#sf said
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Design from varjakpaw.com (2003)
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New book review!
Tyger by SF Said
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41: "cloak"
#“but infinite can float he can stop himself being choked” well! he's enjoying it#who said that.#sth#sonic#sonic the hedgehog#metal sonic#neo metal sonic#weekly metal#infinite the jackal#wtf is their ship name. metfinite? infineo?? ninfinite?? idk lmfao. they're gay tho#inspired by sf overclocked but idk if i'll tag that lol#sonic art#sonic fanart#art#fanart#artists on tumblr#vixenart
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HEYY I'M ACTUALLY ALIVE AND IVE TOTALLY BEEN ALIVE SO HERES MY FAVORITE THING EVER DRAWN TODAY:
Now excuse me while i sleep until 5pm because the sun IS rising and i AM so tired
#sally face#sal fisher#sallyface#sal fisher fanart#sallyface fanart#sally face fanart#i just saw a tag that said the sf fandom OVERLOOKS lore. what fandom does that person live in#it better not have been my own tag 😭#art#artists on tumblr#digital art#fanart#sketch#emo sal fisher#2000's nostalgia#2000's aesthetic#mirror picss lol#haircut#blue hair and probably no pronouns (in the queer way)#illustration#rendering#oh boy im so excited about this one#i've been drawing like all yeat btw i just forgot my blog existed#YEAR*#im not fixing that#i feel like a fanart big boy now drawing cool fanart that actually looks accurate#the body and arms could be better tho :/#oh well!!!#hehehe
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He is so me, I fear
If y’all repost this to Pinterest please credit / tag me because I have a Pinterest account :^] Also unrelated but I wish the internet would stop infantilizing an autistic-coded character, okay enjoyyyy!!
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if they don’t hug again in season 3 i WILL end it all bro 🙏🤧☹️☹️
#smiling friends#smiling friends fanart#charpim#pimlie#[as]#adult swim#as#pim x charlie#charlie x pim#pim#charlie#pim pimling#charlie dompler#charlie smiling friends#smiling friends pim#sf charlie#sf pim#ILL TAKE ANYTHING BRO!!!#I WANT MY CHARPIM CRUMBS IM DYINGGGJ#FFUUUUCHCJF#also would yuo burn me at the stake if i said#i liked one sided charpim..#like as in obsessed with#im normal totally#thug life#more like gay charpim life amiright 😂😂#(help)#anyway enjoy th e gays I love all of YOU!#charpimming
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allan almost fell off the roof for these pictures
#the man could’ve just said he didn’t want the hat#smiling friends#allan red#adult swim#smiling friends allan#sf allan#smiling friends alan#plushies
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my miki for this years @sf-a2collab :)!! happy 15th miki!!
#vocaloid#sf a2 miki#meowart#she is like a littlest pet shop to me ^_^#i tried to make a little background but decided i do not like it. hashtag unfortunate 👎👎👎👎#anyways im reallyyyyyy excited for miki synthv. i think i said this last year but i still am!!!!!#ive been hearing songs and going. i bet miki synthv would sound awesomeeeee in here.#especially miki vocaloid/synthv duets...... im always a sucker for past version + newer version duets. it would be so cute with miki. pleas#holding out for someone to make a babel iyowa cover specifically... or it could be me ^_^ perhaps. maybe. who knows what the future holds#sfa2collab#sfa2collab2024#<- soryyyyyy i forgot the tags im the forgetter
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More Fae Au because I'm obsessed-
Saw that one ask about Rus being a moth so I designed him into a southern flannel moth, with some shinnnyyy fur- to justify DD being into him in this Au because she's a bit crazy with shiny things
Faeu belongs to @antlered-prince and @owl-bones
#art#myart#my art#digtal art#digtalart#undertale#sketch#undertaleau#fae au#faeu#fae dd#self insert#persona#dd#rus#swapfell#sf papyrus#papyrus#I know I said she got kicked out of the fae world last time#might retcon it#might not#but initially she got kicked out because she kept stealing every ones stuff#also she's a certified dumbass in this Au
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I've been feeling some kinds of ways since I finished Jedi: Survivor so I'm going to ramble some thoughts that other people have probably already had, about something that blew my mind as an extraordinary example of medium-as-storytelling. big honkin spoilers for Je:Su below.
