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#hope that clarifies it <3
citruslllad · 10 months
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friends who beat the shit out of cops together
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One of my favorite hobbies is sending increasingly salty snapchats about the historical accuracy of romance novel covers. Here’s a few of my faves:
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And, drumroll for the worst one I’ve ever seen …
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(Now with part 2 and part 3)
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bookwyrminspiration · 9 months
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@dragoncookies i was struck by a vision and had to follow it through 🗿
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constantvariations · 4 months
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For a show that's supposedly about female empowerment, it's odd how every major female character is heavily influenced by men
Women whose fighting styles are based on men: Ruby (Qrow), Yang (Tai), Cinder (Rhodes)
Women whose ideologies are based on men: Weiss (opposition to Jacques), Blake (same as Ghira)
Women whose stories are almost completely intertwined with men: Nora (personal arc was figuring out who she was without Ren), Pyrrha (almost every scene with her prior to V3 was with Jaune), Emerald (almost every scene prior to v8 was shared with Mercury), Salem (motivated by Ozma's death, cursed by idiot brothers)
If the writing cast reflected the character cast, we probably wouldn't have this problem
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sweetmage · 4 months
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Since Larian sadly didn't make Abdirak a camp follower or recurring NPC I had to resort to drastic measures 😤 He even plays fetch and... uhhh...
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gojosbf · 5 months
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something that intrigues me is that gojo didn't know that it was someone else using his friend's body because it's something I always have doubts about. 1 Could it be that he didn't really kill geto he let him escape and geto died on the way because as far as I know geto didn't have reverse energy. 2 didn't gojo know that there was a sorcerer called Kenjaku who his technique is to steal the bodies of other sorcerers. 3 Why was he unsure at that moment if he was sure he killed Geto. I appreciate if you answer my questions. thanks.
suguru died in front of gojo, he only delayed burying of his corpse because of personal reasons and technically the one who killed geto first was yuuta and by the time satoru arrived suguru was already dying. Also gojo definitely knew about reincarnating sorcerers and curses but since kenjaku is a thousand year old cursed user from an era when satoru did not even exist we can safely assume he was unaware about his existence. As to why if he was unsure geto was dead there can be three reasons
1.
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so his first thought could've been that maybe suguru was hiding himself (this comes as a correlation because after turning into a cult leader one thing that geto did not do was hide his presence from gojo whenever he was at any crime scene, he put everything out in open).
2. The belief about what if suguru had absorbed a curse similar to mahito who was capable of manipulating soul and body.
3. Hope and love are tricky things maybe none of this crossed his mind, maybe in that second, in that moment all he could think of was that his best friend is alive and standing in front of him.
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voldheart · 9 months
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this is the real godmaster lore .to me
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glitterblooded · 5 months
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Some perspective/emotion practice
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um tbh I think it's embarrassing that im just now using multiply layers considering how long I've been drawing digitally
but now that I have tasted it I don't think I'll ever go back 😭🫶 never been more happy w my art before omgg
Close-ups:
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CARBON LORE: Carbons
What are carbons? Carbons are biomechanical beings that are “Artificial Humans” in a sense while having organic traits like humans like flesh, blood, etc. They are also part machines capable of replacing their limbs with robotic implants and parts with ease. These can range from simple implants to drastic full body overhauls. Carbons are more resilient than they look. This allows them to take more punishment than regular organic beings. However, in certain cases, Carbons can manifest unique variations that weren't there in recent times Some possess animalistic traits or abilities that are similar to their reploid predecessors but remain to be seen. They are also known to adapt to the environment of the island that they reside on, depending on the weather, state, etc. Like any other lifeform they can eat, sleep, contract diseases, get injured and die.
In terms of reproduction, where Carbons came from can actually vary. There are two types of Carbon creation: One method is when Carbons are born, similar to how lifeforms are born through conception by two parents. This type of carbon is called “Organic” because of how it is born, this type is basically the major population of Terra. The second method is more complicated than the first, which is artificial creation. Because of their robotic nature, they can be created from scratch using specialized technology and genetic coding known as "Anthro Unit." The Anthro Units are extremely rare because most of them are possibly found in specific ruins or, commonly, in Elysium.
