#linger in shadows
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breakingarrows · 1 year ago
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Demoscene and “Art” Games on PlayStation 3
Early in the seventh console generation, with the inclusion of storefronts allowing a user to download games on every home console, the ability to self-publish or be picked up by a publisher increased thanks to this new ease of access and lower costs of digital distribution as compared to boxed retail products. For Sony and the PlayStation 3, this would see the release of some games both Sony, games media, and players alike would sometimes deem non-games, especially those that came from a group of artists called demosceners which we’ll look at today.
Currently: Linger in Shadows .detuned
To be completed: flOw Echochrome PixelJunk Eden Flower Noby Noby Boy Journey Datura PixelJunk 4am Papo & Yo The Unfinished Swan Proteus Bound Linger in Shadows
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Released: Thursday, October 9, 2008 On: PlayStation Network for PlayStation 3 Developed by: Plastic Published by: Sony Computer Entertainment America Inc.
Linger in Shadows was announced at the demoparty Breakpoint 2008 in Germany. Breakpoint was a successor to the demoparty mekka & symposium which ran from 1995 - 2002. Demoparties came out of the demoscene in which software crackers would create their own audiovisual effects and playbacks to be shared via demoparties, the internet, and inserted into cracked software. Organized parties would break the competition into categories of size and platform, letting the restrictions feed creativity. As explained by the organizers of the demoparty mekka & symposium:
What is MS? The mekka & symposium is a demo-scene party that was organized annually at Easter. More than 1200 young Multimedia artists gathered here for four days in order to meet similarly-minded people, to exchange ideas and to participate in the competitions, in which individuals and groups show off their talents in a certain form of electronic art called Demos. ms2002 has been the eighth and last event in a traditional party series that started back in 1995, when 300 mostly German visitors attended the BlackBox Symposium. To our 2002 event, about 1220 visitors came from all over Europe, and beyond - "sceners" have come to celebrate with us from countries as remote as Estonia and Israel! The event was never a LAN or gaming party. People playing Qu*ke or Half-Life on our events would have been considered non-creative by our "serious" visitors, and as a matter of fact, the participation of gamers on our parties has always been exceptionally low, which made the MS one of the last big enjoyable events for real sceners.
Breakpoint would see its first iteration during Easter 2003, Friday, April 18 - Monday, April 21. The lead organizer was Scamp who detailed in an interview some of the difficulties in running the first party such as heating, internet access, attendance-to-expense, and getting permission to have the meeting during the Easter holiday in Germany. Attendance cost was reportedly €40.00 for men and no cost for women. It was during Breakpoint 2008 that the team called Plastic would reveal a video teasing the project Linger in Shadows for the PlayStation 3, with official confirmation coming later that year at E3.
Linger in Shadows was released on October 9, 2008 as an “interactive art” application for $2.99. Sony was quick to assert that this was not the typical PSN release. Rusty Buchert on the PlayStation Blog would state, “I’ll start with the easier side, and that is Linger in Shadows is NOT a game. It was never meant to be a game and it will never be a game.” In IGN’s “Impressions” piece on the game Chris Roper stated, “Linger in Shadows hit the PlayStation Network this week, but make no mistake - it is not a game. It even says so in about three different places just to make sure the point gets across. Instead, it's being dubbed as "interactive art", which is a pretty fitting description.” GameSpot’s Ricardo Torres would similarly remark, “While this isn't a game…”
“Games” are restricted to things such as Pac-Man, Madden NFL, or even LittleBigPlanet. Linger in Shadows is interactable (the player makes inputs and the game responds and reacts) though because it doesn’t fall into the traditional, high score, killing, or numbers-go-up categories so familiar to game players it becomes a non-game. Sony understood this and is why they would denote it as “not a game” themselves in its promotions. While seeking out the various titles listed at the beginning of this article the main things I was looking for were “art” games that lacked the traditional video-game framework such as a scoring system or games that had “artsy” visual styles but were really just dressing up a traditional platformer or point and click adventure game.
Due to its “non-game” status, reviews from release are fairly scarce. HonestGamers’ 1.5/5 community review by zippdementia says, “What bothers me is that this was such an obvious attempt to make an extra buck off the PS3 owner with overblown advertising. Next time, Sony, tell me what's really inside your package. Don't tell me you're going to give me cheese and then hand me Cheetos.” Eurogamer’s Dan Whitehead appeared to be the most adept at talking about the game in a “review” context, ending theirs with “Linger therefore exists in a strange new realm between the hardcore demoscene and the mainstream audience being asked to pay to play around with its peculiar concept. It's an interesting move if it opens up Sony's platform for more demos to reach a broader audience, but perhaps not if they have to pass through the gateway of establishment approval to get there. This experiment may at least tempt a few more people to Google "demoscene" and, payment aside, it's refreshing to see something so esoteric being championed in such a public way. You certainly won't see anything like this on Xbox Live or the Wii Store. That, at the very least, makes Linger in Shadows something rather special.”
Modern reviews have not been kind either, as Gamerhub’s ⅖ reviewer Steven Barry writes in 2022 that, “To be fair to developer Plastic, they do go out of their way to emphasise that this is not actually a game and is instead ‘interactive art’. So, it does feel a little strange to review this like any other game when in reality it’s a glorified tech demo. However, this was a purchasable product on release in 2008 over the Playstation Network so that is why it’s ultimately eligible for critique.”
Since most people were more preoccupied with grappling with its status as a “non-game,” there wasn’t much discussion about what it actually is and does. Linger in Shadows plays and unfurls itself as a dream. There is an unlogic to the procession of movement, space, and plot. The first signal of this is when watching the dog try and run through the air to escape the ethereal black cloud presence haunting the concrete setting. The dog's attempts to flee are vigorous, but without much effect, calling back to a shared experience nearly everyone who dreams has, of trying to run but finding you are unable to move at much more than a snail’s pace.
The game mostly finds itself following the presence of a black sentient cloud figure, as it moves about an impossible high rise grouping and its various unlogic features, such as a large flower atop a levitating rock, barrels similarly suspended in the air, and the biggest “tech-demo” flag of “how many moving objects of different shape and synchronicity can we have at the same time?” The black cloud can be interpreted as a malevolent entity even before it turns the dog to stone due to its coloring and the faint imagery moving about within it recalling the antennae of insects, both elements long associated with the impure. A cat impassively watches as the cloud turns the dog to stone, maybe something of a mirroring of the player impassively watching and even participating, without much of a feeling for what’s occurring on screen. Soon after, a giant creature bearing a mask with eyes and a body of trailing tentacles appears. In contrast to the black cloud, which effortlessly weaved in, out, and between various objects without much effect, this mask creature blunders its way toppling various objects as it seeks out the petrified dog which it also ends up breaking apart. Bearing familiar eyes and a more tangent shape than the ethereal black cloud, this mask creature is instantly interpreted as the “good guy.” Confronted by the black cloud, the mask ascends a pillar of stone atop of which is a semicircle of columns surrounding a statue of a woman. The black cloud begins petrifying the mask’s tentacles, furthering the black cloud’s villainy and the mask’s innocence as a victim. The “camera” is destroyed by a toppled column leading to the credits. As the demoscene is more about visual demonstrations than narrative, it's not surprising that the one displayed here is pretty simple and straightforward and more a way to show off different character models and what the player can manipulate.
