#perhaps he has his own unique way of interacting with the player ?
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This is the ugliest image I’ve ever doctored but I need to know if this happens
my crops have been watered my day has been made
i have been on the fence about placing a character into the role of pocketcat but the more i think about chenya the more it makes sense
Pocketcat’s appearance will certainly have a flair for theatrics
#twisted wonderland#twst#fear and hunger termina#funger#fear and hunger#twisted wonderland fear and hunger au#pocketcat#chenya#twst chenya#chenya is such an agent of chaos why wouldn’t he participate in the festival of termina#perhaps he has his own unique way of interacting with the player ?#this image really made my day#can’t forget pocketcats thigh high boots
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DATE & TIME: FEBRUARY 23 - ???
DECLASSIFIED DETAILS: On February 23, Site-φ Director Buckley Osterholz passes you in the hallway of the Main Operational Building. He asks you, “Settling in alright?” Without waiting for an answer — or, perhaps, presuming a no from the pallor of your face and the waver of your eyes — he adds: “How were the bagels?” ... What bagels?
FOR PLAYERS: Welcome players to our first TTRPG interactable mini-event, (𝐢𝐧)𝐝𝐞𝐭𝐞𝐫𝐦𝐢𝐧𝐚𝐭𝐞, an interlude of 𝑎𝑐𝑡 𝑖. 𝑐ℎ. 𝑖. (𝒅𝒊𝒔)𝒐𝒓𝒊𝒆𝒏𝒕𝒂𝒕𝒊𝒐𝒏. You will be rolling for your muse for the first time on the FHQ discord channel. The FATE of their memories is in your hands. There is no time limit for this interactive event, but if you'd like to retrieve your muse's memories quicker and lose the brain fog, we recommend you participate sooner than later!
𝗡𝗼𝗿 𝗶𝘀 𝘁𝗵𝗲𝗿𝗲 𝗮𝗻𝘆 𝗱𝗲𝗳𝗶𝗻𝗶𝘁𝗲 𝗰𝗮𝘂𝘀𝗲 𝗳𝗼𝗿 𝗮𝗻 𝗮𝗰𝗰𝗶𝗱𝗲𝗻𝘁, 𝗯𝘂𝘁 𝗼𝗻𝗹𝘆 𝗰𝗵𝗮𝗻𝗰𝗲 (τυχόν), 𝗻𝗮𝗺𝗲𝗹𝘆 𝗮𝗻 𝗶𝗻𝗱𝗲𝗳𝗶𝗻𝗶𝘁𝗲 (ἀόριστον) 𝗰𝗮𝘂𝘀𝗲.
STORY INTERLUDE; 𝑀𝑒𝑚𝑜𝑟𝑖𝑒𝑠.
Osterholz seems… unconcerned by your bafflement but just as he opens his mouth once more, the beeper clinging to his belt buzzes. He hums noncommittally as he lifts the small black device to read its screen, and then excuses himself. It’s an otherwise innocuous interaction, but you can’t help feeling... strange about it.
Honestly, the bagel thing wouldn't even rank in the Top 100 weirdest moments you've had with the Foundation, so you carry on with your Friday. And you would have probably complete forgotten about it had it not been for what was waiting for you, lurking ahead of the breakfast queue.
Bagels. Plain. And everything. Plain and everything, neatly lined up together on the left side of the extensive bagel bar. Somehow, even with all the different toppings available, your eyes only seem to register the two. “How were the bagels?” He had asked. Why? Osterholz doesn't seem like the type to strike up arbitrary conversations like that and especially not with a topic as random as bagels.
“Interesting choice.” A sudden pain splits your skull. Clutching your head, you find yourself dizzy, and faintly nauseous. Once you pull yourself together a little bit you're barely comforted by the fact that you’re not the only one holding up the line. You’re probably just hungry.
Hours of orientation exercises later, your mouth still feels peculiarly stale; the tap water rattling out of your kitchenette’s sink is glacier-cold, but does nothing for the film on your tongue. You drift asleep, lips puckered with distaste. Dreams don’t come easy, but they do come, eventually. Strange ones. Or are these — nightmares?
📌 OOC GUIDELINES & HINTS!
Has daily brain fog gotten in the way of enjoying your time at Site-φ? Or would you like to remember the time with Osterholz, and what you had said in the interview that brought you to this place? Do we have an event for you.
To participate, players will roll dice in the interactives channel on the FHQ discord server. The information thread will have the full instructions to use the roll command. Contact an admin when you are ready, and the admin team will create a private thread within the channel. This thread is only viewable to the player and rp mgmt.
Our game employs the FATE TTRPG system, which uses 4 dice per roll, each with a mix of +, −, and blank spaces on their sides. A + adds toward a positive result, a − lowers towards a negative result, and a blank space does not move the scale in any direction. Based on the number of +’s, blank spaces, and −’s, the "outcome" of the event is determined, then interpreted to guide narratively-focused gameplay. The FATE ladder of results ranges from +8 to −4. Your character will have their own set of unique modifiers inspired by their backstory, skillset... and more!
For this interlude, based on the result of your roll, your muse may instantly lose the brain fog and remember the whole interview with Site Director Osterholz, have the occasional disorientation and recall snippets, or stay thoroughly in the dark, recalling nothing. Except, apparently, that Osterholz is really into bagels?
If a player receives a result that does not alter the muse’s current state of memory, their interactions with other player characters or NPCs may help unlock those memories. A submission will be sent to players when that happens. (Please make sure that your submit box is open!) And If you get an especially high roll, there are additional, special outcomes...
DICE ROLL FORMULAS.
As mentioned above, these modifiers to your dice roll formula have been attributed to your character based on the information provided in the application, such as backstory, skills, and work with the Foundation. As this is the start of the game, these are your starting dice roll modifiers! There will be chances to change almost all modifiers based on the participation of the player. We highly recommend players keep track of their muse’s dice roll modifiers, however the rp mgmt will also keep a record in our FHQ discord for group-wide access.
𝚁𝙴𝚂𝙸𝚂𝚃𝙰𝙽𝙲𝙴 𝚃𝙾 𝙰𝙼𝙽𝙴𝚂𝚃𝙸𝙲𝚂.
+𝟛 Modifier: muses who have high resistance to memory alteration due to specific experiences and/or cerebral processes. However, it does not mean their mind is infallible - memory loss/alteration may occur, especially if high potency neuroleptics are used.
𝐶𝑂𝑊𝐵𝑂𝑌 𝐺𝑅𝐸𝐸𝑇𝐼��𝐺, 𝐺𝐴𝑅𝐷𝐸𝑁 𝑉𝐴𝑅𝐼𝐸𝑇𝑌, 𝑂𝐿𝐷 𝑆𝑃𝑂𝑅𝑇
+𝟚 Modifier: muses who handle amnestics in their day-to-day operations. While they may not have experience with these effects themselves, their experience and knowledge of amnestics give them advantages, such as knowing mnemonics or other information retention stratagems.
𝑇𝑅𝐸𝐸 𝐻𝑈𝐺𝐺𝐸𝑅, 52 𝑃𝐼𝐶𝐾𝑈𝑃
+𝟙 Modifier: muses who may have experimented with or had applications of amnestics more than once to build a basic level of tolerance.
𝐻𝐼𝐺𝐻 𝐹𝐼𝐷𝐸𝐿𝐼𝑇𝑌, 𝑆𝑀𝑂𝑂𝑇𝐻 𝑂𝑃𝐸𝑅𝐴𝑇𝑂𝑅
𝟘 Modifier: muses who have had recent memory issues or cognitive injuries, are susceptible to cognitohazards, have been affected by memetic damage, or those who have no experience with amnestics.
𝐷𝑌𝐼𝑁𝐺 𝐵𝑅𝐸𝐸𝐷, 𝐸𝐿𝐸𝑉𝐴𝑇𝑂𝑅 𝑀𝑈𝑆𝐼𝐶, 𝐹𝐿𝐼𝑀𝐹𝐿𝐴𝑀, 𝐿𝐼𝑉𝐸 𝑊𝐼𝑅𝐸, 𝑁𝑜.2 𝑃𝐸𝑁𝐶𝐼𝐿, 𝑃𝐸𝑅𝐹𝐸𝐶𝑇 𝑆𝑇𝑅𝐴𝑁𝐺𝐸𝑅, 𝑄𝑈𝑂𝑇𝐸 𝑈𝑁𝑄𝑈𝑂𝑇𝐸, 𝑈𝑅𝐵𝐴𝑁 𝑀𝑌𝑇𝐻.
© IMAGE CREDIT. Stewart MacLean on Unsplash.
TEXT CREDIT. Excerpted from "Indeterminism" web article from Wikipedia.
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Who Needs PvP? Five of the Latest and Greatest Singleplayer Adventures
What’s the most annoying aspect of modern gaming? Is it all the greedy battle passes and microtransactions? The incessant toxicity of online playerbases? Games demanding your endless interaction with constant daily or weekly challenges that guilt you for deciding to play anything else? It’s probably a combination of all of the above, really. Well, if you’re looking for a break from all that games-as-a-service online nonsense, seeking something a bit more casual, why not try these singleplayer adventures? These are a handful of the latest and greatest solo games, all enjoyable offline with no toxicity or microtransactions in sight. Of course, while they’re increasingly outnumbered by online titles, there’s still far too many of these types of games to list here - so, I decided to gather a small yet diverse variety to show off here: a sprawling fantasy RPG with endless possibilities, an action-packed rhythm platformer, a creepy eldritch fishing game, a pantheon-slaying titan of storytelling, and a game where you play as a cat. Take a look for yourself!
Baldur’s Gate 3 Unless you’ve been living under a rock for the past year, you’ve definitely at least heard of this game - especially after it won 2023’s Game of the Year. Baldur’s Gate 3 is about as close as it gets to a full Dungeons & Dragons campaign on your PC or console - no need to organise all your friends to show up for a campaign session! In this massive RPG, you can play as a handful of pre-set characters, all with their own expansive stories and countless unique interactions, or make your own from a dozen different races and classes. Want to be a Fighter? A Wizard? Barbarian? Cleric? Bard? Some unholy mashup of everything? Perhaps you’ll play as a human, or an elf, or a gnome, half-orc, or dragonborn - there’s a practically endless list of possibilities, and that’s just in the character select screen! Everything you do has some kind of impact on the hours of storytelling: who will you help, and who will you fight? Where will you go? What sides will you take in this absolute narrative feat? There’s an overarching plot, but the path you take through it is entirely yours to decide - for better or worse.
Hi-Fi Rush Bethesda sneakily released this bumping rhythmic platformer early in 2023, and it quickly became a number-one hit. Play as Chai, a bit of a loser with ambitious dreams of becoming a rockstar - and when he accidentally gets his music player implanted into his heart and the whole world around him starts moving to the beat, those dreams start to literally become reality. Suddenly, Chai’s fighting off a dark corporate conspiracy with the power of music, friendship, and blunt force trauma with a sick guitar made of magnetised garbage. In this game, everything - everything - moves, jumps, flashes and swings to the rhythm of the music playing from Chai’s heart, and moving yourself and your attacks in time makes you stronger and earn higher scores. Hi-Fi Rush is truly an earnest throwback to old-fashioned straightforward action platforming, with a linear level-after-level structure and no side quests or unnecessary padding to get in the way of the story or the rapid-tempo gameplay. It’s got a beautifully colourful and chaotic artstyle, genuinely entertaining characters and hilarious writing, and of course, a banging soundtrack to top it all off.
Dredge Let’s take things down a notch for those looking for something a little more casual and slower-paced - assuming you can keep your anxiety in check, that is. Dredge is a chilling eldritch cosmic horror story, disguised as a simple little fishing game. Sail out in your little tugboat, pull up any fish you find (don’t worry about the increasingly-creepy and disfigured catches, it’s probably just your imagination) and make absolutely sure you return to port before dark - you’re not alone out there. You might catch glimpses of things much older and much bigger shifting just beneath the waves; how much of it is really there, and how much is just your paranoia getting the better of you? Are you willing to take the risk that there’s nothing really there…or that it didn’t see you? Once you start collecting some decidedly-unnerving artefacts in the waters, a puzzling storyline begins to take shape, capped off with a stunning twist and a dangerous choice to make…or, you can just mind your own business and keep busy catching and selling all the fish from day to day, upgrading your boat and relaxing on the mostly-calm ocean. Just mind those lights in the fog - pretty sure that isn’t a town in the distance…
God of War: Ragnarök Now, back to something a bit more blood-pumping with a true linear action titan - God of War: Ragnarök. Kratos, the former god-butchering Ghost of Sparta, is back, and (reluctantly) doing what he does best as he faces off the might of the Norse gods including Thor, Heimdall, and Odin himself, alongside his growing son Atreus. Between all the enemy-slaughtering and gallivanting across the Nine Realms, Ragnarök tells an emotional and engaging narrative of a father not wanting to lose his son, fighting against fate itself to protect his boy just a little longer. The game features graphics and visuals as gorgeous as its’ writing and acting is brilliant - it’s little wonder why Christopher Judge won 2022’s Best Performance as Kratos. Besides the story is the fast-paced complex combat system God of War fans know and love, with Atreus joining his father as a playable character with his own array of skills and attacks; time to get that hand-eye coordination up! For returning players looking for a good reason to jump back into action, a recent DLC expansion adds a brand-new challenging mode if you’re after a true test of skill in the hallowed battlegrounds of Valhalla.
Stray This is a game where you play as a cat. Need I say more? Well, if the feline gimmick isn’t enough to interest you, how about a surprisingly fascinating world and endearing characters? Stray pits the cutest protagonist in gaming against a dark, treacherous world that’s much, much bigger from the perspective of our tiny fuzzy hero. In this game, you’ll climb, jump and sneak across a neon-lit city populated entirely by robots, all carrying on with their jobs long after humanity is gone in a tale that explores questions of sentience and societal growth - and collapse. Come for the adorable little kitty, but stay for the interesting story, beautifully haunting visual style, quirky robotic characters and some thought-provoking puzzles. How far can this cat go to reunite with its lost family? Will this unlikely hero be the key to helping its new mechanical friends find freedom from the massive locked-down city? What happened to humanity in the first place? There’s a lot of questions to answer, and yet you’re just a cat. Additionally, the game also features the best button prompt ever: Press O to Meow!
Like I said, there’s plenty more solo adventure games to be found beyond these standout examples - which one is your favourite? Are there any more worthy additions to this list you know? Let’s hear it! Feedback, reblogs and likes are all much appreciated! Thanks for reading!
An Aussie Button-Masher
#gaming#article#singleplayer#adventure#baldur's gate 3#bg3#larian studios#hi fi rush#bethesda#tango gameworks#dredge#dredge game#black salt games#god of war ragnarok#god of war#gow#santa monica studio#stray#stray game#annapurna interactive
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New Post has been published on Harold Gross: The 5a.m. Critic
New Post has been published on https://literaryends.com/hgblog/love-at-first-sight/
Love at First Sight
[3 stars]
Watching the modern rom-com evolve has been interesting. Attitudes and plots remain relatively unchanged other than women achieving more or equal agency in the action, but the pathways and and interactions have recently leapt into the modern technological world. Haley Lu Richardson (After Yang) and Ben Hardy (The Voyeurs) make a delightfully bumbling couple who build on a meet cute in an airport…with a little help from their friends, family, and the universe.
Richardson manages to make her semi-trainwreck of a life approach to seem near endearing. But we also see her grow through the process. Similarly, Hardy goes through his own evolution so that he can be open to possibilities. And neither Hardy nor her families are anything but supportive…in their way. In other words, this is definitely light-hearted and full of laughs despite some of the subplots. And it leaves you with a sense of joy and possibility.
