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#to tell which siffrin was who !!!!!!!!!!
poorly-drawn-mdzs · 5 months
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In Stars and Disco
(Disco side of the swap)
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torchstelechos · 12 days
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I love that In Stars and Time gives the nonconsensual kiss a proper horrified reaction, by the way. Most media where a character can kiss someone out of no where either make it a funny thing or the "romantic" thing, but here Siffrin kisses without permission out of no where and Isabeau reacts correctly! He pushed them away! Because thats surprising, and fucked up to do to someone with no lead up and no permission! Isabeau had no context, and at the time when the kiss happened, was under the impression that Siffrin didn't like touch which can have a variety of horrible reasons for it. Not only that but... We don't know what face Siffrin was pulling and I don't think it was a nice one. Which, again, means that we don't have all the context either! This is a horrible event that has horrible consequences and I love that it does. Because it's something that is horrible and objectively one of the worst things Siffrin did to one of the others in the loops, so I'm just!!! So excited it had bad consequences!!!
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lanternlightss · 3 months
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okay .. take two !!!
+ bonus doodles
#i !!!! like this design a lot more#kinda worried abt the cloak …. but !!!#what do we think ………..#oh. wait. also#-> tried to combine the v shape and the cloak#figured out how to incorporate the bottom half wing like design#they have tails !!! they like to sometimes pretend it’s like a bird#(loop running around bc swish swish flowy) (bats their eyelash) am i not the prettiest bird youve ever seen#also while the leg straps for knife was cool#i feel they. while it wouldd be easier to maybe access#anyone could take it !!! the way it was !!!!#into the holster and belt you go#OH and and#the little chains and pendants dangling from the belt ?? those are like keychains from all the things that remind them of their journeys#OH and they’re wearing. kind of leggings ??? for better agility#im trying not to overdo everything. so that it’s not so cluttered#but that. also Is this point. as fun as this outfit is most of it is just loop taking clothing items they first see and running off#“okay rogue time. i can do rogue.” tthey are a mess <3#they’re kinda in that stage of. between siffrin and figuring out who They are now after all of that. clinging slightly while also changing#(they absolutely did steal those little pins from sif btw <3) they thought it would be funny to see how long it took for him to notice. and#then it just stuck.#“why is loop okay with the cloak now?” bc !!! its not a one to one. and also. sif here found loop at possibly the worst spiral ever#it Would have brought equal comfort as it did discomfort if they wore both the hat and cloak then. and (their words) it would be much easier#to tell which siffrin was who !!!!!!!!!!#agh .. okay#lantern’s art corner#isat spoilers#isat
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simcardiac-arrested · 4 months
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no actually I’d like to hear your thoughts on the isat ending
Like i said it felt really tropey and by that i meant that it’s just Everything Good Happens forever and…..that’s it ? like idk we were building up to this huge catharsis sort of thing and then we got to it and it was so sudden and not a good payoff and just kind of nothingburger of an ending . the fact that everyone just forgives siffrin bothers me, or at least the fact that they don’t confront them about the shit they’ve said and done. call me a mental illness villainizer but i think if you’re a fucking asshole and doing the most insensitive things to the people you care about then hey, i think those ppl have a right to fucking tell you off for it. likeeee idk being at your lowest point …… not an excuse …. not feeling it chief ……. like sure the message is to move past your mistakes or whatever but ? that doesn’t mean just getting away with it ??? and i just really don’t understand Why everyone forgives him. honestly at the end of the day the ending is just one problem, the root of which are the characters. everyone feels like trope cardboard cutouts. oh, this is the smart one. this is the smol bean. this is the himbo. and they all care for each other btw. Did u hear that? they all care for each other. we’re not really going to explain to you why these people are so close or what they went through together but just trust me man they’re sooo found famy. like …. okay. i’ve played 30 hours of this game and not once did i buy that any of the characters really cared about each other. like??? why???? You’re telling me everyone super cares about siffrin even though they barely know them?? you’re telling me siffrin cares about everyone sooo much even though he never even bothered to find out their problems before ? Wat ? and this just breaks the ending more because literally whyyy do these people care about him so bad. and then it’s just whyyy does siffrin Have to tell them anything he