#realistically this will not lead to anything
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cynthiav06 · 2 days ago
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This is one of my many gripes with HoO. Rick should have really not included Percy in the main plot if he wanted others to shine. Or just done the whole "Romans were involved in the Titan War, and they fought against Kronos by assaulting his stronghold at Mt. Othrys" thing but with Percy and Annabeth. Because realistically, when everyone meets up for the first time, the Lost Trio should have absolutely known all of Percy's exploits. I refuse to believe that the campers at CHB didn't absolutely rave on about Percy. And the whole who should be the leader situation shouldn't have been a question at all. I mean the Savior of Olympus and the Commander of the Demigod Army of Olympus is among you, but by all means, fight about who to pick as leader. It's not like it's self-explanatory.
Plus, most of the time, they traveled by the sea routes. And it's hard not to make it all about Percy when they are literally in his domain. Plus, the whole Tartarus situation obviously highlighted Percy as well since he was the only realistic choice for someone who could survive Tartarus and fight his way through the pit.
And then some stans have the audacity to blame people who were hyped for Percy the most over the new characters arguing that they are the main characters not Percy. Come on you can't expect all the people who grew up with Percy Jackson books and absolutely love Percy to not be more hyped about his return.
Plus it would have been manageable if Percy was in only one or two books but Percy is 4 of the 5 major books and not just as cameos but literally a main character. So it is natural that he would overshadow the newer characters in comparison no matter what. Because at that point, no one in the Seven had anything that even remotely compared to Percy's feats.
Rick realized how much he fucked up by adding Percy into the story and had to change things up last minute. That's why BoO is such a shit finale. Percy didn’t even have a pov for the entirety of Blood of Olympus but he still he was the one whose blood Gaea awoke to and he was the key player in the last fight at Camp Half Blood. If Rick had been actually consistent throughout HoO and had the balls to continue with the story as is, then Percy would have been the Storm part of "To Storm or Fire the world must fall." Obviously, Percy can summon storms, hurricanes, and so on, but more importantly, we have clear information on which God is associated with storms. Poseidon is literally called Stormbringer multiple times throughout the original series, and Percy is his son so lore wise, logically, and also keeping with plot consistency. The Storm part should have been Percy.
Now, not only does it ruin the entire buildup leading up to the finale, but it also undermines the other characters who were almsot hastily shoveled into their roles in the finale. Jason deserved more and should have ended up in Octavian's position or higher. The Pontifex and so on. Frank should have made Praetor anyway, but I hate that all of his insecurity was resolved by giving him Mar's blessing and pulling a magical transformation. He deserved his own arc and to shine through his own strength and mindset. Leo's was decently done save for the whole Calypso Leo situation. Hazel was awesome in the last two books, but we totally needed more of her. Piper’s arc, I am not really sure about her. Feel free to reblog with your own ideas.
Don't even get me started on the whole Gaea being put back to sleep thing. That's an entire conversation in itself but the point is Rick chose not to exclude Percy or limit Percy's appearances in HoO then realized his monumental mistake and fucked it up at the last second.
