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#they never give us free dlcs !!
silver-horse · 7 months
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anyone who plays Elder Scrolls Online or owns the game and plans to play it in the future, you should login because we can get the Orsinium DLC for free! It's a daily login reward and you only need to login twice during March to get this dlc because it's the reward for the second day. But this opportunity only lasts until the end of this month.
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The Witness and Why It (and its demise) Means Everything to Me (A POC Perspective)
Hey everyone!! The Final Shape has ruined me and has brought me to levels of not only grief, but hope, that I did not think possible, so I decided to give my thoughts on the different aspects of it that moved me to a place where I can be at peace with many things in my life and look forward to paving a better future!!! I think I’ll be making many posts pertaining to the Final Shape as a way to help me express my thoughts on how important this DLC was to me, but we will see!
Please note that these are just my loose, not fully structured thoughts and I’m yapping. My opinions are subject to change and I’d love to hear the input of others! We will be talking about subjects such as slavery, religion, black experiences, and personal experiences of mine!!! It’s very long too, so I’m sorry about that and any writing errors!!
Though I do not believe what I speak of was fully Bungie’s intentions when making the character, the implications and views you can take on the Witness do relate to what I will discuss.
I wanted to start off my return to tumblr with one of the many, many reasons why I have such a deep attachment to the Witness (Precursors and Dissenters will get a different post bc they mean the world to me too!!) , because truly, this entity owns my whole life. I think of it all the time, it lingers in my thoughts, my art, my writing, all of it. It has been so deeply intertwined with my enjoyment of Destiny since it appeared and has offered so much to my perception of the world. I do not think I will truly get over it and I’d be lying if I said I didn’t draw it every chance I get. It appears in every single thought of mine, it’s bad you guys.
I love the Witness so deeply because I have never harbored such a personal level of DISGUST for a character before. As much as I joke about it being silly and the love of my life, the very existence of the Witness revolts me to the core and the tragedies it has directly or indirectly caused squeeze my heart empty. This festering rot of an egregore SICKENS me as it is the beliefs that has robbed me and many others of family, culture, and livelihoods given form. My love for the Witness comes from how it instills in me such HATRED, and truly, we were far too kind to it in game.
For context, I am Caribbean American and have a tumultuous relationship with my heritage for many reasons, but it wasn’t until the Witness and its many victims that I felt like the religious imperialism that has affected my heritage was represented in a way that crept into my spirit.
My Caribbean mother always said to me that we are of this world, not in it. That the hearts of men are wicked and sin (cruelty) was embedded in existence itself. It is only when we give ourselves to a higher purpose that we will be free in the end from all suffering. To her, this life and everything in it did not truly matter for it was a temporary challenge to overcome in order to earn an eternity of salvation. A perfect paradise was awaiting us all if we just gave into the way and left everything else behind.
These were all convictions she held to her very core as she tried to shed away all other aspects of herself to give into this “truth”, especially her Caribbean culture.
She did not always believe this way, but to her, the island she came from did not truly matter at all. Those “wayward people” she grew up with were not worth anything and would die as nobodies on that nowhere island for their lives were not saved, even if they knew of the “truth”. In her adopted views, those people believed in false gods and practices (such as Vodou and beliefs that belonged to those taken from Africa and indigenous populations), they invited in frivolous wants of the flesh such as lust (with „improper“ attire and certain dances), and committed crimes that proved to her that they could never be anything more than what they already were (though she would be blinded to the fact that these behaviors are a result of hostile environments created by the systems established for slavery and racial subjugation). If she wanted to be fit for “walking the right path”, those people had to be left behind for they were lost causes who could not be saved unless they were delivered by the “respectable” ways of life. She had to discard her black mannerisms, hair, speech, and more to have a place amongst the truly chosen.
Religious imperialism has a long history of being heavily tied to discussions of race and colonialism as those who participated in subjugation believed themselves to be more enlightened than the people they brought devastation to, giving them an entitlement that drove them to force their way of viewing religion onto populations. After all, in their minds, they were doing the greatest good for they were setting the people they subjugated on a path for eternal paradise. There was no cost too high in this finite life for infinite salvation to colonizers and all efforts to convert populations who did not see this truth would be “necessary”. People would die or be forced into servitude in mass to support the ambitions of the “enlightened” ones, whole cultures and populations being scrubbed from the face of this Earth in an attempt to “heal what is sick”, to “break broken bones again to heal them right”. I think of all the generations lost to war, slavery, colonialism, and every other act done to deliver “purpose” onto others, all the people whose names will never be known because others used the breath needed to utter it on preaching of their own virtue, and I am left in ruin.
I think of how my mother speaks of those lost to destitute lives because of the social pillaging of the island as an unfortunate side effect of guiding them to the truth and I look at how her world view has been ruined.
My mother thought she was saving me by keeping me from my culture, my people, my family. I did not get to know the language, the customs, the land, but I did get to know how much my mother thought those were distractions. She spent my whole life trying to cement the truths given to her by the same people who left her island in such as state that she felt like she had to run from it, to ensure I would not grow into a person, but a vessel of the righteous message. After all, to be a person is to be complex, nuanced, and flawed and there was no room for that in the visions given to her. The complexities and human flaws that came with our culture would only distract us from giving our whole lives to freeing ourselves from the curse of existence.
The cruelty the Witness delivers with such gentleness as it razes civilizations, its unwavering belief that it is the objective truth and other perspectives are blind to this truth, the means it will use to get that “justified” end, its gut wrenching to me and all that has been lost throughout human history to ideologies that bear the same qualities. Its zealous, static nature that relies on circular reasoning keeps me up at night and makes me mourn what could have been if the unfamiliar and hard to understand parts of human expression were allowed to flourish instead of being eradicated for diverging from someone’s vision of what makes a life worth living. I see this big eyed vessel, incapable of growth and convinced of its own righteousness and my chest feels like it is going to cave in. I see its disciples and pawns in the faces of too many people I know and recall their stories in moments that remind me how poisonous what the Witness represents is.
The Witness is an evil that has hollowed out lives, homes, land, and futures, especially for those who come from heritages that have persevered against attempts to “rectify” them. I still grieve the empty life my mother lives and the people left to suffer the consequences of daring to create their own meaning. I look at the face of the Witness and think of the “burdens lifted off my mother’s shoulders” by those who thought themselves as witnesses of a truth that could not be contested with interpretations that could not be questioned. She prides herself on being a weapon wielded to correct the sinful hearts of men, but I just wish she prided herself on being a person because those who “delivered” her robbed people of color of personhood entirely.
The Witness is not a person, but the embodiment of these deeply rooted ideologies and concepts that affect so many. It’s horror, both in game and the parallels it has in reality, is far too grand and unfathomable for me to bear its weight on my soul and not agonize. Its very existence is monstrous, despite the understandable intentions that went into its making, and my stomach churns at the mere thought of it.
How many species in the Destiny universe will we never know about because their whole galaxy was used to get closer to the Final Shape? How many star systems were left barren because of the Witness’ ambitions? How many children, spouses, artists, philosophers, siblings, neighbors, and more, people who were something, became nothing because of eons of the Witness‘ justifications? Bile boils just thinking of it.
What the Witness represents has hung over my head my whole life and its perverse touch lingers on the whole Destiny universe, tracing many of the depraved atrocities in the game back to itself. It’s death in the Final Shape, at the hands of those it had turned into victims and left to deal with the repercussions of its influence united together, moved me in ways I do not think I could ever properly articulate. To see beloved characters I had given a decade of my life to come together from different backgrounds with different reasons to defeat such a heinous entity, I felt like I could do my part to bring others together, despite our struggles and differences, to rebuild what had been taken from us.
As a person of color from a group of people many still think are undeserving of life, seeing so many characters I have related to over the years say “I matter because I decided to and you can’t take that away from me” to an entity who thought itself so refined that it got to determine everyone’s worth strengthened my entire being. Existing as a person of color is bold in and of itself, but the defeat of the Witness at the hands of people who wanted to exist so bad they risked everything for it ignited in me a flame to be audacious. My existence and culture as a poc is unsightly and heretical, but TFS encouraged me to take on the prejudices of others by saying “Here, despite generations being molded into a “perfect” image and so many lives lost in the struggle to live personal truths, ergo sum. Ergo sum and there is nothing wrong with that”.
To me, the Witness’ death showed me that the stains left behind by social structures such as religious imperialism and colonialism can be overcome by people banding together to make the future different from the past. When we embrace the subjectivity of existence, we can create spaces for different views on life to flourish and reconnect with the nuances of this world. We can better the lives of our people, no matter who they are, not by abandoning all cultural practices and ways of life that were deemed meaningless, but by rebuilding our societies to allow for fulfilling lives and self efficacy for all.
My people no longer have to let imperial powers decide our fate for us or decide that we can be nothing other than the „nature of our race“ that they believe is inferior. Instead of looking up at others who asserted themselves as more enlightened for salvation, we can look at each other and realize there is no one truth to life, especially one worth all the devastation and cruelty placed against those who lived differently. The intricacies of life often lead people to belief systems that allow for comfort and understanding, alleviating the anxiety of possibly living an improper life that will forfeit a desirable afterlife. It is up to individuals to decide what makes their life fulfilling and what beliefs will guide their actions, for no one can make your fate but you.
My mother still likes to wear the patterns of the island and keeps paintings of island scenery in her room. She talks on the phone in patois when she doesn’t feel the pressure to be “proper”. She misses her mother because she used to make dishes from home. To relate it to Destiny, she still has the coordinates to her Lubrae in her pyramid despite convincing herself abandoning it all was for the best and there was nothing there worth keeping. I once thought reconnecting with our heritage alongside her would be a frivolous endeavor, but I hope that with time and understanding, the Witness may not have power over her anymore and she won’t look back on her disassociation with relief. Time and understanding will make our island grow and flourish, free to decide what it wants to be, not held back by preconceived notions of the worth of its existence.
Despite all the Witnesses in the world, I will persist on and try to acquaint myself with my culture without shame. The Witness is everything to me because I hope one day it desecrates nothing ever again. I hope the Witness becomes nothing at all and the cultures it has corrupted make themselves something audacious.
Thank you guys so much for reading!! I hope you guys don’t mind the vague language, I chose to spare some details for my own sake and to make the message more applicable!! I’d love to hear the takes of other people about this bc I love hearing people’s perspectives!! And always remember, no one makes your fate but you!!! Go be audacious!!!!
