#the alien flora and fauna they created is so incredible
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#i've watched scavengers reign and i'm experiencing the horrors#what an animation#it's the horror of immeasurable life#the alien flora and fauna they created is so incredible
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My Favorite Time Loop Games
I've been playing a lot of games involving time loops lately, so I thought I'd recommend some of my favorites!
(The descriptions are from Steam.)
I Was A Teenage Exocolonist:
Spend your teenage years on an alien planet in this narrative RPG with card-based battles. Explore, grow up, and fall in love. The choices you make and skills you master over ten years will determine the course of your life and the survival of your colony.
The Choices You Make, Make You
Growing up in humanityâs first extrasolar space colony means navigating a new world full of wonder, danger, and beauty. Explore the wilderness, study, fall in love, discover strange creatures, and deal with the consequences of your actions. Your choices will directly affect the lives of your friends and the fate of the colony. What kind of world will you help make? Will you survive to enjoy it? Why do you remember doing this before?
Growing Up on an Alien Planet
You have your whole life ahead of you. Will you spend it studying in school, or diving into the intriguing flora and fauna of this new world? Will you introduce space-age technology, or live in harmony with nature? Will you battle massive beasts, or nurture future generations? Realized in brilliant watercolor, the world of Vertumna is yours to explore.
Your Pasts and Your Futures Matter
Everything you learn and experience will make you and your colony stronger. You will thrive and you will make mistakes. These formative moments - your memories, decisions, and friendships - become collectible cards you carry with you. Each season brings new obstacles on Vertumna. The battle cards you earn from your experiences give you new options for overcoming these challenges, whether that is navigating relationships, learning new skills, exploring the planet, or staying alive. Every decision counts, during this life and the next.
How Many Lives Will YOU Live?
The cosmos is full of incredible mysteries, and your ability to remember your past lives is one of them. There are dozens of different endings to your story. How many lives will it take to save both your colony and the planet? Are you ready to wake up again?
Features:
Use memories of past lives to explore 800+ story events.
Discover more than 250 battle cards as you grow up on an alien planet.
Play your best hand in challenge encounters to ace your math test or escape from a wild snapbladder.
Make friends, fight with your parents, go on dates, fall in love, and save the colony.
29 wildly different endings based on the choices you make each month.
Pick from 25 colony jobs, like goofing off as a depot clerk, or surveying the valley.
Grow into 15 skills, including bravery, toughness, organization, and empathy.
Get to know 10 dateable characters, including dog-boys, aliens, hot politicians and stone cold killers.
In Stars and Time:
Live with the ever-present burden of being trapped in a time loop only you can know about in this turn-based RPG. Create a better future for you and your friends. Find hope where there is none left. Pray to the stars and free yourself from time.
What would you do if you were forced to relive your failures over and over again?
In Stars and Time tells the story of Siffrin and their adventurer friendsâa found family bound together by fate in order to end the tyrannical reign of an evil king. But as victory is just within the partyâs grasp, a tragedy occurs, the clock resets, and they have to do it all again.
As Siffrinâs the only one who notices this loop, each new start wears away at his cheerful veneer, yet he keeps going in hopes he can end this temporal tragedy once and for all.
In Stars and Time is a time-looping RPG adventure. With each loop, Siffrin gains a new perspective on the world around them, opening up new solutions to puzzles and allowing them to make better choices in conversation. Equip memories as armor, pray to the Change God to improve your teamâs capabilities each loop, and challenge deadly foes to Rock, Paper, Scissors as Siffrin seeks the truth.
Our Adventurers:
Siffrin (he/they): Stressed, depressed, and under duress. (Donât worry about it. Theyâre doing fine.) The punmaster protagonist of our neverending tale.
Mirabelle (she/her): A caring and nervous housemaiden mysteriously blessed by the god she so ardently follows.
Isabeau (he/him): Defender with a heart of gold. Cares dearly for his people and his friends.
Odile (she/her): The mature and nonsensical researcher studyingâŠsomething. (No, she will not tell you what it is.)
Bonnie (they/them): Wait a minute, who brought this kid along???
Features:
Save the world through the power of Rock, Paper, Scissors in strategic turn-based RPG combat encounters.
Ignore the limits of time and space to fix your past mistakes by repeating the same two days over and over again.
Equip the memories you have of your friends to make your party stronger in combat.
Watch the fate of this world unfold as you escape the twists and turns of this endless(???) loop.
Eat samossas with your friends!
Get heckled by a cheeky ethereal being of infinite starlight.
Pray to a god for good luck in your travels. Youâre gonna need it.
Slay the Princess:
You're on a path in the woods, and at the end of that path is a cabin. And in the basement of that cabin is a Princess.
You're here to slay her. If you don't, it will be the end of the world.
She will do everything in her power to stop you. She'll charm, and she'll lie, and she'll promise you the world, and if you let her, she'll kill you a dozen times over. You can't let that happen. Don't forget, the fate of the world rests on your shoulders.
You're not going to listen to him, are you? We're supposed to save princesses, not slay them...
Features:
Fully voice-acted by the impeccable Jonathan Sims and Nichole Goodnight.
Hand-penciled art - every background and sprite is drawn traditionally with pencil and paper by Ignatz-winning graphic novelist Abby Howard.
A princess. She's very bad and you have to get rid of her for all our sakes.
No, the Princess isn't a âcosmic horror,â whatever that is supposed to mean. She's just an ordinary human Princess, and you can definitely slay her as long as you put your mind to it.
Don't even think about trying to romance her. It won't end well for you.
Hopefully you won't die. But if you do, you'll die a lot. Be careful and stay focused on the task at hand!
A branching narrative where what you say and what you believe determines both who you are and how the story unfolds. Though I wouldnât recommend taking any paths outside of the one I lay before you.
A new roleplaying experience from the creators of Scarlet Hollow.
#i was a teenage exocolonist#in stars and time#slay the princess#video games#gaming#time loops#time loop games
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Has there been pieces of media that have genuinely scared you before?
Iâm actually a big scaredy cat! Although I find a lot of supernatural horror tropes uncreative and unmotivated, I also can only watch them through reviews by YouTubers most of the time because I donât want to watch the scares myself. Thatâs one of the reasons why I prefer (and am more scared by) psychological horror. I enjoy that so much more than big scary demon haunts a house for the hundredth movie.
That is, if psychological horror has GOOD PSYCHOLOGY, which is even harder to find đ.
With that said, the top horror types that scare me on a deeply personal level are: analogue horror, ARGs, and a category in cosmic horror that I would call âthe earth wants to eat youâ (i.e. Annihilation (2018) which shares elements with a part in a non-horror movie called Life of Pi that also terrified me as a teen, in which Pi lands on an island that is slowly trying to consume him whenever the sun sets.)
Iâll circle back around to the other categories, but in both Annihilation and that portion of Life of Pi, nature itself, having no consciousness as an entity that wants to kill or haunt or get revenge, is consuming all life as if to return living creatures to flora and fauna. In Annihilation, this is because of an alien force of life that has taken over a spot on the world thatâs slowly growing, where the cycle of life is accelerated to the point that you see cells regenerate before your eyes. This causes tumors to grow in human brains in the course of a single day (causing madnessâa particularly scary topic to me) and organisms take root inside their bodies when they sleep on the ground, which eventually grows out of them. When I saw this movie I wasnât prepared for how it would affect me, and I was screaming my actual guts out when it came to the climax of the movie. I was so deeply disturbed that I couldnât even go home to sleep on my own lmfao. Thereâs just something incredibly terrifying about the earthâmeaning no harm and being an innocent creationâbrutalizing humanity as it goes about itâs course. Again, if you watch it, the ending is the most disturbing part to me, and I had to cover my eyes for the whole scene AND WILL NEVER WATCH IT AGAIN đâŠ.
Next up, The Mandela Catalogue. If you know you know. I canât see any images from it or hear the audio for the scares again. Anything to do with things that look like uncanny humans, things that pretend to be humans but are skinwalkers, and so onâIâm SO OUT. Thatâs the most terrifying concept to me. Along with this category I would include regular people not acting like themselves anymoreâsomeone with a brain tumor perhaps who is acting odd or âinnocentlyâ attempting to hurt someone without full clarity of mind. HELP. Lmao đ the potential of it to be reality is way too close for me.
This is also why ARGs are also hard for me to watch. Since the whole concept is to portray it as reality and the creators will do everything in their power to tell the audience itâs not fictional, I have no absolutes and therefore cannot compartmentalize the fear it creates. I would never watch this kind of media except through the filter of a YouTuber reviewing it and explaining why itâs NOT REAL AND NOBODY DIED.
I do get disturbed quite easily by things like online media thatâs strange (i.e. gory claymations by someone who was a weirdo irl and used the animations for his irl fantasies) and movies that are intensely graphic and have no positive elements at all. I know about pretty much every awful âbannedâ type film (A Serbian Film, Nekromantic, Cannibal Holocaust etc.) but only because I watch Mista GG make jokes about them so I donât have to consider suicide. When things are made to be simply shock horror and have no clear point, thereâs just something about it from a writerâs perspective that deeply troubled me. Because WHY DID THEY WRITE THAT SCRIPT???? If I canât figure it out I get A BIT DISTRAUGHTïżœïżœ.!!!
Lmao anyway, the last piece of media Iâll mention that REALLY unsettled me (except this time in a way where I think the film was brilliantly written and should be watched by those who can handle it better than me) is a movie called Mother! (2017). I wonât say much about it except that itâs an allegorical film representing the God of the Bible and his wife Mother Nature, and justâŠ.goddam, man. Religion in horror is always a turn-off for me or something I canât handle, so this one hit hard after I realized what was going on. HIGHLY SUGGEST LOOKING AT THE ALLEGORICAL ELEMENTS BEFORE YOU GET INTO THE MOVIE THOUGH BECAUSE I THINK IT WILL MAKE THE EXPERIENCE SO MUCH BETTER. I went in totally blind and was sick with confusion.
ANYWAY! Thatâs all! Thank gods for tumblr where I can ramble to my heartâs content to the one person who asked đ”âđ«
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Submitted via Google Form:
I'm thinking of creating a race of people who mature to adult very quickly - in the span of 1-2 years. They'll be very similiar to humans and could pass as one if they hide some features. Part of the plot will be humans discovering this species/sub species of humans. (or maybe I'll end up making them alien) and there's certainly some scientists in that group. Trying to also come up with technical vocabulary that at least would make some sense that could work. Also, what reasons would such species have for maturing this way, at least physically?
