#the boss seduction archetype
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westerosoliviapope · 1 year ago
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Even the most skilled player will fumble when he encounters a woman who is confident, competent, and totally self-possessed. When a successful man meets you—he's met his match.
Your cool demeanor, mental acuity and emotional independence are the essence of your appeal. With the Sage as your dominant archetype, you are a goal-oriented woman, motivated by proximity to power and the pursuit of knowledge. When a man sees that you do not fundamentally need him, you ignite a man's instinct to chase and conquer.
Sarella Sand as The Boss Seduction Archetype | Women Love Power
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femmefatalevibe · 2 years ago
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Hi there!
So I see you have your Women Love Power archetype listed in your bio. What tips would you have for a fellow Boss/Sage dominant woman who loves knowledge/learning but isn't quite cool/corporate for leaning into this archetype?
Thanks so much!
Hi love! This question is fairly open-ended, so I'm unsure if you mean regarding the aesthetic or attitude to embody if you're not into the more formal business/corporate style and mannerisms. From an aesthetic POV, I think that any looks that are monochromatic or sleek details (e.g. structured pleats, lux textures, etc.) and opulent accessories work well. In terms of persona, I believe that anyone with effortless yet assertive confidence can embody the Boss/Sage mindset. Stand up straight, maintain direct eye contact, have a firm handshake, and a pleasant smile. Learn the art of banter, how to speak your mind (with tact), and be playful by learning to laugh at yourself at appropriate times and spaces.
Hope this helps xx
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thesirencult · 1 year ago
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THE DARK FEMININE IN ASTROLOGY : LILITH, VENUS, MOON, 4TH/8TH/12TH HOUSE, SATURN
These observations are my own. Keep in mind that placements can have lots of meanings. Now we are exploring the planets/houses through the prism of the dark feminine.
Lilith
The Goddess who never submitted. Lilith is a biblical figure. The first wife of Adam who was made by God to be a counterpart for him. She was not like Eve. Lilith joined Lucifer. She did not want to only be Adam's wife but something more. Lilith is the wild woman, she is our hidden sensual pleasure. She is the keeper of our sexuality, ambition and guilty pleasure. She shows us what we need, not just what we want. More primal, raw and unfiltered. Her sign and placement show us where we like to be naughty trendsetters and where we feel comfortable expressing our sexuality and dark feminine. A Lilith in Aquarius placed in the 4th house shows a person who explores their sensuality behind closed doors. They like the privacy of their own home (4th) and may want to experiment with crazy things (Aquarius). This person could be a case of lady/shy in the streets and crazy in the sheets. Similar to a siren this person lures people in the depths of their ocean and shocks them by their unorthodox ways.
Venus
Awww dear Venus. Our sweet and dainty side. NO. Venus also shows us what type of masculine archetype we like but also who we want to be dominated by. This is the part of the dark feminine we overlook sometimes. Venus in Aries feminine energies attracted to masculine energies can crave dominance in a very primal way and with a tiny bit of pain from more traditionally masculine men (I don't judge, trust me. My Venus is here 😉). I've also noticed this placement likes men in uniforms and "Mafia Boss" types. Venus in Scorpio may want a deep, mysterious and hidden lover. It does not mean we attract males with those qualities or of that sign, it mostly means we like those characteristics. Mars shows more what type of men we attract without trying but that's for another post.
Moon
This is the sweet side of the feminine but can also show what lies beneath and unconsciously seductive qualities. Like Cancer Moon, can attract masculines through their nurturing nature, big heart 😉 (and boobs) , intuitive insights and innocent/baby looks.
Saturn
This may surprise you but Saturn can assist us in figuring out parts of our femininity that have been hidden, shamed and repressed by the masculine. Saturn is the "father". It could even represent internalised misogyny.In Greek Mythology he was Kronos (chronos/χρόνος=time), the father of the gods who ate his own children so they wouldn't take away his power. He was overturned by his son Jupiter/Zeus. Saturn in Libra in the 2nd house could symbolise being shamed by others because we like to own feminine things, like a lot of cosmetics or repressing our more feminine values and our love for women/feminine beauty etc.
4th House
It can show what hides until we are comfortable. The protective cocoon. Similarly to the moon it is our deeper emotional abilities and a part of our dark feminine we intentionally hide from others but are aware of it behind closed doors. The type of safe place our dark feminine can be explored. Aries here can show that doing traditionally masculine things, like martial arts, actually helps us discover our dark femininity.
8th House
What turns the feminine on and brings out our darker side. Taboo fantasies. What makes us feel full and abundant. Gemini here can represent oral and 3-ways. Pisces can look for feet and water play.
12th House
Virgin. That's the word that comes to mind. The untapped part of our femininity. The siren part of our chart. A certain darkness lurks around the depths. This is a virgin right before she awakens to her sexuality and sensual power. A part of ourselves we don't touch for years and sometimes our Venusian archetype of manliness brings out of nowhere. Let's say we have Libra here. We don't realize our need for sweetness, partnership and femininity. Think about it, a strong and cold unapproachable Scorpio Rising who craves partnership and lovey-dovey things. Fears around partnership can also be found here. Like, will I ever find true love. Also, sexual dreams.
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monvenusblg · 5 months ago
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What feminine archetype your favorite nail shape might embody? Pt 2.
Almond / Oval
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The IT Girl
Everybody wants to be her or be with her.
Air encompass all things. Oxygen is essential for our lungs to function, for us to breathe. In our current digital age, the media has become as ubiquitous as air itself. The round shape of almond / oval nails express this all encompassing nature of air and so, the women who wears round nails naturally position themselves at the center of our cultural landscape. They could be socialites, style icons, or media influencers. Whatever form she takes, the masses will know her name.
Ruling over communications, these women are attuned to etiquette, media, pop culture, and history. Rounded nails are symbolic of her status as queen in her respective society. Women who are intellectual, social, diplomatic, and open-minded adore this shape. Short round nails are timeless and evokes wealth. Longer almond nails adds a seductive touch - very fitting for those aiming to impact other people’s energies more. Adaptable, witty, and effortlessly charming, she is one to follow.
In tarot, she is best represented by The World. An embodiment of global impact and worldwide aristocratic status.
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Square
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The Boss Babe
For now, let’s call her Cleopatra, shining like diamonds in a rocky world.
The suit of pentacles in tarot stands in for the material world , the realm of slow and frozen energy. It makes a lot of sense that in older traditions, this suit is also known as the suit of diamonds. Square tips evokes endurance and permanence, concepts required to mold such precious minerals. These traits are embodied by women who wears square tips. She understands that anything of worth takes patience. Her ability to accumulate wealth on earth is a reflection of her alignment with high values cultivated over time.
Women who are working towards abundance in their material reality can rely on square shaped nails to ground them as they perfect their own unique craft. Literally embody luxury and prosperity by wearing them long or pay respects to the earth beneath you, by tending to your soil quietly with shorter iterations.
In tarot, she is the embodiment of the Queen of Pentacles influenced by the Nine of Pentacles.
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hatemakeswait444 · 1 year ago
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FEMININE SEDUCTION ARCHETYPES-101
the feminine archetypes test; by making choices about your character, consciously increasing your dominant trait that you affect the best towards people, consciously increasing your irresistibility, it allows you to be the best version of yourself consciously.
You can find the link to the feminine archetypes test from my previous posts on my blog.
With that being said..
THE BOSS
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You are on the side of the self-conscious, self-aware and dominant.You are adjusting the balance between beauty and intelligence very Decently. You don't let anyone make decisions about you.The ropes are always in your hands. in work,in love... You are The Sage and The Lover. That explains everything. The sage motivates you for the powers that be.Having power with knowledge is the main thing that gives you pleasure.The lack of The sage is a nuisance for the best potential state of your personality at the time.
When it is overdone, your composure takes you away from people.
Knowing that you don't need anyone.It reveals the instinct of men to chase after you.
The lack of The lover, on the other hand, only keeps you from the present and gets caught up in the intensity of your thoughts in your current situation. In setbacks, you can forget about real relief.It makes it difficult for you to live in the moment. "Boss" seduction type women create a power when the sage balances their energy with The lover's relationship.
You may like to be in politics,business style management jobs.
Usually, you should highlight colors that emphasize, such as navy blue,dark red and dark green, as well as natural colors, colors such as black and white.This seduction type carries the old money style beautifully.The items you can choose are mostly shirts, trench coats and sweaters.
Most known The Boss Type Icon;
Cleopatra
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secretmellowblog · 2 years ago
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The ending of Dracula SUCKS because it’s both laughably anticlimactic and the peak of the novel’s racism. The biggest plot twist of Dracula is that Dracula is not a good book.
In the climax, because Dracula is asleep(tm) in his coffin, Stoker decides he has to throw in some mini bosses for the gang to fight instead— Dracula’s carriage drivers, a bunch of Romani people.
It’s one of the many areas where Stoker makes the racist subtext explicit text?
We get a “climax” where the heavily armed white heroes violently attack this caravan of sorta-armed Romani people and it’s framed as noble and heroic. (we’re supposed to Assume the driver are inherently guilty/okay to attack because they’re Romani, and other Romani people were helping Dracula in the castle chapters, and we all know Those People can’t be trusted!! etc etc) It's nearly “B*rth of a Nation” level racism.
Also not to roast Quincey— but I do love how this squad of white people armed with GUNS could barely defeat this ragtag little group of barely-armed carriage drivers, and even lost one of their members trying to do it. Stoker’s trying to frame them as noble underdogs but they come across as overpowered hyper-violent incompetent idiots who couldn’t manage a clean attack even when everything was on their side. XD
The entire novel is essentially a fantasy version of “B*rth of a Nation”-style tropes? It’s “the evil foreign race preying on our innocent white woman.” This is made extremely explicit in the scene when Mina compares her predicament to the predicaments of women in war zones who are killed by their husbands in order to prevent the foreign enemy from having sex with them. In the narrative, murdering your wife like this is framed as Good. Mina believes she should be killed like this before a Foreign Man Takes her in order to preserve her purity, and the narrative agrees with her. She is a “good English woman” because she believes she’s better dead than corrupted by a foreigner, and if she is corrupted by the foreigner her soul will be damned forever.
After all, the foreigners are evil! Either your wife is a Mina, a Good Wife who is assaulted by the poor evil foreigner, and whose purity can only be regained if you violently take revenge. … or your wife is a Lucie, a Misled Child who says she’s happy now but it’s because Her Mind isn’t Her Own Anymore and shes going to hell and she’s so poisoned by the foreigner that she needs to be put down like a rabid dog to protect the white English race.
I’ve seen people make comments about how bad it is that adaptations tend to make Dracula somewhat genuinely seductive/lovable to Mina compared to the book, which baffles me? It frustrates me that a lot of analysis is treating Dracula like a real person, rather than a character who was written in a specific way for a specific reason.
Yes it is bad that Dracula-the-person sexually assaults the other characters. But the reason Dracula-the-Character is written that way is because Stoker is writing him as a metaphor for Evil Foreign Races Preying on Our White Women. The reason book- Dracula is written so unsympathetically isn’t because Stoker is making a progressive point about sexual assault, but because he’s using Dracula as a deeply regressive symbol of the evil Foreigners having sex with white women who must be exterminated to preserve the purity of white English children.
Honestly I feel like the reason most adaptations make the Count genuinely alluring/seductive/sympathetic is because there’s really…not much to his character in the original novel, outside of being the archetypal Evil Foreigner who is Evil because Foreign, which is both offensive and also really shallow/uninteresting. Later adaptations are more interested with portraying Dracula as more tragic or sympathetic or at least more genuinely seductive because...well at least that's SOMETHING to add to this nothing character.
There’s a lot of potential in some of the concepts and aesthetics and plot points of Dracula, but most of the “deeper thematic elements” of the book are bigoted, shallow, or both.
It makes sense that adaptations have decided to attempt to give the characters depth, nuance, and interest that they didn’t have in the original novel? Or to take the aesthetics but flat-out reject all of Stoker's takes and argue with him about every single thematic element? and I am completely on board with vampire reimaginings that continuing to spit on Bram Stoker’s legacy. I hope people continue to make him roll in his grave. XD.
And again, I'm kinda surprised there were so many people during the Dracula Daily readalong acting as if the book portraying Dracula as purely evil is somehow more progressive than later adaptations portraying him as tragically sympathetic or seductive, when "questioning why the author chose to write Dracula as the monster" is kinda like "baby's first Dracula criticism." I mean that, in even in Hotel Transylvania (the recent kid's cartoon) part of the central plot is that Dracula's family is hunted down because bigoted people assume vampires are monstrous predators incapable of love. And it's not because Hotel Transylvania is a deep challenging movie, but because "let's question Why we've decided to invent this entire class of foreign predatory monsters it's okay to kill without remorse" is such a normal milquetoast uncontroversial mainstream critique of Dracula that you'll even find it in Adam Sandler children's movies. XD.
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fxirysforesight · 2 years ago
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Which of the 13 seduction archetypes would each enhypen members be attracted to?
Heeseung- The Gamine, The Ingenue, The Sophisticate
Jay - The Goddess, The Empress, The Lady
Sunghoon - The Siren, The Sensualist, The Boss
Jake - The Siren, The Coquette, The Diva
Sunoo - The Bohemian, The Gamine, The Enigma
Jungwon - The Boss, The Sophisticate, The Lady
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dosesofglamour · 3 years ago
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Doses of Glamour ⚜️
Women of colour in high society:
Arielle Patrick
Caribbean communications strategist,angel investor and socialite
Dominant feminine seduction archetypes: the sophisticate and the boss
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Profile: Career
One of the youngest Black C-suite executives on Wall Street, Arielle has rocketed through her field since graduating nine years ago from Princeton as a classics major.
Arielle is Chief Communications Officer at Ariel Investments, a global asset management firm, where she oversees all aspects of the firm’s communications.
