#narration BREAKS the immersion
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askshivanulegacy · 2 years ago
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It continues to amaze me how tone deaf show producers consistently are regarding narration.
I.e. Having a narrator for a show is always the wrong choice, with singular exceptions.
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spineless-lobster · 2 months ago
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My biggest pet peeve in historical media is when no matter where or when a setting takes place, the actors are always british. I’m watching a documentary about the romanov’s WHY DO THEY SOUND LIKE THEY’RE IN PEAKY BLINDERS????
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somelazyassartist · 30 days ago
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I'm allowed to have the narrator break character if it's funny right
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bumpscosity · 7 months ago
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hey it's the fool who decided to try to make tsp in minecraft again. wanted to ask you if you had come up with a solution to the fact the maintenance room door is WAY further up the map on the right door side than the left door side. I havent started playing with teleport commands, which would technically be a solution, and I figured I'd reach out and see if you had come up with something while working on it before your burnout. cool if not! figured it wouldnt hurt to ask 8)
ok so originally when i was working on my map i wanted to make it 100% vanilla other than some texture changes, however this exact problem is what changed my mind LMAO. my solution is to use the immersive portals mod to load in areas, which is pretty much how areas are loaded in tspud itself!
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mysticmiav · 8 months ago
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The reason I can never get into audiobooks is cuz the narrator's voice is hardly ever how I imagine the character' voice but also wdym different characters aren't voiced by different people???
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n1nthrule · 9 months ago
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Fight Club: The Ride
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syn4k · 2 years ago
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IF ANYONE ASKS ABOUT THIS WHEN THE CHAPTER DROPS. THIS WAS PART OF THE PLAN ALL ALONG. THIS WAS INTENTIONAL. THIS WAS ABSOLUTELY MEANT TO HAPPEN FROM DAY ONE. MHM. YEP.
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divorcemotif · 2 years ago
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"oh hey a real person followed me, I should look at their blog"
soon
"...perhaps I should listen to Eskew."
oh boy you caught my blog after an exciting weekend lmao
I absolutely recommend eskew! I don't have a lot of coherent thoughts, since I got into it over a very physically and mentally draining summer job and have yet to relisten, but it left an impression for sure. I will say what there is of an overarching narrative felt a bit jolty to me in places, for lack of a better term— I think you get the vibe of a show that’s figuring itself out somewhat as it goes, however the ideas are very interesting and I could make a long list of moments that really really affected me. my recent posts probably give a good sense of what I liked most abt it; david ward is just. endlessly interesting as a character imo. the writing’s good— there's a kind of.. ironically humorous edge to a lot of my favourite episodes, something I’d have to relisten to properly articulate. there's a tic of referring to one-off characters by a title instead of a name— the correspondence editor, the architect, the witness— that scratches something in my brain. in contrast with the slimy fleshiness of much of the horror, the sound design is just nice, actually— the rain never stops in eskew and the tone of the narration stays pretty level no matter what’s being described. there are only two narrators and I found both of their voices pleasant enough to close my eyes to on the subway after a long day. very solid show
#ask#eskew#I don’t usually post this much abt eskew but that jonathan sims vs david ward most sopping wet podcast man poll awakened smth in me .#got me itching to write like 1000 words abt how it’s ultimately an unfair comparison#but I havent listened to either podcast in A While so I don’t trust myself to be like. right. abt anything#I’ll just say.#eskew has its narrator in the middle of the horror right off the bat. it’s more immediately immersive and far less grounded—#early episodes you have rlly no guarantee that anything david is perceiving is real or what ‘real’ even means within the rules of his world.#even later on it’s p ambiguous how many of the people he interacts with are actually people and this uncertainty gets exploited a lot#basically. in tma the world looks broadly like our own and is being affected by outside forces where in eskew the setting IS the horror#if I were writing an essay abt this I might make it abt the ways each show plays w humour and absurdity—#the caricature of jon’s initial presentation is a grounding force at the start#where eskew consistently uses absurdity to unground you and keep you uncertain#ofc the initial security to this divide between jon and the statements gradually dissolves#but tma just has a lot more structure the whole time w both the epistolary kind of format and the world.eskew gets. abstract .#what I’m saying is david is infinitely wetter and more miserable bc his story both requires and allows for it. tonally.#and because the rain literally and metaphorically never stops.#david never gets a fucking break even when he gets a fucking break bc he can never KNOW if he’s really getting a fucking break#or if the city that loves him soso much is about to turn on him#(also hes far more chaotic morally I think on account of just being. further out of touch).#at least tma has enough supporting characters who are definitively real people by the rules of its universe#for you to have found family expectations it can repeatedly subvert.#david is a half drowned rat.#. however jonathan sims has more fans and could never lose 😔
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physalian · 7 months ago
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How to make your writing sound less stiff
Just a few suggestions. You shouldn’t have to compromise your writing style and voice with any of these, and some situations and scenes might demand some stiff or jerky writing to better convey emotion and immersion. I am not the first to come up with these, just circulating them again.
1. Vary sentence structure.
This is an example paragraph. You might see this generated from AI. I can’t help but read this in a robotic voice. It’s very flat and undynamic. No matter what the words are, it will be boring. It’s boring because you don’t think in stiff sentences. Comedians don’t tell jokes in stiff sentences. We don’t tell campfire stories in stiff sentences. These often lack flow between points, too.
So funnily enough, I had to sit through 87k words of a “romance” written just like this. It was stiff, janky, and very unpoetic. Which is fine, the author didn’t tell me it was erotica. It just felt like an old lady narrator, like Old Rose from Titanic telling the audience decades after the fact instead of living it right in the moment. It was in first person pov, too, which just made it worse. To be able to write something so explicit and yet so un-titillating was a talent. Like, beginner fanfic smut writers at least do it with enthusiasm.
2. Vary dialogue tag placement
You got three options, pre-, mid-, and post-tags.
Leader said, “this is a pre-dialogue tag.”
“This,” Lancer said, “is a mid-dialogue tag.”
“This is a post-dialogue tag,” Heart said.
Pre and Post have about the same effect but mid-tags do a lot of heavy lifting.
They help break up long paragraphs of dialogue that are jank to look at
They give you pauses for ~dramatic effect~
They prompt you to provide some other action, introspection, or scene descriptor with the tag. *don't forget that if you're continuing the sentence as if the tag wasn't there, not to capitalize the first word after the tag. Capitalize if the tag breaks up two complete sentences, not if it interrupts a single sentence.
It also looks better along the lefthand margin when you don’t start every paragraph with either the same character name, the same pronouns, or the same “ as it reads more natural and organic.
