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#hm. things to think about.
vagueconfusion · 1 month
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Feeling real ridiculous for not having realized that Baron's "stark father" was the Nightmare King until now
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fawnarchive · 6 months
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mutuals i am your biggest fan do you know. do you know. i love the things you make and the things you say and your selfships and YOU very dearly and you make my day better
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a-dauntless-daffodil · 2 months
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imagining Charlie having an Oh moment when she finds Vaggie napping in a chair one day, early on, with Razzle and Dazzle sprawled out over Vaggie like they're trying to cover as much of her small body as they can with their own even smaller ones-
Charlie pulls out her phone and stealthily inches closer for a picture (she's doesn't' wanna wake them she swears) (she's just never seen something so cuuuuute-)
but a floor board squeaks and Razzle cracks an eye open to glower while Dazzle shushes her
and Charlie stops
There's another Oh... moment, because they've never shushed her before. They were brought to life to keep her safe and they've always only cared about that one thing- it took months for them to stop following Vaggie around the house suspiciously, like they always did with anyone Charlie tried having a relationship with, like a pair of silent, plush guard dogs-
(glaring at Vaggie from shadows, from across the table at breakfast and dinner, from the pillows directly over her head when Charlie finally convinced her maybe sharing a bed would help with the night terrors)
-but that'd all changed, at some point. Only, Charlie hadn't noticed until now
now she does. Now suddenly, she wonders
Charlie creeping over on silent, careful hooves, to gently stroke between the tiny wings of her childhood friends, looking from them to Vaggie's relaxed and sleeping face (getting a little lost watching her, for moment) (reaching out to tuck back a strand of the hair Vaggie is growing out long, accidently stroking Vaggie's cheek, forgetting to take her hand away afterwards) (the longer hair is hard not to play with, she excuses)
Charlie leaning in and asking Razzle and Dazzle, in the softest whisper-
"....are you keeping her safe for me?"
a pair of soft little churrs rising up in answer. Two little plush demons, snuggling closer to Vaggie as Vaggie frowns in her sleep, shifting restlessly, stirring-
Charlie freezing bc she has NO idea what to say if Vaggie wakes up and finds her- well. looming kinda?? while Vaggie SLEEPS???
it feels different than just already being there when Vaggie wakes up in the night, different in how waking up like that was normal when they'd gone to bed together, but crouching down to STARE at someone like this, with your hand still on her cheek, scared to move it in case that REALLY wakes her up when she DIDN'T get much sleep last night and DIDN'T wake you up that time for some reason so you couldn't snuggle her or make her feel better and now you might startle her instead or make her feel awkward which you hate- you don't want her to ever feel awkward around you-
it doesn't matter though
because Vaggie settles down again, as Dazzle croons quietly and Razzle reaches out a little paw to gently press her arm
she used to jump and flinch a little every time she saw them
when did that change?
these days she flicks little snacks at them from off her plate, no matter how many times Charlie reminds her they have their OWN plates and their OWN donuts and are just begging to get ATTENTION, the little show-stealers-
(not like Charlie's doing that too by complaining) (noooooo) (not like she grins like an idiot when Vaggie smiles and says cute things deserve a little extra attention, while looking over at Charlie instead)
these days any annoying demon who comes looking to curry favor with Lucifer (or trying pulling one over Morningstar's "naïve" daughter) gets pinned by THREE dangerous glares while waiting at the door for Charlie to hurry downstairs and meet them
(or rather shoo them away before they say something too not nice and Vaggie grabs her spear while Razzle and Dazzle get within ankle biting range)
when she thinks about it, things have been different for a while now
better. They've been better, and Charlie still doesn't know when or how it happened, and maybe that part doesn't matter so much anyway
in the present, Charlie takes the chance to retrieve her hand (reluctantly..) so she can slip off her jacket and tuck it around the three of them- Razzle, Dazzle. Vaggie- her two old friends and one new but very important one-
important enough to be considered part of her, by them as were created to protect her
and that's a new idea too. but she likes it a lot, she thinks
she likes being part of a family again
-
Vaggie wakes up a good solid two hours of nap time later with Razzle and Dazzle draped over her like furry boas and Charlie's head in her lap, a former Exorcist absolutely COVERED in cuddly demons-
she stays completely still for another hour more afterwards, stiff neck be damned, watching the three of them sleep. Smiling.