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Marriage to Aaron Goldstein
Ms. Patrick and Mr. Goldstein owner of Macellum Capital Management, a Manhattan-based hedge fund, met through a mutual friend in March 2019. Ms. Patrick, who was then living on Manhattan’s Upper East Side, was convinced by their mutual friend to go with her to what she referred to as “a party in Brooklyn.”
As it turned out, their mutual friend had staged the supposed party to get Ms. Patrick and Mr. Goldstein to meet.
Arielle was immediately smitten with Mr. Goldstein. “He exuded confidence,” Ms. Patrick said. “He looked and sounded like a man who knew where he was going in life.”
Mr. Goldstein was equally impressed. “I admired her ambition, family values and passion for life,” he said. “From the moment we met I just kind of knew I would marry her.”
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riconsty · 3 years ago
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ϟ THE 13 FEMININE SEDUCTION ARCHETYPES. 
◟ ━━━ this is a masterlist of labels from the 13 feminine seduction archetypes. it’s a fun quiz to take while looking for archetypes for your characters. i’m using it as a reference for the character aesthetics i’m going to do soon but i thought, hey, why don’t i post it too.
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THE INGENUE.
DESCRIPTION: “your impish mix of girlish charm and mature sensuality enthralls.” ╱ FAMOUS EXAMPLES: marilyn monroe, rihanna, carole lombard.
THE SENSUALIST.
DESCRIPTION: “you are a fount of love, affection, and robust sensuality.” ╱ FAMOUS EXAMPLES: sophia loren, nigella lawson, nia long.
THE DIVA.
DESCRIPTION: “your regal presence and glamorous nature enchants.” ╱ FAMOUS EXAMPLES: beyoncé, pamela churchill, isabel preysler.
THE BOSS.
DESCRIPTION: “you command power in the boardroom and the bedroom.” ╱ FAMOUS EXAMPLES: cleopatra, amal clooney, arianna huffington.
THE COQUETTE.
DESCRIPTION: “your emotional distance drives [romantic interests] to the extremes.” ╱ FAMOUS EXAMPLES: marlene dietrich, serena williams, josephine bonaparte.
THE ENIGMA.
DESCRIPTION: “your deep introversion and soulfulness magnetizes.” ╱ FAMOUS EXAMPLES: kate bush, frida kahlo, greta garbo.
THE EMPRESS.
DESCRIPTION: “you instinctively make a [partner] feel like a king.” ╱ FAMOUS EXAMPLES: wallis simpson, marjorie harvey, madame de pompadour.
THE LADY.
DESCRIPTION: “you sastify a [partner’s] desire for a nurturing, all-consuming love.” ╱ FAMOUS EXAMPLES: susan sarandon, sandra lee, ayesha curry.
THE GAMINE.
DESCRIPTION: “your natural charm and playful spirit lowers defenses.” ╱ FAMOUS EXAMPLES: audrey hepburn, janet jackson, josephine baker.
THE SIREN.
DESCRIPTION: “you are unbridled, erotic energy in its purest, most tantalizing form.” ╱ FAMOUS EXAMPLES: elizabeth taylor, mae west, brigette bardot.
THE BOHEMIAN.
DESCRIPTION: “your independent spirit & sexy, devil-may-care attitude is irresistible.” ╱ FAMOUS EXAMPLES: erykah badu, coco chanel, bianca jagger.
THE SOPHISTICATE.
DESCRIPTION: “you exude elegance, worldliness and a touch of mystery.” ╱ FAMOUS EXAMPLES: jacqueline kennedy, carla bruni, kate middleton.
THE GODDESS.
DESCRIPTION: “your sultry, serene presence makes you appear other-worldly.” ╱ FAMOUS EXAMPLES: sade, eva peron, grace kelly.
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femmefatalevibe · 2 years ago
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Femme Fatale Booklist:
Books to become your dream girl. This list is curated to unleash the empowered woman inside, tap into your dark feminine energy, and help you succeed in every area of life. Sections are listed below:
Self-Development/Mindset 
Seductive Psychology 
Femme Fatale/Dark Feminine/Feminist Reads 
Business/Finance/Entrepreneurship 
Productivity
Mental Health 
Physical Health 
Fashion & Beauty
Get educated. Expand your mind. Enjoy xx
Self-Development/Mindset:
Mindset: The New Psychology of Success by Carol Dweck
The Magic of Thinking Big by David Schwartz
Atomic Habits by James Clear
You Can Heal Your Life by Louise Hay
Don’t Believe Everything You Think by Joseph Nguyen
The Mountain Is You: Transforming Self-Sabotage Into Self-Mastery by Brianna Wiest
Boundary Boss: The Essential Guide to Talk True, Be Seen, and (Finally) Live Free by Terri Cole
The Confidence Formula: May Cause: Lower Self-Doubt, Higher Self-Esteem, and Comfort In Your Own Skin by Patrick King
The Slight Edge by Jeff Olson
Choose Your Story, Change Your Life: Silence Your Inner Critic and Rewrite Your Life from the Inside Out by Kindra Hall
When You’re Ready, This Is How To Heal  by Brianna Wiest
Hunting Discomfort: How to Get Breakthrough Results in Life and Business No Matter What by Sterling Hawkins
The Four Pivots: Reimagining Justice, Reimagining Ourselves by Shawn Ginwright
The Artist’s Way by Julia Cameron
A New Earth: Awakening to Your Life's Purpose by Eckhart Tolle
The Power of Now by Eckhart Tolle
Seductive Psychology:
48 Laws of Power by Robert Greene
Mastery by Robert Greene
The Art of Seduction by Robert Greene
How To Win Friends & Influence People  by Dale Carnegie
Power vs. Force by David Hawkins 
Femme Fatale/Dark Feminine/Feminist Reads:
Unbound: A Woman’s Guide To Power by Kasia Urbaniak 
Pussy: A Reclamation by Regena Thomashauer 
Why Men Love Bitches: From Doormat to Dreamgirl―A Woman's Guide to Holding Her Own in a Relationship by Sherry Argov 
A Single Revolution by Shani Silver 
This Is Your Brain On Birth Control by Sarah Hill 
Taking Charge of Your Fertility by Toni Weschler
Regretting Motherhood: A Study by Orna Donath 
Invisible Women: Data Bias in a World Designed for Me by Caroline Criado Perez 
Women Who Run With The Wolves: ​​Myths and Stories of the Wild Woman Archetype by Clarissa Pinkola Estes 
The Second Sex by Simone De Beauvoir 
The Ethics of Ambiguity by Simone De Beauvoir
A Room of One’s Own by Virginia Woolf 
Women & Power: A Manifesto by Mary Beard 
Spinster by Kate Bolick 
What French Women Know: About Love, Sex, and Other Matters of the Heart and Mind by Debra Ollivier 
Living Forever Chic: Frenchwomen's Timeless Secrets for Everyday Elegance, Gracious Entertaining, and Enduring Allure by Tish Jett
Business/Finance/Entrepreneurship:
Never Split The Difference by Chris Voss 
Influence: The Psychology of Persuasion by Robert Cialdini 
The 2-Hour Cocktail Party by Nick Gray 
The 7 Habits of Highly Effective People by Stephen Covey 
Girl On Fire by Cara Alwill Leyba 
Women, Work & the Art of Savoir Faire: Business Sense & Sensibility by Mireille Guiliano 
Crucial Conversations Tools for Talking When Stakes Are High by Joseph Grenny 
Living On Purpose: Five Deliberate Choices to Realize Fulfillment by Amy Eliza Wong 
The Earned Life: Lose Regret, Choose Fulfillment by Marshall Goldsmith 
The High 5 Habit: Take Control of Your Life with One Simple Habit by Mel Robbins 
Building a Second Brain: A Proven Method to Organize Your Digital Life and Unlock Your Creative Potential by Tiago Forte
The Culture Code: The Secrets of Highly Successful Groups by Daniel Coyle 
Rich As F*ck: More Money Than You Know What to Do With by Amanda Frances 
Rich Bitch  by Nicole Lapin 
Like She Owns the Place by Cara Alwill Leyba 
So Good They Can’t Ignore You by Cal Newport 
The First Minute: How To Start Conversations That Get Results by Chris Fenning 
Thinking, Fast and Slow by Daniel Kahneman 
Build: An Unorthodox Guide to Making Things Worth Making by Tony Fadell 
The Hard About Hard Things by Ben Horowitz 
The Psychology of Money: Timeless Lessons on Wealth, Greed, and Happiness by Morgan Housel
Productivity:
The Science of Self-Discipline:  The Willpower, Mental Toughness, and Self-Control to Resist Temptation and Achieve Your Goals by Peter Hollins 
Free Time: Lose The Busy Work, Love Your Business by Jenny Blake 
Vision to Reality: Stop Working, Start Living by Curtis Jenkins
Deep Work: Rules For Focused Success in A Distracted World by Cal Newport 
Finish What You Start by Peter Hollins
Mental Health:
Becoming The One by Sheleana Aiyana  
Attached by Amir Levine 
Feeling Good: The New Mood Therapy by David D. Burns 
Whole Again by Jackson MacKenzie 
Take Your Lunch Break by Massoma Alam Chohan
Stop Overthinking by Nick Trenton 
Codependent No More by Melody Beattie
Designing the Mind: The Principles of Psychitecture by Ryan A. Bush 
Radical Acceptance: Awakening The Love That Heals Fear and Shame by Tara Brach 
Recovery from Gaslighting & Narcissistic Abuse, Codependency & Complex PTSD by Don Barlow 
Adult Children of Emotionally Immature Parents: How to Heal from Distant, Rejecting, or Self-Involved Parents by Lindsay C. Gibson 
Inner Child Recovery Work with Radical Self-Compassion by Don Barlow 
What Happened To You?: Conversations on Trauma, Resilience, and Healing by Bruce D. Perry & Oprah Winfrey 
Atlas of the Heart by Brené Brown 
Physical Health:
The China Study by T. Collin Campbell 
The Blue Zones  by Dan Buettner 
How Not To Die by Dr. Michael Greger 
Befriending Your Body by Ann Saffi Biasetti 
Brain Over Binge by Kathryn Hansen 
The Power of Self-Discipline by Peter Hollins 
Fit at Any Age: It's Never Too Late by Susan Niebergall 
French Women Don't Get Fat by Mireille Guiliano 
The Archetype Diet by Dana James 
Fashion & Beauty: 
The Lucky Shopping Manual: Building and Improving Your Wardrobe Piece by Piece by Andrea Linett & Kim France 
Dress Like A Parisian by Alois Guinut
Parisian Chic by Ines de la Fressange & Sophie Gachet 
Why French Women Wear Vintage: And other secrets of sustainable style by Alois Guinut
Ageless Beauty the French Way: Secrets from Three Generations of French Beauty Editors by Clemence von Mueffling 
Skincare: The Ultimate No-Nonsense Guide by Caroline Hirons
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absolutebl · 4 years ago
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This Week in BL
May 2021 Wk 4
Being a highly subjective assessment of one tiny corner of the interwebs.
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Ongoing Series - Thai
Close Friend Ep 6 fin: (Imagine You/KimmonCopter) - Fan gets a VR of his idol, they fall in love, but does it transfer to reality? A unique story and great casting of Kim & Cop into roles that stretched both actors. My favorite of the series and a good closer. Close Friend as a whole is so uneven I can’t recommend it, but individual episodes (3 MaxNat, 5 JimmyTommy, 6 KimCop) are okay.
Top Secret Together Ep 3 - no subs as yet but I still found it enjoyable. I like this series, it’s quiet. Sure, the only really unique touches are the office setting and the gay advice dads, but honestly I’LL TAKE IT. Of course my favorite couple is the hazer + freshie back at uni. What can I say? I’m a sucker for the old OLD tropes. (Should I just do a SOTUS+S rewatch this weekend to get it out of my system?) 
Y-Destiny Ep 9 - Look, I’m just not a fan of the rake archetype BUT my favorite combo for this is another player, and BL almost never does that. But ta da! Y-D wins with f-buds + high heat pulp (well I suppose this is university-set Cheewin). I don’t love honest-gay messy in a long haul series (Friendzone... shudder) but I don’t mind it in short form. So I think this may be my favorite installment in this series so far.
Fish Upon The Sky Ep 8 - *big fat sigh* I thought they were going to redeem Pi by having him be genuinely nice to Meen, but no it was all to do with a dumb pin. Even though he suffers from crazy stalking in this ep, I still don’t like Pi but I’m TOTALLY on his side. Is FUTS taking us on a light weight The Effect journey? Because at this juncture I think I’d prefer that. 
Nitiman Ep 4 - honestly it’s like Nitiman is vested in showing FOTS exactly what it’s doing wrong. Both shows introduced faen fatales this week. But Nitiman did theirs with a sympathetic character, genuine interest on both sides, bisexual confusion, and sweetness. In every way the opposite of (and superior to) FOTS. Even claiming, outing, and stalker characters are happening but treated differently. It’s like parallel universes. Not sure how I feel about the ending kiss though. Still, this is my favorite currently airing show. I look forward to @heretherebedork explaining to me my own feelings and why I want to forgive Bbomb the kiss but not Mork for anything. Since I’m evidently morally hypocritically confused. 
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Ongoing Series - Not Thai
Love is Science? (Taiwan) Ep 10 (BL subplot) - Taiwan is experiencing a C19 surge right now so this series will be delayed at least 20 days. 
Be Loved in House: I Do (Taiwan) Ep 3 - dropped with subs thank heavens, all the usual tropes when you pair grumpy + tsundere: challenges, bets, crashing into beds, veiled threats... oh my! Gay boys in stripped sweaters giving advice in cafes is my new favorite thing. It’s the BL version of the “bartender is my psyche” trope. Still finding the boss character creepy. About Hank Wang (plays Shi Lei) anyone else obsessed with his sanpaku eyes? Just me? Fair. Also he keeps reminding me of Pluem Purim, I have no idea why. Something in the mannerisms, I think. They don’t really look alike. (This show may also be delayed.)
