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#2. his backstory was so heavily hinted at from the very beginning of the game so i was way more engaged with it than with nahyuta's
anarchopuppy · 2 years
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It's time for another one of my long-ass Zelda posts that no one actually reads but that's okay because I'm just posting it for myself. The topic today:
The Zelda Timeline Actually Makes Perfect Sense If You Just Think About It For A Minute
Casual fans and non-fans will take any opportunity to mock the Zelda timeline, with their criticism often starting and ending with "Look, there are three whole branches! Three!" followed by not inspecting it any further. Even big Zelda fans who know the lore extensively will still claim (without giving evidence) that the developers never intended for there to be a timeline or shared story at all while they were writing the games, and just made it up post-hoc to put in Hyrule Historia. But is that true?
Even as early as 2003 (around Wind Waker's release), Miyamoto and Aonuma confirmed that they had an official document with the entire timeline laid out in it, and that claim was reiterated in several other interviews following that. So, there's that idea put to rest right away. Straight from the horse's mouth, there has always been an official timeline
Fun fact: Did you know that back when Ocarina of Time was still called Zelda 64, around the same time that the very first ingame footage was being shown to the public, before the time travel concept was even decided on - we're talking very early development - Nintendo reportedly told IGN that its story took place after Adventure of Link? Now, you may say that that proves that they don't care much about the timeline if they're changing it up partway through production, but to me it says the opposite. Even in the experimentation phase, before they had even come up with the central concept of the game, they were already considering where it would fit into the timeline
But the claim I made at the top wasn't that the timeline was considered beforehand, but that it makes "perfect sense"
The Official Timeline Is The Only One That Works
Let's consider the games in the Zelda series in release order and see how they fit with each other
First was Zelda 1. After that came Zelda 2, an obvious direct sequel with the same Link. Then LttP, which the devs clearly stated was a prequel to Z1 - and it couldn't really have been anything else, since Z1 ends with Ganon being killed and AoL ends with his resurrection being prevented. Link's Awakening is just a dream and could go anywhere on the timeline. Ocarina of Time is a clear prequel to LttP, exploring the origins of Ganon and the beginning of his life as a man, as established in LttP's manual (I'll talk more about OoT and the Downfall Timeline further down). Majora's Mask is a direct sequel to OoT
After that comes Wind Waker, the first seemingly ambiguous placement. The game begins with a legend of the Hero of Time, the player character from OoT, sealing Ganon and then disappearing forever. It's clear that this is referring to the timeline that Link left in OoT. And since in LttP Hyrule hasn't been flooded and abandoned along with the Triforce and Master Sword and Ganon's corpse (which is how WW leaves it), we can be pretty certain that this doesn't come before any of the previously released games. Nor does it come after, since it makes clear reference to the events of OoT and explicitly states that no hero like the Hero of Time has appeared since. So it must be a new timeline split from all that time travel stuff. Cool
Then is Twilight Princess, which also doesn't fit with any of the other games we've seen. In its backstory, Ganondorf was stopped before taking over Hyrule or even touching the Triforce, which doesn't match with either of the two histories that have been established. It does match perfectly with the timeline the Hero of Time returned to at the end of OoT, though, and there's other evidence (such as the Hero's Shade, which is heavily hinted in-game to be the Hero of Time) that supports that. Again, can't come before anything else we've seen since Ganon dies, and can't come after since Ganon never got the Triforce. So the only option that makes sense is for this to be another timeline branch following from OoT
After Twilight Princess comes Phantom Hourglass and Spirit Tracks, both of which are explicitly sequels to WW. Then Skyward Sword, which is heavily established as the first game in the series chronologically and came with an official timeline to prove it. Then Link Between Worlds, a sequel to LttP (in Japanese it's even a numbered sequel), and finally Breath of the Wild which has its own nonsense going on and effectively soft reboots the timeline
Ok, so where's that famous ambiguity and arbitrariness? Everything locks in pretty solidly, there's just no other option that makes sense. This is supported by the fact that the Zelda fanbase came to the exact same conclusions before there was ever an official timeline. There were some people who were so attached to a unified timeline that they came up with wild and varied theories to fit it all together, but among the people who recognized that there was a timeline split, they effectively all put the games in the exact same order that would later be revealed as official. But with one major difference - everyone agreed on the order of the 2D games, but no one could figure out whether they belonged at the end of the Adult Timeline or the end of the Child Timeline, with some even arguing that the split timeline "merged" somehow before the 2D games. No one had even considered the Downfall Timeline as an option
What's Up With The Downfall Timeline Anyway
The DT is the most controversial part of the official timeline. There are two timelines that are clearly explained by the events of OoT, and then a third that splits off at the same point that just exists for seemingly no reason. Before the official timeline was released, the fanbase couldn't make sense of the 2D games and how they fit into everything. So what gives?
As I said above, OoT was conceived of and established as a prequel to LttP. But even before the timeline split nonsense, that didn't really make sense. In the backstory of LttP, Ganondorf acquires the entire Triforce before being sealed by the sages - and in-game we do see Ganon in possession of the completed Triforce, even able to wish on it - but in the events of OoT Link and Zelda retain their pieces at all times. OoT is clearly intended to be the events of LttP's backstory, but the ending is changed, like a "what if" scenario where Ganon loses instead of winning
And I argue that's exactly what it is. The Zelda team wanted to flesh out the stuff from LttP's manual, but a game where you lose at the end no matter what you do isn't fun, so they had to make it so you can win. The DT doesn't make a lot of sense when you think of it in timeline order, in terms of how it came to be in-universe, but it becomes a lot more clear when you think of it in development order, in terms of why the developers made the decisions they did. Ocarina was a reboot, a "what if we won instead" story in the same vein as Age of Calamity
In other words, the Downfall Timeline split isn't something that mechanically exists in-universe like the Child/Adult split, and it becomes very confusing if you try to think of it in those terms. Instead, it's another story being told by Nintendo where a different version of events happened, like an alternate history. And when you realize that, the entire timeline starts to make perfect sense
Hold On You Left Out Like Half A Dozen Games
Yeah, you caught me
The other most controversial part of the Zelda timeline is the placement of third-party games. This is the source of the only retcon in the official timeline, which was moving Link's Awakening from after the Oracle games to before them. It also results in the "Vaati trilogy", which was clearly meant to be one continuous story, being split up by thousands of years across multiple timelines. Surely, you say, I can agree that that's confusing and arbitrary?
And I would respond, yeah. Trying to fit games and stories from third-party devs into a timeline with the mainline games post-hoc was a bad idea, and the Vaati trilogy, the Oracle games, and Tri Force Heroes fit into the history about as well as the CD-i games and the Nelsonic Game Watch do. They're great games, by and large, but they're spinoffs and should've been treated as such - trying to include them is the only thing that screws with the timeline. Throw them out, and everything makes sense
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blueskittlesart · 3 years
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the way that nahyuta from a purely aesthetic perspective should be exactly the kind of character i go for but hes so goddamn annoying that it put me off him immediately....
#feminine man. long hair. earrings. even his outfit is not horrible if you ignore the weird floating scarf#unfortunately hes annoying and he went too long with no backstory whatsoever#like i wont pretend that i didnt initially dislike klavier as well but i think the difference is that#1. the game actively shows us parts of his personality that arent fucking insufferable when we talk to him outside of court#2. his backstory was so heavily hinted at from the very beginning of the game so i was way more engaged with it than with nahyuta's#3. it didnt take the entire game to characterize him. like im sure nahyuta's backstory is gonna fix all the lack of characterization#but currently i am 4 cases into the 5-case game and all i know about him is that hes fucking mean and he is apollo's adopted brother.#and i only know he's apollos brother from the photograph. theyve had maybe one interaction directly and it was almost completely forgettable#i think simon had partially the same problem with a lack of characterization until the final case of the game but at least he had the whole#convicted murderer thing to keep the player engaged#like you could tell what the payoff was going to be with him yeah but it gave you something to wonder about thru the filler cases#THATS ANOTHER THING ACTUALLY. soj drops the bombshell that nahyuta and apollo r siblings in rite and then#storyteller is an athena case. which dont get me wrong i love athena and she deserved her own case but it kinda lessens the impact of the#reveal. if we were to cut back to apollo and nahyuta having at each other in court with the player having that new information it might be#more engaging because like. you'd view the relationship in a new light. you'd be trying to piece together what happened to them.#but instead we cut to him being rude to athena and blackquill having to save her ass because capcom hates women#oh my god these tags got so long im sorry. this is a long winded way of saying i dont like nahyuta but i really want to ://#aa liveblog#soj spoilers#<< in tags lol
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rayless-reblogs · 3 years
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Final Fantasy Tag Meme
Thanks to @deemoyza for the tag, but this is a hard meme! Listing my top 5 favorite male and female characters from the Final Fantasy series means I had to make some painful cuts.
Female:
1. Celes Chere (FF6) -- This is the only clear-cut ranking, as she’s well ahead of the others. I love her strength, her backstory, her gradual thaw. And of course I love drawing her.
2. Aerith Gainsborough (FF7) -- Mysterious but earthbound; strong but not impervious to self-doubt. She’s a big part of why I love the original, and I’m curious to see what the remake does with her, as they’ve already dropped some intriguing hints.
3. Rosa Farrell (FF4) -- The original fave. She’s damseled a few times, but let’s be real, your party falls apart without her. (Does anyone enjoy Cecil’s stint as your substandard healer/archer in the Dark Elf’s cave? No. No one does.) She speaks her mind and follows her own orders, but isn’t too proud to take care of her friends.
4. Terra Branford (FF6) -- I’ve always loved her design, but I think as I’ve gotten older, I’ve come to appreciate her character more. There’s something very vulnerable and tender about her disconnect from other people. I like that, more than saving the world or seeing justice or getting revenge, she proactively begins to forge bonds with others, and then fights to protect them.
5. Tifa Lockhart (FF7) -- Another character I like more as time goes by. Her position in the story, in this liminal space between Avalanche and Cloud, reality and... Cloud’s head, is very interesting to me. I feel like she spends a lot of the story quietly negotiating her way through it, fighting a battle no one else is aware of.
Honorable Mentions: Yuna, Rydia, Aranea.
Male:
1. Sephiroth (FF7) -- When I replay the original, I’m still impressed by how measuredly they reveal Sephiroth to the gamer, with so much less of the bombast you see in the remake. Sephiroth’s history is interesting, his parallels with Aerith are compelling, and he’s a villain who actually takes things away from you. He doesn’t just kill npcs or threaten to destroy the world for the abstract philosophical reasons you see in some other JRPGs -- he hits the gamer at a much more visceral level.
2. Cecil Harvey (FF4) -- Who doesn’t relate to Cecil? (I mean the light vs dark thing, not being half alien.) He’s not perfect, he’s not an adventure-seeking teenager, he’s not incredibly idealistic. I admire his humility and willingness to atone for the damage he’s caused. And the game mechanic whereby he defeats his darker self by being passive, rather than trying to violently beat it down, feels overlooked but very meaningful.
3. Vincent Valentine (FF7) -- I don’t care if his limit break is useless, I always put my sad caped monster friend in the party and I always take him to the final level, where everyone else gets to have fun with their limit breaks and he stands there, limit bar blazing, resolutely doing the healing.
4. Vivi Ornitier (FF9) -- I just want to befriend Vivi and let him be incredibly happy for the rest of his long, very long, life. He is also always in the party, even though it means I don’t have room for other characters I like. Sorry Steiner. I love you, but Vivi is smaller and needs a friend more.
5. Red XIII (FF7) -- Similar to Vivi, I just want him to be okay. Plus, he’s a sage, but still-learning, fire lion, and I feel like not enough games have fully fleshed out animal companions who aren’t just mascots or something. He feels like a character with a certain grandeur and gravitas to him, but he also has his moments of childishness (in a positive way) and enthusiasm.
Honorable Mentions: Kain, Zack, Barret, Auron.
This was interesting to do. I wasn’t expecting to skew so heavily towards FF7. The girls are mostly heroic types that I admire, whereas the guys are largely people I want to see be happy.
As for tags, if this challenge interests you, consider yourself tagged!
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mobius-prime · 4 years
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269. Sonic Universe #2
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The Shadow Saga (Part 2 of 4): Time & Again
Writer: Ian Flynn Pencils: Tracy Yardley! Colors: Jason Jensen
So, do you remember how way back when we got the single-issue incomplete "adaption" of Sonic Adventure 2, I mentioned that the events of the incident would be clarified by Ian Flynn in a later issue? Well, this is the one! Interspersed within the events of the modern story are flashbacks to what happened during Sonic Adventure 2, heavily modified to fit within the comic's world. However, I've elected to tackle the modern half of the story first, and explore Sonic Adventure 2 afterward, mostly because though Ian seems to be trying to draw parallels between the latter story and the former, they don't really… work all that well, nowhere near the level that they did in the first arc of KtE anyway.
The modern story opens with Shadow approaching the Freedom Fighters' camp not far from the Eggdome in the middle of the night, waking Sonic up to invite him along to a little bonus mission.
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I mean, while I can understand wanting to invite Sonic on a mission against Eggman, 1. he's already on one, and 2. you'd think Shadow would realize he'd need some sleep before the final battle against his arch-nemesis. What, you can't handle this alone, Shadow? Well, as it turns out he's not actually alone, as Sonic reaches the rendezvous point first (zooming off ahead of Shadow, of course), and finds Rouge waiting for him. Apparently, Eggman's been working on a sneaky plan to turn a telescope in the city into a massive laser capable of wiping the Freedom Fighters' little camp off the map, shield or no… as well as half of the rest of the city. Sonic thinks this is overkill even for someone like Eggman, but as Shadow catches up he explains that GUN doesn't quite think so.
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To be fair, Sonic, you haven't been seeing the behind-the-scenes insane ramblings of his that Snively's been subject to recently. They break into the laser control room, and Sonic and Shadow deal with the smaller security lasers while Rouge hacks into the control system, trying to disable the thing. The cannon is already moving into position to fire, and worse still, the console then fries itself, Rouge having accidentally triggered a self-destruct command. Sonic and Shadow try to destroy the cannon directly, but no amount of spindashing or Chaos Spear-ing will pierce its armor, so Rouge suggests going for the bolts holding it in place, hoping it might throw off the shot.
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Brilliant job, guys! Shadow, seeing no other choice, removes his inhibitor rings and climbs onto the top of the cannon just as it begins to fire. He uses all of his power to force the shot to misfire outwards instead of straight ahead, wrecking the barrel but saving the Freedom Fighters. This is really the only place where the parallels Ian tries to draw make sense, as then we see a flashback of him using his power a year ago to force the ARK back into orbit, and subsequently falling back into the atmosphere.
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Aww, look at 'em! As the sun begins to rise, the three walk back towards the camp, and Sonic asks if they want in on the invasion. Shadow refuses, saying that he believes this is Sonic's fight considering how long he's been fighting against Eggman. As Sonic leaves, Rouge smirks at Shadow, and remarks on how far their relationship has come from before. Shadow, of course, has to defend his ego and insists he merely respects Sonic, to which Rouge teases him even more about how of course he can't admit he's made a friend.
Now, time to take a look at what their relationship used to be like, in the very-condensed Adaption 2.0 of Sonic Adventure 2! Instead of following exactly how it's portrayed in this issue, I'm just going to explain how exactly everything went down starting from the beginning, relying on context clues from this issue and previous ones. In case you've forgotten, during the events of the incident, both Tails and Knuckles were otherwise occupied, Amy was chilling in Mercia with Rob, and basically no one was even aware of where Sonic was at the time, as he was apprehended while sneaking back into Knothole while he was still supposed to be confined there. StH#98 covered what happened leading up to his arrest and subsequent breakout, but naturally, after the GUN truck chase he was rearrested and taken to Prison Island. Meanwhile, of course, Shadow had been released from his pod by Eggman, stolen a Chaos Emerald from Station Square, and presumably explained how the ARK's Eclipse Cannon worked to Eggman. Like in the game, Rouge also showed up at this point to offer her support in procuring more Chaos Emeralds - though as you might remember, at this point in the comic's history the emeralds still hadn't been combined into their distinct seven forms yet, so the Eclipse Cannon only required seven random emeralds to fire. Conspicuously missing is the entire plot point about Rouge stealing the Master Emerald from Knuckles, and the both of them subsequently searching for its shattered remnants all over the world, but if we're being quite honest the entire story still makes perfect sense without Knuckles and the Master Emerald, which I suppose is lucky for Ian trying to make sense out of all of this.
The point at which this issue actually starts recapping prior events begins on Prison Island after Sonic had broken out of prison once again - without the help of Amy or anyone else, mind you, since once again, they were all elsewhere at time. Really, this version of events is so stripped-down precisely because half of the game cast is missing, which is why the events of the game were able to fit into a single day despite several days passing in the game itself. Sonic and Shadow had their famous "faker" exchange in the forest and began fighting each other, with Rouge's voice coming over Shadow's communicator and informing them she'd found the remaining six Chaos Emeralds they'd need. At that point, Eggman reminded Shadow the whole island was about to blow, and at the same time Rouge called for help as she'd found herself stuck inside the vault. When Sonic heard Eggman tell Shadow to leave her and that they'd come back later to "dig the emeralds out of the ashes," he was outraged and offered Shadow a truce so they could rescue Rouge together. Shadow accepted, and they raced back to the facility as the timer counted down, with Shadow Chaos Control-ing them off the island and into the desert just before the place exploded.