For all of its fun and typical rom-com structure I did trip on a particular choice. One of the flick’s unique aspects is the guiding voice of Jameela Jamil (Star Trek: Prodigy, Pitch Perfect: Bumper in Berlin), who is only listed as Narrator. While amusing, the fact that she shows up as the hand of fate, or as the embodiment of Puck, or perhaps one of various muses but is never identified or resolved leaves the whole story a bit incomplete. I know I’m overthinking this a little, but I like there to be reasons for everything in a movie. If Jamil only narrated the story without appearing, that would have been fine. But, since she’s an actual player in the action, it feels like director Vanessa Caswill should have found a reason for her. A minor nit, but one that left my ability to suspend disbelief itching.
Where to watch
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The party in Phantom Liberty is a fun concept, a journey to the heights that game only touches on existing here and there. Literally, as it were.
Getting there through diving was a nice touch. It's a nice spy movie set piece, a chance for the player to do something cool that, gameplay-wise, isn't complex. It could have had more puzzle aspects but it's so unique within the game that I don't mind. It's nice to have Johnny drop a hint if you take too long figuring out the minor puzzle near the end of that bit. He has thalassophobia, that's established in Pyramid Song, and he's probably not a fan of this but he understands the necessity.
Doing PL before Johnny is more over his revenge kick makes less sense, as the plot has nothing to do with messing with Arasaka or killing Smasher, yet he is very supportive of saving Songbird and the potential of her cure for V, even when it involves things he thinks are really dangerous and stupid.
I've written before that Kerry should have been at the party and Rogue as well. They function on that level. We know they had the VAs back because of some of the new dialogue options and Kerry, especially, could have been funny as hell with varying interactions depending on if you've done the Silverhand Farewell Tour or not, as well as Johnny commentary. Kerry and Johnny insulting each other with V as Johnny's intermediary is underutilized.
I kept an eye out for Jago and Bennett this time in everything to with Barghest. Jago is around- he's actually at the gate when you first meet Songbird, as well as is managing arrangements for the party, in Hanson's VIP area chatting, and chasing down a rumored security breach in the laundry room (V and Reed) as you leave the party. He's an interesting character to me. Bennett is standing guard it seems at Hanson's VIP area, for some reason, instead of living it up, and he is at the fight in Balls to the Wall. So, interestingly, is Rinder. I think he's actually on that convoy op, too. That whole thing took place a week prior, which means Rinder got abandoned by Barghest real fast after being very much in its good graces.
Hansen is a character whose motives I want more light on. Power, of course, is a big one, but I felt like the things with Myers was personal. He's angry at the way the Unification War ended and I think it's implied- you don't chat much to Barghest qua Barghest but you talk a lot to NUSA about them- that from Hansen and the unit's point of view they were abandoned to die, a little like Reed's team. Barghest runs a functional ship, if not a tight one, and there's a degree of enforcement of order. Could they kill you if you were just in the vicinity of the wrong thing? Yes. Do they ignore stuff, especially if it involves some deal or one of their own? Yes. But the ambient chatter makes clear they also keep the gangs on a leash to an extent and maintain Dogtown's infrastructure. The Stacks are not the shittiest place to live in Night City. It's functional and, for many there, perhaps more functional than they would find otherwise. You can find a cat just chilling which is something of an indicator that Dogtown is not just a shithole. One of Hansen's broadcasts is an alert for a cyberpsycho (I don't think this a veiled reference to you or Reed or anyone). This isn't a defense of Barghest and Hanson, just a nod to the nuance in the writing of them. People flee to Dogtown when they have no other options, but when people proclaim pride for Dogtown, it isn't just because of propaganda.
The gigs in Dogtown have a lot of personality. Most gigs in the game do, small stories and occasional dilemmas, but I think Dogtown's are more elaborate than many. I hadn't noticed before how some things presented as gigs are actually side stories- namely Dazed and Confused and Shot by Both Sides.
Dazed and Confused plays perfectly on some of what BD tech can do to someone, just a ridiculous yet not unserious exploration of the tech's impact on human life. Johnny congratulates you on helping out Tool, and even finds his stupid fan mail letter touching ("Kind of wishing I hadn't burned all my fan mail"; he was such an asshole celebrity back in the day). Tool is not a particularly useful person to any end, pitiful but not in a big-eyed starving kid way, stupid, the kind of person an activist would call 'part of the problem', but Johnny still doesn't want the guy to be left like this. There's an argument that could be made that Tool might want to be left like this-he's very much not a fan of being himself and very much a fan of being Lina- but Johnny doesn't make it. Would never make it.
Shot by Both Sides is an interesting one, tied to the main plot and possibly the only bit of the Cynosure you get to see. The bit in the apartment is fun, more banter, and the facility itself is interesting. They did a nice writing trick with the emails and shards where you got a sense of the staff's humanity- messages between a husband stationed there (the guy in the logs) and his wife, an older email from a father asking his son if he's dead in a 'you never call' way and the son saying to not email him at his work email, the netrunner Lisa asking people to clean the bathroom dammit, another email where the user purchased tickets to one of Johnny's solo concerts. This helps make choosing between Dante and the journalist actually more difficult. She's your client but she's unpleasant, clearly on the take when you investigate her apartment, claims she's fighting against Militech but her getting this info, Dante says (which is true), will get the former staff killed. Dante is interesting and has interesting things to say. His character description in the database is, too. He joins Jago and Tiny Mike in my list of really intriguing minor character from this game.
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London, 1868: metropolis of vice, mighty host to the whirl and rush of humanity (among others), and now...the scene of a murder most foul. The verdict of this trial will decide the future of Fantastics and Mundanes alike, for calm or chaos—which way will you tip the scale?
Announcing The Harrowed & the Hushed, a historical low fantasy interactive fiction game centered around the scandal-steeped murder of one of London’s most famous singers and socialites.
Play as a private investigator tasked with solving the most high-profile murder of the century to prove your client’s innocence, keep your own sordid past buried where it belongs, and preserve (or tear down) the mystical Veil that keeps the supernatural world of Fantastics from being exposed to Mundane humans. If you’re so inclined, woo or woe the eccentric sorts you come across in your quest for the truth—or perhaps find romance a bit closer.
Either way, the clock is ticking for you and your client, and there simply isn’t room for any more blood on your hands.
Years ago, the grisly murders of two civilians shook England to its core; Fantastic and Mundane headlines alike augmented the feverish terror gripping the nation while their pages recorded every sensational detail of London’s bloodiest scene. In the end, a crowd gathered outside Newgate Prison to see the murderers hang — all except one. After a trial unprecedented in length and duress, your impassioned argument of innocence earned you a dubious mitigation: instead of execution, your fate was something beyond death. The Council called it mercy. You beg to differ.
The Hushing severed your connection to magic, leaving you unable to grasp what had once flowed through your veins like wind over water. You can still feel it: a constant, aching reminder of what you once had, thrumming under your skin like the whisper of a lost love and always just out of reach. You may have been spared the gallows, but you died that day—and the Hushed One was born.
Cast out of the Fantastic world with little option but to adapt to your newfound Mundane life, you soon discovered that the Hushing also altered your ability to interact with the Veil, allowing you to walk between both worlds at the price of being able to truly belong to either. The only living testament to the horrors and hotly debated ethics of Hushing, you’ve tried to live a quiet life since, setting up a small private investigation practice to pay the bills and stave off the grief and guilt that still haunts you. It’s mostly cracking petty theft and confirming affair partners—not the most glorious work in the world, but at least you know what to expect.
That is, until a murder uncannily similar to the one that led to your Hushing unleashes new chaos on London and the prime suspect in the Fantastic investigation lands on your doorstep with a plea to help him prove his innocence before he meets a death sentence—or worse, the same fate as you.
There’s just one question left to ask: what will you call mercy?
Create a fully customizable character, selecting name, gender, and pronouns in addition to a custom appearance
Choose one of six original Fantastic ancestries and discover how the Hushing affected your origins
Navigate Victorian London and explore the Fantastic hidden in plain sight among the Mundane as you unravel the mysteries coiling beneath the city’s bustling surface
Encounter seven unique companion characters and choose to bestow affection, animosity, or all of the above! All romance is completely optional; H&H recognizes platonic love (and hate, you do you)
Uncover an eighth mystery companion character
Discover clues, postulate, and solve the murder that has London in its most feverish tizzy since the examination of a certain Lady Flora Hastings
Take a stance on the mystical Veil and work to protect it — or tear it down
Pet a cat! (LapinLunaireGames is not responsible for cases of virtual rabies, general infection, or other side effects. Player discretion advised.)
A. Gordon (gender selectable: she/her | he/him; Mundane) - The Faithful Friend | Born into a wealthy landed family, A cut ties with the Gordon family line as a teenager (whether this is more accurately described as a departure or a disowning depends on who you ask). Now your partner in...well, in solving crime, A’s resolve is tied to the hopes of one day breaking down class barriers and the crooked system they witnessed growing up. Your relationship is a comfortable one, built on mutual trust...and a silent, shared understanding that some secrets are better buried.
Ailbhe (they/them; fae) - The Body Politic | Solemn and steel-spined, Ailbhe is the youngest Magistratus ever appointed to the Albion Investigative Council. Born at the exact midpoint of the vernal equinox, Ailbhe took the symbolism of their birthday to heart, fostering a deep-seated passion for upholding justice and rising as something of a prodigy through the ranks of Fantastic law. Though the social pressures that rest upon their shoulders are great, no burden is heavier than the pressure they insist on leveling upon themselves. Witnessing your Hushing firsthand the sentencing of the Hushed One began to brew conflict in their heart about the morality of such a punishment and the right of the courts to wield such a dreadful power. Now...the maelstrom of controversy and murder spinning through London is stirring up that doubt to new heights.
Catherine Hartsworth (she/they; Mundane) - The Dastardly Diva | A rising star in London's social scene, Catherine is was the murder victim's biggest rival for the limelight. The prime suspect in the Mundane side of the investigation, Catherine's reputation as a cutthroat competitor with the sweetest smile in all of England isn't exactly helping her case. The picture of sophistication, Catherine enjoys an impeccable public image, even if half the rumours swirling around them paint a lurid portrait of hedonistic soirées, perfidy, and controversial bedfellows.
Imric Jennings (he/him; Mundane) - The Charming Rival | Scotland Yard's jauntiest Detective Sergeant and your self-proclaimed rival, Imric sees your business as a potential partnership that would allow him to...circumvent the blustery paperwork and red tape that so often delays what he considers vital steps in his own investigations. A staunch believer in logic and pragmatism for whom the end nearly always justifies the means, Imric derives a special kind of joy in needling you and bartering quips for tips on overlapping cases.
Mina Qiu (邱明娜; she/her; Mundane) - The Intrepid Reporter | A zealous journalist from China who came to England to pursue a scoop that led to her exposing her former boss along with a labyrinth of corruption, Mina’s extended stay in London is all business and little pleasure. Armed with quicksilver wit, dry humor, and a razor-sharp tongue, Mina is intent on making this case her big break so she can safely secure either a return to her family or their passage to join her in England—even if she has to temper her fire with the knowledge that rival journalists are watching her do all the risky groundwork like sharks out for blood, ready to swoop in and snatch the scoop.
Rosalind Clarke (she/her; ghost) - The Sweetheart Spectre | In life, Rosalind was an actress with a passion for the dramatic. Now, she's a frequent helper in your cases (turns out having a contact who can speak to the dead works wonders) and a friendly face besides. Sweet and compassionate beneath her vivacious, willfully extravagant exterior, Rosalind is tethered to this plane by some sort of "unfinished business". She insists that she's content with how things are, but you can't help but suspect that there's more to the story.
Samuel "Sam” Morgan (he/him; werewolf) - The Wily Wallflower | Polite and unassuming, Sam is the sort of man your parents would love for you to bring home. When he shows up on your doorstep frantically imploring you to help him clear his name, your first instinct is to wonder how such an ingenuous man could be the prime suspect in the most shocking case to rock London since your own Hushing. You suspect, however, that Sam’s placid, easy-going temperament is part nature and part nurture—that is, curated in response to the persisting stereotype that werewolves (especially ones born like Sam rather than turned) are bloodthirsty, feral creatures incapable of anything resembling civility. (And you’d thought the Mundanes with their phrenology and clinical hysteria were bad enough.) The fact that he did enough research on the fate that awaits him should he be convicted (not to mention that he actually managed to track you down) means that Sam is much more cunning than his soft-spoken image lets on — cunning enough, perhaps, to commit murder, convince you to piece together evidence to frame someone else, and get away with it?
??? (???) - The Silent One | [file corrupted. no information available.]
Demo TBA | Meet the Companions (full profiles) | Project playlist
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Mars Retrograde in the natal chart
I’ve written about planets in retrograde in the natal chart before, find the post about Mercury, Venus and Mars here and the post about Jupiter, Saturn, Uranus, Neptune and Pluto here.
In this post I’m going a bit deeper into Mars Rx.
As we all probably know, Mars is the planet of personal drive, aggression, assertiveness and outward directed energy. Mars it works on behalf of the personality as the warrior – as forward movement, strength and desire. Mars enables us to be goal oriented, to stand up for ourselves and have a sense of direction and momentum. Depending on the sign Mars is in, the style in which one goes about one’s interests will vary. For example, an Aries Mars will be direct, impulsive, straightforward, loud, non-apologetic and open in taking action. Taurus Mars will be calm, patient, stubborn and energy preserving. Gemini will be cerebral, creative, mischievous and all over the place. Cancer Mars will be careful and protective of emotions while trying to secure a goal. Leo Mars will be demonstrative, proud and demanding. Virgo Mars will be purposeful and practical, going over the steps required to reach a specific goal. Libra Mars will try to smoothly get other people to get on board with one’s direction without ruffling any feathers, usually through using reason and logic. Scorpio Mars will assert its will “undercover” often through subtle yet effective emotional blackmail and strategy. Sagittarius Mars will be bold and restless, potentially quite clumsy and funny. Capricorn Mars will be serious, patient, mature, responsible and steadfast. Aquarius Mars will potentially be acting on behalf of a collective mission and thought-movement, considering what lies in the best interest of the “group”. Pisces Mars will be easily directed by influences from the environment, compassionate, soft and a bit confusing.
Having Mars direct in the natal chart means that desire is merged with action. In other words, action is employed in the name of desire. In the most basic sense, a person sees something of value (Venus) and Mars is the one who is in charge of conquering it. Venus and Mars can’t really be discussed separately for this reason because something has to catch one’s attention (Venus) in order for there to be anything to attain and achieve. Simply put, Venus is the object, person, place of esteem and Mars is the force that is in charge of closing the gap between the person and that which is desired.
When Mars is retrograde in the natal chart the drive to achieve is equally as strong as with Mars direct, but it is turned inward instead of being directed outward. This causes inner frustration, pent-up energy and often feelings of being ineffectual – unable to directly go after what one wants. Many sources state that since Mars is a masculine planet, Mars Rx is more bothersome for men, as women tend to not suffer from lacking in masculine traits as acutely because of identification with femininity (Venus). This is probably true, yet women will similarly experience the debilitating effects of Mars Rx – sometimes through the lover and partner of choice.