So, "turning to the Dark Side" in SW is usually going to be a plot beat in the two primary forms that SW media takes, right: visual (movies, TV) or written (all the books, but also in fanfic). In both cases, as the audience, you're largely going to have to take the author's explanation for how it feels, why a character is doing it, and what the motivations are behind it. Even in visual media you're more likely to be told than shown, since it's established as an extremely internal, feelings-based experience for the characters. Because it's not a process replicable in real life, storytelling explanations for the difference between how light and dark side Force usage feels is going to have to rely on metaphor, and on the audience's willingness to engage in pathos. Which, to be fair, audiences are famously great at! There's been mixed results in SW media, but it's perfectly possible to make turning to the dark side a very engaging story beat that feels emotionally real and justified.
Then, there's interactive media. I'm fascinated by the storytelling potential of narrative games because of the different way they demand that the audience engage with the story, right, the way that physiological input from the audience changes the connections that the brain makes to the input it's receiving. The way having to press a button to make the next action happen manipulates the lizard brain into believing itself the cause of the effect, even though the forebrain understands that the story is just as predetermined as a published novel, so the button push is really not very different from a page turn. It's a potent tool for manipulating the audience's emotions and engagement, very easy to fumble but pretty mindblowing when executed well.
There were definitely moments in Survivor when I was like "ok am I going to be allowed to actually play this game some day" when control kept being taken away from me in favor of cutscenes. But as the story went on and I got into it, I stopped minding the times when my thumbs were still, and barely noticed the transitions between "I am making this happen" and "I am watching this happen." That's good narrative game storytelling, for sure. But it still felt like a good story that happened to also be a good video game, not quite meshing the two in a meaningful way. Until Nova Garon.
A lot depends on how you play this, I'm sure, but in my case I pressed through the end of the game from the last Dagan fight to credits in one sitting. Because of how tired my hands were from the physical demand of the Darth Vader fight, and because I had been maining blaster stance for much of the game, I made a semi-conscious choice when I reached Nova Garon to use my saber as little as possible. I one-shotted a lot of unarmored officers from across rooms, having decided that Cal felt cold with rage and tightly coiled, so it would make sense for him to not even give these people the honor of being killed by a lightsaber. So I'll grant you that I was adding my own hot sauce to the delicious angst recipe the game had already made for me.
Then you get to Bode and have a really long cutscene that doubles down on the idea that Cal's anger is, at that moment, cold. He's tightly restrained. For several back and forths in the conversation he even still tries to be neutral in front of Kata.
So, for me at least, it REALLY fucking worked as a storytelling move when Cal explodes. Bode runs off, you chase, and the very first thing you're faced with is a room packed with a comical amount of enemies, the kind of melee scrum you've been trained by the mechanics for the whole game to approach with a whirlwind lightsaber freakout using either double-bladed or dual stance, ideally using Slow to buy some time. I had truly played into the game's hands like a fool here because I only had blaster and single stance as options at the time. So I'm looking around my screen in that split second, considering my stance and Force and slicing options, prepared for punishment, barely registering the notification scroll on the right side of the screen because a whole bunch of new databank entries get dumped by the Bode cutscene - the last one of which is, iirc, 'Kata Akuna.'
So Kata Akuna fades upward and is replaced by the same size white text, relatively small, suggesting a button press to you, like it's done a dozen or more times before to say stuff like 'press O to dash' or 'press R1 to tame the creature,' relatively benign things that are always very useful tools that you use over and over and over as soon as you gain them. Except it says 'press [button command you already know and have internalized as your most powerful Force tool with the longest cooldown, which you were just thinking about using] to have Cal embrace his darkness.'