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uss-edsall · 4 months
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In a previous post, I spoke of my adoration for ArmA III’s primary campaigns.
The game is ten years old and feature complete, except for “Community DLCs”, that is, third-party expansions given official sponsorship. As such it is unlikely the game will get any further official content. The game’s lore is scattered across every aspect of it - tutorials, challenge scenarios, single-player scenarios (there’s one memorable scene in particular snuck into a free charity event mission), and of course, the campaigns.
Each official DLC added their own singleplayer scenarios, mini-campaigns, etc - aside from the Karts DLC, which started as an April fool’s joke. Some of these campaigns are in and of themselves very neat, if much shorter than the main campaign. I might someday go into detail about them, but for now, I will focus on my favourite, and perhaps, the most important of them all.
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Spoilers below.
Preamble
The Laws of War DLC from 2017, four years after the game released and today nearly six years old, came out of a very strange event. The following information comes from this article.
In 2010, the International Committee of the Red Cross began a research project where one man, a Swiss ex-artillery officer, spent two months looking into videogames, and depiction of virtual war crimes. It was not a very important project, not one with priority. Certainly nobody, at the ICRC expected what came next. After he presented his findings at the 31st International Conference of the Red Cross and Red Crescent, news organisations started shitflinging. In attempting to call some small amount of attention on war crimes being portrayed in games (and all too often without the casual player being aware the action in question would be a real life crime), the media took ‘hey, we should be more aware of what we’re depicting’ and went “the Red Cross wants to prosecute six hundred million gamers for war crimes!”
Albeit having to backpedal and go, "no, that's not at all what we meant," the ICRC realised they’d struck a nerve. For the first time, thousands of people were talking about International Humanitarian Law who would otherwise have never touched it. So they sent out letters to major game developers (particularly of shooters) asking if they would like to meet, to talk, to collaborate. Most ignored them. Those that didn’t chose not to reveal they happened; “they think their gamers or their fans will get scared that their games will turn into training courses or that morality, as they say, will take over everything and games will not be about shooting anything anymore.”
One studio didn’t.
One studio was quite interested in collaborating and creating with the Red Cross publicly.
On 3 September 2017, Bohemia Interactive released as a DLC for the military simulator ArmA III…
Laws of War
War does have rules. . . In a firefight, things aren’t easy. . . We just ask you to remember. Actions have consequences.
ArmA III’s Laws of War DLC is the result of that collaboration between the Red Cross and Bohemia Interactive. It adds a fictional Non-Governmental Organisation, International Development & Aid Project (IDAP). Equipment includes a van, a utility drone, press gear, new bags and helmets, and most curiously of all… In order to depict war crimes, they had to add munitions for committing war crimes, in the form of an APERS mine dispenser and cluster bomb munitions for aircraft. ArmA previously hadn't had it, being one of few games to try to avoid including banned weaponry.
“Everyone on the forums says, ‘Yes! Thank you! Give us civilians and humanitarian workers and cluster munitions and we will use these new guns to eradicate as many of the first group as possible . . . But by saying that, it means that they will have consciously been saying, ‘We are going to break the law.’ It means that, even if it's at a very low level, they now have an understanding that there was a law in the first place.”
Those are the bones of the DLC. The meat of it is in the Remnants of War mini-campaign.
Remnants of War
The trailer for the DLC linked at the start telegraphs the intent of the campaign's story. Every side is depicted in the trailer. NATO forces, AAF troops, FIA guerrillas, CSAT spec-ops - they’re all there. All of them are depicted in the midst of conflict, at the cusp of committing a war crime.
The DLC takes place after the end of the primary ArmA campaign. “All’s over but the crying,” right? Not quite, not so. Even now, the actions taken back then have consequences. People are still dying. Questions remain unanswered.
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The Brother - 15 August, 2035
The first mission begins with you in the shoes of Markos Kouris, the man on the left above. Five days ago, 10 August, 2035, the short but fierce war 'Altis Incident' that saw Akhanteros overthrown and the nation devastated once more, came to an explosive end. Peace returned to the country, shaky, unstable, but peace all the same. But the memories of the fighting in the fallen rebel stronghold of Oreokastro a year ago remain. The knowledge that your brother Alexis was killed in the fighting only days ago weighs heavily - now that the war is over, perhaps you can enter the obliterated town, find his remains, and bring him home for the last time.
When you step close to the ruined church, a hidden landmine triggers, detonating, and killing you - killing Markos Kouris, one more victim of the destruction of Oreokastro.
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The EOD Expert - Several Days Later
You next take the role of a man named Nathan MacDade. A middle-aged American, he is a former marine who fought in Chernarus in 2009 (ArmA II), and after leaving the military, joined IDAP as an Explosive Ordnance Disposal (EOD) technician. His job is to find unexploded ordnance (UXO) and safely disarm it, or failing that, detonate it safely without harm to human life. He’s good at his job, and has been at it for over twenty years. He’s on a voice call with Katherine Bishop, a journalist pursuing the story of Oreokastro.
As Nathan explores the town, he’ll find mines to defuse, unexploded ordnance to disarm, tripwires and hidden explosives… and several flashbacks. During these flashbacks to earlier events, Nathan MacDade narrates, speaking to Katherine Bishop asking questions, together depicting the various actions you can choose to do. If you take up arms as a civilian he’ll comment on it; if you choose to execute wounded combatants he’ll condemn it; so on and so forth. She'll share a draft of her article at the end of the campaign, which changes depending on the actions you take within it.
From here on out the DLC can be taken in non-chronological order. The flashbacks can be done in whichever order you find them. For the purposes of this post I will write of them in order of events.
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The Peacekeeper - 28th May, 2034
Nathan’s been to Oreokastro before. Prior to the ‘Altis Incident’, IDAP had an aid camp within the town. As unrest in the nation grew stronger and bullets began to fly between the dictatorship’s troops and FIA guerrillas once more trying to fight for freedom, it became clear that aid supplies would not get to Oreokastro by land. They’d be ambushed or stolen, by both guerrilla forces and government troops. Thus, you put on the combat boots of an American peacekeeper of Task Force Aegis, Staff Sergeant Adams. The peacekeepers are unable to prevent the conflict, but they do arrange for aid supplies, IDAP priority, to be airdropped in. You drive around to collect aid supplies dropped by parachute, and defending some against a guerrilla attack. This is a short and simple mission.
ArmA is no stranger to the dangers of the remnants of war. Staff Sergeant Adams’ role is swift but deadly in the main campaign; he is your commander in the first mission, leading you to safety when TF Aegis is attacked… until he steps on a landmine, injuring you (Corporal Kerry), and killing him, leaving a terrified logistics driver to make his way alone out of the minefield and find allies in the CTRG.
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The Guerrilla - 30th September, 2034
After NATO was pressured to begin withdrawal from the Republic of Altis & Stratis by Colonel Akhanteros (on the orders of his new CSAT puppet masters), the civil war began to truly heat up. Kostas Stavrou, a charismatic leader, took the reins of the FIA guerrillas. He encouraged the citizens of Oreokastro to rise up and take control of the town, with its high ground and natural terrain advantage, and turn it into a fortress.
As the Altis Armed Forces (AAF) lay siege to the town, the guerrillas prepare. One such guerrilla is Alexis Kouris, the brother Markos was searching for. In his flashback he lays mines on the road to Oreokastro - mines that you as Nathan MacDade just disarmed - and search the town for vehicles to use as roadblocks (one of which can be an IDAP van, which is a crime to do in and of itself, using humanitarian aid and stealing from humanitarian organisations for war purposes).
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The roadblocks work. The mines work. The AAF’s offensive is frustrated…
… and so Akhanteros orders a brutal measure to gain victory.
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The Redacted - 13 October 2034
You take the shoes of a CSAT special forces team - supposedly. Paradropped behind the guerrilla lines into the castle ruins overlooking Oreokastro, the three-man team silently eliminate the guerrilla sentries and set up an overwatch position on the town. They observe - and use a laser designator to call in a cluster bomb airstrike. It matters little who lives or dies, as long as you don’t directly hit the IDAP camp - though there’s an optional objective to try to avoid hitting an IDAP doctor in the town. Akhanteros wants the town obliterated for rising up against him so successfully.
The airstrike comes in and destroys everything. Roadblocks go up in smoke and flame; buildings collapse; men are eviscerated; and the AAF offensive begins.
This mission is the most blatant crime. Over a hundred countries banned the use of cluster munitions in 2008. Dozens die at minimum due to your actions as the faceless CSAT soldier who designated the target.
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Faceless… CSAT… or are you so faceless? Are you so explicitly the Designated Enemy Faction?
“Idunno…” goes Nathan. “There were shell casings, found at the castle.” Strange. CSAT weaponry are explicitly caseless, and don’t leave behind brass. “NATO mil-spec.” Albeit you are depicted using a CSAT camouflaged laser designator in-mission, outside of it, the flashback trigger is a NATO sandy brown.
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As the flashback ends, the three CSAT troops turn into the forms of Captain Miller and two other members of NATO’s CTRG.
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The Survivor - 13 October, 2034
Heavily injured by the cluster bomb munitions, you take control of Markos Kouris from the beginning. The town is rubble; smoke, fire, and fog alike covers everything; the overcast skies fully block the sun. AAF forces and guerrillas fight a vicious and horrendously chaotic gunfight through the streets. Your objective is simply to survive, to escape to the IDAP camp. You are an unarmed civilian and a non-combatant… though you can choose to take up arms from the dead and join the fight. this flashback ends with getting to the IDAP camp for medical aid.
Oreokastro is ruined, depopulated. The rebellion here is over. As soon as it is safe to do so, IDAP too abandons the town, forced to vacate by the AAF.
There is nothing more they can do for the dead, after all.
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The Major - 8 August, 2035
Ten months later, the Altis Incident is coming to a brutal end. The U.S. 111th Infantry Division heads NATO’s vengeance, supported by the FIA guerrillas. Two AAF soldiers, Major Gavras and his assistant Kostas Dimitriou, head into Oreokastro. AAF forces across the island are being overwhelmed. Gavras hopes making a stand in Oreokastro will buy time for other forces, drawing NATO units away from Kavala and other AAF strongholds. With NATO owning the skies there is little to no way to get reinforcements; Gavras’ forces are decimated, and the extraction helicopter is shot down. Gavras elects, then, to make a final stand in the church where the IDAP camp used to be.
