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#me1 blogging
biotic--timebomb · 8 months
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[c h i l d] of [m i n d o i r] [s u r v i v o r] of [a k u z e]
indie roleplay blog for commander shepard from mass effect 1
– Semi-Selective – OC, Crossover, Multiverse Friendly – Past-Tense Paragraph Roleplay – Pulls from Mass Effect 1, not 2 or 3 – Adult Themes, Violence, Dark Subject Matter
18+ Minors DO NOT INTERACT
rules // about // memes // tags // playlist // face
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akuzeisms · 1 year
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kat has new banners and I am the big proud of how good they look--
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yyumehoshi · 1 year
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noctswife
that one "welcome home CHEATER" image you know the one
HAHAHA AHEEM HEEM WHIMPER...
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solheimisms · 2 years
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TAG DUMP
#headcanon. ❖﹙ i don't trust nobody and nobody trusts me ⋄ i'll be the actress starring in your bad dreams. ﹚#musings. ❖﹙ i don't like your kingdom keys ⋄ they once belonged to me. ﹚#promos. ❖﹙ you made a really deep cut ⋄ and baby now we got bad blood. ﹚#psa. ❖﹙ take those mental shackles off and throw them away. ﹚#blog updates. ❖﹙ for so long your focus has been taken away ⋄ now you're breaking away. ﹚#out of character. ❖﹙ come inside and be afraid of this impressive mess i've made. ﹚#mains call. ❖﹙ now did you think it all through ⋄ all these things will catch up to you. ﹚#saved. ❖﹙ and then the world moves on but one thing's for sure ⋄ maybe i got mine but you'll all get yours. ﹚#selfpromo. ❖﹙ i'm sorry but the old miri can't come to the phone right now ⋄ why? oh cause she's dead. ﹚#dash games. ❖﹙ did you think we'd be fine? still got scars on my back from your knife. ﹚#music. ❖﹙ i see how this is gonna go ⋄ island breeze and lights down low. ﹚#visuals. ❖﹙ so don't think it's in the past ⋄ these kinds of wounds they last and they last. ﹚#ic meme. ❖﹙ but if I'm a thief then you can join the heist ⋄ and we'll move to an island. ﹚#ooc meme. ❖﹙ i forget their names now ⋄ i'm so very tame now. ﹚#answered. ❖﹙ i've got a list of names ⋄ and yours is in red underlined. ﹚#starter call. ❖﹙ i see nothing better ⋄ i'll keep you forever like a vendetta. ﹚#past. ❖﹙ but if he's a ghost then i can be a phantom ⋄ holding him for ransom. ﹚#me1. ❖﹙ i don't like your perfect crime ⋄ how you laugh when you lie. ﹚#me2. ❖﹙ but i got smarter ⋄ i got harder in the nick of time. ﹚#me3. ❖﹙ honey i rose up from the dead ⋄ i do it all the time. ﹚#me3 au. ❖﹙ you said the gun was mine ⋄ isn't cool no i don't like you. ﹚#postwar. ❖﹙ you asked me for a place to sleep ⋄ locked me out and threw a feast. ﹚#open starter. ❖﹙ i don't like your little games ⋄ don't like your tilted stage. ﹚#andromeda. ❖﹙ the world goes on another day another drama ⋄ but not for me all i think about is karma. ﹚#plot call. ❖﹙ i don't trust nobody and nobody trusts me ⋄ i'll be the actress starring in your bad dreams. ﹚
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furyisms · 2 years
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TAG DUMP
#psa. ❖﹙ take those mental shackles off and throw them away. ﹚#blog updates. ❖﹙ for so long your focus has been taken away ⋄ now you're breaking away. ﹚#out of character. ❖﹙ come inside and be afraid of this impressive mess i've made. ﹚#headcanon. ❖﹙ you thought you broke us ⋄ don't tell me that you didn't hear. ﹚#musings. ❖﹙ now look who's laughing? nah ⋄ you don't wanna play with us. ﹚#promos. ❖﹙ you were a comet and i lost it ⋄ time to spread my wings and fly. ﹚#dash games. ❖﹙ live for something ⋄ never surrender and never back down. ﹚#music. ❖﹙ take our punches and hit the floor ⋄ gonna take a little more. ﹚#visuals. ❖﹙ been knocked out been beat down ⋄ ain't nothing you can tell us now. ﹚#ic meme. ❖﹙ can't hate us when we're just who you wanna be ⋄ we're what you made us. ﹚#ooc meme. ❖﹙ every day a castaway ⋄ a vagabond battle-born. ﹚#answered. ❖﹙ i've been a thousand places ⋄ and shook a million hands. ﹚#starter call. ❖﹙ i don't know where i'm going ⋄ but i know just where i've been. ﹚#open starter. ❖﹙ once upon a time i had an open point of view ⋄ but that was just so long ago. ﹚#me1. ❖﹙ bring the pain we're not fazed ⋄ we know it's coming anyway. ﹚#me2. ❖﹙ you were a comet and i lost it ⋄ watching for comets will i see you again? ﹚#me3. ❖﹙ struggle succeed ⋄ rewind and repeat. ﹚#me3 squad. ❖﹙ second that you think we're done ⋄ coming like an icon. ﹚#postwar. ❖﹙ even when they all say odds are a million to one ⋄ funny we already won. ﹚#andromeda. ❖﹙ it's not too late for broken hearts ⋄ take my hand make me wish on a star. ﹚#saved. ❖﹙ i've flown a million miles ⋄ and i've rode so many more. ﹚
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Time to be a hater! I cannot STAND either of the human companions in Mass Effect 🙃
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russos-ventitre · 8 months
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ˏˋ°•*⁀➷ welcome to my blog
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☺︎ about me ↓
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sarah → she / her → ENG & ITA → 18+ → @/RUSSOSVENTITRE
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎☉ aquarius ☽ sagittarius ↑ virgo
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favourite footballer: alessia russo [duecentoquindici]
favourite teams: england lionesses & arsenal & roma
second blog: @buntonsbaby
photography blog: @woso-photography
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i'm a dyslexic writer & video editor & photographer who has an unhealthy obsession with a specific italian woman and a few other footballers
also i can't guarantee that i'll be able to fulfill all of my requests bc i'm a college student trying to juggle 5 different classes but i will try my best :)))
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☺︎ woso masterlist ↓
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ˏ ˋ 🧸 a.russo [AR23] ˎˊ
• una notte romantica [a romantic night] - 1214
• sick day - 1845
• lezioni di italiano i [italian lessons] - 2234
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎→ lezioni di italiano ii [italian lessons] - 2675
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎→ lezioni di italiano iii [italian lessons] - 2717
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎→ lezioni di italiano iv [italian lessons] - 2826
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎→ lezioni di italiano v [italian lessons]
• 23 weeks - 2917
ˏ ˋ ❤️‍🩹 l.williamson [LW6] ˎˊ
• heartache - 1795
• picnic - 1490
• home - 2705
• first steps - 1756
• breathe in, breathe out
• liar
• sunset - 1924
ˏ ˋ 🫧 g.stanway [GS8] ˎˊ
• memories from the dark room - 982
• recovery day cuddles - 1489
• tamagotchi
ˏ ˋ ❣️ e.toone [ET10] ˎˊ
• blurry
ˏ ˋ ⭐️ m.earps [ME1] ˎˊ
• european champion's lover
ˏ ˋ ☁️ l.wälti [LW13] ˎˊ
ˏ ˋ 🍓 s.catley [SC7] ˎˊ
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☺︎ writing rules ↓
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what i will write ✓
footballers: AR23, LW6, GS8, ET10, ME1, LW13, SC7
rating: GA, teen, mature
genre: fluff, angst, hurt/comfort, sickfic, songfic, suggestive smut
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎→ i might branch out to other arsenal players in the future but as of now i only write for the lionesses
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎→ i am an england / arsenal girlie through and through soz
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎→ don't send me your weird fantasties cause ill just block you if you're not anon
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☺︎ footy archive ↓
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→ women's world cup 2023
→ women's super league 2023
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☺︎ inbox ↓
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→ submit fics/blurbs/prompts or anything else that is related to writing
→ submit images/videos/links that inspire fics
→ if you have a specific idea in mind please provide as much detail as possible, big or small
→ submit anything else really, i don't mind (non fic related requests will be filtered as #sarahasks)
→ dont ask questions ab my personal life that are too personal and especially not 18+ questions
‎‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎🖤 russos-ventitre.tumblr.com/ask
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❝ se non hai mai pianto, i tuoi occhi non possono essere belli ❞
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swaps55 · 6 months
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What are you most excited for this year’s N7 Day? I’m hoping BioWare will give us an update on the next game, and all the mods that community will release! I’m extra excited for news on the Powers and Talent Overhaul mod for ME1 LE!
