I really enjoy looking at this still from Slay the Princess:
In the midst of all the weird imagery from the first part of the Stranger route, you see for a moment—and it is cut off at the end, so I had to be quick with my screenshot—every route laid out in front of you, paired up as the game does elsewhere, and described, interestingly enough, from what I can only believe is the Voices' perspectives, or perhaps the relationship between the Princess and the Voice of a given route.
Consumption: The Beast (Hunted), the ribcages in the bottom right. Being eaten, alive or half so, is one way or another the outcome you face in the Beast. This one seems to be the least connected to its route's Voice, though I can still see it in a relational sort of way.
Betrayal: The Witch (Opportunist), the nail-studded... I can't tell what it is, but it's at the top left. Betrayal on your part is the cause of the Witch's route, and it too is inevitable in some form once you're on that route—the Opportunist is very vocal about it.
Skepticism: The Prisoner (Skeptic), the chains at the bottom. Pretty clear analogue given the name of the Voice, but not to neglect—you reach the Prisoner by taking the blade (distrust of the Princess) but ultimately using it to free the Princess (you take the time to think critically about what you're being asked to do, and decide the Narrator is less trustworthy).
Blind devotion: The Damsel (Smitten), the... I can only imagine locks of hair at the top. You reach the Damsel by immediately and wholly assuming she has no ill intentions, an attitude made manifest in the Smitten.
Rivalry: The Adversary (Stubborn), the spikes to the left. The Adversary route is, so long as you embrace it, about your probably-a-metaphor-for-sex-I-mean-the-Eye of the Needle-isn't-even-trying-to-veil-it eternal fight with the Adversary, with the Stubborn in strong support.
Submission: The Tower (Broken), the stone columns to the right. One of the most clear-cut "this is about the Voice" examples—the Broken has completely submitted to the Tower's will, even though the player still has a few chances to resist her.
Terror: The Nightmare (Paranoid), the eyes in the upper right. Of course, the Nightmare is all about fear, and the Paranoid is the embodiment of your fear of the Princess—the fear that made you lock her in the basement and the fear that stopped your heart when she broke free.
Longing: The Spectre (Cold), the wisps in the bottom left. This one is interesting, and almost made me second-guess my "Voices" reading, as the Spectre herself is clearly a creature of longing—but then what about "Submission?" The Tower is not "submitting" to anything. That's her whole deal. Perhaps this one is connected to your desire for something other than what the Narrator calls the "Good Ending..." or perhaps it has something to do with the Cold's interest in feeling something, which he expresses in a few routes (the Greys being the most obvious).
Pain: The Razor (Cheated,) the spikes at the top. She skewers you, and you die. Over and over again she skewers you, and you die, and it is painful over and over again. I'm not sure I have much to add to this one.
Unfamiliarity: The Stranger (Contrarian), the abstract DNA-like strand at the bottom. You reach the Stranger by refusing to interact with the Princess, leaving her an unfamiliar blank slate whose actions you cannot predict and thus fracture into every possible image of her.
And at the heart of it all, an emotion that can only be described as—what? The Narrator doesn't get the chance to finish his sentence before you wake up in the Prisoner's basement, but I'd think the answer is obvious once you've finished the game.
After all, this is a love story.
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Late night short thought #121:
You are a huge bookworm and you have a private collection of random books in all genres in the house. Levi had built you 2 bookshelves in different designs because you couldn't decide on one. He even allowed you to pick a few carpets for the reading corner he made for you. And, of course, Levi showers you with love by buying you books.
Levi would write love notes for you on the first page of each book he bought for you. He would ensure yours and his name were on the book. And your favourite love letter from him is:
"Even after we die, someone who got your books in the future will know that you were deeply loved by me. And our love will continue for eternity until the last book disappeared. ~Levi A. to Y/N A."
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Czerny's reflect may not always be necessary for a clear, but it is always funny. Especially when he gets invis enemies down to half health before I can even attack them lol
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The prehistories of symbol, image and simulacra are continually evoked, from Plato’s shadows in the cave — which those projectors cast all around the room — to our earliest sources of image replication: mirrors, water. You can place your hand in front of one of the projectors and see an image factory laid out on your palm, but you can also lean over one of the many shards of glass and see your palm repeated there, as pure reflection, and then again there are pieces of film that project a reflecting pool or puddle over a secondary image — of the sky or a black wall — so that the light that dances on water is consumed by the landscape behind it and reflects nothing at all.
Zadie Smith, "The Tattered Ruins of the Map"
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A spoopy-themed commission done last year by @sonocomics
Running of the Bulb has been my favorite Mario Party (series) minigame for its uniqueness of teamwork, yet individual players can still lose. (It's not like Key-pa-Way where everyone either wins OR loses.)
RotB is one of three ghost-minigames in MP (the other two being Pedal Power and Ghost Guess), and the only one that little-Jay (my OC as a kid) could win in; she couldn't comprehend the rules of the other two, so she would always lose.
Desperate to not be lost in the dark, little-Jay runs as fast as her little feet can take her. Don't look back, or else she might trip and break the bulb - or worse, get possessed!
Years later as she grew, Joslyn learns to fight her fears - sometimes literally! She has enough confidence in herself to put up a good battle, not backing down.
Whereas little-Jay was trying to preserve the light, Joslyn IS the light.
As for Big Boo and King Boo, I headcanon them as the same Boo character. (King Boo was Big Boo before he became known as King Boo.)
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