#so i think this also adds some new elements to explore
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grievedifferent · 1 month ago
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honestly, for the creatures, i take the aesthetic (a distorted corpse, basically) and abilities of this monster into consideration for all of my until dawn-oriented verses, including my creature au, but the lore itself is kind of wacky from there (being supplied by me, separate from the source).
i think i like to keep it purposefully muddled so that even the stranger isn't quite sure fully what he's dealing with if that makes sense. his journals are accurate enough based on all the context he has coupled with personal experiences, but we still don't "know" their true origin (was it a singular source? a curse on the mountain? or something else entirely?). i think a great aspect of horror is not only finding out truths but also being frustrated (from a character's perspective) that there are questions still unanswered, maybe without answers.
the origin? it was probably someone stranded in a multi-person party that first enacted cannibalism, perhaps even two or three depending on the party size. maybe this event interacts or triggers with a pre-existing (perhaps dormant) curse? on the other hand, this could be the start of the curse. from there, be it a spirit of a former human being (identity unknown, origins unknown) or just a stagnant, waiting "curse" by default, there is probably a possession of the "new user". something that keeps their bodies going, their hunger burning, but their minds essentially trapped within. we could even argue that the soul dies, being replaced with "the curse" (or whatever), animating the flesh to continue with a true "user" (a soul), creating a dissonance. this could even create ghosts or some sort of "split" from the soul and the body, causing conflict.
from there, we can assume others have triggered this curse, turning by the effects of it.
oh yeah, this leads into what i almost forgot: the washington family directly became cursed after purchasing the mountain. while i claim it's the family, it's likely more the father as the target.
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headspace-hotel · 1 year ago
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Minecraft 1.20 thoughts:
The highlight is, of course, the cherry blossom grove biome and cherry trees. The cherry wood just looks SO GOOD with everything. I've made so many builds incorporating it already and it's so easy to work into a color scheme. Cherry wood. Hhhhhnnnnghh. Such a delicious shade of pink. I want to eat it.
Also really excited about the bamboo wood set, it looks amazing and adds a lot of functionality to bamboo.
Feeling pretty positively about the armor trims, though I wish there were more where the decorative material was more dominant in the color scheme.
Trail ruins and archaeology: Mixed feelings. I think archaeology is a fun mechanic, I like exploring the trail ruins, but they really, really turn inventory management into an absolute nightmare.
There are many different varieties of pottery sherds, I think at least 20. Sherds of different types do not stack. There are 4 armor trims that can be dropped by suspicious gravel in trail ruins. Trims of different types do not stack. The trail ruin structures themselves include many different varieties of terracotta and glazed terracotta, (at least 6 different colors of each) and—you guessed it!—each type stacks separately.
Additionally, suspicious gravel in trail ruins may drop any of several colors of candle (I have found red, purple, green, brown, and blue candles) and any of several colors of glass pane. The process of digging the ruin out will fill your inventory with at least 6 stacks of gravel as well as a lot of dirt, coarse dirt, cobblestone, and flint.
To top it all off, unless you want to enchant your brush with Unbreaking, you will need to carry multiple brushes because the brush breaks before the ruin is fully cleared.
Even with multiple shulker boxes clearing a ruin fully in one trip is impossible. What were the devs even thinking??? Are we expected to throw away the candles and other "junk" drops and ignore the glazed terracotta, mud bricks, and other tedious-to-obtain blocks in the structure itself?
This update shares with 1.19 the bizarre attribute of the devs supposedly being very focused on the player experience, while seemingly not noticing key parts of the player experience. The new mechanics and features in both have some incredibly fun and engaging elements to them but also some glaring problems.
I'm pretty much just indifferent to the clay pots? They would be more fun if they incorporated some basic colored patterns and/or actually could be used for something.
Changes to sign editing, and hanging signs are both fantastic.
The "Netherite Upgrade" is shit and I'm not sorry to say it.
Like...netherite is already so incredibly tedious and difficult to obtain that it's almost not worth bothering with. 4 ancient debris is needed to craft a single netherite ingot. You need 16 ancient debris to upgrade a full diamond armor set to netherite, and 8 more if you want to upgrade a sword and one pickaxe. If you don't have Mending on all of them, basically go fuck yourself, because from that point you will need multiple netherite ingots to repair a piece of equipment in the same way you would need multiple diamonds to repair diamond equipment. All of this for a set of equipment that will be fucking gone if you die and can't recover it.
And yet the devs have decided to??? fucking...add a generic, painfully uncharismatic new item to provide another barrier to obtaining netherite gear? because it's too easy or something???
I haven't broken into the other new additions very much, but I will try to obtain a sniffer egg soon...
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hedgehog-moss · 1 year ago
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The Great Jungle Fence of ‘23
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A majority of you poll-voters expressed the opinion that my fence would stop Pampe for 4 to 7 days and I am very touched by this popular endorsement of my fence-building skills, because her first escape happened after roughly 4 hours.
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^ Pampe connoisseurs will know that her preferred way of defeating fences is by karate-chopping them with her neck, but I thought she could only do that if the fence was low enough for her to put some strength in the chop. The jungle fence was at least as tall as Pampe in the place where I found it all droopy-sad after she escaped, so I guess Pampe added a new jump-chop combo attack to her character sheet. I imagine it went something like this:
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That’s okay! All new information about Pampe is carefully filed and will contribute to the creation of the Ultimate Fence. I decided to simply make this portion of the fence unneckchoppable by braiding branches from nearby trees into the fence like they did in Indonesia with that living bridge made by knitting the roots of two banyan trees. I ended up using five or six branches so it’d be solid enough, but here’s a pic of the beginning of the process:
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The braided-branch part of the fence still stands undefeated, after 20 days. Pampe ate all the leaves but couldn’t get rid of the branches and had to concede this battleground.
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I then found her staring pensively (worryingly) at another potential weak point of the fence: the gate. I used a standard wood pallet at first, tied to trees, but it wasn’t very high. I couldn’t add another pallet on top of it because that would make it inoperable as a door, so I went to explore the barn, which like all barns is full of dusty treasures. What object do I own that’s like a pallet, but much taller?
!!
A slatted bed base. Once tied to a tree it swings open easily, but it was an awful chore to carry it all the way across the pasture, I had to wait for a weekend when my mum was going to visit me. That conversation went like:
Me: Do you remember that old bed in the barn? Can you help me carry it (well part of it) across the pasture? Mum: Why on earth Me: Pampe. Fence. Mum: That’s a good reason
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I was very proud of my new, impassable gate, but Pampe was weirdly nowhere to be seen as I was setting it up. Usually she’s here carefully observing over my shoulder when I add a new element to a fence, so that was alarming.
In a flash of insight I realised I had been tricked; she’d never had any intention of jumping over the pallet gate. Too easy, too predictable. She’d only examined the gate to scare me into trying to solve this non-problem and force me to use my only trump card (I don’t have several old beds in the barn), and meanwhile she’d gone and jumped over a different pallet in a different part of the fence.
That other pallet had a sheep netting stretched above it, so that a) I thought it was unjump-able, b) Pampe thought it was a more amusing challenge. Poor Baby Poldine was a bit distraught; she clearly didn’t dare to jump to follow her mum but she didn’t want to be left behind once again, so she tried to slip through the net, but that didn’t work either.
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Poldine made a baa noise like a traumatised baby goat and Pampe grudgingly turned back to go bump noses with her through the fence, it was a cute mother-daughter moment.
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I added a new length of wire mesh (see pink arrow in the below pic) above the pallet to discourage further jumping, and my mum went “So you can remove the sheep netting and use it elsewhere” and I was like, what, no! Do you think they remove parts of the fence every time a Jurassic Park dinosaur escapes? That makes no sense. I’m only going to add more elements to this fence. Forever and ever or until it works.
Pirlouit, a law-abiding animal with very modest fence needs, was starting to look a bit overwhelmed.
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Also—for once, Pampe didn’t look annoyed about being escorted back where I wanted her to be, she was kind of bouncy and looked immensely entertained by all this.
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I’ll spare you the details but she escaped again, this time by lifting the bottom of the fence in a place where it was weighed down with a crossbar, which she broke in two with the power of her neck. That was easy to fix; instead of a wooden crossbar I weighed down the base of the fence with massive rocks. Go ahead and neck chop those, Pampe. But this time around it had taken me forever to find the spot where she escaped, so I decided to make things easier for myself in the future—I cordoned off the area just outside the fence with police tape between trees, along the whole length of it. This way I’ll see easily where she escaped—the tape is very flimsy and I crisscrossed it in places, so she shouldn’t be able to get past it without breaking it.