I'm not sure how to account for mental development. There's so much fiction about rapidly growing kids but the problem is, that has never been a natural happening, so either they are magically/technologically designed to be mentally equiped adults or very much show signs of being a child in an adult body. I'm trying to have this all be naturally.
Finally, this will totally be set in a universe of my own.
Tex: In what ways are they similar to humans? Facial features? Height? Linguistic capabilities? Love of ice cream? Humans are a bit endearing in that they have a tendency to look at a person and go âtheyâre a little odd but theyâre alrightâ - pack-bonding with anything and all that jazz.
The general growth process from birth through puberty and into adulthood is a very energy-intensive process. In terms of sheer caloric content, their needs are going to be incredibly condensed according to the condensed time frame. If a teenager needs between two thousand and three thousand calories a day (NHS), for about nine years (12-20, for upper and lower bounds), how many calories a day would a âteenagerâ of your species need if their puberty lasts a tenth of the time? What about a twentieth?
Depending on an infantâs age, theyâll need between 400 and 800 calories a day (NIH). How long will your species spend in that section of their developmental years?
Mental development is in part a byproduct of physical development. Itâs difficult to emotionally regulate when the section of your brain dedicated to emotional regulation and processing simply arenât the same as a fully-grown adult thatâs also had the benefit of several years of social conditioning on how to behave in whatâs considered an appropriate manner.
One to two years is rapid. On top of all the other mentioned difficulties - a voracious appetite to keep pace with the nutrients required to grow so quickly and difficulties with emotional and mental regulation - such a condensed period to grow is going to be exceptionally painful. Itâs already painful for humans, as growth spurts are your closest equivalents and small children can experience those several times a year depending on their age, and the time period youâve outlined is going to be agonizing. Does your species have any biological equivalent to painkillers, or else some flora or fauna from their home environment that they can consume to produce the same effects?
What it seems like youâre attempting to do is cloned humans with some parameters adjusted, only with the word ânaturallyâ attached. Thereâs a reason why mammals of the dimensions of a human being donât have the pace of growth that youâre writing in - itâs resource-intensive and can often be contextually a disadvantage in a niche environment. Just because humans have managed to assemble social groups that have developed artificial materials and environments doesnât mean their hearts have evolved into, say, an upside-down shape just because they live in skyscrapers.
The primary reason I can see this sort of development being ânaturallyâ possible is if at one point it was artificially-induced, via something like genetic manipulation or exposure to deeply non-native environments such as space. For the former, there would need to be some reasoning behind altering the genetic code of an entire species in such a drastic manner - Iâm not sure I could come up with any particular scenario. For the latter, low gravity environments or even a particular mode of FTL travel might induce particular gene expressions and generational alterations that would make a rapid developmental stage reasonable.
Something would need to explain the shortened period of intense hunger accompanying such growth, however. Maybe resources changed? If I keep to the theme of something like space travel, then itâs possible that the growth cycles of their food - or artificial replication - would be scavenged for materials necessary to grow, and they adapted accordingly.
A lot of this seems to boil down to changing situations of resource availability, and how your species compensates for that. How much of this is reflected in your plot?
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đŸ
đŸ Do you believe in aliens?
Green/grey tall, lanky and big eyes? No, not really.
The potential for living cells and micro organisms existing outside of planet earth though? Yeah! There might be a possibility.
Weâve yet to be able to even come close to creating life anew in a controlled scientific environment with the correct steps and ingredients that are known to us though, so the possibility of life actually coming to existence might only have an incredibly microscopic chance of happening, and that our planet and its flora/fauna is the exemption and not the rule.
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Southern Hemisphere Witchcraft: Seasons & Sabbats
With seasonal celebrations being an important part of most folks' practices (whether you follow the Wiccan/neopagan Wheel of the Year, observe just the solstices/equinoxes, or even stick with more mainstream religious and cultural holidays), living somewhere that doesnât follow a Euro-centric seasonal model can make the question of âhow do I approach these here??â a common stumbling block.
Having put a lot of thought into this question myself, and participated in a lot of discussions on the topic, Iâm going to suggest getting at least some basic understanding of your areas seasonal (and possibly agricultural) patterns first, and then looking at how you might approach it.
Southern Hemisphere Seasons
One of the most obvious and well-known difference between the hemispheres, that even most folks living in the Northern half are aware of, is that our seasons occur at the opposite time of year.
Obviously this is an over-simplification, as seasonal patterns are affected by far more factors. This idea of âoppositesâ is also largely based on a Euro-centric seasonal model, which awkwardly sits over the calendar in some places, and in others - like the tropics - is almost entirely absurd.
I feel like itâs beneficial for most of us to try to learn about the actual natural weather patterns of our own areas. It might be pretty similar, and most of the differences are down to the different flora and fauna, or it might not divide into four distinct seasons at all. For Aussies: Iâve found Indigenous weather knowledge to be a useful place to start researching, because thatâs going to give you much more reality-based information in a colonised country than modern science, which is still often interpreting data through a foreign lens.
Itâs hard to try to adapt a system built around the patterns of another place to where you live, if you donât really know what the patterns are here. Once you have some idea of the seasons, you can look more into what might be the best approach to celebrate them.
So When do I Celebrate the Sabbats?
Ok, so there are a number of different ways to approach this, depending on how quickly you want to make a decision and how much effort you want to put into said decision.
Approach #1: Follow the âTraditionalâ (European) Dates
An easy option, that requires zero real thought, is to just follow the dates as theyâre celebrated in the Northern Hemisphere, as theyâre presented in pretty well every witchy/Wiccan/Neopagan book youâre likely to get your hands on.
Pros:
Follow the dates in most books/resources;
Celebrate at the same time as the majority of the (international) community;
Sabbats will thematically match the European seasonal holidays that have made it into our secular calendar (Yule/Christmas, Samhain/Halloween, Ostara/Easter);
If you follow European pagan beliefs, particularly any that the Wiccan/neopagan wheel has borrowed traditions from, youâre celebrating those holidays at the same time as they were/are celebrated in that land;
Does your environment come alive in winter (when the NH are celebrating the height of vitality at Beltane and Midsummer) and die/go into hibernation over summer (when the NH are focusing on the quiet/hibernation of winter)? Because that might match up well!
Cons:
Celebrating Summer Solstice when itâs Winter Solstice where you are (and vice versa, and the same with the Equinoxes) can just be.. weird?
The imagery and symbolism is likely to be double-out: Not only do you have the disconnect, for example, of Yule/Christmas symbolism being heavy on foreign flora and fauna like pine trees, holly, and robins, but it can also cause some cognitive dissonance decorating with snowflakes and heavy roasts and mulled wine when itâs the height of summer and you can see heat rising off the road outside.
Approach #2: âFlip/Rotateâ the Wheel
Another easy option, and probably the most popular, is to just flip/rotate the Wheel of the Year so that the solar events (solstices and equinoxes) match up. This shifts the dates by 6 months, and âswapsâ the Sabbats. Itâs version that youâll see in almost any book/resource you look at that acknowledges those of us in the Southern Hemisphere.
The Southern Hemisphere Wheel of the Year above by Jenwytch (2004) shows the flipped/rotated version, with the Sabbats on both images arranged synwyse (and thus anti-clockwise for the SH)
Pros:
Follow the Southern Hemisphere dates in most books/resources;
Celebrate at the same time as the majority of the Southern Hemisphere community;
Sabbats will thematically match the Eurocentric view of the seasons: Youâre celebrating mid-winter at Winter Solstice, and midsummer at Summer Solstice;
Does your environment come alive in summer (when Beltane and Midsummer are celebrating the height of vitality) and die/go into hibernation over winter (when the focus of Yule is on silence and scarcity)? Because that sounds like a match!
Cons:
Celebrating opposite the international community can be alienating, especially when so many people/spaces donât acknowledge that their experiences and practices arenât universal;
If you follow any European pagan beliefs that the Wiccan/neopagan wheel has borrowed traditions from, youâre celebrating those holidays at the opposite time as they were/are celebrated in that land;
Sabbats will thematically oppose the European seasonal holidays that have made it into our secular calendar, and might make you extra-aware of how weird it is decorating for âautumnâ Halloween themes at the height of spring and âspringâ Easter themes when itâs autumn. How do you decorate for Halloween AND Beltane, or Christmas AND Midsummer? If you have children, how to you explain that dichotomy?
As listed above, this approach can leave folks pretty confused and frazzled as to how to reconcile celebrations with âenergiesâ so different to what folks in the other half of the world are celebrating, or especially how to reconcile these celebrations with the European holidays in our calender. One of the things worth noting is that the planet is a constant state of balance: whatâs happening in one place is a balance to that which is happening in another. The other thing to note is how the âopposingâ celebrations relate to each other: eg Samhain and Beltane both have a focus on the âthinning of the veil between worldsâ, with Samhain on its way into winter lending itself to a closeness with the dead, and Beltane at the height of spring holding a focus on the Fair Folk - one gives thanks for the bounty of harvest and the other to the bounty of life flourishing (which will later lead to the harvest), and both traditionally focusing on divination and relationships. They can easily be seen as different sides of the same coin.
Approach #3: âFlip/Rotateâ the Wheel and then Customise it
This is where the work starts to come in. Again, one of the more popular approaches is the flip the wheel (as above) and use that as a framework to customise your own Wheel of the Year.
Usually the names and dates will remain intact (although aligning with the timing of the astrological events might become more important than celebrating on the same calendar date each year), but then how much you stick with the âtraditionalâ vs how much you customise things is completely up to you. Maybe you keep the themes and mythologies but add in/swap out seasonally-appropriate local flora and fauna? Maybe you add in some extra days that are important to you as well, because theyâre important to your religious path, or because they hold great personal significance to you. You really can take this where you like.
Pros:
Following the Southern Hemisphere dates from most books/resources, either exactly or close enough;
Celebrating the same things at the same time as most other folks in the Southern Hemisphere community, or pretty close to;
Great for forming a connection with your local seasons and environment;
Flexible and customisable: If something doesnât gel, explore why, change things, try stuff;
Interactive and dynamic: Your relationship takes priority over the information written in a book, and being forever-changing rather than fixed can be interesting and engaging.
