Regarding Batman and Responsibility: A Rant
So, whenever there is talk about the age old question of "Should Batman kill Joker?" there is always, and I mean always someone who says something along the lines of: "But it's not Batman's responsibility to kill Joker so it's wrong to put the burden onto him." and on the surface this seems like a reasonable argument. After all, there is a police department in gotham, there is a government, so shouldn't we hold them accountable as well? Well, not exactly.
(Warning: I probably mispelled responsibility and responsible a LOT in this post, please don't begrudge me for it.)
Of course, those institutions ARE responsible for the Joker to some degree but the real question, to me, is: why is Batman considered as "NOT responsible" when he very much is.
People who make this argument usually say: "Well Batman is a volunteer, a vigilante! This is practically none of his bussiness." And true, Bruce isn't required to be a vigilante, he does it entirely out of his own volition. But is that not the whole reason why he IS responsible? I mean, Bruce is the one who CHOSE to take up that responsibilty, he is the one who CHOSES to shoulder that burden. In that sense he isn't that different from a government official/cop/etc. those people do it of their on will too don't they? Bruce, day after day, year after year, choses to fight for Gotham, to protect it and its people; he takes those responsibilities onto himself and yet... stopping Joker somehow, isn't one of them?
In my opinion, it is hypocritical. Bruce is the one who says things like "Gotham is MY city" or "I don't allow metas in Gotham, you need MY permission." or "You can't operate as a vigilante in Gotham without my say-so."(Stephanie Brown, anyone?) he routinely describes his vigilantism as a "war on crime"(which, yikes) and calls it a "crusade" and says it is his "mission" no? He chooses to do these things all on his own, no one forces him to. At a certain point, it's a matter of integrity. He can't pick and choose what exactly constitutes to protecting Gotham and what doesn't. He can't decide that beating up muggers in the streets is extremely important and is his job while improving Arkham isn't. He can't decide that, despite putting Joker in Arkham over and over again knowing he's going to escape, he isn't at least partly responsible for Joker's future victims. He can't keep stopping people from killing Joker(Under the Red Hood, hello!), saving Joker from the death row, putting Joker into a Lazarus Pit, or saving him from natural disasters(because you KNOW he would) and then claim "Oh, but killing Joker isn't my responsibility." He can't willingly claim responsibility for Gotham in every other scenario, EXCEPT for that. That's just having your cake and trying to eat it too. Unless he decided that by saving Joker he is not actually harming Gotham, by allowing Joker to live he is actively NEGLECTING his mission, his duty. And anyway, I thought the whole point of superhero comics was that people with power to better things shoud use those powers to do exactly that. Batman DOES have the power to "better" Gotham, he just isn't using it.
"Killing Joker isn't Batman's responsibility." No, it is. Because protecting Gotham and its people IS his responsibility, as he took it onto himself. If he didn't want to deal with the consequences of such a thing then he shouldn't have become a vigilante in the first place.
Mind you, this doesn't mean he's the ONLY one responsible, far from it, just that he is.
(I genuinely don't remember whether I made a post on this before but I have ranted about this to myself outloud when alone multiple times and if I have to think about this so do you)
[And YES we all know the real reason is because Joker is DC's cashcow, that is not the point of this post...]
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small little thing abt botw/totk and the future of zelda games considering it seems likely that future zelda games might be in the same style as those two and how i feel like botw/totk don't actually feel like zelda games (kind of messy i just typed this out in a kind of informal or whatever way) (this post is long af btw so uhhhh yeah)
im part of the group that claims that botw/totk aren't 'real' zelda games but... i guess they are technically 'real' zelda games, but... they sure as fuck don't feel like it, and because of that, i'm not at all excited with the idea of future loz games being in the same style, especially with the pitfalls these last two games have fallen into having been things that past zelda games did especially well, it feels like things have been sort of flipped on their heads in terms of what's being valued or whatever
like... the best parts of older zelda games were things like the story and the characters and the puzzles and the dungeons and stuff like that... the best parts of botw/totk right now are just the gameplay. people enjoy these new characters, but they dont have the narrative backing that older games do, they don't have the same impactful arcs or roles allowed by a more linear story
the point i want to get at though is how botw/totk honestly don't feel like direct evolutions or steps up from past zelda games but rather just... entirely different game styles (open world games) with the zelda flavoring and worldbuilding and story styling slapped on top.