when you get kidnapped and get your memories wiped by the queen of the gods for six months, have to trek across california, find this new camp of demigods, go on a quest to find their legion standard, get your memories back by gambling your life, fight off an army to defend this new camp of demigods, reunite with your girlfriend, get chased across the country by the demigods you fought to defend, fight your way through the deadly mediterranean, arrive in rome, send your girlfriend off for a suicide quest, fall into tartarus with said girlfriend, fight your way to the doors of death, escape tartarus, fight giants, get slapped back to camp half-blood, and then you get sidelined for the big fight because apparently you need to "take a step back"
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secondbeatsongs · 6 months ago
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this is a long shot, but if you were a lesbian in red flannel at the marianas trench show in silver spring, dm me! we met in the parking garage and chatted about stuff as we walked over together with my sibling and your girlfriend(?), and I noticed you two are in the background of some of my concert vids! and I could send those to you! but I couldn't find you after the show to let you know
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mohntilyet · 5 months ago
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illario as the grandchild that is most like caterina is something i'm loving to chew on. the grandson that took her lessons to heart the most. kill anyone who sees your face and knows your name, "we are not revolutionaries", the first out of the two to prioritise the contract. power at any cost, and the only one to lean into the unnecessary abuse that their grandmother told them was tradition. why is anyone surprised he allied with the venatori? and then there's illario's considerable skill in infiltration and manipulating any mark, he has always had the charisma that lucanis lacked. illario isn't attached, he has/can/will use someone and immediately drop them; "that does free me from promises i don't intend to keep". he can lie about how much he cares so well that he fools a magister into believing he loves her. he kills zara without hesitation to cover his own tracks, meanwhile lucanis blindly promises a young girl in the middle of a siege that he will help her find her father. even the lessons about family stick with him, and in this entire messy power struggle, he never actually orders anyone to directly kill caterina or lucanis, not until he's backed into a corner.
and even after all that. despite even lucanis believing illario should be first talon, lucanis is still the better killer. illario is not strong enough to be the brutal assassin caterina needs him to be. so when lucanis seems to fill the role his mother left, grief and love for her dead heir apparent remains, and any of the other qualities caterina needs in her next talon doesn't matter. whatever his mother was, lucanis has to be. what illario does doesn't matter, because he will always be second best to caterina's memory of her favored daughter.
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dykedvonte · 4 months ago
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One of my mutuals opinions is the "bro code" thing, that Curly is one of those guys who wouldn't care about the victim because the perpetrator is his friend and I'm really banging my head on the wall like that other anon. I've only played through the game once but Curly's behaviour/reactions etc read completely different from the "bro code" thing and I have to wonder if my mutual and I even played the same game.. like the constant digs at him from Jimmy, his body language in his face reveal and so on like you mentioned in your post. While this game is a little different obviously, it kind of reminded of a point in Alice Madness Returns that makes it very clear that Alice's pain blinded her to the abuse of the other children and her failure to act earlier because of it. Curly is guilty of a similar inaction but it doesn't change the fact he was a victim of Jimmy too. I don't think I can look at it any other way because both of these games have really stuck with me.
I genuinely think it really is the idea that people want a simple easy to blame problem and the idea that the only relatable victims of abuse are those that "surpass" it or do a lot to help others. When it comes to victims, especially those that don't fit the typical demographics, who either accidently perpetuate it, enable it or aren't ideal in some way shape or form, people jump to ignore what they went through as it's easier than dealing with those conflicting sentiments.
The bro-code conversation in Mouthwashing stems from a concept I generally dislike that there had to be something about Curly that made him meet or keep being friends with someone like Jimmy. I think people genuinely underestimate how many like decent and good people just know an asshole or are friends with someone who is really bad outside of their view/established dynamics. The game makes it clear none of the inaction against Jimmy is because of a lack of care, it is a lack of understanding from the privaleged postions they have as men to not have to worry about what Anya does/went through and the type of extremes men like Jimmy will go through to cover it up. They are all too preoccupied in their own strifes.
Another thing I see being oversaturated the idea that you have to be a freak, misanthrope or have a disorder to do the thing Jimmy does. The game is an escalation, it's a spiral that I don't see people comment on that Jimmy was not likely having the mood swings and episodes of rage/frustration we were seeing in the game. This is after they all start experiencing the worst moments in their lives that he got THAT openly bad. Of course, this is just my interpretation but much like in real life, people that go to extremes like that usually live mundane lives. It's a pressure cooker affect to where the stress made them pop. It's self inflicted but still the case.
I really think people need to be more willing to acknowledge that not everything needs to be an extreme or in black and white or easy to understand. It doesn't need to be happy or have an answer or solution, especially in the cases where the abused sadly helps perpetuate what they experience. It's not he should've known better from experience or shouldn't he have known what could've happened because victims tend to not like to think in matters of the worst. Not to mention, especially in cases of abuse where it feels so personally directed that you don't expect to happen to someone else.