3. When the scene demands, get dynamic
General rule of thumb is that action scenes demand quick exchanges, short paragraphs, and very lean descriptors. Action scenes are where you put your juicy verbs to use and cut as many adverbs as you can. But regardless of if you’re in first person, second person, or third person limited, you can let the mood of the narrator bleed out into their narration.
Like, in horror, you can use a lot of onomatopoeia.
Drip Drip Drip
Or let the narration become jerky and unfocused and less strict in punctuation and maybe even a couple run-on sentences as your character struggles to think or catch their breath and is getting very overwhelmed.
You can toss out some grammar rules, too and get more poetic.
Warm breath tickles the back of her neck. It rattles, a quiet, soggy, rasp. She shivers. If she doesn’t look, it’s not there. If she doesn’t look, it’s not there. Sweat beads at her temple. Her heart thunders in her chest. Ba-bump-ba-bump-ba-bump-ba- It moves on, leaving a void of cold behind. She uncurls her fists, fingers achy and palms stinging from her nails. It’s gone.
4. Remember to balance dialogue, monologue, introspection, action, and descriptors.
The amount of times I have been faced with giant blocks of dialogue with zero tags, zero emotions, just speech on a page like they’re notecards to be read on a stage is higher than I expected. Don’t forget that though you may know exactly how your dialogue sounds in your head, your readers don’t. They need dialogue tags to pick up on things like tone, specifically for sarcasm and sincerity, whether a character is joking or hurt or happy.
If you’ve written a block of text (usually exposition or backstory stuff) that’s longer than 50 words, figure out a way to trim it. No matter what, break it up into multiple sections and fill in those breaks with important narrative that reflects the narrator’s feelings on what they’re saying and whoever they’re speaking to’s reaction to the words being said. Otherwise it’s meaningless.
Hope this helps anyone struggling! Now get writing.
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blacktabbygames · 6 months ago
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Hello! I absolutely love Slay The Princess! I was wondering, were there any major inspirations that helped you create this game that you wouldn’t mind sharing? I’m always fascinated by the art that inspires the art I love so I’d be very curious and happy to hear what vibes helped you all piece together this wonderful game!
It's always tough to pin down inspirations. I think there's kind of three types: 1. Hard inspirations — things that you know are sources of inspiration at the start of a project. Or things that become known sources of inspiration partway through a project. These are sometimes, but not always technical.
2. Soft inspirations — these are more vibes based. Kind of like "what's going through my head on loop while working on a specific chapter." Almost never technical, and for me, this tends to be music more than anything else. (But maybe it's music *from* something specifically)
3. Loose inspirations — these are more along the lines of formative pieces of media. Stuff that seeps into your soul and directs your development as an artist or person, but not in a way where you can specifically tell what its impact is. Sometimes overlaps with #2 Anyways, some examples for each. Hard Inspirations:
• Disco Elysium — IMO hands down the best piece of interactive media ever made, and probably one of the most obvious influences on Slay the Princess. The concept of using internal voices to represent the player's thoughts helped us get around one of the biggest writing challenges in Slay the Princess — if the Princess changes based on your perspective, how do we codify what the player's thinking? The voices were a solution to interpret those choices in sensible ways and inform our players of how the game was reading their choices. Much better than breaking immersion and outright asking players what they tought. • Soma — we didn't play Soma until we were about half of the way through our work on Slay the Princess, but it was one of those games that felt so thematically on-point. I still think about this game most weeks. • The Stanley Parable — I like when narrators get frustrated at players for doing silly things. It helps when your narrator is British, too.
• Madoka — it's like 12 episodes long. Just watch it.
• Evangelion — Similar bucket to Soma. Didn't watch it until we were most of the way done, but boy does it have some similar vibes. Soft Inspirations/Music I've Kept On Loop While Working On the Game I won't tell you what music was looped for what routes. • Ceremonials (Florence + the Machine) — one of my all time favorite artists, and just a phenomenal album.
• Presumably Dead Arm (Sidney Gish) — super underrated. No Dogs Allowed is a great album.
• Haunted (Poe) — another banger album.
• Black Holes and Revelations (Muse)
I'll leave that third bucket unanswered lest this post become 50 pages long.
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literaryvein-reblogs · 1 month ago
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do you have any tips on pacing? for me I always tend to right way faster then I would like to. thanks!
Writing Notes: Narrative Pacing
The best storytellers across all genres of fiction writing are often masters of the pace at which the story unfolds.
Pacing - refers to how fast or slow the story is moving for the reader.
This is determined by the length of a scene and the speed at which you, the writer, distribute information.
Generally speaking, descriptive passages tend to slow things down, while dialogue and action scenes speed things up—but slowing the pacing of action down at choice moments can also build suspense.
Good pacing is crucial to the flow of a successful narrative and without it, the story is dead on the page.
The reader wants to be immersed in the thoughts and actions of your characters.
They want to feel that they’re in the world you’ve created.
Clunky language, bad dialogue, and poorly-conceived scenes will all draw your reader out of the story.
Pace will help keep them there.
Writing Tips: On Narrative Pacing
Whether it’s through subplots, playing with sentence structure (longer sentences can slow things down, rapid-fire dialogue and short sentences can speed them up), or experimenting with passive versus active voice—here are a few ideas to keep your story moving:
Utilize breathers. By balancing action scenes with more reflective, internal moments, you give the reader an equal dose of excitement and recovery. The quieter moments in any novel—the “negative space”—are the places to share relationship details, a character’s thoughts and memories, and anything a character might do while taking a break. These spaces, which are just as important as the more dramatic scenes, give readers a chance to orient themselves and process their reactions. Too much of the same pace—no matter how exciting it is—will begin to feel tedious to the reader.
Change the order of events. Try a method called in medias res—opening the story in the middle of the action and filling in details later. This works well when you want to capture your reader’s attention quickly, like in a short story. If you are writing something longer, try placing the sole dramatic question of your story upfront while using the rest of the novel to slowly parse out information that leads to the final answer. Your readers will keep reading to discover the answer to the question you’ve given them.
Vary your sentence length. Try breaking up long passages of exposition with short dialogue—even a sentence or two can be refreshing. If you have a very long section of dialogue, insert brief sections of exposition to keep your reader grounded in time and place.
Keep characters physically moving during dialogue. If your characters are on the run and having a conversation in an airport, you can show the numerous distractions they might notice as they walk nervously through the airport. By interspersing brief distractions (clumsy passengers, stern security guards) between segments of dialogue, you prevent the pacing from becoming monotonous.
Reveal information selectively. Writing suspense into any novel is a matter of controlling information—how much you reveal, and when and how you reveal it. In its most practical sense, suspense is a series of incremental steps. While every novel will have a central, overarching storyline that seeks to answer the sole dramatic question, that question is an engine built of thousands of smaller components that carry the reader through each chapter, sustaining their interest along the way.