doesn’t even seem to know them that well. everyone feels like colleagues and Just Friends at best. and so the ending just seems really forced. like it was written by that type of tumblr user who’s always talking about aww why does the found family have to break up after the end of the journey :( which is like fiiiiine. i guess. but u guys know that u have to build up to it right?? you can’t just tell me they’re Family Members(tm) 102829 times and that they super care about each other source: trust. you can’t just do that and then expect me to believe it ….. It feels unearned. the ending feels unearned and i don’ttttt understand what i’m supposed to take away from it . that it’s ok to fuck people up because you’re traumatized and insecure?? that you have to talk about your deepest problems with people you barely know??? i just dont know. Like i said if im being honest the problems with this game’s writing are more than just the ending, it just stands out so much because there’s a lot of build up and then just …… That
#honest to god if you want a Good Example of a story like this just look at dungeon meshi#we start the story from the end of the characters’ journey. they all don’t know each other very well and they’re just working together#hell they don’t even like each other that much. And then as the story develops and they go through their journey we get to see them bond and#get closer and fight and make up and admit they care about each other and still be mad at each other#nobody even gives a fuck about laios at the beginning of the story but by the end of it they’re all willing to die for him. THAT feels#earned. when marcille super fucks up and everyone tells her off for it but still wants to just make sure she’s ok That feels earned#like honest to god i’d take marcille’s arc any day than whatever’s siffrin going on#i just feel like this game suffers from a chronic Tell Dont Show syndrome. we get old over and over again that these characters are close#told*#and that they care about each other. And that’s just ….. not a way to write a story ………#when all the characters exist just to comfort the Whump Main it’s like how am i supposed to get invested. in any of this#u know when the dev replied to someone who was asking them how to write a story and they just said ‘glue your fav tropes together until it#becomes a story’? Well i think that is isat’s main problem. it’s not really a story. it doesn’t really have characters#it’s just a bunch of tropes in a trench coat. And let me tell u that is notttt how you make a story. at all. at all#anyways this was supposed to be about the ending but this story just has so many inherent problems i could critique it forever🤷‍♂️ my badddd#it’s fun as a game and it’s Fine as a story but at the end of the day it just reads like fix-it fanfiction to me#which is not Bad on its own but i wish people would at least recognize how the story is kind of built on sticks#cramswering
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moonstandardtime · 3 months
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i want to put link in isat. im sure hed do fine. the heros spirit endures
#my post#i was gonna say like. 'probably not the worst thing the heros spirit has endured.' but actually#man. idk. ppl like to say majoras mask is super dark. i think bc ur constantly faced with tragedy in a very direct way#zelda is usually slightly less in your face abt that stuff. mm crosses the line for that juust enough for it to be Particularly Notable#loz generally isnt afraid to address the Horrors. or at least acknowledge them#i dont mean this in a 'mm is darkest zelda' or whatever kind of way. (see jacob gellers video 'every zelda is the dsrkest zelda')#i mean it as like. mm is just louder about it#yknow. but is mm is speaking loudly then. if u put isat next to loz then it would drown mm out quite easily#in large part bc the story is just told differently#the characters are much more expressive in every way. bc the story is being told through expression#whereas loz tells stories specifically via player action#if that makes sense?#loz focuses on the journey. isat focuses on how the journey feels#not to mention links permanent 😶. which definitely influences this#honestly link as a general character (tho especially botw link) is very similar to siffrin. im not gonna try to put that into words rn but#maybe another time#anyways. if isat were told more like a zelda game i think it would be along mm and botw#i say those 2 specifically bc time loop and death and loss. lol#if the reverse were true. if loz ganes were told more like isat. then god dude i dunno#i might go through the plots of each and measure out how much i think the bitch(link) is Going Through It sometime#not rn. but sometime#initial gut thoughts tho. i think probably oot sksw la andd. possibly ww. wojld have similar emotional impact#sksw especially. have you seen his face when he sees zelda in the crystal thing. god#id say botw too but tbh. i kind of think its emotional impact is best as is.#it leaves itself a lot of room to breathe. you can rlly like. think abt it.#man these tags are off topic from the original post. eh its my post who care
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artsycloudysleepy · 3 months
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Drawing Dump!