I am excited for SO MANY THINGS.
Watch @legionofpotatoes's blog for a huge N7 Day treat. :D
I'm ecstatic and terrified to post the intro to Mezzo.
Just like you, I cannot wait to see what the modding community is cooking up.
The COOL ART and GREAT FIC people will post!
The cast reunion panel on Sunday!
New femshep statue from Dark Horse getting announced!
I just...love that a 15 year old fan community still comes out to fucking party on N7 Day. This beloved fandom of mine might be small and quiet, but we are loud on N7 Day and it's so special.
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lilmissnatcat24 · 8 months
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lilmissnatcat24's FIC MASTERPOST!!!!
Woohoo! Everything I've written and posted on my ao3! It's literally all Shakarian. (update: no it's not! there's some shrios now yay!!!)
For my blog, click here
Long Fics
The Machiavelli Project (completed)
After the events of the Arrival DLC, before ME3. Shepard responds to an SOS signal from a mine on an asteroid, and discovers a crooked corporation that must be stopped. Slowburn Shakarian (didn't get together in me2), sorta AU sorta canon divergence. MC Death, Gore, Violence, Suicidal Ideations, Intense Slowburn Smut. 121,000 words
Turn Left (ongoing, updates Saturdays)
Detective AU, what would happen if Shepard was discharged from the Alliance and not on Eden Prime for ME1. SLOWBURN (planning on being a trilogy), identity porn subplot. Violence, Gore, Addiction, Alcoholism, Whumpy Whump Whump-o-rama.
One-shots (they're all smutty)
Sweet Like Cherry Wine
Shepard and Garrus pre-Omega-4 Relay. 14,000 words
Commander Shepard, Garrus Vakarian, and the Pussy Pounder Ribbed Dildo (For Her Pleasure) 3000
Garrus finds out Shepard buys a turian dildo by accident, and insists he has to be there when she breaks it in. 8,000 words
Brat
ME1 shore leave turns naughty when Garrus and Shepard are forced to hide in a storage closet. 4,000 words
Kneel
Garrus Vakarian whimpers! That's it, that's the plot. 3,000 words.
when we fuck the heels stay ON
Turians evidently think that humans in heels are really hot. Garrus thinks Shepard is really hot. Smut and naughtiness ensues. 3,000 words.
Short Stories (equally as smutty)
Control
(Shrios) Assassin AU. While stealing targets from each other, Shepard and Thane blur the lines between rivals and lovers. 12k words.
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onedismay · 2 months
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Mass Effect Tag Game
Stole this thing from @messydiabolical. :)c Anyone is welcome to steal it from me as well!
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I am a fan since: Forgot what year it was but I remember ME2 had already been out for a while before I bought ME1. But I caught up quickly and got to experience the release of the Arrival DLC in real time. :D
Favourite game of the series?: It's hard to pick between 1 and 2, but I'll say 2 because the concept of loyalty missions is MY JAM. Also ME2 is my favorite graphics-wise, it's got that high contrast I love so much. (hate the simplified skill trees though)
MShep or FShep?: Most of my Sheps are fSheps because the character creator for mSheps isn't versatile enough for me. :( Where's the long hair! Let me look impractical!
Earthborn, Colonist or Spacer?: I might slightly prefer Earthborn. I enjoy playing characters who've had a rough start in life and made some bad decisions, but grew up to become decent people anyway.
Biotics or Tech: Can't pick, I like variety!
Paragon or Renegade: peace for everybody in the galaxy :') But I reeeaally love the Renegade eyes so I do have some mean Sheps as well.
Favourite Class: I used to main the Infiltrator class but in my most recent run I really enjoyed the Adept. Hard to pick a favorite but I do know my favorite class is NOT the Sentinel, it always feels clunky to me somehow.
Favourite Companion: Tali or Javik. Kaidan and Thane are nearby too. Tali's character development feels very natural and wonderful to me on every playthrough and I always love to see it. Javik is a fave because he's haunted and completely alone and that combo always hooks me like, I MUST see to it that this sad man has at least one nice thing in his life.
Least favourite Companion: It's the writers' fault but Liara. It gets really old when the same companion treats you like her love interest in all 3 games no matter what. I haaaate forced hugs in roleplaying games, don't put me through that, it'll ruin the character for me.
My squad selection: In my most recent playthrough it was unsurprisingly Javik and Tali. But I also ran with Vega quite often in the early game and I kinda missed him in the end game, haha.
Favourite In-game romance: Kaidan, especially with mShep because I really enjoy a slow burn of several years. 🔥
Other pairings I like: I am motioning at my blog and presenting to you Tazzik and the Shadow Broker...... no i don't have anything else to offer at this time
Favourite NPC: I like all these shady-ass salarians like Anoleis and Jaroth and Maelon and Linron (yes) (no i'm not defending her, i just find mean characters interesting sometimes) and Chorban and probably others. Valern isn't all that shady but still a fave. Charn! And Balak, I always look forward to finding out how my Shepard reacts to him. Zaal'Koris vas Qwib-Qwib I always loved you and I knew you were the best admiral before ME3 ever happened
Favourite Antagonist: the Shadow Broker, I was so into the mystery in ME1 and man I was not disappointed when we got the reveal. I would have loved to learn more about his early life.
Favourite Mission: ME2's Suicide Mission because I lovvve how it's a culmination of all your previous actions. It felt really scary and chaotic on my first playthrough and like anything could happen. Now I know all the mechanics so nothing surprises me, but I still look forward to seeing every little detail play out.
Favourite Loyalty Mission: Tali. Also Mordin. And Samara, ugghhh I love Omega and I love playing bait uwu
Favourite DLC: Hmmm I love about half of LotSB very much but I might like Bring Down the Sky more as a whole? The mood is great, it's not super long, and nothing about it annoys me. :D I've only played the Leviathan DLC once so far so I'm not confident enough to call it a fave yet but I liked it a lot, too.
Control, Synthesis or Destroy: I just wanted an ending where we finally talk the Reapers down and they go "yeah u right actually, let's not fight anymore. :( handshake?". All this star child borderline magic stuff is kinda goofy to me. I've picked Destroy almost every time tho.
Favourite Weapon: Recently enjoyed the Blood Pack Executioner... Historically I've probably used the Widow the most. Also I LOVE the way the Revenant looks but I can't stand using it myself lmao. My hand hurts just thinking about it.
Favourite Place: nnnoooo there's so many good places. I adore the Shadow Broker's ship, first of all. Such a cool concept. Noveria for the snow and miserable people. Feels like home. I loved visiting the Migrant Fleet! But my absolute favorite place is probably Omega because it's so rough yet there's still a weird sense of community.
A quote I like: The first that came to mind is "I have a home." Idk, I don't really remember quotes unless they're repeated over and over and by that point I start hating them.