Some sources state that natives with Mars Rx had a childhood where they were not allowed to get angry or to stand up for themselves. Perhaps no one listened or bothered, perhaps displays of aggression were forcefully disapproved of and punished. There could have been a lack of support of the native taking initiative and paving his or her own path. I have had the reverse experience of being accused of not being assertive enough. I have Mars Rx in Virgo in the 3rd house and I was constantly criticized for lack of extroversion growing up, particularly in school (the 3rd house rules lower education) by teachers and peers. I was “too quiet”, “too inhibited”. In a sense, I was attacked for my “lack of Mars”. Unfortunately, I think this is quite common for people with Mars in Rx, we seem to invite aggression (in my case criticism because Virgo rules my 3rd house) in the area of life (house) that Mars is placed. I never attempted to “strike back” but kept my own pent up anger inside feeling worse and worse about myself, humiliated, yet for some reason unable to project the intensity outwardly – probably because it would only have caused me more reprimanding. However, the positive thing I’ve noticed with Mars Rx is that I have the ability to act independently of outside influences. In a sense I can act without desire being merged with action. Or rather, I can choose to redirect the build-up of intensity into unrelated activity. It’s definitely counter-intuitive, but it’s very useful in situations where one is required to act despite of a goal. Since people with Mars Rx have an obscure desire nature, there’s the ability to simply put one foot in front of the other and see what comes of the action.
(Buy products with my art here)
There’s something to be said about inviting aggression from the outside with Mars Rx. Other people seem to want to cause a reaction by provoking the Mars Rx person to make them stand up for themselves and display some assertiveness. This never works because Mars Rx people don’t react defensively to personal attacks on the spot. They sit tight, face the situation calmly yet is feeling a build-up of energy that is likely going to erupt later, when the situations has passed and when it’s no longer relevant. They get angry with themselves for not acting on the spot, for not saying the things they wanted to say and display the strength that they really do possess. Mars Rx people often question their potency and can beat themselves up for not being more willful. As stated, the bouts of anger come only at a later time, which does nothing to gain the individual a reputation of being impactful. The moment has passed and the opportunity to strike is gone. It’s important to not be too hard with oneself, Mars Rx isn’t a character flaw, it’s part of one’s unique blueprint and one would do better focusing on the benefits rather than the down-sides. Mars is after all about confidence and there’s no reason why Mars Rx should settle for feeling “less than” confident. The key is to not look for external proof of one’s potency and be content with knowing that one is powerful despite appearances of lack of assertiveness. With Mars Rx one should avoid comparing oneself to other people. Comparison and competitiveness don’t benefit these people, for obvious reasons. Measuring one’s strength against another will leave one feeling neither strong nor confident because the strength of Mars Rx is passive and felt internally.
In order to not feel emasculated with Mars Rx, one has to be squarely doing one’s own thing and avoid caring about what other people think one should do or even what oneself think one should do based on social values. This is the only way to be happy with this natal planet in my opinion. Stop competing = stop depleting, stop comparing = stop caring. Mars Rx people have the opportunity to be real individualists when they start valuing their internal integrity rather than the outward display of it. In a sense, Mars Rx is a very pure Mars. It’s simple action, unmotivated and unresponsive. It will not win us any battles in the moment; Mars Rx doesn’t build any momentum, energy is extended outward in bursts, starts and stops. The approach that works the best is to let action flow through, rather than directing it deliberately. This is usually going to translate into a quite soft energy but it can be quite beautiful. The famous male ballet dancer Mikhail Baryshnikov had Mars Rx – he was especially admired for his gracious jumps and seemingly effortless soaring in his dancing. He’s a good example of Mars Rx manifesting in a very powerful way – he uses his Mars to move independently in a non-confronting “Venusian fashion”. Yet, no one could claim that he lacks strength. The famous basket player Michael Jordan also has Mars Rx and he is widely considered one of the greatest basketball player of all time. It makes sense that dance and sport should suit these people because these activities require starts and stops more than building momentum.
Mars Rx has a reputation for being sluggish and lethargic. I think this is inaccurate to accept as a rule, but it is certainly possible for these people to seem like they are. Other people often perceive Mars Rx people to be at least very chill and calm, which is not always the case, it’s just that the boil hasn’t reached the surface yet and when it does, it’s out of tune with the outer situation and its momentum. The Mars Rx person might sit tight in a social interaction, never showing any sign of annoyance or agitation, despite being pissed off. It might be frustrating to not be able to release energy directly but Mars Rx energy is better channeled into purposeful activity, into independent action. Some sources claim that Mars Rx can be prone to self-destructive behavior and self-harm because of pent-up energy and unexpressed anger. I think this is true, especially if one lives in a very hostile environment and has a hard time, because of one’s Mars Rx, to do something about it – to fight back, to spontaneously immerse oneself in “combat” and defend oneself. It could also be because one’s aggression, when openly displayed, is turned to a social disadvantage. People might claim that one is “over-reacting” because the anger response is out of proportion with the situation at hand. “Over-reacting” is common problem for people with Mars Rx, because they’re typically calm, until they burst – and then they’re commonly labeled crazy or even abusive. There’s no way to “win” socially with Mars Rx, I find – either one is accused of being too passive or too reactive. This social disadvantage could easily turn into self-hate and self-rejection, because one doesn’t get any approval from the outside. Depression is sometimes linked to planets in retrograde, and this is quite understandable, in the light of everything that they imply. Depression is after all often associated with repressed anger, of a blocked drive and frustrated desire.
People with Mars Rx say that it gets better with age and that Mars is gradually more easily expressed because of experience and understanding of oneself. This might be partly due to Mars going direct in one’s progressed chart, however, one cannot make Mars go direct in one’s natal chart, it is a fixed blueprint that one will have to contend with. This is not to say that one cannot become more conscious of one’s own psychology.
#mars retrograde#mars retrograde in the natal chart#natal mars retrograde#virgo mars retrograde#mars in astrology#mars sings#astrology#learn about astrology#astrology on tumblr#astrology signs#retrograde planets#personal planets retrograde#personal planets#aries mars#taurus mars#gemini mars#cancer mars#leo mars#virgo mars#libra mars#scorpio mars#sagittarius mars#capricorn mars#aquarius mars#pisces mars
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Publisher Square Enix and developer Team Ninja have released new information and screenshots for Stranger of Paradise: Final Fantasy Origin introducing new characters Neon and Princess Sarah, battle actions, difficulty settings, multiplayer, and locations.
■ What is Stranger of Paradise: Final Fantasy Origin?
With the memory of their struggle buried deep in their hearts…
In this hardcore action RPG, Jack must hazard numerous gauntlets to bring the light of the crystals back to a kingdom conquered by darkness.
Fight your way through excruciating battles with a variety of means to pulverize your enemies. With multiple difficulty options and a wide selection of jobs and weapons available to customize your party, you can choose exactly how you want to play.
Will restoring the crystals’ light usher in peace or a new form of darkness?
…or perhaps something else entirely?
■ Characters
Jack (voiced by Mocean Melvin in English, Kenjiro Tsuda in Japanese)
“All I care about is seeing Chaos dead. I need to. It’s not a hope or a dream. It’s like a hunger. A thirst.”
Feels a strong sense of duty to defeat Chaos. With no hesitation to kill monsters that stand in his way, he pulverizes them with no mercy.
Ash (voiced by Mark Neely in English, Atsushi Miyauchi in Japanese)
“Better than good. Only Jack can fight like that.”
The rock of the team, supporting the members with his calm and collected nature. He recognizes Jack’s high combat abilities and puts his trust in him.
Jed (voiced by Alejandro Saab in English, Yusuke Suda in Japanese)
“It’s a mercy to forget. Those were your words, Jack.”
Has a kind and happy-go-lucky personality but is just as capable as Ash. Looks up to Jack and admires his powers.
Neon (voiced by Alejandra Reynoso in English, Kana Okazaki in Japanese)
“And I count four of us.”
Though the youngest, she has the same level of ability as her comrades to fight through severe battles. Insisting that Chaos doesn’t exist, there are times when she and Jack clash.
Princess Sarah (voiced by Cherami Leigh in English, Yume Miyamoto in Japanese)
“May the crystal’s blessing be with you always.”
The crown princess of Cornelia. An amicable figure who is popular among the citizens of Cornelia, she also interacts with them incognito, such as when playing her lute.
■ Event Scenes
A girl named Neon joins Jack’s party. Are these four the warriors of light who will save Cornelia as the prophecy foretold..?
Neon’s crystal resonates with the ones Jack and the team hold. However, the crystals they possess are of a black color.
Princess Sarah asks for Jack’s last name, to which he introduces himself as Jack Garland.
Almost like a thirst, they only think about defeating Chaos as they continue to slay one monster after another.
■ Battle Scenes
Experience the Final Fantasy Series’ Most Challenging and Strategic Battles
A story painted by layers of challenging action gameplay. Use various abilities to crush your enemies!
Each boss has its own unique movements. Identifying the enemy’s swift moves and effectively utilizing soul shield and various abilities will carry you through deadly battles.
Various weapons such as greatswords, daggers, and spears determine a character’s job when equipped. Acquire new abilities and jobs through a character enhancement system called the Job Tree.
Choose among a variety of jobs to select two which you can switch between during battle. Using magic spells is also another effective strategy.
Prepare for battle by acquiring and equipping more powerful gear. Collect various weapons from treasure chests or by defeating enemies.
■ General Control
Normal Attacks
Lock on to an enemy and deliver a normal attack. A Break gauge is displayed above the enemy, which will decrease as damage is inflicted.
Action Abilities
Lock on to an enemy and deliver a normal attack. A Break gauge is displayed above the enemy, which will decrease as damage is inflicted.
Soul Burst
Once the enemy’s Break gauge reaches zero, the enemy enters a “Break” state. Approach the enemy in the Break state and activate a soul burst to deliver a finishing blow. By defeating enemies using soul bursts, your maximum MP increases, and MP is restored.
Guard
Guard against your enemies’ attacks with your weapon.
Dodge
Use the dodge command while guarding to evade attacks.
Soul Shield
Consume Break to set up a soul shield. When you take an attack while your soul shield is up, your maximum MP increases, and MP is restored. Activating a normal attack right when taking an enemy attack delivers a deep-dive counter.
Lightbringer
When your max MP is two bars or more, consume two bars’ worth of MP and max MP to activate Lightbringer. Activating Lightbringer makes it easier to finish off enemies with a soul burst and also serves as an effective method to fight back when surrounded by enemies.
■ Game Systems
Difficulty Options
Players can choose a difficulty mode that matches their playstyle.
Hard – A difficulty for players who are skilled at action games, providing thrilling battles.
Action – A difficulty for players who are accustomed to action games, providing moderately challenging battles.
Story – A difficulty for players who don’t usually play action games, allowing them to enjoy battles and the story. Make it even easier to play by turning on Casual mode.
Multiplayer Mode
Play in a group with a maximum of three players through online multiplayer mode! Play through the main story and side missions with your friends. In this mode, equipment and other items will drop for each player to loot individually.
■ Locations
In this game, players will explore various locales that exist in the world surrounding Cornelia. However, all of these locations seem foreign, with strange scenery and cultural atmospheres that don’t seem to fit into this world.
Chaos Shrine‘
It is said that a shrine did not originally exist at this location. Perhaps, at a certain point in time, in a distant future in which no one could intervene, an incident happened which triggered the creation of this shrine…
Refrin Wetlands
It is said that in this land exists a material which can cause distortion in the world. By artificially controlling the weather and adding distortion that originally didn’t exist through natural causes, it is said that darkness is created.
■ Product Overview
Standard Physical Edition
Includes:
Stanger of Paradise: Final Fantasy Origin game (disc version)
Standard Digital Edition
Includes:
Stanger of Paradise: Final Fantasy Origin game (digital download)
Digital version in-game bonuses
Digital Deluxe Edition
Includes:
-Stanger of Paradise: Final Fantasy Origin game (digital download)
-Season Pass: Additional Missions
“Trials of the Dragon King”
“Wanderer of the Rift”
“Different Future”
-Digital art book
-Digital mini soundtrack
-Digital version in-game bonuses
Bonuses for All Digital Versions
-Pre-Order Bonuses
Early Access (72 hours) – Game accessible from midnight on March 15, 2022 local time.
“Braveheart” weapon and “Lustrous Shield”
Original PlayStation 4 theme (for customers who pre-order on PlayStation Store)
-Early Purchase Bonus
“Rebellion” Weapon – Available to users who purchase the game before 11:59 pm on April 18, 2022 local time.
Stranger of Paradise: Final Fantasy Origin is due out for PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and PC via Epic Games Store on March 18, 2022.
View the screenshots at the gallery.
#Stranger of Paradise: Final Fantasy Origin#Stranger of Paradise#Final Fantasy Origin#Final Fantasy#Team Ninja#Square Enix#Gematsu#long post
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You should watch mother’s basement’s video “how a Japanese indie studio kicks bethesda’s butt at world building” its kinda a revelation about video games as a story telling medium and the dev studio in question, nihon falcom, could really teach gamefreak a thing or two (or two hundred) about how to tell stories outside of railroaded cutscenes. You wanted gen7 to give more depth to Hau and Kukui and Burnet, and this immediately popped into my head of how to do that *right*
Hi there anon! First off, thank you for sending me the link to this video (link here for anyone wants to watch it) I had to sit on this ask for a bit because my thoughts on this kept evolving (and I had to rewatch the video a couple of times). Yeah the franchise in the video (The Legend of Heroes: Trails) definitely could teach Gamefreak a lot about worldbuilding and storytelling. Although I have mixed feeling about whether some of the items suggested would fix SM/USUM’s problem (more on that later) But to the first point that the video brings up, I think that Pokemon needs to do way better at establishing a timeline for the games. Like we know some confirmed things such as
Gen 1 and Gen 3 games take place at the same time
Gen 2 and Gen 4 games take place at the same time
Gen 7 takes place at least 10 years after the events of Gen 1 and Gen 3
There is a 2 year gap between BW and BW2 with XY happening concurrently with BW2
However this very rough timeline misses some things such as
Where the let’s go games fit into this (we know they’re in the mega timeline and that these events take place after Red, Blue and Green went on their journeys but no indication as to how long that was)
Where the original BW games fit in the time. We know it had to be after Gen 4 since Caitlin is aged and moves from Sinnoh and Unova, and that there’s Kanto Team Rocket grunt, but there’s not a clear timeline except for “at least 3 years”
We have no idea where the SwSh timeline fits at all
And even then you still have discrepancies of Red and Blue appearing as adults in SM/USUM but Wally (who was a kid around the same time Red and Blue were since the Gen 1 and Gen 3 events are concurrent) is still a child. Or how Grimsley’s appearance is significantly altered but not Colress or Cynthia’s. Little things like that take people out of the immersion and just make things seem more complicated than it has to. So Gamefreak definitely could do better in being more intentional about giving us more concrete clues as to how the game events relate to each other temporally but also being consistent with those portrayals Now onto the meat of the video, which was how the people in the world really make things come alive by having evolving storylines for the NPCs. I think this is something that Gamefreak should implement more. Especially when you consider the popularity of Twilight Wings and Poketoons which shows life in the Pokemon world outside of just battling or villainous plots, I think many in the fandom would be receptive to this type of worldbuilding in the main series game especially for minor NPCs.
Having minor NPCs that you can talk to who have evolving storylines that don’t require the player to be there would make the various regions feel more alive and encourage players to actually interact with the world around, seeing how as many Pokemon players still hold on to the “play the game, skip the story” mantra. Perhaps to incentivize going out your way to talk to these NPCs as the main story progresses maybe you’ll get a small reward or some secret battles post game.
However I’m more mixed personally on the idea of using that for the major NPCs like Hau, Kukui or Burnet. The offscreen storyline is actually the issue. These are characters that are supposed to be important to both the player and Lillie and as actual natives of the region offer valuable insight to the culture which is unlike anything seen in previous or future regions. Yet they’re out of focus save for those long cutscenes where they don’t always offer much in the way of interesting, unique dialogue. Even Lillie, the game’s most thoroughly written character suffers from repetitive dialogue that makes some of the cutscenes she’s in feel like padding rather than moving her own character development along.
