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#i have another illustration for this theme
averlym · 7 months
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litany of the martyrs (click for better resolution!)
#at some point i wanted to make an illustration for each character but in retrospect maybe each is multiple song-coded..#drew the sketch for a quincy thing after a chat with a mutual reminded me this song existed dfsghjkl and then spent weeks rendering this#quincy cynthius martin#adamandi#i'm finally done with this! the saints especially were joys to paint and the halo a menace.... this has been the most ambitious one so far.#but it also took quite long because i only worked on it <engages with quincy> when mentally okay to deal with the themes. i'm not religious#but i do identify with the irrational(?ish) guilt + family legacy + academic achievement + disregard for self. also more complex thoughts#about love [but depsite quincent being a large part of quincy's character this piece deals with mostly the Rest of it. so another time..]#anyways! in the original sketch- the saints had heads bent towards quincy so the halo spikes pointed at him. but this worked better! halos#of the saints implying/creating one for quincy was a concept from the start though. in the show they don't touch him directly here but#differences in mediums i think- i don't have time in an image to craft a narrative so everything has to be happening. also artistic liberty#misc inspiration for this includes stained glass windows. i might have maybe misinterpreted the saint costume but i think i logic-ed it out#as the cloth part following a nun's habit w the hood. and then halo above. the material is also more transparent originally but i had. um.#too much fun painting fabric folds.. if you look closely you can see the basis of faces though behind the cloth; but only the vague shapes#because smth obscurity + inhumanness// cassian is the only one i gave a mouth though. that stems from melliot's post about the saints and#st cassian as spokesperson (<- did research teehee!) that's also how i found out which costume = which saint. speaking of which.#left to right: 'st lucy take my hand' // 'st lawrence give me strength' (presses quincy forward; but hand on shoulder connotates guidance)#/'st cassian help me smile' (quincy's mouth is btwn a grimace and a smile; tilts up at side. also no direct touch bc added insidiousness.)#//'st jude [...] i hope your causes burn' (jude's hand is in two places to show movement- nearing the flame and then snatching back; burnt)#other notes: at the midst of the flame the core is shaped like a human heart /the saints and their wax are all melting like the candle for#fun visual effect and also this way they are even less tangible <real>. perks of painting as a medium i guess. // also insp from icarus?#wax and burning imagery; looking at the halo and rays as parallel to sun that burns. too close to the sun; melting; hurting; hurtling //#candles at bottom are a nod to the frankly gorgeous set// also the entire composition kind of stems from the lyric <what use is a candle if#both ends aren't burning>; the two sides between the concepts of catholic guilt and academic perfection that spur quincy#the halo above (saints and guilt; litanyofthemartyrs) and the 'halo' below (academic papers; insp from choreo for perfect at school)#the papers were originally supposed to be more glowy. but i like the idea of it now being a reflection of how quincy's priorities shift#also of note is that <candle> in centre = quincy; w burning candle + aforementioned heart in flame -> most human; idea of love + passion#last thoughts: kneeling + hands close tgt = prayer //wax dripping onto the red As make an effect that looks like blood. because i like#hiding that within the adamandi pieces :OO continuity!! // i've run out of tags but yeah! had fun with this one! every so often i go a#little insane in making art and the final result astounds even me. ngl i'm quite proud of this one. pretty colours <3333
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katartna · 20 days
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Song of Frosted Light ❄️🕊️
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mintcakeart · 5 months
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*throws confetti in the air* sagittarius season babey
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leaphia · 6 months
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Portrait of Taraneh, my lovely half-elf 💜
(to go along with my last portrait of Lucian)
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lunathrix · 2 years
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I absolutely loved the Rennala fight, she was so weak you could stagger her by sneezing in her direction but the atmosphere was so good you didn't want to kill her <3
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ichorblossoms · 8 months
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ougughhgg i wanna draw my ocs so bad but...the Obligations....
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lunarharp · 1 year
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mailjeevas66 · 10 months
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An attack for @bwubun
Beautiful character!!!