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See, while I understand where Ian is going with this, I really don't like his rewrite of Shadow's motivations here. For those not familiar, in the game, Shadow makes the decision to go back for Rouge entirely on his own, because the thought of her dying alone in the facility made him flash back to Maria's death. Later on, when she tries to talk to him about how he saved her, he avoids her questions, giving a similar excuse to this one, but with it being pretty obvious that that's not the case, as he hasn't stopped thinking about Maria since the mission. Here, Ian makes it seem like Shadow actually didn't care and indeed was only after the Chaos Emeralds, and he only went to the trouble of rescuing her thanks to Sonic's suggestion. However, I understand why this was kind of necessary - with his main allies elsewhere, Sonic needed someone to ally with for the next part of the plot. He ended up teaming up with Rouge, who was quite offended at Shadow's attitude, to break into the pyramid containing Eggman's base, and she piloted the space shuttle within up to the ARK. As I've pointed out before, at no point in the comic is it even slightly hinted that Eggman broke the moon in half as he does in the game - the only indication we have of such an event would be in StH#197, when Sonic recognizes Mobius from orbit by its half-destroyed moon, but in all fairness, the issue doesn't actually state the reason why the moon is broken. Remember, it's canon that Mobius has one hundred moons - that wasn't even retconned! Ian just made up a story behind it and put it in the Complete Sonic Comic Encyclopedia afterwards, but with one hundred whole-ass moons, it's entirely probable that at least one got bodied at some point in the planet's history, and Sonic just happened to recognize that particular one as he was reentering the planet's atmosphere. But anyway, once Sonic and Rouge made it up to the ARK, Sonic and Shadow quickly got into a fight on the catwalks outside the station, presumably while Eggman slotted the emeralds into their positions in the cannon.
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*sigh* One of the biggest problems I have with the preboot is its handling of Shadow's entire story. I don't think Shadow ever got an actual chance to shine from his initial appearance until StH#171, when he had his whole "This is who I am" moment after exploring Gerald's digital diary. Everything about him, his entire backstory, was horribly neglected compared to his actually very rich and deep character arc from the games. This, above, is exactly what I'm talking about. In the game, it's implied that Shadow actually wins his final fight against Sonic (though Sonic obviously doesn't die from it), and then once the Eclipse Cannon is up and running, he moves into one of the ARK's observation rooms to quietly reflect on the past and watch the station crash into the planet. He doesn't snap out of it until Amy enters the room and her subsequent words trigger a flashback of Maria's real final wish. Furthermore, he's the only person in the cast who doesn't actually see the video of Gerald's execution or read his final diary entry. In other words, in the game, he comes back to his right mind organically, by remembering what his purpose is, while in the comic he apparently just got to watch a video telling him outright why he's wrong without him actually having to do the thinking that brings him back to reality. Seeing as Shadow is my favorite character in the entire franchise, this brushing-aside of one of the most important moments in his character arc irks me a little. But then again, I will still acknowledge that Ian wasn't really left a lot to work with here, and if anything the fault lies more with Karl Bollers and Kenders carelessly brushing past Sonic Adventure 2 in favor of their ongoing story about Robotropolis getting nuked or whatever.
Anyway, in the end, Shadow and Sonic went to the ARK's internal chamber that housed the Biolizard, and when it fused with the ARK to bring it crashing down to earth anyway, he and Sonic went Super and defeated it out in space, just like in the game. The game actually doesn't give a very clear reason why Shadow fell from orbit while Sonic was fine, but in the comic, it's shown that the act of teleporting the ARK back into orbit exhausted all his energy, resulting in the loss of his Super form early. As one of the above images shows, Sonic actually reached for him but was unable to catch him in time, hence his remark of not wanting to go through that again (even though realistically a fall from a five-story cannon is hardly going to do the same damage to Shadow as a fall from orbit). And that's it! As I said, the comic's adaption is incredibly stripped-down from the events of the game, but with so much of the cast missing, it kind of had to be. While I don't agree with all of Ian's decisions on how to adapt the circumstances while still retaining the basic gist of the story, I understand his ultimate conclusions, and in the end, they do work pretty well given how different the history of the world is in the comics versus the game. And despite Shadow not having a clear history with Rouge in the comics as he does in the games, Ian's finally saw fit to bring them together as a team in this issue, and they remain as such for the rest of the comic, including through the reboot.
But - hey, speaking of which, remember another adaption that was missing a few key plot points? Say… the first Sonic Adventure? Remember how the conclusion of Gamma's entire character arc was totally forgotten about and ignored? That would seem to imply that he's still out there somewhere… I wonder what he's up to nowadays. And for that matter, with the entirety of Sonic Heroes missing from the comics' timeline, where the heck is Omega in all this? Does he even exist? Gee, I wonder if we'll ever get to see these two important robot characters in the comic - like, say, next issue?
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megamanxfanfics · 3 years
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Looking back at the 1st Nightmare Arc
Well folks, here we are.  It’s the end of the year and I successfully completed Season VI’s first arc!  Today, it’s all about celebrating with an honest take on how I feel it all went down. No backstories on what took so long this time.  Just all Mega lore and analyzing whatever I’ve managed to create in the Fanon.  So let’s dive into it.  This was an interesting one:
tl;dr?  -  Ep. 1: Boring Beginning, Exciting Middle Ep. 2: Steady Solid Stage! Ep. 3: Long Stage, Big Payoff Ep. 4: Strong Start, Very Expository Ep. 5: Another Long Stage, but not Draining Ep. 6: Reverse Pacing Ep. 7: Epic. As. Fuck.
Ep. 1:  I can’t believe I’m about to say this, but Boring Beginning. I wanted it to start just like the game with the exciting narrative intro, except.. written out, it’s not all that exciting, but instead - expected.  The same goes for Gate’s immediate monologue when you press start.  I took the safe, easy route and just added stage directions to his discovery of Zero’s “piece”.  Regardless, this was “A Broken World”, and I loved that title for a new Season #1.  Honestly, I feel like this one really picks up from the middle, onward.  Once we get into X’s first mission, the addition of the new reploids from the X5 ending didn’t really help at all.  I got rid of them almost as soon as I introduced them, but it was supposed to serve a purpose.  It was supposed to show us just how dangerous it is out there for noobies - especially the ones who think they know it all, like Cody.  Once X fights High Max though, we almost mirrored the X1 feeling, which is exactly what I wanted.  From here on, it’s pretty exciting and interesting to me.  Because now X is all intrigued and worried about these new “Investigators” that have sprouted up.  Giving X someone to fear again with High Max made for a really refreshing touch, too.  Once he gets home to learn about them from Alia, the episode heavily leans on flashbacks from Xtreme 2, but they serve as a nice re-introduction to our 8 Investigators. I also really liked their Re-activation scene.  That mirrored the vibe from Mega Missions when Doppler revived his select batch of Mavericks.  Once they pinpoint their locations and X finds out that 3 of the Investigators are in Brazil, he wants to go there first.  I feel such a hyped jolt of excitement at that Cliffhanger.
Ep. 2:  Steady Solid Stage! It took forever to write out, but upon reading it, the pacing is surprisingly smooth as X explores the Amazon Forest. Calling it “The Nightmare Is Real” based on a random Rescued Reploid’s words was a little weak at first, but it comes back around to get real meaning by the end. During the stage, X’s dialogue with Iso kept things interesting, while he pursued that near-impossible sub-tank. [I swear, you can only acquire this with a jump part equipped, or exposing AI with the fire blade or something...]. I really really didn’t want X to use his Ultimate Armor so soon, for nothing, because I’ve added stakes to such a game-breaking power up.  If he uses it, he blows out all of his stamina and needs to rest.  Period.  Using this to rescue Iso was not only a waste, but things probably would’ve gone down very differently, later.  Anyway, that fight with Commander Yammark was perfect. At first, I thought it was a little short, but looking back on it, I love how they both get solid blows in, but then come to a standstill when they realize they’re on the same side. Having Nightmare Zero intervene was absolutely the right choice!!  It gave us a new hook for something to come back to, as yet again, X had someone new to fear, like in X1.  Since it’s an evil Zero, I’ll even say like X2.  This is where the title “The Nightmare is Real” works, because... the Zero Nightmare was absolutely a sentient problem.  And it wasn’t going away any time soon.  X had to retreat and get out of there.  Thank God for Alia’s force-teleporting. Pushing Alia's Love Interest during the debrief was also a very exciting development.  I knew I wanted to do this, but at first I wasn’t sure if it was too soon to happen right here.  Now, I feel like it was just right. 
 Ep. 3:  Long stage, big payoff. Starting with Isoc’s report to Gate was actually not as boring as the 1st episode canon scenes. I made more of an effort to wake the scene up with stage directions or dialogue that makes more sense...  Them talking about the possibility of Zero still being alive also sets up mysterious intrigue.  Is he still out there??  And if so, how???  Will we see him???? Naming the entire episode, “The Outlier”, however is misleading.  I suppose that could connect to Ground Scaravich, who wasn’t one of Gate’s original creations (in my Fanon).  Still, giving X & Alia that slice of life romantic wake up scene at the near-beginning was absolutely refreshing.  Not only that, but I think it was very necessary. Things are all Doom and Gloom this Season, which is my forte, but this shows that at Home you can still find happiness in Loved ones.  The actual stage itself was an absolute pain in the ass and I knew it was going to be. I'm just glad it didn't completely burn me out.  His fight with Ground Scaravich was bad ass though.  X had the rare upper hand from the get-go as the menacer that Scaravich was afraid of.  So he came in with confident energy and tried to beat him down for information.  Of course, Scaravich didn’t let up and only revealed worse information, that those Reploids were being used for DNA Data.  But that cliffhanger I left at the end, with Zero Nightmare applauding X for his kill...!  It definitely helped me pursue a much sooner Chapter 4. 
 Ep. 4:  Strong Start with the Zero Nightmare fight. I had a big challenge here, because I didn’t want X to win yet.  We needed to build this feud and drag it out as much as possible. Zero Nightmare was gaining new motivation. He apparently knows about Zero’s existence, but thinks of him as a Fake.  And thus we have the title “Where Is The Fake?”. Having X get weakened and willingly teleport away was a really mature choice. I think it shows growth.  He could’ve done that plenty of times in the past.  But here we go, X is wounded again.. I didn't want this to become a trope or slow us down, but it brought upon some very necessary world building and character development for the new reploids. Very much, the expository episode, this was an important chapter, because it set up things for future episodes and kept me on track, months later when it was time to think about the bigger picture. Kassy & Hal went to the Magma Area while Tack checked out the Laser Institute.  The Nightmare System was in full effect now, and the goal was to show how dangerous the Nightmare actually is to some red shirts, before X goes in there.  How effective that actually was in my execution, remains to be seen.  At this point the episode title remains prominent, because X expresses sincere interest in finding the Real Zero, but they have... zero leads. (Sorry, I had to.)  The Villains even had an interesting follow-up about Scaravich’s death and there was an interaction, which vaguely eluded to something new happening, from Metal Shark.  So that will be something fun to look forward to.  Ending at the beginning of a new stage is always a cool cliffhanger. Believe it or not, I wanted this to go all the way through the Rainy Turtloid stage, which would have given the title prominence for a 3rd time.  But that’s okay.
 Ep. 5:  Another Long Stage, but its not half as draining as the Central Museum. In fact, all of the Reploid Interactions kept it really lively. Especially by the end. The Inami Temple was the first stage that I could hint at our location with the episode title - “Nightmare Rain”.  I wish I could’ve done that for the previous episodes, but it’s alright.  I took some interesting risks, during this stage write-through.  I almost forgot about that frickin Monbando Reploid unit. I took a real risk by giving him an AI, but he keeps things interesting, giving X someone to talk to, which actually added levity to the situation where appropriate. That Nightmare Zero encounter mid-stage was what it was all about for me, though. I'm really proud of that one, using the stage layout to my advantage in an innovative way. All of that Levy stuff with Rescue Reploid 6 was another interesting choice. I have more in store for her, but I'm really hoping there will be more of a payoff, than just an Easter Egg Cameo. We’ll see. I’m looking forward to seeing what else I can do with her in the next arc.  Need I bring up X’s Reploid rescues in the Gaia Armor!??  That was a bright idea that I came up with after post-planning.  The original plan was to have X revisit the stage later, but I thought about how this Acid Rain was killing them, so...  time to settle the issue of an unused Armor. [X6 granting us the gift of using a modified Fifth Armor was nice, but it made me wonder, why can’t he access the Gaia anymore?]. The answer was just that he doesn’t really like it.  But he used it to his advantage here, and now I had a new challenge ahead of me. I had to get rid of it. Another challenge was posed when X discovered a fucking portal in one of the tunnels.  I wasn’t prepared for that!  But thankfully, I was able to come up with a viable excuse rather than just X being scared of the portal.  He ran out of teleporter rings!!!!  This gave me new Fanon Mega-science to add to the stakes.  Teleporter Rings now need a day to recharge, and it was clear that plenty more needed to be made.  This gave Alia & Douglas something to do, so in the end, this was all good.  But now it was time for X to face off against Rainy Turtloid.  He’d have to come back for the others later. [Time will tell, how well or poorly that is handled, depending on how long it takes X to actually get back there.]
 Ep. 6:  This one basically had Reverse Pacing, but I liked it. It started with a Climactic, Rainy Turtloid fight. I mean, this was Epic and fucking Brutal.  Thanks to my brilliant bring-back of the Gaia Armor, now Turtloid had to take it away and break the shit out of it. This is where “The Fight Becomes Dire” and I thought it was amazing.  In my planning phase, that was never remotely on the table, but it worked out wonderfully.  What was on the table was X possibly using his Ultimate Armor if the battle got too brutal, but I wanted to avoid that.  [I had done practice playthroughs where I managed to get X to win in Normal Armor and definitely in Falcon Armor with some select weapon spamming and pattern memorizing.  I was open to keeping it simple, I really was.]. But after X got smacked around like a bitch, it was time for payback.  Especially considering Turtloid’s motivation to fight was “But I have to listen to Master...”  Here we had the interesting case that both Men respected each other and didn’t want to fight, but they had to. {Even though X thought the Reploid Trapping and Nightmare acceptance was reprehensible}. X primarily focussed on that and tried to change Turtloid’s mind, but once his Gaia Armor was destroyed and X nearly died, it was time for some Ultimate payback.  I’m really surprised by how epic and dark it got. I’m very proud of it.  After the mission, due to some very necessary stakes and power limiters, X had to sit out for a day again, once again slowing our pacing down to a screeching halt. This one hurt me, I think.  At least he wasn't injured this time... As I stated before, when I made the decision to include the Ultimate Armor into this Season, I did so knowing that there needed to be a price. It comes with him using up all his stamina. Therefore, he can't spam it with every mission or battle. The same rules applied to his shotokan moves in Season I & II, which have basically been replaced by the Ultimate Armor at this point. With more opportunity at exposition, however, I was able to follow up on the new reploids, who were now in trouble at their respective missions. [This is the stuff I needed to give X motivation for his mission choices during the planning phase, but it just wasn’t there]. And yet, one was debatably set up too soon. I had a new dilemma, where X was forced to sit out, while Kassy & Hal are stuck at the Magma Area, hurt.  The choice to show X training the recruits in the meantime was a fun risk to take though. It showed productivity and progress in the downtime, hopefully eluding to the idea that these newbies can fend for themselves, while it inevitably takes X a while to save them in the future. I also got to develop Levy more and even create some juicy tension between her and Alia, which wasn’t originally planned. I had intended for a 2nd sex scene with Alia to happen at some point, but I didn't want it to be forced. Just more of an implied - ‘this is what’s happening while we wait’.  But the addition of Levy’s flirting played into Alia’s insecurities, which gave it more of a purpose.  And poor Douglas! Hahahaha.  I was so tickled when I put that in out of nowhere.  We got some much needed levity when he wanted to show X a new part, but instead he overheard them having sex and walked away with a “Nope!” lol!!! Its becoming very clear that I enjoy the in-between mission slice of life stuff Way more than the missions themselves. But then, when we get back to it... after X gave it a night, he and Signas found every excuse not to save Kassy & Hal yet, because my Stage Order plan still needed to be in play...  At least Tack discovered that Portal at Sheldon’s stage. This saved my Stage Order Motivation, but it was still weak.  If only Zero was around, then they could split the difference.  But what I liked about this was that it showed just how bad of shape that X and co. were in.  Yet again, the episode title remained prominent.  “The Fight Becomes Dire”!  The truth is, they were all over the place and X didn't know where to go first. For the first time in a while, our Hunters are overwhelmed and understaffed. And that was really noticeable here.  I still think the ending is kinda weak though. There's no real cliffhanger other than knowing that X will pursue Shield Sheldon next. But overall, I liked the flow of this. There's a lot of forced slow downs in the momentum to have us sit with the characters and their decisions. It makes for a very different, sort of dismal pacing, which adds to the atmosphere of this looming Nightmare that won’t go away.  One noticeable thing, however is that I failed to follow up on the Villains this time around. I had an ample opportunity to follow up on Gate’s thoughts for losing Turtloid again, who was debatably his favorite creation.  I really botched that up, but I simply didn’t think of it at the time before posting.  So who knows?  That could be possible room for improvement in a future edit.  Either way, the Villains are sure to be due for a check in soon. 