.... (it's only the three of them, later)
(when vaggie flutters up and finds razzle curled up on dazzle's memorial, the night after the battle. when she tucks him into her shoulder and heads back to her and charlie's rebuilt room. as a relieved and teary eyed charlie scoops him up and the three up them huddle together under vaggie's reformed wings)
(it's only three of them... but part of why charlie cries that night is knowing dazzle did his job- vaggie is still here)
(dazzle did his best. and for everything charlie lost, the old hotel, too many of the cannibals who followed her, almost all the egg bois, sir pentious, dazzle himself, the faith that she could solve all this without anyone getting hurt...)
(she didn't lose the part of herself that'd held her together the night before the battle, held so many other times, through family calls and failed meetings with heaven) (she didn't lose vaggie-)
(and some of charlie's tears that night, for dazzle, are grateful)
(he died trying to keep charlie safe. and he did. he did)
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candle-scm · 5 months
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happy zukki week everybody
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so. so fukuchi implicitly believes fukuzawa incorruptible or at the very least the one he trusts in most, by agreeing that dictatorships are poisonous and yet still entrusting him with one order. but the intro to fukuzawa’s backstory we get is that he ultimately was changed by the nature of the assassinations he undertook; that he quit because he was starting to enjoy the killing. the ability to remain impartial and resist corruption of being is tied to the ability to step back from power. to step down when you’re ahead. but fukuzawa can no longer do that can he.
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fandomunsexyman · 5 months
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SVSSS is a novel with a fandom.
[ID: A Scum Villain edit of the "missing the point" meme. A bullet arcs from velinxi art of child Shen Jiu kneeling while furiously glaring. The bullet says, "People are not entirely one thing or the other and holding them to these extremes ignores the complexities that come with their humanity." It arcs over the head of a person across from it, who ignores the bullet and exclaims: "Wow!! Shen Jiu's only crime was being mean and was wrongly hated!" End ID]
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amaranthdahlia · 3 months
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[chapter 408] extended cut - sewer chase scene
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agentravensong · 1 year
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someone must have made a post about this already but. is this, like, a universal metaphysical quality of shopkeepers in dr that seam knows about???
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beaulesbian · 9 months
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stemmmm · 4 months
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Close to a year and four rewrites later, I present to you...
Stem's Thoughts on the Game Design of Harvest Moon on SNES
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I’m not going to lie, if you don’t like farming sims, you won’t like this one. At their core, every farming sim (at least in the rpg genre) is nearly identical, and that’s because of this game. In a way, I might dare to say that Harvest Moon for the SNES is the perfect farming sim because it has every one of the usual elements in their most simplified form and it just works straight from the get-go. It works so well in fact, that after this game came out in 1996, four more entries to the series were released before the year 2000.
If you are someone who does like farming sims, I can’t recommend this game enough. It’s simple and to the point, with a fast pace and enough random events and points of intrigue that the game kept me relatively engaged for my whole playthrough.
Also, by nature of this being the first game and therefore hard to cover concisely and by nature of taking so long to write this... it's long as hell! Enjoy! :) <3
I can’t say my appreciation of this game doesn’t come with a few caveats. I’ve intermittently played HM games all my life, starting with the GameBoy port (GB1) all the way to Pioneers of Olive Town, so while I don’t know exactly how the series has evolved, I’ve seen it at some of its earliest and at its latest. My vague childhood memories of GB1 (a game I didn’t own and didn’t play much of) were that it was pretty sparse and bland, so knowing that this original game was allegedly the same thing but with a little more content, I was expecting the bare minimum. I was prepared to never even be able to leave my farm, but the first thing the game did was shuttle me off to the nearby town and blocked the exit until I talked to everyone there. 