#i also hear the bro code thing in tandem with his comments on saying he knows Jimmy but that is also in a much different context than#if he said it when Anya was actively telling him about the dead pixel or the pregnancy or even when she told jimmy that was about himself#and getting between Anya and Jimmy as in he knows Jimmy and knows he wont try anything when hes around not that he doesnt think hes#doing anything or doesn't believe Anya and Im a bit annoyed people shorthand or try to recontextualize the statements he makes about it#cause even the let me talk to him line is more in concern of what Jimmy could be doing and less wanting to make sure hes okay and#being more worried about his friend than Anya in that moment like removing the context makes the sentiments sound more uncaring#and typically but the context is how they are deconstructed to give the story and themes a deeper nuance because Anya is happy that Curly#says that becuase he leads it under the idea of protecting her as he knows and she has likely seen/experienced it enough that Jimmy#back down/off around Curly typically as we see he does relatively subdue Jimmy's attitude before the eval and it only gets bad once the#scene at the birthday party happens when Jimmy is likely in a mode where hes not going to listen to Curly about anything after cause he fee#personally betrayed in a selfish egotistical way like the game is a deconstruction nothing is supposed to a typical one to one on the#concepts it handles. this also ties to me like getting more and more annoyed everytime is see a post making Curly the most milktoast#no opinions ever sort of guy when he does have a personality outside of enabling Jimmy and has opinions on things like the QnA's#talking about him being snow Tony Hawk flesh him out more realistically than think pieces saying he has no opinions on anything#and would never take stances like this is a immediate dire circumstance with multiple facets I dont think hed hesitate to help if he active#saw like someone getting attacked on the street or that hes a centrist that doesnt care about womans issues like this is the equivalent#of when a character gets dumbed down to their like favorite food and one defining aspect of themselves and even then I feel like everyone#else but the mouthwashing fandom has a better grasp of that aspect before they make it unrecognizable.#mouthwashing#mouthwashing game#curly mouthwashing#captain curly#ask#anon
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babsaros · 8 months ago
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dear season
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dogs-leading-dogs · 3 months ago
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PapyrusPikmin1997 replied on Chapter 5: Now, this is an amazing fic, but like… how the hell is Olimar and the President dying in like sublevels 1-3 of the dream den? They aren't even that hard, and canonically the Pikmin leaders cannot die by pure damage, as in Pikmin 2 if both leaders "die" the ship just beams them up back to the surface and the day ends. (Unless however, you don't do it like this and instead make their life support damaged or something, which would be a very intelligent workaround)
Anonymous asked a question on my main blog: I know this sounds random, but for DLD, what... "game mechanics" have been changed? Because, so far it seems like the ""game"" is much harder and ruthless. I can infer that no longer does losing both captains just result in the hocotate ship beaming them up, ending the day and causing all the pikmin to die, but what else?
I received this comment reply and anonymous ask a few days ago, and considering that they're talking about very similar things, I figured I'd respond to them both at the same time. The long and short of it is that both of these questions are making a series of aggressive assumptions about how DLD "works" and kinda getting sidetracked as a result. There are also a few misconceptions that I feel are important to correct, because even if you are thinking of things in vague game mechanics terms (and you shouldn't be), they make it much easier to swallow what's going on if you properly account for them.
Fundamentally, DLD is a grounded story with a strong emphasis on how things would play out in a more or less real-world scenario while factoring known series lore; this groundedness is meant to make the emotional conflicts at the core of the story stand out all the better. For more details, let's continue below the cut, starting with correcting the assumptions.