There is a third method called RE:birth. It's more akin to anthro units being created, but there is a distinction as a form of resurrection rather than creating new life, it requires two key components: an empty carbon shell and a unique ancient artifact called a Biometal. The biometal must house the soul of an ancient warrior of the past in order for the process to be successful. What the process does is fuse the biometal to the carbon body, permanently giving the ancient soul a new body. The appearance of the individual is a reflection of the soul’s desire or resemblance to their past life. Currently, the knowledge of RE:birth and the methods is shrouded in mystery, as only The Master himself is the only one who developed this process of bringing Biometals to physical form.
Hence why they are “Biomechanical” as they aren't fully organic nor, at the same time, robotic. Essentially, they are a completely new species that completely destroys the line between man and machine itself.
On average, carbons are known to have a regular lifespan of 150 years if they remain in their organic form or longer if they decide to go full on machine.
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ca-cupid · 2 years
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so with the upcoming (official) release of g3 of monster high can we please not criticize people for using she/her for frankie
g1 and g2 frankie still uses she/her
people will most likely be referring to older frankie who was never nonbinary, this was just a headcanon
All the different gens have different canons to them so depending on what gen you are referring to frankie uses she and they pronouns
Some older fans who don’t keep up may not even know about frankie using they/them pronouns in g3
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Hrmm... Revising my game and I feel like there's still sooo much writing left to do, for something that probably won't even amount to much, so.. I do want to narrow my focus more (especially given my health problems seeming to get worse/less energy the past few years), but I'm not sure how would be best to...
I currently have 5 characters as the Main ones with full planned questlines and such, with each character having 6 quests you can do for them. But I haven't really started the writing for the 5th main character. So then I was thinking, if I were going to write 6 full quests worth of content anyway... is it better to allocate that time on just doing a Complete 6 Quests for ONE single character, OR would it be better to do something like.. choose THREE side characters and do 2 quests for each of them? So that people have a wider variety to interact with and sort of sample around (of course with the idea that, once the first version of the game is released, IF people actually care about it enough to make it worth the effort, I would then add additional content to complete those 3 characters stories as well)
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SO... If you were playing an interactive fiction sort of game centered around talking to & doing quests for a cast of characters (like there's no larger plot, more it's just about interacting with people, every character kind of has a self contained story, the focus is just learning about them and the world and exploring the area) --- Which would you rather have?
(and of course it would be stated up front which characters have only partial questlines, so people don't expect them to have full quests like the others and then get disappointed, or etc. etc.)
Basically, is it better to just focus in specifically on having one fully complete questline? Or for there to be a few stories that are not complete yet, but have more initial options available?
#I guess I just feel weird about investing too much into characters if possibly nobody will like them. so the idea of being able to sample#around a wider variety opens up the option of like 'hey even if neither of these 4 are your favorite - you have 3 other options soon too!'#or whatever. BUT I also am very anti-the trend of releasing half finished games or shit like that where people preorder and then#the game sucks on actual release and isn't fully playable or good until 5 updates later#HOWEVER.. those are giant companies with hundreds of employees and millions in funding. I feel like it's different for someone#if they're just like ''hey I am getting zero money for this and doing it entirely on my own in my free time and before I do like 50+ hours#of work on top of the 100+ hours of work that I already did - I would like maybe to at least see some proof#people are interested in this - so I'm releasing the game with like a small amount of the originally intended content removed#that I still have planned out and hope to add later and the game is still entirely done and completely functional#except for just a few quests I might add later.. sorry'' etc. etc. ??? like I think that's different. but maybe some people dont see#it that way and would still be like 'grrr.. how dare there be unfinished options..>:V" idk#And the nature of the quests is such that it's not weird to have it be partial like.. again.there's no major plot. it's not like the quests#are leading up to some dramatic thing and having them half done would make it feel like a cliffhanger. It's meant to be very casual just#chilling and doing little tasks and such. And last thing to clarify I guess - by 'side character' I don't mean taking some unimportant bac#ground character and forcing them to have quests. I mean like.. originally the game had 8 full characters and I thought that was#too much so I cut it down to 5. So I still had everything planned for all the side characters too. Id' just be like.. re-giving them#quests and focuses that were already planned from the beginning but that I got rid of.. former main characters banished to the side lol..