 Ep. 7:  Epic. As. Fuck. But it took a minute to get there. Shield Sheldon's stage was more complicated to write through than I originally thought. Its the shortest stage in the game and yet all those damn lasers and their angles made for quite the challenge. This in itself, was a “Laser Light Phenomena”. Another immense challenge that I wasn't expecting was Sheldon's battle completely Flipping the Narrative on X. Admittedly, I really had a hard time finding motivation for those 2 to feud. Especially since he wasn't holding a grudge based on the past. I noticed a while ago, all of Gate's creations are so very willing to sacrifice themselves for Gate's cause. Like, to a nonsensical degree. Maybe that's their degree of Maverickism. They're just crazy... Anyway, this Deadlock Standstill might really play into my favor, since this recent Portal Experience is going to change X's motivations. I... don't want X to take a backseat, but... Rescuing the Reploids is going to be his 1st Priority from here on in. Especially since he wasn't able to save Tack and the bunch. Again, thats where stakes come into play. I didn't come into this episode knowing I was going to make that decision. But when I saw the layout of the "Pocket Dimension" as I'm calling it, and I factored in the time Tack spent in there, trying to rescue the Reploids by himself, there was no way I could have them all just hang out at a narrow ledge by the gate, or stuck in the gateway, scared. I wasn't gonna pull a lame idea that they managed to somehow unlock the gate, like I did with Data. (That can be the one trait that makes Data special and could play into his advantage in the future. But no one else's). Nightmare Zero wouldn't spare them either. He'd absolutely kill them in bloodlust. So... stakes were created. X took too long to catch up to him and thats what he gets. That last battle with ZN though... I'm really proud of where it went. I had some obvious limits this time compared to past Zero fights. That could be an analysis for another time.. But, I was happy to get pretty gorey by the end, there. And that pay off Cliff Hanger was so satisfying! It gives me all the feels. 
The 2nd Arc is going to feel very different. But we ain't out of the woods yet. Rereading the 1st Arc served as a dual purpose. Not only could I gush about my favorite moments or be open about my choices and how things came out, but it is starting to reveal where else it's going. Kassy & Hal still need rescuing at the Magma Area. Cody & Data are at the North Pole! Tekk is at the Weapon Center. X still needs to save whoever is in the portal at Inami Temple!  Let alone revisiting the Amazon and Central Museum again.  Exposition is just waiting to happen, and now that Zero is back?? Things are going to get easier, but also a little bit harder for X. One thing I can definitely say is that seeing him will bring back some Unwanted Memories. And its gonna be very interesting to see how he deals with that. I'm definitely looking forward to writing the 2nd Arc out in the New Year.
Until then, folks.  I hope you enjoyed reliving this with me.  See you in 2021, which should hopefully prove to be a far more stable year than 2020. [God, I hope I didn’t just jinx everything...]
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nadziejastar · 4 years
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It's funny that Saix is the one member of the True Organization XIII who isn't a current or former Keyblade Wielder
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It’s interesting that you mention that. I really disliked the scene in KH3 where it was just quickly explained that Xehanort gathered them all there because of their ties to the Keyblade War. That felt so lazy and contrived. I think Marluxia, Larxene, Luxord, and Demyx (MLLD) got the same treatment that Lea and Isa did. They originally had a completely different backstory and explanation for being in the New Organization. But due to BBSV2 getting cancelled, their backstories were altered to better fit in with the new plot arc, revolving around Union X lore and characters. Now they’re amnesiac former Keyblade wielders from the distant past. I highly doubt that is going to feel anything but pulled out of the ass, just like Lea and Isa’s plot with Skuld.
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I think most, if not all, the organization members had specific backstories in mind even all the way back in 358/2 Days. Luxord’s MG was originally a $10 bill. Maybe it implied that he lost his heart to the darkness due to greed or something. I think Luxord had a sad backstory. Whatever the case, the Mystery Gear had a specific meaning related to the secrets of that character’s past.
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“That which we treasure has power over us, Roxas. His heart is captive to it. And that makes it his weakness.”
“Captive…? I don’t get it.” Everything Xaldin said only got harder and harder to follow.
“Nor should you. You have no heart to love with. Let’s not linger here.”
That’s why Saix’s Mystery Gear is Moon Rabbit, even though that weapon seems like the last thing that represents his personality. When you first play Days, it’s supposed to seem absurd. I remember on the forums, people were racking their brains trying to figure out the meaning of such a cutesy ass weapon. It has a smiling bunny and a rocket being launched by a heart. That weapon even has the crescent moon symbol on it. Then when you play BBS, that’s the same symbol on Isa’s jacket.
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“Understood, sir,” Saïx replied, and Xemnas disappeared.
“…Well, do your best. The best a kid without a heart can do, anyway,” said Xigbar, and he too disappeared.
Its not hard to see that the idea behind Isa was that he was the polar opposite of Saïx. Isa was always supposed to be a selfless innocent person, unlike his Norted counterpart. That’s why his redemption felt so half assed. He wasn’t supposed to need a redemption. 
And yet, Axel couldn’t keep the sarcasm out of his response. “Well, nice to know where I stand.” He said it with a grin, but the hint of a frown tugged at the scar between Saïx’s brows. Apparently, the joke wasn’t very funny. 
“You made it back in one piece, didn’t you?” 
Were you worried I wouldn’t? Axel almost said, but he didn’t want to deal with putting him in an even fouler mood.
It was heavily, heavily implied that Isa cared about Lea a LOT. He lost his heart because he had his weakness (love) exploited. His character was warped beyond recognition to fit into the new plot arc with Skuld as the main focus. But it didn’t fit the established groundwork built up over the course of the games and the novels.
For the record, I think anybody who is a special Nobody has a strong enough heart to have the potential to wield a Keyblade. I think Isa was probably supposed to become a major character after the Xehanort Saga was over and gain a Keyblade (It’d be cute if it was based on the Moon Rabbit). I’d be fine if MLLD eventually used Keybades at some point, as long as it felt natural in the story. I just don’t think that their original backstory was Keyblade wielders.
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“Missions… speaking of that, don’t you find what we’re actually doing pretty unclear?” Larxene asked, and then stood next to Marluxia.
“In order to take back our hearts,” said Marluxia, repeating Xemnas’ exact words.
Larxene cast her eyes down for a moment. “But I don’t really want or need a heart. It’s painful with a heart. Right now I’m pretty comfortable,” she muttered.
“Maybe that’s true,” answered Marluxia, and started walking shoulder-to-shoulder with Larxene.
Marluxia’s Mystery Gear is called “Dainty Lilies of the Valley”.
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More flower symbolism. IMO, Marluxia always had a tragic backstory. He was a sad character who was trying to find happiness again. Like Isa, he had a redemption planned long in advance.
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I can accept that the idea was that he always was trying to save his sister, Strelitzia. There’s enough hints that Marluxia wanted to rescue a woman and had a very painful past. Okay, fine. I just don’t buy that he and the others were always envisioned as Keyblade wielders from the age of fairy tales. Just like I don’t buy that Lea and Isa were envisioned as apprentices who were trying to save a female test subject back when BBS first showed them sneaking into the castle over a decade ago. The implication was that they were the test subjects.
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In many ways, KH3′s story was a total mess that seemed thrown together at the last minute to make it lead into KH4. They made it seem like M and L knew all along that Xehanort saw them as nothing but empty husks who were just being used as tools. The whole reason Xemnas kept it a secret from them in the first place was because he knew none of them would never accept being vessels (except Braig). So why is everyone perfectly fine with it in KH3?
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In Corona, Marluxia spoke like he actually believed in the organization’s goal. He didn’t speak like he knew he was a tool. His quote about maintaining balance between light and darkness made me think that the original idea was that Xehanort tricked M&L into joining the New Organization. 
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Xemnas: However–through weakness of body…weakness of will…or weakness of trust–most of the original members we had chosen for the Organization were inadequate. Thus, naturally, they never had a chance to attain their goal. Yet, even this was to be expected.
They had their own reasons to join of their own free will, even if they weren’t necessarily loyal to Xehanort himself. They really thought they were maintaining balance and furthering their own agenda, just like in the original organization. Same with Luxord, I’m sure.
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When they are in the Disney worlds, they maintain their own personality and goals, which is not consistent with the idea of them being “another Xehanort,” “vessels,” or “empty husks”. Both Marluxia and Larxene were concerned with the Princesses of Heart. Luxord didn’t seem like he really wanted to be in the organization, (neither the old or the new one). But he had his reasons for following Xehanort, just like in KH2.
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In the old trailers, Marluxia didn’t even have yellow eyes when he was in Corona. My theory is that when they joined the New Organization XIII, they became Nobodies again, but they weren’t really Norted until the very end (it’s a gradual process). They were 100% themselves in the Disney words. Saïx wasn’t in any of the Disney worlds because he actually was an “empty husk” from the very beginning. He always had yellow eyes and he was retrieved while he was unconscious. 
I don’t buy that Marluxia had amnesia in CoM, or that he was always supposed to be from the distant past. He had some other backstory when Re:CoM and KH3′s original story was written. The novels implied that Marluxia and Larxene fully remembered their past, that they were acquaintances, that they were often bored as humans, and that they thought losing their heart wasn’t so bad, since it was less painful that way. That’s not really what I saw in KH3.  
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I’m not sure if this was always the case with Demyx (his Mystery Gear is just a broom), but there is definitely more to him than meets the eye. He was chosen to join the New Organization over stronger characters like Xaldin and Lexaeus. Despite him seeming like just an ordinary goofball, there’s something very special about him, and he knows it. He’s hiding something, though I personally doubt that he’s the MoM. IMO, he also joined the True Organization for his own personal agenda.
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When Larxene asked if Demyx was sent to any worlds, he complained that he was “benched”. Larxene was confused about that, and Marluxia said that Saïx brought Vexen on board and mentioned his Replica program. Demyx said that the Replica stole his spot. This, to me, if proof that Xion was never intended to come back as her own character. There was literally no room for her in the plot. She took Kairi’s role in the final battle, she took Isa’s moment of glory rescuing Lea from Xemnas, and she took Demyx’s spot in the True Organization. There was just no place for all these clone characters. I like Xion but she should have been “revived” through Kairi. If not for her and Roxas, I’m sure we would have gotten a very cool boss battle with Demyx in KH3.
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rosecorcoranwrites · 4 years
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Common Misconceptions About Character
Characters are the heart and soul of any story, so it makes sense that those of us who write or analyze stories focus much of our time on the ins and outs of character and characterization. Yet a lot of this analysis ignores certain types of storytelling, unfairly idealizing some story and character types over others. Worse than that, even, is that which misunderstands the relationship between an author and their characters. I've noticed three particular misconceptions which crop up the most, and I have a theory as to where they come from (Hint: it's moralism!).
Misconception 1: Character Driven Stories are Better than Plot Driven Stories
Character driven stories are those where the characters have some goal or desire and work to achieve it; the plot is generated by the characters’ choices. Plot driven stories are those where events happen and the characters have to react to them; the plot is also generated by characters’ choices. If the characters didn't make decisions, they wouldn't be characters! So what's the difference?
In character driven stories, there’s a sense of urgency that can be appealing. What is that character willing to do to get what they want? Why do they want it? Will they get it, or learn that perhaps there are things more important than their goals?
For plot driven stories, it’s interesting to see what the characters do when things are thrown at them. How will they get out of this scrape? Why do they react this way vs that way? Can they really beat such insurmountable odds?
I think the root of the misconception that character driven stories are superior is based largely on bias against certain genres. Literary fiction tends to be heavily character driven, in that not a lot happens other than the characters making choices. Genre fiction like fantasy and sci-fi are mixed, where inciting incidents kick off the plots and random encounters along with choices made by the characters keep it going. Comedy, adventure, and horror are at the far extreme, usually totally driven by plot and circumstance rather than character goals. Much of the derision of plot driven stories is genre bigotry in disguise.
Both types of stories have something to offer us, and it’s rare to find a work of fiction that is only driven by characters or only driven by plot. Most stories mix them, to great success. People need to get off their high horses and focus on writing the best characters they can, whether they drive or react to the plot.
Misconception 2: Dynamic Characters are Better than Static Characters
Speaking of writing the best character, clearly that means writing a dynamic character who learns and grows over the course of the story, right? Wrong! Static characters have their place, just as plot driven stories have theirs.
First of all, a story is not the same thing as a life. While we all do grow and change over time, a story is a window into a particular time, through a particular point of view. Some characters have gotten their changing out of the way in the backstory. Others serve as constants for the other characters to rely on. It would be weird if every character, including the side characters and villains, all changed by the end of the story, because this isn’t necessarily their story, not the beginning of it, not the end of it, not the time when they happened to do their changing.
But what about protagonists? Surely they must undergo some sort of transformation, right? It depends on the character, and the story, and—you guessed it—the genre. Take cozy mysteries, or slice-of-life, or comedy. We don’t want Sherlock Holmes or Yotsuba or Bertie Wooster to change and grow; that’s not the point of their stories or their characters. We want to come back to those books, again and again, and know exactly who's waiting for us.
Even genres that generally have dynamic protagonists don’t require them. Take Lina Inverse, of the fantasy series Slayers, who is just as gluttonous, greedy, and wild in Season One, Episode One as she is in the finale of the fifth season, made fourteen years later. What about Scout from To Kill a Mockingbird? Though she slightly changes over the course of the story, mostly in how she perceives her father and Boo Radley, it’s more important for her to be the static viewpoint character through whose innocent eyes we see what’s happening in Maycomb County.
Again, there is a place for both static and dynamic characters. As long as they are each well-developed and serve their stories, it doesn’t matter if they change or not.
Misconception 3: Nothing You Make a Character Do is Out-of-Character
I don't even know where to start with this one. No, wait, I do: reductio-ad absurdum. If Javert, from Les Miserables, decided to join the Thenardiers in their skullduggery rather than either accepting Valjean's mercy or jumping to his death, that would be out-of-character. If Uncle Vernon, apropos of nothing, warmly embraced Harry and said that he had come to truly accept him as his son, and that he had been misguided all these years and seen the light, that would be out-of-character. If Luke Skywalker were to not see and seek the good in some relative of his and instead decided to kill that relative off before they could go full Dark Side, that would be out-of-character (ahem... AHEM!!!).
Just because you are the writer does not mean you can do whatever you want with the characters. If that were true, they wouldn't be characters, but rather cardboard cut-outs that you cause to do random actions and say random things. Characters are supposed to represent real people, and real people act a certain way from situation to situation and over the course of time. Past behavior predicts future behavior.
That's not to say people can't change, for weal or woe, but that usually happens in one of three ways. First, they change over time, as dynamic characters are wont to do. Second, they have a "road to Damascus" moment; much like miracles, these tend to be considered deus-ex-machina and are thus rarely employed in fiction. I would say these usually happen when character A does some act of kindness or sacrifice for character B, and B is struck by this and realizes they must change their ways (again, for weal or for woe; Javert gets such an act of kindness from Valjean, but instead of accepting it he chooses to kill himself rather than live in Valjean's world of mercy. What a guy!).
Finally, there are stressors. These might be the character losing their job, or getting betrayed, or having someone close to them die, or breaking up with a long-time love. If you’ve heard the term before, it’s likely from the context of criminology; stressors are often what precipitate a violent crime. If a kind, sweet character suddenly goes bad, maybe it's due to a string of stressors. Notice I said a string; you have to have some sort of build up for a character to really go off their rocker or it will feel like it came out of nowhere. For a crash course in this sort of in-character change, I recommend Tangled: The Series, which artfully depicts not one, but two characters' roads to perdition in unexpected but understandable ways. These kinds of stressors should feel like the final straw in the bale that broke the camel's back.
For all of these changes—gradual, road-to-Damascus, or stressors—the change itself still needs to be in-character, which means that the writers need to know who their characters are and what makes them tick. If this villain is shown an unprecedented act of kindness, will they immediately forsake their plans, start going easier on their own minions, or withdraw for a while to think? It might be that only one of those courses of action would be in-character for that particular person. If this character's loved one is murdered, is that enough to make them go on a revenge spree? And are the particulars of who is caught in that revenge spree in-character?
I submit that Hawkeye killing criminals in Avengers: Endgame is in-character—he's already a hero, so he's still technically protecting innocent people, even if that means mowing down bad guys who "should" have been killed in the Snap. It makes sense, given who he is and where he's coming from. I also submit that Katniss agreeing to a final Hunger Games for the Capital's children in Catching Fire was out-of-character. She had seen what those death games were like first hand, especially for little kids like Rue, and it doesn't make sense—even if her sister was murdered—for her to do a 180 and throw away everything she stood for. Had she been shown, earlier on, to not care about the lives of Capital citizens, or to have a dehumanizing or vengeful streak, I could see it. But she didn't, so her sudden bloodlust came out of left field. I also can't accept the murder of her sister as the last in a line of stressors because—despite the horrors Katniss had seen inflicted on the people of the Districts—the Capital also did that to their own citizens. It is made abundantly clear that the Capital is willing to murder their own people (Katniss witnesses this first hand as she makes her way through the Capital streets), so it doesn't fit for Katniss to choose further violence towards the people she has seen being slaughtered by the very people she is fighting. Her action (and, by the by, Haymitch's going along with it) felt startlingly out-of-character.
The Moral of the Story
Going back to the above example, if Katniss's actions were so out of the blue, why did Suzanne Collins write them that way, rather than choosing another route? I think it's fair to say her intention was to underline the horrors of war and what it does to people, which... is a bit patronizing. The entire Hunger Games Trilogy was about the horrors of war. We saw children forced to kill each other. We saw an entire district reduced to rubble. We saw people melting in the Capital A-bomb-style. To then feel the need to have Katniss—who by this point is already so hardened by what's happened to her that she barely blinks at the violence around her—give up everything she has fought for and become like the very evil she has been fighting seems to be hitting us over the head. But that story needed a moral, and Collins really, really, really wanted to make sure we got it.
