PSA: i keep seeing posts about staying cool in extreme heat that include advice like "gatorade is bad actually!" and "don't drink fruit juice it'll just dehydrate you!" and neither of these are true!
regarding fruit juice: there's apparently a misconception that Any Sugar At All will dehydrate you, and that's simply not true. yes, sugar will make you pee more when consumed in large amounts, but 1) the natural sugar in fruits won't do this to you 2) great news! a lot of fruit juices exist without any added sugar in them! 3) honestly even having a glass of the fruit juice with added sugar won't completely dehydrate you as long as you're also drinking water throughout the day. if its hot you deserve a cold treat of a drink!!! can't go wrong with fruit juice!!!
regarding gatorade: maybe this isn't an every day drink, but guess what: if it's 110F/40C or hotter outside, and you don't have AC, or you're moving around a lot outside of the AC, and you're sweating buckets: that's when you drink a gatorade.
gatorade exists to replenish all the electrolytes (salt) and glucose (sugar) that you sweat out. YES it is meant for athletes to drink during intensive work outs and not necessarily for people who aren't doing that kind of exercise. BUT GUESS WHAT! when you're sweating buckets because you had to walk to the bus in extreme heat, that's intensive exercise. please feel free to drink a gatorade after that! that's its intended use case!!!!
no: neither of these drinks should be a total replacement for water. but drinking a lot of water and then treating yourself to a fruit juice with lunch is a good idea!!! drinking a gatorade becuase you just had to walk for 20 minutes in the heat is a good idea!!!
Please Stop Spreading Misinformation About Drinks!!! It's fine if you drink things that aren't water!!!! Yes you should probably always be drinking water but drinking something else As Well isn't going to hurt you!!!! okay!!!! its fine!!!!!!
honestly so long as you are consistently getting Any (non-alcoholic) fluids in you, you're doing great!!!!!! okay!!!! i love you stay safe <3
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Do you have any plans for Shaded Moss, since Gray Wing is dying in his place? (The specifics of that in my brain was Gray Wing shoving him out of the way of the carriage)
My own thoughts were something along the lines of him having been second-in-command to Gray Wing, but after xir death, Clear Sky starts undermining them, 'suggesting' to people that hey, maybe he *set that up* like, isn't it convenient? That Gray Wing died? Leaving Shaded Moss in charge? Wow, funny like that, huh? And even if most of the group dismisses it as bullshit, it's still "What kinda moron almost gets run over by a carriage and has to be pushed out of the way? Should we really be following him?" Eventually, Clear Sky takes the people who listen to him and leaves, and Tall Shadow kinda forces him to step down, and Shaded Moss kinda lives on the fringes of the group until after Bumble gets driven out. He kinda serves as a surrogate father to Thunder (because I kinda want to keep adoption a thing) and teaches him how to pass better as a tom (because I love older transmascs helping guide their juniors, I wish I had had someone older who knew a little more helping me with that shit as a kid).
I imagine he dies in the First Battle, either just before the "Tell the stars you won" line, or just after, knocking Clear Sky off of Bright Storm and getting killed for it just before Starclan intervenes.
GREAT IDEA let's take it!
(Note though: Shaded Moss -> Shaded Flower, because they now have a naming system that includes a familial last name. Shaded Flower and Rainswept Flower are father and daughter like canon.)
It'll be good for showing how "connected" tribe culture is, to have Thunder Storm have bonds with a lot of the cats he will eventually come into conflict with. Thunder Storm having a surrogate dad figure in the disgraced leader works nicely. Here's how I'll approach it though, taking your suggestions and making sure it works with what's established;
Gray Wing was the leader, Shaded Flower was second in command. He was a logistics sort of guy.
They had never seen a horse before. The group charged in front of it while crossing, spooking it.
Something I found interesting in Sun Trail is that Clear Sky was commanding them across the road that gets Canon!Shade killed on. I think I want to keep that, having Clear Sky be the one who shouted for them all to charge.
Shaded Flower's response to the large animal rearing up was to hiss and freeze
And of course, Gray Wing runs back to save him, getting kicked and killed.
While burying xem, Shade was catching flak. He panicked and his response was to freeze. Clear Sky never takes responsibility for his own actions, and what kind of guy freezes in front of a deer so huge??
He didn't really "step down" so much as Tall Shadow and Clear Sky just naturally started becoming the new leaders. He was pretty ashamed that he got Gray Wing killed.
Embarrassingly, Rainswept Flower ended up having to be his defender a lot of the time. He didn't want her reputation to suffer as a result of his cowardice, but... ugh here they are.
When Jagged Peak broke his leg, Shaded Flower didn't speak up, doubting his own judgement.
But when Bright Storm comes back with her three-legged newborn, he is IMMEDIATELY on Tall Shadow's side in the split. Though his reputation took a big hit, him being on her side IS still helpful.
He probably teaches Thunder Storm how to cook along with helping his transition, since this is going to be an important skill he displays later when he befriends River's Ripple. Rainswept Flower is like a young 19-year-old at this point, making her own life, and Shaded Flower has a sort of loneliness about him.
