#long post sorry about that
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staring-at-a-blank-pagee · 9 months ago
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So... I just finished Celeste's chapter 9, and with that, I've seen pretty much everything the game has to offer (I have all strawberries/bsides/csides/moon berry), besides extras like the goldens.
I expected to feel more triumphant, because this is everything I've been working for after nearly 80 hours and over 18k deaths. But all I felt was.. sort of sad. Now I've seen every room. There's nothing new for me to explore.
The music, the art, the backgrounds, the level design, the powerful mental health narrative, everything about this game is incredible in a way I can't even fully explain. It feels magical, honestly. When I started it I just wanted a platformer to waste some time with between releases of other games I was waiting on, but it turned into one of my favorite games ever.
Around the middle of the game, I started looking more at Celeste groups online, and I saw a lot of people saying if they could replay one game with no memory of having played it before, it would be this one. At the time I didn't understand. Screens seemed impossible, levels slightly overwhelming, and I even had to put down my controller and step away a few times. Why would anyone want to do this again with none of their learned skills? But what I missed while preoccupied with the sheer difficulty of some of the levels for a casual player was how amazing it felt to be playing them at all. To be discovering new things and learning from each retry.
Even if I had to struggle through every seemingly impossible screen again, even if I had to relearn every skill and trick I've used, even if I had to live with some of that frustration again - I'd choose to replay Celeste with no memory of the first time in a heartbeat. I love Celeste, and I think I always will.
If you enjoy platformers, pixel art, mental health messages, or difficult yet rewarding games, I HIGHLY recommend you go play Celeste. It'll probably be one of the best $20.00 you've spent on a game (and it's worth way more than 20 honestly).
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whiteshipnightjar · 10 months ago
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Zoozve, my beloved
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inquisitor-apologist · 2 months ago
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Ok I’m being so brave about it but a couple of days ago I saw this post claiming that the Jedi saying ‘this weapon [your lightsaber] is your life’ is emblematic of ‘the Jedi’s failure as peacekeepers’ (not an exact quote but pretty close) because why would a weapon be the life of a peacekeeper?
And like. The Jedi are a culture. They’re a religion.
You know that, right? You know that many cultures, including generally peaceful ones, have sacred weapons, right? You know that the bond between a Jedi and their crystal(s) is an extremely sacred thing that requires the consent of both parties and is integral to their way of life, right?
You know that lightsabers are not intended to be only for killing, right? That the first thing Luke learns to do with his lightsaber is to shield and defend? You know that a culture having sacred weapons doesn’t mean that they view killing as sacred, right?
Not trying to start shit, I don’t even remember who said it, but ugh
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officialspec · 3 months ago
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so we just moved, and the house we moved into has been abandoned for a few years so weve discovered some fun little secrets scattered around as we explored. for example, theres a little room downstairs with graffiti on the door dubbing it 'the dog box'
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of course we were intrigued. aside from some storage and a place to put a washing machine, the dog box seems to exclusively contain this old ass piano, with a little window to see into it from outside
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also pictured sitting on the piano is a little novelty dagger we found in the grass outside. its all very funny and novel, right? we thought so
that was when we found The Stain
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of course, we immediately jumped to some conclusions. the knife outside, the abandoned house, 'do not enter' written on the door. whatever it was, it had dripped through the floorboards from upstairs, from approximately just outside the bathroom. we decided to wait until we finished moving and then grab some peroxide to test it just in case
still, the dog box bloodstain remained a hot topic, and the curiosity was killing me. after figuring out where upstairs the stain wouldve dripped down from, we noticed it had also seeped up through the newly installed flooring, and i decided i couldnt wait to investigate
looking around the dog box, i noticed that there was a section of the ceiling/underfloor that was noticeably newer than the rest of it, meaning the place the stain had leaked through had been pulled out and replaced just before we moved in. suspicious
im using my phone torch to look around in the dark, and when i shine it on the bloodstain it lights up in a distinctly.... glossy way. when i get closer i can see its not matte, but sticky. so i decide to touch it, and immediately im hit with a STRONG smell of something deeply familiar. all the pieces fall together at once, and using my superior investigative prowess i have deduced the culprit
it was bees. there was a fuckoff massive beehive in the floor that got taken out before we moved in and it leaked honey up through the floorboards and onto the floor of the dog box and the landlord didnt feel like cleaning it up. mystery solved
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dilfosaur · 4 months ago
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thank you as always for the support and compliments on our new july-exclusive merch!! please take these close ups as a sign of my gratitude uwu
much like last year's postcard, i sculpted little figures and painted over them to get a nice 3D effect. i got really lucky with the lighting by the time i finished the bases lmao. the poster is ofc a reference to norman rockwell's triple self portrait so i was trying a more textured painting style. i'm really happy with how it came out! also ya bobby wasn't from this past year but this rejected plush idea was
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happy drawfee calendar year! and please look forward to our most unhinged merch yet in this coming year! there are some whack coals on the fire
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fishofthewoods · 7 months ago
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I see a lot of people clowning on the people of Pelican Town for not repairing the community center themselves or clowning on Lewis for embezzling and. like. Those criticisms aren't entirely unfair. But I think instead of coming at it from a perspective of "why can't the townspeople do this" we should be asking "why and how can the farmer do this?"