The “game” portion of the game is that during this entire video playback you can at any point pause and manipulate the camera and objects on-screen. Since everything is a rendered object you can escape the usual limitations of regular video playback, and the UI even resembles the UI of media playback on the console or any DVD/Blu-Ray player of the time. The game itself will guide you through what types of manipulation you can do, with an additional hidden object portion tied to finding images that are shout-outs to other demogroups tucked away just out of frame. Playing Linger in Shadows is mostly a touch and go affair of moving the timecode forward and backward and moving around the controller and pressing buttons to see what sort of movement you can do in this specific frame or scene. Aside from whatever you can come up with yourself there isn’t any set of objectives beyond the tutorial teachings and then the image hunting collection.
It is this lack of purpose or list of things to do that I think most frustrates people into declaring Linger in Shadows “not a game!” Coming from arcades with high scores to home consoles with experience to accrue and levels to beat and people to shoot, we’ve been conditioned to think of games as filling a certain role and no other. Even Shadow of the Colossus in 2005 was heralded as the fulfillment of “Games as art” that would convince people like Roger Ebert of the medium’s value. That goal is self-defeating anyway, but also Shadow of the Colossus, while a phenomenal work, still falls into the traditional video game category quite easily, with the game bearing the objective to kill 18 colossi that are framed as unique boss encounters. While there is no progression in terms of level or equipment you do slowly increase our stamina and health over the course of the game. Nobody would mistake Shadow of the Colossus as an “interactive art piece” like they would Linger in Shadows, but both are video games.
Watching another of Plastic’s demos from 2008, called “Into the Pink,” many similarities come up, from more explicit bugs, more imposing crawling shadows, moving lots of objects floating through the air, and distorting text/images so that they jitter. Another project of theirs, “Catzilla,” is much more an entertainment object playing with destruction on a city-wide scale which just happened to come out the same year as Man of Steel and its similar experiments.
This art stands among the other “demoscene” game(s) on PlayStation 3 as a period when Sony was interested in courting the margins of games in order to sell its struggling console. At the time, the PlayStation 3 was in dead last place when it came to home console sales, and so Sony had to look at alternative ways to attract engagement. One of those ways was to present the PlayStation 3 as something more than just a video game console. Early advertisements for the PlayStation 3 are routinely mocked, though they really don’t stray too far from some of the advertisements for the PlayStation 2, such as those famously directed by David Lynch. These more “heady” adverts attempt to sell the console based not on gameplay footage but on an idea of what the console could do/be. It didn’t work.
Not until the Kevin Butler series of commercials did PlayStation 3 begin to majorly change its presentation to the larger gaming audience. PlayStation Plus, courting indies, and the humbled approach they took towards developers with the creation of the PlayStation 4, culminating in the disaster that was the Xbox One’s lead-up to launch, secured their continued success to this day. The cost of that success has been a lack of effort to engage the margins of gaming, something unofficially certified with the closure of its internal Japan Studio in early 2021 and further with the shuttering of PixelOpus  and the announcement of ending support for MediaMolecule’s Dreams just this month. With its focus on huge titles, contemporary Sony would not throw money towards a group of students and tell them to “go wild” and release their demoware title on the PlayStation Network. The closest we have gotten in recent years was the release of Dreams, a game to create other games from MediaMolecule, itself a development team founded in part by a demoscene participant named Alex Evans known as Statix/TPOLM during the 1990s.
This is not to write off Microsoft and Nintendo’s attempts to court the indie space for success, as Xbox Live famously had its “Summer of Arcade'' titles, as well as being the console that really began today’s online network connectivity and distribution of smaller titles on the OG Xbox. Microsoft still had a restrictive storefront however, with file sizes and other limitations holding back small developers from seeking it out as the best place to try and publish their game. Nintendo also had some success with indie releases under the WiiWare brand (World of Goo and Bit.Trip Beat), but failed to do much to advertise or promote them.
One question that persists is in the intention behind the team of Plastic in creating Linger in Shadows. Dipping into demos and their productions, what strikes me is that the challenge comes from crafting advanced renders on platforms with limited and dated capabilities. As I’ll detail later, .theprodukkt was able to create a first person shooter with a file size of 96kb, and results for demoparties are broken down by platforms such as the C64, Amiga, and restricted file sizes such as 64kb. So why choose to utilize the PlayStation 3? Proudly boasted as the most powerful next-generation console in 2007, what appeal does that have to a group regularly challenging themselves to see what they can create using computers from the 1980s? Perhaps it was the challenge of working with the difficult to develop for CELL processor powered console. Perhaps they just thought it would be fun to swindle Sony out of some cash and just create whatever their whim deemed suitable for a wider audience instead of fellow demosceners. As I mentioned before, portions of Linger in Shadows definitely seem to be examples of the team simply trying to see how much they could get away with without breaking the game, though in 2023 it can be hard to look at it with the same eyes as someone in 2008, as graphics are continually chasing more and more fidelity with reality.
Shared between Linger in Shadows and the next demoscene game, .detuned, is Rusty Buchert, a producer at Sony Santa Monica who was the face of these demoscene games to the PlayStation audience at the time. Previously at Interplay Entertainment from 1990 - 2003, Buchert joined Sony Santa Monica Studio in 2003 and his major credits include flOw, Everyday Shooter, Linger in Shadows, Flower, .detuned, and despite his departure from the company in 2011 gained Special Thanks in Datura, Sorcery, The Unfinished Swan, and Sound Shapes. Speaking to Engadget in 2007, Buchert detailed his role as focusing on producing PSN titles for the PlayStation 3 and details what type of games and culture Sony was interested in cultivating.
We started searching for games like this [flOw] from the outset and we were searching through the Indie Scene right out the gate. In general the Scene thinks outside the traditional development box. All too often people get indoctrinated into one general way of thinking about games in genre, design, and execution. You are not going to get anything new thinking like that. We were betting on the fact that people wanted something new and not a rehash of a rehash of a rehash. There are a lot of games to sort through. When we find a gem we start pursuing it. Some work out, some don't. I recently heard back from one developer that wanted to finish college and then he would like to try. The game made me think he was already programming professionally. There are some other experimental projects that will also fit in this vein too. These are very much art and an extremely different take on interactivity.
In a later post on the PlayStation Blog, Buchert also discusses how he, and another producer, George Weising (who is still at Sony today) scoured the Indie Games Festival booth at GDC 2007 where they found and signed a deal with the team behind Everyday Shooter. Their seeking out of indie games led to the next project from a group called Plastic.