He probably looks out for Bright Storm, too, since they both had a pretty traumatic experience with Clear Sky treating them like ass. Brings her food and such, makes small talk, watches her kid when she needs a break.
Shaded Flower is, however, probably not a member of early ThunderClan. Or at the very least, he's kind of conflicted about it.
Rainswept Flower is loyal to Tall Shadow, and will remain ShadowClan for her whole life. He really doesn't want to leave her behind
(She even eventually has kittens with Sun Shadow, but that's not super relevant.)
Though... I may have him be part of Bright Storm's Reinforcements, and note how much he's torn between supporting the boy who's practically an adopted son, and his daughter back in Tall Shadow's Clan. He can love them both equally and be torn up over it.
Whatever happens, he will be dying in the place where Rainswept Flower dies in canon. His death in Clear Sky's jaws, "I'm not greedy, just strong!" enrages Bright Storm, who bumrushes him.
She delivers the Star Line, Clear Sky rejects it, and Thunder Storm rushes in to end his battle with Clear Sky once and for all before StarClan halts it.
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Ok ok ok SEASON IDDEAAAAAA-
I call this one the ✨Season of Stories✨ or smth-
This season's guide is a travelling storyteller who has come to the world of sky to relay their many tales to us skykids, and using their magical storybook (ultimate reward) they transport us straight into the stories and creating an immersive experience for everyone.
Like in Revival, there are no spirits. You unlock them after each quest where the Travelling Storyteller (that's quite literally their name lol) transports you to their story and retells it to you.
During the quests you follow the main spirit (or character) and follow along to their story as the Travelling Storyteller narrates it. It's like reliving memories but with some extra spice added to it, like you relive their memories but you're right there experiencing the memory alongside them. Isn't that cool??
Here's the thing though, some the spirits in this season might not be real.
The Travelling Storyteller has gotten these stories from either word of mouth or from witnessing the story themselves.
There's a chance that some of the spirits kinda sound like this one spirit but also sounds like this spirit either way there are differences and similarities but I like the idea that there's a chance that these people were myths that other spirits they shared when they were alive.
I haven't gotten an idea for the quests yet, or what they spirits are yet but if people like this idea enough I might just draw them!! (or update this post ig-)
Yeah.. So what do you think skyblr-?
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my grievances with botw
Breath of the Wild is... undeniably a fantastic game, but it is very genuinely not the kind of game I like, and since I started playing it I’ve been enjoying it less and less so... I have a pair of problems with it that I’d figure I’d go into, as well as some stuff that, while weak in botw, were executed better in past loz games.
(small shoutout to @zeldanamikaze for encouraging this and having some points that i agree with and had some examples that i hadn’t thought about much initially)
Again, Breath of the Wild is an objectively impressive game, and I’m not trying to sit here and convince you that it’s a bad game. I’m just trying to point out things that detracted from my enjoyment of it, especially compared to my enjoyment of other Zelda games.
Before I get into the big stuff, I’ll just shoot off some quick little things that I think could’ve been improved:
- The dungeons generally felt like glorified shrines, and while they had cool mechanics and ways to access them, they were short and more or less pretty simple and all have similar visual and musical identities.
- Side quests and their rewards didn’t feel worth doing half of the time. I barely remember any notable ones off the top of my head and the longer ones just gave mostly generic rewards, which I suppose makes sense considering the limited amount of truly unique items in botw.
- Seeing the same enemies over and over again made the combat feel more like a chore than something to really engage with, not to mention that there is hardly any difficulty scaling beyond just making the enemies more durable.
- The story is fine, but in my experience, even seeing people go into more detail about the meanings of events, I never really cared for the events or the characters presented, since you don’t actually have to directly interact with any of that to play the game. Hell, you don’t even need to interact with the story at all to beat it, so the focus certainly doesn’t feel like it’s on the story.
- It would be a lie to call the soundtrack bad, but it’s sparse usage makes it hard to truly appreciate and the fact that most of it is meant to be more atmospheric generally makes them a bit less interesting to listen to on their own, though I will admit there are some fantastic tracks in botw, usually being some of the boss themes.
- While the Sheikah slate runes are cool, they feel very bland after a while, especially compared to the varied items seen in previous games. They’re good tools for an open world, but not much fun otherwise (the bombs were good though, since they had a variety of uses).
And that’s the quick stuff- again, mostly courtesy of @zeldanamikaze, since these are the examples I’ve seen her mention.
I have two big points that kind of encapsulate why I dislike this game and still adore the older games, that being: the minigames and the items and their relationships to dungeons.
Breath of the Wild is a very different game than what came past it, and I am very aware that it is a vast departure from those other games for a reason. However, this leads me to view it not only simply as a game not up my alley, but also as kind of inferior in some aspect to those previous Zelda games. Breath of the World is first and foremost an open world game, seemingly putting a focus on gameplay enjoyment above all else (not to imply that the ‘else’ is bad because of this, but I do think that the ‘else’ suffers in comparison to other Zelda titles.)