#ANYWAY... hrmm... hard to decide... It's just so niche I think. I feel more and more like I should just get it to a 'proof#of concept' state and get it out there to interest check rather than invest in it soooo much for nothing. Because I really do not have the#tastes other people do or interact with games or have interest in things in the same way. A lot of the stuff that I love (slow. character#focused things with basicaly no action or plot where its' just about getting to explore a world and learn about#people in a casual low stakes setting but ALSO not romance) I think people find very boring so... lol...#This year as I try to pick the project back up again after abandoning it for like 3 years I keep looking at stuff and going.. ough...#yeah... cut this maybe.. I should cut that too.. I should make them a side character.. remove this.. blah blah..#Though I did ADD a journal and inventory system and other things that like People Expect Games To Have so.. maybe#that will count for something.. hey..you can collect items.. it's not just 'talking to elves for 600 hours simulator'.. are you#entertained yet? lol.... When I was making my other tiny game for that pet website and I gave it to the play testers and someone was like#''it should have achievements so I feel I'm working towards something concrete'' I was literally so blindsided like..??... people WANT that#in games..? is the goal not simply to wander aimlessly &fixate on world/character lore& make your own silly pointless personal goals? I did#do them though because it IS fun to make up little achievement names and such but.. i fear i am out of touch so bad lol..
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tigerf00d · 8 months
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Sorry for my inactivity all! Uni has been kicking my butt as I get closer to break, but to make up for it ...here’s a lil sneak peek for Unbearable Part 2
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“Well? Come on, Lockwood I was busy.”
“I could tell. Lucy wanted to know if you two would join us for a movie night.”
“Really? We haven’t had one of those in ages.” You piped up from beneath George, and he rolled off of you properly so you could both speak to the other man.
“Yes, well. I suppose she’s just in the mood for it.”
That caught your attention and you narrowed your eyes. “What are you up to, Anthony?”
He hissed a breath, “Nothing, I swear. Not speaking on her behalf, though.”
You groaned at that piece of information. Lucy was definitely up to something. Begrudgingly, you sat up.
“I suppose I should go see if she wants any help setting up.”
George made a sound of annoyance when you got out of the bed, and you leaned over to capture his lips in a short, sweet, kiss.
“So that’s a yes?” Lockwood clarified.
“Yes,” You stood in front of him, waving your hand to indicate that he should stop leaning on the doorframe so you could move through.
•⋆°˖⋅✹⋅˖°⋆•
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skrunksthatwunk · 4 months
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yakuza: dead souls - american vibes, bigass guns, and why zombies are super weird to have in ryu ga gotoku thematically/ideologically speaking
so i've been playing dead souls recently (hell yeah hell yeah hell yeah) and although i'm having the time of my life with it, there was something about it that kinda felt off to me, and i think i've figured out what it was, but i'm gonna have to walk you through a bit of my thought process to get there.
my first instinct was that it felt... american? and upon further examination i think that boils down to a couple of things:
everyone suddenly has lots of guns and also way way bigger guns
high emphasis on individual heroism (this itself is quite typical for rgg, but it manifests differently here; more on that in a bit)
military/government incompetence, which must be solved by the right individuals having the biggest and bestest guns
[for the sake of transparency i will note that my experience with zombie media is pretty limited and skews american (and i myself am american), so that may create bias. however, the 'this feels american to me' instinct is a rare one for me even in genres where i have seen little/no non-american media, so i think the fact that it did occur to me is notable. what about dead souls triggered that response when little else has? that's why i examined it and, truthfully, i think there's merit in the idea itself.]
the first point is pretty self-explanatory. america's got more guns than it does people, and its gun worship is infamous. japan's ban on guns (aided by its being an island state) means there's far fewer guns in the country, as well as far fewer people with guns (and likely far fewer guns per gun owner, excepting arms dealers/smugglers) than somewhere without such a ban. obviously, there are guns anyway. due to their illegality they are clustered within the criminal population, which explains their presence within organized crime within the series. very few guns will be sitting around in the homes of otherwise law-abiding citizens.
and yet, when the zombie outbreak hits kamurocho, plenty of civilians suddenly have access to quite an arsenal. everyone has the knowledge they need to aim, fire, and reload smoothly and quickly; ammo is infinite for certain guns. characters we've never seen using firearms before suddenly have shotguns under their couches (looking at you, majima). it's not only very different from reality, it's very different from guns' place within the series up until this point, when they were limited weapons used primarily by the enemy.