Number one: The President hasn't been accompanying Olimar on any of his trips to attempt to find Louie. He may be physically present on PNF-404, yes, but he's more or less functioning as a middle-manager type or rubber-stamp than doing anything actually useful. This is demonstrated during the first scene of XVI and compounded via the President's noted absence during every other scene in the chapter. The long and short of it is that he's not relevant to the story that needed to be told here, as this story is very much about Olimar, the Pikmin, and their relationship; having the President be present as anything more than a nod to canon would have made things unnecessarily complicated here in a section that already had too much to say.
Next up: Olimar being alone in the Dream Den (aside from the ship's pod and the Pikmin he brought with him) also solves that "difficulty" issue more or less. I also never said that they specifically died on the first three sublevels — the Dream Den obviously has fourteen, and the only important part of the whereabouts everyone died is that the maximum sublevel they could have reached would be sublevel 13. It's important for the mainline sequels that neither Olimar nor the Pikmin encounter the Titan Dweevil here, so they must have all died before getting to that point; other than that, the exact details of their demise are up to the reader's interpretation, with the most likely scenario being a gradual decline in Pikmin numbers until Olimar fucks up in an encounter with any enemy, gets squashed by any kind of boulder or caught in a bomb rock explosion, or takes too great a blow to anywhere near his head such that his already-compromised helmet shatters and leaves him to slowly succumb to the caustic oxygen in the air.
Another thing is that considering what's "canonical" from the game's perspective is kinda the wrong question to ask in a lot of ways. HP bars or stamina wheels or any other kinds of video game abstractions like that work perfectly fine when you're playing a video game, but the second you're not they become really weird to work with and place very awkward limits on things. From a narrative perspective, working with this video game logic — where Olimar can get thrown around willy-nilly for 12-16 hours taking hard falls or getting crushed by boulders or god knows what else, end the day, and come back the next morning like nothing happened — makes things very awkward, because there aren't any consequences for fucking up. None of the Pikmin games have any kinds of systems to account for major injuries, such as Olimar's dislocated shoulder or Louie's implied concussion both from chapter 4; much less do they have any kinds of energy or stamina system to account for Olimar gradually starving in Chapter 1. Some games have systems like these — take the Fallout series as only one of many examples — but limiting what you can write to what is Explicitly Possible in a game just isn't conducive to writing a good story.
Having the day end when both leaders go down but letting the player try again tomorrow with no consequences other than losing a day is a good choice for a game, because it gives the player a chance to correct their mistakes; however, it's a bad choice for a story, because it removes all of the stakes. On the contrary, part of the reason that Pikmin doesn't have a lot of these systems for longer-term consequences and instead handwaves why some of these things aren't happening — such as PNF-404's relative lower gravity being the reason why none of the characters take fall damage — are because adding those systems would be bad for gameplay. In a game that is very fundamentally about doing things quickly and efficiently, it wouldn't just be annoying if e.g. Louie broke his leg and couldn't move and throw Pikmin at the same time due to needing crutches for a realistic length of healing time, it would be bad game design because it would be far too punishing to be fun. In writing, where the goal is to be fun by having higher stakes, the opposite would be the case.
That's a bit of an oversimplification — not every story benefits from higher stakes, even if DLD itself does — but one could easily write an academic paper about storytelling in interactive vs non-interactive mediums and how they function differently, and I don't have ten billion years to come up with definitions for all of these things to explain everything wrong with applying the rules of a certain medium universally especially when those rules are intended as abstractions. Either way, it comes down to the same thesis statement: "Applying the rules of a very dynamic and choice-based medium to an entirely predefined and non-interactive medium generally does not work well unless you're having your story be about applying those rules and all of the myriad problems or conveniences that it results in." DLD is not about applying Pikmin's video game logic to a non-interactive medium because it has far more important and deliberate things to be about, like communication, trust, personhood, fate, and perhaps most of all, dogs. Therefore, it does not benefit from having simplified video game logic that allows for infinite tries, and would in fact be made infinitely worse if everything that happened so far had no consequences beyond the end results of the immediate day. Olimar needs to die in the Dream Den because this is essential for his character arc; having him just "go down" and "get rescued" to "try again tomorrow" removes all stakes from this, because if he throws himself at the problem enough he'd eventually luck out and be able to save Louie. (Olimar is already very fond of throwing himself at problems until they get fixed; as we'll see, he doesn't need a "get out of jail free" card or a "get out of a bad situation without dying" card to continue with this behavior.)