And like, the phrasing is fascinating to me there. It's always fascinating to me how anyone talks about playing a video game, anyway, like "I just beat Ganon" or whatever instead of "Link just beat Ganon," because of course you feel ownership of the actions of the protagonist of a piece of interactive media in a way you rarely feel ownership of the actions of anyone in a book or movie. Previous button instructions in this same game have said 'press [blah] to do [thing]' without a given addressee, leaving the player to probably interpret that, unconsciously, as the unspoken 'you' that is typical in English grammar. 'You press O to dash.' 'You press R1 to tame the critter.' But - 'press [dah] to have Cal embrace his darkness' is so - unsettling and offputting, separating you, player, from Cal, protagonist - and it's occupying a VERY important space because the buttons its asking you to press are ones you already probably wanted to press, but instead of doing the thing you wanted it to do it's going to do some kind of new, horrible, unknown thing that is almost certainly going to be bad for Cal.
Then you press it, because you have to, and it's the best fucking shit that's ever happened to you, the player. It jumps your level by 10, instakills half the people in the room, makes you fast and powerful and nigh unbeatable. Depending on what difficulty you've been playing on, it may make a combat encounter that looked like a surefire several-deaths-in-a-row run into something as trivial as a roomful of bugs. It lasts an insanely long time. It's godmode. It's a broken mechanic. It makes your screen bleed. The unbridled glee that you, the player, probably feel while killing that room full of people is at stark odds with the circumstance you are in, storywise, because you are supposed to be feeling grief and rage and driving urgency to hunt and catch your fleeing enemy. But instead you have a moment in this room of, if you're like me, hooting and hollering while doing a big old war crime, just because it's suddenly easy and fun.
It took me a couple more 'embrace the darknesses' to realize that Cal only has one stance in that mode. Anything you've learned before is thrown away - earned skill ditched in favor of brute strength. And I didn't really care? Even though I did really enjoy how skilled I had gotten with my favored stances, because the combat in Survivor feels really good, and also I knew they'd be back after no more than 2 minutes in dark side mode. So even though I didn't get to do the moves I'd spent so long mastering, every 'embrace the darkness' was a little indulgence of having my cake and eating it too. It started to feel like an insta-win mechanic against any enemy of a low enough level, and a safety/turtling mechanic against slightly more difficult ones. I wanted to trigger it as soon as the cooldown ended even when I didn't need to, just for the fun. I felt safer having it available.
And all of that - as a mechanic - is the single most compelling depiction of the Dark Side that I've ever seen in a piece of SW media.
The way it shows up as an understated suggestion in your periphery. The way it cuts through every Gordian knot in front of you. How fun it feels, how unfair it feels, how safe it feels to have it on your side. As a game mechanic it places the audience in the position of actually feeling what before only metaphor could attempt to describe - the way turning to the dark side is all about letting go and letting loose. Being a nuclear reactor mid-meltdown. Laughing and button-mashing and going "oh no, oh shit, I shouldn't be doing this" but not stopping. And also, as the player, your mind is not clouded by any mysterious outside control - you're aware of what you're doing, you're aware you're making choices here, you could definitely stop using the mechanic after the first instance where the game has to put a finger on the scale for a moment to teach you the controls. And maybe you do make that choice, idk how you play. But you get through the massacre and at the end when Merrin asks Cal not to kill one last person, and Cal agrees, it doesn't feel cheap? It doesn't feel like Cal 'snapped out of' anything. It doesn't feel like there was anything for him to snap out of, because he, like you, has just been making these choices for room after room of enemies, and frankly no one's been around to ask him to stop before now. He still seems reasonable, and so a reasonable request by someone he cares about still reaches him.
The Dark Side isn't the grief, pain, suffering, anger, etc. It's the release from those. And this one moment of a game mechanic explains that so powerfully and succinctly, in a way that other mediums can't replicate. It's one of the the best uses of a medium in the service of the story since House of Leaves. It's still making me have to lie on the floor and stare at the ceiling weeks later.