Cons:
You might never be âfinishedâ building your wheel;
It takes active thought and involvement. Particularly if youâre new, this can be incredibly overwhelming;
If you follow pagan beliefs from elsewhere in the world (especially any of those that the Wiccan/neopagan wheel has borrowed traditions from), youâll have to decide whether it makes more sense to celebrate events by the seasons or the calendar.
I think probably the easiest way to approach this is a little at a time. Start with just flipping the wheel, and as the wheel turns, work on your relationships with both the sabbats as theyâre presented and the seasonal shifts happening around you. Maybe set one goal to focus on for each revolution: Get a feel for the âtraditionalâ wheel, get a feel for the seasons where you live and how they compare, notice what the local flora and fauna are doing, meditate on what colours/energies are prominent, learn about what your local agricultural cycles are doing and what food is in season. The fact that thereâs no time limit on it means that you can just do a little at a time, and you can tweak it each time it rolls around.
One book which uses this approach is Dancing the Sacred Wheel (2012), by Adelaide witch/author Frances Billinghurst. Frances presents her approach to the Sabbats in this book, and itâs highly influenced by both the natural cycles around Adelaide, and her path as a Celtic Wiccan.
Approach #4: Create Your Own Wheel from Scratch!
The final approach is to completely throw the Wicca/neopagan wheel straight in the bin and build your own wheel/calendar from scratch. No guides and no preconceptions! Is that exciting? Terrifying? Maybe some of both?
Pros:
Youâre starting from zero with no existing frameworks or ideas!
Ultimate freedom and flexibility;
Cons:
Youâre starting from zero with no existing frameworks or ideas!
Enormous job: starting from zero with no framework or guide;
For a great example of this approach, check out Australian Druidry (2017) by Julie Brett, who takes this approach creating a Wheel of the Year for her area in Sydney (pictured).
My own Wheel of the Year is probably somewhere between approaches 3 & 4. Iâm still working on it, but hereâs where Iâm at as of late 2020.
#southern hemisphere witch#aussie witchcraft#seasonal celebrations#witchcraft#original content#witchynyx
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Lovecraft Country (October 2020)
Hippolyta was on Earth 504 for the equivalent of 200 years on their version of Earth. She acquired infinite wisdom and intends to use it to save Dee. And so, Tic, Leti, Montrose, and herself drive to the observatory in Kentucky to retrieve the Book of Names from Ticâs family before it got lost in the Tulsa riots. Tic and Hippolyta fix the time machine up whilst Leti and Montrose tend to Dee. Montrose reveals to Leti that he and Tic are aware that sheâs pregnant. Tic didnât tell her because he also learned that he dies during Christinaâs spell.
Before long, Hippolyta gets the time machine up and running. There are upwards of 60 trillion parallel universes. They need to rewind to their Earthâs Tulsa in 1921. The computer needs a motherboard to give it instructions, so Hippolyta plugs herself up to the machine using the purple implants in her wrists. She uses the picture of Montrose, George, and Dora from 1921 to triangulate. She then warns them not to change anything in the past. Hippolyta plugs herself up to the machine and Tic, Leti, and Montrose travel back in time to Tulsa, 1921.
Source: Lovecraft Country Wiki
The orreryâs coordinates lead Hippolyta to Mayfield, Kansas where she arrives at an observatory. There she finds a machine that fits the orreryâs key. But the machine seems to be stuck so, using her physics and mathematical smarts, she figures out how to turn it on. Police arrive (Captain Lancaster is having them keep an eye on the place) and cause a commotion that leads to the machine creating tears in the universe, and the real heat of the episode begins. Tic throws a cop through the tear and Hippolyta shoots the other cop who bleeds out. Then, standing too close to the disruption in time and space, Hippolyta is sucked in.
Hippolyta arrives, descending meteorically onto what appears to be a planet somewhere in space. Is she in the future? Is that some kind of extraterrestrial ship? Before she can figure it out, two beings looking both robotic and alien approach her. She wakes up in a white room, nude and with purple implants in the beds of her wrists. She is greeted by a tall Black being, with a large, shaped Afro who speaks in code, repeating iterations of âYou are not in a prison,â âWhere do you want to be?â, and âName yourself.â (In the credits this character is named as âSeraphina a.k.a. Beyond Câestâ â like BeyoncĂ©, get it?)
Itâs fun to watch Hippolytaâs mind work as she begins to understand her surroundings and realize this is a place of possibility, but she still doesnât quite understand the power she is about to wield. Seraphina nudges her again. Who does she want to be? Pressured, she comes up with the quickest idea of freedom she can muster in the moment: âI want to be dancing on stage in Paris with Josephine Baker.â And surely, she is taken there â right onto the stage, in a white feathered getup, mid-dance number. She spends what seems like months there, loosening up thanks to advice from Josephine Baker herself, partaking in the fun, the sisterhood, the lavishness, the drugs. The script and Aunjanue Ellis are wonderful here. What would risk being too on-the-nose elsewhere, becomes layered and full of guts:
âAll those years I thought I had everything I ever wanted, only to come here and discover that all I ever was was the exact kind of Negro woman white folks wanted me to be. I feel like they just found a smart way to lynch me without me noticing a noose ⊠Sometimes I just, I wanna kill white folks. And itâs not just them ⊠I hate me, for letting them make me feel small.â
Hippolytaâs ruminations in this episode are full of such nuance in their pauses and pivotsâthese are feelings wrapped up together, themselves wrapped in a societal history thatâs made her feel this way. The audience is forced to feel her emotion here, to listen and be on her side. These very bold feelings become justified. Itâs pretty incredible to have her admit this all and have Josephine Baker nod and respond in knowing kinship.
If youâre confused about where and when Hippolyta travels next, thatâs part of the point. We see Hippolyta surrounded by other Black women in warrior garb. She begins to spar, in training, with the groupâs leader. We watch as her skills grow. And itâs revealed that theyâre training to fight ⊠white Confederate soldiers. This is not a space that exists in our current world or timeline, but the orrery is allowing her to travel operating by the many-worlds theory â that if multiple universes exist in parallel, then all possible realities are realized in some world. Or as Hippolyta puts it, she can find âa world where I can name myself anything.â The battle is a bloodbath for the soldiers that ends in Hippolyta kicking off a manâs loosened head. Triumphant, Hippolyta explains to the women she is now leading that this is justified anger, that itâs anger born out of love. She connects these emotions to freedom. More soldiers run toward them in the background, but Hippolyta drops her sword, takes off the helmet she earned, and proclaims her identity once more: âI am Hippolyta; Georgeâs wife.â Sheâs accomplished what sheâs needed to and sheâs instantaneously on to the next.
Iâll admit that Hippolyta returning to the scene we first met her in is touching. Her revisiting this moment of tenderness with George is grand because she is able to express her true feelings. âWhen I was a kid, I thought I was big enough to have every right to name something out of this world,â she tells him, âand then I just started shrinking myself.â She calls out George furtherâindicating that he influenced her to do this. This version of George is hesitant but apologies and admits that he dulled her shine. With that off her chest, we get her final declaration: âI am Hippolyta; Discoverer.â She grabs Georgeâs hand and the two are transported to a colorful, yet-to-be-explored planet. They make peace with the aliens living there and help catalog and discover new flora and fauna. Itâs pure joy.
In the end, Hippolyta chooses to return home. She asks Seraphina, âHow could I fit in everything that I am now, into that place?â Itâs a lovely, poetic question that Iâll be thinking about for a long time. She explains, âThat Hippolyta, she was so small,â but Dee needs her mother. Itâs not sad because sheâs not that same person. She is now a Hippolyta transformed.
Source: Vulture
(image via Twitter)
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Howdy there! How are you?
Self
My name is James Home. Iâm a 23 year old trans male from Olympia WA. In time zones thatâs PST (Pacific standard time) am a visual artist, graphic designer, and storyteller. My Briggs acronym ENFJ. In saying so Iâm a huge talker and communicator, physically and literally! Personal interests of mine include BOTW, FFXV, and Hanibal atm. I have a lovely and incredible wife named Isabella. We both additionally like DND (were even painting our minis), collecting Halloween decorations, and watching Avatar the last air bender with our roommate. Though I do have a history in plenty of other fandoms as well and always on the lookout for recommendations.
Preference
So for myself I love to take care of my Rp partners in all accommodations possible.
Meaning if your heart has been craving fluff, rough smut, or a plain ol hug. IM GAME! If none, no biggie letâs make a plot spot!
Roles I usually fall under are but not limited tooâŠ.
-DOM , Vers, Power bottom
-caretaker, guardian, teacher
-father, handler, knight
-beefcakes, robots, selfless leaders
And so much more!
The roles I lean towards are
-caretaker, strong and silent-ish type, and flamboyant entertainers.
-male roles, trans male roles, open to trying a female role?, non binary, pangender role.
- I do enjoy topping, some aspects of BDSM, and some hard kinks.
-fallen leader, relearning about a loving world, hopeful in a dark world.
-not taking their role as important as they should have or are, âIâve been doing this for years. But this is newâ, and âI brought you your favorite drink wanna cuddle, Iâll provide the sugar?â Types
And so much more!
As far as story things themes are
-highly complex kingdoms
-High pace fantasy
-society by the ocean
-abandon green houses
-heavily dense forests
-fae and fiend worlds
-AUs of pre-existing universes from shows
-magic incorporated
-supernatural
Worlds we design collectively.
My HARD NOs areâŠ
NO MINORS ROLEPLAYING WITH ME, 19 AND UNDER DO NOT APPLY
-abuse in active Rp (can be used from background and really has to depend on circumstance)
-harm of any children
-harm of expected mother
-any form of r*pe play
-blood play, degrading play, hard impact play
-crying kinks, humiliation kink, and electric play
-no smoking kinks either or character usage of substances.
Writing
Iâm not too big on proper grammar or sentence structure as long as there was an idea getting across. Iâm ok with role playing as many people as youâd like to actively work on, so doubles, and even triples are okay. Plus working two different stories is fun! I do prefer paragraphing and we all know the feeling of one word responses. This is a hobby and creative outlet from myself so thatâs why I have no big stressors about punctuation or spelling.