i mean... i feel like a half-decent example of some other well-known franchises that have jumped on this (honestly kind of thoughtless) open-world bandwagon are mario (mario odyssey) pokemon (sword/shield and scarlet/violet) fire emblem (kind of. with some free-walking segments in 3 houses and engage) and the soulsborne type games (elden ring), these are all other well known and storied game series' that have somewhat made the move to open world, and i think that switch was a bit smoother, kept the core and integrity of the games that came before much better than botw/totk did
elden ring is the easiest to explain- the gameplay loop and core mechanics are the same and build upon past games' you just have more room to run around and get killed in with some little open-world flourishes like material gathering.
fire emblem is... a bit less flexible in terms of changing up the core gameplay, and the addition of open-world segments are added to add bonuses to the strategy gameplay and allow for more support-building oppourtunities and little minigames, and its more or less evolution from echoes' dungeon-crawling bits and the customizable castle in fates. the core gameplay still effectively works the exact same, just with some little class or mechanic tweaks and additions.
mario odyssey, though each world was pretty massive, still had your typical 3d mario platforming, and the new hat stuff fit in pretty well with olderpowerups and gimmicks, and the boss battles feel and work pretty similarly to the way they used it- odyssey does feel like an evolution from past mario games (ps. playing two-player with one person as cappy snaps the game in half. its the secret easy mode lol)
the new pokemon games are pretty much just the same as past pokemon games, theyre just open world and buggy as fuck rip have extra little open-world flourishes that build on what past games set up. the battling works the same as ever and the progression is the same with a number of powerful trainers you have to battle to continue forward.
with botw/totk... the progression is dramatically different in terms of power-scaling, world presentation, item-gathering, puzzle-solving... pretty much everything in the established zelda format. i get that it was pretty much the aim with botw to have a fresh start and throw out a lot of the old standards but it just makes them feel so dramatically alien to past zelda games; theyre completely different experiences in pretty much every single way, and as such they dont feel like what we've (well, people who have started with and spent a lot of time with other loz games) learned to associate with the zelda titles.
with open world games in general it's a bit harder to have a truly impactful narrative akin to those in past zelda games, anyways. i will admit that botw was a good execution of trying out something entirely new, and the narrative and gameplay and world actually complement each other very well, so despite what i've said in the past I can't really fault it's narrative too much since it's a less traditional sort of narrative and effectively does what it aims to do very well.
totk, on the other hand, proves that this style of game does not mesh with the old style of storytelling at ALL. linear games can have proper narratives with coherent stakes, developing characters, twists and reveals and building emotion and mood- and all of that is thrown out the window with totk when they decided to try and have both a more linear story with actual reveals and development and emotion, while also letting you literally spoil it for yourself out the gate.
you can't really have a well-executed story when players are capable of doing things drastically out of order and of jumping into story beats without the prior buildup and straight-up ruining what could be otherwise emotional reveals, and players being capable of doing this is hard-baked in how the game fundamentally works. I honestly feel bad for people who found the fifth sage by accident before anything else.
you can't effectively have a linear story with character growth and plot developments and impactful moments while also allowing it to be experienced out of order and with massive time gaps in between; with this kind of stuff, you can't really have your cake and eat it too. say what you will about the linearity of past zelda games, but i bet you that midna wouldn't be as beloved as a character as she is if it weren't for the linear order of the story and its events. certain parts of storytelling may demand for a linear manner of telling that story.
botw's story works because none of the memories reveal anything groundbreaking taht you don't already know; they are optional and merely give you more information about these characters from link's past and simply inform you about the girl keeping ganon at bay. if you find a late memory first, that's fine- it technically doesnt reveal anything too important to you, it just fills in some gaps for you and your player character. it makes sense within the story itself for the world to be so open and for you to be able to do what you can; the story is not the focus, nor is it even needed to beat the game. the story was made with the gameplay and what you are allowed to do in mind, and as such doesn't include things such as in-depth character development or important plot-twists.