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mymp3 · 1 year
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got swept up in drawing out this chart
#compendiumnotebook#i wanted to illustrate how interesting all of the protags themes and mindsets are#how their actions and the theme of the game shapes around their own takeaway#which i think is funny#all of their mindsets arent really a good or final takeaway#which would make sense considering they’re children#or#teenagers#their story wont end with a fully and ‘correct’ worldview#which is why 4 is so interesting#it poses that conclusion as the most mature as most well versed and shaped#what i really like is that#yu would have to leave inaba again to finish his character development in full#for good#not just for a spring#and that doesnt mean leaving behind his friends i think they would be friends for life#but yu has come to a conclusion that is very black and white. and to expand that worldview further he would have to leave#enter akira#who would teach yu about emotional truths and the same weight theyd also hold#the protags together as so interesting because they could learn so much from one another#and unlearn a lot of negative things they may have picked up#case in point: minato and his ‘acceptance is oraised by those around him. but he had already accepted his death well before the events of#the game and actively looks forward to it’#until the very end. where he finds a reason worth living again but still has to die#theyre fun to think about#ive got lots more thoughts but i think this chart and tags are well rounded enough for now#may share more later#mikutimetalk
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gwinverarrouz · 2 years
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I’m doing an October inking challenge! The rules are: work traditionally, in black and white, in a 1:1 format, and try not to spend more than 20 minutes on a piece at most. Unfortunately 1) I’m a perfectionist and 2) I want to get better with hatching and doing tons of tiny lines takes longer than just filling an area with black, so. Some of these may have taken longer than 20 minutes. But it’s been really fun so far. :D
Part 2 here! Part 3 there- and finally part 4 :)
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cheswirls · 9 months
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also one last uni post. maybe a little gripe. finally taking 2nd cour digital art after 3 semesters and instead of being Adobe Illustrator™ class with a sprinkle of photoshop (actually i will give her one point. for one illustrator project she did have us use audacity for a portion and taught us how to corrupt wav files into still imgs) it is now Adobe CC™ class with zero illustrator, more photoshop, and an app-exclusive drawing program only available thru CC (she has lost the one point indefinitely.) the only silver lining is premiere pro is the other software being taught which i would love to learn to do more with. on the other hand. the student examples she skimmed thru to show off the PP project were not inspiring and i feel like if i have to incorporate video aspects into my art it is quickly going to become more abt checking off rubric boxes to get a decent grade instead of doing smth i want
#ctag#SIGHHHH long post it will not be the last abt da this year#last time i was in da1 i did not finish a single project#they were completed in a sense that they looked good n got me an a+ in the course#but 100% def not as far as i wanted to go w any of them#and that made me hate it all at the end of the semester#but this is my one art class and i have one other class w lab and another 1 credit hr#so i am hoping that i can devote more time and make work i am proud of#and that it won't be jus 'doing this for class' constantly#waiting for first project info before making any hard decisions but if research#is required as an aspect and all the works thru the semester have to theme then#i rly want to try and make it a scenery yr bc when i did that for printmaking i did copious amnts of research+concepts#bc i took a sinnoh location each time n found the hokkaido basis and local flora etc to recreate#an illustration reminiscent of what the pkmn location would look like in the real world#and i could totally get away w that again plus it would be so much fun#anyway i have things to do but tldr is da class is once again adobe-centric which i hate and loathe#what if i went off the rails and taught myself pixel art and say i did it in photoshop#would she buy it like. does ps have those capabilities#it is not a graphics designers job to be proficient in adobe cc#i rly wish she would understand that bc this is the only class in the program that pushes adobe and nothing else#what applicable skills am i going to take from this class if i never use an adobe product again?#digital art has the potential to be so generic and yet here she is. ruining it.#(also LMAOOO i jus remembered she had a clause in the syllabus abt not using other#third-party software that wasn't adobe for any class work like WHAT#specifically she said 'hey we're learning pp and not final cut or sony vegas so don't use those ever'#which like is REALLY hammering the skills-not-applicable-to-non-adobe-products nail#also wtf i would love to learn sony vegas. i already decently know premiere teach me something else#100% i will be using a non-adobe program to work on a project jus to spite her)
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homunculus-argument · 8 months
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I know it would probably be a logistical nightmare to also make this accessible to the actual people represented, but I think it would be cool to have a game where the whole point is that every character has different limitations, that make it impossible or at least incredibly difficult to get past the whole game without switching them every once in a while, and the way you switch is by going to another character and asking their help with something.
Like you start out the game with one character and go "oh huh, the colour sceme of this game is really cool, really interesting use of such a limited palette", play through the puzzles for a while, and then encounter something where you're supposed to arrange some slightly differently coloured puzzle pieces to the right order by shade or something, and it's goddamn impossible. No matter how many methods you try, it's just not clicking, no matter how logical your solutions seem, no matter how clearly they can't be arranged in any other way that'd make more sense.