... So I suppose I’ll have to start the next post with “You’ll never guess what I caught Pampe doing last night” and a photo of her like
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Anyway, Pampe looked unamused this time.
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Well, that’s all. For now. Pampérigouste is back in the lawful enclosure with her family and we are waiting for her next move. Here’s a photo of her alone in the unallowed half of her pasture the other evening, contemplating her freedom
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saurons-pr-department · 6 months ago
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Isn't silvergifting weird ? I mean celebrimbor is the guy whom sauron straight up tortured and killed him painfully and it's 2nd most popular ship for celebrimbor?
At the risk of being a bit too blunt here, it's really only weird if you're under the (incorrect) impression that shipping is like when you think two of your friends would make a cute couple and not simply the idea that the dynamic between two or more characters is compelling in some way (which is what I've usually seen it be in the almost 20 years I've been in fandom spaces). There is value in stories that end badly. Lies and betrayal have just as much reason to be in a story as any other element.
Celebrimbor and Annatar/Sauron worked alongside each other for centuries. The arrival of Annatar usherd in a golden age of new discoveries and power for the Elves of Ost-in-Edhel/ Eregion as a whole. Celebrimbor let Annatar in despite the warnings of family, like Galadriel, and the Elves of Lindon telling Annatar to jog on and take his suspicious self elsewhere. Is he trying to make up for his family's tragedies caused by lack of trust? Does he want power? Does he want to outshine his (in)famous grandfather? Get one up on his father? And that's just Celebrimbor's side of this. There is so much to explore between these two, so it's really not surprising that romance is something that people include.
There's also quite a few flavours of Silverfisting/Silvergifting out there. There's the one where they both fall for each other. There's Sauron stringing Celebrimbor along because it suits his purposes. There's Celebrimbor playing along to try and get close enough to find out what Sauron is up to. There's Celebrimbor thinking Sauron actually wants to turn over a new leaf. There's the version where that's even true! There's Sauron thinking Celebrimbor could actually swayed to follow him. Etc. etc. etc. etc. I could go on forever.
And on a more general level, some of us like sad stories. Sometimes the cruelty just hits that much harder when it was preceeded by kindness. "I hate you" can sound kind of bland on its own, but when it replaces "I love you" it has the ability to cut that much deeper. It adds layers to each happy scene to know that that's not how it's going to end, to be privy to knowledge of a future the characters are hurtling towards, blissfully ignorant.
A ship doesn't need to be nice. It's purpose is to put an interesting story in front of us. And sometimes that interest comes from watching on in horror as the inevitable catches up with the characters.
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g3l3mb · 2 years ago
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how to generate creative ideas:
(i need to get this out of my brain)
Make moodboards, playlists, keep a list of people who inspire you. Before starting a project think about the general vibe you want it to embody. Ask questions like “What would this concept sound like if it was a song?” ,“What would this concept be like if it was a person?”. Create a shirt that looks like a building you like, literally anything can be combined.
Take unrelated things or concepts and mix them together. Let’s take Addams Family as an example. “What if it was a story about a typical suburban family…but GOTH!”. It basically flips everything upside down. Or “What outfit would someone wear, who’s personality is the mix of the vibes of these two songs?” Random word generators are amazing for this if you don’t know where to start from.
Try making something truly BAD and then add a twist to it. It’s a great way for your brain to let go of expectations and then think outside of the box. But you can also use this to find out what you do not wanna do under any circumstances.
Think without worrying about the limits of what you can do and when it’s time for excecution, find a way around what’s impossible. It births more creativity and adds uniqueness.
Consider what your idea is NOT before considering what it is. Limits are the best way to avoid getting overwhelmed and giving up. Don’t ALWAYS do this though (unless you wanna…), it’s just something to try out when you feel like you’re seeing too many possibilities to the point that they’re contradicting each other. Unless your goal is to make something full of contradictions, you’re a Free Man, do whatever you want.
Keep a list of random ideas you have throughout the day in your notes app or something and then at some point actually review them. Keep what you think is worth exploring and then act on it.
Find out how something works very throughoutly so you know which aspect can be changed to create something new.
Take a concept and break it down into smaller concepts, ideas, questions, key elements and then also break those ideas down etc. This will naturally lead to associations, unique ideas you wouldn’t think of without doing this. I found that this is a great way of coming up with metaphors.
This one is similar to the last two: take a piece of art you really love and try to find out the thought process behind. What’s the story, where did the artist get inspiration from, how did they incorporate those ideas in their work. How did an artist combine their personal interests and knowledge into one big thing. For example: Tolkien was an erudite linguist, so much so that he created entire functional languages in his work, such as Elvish in Lord of the Rings. Hirohiko Araki loves 80’s music so much he named characters in Jojo’s Bizarre Adventure after music references. This is why no knowledge is useless knowledge.
Think about the times you’ve been the most creative before. What were the specific circumstances? For me my best ideas always come when I have a strict deadline for something unrelated, like school (which I’m way too willing to sacrifice), or when I’m doing something mindless like walking and listening to music, or playing a game that requires no thinking. Most of the time after 10p.m. This doesn’t mean I can’t “force” myself to be creative (tips above), it just means these are the times ideas come most naturally. For some people this might be being out in nature or experiencing high emotions, maybe having their life on the line idk, to each their own.
You can’t just create. You also need to consume. The more information you absorb, the more possibilities you have with your ideas. So if you’re not feeling that creative, that’s fine, it’s the perfect opportunity to learn something new.
If you don’t already do these things and you’re looking to get more creative my advice is to ACTUALLY TRY THESE OUT. You’ll best understand them in action.
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cereovo · 1 year ago
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A set of very conceptual notes I drafted a while back for someone asking for advice on learning to draw humans. I'm entirely self-taught so this is less of a tutorial and more of a very rambling set of general principles I follow and ideas that helped while I was learning. I figured I'd post it in case anyone else could get use out of it!
I also recommend checking out:
Drawing East Asian Faces by Chuwenjie
How to Think When you Draw (lots of good tutorials in this series)
Pose reference sites such as Adorkastock
Transcript and some elaboration under the cut:
Img 1 - Drawing a face
The two most important elements (at least for me) when drawing a face are the outline of the cheek/jaw and the nose*. I often start with a circle to indicate the round part of the skull, then add a straight like and a 'V' to one side [to create the side of the face and the jaw]. The nose creates an easy template for the rest of the face's features to follow (eyebrows at the top of the nose bridge, eyes towards the center of the bridge, ear lines up to eye) and the placement/direction and overlap with other features is a very simple way to indicate dimension. [A sketch of a face that has been adjusted by moving its parts to create 3 different angles. The following text is underneath:] -Different 3/4th views can be created just by adjusting the position of and amount of overlap between the facial features. - The top of the ear usually lines up with the corner of the eye. Think of how glasses are designed [specifically, how the arms run from the eyeline to the ear] [I go on a tangent in these next few paragraphs] *One thing I see many artists do - not just beginners - is learn how to draw A Person. As in, one singular person with one set of bodily proportions and one set of facial features. It's an issue that runs a bit deeper than 'same face syndrome' because sometimes these artists can draw more than one face, they're just not very representative of [the diversity present across] real people. Part of the reason I'm talking more about how to think about approaches to drawing - rather than showing specific how-to's - is because there is no one correct or right way to draw a person. The sooner you allow yourself to explore variety - fat people, old people, people of color, people with [conventionally] 'unattractive' features - the easier it'll be! Artists often draw their own features honestly and without [harmful] caricature, so it's always a good idea to look at art made by the kinds of people you're trying to draw if you're ever unsure about how to handle something. In general, it's far more important to learn how to interpret a variety of forms than to learn how to replicate the Platonic Ideal of the Human Body.
Img 2 - Stuff that helped me
Jumping into drawing humans (faces or otherwise) straight from photo reference can be overwhelming. The trick is to simplify forms into shapes - but even this concept is sort of abstract and it may be hard to know where to begin. Good news - Thousands of other artists have already figured it out. [When starting out] I needed to learn from photo reference AND artists I admired in order to improve. [When looking at stylization you are inspired by] ask yourself: WHY does this simplification work? How can I translate it into a different pose? Instead of copying what you see in a photo reference exactly, try to focus on the general forms first. My two biggest style inspirations for humans while learning to draw them were Steven Universe and Sabrina Cotugno's art. SU gets a lot of hate [in this instance I was specifically referring to a time on tumblr when the art was knocked for 'losing quality'] but its style does a great job of simplifying anatomy in a way that still portrays a diversity of bodies + features. [Extremely simplified drawings of Lapis, Steven, and Amethyst] SU characters are still identifiable- and still read as 'human' - even when reduced to just a few lines!
