corrupted godhood. reluctant false messiah. prophecy as a creeping all consuming malady. does the oracle see the future or make the future? the horror of trapping yourself inescapably on purpose. the chains of destiny dragging you towards the path you are fighting tooth and nail to free yourself from. there never having been a chance to begin with. no other choice to make. but making that choice regardless.
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I think there's no greater indication that disco elysium is sympathetic towards communism when it literally says "communism is failure" and then the literal gameplay itself rewards trying and failing. The most obvious one being the Shivers check at the FELD mural, which is an Impossible 20 check BUT opens itself up again and again the longer you spend in the world doing things, but even just looking at sheer probabilities, for any given white check, rolling first and THEN putting a point into that skill upon failure is more likely to grant you success than putting a point first and then rolling, but that would require failing first.
Other things too: Precarious world saying you'll 100% fail red checks no matter what (not necessarily a bad thing, btw!! throwing the boule into the sea is a success but like. in some other ways one would want a perfect petanque throw instead. but people wouldn't typically assume that failure is desirable sometimes from the start) persuading you to accept that you'll fail some things that is irrevocable, for a world where everything is just a tiny bit easier.
The faux game over screen when you faint after reading Dora's letter— emulating a sense of failure on the scale of the entire game. When it rolls up most people go "What?? Game over?? No way, what did I do wrong!!" and waking up after that, with no huge or lasting impact on Harry's health or morale really tells the player, "Sometimes things will seem so bad that it all seems like it's coming to an end, but it's not the end, it's really not the end, go drink so water, you can still go on despite this failure"
I'm sure there are other things as well that are eluding me but like. The literal gameplay rewards failing and succeeding far more so than simply succeeding every single time, and I think you get a fuller experience of Elysium that way too
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Something that I've noticed ever since the Smiling Critters were introduced is that they can so easily be paired off into complementary duos, ones that are specifically designed to teach children fundamental lessons about life and self-care from two different angles. It's really interesting to me.
Like obviously you have Dogday and Catnap, with their sun/moon, dog/cat dichotomy, that stress how important it is to have fun and get things done during the day, but also that it's important to wind down, relax, and get a good night's sleep.
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Bubba Bubbaphant and Craftycorn were introduced as a duo in the Smiling Critter show's intro, and their dichotomy is quite obvious. They are basically the right and left sides of the brain personified. Bubba is the left side of the brain, logical, analytical, focused on math and science. Craftycorn is the right side of the brain, creative and imaginative, focused on the arts and self-expression. They represent learning and academia in all its forms, the different ways people engage with and understand the world.
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Hoppy Hopscotch and Kickin' Chicken form the sportsmanship duo. They are both portrayed as enjoying sports and the outdoors, but in different ways that highlight the different ways sports can be played and enjoyed and also what it entails to be successful at them. Hoppy Hopscotch may be loud and impatient, but she is also a team player, shown in her willingness to slow down her fast pace to make sure none of her friends are left behind. Kickin' Chicken, on the other hand, is laid-back, relaxed, and chill, the described "cool kid" of the group, but he's also described as having a ton of perseverance, more of a "slow and steady wins the race" type of person.
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This leaves Bobby Bearhug and Picky Piggy as the last pair. Fittingly, these two are all about how to meet the fundamental needs of yourself and others. Bobby teaches children how to nourish themselves emotionally through showing and receiving care from others, while Picky teaches them how good food is important to nourish the body and soul. Depriving oneself of either of these things only makes oneself and therefore everyone around one miserable, because those fundamental needs are no longer being met.
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Like fr, this is some pretty genius marketing right here. You have enough characters that every kid will have their favorite, but not so many that any would get lost in the shuffle, because the lessons each one of them would teach would be integral to the group as a whole. It really makes me that much sadder we saw basically nothing of the Smiling Critters during the game itself, because Mob Games struck gold with this concept, only to ultimately do nothing with it. :/
But I guess that's what fandom is for, eh?
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