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Kaidan Alenko and the importance of visual storytelling
(Since this post was unable to appear in searches on my old blog, simpingforaymeric, I have chosen to repost it here on my new one)
1. Introduction
One of the most prominent criticisms leveled against the character of Mass Effect’s Kaidan Alenko is that he is, in a word, boring. It’s a comment that seemed confusing after first playing the game and falling almost immediately in love with the character, but gaining some distance after ten years and playing the games more critically than before, starts to make more and more sense.
Don’t get me wrong - Kaidan Alenko is perhaps my most favorite character across all Bioware games. He is by far the one I relate to the most. The following… experiment? Thesis? Elaborate soap box? Is therefore not meant to convince anyone that, Actually, He Is Boring, or even criticize the character of Kaidan Alenko in that sense, but aims to explain why “boring” is the gut reaction of so many (often slightly more casual) players. I want to propose a theory of what issues there are, why they appear across all three games and finally propose a range of edits and changes that might alleviate them. And when I say changes, I in no way mean to change anything about the character of Kaidan Alenko - but to change how that character is communicated to the audience. 
I will preface this by saying that this post is roughly ten years in the making and does not reflect just my own personal observations, but relevant input from other fans across social media, from the BSN, to twitter, to tumblr. Many of these people have moved on, many of them have changed blog names so often it is simply impossible for me to look them up. So while I can no longer source any person in particular for any specific observation, I still want to make clear that this is the result of many thoughtful and insightful posts from many thoughtful and insightful people over a span of years. I have no intention of taking the credit for myself, I am just trying to bring it all together in one project. Once we get to the “How to fix it” part, I will only discuss the ideas that I’ve come up with myself over the past few weeks of replaying the trilogy. 
If a post like this already exists and is already in circulation, please let me know. I have not been active in the fandom for some years and would be very interested if anyone has done a write up similar to mine before. 
Also, this will likely include spoilers for most titles in the Dragon Age and Mass Effect game franchises (not books, or comics, though), so if you haven’t quite finished Inquisition, ME3, or any other game, you may want to hold off on reading this. 
You may also want to hold off on reading this because it’s honest to God 19 pages long. I like this character a normal amount. 
2. The core issues
If there is a thesis statement to this, it is that Kaidan Alenko sounds like an incredibly interesting, multifaceted, uniquely skilled and powerful character who you never see fully represented on screen. My own particular love of Kaidan comes, if I am honest, less from the cutscenes the game actually puts him in and can instead quite often be traced back to deep analysis of dialogue, codex entries and tracing and connecting implications of the two. 
To give a concrete example, I know for a fact that Kaidan Alenko is a very powerful biotic. Most companions in the first game can remark upon this fact and all of them seem impressed. His powers don’t just contribute to an ambiguous Coolness Factor, though. They also impact his personality significantly. They weigh heavy on his conscience, something we learn when he states in early ME1 party banter that he has been deliberately holding himself back for fear of hurting someone. He learned the hard way that his powers are a massive responsibility when he accidentally killed Commander Vyrnnus, something he confesses to you in one of his more powerful conversations in the first game. It’s also a physical burden as we hear from Dr. Chakwas that he suffers from chronic migraines. On top of that, his unique power and his suffering both come from the L2 implant he wears, an outdated model that is considered dangerous. Kaidan has debilitating migraines, but he is one of the luckier ones; other children suffered anything ranging from severe mental disabilities to fatal brain tumors. During the timeline of ME1 there is a serious legal battle raging in the background, of the surviving L2 biotics trying to get reparations for what was done to them. And finally, he is one of the first human biotics to even exist, wearing only the second generation of implants that allow him access to manipulating dark energy. Human biotics are essentially space mages and are socially ostracized and feared by much of humanity. 
It’s safe to say that the entire character of Kaidan Alenko hinges on his biotics. His abilities are a fundamental part of him. They have shaped his personality, his ethical code and his sense of personal identity. Kaidan Alenko as a character simply does not make sense without his biotic abilities. 
The problem is that you can count the amount of times Kaidan Alenko, one of the most powerful human biotics in the alliance military, actually uses his biotic abilities, on one hand. In fact, you can count them on one finger, because there is exactly one scene  - a very simple, not particularly impressive use of Throw on two random goons in the Citadel DLC. Not only is this cutscene not particularly reflective of Kaidan’s extensive ability, it only happens for people who have already locked in his romance and therefore made the game prioritize him. The specific scene could theoretically happen with most other characters. That means anyone who isn’t already completely and entirely sold on the character of Kaidan Alenko, to the extent that they ship their personal OC with him, will likely never see this. I’ll get into why he doesn’t have those scenes a little later. 
You can extrapolate this basic issue for most of the other fundamental cornerstones of his character: 
Kaidan’s morality is strongly rooted in the concept of Paragon, that is to say, he is not an “ends justify the means” kind of guy. He will often try and resolve things peacefully, like when he talks down his fellow L2 biotics from committing homicide during UNC: Hostage in ME1. But because of how the game’s companion system works, Kaidan is never afforded the ability to do more than politely disagree with a renegade Shepard who happily commits war crimes. Voluntarily leaving the squad, as companions in a Dragon Age game might, is simply not on the table. In fact, his personality is so malleable in the first game that it takes one conversation to turn him into more of a renegade and, by proxy, a xenophobe. This option likely exists to ensure that players of a renegade Shepard have a choice in surrounding themselves with companions that do not fundamentally disagree with their ethics and choices, but it significantly weakens a character we are told values integrity. 
Kaidan is an officer. He held the rank of Staff Lieutenant with over a dozen special commendations in ME1, putting him barely one rung below Shepard. The reason Shepard’s initiating dialogue is “Just trying to get a sense of where the crew’s at. Thoughts?” is that Kaidan handles staffing issues and is for all intents and purposes in charge of the marine detail of the Normandy. This simply does not come up. The only thing that is even peripherally mentioned is that Kaidan was the one who recommended getting Ashley Williams on board after Eden Prime. By ME2, he is Staff Commander and outranks Shepard. By ME3, he’s a Major, which is equivalent to the rank of Captain that Anderson held in the first game. As a Major, Kaidan was specifically put in charge of a spec ops team of human biotics. We will never meet them, never see Kaidan commanding them or even talking to them. Never be able to reflect in any way how this changed or affected Kaidan, who was himself abused in an alliance military project under a bad teacher. The game sometimes even forgets that he holds a significant rank at all and will generally consider Shepard to be his superior officer. And I haven’t even gotten into the Spectre stuff.
Kaidan is a chronic pain patient. You will never see him actively suffer the effects, unless we count an idle animation in the first game.  Kaidan values self-control. He will never be put into a position where that self-control is tested and he either overcomes or lets loose. Or, at the very least, highly emotional scenes that could tempt his self-control, simply don’t.
3. The importance of visual impact 
Kaidan Alenko is a very interesting character. On paper. Anyone who doesn’t spend the extra effort reading codex entries, reading character meta on tumblr and investing a considerable amount of time into wrapping their head around the particulars of his character will likely miss a great deal of his personality, because it’s just not on the screen. It used to be my instinct to argue that, well, reading codex entries is important and putting in a little effort to understand a character is fine and dandy. Anyone who isn’t doing that is simply cheating themselves out of appreciating some wonderful fictional guys. And in some cases, I think it is generally fair that not every aspect of a character need be spoon fed to the player. Fans engaging with the text, rather than passively observing it, is a natural part of media consumption.
However, I have to admit that at the end of the day, video games are a visual medium. Furthermore, the old adage of “show, don’t tell”, still applies. And when a character is fundamentally underrepresented, when even the most basic, core concepts of a character are simply missing from the screen, then I can no longer fault anyone for not immediately connecting to a character who is for all intents and purposes absent.
If you are having trouble wrapping your head around the importance of visual input in video games, let’s contrast Kaidan’s lack with other characters’ plenty.