Img 3 - Things I keep in mind while drawing side profiles
- Eyebrows + eyes close to the 'edge' of the face - Forehead needs enough room for a brain - Eye is > shaped from the sides - Mouth kinda halfway [between the nose and the chin] but closer to the nose - Skin/fat exists under the jaw [and connects to the neck] - neck is about one half the width of the whole head - the back of the skull always sticks out a bit further than you might expect - Sometimes less is more - contours exist on every face, but drawing them in may make your character seem much older than they're supposed to be. However, it's a good idea to use them when you *want* your character to look old! These are very general notes- every face is different and has different proportions [and playing around with them creates unique and interesting character designs]
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utopya-cc · 6 months ago
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youtube
Preview) Passionate Gifts| Functinal Designer Bag
Hi everyone. I hope you are all doing well! I have some exciting things to share and show you🤩!
✨This is one of the most exciting updates that I have made. There is more to it than what you saw in the preview video. The video covers just the animation; there are a lot of other features!
Basically, the update will have a whole new mod! So please Try to read the full post. Don't skip to the download page; there are some important things to know before Downloading it and using it,
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The New Animation:
Let's start with the animations. This interaction has multiple animations that they may play each time you perform it. (just some small cute variation to the main animation)
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One major new thing with this interaction is that it's staring from the back. Your sims will come from the back to give the gifts.
The Pros are: I think it looks great, I think coming from the back adds to The intimacy and surprise element of giving gifts, But the Cons are the game interactions are all face to face, so doing it like this isn't the best and the smoothest way to do it,
The New Designer Bag Gift:
The Designer Bag will cost your sim $1500 Simoleons ( I think it's well worth it; more on it later in this post!). The new interaction is located in the passionate gift pie menu under the romance category, with its own Custom Icons.
There are 12 in total swatches/brands that you can get. I will show you some of them now and let you explore the others.
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I first planned to make it into a one-box gift, and then you can change the swatch by build buy, but it was a little bit inconvenience for the gameplay, and I didn't like it that much,
So I had to push it a little bit further, and thankfully, I did manage to figure out how to add all of them (it was one of the main reasons that extended the release date),
So now, every time you give the gift, your sims may give and receive one of 12 different Designer Bags. Each bag has its own Package Box, and the gift will change depending on each swatch. So, basically, there are twelve new gifts in this update.
You can still change the swatch by build-buy, but I think it is more fun to let your sim choose. I have also added a small mechanic to lower the chance of giving Duplicate swatches if you already have that bag in your sim inventory.
(I just want to mention that I added a surprise animation when they see the prize tag! It's just a small detail that I thought it would look cute 👇) 
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The Interaction Outcome:
After performing the interaction, your sim will receive the Designer Bag and its own custom Package Box. Also, your sim will receive some Buffs and moodlets for both the target and the actor,
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As I said, each bag Has its own custom package box. You can sell it for 20§ or decorate your house with it. It can also work as a pedestal for your bag. I have added a slot to it so you can put stuff on it:
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The Fully Functional Bag:
Now, let's start with some more exciting stuff. The bag is fully functional🤩! You can wear it and rename it. It is also live draggable, so you can live-drag it whenever you want, and it comes with its own inventory.
First of all, how do you wear it? You can easily do that from your sim inventory! Just click on it and click on (Wear). You can wear it with any outfit you like!!
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It will be shown in the queued interaction on the left side of the running interactions. You can remove it by canceling the interaction.
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While you are wearing it, you can't access the bag; you have to remove it first, and then you can access it or live drag it.
By wearing the bag, your sim will get a confident Buff.
Also, wearing the bag will slow the decay of some of your sim needs. My idea behind that is that wearing a bag makes youre sim more organized and less likely to get tired.The modifiers aren't that crazy; I think with them, it's just more fun to remember to wear it before going on a walk or to the coffee shop.
I have also added some buffs to other sims around you. For example, they may be amazed by seeing your sim wearing a Designer brand, and your partner may feel flirty if they see your sim wearing their gift.
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The bag is Live draggable; you can drag it anywhere you want and open it. Each bag will have its own separate inventory, which can store almost anything and help organize your sim's inventory better.
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The bag will be fully functional. I am planning on some existing features for it, and I will post some sneak peeks soon, so keep an eye out for that.
There are twelve Bags for your sim to have. I mean, I can imagine that Wealthy Sims will have at least two or three bags, so I have added the (add-to favorites options); you can do that while the bag is on your Sims inventory, so you can keep track of youre favorite used bag while carrying multiple ones for your different Outfits. And you can also rename them!
Of course, you can also collect all of them just to fill and decorate your Sims' closet. So, I have kept the option of buying it from Build Buy. Most of the bag's features will work, minus some gift-related ones.
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To access the bag inventory, You have to place or live-drag it first; you can't open it from the inventory.
Showering or sleeping will remove the bag automatically. (I am blacklisting the interaction where youre sim removes the bag by hand, so if I have missed something, let me know)
The sim who receives the Designer Bag Gift Will automatically be the owner Of that Bag,
DOWNLOAD:
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justin-chapmanswers · 2 months ago
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AAAA THE SILVER SPOON EXIT IS FANTASTIC!!! You guys always do such a good job with the Exit Interviews. They're super fun videos that also add juuust that little extra amount of characterization that makes them even better to watch.
What inspires you guys to add the little mini-stories in each interview? Do you usually have an idea of what direction you want it to go beforehand, or do specific questions give you inspiration?
Thank you so much!!! Had so much fun working on that one. And looooove the question. Partly cause I'm like "idk if anyone cares that I do this, but it's fun, anyway!"
When writing any Exit Interview (I've been sole-writing or co-writing all from Box's-and-on, but might not for Balloon's?), I always want to be writing with some sort of angle. Sometimes it's a story for the contestant (TK, Cabby #1, Paintbrush, Silver) , sometimes for the interviewer (Box, Clover), sometimes both (Goo). Sometimes it allows us to hit on an angle on a character that we haven't already, sometimes it gives us some time to show off how far a character has come. Sometimes something that affects the whole interview, sometimes something that'll pop up towards the end that we can hint at earlier. But we tend to try for at least a little-something! We like presenting new narratives wherever we can. The tale is never quite done with these pals!
As for how we plan it out, I'll often go into an interview knowing exactly what angle I want to come in with, and how much that angle'll need to weigh on the characters. I knew I wanted to tell a narrative about Paintbrush wrapping up their three-season-journey and expecting a hyper-dramatic interview to express every facet of their emotional experience... only to receive a bunch of nonsense questions that leaves their final wrap-up feeling empty. So I noted to the audience that we'd love silly questions. I knew that for Silver's Exit we were going to explore the anxieties around criticism, so I made sure to write in the question prompt that Silver would love to hear some compliments- so that we could then receive a bunch of complimentary questions for him to appreciate (but not enough to make a deep impact), and inevitably we received some negative too- which I could then use to show how hard one mean comment can hit for the guy.
For Cabby we wanted to prep for her eventual return by sewing in her current troubled state of mind without tying things up to cleanly in a bow. Clover we wanted to flip it around and have her help an interviewer down on his luck. With Bot we needed to let them reflect on what they've been through but also think on some of the elements of their existence that are still feeling complicated. In Yin-Yang's we knew we wanted to make sure we were following through on their tricky feelings regarding their experience Candle, while also demonstrating their growth as a fun lil duo. Etc.
Occasionally I'll need some inspiration, so I'll ask for the questions first and see if that sparks any particular ideas. When we received a bunch of motherly-oriented characters for Tea Kettle I was left to ponder "how would she feel about this?" With Goo's Exit a couple Cheer Factory questions popped up and I started to think about the fun juxtaposition of matching Goo with someone serious who expects Goo to be a legitimate entrepreneur. Since then we've enjoyed leaning into pairing contestants with very different-vibe interviewers when possible.