Linger in Shadows developer Plastic was a Polish demogroup led by Michal Staniszewski (bonzaj). Alongside Staniszewski for all three Plastic projects were Grzegorz Juraszek (fei) and Damian Bajowski (mime). Those who developed Linger in Shadows and went on to Datura in 2012 are Krzysztof Deoniziak (rork) and Wojciech Golczewski (Blz). Shared staff between Datura and Bound, released for the PlayStation 4 in 2016, are Andrzej Uszakow (uho), Kinga Staniszewska, Marek Bielawski (mare), and Michał Szymczyk (misz). Plastic joined Epic Games in 2022, and was credited in Cyberpunk 2077 under “Outsource Partners,” though Staniszewski details on his Linkedin that the work was, “Responsible for visual development and prototyping of Cyberspace in Cyberpunk 2077.” 
Grzegorz Juraszek (fei) is still active in the scene as he is the main organizer of the demoparty Riverwash, the largest of its kind in Poland. Damian Bajowski (mime) continues to work as an artist, most recently contributing to an episode of Netflix’s “Love, Death and Robots” called “Manson’s Rats.” Micahl Staniszewski (bonzaj) now works at Epic Games and has many YouTube videos talking about Plastic’s last game, Bound, which was released on PlayStation 4 in 2016. He has one lone video on the making of Linger in Shadows from December 2008. Krzysztof Deoniziak (rork) is also active in the scene, being credited on several demos in 2022. Wojciech Golczewski (Blz) continues to make music, though hasn’t been a participant in the demoscene since his time with Plastic early on. Andrzej Uszakow (uho) appears to still be at CD Projekt Red as a “Senior Engine Programmer.” I couldn't find much of anything to see what Kinga Staniszewska has been up to since Bound’s release. Marek Bielawski (mare) is currently a senior audio programmer at CD Projekt Red. Michał Szymczyk (misz) has the most surprising transition, while most of the developers stuck to Poland, Szymczyk is a Senior Software Engineer at the LA-based developer Infinity Ward starting in September 2017.
Plastic’s work on Linger in Shadow would be the first, but not only, demoscene game to find its way onto the PlayStation 3, as within a year of release another title from another demogroup would appear on the PlayStation Network.
.detuned
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Released: Thursday, October 15, 2009 On: PlayStation Network for PlayStation 3 Developed by: .theprodukkt GmbH Published by: Sony Computer Entertainment America Inc.
Developed by .theprodukkt, .detuned™ is a personalized, interactive music experience which gives you the opportunity to create dynamic artwork in real-time to accompany your XMB™ music collection. Manipulate the given scene by interacting with and modifying its unique graphics using the DUALSHOCK®3 Wireless Controller. Plus you can change and tweak your own music to accompany the scene. .detuned™'s brilliant design and capabilities call for the state-of-the-art processing power that can only be done on the PS3™ system. Download .detuned™ today for an artistic music experience! Features: -Artistic Experiences: An abstract and surreal interactive experience to players of all levels and interests -Personalized Music: Manipulate and tweak music tracks on the XMB™ to accompany your artistic creations -Power of the PS3™ system: Stunning and crisp HD environment that brings your artistic visions to life in real-time
It started with a team of eleven people, a majority of which came from 49Games GmbH of Hamburg, Germany. 49Games GmbH’s main development was the annual winter and summer games for PC and consoles in Germany. Summer Athletics 2009 for Wii, released on July 24, 2009 was the largest collaborative effort, seeing nine of the eleven developers for .detuned credited on that game. An earlier collaborative effort is more closely related to the work of .detuned, a first person shooter game called .kkrieger. Released on April 10, 2004 for Windows PCs, .kkrieger was a product of the Breakpoint demoscene party in April 2004 in Bingen, Germany. It was the result of a challenge to create a first person shooter in the vein of Unreal Tournament and Quake but with the restriction of being 96KB in size. GameDeveloper has an interview with programmer Fabian Giesen (who was only 19 at the time!) and Nostalgia Nerd on YouTube has a great video documenting the development of .kkrieger that is worth a watch if you want to know more about how they accomplished this feat.
Sony Santa Monica Studios Producer Rusty Buchert announced .detuned on the PlayStation Blog on May 1, 2009. He said it would, “[offer] an abstract and surreal interactive experience like nothing else. It is not exactly a game or an art piece like Linger in Shadows. It allows you to create your own visual to accompany your favorite music tracks on the XMB, and using the SIXAXIS™ Wireless Controller, you will be able to manipulate the given scene by interacting with and modifying a man and his world. It even lets you tweak your music as you play with it.” Their announcement is already getting ahead of the “not a game!” crowd, though the comments on that PlayStation Blog piece are generally positive and welcoming.
.detuned would release on PSN for $2.99 on October 15, 2009. Games media reviews were limited, as most game “critics” were used to reviewing games such as Madden, Call of Duty, and Uncharted, but something like .detuned was challenging when approached from the limited scope of a consumer review with the stated goal being a buyer’s guide to “should you purchase this?” IGN gave it a 4/10, Bad, with Chris Roper saying, “Currently selling for $2.99 in the US PlayStation Store, that's about a dollar per minute of entertainment. If you have cash to blow and want to see one of the weirdest pieces of software on any system, go for it. Otherwise, just watch our videos and you'll get the point.” GamesRadar’s Shaun Curnow would rate .detuned 2.5/5 with its negatives being, “-Not really a game, -Won't amuse everyone, -Won't amuse for long.” Again we hit the same reactions and falsehoods of criticism, not being a [mainstream’s expectation of a] game, not reaching some imagined universal appeal, and not lasting long enough to be “worth” it in the mental formula of $/hour. A retrospective review in 2019 from Gaming Audio News’ Trevor Chan would say, “It didn’t take long to wonder if it was worth paying the small amount of money for this bite-sized experience. It’s a great snapshot of a bygone decade. Does that mean one would go recommending .detuned as a ‘must-play’? No, but it is worth experiencing, even if just for a few minutes.” Again we come back to reviews being centered on this one point: Monetary Price. No matter the time it costs you, don’t go questioning whether those 40 hours in the latest RPG were truly meaningful, be glad you got more bang for your buck compared to this! 
As mentioned by GameSpy’s Sterlin McGarvey in their news writeup for .detuned’s announcement, Linger in Shadows, and .detuned, were positively regarded for their easy trophies, “It [Linger in Shadows] was also a handy way to clean up on some good trophies, another reason why many people picked it up.” This sentiment was echoed in PlayStation The Official Magazine Issue 22 for August 2009 whose Trophies for Cheaters by Carlos Ruiz includes entries for Linger in Shadows, Flower, and Noby Noby Boy. I admit, my purchase of Linger in Shadows and .detuned at the time was more for their easy trophies than interest in the demoscene or its history. It is only while looking back do I realize there is a richer field to examine than just a quick injection of trophy points. 