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oh and meet another OC: lily/iliad (fae/faer, has two names)! fae's the God/Guardian of the Arts in Fabrication (so art, music, writing, dance, and drama). faer design is my fav so far if i'm being honest haha, really like how it came out :D
(nye this is one of the two OCs who i've written with MDD so far! cody also has it - am going to make some human ones too methinks. thanks so much again for the tips!!!)
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pppppllllluuuuusssss chara and asriel art i already posted in january but still like enough to promote again now that i uh. actually have followers :3
(also this is TOTALLY targeting a mutual who should really play undertale....................... hint hint hint /silly)
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@mylackofgrammaristerrifying @mrrotten @nyenylon hiiiiiiiii hope you guys are having a fun timezone!! what're you guys up to? :)
#artsy's post#artsy's fabrication#artsy's ocs#artsy's art#artsy's asuna#artsy's chaaya#artsy's socks#artsy's thunder#artsy's chichi#artsy's fenix#artsy's lily/iliad#artsy's ship: fichi#artsy's ship: ashes#not gonna tag isat or undertale but siffrin (top left) isn't an OC!!!! they're a silly game character. play in stars and time <3#and dw moot i'm not gonna force you to play UT and won't bug you anymore about it!!! but i do recommend it massively :D#anyway in terms of the art#i tried pixel for the first time!! nothing fancy ofc haha. scared of that lol#did azzie first and thunder next (you can tell bc azzie looks awful /hj)#poisoned the art so now the pixels have slightly off colours/are patchy which uh. looks like the exact thing i'm trying to prevent lmao#it's real art it just got screwed with by the poison!!! fuck ai and ai '''''''''artists''''''''' >:(#and another queer oc joins the chat!!! i have cishet ones i swear. but i have many queer ones too (far more than cishet) :)#lily is a god (guardian) who...... kinda just has fun? fae's the youngest of the guardians (minus the Fragments; they're also guardians!)#the ACTUAL youngest would be chaaya but she's a less active guardian. if you're praying to a 6yo then you're *really* down on your luck lol#iliad's about 17 in god years. so probably millions of years old in human years haha#fae's VERY energetic and drifty (maladaptive daydreaming and ADHD) plus is a little...... sadistic? not purposefully tho#fae sees everything as a play; both dissociating from trauma as a guardian and also bc mortals feel so far away from fae#so fae likes to toy with mortals and finds them fascinating. when i say sadistic i mean 'toddler meets an old cat and picks it up roughly'#fae's also besties with cody in particular. and somehow gets along with dew incredibly well???#also shea who's ANOTHER god and i should stop rambling haha. will figure out shea's design eventually (they're a shapeshifter ;-;)#anyway have a good timezoneeeeeeeeeeeeeeeeeeeeeeeeee
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soft-serve-soymilk · 4 months
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BATTLE IN THE CENTRE OF THE MIND CONTINUES TO BE ONE OF THE MOST TROPES EVER
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junonreactor · 1 month
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yaay
#sprites changing in response to finding out that the thing they thought would stop the loops will not stop the loops :)#no more chirping back at birds...rip#i won't lie i half suspected that the kid would draw siffrin :( in the team portrait. i think that would have caused them damage#i'm still trying to balance how much i want to jump back and forth in loop points vs doing the whole castle over again#i should probably be killing myself more often for efficiency. and also maybe calling loop more for dialogue?#i don't want to miss stuff but the feeling that doing it this way is also causing me to miss stuff#because i'm sure if i skipped more dialogue that would also give a slightly different nuance to the dialogues. augh#ein babbles#kind of curious to know. since siffrin has (potentially plot relevant?) Memory Problems.#if i equip a memory that isn't ''memory of self'' does that do anything. given what looping tropes generally involve#and the stress on ''as long as i have a job i can keep going'' etc.#and you know. the ghosts/'reflections' in the hallways sometimes and siffrin's instinctive jump to comparing them to Sadness + 'remnants'#maybe after a few more loops if i replace self with memories of looping...#oh siffrin closes their eyes like they're sleeping when they get frozen now. fuck yeah#chewing on the story. i wonder if the record scratch ''you already have this item'' and the warning to not act suspicious is going to come#to a head. and also how many acts there are left to cover stuff#it's also very fun that since sif is the only one who keeps levels while looping the more loops they go through the closer they get to#being able to like. one-shot the sadness mobs in the castle. especially with an attack from each craft. love mechanics that reflect charact#thinking about that book in the library or secret library? that had a big shiny tree on it that we couldn't read. and the password and the#book in the dormant library we also couldn't read. big tree probably the favor tree? maybe related to the island no one can think about wit#out a headache? which might be like the loop record scratch? removed from time vs siffrin and the king's respective time crafts?#not to mention the party member side quests <3#i just started act 3 if this somehow shows up in tags no one tell me anything. unless maybe if i definitely already missed something#the way i keep misspelling dormont as dormant due to. well. the obvious lmao#wait. i want to be able to find this again. sorry everyone#isat blogging