And the mindset of writing with an angle all stems to working on Inanimate Answers. Not sure how many people have seen that, since the newest ep predates Invitational, but there we had a very very similar format. It's sorta like the unintentional test-run of Exit Interviews, with some personal conflicts for the contestant, and some for Justin. I'd loooove to make more of those, but they were being made at a point in time where I didn't have a non-II full-time job, and II wasn't focused much on episode production. So finding the time has been tough. We did make a mini version for the Inanimate Direct which was fun (although funnily some of my favorite on-camera work I've done for the channel was in that same video but the Patreon-information segment- which no one will ever watch again cause the Patreon no longer exists haha). And I have an old Yin-Yang Inanimate Answers 5 script that would need to be pretty heavily reworked now that season 3 exists for YY, if I were to try at them again. Maybe there's room for IA in the future. Lots to figure out with the channel! But I'm glad we've had Exits to take on the legacy of some bonus viewer-interaction-based-storytelling.
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cozage · 1 year ago
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Hi Coza. I sent a request in for a part 2 for a lifetime promise, but after reading what you said about writing second parts, I decided to change my request. Instead of writing a part 2 for a lifetime promise, could you do a Ace, Sabo x female reader headcanon where the reader is a water devil fruit user. Like how would a water user and fire user mix as a couple? Thank you. You work is amazing and always love to see what you do! 😊
This was really cute to write about! Thanks for the request!
Characters: female reader X Sabo, Ace Word Count: 600 CW: none :)
Ace
You are constantly putting out his fires, literally and figuratively. Ace loves to make a big show of his powers, but he isn’t always aware of his surroundings. 
The ship is of course always the biggest concern. But he’s also been known to accidentally burn down buildings and allegedly, a forest. His destruction rate has been 0 since you came around. You’re always right behind him, watching for stray fires he may not have noticed. It happens more frequently than you expected.
Whenever he says something ridiculous, you always spray him with a little bit of water and tell him “you need to cool off,” or “you’re getting too hot there.”
Water beats fire, of course, and you never let him forget it. He kind of likes that you keep him grounded. 
He feels a little bit more like a person and less like an element when he’s holding your hand. You have to admit you feel the same. You balance each other. 
People on the crew tease him relentlessly about how much he shows his love for you. In response, he’ll throw an arm around you and always say “She’s my weakness, what can I say?” You try not to let him see how much that silly statement makes you want to MELT into a puddle (sometimes literally you begin to melt. You can’t help it.)
After particularly spicy makeout sessions or…other things, the room is FILLED with steam. It’s basically a freaking sauna in there. Sometimes you can hardly see anything besides each other. And when you finally have to open the door and the steam spills out into the hallway, everyone on the floor knows what you guys were up to. No way to be sneaky about that, unfortunately. 
Sabo
Whenever Sabo comes up with some insanely exuberant plan, you always flick water in his face. “Don’t get cocky,” you warn. You had done it when he demanded to go to Dressrosa, but he had gone anyway. 
You’re delighted to discover your water flick still works on him (and is perhaps more effective) after he comes back from Dressrosa with a fire power. 
You find that since Dressrosa, Sabo has been kissing you a lot more frequently. Even his quick “see you at home” kisses turn into three or four. When you finally ask him about it, he just shrugs and says “I dunno how to describe it. It’s just so refreshing. You’re so refreshing.”
When he gets particularly frustrated in a meeting, he’ll look at you and say “cool me down, babe.” It makes everyone laugh as you pat his face with water, but you know he actually needs you to do it to stay calm. 
Sabo has always been a confident person who is independent and likes to take charge. After he comes back from Dressrosa, he’s still all of those things, but he likes being near you while he does them. You aren’t sure if it’s because of his fruit or if it’s because of whatever happened in Dressrosa, but you like him leaning on you a bit more. 
As he works to perfect his moves, he likes having you around. It takes him a while to get the right power level for the moves he has ideas for and he doesn’t want anything to burn down. Some days he even requests a little water barrier (think like The Birdcage, but with water and not malicious).
Now that Sabo has fire powers, sensations are definitely more heightened for both of you. Even when you all touch each other, the feeling is different compared to when he didn’t have a devil fruit. It definitely adds a new exciting and fun aspect to your relationship, one that both of you are extra eager to explore further.
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felassan · 4 months ago
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New today on DA:TV from Game Informer - their last DA:TV coverage article -
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''Everything We Know About Dragon Age: The Veilguard’s Bellara Lutara by Wesley LeBlanc on Jul 22, 2024 at 02:00 PM "We've reached the end of Game Informer's Dragon Age: The Veilguard cover story coverage as we prepare to launch our next exciting issue. But I still have this one last feature to publish, and it's about Bellara Lutara, the Dalish elf and member of the new Veil Jumpers faction in the game. During my visit to BioWare's Edmonton, Canada, office earlier this year, I checked out the game's expansive character creator, its in medias res prologue, and the first mission after said prologue. Though BioWare released a big look at Veilguard's prologue via a 20-minute gameplay trailer last month, they haven't released much about that subsequent mission, where you meet and recruit your first companion, Bellara. I learned a lot about this character, and knowing I was one of the first outside of the studio to see the mission where you meet her, I spent a chunk of my interviews with the team's leads talking about Bellara. So, for my final feature on Dragon Age: The Veilguard, here's everything I learned about this quirky elven mage."
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"Everything We Learned About Bellara Lutara In Dragon Age: The Veilguard In talking with BioWare's various leads, like game director Corinne Bushce, creative director John Epler (who is personally responsible for writing Bellara and leading her development), and BioWare general manager Gary McKay, it's clear the team has a deep love for this character. She's energetic, effervescent, and academic, and as a companion for combat, she's a character I’m pretty excited to use in my party.  "I love Bellara, I think she's fantastic," McKay tells me. "I see people that I know in her and so that's how she really resonates with me. I love the whole tinkerer aspect to her. It was a collective to bring that character to life. It was everything from the writers, to the editors, the animators, to character modelers, to the texturing, to how we light her. I'm really proud of that character." 
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"Bellara In Combat When I ask Busche about Bellara, she gives me some insight into what I can expect of the mage on the battlefield. And Bellara sounds like an excellent choice for both support and elemental combos.  "Oh my goodness, she is amazing," Busche says. "So, first of all, she is a mage. She is an explorer of ancient Elven ruins. She is an elf herself and a member of the Veil Jumpers faction. They investigate the ancient ruins of Arlathan. Everything about her character as a mage leans into that, but she also challenges the kind of archetypal idea of a mage."  She does that by attacking with a bow at range using electrically charged arrows. But she's also casting spells that slow down time or heal allies and Rook. She does that by challenging magical energy into her gauntlet. Busche says she starts as a support character in combat, thanks to her healing spells, but notes players don't have to build her out that way. She also leans into electrical damage, and "damage type really matters a lot when we get into the strategy and tactics," Busche says.  "You can spec her out in a way where she's unleashing this devastating vortex that pulls in all enemies into an electrical storm. Maybe then we unleash our own [area of effect attack] with all the enemies clumped together," Busche adds. "She can debuff all the enemies with the shocked affliction, where they're taking passive damage. I mentioned she can slow time, she can heal. She is one of the characters that you can build out [to have her] healing spells heal you autonomously, so if you're the kind of player that likes to be on the frontlines [...] Bellara might just be the perfect companion for you." 
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"Bellara's Place In The World Epler, who writes Bellara, tells me about her place in Thedas as an elf and the connection elves have to the magic of the world. He says if you've paid attention to the franchise, you likely already know that elves are historically an oppressed people in the games. Now, with two of their gods on the loose in Veilguard, magic has poured back into the world in a big way.  "She represents the Veil Jumpers," Epler explains. "Now, the Veil Jumpers are a faction that's appeared in the comics before, but otherwise, this is the first time it's appeared in the games, and they are the ones journeying through Arlathan, where the ancient elven empire used to exist and left a lot of artifacts when it disappeared. When the elves fell from immortality thousands of years ago, they still left a lot of their artifacts and a lot of their, for lack of a better term, magical technology behind, and Bellara represents this yearning to find the truth of who the elves were because not only did they lose their magic and their immortality, they lost a lot of their history.  "A lot of what they know of their past is based on myth, it's based on rumor. Bellara is a knowledge seeker. She wants to find out what's true, what's not; she wants to find the pieces of who the elves used to be and really understand what their story was, where they came from, as well as figure out where they're going next, and find a future for the elves. And within the context of The Veilguard, she joins the team, first of all, to help stop the gods because Bellara feels at least partially responsible since they are elven gods, but also to maybe find a little bit more of who they used to be. Because again, you're dealing with these elves that were around millennia ago that have now reemerged into the world, and who better to teach her who the elves used to be than them.""