Vary your narration. In all writing, there are 2 types of narration: scene and dramatic narration. In the former, you show the characters performing an action or having a conversation. This tends to speed up the pacing. In the latter, you simply tell the reader what the characters did, but the event remains “offstage.” This type of narration can slow the story down. To keep pacing from feeling monotonous, it’s a good idea to vary the two modes of writing. Show the reader a scene when it’s interesting or necessary, and use a summary to move over the less exciting parts.
Read the work out loud. Notice the amount of time it takes you to read through a scene and pay attention to how the sentences feel to read and mark where the rhythms naturally change. Where should you slow down? Where should you pause? Where should your pacing gain momentum?
How to Pace Your Novel
How Long Should Book Chapters Be? The overall story arc of a novel is essential, but meticulous construction of individual chapters is just as important to the reader’s experience. Here are a few of David Baldacci's tips for structuring chapters:
Keep scenes and chapters short. David keeps his chapters short—between three to five pages. This keeps the narrative moving at a brisk pace.
Keep your audience asking questions. When a chapter answers a question from a previous chapter, you have the opportunity to introduce a new one. The new question will propel you through the next chapter. A classic example from crime fiction: “Will this serial killer strike again?” becomes “He struck again—now how many more people will he kill?” Keep this up over the course of a novel, and the book will be a page-turner.
Make sure each chapter has a purpose that ties into the bigger story. If you lose sight of the overarching narrative of your novel, your individual chapters can begin to feel aimless. To keep your novel focused and on track, you should have a clear objective with every scene you write.
Don’t fluff up the novel with irrelevant content. Scene-setting and vivid descriptions are critical for a compelling novel, but don’t get bogged down in the details. Focus on sustaining narrative momentum from chapter one onward.
Make your scenes multitask. Driving the plot forward, conveying information, and deepening a character’s development are the three most critical jobs that a chapter can do. The short chapters you write should make use of at least one of these tools, and preferably more than one.
A Writing Exercise on Pacing
One person punches another.
Describe this act in 10 words.
Describe the same act in 100 words.
You’ll find that the second description reads more like the end of a chapter, while the first may sound more like the beginning or middle. 
To follow up, write a scene leading up to the punch and play with sentence lengths.
For the scene leading up to 2, for instance, try making all the preceding sentences no longer than five words apiece.
In the scene leading up to 1, keep all the sentences equally short, except when you get to the action that directly provokes the punch and describe that one action in 100 words.
After completing this exercise, you should see how very different the exact same scene can feel, depending on which elements of that scene are sped through, and which are dragged out.   
A good advice on pacing: Read and learn. The next time you come across a book that keeps you up all night turning pages, give it a second read once you’ve finished and caught your breath. Take a look at what the author does, whether it’s speeding up scenes, slowing them down or shifting points of view at crucial moments. Odds are, you’ll appreciate the book even more… and pick up a few pacing tricks of your own.
Techniques to Slow Down the Pace
Lengthen your sentences
Add descriptions
Include subplots
Use flashbacks and backstory
Add more introspection
Techniques to Speed Things Up
Shorten your sentences
Use more dialogue
Remove (or limit) secondary subplots
Use cliffhangers
Increase the action
There is no formula for a great story: it can be either fast or slow depending on how it is told. So, don’t be afraid to play with your story’s pacing and explore different ways in which a scene can be slowed down or sped up until you find the right fit. Above all, remember that nailing the pace is a matter of balance.
Sources: 1 2 3 4 ⚜ More: Writing Notes & References
Hope this helps with your writing!
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dazais-guardian-angel · 7 months ago
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Dazai Osamu and the Dark Era: the visual novel (a fan project)
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On a whim, I've decided to finally just publicly release this project that I've had laying around for two years at this point, for Dazai's birthday today. It was originally made for my very dear friend @letmereachforthestars , when I first introduced her to the series and wanted her to be able to read my favorite BSD light novel in an easier-to-read format. You need a computer to be able to play. The details and links are under the cut:
If you've never played a visual novel before, it's basically a novel in the form of a video game. Text will appear line by line, one a time on the screen, and it will be accompanied by relevant background visuals, music, and sound effects, to make the reading experience more immersive, and more stimulating than just reading from a book. Some visual novels have actual gameplay elements to them, and some are just books and nothing else (oftentimes dating sims/choose-your-own-adventure novels), the latter of which this is. If you've played the mobile game Bungou Tales/Mayoi, the story sections of that game are basically mini visual novels.
This game was made with screenshots and music from the anime, sound effects from the anime and Bungou Tales and free sound effect online sources, as well as graphics and fonts and other assets from Bungou Tales and other official BSD art (particularly the official anime soundtrack cd covers). The script is taken entirely from the official Yen Press translation of Dark Era, with the exception of about two or three iconic lines that I used different translations of because I felt like they had more impact. Additionally, at the very, very end, I added on the original ending scene from the Dark Era stage play and wrote a few fanfic lines of my own to accompany it you can tell because they are very cringe and don't match Asagiri's writing style.
Before playing the game, there are a few very important things to keep in mind; PLEASE read all this:
I am not a professional in the slightest. I took some coding classes in high school, and have some photoshop skills (when it comes to the design elements of the menus), but for the most part the former wasn't much help here; this was my very first time ever using the Renpy engine, and I made this entirely from scratch. I used my knowledge of playing other visual novels to emulate the kinds of effects and timing that is typical for these games, and I think it turned out pretty well all things considered, but it's still very amateur. This is most evident in the sound effects. The sound effects have no volume consistency between them, and some of them, particularly the gun/battle sfx, can come on very suddenly and be loud. I highly, HIGHLY encourage going into the settings and turning down the sound effects volume (the music should be fine), so that you're not startled by certain sounds when they happen, and for a lengthy time. I wouldn't blame you if you decide to turn the sfx off entirely if's too distracting, honestly 🫠 I am no expert in sound files equalizing and making sound files loop seamlessly, so this was by far the most tedious and frustrating part of the process of making this for me. Hopefully it doesn't ruin the game or break immersion too much if you decide to leave them on (I hope you do, for the rain and clock sounds at least, but again I wouldn't blame you if you can't).
Dark Era is the most faithful light novel adaptation in the anime, but there are still a handful of scenes, mostly fight scenes, that got shaved down significantly. Because of this, there are numerous occasions where I had to simply linger on a black screen or the same screenshot for a long period of time, while tons and tons of narration happens, because there's simply nothing I can show to accompany said narration. This is not ideal, but unfortunately I didn't have much else of a choice in those instances, so I hope it's not too distracting. There are also a few instances of straight-up inconsistencies between the novel and the anime (ex. the fight between Oda and Akutagawa happens in the woods in the novel, but in the anime it's still right outside the art museum), so sometimes what you're reading won't quite match the screenshots I use. Fortunately it's never anything major, but it does happen.