There's more to say about how the menu screen changes once Cal's embraced his darkness, altering his internal landscape in a way that doesn't change what you have access to but which can never be unseen. About how 'Slow' as a mechanic is gone forever, the most powerful Force ability Cal had just eradicated by an imposter version (a better version, the insidious inner voice wants to say). About the dramatic, overwhelming way the game chooses to command you to embrace your darkness next time, when the whole screen goes red and black. And the phrasing is different there, too, not 'have Cal embrace his darkness' but just 'embrace the darkness,' because this time you and Cal are not being treated as semantically separate entities. The first time, it's like maybe Cal wouldn't want to, so you, player, have to be the little Sithy whisper in his head that makes him do it. But the second time, Cal wants to do it so badly that his desire to embrace the darkness overpowers your, player's, agency to attempt to make any other choice. Even if you could have won that fight another way, Cal didn't want to win that fight any other way. He takes away your UI until you free him into his darkness, release him from his complex suffering into the simplicity of power.
It's just so fucking good, okay. It's such good storytelling, structurally. The way the player's choices and Cal's actions are on a surface level one-to-one correlated but actually form this intricate internal conversation. Using the most important thing a video game can be - fun - as a tool to describe a very dark place that anyone might go to internally, whether in a reality with space magic or not. But! Not by doing the thing that's been done before, the old "you [consumer] should feel bad because your act of consumption made the characters feel bad" fourth-wall-breaking meta thing that shames the reader for being entertained by others' pain (aka experiencing pathos, an extremely normal and not-shameful thing for humans to do). Survivor uses the audience's enjoyment of the medium against them narratively, in a gleeful and not-shaming way I don't think I've seen from media before, and I love it.
anyway I have no big conclusion here, I just am a writer who gets impressed when other writers do good writing. props to Respawn for making me writhe in my feels.
#jedi survivor#jedi survivor meta#fandom meta#sf writes#just sf rambling about stuff that academics have probably already said better#have cal embrace his darkness#dark side star wars shenaniganry
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venessa jeong, del sol valley.
what started as a silly hobby of uploading her daily vlogs on simstube ended up being her rise to fame. now, venessa is so close to hitting one million subscribers and she's going to celebrate by having her own show on simsflix. i heard that she's dabbling in music as well. and not to forget her viral videos on simstok. oh what can't del sol valley's simstube sweetheart can't do?
hello friends!! :D i don't really see venessa immediately starting in the actor career in my save SO i made her as one of those youtubers who slowly turned to acting in (somewhat cringey lmao) netflix shows :)))))))
#she's a simsfluencer in my save#idk it just makes sense#i know i said newcrest but venessa was calling my name#SHE'S SO PRETTY EVEN BEFORE THE MAKEOVER#venessa jeong#sf#ts4#the sims 4#ts4 community#the sims 4 community#ts4 screenshots#the sims 4 screenshots#ts4 sims#the sims 4 sims#simblr#ts4 simblr#the sims 4 simblr#show us your sims#showusyoursims#ts4 del sol valley#the sims 4 del sol valley#del sol valley
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That evening, Varjak dreamed.
Illustration © Dave McKean
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New book review!
Varjak Paw by SF Said
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CRWBY sounds incredibly confident in RWBY finding a new home. Like it sounds like they have a deal in the works but obviously can’t say anything due to M&A NDAs.
#My guess is still crunchy since eddy was just in CA and crunchy is in SF I think#Rwby#They said updates within the next WEEK
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uh oh spaghettios
#iwtv#amc iwtv#iwtv spoilers#interview with the vampire#daniel molloy#armand#the vampire armand#TWO OLD MEN ABOUT TO BE FUCKED#daniel rlly took what happened in sf personally#he said 'imma ruin this twink's life if its the LAST THING I DO'
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Charles with FDA drivers Maya Weug and Aurelia Nobels in Saudi Arabia
#his face when they said they tested in Jeddah lol#charles leclerc#f1#formula 1#sf app#ferrari driver academy#maya weug#aurelia nobels#mypost
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