"A Quick Detour: Magic During my discussion, Epler spoke about magic's place in the world and how it differs in Veilguard from previous Dragon Age games. Here's what he said: "Historically, as you've mentioned, we've been in the south of Thedas and south Thedas is Ferelden, Orlais. Both are fairly still oppressed, they still have circles. Mages are viewed with suspicion, but Tevinter has always been this land where mages rule, mages are in charge, mages make the rules, mages run the show. So what does that look like? And as we've gone through [Dragon Age: Origins, Dragon Age II, Dragon Age: Inquisition], magic has become more and more present. And part of that is because Solas has been slowly preparing this ritual for longer than anyone in the Dragon Age universe is really aware of, but also, just going into the spaces where magic is, by definition and by the lore, much, much more present. And it's been fun because, again, we do have rules; we want to make sure we're not violating the lore or violating things we've said before. But it's also, again, that permissiveness of, 'Okay, what is the most interesting way to do this? What's the most interesting way to tell the story? [In] Origins, II, on the Eclipse engine, we could talk about this fantastical magic, but the engine didn't really allow us to show it. For the first time, we're really able to let the visuals speak for themselves and not have to tell the player, 'Trust us, it's spectacular; this magic is really cool.' We can actually show you and let you drink it in.""
"For one of my last questions to Epler, I was curious about the contrast between Bellara, an elven mage who is optimistic and bubbly, and Solas, a determined and tragic character. He indicated there might be more to Bellara than meets the eye."
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""Solas sees himself as the tragic hero," Epler says. "He's not capable of really being happy, he can't let himself be happy, partially because he carries the guilt of what he did bringing the Veil, doing what he did to the world. Whereas Bellara is somebody who has seen tragedy, and as you get into her character arc and get into her backstory, you realize this is a character who has seen a lot of tragedy. But that tragedy, instead of wallowing in it, she's forced herself to push past it. She looks at her regrets, and she tells herself, 'I don't want to feel regret.' "Whereas again, Solas tends to wallow in his to a large degree. And it allows us to create a very big differentiation. Part of it is also because Solas is an ancient elf, whereas Bellara is a Dalish elf, but she just sees a problem and wants to solve it. She feels a tremendous amount of responsibility to her people [...] to the Dalish, and to the Veil Jumpers, and that drives her forward. That said, she does have her moments where she has doubt, she has moments where she has a more grim outlook, and there are moments where you realize that some of her sunny, optimistic outlook is kind of a mask that she puts on to hide the fact that she's hurting, she's in pain. But in general, she doesn't see any benefit to wallowing in those regrets." We learned today that Bellara will be voiced by Jee Young Han, known for her roles in Perry Mason, Unprisoned, and as Sentinel Dax in a previous Bioware game, Anthem. To see the rest of the cast, along with Rook's four voice options, click here." [Editor’s Note: This article has been updated to reflect that Bellara’s last name is Lutare, not Lutara as it previously incorrectly stated] "For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below."
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[source]
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dazed-dollie · 17 days ago
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a doll's desires, act 1, prologue
an 18+ fantasy-horror short story series
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act 1 - the phantom's doll
story content warnings: dollification, non-con/dub-con fantasy hypnosis, mild corruption kink, non-con/dub-con sexual encounters, doll transformation, psychological body horror, body betrayal
prologue
relevant content warnings: non-con/dub-con fantasy hypnosis
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This is a story about a good girl, who always did what she was told. It was the safe choice. She was told to do well in school, and so she did, graduating with honors; recommendations and accolades from her teachers in abundance. The safe choice. She was told to use her degree to get a good office job - and so she did, stunning co-workers and managers alike with her charm, quick thinking and extraordinary attention to detail. The safe choice - she always went with the safe choice.
It just made sense. After all, things never went well when she made the unsafe choice.
She made one unsafe choice - then another - then another. The chaos that was left in the wake of those choices could be measured in magnitudes. No - nothing good or safe had ever come from succumbing to the call of her darkness.
It whispered in her ear -  
Harder.  Faster.  More. Surrender. Echoing in her thoughts like a guiding rhythm. Taunting her mind like a mocking prayer. So - safe, it was. Even as that blanket of safety wrapped around her with its suffocating steadiness, it was what she…wanted. No - decided. It was her choice and that is what mattered.
Right?
Her safe, perfectly-calibrated rhythm was tuned to counterbalance the dark cadence that threatened to consume her. She made sure of it - deliberating each step, calculating each word, planning each transition. But that process did not come without its own cost, and the cracks were beginning to show. But she was at the cliff’s edge of ability to bear the heavy weight of “safe” for much longer - the dark rhythm was threatening to shatter its fragile dam. She tossed fitfully in her bed, the deafening hymn the only sound in her mind... ...when she heard it. A new tune - one that seemed to harmonize with the dark refrain. It was opera, of that much she could be sure, but her mind seemed to be unable to hold on to a single word, note, or phrase before the next arrived. She could not think, she could only listen, experience, and feel.
It felt soothing…relaxing…and suddenly the darkness of the call seemed less frightening. The lilting tenor voice reminded her of the sensitive and artistic soul she had once been with dreams of art, passion, music, and beauty. The slow slide of the melody's consuming aura wrapping around her body ignited heat and sent waves of pleasure along her spine. No longer a lonely, solemn aria, her mind now sang an enthralling duet. Her mind began to quiet to complete silence, as the dynamics between the tenor’s song and her dark chorus plunged her mind into the inky waters of a deep and "dreamless" sleep.
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hello and thank you for reading! I just wanted to hop in at the end here to add some context and info about the direction of the rest of this story. I wanted to start “dollie’s dramas” with an erotic fantasy-horror concept to explore the darker and frightening parts of the some of edgier kinks as appropriate for (what’s left of) the season. I’m hoping this will also serve as an exercise in giving words to some of the conflicting feelings that can arise while playing in these kinks, when they go both right and wrong.
the other inspirations - phantom of the opera, “the doll people” by Sofia Isella
the body horror elements mentioned will not be graphic or feature any gore-like imagery and it will be more of a psychological take on body horror of the transformation element of dollification.
hoping to drop the rest of act 1 for halloween tomorrow 🎃
act 1, chapter 1 here
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dr-spectre · 4 months ago
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You mentioned something about Splatoon 4 thoughts earlier today, and I really wanna hear you ramble about that. But I also really wanna listen to you ramble about a Hypno Callie rewrite lmao. So if you haven't already, since there's a good chance I missed it lol, what would a Spectre Hypno Callie rewrite look like?
OH DUDE NOW YOU'RE GETTING ME ALL PUMPED UP TEHEHEHEHE! ITS TIME FOR ME TO RAMBLE!!! Imma go ultra autism on you!!! It's gonna border on fanfiction territory! (Not the creepy or romantic kind...) Don't say that I didn't warn you...
Splatoon 4 Ideas.
Now here's the thing right. I only have a few ideas on a Splatoon 4 so I don't think I can do a giant ramble about it yet. But so far I got the idea of Splatoon 4 taking place in a giant futuristic city near the beach. So you get this cool plaza area near the beach and I got that idea from the AMAZING Project Splatoon 3. Seriously go check that out, it is amazing!!!!!!!
But you can also go into the city and explore some of it. And you can ride a bike to different shops and have your own apartment!!! I know people want apartments for the next game and yeah I agree. We NEED an apartment maker, it's the next logical step from lockers!
Also for weapons... I would LOVE to have a flamethrower weapon but instead of fire it's mist. A crank operated shooter made out of bike gears where you gotta keep spamming the ZR button, kind of like the Octoshower's weapon. A Wii Zapper charger!!! PLEASE NINTENDO! A saw blade Splatana. Maybe a pool noodle Inkbrush? That would be funny. Maybe a Painbrush that has a fan on it? Man... I'm starting to sound like Sheldon HAHAHA!
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For the new Idols, it would be a duo instead of a 3 Idol group because oh my god 3 team Splatfests are so unbalanced sometimes. They would have the colors red and cyan. I don't have much on what they would look like, but I imagine one of them is a female Inkling with a cyan color and the other is a male octoling with a red color. It's time we have a proper God damn male Idol that isn't a giant manta ray!!! Now since I cannot draw for shit and I don't have the desire to draw (drawing has made me so angry so multiple times so I stick to writing and rambling) so I'll just show some pics to show you what kind of vibe I'm going for.
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(Yes I'm not fucking joking. I've gotten inspiration from Silver the Hedgehog and Spider-Punk...)
I think it would be an interesting dynamic to have a fancy, highly teched out character paired up with a grungy and punk character who's loud and funny. I can imagine their music to be futuristic and techno while including segments of rock. Basically techno rock with romantic elements in it.