My Lascivious Boss (Vietnam) Ep 8 - continues to be good, we now have 2 faen fatales, blackmail, worried friends, and the secret identity slowly devolving. Looks like we get at least two more episodes and could be as many as 12? Very much enjoying this show. 
Most Peaceful Place 2 (Vietnam) Ep 3 (AKA 6) fin - it was fine, they always rush the ending a bit in Vietnamese BL. I found the first season much stronger than this second one over all. But since they aired in the same year and there’s only six total I feel like they should be judged as a whole. So I guess I’ll say, RECOMMENDED with serious pacing issues and some plot drag particularly in the second half. 
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Gossip 
The cast of Until We Meet Again met together, ostensibly for their own amusement but speculation is that it has something to do with Between Us AKA Hemp Rope. 
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Breaking News
Singto’s next starring role BL got announced Paint With Love. Between him and Ohm, they seem to be attempting to corner the market. I’m in favor. Singto plays Met, a wedding organizer, who hires Phap, a poor artist, to work on a wedding painting. Phap messes something up and ends up having to work for Med on a more permanent basis. Yet another office set BL from Thailand, following in Japan and Taiwan’s well suited footsteps... we hope. Phap is played by Tae (the original Forth in 2 Moons). No side dishes announced as yet. 
Pornographer Playback is airing, the third in the series from Japan (first 2 = The Pornographer AKA The Novelist & Mood Indigo). Not recommended unless you want non-BL gay cinema with high heat, and don’t mind the mess Japan always doles out to go with it. Such as: morally flexible characters, crass manipulation, gaslighting, cheating, seduction of a minor, so much smoking, het porn, and ambiguous, sad, or depressing endings. Part one of this final installment has dropped, part two is not yet available. No subs (even if they say they have them, they’re autiogen nonsense.) 
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Next Week Looks Like This:
Some shows may be listed later than actual air date for International accessibility reasons.
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Things are looking dire. What will we do with our lives? 
Upcoming 2021 BL master post here.
Links to watch are provided when possible, ask in a comment if I missed something.
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st-just · 3 years ago
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Me, watching every scene with Sevika: God that's a whole lotta woman.....
Me, seeing Mel's Mom: GOD THAT'S A WHOLE LOTTA WOMAN....
It seems just like you have a type, looking at Viktor and such, I also have a type.................................... Big Lady.
So Sevika's great, obviously (I've got a soft spot for competent, professional evil lieutenants who are constantly frustrated their bosses keep getting caught up in personal bullshit instead of keeping their eyes on the prize)
But Mel's mom I really do appreciate as them taking an incredibly masculine-coded character archetype, making them a woman, and changing absolutely nothing. Honestly can't remember the last time I can recall a woman's nudity in something not being a femme fatale seduction thing or a gross out, but just, like, a 'LBJ not letting you stop arguing with him while he pisses' power move.
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carlycmarathecat · 3 years ago
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1. Patchwork Kids
2. Impossibly Tacky Clothes
3. Social Semi-Circle
4. Rope Bridge
5. Hermetic Magic
6. After-Action Patch-Up
7. You and What Army?
8. Hitman with a Heart
9. Sleep Deprivation
10. Day in the Life
11. Improvised Parachute
12. Eyes Always Shut
13. Clam Trap
14. “Jump Off a Bridge” Rebuttal
15. Crossover Couple
16. Wild Teen Party
17. Obliviously Beautiful
18. Grave-Marking Scene
19. Baby Factory
20. Fishbowl Helmet
21. Facial Recognition Software
22. Vile Villain, Saccharine Show
23. Door Fu
24. Deer in the Headlights
25. The Mothership
26. Disney Death
27. Still Got It
28. Cannot Spit It Out
29. Creating Life Is Unforeseen
30. Human Pack Mule
31. You Shall Not Pass!
32. Psychotic Smirk
33. The Worsening Curse Mark
34. Containment Field
35. Guys Are Slobs
36. Ragtag Bunch of Misfits
37. Alternate Self
38. Great Escape
39. Inflating Body Gag
40. Mona Lisa Smile
41. BFS
42. Mad Scientist Laboratory
43. Four-Leaf Clover
44. Great Big Book of Everything
45. Why Did It Have to Be Snakes?
46. Costume-Test Montage
47. Knee-High Perspective
48. Noisy Shut-Up
49. Apathetic Citizens
50. Translation Punctation
51. Hopeless Boss Fight
52. Has a Type
53. Spelling Bee
54. Crippling Castration
55. Criminal Amnesiac
56. Gone Horribly Wrong
57. Elephants Are Scared of Mice
58. Raised by Grandparents
59. Life Imitates Art
60. Farmer’s Daughter
61. Rejection Affection
62. Criminal Doppelgänger
63. Wardrobe Wound
64. Beauty Equals Goodness
65. Traitor Shot
66. Fashion Hurts
67. Heartbreak & Ice Cream
68. Denied Food as Punishment
69. Wouldn’t Hurt a Child
70. Soup is Medicine
71. Hellish Horse
72. The Man in the Mirror Talks Back
73. Fearsome Foot
74. Teamwork Seduction
75. Chariot Pulled by Cats
76. Infection Scene
77. Friend to All Living Things
78. Kook Mobile
79. Sapient Steed
80. Geeky Turn-On
81. Call a Human a ‘Meatbag’
82. Enraged by Idiocy
83. Making the Masterpiece
84. Rigged Contest
85. Cop Killer
86. I’ll Take That as a Compliment
87. Are These Wires Important?
88. Deliberately Cute Child
89. Love Confession
90. Accidental Public Confession
91. Flagpole Challenge
92. Running Away to Cry
93. Expecting Someone Taller
94. Slow Clap
95. Mature Animal Story
96. Babies Ever After
97. Cub Cues Protective Parent
98. Underwater City
99. Empathy Pet
100. Dramatic Drop
May I present the 100 Art Challenge with Tv Tropes! Here’s the site https://tvtropes.org
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aquilaofarkham · 5 years ago
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Much like his infamous father, the aesthetic of Alucard has changed tremendously since Castlevania’s start in the 1980s—yet certain things about him never change at all. He began as the mirror image of Dracula; a hark back to the days of masculine Hammer Horror films, Christopher Lee, and Bela Lugosi. Then his image changed dramatically into the androgynous gothic aristocrat most people know him as today. This essay will examine Alucard’s design, the certain artistic and social trends which might have influenced it, and how it has evolved into what it is now.
☽ Read the full piece here or click the read more for the text only version ☽
INTRODUCTION
Published in 2017, Carol Dyhouse’s Heartthrobs: A History of Women and Desire examines how certain cultural trends can influence what women may find attractive or stimulating in a male character. By using popular archetypes such as the Prince Charming, the bad boy, and the tall dark handsome stranger, Dyhouse seeks to explain why these particular men appeal to the largest demographic beyond mere superfluous infatuation. In one chapter titled “Dark Princes, Foreign Powers: Desert Lovers, Outsiders, and Vampires”, she touches upon the fascination most audiences have with moody and darkly seductive vampires. Dyhouse exposits that the reason for this fascination is the inherent dangerous allure of taming someone—or something—so dominating and masculine, perhaps even evil, yet hides their supposed sensitivity behind a Byronic demeanour.
This is simply one example of how the general depiction of vampires in mainstream media has evolved over time. Because the concept itself is as old as the folklore and superstitions it originates from, thus varying from culture to culture, there is no right or wrong way to represent a vampire, desirable or not. The Caribbean Soucouyant is described as a beautiful woman who sheds her skin at night and enters her victims’ bedrooms disguised as an aura of light before consuming their blood. In Ancient Roman mythology there are tales of the Strix, an owl-like creature that comes out at night to drink human blood until it can take no more. Even the Chupacabra, a popular cryptid supposedly first spotted in Puerto Rico, has been referred to as being vampiric because of the way it sucks blood out of goats, leaving behind a dried up corpse.
However, it is a rare thing to find any of these vampires in popular media. Instead, most modern audiences are shown Dyhouse’s vampire: the brooding, masculine alpha male in both appearance and personality. A viewer may wish to be with that character, or they might wish to become just like that character. 
This sort of shift in regards to creating the “ideal” vampire is most evident in how the image of Dracula has been adapted, interpreted, and revamped in order to keep up with changing trends. In Bram Stoker’s original 1897 novel of the same name, Dracula is presented as the ultimate evil; an ancient, almost grotesque devil that ensnares the most unsuspecting victims and slowly corrupts their innocence until they are either subservient to him (Renfield, the three brides) or lost to their own bloodlust (Lucy Westenra). In the end, he can only be defeated through the joined actions of a steadfast if not ragtag group of self-proclaimed vampire hunters that includes a professor, a nobleman, a doctor, and a cowboy. His monstrousness in following adaptations remains, but it is often undercut by attempts to give his character far more pathos than the original source material presents him with. Dracula has become everything: a monster, a lover, a warrior, a lonely soul searching for companionship, a conquerer, a comedian, and of course, the final boss of a thirty-year-old video game franchise.
Which brings us to the topic of this essay; not Dracula per say, but his son. Even if someone has never played a single instalment of Castlevania or watched the ongoing animated Netflix series, it is still most likely that they have heard of or seen the character of Alucard through cultural osmosis thanks to social media sites such as Twitter, Instagram, Reddit, and the like. Over the thirty-plus years in which Castlevania has remained within the public’s consciousness, Alucard has become one of the most popular characters of the franchise, if not the most popular. Since his debut as a leading man in the hit game Castlevania: Symphony of the Night, he has taken his place beside other protagonists like Simon Belmont, a character who was arguably the face of Castlevania before 1997, the year in which Symphony of the Night was released. Alucard is an iconic component of the series and thanks in part to the mainstream online streaming service Netflix, he is now more present in the public eye than ever before whether through official marketing strategies or fanworks.
It is easy to see why. Alucard’s backstory and current struggles are quite similar to the defining characteristics of the Byronic hero. Being the son of the human doctor Lisa Țepeș, a symbol of goodness and martyrdom in all adaptations, and the lord of all vampires Dracula, Alucard (also referred to by his birth name Adrian Fahrenheit Țepeș) feels constantly torn between the two halves of himself. He maintains his moralistic values towards protecting humanity, despite being forced to make hard decisions, and despite parts of humanity not being kind to him in turn, yet is always tempted by his more monstrous inheritance. The idea of a hero who carries a dark burden while aspiring towards nobility is something that appeals to many audiences. We relate to their struggles, cheer for them when they triumph, and share their pain when they fail. Alucard (as most casual viewers see him) is the very personification of the Carol Dyhouse vampire: mysterious, melancholic, dominating, yet sensitive and striving for compassion. Perceived as a supposed “bad boy” on the surface by people who take him at face value, yet in reality is anything but.
Then there is Alucard’s appearance, an element that is intrinsically tied to how he has been portrayed over the decades and the focus of this essay. Much like his infamous father, the aesthetic of Alucard has changed tremendously since Castlevania’s start in the 1980s—yet certain things about him never change at all. He began as the mirror image of Dracula; a hark back to the days of masculine Hammer Horror films, Christopher Lee, and Bela Lugosi. Then his image changed dramatically into the androgynous gothic aristocrat most people know him as today. This essay will examine Alucard’s design, the certain artistic and social trends which might have influenced it, and how it has evolved into what it is now. Parts will include theoretical, analytical, and hypothetical stances, but it’s overall purpose is to be merely observational.
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What is Castlevania?
We start this examination at the most obvious place, with the most obvious question. Like all franchises, Castlevania has had its peaks, low points, and dry spells. Developed by Konami and directed by Hitoshi Akamatsu, the first instalment was released in 1986 then distributed in North America for the Nintendo Entertainment System the following year. Its pixelated gameplay consists of jumping from platform to platform and fighting enemies across eighteen stages all to reach the final boss, Dracula himself. Much like the gameplay, the story of Castlevania is simple. You play as Simon Belmont; a legendary vampire hunter and the only one who can defeat Dracula. His arsenal includes holy water, axes, and throwing daggers among many others, but his most important weapon is a consecrated whip known as the vampire killer, another iconic staple of the Castlevania image.
Due to positive reception from critics and the public alike, Castlevania joined other titles including Super Mario Bros., The Legend of Zelda, and Mega Man as one of the most defining video games of the 1980s. As for the series itself, Castlevania started the first era known by many fans and aficionados as the “Classicvania” phase, which continued until the late 1990s. It was then followed by the “Metroidvania” era, the “3-D Vania” era during the early to mid 2000s, an reboot phase during the early 2010s, and finally a renaissance or “revival” age where a sudden boom in new or re-released Castlevania content helped boost interest and popularity in the franchise. Each of these eras detail how the games changed in terms of gameplay, design, and storytelling. The following timeline gives a general overview of the different phases along with their corresponding dates and instalments.
Classicvania refers to Castlevania games that maintain the original’s simplicity in gameplay, basic storytelling, and pixelated design. In other words, working within the console limitations of the time. They are usually side-scrolling platformers with an emphasis on finding hidden objects and defeating a variety of smaller enemies until the player faces off against the penultimate boss. Following games like Castlevania 2: Simon’s Quest and Castlevania 3: Dracula’s Curse were more ambitious than their predecessor as they both introduced new story elements that offered multiple endings and branching pathways. In Dracula’s Curse, there are four playable characters each with their own unique gameplay. However, the most basic plot of the first game is present within both of these titles . Namely, find Dracula and kill Dracula. Like with The Legend of Zelda’s Link facing off against Ganon or Mario fighting Bowser, the quest to destroy Dracula is the most fundamental aspect to Castlevania. Nearly every game had to end with his defeat. In terms of gameplay, it was all about the journey to Dracula’s castle. 