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(Maps of the town, mountain, and farm via The Spriters Resource)
You learn everything you need to know about the game right here at the beginning; Firstly, that this town is small as all hell and has hardly anyone in it aside from the five girls you can marry and their immediate family members. The next thing you’ll learn is that there’s a fence on your farm, and you need to be taking care of that. Of the few repetitive lines of dialogue any given person in town has to share with you on any given day, a fair amount are devoted to reminding you to fix your fence, to make sure it’s in good repair. There was just a big storm so watch out! Remember to check it every day! Are you chopping enough wood? Because you’ll need it for that fence!
I’m being dramatic of course, you aren’t reminded about it that much, though the thin variation of dialogue means it comes up a lot. The emphasis on your fence does exist, and it isn’t for nothing: while it doesn’t matter as much if all you do is grow crops– if you keep animals, the game tells you that the ideal thing to do for yours and the animal’s happiness is to put the animals outside to graze. Animal feed bought from the livestock shop will keep them fed, but it's nothing compared to fresh grass grown on your farm. You can’t even buy animals without a certain amount of grass planted! And sure, you can cut the grass to store for later, but it’s at its best straight out of the ground. However, the way the game is programmed, the animals only eat when the day rolls over, so putting animals outside for the day and taking them in at night isn’t an option, and on top of that, there’s things that come out at night that can hurt your animals. This is where your fence comes in.
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The Utility of Fences
At the entrance to your farm is a cluster of buildings: your house, a small lumber shed, a barn, coop, and silo, a tool shed, and an old, dried up well. Just barely surrounding all of these is a little wooden fence that looks more like a row of upright logs than anything else. Despite this farm having presumably been abandoned, the fence is in perfect repair. You’ll quickly discover that the fence as it is won’t work out; there’s hardly space to plant anything within it, and with the well dried up, you’re forced to hop it to get to a water source to fill up your watering can. It’s pretty clear that you’ll need to expand your fence, and it’s easy to do with all of the tree stumps littering the massive field that it’s blocking off. 
On top of needing to expand the range of your fence, the individual planks eventually will rot away and leave useless stumps. They show up more frequently after rain or a large storm. The posts don’t rot away completely so they have to be manually removed, but replacing them is as simple as smashing the old post with a hammer or ax and popping a new post in its place. It becomes a very natural part of your daily routine to run a lap around the farm’s perimeter before you go to bed to make sure everything looks safe and secure. It’s a good way to ensure your animals are put away and debris is cleared out, too! It slotted very nicely into my daily schedule until a certain point.
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With how much time you have to spend hopping over the logs to get to the rest of the area too large to fence in, you might be tempted to leave one out of place for easier traversal. When night comes, it’s clear why that would be a mistake. Sometimes when you go to bed, you’ll hear your dog barking. It’s a small detail, one that took me a long time to notice because I didn’t always play with the sound on. There are wild dogs that prowl around the wilderness surrounding your farm, and only at night do they dare to come close. Your dog, if left outside, isn't able to do anything other than warn you of their presence if they show up. There’s nothing to notice during the daytime if it happens, unless you happened to leave one of your animals outside. There was one night that I left my chickens outside, having thought my fence was in perfect order and repair. I went to bed and heard the dog barking, followed by a horrible crunch. When I went out in the morning, I saw where my chicken had been before, it had been replaced by a pile of feathers. On the north side of my farm was a rotted fence post I’d failed to fix. 
The Reality of Fences
After losing my chicken, a cluster of pixels on my screen it may have been, I didn’t feel comfortable leaving my animals outside. I didn’t want to take a risk again, the sound and sight of feathers was upsetting enough. On a more logical note, the chickens didn’t even lay eggs if left outside so there was no value in it. Cows were a pain to put back inside the barn too, because of some silliness with the game’s collision. As much of a disappointment as it was to not have my animals roam around, it was just easier. At the time, I was focusing on upgrading my house anyways, so I didn’t have time to take care of my animals outside where time would pass when I could use that time gathering wood, and everything I had was being saved up for the house so I didn’t have any extra materials to repair my fence with. My fence was all rotting away. Because it was inconvenient for getting to my crops, I started smashing all the old posts as they went, too. That’s when I noticed something: the wild dog wasn’t coming anymore.