And maybe you go online to ask people "hey I'm stuck in the colour puzzle, what the hell am I supposed to do to get past this?" and someone tells you to go find one of the other playable characters and ask for their help. Which sounds patronising and stupid but you're stuck so you might as well give it a try. You go to one of the other characters, choosing the dialogue option to go "hey I need a hand with something, I can't do this on my own", and when they go "sure, let's go", your controls now switch to the other character.
And the colour scheme switches immediately. The aesthetic limited palette has changed to a far wider range, there's details in the environment that you hadn't noticed, like the muted faint flowers on the ground are actually bright red, the greyish shirt that your first character was wearing is actually striped with orange and green. The first POV character is colourblind, this whole time you haven't been able to perceive the difference between green and red. Solving the colour arranging puzzle with the other character is a breeze.
And this is the repeating theme of the game - every character has their own limitations, and while none of the puzzles are easy, you learn to think "maybe I should ask someone to help me with this" whenever you've been stuck for an unreasonable amount of time. You need to grab a buddy along for the quests, or you'll need to go back to get one eventually, and the way the game is structured somehow ensures that you can't just tactically dodge the limitation puzzles beforehand. Deaf character's POV doesn't have the audio clues that different pieces of the same puzzle make a different clicking sound, the puzzle with garbled numbers on it stops being garbled when you're not playing the character with dyscalculia.
You slowly get to know the whole cast, and occasionally help them out with things, too. You know which character could probably help with something you're stuck with, but while they'd be glad to come help, they're unfortunately stuck doing some task that could take you 20 minutes but is going to take them all afternoon, and you can offer help. Sometimes the helping-a-buddy-out minigames don't come with any direct transactional reward, you can just help a friend with something just because you can.
And the game's whole goal isn't to just illustrate how different people have different strengths, and sometimes things that are easy for you are hard for someone else, and vice versa, but to condition the player to think "maybe I should just ask someone to help, instead of wasting time struggling on my own."
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heritageposts · 2 months
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[...] More specifically, the cycle of violence in The Last of Us Part II appears to be largely modeled after the Israeli-Palestinian conflict. I suspect that some players, if they consciously clock the parallels at all, will think The Last of Us Part II is taking a balanced and fair perspective on that conflict, humanizing and exposing flaws in both sides of its in-game analogues. But as someone who grew up in Israel, I recognized a familiar, firmly Israeli way of seeing and explaining the conflict which tries to appear evenhanded and even enlightened, but in practice marginalizes Palestinian experience in a manner that perpetuates a horrific status quo. The game's co-director and co-writer Neil Druckmann, an Israeli who was born and raised in the [occupied] West Bank before his family moved to the U.S., told the Washington Post that the game's themes of revenge can be traced back to the 2000 killing of two Israeli soldiers by a mob in Ramallah. Some of the gruesome details of the incident were captured on video, which Druckmann viewed. In his interview, he recounted the anger and desire for vengeance he felt when he saw the video—and how he later reconsidered and regretted those impulses, saying they made him feel “gross and guilty.” But it gave him the kernel of a story. “I landed on this emotional idea of, can we, over the course of the game, make you feel this intense hate that is universal in the same way that unconditional love is universal?” Druckmann told the Post. “This hate that people feel has the same kind of universality. You hate someone so much that you want them to suffer in the way they’ve made someone you love suffer.” Druckmann drew parallels between The Last of Us and the Israeli-Palestinian conflict again on the official The Last of Us podcast. When discussing the first time Joel kills another man to protect his daughter and the extraordinary measures people will take to protect the ones they love, Druckmann said he follows "a lot of Israeli politics," and compared the incident to Israel's release of hundreds of Palestinians prisoners in exchange for the captured Israeli soldier Gilad Shalit in 2011. He said that his father thought that the exchange was overall bad for Israel, but that his father would release every prisoner in every prison to free his own son. "That's what this story is about, do the ends justify the means, and it's so much about perspective. If it was to save a strange kid maybe Joel would have made a very different decision, but when it was his tribe, his daughter, there was no question about what he was going to do," Druckmann said.
And continuing, on the security structures featured in the The Last of Us Part II:
Besides the familiar zombie fiction aesthetics of an overgrown and decomposing metropolis, The Last of Us Part II's main setting of Seattle is visually and functionally defined by a series of checkpoints, security walls, and barriers. There are many ways to build and depict structures that separate and keep people out. Just Google "U.S.-Mexico border wall" to see the variety of structures on the southern border of the United States alone. The Last of Us Part II's Seattle doesn't look like any of these. Instead, it looks almost exactly like the tall, precast concrete barriers and watch towers Israel started building through the West Bank in 2000.