There will sometimes be long, unchanging black screens. Don't worry, the game isn't broken; just wait long enough and it will continue.
Sometimes, a character will get cut off when speaking, and when that happens the dialogue will auto-force to the next line. If you didn't get a chance to see what was said before, check the text backlog/history (in the menu or the H key).
Last but not least, this game was made with the default text speed in mind. Meaning, that when it comes to certain specific scenes, the mood/tone of them, made up of the timing of music, transitions, sound effects, etc, all of it was arranged around the speed at which things progress when using the default text speed. I completely understand if you can't, but if at all possible, please try not to change the text to go too much faster or slower, especially faster, because certain scenes will lose a lot of impact otherwise. If you already know Dark Era, you probably have an idea of some of the scenes I'm referring to. At the very least, during the more high-stakes/intense scenes, please try to play through those all at once without stopping, for the greatest impact based on how I designed the game, and only pause/quit during the slower scenes. There are specific moments that I'm really proud of how they came out, and I'd like for them to have the maximum impact that I intended :') (also note that if you make the text appear instantly, the cut-off dialogue mentioned above simply will not appear at all, and you won't even know to look back for them, so please refrain from making the text instant at the very least)
Ignore the cringe sappy final message
...I think that's everything. With all that out of the way, here are the links for both PC and Mac:
Download the PC version
Download the Mac version
This was a passion project for me for a good many months back in 2022. It started out just as a gift for my friend, but in the end I was really satisfied with how it turned out, despite how tedious and frustrating it was to work on. I've been hesitant to share it with the fandom for all this time because I kinda doubt anyone would really be interested in something like this especially since it's not stormbringer or beast, but someone on discord who tried it told me that I should share it, so here it is. I'm sharing it not just because I'm proud of my work, but because Dark Era is a truly amazing light novel — underrated, in my opinion (yes, I said what I said) — and far better than the anime adaptation, as good as that is, and I want more people to read it. If reading the books is hard for you and you've never read Dark Era before, if I can help just one more person to read it with this, I'll be happy, and consider my job done. 💖
I so desperately want to make more of these visual novels for the other light novels, but sadly, some of them simply aren't possible thanks to how many scenes are missing from the anime, like with Entrance Exam in particular. I've also been waiting with vain, thin hope that Bungou Tales will eventually reach seasons 3 and 4, so I can use their Fifteen and Untold Origins title screens like I did here, if those ever exist. However, I'm also held back thinking about certain scenes that would require some redrawing/drawing additional details to match what's written in the novels. If anyone has any ideas on things I could do to possibly get around these issues, or just thoughts in general about how the other light novels might be tackled, or if you're an artist who can recreate the anime's style and takes commissions/knows someone who does, I'd absolutely love to hear from you! As well as any advice/help on how I can smooth out/improve this project here!
Anyway, sorry for the long wall of text. Thank you for reading all this, if you did, and if you do try the game, please let me know your thoughts; I crave any and all feedback. 💙✨
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perkeleen-lavellan · 19 days ago
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I feel like with any sincere discussion of Veilguard we should start off by establishing that there are multiple forms of 'fun' as it were, to be had from video games. The main purpose of a video game is, after all, to be fun. To entertain us.
So. With Veilguard I feel the problem is this; Veilguard succeeds at being fun. It succeeds at the kind of actionable fun. Veilguard is fun to actively play for most people. The combat is fun, the level design is fun, the main storyline is fun whenever we get to it. Veilguard offers fun that is quick and instant. I think it was no small feat that BioWare has finally managed to design levels and combat for a Dragon Age game that feels complete. Although I will go to my grave defending the tactical combat of DAO, it is a different more gripping kind of fun that Veilguard's mobility and systems can offer.
But there is another form a fun. The kind of fun you might be more used to associating with a good book. The fun of a story you can't wait to see the end of. The fun of fantasy world building, of seeing the marvel that is an author, or a collection of authors, who know what their vision is, and who are subtle enough to communicate that vision through fiction. The joy of seeing the result of experts building their craft. Environmental clues, implications in dialogue, tone in atmosohere. Seeing a good story unfold is fun, and with video games, which are an interactive audio visual medium how much moreso?
A book is just words, a show on tv is always linear and restricted to what the camera shows us. A video game has a whole three dimensional world that you can move inside of, witnessing the story and world building both passively and actively. A video game has dialogue and characters, who can both drive and narrate the plot for you. A video game can put you inside the world the story is happening in and immerse you in it.
And I feel that Veilguard fails to take advantage of the full breadth of the vast collection of storytelling tools a video game has. The fact that the companion quests and companion writing seems to have been left incomplete, pieces wilting on the cutting room floor when the companions are meant to be the emotional core of this story? The fact that all the factions are presented as unambiguous good guys which leaves them with no depth, their stories woefully superficial and unwilling to engage in any deeper ideas? The fact that vast amounts of world building and lore have been essentially discarded? That is all severely unfun.
So I think it's fair to say that Veilguard is fun and disappointing and not fun. The fun that I had while playing this game was always followed by a collection of things that were not fun. And the most annoying part is the parts about Veilguard which are fun are the parts that are fleeting. That I can find combat in a video game entertaining, extremely entertaining sometimes, is nothing when compared to the staying power of a gripping story with not just good set up and pay-off, but also an immaculate structure supporting that all the way throug.
When I am 80 years old I will not remember fondly the fact that Veilguard was the first Dragon Age game to finally have an actual dodge mechanic. There are always going to be games with fun combat mechanics, Veilguard isn't special for that. But I will remember Solas turning into a dragon sized wolf in a desperate bid to fight a dragon ten times his size, to help the hero he became a villain to. I will remember what it felt like to have a protagonist start off by treating Solas with suspicion, knowing there was no reason to trust Solas but choosing to give Solas a chance to prove himself trustworthy anyway, and Solas breaking that trust. And I'll remember what it felt like to have that protagonist then face Solas again, and make a choice to either be kind or to be just like Solas.
You will sometimes see gamers who say they don't really care about the writing in their games that much, but then their favourite games are things like The Witcher 3, God of War, The Last of Us. The reason they say that is because the writing is so integrally a part of the gameplay experience they don't even realise how much work it's doing. Fun gameplay doesn't matter if there is no reason to continue it.
Do you know what I remember about Dragon Age Veilguard? I remember dreading opening the game and seeing the list of companion quests in my journal that I had no interest in doing, because I had already realised how nothing a lot of them were. And I'm not talking about the gameplay of those quests, I think we've established I enjoyed smacking the bad guys and moving through the levels quite a bit. Oh no. I'm not even talking about the dialogue, not really. It was the stakes. Why were these characters doing these things, and why should I care? There was so little emotional conflict in those early to mid game companion quests.