So if we're not working off of video game logic, how does DLD generally work? More or less real life logic strongly informed by canon material. To some extent it's a vibes thing — I have definitely picked and chosen what works or doesn't depending on my own personal preference, and I've taken liberties with things that happen in the games as necessary to tell the story that I have in mind. For instance, as I've alluded to before, a lot of the rules about Onions and Pikmin work much more similarly to how they do in Pikmin 4 (with the exception of the three-type limit because it's purely a gameplay limitation put in place to not frustrate noobs). Some things, such as the exact symptoms of Olimar's leaflingism, are a blend of various ideas taking inspiration from canon, from other artists, as well as just what works better thematically. (Olimar growing a tail and "fur" certainly emphasizes the fact that he's a dog, not to mention the fact that it's that perfect combination of "cool" and "utterly horrifying", and the fact that his face remains uncovered by leaves has another thematic reading that we'll get to much, much later.)
But a lot of the minor day-to-day stuff is grounded pretty solidly in reality and an understanding of "if you were an inch tall, how would you approach this situation", which is much more effective for conveying the level of Absolute Deep Shit and general danger PNF-404 presents almost the entire time. You would not survive if a boulder three times as wide as you were tall rolled over you; Olimar and the other captains only do because Pikmin doesn't have permadeath, since that would be a very frustrating gameplay experience. You can cheat your way out of things like that hurting as much as they would for you, a Normal Human, especially when you factor in the fact that they are an inch tall, but past a point there's only so much handwaving you can do before you have to accept that half of the things that you only take "major damage" for in Pikmin would just be nearly instakills in real life. Allowing for more realistic damage creates more story, not less; you can't take damage from cornering too tightly in any of the games, but allowing it to jar Olimar's shoulder like that in Chapter 4 gives reasonable stakes that add to the situation rather than detract, as it makes it feel even more like the water wraith is a real threat.
As for other "game mechanics" that have been changed… thinking of DLD as a "game" in general is the wrong question. My philosophy with DLD so far has been to create a relatively grounded story about people and choices using Pikmin as a scaffold. (Not that DLD or any of its side material could ever be divorced from Pikmin itself — they're far too intertwined — but being faithful to game mechanics is literally the last priority that will only ever be nodded at in things such as the occasional mention of the max 100 squad size.) For everything else, I've tried to flesh the setting out using "speculative realism" where possible: by examining how things actually work in real life and applying those same principles to this setting.
For instance, while a lot of the medical science is simplified for a variety of reasons, such as ease of research and reduced scene complexity, almost all of it so far has actually had at least a little bit of research put into it. (Maybe don't orally ingest a topical eye medication, but tetrahydrozoline hydrochloride is a common active ingredient in eye drops or nasal sprays that reduces mucus membrane irritation; Omnicillin Z3 uses the naming convention of antibiotics in the penicillin family, implying that their medical science has progressed beyond ours; and demethoxycurcumin, one of the "active ingredients" in turmeric, is a yellow-orange compound that has anticancer effects among many other health benefits.) I've put a similar level of pseudorealism into the flight scenes as well; I've mentioned Olimar using various kinds of checklists multiple times (Wikipedia only has a page on preflight checklists, but here's a full list of checklists for a 747), and implied that Olimar has been acting as captain and pilot flying while the Hocotate Ship is effectively first officer and pilot monitoring via both of them effectively employing cockpit resource management principles. I even had Olimar do a walk-around on Day 30, though that was admittedly less of an intentional choice than being simply what the scene required for proper pacing. Even a lot of the specifics around how Olimar has been able to live as a leafling up to (and beyond) this point have had a lot of consideration put into them with vague real-life-adjacent explanations — it is admittedly more vibes-based than some of the rest of what I've listed out here, but most of that is because leaflingism in and of itself is a rather hefty lift away from grounded reality.