You are Kostas, and you are faithful to your leader. If this is where you die, so be it - but you’re not going quietly. Knowing it is a cruel thing to do you deploy three APERS mine dispensers as a seperate act. There seems no other way to inflict as many casualties as possible on the attackers. They succeed. Somehow they survive the battle - through a storm of shot and shell, you kill or incapacitate all the guerrillas and American soldiers who attack the church. Surprisingly, the AAF manages to send a rescue helicopter that extracts the two of you.
Major Gavras is the reason the AAF held out for three days against the full might of a vengeful American and NATO force, not just one. He survived the war. He even was part of the peace process. He also gave IDAP the location of the mines he had his assistant plant in that near-final stand at the church.
Gavras and Kostas killed Alexis Kouris in that stand in Oreokastro. So, too, did they indirectly kill Markos Kouris, who stepped on one of Kostas’ mines searching for his dead brother. Their actions had consequences.
Who’s To Blame?
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This ends the flashbacks, and little remains of the campaign. Katherine Bishop has one more question for Nathan MacDade.
“Now, there's just one last question I'd like to ask you. It's subjective, so, take your time. In your opinion, who's most to blame for all the suffering in Oreokastro? NATO? The guerrillas? CSAT? The Altis Armed Forces? Or, I don't know, something else?”
Who is responsible for Oreokastro? Who killed this town? Who’s to blame? Who is, if any one can be? Can anyone even be blamed at all?
You choose.
Every option leads to different thoughts from Nathan’s part. Perhaps one faction of them is higher than the rest in terms of blame. Perhaps together they form some sort of collective blame that, in the end, leaves everyone with no clear answer as to who to point a finger at, all dissatisfied, ashamed of themselves and angry at others.
NATO is to blame - “They had the capacity to make a difference, y'know? The airdrops were helpful, but it was never enough. And, ultimately? Their invasion caused more bloodshed. If they'd just had the guts to stay in the first place? A lotta killing could have been avoided…” The peacekeepers of Task Force Aegis failed to accomplish their mission. They didn’t have the influence to peacefully keep the peace without shots fired; they didn’t have the strength to keep peace by force of arms; their leaders didn’t have the guts to stay when demanded to leave. The NATO invasion led to even more deaths, once more devastating the FIA guerrillas (in a friendly fire incident, Kostas Stavrou was killed by a NATO air attack, too). Not to mention the suspicions of NATO spec-ops being responsible for the cluster bomb attack… Oreokastro is a monument to NATO’s sins.
CSAT is to blame - “That cluster strike? It took the whole thing to the brink - and with so little to gain from such a terrifying show of force. The whole thing's felt like a power-play from the get-go. One big pissing contest. It always is…” There was a shaky peace after the original Altis civil war ended in 2030. It held for four years. It only devolved back into civil war after Akhanteros got cozy with CSAT. They looked the other way when the AAF committed atrocities; they were the ones who supposedly carried out the airstrike. Unknown to Nathan, the entire struggle that eventually led to Alexis and Markos Kouris’ deaths are due to CSAT’s testing of the Eastwind Device, and the CTRG’s attempts to capture it.
The Altis Armed Forces are to blame - “It's one thing fighting against a resistance - it's another to make the civilian population pay for it. As they clung on to power, they wound up scarring the very country they'd pledged to protect…” Perhaps the most direct perpetrators of all the violence. Ceasefire agreements violated; their leader being the ultimate authority who called for the cluster bombing; they punished the weak and innocent along with those who chose armed resistance, cruelly harming the populace for the actions of a few. An army of thugs acting on the orders of a thug, caring not about the atrocities committed in the moment, the unexploded ordnance and mines left for generations of Altians to suffer from.
The FIA guerrillas are to blame - “They hid themselves among the population. These guys didn't give a damn about what it cost. They wanted power, and would do anything to get it…” The guerrillas incited the armed conflict. Though they seemingly had a moral high ground, the guerrillas resorted to underhanded tactics that violated the laws of war, even targeting humanitarian aid and taking from relief efforts for their own ends..
All sides played a part - Oreokastro’s destruction was not solely one side, one group, one man to blame. “No one side can be held accountable for the bloodshed here. No one action got us where we are now. And the folks here in Oreokastro? They're the ones that've suffered. This is the reality. This is war.” The citizens of Oreokastro paid that ultimate price, whether they wanted to or not, just more victims of a great power proxy struggle and more local regional conflicts alike.
Choose.
You’ve seen every side, parts of it at least. All throughout, no matter which side you thought was most responsible, the primary theme of the DLC remains consistent: Actions have consequences.
No matter what you think, the dead are dead and will never return.
Nathan MacDade says farewell to Katherine Bishop. The mines and UXOs in Oreokastro have been defused, and it’s time to move on. Oreokastro has become a silent mausoleum, as the IDAP vehicles drive away. A ruined city on a hill for all to behold and contemplate - or to forget, as all things are doomed to be.
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There are other Oreokastros in this devastated country. There are more mines to disarm, more UXOs defuse, more potential casualties to prevent from a war long ended - more atrocities left behind in the sands of time.
Just as in Oreokastro, there may never truly be a definitive answer as to what happened in those places.
Real Life Consequences
The Laws of War DLC was made in collaboration with the International Committee of the Red Cross, and thus half the initial sales were donated to the ICRC. That came up to $176,667 USD; pretty respectable for a $10 DLC.
The community has a high number of people who, as was mentioned in a quote early in this post, reacted to the addition of a humanitarian aid NGO and medical vehicles with, "great, more things to commit war crimes on." The comments on the trailer are rife with them. But as a Bohemia Interactive employee put it:
"We knew this DLC's theme might seem a bit unusual, but we also felt that it has a rightful place in a game like Arma 3 . . . what has made it even more amazing to see the immense level of player support for the Laws of War DLC, which really shows again how both games and the gaming audience have matured. If you also consider that some of our players are in the military or might pursue a military career in the future, then we're glad this DLC has been able to increase awareness for this important topic. And being able to also make a financial contribution to the ICRC's efforts is a great bonus."
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pumpkin-patch-cat · 9 months
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New Job, Who Dis?!
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(Grim x Gender Neutral Reader)
Warnings:(DLC ending spoilers. Suggestive themes)
Grim is now living rent free in my brain.
After completing the DLC ending of A Date with Death, I have decided it is my favorite ending and conjured up a little dialog. This oneshot hints to the endings outcome, so spoiler warning ⚠️. This was written quickly, so pardon any grammatical errors! Enjoy!
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“Hold up, start from the top. What's my job description again?”
“Your job will be to give life back to those who aren't supposed to die. Sometimes, innocent people are caught up in things where losing their life was NOT part of the original plan. Because your soul harbors the essence of life itself, with you at my side, you'll be able to attempt to save those people who are at the presepist of dying too early.”
“Attempt?” You eye him quizzically from your place at your desk. Casper is sat at the foot of your bed, long legs outstretched, hands in his lap. He nods and continues.
“Basically, when a mortal is on the verge of death, their soul has become tainted with what we call a ‘blight’ or ‘blight of death’. Similar to ‘the taint’ for reapers, though much much harder to bounce back from when the soul or a mortals very existence is overtaken or ‘infected’ if you will. Some people can bounce back on their own, while others succumb and meet their unfortunate end. I say attempt because sometimes a mortal is beyond cleansing. The blight is too far gone, and no amount of divine intervention will save their existence....so naturally, when we, no, you receive cases like this, time is of the essence.
“I see...wow, that's heavy. No pressure or anything. Sheesh.”
“Yes. The job will be difficult at times. Y/n, there will be times when a person will be beyond help. You'll want to save them desperately. Times where no matter how much effort is placed into saving them, it may not work, and you will be angry. I can't tell you how many times I've witnessed an innocent person parish entirely too early at the hands of a twisted version of fate. Those moments are out of my hands, and I have to ferry them away regardless. But that's where you'll come in.” 
“Sooo I'm basically an angel??”
“No, they're grotesque creatures. They instill fear in humans and sugar coat their acts with pretty words. You'll actually give hope. Plus, you're much prettier than they are. Who really needs that many eyes and wings, honestly??? But anyways…”
You fall silent in deep thought.
“Y/n? Why are you screwing up your face like that?”
“Can I really do this, Casper? What if I mess up??”
“My sweetest, little nightmare. I'll be there with you every step of the way.” Casper smiles reassuringly.
“Thank God. OH! Do I get a cool ass scythe of my own, too?” You perk up almost immediately, wistfully looking at his impressive weapon that is currently leaning against your wall nearest the door.
“I...I'll never get used to the way you can flip subjects so easily. But yes, I guess. Once you're settled, we will get you fitted with a 'cool ass scythe'. Or at least a decent weapon you'll use to channel your soul energy. I know a guy.”
“You know a guy? That doesn't sound shady at all, but fuck yea!”
He chuckles softly at your enthusiasm.
“I'm glad you're okay with this decision. I really couldn't think of a better way for this to work out for both of us but-”
“But you have a big, sexy brain that was able to figure it out, now you're stuck with me foreeevvver.” You beam, triumphantly.
“I suppose I am, and quite frankly, I would have it no other way.” With a smile on his face, Casper stands, reaches for your hands, and pulls you to your feet.
“Awww, little reaper. Since when did you get so mushy? It makes me want to violate yo- I mean...I could really go for some food right about now. Yea, food. That's what I meant."
“...You really are something else. We will grab something on the way to my place.”
“Bet. Finally making good on us moving in together?”
“Obviously. I can't escape you.” With a chuckle, he brushes his nose against yours playfully.
“It was inevitable, Casper” You respond. The grin that spreads across your face makes his "supposedly" cold heart warm.
“Seems so…and by the way…”
Casper slips his arm around your waist gently, leaning into your ear.
“I'll take you up on that offer of 'violating' me later, my little nightmare.”
“You just want to be stepped on.”
“S-stepped on? What..uh...I”
“The blush on your cheeks says you do. Can't take it back now. Your fate is sealed. I hope you're ready.” you wink.
“Haaa....fuck.”
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sausage-rolll · 3 months
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Elden ring DLC ending spoilers
It's really interesting how Ranni and Miquella’s goals for godhood are basically polar opposites.
Ranni wants to create a better world through absolute freedom while Miquella wants to create a better wolrd through absolute control.