Do you know how plot structure works when you really boil it down? Conflict is set up -> tension rises -> conflict comes to a head -> tension releases. This is why you need conflict and this is why you need characters to have flaws that they will not self psychoanalyze to a resolution within the first 5 minutes of the story. The realisation of those flaws is the plot! The character overcoming those flaws is the plot. You can't have a story without plot! What are we doing here????
That's how those quests felt. They felt like all the actually meaningful things the writers of these sub-plots had to say got crammed into their final quests. With a couple exceptions. And that's why doing most of the companion quests felt like a chore.
So, anyway, in summary. Remember that a video game contains within itself multiple forms of fun. As many forms of fun as there are ways of interacting with a game.
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braindeathaoe · 2 months ago
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Brain Death - An Oracle's End
“Welcome back, Oracle.”
Upcoming content will include but is not limited to: - Descriptions of extreme violence, gore & death - Substance Abuse (mainly consisting of alcohol)  - Parental Abuse/Neglect - Bullying/Ableism - Suicidal/Homicidal thoughts & tendencies  - Complete loss of self  - Brain Death This IF is rated 18+ and not suited for the faint of heart. The above content isn't condoned or glorified in any sense. It is necessary, however, as this story is about rising up against adversity. Proceed at your own discretion.
~In continuing, I hereby acknowledge any exposure to that which I cannot handle is to the fault of none other than my own.~
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Synopsis
It is the year 2099.
Encapsulating the very definition of Utopia, the city of Paradise is revered as a shining example of North Amerikas. And in 2 hours, it'll be destroyed—alongside you and all its other citizens. This is where your story should end. Unfortunately for you, it's only the beginning.
The universe must hold a heavy grudge, as it's decided to trap you in a never-ending loop. Reduced to an unwilling observer, all you can do is watch helplessly as everything you care about is destroyed over, and over, and over. No matter what you do. In spite of what you say.
~Regardless of what I think...~
Forever.
You are an Oracle. A cursed soul doomed to live, perish and repeat your miserable existence in an eternal limbo. Alone, forgotten, disregarded. You've witnessed the carnage countless times; explored as many avenues as humanly possible. The outcome never changes.
~It's only going to get worse from here...~
Your end is fast approaching, and it doesn't look pleasant. Time is no longer on your side, and being trapped in this vacuum for as long as you have, you've started experiencing some horrifying side-effects. How many years of memories can the brain truly store?
That question may be answered soon.
S̴u̸c̵h̸ ̴a̷ ̴s̶h̴a̷m̷e̴ ̵t̶h̸a̵t̵ ̴n̷o̸b̷o̵d̵y̶ ̷w̵i̴l̴l̷ ̶b̷e̷ ̷a̷r̶o̶u̶n̷d̶ ̴t̵o̶ ̷h̷e̸a̷r̴ ̴i̷t̵.̷
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Features
Create and customize your Oracle, developing their personality through dozens of choices!
Be AFAB or AMAB—decide your gender, appearance and pronouns!
Spend your 2 hours wisely by exploring the city of Paradise, meeting new people and utilizing your knowledge of past lives.
Eat a burger! (or multiple, who cares?)
Attend a cool festival and win mediocre prizes!
Uncover lost memories, and discover their relation to the present.
Solve the mystery keeping you trapped in this loop, or try to enjoy what little time is left.
Succumb to Brain Death.
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Demo Release Date: TENTATIVELY FEBRUARY
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Author's Note
Hello!
My name is Ricey! I'm the one writing this thing.
This is a passion project that I started out of discontent. In my personal opinion, there are a lot of interactive fictions out there that share similar problems.
Whether it be deciding for you how your character feels, what they say and do, or punishing players for not having the correct stats... It all feels so hollow and sometimes even immersion breaking.
(Don't get me wrong, sometimes there are plenty of upsides to a story to justify these "flaws". But the execution can be lacking, and unsatisfying. No hate!)
The goal of this IF is to give you, my dear reader, full creative control on how your character reacts, what they do with the information provided, and MOST IMPORTANTLY! To not tell you how they're feeling. That should be up to you to decide.
Of course, there will be exceptions to this rule. Some choices will trigger what I'm calling "Emotional States". And for narration purposes there may also be times that your Oracle feels frustration over something. But I will do my best to limit that.
Anyway, I'm done yapping for now. Stay hydrated! And stay tuned!
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midnight-bay-if · 2 months ago
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As someone who started the game with an mc that was supposed to be a semi incel scrawny dude it was highly immersive breaking how everybody seemed to want to pounce on my guy the moment they met them (at least the few ppl I met at the start, oogling woman, man who was mentioned to always flirt w u)
Seems ur kinda forced to be a sexy eye candy ig lol
It's funny because the MC isn't always a reliable narrator, and every time they have assumed someone is checking them out thus far, they are wrong. It probably makes them sound conceited, but Hunter wants the MC to believe they are hitting on them, and Ruth is the one who created the situation with N.
But yes, the MC is a somewhat semi-realised character. I try to make them moldable to a reasonable degree, but I wouldn't go as far as to write the MC as an incel. As someone who has been surrounded by them my entire life, they aren't fun.
Also, I never imagined my version of MC for this story to be blindingly attractive. They are average in every way, with dark circles and bags under their eyes from lack of sleep. But a person can be attractive for more than their looks.
Anyway, it's okay if this IF isn't for you. The IF community is large, and I'm sure there's an IF catered more to your liking.
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typellblog · 7 days ago
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Hitagi End - An Analysis
Well, that’s it, folks. We’ve finally reached the end of the Monogatari series. It’s even right there in the arc title.
Hold on, I’m being told that there’s another whole season. What the fuck, I’ll be well into 2025 by the time I’m done with this.
But yeah, as usual with the naming scheme the second word seems to be the thing our title character has to confront - Hitagi is in active resistance against the End, and whether in the abstract form of the conclusion of the series itself, or the more literal threat of Sengoku Nadeko, there’s one common feature. Graduation.
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One thing I remember vividly from Koimonogatari - from the first time I watched Koimonogatari, several years ago - is Kaiki’s offhand statement that Hitagi and Koyomi will probably break up in college. He says it so matter-of-factly, but it’s not something I ever considered, watching the rest of the series. I was fully immersed in the teenage perspective, convinced that nothing would ever end. It takes the perspective of a washed up older man to break the illusion, I suppose. You always hear the same complaint about romance manga - there should be more focus on after they’re already in a relationship. Getting together shouldn’t be the story’s end. 
