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gillyeowalters 3 days
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For anyone wondering, I am still working on my design analysis, but finding things for Atlas is difficult; not because I don't understand his design, but because it is based on martial arts and there is a shit ton of pseudo-information on this topic on the internet that I have to filter out. If anyone has a reliable source (I specifically need one with the real names of specific martial arts robes/clothes) feel free to send it my way.
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gillyeowalters 4 days
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The final boss for my pathfinder urban fantasy campaign. One of the hardest fights I have ever designed.
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gillyeowalters 9 days
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Some personal art for a side project. I do not know if I am going to share more of it because a lot is based on tropes that are pretty dead nowadays (not because they are problematic, they just fell out of style).
Anyway, this is Rodney. He was an attempt to try and create a human with animal ears.. it did not work as intended. He has 12 ears now.
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gillyeowalters 11 days
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Warframe Design Notes
Hei, so today I want to start my mini series on Warframe designs in which I will try to analyse the visual design of all Warframes and find out what they potentially are based on. Today I want to start with an easy one, Ash. Ash is the classical ninja. Like many early Warframes, his design is heavily influenced by japanese design elements. The stereotypical ninja outfit we know out of popular culture is based on the kuroko from kabuki theater, stage hands dressed in all black. The tabi/toe shoes and the legwraps are directly taken from these outfits, although kuroko would have worn a different type of head dress. The arms are covered by chitin plates that are made to resemble sode armor plates-they even include the ropes holding the plates together. Why chitin plates? Because Ash is also based on insects, which is easily proven if we take a look at the names of his variant helmets (Scorpion, Locust). He even has mandible like parts on his helmets-it also explains its color theme; historical ninja's probably weren't dressed in black anyways and the brown and beige hues give him a beetle like look. Beetles apparently (please correct me here!) are symbols of rebirth and transformation in Buddhism, which matches the themes of the game. And they are small, barely noticable-perfect for a character that is supposed to be stealthy.
Please correct me on any mistakes I have made, I only have an old french book on fashion and the internet at hand to help me with these analysis and I do not want to be culturally insensitive.
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gillyeowalters 12 days
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Has anyone a hunch on what Banshee's design is based on? Her design is the only one that I do not understand.
An archer? (She is referred to as "ranged" in her introductory video)
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gillyeowalters 13 days
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I am still working, not dead. But writing about attempted infanticide is mentally taxing. But I think it is important. Most people obviously know that parents/caretakers murdering their children is something terrible, but I think it is important that people understand *why* it is such a terrible act.
We can't talk about Duviri without talking about the Zariman. And we can't claim that video games are art if we do not want to explore more mature themes in a respectful manner.
Sorry, I am rambling, lol, blood sugar is low.
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gillyeowalters 16 days
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Congrats to my German trans* friends and intersex siblings for the newly released law that will make it easier to officially change your gender marker and name.
When my family came to Germany, you were the first to offer us kindness. Thank you.
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gillyeowalters 18 days
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My headcanon for Bird 3 is that the horizontal horn on his head is for other, smaller birds/his chicks to sit on.
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gillyeowalters 19 days
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That is a very good observation! You could say that the choice of making Duviri an open world perfectly fits the narrative; children rarely base their stories on a pre-written script, they go on tangents, re-write things. We have the questline, but that is directly based on the Tales of Duviri. Everything else is a side distraction. Fishing, repairing the towers, herding Tamm's, they do not directly help the story's progression.
But we still do them, and we are rewarded with some type of progression-intrinsics and decrees. Children learn and develop through what we teach them, but also by all the things that suddenly, spontaneously capture their attention. Eg.: a child passing by a windmill might feel the sudden impulse to learn about it. Just like that we can randomly decide to do side quests, an option that can't really be found in any other mission. And we grow by doing them.
Playing Duviri and gaining Intrinsics/decteew mimics the Drifter maturing and learning as a child in their self-created fantasy world. Children have the intrinsic need (heh) to grow and learn and that is another reason why Duviri is so important for them, not only a safe haven but a necessary place to mature.