What is .detuned if not a video game? The visual effects manually activated by the player suggests it is a visualizer meant to mesmerize you while enjoying your custom tracks imported onto the PlayStation 3 hard drive. Reliance on human, rather than machine, for these effects means the attention of the player is squarely on enacting movement to the rhythm of whatever track is currently being played instead of enjoying the track and visuals meshed together. Due to this, it reads as more of a toy, something to pick up and play around with, poking at its odds and ends, seeing what action you can provoke and manipulate, before setting it down and moving on. This briefness of experience and interest may be why publisher, reviewer, and player alike referred to it as, “not a game.” It failed, intentionally so, to entertain for multiple hours, tell a story, or offer a high score. Still, I find it limiting to restrict the moniker of “game” from .detuned and its ilk. The player can manipulate and control aspects programmed by the developer, engaging in a unique kind of conversation between player and program that can only happen in video games.
As a game, what does .detuned evoke? The first time through was spent poking and prodding at the game, seeing what the different button press combinations could accomplish and create in the suited man. The default track demo that you can watch to get an overall feel for what this game is capable of producing works well, though the cuts and camera movement seem way out of range of what the player is capable of producing when in control. The lack of an editable timeline means creating your own music video with this game as the base foundation would be a waste of time and effort. So, as before, it remains a toy, something you can plug a music track into in order to have some fun pulling and twisting it around in your hand, not quite as literal given the capability of the Sixaxis within the PlayStation 3 controller (though maybe for the best given the Sixaxis never achieved much in its lifetime). One of the tracks I chose to test out was probably the most apt for a repeatable batch of animations: Daft Punk’s “Around the World.” Some other experiments were on Blink 182’s “What’s My Age Again?” and M.O.O.N.’s “Hydrogen” from the Hotline Miami soundtrack. Unfortunately I did not realize I could turn off the sound effect to the “crank” noise when using the analog sticks to forward and rewind the animations. Due to this, my experience, and footage, are inseparable from the annoying click-clack of the crank.
In 2012 Q-Games released a game very similar to .detuned in intention, PixelJunk 4am, a game for the PlayStation Move motion controller that allowed players to, “Mix and create your own music with the PlayStation®Move. ‘Paint’ with sound in 3D space by pulling new tracks from the surrounding audio palette.” Though more social-minded than .detuned was, the audio effect manipulation and importing of your own custom tracks, aka your iTunes library, is very similar to the sandbox playground of .detuned, and is something I hope to try out once I obtain a PlayStation Move myself.
Some members of .theprodukkt continue to work in the demoscene today. Dierk Ohlerich (chaos) is an organizer for The Revision, a German demoparty that continues even to this year with an event in April 2023. Thomas Mahlke (fiver2) has continued working in the demoscene as well, most often with the group Farbrausch, one of the groups shouted out in Linger in Shadows. Tammo Hinrichs (kb) has also helped organize The Revision, and continues to make music for demos. Sebastian Grillmaier (wayfinder) has continued to create music for the scene and even provided the theme music for The Revision 2022. Christoph Mütze (giZMo) also appears to have remained active in the scene contributing to projects as late as 2021. Fabian Giesen (ryg) currently works at RAD Game Tools in Kirkland, Washington and maintains his blog to this day. Bleick Bleicken (mcfly) has most recently worked as an art director for Chorus developed by Deep Silver. I had trouble looking for any recent output from Oliver Waechter (joey) and Uwe Meier (moonlay). I believe Thomas Heinrich (aTom) is this same Thomas Heinrich on Twitter who links to Glare Productions as his current place of employment. Lastly Leonard Ritter (paniq) is currently a co-founder and developer at Duangle working on a crowdfunded game called Nowhere, an “alien life simulator.” The game has been in development since 2011 though sadly it appears the latest update was in March 2021. 
Ever since my article on the short lived studio Endrant I’ve always wondered where these groups of people end up long after this project I’ve just played was probably last on their mind. Thankfully, in the comments of that Nostalgia Nerd video YouTube on .kkrieger there is a message from Tammo “kb” Hinrichs posted in October 2022 who gives an update on where the team is at now,
"Where are those guys now?" We exist, living our lives, all outside actual game development nowadays (because we wanted to have lives), but still quietly working away on various things that you might or might not have seen. Some of us are still active in the demoscene, and we're all fine, thank you :)
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thinwhitedoc · 4 months ago
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SHERLOCK | Martin Freeman as John Watson
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uhbasicallyjustmilex · 3 months ago
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“we don’t want to be known as the tank band”
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nookisms · 9 months ago
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Oops. It's a second headcanon compilation!
Don't worry, the next one will be back to our normal schedule of regular text posts and not headcanons
Masterpost
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starry-bi-sky · 8 months ago
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I am absolutely loving your Danyal Al Ghul au. While I have a soft spot for the whole plotline of Danny becoming his canon personality almost right after breaking away from the LOA all because of Jazz, I'm just as much for your take in which he goes through the same character development as Damian.
Now I'm curious. You already tackled his relationship with Dani, will you eventually take a stab at when he, Sam, and Tucker meet Gregor? Given that it's one of my hated episodes as I couldn't stand Sam's infuriatingly hypocritical attitude to Danny's suspicions of him, I'd kill to see your spin on it.
Aw, thank you! Danyal Al Ghul aus are what got me into DPDC first, so I have a major soft spot for them. That being said, uh, its exactly that soft spot that causes me to have Many Opinions about the trope you just mentioned. Like the trope is all fine and dandy, i don't blindly hate it, my main issue with it is that most aus i've seen treat his backstory as an ex-assassin more like a pretty cosmetic accessory rather than something that actually should have had an impact on him. Especially if he remembers being in the league.
Like i cannot stress enough the fact that being in an ecofascist assassin cult (regardless of his standing in it) should've left him, in some way or another, screwed up morally and psychologically because that's just how development works. Nature vs. Nurture is like a game of tug-o-war that never ends, where they are constantly fighting against each other and one side usually has the upper hand or greater influence. Children model the behaviors of the adults around them (ex: bobo the clown doll experiment), and what impacts them in childhood can stick with them permanently.
Like how my psychology professor put it: a baby's brain is like wet cement; if you slap your hand on it, it leaves an imprint, and the cement dries that way. The same rings true for small children.
I could go on, but I frankly have so many thoughts on that alone that I would end up completely derailing from the second half of your ask, and I don't want to be more critical than I already have. Especially since you just mentioned you have a soft spot for the trope.
[Okay, hold onto your hats because this is long. Naturally lmao.]
Gregor! Man, I'll admit I last watched the show back in middle school on a dodgy illegal website (it had surprisingly good audio and visual graphics, and full episodes. But really annoying porn ads.) but I only made it to like season 1 before my hyperfixation faded and I lost interest. So I never actually saw the Gregor episode.
But... it is relatively easy to find free websites that stream Danny Phantom :), so finding the episode took me like. Thirty seconds. Plus the Tv.Tropes recap page because my damn earbuds just died and im out in public as of rn.
I'm not sure if I'll write something for the gregor episode like I did with Dani, since Dani's a bit of a special case in that she's a clone and tends to be a reoccurring presence in DPDC, and I thought the new dynamic with Danyal would be interesting.