One reason why it might be the story’s end is because as long as it ends there you can convince yourself it will last forever. Their relationship will never sink to the level of mundanity, of lovers’ quarrels - there will never be the possibility of being interested in someone else, finding someone else, being replaced. 
That is the kind of idealistic, indulgent, static ending that Sengoku Nadeko desires, and as a result is the kind of ending that Senjougahara Hitagi fights against. 
This is where I say something about Kaiki Deishuu. Something to make sense of what he’s doing in this story. He’s a man in search of an ending, I could say. Ever since the death of Gaen Tooe, he’s been looking for a way to move on. Perhaps this is why he tells Nadeko the same cause of death - the person you have a crush on died in a car accident. So mundane, so unexpected, so implausible. He thinks she will accept it. Does he?
He’s a man who’s already met his end, I could say. Such is the fate of the specialists. They’ve already graduated, already long since handled their personal agreements and disagreements. They’re stuck, now, bound to their own nature, their own rules. They appear only as supporting characters, never the protagonist. Well. I guess that’s a lie. 
In adopting narrators other than Koyomi, Second Season shifts the focus away from his obsession with helping and connecting to others. Koyomi’s interactions with and idealization of women results in a sense of distance - he struggles to see himself in them and their problems. How much of his attempts to cross that distance are really just attempts to help himself? 
This dynamic collapses when the female cast, facing their own issues, are made protagonists in their own right. They experience themselves as the Other, & Koyomi’s standard process of understanding the girl by first understanding the oddity becomes in these cases a process of self-exploration. 
And yet here we are, back to seeing a male protagonist confronted with the issues of women that he struggles to understand. 
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I don’t mean to rag on men, exactly, I just think back to how there tends to be less distance between Koyomi and other men, how he’s more capable of seeing them as another version of himself, and I think that the best explanation for Kaiki’s presence here is that he’s filling in.
He himself thinks so, although it’s Oshino, and not Koyomi, that he considers. 
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Regardless, the parallels to Koyomi are established firmly enough by the ending. Kaiki was poison to Hitagi but a surprising help to Nadeko, while Koyomi is the opposite. Put that way, their differences and similarities seem readily explicable. Koyomi saves people. He forgives the harm they do to him. It works for the prickly Hitagi, who needs a pillar of support, but not Nadeko, who needs to be told that she isn’t a victim.
Kaiki lies to people, but that doesn’t mean he’s trying to hurt them. Ononoki proposes a reading of his involvement with Hitagi where he had no ill intentions whatsoever. He didn’t try to free her from the crab simply because he didn’t think it would help her to regain what she had lost. He caused her parents’ divorce to keep her from under the thumb of her mother. He even swindled the cult, although more as an act of revenge than anything. Perhaps there was some impropriety in their relationship, perhaps he exploited her feelings for him, but our understanding of the events is vague enough to give him the benefit of the doubt if we really want.
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Kaiki fails to help Hitagi, not (just?) because he’s trying to scam her, but because he’s fundamentally incapable of being honest with her. All his actions move around her and ignore her wishes.
When it comes to Nadeko, on the other hand . . . I mean, it doesn’t initially seem like he’s doing much better, does it. He has no luck with his manipulations, with currying favour, with bold untruths. In the end though, the way he helps Nadeko is a lie that they both know is a lie. Really, it’s more like telling her a story. 
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And I’ve written before about how Nadeko needs stories.
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Kaiki doesn’t tell her anything that another person couldn’t have. Koyomi, Hitagi, even Nadeko herself is probably aware of similar advice on some level. Don’t throw your life away pointlessly. If you want to do things, then you should do them. You can’t succeed unless you try. 
Kaiki’s talent is simply in recognising that Nadeko needs to hear it. Koyomi wouldn’t have thought to say it, because he doesn’t know why she became a snake god. She doesn’t want to tell him either. He’s stuck. 
But it’s not as if Kaiki has some unique insight into her psychology that lets him work this out. As he puts it, he’s not like Oshino. He didn’t ‘see through’ Nadeko, he just straight up ‘saw’ it. He broke into her room, twisted open the lock to her closet with a 10 yen coin and fucking looked. Her parents didn’t know what was in there, Koyomi didn’t know what was in there, Tsukihi didn’t know, Oshino didn’t know, even Hanekawa who heard about it from someone else and thought it might be an important detail couldn’t possibly know without opening the god damn closet.
This is where Kaiki’s habit of working around people becomes useful. Because more than anyone else, he recognises that Nadeko might be fine as a god, just as he thought Hitagi might be fine staying weightless two years ago. He’s not trying to save her. He’s not trying to do what’s best for her. He’s simply trying to scam her, with all the lack of respect for her personal belongings that implies. 
This establishes, perhaps, an important difference between Koyomi and Kaiki, but it also establishes a similarity. In dealing with oddities - in dealing with people - the key is getting to know them. 
This is something Koyomi struggles with, out of a fear of being too forward, a fear of hurting them, a lack of appreciation of his own value, as a kind of half-person, a fake person, that could only weigh others down. Kaiki embraces his nature as a fake and adopts only the most rational and most unscrupulous methods of approaching others.
The question, I suppose, is why? What does Kaiki get out of playing a character that informs all of his actions without explaining them? What does he get out of remaining unknowable even to himself, reacting with surprise to his own feelings and motivations? What does he get from acting without thought, tossing away caution, tossing away patience, and tossing away money in an attempt to toss away the past?
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Kaiki values money for its endless acceptability, its exchange value. He doesn’t wish to have money, he wishes to use it, and in keeping with this philosophy, he considers nothing irreplaceable, not even himself. The person named Kaiki Deishuu is deliberately false, deliberately contradictory, and he’s long since given up on getting to the bottom of that particular well.
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I begin to understand why he comes up, now, in relation to Nadeko, who is lost in a web of her own identity. 
Sengoku Nadeko is telling herself a story. She has to, in order to not hate herself. She is, and will continue to be, in love with Koyomi-oniichan. This isn’t something that motivates her actions in the conventional sense so much as a wall to keep out the world, to assert that she is normal. So why does she still hold onto it, in this situation where it has become so far beyond normal? 
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Because she considers it part of herself. She is still playing the role of Sengoku Nadeko, and she can’t cast aside the most Nadeko piece of herself, the piece that she has spent the most time and effort showing off to other people. It would call her existence into question, make her look fake, make her feel empty. The sense of normalcy she’s trying to achieve is not in how other people see her, it’s in how she sees herself. She takes the pieces of herself that are left, the pieces of herself she’s been given, and pulls them together into a story that makes sense. To her, loving herself means never changing, never throwing parts of herself away, never identifying a problem in her own behaviour. 