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I didn’t pay much attention to it until I was looking up a completely different mechanic and discovered a forum explaining how the fences were broken. Rotted posts attracted the wild dog, they said. It didn’t matter if you had gaps in your fence, or even a fence at all–in fact no fence was the best kind to have because the mere existence of posts that could rot was a liability. 
I was hesitant at first to test this concept, after all there wasn’t much I could gain from it. My chickens wouldn’t lay outside, and my cows would be too challenging to get back in if the forecast called for rain. The thing that got me to finally try it was when I was trying to hatch more chickens. My coop felt like a nightmare to navigate due to its current population. I wanted less animals inside that I had to feed, so I threw a couple chicks outside–they weren’t laying yet anyways. Lo and behold, the dog didn’t come. More days passed and more animals were left outside, and it never came. My fence had rotted until there was nothing left at all. No dogs could ever come to my farm again. And I realized that the game’s own insistence on its mechanics was all a lie.
How You’re Told To Play - How The Game Lies
Of course, my animals didn’t stay outside. For a minute it was fun having a crowd of cows milling about while I tended to my crops, but letting them wander free and uninhibited made it impossible to find and milk all of them without any trouble, and there were the rainy days to watch out for. After the novelty wore off, they went back inside and stayed there. The thing is, that didn’t make a single bit of difference in how much they liked me compared to how they were living in the barn. On top of that, they didn’t seem to care whether I was feeding them grass or store-bought food either, though I mostly stuck to the grasses since they were cheaper and easier to get. Nothing about how I was told to care for animals really mattered past feeding them every day, petting it and maybe brushing it, if it was a cow.
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It gets worse. The most basic aspect of the game is the fact that time passes. The story takes place over 2 and a half years, running through each day until the end, and these days last from 6AM to 6PM according to the game’s own internal time setting. After 6PM, all of the shops aside from the bar will close and you lose the ability to sell anything as you’re told it would rot in the shipping bin overnight, so there’s nothing to do but sleep until the next day. Issue with this is that when the days stop at 6PM… they just stop. Time doesn’t flow anymore. The game doesn’t give you any kind of clock to know the exact time it is until after you’ve upgraded your house, so all you have to go by before that is the color of the environment and whether or not your character has played an animation to eat something (you’re automatically fed when you wake up, at noon, and at night). I discovered this because I was curious if I could actually see the wild dog by staying out, and left the game running for probably 20 minutes in real life only for nothing to happen. Because of the time freeze, the time after 6PM actually becomes really valuable for farm logistics. You can’t sell anything, no, but you can pull up all the weeds on the farm, water your crops, fix your fences, feed and care for animals if you hadn’t already, and harvest wood for fences and house upgrades which would have taken a lot of valuable time to get during shipping-hours. The only thing that gets in the way of doing all that is you running out of energy.
Your energy is what allows you to use your farming equipment like your ax or watering can. Running out of it doesn’t mean you fall unconscious or anything, but your character will play an animation of them stumbling over and will fail to use any tools. The most obvious fix to this is to simply go to bed, as sleeping gives you a full recharge. You can also, however, recharge it by going to the hot spring on the mountain, or by eating food bought at the restaurant in town or foraged for in the forest. You can’t tell easily how much is refilled, as there’s no visual indicator like a health bar, but you’re able to eat more than once, and jumping into the hot spring seems to count whether you did it or not more than how much time you spend in there, so you can hop in and out a couple of times and call it good. 