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Ranni believes in and strives for absolute freedom. Both for herself and for all other residents of the world. She doesn’t want to use her power of godhood to rule over the lands between as queen, but instead decides to watch on from a distance and let the people of the world decide for themselves how to live. For better or for worse.
You can also see this in the way she treats her followers. She never forces anyone to do anything. She's borderline remorseful of just how loyal Blaidd and Ijji are towards her, and says in her own words that they are "willing to give to much for her."
It also extends to how she interacts with the tarnished. She holds unimaginable power over them. Able to kill them instantly with a mere glance if she so chooses. But she very rarely does. No matter what you do in her questline, the only time she'll get truly furious enough with them to the point of using that power is if the Tarnished attempts to use Seluvis' tonic on her.
You can ignore her orders in the second half of the questline, betray and attack her right at the end and even straight up not summon her at the end of the game, and the only time she'll ever actively be a threat to you is if you attempt to take away her bodily autonomy.
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Miquella however has no qualms with controlling others to benefit himself, and to force them to do his bidding.
Whether you're friend or foe, you're never truly safe from his powers.
He uses his powers to force his followers to get along and follow in his footsteps. Even ones that are unshakingly loyal to him aren’t spared from having their rougher edges smoothed off by his ability.
He uses his powers to make connections and further his goals. Stealing Mohg’s heart and taking advantage of him to enter the lands of shadow and then later, after he's taken all he can, goes on to desecrate his corpse.
He also likely uses his powers on Radahn, as I wholeheartedly believe that he did not accept Miquella’s proposal to become his consort.
The dude's a golden order loyalist that thrives on the battle ground. I don't see him suddenly siding with Miquella to make the world a "gentler place." Especially since him and Malenia got into such a violent battle during the shattering. And how there's no record anywhere in the game about the connection between Miquella and Radahn.
Because it's entirely one sided.
And the worst part of it all is that he'll convince you that it was your thoughts and feelings all along.
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Ranni's age is an age of doubt and fear because there's truly no knowing how people will chose to move forward with their strings severed. You've just got to put your trust in the good of people and hope that they can manage make the world a better place now that they're free of the god's petty power squabbles.
Miquella's age would be akin to a gilded cage. Peaceful and gentle, but the furthest thing from free that the lands between has ever been. You can't even trust that your own thoughts, feelings and devotion are genuine, because no matter your stance or standing, Miquella the god is all too willing to twist your mind if it will in any way benefit him. And if he for some reason can't? Well, he's got one of the most terrifying and powerful demigods in existence under his control.
If you don't agree with him or like him, Yes you do! Remember? You always have silly! And you always will...
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eldenringslut · 3 months
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I feel like people are getting a bit too angry at the whole Radahn final boss thing. I’m not saying you have to like it, but I’ve been seeing a lot of rage that feels a bit misplaced in my opinion. Also as usual this is just my opinion so feel free to disagree with me.
In terms of gameplay, Consort Radahn has a new moveset and fight tempo that, despite calling back to his original fight with some moves, feels pretty distinct to fight in my opinion.
In terms of lore, I’ve also seen people saying that Miquella’s description of Radahn basically makes him reddit ‘Chadahn’. I disagree with this.
It’s important to remember that this is Miquella giving his personal view of Radahn, and that he is an unreliable narrator. Radahn still has all the same flaws and complexities as before, the evidence for that from the base game isn’t gone. The only difference is that we now know Miquella’s (in my opinion childlike) perspective of him.
Additionally, although we know that Radahn fought against becoming Miquella’s consort in the end, we have no idea if the vow was initially one sided or not. Maybe Radahn rejected it from the start. Maybe he initially agreed because he thought Miquella (as an Empyrean) wanted to become the Erdtree’s god rather than supplant it’s order. Maybe he jokingly agreed to Miquella’s childish request not realising that Miquella would never be anything but a child. We simply don’t know, and I personally think all of these interpretations are interesting in their own right.
Adding onto this, a lot of people seem to be hating on Miquella’s character for becoming the ‘villain’ of the DLC. But think of it like this. If Miquella is an eternal child who had always had the ability to compel love and affection, why would he see love as anything other than a tool. It probably doesn’t even occur to him that maniputating others with magic is wrong or sinister in any way.
This also explains why he so coldly abandons Malenia, despite his obvious affection for her. He does genuinely care for her, he just has an extremely skewed perception of what love and affection is. He probably thinks something like; “Oh, but I’ll be able to make her feel happy and loved when I come back so it’s fine that I’m abandoning her for hundreds of years 😊”. I personally really like what the DLC did with Miquella’s character, even if it’s different from what we expected.
Now that’s not to say I like everything about what the DLC did with the lore. In particular, I don’t like how Malenia’s motives in Battle of Aeonia is simplified. Instead of it being a clash of ideologies, a fight between two mighty demigods that deeply respect each other’s strength or a desperate attempt to free the stars from stasis, Malenia is reduced to a brainwashed attack dog. This also cheapens Finlay’s sacrifice in my opinion (although you could also see it as enhancing the tragedy of it all by making her sacrifice less meaningful).
I’m also still unsure as to why Miquella would embed himself in the Haligtree before making Mohg kidnap him. If that was his goal from the start why embed himself in the first place? He could have just gone with Mohg in his normal form?
One possible explanation for this is that he didn’t initially plan to get kidnapped by Mohg, and wanted to enter the Land of Shadow by using his Haligtree to form a counterpart in the LoS like the Scadutree? Maybe he switched his plan and brainwashed Mohg after being kidnapped? We know from the War Surgeon set description that Mohg already has a propensity for kidnapping so idk.
Anyway that’s enough rambling for now I think. As usual my reccomended lore youtuber is Smoughtown.
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aceptical · 4 months
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Honestly I would love a Splatoon game geared at a 13+ / older audience- or even one still aimed at the same audience that really addresses the topics it brings up.
Splatoon covers darker / more mature topics. Child soldiers shooting each other, invading the land of another species for profit, suppressing another species for over a literal century, how extreme fame affects people, being ostracized / “found out” for being different, being terrified of change, etc. but it never really covers them.
They are there: especially when you look into things like the sunken scrolls or resources outside of the game, but that’s kind of it. And that’s fine!! You don’t have to address them more obviously if you don’t want to. It’s a kids game first and foremost (and even if that isn’t really a great excuse, whatever).
But I would love a game that delves more into these topics, or just getting into these characters heads more. Using outside information and reasoning stuff, we can analyze basically every character well, but we never really see any confirmation in the game for most of it. We know from the relationship chart and the squid sisters stories and whatnot that Callie willingly went to the Octarians, likely due to the pressure of fame and being on her own, but this is never really explored in the game which sucks because there’s so much potential there! Comments on how fame affects people, escapism, and Callie’s, essentially inability, to be alone (since she’s able to step back into the spotlight again once she has Marie with her, both with the squid sisters performances obv but also the news/map announcement thing). And I get that that’s not the story they were trying to tell, but it would be so nice to have a game that delves into this stuff rather than leaving it off to the side where most of the playerbase probably doesn’t know about it.
Splatoon has a really big problem with exploring character’s darker parts of them / adding complexity to characters. Take Callie again: hypnosis cannot make you do anything that you don’t want to do, so hypno Callie’s personality was still Callie, just those darker parts. And that’s just- kind of ignored, past a few one liners (deep cut’s introduction scene.) Then the same exact thing happens with Marina, except we don’t even get to delve into it as much because it is literal brainwashing or mind control or something where she very obviously has her free will taken away. Which sucks!! Because it would have been so interesting to delve into that desperation that comes with wanting things to stay the same, unintentionally hurting the people you’re trying to help / protect, all of that kind of stuff, and then it’s just shrugged off for the rest of the DLC. Which, again, it’s fine that they didn’t want to tell that story: but it’s still missed potential regarding Marina.
This even affects antagonists, too: mainly Octavio. This is kind of remedied by him helping us in Splatoon 3, but it’s never really explored. He does what he does to help his people because they are literally dying from a lack of resources + power. I like the fact that the Splatoon 1 story doesn’t address this, but it could have been really interesting to see- even just a bit of this- in Splatoon 2, especially since it’s the introduction of giving the player that mentality shift from “Inklings good Octolings bad” to “Well, it’s more complicated than that.” This one is explored in the sunken scrolls a bit, but it would be nice to get a little something more regarding Octavio’s motivations (beyond just steal the Zapfish to help his people)
I really hope that, come Splatoon 4, whichever characters it focuses on (since the inkling / octoling conflict is over at this point), it really focuses on: give us more of their flaws, that complexity, and do it in game instead of through easily ignorable twitter posts.
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unalloyed-thoughts · 6 months
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Ive been thinking lately about the connections with Miquella and Caria, like you can justify many of these things by just saying Radagon used to be the husband of Rennala, but like at the point Miquella was born that had allready passed and seeing how it affected Rennala i dont see Radagon getting carian stuff delivered to Miquella, i like to think that it could point to a possible connection with Ranni, but that seems like a big assumption ill dive into later. However i would like to point out some of the connections.
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The first and biggest one is Loretta, which before going on her quest to find a suitable home for the albinaurics, was a carian knight. Even now an illusion of her safeguards caria manor and the access to Ranni's rise.
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Another interesting one is the Miquellan knight sword, which is stated to have been modelled in the image of the carian knight sword, which is interesting. It could just be The haligtree faction taking inspiration from caria, but it could also point to the haligtree and caria working together at some point, which is really cool to think about!
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Finally, another connection that i feel is more subtle yet worthwhile to talk about is Ranni's and Miquella's connection to fate and the stars. Ranni's connection to the stars is much more in your face and plays a main role in her story, yet Miquella's association with it is a little bit more subtle. Under a statue of Malenia and Miquella embracing in the altus plateu (a location named "st trina's hideaway" in the game files yet that is another whole bag of beans) we find the amber starlight, an item that tells us that "ambered-hued stars must command the fates of the gods." Miquella being an empyrean and a candidate to godhood would mean that his fate also lays in the stars and could explain an interest in unshackling the stars and with it, his fate, which would give Ranni and Miquella a common objective.
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After all we are never really given an explicit reason as to why malenia was sent to fight General Radahn. It could simply be to secure his brother's position in the setting, we know it cant be great runes as he sparred Godrick's life...So freeing the stars from the starscourge's grasp seems like a likey explanation, specially now after it was revealed that to access the dlc (which has Miquella as a major figure) one needs to slay Radahn aswell. So perhaps at some point, Ranni and Miquella worked Together more than it seems, possibly plotting the fall of Radahn for a while.