Like. Think about it. The farmer arrives in Stardew Valley on the first day of spring. By the first day they're obviously different. By day five the spirits of the forest who haven't been seen by the townsfolk in years or generations are speaking to them. By the second week they've developed a rapport with the wizard that lives outside town.
In the spring they go foraging and find more than even Linus, who's spent so many years learning the ways of the valley. Maybe he knows, when he sees them walking back home. Maybe he looks at them and understands that they're different, chosen somehow.
In the summer they fish in the lakes and the ocean for hours on end, catching fish that even Willy's only ever heard of, fish that he thought were the stuff of legend. They pull up giants from the deep and mutated monstrosities from the sewers.
In the fall, their crops grow incredibly immense; pumpkins twice as tall as a person, big enough that someone could live inside. The farmer cuts it down with an axe without even batting an eye. Does Lewis wonder, when he checks the collection bin that night and finds it full to the brim with pumpkin flesh? What does he think? Does he even leave the money? Does he have the funds to pay the farmer millions of dollars for the massive amounts of wine they sell? Or is it someone--something--else entirely?
In the winter, the farmer delves into the mines. No one in Pelican Town has been down there in decades. No one in living memory has been to the bottom. The farmer gets there within the season. They return to the surface with stories of dwarven ruins and shadow people, stories they only tell to Vincent and Jas, whose retellings will be dismissed by the adults as flights of fancy. People walking by the entrance to the mines sometimes hear the farmer in there, speaking in a language no one can understand. Something speaks back.
The farmer speaks to the the wizard. They speak to the spirit of a bear inside a centuries-old stone. They speak to the shadow people and the dwarves, ancient enemies, and they try to mend the rift. They speak to the Junimos, ancient spirits of the forest and the river and the mountain. They taste the nectar of the stardrops and speak to the valley itself. They change Pelican Town, and they change the valley. Things are waking up.
And what does Evelyn think? She's the oldest person in the valley; she was here when the farmer's grandfather was young. (How old *is* she, anyway? She never seems to age. She doesn't remember the year she was born.) Does she see the farmer and think of their grandfather? Does she try to remember if he was like this too, strange and wild and given the gifts of the forest?
And does their grandfather haunt the valley? He haunts the farm, still there even after his death; his body died somewhere else, but his spirit could never stay away for long. Does Abigail, using her ouija board on a stormy night, almost drop the planchette when she realizes it's moving on its own? Does Shane, walking to work long before anyone else leaves their house, catch glimpses of a wispy figure floating through the town? Does the farmer know their grandfather came back to the place they both love so much?
Mr. Qi takes interest in the farmer. He's different, too; in a different way, maybe, but the principles are the same. They're both exceptional, and no matter what Qi says about it being hard work and dedication, they both know the truth: the world bends around the both of them, changing to fit their needs. Most people aren't visited by fairies or witches. Most people don't have meteorites crash in their yard. Most people couldn't chop down trees all day without a break or speak to bears and mice and frogs.
The farmer is different. The rules of the world don't work for them the way they work for everyone else. The farmer goes fishing and finds the stuff of fairy tales. The farmer goes mining and fights shadow beasts and flying snakes. The farmer looks at paths the townspeople walk every day and finds buried in the dirt relics of lost civilizations.
The farmer is a violent, irrepressible miracle, chosen by the valley and destined to return to it someday. Even if they'd never received the letter, they would've come home.
They always come home eventually.
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ayo-edebiri · 2 months ago
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Deadpool & Wolverine (2024) dir. Shawn Levy
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scattered-winter · 3 months ago
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finally made rwby meme slides. after like a literal fucking decade
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tubbytarchia · 11 months ago
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so ranchers huh
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winter-seance · 1 year ago
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Most of David Tennant's Filmography, 1988-2023
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kensatou · 7 months ago
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you think YOU had a bad day at work?
bonus: sid shrieking "no!!!! NO!!!!!" loud enough to be heard in the stands and on camera
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wigglebox · 5 months ago
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Destiel Pride - Day 11; Truth
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felassan · 5 months ago
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Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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aphel1on · 5 months ago
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the longer i look at this panel the more deranged i feel about it. this is environmental storytelling at its finest.
the eodio stand-in doll in particular makes me crazy. where did it come from? did thistle just pop into the village like "hey ungrateful wretches, one of you needs to make me a life-sized mannequin, For Reasons". did he make it himself? seems quite unlikely, yet the possibility haunts me. i mean, i guess there could've been one just lying around the dungeon somewhere. it's the act of replacement itself that really gets to me. (edit: it's been pointed out to me that the eodio doll also could have been left behind as part of delgal's escape plan. slightly different kind of madness but tbh, just as funny-sad to me if that happened and thistle went Ok, Guess That's Eodio Now.)
both the wives are there too. we know very little about them, which makes me tend to assume thistle wasn't all that close to them, but they're still included. when did they end up here? did he kick their souls out of their bodies at some point, or were they among those who left their bodies voluntarily to try and escape? when did yaad become an effective orphan, delgal an effective widower? women in the margins of the narrative, tell me your stories!
and the fact that they're surrounded with the living paintings, which thistle habitually wanders through to relive the past. this truly is his inner sanctum, his place of utmost comfort... and it may as well be a tomb.
that panel is so creepy when you first see it. just a sense of "ohh jeez, there's a lot to unpack there".
and actually, yeah, it remains creepy from pretty much any angle, but the more you think about it the more it's also tragic.
