tyrantisterror
tyrantisterror
Tyrant Is Terror
43K posts
A blog about monsters, reptiles, and long winded ramblings about nothing important. The less this makes sense, the better it is. He/they pronouns.
Don't wanna be here? Send us removal request.
tyrantisterror · 2 hours ago
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The Great Lakes and Saint Lawrence River superimposed on a map of Europe
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tyrantisterror · 2 hours ago
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I was innocent and wise, and full of pain. Now that I'm a woman, everything is strange.
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tyrantisterror · 6 hours ago
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Nightreign's Recluse, commission
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tyrantisterror · 6 hours ago
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remember this? vampire franziska
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tyrantisterror · 7 hours ago
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thinking again about vampirism as disability
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tyrantisterror · 7 hours ago
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Demon's Funny Burger 2: Fishing was my entry into the Newgrounds Sweet Sixteen comic contest, and to my surprise, I was the winning contestant. I worked on this throughout November and up to the week of the December deadline. In the process I learned how to work within a 16 page limit, but it was also an experience in working with different story altogether- mostly, that I don't like it! I have to say I didn't hate working on this completely, but I think I got my fill of it for sure. I would still like to make more entries for this series, but not on a schedule and much shorter.
Prior to even starting work on this I grappled with the idea of this having the potential to be favorably accepted. In the same week of the announcement for the contest, Viz media opened their submissions, but I have not submitted it. In short, it's because it's not what I want to do. I haven't submitted it anywhere else (that I could) for that reason. There are a few more reasons for this, but the biggest of them all is that I didn't get into drawing comics for the sake of it. I still find it a difficult task even if i've gotten good at it, or good at making a lot of it.
I think being relatively unknown makes it even harder for me to communicate how much I love City of the Sun, or the value it has to me. It's the reason I learned how to draw comics. It was the impetus for the majority of my artistic improvement throughout the years, for learning to write, etc. Naturally I want it to succeed, but, more valuable to me than success or praise I want to keep working on it until it's finished. I want to be indulged about the story, the characters, themes, the meta, and so forth. So, unfortunately I don't think FB is destined to find it's place in my regular work day. I appreciate all the support and praise i've gotten about it for sure (one person did say the art was "beautiful" that runs contrary to even what I think of my particular style of it as something which is ugly and messy) but I really just love CotS a lot. Lastly all I have to say is if you enjoy my work, give it a read!
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tyrantisterror · 13 hours ago
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Sword Art Online (anime)
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Sword Art Online is a Frankenstein monster. Here is every episode of the first arc and how it was adapted:
Episode 1 is from the original web novel, published in 2002.
Episode 2 is from a more detailed rewrite of the story, Sword Art Online Progressive, published in 2012 (only a few months before the anime aired).
Episode 3 is from the second volume of the light novel, published in 2009.
Episode 4 is from a side story published shortly after the original web novel, in either 2002 or 2003.
Episodes 5 and 6 combine a side story published in 2007 and another side story from the eighth volume of the light novel, published in 2011.
Episode 7 is from a side story published shortly after the original web novel, likely in 2003.
Episodes 8, 9, and 10 are from the original web novel, published in 2002.
Episode 11 and 12 are from a side story published in 2003.
Episodes 13 and 14 are from the original web novel, published in 2002.
By stitching together stories written across an entire decade, often with wildly different purposes and goals, the anime is tonally erratic, with glaring plot and character inconsistencies. For example, Episode 3 is a tragic episode in which Kirito brings several low-level players to a high-level floor, leading to their deaths. Kirito is traumatized; he later explains that this incident is why he plays as a solo player, so nobody else will ever get hurt because of him. Episode 4, by contrast, is a lighthearted episode in which Kirito—having learned nothing, because this story was written six years before the previous one—brings a low-level player to a high-level floor as bait for dangerous player-killers. When the low-level player is comedically groped by a tentacle monster and cries out for Kirito to save her, Kirito only shrugs and says, "Come on, it's not that powerful." He's ultimately correct, and this time the player survives, but what happened to his trauma?
These inconsistencies, combined with Sword Art Online's massive popularity, made it the favorite target of the fledgling anime video essay community circa 2014 to 2017. Though it's possible to do a longform video poring over every single plot hole for almost anything, Sword Art Online made it easy; half of its "plot" was never intended to be arranged in this way, and even when there was intent, it was the intent of an amateur author writing their first-ever story. You couldn't generate a work more perfect for endless nitpicking and angry rants in a lab.
But if the show is blatantly incompetent, what made it so popular?