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felikatze · 10 months
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
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(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
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You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
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Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
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I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
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Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
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At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
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To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
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Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
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But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
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A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
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Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
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As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
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In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
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It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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rose-petal123 · 3 months
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love love LOVE the shells and tides au and all the designs you have been putting out for ittt waahh… definitely it is on my list of things to draw at some point …. :>
in your king post though you mention the au being no time loops. for my own curiosity, IS there a plot you have in mind? or general story? 👀 or anything ur willing to share?? vv interested…
Hello yes! I do kind of have a storyline of sorts! Mostly basic background info on what the au is about etc.
Mirabelle quite literally found Siffrin hiding under a rock! They are extremely unfamiliar with waters outside of where they come from. They don't know surface customs etc, So Mirabelle teaches them the primary language! Though being merfolk they also can communicate with little whistles and clicks etc. Mirabelle teaches Siffrin a lot about what places are safe etc. The two are basically inseparable until Mira is comfortable with Siffrin swimming off on their own and not getting themself into trouble!
Mirabelle and Siffrin live in a sunken ship together! They both like to collect any trinkets and shells they find! Nille and Bonnie are friends of theirs! (They live in a nearby underwater cave)
When Siffrin is in the middle of becoming fluent in vaugardian, they notice a boat above! Mirabelle explains the concept of humans to them and such. Siffrin, being a curious little fella swims up there and discovers Odile, who's a pirate captain, and Isabeau! Along with the rest of their crew. Siffrin, who likes giving gifts like shells to his friends, starts leaving shells for the crew in attempt to make friends with them. Isabeau starts collecting the shells because Ooo pretty!!
One day Isabeau catches Siffrin putting shells on the deck. They make awkward eye contact with each other and then Sif swims off. Isabeau tells Odile about what he saw, and against Odile's warnings about Sirens, Isabeau decides he's going to try to befriend Siffrin! (Which is very successful)
Isabeau definitely helped in Siffrin's ability to speak fluently. They tend to exchange gifts with each other!
I don't want to make this post ridiculously long so that's what I'll give you for now along with these last couple points of info,
Siffrin introduces Mira to Isa, they become friends
Odile finds out about Isa befriending merfolk and hesitantly over time warms up to them as well.
Odile tells Mirabelle and Siffrin lots of stories! She'll read books to Mirabelle
Siffrin lost their eye protecting Bonnie from a smaller sea monster. Nille killed said sea monster
Mirabelle was given a starfish from Siffrin as a sign of their friendship! Sif has one too! Siffrin also made the bracelet Isabeau has ❤️
Nille found Loop, known as Sandy, while gathering sea urchins with Sif and Bonnie! (I plan to make a mini comic page with this.)
Yes that's right. I made Loop a sassy albino sea urchin named Sandy that can talk. They sit on a crate in the sunken ship and make fun of and or give advice to Mira and Sif.
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twilightprince101 · 2 months
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I see a lot of AU's for In Stars and Time revolving around the idea of "what if X character was looping instead of Siffrin" and they are all wonderful. I adore the sight of seeing how exactly they slowly but surely break down over the course of months, maybe even years of repeating the same day and seeing how they contextualize the game's events from their perspective.
But there's one piece of all of these AU's that I wish was included a bit more: their feelings at the very, very start in regards to communication with others.