and they're making a zombie shooter, so of course they would have to do this. it has to be unrealistic to be simultaneously in this setting and in this genre, in the same way that yakuza solving their problems with bareback fistfights instead of guns is itself both unrealistic and necessary to being the kinds of games rgg are.
my point is that this is a kind of focus on and valorization of gun ownership and competency unusual for the series and setting. further, it serves as an argument for why an armed, competent populace is crucial typical in american media.
which brings us to the third point (we'll get to 2 in a minute). guns are often marketed as self-defense weapons. the implication is that the government's defense of the individual (via law enforcement or the military, but particularly the former), are insufficient. this is objectively true. if someone pulls a gun on you at the gas station, will a cop manifest out of thin air to intercede? no. that's impossible. but if you have a gun, or if some bystander has a gun, you or they may be able to do something with that gun to stop the armed person. thus, there is an undeniable gap in the effective immediacy of such responses.
many gun advocates also point to the incompetence or insufficiency of law enforcement, even when they are present to stop an armed aggressor. the fact that law enforcement do not have a 100% success rate in protecting the citizenry is also objectively true.
so, when you are in danger, arming yourself increases your chances of being able to put down (or at least take armed action against) a present or potential threat. whether it is viewed it as a supplement to or a replacement for law enforcement, it is meant to make up for the shortcomings of the government's ability to completely protect all its citizens. it's a safety net for state failure.
back to dead souls. rgg has always centered political corruption in its stories, including politicians, the police, and sometimes even the military, though usually the former two. sometimes this is treated sympathetically (i.e. tanimura, a dirty cop, whose dirty-cop-ness allows him to work outside/against the law to help disadvantaged people, not unlike how kiryu views being a yakuza), and other times it's simply a matter of greed or lust for power (i.e. jingu).
however, something that's almost never touched on so clearly is government incompetence. when the government fails to help people or hurts them or does corrupt things, it's usually due to a competent, malicious bad apple who is removed from power by the end of the game. this implies holes in the system because it keeps happening all the time, but that's on a series-wide scale, a pattern ignored by the series in favor of the individual game solution of "this guy's gone now :) yay".
but in dead souls, the SDF's barracades fall, their men are killed, they are unable to help protect the people outside or inside the quarantine zone. they are weak in a way the government usually isn't in these games. and who is stronger than them? our individual good guys with guns. so we need to be armed because the government is weak and can't protect us. boom. america.
returning to point 2, i'd like to say that dead souls is not particularly more individualistic than any of the other games in the series (other than, perhaps, y7). rgg is an incredibly individualistic series, actually. its protagonists are usually men who defy, oppose, and skirt around the law as a way of helping others and doing what is truly right (with a few exceptions, like shinada and haruka). the romanticized view of the yakuza as a force for helping the community in the face of government incompetence is a real one, and one that tends to manifest itself most in kiryu and how the series treats him. it shows us yakuza who aren't willing to kill, yakuza who cry about honor and justice and humanity and brotherhood, yakuza who never dip their hands into less palatable crimes, or only do with intense regret (and only ever as part of their backstory). the beat-em-up style emphasizes this as well. i mean, what's more individualistic than a one-man army?
put more clearly, this series is about men defying legal and social laws and expectations to live in a way that feels right to them, and about making themselves strong enough to combat those who would get in their way. the individual is placed before the society in importance, (though generally in a way that benefits the community, because they are good guys who want to use that agency and power for good).
all of this is true in dead souls as well, technically. those who live on the outskirts of society are the ones who actually save the day, and the ones who go in there and save people rather than just walling them off and pretending like they don't exist. they have the guns, which are illegal and mark them as criminals, but this broken law is what gives them the power to save themselves when the government will not, and to save their community if they so choose.
where dead souls differs is in the nature of that strength.
rgg places a lot of emphasis on self-improvement, both of one's body and of one's character. do both of these, and you will be strong enough to back up your ambitions. what allows someone to carve their own path in life is the ability to put down ideological and physical resistance by having resolve and the ability to tiger drop whoever won't be swayed by your impassioned speeches. you make yourself a weapon. you make yourself strong. in dead souls, that strength comes from an external, material possession. strength is something you buy (or that you take from someone else). who is able to survive the apocalypse comes not from the heart, nor from rigorous training, but from who has the most, the biggest, and the most bestest guns. it's an intersection of capitalism, militarization, and individualism. simply, deeply american.