The long and short of it is: If something is actually important to be thinking about, the story will tell you that. If it's not, it won't. It should be easy enough to figure out what the actual differences are from there, but a lot of those differences simply aren't relevant on any grand scale.
In fact, the only "game mechanic" I can think of that's even vaguely relevant (and isn't essentially rolled into "baseline lore", such as the mechanics of Pikmin and Onions that I mentioned earlier) is Pikmin 1's ending requirements. DLD has simplified these requirements, in that there's no longer a strict two-tiered system with some specific parts being required while others are optional, but the general outline for part count has already been referenced in Chapter 1's title. In these relaxed requirements, you get the bad ending with 24 parts or fewer; the neutral ending with 25-29 parts; and the true ending with 30 parts. (I.E., the only change is that it's any 25 parts being required to get the neutral ending or greater rather than 25 specific parts.) Chapter 1 splits the difference as the exact dividing line between two wildly divergent outcomes of the bad or neutral endings, and thus the chapter title references 24.5, or the numeric dividing line between those endings.
Other than that, the exact game mechanics of all games in the series are for the most part entirely irrelevant. DLD is a story about people, and critically, one of the most important things that a person can do is die. Robbing Olimar and the Pikmin of their ability to end is a choice that must be made very deliberately, with great intent on the part of the story being told, and shouldn't be done merely out of faithfulness to the source material. …And that's about all I can say to avoid unnecessary spoilers.
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1tsjusty0u · 9 months ago
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why are we going into korok forest with vah medoh.
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borrelia · 1 year ago
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my "cat knocking glass off the table" instincts so strong every time i see someone ask "is it Bad if i like this show?" "is it Bad if i watch this movie?" i just want to say "Yes. youre irredeemable forever. and you know that's binding because a stranger on the internet said it!"
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wild-at-mind · 11 months ago
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Now that I'm taking part in an actual organised boycott, I'm even more frustrated with those 'campaigns' that are just like 'to boycott this thing just stop buying it and idk maybe fill in this form or something'.
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cxlrose · 1 year ago
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having brothers is nice, man ngl + also since i’m the youngest sibling i always get so spoiled by them it’s insane
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kingdomoftyto · 1 year ago
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"Carlos, if you could just pause your experiment for a second--if you could only hear me out, hear my hypothesis! I think once you understand the science of the situation, you--" Carlos opened the door. He was crying. She had never seen him cry. He was overwhelmed and unsure of how to express his emotions, since he usually only did so in carefully worded sentences, not with water from his body. "The science of the situation?" he snarled. "That Otherworld. I was trapped there, Nilanjana. I couldn't see Cecil for ten lonely years. I was kept away from the people I love, in that desolate place where you never get hungry and you never have to drink water and so you never live. It is a place that devours. It is a place that is empty. That is the science of the situation, and I study it so I can fix it. Only I can do that. Only these experiments can do that. I'm sorry, Nilanjana; I'm not going to stop so you can tell me what science is."