Storytelling
Here are some story concepts Iâve come up with. Yet if youâd like to imply your own letâs talk about it!
Counterpart pathways
A magical filled fantasy realm where all is possible including the bad. One summer day a incubus/demon hybrid named Jona, father of three, learns someone has kidnapped all three of his boys! He's on the hunt for clues and finding them at all costs. Gathering the best crew possible of Moof the best wolf bounty hunter in all the realm, Bell the boys spider caretaker shapeshifter, and Glover the bull/bison hybrid the green alchemist, set off to find the children. Along the way by gathering clues they encounter obstacles and trials of skill and pursuit! Will they ever find the three octopus babies ? Will Jona have closure and put on a shirt? Will Bell ever stop stealing everything shiny? Will Moof grow more confident in his teammates? Will Glover not stop shaking and being such a wuss? Who will help this odd 4 on their epic abnormal quest?!
Puddles
A time traveler that gets stuck in between dimensions due to their powers temporarily weakened from the extensive work they've been doing end up meeting a stranger who takes them in. Not used to the timeline they shows up in, they have to knowledge of normal behavior. They must figure out a way to recharge their abilities but has not of the slightly clue as to what it causing them to have lost them in the first place. Is the person that's helping them good or evil? Who's side are they on? How will they figure them out? Why do they find the stranger oddly familiar?
When men become mortal
An alien/robot/human species that survives by using different masks/chips for various occasions. It's like buying different clothes but they adapt or transform the hoist for a month or less of another body/form/identity. The main character experiences a technical difficulty where their head socket cannot adapt to a new face for long and has to get it repaired. Though along the way he seems to find that not wearing a false identity they actually enjoy seeing the outside world with no expectation of appearance. The other is a identity artist, the one whom develops different faces and identity. He spends hours tweaking details of bodies and faces. He always has the nicest things because of his work and from important commissions and work for certain clients.They meet at a gallery that the artist is hoisting at a museum. The individuals there are decorated like some of the model pieces and others artist curators-part sellers. The faceless one decides to go to the museum to see what's or who's being showcased and since he has a little bit of extra money he saved up for the occasion. Everyone finds him interesting since he doesn't have an appearance, they think he's a model. Thus they send him to meet with the artist for the show. The artist doesn't know him at all. They find eachother very different but most parts similar. From their meeting the artist gets inspired by his original face. Coming to realize that even himself that he has given into the world he never wanted to.The two of them hit it off. Both dwelling into the matters of the "perfect" vessel. Asking the serious questions such as what makes a body, a face, a soul attractive? They go on for hours and it starts to inspire the artists work into his new resorted craftsmanship. The faceless impressed by the purposed questions and also work. The two of them grow closer resulted from talking so much about bodies and meaning. All the while testing out the new creations, body parts, and vessels capabilities. Not all though is good while the two develop this hoist. There's a villain at hand who one of the artist's main clients that goes unsuspected. They want to use the designs to create a vessel for the bad and wealth. Only to include to kill off all humans.The two of them hit it off. Both dwelling into the matters of the "perfect" vessel. Asking the serious questions such as what makes a body, a face, a soul attractive? They go on for hours and it starts to inspire the artists work into his new resorted craftsmanship. The faceless impressed by the purposed questions and also work. The two of them grow closer resulted from talking so much about bodies and meaning. All the while testing out the new creations, body parts, and vessels capabilities. Not all though is good while the two develop this hoist. There's a villain at hand who one of the artist's main clients that goes unsuspected. They want to use the designs to create a vessel for the bad and wealth. Only to include to kill off all humans. Thus forces the artist to reveal his true identity. A human being. Not a hologram. Plus he's not just an artist but a ex-con scientist from the labs that have bloomed into a internalized war. Faceless becomes confused and also hurt that the artist to mention this. Only for the two of them being followed. The artist informs the robot that the hybrids (the children of the robot-species, generations of offspring) are the real threat to society. The one who hoists and is in charge of the power sorce is human and machine. The first of its kind, and also the previous mentor of the artist/ex-scientist. Who will get to the power source first. Our main dynamic couple or the robotic uprising that believe all humans should cease to exist once and for all?
Gay Cryptids
Themes
Active night life
Next to the ocean, sea, body of water.
Beach city/lost boys/Mad max?/punk/ regal?/neon lights/old mascots/vapor wave af
Carnival / festivals
Dark market authenticity
Biker gang(s)
Aquatic features, art, incorporated in surroundings
Lifestyles like fish importing, dock workers, sushi shops, fancy diners
Common foods are all fish and sea foods
The city was a work in process for a resort city, and a major violent storm came too early taking out some of the fancier parts of the island. Most of the higher end houses and mansions were believed to be damaged in the outer edges of the island. There had been a castle built as a main part of the hotel/resort. Old costumes, sets, mascots were left to rot by the seas breeze. Barnacles, ivy, and vines with exotic flora and fauna growing wildly cover the buildings. Possibly even growing in the mansion and other houses. The main part of the biker gang is in a abandoned church next to the sea caves is where the biker gang mostly resides and work primarily as hit men and women. The island would be decided by the two head family of vampires one powerful family versus the other in over control if the current situation of resort in the actual tourist location.A rambunctious gang of young cryptics disguise themselves as human during the daytime but during the night it's quite the time to be alive and young. Various story arcs of love and lust between the group members figuring out their own sexualities and forming adulthood. Though most of it is all of them just fucking around.A rambunctious gang of young cryptics disguise themselves as human during the daytime but during the night it's quite the time to be alive and young. Various story arcs of love and lust between the group members figuring out their own sexualities and forming adulthood. Though most of it is all of them just fucking around.
Plausible locations
Old mill
Carnival / freakshow
Rides and amusement
Abandoned Church
Greenhouse
Garden
Boat house
Log cabins
CAMP grounds
Old schools
Warehouses
The Docks or Port
Boat houses
Boat docks
Abandoned Hotel
Studios
Bike store
Surf or like diving store
Knickknack shack
Ma and Pa restaurants
Antique stores
Downtown
Library
Hospital or infirmary excotic masion
I have story plots for days SONNNN so these are at skim level for plot.
If youâd like to contact me the best ways are
Discord at
Agodnamedhome#4202
I work from 11:30 to 4 Monday-Friday
But available before, and after for sure.
Thursdayâs at 5 are my therapist appointments
Weekends are 100% free atm
Looking for a long term, short term, a friend!
#long term rp#oc rp#mulitfandom rp#email#discord#writting#hobby#rp#roleplay#looking for an online friend#pacfic northwest#orginal content#submission
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Howdy there! How are you?
Self
My name is James Home. Iâm a 23 year old trans male from Olympia WA. In time zones thatâs PST (Pacific standard time) am a visual artist, graphic designer, and storyteller. My Briggs acronym ENFJ. In saying so Iâm a huge talker and communicator, physically and literally! Personal interests of mine include BOTW, FFXV, and Hanibal atm. I have a lovely and incredible wife named Isabella. We both additionally like DND (were even painting our minis), collecting Halloween decorations, and watching Avatar the last air bender with our roommate. Though I do have a history in plenty of other fandoms as well and always on the lookout for recommendations.
Preference
So for myself I love to take care of my Rp partners in all accommodations possible.
Meaning if your heart has been craving fluff, rough smut, or a plain ol hug. IM GAME! If none, no biggie letâs make a plot spot!
Roles I usually fall under are but not limited tooâŠ.
-DOM , Vers, Power bottom
-caretaker, guardian, teacher
-father, handler, knight
-beefcakes, robots, selfless leaders
And so much more!
The roles I lean towards are
-caretaker, strong and silent-ish type, and flamboyant entertainers.
-male roles, trans male roles, open to trying a female role?, non binary, pangender role.
- I do enjoy topping, some aspects of BDSM, and some hard kinks.
-fallen leader, relearning about a loving world, hopeful in a dark world.
-not taking their role as important as they should have or are, âIâve been doing this for years. But this is newâ, and âI brought you your favorite drink wanna cuddle, Iâll provide the sugar?â Types
And so much more!
As far as story things themes are
-highly complex kingdoms
-High pace fantasy
-society by the ocean
-abandon green houses
-heavily dense forests
-fae and fiend worlds
-AUs of pre-existing universes from shows
-magic incorporated
-supernatural
Worlds we design collectively.
My HARD NOs areâŠ
NO MINORS ROLEPLAYING WITH ME, 19 AND UNDER DO NOT APPLY
-abuse in active Rp (can be used from background and really has to depend on circumstance)
-harm of any children
-harm of expected mother
-any form of r*pe play
-blood play, degrading play, hard impact play
-crying kinks, humiliation kink, and electric play
-no smoking kinks either or character usage of substances.
Writing
Iâm not too big on proper grammar or sentence structure as long as there was an idea getting across. Iâm ok with role playing as many people as youâd like to actively work on, so doubles, and even triples are okay. Plus working two different stories is fun! I do prefer paragraphing and we all know the feeling of one word responses. This is a hobby and creative outlet from myself so thatâs why I have no big stressors about punctuation or spelling.
Storytelling
Here are some story concepts Iâve come up with. Yet if youâd like to imply your own letâs talk about it!
Counterpart pathways
A magical filled fantasy realm where all is possible including the bad. One summer day a incubus/demon hybrid named Jona, father of three, learns someone has kidnapped all three of his boys! He's on the hunt for clues and finding them at all costs. Gathering the best crew possible of Moof the best wolf bounty hunter in all the realm, Bell the boys spider caretaker shapeshifter, and Glover the bull/bison hybrid the green alchemist, set off to find the children. Along the way by gathering clues they encounter obstacles and trials of skill and pursuit! Will they ever find the three octopus babies ? Will Jona have closure and put on a shirt? Will Bell ever stop stealing everything shiny? Will Moof grow more confident in his teammates? Will Glover not stop shaking and being such a wuss? Who will help this odd 4 on their epic abnormal quest?!
Puddles
A time traveler that gets stuck in between dimensions due to their powers temporarily weakened from the extensive work they've been doing end up meeting a stranger who takes them in. Not used to the timeline they shows up in, they have to knowledge of normal behavior. They must figure out a way to recharge their abilities but has not of the slightly clue as to what it causing them to have lost them in the first place. Is the person that's helping them good or evil? Who's side are they on? How will they figure them out? Why do they find the stranger oddly familiar?