I would like some quality of life improvements and just general improvements as well, like being able to customize EVERY part of your look without having to go through that annoying character creation menu in the crater. Faster levelling up for abilities, ability drinks and food actually giving you which ability you want instead of a chance at it. Way more pants and a pants shop. WAY MORE hairstyles, eye colors with an option to select from a color wheel, eyebrows, scar and tattoo options too with a new tattoo vendor. (the tattoos are explained in game to be temporary ones even though they secretly aren't, to make sure parents don't get the wrong idea lmao)
Maybe some gameplay tweaks too? like including very slight momentum when going downhill? It has to be very slight though for balance. I would like to add a dolphin dive like mechanic where if you press the jump button in the air in your swimming form, you'll quickly stomp to the ground, and that speed will be carried over when swimming in ink for a little while. Maybe faster horizontal wall swimming too? Basically make the gameplay a little bit faster is all I'm trying to say, Splatoon doesn't need a giant gameplay overhaul, just small tweaks to make the last game seem worse to play lmao.
And of course, BETTER SERVERS! WE NEED DEDICATED SERVERS! NOW!!!!!!!!!!! EVEN IF ITS JUST A FEW IT'LL BE SOOOOOO HELPFUL! STOP BEING STUPID NINTENDO! GOD!
Um... anyways!
Now, in terms of story.... I would have 3 parts, one is the main campaign while the other two are DLC. The main campaign is focused on the Salmonids. You play as a new agent (Agent X or something, i think that's a cool name) as you explore these islands Super Mario 64 style where you do missions and try and stop the Salmonids from getting out of control as they gone on a rampage from an unknown cause. You have to complete enough missions on an island to go to the next.
Basically, think of Salmon Run maps and areas found in Mario games but they are WAY LARGER and more complex areas to go through with NPCs to talk to. I really want Splatoon 4 to expand on the concepts found in the hub worlds in Alterna and go fully into a 3D Mario sandbox style game.
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You also have to team up with Frye, Big Man, Neo Agent 3 and Marie who join up with a new cast of characters who are in charge of guiding you to new islands (haven't thought much about what these characters are) to figure out what's going on. Callie doesn't appear in the story as it's explained in a Sunken Scroll that Callie is helping Octavio figure out what to do with the Fuzzy Octarians that are still trapped in Alterna. And yes Octavio has now fully joined the New Squidbeak Splatoon which Callie is very ecstatic about.
Cuttlefish is fully retired and doesn't appear, and Captain is taking a break from captain duties, leaving Marie to watch over Frye and Big Man as she is their boss anyways. Now, where is Shiver in all this? Well... here me out... she's the villain. And no she doesn't have any sort of bullshit evil headgear on. She's a villain due to being corrupted by greed and wanting more power. She has become addicted to the high she gets from winning and feeling powerful and has teamed up with the Salmonids to gain even more power and cash. She's been fully consumed by power and cash and Frye and Big Man are not on board with her plans as Shiver doesn't wanna give back to the people in Splatsville anymore. So Shiver leaves the group and gathers up the Salmonids and commands them.
However it's revealed that Shiver is doing these things because she had a bad family upbringing in her clan and was always talked down to and treated as weak. So all that trauma and resentment is finally on the surface and Shiver is lashing out at everyone because her pain is so much for her. There could be some themes about found families and healing trauma with the people that you love and stuff like that. Haven't thought too deeply about it. But I would really love to see Deep Cut forgive Shiver and just hug and cry it out. I'll cry alongside them lol.
Now, the second story is focused on the Squid Sisters and takes place before the events of the main campaign. You play as Agent 4 and Callie finds you lying on the floor and tells you that Inkopolis Plaza has been covered in a strange fog and a weird green substance that looks like gooey moss. The buildings have changed and there's all this weird plant life and dust everywhere. Callie escorts you to the tower found in Inkopolis Plaza to figure out where Marie went and that's where you meet Octavio who got shot down in his mech from a laser.
The three go inside and the building looks very similar to the aesthetics of Side Order but with a hospital liminal space edge to it. It looks like a twisted dream hospital environment with a giant lobby in the middle.
This kind of vibe but more open and less hallway like. It should invoke the feeling of going to a hospital as a kid.
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However, instead of an elevator to go higher, it's a giant spiraling staircase that grows after each floor Agent 4 completes. Basically the gameplay is the same as the rogue like gameplay found in Side Order but its heavily expanded upon with new enemies, objectives, color chips, etc. However... during the first 12 floors you hear these weird whispers and voices that sound very similar to Marie's voice.... Callie says she's getting major Deja Vu, and then Marie's voice is fully clear and echoes throughout the building, telling Callie in specific to leave her alone and to get out of here. They don't listen and continue forward.
When you reach the 12th floor, you go inside a giant white chamber and you see Marie in a new outfit that's similar to this outfit found in the Splatoon 2 artbook. Basically this but with a cool cloak and squid tentacle patterns on it and a gas mask instead of shades.
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She's standing on some kind of green gooey moss and looks angry. Marie attacks Agent 4 with her charger and its a stealth boss where you gotta sneak around and get up to Marie and knock her down from the moss pile. Evil Marie has always been a beloved fan concept in the community, like Hypno Marie has so many cool fan designs out there and i think that could work honestly.
Callie manages to knock the mask off of Marie with a splat bomb but she's still angry. Callie grabs onto Marie and Marie calms down and cries. Agent 4 looks at the gas mask and its just filled with regular oxygen, nothing special about it. No hypnosis gas or anything. Just regular oxygen... Marie says she's sorry and explains that stuff from her past is catching up to her and making her unwell (you can guess on what I'm referring to wink wink.) She was unable to sleep for several days and was being manipulated by someone...
The thing behind Marie's manipulation appears from the ceiling and it's this giant white metallic squid that has transparent glass on some of it's body and arms, which shows this bright green goo flowing inside it. (think of Overlorder but he's a squid). I don't have a lot of information for this guy but this villain was created to cure Fuzzy Octarians, but due to unknown circumstances it went out of control and its coding was changed to "heal" people's pain by covering the planet in a modified and twisted version of Marie's low tide ink which now has evolved to be very similar to plant life. This goo/ink neutralizes certain parts of the brain, leaving the victim completely unfeeling and depressed, unable to feel anything, even physical touch or sensation. The villain manipulated Marie by going inside her head, analyzing her memories and telling her that all she has to is to get rid of "the intruders" and he will "heal her pain."
After the Marie boss fight, you have to travel up to 40 floors instead of 30 and during the downtime you get to learn about the Squid Sisters. Stuff like Callie and Marie before they blew up, who came up with their outfits, more info about their parents and managers, Marie talking about how she has trauma and nightmares from the events of Splatoon 2 and is terrified that one day Callie may leave and never come back again, Callie diving into her time in the Octo Canyon and finally clearing up what happened to her, Octavio showing remorse and sorrow for the actions he has done over the past 100 years. Basically Side Order but with the Squid Sisters, Octavio and Agent 4. I know it's a lot like Side Order but Side Order is so damn good so why not do it again but improve upon the gameplay you know?
That's all I got for this story and it's probably gonna change and be tweaked over time.
Now for the third story of Splatoon 4. I barely have anything for this but it will star the new Idol duo of the game, Off the Hook, Eight and Captain. I think it'll be like Octo Expansion in terms of gameplay and difficulty, but also expanded and longer to complete.
OKAY! NO MORE SPLATOON 4! TIME TO TALK ABOUT HYPNO CALLIE!
Hypno Callie Rewrite.
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Honestly, the way I would go about rewriting Hypno Callie is very simple... Remove the Hypnoshades. That's it. She can still have them as an aesthetic part of her outfit, but i would make it so Callie is no longer hypnotized and it's WAY MORE clear to the audience that Callie is suffering from mental illness and that she left with the Octarians, not "kidnapped, overpowered and brainwashed into being a mind controlled slave." Splatoon 2 was always about the separation of the Squid Sisters and their eventual healing and reunion, it was always gonna be about that but due to time constraints probably, they rushed it and introduced bullshit shades to make it easier and simpler, they then tried to fix it later with an obscure post with a relationship chart that no one even fucking talks about, even timeline explainers fail to fucking mention it... ugh...
Making Callie an actual antagonist that has been manipulated by Octavio, whispering to her and playing into her insecurities and pain is way more compelling and makes more sense for Octavio to do as a character. Like how the fuck did he come up with the Hypnoshades and why did he only use it on Callie? He can just make hypnosis tech out of nowhere? Huh? It makes way more sense for Octavio to just manipulate her as he is a master of words and propaganda.