"Summoning" enemies is a challange they set themselves, to grow.
I love the small things about Warframe's design so much. Like, the Duviri architecture.
[Spoilers!]
The houses obviously are just wall parts of the Zariman, arranged to look like settlements/towns. The same goes for many of the harvestable plants, that also mimic Zariman design elements (especially noticeable with the cactus-like Ueymag, that has an unnaturally symmetrical shape, mimicking the often repeated tuning fork-shape).
Duviri has multiple bioms, plains, snowy mountains, a desert, but they are all way too small to exist naturally.
All this paints the picture of a world created by the mind of a child, who might have never seen anything else but the inside of a spaceship. They might have never seen other architecture, so all houses have to look like they were ripped straight out of the Zariman's structure. They know that mountains and deserts exist, but they do not understand their scale, so they become just one more small piece of Duviri. Just like cartographs back in history they fill the unknown of their world with set pieces and the skeletal structures found all over Duviri lend themselves for a comparison to this "Here there be dragons" mindset.
Children build and recreate what they know all the time to learn and better understand it, but also to express their wishes and creativity. This gives the idea of a child, confined in space, wishing to get to be somewhere else, visiting the places they have heard of.
We get to see quite a few rather large settlements in Duviri, but the amount of houses and people does not seem to match. In general, only very few people seem to be roaming the streets. This is not an adult doing extensive worldbuilding, this is a child with a lot of building blocks but very few dolls building a world on which they can project their emotions and memories onto.
Most of Duviris normal inhabitants are just decorations, not existing to be characters, but because a town "needs to have people in it". They are not defined by who they are, but by what they do- and what they do is react to the player, sit around, talk and cower in fear when enemies approach.
The simple shapes of the buildings are very close to the concept of real life building blocks. Paedagogic toys often are simple, to allow for easy handling and more creative freedom.
The theme of death is also omnipresent. Every animal resembles a carcass build from metal plating and even the Dax enemies are skeleton-like, the Gladius' helmets lower part even resembling a rabbit skull. We obviously know how the story of the Zariman ended and the skulls and bones might be just an indicator of potential danger, but what if the skeletal design of Duviri's inhabitants are not supposed to indicate not (just) death, but an infinished state? They are walking skeletons, yet missing a skin, their shape, just like the fractured bodies of the townspeople, not fully formed out in the child's head. Since the townspeople are humanoid though, they look more finished, while all the child might have ever seen of sheep, cats, dogs, horses and owls could have very well been just pictures in a school book, maybe next to a diagram of their underlying anatomy (after all, one of the few things we get to experience of the daily life on the Zariman, is school).
There is also an enemy called the Dax Herald. A Herald was a specialist in ceremonies, making sure that they were held correctly (besides also having diplomativ tasks). Their head resembles a security camera, adding a layer of oppressive social norms normal humans certainly suffered under in the orokin empire
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gillyeowalters 20 days
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Picture for an upcoming video/analysis. Vilcor's arm is translucent; the part of the video talks about the symbolism of him losing his arm.
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gillyeowalters 26 days
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*Rant*
I have been doing research/searching material for my Warframe design analysis video, so I have been looking up skins/helmets/etc. and seriously...
I fucking *hate* it, when people say "This deluxe skin does not make any sense!".
No. It does. You just don't get the reference. And that is ok, but you know what is also ok? To assume that there might be a knowledge gap on your part *before* being dismissive of a design. If I do not understand something I do exactly that and then try to understand it.
Like, there are people not getting Harrow's Reliquiar skin. You can just google its name, ffs. A skeletal design, with bandaged/mummified parts for a priest-themed frame that is named after a religious box that contains mummified body parts of saints? Totally makes no sense/s.
If you do not *like* a design that is absolutely fine, but then say *that*. I guess that is less of a Warframe problem, but a general problem, and as someone who is currently working on publishing a pen&paper system heavily reliant on symbolism, it worries me how little people are willing to try to understand a design first before judging it.