It's tempting to ascribe its popularity to "right place, right time." By 2012, the year Sword Art Online came out, the internet had changed the primary way people interacted socially. Rather than being bound by family, proximity, race, creed, religion, or so on, people grouped together by hobby. "Gamer" was now a community-binding identity, an attribute that distinguished a person and their niche online space from the othered outside. And the Gamers craved legitimacy. They craved the approval and recognition of mainstream culture. They craved representation, that feeling of seeing yourself reflected in the world around you.
The world refused them. The mood of the entrenched pop cultural elite was best encapsulated by Roger Ebert, famous film critic, who had been waging a years-long crusade against video games as an artistic medium. In 2005, in response to the live-action Doom movie, Ebert said, "Video games represent a loss of those precious hours we have available to make ourselves more cultured, civilized[,] and empathetic." He reiterated this claim in statements and essays in 2006 and 2010, and in March 2012, on the eve of Sword Art Online's airing, described Dark Souls—Dark Souls!—as a "soul-deadening experience." "Video games can never be art," he asserted plainly later that year.
In this milieu, it makes sense why Gamers glommed onto Sword Art Online. If nothing else, Sword Art Online takes video games seriously, more seriously than any non-video game media before it (asterisk; excepting .hack). This seriousness manifests in a consistent theme, a singular perpetually present thread that lingers even as plot, character, and tone skew wildly, stated by Kirito to Klein in Episode 1:
"This may be a virtual world, but I feel more alive here than I do in the real world."
This statement defines Asuna, who stops seeing her time trapped in the game as years stolen from her life, and instead learns to live each moment as if it were truly real. It defines Silica, mourning her dead Neopet and willing to risk her actual life to revive it. It defines Lisbeth, hurtling a million miles into the air but still for a moment enraptured by the beauty of a digital sun shining over a digital land. It defines Griselda, murdered by her husband Grimlock for motives he can only confusingly explain as related to how she "changed" in the game, how she became more confident, more self-realized, while he sank into despair (he was not a Gamer. He lacked the Gamer spirit). It defines Yui, the sentient NPC whom Kirito and Asuna adopt as part of a pantomimed marriage that the show's nauseatingly boring second arc is about protecting against an outside world that does not acknowledge it. And it defines Akihiko Kayaba, the game's creator, who when confronted at the end over why he trapped 10,000 people in this death game, can only say that he no longer remembers, before rhapsodizing about the "castle in the sky" he so achingly desired to bring to life. Unstated is that, to make it truly alive, he needed to make it—and the people inside it—capable of death. This logic is twisted, even more bizarre than Grimlock's murder confession, but neither the scene's wistfully poignant tone nor Kirito's responses reject it.
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As the video essayists have done, it's pathetically easy to pick apart Kayaba's rationale. But to mire oneself in the story's logic is a mistake; Sword Art Online is not a story guided by logic. What matters is that Kayaba's illogical words are consistent with the ethos that underlies the narrative: The virtual world is as important as, or even more important than, the real world.
The anime's production values reflect this ethos, too. Sword Art Online looks strikingly cheap for its level of popularity. In almost every fight, still images with blur lines vibrate in tacky simulation of animation. There is no dynamism in the camerawork, and sword duels are often depicted in shot-reverse shot so only one participant is on screen at a time. Nobody interacts with their environment; every battle occurs on a flat, empty plane. Some of the monsters are CGI and look awful. The character designs are bland and generic. Even the music, by the otherwise-excellent Yuki Kajiura, sounds like phoned-in B-sides from her work on Puella Magi Madoka Magica (2011) and its sequel film, Rebellion (2013).
But what the show does expend effort on is its backgrounds, which are both visually inventive—floating islands, towering columns that hold up the sky—and depicted with glimmering post-processing effects to bathe them in sunsets, sunrises, rainbows, and starry nights. First and foremost, Sword Art Online sells its virtual world to the viewer, makes them believe in that world the way the characters in the story do.
And in having that world sold to them, in expressing its legitimacy and the legitimacy of those (hero or villain) who believe in it, the Gamers had their rallying cry, the work of media that finally said: You are seen.
But was it really Gamers that Sword Art Online saw?
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While Sword Art Online is invested in selling its virtual world, it is not invested in selling its virtual game. The in-universe Sword Art Online is primarily defined by its lack of gameplay mechanics, rather than those it actually has. In Episode 1, Klein explains that the game lacks a magic system, which he describes as a "bold choice." In Episode 2, members of the raid party state that the game also lacks a job or class system. There is no long-ranged weaponry; everyone uses melee weapons, usually swords. The only strategy during raids is human wave tactics, where armies of players charge in and attack at once. The only cooperative maneuver is "Switch," a mechanic that is never explicitly explained but seems to involve a player who has already charged in backing off so another player can charge in their place.