As video games grew more and more complex leading into the 1990s, Castlevania’s tried and true formula began to mature as well. The series took a drastic turn with the 1997 release of Castlevania: Symphony of the Night, a game which started the Metroidvania phase. This not only refers to the stylistic and gameplay changes of the franchise itself, but also refers to an entire subgenre of video games. Combining key components from Castlevania and Nintendo’s popular science fiction action series Metroid, Metroidvania games emphasize non-linear exploration and more traditional RPG elements including a massive array of collectable weapons, power-ups, character statistics, and armor. Symphony of the Night pioneered this trend while later titles like Castlevania: Circle of the Moon, Castlevania: Harmony of Dissonance and Castlevania: Aria of Sorrow solidified it. Nowadays, Metroidvanias are common amongst independent developers while garnering critical praise. Hollow Knight, Blasphemous, and Bloodstained: Ritual of the Night are just a few examples of modern Metroidvanias that use the formula to create familiar yet still distinct gaming experiences. 
Then came the early to mid 2000s and many video games were perfecting the use of 3-D modelling, free control over the camera, and detailed environments. Similar to what other long-running video game franchises were doing at the time, Castlevania began experimenting with 3-D in 1999 with Castlevania 64 and Castlevania: Legacy of Darkness, both developed for the Nintendo 64 console. 64 received moderately positive reviews while the reception for its companion was far more mixed, though with Nintendo 64’s discontinuation in 2002, both games have unfortunately fallen into obscurity. 
A year later, Castlevania returned to 3-D with Castlevania: Lament of Innocence for the Playstation 2. This marked Koji Igarashi’s first foray into 3-D as well as the series’ first ever M-rated instalment. While not the most sophisticated or complex 3-D Vania (or one that manages to hold up over time in terms of graphics), Lament of Innocence was a considerable improvement over 64 and Legacy of Darkness. Other 3-D Vania titles include Castlevania: Curse of Darkness, Castlevania: Judgment, and Castlevania: The Dracula X Chronicles for the PSP, a remake of the Classicvania game Castlevania: Rondo of Blood which merged 3-D models, environments, and traditional platforming mechanics emblematic of early Castlevania. It is important to note that during this particular era, there were outliers to the changing formula that included Castlevania: Portrait of Ruin and Castlevania: Order of Ecclesia, both games which added to the Metroidvania genre. 
Despite many of the aforementioned games becoming cult classics and fan favourites, this was an era in which Castlevania struggled to maintain its relevance, confused by its own identity according to most critics. Attempts to try something original usually fell flat or failed to resonate with audiences and certain callbacks to what worked in the past were met with indifference. 
By the 2010s, the Castlevania brand changed yet again and stirred even more division amongst critics, fans, and casual players. This was not necessarily a dark age for the franchise but it was a strange age; the black sheep of Castlevania. In 2010, Konami released Castlevania: Lords of Shadow, a complete reboot of the series with new gameplay, new characters, and new lore unrelated to previous instalments. The few elements tying it to classic Castlevania games were recurring enemies, platforming, and the return of the iconic whip used as both a weapon and another means of getting from one area to another. Other gameplay features included puzzle-solving, exploration, and hack-and-slash combat. But what makes Lords of Shadow so divisive amongst fans is its story. The player follows Gabriel Belmont, a holy warrior on a quest to save his deceased wife’s soul from Limbo. From that basic plot point, the storyline diverges immensely from previous Castlevania titles, becoming more and more complicated until Gabriel makes the ultimate sacrifice and turns into the very monster that haunted other Belmont heroes for centuries: Dracula. While a dark plot twist and a far cry from the hopeful endings of past games, the concept of a more tortured and reluctant Dracula who was once the hero had already been introduced in older Dracula adaptations (the Francis Ford Coppola directed Dracula being a major example of this trend in media).
Despite strong opinions on how much the story of Lords of Shadow diverged from the original timeline, it was positively received by critics, garnering an overall score of 85 on Metacritic. This prompted Konami to continue with the release of Castlevania: Lords of Shadow—Mirror of Fate and Castlevania: Lords of Shadow 2. Mirror of Fate returned to the series’ platforming and side-scrolling roots with stylized 3-D models and cutscenes. It received mixed reviews, as did its successor Lords of Shadow 2. While Mirror of Fate felt more like a classic stand-alone Castlevania with Dracula back as its main antagonist, the return of Simon Belmont, and the inclusion of Alucard, Lords of Shadow 2 carried over plot elements from its two predecessors along with new additions, turning an already complicated story into something more contrived. 
Finally, there came a much needed revival phase for the franchise. Netflix’s adaptation of Castlevania animated by Powerhouse Animation Studios based in Austen, Texas and directed by Samuel Deats and co-directed by Adam Deats aired its first season during July 2017 with four episodes. Season two aired in October 2018 with eight episodes followed by a ten episode third season in March 2020. Season four was announced by Netflix three weeks after the release of season three. The show combines traditional western 2-D animation with elements from Japanese anime and is a loose adaptation of Castlevania 3: Dracula’s Curse combined with plot details from Castlevania: Curse of Darkness, Castlevania: Symphony of the Night, and original story concepts. But the influx of new Castlevania content did not stop with the show. Before the release of season two, Nintendo announced that classic protagonists Simon Belmont and Richter Belmont would join the ever-growing roster of playable characters in their hit fighting game Super Smash Bros. Ultimate. With their addition also came the inclusion of iconic Castlevania environments, music, weapons, and supporting characters like Dracula and Alucard. 
During the year-long gap between seasons two and three of the Netflix show, Konami released Castlevania: Grimoire of Souls, a side-scrolling platformer and gacha game for mobile devices. The appeal of Grimoire of Souls is the combination of popular Castlevania characters each from a different game in the series interacting with one another along with a near endless supply of collectable weapons, outfits, power-ups, and armor accompanied by new art. Another ongoing endeavor by Konami in partnership with Sony to bring collective awareness back to one of their flagship titles is the re-releasing of past Castlevania games. This began with Castlevania: Requiem, in which buyers received both Symphony of the Night and Rondo of Blood for the Playstation 4 in 2018. This was followed the next year with the Castlevania Anniversary Collection, a bundle that included a number of Classicvania titles for the Playstation 4, Xbox One, Steam, and Nintendo Switch.
Like Dracula, the Belmonts, and the vampire killer, one other element tying these five eras together is the presence of Alucard and his various forms in each one.
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Masculinity in 1980s Media
When it comes to media and various forms of the liberal arts be it entertainment, fashion, music, etc., we are currently in the middle of a phenomenon known as the thirty year cycle. Patrick Metzgar of The Patterning describes this trend as a pop cultural pattern that is, in his words, “forever obsessed with a nostalgia pendulum that regularly resurfaces things from 30 years ago”. Nowadays, media seems to be fixated with a romanticized view of the 1980s from bold and flashy fashion trends, to current music that relies on the use of synthesizers, to of course visual mass media that capitalizes on pop culture icons of the 80s. This can refer to remakes, reboots, and sequels; the first cinematic chapter of Stephen King’s IT, The Dark Crystal: Age of Resistance, and both Ghostbusters remakes are prime examples—but the thirty year cycle can also include original media that is heavily influenced or oversaturated with nostalgia. Netflix’s blockbuster series Stranger Things is this pattern’s biggest and most overt product. 
To further explain how the thirty year cycle works with another example, Star Wars began as a nostalgia trip and emulation of vintage science fiction serials from the 1950s and 60s, the most prominent influence being Flash Gordon. This comparison is partially due to George Lucas’ original attempts to license the Flash Gordon brand before using it as prime inspiration for Star Wars: A New Hope and subsequent sequels. After Lucas sold his production company Lucasfilms to Disney, three more Star Wars films were released, borrowing many aesthetic and story elements from Lucas’ original trilogy while becoming emulations of nostalgia themselves. 
The current influx of Castlevania content could be emblematic of this very same pattern in visual media, being an 80s property itself, but what do we actually remember from the 1980s? Thanks to the thirty year cycle, the general public definitely acknowledges and enjoys all the fun things about the decade. Movie theatres were dominated by the teen flicks of John Hughes, the fantasy genre found a comeback due to the resurgence of J.R.R. Tolkien’s classic works along with the tabletop role-playing game Dungeons & Dragons, and people were dancing their worries away to the songs of Michael Jackson, Whitney Houston, and Madonna. Then there were the things that most properties taking part in the thirty year cycle choose to ignore or gloss over, with some exceptions. The rise of child disappearances, prompting the term “stranger danger”, the continuation of satanic panic from the 70s which caused the shutdown and incarceration of hundreds of innocent caretakers, and the deaths of thousands due to President Reagan’s homophobia, conservatism, and inability to act upon the AIDS crisis. 
The 1980s also saw a shift in masculinity and how it was represented towards the public whether through advertising, television, cinema, or music. In M.D. Kibby’s essay Real Men: Representations of Masculinity in 80s Cinema, he reveals that “television columns in the popular press argued that viewers were tired of liberated heroes and longed for the return of the macho leading man” (Kibby, 21). Yet there seemed to be a certain “splitness” to the masculine traits found within fictional characters and public personas; something that tried to deconstruct hyper-masculinity while also reviling in it, particularly when it came to white, cisgendered men. Wendy Somerson further describes this dichotomy: “The white male subject is split. On one hand, he takes up the feminized personality of the victim, but on the other hand, he enacts fantasies of hypermasculinized heroism” (Somerson, 143). Somerson explains how the media played up this juxtaposition of “soft masculinity”, where men are portrayed as victimized, helpless, and childlike. In other words, “soft men who represent a reaction against the traditional sexist ‘Fifties man’ and lack a strong male role model” (Somerson, 143). A sort of self-flagellation or masochism in response to the toxic and patriarchal gender roles of three decades previous. Yet this softening of male representation was automatically seen as traditionally “feminine” and femininity almost always equated to childlike weakness. Then in western media, there came the advent of male madness and the fetishization of violent men. Films like Scarface, Die Hard, and any of Arnold Schwarzenegger’s filmography helped to solidify the wide appeal of these hyper-masculine and “men out of control” tropes which were preceded by Martin Scorcese’s critical and cult favourite Taxi Driver.
There were exceptions to this rule; or at the very least attempted exceptions that only managed to do more harm to the concept of a feminized man while also doubling down on the standard tropes of the decade. One shallow example of this balancing act between femininity and masculinity in 80s western media was the hit crime show Miami Vice and Sonny, a character who is entirely defined by his image. In Kibby’s words, “he is a beautiful consumer image, a position usually reserved for women; and he is in continual conflict with work, that which fundamentally defines him as a man” (Kibby, 21). Therein lies the problematic elements of this characterization. Sonny’s hyper-masculine traits of violence and emotionlessness serve as a reaffirmation of his manufactured maleness towards the audience.
Returning to the subject of Schwarzenegger, his influence on 80s media that continued well into the 90s ties directly to how fantasy evolved during this decade while also drawing upon inspirations from earlier trends. The most notable example is his portrayal of Robert E. Howard’s Conan the Barbarian in the 1982 film directed by John Milius. Already a classic character from 1930s serials and later comic strips, the movie (while polarizing amongst critics who described it as a “psychopathic Star Wars, stupid and stupefying”) brought the iconic image of a muscle-bound warrior wielding a sword as half-naked women fawn at his feet back into the collective consciousness of many fantasy fans. The character and world of Conan romanticizes the use of violence, strength, and pure might in order to achieve victory. This aesthetic of hyper-masculinity, violence, and sexuality in fantasy art was arguably perfected by the works of Frank Frazetta, a frequent artist for Conan properties. The early Castlevania games drew inspiration from this exact aesthetic for its leading hero Simon Belmont and directly appropriated one of Frazetta’s pieces for the cover of the first game.
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Hammer Horror & Gender
Conan the Barbarian, Frank Frazetta, and similar fantasy icons were just a few influences on the overall feel of 80s Castlevania. Its other major influence harks back to a much earlier and far more gothic trend in media. Castlevania director Hitoshi Akamatsu stated that while the first game was in development, they were inspired by earlier cinematic horror trends and “wanted players to feel like they were in a classic horror movie”. This specific influence forms the very backbone of the Castlevania image. Namely: gothic castles, an atmosphere of constant uncanny dread, and a range of colourful enemies from Frankenstein’s Monster, the Mummy, to of course Dracula. The massive popularity and recognizability of these three characters can be credited to the classic Universal Pictures’ monster movies of the 1930s, but there was another film studio that put its own spin on Dracula and served as another source of inspiration for future Castlevania properties.
The London-based film company Hammer Film Productions was established in 1934 then quickly filed bankruptcy a mere three years later after their films failed to earn back their budget through ticket sales. What saved them was the horror genre itself as their first official title under the ‘Hammer Horror’ brand The Curse of Frankenstein starring Hammer regular Peter Cushing was released in 1957 to enormous profit in both Britain and overseas. With one successful adaptation of a horror legend under their belt, Hammer’s next venture seemed obvious. Dracula (also known by its retitle Horror of Dracula) followed hot off the heels of Frankenstein and once again starred Peter Cushing as Professor Abraham Van Helsing, a much younger and more dashing version of his literary counterpart. Helsing faces off against the titular fanged villain, played by Christopher Lee, whose portrayal of Dracula became the face of Hammer Horror for decades to come. 
Horror of Dracula spawned eight sequels spanning across the 60s and 70s, each dealing with the resurrection or convoluted return of the Prince of Darkness (sound familiar?) Yet these were not the same gothic films pioneered by Universal Studios with fog machines, high melodrama, and disturbingly quiet atmosphere. Christopher Lee’s Dracula and Bela Lugosi’s Dracula are two entirely separate beasts. While nearly identical in design (slicked back hair, long flowing black cape, and a dignified, regal demeanor), Lugosi is subtle, using only his piercing stare as a means of intimidation and power—in the 1930s, smaller details meant bigger scares. For Hammer Horror, when it comes time to show Dracula’s true nature, Lee bares his blood-covered fangs and acts like an animal coveting their prey. Hammer’s overall approach to horror involved bigger production sets, low-cut nightgowns, and bright red blood that contrasted against the muted, desaturated look of each film. And much like the media of 1980, when it came to their characters, the Dracula films fell back on what was expected by society to be ‘masculine’ and ‘feminine’ while also making slight commentary on those very preconceived traits.