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She’s happy, Kaiki thinks. It feels a little different from the end of Otori, where Kuchinawa was still presented as a separate existence. He no longer pokes at Nadeko’s insecurities, at least not obviously. In recognising her own role in the whole affair, Nadeko is no longer worried about hurting others, of being seen as a victim, because she fully acknowledges herself as the one with all the power in her interactions. Godhood is an unusual role for her, but she seems happy to take it up, viewing her job as responding to the prayers of worshippers. It's a much simpler, more transactional view of social relations than she had to navigate as a human. She likes people who are nice to her and doesn't like people who aren't.
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Ultimately, though, she's still playing a part, putting on a performance for Kaiki’s benefit. Her cutesy habits as a god are a far cry from the more genuine rage she expresses in the classroom in Otori. But then again, she doesn't have to worry about that, because she's not a human. She's no longer a part of society, with all the freedom that entails. An entirely negative freedom, of course. She doesn't have to do anything and thus there's nothing for her to do, besides play games with Kaiki and drink the alcohol she could only sneak sips of behind her dad’s back at home.
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She’s happy, but does that matter?
Kaiki doesn’t think so. The other parallel established in the ending is between Nadeko and Hitagi. Compared to Nadeko as someone who never throws anything away, Hitagi is someone who rejects unnecessary things, rejects convenient narratives of victimisation, rejects divine assistance.
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Nadeko is broken, thinks Kaiki. Like Hitagi’s mother. Like Hitagi almost was. And being broken has a specific meaning for him - it means no longer accurately recognising the value of the things you have. Nadeko overvalues the things that play an important role in her delusions and ignores everything else. In comparison, think back to Hitagi listing out everything she has to Koyomi back in Bakemonogatari. She has so little, but it’s all precious to her. Not only that, but she manages to offer it to another person. It’s only in recognising the value of herself and also someone else that they can form a mutually beneficial ‘exchange’, a real connection.
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In Bakemonogatari, Hitagi’s self is framed as a series of external objects. You are the people around you. In Koimonogatari, Kaiki’s self is found in his money. Endlessly exchangeable, never unique, always mercenary. He offers himself up to Nadeko and gets nothing in return, because she fundamentally doesn’t value what he’s bringing her. Donating to a shrine at New Years’ is a sucker’s game, Kaiki thinks at the beginning of the novel, and he’s proven right enough.
For Kaiki, you could say that the money he spends is spent on himself, on presenting a certain image of himself. So what of the money he takes from others?
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He accepts Hitagi’s woefully low payment for the job. He accepts it as a job, because if it’s not a job he’d have to start thinking about what his relationship to her is, if not client and employer. It would become unique, no longer exchangeable for any of the other half-dozen scams he’s running. 
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He accepts Izuko’s 3 million severance fee. He accepts it and goes on working. It’s unlike him, Yotsugi says. He’s contradicting himself. The money isn’t being exchanged for anything, he’s just taking it. But isn’t that the job of a scammer? To get as much money for as little effort as possible? Then why does he keep doing the job? 
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He’s acting unlike himself. Throughout the novel, he’s constantly pointing out new sides of himself. Phrases he’s said for the first time. Actions he’s never done before. After a certain point, I have to conclude he’s lying. Kaiki acts unlike himself in Koimonogatari because acting unlike himself, unlike the persona he deliberately acts as, is one of his most characteristic actions.
Being a specialist is about balance - or at least so we would assume from the actions of Oshino Meme. It’s about give-and-take. But Kaiki is a fake specialist, a conman. He should only want to take. It’s not a coincidence, then, that he keeps giving. 
I understood it on an intellectual level, but now I get it. I really fucking get it. He’s just, so, Araragi Koyomi. He’s so thoughtless and impulsive, so concerned with appearances, enamoured with his own edginess, stubborn, self-deprecating, cowardly, dense, inconsiderate, self-sacrificing, willful, proud of outsmarting children, reluctant to commit to anything, and most of all half-assed.
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That is the characteristic trait of Araragi Koyomi as I understand it. He’s trapped between worlds, vampire and human, but doesn’t seem particularly inclined to choose one or the other. He doesn’t just look to the future, but the past too. In reaching towards what he wants, he’s immensely reluctant to give up what he already has. 
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All the way back in Nekomonogatari Kuro, he characterises Hitagi and Suruga as different to him, more forward-looking, prefiguring Kaiki’s comments about Hitagi as someone willing to throw aside the most important things to her to get what she wants. 
It’s funny, because in doing so he also talks about Tsubasa as someone who’s the same, who also looks for solace in the past. Tsubasa, who in Nekomonogatari Shiro we come to understand will casually cast aside the past if it doesn’t suit her. 
She has a different perspective, you see. She thinks Koyomi is different from her. He’s ‘unshakable’, in her words, not concerned about losing his identity. Precisely because he keeps looking back, because he keeps confronting his past, he’s able to accept all of himself, unlike her. 
Despite Monogatari being a series about people changing, several times characters espouse the idea that you can’t change, not really.
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The thing is that while change is obviously possible, what this idea cautions against is ignoring and forgetting about what you used to be like. Tsubasa can’t just make a new version of herself whenever things start getting difficult, she has to understand herself as a continuous person composed of everyone she’s ever been. 
The Rainy Devil teaches Suruga something similar, as regardless of the kind of person she wishes to become, the arm can’t fundamentally transform her. It simply shows that she was already the kind of person who could learn to run fast, already the kind of person who wanted to brutalize Hitagi’s new boyfriend. Koyomi’s idea that she’s somehow more forward-looking than him seems laughable when she feels as though Hitagi and her issues are something that she ran away from.
It’s a fundamentally half-assed application of Numachi Rouka’s methods - for running away from your problems to work you have to remain detached, and the devil’s grasping arm is evidence both of Suruga’s failure in that regard, but also of the attachment to life itself that Rouka lacked. No wonder it felt off when it suddenly disappeared in Hanamonogatari. 
At the same time, though, losing the arm is evidence of her change throughout that arc. Her running no longer isolates her, but instead can be seen as a way to connect with others. It’s no coincidence that’s how she ends up meeting Koyomi near the end. It’s his advice that gives her the confidence to get over the finish line, but the first step is abandoning everything and just running - not trying to beat anyone, not trying to hold back, with no particular goal or attachment to a wish. It’s the first time she really can since she started using the monkey’s paw.
Notably it’s Kaiki that offered her an alternative and advised her to just let Rouka have the parts. Kaiki, the one who seemed to be collecting them himself. Isn’t the concept of him possessing what is in a very real sense the remains of Gaen Tooe so fascinating? But it’s the yet-living Suruga that he calls her legacy. It’s hard to say if meeting her, in some way, helped him move on. 