If you don’t think showing Kaidan’s biotics would contribute much, then think about how Samara’s biotics are serene, precise, beautiful. Picture her sitting on the Normandy carefully meditating, shaping a perfect, beautiful little galaxy between her hands. Now contrast it with Jack, violently and impulsively ripping through three heavy mechs to escape her prison. Biotics aren’t just technically something these characters are capable of - their personalities are reflected in what situations they use them in, how they use them and what they look like. 
If you don’t think it matters if a character is afforded an opportunity to show a strong sense of morality, then think about how most companions in Dragon Age do not follow blindly, how big choices like templars vs. mages can cost you the loyalty of one or more companions, if you didn’t invest enough time into forming strong relationships with them. Think about how even in a romance, even at 100% approval, Alistair will leave the party if you choose to spare Loghain. How he will never even consider making that choice if he is put up for that final duel at the Landsmeet. Sure, you can toughen him up a little, you can give him a different outlook and in so doing have some impact on his potential epilogues, but the player is never afforded the opportunity to fundamentally change him. If Alistair leaves, it’s not just a codex entry or a mention on the side. He will confront you and he will walk out on you. 
If you don’t think seeing Kaidan in command of his troops is important, then think about how Cullen’s leadership in Inquisition is reflected on screen. How, at the temple of sacred ashes, in one of the very first cutscenes you may meet him in, he is shown carrying his own wounded soldier off the battlefield. How he is present in some way for almost every major battle in the game. In practice Cullen is stuck behind a desk for most of the game so the player can talk to him, but you don’t feel like he is a passive observer. You know that when battle rages, Cullen leads from the front because you have seen that happening consistently throughout the story. 
I could even be more concrete and talk about how much Jack manages to develop as a character when you see her interacting with her own gaggle of biotic students in her very own mission. How much care is being depicted in how fiercely she protects those she has come to view as “her own”.
If you don’t think it might be relevant to see Kaidan suffer the migraines we’re told about, think about the gut reaction you have when you see a character like Cullen double over in pain at his desk, how he breaks down, visibly shaking in front of you when he is overwhelmed with the debilitating effects of his condition.
And if you don’t think seeing self-control depicted on screen would be all that impactful, think about how you reacted when you first watched Anders visibly fight to control his power. How his own anger, his own suffering cause him to struggle with his abilities, blue light literally pouring through the cracks in his veneer.  You cannot adapt any of the above mentioned scenes 1:1 to Kaidan. He has neither the perfect asari control of the centuries old Samara, nor do I think he has quite the raw power of a royally pissed off Jack. Kaidan is not afforded the opportunity to walk out on Shepard due to how companions work in the trilogy. Kaidan is not in charge of a whole army like Cullen, nor is he likely ridden with trauma quite as intensely as him, since his pain manifests differently and there are modern treatments available to him. He’s not literally possessed by a spirit, like Anders. But all these characters showcase the potential of how a character can impact an audience. They show what can be visually communicated, when care and resources are spent on portraying a character on screen, rather than purely through dialogue and world building.
4. How did we get here
I promised earlier I’d circle back around to the why of it. For all three games, the causes are slightly different and often the result of what I generally call gameplay or story “technicalities”. That is to say, certain aspects of the game or story are simply constructed in such a way that they do not afford Kaidan (and often by proxy, Ashley) the opportunity to do much of significance, if they get to act at all.
I’ve already mentioned how Kaidan’s morality is entirely malleable in the first game based on a mechanic that has less to do with strong characterization and more to do with affording the player the ability to essentially customize their squad. The same applies to Ashley - though I reckon we see her conversation as a little less glaring since turning Ash into more of a paragon generally aligns her morally more closely with most players, while very few people are likely to enjoy turning Kaidan into a raging xenophobe. 
The first game offers up little opportunity for Kaidan to display either his biotics or his position as Staff Lieutenant of the Normandy. The latter is easier to explain - the marine detail of the Normandy are just NPCs. They aren’t relevant to the story in any meaningful way, so leading them isn’t a particularly relevant job for Kaidan to be doing. In theory it’s incredibly important to keep an entire detail of soldiers in line, especially when the CO decides to mutiny three quarters through the story, but the plot is driven by Shepard and the squadmates, not the marines of the Normandy. Therefore, there is no real opportunity to showcase Kaidan’s abilities as a leader of soldiers. 
The first is a bit more difficult to explain and seems to me like plain oversight. Kaidan doesn’t actually have any character introduction scene. The scene where we first meet him on the Normandy is not his introduction, it’s Joker’s. Joker is being characterized as our snarky, cynical pilot - Kaidan is just the person he is being contrasted against. Every other character on the Normandy has a strong introductory scene. Ashley is seen fleeing the geth, before we see her determinedly reload her rifle and turn back to enact some good old fashioned vengeance. Garrus is first seen arguing with his boss, marking him as a not-by-the-book kind of cop, then established as a crack shot by resolving a hostage crisis with a single precise shot of his pistol. Tali is seen negotiating with shady dealers, shown to be self-sufficient and clever enough to know something is up, characterizing her as intelligent and resourceful. Wrex is hilariously unintimidated by the space cops on the Citadel and thus presented as a certified badass. Finally, Liara is our traditional damsel in distress. And Kaidan… well. Nothing. There isn’t a Kaidan-specific scene in the first game. 
At a guess, Kaidan might have played a bigger role in the cut segments on Eden Prime. For those not in the know, dialogue from the game files indicates that the Eden Prime level used to be longer (look for DanaDuchy’s “party banter” video on youtube and start from around 28 minutes. I had it linked originally, but it seems it prevented this post from showing up). Maybe there was a cutscene somewhere here that introduced new players to the concept of biotics in general and Kaidan’s abilities in particular that eventually ended up on the cutting room floor when the Eden Prime level was shortened. Maybe it’s just a general oversight and it truly never hit anyone that a) new players to the universe might want a crash course in what the heck is up with that space magic thing or b) players might need a strong, effective cutscene establishing Kaidan as a character. 
(Incidentally, that cut dialogue from Eden Prime also states that Kaidan was originally intended to be vegetarian, which is, if nothing else, damn funny in hindsight.)
In ME2 the issue can be summed up summarily as “missing out on content”. Kaidan isn’t really afforded any space to act in the story. The one brief moment of involvement he has in the plot - Horizon - is once again reduced to mere dialogue. The one scripted cutscene he has, he shares with Ashley, in which both are fruitlessly shooting at a swarm of insects, trying to protect colonists, but are immediately and forcefully removed from the plot via convenient sedatives. They only return for yet another dialogue-heavy segment, which a lot of people dislike for understandable reasons, but is to me one of the few moments in which the characters display a firm moral stance. I might hate the scene because I hate Shepard and Kaidan fighting and the dialogue itself leaves a bit to be desired, but I like it in the sense that it provides decent characterization by making both Virmire Survivors stand their ground, even against someone they respect or possibly love. 
To make things worse, thanks to the loyalty mission concept, ME2 was actually the game that best handled its character driven storytelling. Every squadmate is afforded the care and resources of a completely unique mission that tells us something important about them and provides ample characterization through their motivations for the mission as well as its outcome. Liara manages to circumvent the problem of not being there for those loyalty missions by getting her own story-driven DLC, which pushes forward her character development and resolves the lingering tension between her and Shepard, whether in a platonic or romantic sense. Kaidan and Ashley are not afforded the same opportunity. 
Some people have pointed out that it is a positive thing, that Kaidan and Ashley do not need a loyalty mission, that their loyalty is gained organically and through actions throughout the trilogy rather than in one specifically scripted mission. I agree with that interpretation, but it does gloss over the fact that loyalty missions are not just a sign that a character is struggling and needs or wants something from Shepard, but an opportunity to spend time with a character on a mission tailored completely to them. Resources and time are dedicated to their portrayal and in so doing communicate what the character is all about to the audience. And Kaidan and Ashley lacking that kind of content is not a net positive. 