When men become mortal
An alien/robot/human species that survives by using different masks/chips for various occasions.
It's like buying different clothes but they adapt or transform the hoist for a month or less of another body/form/identity.
The main character experiences a technical difficulty where their head socket cannot adapt to a new face for long and has to get it repaired. Though along the way he seems to find that not wearing a false identity they actually enjoy seeing the outside world with no expectation of appearance.
The other is a identity artist, the one whom develops different faces and identity. He spends hours tweaking details of bodies and faces. He always has the nicest things because of his work and from important commissions and work for certain clients.
They meet at a gallery that the artist is hoisting at a museum. The individuals there are decorated like some of the model pieces and others artist curators-part sellers.
The faceless one decides to go to the museum to see what's or who's being showcased and since he has a little bit of extra money he saved up for the occasion. Everyone finds him interesting since he doesn't have an appearance, they think he's a model. Thus they send him to meet with the artist for the show.
The artist doesn't know him at all. They find eachother very different but most parts similar. From their meeting the artist gets inspired by his original face. Coming to realize that even himself that he has given into the world he never wanted to.
The two of them hit it off. Both dwelling into the matters of the "perfect" vessel. Asking the serious questions such as what makes a body, a face, a soul attractive? They go on for hours and it starts to inspire the artists work into his new resorted craftsmanship. The faceless impressed by the purposed questions and also work. The two of them grow closer resulted from talking so much about bodies and meaning. All the while testing out the new creations, body parts, and vessels capabilities.
Not all though is good while the two develop this hoist. There's a villain at hand who one of the artist's main clients that goes unsuspected. They want to use the designs to create a vessel for the bad and wealth. Only to include to kill off all humans.
The two of them hit it off. Both dwelling into the matters of the "perfect" vessel. Asking the serious questions such as what makes a body, a face, a soul attractive? They go on for hours and it starts to inspire the artists work into his new resorted craftsmanship. The faceless impressed by the purposed questions and also work. The two of them grow closer resulted from talking so much about bodies and meaning. All the while testing out the new creations, body parts, and vessels capabilities.
Not all though is good while the two develop this hoist. There's a villain at hand who one of the artist's main clients that goes unsuspected. They want to use the designs to create a vessel for the bad and wealth. Only to include to kill off all humans.
Thus forces the artist to reveal his true identity. A human being. Not a hologram. Plus he's not just an artist but a ex-con scientist from the labs that have bloomed into a internalized war. Faceless becomes confused and also hurt that the artist to mention this. Only for the two of them being followed.
The artist informs the robot that the hybrids (the children of the robot-species, generations of offspring) are the real threat to society. The one who hoists and is in charge of the power sorce is human and machine. The first of its kind, and also the previous mentor of the artist/ex-scientist.
Who will get to the power source first. Our main dynamic couple or the robotic uprising that believe all humans should cease to exist once and for all?
Gay Cryptids
Themes
Active night life
Next to the ocean, sea, body of water.
Beach city/lost boys/Mad max?/punk/ regal?/neon lights/old mascots/vapor wave af
Carnival / festivals
Dark market authenticity
Biker gang(s)
Aquatic features, art, incorporated in surroundings
Lifestyles like fish importing, dock workers, sushi shops, fancy diners
Common foods are all fish and sea foods
The city was a work in process for a resort city, and a major violent storm came too early taking out some of the fancier parts of the island. Most of the higher end houses and mansions were believed to be damaged in the outer edges of the island. There had been a castle built as a main part of the hotel/resort. Old costumes, sets, mascots were left to rot by the seas breeze. Barnacles, ivy, and vines with exotic flora and fauna growing wildly cover the buildings. Possibly even growing in the mansion and other houses. The main part of the biker gang is in a abandoned church next to the sea caves is where the biker gang mostly resides and work primarily as hit men and women. The island would be decided by the two head family of vampires one powerful family versus the other in over control if the current situation of resort in the actual tourist location.
A rambunctious gang of young cryptics disguise themselves as human during the daytime but during the night it's quite the time to be alive and young.
Various story arcs of love and lust between the group members figuring out their own sexualities and forming adulthood. Though most of it is all of them just fucking around.
A rambunctious gang of young cryptics disguise themselves as human during the daytime but during the night it's quite the time to be alive and young.
Various story arcs of love and lust between the group members figuring out their own sexualities and forming adulthood. Though most of it is all of them just fucking around.
Plausible locations
Old mill
Carnival / freakshow
Rides and amusement
Abandoned Church
Greenhouse
Garden
Boat house
Log cabins
CAMP grounds
Old schools
Warehouses
The Docks or Port
Boat houses
Boat docks
Abandoned Hotel
Studios
Bike store
Surf or like diving store
Knickknack shack
Ma and Pa restaurants
Antique stores
Downtown
Library
Hospital or infirmary excotic masion
I have story plots for days SONNNN so these are at skim level for plot.
If youâd like to contact me the best ways are
Discord at
Agodnamedhome#4202
I work from 11:30 to 4 Monday-Friday
But available before, and after for sure.
Thursdayâs at 5 are my therapist appointments
Weekends are 100% free atm
Looking for a long term, short term, a friend!
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Welp, one of my coveted gems came in the mail today! I've wanted a copy of this book for a Long time, and now I have one! It is absolutely beautiful and magical--even the paper is super high quality; thick and textured. (Side note: Damnit! There's a Deluxe, Limited, Signed Edition!? . . oh thank God--it is Super expensive, haha). Someday. ;) From Amazon: "An extraordinary and surreal art book, this edition has been redesigned by the author and includes new illustrations. Ever since the Codex Seraphinianus was first published in 1981, the book has been recognized as one of the strangest and most beautiful art books ever made. This visual encyclopedia of an unknown world written in an unknown language has fueled much debate over its meaning. Written for the information age and addressing the import of coding and decoding in genetics, literary criticism, and computer science, the Codex confused, fascinated, and enchanted a generation. While its message may be unclear, its appeal is obvious: it is a most exquisite artifact. Blurring the distinction between art book and art object, this anniversary edition-redesigned by the author and featuring new illustrations-presents this unique work in a new, unparalleled light." And this excellent comment/review from Amazon user Solari: "Codex Seraphianus is one of my favorite books, but I have never read it. No one has, in fact, because this encyclopedia of a surreal world is written in an imaginary alphabet, with indecipherable texts. The book was first published in 1981, by Italian artist and architect Luigi Serafini. He claims he created the book during a three-year-long mental outbreak in Rome in 1976, and that he doesnât consider himself the author of the codex. The true author, Serafini claims, is a white cat he found some day as he went back home and lay on his lap as he wrote and drew the codex. âThe white cat was the true author. I passed for the author, but was only a manual executor. As the present confession could not be done before for copyright reasons, I take the chance to express, with the authorâs permission, the most sincere thanks for the cat, in memoriam.â And how is the book the cat wrote and Serafini transcribed? It looks like a codex from Leonardo da Vinci if he was on acid. An alien encyclopedia written in an impossible language, describing a world that at the same time remembers and parodies our own. It is the kind of object Jorge Luis Borges imagined in Tlön, Uqbar, Orbis Tertius, an artifact from another world that for some reason passed through the cracks of reality into our own. It is possibly the strangest book ever written. Linguists tried for over thirty years to translate the language, but only the numeral code, based on 21, has been cracked. Recently, Serafini said the writing is meaningless. This is how he says the crazy calligraphy of the codex was born: âIt was the writing that contained the dreams of several other writings.â The book is divided in 11 chapters, with themes that can more or less be inferred by the images: flora, fauna, biped creatures, chemistry, culture, mythology, games, architecture, technology and so on. The images have a very characteristic surreal feel, like the way they mend together biological parts and machines. A book filled with migrating trees, impossible cities, half-built creatures, and the famous image of a copulating couple turning into a crocodile. Quite simply an incredible, one of-a-kind book." It is. . . Precious, to me. ;)
#books#magic#imagination#collecting#the codex seraphinianus#brilliant#creativity#art#illustration#cats#alien#other worldly#surreal#beautiful#craftsmanship#quality#dreams#haunting#personal library#covetable#haha#bookstores#bargains#hpb#precious
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The Cedran are a species whose lives begin when they are torn into two separate entities. These entities, known as the Cirith, have a very limited timeframe to find each other and become whole again. Failure to reunite will result in the death of both Cirith. This process is to ensure that only the strong and most dedicated will survive, and is the result of a failed plan to make a species of soldiers.
Gods
The Cedran were created by four divine beings: Alach (The Deity of Creation), Aminia (The Deity of Separation), Casten (The Deity of Reunion), and Blait (The Deity of Recovery). Each of these deities lives on one of the four moons orbiting around the planet Cedras. Alach resides on Aeshal (the moon closest to Cedras), Aminia resides on Kusot, Casten resides on Elago, and Blait resides on Ra'rin (the moon farthest from Cedras).Â
Originally the gods agreed to have a very hands-off approach with their creations. They wouldn't interfere with the Cedran, and would simply sit back and watch them grow on their own. Alach and Blait were content with this decision, but the twins Aminia and Casten had ulterior motives. They wanted to use the Cedran as warriors and started influencing the way their society was growing. Alach discovered this plan and quickly put a stop to it, preventing the Cedran from going down the path the twins had in mind for them. With the agreement broken and the Cedran completely alerted to their presence, Alach and Blait decided to interact more with them. They still avoid influencing their society in any way, but it's not uncommon to hear Alach whispering stories to their beloved creations or to see Blait on Cedras itself, watching the Cedran go about their lives.