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Individually, time freezing at 6PM and energy being endlessly replenishable aren’t bad things. Even together, they’re not the worst. Having free time to focus on profitless chores is nice, and I think it’s important to be able to replenish your energy in case you have a limited amount of time to do things like for example, cut all of your grass before winter kills it. What makes an exploit out of these is the fact that the resources in the forest will never run out. Every time you re-enter the forest, all forage items and tree stumps are respawned. The infinite amount of forage makes for infinite energy refills, and could also make for an incredible money exploit if you didn’t have a very limited amount of time to ship things. You don’t have a limited amount of time to cut up tree stumps though. If you wanted to, you could run up to the forest after 6PM, chop every stump, then simply reload the area, and everything’s back. You can get all of the wood you would ever need to fully upgrade your house in one night. It’s a bit of a grind to do all at once, but it’s a grind you’d be doing over time anyways. It’s not the worst exploit in the world, since you still need money to pay for the house upgrade, but arguably because of how you have to focus your energy elsewhere for most of the game, the wood is the harder thing to get. Additionally, when the game has very little to do in both fall and winter due to the lack of crops, this exploit takes away just about any reason to play those two seasons other than to take care of animals. It’s an optional exploit of course–as all exploits are–but once you learn about it, it’s hard to resist the desire to get the grind out of the way all at once and mess up the pacing of the game.
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The Charm of the Game
Learning that the fences were completely broken as a mechanic was a huge disappointment for me. From the moment I got a grasp on how the game was supposed to work, I wanted to eventually surround my whole field with fencing and keep my animals outside so I would have some life on my farm while I worked. I didn’t just want this, I was excited for it! This was something I’d never done in a farming sim that didn’t already manage putting animals in and out for you like Stardew Valley or newer Story of Seasons games do. My routine is always the same: I go into the barn and coop to tend to each of my animals, I take care of my crops outside, then run straight to town to talk to everyone, and go to bed. The change in routine that would come from taking care of the animals outside and patrolling the fence every night felt fresh to me. It made me feel that even though this was the first game of its kind, it was different and required new things of me. But in the end, I played it exactly the same.
Harvest Moon is still very different from all of the games that followed it, though. In many ways, it’s because it has less “stuff” in it– both in terms of items and things you have to do. But I wouldn’t say that it feels incomplete. Harvest Moon runs over the course of 2 and a half years before your work is evaluated. Until that happens, you have the ability to farm four different crops, you can raise both cows and chickens, you can upgrade your house to have more features, upgrade your working tools, build relationships with the townspeople to a small extent, go to town festivals that happen each year, and you can get married to one of the five girls living in town with whom you can have up to two children. Everything that you would come to expect as a fan of games like this is already here from the very first iteration. The most notable lack this game has, and one that seems to be completely unique to this game, is that there aren’t any crops in the fall or winter, which means that unless you have animals, there’s a whole half of the year that you don’t have anything to do. The game is clearly aware of this though, because in an average playthrough, this is where you’ll start to run into the story events.
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There isn’t much of an overarching story in the game, past the general concept that you’ve run away from home to work on an abandoned farm. The conclusion rests on how good of a job you actually do. In between those two points are smaller events, usually tied to when you get tool upgrades or special ones for each of the romantic interests. The first event you’re likely to run into happens on the very last day of summer, where one of the woodsmen comes to your house in the morning to ask if you’re okay because he heard a huge crash at night and you should check your farm. What I found was that a tree in my field had fallen over, and its remaining stump had a big empty hole in it. When I inspected the stump, I was suddenly underground in a cave filled with loud and industrious music, and I was faced with two, little green people–Harvest Sprites, though I don’t know if they’re called that yet here. One asked me if my scythe worked well, and when I said yes, told me that they had made it and that I should check my shed tomorrow for a better one. Other tool upgrades are obtained in similar fashion; one comes from feeding a starving sprite a mushroom and another comes from another hole in the farm opening up to reveal another part of the cave system that has a couple of hints on how to unlock other things. 
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The events for romantic interests happen at less scripted times, as they’re tied to how strong your relationship is with each girl. Each girl only has one event, and it only triggers when your relationship is high enough that you would ask her to marry you. The events usually take up a whole day, and don’t necessarily add much to each character. Ellen’s revolves around how she’s no good at keeping pets– something established on your second day at the farm when you get your dog from her, Eve’s hammers in her fraught relationship with her grandpa, and Ann’s is about losing the chicken weathervane, or “weathercock” which sits on the roof of her workshop and goes missing every time there’s a storm. Conversely, Nina and Maria’s scenes bring up entirely new events that bring up a number of questions while providing no answers. Nina disappears while looking for a medicinal plant because her mother is apparently sick, and Maria vanishes for days until you find her hiding away with the woodsmen for some reason. All of these events, whether they share new information or not, manage to add some greatly appreciated depth to each character by giving them more room to speak and be sincere than their short and repetitive day-to-day dialogues do.