I think having optional talk dialogue for the major NPCs would help with fleshing them out in ways that don’t have to do with battling or the main plot. That and cut down on the repetitive dialogue that plagues the series. But as far as their actual growth and contributions to the story I believe that’s best served for on-screen cutscenes. The cutscenes though need a massive rework so that they aren’t constant and when they happen they offer actual new interesting information and not just Kukui going “whoo” or Hau talking about malasadas. Instead, bring up potential pushback Kukui might be facing from Alolan elders who might feel like he’s trying to erase their culture by adopting the league from other regions. Bring up the complicated familial dynamics Hau has which would allow him to relate to Lillie and her complicated familial dynamics. Also spread the cutscenes out some more and not have so many happen so close together.
#pokemon sun and moon#pokemon ultra sun and moon#professor kukui#rival hau#professor burnet#ask epic spheal
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What if there was a Walt Disney Fighting Game? [Video Game Concept]
Note: I am well aware, that Disney would probably never say yes in a million years to this idea. Taking their beloved, child friendly characters and having them fight?!
OH THE HORROR?!
I am also aware there have been concepts for this in the past.
Final Fantasy Dissidia was supposed to be a Kingdom Hearts fighting game, but Nomura felt uncomfortable portraying Disney characters in such a violent atmosphere.
And there are sketches of what a Walt Disney fighting game could've been, inspired by Super Smash Bros, before it was canceled. It would've focused on more violent characters such as Gaston, Beast, Ursula, Captain Hook, Captain Silver and the Horned King. But the idea was dropped.
Here's the link.
This entire post is just building and putting together what a Disney fighting game would look like to me, if one came out in today's world. It's all merely speculation and ideas that's been in the back of my head for awhile.
(Special thanks to @mayflower-gal for helping me set this up. 😁)
Anyways, let's get started!
Part 1: The Plot
For the plot, I believe it would have to be something simple, since this an idea for a first game. It's the start of a potentially huge franchise, so I wanna keep it not only simple, but an aspect that helps kick off the potential series. And pull in many fans, old and new of Disney.
Let's take into account one thing: what's a recurring theme across various Disney movies (and overall media)?
Is it the lovable, comic relief sidekick that makes audiences laugh? Is it the songs that kids find themselves singing, long after the tale is done and the curtain has closed? Is it perhaps, the clever celebrity choices for important side characters?
No, It's the one defining aspect that draws in audiences, both new and old, bringing you to fall in love with the characters as the story is told:
Wishes.
Pinocchio wishes to be a real boy. Beast and all his servants wish to be human again. Tiana wishes to have her own restaurant. Ariel wishes to see the world beyond the sea.
Everyone wishes for something more in their life and have dreams that they wish come true.
What if all those wishes were counted? Collected?
Watched over. Much like a parent to their children. Or a teacher to their students.
Found engaging. Found entertaining. Found comforting. Found peaceful. Found introspective.
Looked at with childlike wonder and glee when accomplished.
But frowned on when those wish for selfish desires. And an even deeper disappointment at those very same inhuman desires, coming true.
Good and bad exists inside every person, it's just a matter of what one chooses to act on and stand by at the end of the day.
What someone wishes for is reflective of that.
Now imagine that same being coming to life and wrecking havoc across the Disney universe. Judging for themself, if any of these colorful, imaginative characters, truly deserve their...
Happily,
Ever
After.
Yep, the main plot of the story mode is all the various Disney characters literally fighting for wishes and dreams to come true...
against the LITERAL embodiment of wishing upon a star.
Each playable character having their own unique ending.
Some endings being repeats of your favorite Disney movies, with some minor changes to acknowledge the game's plot. While others are original due to the wide cast of characters that are available, besides your favorite Disney Heroes.
For example, you beat the story mode as say, Pinocchio, he wishes to be a real boy.
I know it sounds very redundant since a majority of these things already happen in the Disney movies, but I feel as though relieving them would be fun. In addition to some original ones that didn't happen with either the villains or less major characters.
It's only the hypothetical first game and I wanted start with something simple, that fans could easily get into. More complex plots, with more character interactions should be saved for any possible sequels.
Part 2: The Gameplay
The game would be your typical 2D fighting game. You have,
Combos exclusive to every character that requires practice.
Playstyles that make each character feel unique.
Special moves for each character to get the upper hand and the main focus in besting your opponent in 1 VS 1 matches.
Of course, there's dialogue before fights in the character intros. With so many to pick from, it had to be put in somewhere.
It resembles 2D fighting games that you've all no doubt heard of, such as Marvel VS Capcom or Street Fighter.
But what would a Disney fighting game have to offer on the table, in order to survive the overall video game market?
It would have to be something unique and a feature that not only gives it originality, but a chance to stand out with so much creativity and innovation. Practically begging fans for more.
Which is why I present to you: Disney Songs.
Or as this game prompt will call them: Musical Finales.
The highlight of many Disney movies and overall media, the music is what leaves a lasting impression on many audiences. Which is not surprising, since Disney is mostly a musical. At least in terms of most of their films.
With so many iconic songs from throughout the company's history, of course I'll be squeezing them somehow!
Each character has a music meter, that can only be filled up with how the player times and follows the beat of the character they play as. Follow the rhythm and beat of a character, and it will fill up quicker. Get cut off by the opponent and it doesn't fill up.
That beat being the music of the stage each player fights on, by attacking to the music and the same time. Think of it like the Sound Battles mechanic in Mother 3.
Every character has four different kinds of attacks: Neutral, Musical, Wonderful and Special.
Neutral Attacks are normal attacks that are mostly used to set up combos.
Musical Attacks are attacks that deal more impact, when timed with the music of the stage.
Wonderful Attacks can be seen as character oriented attacks, that embody the personality and charm of the character you play as. And can be used to entertain the audience. We'll get into that later.
Special Attacks are unique finisher moves that require a separate meter to be filled up, as with most fighting games.
Now what happens when the music meter is full? A Disney Song starts playing of course!
Say you filled up Cinderella's music meter for example, then "Bibbidi-Bobbidi-Boo" starts playing, granting some unique abilities for Cinderella.
Each song would grant different outcomes and bonuses for the various characters. They're not Special Attacks, as that's already a separate mechanic already.
For example, "Part of Your World" starts playing if you're playing as Ariel, filling up the stage with water and slowing down the opponent, giving Ariel a chance to either take advantage of that, bump items into them or create big waves of water.
But what happens if BOTH characters trigger the music meter at the same time?!
Well, that's where this gimmick becomes a fight for which song keeps on playing!
Both songs would start playing, both at the same time and volume. Except, both characters have to compete to see which is stronger.
This is done by the two characters fighting, before triggering a rhythm game between the two. Once one is the victor, the other song fades, while the other stays playing. Doubling the duration of that character's Musical Finale.
Another mechanic is the Entertainment Meter. Every level you fight on has one, that determines which fighter the audience likes more. Via Wonderful attacks, you can charm the audience into supporting you more. This activates things like getting healing items or stat boosts in power and speed. Some of your favorite Disney sidekicks even provide aid from the audience!
It's almost like watching a Disney movie live and being able to interact with the story!
Or the battle system in Paper Mario: The Thousand Year Door.
I feel as though this is the best way of keeping the game interesting, giving it an identity of its own and still embodying that magic people will grow to love. It can also lead to some entertaining interactions in the background or foreground of a stage, as the music meter also brings in characters that would not be playable, but support playable characters nonetheless. Like Flounder and Sebastian.
Of course, either feature could be turned off if you're not a fan of that sort of thing, but that's a given.
Part 3: The Stages
With many Disney movies pick from, it's no wonder there's plenty of choices to pick from. Since this is the first game, I chose to focus more on the movies. Here's my take.
Steamboat (Mickey Mouse cartoons)
Duckberg (Ducktales)
Spoonerville (A Goofy Movie)
Dwarven Forest (Snow White and the Seven Dwarves)
Wonderland (Alice in Wonderland)
Monstro (Pinocchio)
The Prince's Ball (Cinderella)
Neverland (Peter Pan)
Forbidden Mountains (Sleeping Beauty)
The Coliseum (Hercules)
Andy's Room (Toy Story)
Elsa's Ice Castle (Frozen)
San Fransokyo Institute of Technology (Big Hero 6)
Atlantica (The Little Mermaid)
House of Mouse (House of Mouse)
The West Wing (Beauty and the Beast)
Cave of Wonders (Aladdin)
Pride Rock (The Lion King)
Ant Island (A Bug's Life)
Tamatoa's Trove (Moana)
Hawaii (Lilo and Stitch)
Headquarters (Inside Out)
Mor'du's Ruins (Brave)
Big Ben (The Great Mouse Detective)
Notre Dame (The Hunchback of Notre Dame)
Merlin's Cottage (Sword in the Stone)
Emperor's Palace (Mulan)
The Great Before (Soul)
Todayland (Meet The Robinsons)
Paradise Falls (Up)
Zootopia (Zootopia)
Monsters Inc (Monsters Inc)
Nomanisan Island (The Incredibles)
The Bayou (The Princess and the Frog)
Atlantis (Atlantis: The Lost Empire)
Halloweentown (The Nightmare Before Christmas)
Oakey Oaks (Chicken Little)
Spirit Mountain (Brother Bear)
Sherwood Forest (Robin Hood)
Treasure Planet (Treasure Planet)
Horned King's Castle (The Black Cauldron)
The Secret Lab (The Emperor's New Groove)
Bald Mountain (Fantasia)
The Grid (Tron)
World's End (Pirates of the Caribbean)
Radiator Springs (Cars)
Grandmother Willow's Forest (Pocahontas)
East High School (High School Musical)
The Axiom (WALL-E)
Regent's Park (101 Dalmatians)
New Mushroom Town High School (Onward)
Happily Ever After Castle (Walt Disney Opening)
Part 4: The Roster
The bread and butter of many fighting games, the roster is no doubt one I had a bit of trouble putting together. With so many characters from over the years, it's no surprise. But since this is the outline of a possible first game, here's my interpretation.
Also, the cast is big to avoid being too barren or dull.
And because I had a lot of fun putting it all together.
Mickey Mouse (Mickey Mouse): The all around character of the game, he mostly fights by a series of cartoonish tricks, magic tricks and his paintbrush from Epic Mickey. His Special Attack would have him break the fourth wall like and rewind the fight like an old film projector in reverse. Except he heals, while the opponent receives twice the damage. His Musical Finale "Sorcerer's Apprentice" has him use Yensid's Sorcerer hat to its fullest and give his overall moveset more flashes to distract the opponent and slow them down.
Donald Duck (Donald Duck): Everyone's favorite, greedy mallard and the world's angriest duck. Donald would fight mainly with toon force, his fists, his bad luck and his anger. The more damage he takes, the angrier he gets. His Special Attack would have him don the Duck Avenger persona from his PK days and use a series of superhero gadgets to finish the opponent. His Musical Finale "The Three Caballeros" trades his anger for Jose Carioca and Panchito Pistoles showing up, making him happy. As they hurt the opponent, each time they hit Donald, to keep him happy.
Goofy (Goofy): Everyone's favorite Disney dad, Goofy joins the fight as not the brightest but with the biggest heart. He has toon force to aid him in some unconventional ways. His Special Attack would have him become Super Goof from his older days. His Musical Finale "Eye To Eye" would restore health everytime he dodges an attack, with a dancing flair to it.
Snow White (Snow White and the Seven Dwarves): The first Disney Princess, Snow White makes her debut and she's not alone. The Seven Dwarves direct most of her attacks, such as tossing rocks, mining tools as weapons and even just grabbing the opponent and tossing them. Snow White herself can sing and command woodland animals to tie up opponents or just fight to defend her. Her Special Attack would have the Dwarves try to roll a boulder, only for lightning to strike on the opponent and the boulder as extra damage. Her Musical Finale "Whistle While You Work" will call on a huge number of forest animals, as they tidy up the stage and Snow White, slowly replenishing her health and slowing down the opponent.
Pinocchio (Pinocchio): Don't lie in his presence, as that nose is not only for show. Pinocchio fights mostly by using his nose as a staff, the Blue Fairy bringing other toys to life to aid him and Jiminy Cricket distracting the opponent with music. Pinocchio's Special Attack would have him wish upon a star and turn himself into a real boy, as the opponent is turned into a puppet and loses damage as a result. Pinocchio's Musical Finale "I've Got No Strings" would cover the stage in thin lines used for puppets: if the opponent touches one, their frozen briefly. If a projectile attack hits, the same happens.
Cinderella (Cinderella): The bell of the ball and someone whom never gives up on kindness, Cinderella will use the dance moves she showed off at the ball for her moveset, having a dancing and musical feel to how she plays and flashy dances to win against the the opponent. With her Fairy Godmother using her magic to help her, such as flashes of light. Her Special Attack would have the clock strike midnight and she leaves behind her glass slipper: once the opponent touches it they get weighed down by a giant magic dress. Cinderella's Musical Finale "Bibbidi-Bobbidi-Boo" would have the Fairy Godmother cast a series of spells over the stage, as a new carriage pops up every time Cinderella pulls off a combo. The carriages run over the opponent and can even carry Cinderella to safety.
Peter Pan (Peter Pan): Leader of the Lost Boys and Captain Hook's second biggest pain in the butt, Peter Pan and Tinkerbell are here. Peter Pan has a pocket knife with him and Tinker Bell's pixie dust for aerial attacks. His Special Attack would have him toss a bunch of gold on the opponent, as the rest of the Lost Boys tackles them and beats them up for the treasures. His Musical Finale "You Can Fly" would create a trail of pixie dust behind him, that randomly causes the opponent to either jump too high or too low.
Captain Hook (Peter Pan): Keep all 'ticks' and 'tocks' away from this pirate! Captain Hook has a wide array of hooks to switch between, a flintlock pistol and his sword to win the battle. His Special Attack would have him run away from the Tick-Tock the Crocodile, as said crocodile attacks the opponent instead of Hook. His Musical Finale "A Pirate's Life/Elegant Captain Hook" would call his ship the Jolly Rodger onto the stage, as the pirates on the ship occasionally throw knives at the opponent and shoot at them, everytime Hook is caught in a combo and can't escape.
Aurora (Sleeping Beauty): Aurora, sleeping beauty herself, is doing anything but sleep and her guardians are making sure of that! Her attacks has the Good Fairies use their magic in numerous ways, such as moving objects, animating objects and even petrification. Her Special Attack has Prince Philip show up with the Sword of Truth and the Shield of Virtue, to deal heavy damage on the opponent. Her Musical Finale "Once Upon A Dream" boosts her stats everytime she's hit.
Maleficent (Sleeping Beauty): The Mistress of all Evil, Maleficent uses a wide array of magic powers from cursed, throny vines, to her iconic green fires, she's one tough fighter from a distance. Her Special Attack would have her turn into a dragon and breath fire down on the opponent. Her Musical Finale "Once Upon A Dream" would have her make the opponent more drowsy, each time they hit her, until falling asleep, unless they keep moving.
Robin Hood (Robin Hood): The sly fox of England and one talented theif, this fox focuses on disguises, archery, swordsmanship and woodsmanship to make his way. His Special Attack would have authorities show up to arrest him, as they rain down arrows on the opponent in the process. His Musical Finale "Running Through The Forest" would allow him to dodge all attacks, without needing to hit the controls or input buttons.
Basil of Baker Street (The Great Mouse Detective): World's greatest detective! At least in the mouse world that is. Basil would investigate the stage of the fight, much like a crime scene and even pick up clues that double as weapons, such as a propeller or a mouse trap. His Special Attack would have him investigate a crime scene that hurt the opponent, before pushing them aside as 'worthless' evidence. His Musical Finale "Let Me Be Good To You" would have him require no further evidence and counter each hit with a deduction on his opponent's crime and even stop them from performing combos. Doing damage in the process.