Illustrations, from the article:
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The first barrier Ellie and Dina encounter when arriving in Seattle / West Bank barrier.
. . . article continues on Vice (July 15 2020)
Backup -> archive.today link /archive.org link
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starstrike · 4 months
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Mithrun's desire as an SA analogue
TW discussion of SA and detailed breakdown of aesthetics evoking SA. The way I discuss this is vivid in a way that may be triggering, though there is no discussion of actual sexual assault. Just survivor's responses to it.
People relate to Mithrun and see his condition as an analogue for a few different things, like brain injury or depression. And I think all of them are there. But I also see Mithrun's story as an SA analogue, and Ryoko Kui intentionally evokes those aesthetics. I think it's a part of Mithrun's character that a lot of people miss, but I very much consider it text. This is partially inspired by @heird99's post on what makes this scene so disturbing; so check out their post, too :)
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So to start off with, the demon invades Mithrun's bed, specifically. There's even a canopy around it, which specifically evokes this idea of personal intrusion; the barrier is being pulled apart without consent or warning. The way the hand reaches towards Mithrun's body from outside of the panel division makes it almost look like the goat stroking over his body. It's an especially creepy visual detail; similarly, the goat's right hand parts into the side of the panel as well. It's literally like it's tearing the page apart; but gently. So gently.
Mithrun is in bed. It is his bed that the demon is intruding on. He's in a position of intimacy. The woman behind him is a facsimile of his "beloved" that he left behind; the woman who, in reality, chose Mithrun's brother. He is in bed with his fantasy lover, who is leaning over him. While this scene isn't explicitly sexual, it is intimate. And it is being invaded. The goat lifts Mithrun gently, who is confused, but not yet struggling.
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The erotics of consumption and violence in Ryoko Kui's work(remember that the word 'erotic' can have many different meanings, please) are a... notable part of some of her illustrations. I would say she blurs the lines between all forms of desire: personal, sexual, gustatory and carnal, in her illustrations in order to emphasize the pure desire she wants to work with and evoke to serve her themes. Kui deploys sexual imagery in a lot of places in Dungeon Meshi, and this is one of them.
In this case, horrifically. The goat's assault begins with drooling, licking, and nuzzling. The goat could be enjoying and "playing with" its food. But it can also be interpreted as it "preparing" Mithrun with its tongue as it begins to literally breach Mithrun's body. The goat also invades directly through his clothing; that adds another level of disturbing to me. There's nothing Mithrun can do in this moment of violation. Mithrun is fighting, but he is fighting weakly, trying to grip on and push away when he has no ability or option to. All he can do is beg the goat to stop. And it doesn't care. This all evokes sexual assault.
The sixth panel demonstrates a somewhat sexual position, with Mithrun's thighs spread around the goat's hunched over body. In the next, the goat pulls and holds apart Mithrun's thighs as he nuzzles into him. The way the clothing bunches up looks a bit as if it has been pushed up. It has pinned Mithrun down onto the bed, into Mithrun's soft furs and pillows. It takes a place made to be supernaturally warm and comfortable, and violates it. It's utterly and intimately horrifying. To me, this sequence of positions directly evokes a rape scene. I think Kui did this very explicitly. These references to sexual invasion are part of what makes this scene so disturbing; albeit, to many viewers, subconsciously. It makes my skin crawl.
This is also the moment the goat takes Mithrun's eye. Other than this, the goat seems exceptionally strong, but also... gentle. It holds Mithrun's body tightly, but moves it around slowly. It doesn't need to hurt Mithrun physically. But in that moment, it takes Mithrun's eye. Blood seeps from a wound while an orifice that should not be pierced is penetrated. This moment, the ooze of blood in one place specifically, also evokes rape. That single bit of physical gore is a very powerful bit of imagery to me.
Finally; it is Mithrun's desire that is eaten. After his assault, Mithrun can find no pleasure in things that he once did. He is fully disassociated from his emotions. This is a common response to trauma, especially in the case of SA. It's not uncommon for people to never, or take a long time to, enjoy sex in the same way again; or at all. They might feel like their rapist has robbed them of a desire and pleasure they once had. I think this makes Mithrun's lack of desire a partial analogue for the trauma of sexual assault.
Mithrun's desire for revenge was, supposedly, all that remained. Anger at his assaulter, anger at every being that was like it; though, perhaps not anger. Devotion, in a way. To his cause. I don't know. But the immediate desire to seek revenge is another response to SA. But on to Mithrun's true feelings on the matter.