When Siffrin is told that he can tell his party about the time loop at any time, he immediately dismisses the idea because that is who he is as a person. Extremely caring for others, barely caring for himself. This is arguably the catalyst for the entire story (yes, even compared to WHY the loops started at all).
But how exactly do the other characters deal with that information around the start? How do they initially start the timeloop when told "there's nothing stopping you from asking for help?"
For example: Mirabelle. She already has a LOT on her plate since she's struggling with being "The Chosen." But I feel that being put in the time loop like this would actually be a relief for her. She is quite literally chosen by some sort of deity to try as many times as she wants. She's thankful because she really was chosen by the Change God (hahaha). So maybe at the start she would be more confident, talk with everyone and explain the full situation at the clock tower. "Yes, we did die against the King, but everything is back to how it was. If we work harder, we can make it!" But she would do that, every single time. The same conversation. And she's too wrapped up in that routine that she just focuses on reassuring everyone that things will be okay and saying the exact same words. Mirabelle's catalyst is similar to Siffrin's in that they both care for their friends, but while Siffrin helps fix everyone's problems, Mirabelle helps comfort everyone emotionally and doesn't focus on herself.
Then there's Odile. I feel she would treat the matter objectively, almost like a standard time loop protagonist. The first thing she does is tell everyone about it, finding some way to prove it ("Bonnie got X ingredients, Isabeau never made a wish at the favor tree, etc."). But after a certain point, going through all of those extra steps becomes draining. So she instead focuses on saying the right words which will get everyone else to do certain actions. "If I ask what fruits Boniface is bringing tomorrow then they'll keep that in the front of their mind, which will cause them to eat the pineapple early, eliminating the risk that Siffrin will die of their allergy." But throughout it all, she never factors her own feelings as to why the time loops are happening. That is Odile's catalyst: she is too logical and doesn't acknowledge feelings as part of the equation.
Perhaps later on in the timeloop they would do different things entirely, stop talking to others all together. But this is specifically about everyone's catalyst at the very start, their own version of "Why would you need help? You're in the position to help everyone here." It would likely take longer to happen than Siffrin's, the emotionally repressed gremlin, but the end result would still be the same. It's about self-isolation after all.
I just think it's a fun thing to think about.
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the-snail-that-reads · 7 months
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Please ramble about the Au I’m so curious
Well, since you asked so nicely~
(This isn't proof read. Forgive the incoherence)
I've just been calling this Traveling Companions Au. So basically, Odile meets Siffrin way before the events of the story, not long after the whole Island thing. So, when they're about eleven-ish and she's in her 30s.
And now Odile has this child on her hands who
Can barely communicate. (Going off the assumption that Siffrin was already taught some Vaugardian when he was young since the countries were so close)
Remembers nothing about where their from.
And seemingly just showed up out of the mist.
At this point, Odile has already begun traveling the world. So even if she was in the mood to take a random child in (which, she very much isn't) she isn't in any position to give them a stable home. So, she leaves them at the first orphanage she finds and that's that, isn't it?
Of course not. Because Siffrin just. Keeps. Finding her, having latched onto her like a duckling to the first thing it sees. And eventually she just kind of caves and stops trying to get rid of them. She understands what it's like to feel like you don't belong anywhere, after all.
She's not their mother, never tries to be their mother. She probably just calls them her ward until their old enough to reasonably be called a travel companion. Obviously she cares about him. She just. Never tells him how much she cares about him. In direct words.
And yes, while cute kid Siffrin stuff is all well and good. What I really wanna explore with this AU is how it affects the main story.
Sif grows up with a drier sense of humor. Though puns are still a thing. Odile will never be free from the puns.
Siffrin probably? Learns about her whole Familytale quest, but never pries into the context until the Friendship quests arc.
Self-esteem issues are still a thing, just in a different flavor.
He's definitely a lot more comfortable with making fun of Odile than he is in canon. Though it goes both ways. They've got over a decades worth of dirt on each other.
And if Odile was perceptive before, imagine how much easier to read Siffrin is going to be now? She's known them for like 2/3s of their life she's definitely going to notice somethings going on in most of their loops.