Plus, I'm not a big amethyst ocean shipper for the pure reason of I'm just not all that interested in it; its kinda bland to me. I'll admit I've entertained the thought in this au due to the whole balcony scene i wrote, but I would've entertained the thought anyways if it was Tucker in that position instead. Big multishipper, me.
But, if I had to make it official? Danyal is not interested romantically in Sam when the Gregor episode happens, regardless of his relationship with Valerie. Who, speaking of I'm trying to think about how that would go, and I'm torn between including him almost-dating Valerie or not.
Because on one hand it helps point out Sam's hypocrisy (and i love her but i am always happy to point out her flaws and address them in au) in this episode in terms of Danny spying on them, but on the other hand I'll want to include a lot of set up in order to make Gray Ghost work in this au and wow will that take a while.
Especially with the Flirting with Disaster episode because it happens due to Technus' meddling, and Danny is, well, the son of the Batman? A trained assassin? An ex-assassin nonetheless, but still an assassin? A prodigy child in this au? He might not have needed to use most of his skills in the last few years, but like... there's just a bunch of 'what if' and 'well technically...' and 'would he? he could, but would he?' things that is getting in the way of my thought process and making my head spin.
.
Mmm. Okay. Flirting with Disaster occurs relatively the same as canon with a few exceptions; like Danyal noticing the strange coincidences, and he might take the idea into proper consideration because Sam has a point it is strange, especially out of nowhere.
However,,, he really enjoys Valerie's company, and he does really like her. He's been adjusting to civilian life for the last four years and while he's made a lot of progress, he's still. an ex-assassin child living like a wolf amongst sheep. This is normal, typical teenager stuff, and usually his friends like to encourage him doing normal teenager stuff.
So he's stubbornly holding out on the thought that this is normal, that ghost stuff isn't interfering here. He's a little hurt that his friends are discouraging this, he's not bothered by the fact that Valerie is a ghost hunter and he a ghost -- his mother is an assassin, and his father is Batman, and they still had a relationship. (Granted, he's not gonna tell them that)
If anything, being diametrically opposed to each other but still being in love is part of the family! Granted, usually both parties are aware of said opposition to each other, but he'll make a special exception this time around.
(And man now that i'm thinking about gray ghost, im now thinking about various like. scenes i could write between the two of them. maybe in a reblog.)
Anyways uhhh things relatively go the same as canon. Yeah. I think Sam still has a crush on Danny and still spies out of jealousy with Tucker.
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Now, the Gregor episode! With that out of the way; the TVTropes recap for this episode isn't the best because it doesn't go into detail about the entire episode like it does with Flirting With Disaster and Shades of Gray.
(which i looked at earlier because I made a section of this post talking briefly about what changes I'd make to the Shades of Gray episode to help set up Gray Ghost, but ended up deleting because it was kinda irrelevant for the matter at hand.)
So I'm taking in bits of the episode clips at a time, I'll try not to get too nitpicky about how each scene goes because then it's gonna take me a longer time to write this.
But! First thing's first; since Danny is not romantically interested in Sam, he is also not jealous of Gregor. He is however, a bit eyebrow-raisey at him in their first introduction, but that's because Gregor is coming off as obnoxious.
Danny thinks he's kinda annoying, and it doesn't take a genius to see that Gregor is trying to impress Sam. But since they've only known him for five minutes he takes the good faith assumption and assumes that Gregor is genuinely trying to show interest in Sam's interests too because he likes her, so he keeps mum. The fake hungarian accent is weird, but it's overall harmless, so he doesn't point it out.
He does do the spying thing when he starts suspecting that Gregor might be working for the GIW. The episode only has this happen twice, but for the au this happens a handful of more times over the course of the week, with Danyal's suspicion steadily rising more and more each time.
Hah, when he brings up wanting to spy on Sam and Gregor because of this reason, Tucker still does his "woah! you wanna spy on Sam?" thing.
Danny immediately turns to him, completely unimpressed, and crosses his arms. "Tucker," he says, deadpan, "you and Sam spied on me and Valerie."
He uses a combination of his ghost powers and his regular stealth ability to spy on them. He's hiding in a tree when they're skipping rocks, close enough that he can use his powers to hear them talk but far enough away that he has a good view of their surroundings.
He's invisible in the cinema, but doesn't accidentally get in front of the projector. He checks the inside of the room for the GIW, and then waits outside the actual room itself, keeping an eye on the area and occasionally flying in to watch the movie out of boredom. It reminds him of being back on a recon mission with the League, but it doesn't end with him orchestrating someone's death.
Then when they're at the mall he stays in human form, blending in with the crowd. He runs into the GIW there, but realizes that they're not there because of Gregor; they're just shopping. They didn't show up at either of the last two locations, and he follows them to make sure they're not also trying to blend in. But they're literally just there for shopping.
Danny is rather pleased with this turnout; so far Gregor isn't a spy, he's just annoying. The next day at lunch he asks Sam how her date with Gregor went, and that's how she figures out he spied on them, because well, she didn't tell him that.
"Have you been spying on me?"
Danny messes with his food a little bit, and Tucker is sinking into his seat with embarrassment. He frowns, "Only last night. Those incompetent government dodos--"
His lip curls up; he gets all 'Shakespeare-y' (as Sam and Tucker put it) when he's insulting someone, "--kept appearing whenever Gregor did. I followed you and him last night to make sure he wasn't a spy."
A roundabout way of saying, "I was worried".
Sam is, as canon, furious. Danny understands why, he knows generally speaking that people don't like being spied on. But he's confused on just how angry she is, and is a little irritated by it.
"Why would you do that!" She exclaims, "That's way out of line, Danny."
"How? You spied on me when I was going on dates with Valerie." He narrows his eyes, and points his fork at her, "I'm not blind, I noticed."
"That's different, we told you why we were suspicious. And we don't have ghost powers like you do."
"I don't need ghost powers to sneak around, Sam, you've seen this firsthand. And I just told you why I followed you, I thought he was working with the guys in white--"
"So you think someone can only be interested in me if they're after you?" (this is a paraphrased quote, folks ;D)
"No! If that was the case I would have voiced my concern the moment I thought it. I don't get why you're so angry, you spied too."
Iiits.... a mess. Sam storms off with Gregor, Tucker tags along because okay, yeah, maybe Gregor isn't with the GIW, or maybe last night was a fluke. Either way he ends up tagging along. Danny overhears that conversation between the GIW and Mr. Lancer, and maybe he's right, maybe he's wrong; but something is up.
I've gotten to that scene in the locker room where Gregor tells Danny that he knows he doesn't like him, and I've paused at Danny's reply to say this: Danyal doesn't even bother trying to deny it.
"I know you do not like me."
"You're right; I don't."
"Ah, let me finish. I know you do not like me because you want to protect your friend, Sam, and I respect that."
"...That's correct."
"Good! Because I am going to ask her out."
"I had a feeling you'd say that," he stands up, claps his hand tight on Gregor's shoulder, and leans close to him with a threatening smile, "so you understand me when i say; if you break my best friend's heart, you're as good as dead, right?"