Once again, we see a difference from Koyomi, who advises Suruga to act like herself and do what she wants. Kaiki tells Suruga to do what’s easy, what would cause less difficulties for her, in a similar way that he seems to understand Nadeko is much happier as a god and Hitagi wouldn’t have to confront her memories of her mother as long as she remains weightless.
By regaining her weight and her emotions, nothing will change, Oshino cautions Hitagi. She won’t suddenly make up with her mother. But it does allow her to move forward, to value her memories correctly, not allow her missing weight to weigh on her so much that she will never be able to become close to anyone else.
“She’s different now, more so than if she were a different person” Kaiki says, and it’s so easy to read him as relieved that she’s not stuck as she was when he fucked her up. That she’s still always in the moment where she truly fell in love for the first time. That she was able to remain the same person while still loving someone else. 
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Tsubasa’s immense righteousness is subverted in Nekomonogatari, Suruga’s seeming single-mindedness is deconstructed in Hanamonogatari, and despite the effusive words of praise they both have for Koyomi Araragi it’s evident from his internal narration that he’s more pathetic and wavering than anyone else - and perhaps that’s how one ought to be, here. Never able to make a decision on what’s most important. Always most invested in whatever you’re doing right now, whatever person is right in front of you.
Hitagi is a character that we never see from the first person. Koyomi’s view of her as a titan striding headlong towards her goals is never really contradicted in the story, because despite her immensely evident vulnerability, she’s shown as making a more active effort to move on than anyone. 
The shadow of her past relationship with Kaiki hangs over Koimonogatari like a specter.
In Nisemonogatari it’s mentioned that her animus towards Kaiki probably comes from the fact she wasn’t able to hate him in the past. While she was still under the influence of the crab, her emotions regarding her mother were dampened. Kaiki’s acts of splitting her family up likely wasn’t something she was capable of expressing her resentment for at the time. 
If you think of that hatred as a final remaining regret, her kidnapping of Koyomi and confronting of Kaiki in Nisemonogatari the expression of such, then it makes sense that Nisemonogatari also marks the start of her mellowing out, never again reaching the heights of violence she demonstrates at the beginning of that novel. 
An interesting thing about Kaiki’s role there, looking back, is that he’s clearly aiming for that outcome. As soon as Hitagi confronts him, he leaves. He tells her to stop worrying about the past, about the fact that she once had a relationship with him, because he’s thoroughly uninterested in her as she is now. He provokes her into affirming her current self and relationship with Koyomi. And he says that the man who tried to violate her died in a car accident. 
Is he lying? Is it just a coincidence, that he goes with the same manner of death as Gaen Tooe, the same line he feeds to Sengoku Nadeko? 
Either way, the purpose of the line becomes a little clearer. He’s trying to get her, both of them, to move on. To understand that the people who seemed so important to you are mundane, the events that shaped your lives don’t mean anything in the big picture, and your past is just that. It’s over. It’s the end. 
He almost embodies the concept, in Koimonogatari. We see from his perspective and he is indeed far less ominous, far less portentous, far less important, than he seems from the third person. 
He’s also really bad at it. Despite his exhortations to ignore the past, he himself clearly still cares a lot about Hitagi. She as well can’t quite avoid falling back into old patterns of banter, admiration, reliance. 
And his ideology isn’t enough for Nadeko. He can’t just deny what she’s clinging onto now, he needs to give her something new. They called Osamu Tezuka a God, she says, hesitantly forming a bridge between her current self and the future she wants to inhabit. Telling herself a convenient story that patches it all up. 
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It results in an oddly ambiguous message. Nisio loves his tricks, revealing something the narrator was mistaken about at the very end, but when Hitagi says she never loved him and hangs up it’s hard to tell which one of them came out ahead in that little back and forth. Maybe Kaiki, the eternal washout, was so enamoured of his own unique subjectivity he never considered the schoolgirl he was scamming wasn’t so enamoured of him. 
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Who am I kidding, it doesn’t feel that way at all. Her rejection of the idea that she ever liked him was unconvincing in Nisemonogatari and it’s unconvincing here. And the novel frankly endorses that wilful self-denial. Perhaps it’s important to always act like you’ve fallen in love for the first time. Perhaps it’s important to believe that you’ll never break up with your boyfriend. 
In this seeming endorsement of Kaiki’s ideology, I have to wonder what kind of End Hitagi is even fighting against. 
Nadeko asserts that a single failure is the End, it’s Nadekover, she has no choice but to kill everyone and then herself. In resisting her, Hitagi asserts her right to change, to move on, to love Koyomi even after her life was destroyed by Kaiki. 
On the other hand, Kaiki asserts that failure means nothing, he doesn’t care about anything that has ever happened, after this he’ll just move on and start another moneymaking scheme, same as the last. Hitagi also resists this. She must, if she is to believe her relationship with Koyomi matters in the first place. Her denial that she ever liked Kaiki ends up an odd sort of validation for their relationship. If she did crush on him, that would be important to her, therefore it didn’t happen.
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It perfectly mirrors Kaiki’s refusal to admit he ever cared about her. It puts the lie to his whole persona, but, like, it’s supposed to be a lie anyway, I think. They’re both lying to each other and themselves all the time, so much so that they fail to understand even the most straightforward exchanges between them. It’s fine, honestly. They don’t need to be true to each other as long as they’re true to themselves.
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One thing that I never really mentioned is the other way you could take this arc title. Hitagi End as in the end of Second Season - the end of the series as a whole, potentially, if you take Nisio’s afterwords seriously (he doesn’t, as evidenced by the several previous times he’s pulled this exact gag). 
Astute fans of the anime airing watch order will note that placing Hanamonogatari, an arc set well in the future, before this one robs it a little of that sense of finality. Nadeko is not so much of a threat, knowing our protagonists survive. This is of course the twist, the lie, the joke of this arc. Life goes on, almost interminably so. The idea that graduation would be the End for Hitagi and Koyomi is as ridiculous as the idea that making some mistakes at fourteen would be the End of Nadeko. 
Even Kaiki’s attempt to escape the narrative, put a pin in the whole thing by killing himself off, is neatly and instantly subverted by remembering his presence in Hana. It’s not supposed to be a reveal, exactly, that this man is a liar. It’s just there, from the first page to the last. 
After Ononoki cautions Kaiki that he’s acting unlike himself, before he goes to talk to Nadeko for the final time, she spends a bit of time telling him what Kagenui’s been up to. Sounded like she was the same as ever, he thinks. I think of this, amongst all his attempts to dramatize his own life, differentiate himself from himself, craft his own ending. His life keeps going on, and Kagenui’s still marching to the beat of her own drum, same as ever. 
Happy New Year!
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