Mirabelle and Isabeau get two party members for the price of one in this AU! And with the way Odile and Siffrin behave around each other they assume they've been traveling together for a while.
One day, Mirabelle actually thinks to ask how long they've known each other. And when Odile casually replies, "oh... fourteen years? Fifteen?" She and Isabeau are baffled because ??? Siffrin's in his mid-20s????
At one point, Mirabelle or Isabeau mentions that Odile must be like a mother to Siffrin, and the absolutely disconcerted look Siffrin gives them in response is enough to make them never bring it up ever again.
So yeahhhhhh those are my rambles. Maybe I'll write a fic about this. Maybe I'll just release this into the wild and let people do what they want with it. Who knows?
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torchstelechos · 20 days
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Siffrin and Loop are the same person like Coke Cola and Shasta Cola are the same thing, which basically means they sure did start with the same idea but fuck is the outcome super different despite their similarities
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Obsessed with Loop telling Siffrin about the keys. Especially considering there is a memory mechanic where Siffrin can remember where the keys for himself and yet!!!
In sasasaap, Siffrin cannot remember anyone's names. And during the King fight, they call themself terrible because they could remember which way to go and where the keys were, but they couldn't remember their friends.
And in ISAT, Loop specifically says, "you have other things to worry about" slightly paraphrasing. Yeah Loop. Mx. "I forgot my friends because I was too busy remembering keys". Did you specifically get a power to help Siffrin not need to remember keys because your own key trauma. Did you also get another power to tell Siffrin when they couldn't progress because you were so lost in the hallways at one point? Huh??? Did ya???
Loop trying to be sarcastic about it, going oooooooh who could've done thaaaaaat~, but I got your number you soft hearted star-
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codacheetah · 4 months
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Hey, so, the dagger conversation, right?
You know the one. You loop with tears 20+ times, Loop goes "haha tears so annoying right!" and then you pester Loop about being able to kill yourself with your dagger until. They get possessed.
Yeah, so, uh. Loop getting possessed. Why is that? What takes hold of them in this moment, and why is it now that Loop defying Siffrin is met with such severe pushback?
I think Siffrin accidentally bound Loop with a wish, in which they were forced to give Siffrin "permission" to use the dagger in order to fulfill the wish's conditions. (Explanation under cut.)
So. Wishes. What do we know about them? Well, we know that Wish Craft requires a combination of ritual and intent to perform. You must have a strong desire, and for this desire to reach the Universe, you have to perform some kind of action that opens the line of communication. We... don't know, fully, what rituals exist, but we do know that a significant part of Wish Craft rituals is repetition of certain numbers, one of which being three.
Now let's consider the dagger conversation. Loop asks Siffrin if they're annoyed yet, having to find a Tear every time they want to loop, before saying there's no faster way. You then have the option of agreeing, or mentioning your dagger. If you keep pushing, Loop gets angry and tells Siffrin that they don't want him to use the dagger. Something important to note about the following text choices is that, up until the third time you insist on using your dagger, you have the option to back out.
And then the third time. Loop gets angry at Siffrin for pushing the issue, and Siffrin replies "And who are you to tell me what to do?!" Loop tries to say something, before...
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Loop gets possessed. Siffrin repeats his intent to do something (in this case, use his dagger to kill himself) three times, and Loop, on the third instance, suddenly loses the ability to defy Siffrin on the matter.
Recall the "SAY ITS NAME" sequence with the King. Siffrin and the King attempt to say the Island's name, violating whatever wish has its hold on the Island, and suffer physical injuries (to the point of death!) for doing this. Loop tries to rebuke Siffrin, and they experience sudden pain. And then... they loop. We know, because of the twohats fight, that Loop has the capability to loop independently of Siffrin. I believe that's what happened here, as well. They then are possessed, giving Siffrin "permission" to use the dagger, before looping once more.
It's just. I really don't know how to explain what happened to Loop without attributing it to Wish Craft.
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Universe stuff indeed.
There is, of course, the question of "hey if Wish Craft can just Do That then isn't it likely that you could just force people to do whatever you want?!"
Well. I don't think that's likely. Remember Loop's role. They're here to help Siffrin. It's part of their own wish. And what constitutes helping Siffrin? Guiding them to keys, pointing out dead ends, giving you tutorials.