In ME3, the preceding issues are not addressed and compounded by new decisions. The lack of a strong, initial cutscene remains unsolved. Kaidan’s introduction in 3 is short and dialogue-heavy, before he is once again forcefully removed from the plot, so Shepard and Anderson can shoot their way through the combat tutorial. When he reappears to effectively save Shepard with the Normandy, he doesn’t do much more than fire a standard assault rifle at a bunch of husks. He briefly returns for the segment on Mars, where the dialogue begins to meaningfully address the tension that was resolved for Liara in the preceding game, but he is then forcefully removed from the plot a third time, getting punched straight into hospital. Even the Citadel standoff, one of the few scenes the VS gets with some general plot-relevance, is undercut by the fact that it has to accommodate both Kaidan and Ashley - two characters who are very different. This is where the problem with the biotics really kicks off.
You see, the reason Kaidan is never using his biotics prominently during cutscenes is because he shares a majority of his cutscenes with Ashley, who isn’t a biotic. Outside of the few romance and friendship scenes, such as the Citadel dates, cutscenes for the Virmire Survivor have to accommodate two characters who are fundamentally different. Ashley is more renegade, Kaidan is more paragon, Kaidan has biotic abilities, Ashley does not. Their personalities and skills are almost at opposite ends of a spectrum, but because any one player of the series will only ever be able to keep one of them alive, fewer resources seem to have been spent on each character individually and their biggest, most important scenes have to operate on an ambiguous middle ground. Ashley is impulsive, a renegade and only has her gun at her disposal, so if Shepard hesitates to shoot Udina during the Citadel standoff, Ashley will shoot him for them, same as she did with Wrex in the first game. For her, this is a fine scene. But Kaidan in contrast is supposed to be calm and controlled, has a strong paragon personality and a range of abilities at his disposal. If the cutscene reflected him truthfully, this scene could diverge significantly for Kaidan. He might choose not to kill Udina and instead wrap him in a stasis field, both to spare his life and so he can be interrogated. These are options Ashley does not have, so the cutscene can’t go there.
In general ME3 gave me the distinct feeling that a majority of cutscenes are written with Ashley in mind first and then dialogue is adapted for Kaidan. Liara’s comment about the Virmire Survivor becoming “very capable” makes some sense for Ashley, who started out as gunnery chief and was new to serving aboard a ship, alongside aliens and operating in deep space. Ashley was a bit of a rookie in some sense. Kaidan starts the series as an officer, already in charge of a significant number of soldiers. He already had over a dozen special commendations. I’m certainly not offended on behalf of the character, but this commentary doesn’t make sense unless you ignore everything the world building and codex establishes about Kaidan and just see him as any other soldier, some kind of raw recruit who was looking up to Shepard. Instead, it is Shepard who is afforded several opportunities to ask Kaidan, three years their senior, for advice on both tactics and politics in the first game - and Kaidan who looks out for Shepard in turn. Liara’s commentary is simply not reflective of Kaidan’s role in the story up to this point, or his relationship with Shepard. 
His role as Major is undercut on several occasions. After the Citadel standoff, the game briefly forgets that Kaidan outranks Shepard by now, as Joker complains that Kaidan “almost shot a superior officer”. His leadership of the spec ops squad is mentioned and party banter even indicates he finds at least one squad during the game, but we will never meet them. This time I really don’t understand it. I can easily see that you can’t rewrite the entire structure of ME1 to give the marine detail of the Normandy a more active role to play in the story just to better reflect Kaidan’s rank - but I honestly don’t know why there isn’t even a small cutscene involving Kaidan in the Normady’s communications center just talking to his spec ops squad. It’s a huge wasted opportunity to not put names and faces to his students (like we do for Jack). If we don’t have the time or money for a full loyalty mission (which at this point may be sorely needed) that’s one thing. But to choose to ignore the one, cool new thing that is unique to Kaidan, to not spend five minutes on exploring that aspect of his character? It feels like such an obvious problem in hindsight.
His chronic pain barely comes up, which again just feels a bit odd. If you ask me, ME3 is the perfect opportunity to showcase some vulnerability, to display your companions cracking under the pressure of the end of the world. The game does that quite admirably with Shepard, in fact. It doesn’t have to be a scene where he breaks down the way Cullen does, but it wouldn’t take that much to show some of the facade starting to crack. 
You can easily add the issue of self-control to that. It might have been interesting for Kaidan to be put into a situation where that self-control could be on display, where a difficult decision might make or break him. It could intensify his romance, to really portray the emotional difficulty of finally reuniting with the person he watched die after two long years.  
If you ever catch me complaining about the date at Apollo’s or even the scene in the Citadel DLC, this is why. I don’t hate the idea of Kaidan cracking jokes about his Canadian-ness or his fondness for steak and beer. It’s that these are the things the game chooses to spend time on, to spend money on, when the more fundamental parts of his character are left either entirely on the cutting room floor or restricted to off-handed mentions. There isn’t anything fundamentally wrong with having a cutesy home cooked dinner scene. I could and would even argue for the fact that this kind of normalcy is a great contrast for a character who didn’t have much normalcy in his life. What bugs me about it is the knowledge that money and time were devoted to a custom beer clink animation when the character of Kaidan Alenko, after several years of game development and an entire trilogy, does not have a single cutscene where he prominently displays the extent of his biotic abilities. What bugs me is that the lighthearted and fun stuff ends up taking precedence over the deeper, more meaningful cornerstones of his character, rather than flesh out the strong foundation that could already be there. 
Even the fans who really enjoy Kaidan in ME3 seem to be at least tacitly aware that Canadian in-jokes and memes about Kaidan’s fondness for steak and beer feel like a little much. They don’t technically take up that much time - it’s only two cutscenes - but because the character lacks so much on every other front, they become overwhelming. They don’t become a cute contrast of normalcy to a character who has lived a life that was anything but - they become the fundamental cornerstones of his character. They become the thing that people take away from the story. They displace and overshadow everything else that was not prominently featured on screen. And even those of us who have dissected his character to hell and back, who know that a strong foundation is there if you dig deep enough into every codex entry, every smidgeon of dialogue - even we are not immune to the impact of visual storytelling. And even we can end up feeling like there’s a bit too much memeing about Canada, too many discussions of steak and flavors of alcohol. 
In the end - what about Kaidan was visually presented on the screen?
That he’ll spend a disconcerting amount of time aimlessly shooting at insects. That he’ll shoot Udina if you won’t. That he really likes steak and alcohol. Anything else, we just don’t see.
If you take all of this together, is it any wonder the main takeaway from a more casual observer is that Kaidan is some relatively uninteresting, painfully average kind of guy?
5. So what?
It’s one thing to identify the issues and even how we got to those issues, but another thing entirely to provide actual, constructive feedback on how to do things better. So I want to spend the next and longest part of this cry for help thought excercise by finding ways to address the issues identified earlier. I’ve already alluded to a few ideas but I want to bring some structure into it. 
As such, I want to outline a script, an editor’s note of the existing franchise. I want to brainstorm some basic ideas for cutscenes and interactions that untangle Kaidan from Ashley, that give Kaidan a bit of a space to breathe and develop as a character and in so doing, create better contrast for Ashley, making the choice between the two seem a bit more meaningful. 
What I want to avoid is airing my own personal grievances with the way Kaidan was portrayed in ME3. I do not intend to win any arguments over who the “real” Kaidan is. Kaidan is a fictional character who was originally conceived by one writer and then adapted for the third game by another. Small inconsistencies, differences in creative decisions and focus are often unavoidable, so I am uninterested in fostering some kind of bizarre fan civil war. Some people prefer Kaidan in ME3. Some people prefer Kaidan in ME1. I cannot objectively prove which version of the character is better - some fans might never even have felt a tangible difference - so I won’t. And I won’t try and change anything about ME3’s Kaidan that I believe to be my entirely subjective preferences, or result from the kind of differences in style of writing that are inevitable under a new character writer. 