[when i was talking myself through this a few days ago, i spent a lot more time on the capitalism + individualism stuff, but i think i'll keep this moving. consider this aside the intermission]
dead souls also differs for a few other interlocking reasons. it can be described with this equation:
zombification of enemies + lethality of guns = loss of emphasis on redemption
if your best friend turned into a zombie, could you shoot them? or your child? or your lover? it's a common trope, but it's a damn good one. watching your family, your neighbors, your town, everyone turn into a husk of themselves, something that looks like them but cannot be reached, is deeply tragic. it's even more tragic when these husks are trying to kill you. unable to be reasoned with and unable to be cured, you must incapacitate them before someone innocent is hurt--or hurt, then themselves made dangerous; each loss adds to the number of threats surrounding you. your life is seen as more valuable than that of your zombified friend, not only because the zombie is attacking you and it's self defense, but because they are no longer a person to you. to be a zombie is to no longer be human; zombification is dehumanization.
and so in a series so focused on connection with one's community, on saving innocent civilians, often on saving kamurocho specifically, one would expect similar tropes to occur. even if one's friends aren't turned, perhaps the cashier at poppo you chat with sometimes is. it's the destruction of that community and of the members one has tertiary relationships with that i expect would occur most within a kamurocho zombie story, since they are likely unwilling to axe anyone more important than that, even if dead souls isn't canon. i'd especially expect to see that in the beginning, before the need to kill zombies rather than contain or redeem them becomes apparent.
this does not happen.
i cannot speak for the entire game, but i can speak of gameplay choices that affect this, and ones i think will not be subverted throughout, even if they are somewhat contradicted by plot events i am presently unaware of.
kamurocho is not a community to protect, nor is it filled with your fellows. it is a playground filled with infinitely respawning, infinitely mow-downable, infinitely disposable zombies. you are meant and encouraged to kill them by the thousands, and never to hesitate or consider whether they may be cured or who may be mourning them. who may be unable to identify their loved one because you were trying to reach a headshot goal from hasegawa. you are not meant to consider them as human, nor beings that were once human, nor beings that could be human again, in the eyes of the zombie shooter. they are merely bodies, targets, and obstacles.
the zombies are contrasted with the true humans, those barricading themselves within the quarantine zone or those living in ignorance outside it. humans are meant to be saved, zombies are meant to be killed. the player character is the only one who can truly help with either of these goals, because the other humans are cowardly, ignorant, or unarmed/helpless. you must be their savior. to be a savior is to eliminate zombies, who are less than human.
the black and white nature of this is also emphasized by another gameplay characteristic: the lack of street encounters. when you traverse the peaceful parts of kamurocho, you are never attacked. you are also never directly attacked by the humans within the quarantine zone. kamurocho feels very different without its muggers and hooligans, but it's because this is a zombie shooter, not a beat-em-up. in a normal rgg title, you'd subdue threats by punching, kicking, and throwing them. you'd use your body in (supposedly) nonlethal ways. dead souls does not have a combat system meant for civilians. you have your guns. you subdue threats by shooting them, preferably lethally. the game doesn't want you to do that to humans, so you never fight humans. this furthers the black and white divide between the salvation-worthy, noble humans and the death-worthy, worthless zombies. combat is only lethal, and only used against the inherent other.
this leads me to the part of dead souls i find most conflicting with the ethos of rgg broadly, and perhaps its greatest ideological/thematic failing.
because the enemy are incurable, dangerous, and inhuman, you must kill them to protect yourself and others, others who are still human. humanity is something that is lost or preserved, but never regained. once someone's gone, they're gone, and you not only must kill them, it is your duty and your right to kill them. you should kill them.
in dead souls, there is no redeeming the enemy.
and that's a big problem.