"Ah,, yes. I am so glad we got that cleared out of the way, and now I hope after we can.. how you Americans put it, hang out?"
In the episode he hugs Danny and gives him a la bise (which is that french greeting where you kiss someone on the cheek two or more times) after they end their conversation. But here, when he goes to do that to Danyal, Danny leans away, points an accusatory finger at him, and says; "Absolutely not; we are not close."
The next scene after that is like, end of day. Sam, Tucker, and Gregor walking away. Sam looks over her shoulder to glare at Danny, then gets forlorn. Tucker looks back and just looks forlorn.
(When did I start narrating each scene?? Eh, I'm writing this in brief spurts of time throughout the day. Don't fix what's not broke)
After that there's this whole scene with the two GIW agents that have been chasing Phantom all episode. They're there because they have Tucker's PDA that Skulker took, and it's got the information of their purple backed gorilla assignment on it. They've been going around seeing who Tucker associates with in hopes of catching Phantom.
Uhh ahaha and that is where this gets a little interesting imo, and also allows me to mention that im retconning Danyal's (already) redesigned ghost form. Which I've wanted to retcon even before this moment bc it was just too busy. I'll get to that in a moment.
The GIW suspect Gregor for being the Phantom because of his white hair and green eyes, which is all fine and dandy until you remember: Danyal (and by extension Phantom) has that very noticeable, rather identifiable facial scar that goes across the middle of his fucking face. The GIW could easily suspect that Phantom hides his scar with makeup if he's in disguise, but if they meet a kid with a seemingly identical facial scar and similar disposition? Hoo boy.
Solution? I've got two: Gregor is canonically a kid from Michigan who faked everything to impress Sam. Considering he knows she's gothic and knows that she's ultra-recyclo vegetarian? He probably watched her from afar or got information on her somehow. His hair is dyed, his eyes might just naturally be green, but if he notices that she's got a crush on either Danyal or Phantom? A little sfx makeup could help him recreate a similar looking scar.
My second solution that's gonna happen anyways bc its that suit redesign; Danyal does hide his face as Phantom. Ghosts are emotional creatures and its a popular headcanon that their interests, ambitions, etc, influence the way they look as a ghost, not just their death. A big reoccurring theme of my au is that Danyal did not leave the League unscathed, and that being an assassin is an important part of his identity.
So i'm discarding the hazmat suit look entirely and leaning into the 'assassin' thing. But the general (stylized) feel is like, white ribbon/cloth vambraces that he has used as a garrote at some point, a hood, a gaiter scarf-type thing. I'm keeping the cape. I did a doodle a few days back that's not the official redesign, but a redesign for Phantom. I may reblog this post with that attached because it's got the general feel down. There's very little white involved, but the inside of his cape flares out and looks like the night sky.
Now, the hood and gaiter scarf gets rid of most of the problem, but Danny's hood doesn't stay on all the time, so the GIW have likely seen the upper half of the scar. :] Gregor's own drawn-on scar doesn't have to be 1:1, but it looks close enough, right? A small scar cutting through the edge of his brow and ends right below the corner of his eye. A 'cool, badass' one opposed to Danny's 'garish' scar.
But! Back to the episode scene. Canon Danny gets written off as being 'too prepubescent' to be Phantom, and honestly it'd be hilarious if Danyal was written off for the same reason (he's calling them idiots in his head if they do). But instead -- leaning into the GIW's incompetence here -- he gets written off as being too mature or too talkative. Or something equally as absurd.
Sam breaks up with Gregor for canon reasons, but when Gregor does his "i really like you, but, come on-!" and gestures to tucker, he adds on "and that scary friend of yours too, seriously!"
Things go relatively the same as canon after that. Danny does end up apologizing for spying, however. Sam does it first. Sorrows, prayers, all that.
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Things usually end up changed or different when I actually write it down, so I'd likely add more or adjust different scenes according to the flow of the oneshot. This is just like, a general vibe of how things would go, and where some of the more obvious changes would be if I did write this oneshot.
Hope you enjoyed! Thanks for the ask :]
#dp x dc#dpxdc#dpxdc crossover#danyal al ghul au#danyal al ghul#i dont even mind the trope that danny becomes like his canon self i just want *some* kind of impact on him. but as it stands most aus i've#seen lowkey treat his assassin background as an accessory. like dyeing your hair or piercing your ears. that being said its also a silly#au where they're brothers and are related to each other and thus doesn't have to be that deep at all! im just bored of seeing the same thin#all the time. especially considering danny is usually depicted as the paler/whiter passing twin and being the 'kinder. more compassionate'#one between the two of them. give me danny who suffered crises of morality! danny whose morally darker than a cloud#morally orange and blue danny who sooner understands 'dont litter' than 'dont murder'. arrogant danny! he dotes on the people he loves but#is an utter bitch to everyone else and thus has to learn to be kinder. danny discovering himself outside being an assassin#his brother remembers a kind and compassionate older brother because thats how danny interacted with him. But danny had no qualms turning#around and slicing the tendons of one of the other assassins because of smth they did that displeased him.#he can still be like his canon self but shouldn't there be something that stays behind? Lingering like a blast shadow?#danny who carries weapons on him always even though he knows he doesn't need it but it makes him feel safer.#danny who spits out the oddest. most foreboding shit sometimes and his friends just stare at him and go 'bro what the fuck??'#idk if i can share the website where i found the episodes bc of risk of copyright. but just search up#'where can i watch danny phantom for free' and look for a reddit post with that question. the comments give website options.#i keep thinking about gray ghost now. valerie finds herself becoming a member of the 'danny fenton protection squad' with sam and tucker#danny takes a page from his beloved mother's book and calls his partners 'beloved' and equally sappy pet names.#he also throws the BIGGEST shitstorm of the century when he finds out about what Axion Labs did to the dogs. hoo boy.
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megaawkwardhuman · 1 year ago
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oh yeah we still have 7 more episodes ahead
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sillyfudgemonkeys · 3 months ago
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Aang: How the hell did you two deal with Kyoshi? Kuruk: No idea what you mean by that, Aang. Yangchen: Nope, what do you mean by "deal?" You mean "interfere?" We're dead! We just watched her. Aang: Like, how were you able to stomach watching her???? Yangchen: Easy, with adoring stares. Kuruk: Did you see the way she handled that one politician? Ugh, beautiful. Not that I would know when it comes to dealing with such a thing, but it really was a sight. Yangchen: Oh no, you're right! It really was. Not how I would do it, but results are sometimes more important than the journey. There's more than one way to bake a cake! Aang: SHE KILLED PEOPLE! HOW COULD YOU STOMACH THAT?! Kuruk: Easy, I just ignored it. Aang: YOU WHAT?! Yangchen: You'd be surprised what closing your eyes and covering your ears can do for your conscious, Aang.