Life Cycle
The Cedran do not reproduce, and instead are each personally created by Alach and Blait. When a Cedran dies their residual energy is reshaped and given a new life and body by the Gods of Creation and Recovery. Because of this, only a set number of Cedran exist at any given time. Their life cycle is as follows:
1. Brought into existence by Alach and Blait 2. Split into Cirith and placed on two separate parts of Cedras by Aminia 3. Attempt to reunite with their other half 4. If successful in finding their other half Casten combines them back into a whole being, known as a Maelim 5. The Maelim then live out the rest of their lives, doing whatever they're drawn to do
Cirith
The Cirith have an innate pull to their other half, finding each other is easy in that regard. However, they are weak and have a very short lifespan (roughly two months) compared to the Maelim, and reunion rates are fairly low due to outside dangers and time restraints.Â
Each Cirith is an exaggerated embodiment of half their Maelim's personality and emotions. One Cirith may have their Maelim's happiness and their distaste for the color purple, while the other contains their Maelim's sadness and their love of stargazing. Each also contains half their Maelim's name (The Maelim Eofalni's Cirith are named Eo and Falni).Â
They have one set of arms, one set of eyes, a pair of horns, and are typically between three and four feet tall. Each has different colors and patterning and very rarely a Cirith will give off light or completely absorb it, their patterns not visible until they're reunited with their other half.
Maelim
The Maelim are much bigger, stronger, and have longer lifespans than the Cirith. They're They can live up to 2,000 years, though most die before they get that old. Each Maelim is brought into existence with an innate knowledge of their culture, though they do not retain the memories of the Cedran whose energy they're made of. They're incredibly fast learners, and are very skilled at learning new languages.Â
The Maelim are typically between seven and eight feet tall, though it's not unheard of for them to be nine feet. They're humanoid and along with being very tall, they're very spindly. Each have four arms (with every hand having three fingers and a thumb), four eyes (no other facial features), horns, and didactyl feet. They're usually very vividly colored with intricate patterns. They're completely hairless and have very long, pointy ears. Because their only facial features are their eyes, it's hard for them to convey emotion through facial expressions. Instead, they use body language (primarily their very expressive ears) to show others how they're feeling.
They primarily communicate telepathically, though they also have their own sign language for those who have trouble with the typical communication methods. They have no mouths and cannot eat, so they sustain themselves by absorbing the life force of other beings, which they have to do through physical touch. Their touch is very soothing, a trait they use to their advantage when taking something's life force.Â
Culture
The Cedran are a very social species, and their culture reflects that. They usually live in large communal housing units. A Cedran's bonds with other people are the most important aspects of their lives. Cedran have relationships very similar to human romance, and having multiple partners (known as Moren) is the norm. Because of their life-stealing powers, physical affection is a big sign of trust among the Cedran, reserved mostly for moren and very close friends. Because each Cedran has such an unbalanced and tumultuous start at life, balance in both body and mind is a highly valued trait. Even-tempered Maelim and those with symmetrical markings and horns are thought highly of (and typically considered more attractive). Very rarely a Maelim will have both a Cirith that gives off light and one that absorbs it. These Maelim, called Aehlin, Â are considered the most balanced and are revered as ambassadors both to other planets and their own gods. Conversely, a Maelim who has two Cirith that give off light or two Cirith that absorb light are thought to be the most imbalanced and an omen of bad luck. These Maelim, known as Essyp, are usually shunned from their communities and forced to live their lives in solitude.
Agriculture is a very large aspect of Cedran society. They sustain themselves through other living things, so they need a fairly large supply of plants and animals. A lot of land on Cedras has been turned into farms, with farmers being highly respected members of their communities.Â
Due to Aminia and Casten's influences, fighting has become a beloved sport among the Cedran, who have developed their own style of hand-to-hand combat. Large competitions and shows of strength are held often, usually with the whole community taking part. It's not just for show though, the Cedran use the training and competitions as preparation in case Cedras is invaded by hostile aliens.Â
Also due to the twins' influences, the Cedran are very technologically advanced and space travel is pretty common, albeit very inconvenient for them. Seeing as they have to have living things with them in order to survive, most of their ships are basically giant space farms. The Aehlin spend most of their lives traveling through space, connecting with other species and gathering information about different flora and fauna.
#cedran things#here they are#here are my aliens#if anyone actually reads all this i'll be amazed tbh#y'all can reblog this if you want#but you definitely shouldn't feel pressured to or anything
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The Story of Creation
The creator of the universe, master of dimensions, giver of fates is known as Alseer. Alseer created the planets, orbits, asteroids, stars, black holes - every celestial body. But then when he stepped back to view his creation, he saw a vast plane devoid of life. He decided it needed more - and he needed help.
Alseer built great automatons known as the Nunuki to help him flesh out the universe in incredible detail. The Nunuki fabricated the flora and fauna, filled the oceans, and eventually got bored of helping and began to pursue their own interests.
They created philosophy and science, feeding their mechanical brains with infinite knowledge. They began to experiment; specifically, they wanted slave laborers that were smarter than animals but not as smart as them. So they made humans.Â
Alseer popped in one day to see how his creations were doing and was impressed by the Nunukiâs âhumansâ. The slaves were peak biological design - strong, tireless, brainless, unaware and unable to do anything but what they are assigned. The Nunuki had been experimenting particularly on the first two specimens they created. After observing the two humans, Alseer decides to fiddle around with them a bit. He gives them free will, sentience, dreams, motivation, passion, love, hate, jealousy, fear; everything that makes humans interesting.Â
While this was happening, the Nunuki were fighting amongst themselves. They warred over valuable, attractive things (like gold and diamonds) because they love adorning themselves. In fact, they basically depleted all the natural resources in the known universe, with the most powerful group of Nunuki hogging it all for themselves. The resulting war lasted eons.Â
In the meantime, the Nunuki had isolated the two test subjects that were given free will in a large observatory dome. Inside the dome was a small living space, a pond, and a massive tree. It was explained to the inhabitants that the fruit of that tree is the rarest and most powerful food in existence. The two were given a choice - live as they are, or partake of the fruit.
After giving the two humans sentience, Alseer left and began âworking on other canvasesâ (creating different realities/dimensions). When he came back to this universe and saw the ravages of the Nunukiâs war, he was heartbroken. All the time, energy, resources, planning, and faith that Alseer had put into his creation; ruined. Quickly, his heartbreak turned to rage. He grew to 20 times his size and wiped out the Nunuki completely. He swept them into the Void and they (and their golden adornments) liquidized.Â
After his rampage, Alseer was filled with guilt and remorse. He saw how pitiable the humans were (semi-sentient husks that didnât eat, drink, sleep, or even perceive their own existence). In a blast of energy, he gave them all of the wonderful things that he had given Atom and Cella (for those are the names the two isolated human test subjects had chosen for themselves). More importantly, he gave them variety - in personality, build, genetics, biological structure, habitats, abilities, etc. And suddenly there werenât just humans! All kinds of humanoid aliens and creatures were filled with life and vigor.
 He restored the resources and life to the planets, preparing them to be inhabited by his newly varied humanoids. He then created the gods to watch over the humanoids, giving them enough power to protect his creation, but not enough to destroy it. To be frank, he had created glorified babysitters to keep humanity safe while he explored the cosmos, attempting to come to terms with what he had done.
#creation story#star chasers#scifi#fantasy#spacefaring#universe#worldbuilding#storytelling#background#thank you universe
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âAlien: Covenantâ: 38 Things We Learned from Ridley Scottâs Audio Commentary
Ridley says David wasnât an A.I. that was an embryo and grew upâwhen we see him in the prologue, heâs freshly âborn.â
David realizes in the prologue that his creator has limitations (i.e. will die), and when Peter asks him to pour him tea after David points out that Peter will die, it was a challengeâhis first âorderâ to David.
Scott says that Davidâs choice to pour the tea immediately, with no reaction, shows that heâs political, and therefore dangerous. Heâs biding his time and choosing his actions wisely.
The opening title font, information about the ship, and even the score all harken back to the original Alien directly after the prologue.
Scott says the nail necklace represents the idea of the cabin on the lake that Katherine Waterston and James Francoâs characterâs planned to build.
Thereâs no random choice in the crew membersâthey all had to earn their spots on the ship.
Danny McBrideâs character was inspired by Slim Pickens, down to the hat. Scott calls him his hat tip to Stanley Kubrickâs Strangelove.
The holodeck on the Covenant is meant to be an evolution of the holodeck from Prometheus.
Scott says on the set of Alien his actors would get fussy with him about not having any backstory or motivation beyond surviving the titular menace, so Scott sat down and wrote a page of backstory for each character.
In the original script, Shawâs transmission was a prayer. But Scott felt it was corny and instead changed it to the John Denver song because of its purity and focus on loneliness, despite not actually being a big John Denver fan himself.
Scott acknowledges the plot point of receiving a transmission and going to its source is from the original Alien: âI think thereâs a comfort zone when a film is so popular and is popular for 30 years, that itâs good to slightly revisit old ideas.â
Scott says this Planet 4, has two moons and is roughly the size of Earth.
All the landing shots are actual location shots from New Zealand.
Scott confirms the planet we saw in Prometheus was a military research outpost, which he based on what he learned about Anthrax Island where they developed anthrax during World War II.
Scott says he storyboards everything, noting that he went through many years of art school and can thus storyboard incredibly quickly.
The neomorph literally grows as heâs running after Amy Seimetzâs character.
Scott develops almost everything he makes, but he says The Martian came out of the blue as something he didnât personally develop.
Scott says on the commentary that Covenant is the middle chapter for this new series of Alien films: âThereâs a platform for what weâre doing right now. Itâll be Prometheus, Covenant 1, and Covenant 2, then weâll probably come in the back end of Alien 1, and thatâs already kind of been worked out. Covenant 2âs already being written by John Logan.â
The big statues inside Davidâs stronghold are probably the six elders of the entire civilization: âThe intellects, the artists, the wise men.âScott says he thinks the Engineers have a lifespan of around 150 years.
The flashback that shows what happened to the dead Engineers wasnât in the original script. Scott insisted they needed to show who killed all of them and why.
David has been marooned on the planet for 10 years.
Scott has answers for all your David body hair questions: âDoes the hair of an A.I. grow? If Davidâs a super A.I., theyâll want his hair to grow.
They couldnât quite work out the red bloodâthey wanted to differentiate with white bloodâbut hair will grow, beard will grow⊠Does he get dirty? Probably, but he doesnât have body odor or anything like that, so he probably just keeps the parts clean.â The building David is housed in was based in part on the beauty of the Pantheon. Scott says the entire film boils down to issues of A.I. and creator/creation: âThe subtext of this whole story is the evolution of an A.I. will eventually demonstrate his superiority to their human intellect, and if we invent a perfect A.I. and the next thing you do is have that A.I. create or invent an equal A.I., from that moment weâre in trouble, unless we can control it.â
Scott says there were about 2 million Engineers in the plaza when David released the biological weapon.