Instead, I aim to limit myself to critiquing only those scenes which I believe don’t so much portray Kaidan as “ooc”, because that can mean something different to every single person, but instead simply fail to portray him at all. The scenes that do not provide strong characterization either way, the scenes where I feel like time and money could have been allocated more wisely. I will try and explain my reasoning for why these scenes are often not bad, but achieve less than they could. 
I also limit myself in what can feasibly be displayed on screen, if we consider that games are made under time and budget constraints. I will not do anything that would require large rewrites of any of the games. I will try to achieve as much as possible with as little as possible and won’t replace quiet, dialogue-heavy scenes with busy, animation-heavy scenes. I will try to think as a game dev and writer might, with the caveat that a) I am not actually in game dev and might over- or underestimate certain issues and b) I’ve had the past 10 years to think about this in hindsight with the input of an active fanbase, which is a very different environment to be in, than a game dev who’s been given a certain number of months to come up with or adapt someone else’s fictional guy. 
This is why I am also uninterested in discussing questions of writing competency, or talk about things in terms of “bad writing”, because I do not feel comfortable rendering that kind of judgment on people working in a field I have no tangible experience in and who worked under conditions so very different from the ones under which I am able to comfortably analyze and critique their choices with a decade of hindsight. 
Ultimately, my proposed edits are just my own personal thoughts, though. The idea behind this is to analyze how you visually represent certain characteristics. If you don’t end up liking any of my proposed solutions, if they don’t really match up your interpretation of Kaidan, I hope they at least provide a decent framework for you to come up with your own. 
With all this in mind, let’s see what we could do to address the existing problems.
6. How to fix it:
I will be writing this segment mostly with a paragon Shepard in mind. Renegade dialogue options are often confrontational or shut down a conversation, rather than extend it, so for now I am uninterested to also include an “and you can tell him to shut up too!” option at every turn. In a realistic scenario I would of course need to script a full dialogue wheel including diverging paths, but this is already embarrassingly long for a thought exercise. When actions, rather than dialogue, are supposed to reflect a specific morality, I’ll accommodate both paragon and renegade options, but for conversations I will outline a simple click-top-right-on-the-dialogue-wheel path.
ME1:
All we really need in the first game is a Kaidan-specific cutscene during Eden Prime, affording him the minimum amount of time and resources that are afforded to every other squadmate in the game. I propose the following: As the team encounters the husks for the first time, during the cutscene where they slowly descend from the dragon’s teeth, Shepard, Ash and Kaidan almost get swarmed. Kaidan manages to pull a barrier around them all, pushing the husks out and smashing some of them against the prefab homes. Combat starts after that. Dialogue back on the Normandy will reference this and Shepard can comment on Kaidan’s extensive abilities. 
I would also plainly cut both the conversations for Ashley and Kaidan that allow a player to modify their morality. This change is not really reflected in later characterization of either VS, so it has become redundant in retrospect. Removing it makes both characters seem less malleable and more firm. Any character development or change they might go through would be on their own terms.
ME2:
I suggest altering the Horizon segment and extending it by a little bit. A lot of this comes down to extending dialogue and adding concrete consequences. 
In the initial cutscene, neither Kaidan nor Ash stand around firing pointlessly at a bug swarm. Both of them attempt to cover the colonists, but upon realizing their shooting doesn’t accomplish much, they follow the colonists, shooting at the swarm once or twice (Kaidan maybe even remembering to use those biotics that he has), but ultimately run with them to the nearest prefab house and hunkering down.  Shepard, partway through the colony, breaks into that exact house and finds themselves face to face and gun to gun with the Virmire Survivor. They are disbelieving, but there is not much time to ask questions, similar to how we first encounter Tali. To gain their trust, Shepard can share the swarm-countermeasure with the VS, at which point the path diverges depending on which VS is alive and if they have been given the countermeasure:
If Kaidan is alive:
If given Mordin’s countermeasure, Kaidan decides to head back out and try to find as many survivors as he can. He has figured out by now that his biotics can slow the swarm down and barriers hold them off effectively (as we see in the suicide mission later on), so he focuses on protecting people. A paragon Shepard will agree with him, a renegade Shepard may try to get him to focus on killing Collectors instead, but ultimately Kaidan is immune to their influence right now and will move forward with his plan.
Later, when hitting the Collector ship, more of the pods will be empty, but the ship is almost fully staffed. Companion banter indicates that Kaidan protecting the colonists has saved more lives than initially thought. More paragon inclined characters will note their approval, more renegade inclined characters will bemoan that it’s a hollow victory if they don’t finish the rest of the Collectors off. Shepard’s agreement or disagreement depends on their own alignment. 
If Ashley is alive:
If given Mordin’s countermeasure, Ashley decides to head back out and shoot as many Collectors as she can. She has enough explosives to blow a decent amount of them to hell and wants to slow them down, so they can’t hit the next colony like they hit Horizon. She lacks the biotic abilities that would let her meaningfully protect the colonists. A renegade Shepard will agree with her, a paragon Shepard may try to get her to focus on protecting colonists instead, but ultimately Ashley is immune to their influence right now and will move forward with her plan.
Later, when hitting the Collector ship, more of the pods will be filled, but the ship is running only a skeleton crew. Companion banter indicates that Ashley going after them has taken out more Collectors than initially thought. More renegade inclined characters will note their approval, more paragon inclined characters will lament that a lot of colonists are dead now to give them this advantage. Shepard’s agreement or disagreement depends on their own alignment. 
After the final battle on Horizon, if Shepard gave the VS the countermeasure, they are slightly more amicable in the ensuing dialogue, but ultimately do not join Shepard, still citing distrust of Cerberus and still not fully convinced Shepard isn’t just a clone or a particularly clever VI. They will say that they will share the countermeasure with the Alliance and bolster other human colonies against the seeker swarms. In the debrief, the Illusive Man will be pretty ticked off for sharing such useful tools with the Alliance, but ultimately agrees since this saves human lives. This will also count favorably towards the Citadel stand-off in ME3. 
If Shepard did not give the VS the countermeasure, they were unable to participate in the fight, forced to remain locked down with the colonists. They are even more distrustful in the ensuing dialogue and do not join Shepard, still citing distrust of Cerberus and still not fully convinced Shepard isn’t just a clone or a particularly clever VI. Without the countermeasure, human colonies will remain vulnerable to Collector attacks, but a renegade Shepard’s reasoning is that they will put a stop to the attacks themselves. The Illusive Man will compliment Shepard on being discreet and sticking to the mission plan, revealing perhaps in some sense that his care for humanity only goes so far. This will count negatively towards the Citadel stand-off in ME3. 
ME3: 
Vancouver
To provide one more, at least marginally stronger initial cutscene for the VS, I would involve them a bit more in the flight from Earth. I would have most of it play out as is but modify the touchdown of the Normandy, giving Kaidan and Ashley something more interesting to do than providing broad, unfocused cover fire.
If Kaidan is alive, he could use his biotics to protect Shepard, raising a barrier and pushing away husks similar to how Jack/Samara can push out the seeker swarms in ME2’s suicide run. This is not just to use the same idea twice - if my proposed scene from ME1 is added, this could be an effective callback. 
If Ashley is alive, she could use her marksman ability (her tactical scores are, according to dialogue in ME1, exemplary!) and protect Shepard from husks with a few well-aimed headshots, similar to how Legion protects Shepard during the derelict Reaper mission in ME2. 
The important thing is to visually portray both characters as distinct, with unique abilities all to themselves.
Mars
I am fine with a majority of the dialogue on Mars (barring earlier criticism of the “very capable” conversation as it applies to Kaidan). 