rgg is about a lot of things, but a key one is the ability of people to change for the better. its most memorable, beloved villains are those who see the light by the end and change their wicked ways (usually through some form of redemptive suicide, though that's another essay in itself). its pantheon of characters is full of those who come from questionable backgrounds struggling to be the best people they can be, to live as themselves authentically and compassionately. it's about the good and the love you can find in the moral and legal gray zones of life/society, and the potential/capacity for good all of us have, no matter how far we may have fallen. it is a hopeful series. it is a merciful series.
this is something bolstered by its gameplay. countless substories are resolved by punching a lesson into someone until they improve their behavior, either out of fear or genuine remorse/development. the games don't just discourage killing your enemies, they don't allow you to (yes, we've all seen the "kiryu hasn't killed anybody? umm. look at this heat action" stuff before, and while they've got a point, i believe it's the narrative's intent that none of this is actually lethal, based on how laxly it treats certain plot injuries (cough cough. y7 bartender) and the actual concept of taking a life, the gravity it is given by the text, particularly when it comes to characters crossing that threshold into someone who has killed. explicit killing is not an option open to you, even when you're being attacked by dozens and dozens of armed men. conflicts are resolved by simply beating up enough guys in this nonlethal manner.
but dead souls is a shooter. to avoid conflict with the series' moral qualms about letting its characters kill, the enemies cannot be human. furthermore, the zombie shooter genre can only fit within the series if its zombies are completely inhuman. this means their pasts as humans cannot be acknowledged, nor the possibility of a cure, nor the characters' own potential conflicts about killing them; or, at least, not in a way that impedes their or the player's ability to gun them down afterwards.
if you can't kill humans in your series, then it cannot be possible to save (in this case, rehumanize) zombies. this is especially true in a game where you are unable to fight humans, and thus human lives are universally more valuable than zombie lives. because if you kill a zombie that can be cured, you are, in a way, killing a human.
and so, in a series where you should always assume your enemies (and everyone, for that matter) are capable of reason, compassion, change, and redemption, and where they are always worth that effort, even if they reject it in the end, dead souls' enemies are irredeemable and only worth swift, stylish slaughter. there are only good guys and bad guys. good guys must be protected, lest they be turned irreversibly into bad guys. good guys are only protected by killing bad guys, and the only way to save good guys is to kill every last one of the bad guys. do not spare them, and do not ask whether or not it's right. only kill.
i love dead souls. it's a silly game. i like seeing daigo in decoy-drag and majima gleefully cartwheeling his way through zombies and ryuji with his giant gun arm prosthetic. it's fun. but when i was trying to figure out what felt off about it to me, one of the words that came to mind (besides american) was indulgent. that, too, felt odd, because i love indulgent media. i am not one to scorn decadent, hedonistic, beautiful high-calorie slop type media. if dead souls was just fan servicey, that wouldn't really bother me. i am a fan and boy do i feel serviced. it rocks. but i think my problem is in what dead souls is indulging.
i think dead souls indulges in the desire to cut loose, and to see these characters cut loose. thing is, they're cutting loose all over kamurocho, and all over the bodies of people they used to (at least in concept) care for. with lethal weapons. it is catharsis via bloodbath, not by pushing your body and mind to the limit in man to man combat, but by pulling a trigger before the other guy can hurt you, or even think about hurting you, for the crime of existing as the wrong kind of thing.
and i just don't think that's in line with rgg's beliefs.
yes, it's probably fair for dead souls' characters to kill zombies. i'm not against that. i'm also not against games letting you do purposeless violence. i spent a good amount of my elementary school years killing oblivion npcs for shits, like. that's not what bothers me about dead souls.
rgg as a series has always taken a hard stance in both its game design and narrative choices against killing and for the potential for redemption in its enemies. and i think the lengths to which it goes to promote that despite the probably-lethal moves you do and the improbability of a harmless do-gooder yakuza is one of the most endearing things about the games. so for this one entry to disregard that key theme for the sake of a genre shift that flopped super hard, well? i dunno. it feels weird i guess. it's out of place not just because it's a dramatic shift in gameplay and style and also zombies are only a thing here (and the supernatural/fantastical are thus only prominent here), but because of what those shifts imply.
so, uh. yeah. my pre-dead-souls thoughts that dead souls wasn't that out of pocket bc rgg's just kinda weird? turns out it was actually super weird to have a zombie shooter in there, but for way way deeper reasons than anyone gives it credit for.