And that is perhaps the greatest misconception of all, and the root of the other three: the ardent insistence that stories need to teach a moral. Some of you might balk at this, saying, perhaps, that modernism and post modernism have gotten rid of the whole idea of "the moral of the story", but they didn't. They just changed what the morals were. True, early novels is England and America had a puritanical streak, and some people, back in the day, insisted that stories teach lessons about religion, and virtue, and the dangers of a life of debauchery. Truly, fewer and fewer stories, as the years went on, dealt with these particular topics, but those morals were subsequently replaced with lessons about feminism, and representation, and the dangers of war and racism. Before any one flips their lid, they should know that I support all of those morals: I love religion and virtue and feminism, and am really not keen on war, racism, debauchery and such. But I'm really not keen on being preached at in books
Obviously, not all, or even most, books are preachy. They weren't way back in the day and they aren't now. And yet, there seems to be a sneering favoritism for books that offer some sort of moral over those that are, frankly, just fun and entertaining. Books where characters make choices—moral choices, though they aren't always explicitly called that—are seen as superior to books where people respond to the plot by going on adventures or getting into scrapes. Dynamic characters who change—by either learning lessons and growing as people or, contrarily, losing themselves to a life of vice and sin (even if we no longer describe it as such)—are so much better than those silly characters who simple exist, neither rising to the heights of heaven nor descending to the depths of hell, with nothing to teach their audience about where life might take you. Nothing you make your characters do is out-of-character, because they don't represent people but instead archetypes and Vice and Virtue and whatever else you need to preach—Uh, I mean tell—your story.
Again, I'm not against stories having morals; heck, I'm one of those last few weirdos who can't stand books that have an immoral message. What many people don't understand, though, is that there is a vast and cavernous difference between an immoral story and an amoral story, and that amoral stories, be they wacky comedies, cute slice-of-lifes, puzzling mysteries, or tales of derring-do, are not bad, nor even inferior to other stories. They are not inferior for offering fun, plot driven stories, nor for having constant, static characters. They are not inferior for not having a moral. In fact, I submit that any random amoral story with well-developed characters is superior to a "moral" story—be they old morals or new—where the author forces the cast to act painfully out-of-character in order to beat us over the head with a message.
Basically, the point of a story isn't to teach something, at least, not necessarily. The point of a story is to be true to itself. That might mean having some deep message, or it might mean being thoroughly entertaining, or maybe both. Characters, similarly, should be true to whatever story they find themselves in. As I said at the beginning of this post, characters are the heart and soul of any story, and I mean any story: plot- or character-driven, dynamic or static, moral or amoral.
And those, dear readers, are my thoughts on character.
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nancydrew65 · 5 years
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SKAM NL Season 2 Episode 4 Thoughts
This episode, like the last, was so different it was almost like a whole new episode. I was constantly surprised by each new clip.
I Hate Monday
Isa and Janna are studying for a German test they have that day, while Engel keeps furtively glancing at the school entrance. The girls joke about Engel’s fantastic pink sunglasses and their failure of a benefit. In order to cheer Engel up, they all crowd in for a group hug and peck Engel on the forehead. Ah, the Dutch girl squad is so cute. Also, Janna’s encouragement was beautiful. I want to see more of her and Engels’ relationship.
Liv receives a racy photo of Ralph that was clearly not meant for her.
Unsurprisingly, Engel is looking for Noah. Janna reveals that Noah was with a girl when he found out about his mother. I wonder who that girl could be? In the background of the conversation you can see a shot of Isa looking confused. You know this is the moment she pieces everything together.
Oh, Liv is giving Noah a call! She really is the sweetest Noora. Also, constantly calling and checking up on a boy is not the greatest way to send the message that you are not interested in him. Noah doesn’t pick up which is not the least bit surprising.
You’re the Girl Noah was With
I love how they had the time stamp in front of the huge heart, and then they cut to Liv. They do this again with the flowers at the funeral in the Friday clip.
Liv is doing homework when she is called to her balcony by Isa. Isa is there holding a massive blow-up heart. I love Isa and her friendship with Liv is everything. I think Isa, and the other Evas in general are so overlooked. They truly are fantastic, complex characters with hearts of gold.
Also, this has to be the cutest way an Eva has told a Noora she has found her out.
Liv is way less defensive than Noora was about the date. I thought it was a nice touch that Isa asked Liv how the date went. Like I never felt any of the girl squad ever interacted with William or really cared about Noora’s relationship with him (other than the drama with Vilde in the beginning).
Isa is the voice of reason, saying Liv should just tell Engel about the date. Of course, Liv decides not to. She asks Isa to keep the secret. I love how cool Isa is with it. She doesn’t push Liv or anything. She just calmly agrees to it.
He Doesn’t Reply
Liv is in the bathroom at school when she hears what sounds suspiciously like someone throwing up. Turns out Engel is in the stall and she says she has the stomach flu. Like, come on. We all know that is a lie. Oh, Engel. I really wish she wasn’t doing this to herself. Look, anyone developing an eating disorder is awful. But Engel is already so thin that it is almost worse.
As Liv braids Engel’s hair, Engel goes on a long talk about Noah and how awful his life is because his mother just died and his father doesn’t pay attention to him. I hope we don’t go too much into this because I feel like OG leaned way too heavily into tell not show, when it should be the opposite. I want this information to be revealed more naturally through the course of the storyline. Learn from OG’s mistakes, SKAM NL.
Yikes. We get this little interaction where Engel asks Liv not to tell the girls about her “stomach flu”. OK, I didn’t really like this scene. The whole point of the clip is revealed to be about Liv wondering how she should approach Noah. So, this whole scene emphasizes Liv’s feelings towards Noah, when it should be about how grave Engel’s eating disorder is. If this had been a short clip with an emphasis on Engel’s ED and then we got a separate clip about Liv’s conflict over Noah, I would have been happier.
Liv heads home to find her quiche has been eaten. There was a nice moment where Liv took out her headphones and was hit with the noise and commotion coming from the living room.
Jayden and Kes are playing video games while Lucas and Ralph are looking at Ralph’s phone. Ugh, the boys have made a mess of the living room. Liv shuts down the video game and puts out the joint Jayden is about to smoke. The boys complain about how much of a square she is and then leave. Liv is totally in the right in this scene, though. I mean, it is her apartment. They made a mess and ate her food. They should be groveling for her approval.
Then, we get such an amazing little scene. When they were on the couch, Lucas was helping Ralph check out guys on Grindr, and he was actually remarking about their relative cuteness. This is so different from how Isak was in that Season 3 scene where he didn’t want to remark on the boys Eakins was showing him on Grindr. I think overall, SKAM NL has given us hints that Lucas is more comfortable in his sexuality than Isak was, like with the scene in the cabin episode in Season 1 where he and Kes danced together. I do think he probably has the same issues with being stereotyped as gay like Isak did because there is this whole exchange where Lucas is like. “You call him cute, right? All you gays.” IDK, but I swear to god, if we don’t get a Lucas season, I will cry.
Liv storms off to her room. Ralph, being the loveable teddy bear he is, notices this and goes to talk to her. I think Ralph, overall, cares a lot more about Liv than Eskild did about Noora. Or else, he is more obvious about it. He shoves his phone in Lucas’ hand and you can see the shocked look on Lucas’ face. That must be an awkward situation. Like, without Ralph, he doesn’t really have a reason to be checking out Grindr, but you know he wants to.
Ralph asks Liv what is wrong, and then Esra joins them. She and Ralph had a were supposed to meet up. Liv confesses that she doesn’t know what to do about Noah. She doesn’t say this in so many words, but it is obvious who the conversation is about. Esra and Ralph give some pretty solid advice, just saying that there is no specific thing you can say to make everything better and that you just have to be there for that person.
I Could Sleep on the Couch
Liv heads to Noah’s house to talk to him and the funeral for his mom is going on. I’m not sure if Liv knew about the funeral, but I’m figuring she didn’t. If she knew, then Engel knew, and Engel most definitely would have shown up.
A lady guides Liv through the house. I can’t figure out how she is related to Noah. Is she his aunt? She is kind of comical; she compares the death of Noah’s mother to her dog dying, which… yeah, you shouldn’t do that.
Whew, they have an open casket. I really hate open caskets, but maybe that is just because I have had awful experiences with them. I just feel like the person is no longer themselves once they have died and so you’re just looking at a stranger who has been dolled up by the funeral people, so they look presentable… ugh, I just can’t stand it.
But, on another note, are we ever going to find out how Noah’s mom died? Because I feel like that is important.
Liv takes a piece of pound cake up to Noah’s room, and Hallelujah! Noah’s room reflects his personality. There are paintings strewn all over the messy room. I felt like we never got to know William’s personality or interests, and his room was basically bare, so we never knew anything about him, except his tragic backstory and the fact that he was in love with Noora. I am so glad SKAM NL is giving this character more than that.
Noah tells Liv his mother was crazy and that she left the family to live on a commune. Oooookay. What is with SKAM and crazy mothers? SKAM NL is the worst with this. So many characters on their show have messed up mothers: Lucas, Jayden, and now, Noah.
Noah kind of lashes out at Liv, saying he is tired of pursuing her. He tells her to leave. This is one of the only times I understand this move from a William. In most of the remakes, he has been constantly pursuing her, and then he says this line. At least her, Noah was reeling from his mother's death, so he is probably in a very emotional state.
Liv storms out, but promptly returns and parks herself on Noah’s couch. They sit side by side, just listening to music. I think several hours go by because suddenly, the light is different.
And wow. This is the most a Noora has wanted to stay the night at a William’s house. Ralph called her, and said he was at home to let her in. Liv just shuts that phone call down and pretends she has no way to get into her apartment.
Noah and Liv get into his bed. Right as that happens, Ralph texts Liv. Noah picks up her phone and reads the texts. Okay, but why did he look at her phone. In OG, it made more sense because it was his phone tha5 they were using to communicate with Eskild. Here, Noah took Liv’s phone and looked at it without permission. Hmmmm.
He teases Liv about liking him, and then they both go to bed.
General Thoughts
I enjoyed this episode, especially the last two clips. They were both so different from OG. Honestly, at this point, it hardly feels like I am watching a Noorhelm remake. Noah and Liv’s vibe is so different from Noora and William’s. Noah is the most unique version of William I think. For one, he mofe of a personality and he is also an artist, which is very different from the popular fuckboy attitude that William had. Liv seems way more into Noah than any other versions of her character have been at this point. I actually buy this because although Noah has still acted like a jerk sometimes, he is much better than William was. I bet next week, they will have their first kiss. I wonder how it will happen because I doubt Noah will hold a fundraiser. I am actually really excited. They are one of the only Noorhelm versions I can stomach together. It is really only this version and Druck. Alright then, until next week!
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slusheeduck · 5 years
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Geeking IN: How Online Fans Are the Future of Media and Media Marketing
           Once dismissed as socially inept nerds, fans are taking the lead as this generation’s most successful creators. While there has always been the odd story of fans who end up taking the helm of favorite TV shows or adapting their favorite work into a movie, many new faces in the entertainment industry are using their knowledge from years of participating in online communities to market to the global internet audience, as well as keeping their own fandoms somewhat in line.
           Recent years have seen a boom in the acceptance of “fandom,” that is, a community of fans. Comic conventions have gone from a punchline to mega-events that require a lottery just to get in, there are countless articles on sites like Buzzfeed about “How wrecked were you during the Game of Thrones finale?” and “Seven ways to tell you’re a Cumberbitch.” Even something once as obscure as “fanfiction” has practically become a household term.
So how did we get to this point? Where in the scope of the past decade has it become acceptable to “geek out”? The main answer to this is, naturally, the internet. When the world wide web was still the great unknown to the general public, many fans saw it as a way to gather, creating their own websites or posting their fanwork on sites like Livejournal and DeviantArt. As the internet became more and more accessible, so too did joining in the fun of fandom. That leads us to today: now, many fans who have more or less grown up in these online spaces and seen the shifts in fan communities and interaction, are coming of age and producing their own content with a keen sense of how these communities work.
Perhaps the most public example of this comes in the form of best-seller book Fifty Shades of Grey. Regardless of what your opinion on the raunchy romance is, London-based author E.L. James has been completely upfront with the fact that it began as a Twilight fanfiction. While it is already rare for a fanfiction writer to “make it big,” much less into a novel that has sold over 100 million copies worldwide[1] and spawned a movie series and sex toy line, it’s even rarer for them to actually admit that it began as a fanfic. And yet James has no qualms mentioning it.
“Well, it all started way back in the day when I saw ‘Twilight,’ the film, and I loved those books — I could not put [them] down, absolutely avidly read the books,” E.L. James said in an interview on “Katie,” Katie Couric’s talk show. “This switch was flipped. I had to write — started writing, wrote a novel, then I discovered fan fiction…[I] wrote about Edward and Bella and then decided to write about Christian and Anastasia. I took the fan [fiction], and a friend of mine re-wrote it and I thought — if he could do it, so could I, and now I am here.”[2]
James even goes so far as to put this backstory up on her personal website. Regardless of individual opinions of the book, her success and openness about her past in writing has opened up a new wave of potential writers (and agents) who can see their fanfiction transforming into original works.
In addition to Fifty Shades and other books such as Fangirl by Rainbow Rowell, the once heavily maligned group of fanfiction writers are shaping up to be the popular, original novelists of the next ten years rather than merely running fan magazines or writing something for a company-approved spin-off novel.
However, while the internet is just beginning to be seen as a source for new talent, it’s more importantly become a place to take seriously when it comes to marketing. Many fans who grew up in the age of internet fandoms have a keen sense of the international aspect of the web; it’s now nothing special to discuss the latest Star Wars movie with someone in Bangladesh from your home in Seattle with a dissenter from Norway. As a result of this global recognition, they are able to market their work for the internet community at large rather than simply the demographic of a set area.
With entertainment and media becoming more and more global rather than regional, this is an invaluable skill to have. It’s not enough to appeal to a target audience, but to instead be ready to market it, however indirectly, to the world. One of the most notable, recent examples of this comes from the show “Gravity Falls,” created by Alex Hirsch. While intended for an American audience of 8-12 year olds, “Gravity Falls” has reached worldwide audiences—its series finale, aired earlier this month, clocked in 2.9 million views in the US alone, and the series as a whole has become number one in total views on record for a children’s show[3]. While the show itself was enjoyable to fans, what gave it the extra punch into worldwide success comes from its use of “easter eggs” (special nods to previous episodes as well as other shows) and secret codes hidden in the show.
“I’ve always been a fan of shows that gave little hints to regular watchers, and I wanted to do the same thing with Gravity Falls,” Hirsch said. “But I never expected [the fans] to go so far with it! So I made things harder, and within an hour, they would find the answers to what I’d hidden.”
This mutual understanding of the fans wanting to find things and the creator wanting fans to work hard made it possible for fans to connect even more with Gravity Falls, as well as helped to create a tighter community. With these interactive elements, online communities began to form around the show, and soon enough people from all over the world were discussing and, more importantly, watching the show.
As if this wasn’t enough, Hirsch took his involvement with fan communities a step farther. He has done two Ask Me Anything (AMA) sessions on the message board site, Reddit: one as himself and another surprise visit as the main antagonist of Gravity Falls, Bill Cipher. Both of these AMAs gave more dedicated viewers a deeper look into the world of Gravity Falls as well as behind the scenes information straight from the source. Additionally, Hirsh regularly held contests related to “Gravity Falls” on Twitter, offering prizes of personalized messages from the characters (of whom he voices four of the mains) and often displaying all entries on his page, ushering in a sense of community with the creator of the show himself.
As lines begin to blur between social media and entertainment media, online fans are becoming a more crucial demographic than ever to reach out to. And as their numbers increase, more and more communities can spot the difference between pandering and “hype”. As we can see, fame can pop up merely because of involvement with a fandom or because of deliberate marketing based on understanding the current “fandom” market. An example of this comes from game developing newcomer Toby Fox, whose game UNDERTALE became an overnight success. Before UNDERTALE, he was very active in a few different online fandoms. In an interview with The Existential Gamer, he discusses the importance of the Nintendo game Earthbound in his past, because he “was part of an Earthbound fan community and it was a cornerstone of my life.”[4]  In addition to being in the Earthbound community, Fox was well-known in the fandom for the webcomic “Homestuck,” going so far as to have his music included in the series. With the knowledge of fandom mentality and what people look for in independent media, he was able to successfully fund a Kickstarter and produce the game, which itself is full of online and fandom in-jokes, endearing it to those “in the know”. And, given the fact that it’s sold over 1.2 million copies[5] and won “Best PC game” from both IGN and Destructoid—two prominent gaming magazines/sites—as well as numerous other awards during the 2015 gaming award season, the amount of those “in the know” is much more than most would assume.
With the acceptance of fandoms and sheer amount of people participating in these types of fan communities, it’s more important than ever for businesses and entertainment networks to begin studying the trends of these demographics and seeing fans as potential employees as well. The latter particularly seems to be the direction entertainment-focused businesses should consider; not only are fans notoriously creative and attentive to detail, but they know precisely what online audiences will be looking for in way of content as well as advertising. And, as was shown by “Gravity Falls”, a show with a savvy team can create a feeling of community with the fans of their product, letting them know that yes, they’re also fans! They understand the frustration of waiting through hiatuses and know what kind of in-jokes to make for those who look for deeper meaning in their media.
I would say that now, we’re living in the time of the super-fan, and that should be something that is embraced in media circles, from a marketing and hiring standpoint. The more media legitimizes their super-fans, particularly the large number of those online, the more they can begin a symbiotic relationship to gain both views and profits.
 [1] http://www.theguardian.com/books/2014/feb/27/fifty-shades-of-grey-book-100m-sales
[2] http://www.examiner.com/article/e-l-james-discusses-twilight-influence-fifty-shades-of-grey
[3] http://variety.com/2016/tv/news/gravity-falls-series-finale-disney-xd-ratings-records-1201711939/
[4] http://existentialgamer.com/interview-toby-fox-undertale
[5] http://steamspy.com/app/391540
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ciathyzareposts · 5 years
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Dark Stone Ritual: Won! (with Summary and Rating)
The Game Master gives us some useless experience points at the end of Dark Stone Ritual.