The weapon can kill a planet entirely in months, flora and fauna, then the planet will take years to rebuild.
Visually Scott originally wanted Alien: Covenant to be like Black Hawk Down, but once they dug into it he felt Black Hawk didnât look âcosmeticâ enough for what he needed, so they found a middle ground between that look and Prometheus.
Scott defends Billy Crudupâs characterâs decision to touch and look in the eggs noting that John Hurtâs character did it in the first Alien.
Daniels gradually taking over the group in Covenant harkens back to Ripleyâs arc in the first Alien.
Scottâs first cut was 2:20, 2:15 and he removed about 15 minutes of footage: âHalf the time itâs when shots are too long or the sequence is too long, but Iâm quite good at judging where I am and have I done too much and do I waste money by shooting stuff I donât use.â
The alien that comes out of Crudupâs chest was a puppet on set, then replaced with a digital version in post-production.Scott says Davidâs love for Elizabeth is real.
Scott was worried people wouldnât buy the fact that David stabbing Walter didnât kill him, and he explains that the âkill buttonâ that David thought he hit was already starting to evolve in this new version of the A.I., thus he comes back. There was debate over whether to keep the scene in which Daniels flips through Davidâs drawings, which Scott thinks gives us insight into how Davidâs mind works. Scott wanted to keep the A.I. fight short and violent because weâve seen similar kinds of fights before.
Scott says he wants the audience wondering if the A.I. is Walter or David on the ship.
On the original Alien, as written, when Ripley gets into the shuttle the movie ends. âI felt it was flat, it needs another evolution, so you need a fourth act. So I sat down and wrote the fourth act, which is what happens inside the escape shuttle, and it cost money so they didnât want to do it, but I think itâs the whole difference in the film.â It constituted an extra five days of shooting, and Scott wanted to tack on a similar âextra endingâ for Covenant.
David sneaking the embryos onto the ship in his stomach was inspired by research Scott had done for a film called Cartel, where he learned that girls were swallowing drugs and carrying them across the border.
Davidâs final walk down the corridor used to have a kick inspired by Adolf Hitler, but Scott removed it.
#aliens#alien covenant#alien: covenant#david 8#david8#christopher oram#oram#karine#amy seimetz#lope#cole#billy crudup#alien awakening#john logan#walter michael fassbender#michael fassbender#david michael fassbender#ridley scott#h.r. giger#hrgiger#paradise lost#the divine comedy#art#xenomorph#protomorph#neomorph#ankor#rosenthal#ovomorph#hallet
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No Manâs Sky (PS4) review
A while back I posted a first impressions run-down of my initial thoughts on No Manâs Sky.Â
https://casualarsonist.tumblr.com/post/164330011115/no-mans-sky-in-2017-a-first-impressions-review
In it you can find the perspective of someone who was somewhere within the first fifty hours of having an amazing time, and I think itâs a good companion piece to the feelings expressed here. I bought the game for ÂŁ10 on the Playstation store after a great deal of umm-ing and ah-ing and following the aftermath of the PR meltdown catalysed by Sean Murray and Hello Gamesâ numerous unfulfilled promises preceding the gameâs launch, and upon loading it up I found the incredible size of the game, the beauty of its landscapes, and the utterly unique feeling of dropping down on the middle of a life-sized alien planet with nothing with the sound of the wind howling along a desolate landscape absolutely captivating. But, for some reason, after about fifty hours of engaging gameplay, I just kind of dropped it and never went back. If I recall correctly, it might have had something to do with a PS Store sale and a bunch of other shorter games that distracted meâŠ
You know what itâs likeâŠ
But regardless of the reason, I didnât go back to No Manâs Sky for months. It was only after coming home late one night last week and not feeling like I was ready to go to bed that I sat in the dark, booted the olâ PS4 up and clicked âplayâ on the game to remind myself of what was going on. The interesting thing is that after giving myself some time, space, and perspective, coming back to it after all that time away laid bare a fact about the game that had remained hidden to me right up until that moment. A fact that defines the end experience for the player as much as its ambition defines the beginning.Â
No Manâs Sky is a first-person space exploration game developed by the small 16-man studio, âHello Gamesâ. Having only ever released the side-scrolling racing/platformer âJoe Dangerâ games, No Manâs Sky was a huge shift from the studioâs base of experience, and an incredible up-scale in scope from anything they had previously attempted. The player awakens on a planet next to the busted shell of their crashed ship. Beyond them lies an enormous, procedurally-generated expanse filled with alien plant and animal life, and rock and mineral deposits, all harvestable for the base resources required to get your ship up and running again. One may find bodies of water, underground caves, outposts both abandoned or inhabited by intelligent lifeforms belonging to one of three alien races, as well as totems that teach you the various languages of the galaxy word by word, and strange monoliths or temples that will offer rewards or punishments to the player for the way they choose to interact with them. Mysterious robots called Sentinels patrol about, sometimes passively, other times aggressively depending on the planet youâre on. The first experience is both incredible and overwhelming, and yet simple to engage with and amazing in scope. Youâll likely spend hours mining mineral deposits dry just for the sake of it. You can sit down with a partner and enjoy the exploration as much as a viewer as you can as a participant, and this to date the only game that my girlfriend is happy to play with me and I with her, which made it a satisfying and enjoyable social experience despite there being no formal multiplayer element.
Once you gather enough resources to repair your ship and regain the means with which to lift off, you can either fly around the planet exploring further and further afield, or take a seamless journey off-world and into the local system, traversing from planet to planet without loading screens, unlocking story missions, gathering more resources to trade or craft components for your ship, fight space pirates or becomes a space pirate yourself or even leave that system entirely and explore other planetary systems. The core feature of the gameplay here is exploration, and itâs important to understand this before you decide to buy, because those expecting to be allowed to blast their way across the galaxy are going to be sorely disappointed with No Manâs Skyâs relatively passive intentions.Â
Also the space combat is shit.
What canât be understated is the scale of the game. No Manâs Sky is absolutely. fucking. enormous. There are literally quintillions of technically âuniqueâ planets to explore. Each has its own climate, colour palette, flora, fauna, quantity of life, sizeâŠone planet might be a tiny barren rock devoid of all organic life, but with great spires of pure gold jutting out from the ground; the next might be a verdant paradise brimming with creatures in every direction; another might be a radioactive water planet in which most of its bounty lies submerged beneath a purple sea; and yet another may be covered in snow and have floating islands of rock, and giant deposits of metal sinking deep into the ground. The diversity of the variables is impressive, but given the number of planets youâll likely explore, you will start to see repetition in the different pieces sooner rather than later.Â
This is not aided by the fact that most of the intelligent creatures you come across will be, for all intents and purposes, the same in their functions. Some will give you small dialogue options in which youâre rewarded for saying or doing the right thing, others will offer to trade, and others still will have nothing to offer you at all. Any radiant quests you might encounter all come from a single quest vendor in each system, located at the same place in each systemâs space station. And the radiant quests themselves are only ever of a handful of different types, meaning that, while they are useful for gathering credits, or perhaps eventually earning special rare items or weapons, they will never require any large degree of effort on the part of the player in order to complete them and quickly become activities that you perform by rote.
On the plus side, travel time = wank time.Â
But perhaps the most important thing that hinders No Manâs Skyâs diversity is the necessary homogenisation of its planets in order to maintain a sustainable gameplay environment. See, whilst the procedural generation allowed Hello Games to create a literal galaxy of planets with comparatively little effort, it also introduces an element of dangerous randomisation into the equation: for instance, say you use your last bit of fuel to travel to a planet that spawns without the materials that can be turned into more fuel, and you get stuck? Say you enter system after system, and every single planet spawns as a barren, uninteresting rock? Say a planetâs climate is so hostile that it kills the player as soon as they leave their ship? The size of the gameâs galaxy and sheer number of planets within means that reducing the likelihood that a feature will appear by even 1% might mean that no players will ever see the feature because it âonlyâ appears in six trillion planets that will forever remain unexplored, and so Hello painted themselves into a corner in which they needed to ensure that each planet in the game fulfilled certain basic requirements so as not to render the experience unplayable for any user, whilst also ensuring that each player experienced enough diversity to stave off boredom for as long as possible. The end result is that while there might indeed be many distinct variations in the environments that one travels to, ultimately they are all going to fit within a rather narrow sliver of available options; no gas planets, no water planets, no ice balls, no planets with crushing gravity, and all, after a time, exhibiting fairly homogenised geometry. Looking at it from this perspective is the glass-half-empty approach, and a player coming in with lowered expectations and a positive outlook will find far more wonder in the experience than Iâve just described, but it still remains true that, for all the scope of the project, there are certainly some clear and present boundaries and restraints in the final product.Â
And this is what I found myself seeing clearly after coming back to the game following a months-long break: free from the momentum of the wave of wonder I rode for a good fifty hours after starting the game, the first planet I journeyed to was identical to the amalgamated image of all the other planets Iâd been to that now existed in my memory. Whilst I had a distinct idea of the things I wanted to see and do in the game I was left innoculated against any overwhelming sense of repetition, but here I was having made my largest jump yet to a system nearly 200 light years away, and the first planet I land on is the epitome of the âaverageâ planet.Â
Which begs the question - how would one improve the situation? Because the current release of No Manâs Sky is certainly a step in the right direction when it comes to developing the space exploration genre. Whereas a game like Elite Dangerous might have better performance, a more accurate diversity in planet types, and more engaging controls and combat mechanics, one is limited to a very sparse series of activities in space, and their execution of on-planet traversal is, in a word, tediousandawfulandshit. There is far less to be found in that game on foot than there is in the sky, and far less content overall than No Manâs Sky in total - a game both much cheaper, and easier to pick up and play. I honestly donât think there is a better middle ground as of yet because the aforementioned randomisation conundrum inhibits too much variation, and to hand-craft a game of this size would literally be impossible. Perhaps we will never get the perfect space game, and perhaps expecting such a thing is folly; I suppose the only change that could have really improved things would have been a managing of expectations.