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There is also the possibility that Miquella is Torrent's former master (something ill go into on a later post) and that he gave the spirit calling bell onto Ranni, which would mean more connections between the two. So thats about it! i hope the dlc sheds some light onto this (or completely crushes my hopes and dreams)
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lizzieraindrops · 2 years
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Destiny is a story about shapes and grief.
I think I may have figured out Destiny. I don't think the primary conflict between the Light and the Darkness is the philosophical issue we thought it was.
I got thinking about it after all this talking, with many others but especially @jazzhandsmcleg, about the way all of The Witch Queen DLC and its 4 seasons have had overarching narratives surrounding trauma and cycles of violence and grief, and the way the Darkness and the Light are characterized by their different approaches to it.
In TWQ, Savathûn is given a true second chance for her species in the Light. But as Ikora points out, she struggles to break free of the learned patterns of the Darkness, continuing the pattern of deception and violence.
Same with Season of the Risen - it’s the Warlords and Dark Ages all over again, but this time it’s the Hive. It forces once again to ask: what does it mean to be given a second chance if this is what you do with it? Temper this with Saladin’s story about the girl from the Dark Ages who he protected, but who became a cruel mortal Warlord in her own right. Crow objects to the mental torture of the Hive Lightbearers and he tries to break from the cycle of interspecies violence, but unintentionally ends up continuing it by killing the Psion and heightening tensions between humans and the Uluran.
Season of the Haunted!!! Literally, the entire thing is about confronting your traumas and greatest fears and the worst parts about yourself and beginning to heal them, making something better from them. Completely changing the game by turning Nightmares that torment into Memories that guide you. Crow with the memory of Uldren, Zavala with that of Safiyah, Caiatl that of Ghaul - and most importantly, resolution focuses on how they, specifically have been held back from healing by their self-incriminating Nightmares. It challenges the cycle of continuing violence on a very personal level. Eris even has patrol dialogue describing the a Nightmare as a thing of pain craving only more pain: "Such is the cycle."
Season of Plunder brings up the very same questions on a much higher organizational level. It gives us Eido and Eramis taking very different jaded vs. new-hope approaches to the legacy of the Whirlwind, asking: can we change? Are we defined by generational trauma forever? Can we continue to grow and change for the better even though it can never be undone? Though Eido is clearly young and naïve, we're clearly given the opportunity and narrative nudge to sympathize with her desire and hope for growth and redemption, both for the Eliksni overall, and for Eramis in particular.
And we're not even done with Season of the Seraph, but it already goes incredibly hard asking the same questions, again from a more personal angle. How far, and through how many generations is trauma transmitted? From the Bray family to Rasputin, to Felwinter to Osiris to Ikora – how do we fix this? How do we fix this? How do you defeat an enemy who IS war itself? What can you do to end an endless cosmic cycle of violence?
Go back and back and back in Destiny's lore even back to D1, and the majority of conflicts seem driven by this cycle of grief and revenge and violence. The entire line of humanity's war with the Hive goes back through Oryx's grief for Crota and the First Crota Fireteam and Eriana-3's grief for her wife Wei Ning. Even the Hive siblings' pact with the Worm Gods, though manipulated by Rhulk, was driven by the pain and grief they endured for themselves and their people, and wanting to escape that cruel pattern. The entire predicament of the Eliksni and their conflict with humans is driven by the trauma and grief and loss of the Whirlwind. Even Caiatl's empire, a conquering force that would be highly regarded by the sword logic, now must reckon with the same kind of loss in the Fall of Torobatl.
How do you escape this cycle and stay free of it?
I think, this year, we are finally seeing the beginnings of an answer.
I can't highly enough recommend the TWQ Collector's Edition lorebook (page scans & transcript) and The Hidden Dossier (page scans & transcript) that immediately follows it. What I've been calling Ikora's theory of "memory and grace" that she develops through the course of these two lore books is a balanced philosophy of memory/Darkness and grace/Light (which honestly deserves an entire post of its own). I think it clearly points toward the final resolution the story of the conflict between the Darkness and the Light.
In light of this, something in the Calus part of the new Lightfall CE lorebook (images, transcript) really jumped out at me.
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“The doomed and the damned left the record of their downfall in the OXA. Your star got its name from the oldest myths in that archive. And when your mother told your father that story…the star became your name. A prayer that all will go as it must…and the way it must go is struggle.” “Aiat.” Not a word in Ulurant or any other Cabal tongue. “But Caiatl means something else..” “Yes. ‘It may not always go as it needs to go.’ A good name for a soldier." "A strange name for a daughter," I say. "Your father chose it for your mother's sake. Out of love."
And because the parallel is so overwhelmingly striking, I am once again going to reference philosophy/worldbuilding from the Young Wizards universe, which has great resonance with Destiny lore and which Bungie has been long aware of and has even been referenced in Forsaken-era canon lore.
“all the fair things skewed, all the beauty twisted by the dark Lone Power watching on his steed. If only there were some way he could be otherwise if he wanted to! For here was his name, a long splendid flow of syllables in the Speech, wild and courageous in its own way—and it said that he had not always been so hostile; that he got tired sometimes of being wicked, but his pride and his fear of being ridiculed would never let him stop. Never, forever, said the symbol at the very end of his name, the closed circle that binds spells into an unbreakable cycle and indicates lives bound the same way.” [...] “Nita bent quickly over the Book and, with the pen, in lines of light, drew from that final circle an arrow pointing upward, the way out, the symbol that said change could happen—if, only if—and together they finished the Starsnuffer’s name in the Speech, said the new last syllable, made it real.” Excerpt From: Diane Duane. “So You Want to Be a Wizard, New Millennium Edition.”
CAIATL’S NAME IS LITERALLY THE UP-AND-OUT SYMBOL.
I know I'm probably only talking to the handful of Destiny players from the (very small) Young Wizards fandom, but what you need to know is that this moment is pivotal and sets up the series-long theme of hope for an eventual exit from the cycle. It's the incredibly small, overwhelmingly improbable possibility of a second chance, a new start for the Lone Power, the source of all strife and suffering, who itself is driven by loss and pain. A concept of extended grace that is inherently tied to the philosophy of the Light.
“Billions of years, it took. All the redemptions there have ever been went toward this; from the greatest to the least. And finally in the fullness of time you came along, and took my role, of your own will, and woke up a race powerful enough to change the whole Universe, and gave them the fire.” She glanced up at the mobiles and smiled. “How could he resist such a bait? He took the gamble: he always does. And losing, he won.” [...] “The Defender reached down and put a hand into the shadow. “And we are going where such matters are transcended… where all his old pains will shift. Not forgotten, but transformed. Life in this universe will never have such a friend. And as for His inventions… look closely at Death, and see what it can become.” The long, prone darkness began to burn, from inside, the way a mountain seems to do with sunset. “Brother,” the Defender said. “Come on. They’re waiting.” Excerpt From: Diane Duane. “High Wizardry New Millennium Edition.”
This is the devil’s second chance, its homecoming. Grace among the memory. How do we heal this? By fixing it. By making and TAKING that opportunity of grace.
Likewise, Destiny is shaping up into its own universe’s story of this Reconfiguration, the remaking of everything that exists through the act of a second chance, both offered and taken, with full awareness of the irreversibility of harm already caused.
Destiny isn’t the story of the light and the darkness fighting each other. That happens, but that’s not what it’s ABOUT.
It’s “And I know exactly what we are. We’re best frenemies with a history of intense mutual hurt and messy reconciliation, leaving a deep tenderness as well as an almost impenetrable knot of scars. What could be simpler?” (Chalco)
It's “For so long, I believed peace was beyond my reach. No more. I have found it in guiding others down the same path that saved me. But… I might allow myself to want more than peace. What, I am not certain. Is joy the word? Might I find that again?” (Eris)
It's “Second chances… hm. Turns out I've been using mine wrong. I thought being a Guardian was my destiny. That wielding the Light for good was the most I had to offer. But it's clear now. This is what the Traveler chose me for. I was reforged in the Light for a purpose. To remake something dead and gone… into something beautiful. To learn how to forge something new from what we were. Everything Uldren did to the Reef, the Scorn… Fikrul. I have a responsibility — no — a calling to make them whole. And… I can't replace Cayde. But I can cover his old patrols — maybe organize the Hunters a bit, if they'll let me. Clean up some of my mess. I don't know if I can fix everything Uldren left broken… but I can try.” (Crow)
We aren’t defeating the Darkness. That’s never what it’s been about. It’s about breaking the cycle of trauma and grief with memory and grace. We're transcending the Final Shape, but we're not here to destroy it or become it. We’re harmonizing the Darkness and the Light into a sustainable balance to create something new from the wounded remains.
We're here to heal the broken relationship between the Winnower and the Gardener.
That's all that it is, in the end. They had a falling out, and now they hurt, and they hurt each other, and everything else, forever. Breaking free from that cycle begins and ends with them.
Is that fair? No, it's not.
But Destiny is – unhingedly, brilliantly, paradoxically – a FPS game about how to stop killing each other, growing ever more into a framework of restorative and reparative justice.
The story says, we are all culpable, we have all done awful shit and have endless potential to do more awful shit – AND, most critically, we all have the potential to do better (grace). AND, the act of making the conscious choice to do so and letting that happen is the only way for things to get better (memory).
The Collapse happened and it was horrible, the Red War happened and it was horrible, the Great Disaster happened and it was horrible, Twilight Gap happened and it was horrible...AND?? HOW ARE YOU GOING TO RESPOND? The Whirlwind happened and it was horrible! The Fall of Torobatl happened and it was horrible! Your species' Choice was stolen and you became the most prolifically violent killers in the universe and it was and is horrible! WHAT ARE YOU GOING TO DO ABOUT IT?
Are you going to make it more horrible? Or are you going to make it BETTER????
Are you going to fight for the Final Shape, or for the gentle kingdom ringed in spears?
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rui-drawsbox · 7 months
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hmm im curious. whats olba about :0?
Oh anon you have no idea of what you just asked-- let me get my teacher costume
AHEM
OLBA or Our Life: Beginnings & Always it's a visual novel where you can play the perfect life you never got and cry about how much you wanted it after you finish it :DD (available on Steam for pc and Itch.io for both pc/mac and android!)