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The dialogue in this game is simple, to the point, and sparse– probably because there was only so much memory that could be reserved for approximately 15 people who all have multiple lines of dialogue, and only so much money to pay someone to write more. There is simple dialogue that doesn’t tell you much more than “hello, how are you” would, more dialogue that I’d label as tutorial text, and a few lines that I truthfully couldn’t understand well because of the sub-par translation this game received for english. The dialogue that exists to inform the world really manages to create a unique vibe though. Nina’s dialogue, almost always about plants, goes into forays about how they’re creatures with wills to live, too. Ellen’s uncle who runs the ranch shop tells you that it’s much better to feed your animals fresh grass if you try to buy any from his store, and if you decline to purchase he laughs as if he’s won something. There’s even dialogue referencing the silent player! Multiple lines exist to comment on him not paying attention, and inspection prompts have people telling you not to touch something rather than being an item description. It was the last thing I expected, to get the same level of personality out of the main character as I did from each of the girls, albeit very subtly. He went from a kind of nothing, self-insert into being what I perceive to be a hyperactive boy, akin to a border collie who was let out into a field of sheep for the first time–the exact kind of person crazy enough to take on an abandoned farm and succeed.
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It’s these short little character details that bring life into the game. Each day, you’ll really only see one line of dialogue from each character, be it new or old, with that dialogue usually only changing if there’s a change in season or festival coming up. The repetitive, pretty mindless routine of the game can turn into a sort of meditation if you let it, where you spend your time working thinking about the folks in town and what they had to say to you the previous day. The developers took this concept in stride and gave the side characters loads of dialogue about life, about God and religion, and about… very basic morals, but morals nonetheless. It’s a children’s game after all. When you take the thoughts, questions and prompts the characters give you back to the farm to do your long and tedious routine, you have to ask yourself– what are you working so hard for? For the feeling of accomplishment? Recognition from your peers? For the sake of some higher power, if you worship one? For me personally, it was to write this essay, but it was also for a good grade on the high score screen at the end, so to be honest a lot of this stuff was lost on me until just now when I was reviewing the game to get screenshots.
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Setting The Standard - Why You Should Play HM SNES
You may read all of this and still think, well, it doesn’t sound like the game has much in it. And you would be right, it’s a very small game, but it’s also extremely quick. On average, my days only lasted about three minutes of real life time. Everything flew by, and I think I finished the game in 20 hours or less. I barely got a chance to notice that there wasn’t much going on because every second of my day was spent busy doing something, and when I wasn’t busy, the break was appreciated. I didn’t start to run out of things to do until I was finished with the second year, and when I looked up what I needed to do to get a decent ending, I was already most of the way there. It was easy to push through those last two seasons to get to the end, and it was so, so worth it. 
As I mentioned earlier, the game ends with a high score screen, meaning it has to track all of your accomplishments. These include, but are not limited to: the number of things you ship, number of each crop you grow, number of animals you have and how much they like you, how upgraded your house is, who you married, how much all of the girls in town like you if you didn't get married, how many kids you have (which basically equates to how long you were married), your happiness score (increased by going to festivals and decreased by having animals die), and how many times you’ve pet your dog. In addition to these being tallied up and presented to you, you get special cutscenes not just for each one of these accomplishments, but additional ones for if you managed to do even better! I got a cutscene for having a cow, followed by one for having lots of cows, followed by yet another for having cows that loved me! Watching them play one after the other felt like taking a victory lap even without getting the best possible result. Seeing all of my numbers come up at the end made me want to try again to actually get those other cutscenes, not to get to see them, they’re so easy to find on Youtube, but because the game made it feel like an accomplishment! If I weren’t following this game up by immediately playing its GameBoy port, I absolutely would have started a new file right away. I’ve been playing the Harvest Moon series since I was a little kid and this was the first time I’d actually managed to beat one of these games. I struggle to think the finale of any game following this will feel as good as this one did.
