A Fire-type Piksie
-A Glitter-type Picksie
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