           Magic Tower I: Dark Stone Ritual
Germany
Motelsoft (developer and publisher)
Released in 1992 for Atari ST
Date Started: 9 April 2019
Date Finished: 12 May 2019
Total Hours: 29 Difficulty: Easy (2/5) Final Rating: (to come later) Ranking at time of posting: (to come later)
             Summary:
The prolific but amateurish Motelsoft levels up in this entry, with mechanics heavily inspired by Might and Magic III and IV. A pre-defined party (you had to pay extra for a character editor) explores a large world in a somewhat linear manner, piecing together clues, solving puzzles, and ultimately defeating the tyrant Xoon. Top-down outdoor exploration contrasts with first-person town and dungeon exploration. Unfortunately, the combats are too easy, the puzzles too simple, and the story too threadbare to make effective use of the character classes, skills system, variety of spells, and variety of equipment that the game largely copies from Might and Magic. A better game engine than a game.
****
Dark Stone Ritual ended up being larger and longer than I expected. When you begin playing, the game does such a good job confining the world that it seems smaller than it is. Hemmed in by impassable terrain, water, and walls, the party must slowly acquire passwords and items necessary to make incremental progress around the world’s major areas. Eventually, the party finds some teleporters that make navigation easier, as does the “Townportal” and “Caveportal” spells.           
Unlocking the “Swimming” ability was the last obstacle to open-world exploration.
           As you slowly acquire the skills necessary to navigate in forests and swamps, climb mountains, and swim, the full world opens up to you, and you can explore every square for the items and clues necessary to reach the end of the game.            
A bit of the final game map.
         Ritual is far more linear than I expected at the beginning. Most of what I thought were “side-quests” turned out to be steps along the main quest, all funneling into one or two key items or pieces of information. For example, to win the game you must first find the Dark Stone, which is in the dungeon of Lunos. To pass a certain point in Lunos, at least one of your party members must be a member of the Dark Stone Sect, which you can join by visiting a hut on section of land to the southwest. To get to this area, you have to use a teleporter in a section of land to the southeast, which in turn requires using a teleporter in a small compound on the starting continent. To enter this compound, you have to find a password (RUHE) by interpreting four messages in the dungeon Zappos. To enter the dungeon Zappos, you need an invitation, and that’s as far as I can trace it back because I forgot where I got the invitation. But you get the idea.             
Combat remained easy throughout the game, which discouraged spell experimentation (rarely did spells do more damage than a physical attack) and trivialized all the time I spent analyzing inventory. Only thrice did I have to fine-tune my attacks in “strategic” combat, and neither gave me any trouble once I made that decision.            
“Strategic” combat lets you position characters and aim your attacks at a particular foe.
          The nature of enemy encounters was odd throughout. You find enemies at fixed locations on the overland map and very rarely at fixed locations in dungeons. There is also a fixed number of enemies wandering each town map. Some dungeons have no combats, and those that do never have more than one or two. This paucity of combat makes the dungeons feel rather empty, and the very light navigation puzzles (a few switches, hidden doors, teleporters, and pits that you have to cast “Jump” to get over) don’t do much to fill them.           
Exploring a dungeon. An encounter lies ahead.
        Nothing really evolves in the way of a “story,” just a succession of NPCs and enemies that you meet and defeat on the way to the final confrontation with Xoon. Because of these weaknesses, I ended up liking the game less towards the end than towards the beginning. In my first entry on Ritual, I was clearly impressed by the mechanics. I still am, to some degree, but the developers made a somewhat boring, basic game with those mechanics. A lot of it feels unfinished–in particular, more than half the skills are unused, and the dungeons and towns are filled with locked doors that can never be unlocked. Nonetheless, it is an improvement from Sandor and Seven Horror’s, and thus bodes well for the many Motelsoft titles we will encounter in the future.
A few things that I otherwise didn’t get a chance to cover along the way:              
An arena appears in two locations in the overworld. When you enter, you can tell the game how many enemies you want to face and at what levels. I didn’t really experiment with it, but it’s an alternate source of experience if you somehow need it. The concept is of course lifted from Might and Magic.
In what I think is an original element, a few dungeon entrances (including the last) required entering a pattern of green, red, and blue gems on some kind of plate. You have to find the correct patterns in other places.
             Arranging stones on the door of the final dungeon.
         There was one door with a combination lock for which I never found the combination. Fortunately, reader Buck reached the same point before me and figured out the answer from the game’s code.
While I’m on unsolvable puzzles, at least three times I was asked to choose from among five symbols. Choosing the wrong one killed the selected character. A tavern tale had warned me that choosing the right symbol would kill the selected character, too, if it was a man. I had to figure out the answers from save-scumming. I have no idea where I was supposed to get them.
           Do those symbols mean something?
         There’s a useful “return to entrance” button while in dungeons. If your selected character has a high enough “Pathfinding” skill, you’ll return swiftly to the exit stairs. I wish every game had this.
There are fountains all over the world map that raise attributes, hit points, resistances, and spell points, but no combat is tough enough to require them. The final island has about six.
              Okay, I guess they’re not so much “fountains” as “offers of wine.” But they’re direct analogues to Might and Magic’s fountains.
                The game culminated on a small compound on a northern island. A guardian demanded a password. What she really wanted was a pass phrase, compiled from five words given by residents in little huts in exchange for certain rare stones. The stones, in turn, came from other residents to whom I brought “stone plates” found scattered about the island. The full phrase, for posterity’s sake, is BRENUM BRANUM KANUM LUZE LEI. (Thanks again to Buck for helping with this.)           
Does that look like a “word” to you?
          This allowed me access to Xoon’s dungeon, which is called “Dark Stone Verlies.” I verified later that the “Caveportal” spell will take you there if you just know the name, meaning that a second-time player could skip a lot of stuff and just warp to the endgame.           
The game reminds me that I must emerge with Xoon’s head.
           The dungeon is the only one that has multiple levels (three) and the only one that doesn’t remember your progress if you leave and return. There was only one combat, early in the first level, with a guardian of Xoon’s named Morok (I’m sure that name was in previous Motelsoft titles). It was one of the battles that I had to fight in “strategic” mode to win. In “strategic” mode, you can position your characters around individual enemies and target them, ensuring that you can reduce their numbers faster. (“Quick” combat targets enemies randomly.) You also get more attacks per round. Between the advantages of strategic combat and the “Full Heal” spell that I’d recently acquired, the battle was quite easy.             
“Quick” combat was the wrong choice for this final battle.
         The dungeon’s second level is one of the largest in the game, full of secret doors, teleporters, traps, and a bunch of pits to jump. Eventually, you find your way to the third level and the mystifyingly anti-climactic encounter with Xoon, if it is Xoon. I’m not sure I haven’t mistranslated or misunderstood something. The climax begins with a black-faced man, flanked by two women, saying: “Ihr wollt meinen kopf, ich weiss. Nun gut wenn ihr unbedingt haben müsst. Ha ha ha. Dann sollt ihr Xoons kopf auch bekommen.”           
Nice shoepolish, Jolson.
               The scene then dissolves away, the party is teleported back near to the entrance, and in their inventory is Xoon’s head.
I translate his text as, “You want my head, I know. Well, if you have to have it, you should also get Xoon’s head,” suggesting that he himself is not Xoon. It’s worth noting that the game uses the same portrait for the master of the Dark Stone sect earlier in the game (although it also re-uses a lot of portraits). I wondered if joining the Dark Stone sect and finding the Dark Stone itself are optional, and that doing so leads to an “easy” ending where the master kills Xoon for you. This is partly suggested by an item in the game’s hint file that says, “If you have the Dark Stone, the rest is a children’s game!” I tested this theory by loading a saved game from before I had the Dark Stone and using “Caveportal” to go directly to the dungeon. (I had to buff with fountains to win the first-level battle.) But no, the same thing happens even if you don’t have the Dark Stone.          
A previous appearance by the same character.
            Whatever the case, the game ends when you return Xoon’s head to the Game Master back in the dungeon Glorys. The Game master expresses astonishment that you managed to kill Xoon, who was supposed to have nine lives, and then suggests you save your game for Part 2.
In a GIMLET, the game earns:
1 point for the game world. Ritual comes with no backstory, and while the continent and its features are visually interesting, there’s nothing in the way of lore or culture to be found here.
3 points for character creation and development. Without the separate character editor, the game unfortunately has no creation process. But the characters are quite well detailed in attributes and skills, and development is satisfying enough for a few levels, until the game becomes too easy. In the end, the character sheet is more complex than necessary given the limited game content.
           My final paladin character.
          1 point for NPC interaction. The little dudes in huts are more like “encounters” or “quests” than NPCs.
3 points for encounter and foes. Monsters are probably the weakest part of the game. Most of them are unnamed. They’re distinguished only icon and number of hit points. Because they lack significant special attacks or defenses, there’s little need to explore the game’s variety of spells. Non-combat encounters are a bit more interesting, with a couple of challenging puzzles, although nothing that approaches Dungeon Master in complexity. I liked the option to search for enemies in already-cleared towns and caves.
3 points for magic and combat. I give some credit for the two combat modes, and “strategic” combat offers some real positioning tactics. I didn’t bother to explore more than half a dozen magic spells, particularly since there are no mass-damage spells and the individual-damage spells do less damage than a physical attack.
             Buying spells in the last town. I never found out what half of these spells do and never cast half of the rest.
             5 points for equipment. Ritual adopted Might and Magic‘s complexity with inventory, where items can have multiple bonuses and features and there are usable items to sub for many spells. Again, though, combat was too easy to bother exploring most of these features, and I largely decided which weapons and armor to keep based on cost.
            This helm effectively increases my level by 1.
           3 points for economy. There are lots of things to buy–training, skill acquisition and building, weapons and armor, and healing among them. It’s just too easy to acquire enough money for the entire game within the first few hours.
            The game provides absurd amounts of gold at regular intervals.
           3 points for quests. The game has a main quest, if a little light, and a few side quests that impart extra valuables and skills.
            The party solves a side quest to return a ring, only to find that the quest giver was divorced in the meantime.
           2 points for graphics, sound, and interface. The graphics are fine, but there is no sound at all. The mouse part of the interface works well, but unfortunately the mouse part is the only part, which I don’t find remotely forgivable.
3 points for gameplay. It has a little nonlinearity at the beginning, and the total number of hours was good for its content. Unfortunately, it was too easy and has no replayability.
          That gives us a final score of 27. Motelsoft is making better, more complex games in 1992, and letting itself be influenced by the right titles from bigger developers, but it still lacks a certain sense of balance and polish. Despite the promised sequel, it doesn’t look like there was ever a Magic Tower II. We’ll see them again this year with Arcana unless I happen to pick up Projekt Terra (1991) or Sandor II (1991) on my “old” list first.
Let’s see if I can finish up Star Control II this week, too. If not, the next 1992 game is a Macintosh title called Darkwood. Looking at a couple of screenshots, I’m pretty sure I’ve played this before. If it’s the one I’m thinking of, it won’t be more than a single entry.
source http://reposts.ciathyza.com/dark-stone-ritual-won-with-summary-and-rating/
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madfictionland · 5 years
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KHIII - Strengths and Weaknesses of Nomura’s Insanity
1. Xehanort Saga’s Closure
Great:
- Axel vs Xemnas sequence and that entire battle alongside Xion and Roxas, with Shimomura’s orchestrated music - Sea Salt Ice Cream Rules!
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it was just golden and weighted heavily on me! Lots of emotions and great closure there
- Xemnas and Ansem... being awkward... it was extremely weird at first, seeing them on strange errands, behaving the way they did, no Darkness lines for Ansem, and overall the two of them kind of less important than Xigbar, for example.
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But it was actually perfect and then it all came full closure with their defeats! They were taken from their own timelines (in which they were soon to be defeated or right before the final blow?), briefed on the current situation and assigned tasks under MX. And Ansem being the most awkward because...
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no madness, no darkness showdown! Being approached by some children! it’s just aren’t his thing, clearly... Oh, and Xemnas handling the “benched” Norts as if they were his students, something that he does proudly. Pretty much the only thing that gives them both purpose after that time travel ordeal is the sense of companionship and MX’s goal which they feel obliged to pursue “because they are him” - only not really, actually. Because as it turns out... they found they did not really care, in the end.
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So yeah, in the end it’s actually pretty sad... and they fade away to be ultimately defeated in their own timelines!
- Young Xehanort being an utter dickhead of darkness (although the bad thing is... no more backstory, explanation and only minimal amount of screen time for him, damn)
I mean, seriously, I enjoy the fact he turns out to be one of the most engaging KH3 villains, so focused and bitter. When you think about it, then it makes sense since he was given great power early on and explored through time... obtaining even more power. He never met Eraqus, he never created his bizarre self-rightous grand goals to begin with... He was just... alone, traveling through time, and exploring the outside world through darkness and his dark future selfs, the future that he embraces fully. He is the embodiment of everything what’s dark about Xehanort, in some aspects perhaps even more souless than the old man himself, and we even have him take on Ansem’s role... lol
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I like his interactions with Sora, especially here.
- Goofy being smart in the Xehanort’s plot business, lol and they’re always debriefing Sora on Mickey’s encounters from BBS. Nice!
- Finally we know how Axel and Saix got turned into Nobodies - we really needed that backstory...
- The replica research plays a big part here and it serves to create vessels for hearts... with data!memories... and we even get glimpses of artificial hearts being researched now... nice, it REALLY does bring into closure all this data madness that Nomura had started
- Vanitas regenerated through negative emotions of children’s screams in the Monster world + his entire ending with Sora/Ven which was amazing - Vanitas was darkness and it was his own choice because his very nature was darkness... he wouldn’t have it any other way! but despite this, he appears to be actually humanized in the end, at least as much as a rebelious pure darkness plucked from someone’s heart can be
- Terra reveal and him being Ansem SoD/Terranort’s sidekick pet all this damn time... like, I never thought that’s a possibility... even though it does make sense...
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Now that’s the kind of crazy Nomura reveal that I like!
- Yen Sid finally takes action! WOOOOW
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- final battle with 3 main Norts, and Master Xehanort doing a fingers thingy!
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With a glorious MAD score and mix of all three bosses themes! YESSS
Bad:
- Kairi situation... although to be honest it was expected so it doesn’t weight on me too heavily, personally
- very few cutscenes/very few long dialogues and NO backstory cutscenes... now that’s a BIG flaw
- none of the time travelling stuff from DDD gets explained... we don’t know why Young Xehanort is still here despite (apparently) dispersing at the end of DDD... and we don’t even know which Norts are time travelers... and we don’t know their backstories either... how they got Norted? When? How many are there??? It’s not even clear if all of them (those that we meet in game and cutscenes) are present at the final battle because 13 figures showcased with MX prior to battle... all of them with hoods! And we know Demyx is not one for fight so maybe he bailed? Plus Vexen betrayed them? Also, Marluxia, Larxene, Demyx and Luxord were all secondary vessels... kept only due to their Keyblade War connection... so I would assume they had other more serious Norts in store? So who exactly was fighting and who wasn’t? Who was a time traveler and who wasn’t? Who was in a replica body and who wasn’t? Also, is Xigbar a Nobody or somebody Braig with Xigbar’s features? Just FUCK IT. I really like all these convoluted little details but none of this was discussed... which is so unlike Nomura...
- very little presence for MX, no backstory explored and... overall VERY anticlimatic final boss fight and weak ultimate resolution to his “big” saga
- Vexen is just too good at pretending... he really does seem like a bad guy again, who just wants to do research, I don’t buy his sudden redemption and I actually thought he was going to double cross Ansem and use him as his puppet! How can Vexen even feel anything, especially redemption desire, as a freshly cooked Nobody? lol
- Big big flaw is that many Norts were... not really Norts. What’s the point of them getting Norted if they don’t get a slight change in personality and aren’t driven by Xehanort’s purpose? It worked so well with Saix... only think what kind of Demyx or Larxene we could get if they were actually Norts. Seriously, that was disappointing. Frankly enough, we even have Demyx say this line...
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which is EXACTLY the case, he would make an interesting vessel, and I assume one capable of good fighting skills or intimidation... if only they were influenced by the entire process and written as actual Norts - important to the plot - not just some toys and Keyblade War Legacy research project for Xemnas...
2. Union X / more...
Good:
- Ephemer and all the Keyblade wielders coming to help! With players’ names shown! Just wow, this was super powerful, and great soundtrack for it too. Also, it kind of confirms my suspicion there were two Keyblade Wars? The “Lost Masters” one and “Union Leaders” (the one in which Ephemer fell, thus he is there with the “spirits” of the wielders).
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- Ven’s Chirithy, such a cute little detail :)
- The Final World - atmoshere, music and design... all of them GREAT. It makes sense in the lore + some of its design/animation reminds me of data worlds... Hmmm, could it be... some kind of bin folder on the MoM desktop?
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In any case, the future of Nomura Mindfuck seems bright
- the ending with Sora vanishing (to another plane/world?) and Secret Movie with MoM fucking conceptualizing Kingdom Hearts under the normal’s moon light, all of it in a remake of the newest FF title......
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I mean, we are one step closer to ultimate shit, right? Which would be Nomura self-inserting himself into the game as Master of Masters... and I’m all for it! XD
- seems like the time travelling Ven + other guys from Union Cross will be progressing places... diferent worlds, planes, realities? And I like it, this seems more interesting and like a fresh surge of madness from Nomura that he kind of wanted to do with Xehanort (hence time travel) but wasn’t really able... in the end. So maybe, just maybe... MoM will get a better conclusion?