Professor Ratigan (The Great Mouse Detective): Never call him a rat. Ever. This crime boss of the miniature crime world be no stranger to fist fights and gleefully take a swing at your demise, whether it's his fists, cane or traps. If not him, then his minions are more than happy to drown some orphans! His Special Attack would have him call his pet cat, Felicia to devour the opponent. His Musical Finale "The World's Greatest Criminal Mind" would give him more durability to hits, more destruction to the stage and traps cover more range on the stage.
Ariel (The Little Mermaid): Princess of the Sea, everyone's favorite mermaid is ready to explore beyond the sea. Armed with her father's trident, some amazing swimming skills and various sea animals at her command, she's more than ready. Her Special Attack would have her conjure a giant wave, that also covers the opponent in sea creatures. Her Musical Finale "Part Of Your World" fills the stage with water and can have Ariel bump floating objects into the opponent.
Ursula (The Little Mermaid): The last sea witch you would want to cross paths with, Ursula has eels to do her biding, poisonous ink clouds and even thunderclouds. Her Special Attack would have her turn giant via King Triton's trident and use the added power to attack the opponent. Her Musical Finale "Poor Unfortunate Souls" has her disguise herself as the opponent and slowly regain health from all souls being eaten by her. As a bonus, if she's infront of a mirror that's on the stage, her reflection will be her true form.
Belle (Beauty and the Beast): My, quite an odd girl, reading books and getting on the field of battle?! Belle's entire moveset would revolve around books; not magic books, just books on the rest of the cast and fairytales overall. She would be able to switch between each of these books and use what she's learned from them. For Example, 'Romeo and Juliet' gives Belle immunity to stat changes and rose themed weapons that hurt the opponent, like throwing weapons. 'Aladdin' gives her a magic ring that can conjure up magic smoke, furniture on the foe and teleport her. 'Jack and the Beanstalk' plants vines that can raise her up or entangle the foe. There's more books at her disposal, but that's just the general idea. Her Special Attack has her father ride in on his invention, chopping up an entire forest until the opponent is covered and crushed by chopped up logs. Her Musical Finale "Tale As Old As Time" gives her the power to 'skip' a fairytale, turning each of her attacks into the endings from the books. For example, 'Aladdin' would trap the opponent in an oil lamp, leaving room for her to attack.
Beast (Beauty and the Beast): The poor and cruel prince, turned into a monster as evil as the one in his heart. Beast has his boost in strength from his beastly form and claws to defeat the opponent. The curse not only affected him: his servants are by his side. Lumiere can incinerate the opponent or plant fires on the ground, Cogsworth can distract them with timed clock sounds, Mrs. Potts can spill tea to slip up the opponent, Chip will knock over bookshelves and Wardrobe can block attacks. His Special Attack would turn the opponent into a piece of furniture, leaving them open for attacks: each opponent having a different transformation. His Musical Finale "Be Our Guest" would have every attack with one of his servants, also heal Beast in addition to hurting the opponent.
Gaston (Beauty and the Beast): Nooo oooone's slick as Gaston! Quick as Gaston! No one's neck is as incredibly thick as Gaston! He's especially good at combo breaking! Boy what a guy that Gaston! Gaston has his inconic blunderbass and his fists, along with a bow and quiver and a hunting knife to deal with an opponent, almost as if they were an animal he's hunting. His Special Attack would have an angry mob charge at the opponent and beat them up. His Musical Finale "Gaston" gives him a strength boost, everytime he pulls off a combo successfully.
Aladdin (Aladdin): Everyone's favorite street rat and theif, he's not alone on the field of battle as Abu and Genie are here to help him. Abu can cling to the opponent and hit them repeatedly, Magic Carpet can be used for aerial attacks, Aladdin has a sword that he 'borrowed' from a guard and Genie can shape-shift in a variety of ways to best the opponent. Aladdin's Special Attack would have Genie distract the opponent, as Aladdin steals something off them and uses it to beat them. Aladdin's Music Finale "Friend Like Me" would have Genie grant a wish, each time Aladdin gets a combo, such as a stat boosts and healing.
Jasmine (Aladdin): The sultan's own daughter that would rather be anything than a prize to be given away. She has learned self defense skills, her father's guards and her pet tiger Rajah in her moveset. Her Special Attack would have the guards arrest the opponent and toss them into prison, as they struggle to escape and take damage. Her Musical Finale "A Whole New World" has one the Seven Wonders of the world occasionally pop up in the background to hurt the opponent, as the fight goes on.
Jafar (Aladdin): The Sultan's Royal vizer of Agrabah and one whom believes he should rule Agrabah. Jafar has his magic staff to hypnotize and cast spells onto his foe. Occasionally tapping into the phenenomal, Cosmic power of his Genie form to do some real damage. And Iago is here as well... mostly to complain. His Special Attack would have him become an all powerful Genie and Iago wishing for ways to 'hurt' (not kill) the opponent. His Musical Finale "You're Only Second Rate" would boost all of his stats and attacks, except he can't KO the opponent until the Musical Finale is done.
Simba (The Lion King): King of the Pride Rock and son of Mufasa, the Lion King himself is more than prepared with his claws and iconic roar. His roar can even control the weather to strike lightning and cause windstorms. His Special Attack would have him call on the spirit of his father, Mufasa, as the two of them roar at the opponent. His Musical Finale "Circle Of Life" will have him remember, how we are all connected and draw on the life-force of nature, slowly healing him and giving his roars more range.
Scar (The Lion King): Mufasa's little brother and King after his timely demise, Scar has his claws and his hyenas to make short work of his foe as if their nothing more than a light snack. His Special Attack would toss the opponent of a cliff, into a Wildebeest stampede just like in the movie. As a bonus, he would say 'long live the king's son' if Simba is the opponent. His Musical Finale "Be Prepared" has him do damage without needing to attack the opponent and just walking into the opponent.
Pocahontas (Pocahontas): Daughter of Chief Powhatan, this Disney Princess has the skills necessary in order to survive and win. Her Special Attack would have her people come in to fight alongside her and best the opponent. Her Musical Finale "Colors Of The Wind" gives her attacks more launching power and each dodge she does generates winds that hurt the foe.
Governor John Ratcliffe (Pocahontas): The main villain of Pocahontas, this greedy scoundrel will do anything to claim what he believes is rightfully his. He has a sword and uses his position of power to call his men into the fray. His Special Attack would have his men charge like in the movie at the opponent. His Musical Finale "Mine, Mine, Mine" prevents the opponent from interrupting his attacks and tripping over any gold sticking out of the ground.
Quasimodo (The Hunchback Of Notre Dame): The hunchback of notre Dame himself and quite the sweetheart, he just wishes to see the outside world. His job as the ringer of the bells comes in handy to stun them, swing bells at them, his talented acrobatic skills and surprising strength. His Special Attack would have him reenact the Festival of Fools and have the opponent be caught up in all the chaos. His Musical Finale "Out There" turns all of his bell attacks, into soothing sounds, that heals him.
Esmeralda (The Hunchback Of Notre Dame): An outcasts, like many other outcasts of Notre Dame, she's picked up on a multitude of tricks to evade capture. Such as illusionary tricks to trick opponents and various circus acts from the Festival of Fools. Her Special Attack has Phoebus teleport out of a field of smoke and beat the opponent. Her Musical Finale "God Help The Outcasts" plants multiple pillars of light over the stage, that burn the opponent and heal Esmeralda.
Judge Claude Frollo (The Hunchback Of Notre Dame): Someone whom believes only he can purge the world of evil and that all he does is for the greater good. Frollo, due to his old age mostly uses his sword, his horse and his 'fears' to end the opponent. Those 'fears' being cloaked figures that defend Frollo and burn the sins of his opponent. His Special Attack burns the stage, with the opponent caught up in the flames being tied to a stake. His Musical Finale "Hellfire" burns the opponent every time they hit and touch Frollo.
Arthur (Sword in the Stone): The rightful king of England, proven by pulling the sword in the stone, Arthur is ready to be king. Merlin's apprentice is armed with the sword of legend: Excalibur and his mentor Merlin is there to provide some magic aid by turning Arthur into various animals and predict the opponents attacks with foresight. Arthur's Special Attack has Merlin turn into a germ to infect the opponent. Arthur's Musical Finale "Higitus Figitus" grants Arthur increased weight, almost as if he's the sword in the stone and making him harder to launch and knock away.
Hercules (Hercules): The son of the Greek God Zeus, Hercules goes to prove himself as a true hero and this brawl may be his greatest trial yet. With his power as a Greek God, granting him immeasurable strength, agility and endurance. And his pet Pegasus shows up for aerial attacks. His Special Attack has his father Zeus come in and hurl his thunderbolt at the opponent. His Musical Finale "Zero To Hero" increases his durability each time he pulls off a combo, making him immune to attacks at times.
Hades (Hercules): Greek God of the underworld and lord of the dead, Hades will claim victory. In addition to mastery of fire and smoke, Hades can shift between generally calm and collected, to angered and enraged, which affects the range and power of his attacks. Pain and Panic also shapeshift to provide some help. His Special Attack has the Titans show up and attack the opponent. His Musical Finale "My Town" floods the stage withdead souls that slowly deplete the health of the opponent.
Mr. Incredible (The Incredibles): One of the greatest superheroes whom ever lived, in spite of an unneeded early retirement from the government. Robert "Bob" Parr, known to the public as Mr. Incredible, has his moveset revolve around his superstrength and invulnerability, also being able to use the environment to his advantage like uprooting trees. His Special Attack calls in the rest of The Incredibles; Dash, Violet, Elastigirl and Jack-Jack to help take down the opponent as a family. His Musical Finale "The Incredibles" has his attacks all release shock waves that occasionally make debris hit the opponent, like it's the intensity of a comic book.
Syndrome (The Incredibles): You better catch him while be monologues as he does not play around! The wannabe superhero uses zero point energy to toss the opponent and send objects flying their way. His Special Attack calls in the Omnidroid to make short work of the opponent. His Musical Finale "Kronos Unveiled" forces the opponent to not stand still for too long or repeat the same attacks, or else the Omnidroid will fire lasers at them almost as if their being analyzed.
Mulan (Mulan): From lying to save her father's life, to saving all of China to joining other famous Disney heroes on the field of battle, Mulan has been through a lot. She has a sword, fireworks, a staff and a fan to best her foes. Mushu tags along, spitting fireballs at the opponent and tricking them into attacking smoke illusions that resemble Mulan. Her Special Attack has fireworks hit a snowy mountain, crushing the opponent under an avalanche. Her Musical Finale "Reflections" has Mulan disguise herself and blend in a crowd that slowly came onto the battlefield. The opponent attacking a random person will have them retaliate and hurt them.
Jack Skellington (The Nightmare Before Christmas): The pumpkin king and the patron of Halloween, his title comes with a wide array of pumpkin bombs, a flexible and detachable skeleton body. His Special Attack would have him trap the opponent in a series of giant pumpkin bombs, before his pet dog Zero lights them up. His Musical Finale "This Is Halloween" plants a series of tricks and treats all over the stage: treats for Jack that heals him and tricks that leave the opponent in a scared state. They take more damage while scared.
Oogie Boogie (The Nightmare Before Christmas): A literal burlap sack of nothing but bugs, Oogie Boogie has those very same bugs come out and harm the opponent. From spiders that tangle them up, to tarantulas that poison them to flies that hoist them up, he's as gross as sounds. His Special Attack would have him inhale the opponent and let his bugs do the work. His Musical Finale "Oogie Boogie's Song" increases his luck of landing higher damage, by also hitting a dice on the stage.
Tarzan (Tarzan): A man raised by apes, Tarzan has the strength to even keep up with apes and survive in the forest. In addition to his amazing strength, Tarzan can also swing from vines, use his impressive smell and hearing to counter attacks and a spear. His Special Attack has him command an army of apes to beat up the opponent. His Musical Finale "Son Of Man" puts fruits on the trees he swings from that he can heal himself with: since the opponent is not Tarzan the same fruits either poison them or make them dizzy.
Yzma and Kronk (The Emperor's New Groove): The former advisor of Emperor Kuzco and her most loyal henchman. Kronk does the fighting with his astounding strength and Yzma will be in the background, occasionally throwing potions on the opponent. Kronk will pull the lever, that will do a variety of things such as drop a bust of Yzma, a giant rock, a vase, etc. Their Special Attack has Yzma yell 'PULL THE LEVER KRONK!' sending the opponent and Yzma down a trap door to below the stage. Leaving it up to interpretation what happens, as Yzma casually walks back to the stage with a crocodile biting her leg. Their Musical Finale "Snuff Out The Light" replaces Yzma's potions with singing that prevents the health bar from going any lower.
Milo J. Thatch (Atlantis: The Lost Empire): An orphan that grew up to be quite the cartographer to even finding the lost city of Atlantis. Since he's not much of a fighter, the friends he made on the trip will do the fighting for him. Vinny plants explosions, Mole digs holes and attacks from the ground, Sweet heals Milo and boosts his durability, Audrey sends vehicles at the opponent and Cookie leaves food for people to trip over. He's even picked up on some Atlantean magic from Kida. His Special Attack has him pilot an Atlantean cruiser, shooting lasers at the opponent. His Musical Finale "Where The Dream Takes You" reverse the opponents controls, every time Milo lands a hit, almost as if their lost without a map.
Kida Nedakh (Atlantis: The Lost Empire): Princess of Atlantis and the current Queen, Kids is armed with a spear and a connection to the Heart of Atlantis, granting her forcefields and runes that dish out the ancient city's might. Her Special Attack summons a giant tsunami with the opponent being hit as Atlantis sinks. Her Musical Finale "Kida Returns" has the stage covered in runes, as the guardians of Atlantis will hit the opponent if they step on a rune.
Stitch (Lilo and Stitch): Experiment 626, also known as Stitch is an alien that befriended the kind-hearted Lilo Pelaki. Stitch is indestructible, has four plasma blasters, can roll up into a ball and lift up to 3000 times his own weight. His Special Attack calls in his cousins to each hit the opponent once, before Stitch himself smacks them with a car. His Musical Finale "Hawaiian Roller Coaster Ride" doubles the strength of any attacks timed with the music.
Captain Jack Sparrow (Pirates of the Caribbean): Captain Jack Sparrow comes to the battle with his signature sword, musket and flintlock pistol. His Special Attack has the Black Pearl ram the opponent and shoot cannonballs at the opponent. His Musical Finale "He's A Pirate" makes him impossible to KO, he can still take damage though.
Sulley and Mike Wazowski (Monsters Inc): The dynamic duo and best friends, Sully and Mike fight with the former scaring the opponent and the latter being pulled from the background, used as a ball to hit opponents. The more combos they land, the more scare is generated as energy: this energy being used to power machines to attack the opponent. Their Special Attack has the stage be overloaded with scare energy, to the point of canisters bouncing all over the stage and hitting the opponent, much like in Monsters University. Their Musical Finale "If I Didn't Have You" makes the opponent laugh each time they hit Sulley, generating energy and leaving them open to attack.
Jim Hawkins (Treasure Planet): Jim Hawkins, someone with the 'makings of greatness' according to Captain Silver has a chance to prove that here. With his solar surfer to pull off some amazing tricks, a knife and a blaster, he can hold his own just fine. His Special Attack would simply be Treasure Planet blowing up, with the opponent caught in the explosion, as he flies away on a ship. His Musical Finale "I'm Still Here" gives him the markings of greatness, in the form of stat boosts everytime he pulls off a trick on his solar surfer.