So what I would do is introduce a new mandatory collectable in the Splatoon 2 Hero Mode called "Callie's diary." At certain moments in the campaign Agent 4 and Marie find pages from Callie's diary as she explains her feelings and pain from being overworked and feeling some resentment as Marie has stopped calling or texting her. Marie looks so ashamed and disappointed and starts blaming herself for Callie's disappearance. Some of the diary entries include the photos found in Sunken Scrolls 21 and 22. The last diary entry found in Sector 4 is an emotional rant from Callie the day she went missing. She rants about how she can't take working anymore and how she's so lonely. Her last line is "if no one truly cares for me up here... Then... Maybe..." And there's a small tear stain at the bottom of the page.
Now for the final boss, the main plot points would occur sorta the same way, you fight Octavio and Callie, after a bit Marie comes in and shoots her in the eye, Callie calms down, blah blah blah. I actually really do like the idea of the "low tide ink" that the English translation team introduced. I think it's a neat idea that Marie has this special ink that calms someone down so I'll keep that for the rewrite.
However, during the final boss, i would make it to where Marie is really trying to reach to Callie and trying to convince her that she is loved and she matters, she tries to apologize for her actions and explains that Octavio is just manipulating her for the Octarians' goals. Callie fights back and doesn't wanna listen to her, constantly trying to shut her down. Marie even reminds Callie of their childhood and it almost gets to Callie, but she becomes more emotional and angry, she's so confused because deep down she knows Marie is right, but she's so scared to listen to her because she doesn't want to get abandoned again.
However what really gets to Callie is Marie collapsing on her knees and crying, just begging her badly to come back to her. And Marie says "I love you...." Callie is in shock and starts getting flashes of good memories with her and Marie. She holds the shades in her hands and destroys them. Callie leaps into the air and collides into Marie's arms, and they cry their eyes out and say sorry to each other.
The battle plays out the same but i would like to add another cutscene after Octavio gets his shit kicked in, Callie and Marie are on Sheldon's van and they look at the sunset together. I think that would be really sweet and connect beautifully with the credits and Fresh Start.
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I took a lot of inspiration from the game Marvel's Spider-Man 2 and two boss fights in particular. The Miles vs. Peter fight, and the Spider-Man vs. Scream/MJ fight. In those boss fights, it's sort of like a therapy session for the characters in that the people under the symbiote are venting about their issues and expressing their anger they have kept hidden for so long, and the person on the other side is trying desperately to reach for them and save them from themselves. It's really powerful shit honestly and it made me feel emotional seeing Peter go "ALL I WANTED WAS TO SAVE EVERYONE! MJ! MAY! NOW THE CITY THINKS I'M THE PROBLEM! you think I'm the problem." Like i know it's kind of crazy to take inspiration from a game made for adults and take some of it into Splatoon but... I really don't give a shit. Children's media can show powerful scenes of characters struggling with their inner demons. They can do it and have proven to be successful. Children can handle it, they can.
Now... i have worked on a Splatoon 2 finale rewrite and I'm pretty much almost done with it, i need to finish the last bit of it and then go over it again so I'm fully happy with it. However i don't know how to present it as it's in the form of a script and idk how that's gonna work on tumblr, i mean i could put it on AO3 but idk if i wanna make an account just to post one thing on there and idk how many scripts get posted onto AO3 anyways...
It's like I'm a chef and I'm cooking something, but there's no waiter to deliver the food lmao.
ANYWAYS! Thank you for reading my autistic ass ramblings! I got so much free time that i just so much of it just writing down fan concepts for things on different games and stuff (I have a 42 page and counting document on a potential Sonic Frontiers 2.) Yeah... I got THAT kind of autism, not the maths and science one... Again, thank you for reading!
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wilcze-kudly · 1 month ago
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On my latest rewatch of sozin's comet part 3 at the begining when zuko talks with katara about aang i noticed that once he mentions him katara's eyes from serious face are narrowing down to make a more sad face. Furthermore after reading your post about "katara's trauma why she waited" i noticed even more scrumbs that support your post. Other then changing her grimace, zuko asks katara 2 quastions. "What if he doesn't have guts to take out my father" And "What if he loses". The second question triggeres katara to respond in panic that "aang won't lose". Here's the most interesting thing i saw on rewatch. Katara while completly ignoring zuko's first question adds that "he is going to comeback, he has to" while looking infront herself with focused face. And im sorry but zuko didn't even mention that he is concerned about aang returning to fight ozai, so katara just adds another sentence to her belief that aang is going to comeback ALIVE. This further adds to desparete "he has to" like its an obligation on aang's or universes part to not lose life because of unfinished business or just praying that aang is gonna be fine. My point is that it shows how concerned katara really is about only if aang's gonna be fine. Which explains kinda her hesitancy on her part in ember island players. She really is afraid of losing him again and it makes sense too when we look at how many deaths of people close to her she saw. Also It would be stupid to not asume that her holding for a moment dead body of her friend/possibly a new love wouldn't influence her behaviour to make closer bonds.
[Post anon is referencing]
Yeah, references to Katara's fear of losing Aang are sprinkled in throughout the show, though the aren't addressed full on, which is why I assume most people don't catch onto it. Which is a shame, and I wish it was explored more explicitly in the show because if you watch without noticing this crucial element, you could draw some very misguided conclusions.
I think it's very interesting to watch Katara's perspective of Aang and her approach to him as the Avatar shift through the series. I don't think Katara ever idealised Aang as the Avatar perse. But I think a lot of her relationship with Aang was her realising the strain it put on Aang. In the Storm, she learns how it impacted Aang's life and basically alienated him from his peers.
Throughout B1, we see Aang's role as the Avatar become second to his role as Katara's friend. To the point where in the first episode of B2; The Avatar State, Katara is actively encouraging Aang to shirk his duties in order to protect his mental state.
But I think it's at the end of B2, when Katara cradles the body of her friend who was killed, struck from behind that she realises that Aang being the Avatar may cause her to lose him.
Sure, they've been pursued by Zuko, Zhao and Azula, but bear in mind, Katara is still a kid and while she may be aware on a surface level of the danger, nothing's technically happened yet, so she may not fully register it. But now she has had a free trial run of grieving Aang and she doesn't want to feel it again. So she builds up some walls.
And we have more hints for this throughout B3. Her breaking down when Aang leaves, drawing those parallels to Hakoda, for example. Her immediately shooting down any possibilty of Aang losing to Ozai or getting hurt. She's not blindly idolising him, she is terrified of the idea of losing him and deflecting it because she's a kid who can't think about things that scare her on an existential level.
Another good example of this being her reaction to Aang kissing her furing the Day of the Black Sun.
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Analysing Katara's expression after Aang kissed her, she isn't upset with the kiss perse. If she were, she'd most likely be animated with more furrowed eyebrows. Ryebrows raised like the way they are in the show usually denominate surprise (which she is in the first few frames) or sadness. Which matches the context very well. The way she looks at Aang and then averts her gaze with a grim expression, as if she wants to say something, but is still angled to be seemingly glancing at him? That could very easily be ready as Katara wanting to respond to Aang, but holding herself back because making your relationship tangible before a big battle is a very good way to lose your boyfriend before you eben get your first date.
And since.... certain people insist that Katara being drawn in this scene with more childike proportions was a concious choice by the creators and not just an outcome of animation studios switching around and certain mixups, let's look at it this way: Katara being drawn more childlike in this scene could highlight the inherent tragism of the image of two child soldiers kissing before a battle in which one or both of them may die
She doesn't smile, not because she's not happy with the kiss, but because the boy who kissed her is off to war. Like I would not be smiling either.
Katara's trauma around loss is so pften boiled down only to her mother, which while valid, is only half the truth, and I wish this aspect of Kataang was more noticed because it does hide in the details of the show.
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daniclaytcn · 6 months ago
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I have been telling my friends that season 7 is a bridge. Also, that Tim had a plan and as he wasn’t in the last 2, the story isn’t as he planned so he spent the whole season taking the characters there. Meaning healing from last trauma to add new traumas and building the foundations for the next season, foundations he thought were going to be build.
For example:
- Chim and Maddie fostering Mara is the bridge to Maddie and Chim having another child, maybe adopting this time.
- Hen and Karen will adopt Mara, and I’m not quite sure about the next step because I’m thinking about Captain Hen but I don’t think it’ll happen in the next season.