- Xigbar makes it to another game. What can I say? I like him, he’s entertaining, that’s all
Bad:
- Xigbar being Luxu seems to be poorly explained, like... he ONLY pretends? Even in those Braig scenes from BBS? And when talking with YX? Really? Even though his BBS scenes were short and we knew nothing about him... it could have been done better, like maybe Luxu planted a piece of himself into Braig and pointed him towards Xehanort, but he wasn’t actually Braig? Hence the guy who gets Norted - Braig - isn’t Luxu? At least not yet? But then Luxu can take over? Well, I think that would be much better... unless there is more to it that we don’t know but i really doubt
- Maleficent, the Box, Xigbar searching for the Box... (wtf even? what MX has to say about this? what’s that box Xigbar? and how dare you hide shit from me?)
All of this... is quite different than earlier KH hints or reveals. It’s just extremely CRYPTIC. It leaves you with nothingness because the characters themselves feel like nothingness when they are forced to speak about this. I could understand it if it contributed to KH3 plot in any major way, like the box being a catalyst in MX’s plans maybe, but it wasn’t - it was pointless, so the attention it got, and they always speak about it in such vague terms... what’s the point? because that’s hardly a surprise and we knew about the box...
- Maleficent and Pete are pointless, especially pointless because the only way for Maleficent to be interesting was to explore some of her hidden (?) memories regarding her time travel experience (which she does not remember, I assume?). Instead, something was “etched”... and a black coat told them about the box... and replica Riku has an akward encounter with them... but nothing is explained or actually said in clear terms. OK, so it sucks, why don’t you skip their cutscenes then - it does NOT create a *Nomura mystery*, it just says “here is some random gibberish that won’t be ever explained because it doesn’t mean anything and doesn’t introduce anything new” A Nomura mystery would be to explain to us whether Maleficent actually remembers the box from her time travel experiences and THEN introduce a new solid mystery, like: she doesn’t remember, but there was a mysterious black coat guy who said there was a box (and there would be a flashback of this past encounter!). But at this point it seems like Nomura just completely doesn’t care, at least not in KH3
The Final Judgment: KH3 was quite a letdown (as the Xehanort’s saga conclusion) but still enjoyable and with grand potential for better mad shit in the future.
PS: Also, it delivered the greatest score in the history of KH... so that’s a win!
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authorracheljoy · 6 years
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A writer's Ask Game 1 2 3 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49
1.     Do you listen to music when you write?
Only when I’m typing up what I’ve written, honestly!
I can’t otherwise focus on the actual writing/editing if there’s music or other distracting noises so-
2.     Are you a pantser or plotter?
Plotter all the way!
I gotta have an outline, otherwise my story loses focus and that’s NOT GOOD!
3.     Computer or pen and paper?
Both, technically XD I use pen and paper for the drafting, and to get all my ideas down (and outline too of course), but then I typically use the computer for typing up what I’ve written :))
5.     How much writing do you get done on an average day?
Less than I’d like to recently :/ I honestly NEED to get a better writing/editing schedule, but my days are just so consumed by other things to take away my attention, and it sucks. Both as an excuse and just a way of getting by when I have a manuscript that needs rewrites! D:
6.     Single or multiple POV?
Single POV (at least for now? I’m really hoping to branch out with future WIPs)
7.     Standalone or series?
Depends on the story idea, really!
If there’s enough content to expand upon after book 1, I typically will plan for sequels. I mean.. The Hunters Saga started out as just a standalone with a thought-about sequel, which turned into a trilogy, which is NOW a freaking QUADRILOGY!
So yeah, it kinda depends XD
8.     Oldest WIP
As far as actual prose goes (no transcripts), my oldest WIP was called The Creatures of the Night Quartet, and… it’s TERRIBLE. Granted, I wrote it a few years before Antoinette Drake came to mind but STILL! It’s just horrible writing and the plot- what plot??
But if we’re talking WIPs that include transcript/script formats, I guess my oldest WIP would be SuperNova, which was a silly little sci-fi “story”! You can read about both of these prehistoric WIPs over on my Original Stories page!
9.     Current WIP
The Hunters Saga of course! ^^
10.  Do you set yourself deadlines?
Oh how I WISH I did that! >.>
11.  Books and/or authors who influenced you the most
There… weren’t any really? I kinda just went with it? I mean, my first books were really heavily influenced by Twilight and vampire books in general. The Hunters Saga was slightly influenced by Richelle Mead’s Vampire Academy series but that’s about all that comes to mind :3
12.  Describe your perfect writing space
All I need is a notebook, a pen, and a laptop!
The rest doesn’t really matter at all to me~
13.  Describe your writing process from idea to polished
Well, usually my ideas come from dreams, or just scenes that come out of my head :) Then I first try to see if that certain idea/scene fits into any of my current WIPs and could be potentially included! If yes, then I do so! But if not… I typically try and write more around it :) After having an expanded idea and character list, I either develop the characters or make an outline for the story idea. Either works fine ^^ After the characters are developed enough and the outline is made, I get to writing! And after that? I edit it of course XD
14.  How do you deal with self-doubts?
I try to remind my self how I became so incredibly lucky to land a publishing deal. I mean, sure, it’s not what I had planned and I have occasional doubt about my writing in general, and how people generally see and criticize my style and characters… I just gotta remind myself that I can’t please everyone. And if I have to have a goal in writing, it’s to tell a story the way I see it. Criticism is such a touchy subject, and some writers just flat out ignore that. And sometimes, that’s smart. But - and I’m getting seriously off-topic here but WELP - more often than not, that criticism turns out to be justified! I know my writing can be weak and uninteresting. But do I let that force me away from my passion? Not at all!
If you love writing and want to become a published author, you can’t do it half-assed! You have to want it wholeheartedly. You have to TRY to improve. You have to take criticism for what it is and what it might be-
OK I’m so off-topic, this is raising too much anxiety oops.. I’ll just leave it there though.. because it’s how I feel!
15.  How do you deal with writer’s block?
I do something else - listen to music, draw, watch a movie, play a game- something other than writing (which is blocked, DUH) But yeah! I tend to step away from the manuscript for a bit and clear my head until ideas come rushing back :) And if I’m working through an outline, there’s a possibility of just. working on a different scene in a different chapter other than the one I’m stuck on at the moment ;3
16.  How many drafts do you need until you’re satisfied with a project?
Usually 3 or 4, depending on how long and how detailed the drafts are :D
And if I’m REALLY lucky, I can do it in 2 but that’s actually VERY RARE for me so >.>
17.  What writing habits or rituals do you have?
I have none!
I used to try (and fail) to write a page a day I guess XD
Now I just pray that I’ll be done with my current manuscript by the end of the year :X Urrggghhh
18.  If you could collaborate with anyone, who would it be, and what would you write about?
My writing friend @mercurialsmile! We’ve attempted to write a crossover before but it never really went anywhere- mainly ‘cause of my focus on editing and both of our crazy work/school schedules :X Maybe that’ll change soon, though? I dunno but I hope they’d be willing to try again
19.  How do you keep yourself motivated?
20.  How many WIPs and story ideas do you have?
A LOT! 
I may talk about my current WIP (The Hunters Saga) 24/7 on here, but I DO have other projects that have at least some ideas and characters :) 
You can find them all HERE!
21.  Who is/are your favorite character(s) to write?
Writing Toni is pretty much writing myself, so that’s always a fun time XD
I also like writing Gavin, Kira, Hannah and Ethan, among others ^^
22.  Who is/are your favorite pairing(s) to write?
Toni and Henri aaaand Micah and Darius (which is coming soon to the series! Darius gotta be introduced first, guys!!)
23.  Favorite author
I really enjoy Stephen King now that I’ve started reading his works~ Also, honorable mention to Kim Harrison for being amazing at writing about paranormal species cohabiting the earth together
24.  Favorite genre to write and read
I love love LOVE writing romance and mysteries~
Aaand I pretty much like reading the things that I write so XD
25.  Favorite part of writing
Getting the ideas down on paper for the first time and feeling that RELIEF!
26.  Favorite writing program
Uhhhh… Microsoft Word??
27.  Favorite line/scene
The Frying Pan Incident
28.  Favorite side character
Dominic and Adam Hastings
29.  Favorite villain
Oooh I can’t say their name but mmmmm they are BAD and I love it!!
30.  Favorite idea you haven’t started on yet
A science-obsessed nerd and the head cheerleader fall for each other
Lesbians for the win!!
(basically the plot for Queen Bae, one of my WIPs!)
31.  Least favorite part of writing
The EDITING!
The REWRITES!!
32.  Most difficult character to write
Mmmmm probably Liz? 
33.  Have you ever killed a main character?
Yes (not gonna elaborate ‘cause it might count as a spoiler XD)
34.  What was the hardest scene you ever had to write?
I won’t be too specific but.. it was a NSFW scene ;;;
35.  What scene/story are you least looking forward to writing?
Uhhhmmm I don’t have one that I’m least looking forward to ^^
If I have a story, I write it. End of story.
Even if it might be crappy, I still love the idea.
I would never force myself to write something that I didn’t think deserved being written (if that makes sense??)
36.  Last sentence you wrote
Other than a bit of knowledge beforehand, we know about the same for once. 
Odd. 
Unsettling.
37.  First sentence or your current WIP
“I’m so sorry for your loss, my dear,” the man in black murmured to me, but I barely acknowledged his presence.
38.  Weirdest story idea you’ve ever had
B-but.. ALL of my story ideas are WEIRD! 
How could I possibly choose?!
39.  Weirdest character concept you’ve ever had
Aliens that puff up/inflate their bodies when angered XD
40.  Share some backstory for one of your characters
Dru was born as an only child, which is a true rarity in the lives of lycanthropes. Perhaps it was a sign that they were meant for something truly remarkable?
41.  Any advice for new/beginning/young writers?
It’s sort of what I said when I was asked about doubts?
You can’t please everyone, so don’t try to. 
Don’t pander. Don’t always give the readers what they want.
Satisfy yourself.
Take criticism; don’t try to ignore all of it. Who knows, some things might actually end up helping you become a better writer ;3
42.  How do you feel about love triangles?
I was WAY too attached to them back in the day so! 
If I have hints at a possible love triangle, I try to make it so the center of the triangle can have a clear choice as to who they’ll eventually get with (if anyone at all)! The only case I have where the love triangle kinda become a polyamorous relationship was with Nerissa, Melissa and Sergio :) Both girls had crushes on Sergio, and when he had to face those facts, he decided to help Nerissa and Melissa become friends and later- LOVERS! But anyway yeah, love triangles are hard for me to steer clear of, but I try my best ^^’
43.  What do you do if/when characters don’t follow the outline?
I get really angry at them and throw rocks.
But no. I either try to get them back on track OR I just.. let them do their thing. Maybe the characters know the plot better than I do! XD
44.  How much research do you do?
I don’t normally dive too deep into research unless the plot demands it, of course! As for the time and depth of research, it solely depends on what exactly I’m researching actually :) If I’m simply looking up Latin phrases or the names of the most famous authors of all time, it might take me a few days to absorb the info, and a week at most! But if I’m worldbuilding and creating new places and all that, well, THAT would take me a lot longer than a few days to a week! More like a month D:
45.  How much world building do you do?
Not many of my stories have worlds not set in America/Europe/EARTH! Basically, I think I only have 1 or 2 worlds that even require building, and I have so little as far as plot goes that I haven’t had the substance to work with yet :) But maybe someday!
46.  Do you reread your own stories?
Mmmm I used to? 
Nowadays I just don’t have the time for that :/
47.  Best way to procrastinate
Drawing art of my ocs instead of writing for my ocs XD
That, or making music playlists for my WIPs :3c
48.  What’s the most self-insert character/scene you’ve ever written?
Toni Drake.
‘Nuff said!
As for a self-insert scene? I don’t think that’s occurred yet? 
49.  Which character would you most want to be friends with, if they were real?
Either Ethan, Clary or Hannah! ^^ They’re all such nice, friendly people~
Oh, and Kira of course! Can’t forget her XD I’d love to go shopping with her and enjoy our silly, light-hearted conversations
Thanks for the ask, Friendo ^^
A Writer’s Ask Game
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shannaraisles · 6 years
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Inquisitor as a Companion
Tagged by the utterly adorable @ladydracarysao3! I've never seen this one before, and it was so much fun to do! Like the good lady, I went with one of my non-Inquisitor OCs for this one. It’s kind of long, so I added a cut.
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Inquisitor’s Name: Felicita Valisti
Race / Class / Specialisation: Human/Rogue/Assassin
Gender Identity: Female
Varric’s Nickname for them: Princess
Short bio: Born a princess in the royal house of Antiva, Felicita was snatched from her bed when she was six years old on the same night her twin brother was smothered in the same room. She disappeared to all intents and purposes, but was in fact inducted into the training program of the Antivan Crows. Despite a search made for her by the royal guard, she was never recovered by her family, and soon lost any loyalty she might have felt for them. Raised an assassin, she excelled at poisons and dagger skills, but maintained friendships among certain of the Crows that were considered a weakness by her tutors. During the Fifth Blight, after the apparent loss of her friend, Zevran Arainai, she was ordered to kill one of her closest friends. She refused, and disappeared again. Over the next few years, she was noted as one of Zevran's accomplices in the sudden depopulation of the Antivan Crows. She is known to the Crows as the Royal Hand - if she decides you should die, you are a dead man walking.
What would their companion card look like? Half-crouched with one dagger outstretched as though defending a shadow behind her.
Recruitment mission: Not Alone Do We Stand - A war table mission after meeting Alexius for the first time in Redcliffe. A note has been sent from "an old friend" of Leliana's, warning her that the Antivan Crows have been contracted to kill the Herald of Andraste by an unknown client. This same friend has sent one of his associates to Ferelden to counter this attack. Josephine's option is a suggestion that they hire Crows of their own; Cullen's option is to increase the guard around the Herald at all times; Leliana's option is to wait for this associate of her friend to arrive. Regardless of what is chosen, the reward is the same - influence 30, and Felicita's arrival in Haven.
When the Inquisitor next enters the Chantry in Haven, a cutscene will trigger. One man in rogue armor bearing dual daggers is held at bay in a ring of guards. As the Herald approaches, he laughs, pointing out the "ugly" mark on their hand. As one, three of the guards turn to attack the Herald - one falls with a knife in his throat as a human woman darts out of the shadows to slice the other two's throats with her daggers. As the decoy assassin squares up, she steps back and stealths, only to reappear behind him and slit his throat as well. As his body falls to the ground, she smiles, cleaning her daggers
Dialogue -
Felicita: The Antivan Crows' regards are getting a little sloppy these days. Herald: And you are? Felicita: Felicita Valisti. I believe you are expecting me. (Cullen and Leliana arrive at speed) Cullen: Herald, are you injured? Herald: No. It seems we have a unexpected ally. Leliana: Hardly unexpected. Zevran does not send unnecessary messages. Felicita: Oh, the message got through? That is helpful. Cullen: We do not need an assassin in our midst. Felicita: You had seven in your guard when I arrived. As you can see, now you have only one, and you know who I am. Leliana: The terms are to your liking? Felicita: I need no terms. This is a favor. We cannot have the blessed Herald of Andraste dying before s/he has done her/his work now, can we? Cullen: I do not like this. But the arrangement was made for your safety. The decision is yours. Herald: (accepting) Oh, I feel very safe surrounded by dead bodies. Let's keep her. Herald: (declining) I don't want an assassin at my back.
If the Herald declines, Felicita will leave and not return.
Where they would be in Skyhold / Haven: In Haven, Felicita can be found behind the Herald's cabin in Haven for further conversation. In Skyhold, she hangs out on the parapet where you meet Hawke.
Personal quests: Quest 1: On Night-Stained Wings: On the Inquisitor's first return to Skyhold, Felicita will request that she accompany them to Val Royeaux the next time they journey there. If pressed, she will admit that there is a meeting of assassins planned that she intends to crash; if approval is high enough, she will add that she knows a couple of the names on the list of those meeting and wants to dissuade them from taking any contracts in southern Thedas for the foreseeable future. The quest marker will not appear on the map unless Felicita is in the party in Val Royeaux; if she is in the party, a "Shady Character" will be present in the shop opposite Le Masque du Lion in the Summer Bazaar. Interacting with this NPC will trigger a cutscene in which the Inquisitor and Felicita crash the covert meeting. Dependent on dialogue choices, the scene will either devolve into a combat situation, or will remain diplomatic. One of the assassins identifies himself as Cordo of Antiva, and hints heavily at some assumed disloyalty to her blood in Felicita's background, which infuriates her. If diplomatic dialogue options are chosen, the assassins' meeting will break up with an agreement to leave southern Thedas to their own assassins for the time being; if aggressive dialogue options are chosen, the Inquisitor and party will slaughter the assassins gathered there. Cordo of Antiva escapes unharmed each time. Rewards - either a dagger named The King's Command, or a bow of the same name, each with +20 to Stealth. Back in Skyhold, Felicita can be asked about the hints dropped about her background, but will refuse to answer those questions, resulting in slight disapproval each time the point is pressed. If she is not asked about those hints, her approval for breaking up the meeting is great.
Quest 2: A Merry Dance: A war table mission following her first quest. Felicita has received word that Cordo of Antiva is following through on a contract made to assassinate the Teryn of Highever. Josephine's option is to send a warning and alert the House of Repose; Cullen's option is to also send a warning and a detachment of soldiers to protect the Teryn; Leliana is not available for this one. Cullen's option will result in the Teryn being badly wounded and a loss of approval from Felicita; Josephine's option will result in Cordo's men being killed by the House of Repose and the Teryn saved - both will end with a note found in Highever addressed to the Inquisitor, inviting them to bring the Royal Hand of the princess to end the game in The Hissing Wastes. When Felicita is asked about this, she will insist on accompanying the Inquisitor to the meeting place. If the Inquisitor agrees, the next quest is triggered; if not, Felicita will go alone and will have to be collected again in The Hissing Wastes if the Inquisitor wants to keep her as a companion.