The main theme surrounding each male cast in these films is endangered male authority. Dracula and Van Helsing are without a doubt the most powerful, domineering characters in the story, particularly Helsing. As author Peter Hutchings describes in his book Hammer & Beyond: The British Horror Film, “the figure of the (male) vampire hunter is always one of authority, certainty, and stability (...) he is the only one with enough logical sense to know how to defeat the ultimate evil, thus saving the female characters and weaker male characters from being further victimized” (Hutchings, 124). The key definition here is ‘weaker male characters’. Hammer’s Dracula explores the absolute power of male authority in, yet it also reveals how easily this authority can be weakened. This is shown through the characters of Jonathan Harker and Arthur Holmwood, who differ slightly from how they are portrayed in Stoker’s novel. While Dracula does weaken them both, they manage to join Helsing and defeat the monster through cooperation and teamwork. In fact, it is Harker who lands one of the final killing strikes against Dracula. However, the Jonathan Harker of Hammer’s Dracula is transformed into a vampire against his will and disposed of before the finale. His death, in the words of Hutchings, “underlines the way in which throughout the film masculinity is seen (...) as arrested, in a permanently weakened state” (Hutchings, 117).
This theme of weakened authority extends to Holmwood in a more obvious and unsettling manner. In another deviation from the source material, Lucy Westenra, best friend to Mina Murray and fiancé to Arthur Holmwood, is now Holmwood’s sister and Harker’s fiancé. Lucy’s story still plays out more or less the same way it did in the novel; Dracula routinely drains her of blood until she becomes a vampire, asserting his dominance both physically and mentally. This according to Hutchings is the entirety of Dracula’s plan; a project “to restore male authority over women by taking the latter away from the weak men, establishing himself as the immortal, sole patriarch” (Hutchings, 119). Meanwhile, it is Helsing’s mission to protect men like Arthur Holmwood, yet seems only concerned with establishing his own dominance and does nothing to reestablish Holmwood’s masculinity or authority. Due to the damage done by Dracula and the failings of Helsing, Holmwood never regains this authority, even towards the end when he is forced to murder his own sister. His reaction goes as follows: “as she is staked he clutches his chest, his identification with her at this moment, when she is restored to a passivity which is conventionally feminine, suggesting a femininity within him which the film equates with weakness” (Hutchings, 117).
So Van Helsing succeeds in his mission to defeat his ultimate rival, but Dracula is victorious in his own right. With Jonathan Harker gone, Lucy Holmwood dead, and Arthur Holmwood further emasculated, he succeeds in breaking down previous male power structures while putting himself in their place as the all-powerful, all-dominant male presence. This is the very formula in which early Hammer Dracula films were built upon; “with vampire and vampire hunter mutually defining an endangered male authority, and the woman functioning in part as the site of their struggle (...) forged within and responded to British social reality of the middle and late 1950s” (Hutchings, 123).
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Alucard c. 1989
As for Castlevania’s Dracula, his earliest design takes more from Christopher Lee’s portrayal than from Bela Lugosi or Bram Stoker’s original vision. His appearance on the first ever box art bears a striking resemblance to one of the most famous stills from Horror of Dracula. Even in pixelated form, Dracula’s imposing model is more characteristic of Christopher Lee than Bela Lugosi.
Being his son, it would make logical sense for the first appearance of Alucard in Castlevania 3: Dracula’s Curse to resemble his father. His 1989 design carries over everything from the slick dark hair, sharp claws, and shapeless long cloak but adds a certain juvenile element—or rather, a more human element. This makes sense in the context of the game’s plot. Despite being the third title, Dracula’s Curse acts as the starting point to the Castlevania timeline (before it was replaced by Castlevania: Legends in 1997, which was then retconned and also replaced by Castlevania: Lament of Innocence in 2003 as the definitive prequel of the series). Set nearly two centuries before Simon Belmont’s time, Dracula’s Curse follows Simon’s ancestor Trevor Belmont as he is called to action by the church to defeat Dracula once he begins a reign of terror across Wallachia, now known as modern day Romania. It is a reluctant decision by the church, since the Belmont family has been exiled due to fear and superstition surrounding their supposed inhuman powers. 
This is one example of how despite the current technological limitations, later Castlevania games were able to add more in-depth story elements little by little beyond “find Dracula, kill Dracula”. This began as early as Castlevania 2: Simon’s Quest by giving Simon a much stronger motivation in his mission and the inclusion of multiple endings. The improvements made throughout the Classicvania era were relatively small while further character and story complexities remained either limited or unexplored, but they were improvements nonetheless.
Another example of this slight progress in storytelling was Castlevania 3’s introduction of multiple playable characters each with a unique backstory of their own. The supporting cast includes Sypha Belnades, a powerful sorceress disguised as a humble monk who meets Trevor after he saves her from being frozen in stone by a cyclops, and Grant Danasty, a pirate who fell under Dracula’s influence before Trevor helped him break free from his curse. Then there is of course Adrian Fahrenheit Țepeș who changed his name to Alucard, the opposite of Dracula, as a symbol of rebellion against his tyrannical father. Yet Castlevania was not the first to conceptualize the very character of Alucard; someone who is the son of Dracula and whose name is quite literally the backwards spelling of his fathers’. That idea started with Universal’s 1943 venture Son of Dracula, a sequel to the 1931 classic that unfortunately failed to match the original’s effective atmosphere, scares, and story. In it, Alucard is undoubtedly the villain whereas in Dracula’s Curse, he is one of the heroes. Moral and noble, able to sway Trevor Belmont’s preconceptions of vampiric creatures, and with an odd sympathy for the monster that is his father. Alucard even goes as far as to force himself into an eternal slumber after the defeat of Dracula in order to “purge the world of his own cursed bloodline” (the reason given by Castlevania: Symphony of the Night’s opening narration).
When it comes to design, Castlevania’s Alucard does the curious job of fitting in with the franchises’ established aesthetic yet at the same time, he manages to stand out the most—in fact, all the main characters do. Everyone from Trevor, Sypha, to Grant all look as though they belong in different stories from different genres. Grant’s design is more typical of the classic pirate image one would find in old illustrated editions of Robinson Crusoe’s Treasure Island or in a classic swashbuckler like 1935’s Captain Blood starring Errol Flynn. Sypha might look more at home in a Dungeons & Dragons campaign or an early Legend of Zelda title with a large hood obscuring her facial features, oversized blue robes, and a magical staff all of which are commonplace for a fantasy mage of the 1980s. Trevor’s design is nearly identical to Simon’s right down to the whip, long hair, and barbarian-esque attire which, as mentioned previously, was taken directly from Conan the Barbarian. 
Judging Alucard solely from official character art ranging from posters to other promotional materials, he seems to be the only one who belongs in the gothic horror atmosphere of Dracula’s Curse. As the physically largest and most supernaturally natured of the main cast, he is in almost every way a copy of his father—a young Christopher Lee’s Dracula complete with fangs and cape. Yet his path as a hero within the game’s narrative along with smaller, near missable details in his design (his ingame magenta cape, the styling of his hair in certain official art, and the loose-fitting cravat around his neck) further separates him from the absolute evil and domination that is Dracula. Alucard is a rebel and an outsider, just like Trevor, Sypha, and Grant. In a way, they mirror the same vampire killing troupe from Bram Stoker’s novel; a group of people all from different facets of life who come together to defeat a common foe. 
The son of Dracula also shares similar traits with Hammer’s Van Helsing. Same as the Belmonts (who as vampire hunters are exactly like Helsing in everything except name), Alucard is portrayed as one of the few remaining beacons of masculinity with enough strength, skill, and logical sense who can defeat Dracula, another symbol of patriarchal power. With Castlevania 3: Dracula’s Curse, we begin to see Alucard’s dual nature in aesthetics that is automatically tied to his characterization; a balance that many Byronic heroes try to strike between masculine domination and moralistic sensitivity and goodness that is often misconstrued as weakly feminine. For now though, especially in appearance, Alucard’s persona takes more from the trends that influenced his allies (namely Trevor and Simon Belmont) and his enemy (Dracula). This of course would change drastically alongside the Castlevania franchise itself come the 1990s.
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Gender Expression & The 1990s Goth Scene
When a person sees or hears the word “gothic”, it conjures up a very specific mental image—dark and stormy nights spent inside an extravagant castle that is host to either a dashing vampire with a thirst for blood, vengeful ghosts of the past come to haunt some unfortunate living soul, or a mad scientist determined to cheat death and bring life to a corpse sewn from various body parts. In other words, a scenario that would be the focus of some Halloween television special or a daring novel from the mid to late Victorian era. Gothicism has had its place in artistic and cultural circles long before the likes of Mary Shelley, Edgar Allan Poe, Bram Stoker, and even before Horace Walpole’s The Castle of Otranto, a late 18th century novel that arguably started the gothic horror subgenre. 
The term itself originated in 17th century Sweden as a descriptor of the national romanticism concerning the North Germanic Goths, a tribe which occupied much of Medieval Götaland. It was a period of historical revisionism in which the Goths and other Viking tribes were depicted as heroic and heavily romanticised. Yet more than ever before, gothicism is now associated with a highly specific (and in many ways personal) form of artistic and gender expression. It started with the golden age of gothic Medieval architecture that had its revival multiple centuries later during the Victorian era, then morphed into one of the darkest if not melodramatic literary movements, and finally grew a new identity throughout the 1990s. For this portion, we will focus on the gothic aesthetic as it pertains to fashion and music.
Arguably, the advent of the modern goth subculture as it is known nowadays began with the 1979 song “Bela Lugosi’s Dead” from Northampton’s own rock troupe Bauhaus. The overall aesthetic of the song, accompanying live performances, and the band itself helped shaped the main themes of current gothicism including, but not limited to, “macabre funeral musical tone and tempo, to lyrical references to the undead, to deep voiced eerie vocals, to a dark twisted form of androgyny in the appearance of the band and most of its following” (Hodkinson, 35-64). This emphasis on physical androgyny in a genre that was predominantly focused on depictions of undeniable masculinity was especially important to the 80s and 90s goth scene. Bauhaus opened the gates in which other goth and post-punk bands gained popularity outside of underground venues, including The Cure, Siouxsie and the Banshees, and Southern Death Cult. Much like Bauhaus’ “twisted form of androgyny”, these other bands pioneered a romantic yet darkly feminine aesthetic which was then embraced by their fans. It wasn’t until the producer of Joy Division Tony Wilson along with members from Southern Death Cult and U.K. Decay mentioned the word “goth” in passing that this growing musical and aesthetic subculture finally had a name for itself. 
The goth movement of the 1990s became an interesting mesh of nonconformity and individual expression while also emphasising the need for a mutual connection through shared interests and similar aesthetics. Unique social outsiders looking for a sense of community and belonging—not unlike Stoker’s vampire hunting troupe or the main cast of Castlevania 3: Dracula’s Curse. Paul Hodkinson author of Goth: Identity, Style and Subculture describes the ways in which goths were able to expand their social networking while making the subculture their own. In order to gain further respect and recognition within the community, “they usually sought to select their own individual concoction from the range of acceptable artefacts and themes and also to make subtle additions and adaptations from beyond the established stylistic boundaries” (Hodkinson, 35-64). This was one of the ways in which the goth subculture was able to grow and evolve while maintaining some typical aesthetics. Those aesthetics that had already become gothic staples as far back as classic Victorian horror included crucifixes, bats, and vampires; all of which were presented by young modern goths, as Hodkinson puts it, “sometimes in a tongue-in-cheek self-conscious manner, sometimes not” (Hodkinson, 35-64).
The vampire, as it appeared in visual mass media of the time, was also instrumental to the 90s gothic scene, reinforcing certain physical identifiers such as long dark hair, pale make-up, and sometimes blackened sunglasses. This was especially popular amongst male goths who embodied traditional gothic traits like dark femininity and androgyny, which had already been long established within the subculture. 
As always, television and film did more to reinforce these subcultural trends as recognizable stereotypes, usually in a negative manner, than it did to help people embrace them. In media aimed towards a primarily teenage and young adult demographic, if a character did not possess the traditional traits of a hyper-masculine man, they instead fit into two different molds; either the neurotic geek or the melodramatic, moody goth. However, there were forms of media during the 90s that did manage to embrace and even relish with no sense of irony in the gothic aesthetic. 
Two films which helped to build upon the enthusiasm for the vampire were Francis Ford Coppola’s lavish adaptation of Stoker’s novel titled Bram Stoker’s Dracula starring Gary Oldman in the titular role of Dracula and another adaptation of a more recent gothic favourite among goths, Anne Rice’s Interview with the Vampire with Brad Pitt and Tom Cruise. The majority of the male goth scene especially emulated Oldman’s portrayal of Dracula when in the film he transforms into a much younger, more seductive version of himself in order to blend in with society, everything down to the shaded Victorian sunglasses and the long flowing hair; a vision of classic, sleek androgyny combined with an intimidating demeanor without being overly hyper-masculine. 
Primarily taking place during the 18th and 19th century, Interview with the Vampire (the film and the original novel) also encouraged this very same trend, helping to establish European aristocratic elements into the gothic aesthetic; elements such as lace frills, finely tailored petticoats, corsets, and a general aura of delicacy. 
Going back to Hodkinson’s findings, he states that “without actually rendering such categories insignificant, goth had from its very beginnings been characterized by the predominance, for both males and females, of particular kinds of style which would normally be associated with femininity” (Hodkinson, 35-64). However, it is important to acknowledge that the western goth subculture as described in this section, while a haven for various forms of gender expression, placed heavy emphasis on thin, white bodies. Over the years, diversity within the community has been promoted and encouraged, but rarely do we see it as the forefront face of gothicism.