Captain John Silver (Treasure Planet): The fearsome pirate cyborg and only real father figure to Jim Hawkins, Captain Silver is ready to use those pirate skills from over the years to claim his treasure. As a cyborg, he has a wide selection of tools and weapons, such as lasers, a cybernetic eye, guns, a sword, a cleaver, a battering ram, the list goes on. His Special Attack has the opponent fly into space, while he leaves on a pirate ship. His Musical Finale "I'm Still Here" fills the stage with comets that can freeze the opponent if they come into contact with them and increases the strength of Silver's lasers if they pass through.
Merida (Brave): The Scottish princess and daughter of Queen Elinor and King Fergus, enters the battle with her archery skills and swordsmanship to win the fight. Her Special Attack has her ride in on her horse Angus, delivering a series of arrows to finish off the opponent. Her Musical Finale "Touch The Sky" makes all her arrows hit the opponent, without fail.
Kenai and Koda (Brother Bear): The bear brothers, one born a bear and the other cursed to turn into a bear. Kenai and Koda fight as a team of bears from claws to wilderness skills they picked up. Even the Great Spirits watch over and protect them, by influencing nature to protect the brothers. Their Special Attack has the spirits of Sitka and Koda's mother come in to protect them and deal with the enemy. Their Musical Finale "On My Way" increases the range of their block, with the Great Spirits protecting them.
Tiana and Naveen (The Princess and the Frog): A hardworker that believes the only way you can make it in the world, is through hardwork. Even if that meant kissing a frog. Tiana has a wide assortment of cooking utensils to win. With Naveen distracting them with singing and dancing. They can switch to being frogs, where they use their tongues to tangle up the opponent and hop off lily pads. Their Special Attack has Mama Odie turn the opponent into a series of animals, before sending them away with her Voodoo magic. Their Musical Finale "Almost There" gives Tiana a golden glow that greatly increases the range of their attacks and distracts the opponent with golden glows.
Dr. Facilier (The Princess and the Frog): The Shadow Man himself and one whom turned Naveen into a frog, Dr. Facilier fights with his cane, Voodoo magic, shadows and spell casting. His Special Attack has him pull the opponent into a deal, as their dragged down by the Voodoo Spirits. His Musical Finale "Friends On The Other Side" let's him take a gaze into the opponent's future, turning all of his attacks into counters, if they hit the same time as the opponent's attacks.
Rapunzel (Tangled): The lost princess of the Kingdom of Corona, blessed with magic hair and has quite the efficient frying pan. Her hair can not only heal herself a bit, but can be swung from, tie up the opponent and makes for a surprising whip. Her Special Attack has Flynn and Maximus ride in, with Rapunzel hitching a ride, as the three take down the opponent. Her Musical Finale "I See The Light" fills up the stage with lanterns, that can blind the opponent if they touch any.
Hiro and Baymax (Big Hero 6): The child genius and the helper robot turned fighter have become quite the crime fighting duo, that honor Tadashi's wish of wanting to help people. Baymax does the fighting, with Hiro on his back, such as martial arts, rocket fist, an energy blade and sonic blaster. Their Special Attack calls in the rest of the Big Hero 6, as they teamup and take down the opponent. Their Musical Finale "Immortals" assuming they get the rights to the song has Baymax dodge every attack that comes, without needing to move the controller and slowly heal up.
Judy Hopps (Zootopia): A young bunny from Bunnyburrow that came to Zootopia to pursue her dreams of being cop and help people. Her bunny physiology grants her enhanced hearing, quick agility, high jumping and she has trained herself to take down foes much bigger than her. Her Special Attack has her do her job as a cop and arrest the opponent, with the entire police force joining in to help. Her Musical Finale "Try Everything" plants tourist attractions all over the stage, that can hurt the opponent and heal Judy.
Elsa (Frozen): The Queen of Arendelle and the Ice Queen herself, forced to conceal don't feel, don't let them know. But she'll be doing anything but that here! Elsa has ice powers to freeze the opponent, create pillars of ice, ice slides, ice skates etc. Her Special Attack calls in Marshmallow to deal with the opponent. Her Musical Finale "Let It Go" allows her ice powers to come to life and aid her in battle.
Moana (Moana): Moana of Motuni, whom has sailed the sea to return the Heart of Te Fiti with Maui. She has a harpoon and an oar, along with the ocean helping her and watching over her. Her Special Attack returns the Heart of Te Fiti to Te Fiti, whom fully heals Moana, temporarily boosting her attack. Moana's Musical Finale "How Far I'll Go" covers the stage in water that has boats to hit the opponent and granting Moana faster speed.
Maui (Moana): The Maori Demigod of the wind and sea, with quite the number of feats from over the years. With his magic fish hook, he can shapeshift into a number of animals, his most common being a hawk. His Special Attack being lassoing the sun into the opponent. His Musical Finale "You're Welcome" makes all damage to Maui, take longer to leave an impact.
And that's that. A LOT longer than I thought it would be. Now your probably thinking, what about all the other Disney media? It's an idea for the first game, so other characters (Oswald the Lucky Rabbit, Scrooge McDuck, Goliath, Kim Possible, etc.) would appear in a potential sequel.
Or DLC, since every game these days has it.
Thanks so much for reading all this and taking the time to do! I would love to hear some thoughts and feedback! I had a blast making all this and would like to see if you're interested in hearing more video game ideas.
#video game idea#walt disney#disney pixar#very long post#mickey mouse#goofy goof#donald duck#disney princesses#disney peter pan#disney cinderella#disney pinocchio#disney sleeping beauty#disney hercules#disney frozen#disney robin hood#disney the lion king#disney the princess and the frog#disney atlantis#disney lilo and stitch#disney tarzan#disney the emperor's new groove#disney mulan#disney pixar the incredibles#disney the nightmare before christmas#disney treasure planet#disney the hunchback of notre dame#disney pirates of the caribbean#disney beauty and the beast#walt disney fighting game#terrific togekiss
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Pray Forgive this Discourtesy of an Impression
Many of my friends - and by extension, I also include you dear readers of this blog - know, I have been a fan of the Ace Attorney series for a very long time. It began in the days of my youth, when I discovered Apollo Justice: Ace Attorney for the Nintendo DS. As someone that was interested in legal proceedings but was unsure of actually taking the step of becoming an actual barrister in court, it helped feed my very unique itch of shouting OBJECTION! and pointing at the counsel opposite me.
That and the fact that the lawyers of the franchise were also amateur sleuths, piecing together the truth of whatever crime had actually been perpetrated and denouncing the witnesses brought in to testify as the actual masterminds.
Honestly, I wish court cases in real life were this exciting.
Even back then, the idea of acting the sleuth and figuring out the intricacies behind a complex plot of murder had me salivating. It did not help that I had read Arthur Conan Doyle’s collection of stories about a world-renowned detective and hoped to emulate his ability to make rapid deductions based on simple observation.
So, when The Great Ace Attorney was first announced, I was justifiable excited. To play as the ancestor of the great Phoenx Wright? Interact with Sherlock Holmes in 19th century London? WHERE DO I SELL MY SOUL TO?
To my great dismay, however, there were no immediate plans to release the games in the West. In fact, I even pondered on whether or not I should indulge in obtaining a fan translated copy (or watch a playthrough).
As the years passed, I lost hope that there would ever be a release of The Great Ace Attorney games in the West. And so, life went on.
UNTIL OF COURSE, THEY ANNOUNCED THAT IT WOULD BE RELEASED! IN JULY 2021! AND THOUGH MY SPIRIT WAS A LITTLE CRUSHED TO HEAR THAT THERE WOULD BE NO PHYSICAL RELEASE IN AUSTRALIA, I QUICKLY PUT THE GAME ON MY NINTENDO ESTORE WISHLIST, READY FOR PURCHASE!
When release day came, I was pumped to dive into the world of finger-pointing and strange reversals where the defence attorney had to prove their client innocent beyond all reasonable doubt. The game itself begins with Ryunosuke Naruhodo, a student of Yumei University being accused of murdering a visiting professor: John H. Wilson. At his side is his best friend: Kazuma Asogi, a practicing law student.
Wishing not to dash his friend’s dreams of travelling to Britain (should the trial not be won), Ryunosuke steps up to represent himself. Valiantly, he battles against Prosecutor Auchi. And just like his descendant, fumbles his way through to the inevitable truth. That he was setup and that the actual culprit was a person hidden under plain view: an English gentlewoman by the name of Jezaille Brett. She had murdered the esteemed professor through the use of a special poison that could not be identified by the technology at the time before shooting the victim to pin the blame on our hapless student.
It was a tale as old as time for those that have played the Ace Attorney series. What I liked, however, was the fact that this time round, there were multiple witnesses in the stand and how they would play off each other. Their reactions to what someone else said were great ways to enliven up the gameplay and helped move the story along when I seemed stuck on where to present my piece of crucial evidence to highlight an inconsistency.
By the end of the first trial, however, the game sees our protagonists on the way to the United Kingdom. Having stowed away in his friend’s trunk, Ryunosuke is accused once again of murder. This time, of his friend. And by the great Herlock Sholmes, no less! Unfortunately, due to copyright infringements, the translation team was forced to change the name of the character. Still, this adaption of one of the best literary detectives served to be a breath of fresh air. He was an enjoyable and lively companion.
I also very much liked how they inserted so many references to the actual stories that were penned by Arthur Conan Doyle: the Red-Headed League, Speckled Band, Hound of the Baskervilles, the Man with the Twisted Lip...
The reinterpretations of so many beloved characters also helped to put a spin on what I would have expected. Truth be told, I never thought I would become so protective of diver-turned-inspector-apprentice Gina Lestrade. She is a precious cinnamon roll! How dare anyone think she would actually murder anyone when it’s clear that she’s a misunderstood tsundere with a heart of gold!
After finishing the first game: The Great Ace Attorney Adventures I could not help but feel that the story was incomplete. In many ways, just like with Trails of Sky, it served as a prelude to things that would come. There were plenty of hints of what Ryunosuke, with plenty of dangling and tantalising mysteries. A few characters that were introduced, such as William Shamspeare, never got to see the limelight until the second entry: The Great Ace Attorney Resolve.
Why have such a uniquely dressed character walk by in passing without putting them into a case? It made no sense. It was as if Chekhov’s gun, placed in clear view, remained unused.
As such, when the credits rolled, I immediately dived into the sequel. The cases that I played through in the second entry seemed much more connected and provided a more cohesive overarching plot. In fact, while I thought the first game was a good addition in its own right - what with its stereoscopic images (which was very difficult to try and make 3D on a huge television), I thought Resolve was much better at tying up all the loose ends that players were left with.
That and we also got to enjoy the return of multi-day trials, with a mixture of investigation and court appearance, rather than ones that seemed concentrated on a single day (and were quite tiring to endure). I will say that the final episode being a continuation of the fourth was a little suspect, but didn’t mind it because of how much was revealed and discussed in those last few moments.
In saying that, the games are not without their flaws. As always, sometimes it takes a while to make the connection on what evidence needs to be presented to which statement. There were times in the first case of the second game where the hints provided to the the player once they had gone through the testimony, made me focus on a completely different area than I should have.
I also floundered a little because the clues relied more on memory of what Ryunosuke and Susato had been discussing when they were examining the evidence, but which was not updated in the actual information. As such, it took quite a while to figure out the SS Grouse inconsistency during the fourth case in the second game.
Then, of course, there were the the inconsistencies or unexplained plot points in the games themselves. In the first case of the first game, one of the key evidences that was used to highlight who the real murderer in the John H. Wilson case was blood on a serving of beef steak. The blood was on the left of the platter. The victim however, had a bullet hole on the right hand side of the chest. Given that he had been facing the table at the time he was shot, why would the the blood be on the left side of the serving platter?
Also, how did the reporter Menimemo even get a knife to stab Jezaille Brett in the first case of the second game? Did he already have it on his person? Also, since it had been first established that the victim had been stabbed, why go through all the rigmarole of having to also prove that the reporter had both poisoned and stabbed the victim? Talk about overkill.
And someone please explain how anyone could serve as a prosecutor in a case when they have a CLEAR CONFLICT OF INTEREST! A court of law is not a place where someone can slake their thirst for vengeance. And it was clear from the start that Kazuma Asogi should have been removed because of his misguided vendetta against Barok van Zieks.
The same could also be extended to the jurors. I don’t think anyone who knows the accused or the victim personally is allowed to serve as a jury member because of implicit bias. Then again, this is a game and I should probably just enjoy the game for what it is.
Despite these little quibbles with the narrative and the fact that there seem to be a very limited number of prosecutors and defence attorneys in Britain and Japan (along with jurors), I had a fun time playing through both games. After all, never in my wildest dreams did I think that they would be released out in the West. Even the summation examinations and pitting the jury members against each other was something fresh and different. While the Mood Matrix and Apollo’s ability to perceive have given new ways to solve cases, there’s still little that’s been done to shake up the formula of cross-examining a witness.
The Dance of Deduction between Herlock and Ryunosuke was also a brilliant piece of change that made some of the investigations more fun. While I’ll miss the psyche-locks, perhaps it’s a good thing that The Great Ace Attorney has moved away from mysticism and spirit channelling to focus more on Herlock’s wacky hijinks.
And before I forget, I need to throw out a special mention to Iris Wilson, the ten-year-old child genius that puts us all to shame. Growing up in an Asian household, I’m sure my mother wishes I could have got a doctorate in medicine by that time.
On a side note, it was fun voicing a few of the characters as I played. I’m sure my family were quite confused as to why these terrible accents were petering down to the kitchen.
Do I have any regrets?
Some.
But it’s always fun giving voice to these wacky characters and bringing them all to life with a few flamboyant performances.
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World’s End Club demo thoughts
As a follow-up to the ask I recently responded to, I downloaded and played through the demo for World’s End Club last night. It’s just a single level/chapter, and it didn’t take much more than an hour to complete it.
Overall, I really enjoyed it - primarily for how the “Game of Fate” unfurled across the first chapter. Said “Game of Fate” is the much-publicized Fake Death Game, and it centers around a setup that’s reminiscent of Danganronpa 3′s Future Arc. I’ll get into more detail much later after a Spoiler Cut, but suffice to say that everybody starts getting suspicious of one another immediately, and many betrayals occur in short order. The exact nature of how people would get knocked out of the game and why was what kept me most intrigued by the numerous cut scenes. Many people’s wristbands have rules that are tied in with other people’s rules, so there’s a domino effect of causality whenever someone is “eliminated” that quickly became my favorite part of the first chapter’s storytelling setup. Learning the reasons why someone suddenly teams up with a character they don’t get along with or why someone is eliminated for seemingly no reason? That’s a lot of fun.
Pielope the weird floating jester-like thing will be your Monokuma for the demo.
The characters are pretty thin as they are presented in this demo, but obviously it’s WAY too early to really know much about them. There’s even an end-of-demo twist that makes the characters’ behavior in this first level retroactively be even less revealing of their natures. The good news here is that everyone is well-voiced, and that helps them to be likable. Naturally, it’s particularly easy to grow fond of the characters who serve as a lifeline of kindness and sanity while the majority are betraying you.
Unfortunately, although most of the characters are voiced, there is one who isn’t: The protagonist that the player controls, Reycho. He’s one of those “silent protagonists” who isn’t silent at all; he talks, but the player simply never hears what he says. I’ve always disliked silent protagonists in games where everybody else is talking, so this just annoyed me, but it’s hardly a deal-breaker.
Perhaps he has laryngitis, and he’s communicating with surprising effectiveness by flapping his mouth and gesturing emphatically?