The main change I propose on Mars is that during the final cutscene where the VS is attacked and almost killed by Dr. Eva Core, rather than shoving Liara out of the way, the VS should be shown visibly protecting and saving Shepard. Dialogue later in the game seems to indicate that this is the scene’s intent. Shepard is later portrayed as concerned, possibly guilty over the VS’ injuries and in some dialogue outright states that the VS “got hurt protecting me”, but this is just not what is reflected on screen. Sure, it sounds like pedantry to even bring this up, but players identify strongly with their avatar and a scene in which a character visibly gives their life for the player’s avatar has a very different impact than a scene in which a squadmate visibly protects another. 
So, in my opinion, it should be Vega helping Liara away from the fire, while Shepard and the VS approach the shuttle. When Dr. Eva Core turns out to be alive and tries to attack Shepard, the VS pushes Shepard out of the way, after which the VS gets grabbed, affording Shepard enough time to get up and into position to fire at Dr. Eva Core. The rest plays out as is. 
This has the added advantage of turning the scene into a more obvious parallel for the events on Eden Prime that kick off the first game. Where once Shepard pushed Kaidan or Ashley out of the way and they had to carry their commander’s unconscious body back to the Normandy, the VS finally gets the opportunity to save Shepard at the risk of their own life in turn. 
(Optional: None of the scenes on Mars can be adapted to truly reflect Kaidan’s biotic abilities without fundamentally altering how they play out. For example, the encounter with the turret would have to be amended considerably if Kaidan could meaningfully impact this scene with a biotic barrier, since it’s a tutorial on how to move from cover to cover. Therefore, I am omitting this. If we want to really be sure that no one shouts “plot hole!” just because, dialogue later in the game can posit how Kaidan was tapped out biotically after the fighting in Vancouver and on Mars and therefore was unable to construct a strong barrier when facing the turret or Dr. Eva Core. But that is rationalization of scenes via dialogue and those things missing are not the games’ most glaring issues. Not when contrasted against the missing visual impact of certain cutscenes. This scene is made impactful by Kaidan being severely injured, being pedantic about how he got put into that position isn’t helpful in this case, provided he has ample opportunity elsewhere to show off his abilities.)
Priority: Citadel
I suggest adjusting the Citadel standoff as noted in one of the earlier sections, with one additional change. The Citadel standoff primarily works for Ashley and in my opinion requires no great adjustment. But I would enable Kaidan to make a different choice. Since the standoff is a big emotional scene I would have it test Kaidan’s self-control and show Kaidan’s biotics flaring slightly when confronted by Shepard, then once again more dangerously when Udina pulls out a gun. In a twist, Kaidan, instead of attacking, uses his biotics to trap Udina in a stasis field, allowing Udina to be taken in alive. Maybe that achieves nothing in gameplay terms, maybe Udina is just not high enough up the chain of Cerberus to carry valuable intel, but it would still show that if pushed, Kaidan will remain calm and controlled, take charge of a difficult situation and try to preserve what life he can as a Paragon would. 
A renegade Shepard can still choose to shoot Udina anyways. This gives the resulting recruitment dialogue more possibilities too. Kaidan can be grateful that Shepard extended the same trust to him that he has extended to them, enabling them to resolve the standoff peacefully. He might butt heads with a renegade Shepard who shot Udina, as his current dialogue reflects. 
By contrast, Ash might butt heads with a paragon Shepard who was hesitant, but might approve of the quick reaction time and decisive action of a renegade Shepard, who shot Udina themselves. 
The standoff can largely function as it currently does because it’s not a bad scene in theory - it’s one of the most meaningful the VS ever gets - it simply needs to provide stronger and more distinct characterization for either VS. Two fundamentally different characters should not be making identical choices. 
The Normandy
To better display the impact of the war on Kaidan and his chronic pain, I would add visible pain to the very first conversation on the ship, the one about his parents. The scene is already suitably heavy and Kaidan is already voiced to be deep in thought and in emotional turmoil, so it wouldn’t take much. Slap in the idle animation from ME1 of him rubbing his head, add a line of Shepard asking him if he’s doing ok and bam! - players can see the stress of the war getting to him. 
There are a number of ways to diversify how this plays out. Maybe a romanced Kaidan puts in more effort to hide his pain, maybe Shepard is shown to quickly cut through his bullshit. Perhaps an opportunity could be offered for a Shepard to reach out and attempt to comfort him in the form of a paragon interrupt, falling into familiar motions from before the Normandy went down. It can be a little tense, a little awkward, a little emotionally fraught. 
Most of those ideas hit better than the very general “there’s strength in camaraderie, in empathy” line. This is the first interaction for Kaidan back on the Normandy. It should be a little more personal than that. 
(Re-) Initiating Romance
In a more controversial decision, I would toss out the dinner date at Apollo’s entirely and replace it. I’ve said that I would not remove scenes based on personal preference and this is one of those cases where I just don’t think the scene provides adequate characterization. 
The basic idea of the Citadel date is a sanity check - a break for Shepard and Kaidan. The restaurant, the food and the drinks are vectors to communicate that idea, but the vector is not the important part, the message is. 
Moreover, while a date is cute, this is the scene that potentially reunites Shepard and Kaidan. Whether we’re talking about a female Shepard who romanced Kaidan in ME1, a male Shepard who was never afforded that possibility but for whom the lingering romantic tension can finally blossom into a real relationship in ME3, or a new player who is trying to make sense of two characters who, romantically or platonically, clearly have a history - this scene is pretty significant. Does a romantic dinner date provide useful contrast or does it undercut the potential emotional intensity of what actually happens? Your mileage may vary, but for me, it is the latter. 
And that is why I propose a change. Kaidan’s love for steak and beer will a) return in the Citadel DLC anyhow, where food and drink are not just a vector of a message but part of a message. Namely they set the backdrop for a moment of domesticity and normalcy, providing a valuable contrast to the rest of the games and their more emotionally heavy, serious scenes. And b) it returns at least one more time as a throwaway line, which is better suited for that. Food preferences are almost always communicated in small mentions at the periphery of a character. Fandom made a big deal about Alistair’s love for cheese, but that’s one, maybe two off-handed lines in the first game. 
(Maybe Kaidan’s original writer was somewhat aware of that idea when he wrote that “I’m glad I’m a vegetarian.” line to play on the sidelines, rather than devote an entire cutscene to it. Maybe it’s entirely incidental. But either way, I think it was the right idea.)
My proposition would be to take that break at a location that is significant to Kaidan and Shepard from the first game. My mind almost immediately went to the scenic view from the wards where Shepard, Kaidan and Ashley first have their moment to just talk. It is the first instance of flirting between Kaidan and a female Shepard, symbolically turning it into the place where their relationship kicked off and making it an emotionally significant location from which to pick that same relationship back up. The locale presents some difficulty from an animation standpoint - the wards weren’t put into the game for ME3 - but the game already reuses assets from the first game when talking to the Council and I see no reason why we can’t do the same here. The location can be polished up with new assets and the view over the ward arms exists in the game, in ME3 you just see it from the docking bay. 
With refugees pouring into the docks and shortly after the coup on the Citadel, this part of the wards could be comparatively quiet, empty streets reflecting a Citadel during war time, with people either spending time with their loved ones or letting loose in clubs. Dialogue could clarify this to set a scene of quiet reminiscing and establish that, just as the Citadel’s residents, Kaidan and Shepard take a moment to spend time with the people that are important to them, platonically or romantically - each other. 
The conversation would be nostalgic, looking back to their first day on the Citadel, reminiscing about Ashley and bonding in their shared grief. Regardless of specific lines, I think a nostalgic, contemplative mood a) reflects Kaidan as a character better, b) has a heavier, emotional impact on the player (esp. with that incredibly sad music that suddenly overshadows the cozy mood of Apollo’s) and therefore better fits into the narrative arc of ME3, c) better communicates the characters’ shared history, both to returning and new players.