on the other hand, you can easily spoil totk's biggest plot twist in a handful of different ways completely by accident, just by getting curious about the world around you. this can shatter a lot of the mystery or tension in the plot and this can happen completely by accident to someone playing the game organically and blindly. the story itself doesn't take this into account, it reads more like a linear story that would be more suited to a linear style of play, coming across things in order to ramp up the stakes and let things be revealed at the best possible time. (tbh totk's story doesnt seem to take the player into account in general, if the game forcing you to watch basically the same long cutscene four fucking times says anything, jesus christ)
narrative pitfalls aside, botw/totk put heavy emphasis on gameplay, but not in the same way older zelda games did, and as such trade away the unique items and gimmick-y game-specific mechanics for a small toolset handed to you out the gate. what botw/totk do- giving you everything you need from the start and having very little true varation in the gameplay from then on out- make sense and works just fine for an open world game. there is, however, a lack of actual depth to that gameplay that other open world games do have (off the top of my head, the ability to unlock and upgrade abilities and have general character upgrades in fenyx rising as well as the impressive depths of elden ring's combat and character customization system). the most depth botw/totk has to the actual gameplay is just the fourish different weapon types and the ways you use your fourish abilities (saying fourish bc for real ultrahand and fuse are fundamentally the exact same thing). there is also just raising the little defense numbers on your armor and getting more stamina and health, but that does absolutely nothing to the actual gameplay but make link more durable.
i mean, sure, health in past loz games just makes link more durable, too, but thats how health upgrades in any other game work.
the gameplay switch makes sense, considering the switch from a linear puzzle-adventure concentric game to a more sandbox-esque open-world game, but it does not mesh with the former loz formula at all, so while the shift in style makes sense, it makes me think that you can't have a previous-style loz experience in an open-world sandboxish sort of game. especially with how in totk you can very easily bypass most of the fire temple just using the mechanics handed to you at the start. you can't have the same type of zelda dungeons in a game where you are allowed to do it 'wrong' and the game itself does not allow for the same kinds of puzzles.
i am of the opinion that so long as future zelda games work the same way botw/totk did, we will not get old-school zelda-style dungeons again.
the loss of a variety of items used for specific puzzles and environment switches is the loss of a varied dungeon experience and the loss of the same kind of world and character progression as past zelda games.
you are handed everything you'll ever need at the start of botw/totk. the only thing that will meaningfully change is how much damage you do. there are no alternate strategies opened up by new items that can double as weapons, no new traversal options or routes opened up by things such as grappling hooks or clawshots or whips or specific wands. even the battle system is drastically different, instead of being enemies that take specific amounts of hits to die while you can obtain progressively stronger swords, enemies are just damage sponges and you can get all kind of weapons that just do different numerical amounts of damage.
the bosses themselves- big staples and draws of zelda games- also work extremely differently. instead of having to leverage specific items to expose weak spots or having to fight in a specific manner to do damage, you are just asked to... do damage. even in totk's bosses, where sage abilities are most certainly helpful, the only boss i found to truly require a sage ability was the lighting temple's boss; the others i either hardly used the sage at all (i didn't use yunobo at all in the second phase of the fire temple boss and hardly had a need for tulin with the wind temple boss [esp considering i was using a 3-shot lynel bow to make the poor fucker a cakewalk]) or found that alternative solutions felt better, like resorting to splash fruit on repeat water temple fights instead of wrestling with having to activate and use sidon's ability. the sages are honestly fairly poor replacements for dungeon specific items.
this kind of causes botw/totk to play more like a poor man's dark souls or just like any other open world rpgish game. i don't play botw/totk for the experience of a zelda game, i play it because it's an open world game that i can walk around in for five minute before switching to something else because i liked something in that other game better.
the combat in botw/totk isnt designed in such a way that makes it feel good. mineru's mech is fucking dismal, but since it's just either shooting with a bow or attacking with one of three types of melee weapon with some timing for a dodge, it can get stale fast. it doesn't necessarily even feel good, since there's not enough variety for it to get really engaging. (this is def an uneven comparison, but elden ring's combat feels considerable better with the different dodges you can do and the amount of attack options you have with just one weapon, not to mention the amount of control you have over your general fighting style.) combat in botw/totk at hour 1 is the exact same as combat in botw/totk at hour 100, the only different being the amount of damage you do or how much of a beating you can take.
it just... the styles of botw/totk can't allow them to feel the same as older zelda games. the shift in style was clearly a good move to draw in series newbies and shake things up, but it comes at the caveat of making them feel distant from their predecessors and uncomfortably similar to other games like them. it's hard to avoid comparisons with elden ring when on the surface they are very similar games, one just feels more true to its core identity
this all is said without mentioning the way in which botw/totk lore feels almost dismissive of past series staples and seems intent on not looking back while also taking every fucking attempt to nudge you and say 'hey, remember that zelda game' and honestly all that shit does is make me want to play a different zelda game.
botw/totk seem altogether very desperate to distance themselves from past zelda games while also being unable to really tear itself from what came before and it just culminates in me spotting linebeck island on the map and going 'damn i miss linebeck' and turning the fucking game off to play phantom hourglass instead. say what you will about phantom hourglass, but it certainly handles its story progression and character development infinitely better than the game that lets you accidentally shatter the impact of the story by deciding to check out that cool temple in the distance of the depths
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Honestly I have only really started the HH series (like not even half way through) but I think my main issue with the writing in the series so far is that it’s ….kind of written like a fanfic would be?