The first level consists more of cut scenes than actual side-scrolling gameplay, which is fine with me. Danganronpa games are similarly structured; you spend more time on the Visual Novel elements than on the interactive gameplay side, so this kind of balance is very much in my wheelhouse. Platforming is basically a non-issue in this chapter, and there were only three puzzles to solve in the entirety of the chapter, but hey, I liked them. One was painfully obvious, but the other two took me a little bit of thought. They’re far from hard IMO, but they took enough brain usage to make me feel good for figuring them out. The latest trailer reveals that future chapters will actually include boss fights (!), so that means we’re going to see some combat elements to the gameplay that aren’t even introduced in this demo. Sounds cool.
There are also a couple of “choices” you can make in the first level that can result in early Game Overs (with unique dialogue/scenes) if you do the wrong thing. If you’re a fan of games with multiple endings, I imagine that seeing all of the unique Game Overs could prove pretty entertaining, so this was another aspect I dug.
By the time the demo ends, there is still a ton of mystery around what’s happening in the game. That’s going to be the driving factor in keeping me invested, I suspect. Well, that and the voice acting. Both of those elements are what made me immediately wish I could go on to the next area.
If you want some kind of report on the technical aspects of the game, I can say that it’s got a cool soundtrack and the art style is appealing to me, but that stuff is subjective anyway. Character animations are frequently stiff and awkward, but who cares? If you’ve ever played Zero Escape’s latter two games, you should really expect that by now. :P And hell, the Danganronpa games aren’t animated at all most of the time, so let’s not act like we’re demanding some high-quality mocap in this sort of story. We’re here for the writing and characters more than anything, correct?
Now I’ll actually explain the setup of the “Game of Fate” so that I can complain a little about it. Spoilers for the demo/first level.
Here’s how the Game of Fate works in brief: The cast is trapped in an underwater building-type construct. Each member of the cast is wearing a digital wristband that tells them the “goal” of someone else in the cast. The only way to learn your own goal is to find the person wearing the wristband that states your goal. However, as soon as any one person accomplishes their goal, that person wins and "there can only be one winner,” so it’s probably in your best interest to keep your wristband hidden... if you assume that not winning means you’re automatically a loser. (Note that this is never outright stated by Pielope, although “there can only be one winner” could be argued as implying that the rest become losers.)
The winner gets a “magic key” that can unlock any lock, but it can only be used on a single lock before it “disappears.” Given that they are all trapped in this underwater prison, the obvious place to use the key is the exit door that leads to the surface. As for the losers who get eliminated by failing their goals or rendering them impossible, the cast is told that anyone who “loses” will die. But of course, the creators of the game have already spoiled us on the fact that this is a fake-out. In terms of in-universe logic, however, it makes for a frightening motivator for the kids.
The kids might have been too scared to spot them, but of course I, the player, immediately saw the loopholes here. 1) No one ever says or even implies that only one person can pass through the exit or anything. 2) People who simply don’t reach their goals first (but don’t render them impossible to complete) aren’t automatically called “losers.” Ergo, there is little reason why everybody wouldn’t immediately help one person to complete their goal so that they can all survive and unlock the exit, right? Just walk out the door together! Nobody manages to think of this, though. Alas.
In fairness... near the end of the level/demo, we are given some information hat could be seen as a retroactive explanation for why this didn’t just happen, and I was grateful for it.
#world's end club#world's end club demo#demos#tookyo games#video games#Kotaro Uchikoshi#kazutaka kodaka
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Hello I want to ask you something about Mars Red (I don't mind about spoilers) tell me what happened with Maeda and Yamagami-san in chapter 13 and also, do you think the anime was good enough? Thanks.
Hi there! I’ll answer both of your questions under the cut, as this will be a long post.
Do I think the anime was good enough? Well, I have mixed feelings about it, and I’ve been thinking of doing a full post of my thoughts after I’ve watched it all a second time now that it’s complete and easy to marathon. I enjoyed the anime immensely, but I’m not above critiquing things I like, either.
I started reading the Mars Red manga last year, and even now after the anime, I still prefer the manga’s version of events. I haven’t seen the stage play, the original source of material, so I can’t account for how accurately the manga or the anime adapted its events. As I understand it, the anime gained attention just for being an adaptation of a stage play, which doesn’t happen very often. Usually, it’s the other way around. That explains the interesting use of cinematography in the anime, the emphasis on drama and soliloquys and so forth. Some people might find the anime pretentious in that way, but, well, it is what it is, being adapted from theatre. Being an English Literature major, I didn’t mind it, and I also like the occasional artsy series.
Anyway, as a manga reader, I had different expectations going into the anime. The manga is more character-driven, whereas I feel the anime was more plot-driven, and the addition of anime-only characters – as interesting as they are – made the series seem crowded with only 12 episodes to pack everything in. The manga fleshes out the regular cast more (the anime didn't fully touch upon Defrott and Suwa’s pasts, left out Takeuchi’s shock over a revelation, erased parts of Maeda’s personality, left out some fun Code Zero moments, Aoi encountering Code Zero early on, etc.), and it definitely toned down the violence for a more mainstream audience because Shutaro’s manga rescue of Yamagami was far bloodier and terrifying, as Shutaro, agonizingly, begins to realize what he’s capable of and who he may become.
And one example that I still complain about (lol) is that in the manga, Shutaro and Aoi’s relationship is highlighted in the first chapter alone and emphasized in subsequent chapters. It’s clear they care for each other. It’s clear they’re among the main stage players. It’s easier to be emotionally invested in what happens to them by the end.
In the anime, Maeda takes centre stage instead, with the first episode introducing us to his fiancée, Misaki, whom he has never met in-person until she becomes a vampire. From that point onward, their what-if relationship and Maeda’s regret is frequently alluded to, culminating in the final episode.
Typically, whoever you introduce in the first chapter/episode are the characters that you’ll be going on a journey with, so it was a bit jarring for me when I realized Shutaro and Aoi and the rest of Code Zero wouldn’t be introduced until the second episode (well, Aoi did make an appearance, but they had her interact with Maeda more). We never get to see all of the flashbacks of Aoi and Shutaro, never are shown how much Aoi is determined to find Shutaro. We never even get to see Shutaro's “dream visit,” and then that silly vampire (sorry, Shutaro, I still love ya) left visible footprints in her yard after claiming he was a ghost, and she definitely noticed, so she knows something is up. Had if we had received all of that, perhaps the rescue and the finale would’ve been far more emotional for anime-only viewers invested in their relationship.
Instead, there was more feeling for Maeda and Misaki because the anime took care in telling their story. The anime was good in that aspect because they made Maeda and Misaki’s tragic relationship the focus, and so we were able to reach full circle by the end. Meanwhile, with Shutaro and Aoi practically being sidelined, I saw comments from anime-only viewers confused about why they were suddenly a main couple or getting the spotlight in the end. The anime could’ve avoided that confusion by tightening up their storytelling and fleshing out Aoi and Shutaro more as characters.
I also feel the anime focused a lot more on the politics and military, too. There were so many lengthy meeting scenes when it’s more balanced in the manga, I find. Also, just the other day, I was rereading some exchanges between Shutaro and Yamagami, and laughing, and thinking about why the anime didn’t include those because they were funny daily life scenes. There are also anime reviews complaining about the pacing, the random tone changes, and other things that might’ve compelled them to rate the anime higher.
So, do I think the anime is good? I might be biased, but I enjoyed it; it wasn’t a masterpiece, but it was good for what it intended to deliver. Also, I like series based in the Taisho era, so that was a bonus for me. The manga isn’t 100% perfect, either; it might disappoint Maeda fans, for one thing, and it does tell its story quickly (I wish it was longer). I personally prefer the manga over the anime, but I love both.
The way I view Mars Red anime and manga is like this: Fullmetal Alchemist (2003) and Fullmetal Alchemist: Brotherhood (2009) are both favourite series of mine. FMAB is prefered by most people, and is widely considered one of the greatest anime series ever, a modern masterpiece. It adapted the manga completely – only because the manga had finished by then, and I absolutely love the manga. However, it doesn’t mean FMA ’03 is bad in comparison; it just has a different but no less unique storyline that Arakawa also liked. With the manga still running at the time, FMA '03, being as popular as it was, had no choice but to go its own way for completion's sake.
This is the case for me here: I like the Mars Red anime and manga for different reasons. I’d probably recommend the manga first due to my preference for deeper character development. But the anime also tells an interesting version, though it could’ve done with a more streamlined focus. Karakara Kemuri adapted Fujisawa Bun-o’s stage play in her own way, presumably keeping to the general storyline but also adding personal touches of her own (you’ll know if you’ve read any of her works before); Signal M.D. studio handled the anime adaptation with their own team of writers while striving for the theatrical atmosphere of its roots. They accomplish different results.
And now that there’s a game with more information about the characters, the Mars Red universe seems so much bigger in an exciting way.
Now, to your second question:
MAGComi is a monthly manga magazine, and you can read chapters online for free for a limited time. They made chapter 13 available to read while the final chapter 14, newly released, is for premium subscribers. Chapter 12 is still available to view, as well.
Since I can’t read Japanese, I will be excitedly awaiting a translation from Laughing in Quarantine scanlations until I get my officially licensed volumes in English this year and next. Thus, I can only make guesses based on visuals alone while factoring in the anime’s events.
So, in the previous chapter 12, Code Zero encounter Nakajima, as they do in the anime, though the context differs slightly. It’s more menacing, and Maeda is revealed to be inside one of those vampire unit mechanical suits, already a vampire himself, near mindless. Yamagami is enraged. A fight ensues. Then, the Great Kanto Earthquake occurs, as it does in the anime.
In chapter 13, as you can see, the fight continues, dangerously close to shafts of sunlight; the rest seem trapped by the rubble, unable to get to the two in time. Yamagami sees Maeda shed a tear, and they exchange words, and Yamagami seems determined to save Maeda’s humanity. Yamagami then pushes himself and Maeda into the sunlight. They grin at each other, exchanging more words, as they are both swept up into flames, dying together.
Then more incredible stuff happens in the rest of the chapter, as you can see! We’ll have to wait for the scanlation team to provide us more solid answers.
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Our favourite non-violent games of E3 Week 2021
Back in 2019, we ran a post listing every non-violent game shown during E3. Given this year’s array of E3 and E3-adjacent events produced 115 upcoming non-violent games (as you may have read somewhere), that just wasn’t practical. Instead, Rebekah and I have each picked out five our our faves. Enjoy!
- James
REBEKAH’S TOP 5
Pekoe
There is perhaps nothing cozier than tea and cats. Pekoe puts the player in the shoes of the newest resident and teahouse owner in a town of sentient cats. The cats want your tea, and you can learn to make it for them, learning about different tea varieties and tea making styles as you go while building relationships with the town’s inhabitants. You can upgrade and customize your teahouse, visit other teahouses for inspiration, and learn about different rituals, customs, and preparation styles for tea. Pekoe is developed by (appropriately) Kitten Cup Studio, and is planned for release in 2022.
Bear and Breakfast
Build and run a bed and breakfast in a tranquil wood...but also, you’re a bear! Startout with a rundown old inn, and build it up into splendor again while attracting and awing tourists who come to stay. Bear and Breakfast is a laidback management sim about growing a cozy woodland business, but with the added bonus of a forest mystery that unravels as your bustling breakfast nook grows. Developed by Gummy Cat, and planned for release later this year.
Behind the Frame: The Finest Scenery
Behind the Frame follows an artist living alone, preparing a masterpiece for a gallery submission. It’s a puzzle game focused on both her day to day activities, her interactions with a fellow painter and neighbor (and his cat!), and painting itself. You’ll use a painting and sketch mechanic to solve puzzles that explore memory and emotion, all of which takes place in a hand-animated world that looks like it was pulled straight out of a Ghibli movie. Developed by Akupara Games.
Bird Problems
There are a lot of unique ideas for non-violent games and mechanics out there, but one I had personally never seen before was modeling a game after a sitcom. Bird Problems follows a young bird named Tweeter Gregory who’s clumsy and awkward, but just wants to make friends and enjoy a nice boba tea. We haven’t seen much of this game from Lithic Entertainment just yet, but its trailer at the Wholesome Direct stood out due to its resemblance to the goofy sitcoms of the 90s. But with birds!
A Little to the Left
Many of the non-violent games shown over the recent E3 weeks were narrative-focused, but sometimes all you want is a pleasant little puzzle game. A Little to the Left is less complicated, and in that way seems straightforward and soothing: it’s about reorganizing, tidying up, and setting things right. You’ll spend it arranging objects into patterns that look pleasant, with occasional “help” from a mischievous interrupting cat. Developed by Max Inferno, it’s planned for launch this October.
JAMES’ TOP 5
Forza Horizon 5
If you know what Forza Horizon is, you’re likely already looking forward to this one and/or have pre-ordered it/subscribed to Xbox Game Pass. For those who don’t, here’s a quick crash course (pun absolutely not intended): Developed by UK studio Playground Games, Horizon is the open-world spin-off series from Microsoft’s acclaimed Forza Motorsport franchise. While Motorsport focuses on simulation racing, Horizon offers a slightly more arcade-like experience, letting players loose behind the wheels of some of the world’s most powerful cars. You explore the landscape (Mexico, this time) to find more race locations or other ways to raise your Influence. Doing so unlocks the Top Gear-esque showstopper challenge. New to the mix are Expeditions, which take you on guided tours of the most beautiful places of the map, and Horizon Arcade, which lets you create your own tracks, stunts and races. Forza Horizon 5 is due for release on November 9th.
Sable
This indie sci-fi exploration game has been in the works for several years, but it’s finally approaching release. Set on a desert planet, you play a young woman from a nomadic tribe sent on a ritualistic quest to explore the world - on a hoverbike. Akin to Luke Skywalker’s landspeeder, or more accurately the giant USB dongle Rey drove in The Force Awakens, your task is to discover more about the world as you learn more about yourself. Investigating the wreckage of old ships will help you find the components you need to upgrade your bike, and as you meet other tribes, you can complete side quests to help them and forge new friendships. Developed by Shedworks, Sable will be available from September 23rd.
Phantom Abyss
This game has a bit of an Indiana Jones meets Mirror's Edge kind of vibe. Players race through ancient temples, leaping chasms and dodging booby traps, in the hopes of being the first to reach the relic at the centre. You don't technically compete with other players in real time; instead, you race their ghosts, following their leads and learning from their mistakes. Each temple is randomly generated, but as soon as someone claims the relic, they are declared champion of that particular temple and the course is removed forever, cementing their victory. And yes, you have an Indy-style whip to swing across gaps. It’s developed by Team WIBY and launched in Early Access last week.
Lake
Most video game stories present the player with world-ending stakes, sending them on an urgent quest where the clock is always ticking. Lake is a much more personal and relaxed affair. Set in 1986, you take on the role of Meredith Weiss, a forty-something career woman taking a break ahead of her software company’s big launch. She heads back to the fictional lakeside town of Providence Oaks, Oregon, her childhood home, to rediscover old friends and see what (if anything) has changed. She also takes on her father’s role as a mail carrier, delivering letters and parcels each day while he is on holiday. During the two weeks, she can forge friendships, find love, or even choose to give up her career and make a new home for herself - the choice is up to you. Lake is developed by Gamious and is due for release by the end of the year.
Schim
This 3D puzzle platformer has a simple but wonderfully creative premise: jumping between shadows. You control a schim: the soul of a living creature or object. This particular schim has become separated from the human being it was attached to, and it’s up to you to reunite them. You can hop between shadows as if they were pools of water, and if a shadow is moving (for example, the shadow of someone walking about or a bird flying) that pool will move and take you with it. Working out the best route between shadows is the only way to navigate each level, set across various urban and rural spaces. Timing is the key, because as soon as you leap out of a shadow and land in the light, it’s game over. As you can see, all of this is presented in a beautifully distinct style. Schim is being developed by Ewould van der Werf, although a release window has yet to be decided.