Quest 3: The Royal Hand: Upon reaching the Canyon Tomb in The Hissing Wastes, a cutscene begins. Felicita will call the party to a halt and go to stealth in the shadows, urging them to continue on. If Varric is present, he'll complain about being bait; Cassandra will warn everyone to be on their guard: Iron Bull will comment on how sexy it is to have an assassin with a good rack on their side (romanced or unromanced; if in a relationship with Dorian, the mage will ask him why he's so fascinated with Felicita's assets - the Inquisitor will shush them before Bull answers). The Inquisitor will find a note and a ring in the tomb itself - the note is from Cordo, revealing Felicita's origins as a princess of the Antivan Royal House and asking if a dispossessed princess is worth going to all this trouble. It also mentions the bounty the Crows have out for her capture and return to them. There will be an ambush; once the combat is over, a new cutscene begins in which the Inquisitor can confront Felicita about her past. If approval is high enough, she will tell the truth of her backstory; if not, she will refuse to answer. Rewards - a dagger named The Queen's Request with +20 to critical hit, or a shield of the same name with +20 to defense.
Quest 4: A Dateless Bargain: (Optional) A war table mission back at Skyhold. The Inquisitor has the option of trading Felicita to the Crows in exchange for the reward. Leliana and Cullen are both available for this - neither one agree, but will provide scouts or soldiers for the exchange, dependent on who is chosen. Felicita will leave Skyhold and not return, but the end note of the mission reports that the Crows who took custody of her were found dead on the coast of Ferelden and she has disappeared.
Quest 5: Find Him: (dependent on world state) A war table mission following Adamant. If Alistair was left in the Fade, Felicita will request permission to work with Dagna and Solas on discovering a means to open a rift in the fortress once again to retrieve him. If Alistair has gone to Weisshaupt, Felicita will request a scouting party to follow him and find out why she hasn't heard from him since he left. (Nothing will come of either of these, but she will mention that it makes her feel better to know that something is being done). Both will result in Great Approval from Felicita, as well as a monetary reward.
How to get their approval: With decisive action. She leans toward the pro-mage side of things, but she will approve of conscription of either mages or templars. So long as the Inquisitor is firm in decisions, they will almost always get a slight approval from her. Flirting and playful dialogue will also gain approval regardless of gender.
How to get their disapproval: Dialogue options about her past before you gain high enough approval; siding with nobles or bowing to their demands at the war table. Aggressive dialogue when she is in the party gains disapproval.
Are they romanceable? Yes - male, all races.
Can you have sex with them? Yes.
Are they open to polyamoury? No.
If they can be romanced and are not, will they begin a relationship / relationships with other character(s)? If so, who? If Alistair is the Warden and was unromanced, Felicita will quickly slide into a relationship with him. This can be gleaned from gossip around Skyhold about the Warden and the assassin, and the noises servants have been overhearing from the tower where they have both decided to bed down. Morrigan will also pass comment on Alistair's new bedfellow if he speaks with her regarding Kieran in the garden. If the world state does not allow for a relationship with Alistair, and Cullen is unromanced, gossip will pass comment on seeing "that Antivan woman" leaving the commander's tower just before dawn on several occasions.
Who are they friendly with? Sera, Vivienne, Varric, Dorian, and Iron Bull. In party banter, she plays word games with Sera; discusses Orlesian and Antivan politics with Vivienne; tells outrageously embellished stories with Varric; advises Dorian on how to stay alive in Tevinter (and teases him about his clothing, which he returns); and flirts with Iron Bull regardless of relationship status.
Who do they dislike? Cole, Solas, and Blackwall. In party banter, she will cut Cole off every time he tries to speak to or about her; she and Solas pick at each other constantly; she drops heavy hints about Blackwall lying before the reveal, and afterward will be snide about it, especially if he is in a romance with the Inquisitor.
Special note: She is wary of Cassandra. In party banter, she will be respectful but guarded.
Companion card changes: (use a text descrip. if you have no images) Loyalty: Her figure, leaping down from above onto a red templar, both daggers in her hands. Romance: (with Inquisitor) A side view of her from the waist up, kissing a shadowed figure with a green palm, one dagger drawn behind her back.
Side Missions: Not as such, but if the Inquisitor asks her to, she will be unavailable for any party missions while the House of Repose has a contract on Josephine. For the duration of that unavailability, she can be found in Josephine's office, and will pass comment on how boring diplomacy is when there's no one to kill.
Opinions on mages / templars / how the world is going to shit? Felicita has a healthy fear of offensive magic, but welcomes healing and barriers. She does not approve of the current application of the Circles, but accepts that mages need places where they are safe from the general populace to learn control and finesse. She is also tolerant of templars who accept that the way things are is wrong; templars who don't accept that infuriate her. She believes that the world was heading for a disaster long before the mages and templars started the build up to their little war, and intends to be one of the ones standing when it is all over.
Something guaranteed to make them leave the party:   Choosing to trade her to the Crows.
Special Events:
Imprisoned at Redcliffe: How are they holding up in Redcliffe, being slowly infected with red lyrium over the course of a year? She's ever so slightly insane, commenting on how pretty she looks in red, but the second Alexius is mentioned, she will be right on board with killing him. She is also the one to explain to the Herald that they are already dead, and buying time is all they can do for them.
At the Winter Palace: Do they enjoy the party, any special events with them at the Palace? Felicita is very at home in the Winter Palace, attracting something of a crowd as Cullen does where she stays in the ballroom, near the Imperial balcony. The Orlesian nobles are somewhat taken aback by her aggressively flirtatious responses to their flirting, however. If spoken to, she will point out (way ahead of time) that there are a lot of assassin-trained retainers among the guests.
In the Fade: Their reaction upon entering the Fade? Nightmare demon’s taunt, and their response? Fear on their grave? Reaction upon entering - My dreams are never quite this shade of green. (If Sera is in the party, she will attempt to calm the other rogue down) Taunt and response - And here is the little killer queen. How many have died so that you might live? Do you really believe you can save the world by killing your fellows? - Do you really believe I'm listening to a word you say? Greatest fear - Her family. (She can be spoken to about this at Skyhold afterward - if approval is high enough, she will admit that everything she does is calculated to protect her blood relatives, but she does not want them to know she still lives. She believes they will be disappointed in her, and afraid of her, and she does not want to face that.)
Trespasser: What were they up to two years after Corypheus’ defeat? Any special events with them over the events of Trespasser? If romanced by the Inquisitor, she remains with the Inquisition during the two-year interlude. The Inquisitor can ask her to marry him, which will make her laugh and kiss them, and ask why they need to be married when no one else will ever have her heart. If in a relationship with Alistair, she will leave the Inquisition during the two-year interlude, either to attempt entry to Weisshaupt without success or to continue her attempts to retrieve him from the Fade. If in a relationship with Cullen, she will remain with the Inquisition, and will mention that he asked her to marry him. The Inquisitor has the option of encouraging her to accept, or telling her not to. Whichever is chosen, it will be confirmed in party banter (either congratulations from others or curiosity about her refusal). If unromanced, she will leave the Inquisition in the two years, and return to the Winter Palace for Trespasser "because it sounded interesting".
Other Major Events: Any other major events that happen with them over the course of the main game? If Alistair is left in the Fade (and she is in a relationship with him), Felicita will aggressively accuse you of abandoning him on purpose. She can be talked down from her anger, but will ask for a promise to at least try and retrieve him if it is at all possible.
Tagging ... @kagetsukai @sirinial @star--nymph @sassylavellen @lechatrouge673 @puddle--wonderful @thebakerstboyskeeper and anyone else who fancies it! No pressure, I'm just nosy ... and I had a lot of fun with this!
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pupuplatters · 6 years
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DANNY KIRWAN :: Second Chapter ~ 8.7 | Midnight in San Juan ~ 8.0 | Hello There Big Boy! ~ 4.5
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DJM | DJLPA-1
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DJM |  DJF 20481
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DJM |  DJM-22
Even before Danny Kirwan passed away, I thought about reviewing his albums because I consider them to be obscure gems. Now seems like a good time to pay tribute to a musician who always seemed to be unfairly overshadowed. Although Danny was never a prolific lyricist, his melodies stick in your head and his songs were always a cut above thanks to the unique touch of his guitar playing and the magical mojo that Fleetwood Mac laid down on albums such as Future Games and Bare Trees. "Sands of Time," "Tell Me All the Things You Do," and "Bare Trees" are perfect studies in economical songwriting, and Danny also excelled at heartbreakingly beautiful instrumentals, as "My Dream," "Earl Gray," and "Sunny Side of Heaven" prove. He was able to establish an atmosphere with music like no other.
Danny's solo albums are a natural continuation of where he left off in Fleetwood Mac, dropping the emphasis on the hot bluesy guitar solos of early Mac and honing the streamlined pop he began to explore before leaving the band. Second Chapter is a carefree romp and marks the beginning of what should have been a more fruitful era in Danny's career. His guitar is never really showcased as it was in Mac: it's typically low in the mix, and solos are brief. A struggle between pursuing what he was incredibly gifted at and not wanting to be a "rock star" is apparent. Second Chapter is certainly his most musically diverse solo album; a lot of colors are thrown at the wall and they all blend well together. One thing that strikes me about this era is a lyrical shift towards nature: water, fish, birds, rainbows, and seasons are all observed in the lyrics. The album cover is overflowing with grass and blooming flowers. Clearly Danny was inspired by the world around him, but this new focus also hints at isolation. As the title and album artwork suggest, Second Chapter is a bit of a story through different vignettes of love, and his affection for the natural world seems to win over interpersonal affairs as the album’s second half turns more quiet and inward. The soupy production is Spector-ish with soothing strings, honking horns, ragtime pianos, and down home banjos creating a garden in springtime where the listener's mind is free to wander. A tasty lead fiddle welcomes you to a great big hoedown in the opener "Ram Jam City,” a song that contains the spark that makes Kirwan’s best songs so magical. As it unfolds, Danny playfully chases a frisky filly while guitar and fiddle dance with percussion that sounds like horses clomping in time. The joy of the moment can almost be touched as a choir of harmonized aahs leads the parade home. I don’t think Danny sounded so exuberant before or after. It’s a magnificent production, courtesy of Martin Rushent. The playfulness continues with some wonderfully weird scat singing punctuating the vaudevillian "Odds and Ends," a quick little snapshot of an eccentric junk shop. "Skip a Dee Doo" contains some fine country guitar pickin' during the break and strengthens the case for Danny's versatility (see also "Sometimes" from Future Games). The title track is a very British-sounding easy rocker that Al Stewart could have brought to the Top 20. “Lovely Days” and “Silver Streams” both showcase Danny’s skill with gentle, folk-influenced ballads. I'm not sure why "Best Girl in the World" was omitted from the US pressing of the album (the version I grew up with), but it’s a bit of a trifle and removing it from the record accentuates the attention toward nature. "Cascades" contains a gorgeous weave of acoustic, lead electric, and what sounds like a baritone guitar with a lyric in the chorus that suggests loneliness, a theme that would continue on the next albums. I've always wondered about the strange oscillating panning on "Hot Summer Day" and a couple other cuts. It sounds like someone's kid snuck into the control room and started turning knobs without anyone noticing. The production borders on overkill (one or two less string arrangements would be nice), but Second Chapter is the strongest representation of Danny standing tall as a solo artist. Released in 2000, Ram Jam City collects raw mixes and alternate takes from the Second Chapter era. For fans, it's a real treat to listen to, containing false starts, clearer vocal harmonies, and instrumental parts that didn't make the album. The CD presents its title track in two different forms and confirms its status as a brilliant little nugget. The instrumental version sounds just as good as the album cut, and the second version sounds like an alternate mix of the original recording at the correct speed, a touch slower and less manic than what appeared on the record. 
Midnight in San Juan is Danny's best sounding solo album: bright, natural, and uncluttered. Other than the occasional bongo and keyboard, the instrumentation is strictly drums, bass, and guitar. It's a bit looser too: you can hear Danny count off in a song, and in another, it sounds like he's humming to himself. The quality of the material is not far from its predecessor, but the lack of any bells and whistles shines a light on the lyrical thinness of the songs. The sonic cleanness of the breezy opener "I Can Tell" is as refreshing as its numerous hooks, and Danny harmonizing with himself on the vocal is wonderful to hear. It may be his attempt to write his own “Take It Easy.” "Life Machine" evokes a heavy, late '60s psych vibe, while "Rolling Hills" and the title track continue the haunting mood of Kirwan's Mac-era instrumentals, although they aren't quite as impactful. The latter sounds like funky movie music with some very '70s synths as the focal point. His reggae cover of "Let It Be" is OK and confirms his McCartney influence, but I would have preferred a Danny song. It happens to be in the same position in the track listing as Second Chapter's "Mary Jane," another reggae exercise that is superior to my ears. The gently swinging waltz "Angel's Delight" is truly a delight, containing some essential Kirwan poetry and beautiful interplay between bass and lush guitar in the instrumental breaks. The introspective "Misty River" opens with an acoustic guitar playing the melody, but oddly, synth takes over for the solo section. Although Danny didn't seem to want the spotlight, he still made all the pieces fit. The remaining songs are generally strong, but I get the sense that Danny went on autopilot at this point. The balloon of inspiration lost some air. The outro of "I Can't Let You Go" contains some of Danny's final hints of lead guitar brilliance on record and the track fades far too quickly. He seems to be on even footing for the duration of the album, but the hallucinogenic closer "Castaway" veers off the course. I've always found this track to be disturbing and its placement on the album metaphorical, a tumble off of the wagon after a period of stability. A creepy droning synth is featured heavily, and Danny's almost freaky guitar vibrato is used to maximum effect. Tension builds as the beat goes to double time before skidding into a manic refrain: its screaming guitar part and confrontational vocal sound like a genuine descent into madness. The song may have been intended as an official sign-off by Danny. It certainly feels like it, even though he owed DJM one more record.
Midnight in San Juan was released as Danny Kirwan in the States, and this version of the album contains some thoughtful liner notes by Richard Hogan. An excerpt:
A consummate pop craftsman, Danny couples layers of instruments with poetic conceits depicting the magic of a world many are too busy or jaded to notice. His new songs couple spring-clean the airwaves - you forget you're indoors when you're listening to them. Shafts of sunlight, forest creatures, romantic encounters surface and re-surface as emblems of hope on the singer's horizon. But the nature imagery isn't artificial, doesn't become frozen in a still-life tableau - rains fall, winds blow as if Kirwan knows he has no control over the things he finds idyllic. 
1979 was a weird time for the Fleetwood Mac family. Tusk was a brave double-disc curveball from the corporate headquarters. Jeremy Spencer went hippie disco-folk on his album Flee. Bob Welch tried sparse new wave on The Other One. According to various reports (including an anecdote in Mick Fleetwood's autobiography), Danny Kirwan was homeless. His last album, Hello There Big Boy!, is an unintentional portrait of mental illness. He doesn't look well on the album sleeve, and the record itself seems to represent giving up: side 2 is rather brief and just sputters and dies at the end. Danny musters all the emotion that he can, but he seems detached and less focused. The record contains only four new Kirwan compositions. Producer Clifford Davis was likely the mastermind of the album's vibe: a more straightforward, smooth late '70s sound with background singers, electric piano, and the occasional string arrangement. The backstory of Danny's struggle is hard to ignore and makes the album an uncomfortable listen, but I treasure its highlights. "Wings of a Dove" is signature Kirwan, deceptively simple (only one verse and chorus, repeated) but completely enchanting. Even at a low point, he was capable of magic. Equally intriguing, "Spaceman" cruises in a similar vein and sounds like it was written and recorded in the same session. Danny's hope circles the drain in "Caroline," a painful dirge about a failed relationship (reportedly, his marriage) that's oddly followed by a goopy ballad that opens with "You are the one who makes me happy." Continuing the awkward track sequencing, "You" is followed by "Only You," a high-octane blues-rocker from the Fleetwood Mac days that's given the neutered yacht rock treatment here with wah guitar and Vegas horns. Compared to the fire of the original and lacking the killer guitar hook it contained in the refrain, it falls rather flat and was a poor choice for a single. I wonder if recording the song was suggested by Danny or a tactic by Clifford Davis to keep Kirwan engaged in the album. Hello There Big Boy! is rounded out by material from a few of the musicians who played on the album. The best of the outside material is probably "End Up Crying," a convincing lite rocker that would have had a decent chance on the radio. For me, the highlight of "Gettin' the Feelin'" is the very obvious bass guitar bobble at the top of the 2nd chorus. "California" is a simple little ditty contributed by Clifford Davis and vocalist Dana Gillespie. That's an odd collaboration. When Gillespie made her vocal contributions to the album, Davis could have asked her if she had any song ideas because he was so starved for material, and they may have patched "California" together on the spot. A rather lovely homage to the Beach Boys, "Summer Days and Summer Nights" is a duet with Gillespie and it concludes the record somewhat strangely. At the close of the song, Danny ends his vocal phrases quickly, as if he was dying to get out of the studio. The final repeated line "Now it's time to say goodbye to the magic in your eyes" makes the album's finale (and the end of Kirwan's career) that much more sad. It would have been nice to have Christine McVie instead of Gillespie on the track to provide some closure and give the album a bump in exposure, but at this point, it may have done more harm than good. It seems Kirwan wasn't equipped to deal with fame, and unfortunately, it either caused or irritated his personal problems. Clifford Davis claimed to have utilized 87 musicians to get the album done, but the credits list only one rhythm section with several additional musicians on vocals, guitar, and keys. I have to think that it's a fairy tale because he has been quoted as not liking the album and it makes for a funny story in that context (unless he was referring to string players who are heard on several tracks), but it's worth noting that his own work on the project didn't exactly elevate it. The mix at the beginning of "You" is head-scratchingly bad, and several production choices on the album are highly questionable. The album is such a far cry from the euphoria of "Ram Jam City," which kicked off Kirwan's solo era with great promise only four years earlier. After his third solo album, it was clear that Danny was not coming back. I was very sad when I heard that Danny Kirwan passed away. It was odd to see the online articles about a seemingly sensitive and private man who hadn't been heard from in decades alongside the shallow media fodder of today. I'll always remember many years ago when my dad and I were driving around my hometown in December looking for a Christmas tree with my cassette dub of Danny's music providing the soundtrack; around the same time, being complimented on my developing drumming skills as I played along to "Midnight in San Juan"; a bit later, being thrilled about hearing some true rarities on Ram Jam City. My record collection has experienced quite a bit of turnover through the years, but I've never considered parting with my Danny albums (including my highly treasured test pressing of Hello There Big Boy!). Everyone holds certain artists in high esteem because their music means so much more than a faceless tune you whistle along to in the car, and Kirwan is one of a few of those top-shelf musicians for me. To this day, I consider his body of work to be very underrated, but thanks to being part of one of the most popular bands in history, his obscure solo work will be in a good position to be found and loved by curious fans.