You play as-- well, you (or not, you choose)! You can choose your name, last name, pronouns, appearance, personality, hobbies, everything except your family, but you wouldn't like to change them for anything after you meet them.
You start the game as an innocent 8 years old kid that meets a random guy that tells you that he just moved across the street, he also tells you about his son: Cove! who has the same age as you. This guy tries to bribe you with 20 dollars, you can accept or refuse (or run! i like that option), either way you end up in a poppy hill behind your house and find the so famous Cove! He tells (cry) you that his parents just divorced and that he miss his mom ( :c ), you can comfort him or not, but you two still will be found by both of your families and have to go home.
That's the prologue! Gameplay aspect: it consists in 3 Steps of your life: 8, 13 and 18 years old! Each Step comes with 5 Moments, where you can spend time with (mainly) cove, if you're playing the base game. Talking about base game! You can complete it in around 5 hours (that's what took me the first time i think), and it comes with a 4th Step that work as an epilogue!
There are 6 paid DLC's (and a free one that is a name pack), 3 are other 15 moments for the first 3 Steps, 1 is a wedding dlc for our lovely Cove <3 (we'll get to him in no time), and the last 2 are extra content for two characters you'll meet in your very first playthough: Derek in Step 2 and Baxter in Step 3 (you should know this one very well if you follow me lmao), each with 5 moments extra for their assigned Step and their own Step 4 where you can follow and give proper closure to their stories!
I'll try to not ramble a lot because it's something you just need to experience yourself to get it but-- i will introduce you to the love interests! (or friendship interests, you don't need to crush on anyone to have a great time)
Cove Holden! Our lovely neighbor that we see almost everyday for like 10 years! You could also call him the second main character after you, since you learn more about him and his family during all the game. He's an introvert and ocean nerd (in the cutest way possible), depending on your choices you can shape his personality/style and become best buddies, the sweetest couple or just remain neighbours that never really got along. (you'll learn to love him, platonic or not, trust me)
Another perk of the game is that no matter what you do there's not "wrong or right" (unless you feel bad for the characters, like me), your actions does have consequences but there's nothing like a "bad ending/good ending", after all it's just your life, it goes on no matter what! Unless you want to reach a specific scene you found online you'll never have to use a guide for anything.
Derek Suarez! A caring guy! mabye a little too much, he's the oldest brother of 3 and that shaped him in a way that he always feels responsible of everything😔. During his storyline you'll help him to learn how to relax and lean on other people :D!
Baxter Ward! A monochromatic gentleman, mischievous as a cat and emotionally repressed like a pressure cooker <3. Struggles a lot with making deep conections and being emotionally vulnerable, you can imagine about what goes his storyline lol.
He's my favorite, if you haven't noticed. He has that infuriating charm that only someone that unironically says "Hallelujah" has. A very dramatic route, he's a very dramatic guy, you should see how he texts in step 3 aghsdas.
Also! all the side characters are super likeable, from your family to the baker of that bakery that is metioned a few times!
ANYWAYS, in conclusion: this is a very relaxing game! If you like visual novels you should definitely give it a try, the amount of replayability this game has is insane. My recommendations for when you play are:
Try the base game first! If you like it you can buy the moments dlcs (theyre only 3$ each!), mabye the wedding dlc after that (if you want to marry cove that is, this one is 2$ btw), Derek's dlc and Baxter's dlc (5$ each) for last. Those are pretty much the release order but i that's also the order i enjoy the most!
(play this game at least 2 times trying different choices/personality, the differences are ughhhh/pos)
When you're playing for the first time you should play the moments left to right. On later playthroughs you should change the order to find new dialogues! theyre small things but omg theyre so fun
Have fun! do whatever you want, i literally said there's no bad or good ending, take advantage of it and be as foward or shy as you want, be a little shit or a literal angel! That is your life we're talking about.
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octo-in-the-mainframe · 7 months
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DJ Octavio ramblings/analysis/theory???
I'm still mad that DJ Octavio was never given credit for composing and performing the absolute banger of a song that is Calamari Inkantation 3mix all while piloting the ship against Mr. Grizz in the middle of a world-ending event.
Like I get it. He's not an idol. He's not like, super popular among the fanbase, despite having his own rabid fans (I'm one of them).
But it just feels so wrong, knowing that the collective experiences he's shared with the Squidbeak Splatoon finally had him join forces with them, only to be left out of the song HE made???
I know the album has little octopuses all over it to signify his involvement, but I wish we had a proper explanation for why he hasn't been credited signature-wise or verbally.
Best case scenario (for me, because it gives him cool characterization) is that it ties into the idea of him not being as confident anymore. He's failed a lot over the years, lost a lot of his people, and the only recent win was when he actually worked together with the Squidbeak Splatoon that he's been fighting for a majority of his life.
If this is how he actually feels, then the recent DLC, Side Order, could hint at this as well, and portray how he seems from an outside perspective.
When reading the entry for Octavio's Splatling palette, Smollusk basically says that he needs to get his shit together because he's supposed to be a "big shot" Octarian in charge of leading his people, but that implies that he really hasn't tried since the ending of Splatoon 3.
Smollusk doesn't have the greatest understanding of the characters' motives, I'll give it that, but I honestly wouldn't say that it's too far off the mark here. It more or less accurately portrays everyone else, but just doesn't approve of their beliefs or methods.
Using this information, I think saying that DJ Octavio might be struggling to find a purpose could very well be the truth. So, maybe he's not credited because he didn't want to be? Maybe he felt he didn't deserve it? Or perhaps just didn't want to be in the publics' eye before he chose a path to follow? (He has been hiding for a while).
I don't really know, but I hope he's given the spotlight soon!
I honestly think at this point he deserves his own concert...it's not like they have to keep the other characters out either. Have him hijack the show, or do collabs with everyone. Bomb Rush Blush, Tidal Rush, and 3mix are all collabs. Plus, there's the Inkopolis Memorial Mixtape he made, which was basically a love-letter to the entirety of Splatoon 2.
And, out of everyone, Octavio is the most likely to know of every band in Splatoon, besides Dedf1sh, who is now conveniently back among public perception. He listens to literally anything he can get his tentacles on, and it's a real shame we haven't gotten more music from him.
One last thing. This relates to the DJ Octavio concert thing but...
I honestly think it would be really cool if Octavio and Cuttlefish made a song together at some point.
Octavio could do the instrumental, add some cool sound effects, and Cuttlefish could put those rapping skills to good use. Double points if they cover Calamari Inkantation together.
Alright, I think that's it for now. Feel free to cry about Octavio getting snubbed for the 1 billionth time to me.
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miquella-everywhere · 2 months
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what gets me is that at one point in development there was a Miquella ending in the base game. Like yes, it was cut, but clearly it wasn’t antithetical to fromsoft’s writing team because they did write it. And I maybe get why they cut it because there simply isn’t any interaction with Miquella in the base game like there is with the other characters (Ranni, Fia, Goldmask, etc) who give an ending, but why couldn’t they bring it back for the dlc?
and it would have made so much sense too! Melina is associated with the Elden Lord endings, since she’s so close to Marika and is actively encouraging the Tarnished to become Lord, Ranni has her own ending, and Miquella’s ending would provide a foil for both — and as the other owner of Torrent he’s already connected to them. The Elden Lord endings continue the status quo to an extent, since Marika is still… there, to an extent, and the system remains similar if not exactly the same. Ranni’s ending has Marika crumble/die/whatever happens, and then Ranni and the Tarnished leave so the Lands Between are free of the system but there’s a lot of damage that isn’t fixed. Miquella’s ending could have completed it by removing the status quo through Marika, but then unlike Ranni, he and the Tarnished (and Malenia) could have stuck around helping the world heal, maybe even somewhat indirectly or not as themselves like Miq did as St Trina. Given how important things in threes are to the story (three sets of demigods, three empyreans, a minimum of three great runes needed to complete the game, three types of butterflies) it would have fit SO perfectly. I don’t understand why we couldn’t have it.
I feel your pain anon and I am in complete and utter mourning for Miquella's lost ending and his horrific character assassination 😭
And just because we don't interact with Miquella in the base game doesn't mean that he couldn't have an ending it at least play a bigger part. Like look at the Painter Girl in DS3, we meet her in the DLC only but she has such a massive impact on the future of the dark souls as a whole, and honestly, Miquella deserved to be treated with the same respect as her instead of being boiled down to a dollar-store knock off Serosh cape for Promised Retcon Radahn 😒
I think what irritates me most about Miquella being so short-changed in the DLC is that Miquella was everywhere. As the name of my blog suggests, there was so much evidence in the Base Game of Miquella having such a massive yet subtle presence throughout the Lands Between, like if you look at the locations of some of these Lilies and Butterflies you'd be like "hmmmm now whats going on here 🤔" And the spirit bell and the wolves with the statue in Farum Azula, Melina having Torrent and Ranni being very pleased to see that Torrent is doing well and we all know that Miquella is Torrents former master, so what is the connection between these three????
What is the connection between Ranni and Miquella? These two drove me crazy in the base game because of the insane parallels and connections between them! Ranni and Miquella both being Empyreans, both shedding their flesh, both rejecting the Golden Order in some capacity, Ranni killing Godwyn and Miquella wishing to save him, Miquella entrusting Ranni with the Spirit Bell to hand off to us and her honoring that despite the Godwyn murder! WHAT IS GOING ON BETWEEN YOU TWO!?
....But we are never going to know.
Because now.... All these hints mean nothing.
Like Fromsoft prides itself on environmental story telling but now with the DLC out its like, "oh all those hints didn't mean anything, instead here's Miquella making Radahn his consort despite there being absolutely no evidence base game of them even interacting with eachother! Yeah this totally isn't a Retcon or bad writing at all 😋" So yeah, environmental storytelling is dead and Fromsoft has ruined their reputation to me, and it is just so so depressing 😔
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awesomesaurous · 1 year
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-rant, please excuse the salt-
I really wish Don’t Starve Together was a different genre of game. I know that’s stupid because the objective “Don’t Starve” is the whole foundation of it, but I kind of just wish I could take the look and the loose story and make it more of an adventure and less of a never-ending survival game. I think in the Hamlet DLC for the base game, the “town” aspects of it scratched that itch a little bit, but I want more. The interface could even look exactly the same. I played the demo of Cult of the Lamb, and that game has a similar top-down 2D look to Don’t Starve, except there are in-game “cutscenes” and you have dialogue options which advance the creepy little narrative. Hollow Knight was good with this too. It’s a metroidvania, so there’s no crafting at all (I don’t consider status upgrades to be crafting), but like most RPGs with a silent protagonist, the story is furthered through exploration and interaction with NPCs. Some people love survival games, and I enjoy them quite a bit, but I like them to have an endpoint. The Flame in the Flood has a brutal difficulty curve, but it does reward you for your persistence, and it’s by no means impossible to beat. The journey takes you further and further along a river which at first seems endless - but it does have an end, and that’s what I want, I guess. Closure.