(footnotes in tags)
#1) i deemphasized the physicality of shooting to emphasize my points about the viscerality and personal nature of rgg#brawls and the colder more detached nature of gun use relative to that but i do NOT mean that shooting has no physical component to it#obviously it takes a lot of skill to shoot quickly and accurately and lugging a bigass gun around kamurocho would tucker me out for sure#2) no i don't think all those things i said were american were usa-exclusive. it's a big world out there. i'm just saying those things#combined feel like a particularly american flavor of thing to me#3) there's probably more to be said about the connection between wanton killing and american styling or anti-immigration theming in zombie#stories or dead souls But i figured that was a bit too disconnected to the funny zombie game. this shit was a lot anyway y'know?#4) also i don't think most of this was intentional on the part of rgg studios. i genuinely think they just wanted to make a fun zombie#shooter and didnt really think about it all that hard. whenever you make smth there's gonna be implications you never considered. it happen#5) is it ballsy to write a giant essay on a game i'm like 1/4 the way through? yes. i've done smarter things. i'll revisit it when im done#if i'm wrong then i'll figure it out probably. but like. i don't think they'd set up the hasegawa objective stuff or have akiyama just#unflinchingly start shooting zombies and then later challenge that. we'll see but my hopes aren't high y'know? i know rgg#6) i should also clarify that violent catharsis is a) a part of all rgg games and b) cool as hell. it's the lethal bit that doesn't fit with#the series y'know?#rgg#ryu ga gotoku#yakuza#like a dragon#yakuza dead souls#dead souls#classic skrunk 4 hr middle of the night impulse essay hooorayy
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blueiight · 11 months
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Oh yeah, they specifically wanted an african american drummer and pianist.. interesting cause the theatre is more of a horror/peep show based on the posters so why the focus on african american music i wonder hmmm
Historians describe the introduction of the new Black American sounds, coined later as jazz, in two waves after the First and the Second World War. In the first wave, both Paris and Berlin of the Weimar Republic became capitals of jazz thanks to Black American bands that either arrived near the end of or after the war to play for soldiers and civilians. One very well-known example was the James Reese band. Many artists remained afterwards to make a living. Sidney Bechet, Duke Ellington and Louis Amstrong, returned regularly all throughout their careers to Europe with every new assemble and production they put in place. It’s commonly believed that Europeans embraced jazz not only because it was Black American and was considered ‘exotic’, but also because it marked the secession from the older European culture. In parallel, it served the modernism zeitgeist and the avant-garde agenda, with futurism and surrealism aesthetics. …. First in France in the 1920s and later after the Second War War in the UK, labour laws limited Black Americans performances in Europe to protect the white European market.
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jinmalos · 11 months
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Actually, XBC3 Future Redeemed Spoilers Under here to do with something noted in one of the last cutscenes/people's misinterpretations
I think the big beef about why the Pneuma/Logos cores still being around/semi-sentient enough to "help out" is a lot because it wasn't explained, but I think a lot of people are missing a few points.
Obvs bc of my brand I gotta come in and defend Logos against the Moebius allegations before I get into everything else, but a big argument about how he and Pneuma being even remotely present "just perpetuates the xenoblade 2 feud" actually misses something mentioned. Whether Logos inhabits N's Sword or his Sword's sheath specifically, I think we are forgetting:
Z actually has no clue where it came from.
If it were to be moebius specific, he would know about it and how it came to be and so on and so forth. But he doesn't. He actively comments on how it's weird that N has it and wonders How He Got Ahold Of It. But he also Acknowledges Who/What It Is with his comment on Origin being home to "those who are as gods" in reference to the sword. Again, if it were a Moebius product, Z would know about it and how it got into people's hands. Even in the main game when Noah manifests it, X is irritated with both him AND N because the sword's existence is an inconvenience to every Moebius worth their salt.
Obviously that doesn't explain jack shit about HOW it happened. But Somehow N is running amok with the "Sword of the End" aka the Endbringer himself doctor sex (Malos/Logos), and Z is not exactly pleased but mot exactly troubled by it because it isn't actively bothering him yet. How did it come to be? Is it tied to the sword or the sheath considering N was toting around a Lucky Seven of his own prior to the Agnus Castle incident? who knows. My personal theory is that the same thing happened to Logos that happened to what i THINK happened with Pneuma.