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This is... So incredibly tragic. Mithrun feels used up. Like his best parts have been taken away. Like he's being... tossed aside. This certainly parallels the way assault victims can feel after being left by an abuser. Or the way assault victims feel they might be "ruined" forever for other partners. These are common sentiments for survivors to carry, and need to overcome. In the text, it's almost like Mithrun feels the only being who can desire him is a demon who might "finish devouring" him. That that's his only use. It's worth noting that Mithrun trusted the demon. Mithrun's world was built by the demon, and Mithrun, in that way, was cared for by the demon. I think this reinforces Mithrun's place as a victim.
There's also something to be said about Mithrun as a victim of his own possessive romantic and sexual desire. The mirror shows him his beloved just dining with his brother, and it infuriates him. He doesn't know if the vision is real, nor if she has really chosen his brother as a romantic partner. The goat then creates a whole fantasy world where she loves him. As Mithrun's dungeon deteriorates, she is the only person that continues to exist. Mithrun continues to have control over her. And that is the strongest desire the demon is eating, isn't it? There's something interesting there, but I don't know what to say about it.
In conclusion, I think Mithrun's story is an explicit analogue for sexual assault-- though, certainly, among other things! The way the scene plays out and is composed explicitly references sexual violation and invasion of the body. His condition mirrors common trauma responses to sexual violence. And, at the end, he finally realizes he can recover.
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Let's end on a happy Mithrun, after taking the first step on his journey to recovery :) You aren't vegetable scraps Mithrun. But even if you were-- every single thing in this world has value. Even vegetable scraps.
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pascalcampion · 7 months
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Bernie Fuchs. 1932/2009
Not really sure what to say about him that would be different from anybody else’s point of view. The man was THE man. The legend AND the stuff legends are made of. The enfant terrible of illustration in the late 50’s, all throughout the 60’s and till the slow death of print illustration in the 70’s. I know, Illustration is not dead, far from it, but THIS format of magazine art, the way it was done, commissioned, paid for, the world that went with it is a piece of history now. For better or for worse.
When I discovered the first image in this post I was blown away. I was instantly charmed. The longer I looked at it the longer I was mesmerized. Fuchs had started in the 50’s, working in car ads in Detroit. The job was very specific. There were strict rules. Someone usually did the car and another artist would do the characters. The poses were clear, clean, behind the car. It was all very staged, all very efficient. Fuchs was probably drinking beer or something at the time and asked someone to hold It for him while he went about to completely dismantle this system, going into the streets to capture everyday life, placing people in Front of the cars, overall stepping all over the established codes of the time. He was both admired for it and called a prima Dona for it. He didn’t last in Detroit. Moved to New York and started getting jobs for Mc Call and other well known magazines at the time. The bigger leagues. He was the kid who started taking jobs away from the older, more established artists, and he did it with a smile from what I read.
His work was new, different. It felt alive. The characters weren’t as stiff as they used to be in previous illustrations, there was a looseness to the brush work. Everybody wanted to have him work on their campaigns and every illustrator wanted to be him.
I look at his work. Not as often as I used to when I was younger. I look at it to remind myself that people can draw and paint like this, can tell such strong stories in one images and can push themselves constantly to come up with new ideas, new themes, new compositions Toward the later part of his career, after being incredibly well established, Bernie started experimenting with new techniques, new approaches. This body of work is not often the one that people remember the most but I love seeing his brain at work. Having the courage to leave behind what is a sure success to try something new, untested, unproven, knowing that it could very well be rejected is inspiring. That is the other thing about Bernie Fuchs. He was inspiring. He still is.
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kingdoms-edge · 2 months
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Today being the last day of 3ds online has me feeling very nostalgic and wistful. I love the switch but it does not have the magic of the 3ds. It's not just about dual screens, it was the accessibility. It was less expensive, more portable, had more cheap games you could play with your friends, and a lot of people underestimate just how fantastic some 3ds games are. Streetpass alone was a phenomenon, and along with 3ds menu themes, illustrates a sort of magic that I feel nintendo has been losing sight of since the switch.
With the way games are going in the modern day (higher price tags and system reqs, tons of focus on AAA titles, people needing graphics to be absurdly good for no practical reason), I find myself latching onto my older games more and more. Sure, some of it is a nostalgia-tinted lens, memories from a happier and simpler time of life. But that doesn't have to be a bad thing.
Even after the online services go down, I'll always be playing my 3ds until the hardware breaks to unusability and I can't find another one. I'll play locally with my friends whenever we can. I lament how things must change, but I go on anyway. Here's to my favorite console ever made, may it never really die.
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