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I started writing this whole thing about the fences because it was an easy and silly entry point to get into my core issue with the game, and so I could have an opportunity to dig into game mechanics and the way the knowledge you have of them will completely alter your playstyle, because that’s all fun and interesting for me to talk about. Another reason why I focused on that was because it was near impossible for me to pick any kind of focus point when talking about this game. After all, I’m trying to study a whole series of games that spans multiple decades, and this is not only the first game in that series, but a game that created the whole genre of farming sims and defined that genre so thoroughly that you can see its DNA in every single game that followed.
 I didn’t expect much to come out of my experience with this game. My expectations for it before I even picked it up were that it was going to be basically featureless, as informed by my experience with one of the first games I ever played as a child, Harvest Moon GB, which I will get into next. This game was not that at all. I think that everything it did manage to get working right came together just about perfectly. Harvest Moon is exactly what it wanted to be, and where it wasn’t, it lied about how it worked to try and make you play the correct way anyways. When I believed that lie, my time playing was even more enjoyable. Maybe if farming worked just a little bit more like how you’re told it’s supposed to, and if there was just a little bit more story, those would cover the things I felt wanting for the most. But maybe a little flexibility and ambiguity is a good thing. Maybe actually maintaining a fence is just too hard, and maybe if the girls were more fleshed out, I wouldn’t be able to enjoy filling in their gaps in my head.
There are many more things I could say and wanted to say about this game, but this has grown far too long already so I'm cutting myself off here. I'm sure my later entries aren't going to get near this length. If you managed to get to this point, thank you so much for reading!
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queenerdloser · 4 months
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i just finished dark heir
#me foaming at the mouth during the last chapters: HE IS! FUCKING! SAVING YOU!#i am huddled around will kempen hissing like a mama cat none of these fuckers are allowed to look at him#dark rise#okay but like. cyrian at literally every moment in the book you see will anticipating things and making connections#that you never make. doing things like a leader & being fucking smart and strategic. and your dumb ass really thought.#hm. must mean i shouldnt listen to him about the magic staff that can literally stop the end of the world. must be evil.#me: [screams into the abyss]#i know i cant expect characters to react like readers and they DID all react like i knew they would but god it was so infuriating!!!!!#and heart breaking! god!!!! god!!!!! will reliving his mother's initial betrayal over and over and OVER again#and thinking about all the little moments we get where the novel tells us: if these 'evil' characters had just been accepted#instead of tossed aside maybe they wouldnt have fallen. if they had been protected instead of killed maybe they would have#become protectors instead of killers. maybe if will's mom hadn't tried to butcher him for the sin of his own birth#he wouldn't have been so scared to tell people he lied to them.#anyway im not normal about will kempen and if book 3 doesnt give me his friends fucking accepting him i'll kill someone#me looking directly at visander: i dont care how charming you are i'll murder your ass about it#i read this book in like 5 hrs im being very normal about it
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thinking about puppet!Home. also thinking about that tidbit saying that Wally had to learn how to be gentle first as to not break things. combining both for maximum effect
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lollytea · 11 days
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I need to watch Sharpay's Fabulous Adventure to reach my final conclusion on if she's even attracted to men
#girl help i keep thinking about sharpay and ryan being each others only friend growing up#theyre not very good at interpersonal relationships#romance is foreign to them. they dont care about playing romantic interests because they only view romance through the lens of theatre#fake. not real. an act to entertain an audience. so they dont understand why it would be weird#neither of them have ever kissed anyone#sharpay likes things that make her look better#because her whole life is a performance#so she wants troy because hes a shiny accessory to her#thinking about hsm 2 where once again when she tries to perform a romantic song (with troy this time and not her brother)#she still barely fucking looks at him#all of her attention is on the (nonexistent) audience#and ryan. ryan hm#ryan usually performs alongside sharpay#its usually an in universe performance. theyre on