The situation with Pneuma is...a bit more complicated, because of the ending of xenoblade 2, moreso than with Logos. We would presume both Pneuma and Malos were destroyed, but that wouldn't explain Mythra and Pyra's existence beyond that point. This goes more into what little we know about blade anatomy and how the Trinity Processor Cores of Logos and Pneuma interface with them. Seeing as they intake data, record it, and output it, it's very likely that Pneuma did a bit of a black box when handing Pyra and Mythra off to Rex. She took them, their essence, and just kinda yote it into their own vessels. Like a backup. They probably no longer had the ability of an Aegis, and I doubt they were more flesh- or blade-eater than they were mortal. That in and of itself doesn't get explained much, but I'm inclined to think the Pyra and Mythra that stay behind lived normal human lifespans.
I dont know what happened to Pyra and Mythra, but I do think that Pneuma was at least partially damaged. The aegis cores aka the Trinity Processor don't exactly respond to things the same way the average blade does. It's possible that while damaged, at least Pneuma was more intact than Logos was after XBC2.
I assume what happened is they were procured by someone (likely Nia) and kept safe as weaponry, because there's no way either of them would be fully functional as Trinity Processor cores (think: youve got 3 flash drives but only 1 of them is being recognized ik this analogy sucks its the best i got rn). Thats part of why Ontos goes apeshit and reverts to Alpha, after all.
Ontos has to do all of the problemsolving and decisionmaking that Pneuma and Logos did originally. The Alpha we meet is probably the aspect of Ontos specifically responsible for the creation of the separate worlds in the first place.
BUT, Back on the topic of the two other Processors and WTF is up with them. I dont think either of them were fully destroyed, it's likely they just returned to dormant states with no extant "avatars." So they couldn't just pop out of their cores and wander about and probably still even now can't yet, but they are probably still sentient and conscious, intaking info about the world. It's also shown they CAN heal each other, it's possible that if given enough time in Origin (considering it's an extension of Ontos) they'd just finish healing themselves and beat Ontos' ass as is their preordained purpose. But Again, given that Malos/Logos talked to Pneuma at the end of XBC2, I can only assume they're primarily non-functional and just kinda. sitting around for a bit inside their funny computer homes.
We know Lucky Seven is a Melia/Riki construct specifically and thats it's own can of worms, but I like to think Logos allied himself with N/Noah because he knew exactly what their end goal was but thats bc im a Malos Good Ending Truther. I originally personally thought that perhaps Noah's sheath/glove was Pneuma's doing, and the Sword of Origin was primarily Logos (and was just being held back by Noah's refusal to hurt people), but I'm hearing a lot about Pneuma being responsible for maintaining the Ouroboros stones, so if that's the case she's the one in charge of maintaining that power and the gauntlet is just Rule of Cool, and Origin metal is just something they can interface with because it's an extension of Ontos (currently by A/Alvis depending on the chosen gender presentation of the day, with Shulk and Rex taking the place of the other two Processors for a while to help out).
Although...Even though Lucky Seven and Ouroboros and such are metaphysical concepts given form, I'm inclined to just say outright that the sword itself is Logos simply bc it does monado arts oooo spooky.
But yeah. TLDR: Logos isnt allied with the Moebius he is strictly tied to N/Noah (although whether he's lucky seven or SPECIFICALLY the Origin Blade/When it Does Monado Shit) Pneuma is tied to either Noah's gauntlets or the ouroboros stones as a whole (although I believe the former rather than the latter bc its cooler imo), and they're used not only to beat Alpha back into place as Was Their Job in the DLC, but their job is to help finish up what Rex Shulk and co. started in making sure the worlds reunite. Also Noah is in for a rude awakening when he meets the inlaws and Mythra and Malos obliterate him for launching them into the ocean ok bye
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uncanny-tranny · 3 months
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you mentioned the "first reansmasc haircut" thing and i gotta say its not just a white thing, i did the same thing lol
I didn't want to be overly presumptuous because hairstyles are incredibly diverse, but... it's nice to know this is a thing we can share regardless of what The Haircut happens to have been 🙏
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