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𝐍𝐎 𝐌𝐎𝐔𝐑𝐍𝐄𝐑𝐒, 𝐍𝐎 𝐅𝐔𝐍𝐄𝐑𝐀𝐋𝐒. once again, thank you all so much for the dedication put into applying here at mourners ; it’s truly been a pleasure reading all of your applications &. i’m tremendously grateful. turning down an application is never an easy process, and there were many instances in which i wished i could permit a duplicate upon the dash. with that said, i’m looking forward to both speaking &. plotting with each of you tomorrow ( bear with me while all pages &. skeletons are properly updated ) — welcome to mourners ! please review our checklist and report to the barrel boss within the next twenty - four hours.
𝐈𝐍𝐄𝐉 𝐆𝐇𝐀𝐅𝐀
VENLI ! choosing an inej for mourners was ... a feat, as each applicant displayed an exquisite version of our wraith, but what swayed me in the end was the balance you kept between who she was while with the dregs &. who she became without them. the details surrounding intricacies of her newfound crewmen ( &. her family post their reunion ) in which helped shape the woman outside the barrel were lovely to read ( her thoughts on rilar, in particular, were both authentic &. entertaining ) ; i could picture the scenes in earnest. i also loved the mention of how she came to understand kaz’s own vices after having to face her own whilst sailing the seas. thank you for taking the time to apply — i look forward to seeing your inej in play.
𝐉𝐄𝐒𝐏𝐄𝐑 𝐅𝐀𝐇𝐄𝐘
NOAH ! the bit about kaz disproving jesper’s exaggerated stories had me rolling, and your headcanon regarding jesper being an absolute catastrophe in the kitchen ( gordon ramsay is unamused ) ? you wrote it best: ‘ tall, lanky, restless, distracted, easily bored. ’. incredibly handsome, but certainly cannot focus on a single recipe. on a serious note ( despite the consistent, comical little tidbits which made your application such a pleasure to read ), the grasp upon his character you presented between struggling with guilt &. penitence was flawless, and something i look forward to seeing explored on the dash.
𝐌𝐀𝐓𝐓𝐇𝐈𝐀𝐒 𝐇𝐄𝐋𝐕𝐀𝐑
ABBY ! there was so much i loved about your matthias, but i especially appreciated how you incorporated the other skeletons into interpersonal plot points for him. the attention to detail within matthias’ headspace when ruminating over them was absolutely believable to his character. the vast detail you supplied for each personality trait &. headcanons were so indicative of who he’s been and who he’s become ( or trying so desperately to be ). i’m interested to see his reactions to henrik’s next moves just as much as you, and where our drüskelle will stand, then. oh, and abby, what’s the first rule about fight club ?
𝐍𝐈𝐍𝐀 𝐙𝐄𝐍𝐈𝐊
EMILY ! ah, yes, nina, our waffle queen. her past, present &. sought future were crafted so wonderfully within your application ; i particularly loved your headcanon dealing with her time as a heartrender, where nina stubbornly wished to understand the small science whilst her peers were occupied with morozov’s manuals. it was a pleasure to be able to read her thoughts on the grisha she’s become, the label of corpsewitch adhered to her, the burden it has also set upon her as ‘ self - appointed grisha guardian angel ’. &. i do hope you get to share those plot ideas with some of our fellow grisha, as your points revolving around them were so well thought out and executed. also, you’re right — kaz gets way too into the costumes.
𝐓𝐇𝐄 𝐀𝐒𝐒𝐀𝐒𝐒𝐈𝐍
HARPER ! i’m ready to interact with felix. it’s no wonder kaz made him a deal — tragedy maketh man, and if there’s one thing dirtyhands can comprehend, it’s being dealt a bad hand. i love the idea in which you set forth that he’s lived his life in such silence, that there are those who have known him for several years, but haven’t heard even a whisper slip from his tongue. the way you transitioned felix’s headcanons into the pivotal moments of his life made it a blast to read through ( especially during the deal, where we got a good look at the first devil in his life — do old habits die hard, in the end ? ). once again, welcome to mourners ( i foresee much plotting in our future ).
𝐓𝐇𝐄 𝐇𝐄𝐀𝐑𝐓𝐑𝐄𝐍𝐃𝐄𝐑
ALEX ! we do love a good destroyer, and marlaina is no exception. she knows her power &. is not afraid to unleash it, a trait that, while prized within the dregs, can also become a nightmare. after all, control &. patience can be key. the idea that she’s particularly skilled at cards ( as well as banned from most gambling halls ) was a fresh addition to the skeleton, as i quite love the idea of our hellish heartrender pushing her luck at the crow’s club ( when has that ever ended badly ? ). i agree it’d be an interesting concept to see her have another grisha under her wing, especially when she herself is always so keen to detonate — her desertion, however, will surely catch up with her soon.
𝐓𝐇𝐄 𝐈𝐌𝐏𝐎𝐒𝐓𝐎𝐑
MARGOT ! you have spun the impostor into an entirely new medium, and produced a character that went beyond the skeleton provided. ‘ prison changed you. for the better. you’re more fun now, sociable and loud, like a cannon, truly. so loud everybody jumps when you burst into a room. ’ one of the first few lines in your application, but what immediately captured my attention and had me buckle in. i never considered that the target in which damned the impostor to the depths of hellgate could be family, but now i’d not have it any other way. aris is a world class actor &. i cannot wait to help you set the stage ( &. maybe watch it burn in the process ).
𝐓𝐇𝐄 𝐋𝐈𝐄𝐔𝐓𝐄𝐍𝐀𝐍𝐓
HENRY JUDE ! i wasn’t sure if there’d be a lieutenant at the start of mourners, so i was absolutely thrilled when receiving your application. an important player with a plethora of potential directions in which they could shift, and i can’t wait to see if jozef's includes the checkmate. the craftsmanship in your design for him was extraordinarily executed and quite poetic ; he was absolute pleasure to study. i look forward to plotting with you as well as discussing the similarities between our broken, disastrous muses ( also, i can’t believe we’re both aleksander morozova apologists ).
𝐓𝐇𝐄 𝐓𝐀𝐈𝐋𝐎𝐑
ARACELIA ! i’m in love with anya. you put so much adoration into her creation &. i cannot wait to see it bleed onto the dash ( you make it so hard to loathe a traitor ). her personality is so believably balanced, and more than what my own ideas surrounding the role initially included. the birth of a monster, the birth of a tailor &. the birth of an illusionist were impeccably composed stories which sewed her into existence. you’ve forged a character who is the definition of ‘ so much more than meets the eye ’ &. i am thrilled to have gotten the first look at our scarab queen.
𝐓𝐇𝐄 𝐖𝐈𝐋𝐃𝐂𝐀𝐑𝐃
𝐓𝐇𝐄 𝐀𝐌𝐏𝐋𝐈𝐅𝐈𝐄𝐑 | EM ! i absolutely love the concept of aleni ( as kaz would say: she’s a particularly good investment ). with grisha within his crew, what better for an amplifier to do ? i was wondering if i’d see an application involving ketterdam’s university, and was immediately thrilled when seeing it pulled into aleni’s history. the idea that she loved ketterdam in any capacity is not something you tend to hear ( it died quickly, of course ), which was a unique mention within your wildcard. &. we will definitely have to discuss aleni mistakenly having amplified the inferni at fifth harbour, as i believe you’ve proposed an excellent idea.
𝐓𝐇𝐄 𝐁𝐑𝐎𝐊𝐄𝐑 // 𝐆𝐑𝐈𝐒𝐇𝐀 𝐒𝐐𝐔𝐀𝐋𝐋𝐄𝐑 | IRIS ! to be introduced to valdis by way of your character summary was a treat. i absolutely loved the way it was written, and immediately knew why she’d made it into the dregs ( truly obsessed with her being the daughter of a pirate captain ). though she managed to escape her original work with braam, it seems, for a time, she had let history repeat itself, but with perhaps a better boss than originally at the helm. &. with a new debt paid, how fast till old loyalty dies ?
𝐓𝐇𝐄 𝐇𝐀𝐑𝐁𝐑𝐈𝐍𝐆𝐄𝐑 // 𝐆𝐑𝐈𝐒𝐇𝐀 𝐇𝐄𝐀𝐋𝐄𝐑 | REE ! it’s all in the bones. a fjerdan fleeing for discovering themselves grisha is always something i’ve wanted to see explored, and now i have a front row seat. to be ostracized by their own &. then by a place of presumed sanctuary can induce a particular psychosis within the most stable of individuals, and we do love sigyn’s particular brand of crazy. you’ve provided an entirely fresh take on what is known of a grisha healer, and how such gifts may be construed when mixed with the beliefs of fjerda. thank you for delivering such a spellbinding character to mourners.
𝐓𝐇𝐄 𝐋𝐎𝐒𝐓 𝐒𝐎𝐔𝐋 | ALI ! with a vast cast of varying characters, i was thrilled to see that senna originally came from wealth ( it’s a different path to weave, one that usually draws more enemies than friends ). your application was so appreciated, providing a role in which started from the top &. careened to the bottom ( i do hope to see senna &. wylan swap stories, especially where senna has made strides to escape the tread of their father ). you call it their grand adventure, and in all its sinister glory, it’s only just begun. welcome to mourners ; let’s plot some blackmail.
𝐓𝐇𝐄 𝐖𝐀𝐍𝐃𝐄𝐑𝐄𝐑 // 𝐆𝐑𝐈𝐒𝐇𝐀 𝐓𝐈𝐃𝐄𝐌𝐀𝐊𝐄𝐑 | NINA ! both applications for our resident tidemaker spun tales which were a pleasure to traverse, and i would have loved to have both turning the tides for the dregs. manu belongs in a novel, with all the devotion you’ve clearly put into him. &. i am ecstatic to at least have him for mourners’ chapters. when you wrote ‘ for the wanderer was nothing if not a mismatched family, made with kerch purple, fjerdan ice, kaelish fire, zemeni courage and ravkan boldness ’, i found myself able to refer to it whilst reading through the life authored for him, able to pick out these particular qualities on his way to the barrel. &. hopefully, he’ll reach the surface soon.
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amityli replied to your post: “Completely off topic but DirkJohn actually does work as a relationship...”:
well NOW all i care about in life is reading this analysis.
Your wish is my command.
As a Prince of Heart, Dirk is deeply entrenched in the Self. We see this a lot in the main comic; he feels physically haunted by himself, by his Splinters, unable to get away from his own Destruction. He feels Suffocated (in his own words) by his inherent ability to Destroy so perfectly that - quite without realising it - he can Destroy his own progression as a person (such as, perhaps, by convincing himself that he’s some awful villain, and that he was wrong in thinking that he could ever be better when faced by the multitude of Selves that exist across Paradox Space).
What Dirk needs is... to learn to be Free. To let go, to go with the flow. He spends so much time thinking, in his own head, that he very rarely spends time Feeling - and if he does Feel, he then overthinks it to such a degree that he mechanises his own Emotions. It’s well within the role of a Prince of Heart to do this, of course - it’s the natural course of Desruction of the Heart - but it’s more a Prince of Heart that doesn’t know how to stop himself. A Prince who, perhaps, has a tendency to try and Control other people, himself, his Emotions - and who needs to be shown how to relinquish that control.
Naturally, you can see how a Breath Player like John would help here, but a Breath Player who has Inherited Freedom - is quite literally Freedom Incarnate? This is more likely to help Dirk because of two things:
A) John has always been a narrative anomaly. Yes, Dirk managed to control and kill him in the Meat timeline, but all that did was pave the way for a comeback in the Candy timeline, a more aware Candy John. It is a lot harder to control John as a general rule of thumb, which means, in some ways, he’s a narrative equal to Dirk. He has freed himself from the narrative before. He can do it again, rendering Dirk’s powers fairly useless. (If, of course, the writers had thought about John’s abilities for longer than two seconds, they’d have realised this).
B) John isn’t an active Player. He’s Passive; his use of Breath is relaxed, unassuming; it happens around him. Dirk doesn’t need someone that will try to fix him or force him to face the facts, because Dirk can easily talk about that sort of logic, can fight back against it and ignore it. If he’s exposed to it more naturally, however - put in the presence of someone who can help him Breathe, to relax, to let go - then there’s a higher chance that he’ll accept it. A greater potential that Dirk will allow himself to open up, without even realising he’s doing it, so that he can’t overthink it.
He needs to be Freed from Himself, his thoughts, his ability need to Destroy - but as an Active-Destructive Player, it will always work best for him to be with someone who is Passive-Control (as in, someone who is strong enough to stand up to him, but not going to go out of their way to pressure him or needle him).
On the side of John... John is so unteathered from Reality it’s startling. He has so few connections that he feels as if he has no place in his timelines, and he has a tendency to ignore everything about himself to such a degree that - for instance - he’s not even aware he’s depressed.
John very rarely considers himself. He doesn’t tend to overthink, to analyse, to really look at himself and question who he is.
This is great, in some ways - consider, for instance, that this is exactly the sort of thing Dirk needs to stop doing in such extremes - but also comes with its own drawbacks, since John is inherently very ignorant about sexuality and gender identities, as well as his own mental health. He isn’t aware that, for instance, he feels so Disconnected from his friends because he knows different versions of them that don’t have the same set of memories, because - for some reason - no matter what he does, they are always different.
John needs to be guided. He actually does his best when he has a purpose, has a plan, and knows where to go. Otherwise he just floats along, completely separating himself from everything he loves, without realising that he’s the reason for his isolation. He doesn’t need someone to control his life, of course, but he does need someone that knows how to motivate people and push them back onto course.
Someone like a Prince of Heart who has a history of pushing people in the right direction, perhaps?
Of course, you’d assume immediately that this is a bad idea. A Prince of Heart Destroys the Self and Emotion - why would that help John?
To that, I offer you this: if John lacks a sense of Self... what can Dirk Destroy? John does not understand who he is or what he does, he just exists. There’s nothing really there for Dirk to sink his teeth into, no foothold to step on. Dirk needs a Self to Destroy to do his thing.
Maybe, then, what he’d Destroy is the fake Self surrounding John’s true Self. The Self that exists because John thinks it does, because John’s never really looked into it, but isn’t actually the fully fledged him. In other words, a Dirk that has been influenced positively might be more capable of Destroying the barriers that stop people from being themselves - the temporary Selves we all cling to while we either try to figure out who we are, or try to ignore the Truth of our Selves.
On top of that, one of the best things a Prince of Heart can do, when they have a rein on their powers, is Destroy Negative Emotions, destroy Impulsivity. In other words, Dirk could Destroy all of the things that’re keeping John from interacting with his friends, that are weighing him down yet allowing him to float away at the same time. Dirk can Destroy the desire that John has to flit from thing to thing, and help him settle down a little, to find a form of Stability that helps even him out.
And, to return back to that concept that John perceives himself as different from everyone he loves... Dirk could Destroy that Self. Not the physical Self - the John that we have now - but more the metaphorical Self; the things that makes John feel different, the things that make him struggle to connect. He could quite literally just help John feel like he DOES have a place by Destroying that sense of Displaced Self and making him a part of the group again.
Their Classpects and how they work have a fairly fitting effect. They’re uniquely positioned to be interlocking with the things they struggle with and the things they’re strong at, without having the natural flare-up that tends to happen between Opposing Aspects. Something Dirk’s weak at, John excells in; someone John’s weak at, Dirk excells in.
John helps Dirk be Free while Dirk helps John be Real.
They could actually work as a couple, and work exceedingly well. In fact, I’d argue they’d end up being one of the best couples for how well they could bounce off of each other and mellow each other out.
I’ve seen this as a resurgance in recent JohnDirk fiction, actually, which I love to bits. Even without fully understanding how Classpects work, people can tell that they naturally balance each other’s faults and struggles while improving upon their natural strengths.
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