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The Japanese Goth Scene & Ayami Kojima
Modern gothicism was not limited to North America or Europe. In Japan, the subculture had evolved into its own form of self-expression through clothing and music that took inspiration from a variety of 18th and 19th century themes (mostly originating from European countries). Yet despite the numerous western influences, the eastern goth community during the 1990s and early 2000s embraced itself as something unique and wholly Japanese; in other words, different from what was happening within the North American movement at the same time. To refresh the memory, western goth culture focused primarily on the macabre that included completely black, moody wardrobes with an air of dark femininity. Japanese goth culture maintained those feminine traits, but included elements that were far more decadent, frivolous, and played further into the already established aristocratic motifs of gothicism. This created a new fashion subculture known as Gothic Lolita or Goth-Loli (no reference to the Vladimir Nabokov novel Lolita or the themes presented within the text itself). 
In Style Deficit Disorder: Harajuku street fashion, a retrospective on the history of modern Japanese street fashion, the Goth-Loli image is described as “an amalgam of Phantom of the Opera, Alice in Wonderland, and Edgar Allan Poe” (Godoy; Hirakawa, 160). It was an aesthetic that took the western notion of “gothic” to higher levels with a heavier emphasis on opulence and an excessive decorative style—think Gothic meets Baroque meets Rococo. Teresa Younker, author of Lolita: Dreaming, Despairing, Defying, suggests that during the early years of the Gothic Lolita movement, it acted as a form of escapism for many young Japanese individuals searching for a way out of conformity. She states that “rather than dealing with the difficult reality of rapid commercialization, destabilization of society, a rigid social system, and an increasingly body-focused fashion norm, a select group of youth chose to find comfort in the over-the-top imaginary world of lace, frills, bows, tulle, and ribbons”. One pioneer that helped to bring the Goth-Loli image at the forefront of Japanese underground and street fashion the likes of Harajuku was the fashion magazine Gothic & Lolita Bible. Launched in 2001 by Index Communication and Mariko Suzuki, each issue acted as a sort of catalogue book for popular gothic and lolita trends that expanded to art, music, manga, and more. 
According to Style Deficit Disorder, during this time when Gothic & Lolita Bible had helped bring the subculture into a larger collective awareness, the Goth-Loli image became “inspired by a yearning for something romantic overseas (...) and after taking on the “Harajuku Fashion,” ended up travelling overseas, while remaining a slightly strange fashion indigenous to Japan” (Godoy; Hirakawa, 137). Then came KERA Maniac, another magazine launched in 2003 that had “even darker clothing and international style points and references, such as features on the life and art of Lewis Carroll, Japanese ball-jointed dolls, or interviews with icons like Courtney Love” (Godoy; Hirakawa, 140). The fashion trends that both Gothic & Lolita Bible and KERA Maniac focused on also found popularity amongst visual kei bands which were usually all male performers who began sporting the very same ultra-feminine, ultra-aristocratic Goth-Loli brands that were always featured in these magazines. 
Similar to traditional Kabuki theatre, “this visual-kei placed great importance on the gorgeous spectacle created onstage” (Godoy; Hirakawa, 135). One particular visual kei performer of the early 2000s that became Gothic & Lolita Bible’s biggest and most frequent collaborator was Mana. Best known for his musical and fashion career, Mana describes his onstage persona, merging aristocratic goth with elegant gothic lolita, as “either male or female but it is also neither male nor female. It is both devil and angel. The pursuit of a middle ground” (Godoy; Hirakawa, 159).
Opulence, decadence, and femininity with a dark undertone are all apt terms to describe the image of Japanese gothicism during the 90s and early aughts. They are also perfect descriptors of how artist Ayami Kojima changed the face of Castlevania from a franchise inspired by classic horror and fantasy to something more distinct. As a self-taught artist mainly working with acrylics, India ink, and finger smudging among other methods, 1997’s Castlevania: Symphony of the Night was Kojima’s first major title as the lead character designer. Over the years she worked on a number of separate video games including Samurai Warriors and Dynasty Warriors, along with other Castlevania titles. Before then, she made a name for herself as a freelance artist mainly working on novel covers and even collaborated with Vampire Hunter D creator Kikuchi Hideyuki for a prequel to his series. Kojima has been dubbed by fans as “the queen of Castlevania” due to her iconic contributions to the franchise. 
Kojima’s influences cover a wide array of themes from the seemingly obvious (classic horror, shounen manga, and East Asian history) to disturbingly eclectic (surgery, body modification, and body horror). It is safe to assume that her resume for Castlevania involves some of her tamer works when compared to what else is featured in her 2010 artbook Santa Lilio Sangre. Yet even when her more personal art pieces rear into the grotesquely unsettling, they always maintain an air of softness and femininity. Kojima is never afraid to show how the surreal, the intense, or the horrifying can also be beautiful. Many of her pieces include details emblematic of gothicism; skulls, bloodied flowers, the abundance of religious motifs, and lavish backgrounds are all commonplace, especially in her Castlevania art. Her models themselves—most often androgynous men with sharp cheekbones, flowing hair, and piercing gazes—look as though they would fit right into a gothic visual kei band or the pages of Gothic & Lolita Bible.
Castlevania: Harmony of Despair was the final Castlevania game Kojima worked on, as well as her last game overall. It wasn’t until 2019 when she reappeared with new pieces including promotional artwork for former Castlevania co-worker Koji Igarashi’s Bloodstained: Ritual of the Night and a collaboration with Japanese musician Kamijo on his newest album. Her work has also appeared in the February 2020 issue of TezuComi, depicting a much lighter and softer side of her aesthetic. Ayami Kojima may have moved onto other projects, but the way in which she forever influenced the Castlevania image is still being drawn upon and emulated to this day.
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Alucard c. 1997
There were actually three versions of Alucard during the 1990s, each of which were products of their time for different reasons. The first example is not only the most well known amongst fans and casual onlookers alike, but it is also the one design of Alucard that manages to stand the test of time. Ayami Kojima redesigned a number of classic Castlevania characters, giving them the gothic androgynous demeanour her art was known for. Most fans will say with some degree of jest that once Kojima joined Konami, Castlevania grew to look less like the masculine power fantasy it started as and more like a bishounen manga. No matter the differing opinions on the overall stylistic change of the series, Kojima’s reimagining of Alucard for Castlevania: Symphony of the Night is undoubtedly iconic. His backstory has more or less remained the same, carried over from Castlevania 3: Dracula’s Curse. After killing his father Dracula, Alucard, unable to fully process his actions or his bloodline, decides to force himself into a centuries long slumber in order to rid the world of his dark powers. Symphony of the Night begins with the Byronic dhampir prince waking up after nearly 300 years have passed once Dracula’s castle mysteriously reappears in close proximity to his resting place. The only difference this time is there seems to be no Belmont to take care of it, unlike previous years when Dracula is resurrected. Determined to finish what was started during the 15th century, the player takes Alucard on a journey throughout the castle, which has now become larger and more challenging than past incarnations.
Despite being somewhat of a direct sequel to Dracula’s Curse, Symphony’s Alucard is not the same dhampir as his 80s counterpart. Gone are any similarities to Bela Lugosi or Christopher Lee; now Alucard bears more of a resemblance to Anne Rice’s own literary muse Lestat de Lioncourt from her ongoing Vampire Chronicles. Instead of slicked back dark hair, thick golden locks (which were originally black to match his father) cascade down Alucard’s figure, swaying with his every pixelated movement. Heeled leather boots, a black coat with gold embellishments along with an abnormally large collar underneath a flowing cape, and a high-collared cravat replace the simplistic wardrobe of 80s Alucard—from a traditional, minimalist goth mirroring his father’s masculinity to an extravagant, aristocratic goth with his own intense, almost macabre femininity.
With the early Metroidvanias came the inclusion of detailed character portraits designed by Ayami Kojima which would appear alongside a dialogue box to further establish the illusion of the characters speaking to each other. Symphony of the Night was one of the first titles where players got to see Alucard’s ingame expression and it looked exactly as it did on every piece of promotional poster and artwork. The same piercing glare, furrowed brow, and unshakeable inhuman determination, the sort that is also reflected in his limited mannerisms and character—all of which are displayed upon an immaculate face that rarely if ever smiles. Just by looking at his facial design nearly hidden behind locks of hair that always seems meticulously styled, it is clear that Alucard cannot and will not diverge from his mission. The only moment in the game when his stoic facade breaks completely is when he faces off against the Succubus, who tempts Alucard to give into his vampiric nature by disguising herself as his deceased mother Lisa. Yet even then he sees through her charade and, depending on the player’s ability, quickly disposes of her. 
Despite his delicate feminine features, emotional softness is not one of Alucard’s strongest suits in Symphony. Though for someone in his position, someone who must remain steadfast and succeed in his goal or else fail the rest of humanity, where little else matters, Alucard’s occasional coldness (a trait that would return in recent Castlevania instalments) makes sense. There is a scene near at the climax of the game where he exposits to the other main protagonists Richter Belmont and Maria Renard about how painful it felt to destroy his father a second time, but he reframes it as a lesson about the importance of standing up against evil rather than an admission of his own vulnerability. However, he does choose to stay in the world of mortal humans instead of returning to his coffin (depending on which ending the player achieves).
The second 90s version of Alucard is a curious case of emulation, drawing inspiration from both Kojima’s redesign and other Japanese art styles of the 1990s. Castlevania Legends was released for the Game Boy the exact same year as Symphony of the Night and acted as a prequel to Dracula’s Curse, following its protagonist Sonia Belmont as she traverses through Dracula’s castle alongside Alucard and becomes the first Belmont in history to defeat him. It was then retconned after the release of Castlevania: Lament of Innocence in 2003 due to how its story conflicted with the overall timeline of the series. As with most of the earliest Game Boy titles, the ingame graphics of Legends are held back by the technological limitations, but the box art and subsequent character concepts reveal the game’s aesthetic which seems to take the most inspiration from other Japanese franchises of the decade. The biggest example would be Slayers, a popular comedic fantasy series that included light novels, manga, and anime. Legends Alucard is portrayed in this particular animated style, yet his design itself is very similar to how he looks in Symphony of the Night with only minor exceptions. 
The third and arguably most obscure 90s Alucard comes from the animated children’s show Captain N: The Game Master, a crossover that brought together popular Nintendo characters like Mega Man, Kid Icarus, and Simon Belmont. The episodes were presented as traditional monsters of the week, meaning each one focused on a brand new story or environment usually taken from Nintendo games. One episode that aired in 1993 centered on Castlevania and featured a comedic and parodied version of Alucard. Although the episode took elements from Dracula’s Curse, Alucard was meant to be a stereotypical representation of rebellious 90s youth, i.e. an overemphasis on skateboarding and “radical” culture. A colorful, kid-friendly version of the character that was never meant to be taken seriously; much like the rest of the show.
Out of the three variations, Ayami Kojima’s Alucard is the one that made the biggest and longest lasting impact on Castlevania. Redesigning an iconic franchise or character always comes with its own risks and gambles. In the case of Symphony of Night, the gamble made by Kojima—and by extension Konami and director Koji Igarashi—paid off. Unfortunately, the same cannot be said regarding Alucard’s next major change as a character and an image. 
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Lords of Shadow
“What motivates a man to confront the challenges that most of us would run from?” This is a question put forth by Castlevania: Lords of Shadow, the first attempt by Konami to reinvigorate and inject new life into the Castlevania brand name by completing rebooting the universe. Starting from scratch as it were. Originally, Lords of Shadow seemed to have no connection to the Castlevania franchise. Announced by Konami during a games convention in 2008, this was meant to give more attention and not distract from the upcoming Castlevania: Judgment. However, merely a year later at Electronic Entertainment Expo, it was revealed that Lords of Shadow was in fact the next major step that Konami was taking with Castlevania. From its announcement and early trailers, the game was already generating a healthy amount of media buzz due to its updated graphics, design, and gameplay. Having Konami alumni, video game auteur, and creator of the critically acclaimed Metal Gear series Hideo Kojima attached to the project also helped to generate initial hype for this new phase of Castlevania (though it should be noted that Kojima was only credited as a consultant and advisor for the Lords of Shadow development team). After nearly a decade of near hits, substantial misses, and a lack of focus for the franchise, Castlevania had once again become one of the most highly anticipated upcoming games. To quote gaming news and reviews website GamesRadar+ at the time, “this could be a megaton release”.
And it was—so to speak. As mentioned in previous sections, the first Lords of Shadow did relatively well, garnering critical and commercial success. By November of 2010, nearly one million copies had sold in North America and Europe alone. While not a monumental achievement or a record breaker, Lords of Shadow soon became the highest selling Castlevania game of all time. But enough time has passed since its release and nowadays, fans look back upon this reinvented Castlevania timeline pushed by Konami with mixed feelings, some more negative than others. 
The main criticism is that when it comes to gameplay, environment, and story, Lords of Shadow changed too much from its original source material. Change is not always a terrible thing especially in regards to long-running franchises and Castlevania had already gone through one massive upheaval with Symphony of the Night. Although the difference is how well that dramatic change was executed and how players reacted to it. For many, Lords of Shadow felt less like the game it was supposed to be emulating and more like other action hack-and-slashers of the time. The gameplay didn’t feel like Castlevania, it felt like Devil May Cry. Elements of the story didn’t feel like Castlevania, they felt like God of War. Each boss fight didn’t feel like Castlevania, they felt like Shadow of the Colossus (a frequent comment made by fans). Despite the familiar elements from past games that made their way into this new instalment, for many, Lords of Shadow was too little of Castlevania and too much of everything else that surrounded its development. Meanwhile, the afformented familiar elements seemed like attempts at fanservice in order to make sure that longtime fans felt more at home.