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asleepinawell · 5 months ago
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I missed a ton of npc interactions in shadow of the erdtree which meant I'd often have them say things referring to a conversation we'd never had which was confusing, however this did lead to one of my favorite moments when I found Leda somewhere and she just says hmm wonder who I should kill next. and I'm like. girl what. who the fuck have you been killing??? and she's like actually now that I have my free will back I've decided I hate people and also Ansbach needs to die. and I'm just like hello??????? ma'am????? what is happening here????? funniest shit ever. diversity win the homicidal hater of the group is a woman
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soath · 4 months ago
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A fact I think many highhorsers (which, love a high horse, love generalizations, love dramatic hyperbole, love a bit of godkilling ambition, do not let me stop you) have underrated is that the gods are not weighing Kill Their Siblings vs Kill Their Children. The “deaths” on menu are wildly different! One is an oblivion, a total absence of being, true death as promised even for a god. Meanwhile the other is fear, yes, and unspeakable pain, but then transmogrification. There’s an afterlife on tap for one group but not the other. If I had to choose between throwing my siblings into the black hole of nothingness that has terrorized us since we first learned what terror was…. or shifting a bunch of our beautiful creations messily from one state of existence to another—
I think I’d make the same choice. It’s not about who’s worth more, it’s that they’re two incomparable types of destruction.
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daily-hanamura · 1 year ago
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#p4#persona 4#hanamura yosuke#yosuke hanamura#EVERYDAY IM HOWLING. EVERYDAY IM SCREAMING.#for context this comes at the heel of yosuke charging at mitsuo kubo in rage because of his flippance towards killing saki and he's hit har#but souji and kanji jump in to protect him#like ok a lot of things going on here such as the obvious OH MY GODDDD yosuke being yosuke and taking things on for himself#because he doesn't want to bother people?? because he's made it his own responsibility? because his survivor's guilt is still lingering?#i mean don't tell me he doesn't look at how he surrendered to his shadow like apart from his self-sacrificing propensity#i low key feel like everytime yosuke demands answers about saki's death from the murderer/god/etc there's this undertone of how#he would rather it have been him#he cheapens his own life so much and for what#BUT ALSO!! ALSO!! not just souji jumping in because we know he would he's down bad for yosuke BUT ALSO KANJI#listen you've all heard me talk so much about how i adore kanji yosuke friendships#i can't really tell whether it's kanji or souji that says “haven't we earned your trust yet” but it's a line that hits SO HARD#regardless of which one of them was saying it and i think it hits hard in slightly different manners#it's kanji's admiration and how he looks up to yosuke and how he wants to be closer to yosuke as a friend/kouhai/whatever you want#tatsumi “who's your partner now!” kanji has so much respect for yosuke he wants yosuke to rely on him too!!!#and this stands out because kanji is very conscious of social hierarchies and such but as a kouhai as yosuke's junior#he's so specific about wanting yosuke to treat him as an equal#i smtimes feel bad for kanji because he has a bit of that vibe of a poor puppy trailing after souyo because he wants to be in their convos!#he wants to be included! but critically he also just! wants them to SEE him!!#going a lil off tangent but i think kanji's attitude towards souji is very much one of kouhai respect like he understands his place#of like deferring to souji or getting advice from him and just generally regarding him as a reliable mentor#and it's the same with chie and yukiko? but idk man. with yosuke. guys. with yosuke i always feel like kanji wants to break that hierarchy#that convention. that social norm. to cross a line and be closer to yosuke.#he's more willing to tease yosuke in a way he doesn't with the other 2nd years. and this isn't coming from a place of disrespect either#AGAIN. KANJI REALLY LIKES YOSUKE. he wants to protect yosuke!!! he jumps at the opportunity for yosuke to rely on him!!#i'm getting delulu but there's those hints of “yosuke senpai i want you to see me as a man!!!” kind of energy here and i'm it's yknow hmm
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jamiesfootball · 8 months ago
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i would LOVE to see what you do with “when will you learn?” for the prompt drabbles MWAH
All Rebecca had texted her mother that morning was, "Hope things are well [heart emoji]."
And then this shit.
"Again?! Mother, that's the third time this month."
"You know your father. He just gets a bit whimsical when things are going well."
"No. He's trying to buy you back. That's what he's doing."
"Well, they've all been lovely gifts!"
"Of course they are, mother. Because he's a miserable, shriveled up cock who thinks he can buy your affections because you let him get away with it."
"I'm not naive, Rebecca. I know exactly what kind of man your father is. You're the one who seems to need the reminder. Honestly, Sausage, when will you learn?"
"Argh!" Rebecca smashed at the middle finger emoji, the frustration only growing when she hit a pink heart instead and her handbag slipped out of her arms. "Shit!"
"Um. Everything alright?"
Rebecca swiveled on her heels; her coat slipped off, fluttering to the ground to join her handbag.
Standing next to his car, Jamie Tartt watched wide-eyed as his boss made a silly little fool of herself.
Perfect.
"Here, I can get that for you," he offered, already jogging towards her before she could respond.
Rebecca closed her eyes and took a deep breath. "Thank you, Jamie. Sorry, this whole morning has been a disaster."
"Not a problem," he insisted. He picked up her coat and, in an oddly solicitous gesture, gave it a little shake before holding it and her handbag out towards her with a formal, "Here you go, Ms. Welton."
"Rebecca, please," Rebecca corrected out of habit. She shuffled the items in her arm, trying to figure out how to free a hand. She had her keys, her scarf, a briefcase-styled handbag that she hadn't had the time to swap out that morning but that didn't work with the outfit she had on, her gym bag because Keeley insisted they move Pilates to after lunch this week, a to-go cup she'd impulsively asked the driver to stop for-
Her phone dinged. She jumped, nearly dropping the whole lot of it on the ground. "Shit."
"Do you need to get that?" asked Jamie. As if anticipating standing in for her coatrack, he carefully clutched her coat and the handbag that did work with her outfit against his chest. It did not match his iconography at all.
Rebecca waved him off. Flicking her phone over to silent, she complained, "No, no. My mother's just lost her fucking mind this morning."
She attempted to juggle everything again. Eventually, she noticed the silence. When she looked up, she found him staring at her uncomprehendingly.
The thing was that between Keeley's love of girl talk and the promotional materials Jamie regularly did for the club, Rebecca had an entire encyclopedia of knowledge about him stored in her head that she'd never even asked for. Jamie Tartt. Richmond's newly returned striker. Debuted at eighteen. Preferred whites over reds, evening showers, and knew a surprising amount about high-end cars. He also, somehow, regretted none of his tattoos.
It just felt like she already knew him.
Meanwhile back in reality, they'd only spoken a handful of times, and most of that had been contract negotiations and welcome schmoozing.
Probably not a good icebreaker then- maligning one's own mother at half-eight in the morning.
"Not that I speak to her like that," said Rebecca, the need to defend herself overriding any foot-to-mouth filters. "She's just been going through a rough patch with my father, and I think she's being stupid."
Well done, Stinky.
"Right. Um." He opened his mouth. Closed it. Held his arms out and asked, "Do you want help carrying all this in then?"
Gratitude filled her chest at the change of subject.