Sorry, I try to be positive, but I just had to get this of my chest.
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gillyeowalters 28 days
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Soooo, the people have voted and 60% want to see Warframe design analysis!
However, I am worried that I might have worded the survey weirdly and people thought I meant "Warframe" in, like, tje game in general, not specific Warframes.
So I have decided to do both. I am currently working on a big video on Duviri and its design, and I will also start to analyze Warframes as well. To get into the mood for the latter, I will make a silly little video/post in which I will rank the designs of every Warframe.
Thanks for voting!
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gillyeowalters 1 month
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Lodun and Bombastine could be linked to Vilcor being unable to fill the void that Albrecht left. He is clearly resentful about being ignored by a grieving Euleria. He tries to do things right by her but also is very open about his anger at the situation (like Lodun he is not 'the first' despite him feeling like he should be) and is hurt in return (like Bombastine trying to trash talk his competition to gain Thrax approval, which also backfires).
If we want to read it like this and want to compare Euleria's to Mathila's children we have a child unwilling to do his duties (Barris/Kermerros) and Korral/Kaeli, who loves caring about the animals. I see Euleria as a very distant mother which works very well with the very one-dimensional portrayal of the children, focusing on their most obvious traits.
I will disagree with the original post a little, however; I do not think making the husband go away was something written by Euleria, but something that happened after Duviri was manifested, the chains breaking mimicking the Operator timeline and Chains of Harrow, as the void begins to seep in, the lighthouse (made of Seriglass, which is a material used as void protection) as a symbol of protection being destroyed as Rell is no longer holding the Void at bay.
Instead, she gave him the role of lighthouse keeper in the book, a job that is thematically connected with themes of loneliness, longing and isolation, but also has the connotation of an outsider/weird person. Vilcor did not start out as royalty, he worked on a railjack and most likely wasn't Orokin.
Tales of Duviri is a storybook written by Euleria Entrati for the purpose of teaching children how to handle the manic flood of emotion that comes with Void exposure.
I pose a question: why does Euleria feel so strongly about this?
Her interactions with her own children are... let's call them wanting, and dialog implies that the negative aspects of their relationship--her denigrating, controlling nature, the distrust, etc--did not begin only after the Infestation brainrot set in.
We also know that she holds her father in extremely high esteem, but Albrecht did not think much of Tales of Duviri (see: him talking about his previous disdain for it in his own Duviri notes). Euleria put resources into writing Tales of Duviri instead of more traditional science, and Albrecht did not think much of it.
So why did Euleria write Tales of Duviri?
Let's rewind a step. Void exposure-induced mania, the whole thing Tales of Duviri is written to help manage.
How was that discovered and studied? It clearly was studied, enough to be a recognized condition and for the Orokin to build the iso vaults and for Euleria to write Tales of Duviri. But who would they have observed this mania in if Void research was an abandoned dead-end line of study?
Perhaps...the man obsessed with the Void who'd survived an unshielded Void dive?
Euleria had patient zero of Void mania sitting at her dinner table. Albrecht is the character who's undoubtedly had the most Void exposure.
Albrecht himself must have exhibited the Void mania and mood swings that Tales of Duviri exists to teach caution of.
And that's why Euleria wrote it; she had this gyroscope of a mood swing at home. She admired Albrecht too much to consciously deride his lack of control as irresponsible and so she channeled her energy into writing Tales of Duviri instead.
The emotion spirals of Duviri are loosely based off of what Euleria witnessed in the Entrati household and particularly Albrecht himself.
I don't believe that any courtier is a 1:1 translation of a member of the Entrati household, but more that their toxic interactions and dramatic heights reflected things that Euleria herself saw--or lived.
This reading of the Duviri characters and story--that they mean things to Euleria specifically--gives us a fun new lens to look at all of the chapters with.
For example, Mathila.
"Two children, and no memory of her husband. Poor Mathila."
Two children like Euleria herself, eh?