Does the game and its following sequels still hold any merit in terms of aesthetic and story? They do, especially when it comes to its style. Lords of Shadow, its midquel Mirror of Fate, and the sequel Lords of Shadow 2 are not unappealing games to look at. When examining the concept art of characters, enemies, and environments, one could argue that the Lords of Shadow series has some of the most visually striking Castlevania art in the series. The monster designs in particular take on a much grander, ambitious, and menacing presence that take inspiration from various mythological and biblical sources, the best example being Leviathan from Lords of Shadow 2. 
By the 2010s, AAA video games in general were going through a sort of golden age with titles such as Assassin’s Creed 2, Batman: Arkham Asylum, and Red Dead Redemption among many others. Not only were the stories and gameplay mechanics improving by ten folds, so too were the graphical capacities that each game could uphold. Due to technological advancements, Castlevania had the chance to become more detailed and fleshed out than before. The locations of Lords of Shadow and its sequels, which ranged from gothic castles, to modern decrepit cities, to fantastical forests, grew lusher and more opulent while the monsters evolved past the traditional skeletons of the series into far more imposing nightmarish creatures.
The first game along with Mirror of Fate kept themselves fairly grounded in their respective environments. Nearly every character looks as though they firmly belong in the gothic fantasy world they inhabit. Gabriel Belmont and the rest of the Brotherhood of Light are dressed in robes reminiscent of medieval knights (with a few non-historical embellishments) while the vampiric characters of Carmilla and Laura dress in the same manner that typical vampires would. However, a new location known as Castlevania City was introduced in Lords of Shadow 2, modelled after a 21st century metropolitan cityscape. Characters with designs more suited to God of War or Soul Calibur intermingle with NPCs dressed in modern clothing, further highlighting the clash of aesthetics. While this is not the first time Castlevania has featured environments populated with humans, the constant shifting between a dark urban landscape with more science fiction elements than fantasy and the traditional gothic setting of Dracula’s castle can feel like whiplash. 
The Lords of Shadow timeline was an ambitious attempt by Konami to try and give fans a Castlevania experience they had not seen before. New concepts that were previously unexplored or only alluded to in past games were now at the forefront. Yet the liberties that each game took with established Castlevania lore, both in terms of story and design, were perhaps too ambitious. The biggest example is the choice to have the Belmont protagonist turn into Dracula through a combined act of despair and selflessness, but Alucard went through a number of changes as well. Transforming him from the golden-haired aristocrat of the 90s and 2000s into an amalgamation of dark fantasy tropes. 
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Alucard c. 2014
After the success of Castlevania: Symphony of the Night, Alucard reappeared in a number of following titles, most of which depicted him in his typical black and gold wardrobe. There were exceptions, including Castlevania: Aria of Sorrow and its direct sequel Castlevania: Dawn of Sorrow where he adopts the alias of Genya Arikado, an agent for a futuristic Japanese organization dedicated to stopping any probable resurrections of Dracula. Because of this need to appear more human and hide his true heritage, Genya’s appearance is simple and possibly one of Ayami Kojima’s most minimalistic character designs; a black suit, shoulder length black hair, and the job is done. In Dawn of Sorrow, Alucard briefly appears as himself, drawn in a less detailed anime style that softens his once intensely stoic expression first seen in Symphony. The next exception is Castlevania: Judgment, a fighting game where characters from separate games and time periods are brought together to face off against one another. Konami brought on Takeshi Obata (who by then was famously known for his work on Death Note) as the lead character designer and in many regards had a similar aesthetic to Ayami Kojima, creating lavish gothic pieces that were heavily detailed and thematic. 
Like Kojima, Obata was given free range to reconceptualize all of the characters appearing in Judgment with little to no remaining motifs from previous designs. This included Alucard, who dons a suit of silver armor and long white hair to match it. Judgment’s Alucard marked a turning point for the character in terms of appearance; a gradual change that was solidified by Lords of Shadow.
This is where things get complicated. While Castlevania could be considered a horror series solely based on its references, aesthetic, and monsters, nearly every iteration whether it comes down to the games or other forms of media tends to veer more towards the dark fantasy genre. Edward James and Farah Mendleson’s Cambridge Companion to Fantasy Literature describe the distinction between traditional horror and dark fantasy as a genre “whose protagonists believe themselves to inhabit the world of consensual mundane reality and learn otherwise, not by walking through a portal into some other world, or by being devoured or destroyed irrevocably, but by learning to live with new knowledge and sometimes with new flesh” (James; Mendleson, 218). While horror is a genre of despair, directly confronting audience members with the worst of humanity and the supernatural, “the protagonist of dark fantasy comes through that jeopardy to a kind of chastened wisdom” (James; Mendleson, 217). 
Dark fantasy is ultimately a genre of acceptance (i.e. characters accepting a horrible change or embracing the world they have been forcibly thrown into), but it also represents a rejection of traditional tropes implemented by the works of Tolkien or the Brothers Grimm, thus defining itself by that very same act of rejection. An example of this is the theme of failure, which is common in many dark fantasy stories. There are far more unhappy or bittersweet endings than happy ones while the construction of the classic hero’s journey hinges more on all the possible ways in which the protagonist could fail in their quest. 
Going off from this definition, the Lords of Shadow timeline fits squarely into the dark fantasy genre, especially concerning its two leading men. We already know that Gabriel Belmont sacrifices his humanity in order to become Dracula, but what happens to his son borders on a Greek tragedy. Before the “deaths” of Gabriel and Maria, they had a son named Trevor who was immediately taken into the care of the Brotherhood of Light and kept away from his father in order to protect him. Years later when Trevor is an adult with a family of his own, he vows to defeat Dracula for bringing shame and dishonor upon the Belmont bloodline. Yet when their eventual confrontation happens, Dracula easily beats Trevor who, on the verge of death, reveals the truth about his connection to the lord of vampires. In a desperate act of regret, Dracula forces Trevor to drink his blood and places him into a coffin labeled “Alucard” where he will seemingly rest for eternity.
Time passes and Trevor Belmont—now transformed into the vampire Alucard—awakens, just as he did at the beginning of Dracula’s Curse and Symphony of the Night. During his disappearance, his wife Sypha Belnades was killed by Dracula’s creatures, orphaning their son Simon Belmont. The two eventually meet and work together to stop Dracula, but Alucard cannot bring himself to tell Simon the truth.
Despite a well-deserved happy ending in Lords of Shadow 2 (he and his father reconcile before going off to presumably live a peaceful life), the character of Trevor/Alucard is built upon the same themes of failure and learning to accept terrible change found within dark fantasy. His design is especially reminiscent of one of the darkest and most tortured protagonists in the genre, Michael Moorcock’s Elric from his Elric of Melniboné series. First appearing in the June 1961 issue of Science Fantasy, he stands out amongst most sword and sorcery heroes, different from the hypermasculinity of Conan the Barbarian for his embittered personality, philosophical motifs, and memorable design. Elric is constantly described as looking deathly pale with skin “the color of a bleached skull; and the long hair which flows below his shoulders is milk-white” (Moorcock, 3) and a body that needs a steady stream of potions in order to function properly or else he will gradually grow weaker, nearer towards the edge of death—more a corpse than a human being. 
Lords of Shadow Alucard is very much like a walking corpse as well. His long hair is the same milk-white tone as Elrics’, his skin is deprived of any real color, and his open chest outfit reveals a body that is both robust yet emaciated. Moorcock’s Elric was the prototype for many other white haired, pale faced, otherworldly antiheroes in fantasy that came afterwards and the darkly ethereal aesthetic that reflected his constant state of self-loathing and tragedy was the most ideal fit for this new version of Alucard. Both fail as traditional fantasy heroes, both abhor their physical states, yet both learn to embrace it at the same time.
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A Brief History of Modern Animation
Before we move onto the final iteration of Dracula’s son, let us first acquaint ourselves with an artistic medium that has not been fully discussed yet. This essay has gone into detail concerning the aesthetics of video games, fashion, filmmaking, and music, but where does animation fit in? Since 1891’s Pauvre Pierrot, the only surviving short film predating the silent era with 500 individually painted frames, animation has evolved into one of the most expressive, diverse, and groundbreaking art forms of the modern age. There were earlier methods that fit into the animation mold before Pauvre Pierrot including but not limited to shadow play, magic lantern shows, and the phenakistoscope, one of the first devices to use rapid succession in order to make still images look as though they were moving. Throughout the 20th century, with the help of mainstream studios like Warner Bros. and of course Walt Disney, the medium quickly began to encompass a variety of techniques and styles beyond a series of drawings on paper. Some of the more recognizable and unique styles are as followed:
Digital 2-D animation
Digital 3-D animation
Stop-motion
Puppetry
Claymation
Rotoscoping
Motion capture
Cut-out animation
Paint-on-glass
The most common forms used in film and television are traditional hand drawn and digital 3-D, sometimes merged together in the same product. There has been much debate over which animation technique has more artistic merit and is more “authentic” to the medium, but the reality is that there is no singular true form of animation. Each style brings its own advantages, challenges, and all depends on how it is being used to tell a specific story or evoke a feeling within the audience. For example, the 2017 semi-biographical movie Loving Vincent is animated in a nontraditional style with oil paints in order to create the illusion of a Vincent Van Gogh painting that has come to life. As Loving Vincent is about the influential painter himself and his tragic life, this animation technique works to the film’s advantage. If the story had used a more traditional form like 2-D or 3-D, it might not have had the same impact. Another example like the film A Scanner Darkly starring Keanu Reeves uses a somewhat controversial technique known as rotoscoping, which entails tracing over live action scenes in order to give it a realistic yet still animated feel. A Scanner Darkly is a futuristic crime thriller meant to evoke a sense of surrealism and discomfort, making the uncanniness of rotoscoping the perfect fit for its artificial atmosphere. 
Throughout its history, animation has gone through a number of phases corresponding to political, artistic, and historical events such as propaganda shorts from Walt Disney during World War II and the rise of adult-oriented animators who rode the wave of countercultural movements during the late 1960s and early 70s. Animation meant for older audiences was especially coming into its own as most audiences had become more comfortable associating the medium with the family friendly formula perfected by the Disney company. The only other western mainstream animation studio that could stand toe to toe with Disney while also dabbling in mature subject matter at the time was Warner Bros. and its juggernaut Looney Tunes, which even then was mostly relegated to smoking, slapstick violence, and mild suggestive material. Meanwhile, the works of Ralph Bakshi, arguably the father of elevated adult animated features, dealt with everything from dark humor, sexuality, profanity, and complex themes most of which delved into pure shock value and were highly offensive in order to make a statement. There were later exceptions to this approach including Bakshi’s own adaptation of Tolkien’s Lord of the Rings, Wizards, and Fire and Ice, a high profile collaboration with Frank Frazetta, in which both films utilized rotoscope animation to create unique, fantasy-based experiences for mature viewers.
With the right amount of funds and creativity, other countries began developing their own animated features with distinct styles that reflected the culture, social norms, and history in which they originated from. The 1960s are referred to as “the rise of Japanese animation”, or as it came to be known worldwide as anime, thanks to iconic characters of the decade like Astro Boy, Kimba the White Lion, and Speed Racer. The longest running anime with over 7,700 episodes to date is Sazae-san, based on the popular 1940s comic strip of the same name. Western audiences commonly associate modern anime with over the top scenarios, animation, and facial movements while having little to no basis in reality when it comes to either story or character design. 
While the Walt Disney company was steadily losing its monopoly on the animation industry with financial and critical disappointments (making room for other animators like Don Bluth) until it's renaissance during the 1990s, the 1980s turned into a golden age for ambitious, groundbreaking anime projects. Not only were films like Akira, Grave of the Fireflies, Barefoot Gen, and Nausicaä of the Valley of the Wind among many others, appealing to a wide variety of audiences, they were also bold enough to tackle mature, complex subject matter with a certain degree of nuance that complimented each film’s unique but often times bizarre or surreal styles. Akira watches like a violent cyberpunk splatterfest with extreme body horror and juvenile delinquency, yet its borderline exploitative methods serve a larger purpose. Akira takes place in a bleak, dystopian Japan where Tokyo has been rebuilt after its destruction in 1988, setting up an allegorical story that directly confronts government experimentation and the fallout of nuclear warfare.
Artists of all mediums have always influenced one another and the impact that anime has had on western animation continues to this day whether through passing tongue-in-cheek references, taking inspiration from common anime tropes while also depicting them through a western lens, or shows that feature a heavily emulated anime style like Avatar: The Last Airbender and its successor The Legend of Korra. Then there are shows that completely blur the lines between western animation and anime, with the ultimate distinction usually coming down to where it was originally developed (i.e. North America or Japan).
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Alucard c. 2017
The overall aesthetic and image of Netflix’s Castlevania is built upon a number of different influences, the majority of which come from Japanese animation. Executive producer and long time Castlevania fan Adi Shankar has gone on record saying that the show is partially “an homage to those OVAs that I would watch on TV (...) and I was like, “This is beautiful, and it’s an art form”. He has also directly compared the show to those golden age-era ultra violent anime features of the 80s and 90s, including titles such as Akira, Ghost in the Shell, and Ninja Scroll. Director Samuel Deats, another avid Castlevania fan, has mentioned the long-running manga series Berserk along with its 1997 anime adaptation as one of the animation team’s primary inspirations numerous times, explaining in further detail in a 2017 interview with io9: “I pulled out my ‘I love the Berserk manga, Blade the Immortal’ and all that. That dark fantasy style of storytelling, character design, how gorey it gets… I put together a bunch of drawings and sketches, and a few color images that channeled all of that”.
Watching Castlevania, the aesthetic references to Berserk are obvious. Both series merge together medieval fantasy elements with gruesome horror but they are also similar in their particular animation styles. One director from Korean studio MOI Animation who partnered with Powerhouse Animation collaborated on the feature length film Berserk: The Golden Age—The Egg of the King along with its two sequels. But the biggest inspiration for the design of Castlevania, especially when it comes to its characters, is Ayami Kojima herself. 