"Yes. That would be lovely, thank you."
Jamie smiled, lips and opinions kept tightly to himself. He popped off ahead of her to grab the door. With one more glance down at her phone, Rebecca found that at least one heart had flung free, sailing itself into her mother's waiting arms.
Her mum had sent one back in return.
The walk up to her office passed in relatively painless silence. She'd always assumed -- from the everything she knew about him -- that Jamie would be more of a talker. But then in the handful of months since he'd returned to Richmond on a permanent basis, he'd made himself eager to please and keen not to make waves with anyone whose name wasn't Roy Kent.
This was bad news for Rebecca, who personally could have used a small wake to clear the embarrassment lingering in the air. Where was Ted when you needed him?
Driven by mad compulsion and lack of Lasso, she found herself volunteering, "Really, I normally get on with my mother."
"It's alright, Ms. Welton. You don't have to explain anything to me," he answered. He chewed on the inside of his cheek. Then with a small grin, his eyes flicked towards her. "Besides, I wouldn't want to be judged on how I talk to my parents either. Doesn't make sense to judge anybody else on how they talk to theirs, you know?"
"Ooh, I like that. That's practically wisdom." She offered him her own commiserating smile. "I take it you don't get on with yours?"
Jamie shifted like he was about to put his hands in his pockets, only to remember at the last moment that he was actively carrying stuff. He settled for a half-hearted shrug. "I do with my mum, yeah. When I see her, that is."
"Does she live in Manchester?"
Jamie snorted. His eyes lit up. "Always. She'll never move either. Won't even let me buy her a new house or nothing. I tried to surprise her with a new car a while ago, and she asked me how I thought I'd be getting back to London with two cars."
"She sounds like a firecracker."
A fond smile broke out across his face, only to be reeled back in, dulled down into something wistful. "Yeah. She- yeah, she's great."
Without any flourish, he stepped ahead to open a door for her. She could see what Keeley meant when she described him as 'thoughtlessly sweet.' When he wasn't trying to push people's buttons, he was easy to like.
Not that he'd ever tried to push hers. Oh, no- she just hadn't liked him because Rupert had liked him.
Her heart stirred. That kind of behaviour she wasn't proud of anymore.
Pushing down the emotion knotting in her throat, she asked, "Does she have any plans to come see you play at any of our upcoming matches?"
"Nah," Jamie huffed. "No plans for any upcoming matches, no."
"Well then perhaps you should invite her." When he turned towards her with a question written in his furrowed, handsome face, she elaborated, "You know we always have spare tickets set aside for friends and family."
"I do know that, yeah." His eyes darted away from her. Some of the excitement faded from his expression. "Really, I appreciate the offer, but she doesn't come out to my games in Manchester either. She's good with catching me on TV when she can."
All signs indicated that she had hit a sore spot. She shouldn't interfere. Really, that would be the height of hypocrisy- her telling anyone what they should or shouldn't do about their parents. But with her hand gripped tight around the heart in her phone-
She was trying to do better.
Her mother had chosen gladly to stay in the ivory tower her father built. Rebecca might not be able to talk her into coming down, but perhaps she could convince Jamie not to leave closed a door that served him better open.
So she pressed, "How about you invite her to our semifinal match at Wembley?"
He froze up next to her.
"I know that we're playing against your old club, but really, it's a huge accomplishment for the team to have made it this far, and we wouldn't have done it without you," she told him bluntly. His ears caught pink. Emboldened, she continued, "And even if she doesn't care for football, I'm sure she'd love to see you. You can make a special occasion of it. Treat her to a night in London. I know two weeks is rather short notice, but I'm sure Higgins can help arrange some wonderful accommodations-"
"That's not going to happen," he cut her off sharply.
No. No, it wasn't a door at all. Rebecca knew that icy chill. For more than five years, she'd wake to find it haunting the cracks of her reflection in the mirror. Attention focused his straight ahead, not from awkwardness at the situation but in pure dismissal. Every one of Jamie's expressive features was schooled in position of bland indifference, a perfectly sculpted shell made out of a person.
Tower or not, he dawned his armour all the same.
"My apologies," she spoke softly. "I shouldn't have pushed."
They continued their walk up the stairs in silence.
When they arrived, he held up her coat and bag and asked in a nonchalant tone that bordered on boredom, "So where do you want these, then?"
It was exactly the attitude she'd expected from him at the start. Disappointment crawled into her chest and made a home.
"Right there on the tree by the door is fine," she sighed.
His brow furrowed. "Right there by the what- woah." He took a step back, eyeing her coat rack tree up and down appraisingly. "Nice. That's fucking mint, that is. You've got good taste."
A sharp laugh escaped her. "Why thank you. I happen to think so as well."
He hung her bag up. Then, gingerly, he arranged her coat on the other, smoothing out any wrinkles.
Guilt and care made for a strong mix at half eight in the morning. It would take a crueler person than her to leave things on such a sour note when he'd been nothing but darling company before she opened her mouth.
Willing to make a fool of herself one more time, Rebecca called out before he could leave- "Jamie."
He halted, already halfway out the door.
"I- apologise, if my earlier remark made you uncomfortable. I truly didn't mean for it. I only meant to say that-"
She took a step towards him. He stepped back, one foot out of the office.
Her heart felt positively chilled.
"The door is always open," she finished, defeat numbing her ears to her own pitch. Nonetheless, she perserved, determined to say her part even if the wind stole it away. "If you ever do change your mind, talk to Higgins. He'll see to it that she's treated like a VIP. Anyone important to you is important to this club."
A shadow crossed over his face; some dark presence moving in the tower just out of sight.
"I'll keep that in mind," he said cautiously. Then, as simple as snapping his fingers, he closed back up. The armour latched shut, and in it's place was the usual cocky arrogance -- the one she found herself growing reluctantly fond towards. He gave her a wave. "Thanks, Ms. Welton. You've been a help."
She frowned. Gathering the only name she'd never shared with disappointment to her chest, she shouted after him, "It's Rebecca!"
He was already gone, the sound of his footsteps on the stairs the only response.
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slimeshade · 10 months ago
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I missed dragon appreciation day, so I'm late with... this concept
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uhbasicallyjustmilex · 1 year ago
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they’re actually incapable of keeping their eyes off each other and it’s my favourite thing
(x)
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wolfsong-the-bloody-beast · 4 months ago
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killthekilljoy · 1 year ago
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This is growth. We may not have a hug yet but we're getting there slowly but surely.
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fieriframes · 1 month ago
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[The sign buzzes faintly, lost in the blackness. Pancakes float on the plate, syrup suspended mid-pour. The coffee never cools, its heat eternal, like the stars. Outside, comets streak by, leaving trails of forgotten wishes. The waitress pours a drink, but gravity seems uncertain. Fries glisten under a light that casts no shadows. A spoon stirs itself, clinking rhythmically in the void. The clock on the wall spins wildly, but time here is a suggestion. Beyond the diner’s glass, universes fold and unfold. And still, the smell of bacon lingers, defying the infinite.]
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