Hades is one of the most enjoyable games I’ve ever played, and the main reason was how much you are rewarded, even for failed attempts. You might totally choke on a run, but even so, every time you venture out you’re gaining more darkness/gems/etc that you can invest back into your stats and weapons. As in - there is no wrong way to play the game, you will move forward and improve no matter what. I love that. DST has finally dipped into this territory with Wilson’s skill tree, but I think they ought to give every character a similar mechanic. The skills would be specific to each character, and I think would give players more of an incentive to do repeat runs. At a certain point the whole game gets boring, and depending on my mood I sometimes boot it up, think about all the trees I’m going to have to cut down, and then immediately close the game, because I’m sick of doing virtual chores.
Stardew Valley was so addictive for me that I had to delete the game to get control of my life back. That game is nothing but farming and chores, yet I didn’t get tired of it. I think that’s because if you want to, you can ignore any aspect of the game you don’t care for, and time will pass anyway. You can spend all your time farming, or just mining, or focus on relationships with NPCs. Obviously with Don’t Starve, you can’t ignore food because starvation is an ever-present threat.
I also don’t give a damn about boss fights. I never have, in any game. I’m always eager for them to be over so I can get back to actually enjoying the game again, but nope I have to hit this thing 1000 times without getting permanently killed. Don’t Starve’s fighting system is shit, and it always has been. The hit boxes suck, and the fact that I need to download mods just to see health levels for the enemy is ridiculous.
I’ve had a lot of fun with DST, but I think I enjoy the fandom stuff more than the actual game. Same with TF2. It’s pretty fun to play, but I enjoy watching SFM videos and stuff like that more than playing the actual game. Don’t Starve has such fun characters and such an appealing style that it draws people in, and the animated shorts promise this wider world and a more intriguing story that isn’t in the actual game. Most players won’t even get to the cryptic hints at the story that are in the actual game (the Ruins, etc) due to the difficulty curve.
There’s a lot of creative energy and highly imaginative world-building, but when are we going to see it put to use? If anybody has any thoughts on all this, feel free to leave a reply.
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Who has been screwed over by the fandom more?
Propaganda below the cut
Gregory:
So Gregory's story isn't fully filled out yet (because this is FNaF, why would it be?) But the story we're getting involves him being mind controlled and forced to be a killer, only to be set free somehow and losing his memories of what happened. So he's a preteen who's been hypnotized but somehow the crimes are his fault even though a major theme is the battle for control and a plot point is that he can't remember what he did.
The thing that makes me so mad is that at the end of the Ruin DLC, Gregory's voice comes in from the speakers of the elevator you're on and tells you "We can't risk being followed" before the elevator drops. This would look really bad if not for the fact you were just getting chased by a robot that has been using Gregory's voice to lure you down there the whole time. People are blaming Gregory for 'killing his best friend' when there's a much higher chance it was the Mimic who dropped the elevator.
Mabel Pines:
girl gets so much flack for being... immature and kind of selfish at age 12? like she had whole video essays made on why she is a horrible person who deserves punishment. god forbid girls be silly
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i've never watched this show in my life but dear sweet fat of the hog. y'all treat her horribly. free my girl she did nothing wrong except exist as a preteen girl.
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!!! Spoilers for Gravity Falls last 5 episodes !!!
This has gone down a lot but when the Weirdmaggedon arc was happening, the finale of the series, a big part of the fandom started hating Mabel because she accidentally caused the Weirdmaggedon (basically an apocalypse + bizarre shit like the water tower becoming an eight-legged monster with a giant mouth).
For context, in the episode that starts this arc, "Dipper and Mabel vs The Future", Mabel is really excited to the end of their summer vacation at Grunkle Stan's house, since it will be her and Dipper's 13th birthday and they will enter high school (her idea of high school of course coming from teen movies). But then this whole idea starts to shatter when Wendy tells her that high school isn't like a Disney musical, but it's okay, she will get through this since she will be with Dipper, her twin brother...
Except, that Dipper receives an invitation by Grunkle Stan's scientist brother Ford to become his apprentice after summer ends, staying in Gravity Falls, without Mabel. When she discovers it, she gets really mad at him and in a fit of rage, she accidentally picks Dipper's bag instead of hers and runs off to the woods.
When she gets there, Blendin, a time-travelling friend of theirs finds her and tells her that he has a way of making her brother stay with her, and make the summer take a little more to end, and that he just needed a little thing that Dipper has in his bag. That thing is a dimensional rift that Dipper and Ford contained to not cause the Weirdmaggedon, but Mabel didn't knew about that and gives it to Blendin. Blendin then breaks it and it's revealed that Bill Cipher was controlling Blendin to get the rift and release the Weirdmaggedon. He then traps Mabel in a bubble, starting the final arc of the series.
So, a few episodes later, that bubble she's in is revealed to be a world of fantasy that she controls, and that she didn't want to leave that world, as she was scared of growing up etc.
Context given, A LOT OF PEOPLE HATED HER FOR THIS. Suddenly people started seeing Mabel as just a selfish girl who wanted things only her way, when she was only a 12-year-old scared of growing up without her twin brother (they do end up going back together at the end but still).
The worst part is that apparently the people behind it took note of this, and on the comics that where released after the finale, she is a selfish spoiled brat. I haven't read the comics though so I'm going off what some people said about it.
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jupiterswasphouse · 5 months
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BUGSNAX - A REVIEW
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A few days ago, I fully finished and 100% completed this game, and I'm very happy to have finally done so! Here are my thoughts, under the cut! (Skip to the end if you just want a quick overview of each point)
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As evidenced by the fact I completed the game, I enjoyed Bugsnax a lot! Which I'm happy to be able to say upon playing it myself after having watched other people (Namely Snapcube, all the way back in 2021) play it in the past. It's a nice change of pace from the other kinds of games I've played in recent times, and a type of game I can't say off the top of my head that I've really experienced before. I've played my share of creature collectors but those were mostly RPGs, like the Pokémon games, whereas Bugsnax takes the concept into a full 3D space where you don't exactly battle the Bugsnax but, rather, you trap them!
Forgive the comparison I'm about to make but it's almost like you're pranking the wildlife of this island, tricking them in various ways to get them into your backpack. It starts off as simple as just waiting for Bugsnax to wander into your trap, and for a handful of species it stays that way, but with the wide variety of them available to you and which you're expected to catch, it becomes more complicated very quickly! The game can become slightly repetitive at points, especially having to refight bosses for 100% completion, but they vary things up enough with tools and specific catching conditions that it never became boring for me. I'd say that Bugsnax is almost a puzzle game in that way, trying to figure out what combination of things catches what Bugsnax. Although some of said 'capturing puzzles' are easy to cheese, or come up with multiple solutions for.
Despite that, though, Bugsnax can be a challenge for the brain! Like any good puzzle, the solution can be difficult to piece together right away at times, making for engaging gameplay that keeps you thinking. That's a great thing, as it's really the only challenge there is in the game. Bugsnax does not have a fail state nor any lives to lose, no matter how much the aggressive Bugsnax try and no matter how many times you light yourself on fire in the middle of Snaxburg. Bugsnax simply isn't a very difficult meal to swallow! Which isn't a bad thing.
As a side note on the gameplay too, the game does keep you busy with a multitude of main quests, side quests, and letter quests, giving you many reasons to want to catch all of these Bugsnax!
Speaking of the titular Bugsnax, though, they're a very interesting bunch! With 112 of them to find (after the release of the free DLC), the variety of designs on display is wonderfully creative and charming. Yes, some of the designs are reused and retextured, but that's perfectly acceptable and to be expected when you're capable of transforming almost every NPC using said Bugsnax!
They're certainly interesting to observe and speculate on how they came to be! They're not anything that could exist in our world, but that's kind of the point! They do, however, interact with each other in some ways you might expect from wild beasts, fighting with each other and accidentally running into each other on occasion. Bunger, Spuddy (Beetle-like Bugsnax), Preying Picantis (A mantis-like Bugsnak), and Scoopy Banoopy (A giant water bug-like Bugsnak) being as aggressive as they are, while played up for gameplay purposes, does mirror how strong and combative these insects are in the real world! Although, you never see these Bugsnax eat each other, nor at all apart from when you specifically toss sauce at them, making it unclear how they survive apart from eating said sauce, even though the ending goes some way into explaining that, to an extent. Even still, not much that truly needs to be explained goes unexplained when it comes to them
Of course, the creativity and good design of the Bugsnax would mean nothing without an equally charming world and set of colorful characters to go along with them! The game does not disappoint there either, making for quite the feast for the eyes. The biomes are lovely, and environmentally tell you quite a bit about the history of the island, from the crashed ship on the beach of Boiling Bay to the cave scrawlings of Garden Grove and the clear existence of a long gone civilization in Scorched Gorge and the isle of Broken Tooth! Meanwhile, the NPCs, the Grumpuses, have wonderfully charming designs, resembling muppets to an extent, all distinct and fun designs but still simple enough to fit in with the impressive mechanic of 'Snakification' without being too disturbing... Most of the time
Heads up! The next section goes into SPOILER TERRITORY, if you want to save the story for when you play it yourself, skip to the next chunk of bold text
When it comes to the story that surrounds all of the Grumpuses, it continues to be quite the charming game, with its comedic flair, colorful personalities, and sweet personal moments. However, it's not a conflictless experience (Nor should it have been!), with many characters fighting and having problems that range from Wiggle being afraid of being a one-hit-wonder and struggling to create her next masterpiece, to Snorpy struggling to communicate his feelings to Chandlo while Chandlo worries about the unhealthy amount of stress that Snorpy is going through, to Beffica being unable to hold a friendship because of her own actions and being afraid that she won't be able to ever have anyone close to her. It doesn't pull its punches, especially once you get around to helping them with some of these issues in the sidequests!