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this is where many of thistle's happiest moments took place. everything he had in that picture is now gone. first he lost their warm regard, then one-by-one their bodies became hollow shells. before the end, none of the people here needed or enjoyed food anymore. the dinner table, as a center of both family life and nutrition, became obsolete.
a line from someone else's excellent post about thistle has stuck in my head ever since i read it: "to eat is to live, but to eat together is to be loved". to me, this is the sentiment and symbolism at the core of everything that happens in dungeon meshi.
it makes this bit all the sadder and more disturbing.
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there's several things to note here:
thistle has gone from seated and eating with them as part of the family, to a lonely and ominous figure hovering over delgal's shoulder
eodio is conspicuously absent from view, and his body would have been a husk by now, but yaad says parents, which forces me to assume that they are sitting at the table with eodio's soulless body, hidden under yaad's speech bubble
they're not actually eating anything.
those plates are empty. you could assume that they've already finished eating, maybe, but yaad refers to it as sitting around the dinner table. in fact, he compares it to what he's currently doing; sitting at the dinner table watching the touden party eat, not eating anything himself.
it paints a pretty grim picture. for some time even after the fantasy had fallen apart, even after there was no need or desire to eat, they kept gathering around the dinner table. at that point, i'd guess only so as not to provoke thistle's wrath.
but even that last happened a long, long time ago.
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this is a callback to what senshi said in the golden kingdom: the reason the people keep maintaining their fields and silverware and so forth is that they need to do so in order to stay sane.
paradoxically, the dinner table is the most striking evidence of thistle's insanity, and at the same time, it's the only anchor to sanity he has left.
he kept enforcing the ritual of dinner together long after it lost significance. when even that was impossible- because almost everyone's souls were gone- he kept their bodies at the table anyway. it's fine. it's fine! he's protected them, physically, just like he set out to. they're all still breathing. at a glance it looks like they could wake up and resume dinner at any moment. like this, it's easy to pretend.
isn't that what being a dungeon lord is, at the core of it? rejecting reality, staying in the prison of one's impossible desires. it's just one long game of pretend.
thistle did all this to protect his loved ones. no matter how obsessive and twisted he became in pursuit of that over the years, his core motivation never changed. this is all he has left of that dream: his loved ones' bodies gathered around the locus of their happiest memories together. like this, he can tell himself he's succeeded.
when eodio's body vanished with delgal's soul in it- when he couldn't even have that anymore... well.
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i want to reach through the screen and shake him. no, they're not, thistle. THISTLE, NO, THEY'RE NOT! the doll of eodio is the closest thing to him in this panel, underlining the point. when that final illusion was shattered, he became completely unable to cope with reality.
therefore casually forgetting the creepy eodio doll isn't real.
thistle isn't stupid. eodio's body vanished at the same time as delgal's soul. shortly after, more adventurers came pouring in than ever before. deep down, he knows what happened. if he didn't, being confronted with the truth by mithrun wouldn't have made him panic so hard he summoned chimera falin to the first floor.
yet still...
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he absolutely can't admit that to himself. he is clinging to the last scraps of the illusion with everything he has.
this is a dungeon lord at the end of desire. this is a lotus-eater machine left running long after its conclusion. this is mithrun lying listlessly in his bed, his replica lover having given up any pretense of being human. the illusion is all that's left. (an illusion is all it ever was.) thistle and the citizens of the golden kingdom- they're ghosts just as much as the ones who wander the dungeon floors. and if it weren't for thistle sealing the lion away, he would've been eaten by it long ago.
all of this encapsulated by that single panel of the dinner table.
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whoisnotmyname · 5 months ago
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if you play da2 backwards you get your family back
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21stc3nturyd1gitalb0y · 3 months ago
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a lot of you got a kick out of my service dog’s battle jacket, so i thought i’d share some more pictures of the man himself.
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i know people have a lot of stereotypes about what service dogs and their handlers are “supposed” to look like, and it confuses people to see a young, seemingly able bodied punk rocker with a service dog.
but i share this to say, that if you as a disabled person don’t see a life for yourself, you can create one. when i started to realize i was disabled almost 10 years ago, i certainly didn’t imagine this is where i’d be now. in fact, i didn’t even plan to making it to this point.
but a diagnosis doesn’t have to mean the end of the world. sometimes your world is just beginning. some people are of the belief that everything happens for a reason. me, not so much. i’ll never be grateful for the suffering i experienced in this world, but i will always, always be glad i chose to stay in it.
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