Mathila loved her husband. He also textually does not exist. He's not on the screen or in the text. He is a memory, and one that Mathila herself cannot even remember. There is no portrayal of their love.
Pivot to a writer's perspective. You need to write a loving relationship. You look to real life for inspiration, right? If you're a married woman needing to write a married woman in love, you naturally look to your own relationship.
And if you can't find anything to base that love off of? Well...move that character offscreen. Just tell about the loving relationship, don't show. Actually, do you even have anything to tell about? Well. Move the entire loving relationship offscreen, then. She's got amnesia. Nobody needs to talk about the love to sell it or make it feel real now. The narrator can simply mention it as a fact and it need not be challenged. Euleria doesn't have to imagine a loving family life between a husband and wife and their two children and question why that's hard for her. There. Problem fucking solved.
Another parallel that fairly started screaming at me once I started considering that the Duviri courtiers had meaning to Euleria specifically: Luscinia.
"I was created to be Sorrow, written into being, to serve as a lesson... can that change?"
Luscinia knows that she is a tool. As much as she dreams of being more, she knows very well that she is a tool--both a literal narrative element to teach a lesson and within the story itself Thrax's servant (his personal songbird).
Is there anyone in Euleria's life who might have some angst over their position as a tool? A servant who wants to escape the limited definitions of their role?
And so... here I am, back to my old role. The diligent servant. Albrecht would have smiled at that, I think.
Loid. It's Loid.
Luscinia: "This structure and I share much. Both of us once useful, both of us discarded, both of us now derelict. Both forgotten." Loid: "How might this relic make himself useful today?"
Both Luscinia and Loid are also capable of surprising amounts of ruthless violence. Luscinia has no hesitation telling you to kill the Dax or otherwise wreak vengeance on her jailers. Loid's Necramech lines feature him ranging from being excited for ensuing violence to coldly promising the Murmur regret.
The Duviri Tales were a subconscious form of therapy for Euleria herself as well, allowing her to write a story where emotional explosions were a problem that must be addressed rather than a social struggle to be suffered through at the whims of the more powerful.
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gillyeowalters 1 month
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Hello I just randomly discovered you, and your view and analysis of WF as a story of stories of broken families may have just now, after 9(?) years answered why I fell in love with the game in a way I have never before been able to put into words. Huh.
Thanks.
Thank you for your kind words, I am glad that you could find something enjoyable in what I write.
I began playing Warframe at the same time I underwent my training in family mentoring, and I think that the family aspect of Warframe also is my personal reason why I adore the game so much. It uses broken families as part of its storytelling without sensationalizing them.
UUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Warframe does show relationships being tended (the Entrati family; because they all begin to appreciate each other again as people, not just because "family belongs together") but also relationships that are completely broken because they were grown on rotten soil and the game does not forcefully try to mend them.
Family and empathy are very important aspects, but the game does not force us or its characters narratively into the role of the ever forgiving martyr. Anger has its place, and it is not shown as amoral or righteous but as an emotion and a consequence of other's behavior. It is shown as something normal and human, not something that can only exist as to be either condomned or justified by higher goals.
UUUUUUUUUUUUUUUUUUUUUUUUUUUUU
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gillyeowalters 1 month
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And it is father again...this is just a very quick sketch (and I gave him more butt than he technically has...).
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gillyeowalters 1 month
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Since quite a few people liked my analysis of Duviri and twitch apparently does not like me streaming, I will continue to upload my analysis here, in text form first and then as videos.
But I would be interested in what you guys actually want to hear. If applicable, I will try to tackle topics from the viewpoint of a pedagogue/family mediator.
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gillyeowalters 1 month
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I am so terribly sorry for not streaming last saturday. The internet in the entire street was out, because they managed to damage the cables while installing new pipes.
I will be streaming this evening (19th March, 9p.m. CET) and probably will continue/elaborate with my Duviri art analysis.
You can find me at https://www.twitch.tv/gillyeo?sr=a!
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