It may also be worth mentioning that the other Zelda games I have played is the following: LoZ NES, Link’s Awakening (Original and Remake), Ocarina of Time, Majora’s Mask, Phantom Hourlgass, Skyward Sword, A Link Between Worlds, and Triforce Heroes. I have also played both hyrule warriors games as well as loz 2, wind waker, and minish cap, none of the latter 3 i have finished or currently have access to.
1: The Minigames
Minigames are common in Zelda games, so of course botw has a few scattered around it’s world. Botw’s minigames are very different than the minigames seen in past Zelda games, mostly due in part to the limited array of items and unique gameplay gimmicks available in botw. Botw’s minigames usually focus on different forms of archery, gliding, or rune usage: all things integral to normal gameplay. At best you get rupees or cosmetic items from most minigames.
Botw’s minigames are just slightly altered situations of normal gameplay. The bowling is just using stasis except this time the game has a special little arena for it. Pretty much all of the archery games are either just counting how many deer you can kill or if you can just hit some targets on horseback. There’s one race I can think of and one gliding activity I can think of.
This makes sense, considering that there are a handful of other non-minigame activities to engage in, but these minigames feel... hollow. None of the minigames feature gameplay exclusive to those minigames or feature gameplay only used in certain parts of the game. They all make use of readily available mechanics in botw, so they’re like tests of skill- but otherwise not really any worth giving a second-thought unless you want to see how good of a glider or archer you are or grab some extra rupees.
But they aren’t very... worth it or generally fun within the context of botw. It’s just another way to do something that is available to you pretty much all game. They don’t feel unique, they just feel like a task.
Previous Zelda games (obviously) have archery minigames and allow you to use archery when you get the bow and from that point onward. And yet the archery minigames are made unique from the rest of the archery in the game; ocarina of time’s archery minigame is simply just shooting at targets, but the possible rewards and the simple fact that not often are you going to be continuously shooting arrows at enemies make it a bit of a novel experience within oot. The minigames in past zelda games take advantage of the items and area-specific mechanics: they usually include item-exclusive mechanics like bombchu games, or take advantage of more specific mechanics, like the minecarts in skyward sword, the masks in majora’s mask, or being able to control gongoron in phantom hourglass.
They also gave genuine rewards- empty bottles, quest items, ship parts, new masks, heart containers or pieces, kinds of stuff that are hard to get and very valuable. They’re worth doing for reasons outside of just a little activity. The minigames in other Zelda games do really enhance the experience by taking advantage of situational mechanics or giving a unique usage for some items.
You can probably get every item in botw without playing all of the minigames. They have little actual purpose. But in other zelda games, they have a purpose in the greater game and provide novel experiences within the game.
2: Items and their relationships with the dungeons
Obviously, compared to past games, botw’s ‘dungeons’ kind of sucked. They’re fine in a vacuum, with interesting gimmicks and the like, but they’re really little more than glorified shrines with four different-but-similar bosses at the end.
In my opinion, one of reasons why the divine beasts just... fell flat compared to other zelda dungeons is the lack of unique items in general. The runes in botw are cool and useful but you get them at the start of the game and never get anything new. You are give every tool you need to beat all of the dungeons the moment you finish the tutorial.
Older zelda games’ dungeons being tied to their respective items is a big part- to me- of what makes those dungeons so good.
Obviously, the theming, musical themes, and larger layouts and more varied puzzles make them objectively better experiences, but the way they interact with item acquisition makes the whole thing even better.
Even in a link between worlds, where you can get every item whenever you want from Ravio, each dungeon is still tied to one of those items, and one of those items is needed to successfully complete that dungeon.
The dungeons in past Zelda games are practically complex tutorials on how you can use your new items. They are where those items shine and they are designed so that those items are used to their fullest potential within. And then you must then use that item to defeat that dungeon’s boss, and you usually have no chance of beating that boss if you don’t make use of the dungeon’s associated item. It’s like a final test for the item, seeing if you know how it works enough to complete the dungeon and use it against a boss’s weaknesses.
The most recent example, and probably one of the best, is needing to use the whip to tear off koloktos’ arms in the ancient cistern, but the classic scenario of the bombs for king dodongo works well enough, and the bosses of majora’s mask requiring you to understand how the transformation masks work. There are definitely some bosses that require no use of dungeon items (moldorm in the tower of hera, either ghirahim fights), but the item’s usage is still showcased prominently in their dungeons.
Outside of the dungeons, too, the progressive acquisition of items makes more areas and secrets available to you, giving a much more palpable sense of progression through those games’ worlds.
In botw, you get every tool the moment you are released into the rest of hyrule, so while figuring out what to do with those tools can be fun, the sense of progression is dampened by having every item from the start and nothing you gain beyond that being needed for anything aside from a nice little ability to make things easier.
I’m not really too sure exactly why I never found botw fun the way everyone else does, but I think lackluster minigames and the general lack of items that aid a sense of progression are parts of it.
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