By which I mean: there’s good individual scenes at points (though even then many of them can be rushed) but the connective tissue to get to those scenes and the background knowledge just… isn’t there for it to make a good impact.
It’s written with the assumption you already know certain things or care about certain characters already so they can just write the funny or dramatic bits they want with none of the boring buildup or pacing. But that ‘boring buildup’ is in fact essential to make those moments hit hard.
Fanfic is different to making an original work. You can have a big emotional scene with a character in a fanfic with far less work because people will already care about them on some level. The original work has done half the work already. That’s why they’re reading a fanfic in the first place. But that approach doesn’t work in the original canon work itself.
Like it’s not anime reincarnation into a novel levels of bad (this show) but ehhhh.
Like imagine the last scenes in atla’s episode The Blue Spirit: of Aang softly talking to Zuko in the forest and all that came after that. That particular soft and sad scene is what sold me on the show entirely. And as a scene itself? It is wonderful. It is very well constructed and directed just by itself.
But it shouldn’t have meant much without what we saw before and what we know about these two characters in the previous twelve episodes.
I know this show doesn’t have the luxury of length but I feel like if that’s the case, you need to trim the fat when it comes to dramatic big moments. Like maybe you want five big character arcs but you can only do two well with the time you got. Then only do two. Don’t try five and have them all be half baked. Perhaps you can set up some preamble for the rest on the basis you might get a second season or whatever. But that’s kind of it.
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How do you sketch and draw so well?!
I wanna reach your level of skill, are there any tips or videos/guides that helped you a lot?
FIRST OF ALL THANK YOU FOR THE COMPLIMENT?? RAAAAAAWRRRG IT MEANS A LOT
erruh ill try my best ta give advice (although i still feel like i have a lot ta learn) i wrote more than i thought i would so its under the cut ^v^!
ermm i mean im entirely self taught (if it wasnt obvious) so my artist journey has basically been me looking at other artists artstyles, methods of coloring and drawing, etc. and adapting them in my art when i see something i really like.
i used ta watch a lot of speedpaint videos as a kid and those are honestly really helpful for figuring out how artists do specific things. for example: when i was 14 i watched a speedpaint done by an artist i looked upta and noted their use of layer settings ta make certain colors pop and i have used their method ever since! dont be afraid ta experiment and draw inspiration :]
i have watched a lot of videos and followed tutorials on how ta do specific things such as anatomy (lots and lots of anatomy...), shading, perspective, etc. although i mostly look at those when things dont quite look right and i wanna improve. i dont really have any specific recs for tutorials? for me tutorials can be a hit or miss (seems like a 10/90 hit or miss instead of 50/50 sometimes ._.). my most basic advice is ta break things down inta shapes! cubes are the easiest shape for me ta understand so breaking things down like that has helped me a lot! ALSO REFERENCES. USE REFERENCES THEY HELP SOOOO MUCH FORREAL ONG BRAH. DONT BE AFRAID TA TRACE OVER SOMETHING TA FIGURE OUT THE SHAPES IF YOU CANT JUST SEE EM AND PULL EM OUT (but also only do this for practice, dont trace over things and then post em and say they're yours thats theft) AND LOOK AT LIGHTING TOO AND HOW IT TOUCHES CERTAIN OBJECTS DO SOME STUDIES ITS GOOD FOR YA (<- sucks at doing studies b/c he gets bored of doing them really easily)
a note about sketching: something i know a lot of beginners struggle w/is using too many strokes. it happens when you're unsure of a specific thing you're drawing and i do happen ta fall inta this from time ta time, although i try not 2 as much as possible. an example of me on a good sketching day is this rabbittrap i drew:
i use very few strokes here! and am not afraid ta overshoot my lines. compare it ta this drawing i did months ago:
and you can tell i was having trouble in certain parts b/c of the heavy amount of strokes i used. it takes practice but sketching w/out using as many strokes is a surefire way ta make your art seem more dynamic and less ridged and also save time! remember, you dont hafta detail out every last thing in your initial sketch. save that for later!
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