The biggest issue that requires being solved however is the driving force of the game, getting everyone back to Snaxburg, and especially the adventurer who invited you to the island in the first place, Elizabert. The search for Elizabert takes essentially the whole game, searching for clues and interviewing Grumpuses, watching tapes that display the relationship of Elizabert and her girlfriend/wife (unclear whether or not they're married), doctor Eggabell.
This search concludes in quite possibly the most unsettling muppet body horror way it could have, with Bugsnax being revealed to be parasites, composing essentially the entire underground of the island, with Elizabert herself being turned into a giant but somehow still sentient and sapient beast made of multiple different legendary Bugsnax, among other species! and the final sequence of the game is spent essentially killing Bugsnax in a brutal saucy massacre across Snaxburg before making your escape.
Now, does this make Bugsnax one of those "Oops, it's a horror game actually!" games? Not in the slightest. This is not as overtly horrifying and gorey as something like Doki Doki Literature Club, although it is possible to lose Grumpuses to the influence of the island in the final sequence if you play your cards wrong, this is more like an Undertale situation in the sense that the game is mostly perfectly fine but has some disturbing undertones and moments! It is a super unexpected moment but I like it, and the ending provides a very satisfying resolution to everyone's problems while still leaving enough questions about the island for a Bugsnax 2
[END SPOILERS]
The game is also very well scored with a mostly electronic sound track that fits the charming and mostly relaxing atmosphere of the game! Seth Parker's smooth synths filling the space perfectly between Grumpus dialogue and Bugsnax yelling out their names Pokémon style, with an adorable credits theme done by Kero Kero Bonito, which fits in perfectly with the rest of the music.
Now, in terms of game stability, having played after patches, I'd say this game is stable enough for the average player, some things being a bit easy to break for people who are looking to do so, with very few glitches being detrimental to the experience. I did have some Bugsnax get stuck or disappear, but it wasn't enough to really effect things much given there are a couple ways to respawn them (sleeping, leaving the area and coming back).
One funny thing did happen to me though, and it was my fault entirely! I saw the broken bridge in Scorched Gorge and was like "Hmmm, I bet I could get across that when they don't want me too" and I did! Then the game autosaved and I had accidentally set several flags in the game skipping Snorpy and Chandlo's quests. I had to find the save file and manually edit it so that I could fix my hubris and unskip the quests! Which was thankfully not very hard to do, and I got to experience those quests without issue.
Now, finally, what would I add to a Bugsnax 2? Well the obvious answer for me would be some form of wasp Bugsnak, I just want more representation of my favorite guys!! But for a bigger suggestion, I'd say that there are tons of different real world bug features and behaviors that could make for interesting gameplay elements and designs! With mimicry, pollination structure building, symbiotic relationships, resource gathering, pheromone communication, multiple stages of life, etc etc. I'd just really like to see what the Bugsnax team can do with things like these! Even down to more species or family specific things!
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All in all,
Gameplay: Fairly unique! Can be repetitive at times but stays varied and interesting enough to be engaging for most players.
Difficulty: Catching Bugsnax can be challenging but it's still fairly easy, with very little punishment for failure outside of the very end.
Graphics/Design: Extremely charming with varied Bugsnax and cute NPCs that fit with the biome they're in very well, providing a lovely atmosphere to the game, even if Snakification can make things clash at times.
Story/Lore: Very good, keeping you interested in the world and characters of the game, and at times delving into more serious, personal topics and problems, as well as setting up a world that shows plenty of its history, while leaving some questions to be answered
Soundtrack: Rather smooth, synths filling the space in nicely and not leaving much awkward silence, with a very good guest track
Stability: Rarely detrimental, not giving the player any major issues, while still being breakable if one were to try to do so
Completion Time: 29 hours
Overall: Recommended
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frogletscribe · 8 months
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I finished the main story of A:FoP last night and I have more thoughts but don't want to spoil anything for anyone who is not there yet so im putting them under the cut again lol. Also a lot of this gets into like general Avatar lore things and not always specifically A:FoP. I just have a lot of thoughts and not a lot of people to talk to about it lmao.
Warning: this is very long, i am apologizing now if you choose to read the whole thing.
Spoilers for Avatar: Frontiers of Pandora under the cut
TEYLAN oh my god my boy. He scared me so bad when he showed up again but I'm so glad he had a hand in stopping Mercer. It felt like such a moment of growth for him finaly setting himself free of his abuser. Poor guy feels so guilty about everything that happened, and I'm very nervous about whenever Nor comes back in future DLC stuff because he still doesn't know that Teylan 'betrayed' them. Especially after everything with Alma.
Speaking of Alma, I have somewhat mixed feelings about her story? Obviously the Sarentu have every right to be pissed at her, I am pissed at her, she used them (and honestly is still using them) to ease her own guilt. What bothers me is the "You will never be one of us" rhetoric? Mostly because it makes me think of Jake and the Sully kids (Lo'ak and Kiri specifically) who all are/look more like Avatars rather than Na'vi. It makes me wonder how the Sarentu would react to them? The situations are very different, Jake gave up almost everything that made him human to live as a Na'vi where Alma has stayed human, albeit unhealthily attached to her Avatar form. Jake worked to earn his place with the Na'vi where Alma is trying to take it from this group of children she has been lying to from the very start.
But more than that, her still talking as if she was a part of their family at the end made me so mad. I don't think Nor had a good reaction to her by any means, stabbing her was definitely not good, and it leaves all of the other humans scared of him but like,,, i'm on his side tbh. His anger is justified, he's just not coping with it in healthy ways. Like at least the Sarentu did shut her down, Alma is not a part of their family by the end, but giving her the grace they did at the end i think was more than she deserved. Idk, I am glad that they are able to be the bigger persons (pun not intended lol) and move forward, I'm just not a fan of forgiving a person who was partially responsible for the murder of your entire family?
Back to Nor. He is such an interesting character to have next to Ri'nela and So'lek. His anger is palpable and it has nowhere to go. He refuses to connect to Eywa again because he feels he has been poisoned by TAP and humans as a whole and it colors everything he does. He copes with his pain by ignoring it until it becomes too much and he snaps.
And then there is Ri'nela, who is also clearly hurt by everything that comes to light about the Sarentu and TAP, but she is so much more reserved about it. She has a really lovely audio log about how she feels the need to set her own emotions aside so she can take care of others and their emotions. You can really tell how much pressure she puts on herself to be that emotional stability for others. Still she works through it and at the very least tries to talk with the Protag about it in a much more healthy way than Nor does.
Compare that to So'lek, who is similarly reserved in is emotions to Ri'nela, but less to protect others and more to protect himself. Hopefully we will get a little more insight into his character with the comics coming out, but So'lek is i think very similar to Nor in a lot of ways. His clan was wiped out in the Great War, and he was the only survivor to not assimilate into another clan, and we can assume, i think, that those other survivors were most likely children and other non-warriors, either too old or unable to fight for whatever reason. He is entirely alone by choice, and he is angry, but he keeps it together.
So'lek sees the bigger picture, he knows that the resistance is the one other group that's actually fighting back (Besides Jake and the Omatikaya), even if its entirely a group of humans, who we can assume he is not terribly fond of in general. He makes a point of saying the RDA is what needs to be removed from Pandora, not humans. He knows how to separate his allies instead of generalizing 'all humans bad', something Nor is implied to struggle with at least a little. That is especially clear when So'lek calls Nor out after he stabs Alma. But that still doesn't negate how angry So'lek is and is capable of being. He says it after HQ is attacked, he is trying not to follow Nor and his rage. He knows that if he has that conversation with Nor, it will be very easy for him to let his rage consume him as well.
Given that Nor is pretty much gone from the game after he stabs Alma, I'm hoping that in the upcoming DLC we get to find him? Maybe he is being an angry loner out on the woods or if he has found other missing TAP students? There are 4 mentioned in game, either by name (Ri'nela asks where two of them, Telisi and Yefti, are at the very start of the game, and 2 more are mentioned in TAP School Records, Okni and Yuayt) Of course they could all have died while the main four were in cryosleep, 15 years have passed and if they werent with that group when Alma saved them, theres no telling what exactly has happened to them. I just think it could be cool for them to pop up and join back up with the Sarentu.
On, like, an entirely different note, the joy it gives me that there are multiple nonbinary characters! Ahh!!! I think right now the only ones are Tsu'kiri from the Aranahe and Okul from the Kame'tire, at least that I have found, but the way that they are handled, I really really love. They are both just people! Existing in the world! As a nonbinary person myself i also really appreciate the game using they/them for the protagonist and letting you flavor your character however you want so that you aren't locked into male/female like so many games tend to do.
Getting into less A:FoP specific and more general lore territory: Something else I found really interesting while digging around on the wiki is that Mokasa is not the Olo'eyktan? He is listed as Anufi's chief advisor, which made him a sort of stand in Olo'eyktan while she was exiling herself, but he isn't actually the Olo'eyktan the way Ka'nat and Nesim are for their respective clans. Even on the wiki, the Olo'eyktan for the Kame'tire is labeled as Unknown. At most we get Okul being named ? Tsakarem? Thats at least what I took from it. But it makes me curious about the other clans and their leadership (also just very curious about them in general lol). There are 16 clans that we know of (that are all still canon) but we really have only really in depth explored 6 of them in the whole series so far. (Just counting the movies and A:FoP right now because I do not have access to the comics or I think the like one? other games that is still canon) Idk im interested in more Olo'eyktan/Tsahik dynamics beyond just mated pairs like we have seen. Like the Zeswa sisters is really cool to me, or father/daughter dynamic with Ka'nat and Etuwa. Obviously, Jake, and later Tarsem, are not mated to Mo'at but there was the intention of Neytiri eventually taking over as Tsahik before the Sully's left, which would have continued the married couple leaders dynamic that we have been seeing.
We also know that Olo'eyktan don't always have to be men (See Nesim for the Zeswa and Ikneyi from the Tayrangi clan that we see in the first film), so then are there examples of male Tsahik somewhere? Okul being presumably named Tsakarem as a nonbinary/gender non-conforming character would imply that on some level, but im curious if we will ever see examples of it.
And finally, somebody has got to let me smooch the characters in this game PLEASE.
If you actually read all that kudos to you and thank you for indulging my screaming.
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