- Bi Buck we know what bridge that is even if some people don’t want to accept it.
- Eddie, being bad written, is the bridge to prioritising and putting himself first for them establishing boundaries with his parents. (Kind of Buck did). Also, to discover himself and what he really wants. Healing.
- Bobby to realise he’s a hero and that his works wasn’t over, especially now that Gerrard is back.
- Athena hasn’t been a proper cop this season and both times (Harry incident and whatever the fuck was the Amir thing) she has used her power so I think something will happen there that’ll make her stop and think.
The reason why the wasn’t room for development is because for some stories, it was the end (Chim being traumatised in his wedding by Doug) and for other stories it was the beginning (the whole episode 7x10)
i'm sorry, i don't want to sound like i'm being dismissive of your opinion because you're entitled to it, but i don't agree with any of this. to start with, it's too bad that tim couldn't tell the story he wanted to after s4, but that's not an excuse for him to come back two seasons later, throw a temper tantrum and ignore everything that's happened since that isn't convenient for him. lol. as for the rest, let's break it down:
this sets up for maddie and chim having another child...except we don't actually KNOW how THEY feel about it. they've never talked about having more kids, let alone fostering. we never saw any of this from their POV, we were just up and told that they wanted to do it for henren. which is a beautiful thing for them to do, but we don't know what they feel about it, if they've considered the logistics of having a second child, about jee having a sibling—none of it!
my issue with henren this season was that they recycled the plot of them having trouble with expanding their family for, what, the...third time? it's so tired and feels like misery porn at this point (and let's not even get into the uncomfortable racial elements around the way mara was written in 7x05).
something as monumental as the bi!buck arc should have been explored better. sorry. aside from his conversation with maddie, we barely got to see buck do any kind of serious self-reflection about this major part of his identity and his relationship with tommy, has, well. it's just been written in a very strange and off-putting way post 7x05. sorry to say.
whatever happened with eddie is really not the way to get him to prioritize himself! think about it. for the first time he prioritized his own grief in trying to get catharsis with kim. and it backfired on him spectacularly. he hurt his kid. he lost christopher. i don't think he's ever gonna recover from this guilt. if anything, what's happened will only reinforce his belief that he should never prioritize himself, ever. the thing with kim didn't lead to any kind of healing, it made everything a million times worse. he was quite literally punished by the narrative for his grief and it's quite sickening. and given how things were handled this season i highly doubt it will be treated with any kind of nuance or care in the next.
this has not been the first time athena has abused her power—only the most egregious instance of it—and it won't be the last. if abusing her power in s1 and harassing a teenage girl then didn't get her to stop and think, i don't think this will. sorry.
my entire point, is that most of the things you've mentioned here was incredibly last minute. madney fostering mara. the eddie/kim plotline. eddie's conflict with chris. the bobby and amir plotline. everything in 7x10 felt like an afterthought. why is it that bobby's life was in serious danger and yet we barely saw anything of him? why didn't we get to see more the firefam being worried over him and holding vigil? how is it that eddie and chris didn't even have a single conversation before chris went away to a different state?
you don't use all ten episodes of a season just to set up new plot points for the rest without developing or concluding the stuff already going on in a meaningful manner that makes sense. sorry.
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qqueenofhades · 5 months ago
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Hello! I would love to hear about your favourite historical fictions - I've been looking recently for some nice historical mysteries specifically (I grew up on Brother Cadfael and I've been indulging in some nostalgic re-reading), and I am always looking for new ones if you have any in your wheelhouse. Thank you so much in advance, and I've also been enjoying everyone's recs for you - so thanks to them vicariously too :)
Not all these are historical MYSTERIES per se, but for historical fiction, this is what I can think of that I have read semi-recently and which comes to mind when I am away from my bookshelves:
The Historian by Elizabeth Kostova. Longtime favorite, still love it; literary mystery! Dracula! Eastern European history! I also picked up her most recent one, The Shadow Land, and devoured it in about three days. There is both a historical and a contemporary plot line and I snarfed it all down.
The Glass Palace by Amitav Ghosh. This is not historical mystery, but it is gorgeously written and very evocative historical fiction/family saga, set in Burma around the turn of the twentieth century and exploring the changes of war, colonialism, family, destiny, and more.
Babel by R.F. Kuang. This is historical fantasy, but she is an ungodly brilliant writer, it's set in an alternate magical Oxford in the 19th century, it deals with history, translation, empire, culture, racism, language, power, and so much more, and the ending made me BAWL. One of my favorite books ever, read it.
Trust by Hernan Diaz. Booker Prize winner; multiple narratives; explores Gilded Age New York and different perspectives on history and truth; there's a mystery element to it but it's highly sophisticated yet easily readable literary fiction.
The Ministry of Time by Kaliane Bradley. This is more contemporary-sci fi, though its main plot is about time travel, history, how power uses that history, and more. I include it here because it's one of my favorite recently published books; it's funny, moving, and one of those books that sneaks up on you with unexpected depth, so I am adding it here.
Edited to add: If you love Brother Cadfael, I'm SURE you've read The Name of the Rose by Umberto Eco, but if not, yes, Posthaste.
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powdermelonkeg · 4 months ago
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I’ve noticed that a lot of people have some problems with the Totk narrative and was wondering what you thought about it! I’m personally pretty neutral but I can see why people don’t like it. Have a wonderful day!
Okay so controversial opinion here from me:
TotK > BotW
WITH A CAVEAT
I enjoy games IMMENSELY more when I'm not spoiled on them. Skyrim mesmerized me because I flat out was not expecting an actual execution in the first five minutes. I love exploring things for myself.
I went into TotK with ZERO proper spoilers, on purpose. All I had was my own speculation from my trailer breakdowns, and the barest glimpse of Sonia from a leak. The world fascinated me. The physics engine was insanely fun to play with. I got super excited with the return of caves and dozens of collectables. I loved discovering new recipes. I LIVED in the Depths. And the slow horror of figuring out what exactly Zelda did to herself—I saw Tear 3, felt a sinking feeling of dread, rushed into the Depths of the castle to break down that last mural, then panicked as I raced around Hyrule trying to get the rest of the memories. I got the final memory, and I stood on top of Zelda's head for half an hour in shock.
BotW, on the other hand, I spoiled myself on, and was let down by in terms of what I expected out of it. I think the story would have captivated me had I stayed off of Youtube and actually bought the game (was broke at the time, didn't get it until 2019) and experienced it as intended. But I KNEW all the cutscenes, so I didn't have a drive to chase them. Which left the mechanics of the game on their own for me to get used to; I liked cooking, I loved getting a house. I hated how few enemy types there were, I missed my pieces of heart and secret caves and collectables. It's a secret to everybody? Wrong. 85000 shrines.
I started Zelda with Twilight Princess. That's been the bar for me since the beginning. If lighting two unlit torches doesn't give me a secret chest, or beating a challenging minigame doesn't give me a better quiver, it doesn't feel like Zelda to me.
Everything in BotW felt samey because I'd taken the narrative out of its natural habitat and experienced it as a movie rather than as a game, and the most variation enemies really had was a color or elemental difference. No Redeads in the desert, no Toadpoli in the lake, no Freezards in the ice. Also the bosses had no individuality.
Now, I 100% understand why people who love BotW don't love TotK. A lot of what was set up in BotW was undercut in favor of telling the story of Ocarina of Time again. There's no moving past the cycle like BotW implied there would be, and the refusal of the devs to so much as show the ruins of the last game's pivotal pieces feels like they didn't want to commit to anything. It's like if Four Swords and Four Swords Adventures were said to be direct sequels; they've got the same flavor, the same mechanics, but why does NOTHING have continuity?
(I've kind of microdosed on this frustration myself in regards to the timeline; all that effort to say BotW was at the end of all three timelines and do away with the mess they released in Hyrule Historia, and they add Zonai tech in on top of the Sheikah tech with no continuity??? Rauru and Sonia vs Skyward Zel??? Rito existed at the dawn of time. What)
As a continuation of BotW's narrative, it fails. Not egregiously enough for fans to be able to disconnect them and call them their own stories, but badly enough that the overall story feels like it was meant to be two, not one. That's a frustrating point to be in; too much is intertwined between them to break them off and create for them separately, but it's also not intertwined enough that you can't see that it's fraying at the edges.
Anyways...
I liked it. A lot. I think the whole dragon plotline and worldbuilding is fascinating. I have my gripes with dialogue, as one always does with Nintendo games, but you know.
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