Compared to even basic single-player RPGs, these mechanics are primitive; for an MMORPG, they're antediluvian. The point isn't whether a game with these mechanics would be fun or not (in many ways, it's similar to Dark Souls, where the basic core gameplay of dodge-and-hit is rendered meaningful by the consequences for failure), but rather that the game's mechanics have little importance within the story.
They're so unimportant that it's never explained why Kirito is so good at the game, what he's doing differently from everyone else. He's not even a grinder. He spends most of the first half of the story slumming on floors far beneath his level. It's no-nonsense Asuna who grinds hard, who tries to exploit the game mechanics, like when she proposes using NPCs to lure a boss. The plan makes logical sense, but logic is absent from Sword Art Online's ethos; Kirito rejects it, not on the grounds it wouldn't work, but because the NPCs would be killed. He prioritizes respecting the game world, while Asuna—at least initially—prioritizes respecting the game mechanics. Kirito's philosophy is ultimately proven right when he and Asuna adopt an NPC daughter who turns out to be sentient.
Meanwhile, Kirito's most impressive feat involves him ignoring the game's rules entirely. The one mechanic described in detail is that if you die in the game, you die in real life; when Kirito dies, though, he wills himself back alive to defeat the final boss.
The game, the experience of gaming, being a Gamer—none of these are part of the underlying ethos that guides the narrative decisions of Sword Art Online. Kirito didn't tell Klein, "I feel more alive playing this game." He said, "I feel more alive in this virtual world." Asuna didn't find happiness by exploiting the game, but by learning to live in it as though it were her real life. Kayaba didn't design Sword Art Online because he loves games, but because he wanted to make his world real.
This isn't a story about Gamers. It's a story about a virtual world. It's a story about the internet. It's a story about online community.
In his introduction to Speaker for the Dead (1986), Orson Scott Card describes the heroes of most science fiction novels as "perpetual adolescents": "He belongs to no community; he is wandering from place to place, doing good (as he sees it), but then moving on. This is the life of the adolescent, full of passion, intensity, magic, and infinite possibility; but lacking responsibility, rarely expecting to have to stay and bear the consequences of error […] Who but the adolescent is free to have the adventures that most of us are looking for when we turn to storytellers to satisfy our hunger? And yet to me, at least, the most important stories are the ones that teach us how to be civilized: the stories about children and adults, about responsibility and dependency."
Card, of course, wrote Gamer fiction long before anyone craved it. Ender's Game (1985) is obsessed with the mechanical minutiae of its titular game in a way Sword Art Online is not; its protagonist is successful in the mold of Asuna, able to understand and exploit game mechanics better than anyone else. But in this quote, Card describes Kirito perfectly. Kirito is, of course, an actual adolescent, emphasized by his character design and Columbine trench coat ("Don't show up to the GameStop tomorrow," you can almost hear him say), but his character is also adolescent in terms of Card's model. He spends the first half of the story as a solo player, wandering from floor to floor, doing good (usually), moving on. He lacks—or rather, avoids—responsibility. While Asuna is second-in-command of a top guild organizing high-level raids, Kirito is off on his own reviving some girl's Neopet.
When viewed from this perspective, Sword Art Online actually does have a coherent and comprehensible character arc for its otherwise inconsistent protagonist. Kirito develops as a result of his relationship with Asuna, finding through his marriage to her the responsibility that he previously forsook. When Kirito's error causes Sachi to die in Episode 3, he moves on, immediately abandons even his own trauma by Episode 4; Sachi is never mentioned again. (Of course not, since her story was one of the last ones written.) He feels no lasting responsibility for his actions. But later, Kirito realizes he could not brush off the trauma if the same thing happened to Asuna. It is through his responsibility to her that he joins the final raid and thus bears, shoulder to shoulder with everyone else, the cooperative responsibility of the entire virtual community of Sword Art Online. He has become an adult, with wife and child. He has become "more cultured, civilized[,] and empathetic," as Ebert would put it.
(And isn't that what Ebert is really saying, when he criticizes video games? That they are adolescent, childish, playthings?)
Through Kirito's character arc, and its underlying ethos about virtual worlds, Sword Art Online depicts online community via the language of marriage and responsibility that is traditionally ascribed to real-life community. This too resonated with its audience. After all, it wasn't just Gamers who craved recognition. Teenagers in 2012 had lived their entire conscious life in a world defined by the internet, and yet the "real world" considered online relationships and communities to be a joke. Sword Art Online, rather than legitimizing Gamers, legitimizes the virtual world, the internet.