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We know that combined wishes can have incredible levels of power. See: the timeloops.
It of course goes without saying that I sincerely doubt Siffrin would ever purposefully force Loop into this position, even at their worst. It's just not something he would do. We know Siffrin uses Wish Craft somewhat liberally and unconsciously, even within the loops, making a wish for strength/power/speed at the Change God statue, sharpening the KeyKnife. However, Wish Craft is... deeply caked in the general concept of "unintended consequences." I wouldn't put "violently taking over your mind and body" above the Universe.
TLDR; Siffrin holds the desire of "let me use my dagger" and accidentally Crafts it into a wish through the use of ritual (repetition 3 times). Loop is subject to "help" Siffrin, and through defying this role, they violate the conditions of Siffrin's wish. In response to Loop looping back to avoid physical injury/death, the Universe commands Loop's vessel to force the wish's conditions to be fulfilled in the most "direct" way possible.
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elkian · 8 months
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In Stars And Time (and its predecessor Start Again to a degree) did something really impressive in a video game: making a non-combatant child character not only likeable, but critical to the fabric of the story. Notably, the Kid is not a primary story character. They represent the common folk of the endangered fantasy land; someone whose home and family was taken by the Big Bad, leaving them stranded.
In the core party, we have the Housemaiden, blessed, immune to the worst status effect, bearing a unique elemental type, etc. It's actually very amusing that she is blatantly The Main Character of this story, because she isn't the POV character.
With her we have the Fighter, a good-hearted tank who worked as a Defender in the homeland of the first three; the Researcher, a foreigner traveling the land, who's book-smart and has a wide array of spells, the wizard type.
And then we have the POV character, Siffrin, a classic Improbably Good-Natured Wandering Rogue archetype. You know, the classic shifty thief-type and troublemaker who nonetheless aids the party without thought of reward and isn't actually a criminal despite the vibes? That kind of rogue.
The Kid isn't a playable character. They can contribute to combat, but it's randomized. The most you can do is equip them with gear and skills that affect the frequency of their input, and ask them to feed the party heals (and possibly feed the final boss a bomb).
What the Kid is, what they represent, is in many ways the emotional core of the party (as the party knows it; Siffrin might develop different ideas, but, notably, still cares deeply for the Kid's wellbeing).
The Kid provides snacks, which is partly about their heals-carrying role, but it has a broader application. Between each level in the main dungeon, there's a snack break with three options. As you play the game, looping over and over, choosing different snacks can be the most you can break out at times. Snacktime also creates a narrative and gameplay break, a time to chat with the party one-on-one.
The Kid is the moral support and backbone of the party; it's possible to tell this story without them, but it would, frankly speaking, be a less emotional, less interesting story, with lower stakes. The Kid is at risk when you fight; the adults team up and agree to protect them no matter the cost, and this is not a throwaway line. This has consequences. This creates texture.
Late in the game, Siffrin develops the option to do Party Member Personal Quests, and despite being a noncombatant, the Kid is one of them. All of these Quests are meaningful and important in their way, but the things we learn in the Kid's Quest are extremely important to understanding Siffrin. The other Quests have personal elements that Siffrin relates to, but this one is about him in a very specific way, that could not be fully replicated by mirroring the events referenced onto one of the adults. This Quest pans out the way it does because the Kid is a kid.
It's hard for me to put into exact words, especially when I don't want to spoil things, but there's even more specific details that make them important to the narrative progression, again, without being an "important" person in the context of the game world. By being important to Siffrin and the rest of the party, by having their narrative wound in with the others, the Kid is as integral to the story as any other character.
Kid characters like this in video games aren't often well-respected, and that tends to be for good reason - they tend to represent ludonarrative dissonance, be annoying, or be the product of overcompensation and have their importance rubbed into the player's face. Many of them could be extracted from the narrative without having a significant effect on the outcome, or would destroy the narrative because they're the focus character, borderline Morality Pets for protagonists. The Kid in ISAT and SA fascinates me, because I came to care about them in a very natural manner, not just because their personality and interactions are endearing, but because the way they and the other party members relate to each other has a tangible impact on the story and emotional core of the game.
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