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#Tyto listens to WtNV#spoiler warning I guess for a book that came out a few years ago now#anyway yeah hi I finished the book#the resolutions to the plot and to Nils' character arc were pretty good. nothing to write home about but fun and serviceable#I personally get annoyed whenever a story pulls a ''you thought this romance would end with these two TOGETHER? lol NOPE''#like we get it it's more realistic for whirlwind romances to end in a breakup and sometimes it's better for people to just stay friends#but firstly this isn't real life; it's fiction. with narrative devices and such.#and secondly WtNV of all media does NOT get to preach about realistic relationship trajectories when its lead fell in love at first sight#lmao I'm just saying. I'm not MAD about it or anything it just made me roll my eyes.#ANYWAY. that aside: it was good. and I do genuinely like the friendship Nilanjana builds up with Darrell at the end#but obviously the real star of the show was Carlos and the completely unprecedented character depth that they smothered him in.#not ONLY recontextualizing over a year's worth of the podcast but ALSO saddling him with LAYERS of guilt over the events in this book#he *KILLED* the *GODDAMN* *CENTIPEDE*#after his beautiful little speech about not killing things just because we don't understand them!#he was just SO traumatized by his time in the Otherworld and SO afraid for his family after Janice nearly got Got that he KILLED IT!!!#and THEN!!!! not only do they find out that the centipede wasn't responsible for the destruction!!#but it turns out it was HIS OWN MACHINE THE WHOLE TIME!!!!!!!!!!!!!!!!!#his attempts to keep everyone safe were what actually caused the danger!!!! AUGH HE WAS ONLY TRYING TO HELP#HE'S JUST SCARED AND HE WANTS EVERYONE TO BE SAFE AND NOT EXPERIENCE THE SAME HORRORS HE DID AUGHDUSHGHDH#...anyway yeah back to my regularly scheduled episode listening tomorrow
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moved-to-shijieswife · 1 year ago
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just saw a post that was like 'characters who go thru trauma and sitll remain gentle' and someone qrted with 'jgy (ignoring his war crimes)' and 'jc (to an extent)' do i have to even sya anything
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britneyshakespeare · 29 days ago
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you know miley stewart is a fun character because she's in no way a "not like other girls" lead, but she still has a little bit of an outsider thing going on for being a tennessee girl living in malibu. she's a BIG girly girl and is absolutely not ashamed of being crazy about cute clothes and cute boys, but she differs from amber and ashley because she is actually nice to people.
and this was like not a hard thing to do; it feels like, pretty typical actually. this is what most female-led media was like in the early 2000s, before it devolved to toning down the overall "girliness" of many protagonists, but often without replacing it with anything much more substantial as a personality. like, the mean hyperfeminine popular bully girl trope STAYED for the antagonists, and the protagonists were not defined in many ways other than NOT being like them. they weren't supposed to be so obsessed w going to the mall anymore; the popular bitches won that in the trope custody battle. even though going to the mall is fun and should not considered a thing only vapid kids can enjoy.
#totally spies was also like this. lizzie mcguire. really anything from that period w a female lead#the mean girls were actually a lot like the female characters in interests. thats why they were threatened by them. they were 'competition'#but when you put a character like gigi from wizards of waverley place against someone like alex russo#or sonny monroe against tawni#it's like. what do these girls really have in common other than gender and location?#alex russo was actually a character who had more of an inner life as far as media from that time goes of course#like her hobbies were diverse and realistic. she was neither a complete girly girl or tomboy#sonny monroe was pretty girly but also felt like she had no believable interests other than 'funny'... sort of. and they gave up on it#like they never let her be too girly it was more her sense of style that did the talking for her. and i LOVED her clothes as a kid#you better believe i bought my first day of school outfit for sixth grade from target's sonny monroe collection#i kept that skirt well into high school lol. actually i might still have it somewhere... unless it ripped at some point#text post#yeah lilly in s1 had some tomboyish aspects like her style and skateboarding but she was not completely un-girly either#like she indulged in the same girly hobbies and activities as miley#and to be clear i'm not saying that 'girly' (vaguely defined term as it is) is necessary for every female lead to have#but this time was so much farther from representing realistic and believable positively-depicted tomboyish characters. WE KNOW THAT#the 2000s was such a backwards time for gender representation in kids media it's crazy#i forgot s1 had an episode where jackson had a crisis bc he accidentally picked out a 'girl car'#YES. THE CAR. IS GIRLY. oh my good lord#it was literally just red i think. like i saw nothing particularly feminine about it. but his friend cooper called it a 'skirt scooter'#man what the hell