a stage. theres an audience#and all of his attention is on pleasing that audience#an exception to this is during the gay baseball song#where theres a different kind of audience BUT#ryan barely looks at them#most of his attention is directed solely to chad#talking flirting teasing being cocky and annoying but clearly addressing him directly through most of the song#first time this has happened with ryan. take that as you will#ANYWAY i can see sharpay as completely uninterested in romance but she hasnt realized that about herself#and she THINKS she wants it. because she sees it as glamorous#or maybe shes a lesbian i dont know#she might be a lesbian#the deciding factor is sharpays fabulous adventure#if she has chemistry with the guy in that movie then shes just repressed and clueless#if she doesnt shes aro#or possibly lesbian
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un-pearable · 1 year
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as true as the jokes about “everyone wants to rewrite ninjago” are i feel like smthn people forget when complaining about the inconsistencies of the show is that…. it wasn’t planned? it’s not like most other animated shows lately - it didn’t start with a deeply fleshed out world or a meticulously designed pitch bible with grandiose plans for a long-term story or character arcs. the ninja don’t originally get their powers from heredity because they weren’t hereditary powers yet. the magic system doesn’t make sense bc they literally just made it up as they went! they go back and forth on stuff like whether non-elementals can learn spinjitzu bc it’s a collaborative piece of media made by people with vastly different levels of control over the story, the animation, the sets, etc. that varied over the course of the series. it’s totally understandable and exciting to see so many people reworking the early stuff with the lore and logic later seasons introduced but i personally feel that… if you’re doing that. you need to understand why the show is like that instead of writing it off as being bad and shitty. it was working with what it had. it’s only what it is now because of that awkward troubleshooting phase, not in spite of it
#ninjago#text✨#you’re 100% allowed to criticize the show but i keep seeing people complain about the inconsistencies about like. their parents giving them#their powers especially. like yeah cool that wasn’t a thing yet? they have different origins than the non-core elementals#because in the real world that idea hadn’t even crossed their minds yet! the original story was a more traditional fantasy narrative of#normal people rising to the occasion and *gaining* powers through their own feats. the fact that they changed it later doesn’t mean#it was necessarily bad to begin with or that it’s something that should be mocked#idk just. there’s a lot of hostility in some circles about this stuff and it makes me kinda sad. enjoy the complexity of production and how#series adapt over time. it’s part of why the show is so interesting to me#that essay i wrote had a whole bit juxtaposing the attitudes about technology in rebooted and prime empire and how they reflect greater#cultural trends between 2013 and 2021. it’s SUPER interesting and yet a lot of people only talk about it to make fun of how ‘bad’ it was :(#this isnt to say i don’t enjoy some of the retcons. the changes to their meetings with wu in s8 are genuinely really interesting! i love the#changes to cole’s backstory. i think his mom makes him in the early seasons even better! i’m just saying.. be respectful? nobody *tries* to#make a bad show. ages and ages of time and dedication were put into what ends up on your screens. it’s all human love and creation.#as goofy as it is#okay sry got all anthropology there but hm. been thinking about this for a while. apologies for being the local annoying early seasons fan
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16-jarrah · 7 months
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stop reblogging posts that are bait for self deprecation, whether it's intentional by the op or not. (stuff like "BE HONEST are you pretty or not"/"would your fav actually like you IRL? tell the truth"/etc you get it hopefully.) i get when people do it to vent but you're not helping yourself or anyone who's following you who would be tempted to use said post to be mean and cruel to themselves in the tags or w/e. don't give anyone, including yourself, that kind of opportunity or avenue. i don't even get why people make these kind of posts. again, i get if it just blew up accidentally, but you're on The Blogging Site so be more mindful about what you post.
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hermanunworthy · 11 months
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CHOOSE UR CHARACTER!
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tysm for 100 followers!! i decided to finally solidify my hermie designs and make a fun little reference sheet of sorts w all of them!
(update this is so old now and ive made quite a few changes to my hermie designs since this agkdj)
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