But does it really even do that?
Immediately, Sword Art Online rejects the notion of online identity. Kayaba's first move upon trapping everyone inside the game is to force them all to look like their real-world selves. As per Sword Art Online's anti-logic ethos, he does not explain why he does this. Shortly afterward, Kirito looks at his real-world finger, which received a paper cut before he entered the game; he imagines it bleeding profusely, before saying, "It's not a game. It's real." By enforcing real-world identity within the game world, Kayaba possibly intends players to see the world as more real too, the way Kirito does. This fits the monomaniacal focus of Kayaba, and Sword Art Online as a story, on the importance of virtual space over any other aspect of virtual experience, and it's not surprising that Kirito tacitly agrees with Kayaba's decision when he and Klein tell each other they look better as their real selves than as their avatars. But it also alienates Sword Art Online from its connection to the reality of the internet, where personal identity is far more fluid.
Furthermore, despite his character arc, Kirito ultimately stands apart from his online community. At the end of the story, everyone lies on the ground paralyzed as he alone is given the privilege to duel the final boss, one-on-one. At this climactic moment, Kirito returns to being a solo player, while every other member of the community lacks agency, including Asuna. Especially Asuna. Shortly before the final battle, Asuna claims she'll commit suicide if Kirito dies, which is already an unhealthily adolescent view of marriage (as seen in Romeo & Juliet). Then, before the duel, when Asuna is paralyzed, Kirito demands that Kayaba "fix it so Asuna can't kill herself." Not only has Kayaba, the villain, stolen Asuna's agency over her own body, but now her husband is requesting he steal even more of it.
This, too, is part of Sword Art Online's ethos. Though the game has 10,000 people, nobody except Kirito actually matters. He is a "Solo Player" in the sense of Solo Leveling, the most popular airing anime, which has a mistranslated title; it should be "Only I Level Up." The implication of the real title is clear: Only the protagonist has agency. Kirito is the same. Only he plays the game, in any meaningful sense. The game—reality—bends to him; none of its rules, even death, constrain him.
It is total self-centeredness, a complete rejection of the responsibility to society that Card describes. This ethos pervades the show. Kirito is never wrong, even when he obviously is, like when he rejects Asuna's proposal to use NPCs as bait. The entire reason he realizes Heathcliff is Kayaba is because, during an earlier duel, Heathcliff beat him; Kirito (correctly) posits that someone who beat him must have been cheating. Everyone who likes Kirito is good, everyone who dislikes him is evil; Kuradeel, who chafes with Kirito initially over bureaucratic guild regulations, eventually unmasks himself as a sadistic serial killer. Every girl is in love with him, a harem rendered vestigial because Kirito is married to Asuna and expresses zero interest in Silica or Lisbeth or his sister or the second season's Carne Asada; but it's not about whether Kirito wants a harem, it's about the prestige of his ability to command one.
This is where the true face of Sword Art Online shows itself, what truly made it so popular, and where the core of its long-lasting influence remains.
Only the virtual world matters. Not the game, not the online community, not online identity. Only a different world, one that isn't the real world. And in this world, only Kirito matters. Sure, he'll fight to protect other people. Exactly like he'll fight to protect NPCs. In this world, real people are worth the same as NPCs, compared to Kirito. His wife is a real person; his daughter is not. But really, both his marriage and his child are a form of playacting, pretending at adulthood. When convenient, they are disregarded and trampled upon. Asuna spends the next two arcs of Sword Art Online sidelined—even viciously sexually assaulted—so Kirito can hang out with girls he doesn't even like, just because they're shiny and new; Yui is almost completely forgotten after the second arc, like a discarded toy.
This is an ethos of pure, distilled escapism. It is an escape from the real world to a false one, where every conceivable selfish fantasy is rendered real, where every desire can be granted and then disposed of when no longer wanted. It is an ethos without responsibility, without consequence.
And without shame. Sword Art Online is remarkably devoid of self-consciousness. It treats as real its virtual world, but doesn't feel the need to justify that world with logic. It doesn't feel the need to justify anything with logic; what it says is so, self-evidently.