From the pre-production phase, the team at Powerhouse knew they wanted Kojima’s art to be the main basis of how the finished product would look and feel. According to Samuel Deats, “In the back of everyone’s heads, we knew that we wanted to heavily reference the style Ayami Kojima used in the Castlevania games. We wanted to bring the same shade-before-image sort of thing”. However, due to the sheer amount of details and embroidered style of Kojima’s aesthetic, many of her original designs had to be simplified into 2-D animated forms (just as they had to be reduced into pixelated form for Symphony of the Night).
Alucard’s animated design is the best example of this simplification process, but it took some trial and error in order to arrive at the finished product. When Castlevania was originally planned as a movie, his design veered closer to the otherworldliness and corpse-like aesthetic of Lords of Shadow Alucard—something that looked as far from a human being let alone a dhampir as possible. Following the years of stifled development until Netflix picked up the project, Powerhouse opted to fall back on Kojima’s artwork for sheer iconography and recognizability. 
On the one hand, animated Alucard’s facial expressions are identical to his game counterpart with the exception of a few liberties taken; same determined scowl, same intensely golden eyes, and same lush eyelashes (there’s even a note from his character sheet specifically stating that they must cast shadows for close-ups). Most of all, the same feminine androgyny of Kojima’s work. But there are just as many omitted details from Alucard’s updated model as there are those that were carried over from the original design. When compared to Symphony of the Night, his wardrobe seems to be severely lacking in excessive ornaments, instead opting for a sleek black coat with simple gold embellishments, knee high boots with a slight heel, and a white shirt with an open v-neckline. Despite these supposedly easy changes and evocation of Kojima’s art style, Alucard is still one of the more difficult characters to animate as stated by Deats: “I mean, Alucard has to be just right. You can’t miss an eyelash on him without it looking weird”. 
For the most part, it shows in the final product. There are moments when the animation goes off model (as is the case with most 2-D animated shows for time and budgetary reasons), but rarely is Alucard drawn from an unflattering angle. The other reason for his change in design is the fact that Castlevania takes place three centuries before the events of Symphony of the Night. Because of the story constraints and console limitations, players were not given an in-depth look at Alucard’s character beyond his quest to defeat Dracula and the guilt he felt afterwards. It would make sense that his demeanor differs from the stoic nature of how he reacts to certain situations three hundred years later. As a result, Alucard is given a toned-down design to reflect what he might have been like as a younger, brasher, and more immature version of himself.
This immaturity and juvenile nature of his visual image comes through in his portrayal. While the show is in its third season, we will primarily focus on season two as when compared to the others, it revolves around Alucard’s personal journey towards an important aspect of his long established character the most; namely, the reason for his rebellion against Dracula and his eventual act of patricide. Because Alucard only appears as a silhouette in episode one then makes his full introduction during the last fifteen minutes of the final episode, season one gives the audience a very limited idea of his character. What we do get from Alucard is the same impression that Symphony of the Night left fans with: someone who is determined, intensely fixated on his goal, and is willing to use any means to accomplish it—even if it involves striking a tentative truce between a vampire hunter and a scholar of magic. Season two expands upon this, showing an Alucard who is soft-spoken, careful in his mannerisms, more feminine than masculine, yet always rises to the occasion whenever he needs to match Trevor Belmont’s own crassness. For all of his grace, Alucard’s high emotions coupled with an unchecked immaturity (especially in the presence of Trevor) show how ill-equipped he is when dealing with human interactions.
One other piece of evidence that adds to this chink in Alucard’s carefully crafted metaphorical armor is the goal of stopping his father. Throughout small interactions and moments of dialogue, the truce struck between him, Trevor, and Sypha eventually develops into more of a friendship, yet Alucard continues to suffer from extreme tunnel vision, going as far as to chastise his two companionships whenever they get too distracted or unfocused from their mission. This character flaw is also touched upon in Castlevania: Grimoire of Souls when characters remark upon Alucard’s (otherwise referred in the game as Arikado) overly serious nature. A flaw that does more to unintentionally push others away rather than any attempt to bring them closer to him.
When Alucard finally achieves his goal of killing Dracula, it leaves him feeling hollow. He doesn’t quite know how to fully process this ultimate decision, maintaining a delicate sense of composure on the outside while in the presence of others. It’s only when Alucard is left alone does he allow the emotions of everything that has just happened to overwhelm him in a moment of genuine vulnerability that was only alluded to in previous scenes.
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Conclusion
Despite the show being renewed for a fourth season, the future of the Castlevania franchise in general remains uncertain. There’s been no talk of any other past games being set for rerelease, Grimoire of Souls continues to make sporadic updates to its gacha system rather than its story mode, and Konami has since chosen to take a step back from developing video games in favour of manufacturing pachislot machines. Symphony of the Night and Bloodstained: Ritual of the Night creator Koji Igarashi has mentioned in past interviews that should Konami somehow make a return to Castlevania, he would be willing to direct a new instalment. But at the present time, rumors have remained rumors and there are no signs of a new official Castlevania game in the near future whether developed by Konami or an outside company.
No matter what direction Castlevania takes in the years to come, it seems as though Alucard will always follow it, just as Dracula and the Belmonts will as well. This is his franchise as much as it is theirs thanks to continued fan popularity. He’s taken many forms in the past thirty years and become the visual representation of certain trends, yet one thing about him never changes: he is still Dracula’s son, the opposite of his father. He can be cruel, powerful, cold, and everything else a Byronic hero should be yet he can also reject his masculine inheritance in both character and aesthetic. 
Above all else, the human side of Alucard is greater than the monstrous side.
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References
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Dyhouse, Carol. Heartthrobs: A History of Women and Desire. Oxford: Oxford University Press, 2017.
Godoy, Tiffany; Hirakawa, Takeji. Style Deficit Disorder: Harajuku Street Fashion, Tokyo. San Francisco: Chronicles Books, 2007.
Hodkinson, Paul. Goth: Identity, Style and Subculture. Bloomsbury Fashion Central, 2002.
Hutchings, Peter. Hammer and Beyond: The British Horror Film. Manchester: Manchester University Press, 1993.
James, Edward; Mendlesohn, Farah. The Cambridge Companion to Fantasy Literature. New York: Cambridge University Press, 2012.
Kibby, M.D. Real Men: Representations of Masculinity in the Eighties Cinema. Sydney: Western Sydney University Thesis Collection, 1997.
Kojima, Ayami. Santa Lilio Sangre. ToÌ"kyoÌ" : Asukashinsha, 2010.
Metzger, Patrick. “The Nostalgia Pendulum: A Rolling 30-Year Cycle of Pop Culture Trends.” The Patterning. WordPress.com, 2017. https://thepatterning.com/2017/02/13/the-nostalgia-pendulum-a-rolling-30-year-cycle-of-pop-culture-trends/
Moorcock, Michael. Elric of Melniboné. New York: Ace Fantasy, 1987.
Narcisse, Evan. “The Animation Studio That Made Castlevania Explains Why It Was A Dream Project.” io9. Gizmodo, 2017. https://io9.gizmodo.com/the-animation-studio-that-made-castlevania-explains-why-1797476526
Younker, Terasa. “Japanese Lolita: Dreaming, Despairing, Defying.” Standford Journal of East Asian Affairs, 2012, 97-110.
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vajranam · 4 years ago
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Kurukulla
KURUKULLA
The Dakini of Magic and Enchantments
One Buddhist Dakini originating from the country of Uddiyana is the goddess Kurukulla. The name Kurukulla is translated into Tibetan as Rigjyedma (rig-byed-ma), “she who is the cause knowledge.” She is associated with a king of Uddiyana named Indrabhuti. In a sadhana text attributed to her for the red Kurukulla in her eight-armed form. But whether she had eight arms or four arms, she is generally known as the Uddiyana Kurukulla. Most modern scholars believe this indicates that Kurukulla was originally a tribal goddess, much like the Hindu goddess Durga had been in India, who later, because of her popularity, became associated with the Buddhist great goddess Tara. For this reason, Kurukulla is often called the Red Tara (sgrol-ma dmar-po) or Tarodbhava Kurukulla, “the Kurukulla who arises from Tara.”
Kurukulla appears to have become popular originally, and she remains so even among the Tibetans today, because of her association with the magical function of enchantment (dbang gi ‘phrin-las) or the bewitching of people in order to bring them under one’s power (dbang du bsdud). More than any other figure in the Buddhist pantheon, Kurukulla becomes the Buddhist goddess of love and sex, corresponding to the Western gooddesses Aphrodite and Venus. She is depicted as a voluptuous and seductive nude sixteen year old girl. Among the attributes she holds in her four hands, four arms being her most common manifestation, are the flower-entwined bow and arrow, reminiscent of the Western Eros and Cupid, although as the goddess of witchcraft, she is more akin to Diana.
It may appear strange to us that Buddhism, originally the religion of celibate monks, should give birth to this attractive and seductive sex goddess. Buddhism as a spiritual path is ultimately concerned with enlightenment and liberation from Samsara. This ultimate goal is known as the supreme attainment or siddhi (mchog gi dngos-grub). But not all Buddhist practitioners are celibate monks living in semi-permanent meditation retreat isolated from the world.
Like everyone else, Buddhists must deal with the practical circumstances of life and society. Sadhana or deity invocation is a meditation and ritual practice where the practitioner in meditation assumes the aspect or form of the deity, who is regarded as a manifestation of the enlightened awareness of the Buddha, and then invokes the spiritual powers and wisdom and capacities of that particular deity as an aid to realizing liberation and enlightenment. In Deity sadhana practice, or in one’s meditation practice, the archetypal form of the deity is considered a particularly powerful method to accelerate spiritual evolution. The meditation image of the deity visualized by the practitioner in sadhana, being an archetype or manifestation of enlightened awareness, and this radiant image opens a channel and acts as a receptacle for receiving the grace or blessings of the Buddha for a specific purpose. The process of visualization in meditation is a method of accessing and focusing spiritual energy, like using the lens of a magnifying glass to focus the rays of the sun in order to kindle a fire. The image of the deity is something that is concrete and accessible to human consciousness. In his own nature as the Dharmakaya, the Buddha is beyond conception by the finite human mind. The meditation deity, however, makes the unmanifest manifest and therefore accessible to consciousness. In the same way, Christians might have visions of angels that might make the grace of God manifest, but in Buddhism there are both male and female meditation deities, and Kurukulla is certainly an example of the latter.
The psychic powers developed through sadhana practice are known as ordinary attainments or siddhis (thun-mong gi dngos-grub)
Sadhana texts speak of the four magical actions or magics:
1. White magic or Shantika-karma (zhi-ba’i ‘phrin-las) has the function of calming and pacifying conditions and healing. White Tara is an example of a deity that specifically has this white function.
2. Yellow Magic or Paushtika-karma (rgyas-pa’i phrin-las) has the function of increasing wealth, prosperity, abundance, merit, knowledge, and so on. Vasundahara and Jambhala are examples of deities with these functions. Hence they are yellow in color.
3. Red Magic or Vashya-karma (dbang gi phrin-las) has the function of bringing people under one’s power, of enchanting, bewitching, attracting, subjugating, magnetizing them. This is the primary function of Kurukulla and hence her red color.
4. Black Magic or Raudra-karma (drag-po’i phrin-las) has the function of destroying evil and obstructions to the spiritual path. This is the specific function of many wrathful manifestations such as the Dakini Simhamukha who is dark blue in color.
These four functions are allotted to the four gates of the mandala palace, namely, the white or pacifying function in the east, the yellow or increasing function in the south, the red or enchanting function in the west, and the black or destroying function in the north. With each of these four magical functions there exists an elaborate system of correspondences. The scientific world-view, which admits mechanistic causality as the only possible natural cause of events. Magic principally relates to our dimension of energy, and this energy, according to the traditional way of thinking, is intermediate between the mental and the physical, just as the soul is intermediate between the spirit and the flesh. Ritual is simply one way to access and direct energy. Although mind or spirit is primary, the other dimensions of energy or soul and body are important.
Where we find sadhana or theurgy, that is, high magic, we also find low magic or goetia, that is, common witchcraft. In the Tibetan view, these practices are not necessarily black, no more sinister than finding lucky numbers for betting on the horses, or making love potions or amulets for protection, and so on. For these common practices of folk magic, it is not even necessary to enter into meditation and transform oneself into the deity. Nevertheless, Kurukulla is also the patron of such activities. She is pre-eminently the Buddhist Goddess of Witchcraft and Enchantment. In a real sense, she represents the empowerment of the feminine in a patriarchal milieu. one might invoke Kurukulla to aid accomplishment wishes on their ambitions. Tibetans take a very clear-eyed and practical view of life, without sentimentalizing spirituality. The Tibetan do not rigidly separate this world, with its practical concerns, from the world of the spirit.
Just as Tara in her usual green form may be called upon by Buddhists to protect them from various dangers and threats, in particular the eight great terrors and the sixteen fears, so in her red form as Kurukulla, she may be called upon to exercise her powers of enchantment and bewitchment to bring under her power (dbang du bsdud) those evil spirits, demons, and humans who work against the welfare of humanity and its spiritual evolution.
However, in terms of practical magic, she can bring under the practitioner’s power a personal enemy, a boss, a politician, a policeman, or a recalcitrant lover, male or female... In Tibet, Kurukulla was also called upon when commencing the building of a new monastery, Kurukulla, who subjugate the demonic and the human forces that stand in one’s way
Photo: One of Kurukulla’s mandalas with five colours of Dakini
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trinapinnk · 4 years ago
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Money Goddess
The tycoon, boss and mogul archetype. You wear beautiful things, stand out pieces and other universes are your limit! You are fabulous and you shine bright as the sun! Your glamour and ambition is seductive and alluring and your beauty stands out.
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