July 5, 2018
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brakken · 6 years
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I finished Life is Strange: Before the Storm Episode 3.
Thoughts below the cut...
-spoilers for Before the Storm and Life is Strange-
In a lot of ways, it was very close.
I think Deck Nine have done an incredible job with telling a story that essentially didn’t need to be told.  I appreciate the effort and dedication to make it feel like the same Arcadia Bay we’re familiar with. I love that it’s embellished further in some places, even when it’s just hinting at something. I’m truly grateful for some of the ways that Before the Storm has augmented its predecessor. And I’d like to give HUGE praise to Rhianna Devries for delivering a great performance as Chloe.
There is a lot to like in this game - though I think it became weaker with each episode.
The main plot pieces of the previous episodes rely a bit on their promise of a big payoff, and that sadly isn’t here in ep. 3. In the first episode’s ending, the mystery woman sits and smiles as a wildfire blazes. Mid-ep. 2, she exits Frank’s van, turns, and gives Chloe an unsympathetic look. By the end of that episode, she’s revealed to be Rachel’s birth mother, and when we discover her backstory in ep. 3, we find out she’s a recovering addict and just wants to meet her daughter. All these elements, to me, were speaking of a deeper conclusion than what we got. We’ve seen fragments of a manipulative nature in Rachel - how much of that is an inherited trait? What was Sera’s involvement with Damon and Frank if she claimed to be sober? Where was all this leading to?
When we finally encounter her properly, she’s a damsel for us to rescue, and when we converse, she’s only used to re-affirm the father’s plea - to cast more immediate doubt onto the final choice. I didn’t see the ending where she reunites with Rachel, but I saw that the timestamp on youtube puts it at 48 seconds of content, so I can’t imagine she’s elaborated on much, there.
It’s a shame because I think there was a lot of strong storytelling being done on the Rachel angle, and I felt that having a plot that wasn’t too connected to the original game was the right move. But all-in-all it pulled too much focus away from Chloe.
I’ve talked about why I was finding choices difficult in this prequel. How I felt conflicted about what Chloe would do, vs what I thought was best for her, vs where I knew the story would eventually end up. The final choice echoed this, too. In an odd way I found this one more difficult than the final choice of LiS. There, I knew there was no way I’d let go of Chloe. But here, even though the consequences were less severe (read: void, since we know it changes nothing), I still found it tricky. The story had been leaning very heavily on protecting Rachel from the truth in this episode, to the point where it practically seemed unavoidable. I remembered Chloe’s graffiti from the original game: ‘everybody lies, no exceptions’. I pondered on Chloe’s insecurities and inability to face hard truths. So I picked the lie.
And then I immediately remembered how hurt Chloe is when she discovers Rachel had been in a secret relationship with Frank. How she trusted Rachel with everything and no-one else. How isolated they both were. I sat with my decision and watched those events play out, while already planning to replay the whole episode just to alter my final choice.
Which I did. And while I felt picking the truth was in line with my version of Chloe, I was let down by the ending. I was let down when everything played out almost exactly the same.
There was a lot of hubbub about the first game’s ending - receiving criticism for not taking your choices throughout into account. While I understand the sentiment, this wasn’t a huge factor for my opinion on the final choice. What I appreciated about it (compared to games like The Walking Dead S1, and The Wolf Among Us) was that the endings were notably different from one another. This style of game seems built on choices that are arguably meaningless, but Life is Strange gave us one that mattered - a final branched path.
Before the Storm clearly took the criticism of the first game in mind and tried to craft the endings to avoid that. But in doing so, it became an ending with even less meaning, at least for me. Instead of the final choice leading down severely different roads, all it changes is how the closing montage begins. Does Rachel sit with her family, happy but oblivious? Or do her parents argue and punish themselves for her learning the truth? The rest of the montage scenes are either unchanged or specific only to earlier choices. It left me unsatisfied because it turned it all into one grey ending. It became the end of an episode, not the end of the full game. It made me feel like the final, most important decision was just one more yes/no option.
I get why it’s like this, and I get why from a production standpoint, any more nuance wouldn’t be feasible. But I wish there had been something more to both decisions. I think it’s really great that there is an epilogue for each of the smaller stories, that change depending on how you played them. But they need to be second-tier to Chloe and Rachel’s epilogue - all of which remained the same, save for the beginning.
I would have liked to see a callback to the wildfire, somehow. There’s a moment in the hospital where a firefighter mentions that it simply put itself out. Another small hint to the supernatural aspect of Rachel. I loved all these little hints, and I loved that they never trespassed too far over canon or over Chloe’s journey. But to better solidify the different endings, maybe it could have been played with more. If you tell Rachel the truth, the fire surges up again from her torment. And if you lie, it extinguishes fully, calmed by her ignorance, maybe we see some green returning to the park... or maybe it’s put out by a sudden onset of rain. The fire is over, but the storm is coming.
I’ve been trying to think what I would change about this game, even in small ways, that would make it overall a stronger piece of LiS story. I think I would have given Frank’s role to someone else - probably someone new. A few of the reappearing characters from the first game felt forced in solely because we knew they were familiar with Chloe before she reunited with Max, and while I appreciate the attempt to have Frank break out of that cameo feeling, I actually think he would have been better off on the sidelines. His portrayal in this feels inconsistent and uncharacteristic to how we meet him in the original. Here, he protects Chloe from a villain with a knife, while in his first scene in LiS, he pulls a knife on her. I think if they’d kept Frank in the margins, with more of that drug dealer presence, and given his role to, say, Thunder the bouncer, or even someone entirely new, the narrative would have been stronger. It would allow them to keep Frank true to Chloe’s later opinion of him, and also keep the players guessing as to the fate of this new character. There’s no threat when Frank is grappling with Damon because we know he survives. But with someone different, heck, maybe if you choose badly then they are actually put in danger.
I’m don’t like looking at this as an alternate timeline - I think that’s sorta unfair to Max’s role and influence on the story. So as far as recurring characters go, I think Joyce and David are used the best, both in consistent portrayal and how they affect Chloe here. 
Due in part to their indeterminate fate, I think it’s BtS’s original characters that stand out most for me. I had a lot of fun interacting with Steph and Mikey, and figuring out how to handle the Drew situation. Skip’s story was cute, and it was cool to see Samantha involved with a pre-established character. Just a shame that most of this was sidestory stuff or inconsequential.
I’m glad they took Eliot in a different direction from Warren, though I’m not really sure what it was they wanted, there. A consistent theme in the game is the subtle and sometimes overt ways that Rachel manipulates people to get what she wants, and how Chloe’s regard for her is potentially hurting as much as it is healing. Eliot confronts Chloe about this directly, but it soon spirals into his ulterior motives and he becomes a threat. While I thought this was consistent with the way he’d been portrayed in earlier segments, and I understand that villainising that opinion works to delude Chloe further - I also wonder if it would have been more interesting to have Eliot genuinely concerned for her safety. I wonder what sort of player choices we would be given in that situation, and if the developers could still have convinced us to side with Rachel.
I think setting this story over three days was a mistake. I had this same feeling in the first game, but the reason it worked there was because Max and Chloe were reuniting. There were years of backstory that were coming up to the surface in that short week, and so all the events, all the emotions, had that much extra weight and believability because of it. Rachel and Chloe however, are meeting essentially for the first time, and their budding connection feels rushed over the course of BtS - culminating in Chloe making life-changing decisions for Rachel and risking her own life on day three of knowing her. Maybe it was intentional - maybe this was to exemplify the irresistible magnetism of Rachel. But I still think if it had been set over three weeks or even three months, there’d be more room to accommodate the relationship. As it stands, it’s all too close to Max and Chloe, with none of the history that makes it effective.
The post-credits sting just felt... mean. And not in a clever, foreboding way. If they wanted to close out with a reminder of where the story goes, they could do it with rumbling thunder, or a rain cloud off the coast of the lighthouse. Because this game wasn’t called ‘Life is Strange: Before Rachel Gets Kidnapped and Killed’. Rachel was more than her fate, and so was the original game. That ending put me back in the worst place that the first game takes you, and that just upset me.
I’m... not actually sure what Life is Strange is without Max. Maybe that’s why this game felt like it couldn’t ever truly hit the mark for me, even with my grievances over the original. Even though it was a game about saving Chloe, LiS was all told through Max’s lens - often literally. The parts of BtS that I was latching onto most were those that mentioned her. Chloe’s journal, her old texts, the dream segments...
And while I’m on that subject - I felt the metaphors got a bit confusing in this episode. My understanding of William’s dialogue in ep.2′s dream segment was a warning of the burning passion Chloe felt for Rachel (the fire), and a promise of the stronger connection to come with Max (the stars). Yet in ep.3, stars are also connected to Rachel, making her the storm, the fire, and the night sky. I just... felt like we lost a bit of focus there, or maybe I just interpreted it wrong. And was the Raven kinda absent from most of this ep?
I’ve been considering doing another full playthrough to see if anything becomes clearer, this time with all different choices (something I found impossible in the original LiS). We’ll see. I’ll let it rest for now, and see what ‘Farewell’ brings.
Even with all my hangups about both games, it’s always a shame to leave that world. There’s so much I love about it just on sensory levels.
My favourite moments from this episode were:
-Sera’s backstory. Loved the callback to the viewfinder.
-Playing tabletop again. I teared up when the story began reflecting the LiS ending.
-Seeing Chloe happy, even if it’s temporary.
Deck Nine pulled the weight with this game. While I’d predicted I would come away conflicted no matter what, I’m still thankful for the parts that they got right.
Wishing and hoping for great things to come.
As always, thank you to anyone who took the time to read these thoughts. Here’s a drawing <3
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aion-rsa · 3 years
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Why Kid Cosmic Is About “People, Not Powers”
https://ift.tt/3an0ID5
This feature contains some spoilers for Netflix’s Kid Cosmic.
After exploring the stretches of space, wonder, and imagination in shows like Foster’s Home for Imaginary Friends and Wander Over Yonder, Craig McCracken returns to the realm of superheroes with Kid Cosmic, a more direct, comic book-esque take on the genre than his first smash hit show, The Powerpuff Girls. 
The show stars Kid, a young boy who finds a set of superpowered stones, and from there, all heck breaks loose. In the midst of fighting waves upon waves of aliens and creatures from other worlds, however, is an earnest, realistic story about a boy dealing with grief, and the small town that unites behind him through it all.
Den of Geek got a chance to chat with Craig over email about the show, about what it means to be a superhero, and how Netflix allowed for Kid Cosmic to explore that in a more mature, “all ages” way that’s arguably beyond the scope of most animated kids shows.
Den of Geek: Kid Cosmic is about a kid who is so engaged in comic books that when a set of super-powered stones literally lands at his feet, he wants to be a real superhero, arguably at some pretty significant costs and risk. What influenced you to come up with this specific premise? How do you view this, and the serial, thematic nature of it, against the immense number of superhero based media in the world today?
Craig McCracken: I was inspired by the supreme confidence that kids have at that age. I, like a lot of kids, dreamt of being a superhero when I was young, and in my fantasies I was always amazing and really good at it. I had that same confidence with my drawing when I was young. I drew all the time, I studied every cartoon and comic I could get my hands on, and I had the passion to do the job. I couldn’t understand why I had to grow up and go to art school before I could have that career, I was ready for the job at 12! 
The answer was that I wasn’t good enough yet, I had way more to learn (still do!). So I took that personal childhood experience with my drawing and applied it to superpowers instead. The thing that I feel sets Kid Cosmic apart from other hero-based media is that it’s focused less on epic hero mythologies and more on the smaller human stories. In writing the series we always reminded ourselves it’s about the people not the powers. 
Style wise, the show is heavily indebted to the classic comic book/serial look. The framing and storyboarding; the uses of fonts in the credits; the nifty end cards with the characters on fake comic books. One thing I’ve noticed, specifically, is that the movements at points were jumpy, as if frames were missing. Was that a conscious choice? Do you think that adds to the look and feel you’re going for?
A lot of the choices that we made in Kid were based on the fact that these are real people in the real world, they aren’t cartoon characters. So with the animation we avoided overly smooth and flowy actions or lots of squash and stretch, things that you associate with “cartoons.”  If an action felt natural on 3s or 4s we kept it. 
New Mexico as a setting is an inspired choice. There’s something freeing about its wide expanse of desert, but also terrifying in its (from a kids’ perspective) unexplored nothingness. How do you think the setting reflects the themes?
It’s not specifically New Mexico but sort of a generic rural southwest desert vibe. It could be New Mexico, it could be California, it could be Arizona, basically it’s a remote enough place where a spaceship could crash and not a lot of people would know about it. The other thing that is nice about the desert is that it forces you to tell a story about the characters because there is no surrounding environment for the characters to get distracted by, it’s a flat empty stage to play in. It’s also alone in the middle of nowhere, sort of like Earth is in the greater universe. 
This is, relatively speaking, darker than most kids animated shows. It has pretty brutal alien deaths, and while they’re dispatched in unique ways (colorful blood, “de-rezzing” out of existence), they’re still a bit more intense then what’s usually out there. How was Netflix in responding to this? Do you feel there may be a kind of commentary here on how sensitized kids may be to the kind of violence they witness in superhero comics and films?
Again that’s the reality creeping in, even though there is fantastic stuff happening, Kid Cosmic doesn’t take place in a fantasy world. Danger exists, the stakes are high. This just increases Kid’s struggle and makes it more real. At the beginning, Netflix said this isn’t specifically a “kid’s show” it’s an all ages show that can be watched by young viewers, families, animation fans, anybody. So from their perspective, anything that you might see in a big summer superhero movie was fair game. 
I want to talk about the Kid himself, who, to be blunt, is a lot to handle in the first few episodes. The approach seems to be that the Kid needs to learn a lesson about humility and what it means to be a “true hero.” But I’m also fascinated by his tragic backstory. It’s portrayed vaguely, but hints at his motivation. Do you feel that keeping the specifics of what happened to the Kid at arms’ length works to prop up the theme?
I wanted to tell a story about a real kid and kids at that age aren’t perfect. They make mistakes, they may be a bit intense or selfish and are hard to deal with sometimes. It’s part of growing up and maturing. Often heroes for young viewers are portrayed as aspirational. They always do and say the right things. I wanted Kid to be more realistic and relatable. 
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As far as his backstory goes, my father passed away when I was 7 so what motivates Kid to want to be a hero is very close to me. We felt he should have a more sincere motivation in wanting to be a hero other than it would be fun and cool. It had to come from a real place and losing his parents and wanting to stop bad things from happening felt more true. Keeping that part of the story at arms’ length was a way to keep the overall tone of the season balanced. Even though Kid carries this real and heavy weight around with him, we didn’t want it to drag down the overall fun and energetic tone of the series. 
Stuck Chuck is portrayed as the Kid’s conscious – specifically, his self-doubt, his frustrations, his lies. Can you go into more about the conception of this character?
Frank Angones, who I did early Kid development with, and I are both huge Buckaroo Banzai fans and we were talking about a scene that got cut out where after the Lectroid ship was destroyed Buckaroo found some random Red Lectroids left behind who forgot to get on the ship. We thought the idea of having to deal with random aliens was hilarious. So we applied that to Stuck Chuck, and what started out as a joke turned into an absolutely essential character. Chuck is not only a constant threat to Kid’s life but he is a constant threat to his confidence. He’s like an anti-Jiminy Cricket and is one of my favorite characters in the show. 
Later in the season, there’s a big twist in who the real villains are, and in the process, the depiction of superheroic antics are pushed up to a ridiculous degree. It almost feels like a winking satire of the whole “Space Force” thing. Was that intentional? Do you think there’s a tension that exists between the depiction of superheroes and their connection, however tenuous, to a military aggressiveness that merits more discussion?
I get asked that a lot, but I came up with Earth Force Enforcement Force long before Space Force. Aggressiveness is the right word. As a fan of superheros I’m tired of being told dark stories about heroes more focused on fighting and winning wars than actually helping the innocent victims of those conflicts.  I miss good guys that are actually “good guys.”
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The ending, to keep things vague, is a pretty sudden transition from the initial premise. If granted a season 2, what other themes would you explore? Do you think you’ll be able to keep a solid grasp on the true nature of superheroics, if you place them in a new setting where over-the-top superheroics would be necessary?
We want to explore other ideas of what it really means to be a hero. If season 1 was “heroes help” what other aspects are essential to be a hero? So we plan on exploring that idea but through the experience of some of the other characters. Namely how does a teenage waitress from Earth suddenly lead a team of regular people to save the universe? Again it’s about the people, not the powers. 
The post Why Kid Cosmic Is About “People, Not Powers” appeared first on Den of Geek.
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