In my Kill la Kill essay, I mentioned Sword Art Online's vast influence, and someone wrote (and sadly deleted) a well-reasoned response that explained how the aesthetics and tropes of modern isekai are much more heavily influenced by Japanese webfic that predate Sword Art Online, like GATE or Overlord or Re:Zero. That's true; I'd add that modern Gamer fiction, which is often obsessively concerned with the rules and statistics underlying game logic, is also not very similar to Sword Art Online on a superficial level. But Sword Art Online's ethos transcends genre. It can be found in isekai, Gamer lit, or even genres popular long before Sword Art Online, like battle shounen. Sword Art Online created the web fiction to light novel to anime pipeline, and in doing so popularized amateur literature and its decidedly adolescent mentality of shameless and solipsistic self-indulgence. "Only I Play the Game."
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tyrantisterror · 13 hours ago
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Noss the Nosferatu (my OC)
I usually post art on Twitter.
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tyrantisterror · 21 hours ago
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Miscellaneous medieval unicorns for all your medieval unicorns needs
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tyrantisterror · 23 hours ago
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Like clockwork
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tyrantisterror · 23 hours ago
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Shrek 2, while a cinematic masterpiece, is also an interesting look at queerness and comp het.
Fiona is married so it's time to reunite with her parents. But instead of marrying a prince, she's married to an ogre. Not just that, but she's also an ogre. (Yes everyone knew she would sometimes be an ogre but that was when she was a child, she didn't know she would be an ogre for the rest of her life, and besides once she met the right prince she would stop being an ogre. She was supposed to stop being an ogre.)
But okay they're both ogres. We can still ask about when they'll have children because even if they're ogres they can still have kids, right? That's what married princes and princesses do so naturally that's what everyone does. Even if ogres might not be great parents (I've heard that ogres eat their young, is that something you people do?) it's still something that should be discussed.
And okay you can stay in Fiona's childhood bedroom filled with all the reminders that hey, everyone thought she was just a princess and princesses marry princes. Her toys left out from the last time she played with them. The prince slays the ogre. The princess offers a token of gratitude for slaying the ogre. Fiona wrote Mrs. Fiona Charming a million times in her diary because what else was she supposed to grow up to be?
And Harold, the Fairy Godmother says, you have to fix this, your kingdom can't be ruled by ogres. You were unfit to rule, to be loved, when you were a frog but I changed you, I made you better, I made you a prince. You know how this works. Think of your daughter's safety.
Shrek goes to the Fairy Godmother and oh honey, ogres don't live happily ever after. It's just not done. It hasn't happened in all of fairy tale history. You have to change the both of you to be happy. You have to present as a prince and a princess. It will be better. You'll fit in better that way. You'll be accepted that way.
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tyrantisterror · 1 day ago
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No, no! Same ecological niche, VASTLY different species! Gnomes are rodents, smurfs are animate fungi!
hey are smurfs gnomes do you think? like are they in that same category? Like if you had an enchanted hammer that says it gives you "+5 attack on gnomes and like creatures", would you assume it would apply to smurfs as well
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smurfs are clearly in the same genus of gnomes, at least
lesser gnomes, perhaps
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tyrantisterror · 1 day ago
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tyrantisterror · 1 day ago
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The Great Snake's Bride is about a woman falling in love with a giant snake god
Based
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tyrantisterror · 1 day ago
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What’re your thoughts on Dragonheart? (the 1996 movie with Sean Connery)
When I was seven, my older sister took me to that movie and watched as I fell in absolute love with that dragon. She also had the reading comprehension skills to realize in the very beginning of the movie that the dragon would have to die for the story to resolve, and thus had to sit in absolute dread of that inevitable moment of the climax, all while watching my little seven year old self get increasingly attached to this Very Doomed dragon, until finally the moment arrived and I absolutely exploded with primal grief in the theater. "DRAGON! NO!!! DRAGON!" screamed at the top of my seven year old lungs in a primal wail of agony and emotional turmoil.
In college I made a thirty minute stop motion short about a former evil minion of a generic dark lord of evil who has to figure out what to do with his life now that his master is dead. The mentor/companion of this evil minion was a helpful dragon, and when I voiced the dragon's lines I did it with a bad Sean Connery impression in homage to Dragonheart.
In book 2 of Wizard School Mysteries, a minor but plot crucial character recites the Old Code from Dragonheart - well, a paraphrase of it, anyway - and in the process describes the ideals of chivalry in a way that inspires one of the main characters to be a better person. It's one of the more plot-important allusions I've ever put in my work, having a ripple effect that's reaching to other Midgaheim stories - it's now an established thing that knight errants in this setting need to have a poem that lays out the virtues they wish to follow.
...
So yeah I like Dragonheart.
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tyrantisterror · 1 day ago
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tyrantisterror · 1 day ago
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BALDUR'S GATE 3 (2023) dev. Larian Studios
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