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anothermonikan · 7 months ago
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My mind is like so clear rn about what actually bothers me about Downpours canonicity status right now but I'm supposed to be getting comfy so I can't. Go on too much of a ramble
#Uhhh. Well it turns out downpour being an official AU or whatever doesn't actually. Bother me#Like at all like yeah of course that makes sense. Downpour takes what rain world put down vaguely and expands on it#But the wayyy I've seen a very few select people talk about vanilla vs downpour irks me#Because yes vanilla is more focused on the slugcats journey itself it's not like the Iterators aren't. An important part of that#Like the games leads you to both of em yknow. Idk about anyone else but when I played Rain World vanilla I thought they must be. Important#People put so much emphasis on vanilla being about the slugcats that it feels like they. Dismiss the Iterators part in anything#And by extention it feels like their condemning downpour for being Iterator focused. And like yeah it is more Iterator focused than vanilla#But like. Cmon be realistic vanilla so clearly had a story for these guys and it's unfair to the game itself to act like they didn't#The lore is more hidden but it's there. Hell Hunters campaign wouldn't be the way it is if the Iterators were never supposed to be important#I get that downpour wasn't developed by the OG team and might not be the correct interpretation of what was laid down in vanilla#But like. Gwahhhhhh I don't care the Iterators have Always been important they've always had a story to tell#And it feels insulting that it feels like people don't wanna acknowledge that simply because downpour exists to expand on it#Okay. Yay rant over <3#I'm not putting this in tags this stays with me and my followers#Android.txt
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hayatheauthor · 6 days ago
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How to Make Your Characters Almost Cry
Tears are powerful, but do you know what's more impactful? The struggle to hold them back. This post is for all your hard-hearted stoic characters who'd never shed a tear before another, and aims to help you make them breakdown realistically.
The Physical Signs of Holding Back Tears
Heavy Eyelids, Heavy Heart Your character's eyelids feel weighted, as if the tears themselves are dragging them down. Their vision blurs—not quite enough to spill over, but enough to remind them of the dam threatening to break.
The Involuntary Sniffle They sniffle, not because their nose is running, but because their body is desperately trying to regulate itself, to suppress the wave of emotion threatening to take over.
Burning Eyes Their eyes sting from the effort of restraint, from the battle between pride and vulnerability. If they try too hard to hold back, the whites of their eyes start turning red, a telltale sign of the tears they've refused to let go.
The Trembling Lips Like a child struggling not to cry, their lips quiver. The shame of it fuels their determination to stay composed, leading them to clench their fists, grip their sleeves, or dig their nails into the nearest surface—anything to regain control.
The Fear of Blinking Closing their eyes means surrender. The second their lashes meet, the memories, the pain, the heartbreak will surge forward, and the tears will follow. So they force themselves to keep staring—at the floor, at a blank wall, at anything that won’t remind them of why they’re breaking.
The Coping Mechanisms: Pretending It’s Fine
A Steady Gaze & A Deep Breath To mask the turmoil, they focus on a neutral object, inhale slowly, and steel themselves. If they can get through this one breath, they can get through the next.
Turning Away to Swipe at Their Eyes When they do need to wipe their eyes, they do it quickly, casually, as if brushing off a speck of dust rather than wiping away the proof of their emotions.
Masking the Pain with a Different Emotion Anger, sarcasm, even laughter—any strong emotion can serve as a shield. A snappy response, a bitter chuckle, a sharp inhale—each is a carefully chosen defence against vulnerability.
Why This Matters
Letting your character fight their tears instead of immediately breaking down makes the scene hit harder. It shows their internal struggle, their resistance, and their need to stay composed even when they’re crumbling.
This is written based off of personal experience as someone who goes through this cycle a lot (emotional vulnerability who?) and some inspo from other books/articles
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a-dash-in-the-middle · 1 year ago
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creating fake scenarios in my mind will kill me one day
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