Incidentally, itâs nearly impossible to find gifs that arenât from the âQueen Elizabeth II tearing Sean Murray a new assholeâ basket.Â
The release build of No Manâs Sky was lacking a lot of the narrative and mechanical content, as well as some of the diversity that is in the current release, but even then, had it come out of some dark corner from a little-known indie studio it would be seen as an utter triumph - a milestone in independent games development. Hello Gamesâ neurotic insistence that their game would be something more than it was killed not only their audienceâs goodwill, but also any chance that their game would be seen for the incredible indie accomplishment that it is. Instead, it will only ever be seen as inferior to what they said it would be. And while I think the mainstream awakening that occurred as a result of the scandal is good for consumers and the industry at large, itâs a shame that it happened to a game that deserves much more praise that it gets.Â
But I suppose that that is the nature of the current industry climate - the people calling the shots have a dreadful distrust of the quality of their products, and so good games will disappear into the ether if their lucky or be ruined if theyâre not, and all because the people controlling public perception canât help but fuck things up for themselves. No Manâs Sky is the Betamax of video games - a quality product brought down by its parent companyâs bungling business tactics. Hello Games told the public what they thought they wanted to hear, and once theyâd popped that cork there was no chance of being able to put it back in. But for those that are untarnished by the backlash, I assure you that the game is a huge departure from almost any space exploration game youâve played before, and any sense of purpose that it may have been missing in the beginning has been restored, at least somewhat. If you can ignore the negative rhetoric (despite the fact that itâs all Iâve talked about for the last two hundred words) then I think youâll find something wonderful here. Its price tends to fluctuate, and it has gone back up to fifty pounds at the moment, which I feel is a bit steep. But as far as I know, theyâre still working on large, free updates, so any discount on this is a steal.Â
8/10
Very Good
#no man's sky#hello games#review#video game#space#exploration#planets#space exploration#crafting#survival#casual#relaxing
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I'm 35 today!! Robo took me to the Museum of Nature and Science this morning. We hung out in The Science of Pixar exhibit, the Egyptian Mummies collection and the Prehistoric Journey. There are so many ways to be inspired and gain fresh ideas and perspectives. The Science of Pixar had Pixar characters, of course. But it focused on process and the unexpected use of math involved in creating an animated frame. We got to play around with 3D spatial controls, character rigging, 3D set design, lighting and texture rendering. Hanging around with ancient mummies always inspires me. The artwork involved in creating wrappings, amulets, ushabti, and sarcophagi is incredible...and all for the purpose of preserving the life of the dead. I'm always humbled by the reality that the people wrapped in linen by me once lived, loved and breathed like me. They never dreamed they'd sleep in death surrounded by the living. They had no idea we'd be so interested in learning about them. They sleep while we wonder. The prehistoric fossil record astounds me. So many different species of flora and fauna existed loooooooong before I was on this planet. Each had beauty, symmetry and exquisite detail. There are specimens of insects, the first flowers, tree leaves and bark that look nothing like our world now. Our world was an alien planet. And I live on the same ball of rock as a 24 foot high Brachiosaurus once did. Colorado is a treasure trove of Triassic and Jurassic dinosaur fossil finds... many right in the city I live in. Did you know that Colorado has a state dinosaur!? It's the Stegosaurus, by the way. Now I'm home, my brain swimming with character mesh and computer lighting, carved scarab beetles and illustrations from The Book of the Dead, and 18 inch dragon flies and ammonite shells swirling around in my head. https://ift.tt/2PicOCo
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One thing you canât say about Alien: Covenant is that it didnât spark conversation. While filmmaker Ridley Scottâs Prometheus follow-up amassed a somewhat divisive response among fans, it certainly posed a lot of fascinating questions for folks to argue over. So itâs a good thing the Blu-ray release of Alien: Covenant includes a full audio commentary from Scott, along with plenty of other bonus features that dive deep into the conception and making of the film.
Scottâs commentary for Covenant is, somewhat disappointingly, a bit of a mixed bag. There are times when he spends a bit too much time discussing things that are obvious to the viewer, but it ends up being a worthwhile listen for the insights he does give. He addresses some of the criticisms, from the scientists touching things to the particulars of A.I. anatomy, while also offering some great insight into some of the decisions he made and the backstory of the characters. Itâs clear in the commentary, as in the film, that Scott is really interested in Michael Fassbenderâs David, and thereâs a lot of time spent discussing the philosophy of A.I. and the characters of David and Walter.
But the Blu-ray has even more to offer, as a nearly hourlong series of featurettes called Master Class â Ridley Scott go deep behind the scenes of the conception and making of the film, with interviews with Scott, the cast, and writer John Logan. Thereâs a lot of great stuff to be found there, especially for cinephiles, but for now Iâve put together a list of some of the more glaring insights that Scott offers on his audio commentary below:
Ridley says David wasnât an A.I. that was an embryo and grew upâwhen we see him in the prologue, heâs freshly âborn.â
David realizes in the prologue that his creator has limitations (i.e. will die), and when Peter asks him to pour him tea after David points out that Peter will die, it was a challengeâhis first âorderâ to David. Scott says that Davidâs choice to pour the tea immediately, with no reaction, shows that heâs political, and therefore dangerous. Heâs biding his time and choosing his actions wisely.
The opening title font, information about the ship, and even the score all harken back to the original Alien directly after the prologue.
Scott says the nail necklace represents the idea of the cabin on the lake that Katherine Waterston and James Francoâs characterâs planned to build.
Thereâs no random choice in the crew membersâthey all had to earn their spots on the ship.
Danny McBrideâs character was inspired by Slim Pickens, down to the hat. Scott calls him his hat tip to Stanley Kubrickâs Strangelove.
The holodeck on the Covenant is meant to be an evolution of the holodeck from Prometheus.
Scott says on the set of Alien his actors would get fussy with him about not having any backstory or motivation beyond surviving the titular menace, so Scott sat down and wrote a page of backstory for each character.
In the original script, Shawâs transmission was a prayer. But Scott felt it was corny and instead changed it to the John Denver song because of its purity and focus on loneliness, despite not actually being a big John Denver fan himself.
Scott acknowledges the plot point of receiving a transmission and going to its source is from the original Alien: âI think thereâs a comfort zone when a film is so popular and is popular for 30 years, that itâs good to slightly revisit old ideas.â
Scott says this planet, Origae-6, has two moons and is roughly the size of Earth.Â
All the landing shots are actual location shots from New Zealand.
Scott confirms the planet we saw in Prometheus was a military research outpost, which he based on what he learned about Anthrax Island where they developed anthrax during World War II.
Scott says he storyboards everything, noting that he went through many years of art school and can thus storyboard incredibly quickly.
The neomorph literally grows as heâs running after Amy Seimetzâs character.
Scott develops almost everything he makes, but he says The Martian came out of the blue as something he didnât personally develop.
Scott says on the commentary that Covenant is the middle chapter for this new series of Alien films: âThereâs a platform for what weâre doing right now. Itâll be Prometheus, Covenant 1, and Covenant 2, then weâll probably come in the back end of Alien 1, and thatâs already kind of been worked out. Covenant 2âs already being written [by] John Logan.â
The big statues inside Davidâs stronghold are probably the six elders of the entire civilization: âThe intellects, the artists, the wise men.â
Scott says he thinks the Engineers have a lifespan of around 150 years.
The flashback that shows what happened to the dead Engineers wasnât in the original script. Scott insisted they needed to show who killed all of them and why.
David has been marooned on the planet for 10 years.
Scott has answers for all your David body hair questions: âDoes the hair of an A.I. grow? If Davidâs a super A.I., theyâll want his hair to grow. They couldnât quite work out the red bloodâthey wanted to differentiate with white bloodâbut hair will grow, beard will grow⊠Does he get dirty? Probably, but he doesnât have body odor or anything like that, so he probably just keeps the parts clean.â
The building David is housed in was based in part on the beauty of the Pantheon.Â
Scott says the entire film boils down to issues of A.I. and creator/creation: âThe subtext of this whole story is the evolution of an A.I. will eventually demonstrate his superiority to their human intellect, and if we invent a perfect A.I. and the next thing you do is have that A.I. create or invent an equal A.I., from that moment weâre in trouble, unless we can control it.â
Scott says there were about 2 million Engineers in the plaza when David released the biological weapon. The weapon can kill a planet entirely in months, flora and fauna, then the planet will take years to rebuild.
Visually Scott originally wanted Alien: Covenant to be like Black Hawk Down, but once they dug into it he felt Black Hawk didnât look âcosmeticâ enough for what he needed, so they found a middle ground between that look and Prometheus.
Scott defends Billy Crudupâs characterâs decision to touch and look in the eggs noting that John Hurtâs character did it in the first Alien.
Daniels gradually taking over the group in Covenant harkens back to Ripleyâs arc in the first Alien.
Scottâs first cut was 2:20, 2:15 and he removed about 15 minutes of footage: âHalf the time itâs when shots are too long or the sequence is too long, but Iâm quite good at judging where I am and have I done too much and do I waste money by shooting stuff I donât use.â
The alien that comes out of Crudupâs chest was a puppet on set, then replaced with a digital version in post-production.
Scott says Davidâs love for Elizabeth is real.
Scott was worried people wouldnât buy the fact that David stabbing Walter didnât kill him, and he explains that the âkill buttonâ that David thought he hit was already starting to evolve in this new version of the A.I., thus he comes back.
There was debate over whether to keep the scene in which Daniels flips through Davidâs drawings, which Scott thinks gives us insight into how Davidâs mind works.Â
Scott wanted to keep the A.I. fight short and violent because weâve seen similar kinds of fights before.
Scott says he wants the audience wondering if the A.I. is Walter or David on the ship.
On the original Alien, as written, when Ripley gets into the shuttle the movie ends. âI felt it was flat, it needs another evolution, so you need a fourth act. So I sat down and wrote the fourth act, which is what happens inside the escape shuttle, and it cost money so they didnât want to do it, but I think itâs the whole difference in the film.â It constituted an extra five days of shooting, and Scott wanted to tack on a similar âextra endingâ for Covenant.
David sneaking the embryos onto the ship in his stomach was inspired by research Scott had done for a film called Cartel, where he learned that girls were swallowing drugs and carrying them across the border.
Davidâs final walk down the corridor used to have a kick inspired by Adolf Hitler, but Scott removed it.
For much more on the film, Alien: Covenant is currently available on Digital HD, 4K Blu-ray, Blu-ray, and DVD.
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