The confession can play out rather similar to the original date, but I would support the emotional tone a bit more with animations. Rather than the calm hand kiss we see, I want to showcase Kaidan’s self-control one last time - this time, by breaking, rather than maintaining it. Regardless of whether this is a returning or a new romance, I think I can justify an impulsive, sudden kiss between the two, initiated by either Shepard with an interrupt, or, if missed, by Kaidan, finally and symbolically giving in (possibly once again) to his feelings for Shepard. If Shepard initiates the kiss, it mirrors the kiss in ME1 on the flight to Ilos. If Kaidan initiates it, it becomes a parallel that maybe indicates some measure of character development on his part has taken place - here, at the end of the world, he’s finally, truly letting go. (Can you tell I like parallels?) A harmless flare of his biotic corona underlines this idea and could give rise to a bit of jokey flirting. 
Animation-wise, think Solas’ first kiss in the Fade or Cullen’s first kiss on the battlements. If that’s not in the budget, maybe they can reuse it from the first game? This is where it probably shows that I am not in game dev and therefore cannot properly estimate how easily animations are converted from one game to another, so it’s entirely possible that this kiss is a bigger challenge than I think it is. But a hand kiss is a unique animation too, costs money and time to make too, so I like to think a regular kiss would not be completely out of the question or out of the budget.
One criticism that can be leveled at this idea is that this isn’t as much of a break - not as much of a sanity check as the original date at Apollo’s, but for me, creating strong characterization is more important than sticking to any one writer’s original plan for a scene, even if their original idea was good on paper. If you feel very strongly about the date at Apollo’s, if you have an emotional connection to it, I understand if this seems like an unnecessary and unwelcome change. I hope it’s at least understandable why I think changes like this are valuable, even if any one person does not agree. 
Biotics Division
The only thing we’re missing now is something that adequately portrays Kaidan as an officer, teacher, leader of people. I’ve already said I won’t script additional, animation-heavy content like, say, an entire mission (loyalty or otherwise) and want to come out under or within the current scope. So I am replacing another scene that isn’t fundamentally wrong or “bad writing”, but underutilizing the character. 
I’m specifically talking about the Cerberus debrief after Jacob’s mission. While I think it’s a decent portrayal of Kaidan’s character - he is shown to be introspective, thoughtful and empathetic - I don’t think it adds enough to really justify its existence. Kaidan reflects on Cerberus and comes to the realization that some people in Cerberus might have been “good” people. Which doesn’t seem like the kind of epiphany he needed to have. 
This kind of dialogue implies we’re supposed to believe Kaidan had an extremely simplistic “evil bad people” view of Cerberus as an organization, which undercuts his intelligence. He was already pretty insightful about politics, especially when it came to the distinction of “pro human” and “human supremacy”. Dialogue about Udina, about humanity and its place in the galaxy and his responses to the presidential candidate from Terra Firma already establish Kaidan as savvy enough that he probably shouldn’t be so completely blindsided by the idea that some people working for Cerberus might have been doing so for the right reasons. Several of those people are already on the Normandy, including Kenneth and Gabby, Joker, Dr. Chakwas - and the person he is literally talking to right now. For Kaidan to have this epiphany only now and in such simplistic terms, visibly stumped by a morally complex situation, seems almost condescending. 
In short - ideas are being communicated that a) don’t need to be communicated from a player’s perspective, who is already submersed in the moral complexity of working with Cerberus in ME2, b) wouldn’t be particularly useful in providing context for the new players and c) doesn’t communicate an idea that Kaidan would really be struggling with at this point. And if it doesn’t do any of that, then it seems arbitrary to have it and I feel no great sense of loss by replacing it with a scene that is absolutely sorely needed - an introduction to Kaidan’s spec ops squad. 
With the upgraded communications room and the fancy new blue holographic imaging, the choice feels rather obvious. Shepard gets a message to join Kaidan for a call when they can. Biotics division has made contact with Anderson as they are currently fighting on Earth, who put them through to Kaidan and Shepard.
Shepard walks in mid-conversation as Kaidan is talking to the holographic images of his XOs; maybe Anderson makes an appearance too, bringing them all together. The particulars of the dialogue are once again not that important. I would simply include something that reflects Kaidan’s intelligence and tactical know-how, giving his people advice on things - maybe how to secure rations, maybe how to approach a specific mission. The important thing is - you are seeing Kaidan leading. Some informal banter between him and his squad can cement an emotional connection Kaidan has with his people. 
There’s probably space here for both light-hearted banter/flirting, or other more emotionally heavy conversations about hope, tough calls and the end of the world. Kaidan could reflect on his position and how he feels about it after everything Vyrnnus once put him through. I don’t want to settle in favor of any specific idea because like I said, I don’t want to script out the exact dialogue wheel, but rather set the stage for a general scene that can go a variety of ways, be used in any manner to communicate something fundamental about the character. The important thing is seeing Kaidan having a relationship with his squad and Shepard, not me dictating what that relationship looks like exactly. 
Aaaaand that’s it! There’s nothing else I think is in desperate need of extensive editing. The Citadel DLC scene can remain happily as it is - because now it has become a bit more stand-out, a bit of a better contrast to the rest of the games’ content. Anything else I might note would be based on my own personal preference, rather than meaningfully contribute to visual characterization.
7. The core issues: resolved? 
After all that, let’s do a recap and see what original issues we have addressed and how we’ve addressed them. 
Characterization through biotic abilities: 
Added the display of biotics in all three games, mostly focusing on defensive abilities (barrier, one of his core abilities), showing us a more protective, caring Kaidan. When he uses offensive abilities, it is ultimately in service of protection, which is fitting for a sentinel - the resident tank class. The use of his biotics displays a character who is calm and in control of himself and the battlefield.
Cementing Kaidan’s morality: 
No opportunity to change Kaidan fundamentally. He is his own person.
Paragon morality is depicted in both the main interactions in which Kaidan is presented with a choice - Horizon and the Citadel standoff. When Kaidan is permitted to act, he acts like a Paragon.
Displaying Kaidan’s leadership: 
In ME2, Kaidan is shown doing his utmost to protect the residents of Horizon. That may not be leadership in a military sense, but it does show that he can take responsibility for other people’s lives and take charge of a situation.
In ME3, Kaidan is shown interacting with his students. While we still can’t see him in action without more extensive changes, we can get a glimpse of what he might be like as a leader based on how his troops interact with him. 
Empathizing via pain: 
Kaidan is now shown at least once to visibly strain under his migraines. It also affords Shepard the opportunity to emotionally connect with him in this moment of pain. 
Maintaining self-control: 
Kaidan now showcases strong self-control even in a very tense, high stakes situation during the Citadel standoff, using his abilities to pacify and control the situation, to avoid harm. It becomes an inversion of his original fight with Vyrnnus. Kaidan’s an adult now and he chooses to use his abilities to prevent harm, not cause it.
On the flipside, because he manages to resist the loss of control here, it makes it feel more significant when he finally loses it in the romance scene. It underlines how strongly he feels about Shepard and how liberating their relationship is for him. 
8. I think we might finally be done here
In the end, your mileage may vary on how much you like my proposed changes. I am not the original writer of Kaidan Alenko, I can only give my interpretation of the character and at best speculate about narrative intent. Other fans might interpret characters differently, might prioritize different things. The things that I see, value and love in Kaidan Alenko might not be the things you see, value and love in Kaidan Alenko. The scenes I suggest removing might be so important to you that you can’t get behind the idea of changing anything about them. And that’s ok.
My goal with this… whatever the fuck this is, is not to prove what Kaidan’s characterization is or should be, but to illustrate how characters in video games are characterized and use that technique to construct a characterization for Kaidan. You can use the same thought exercise to come up with scenes that better reflect your Kaidan Alenko. Maybe you really just enjoy the character as he is and don’t think anything needs fixing, in which case, boy I hope you didn’t put yourself through reading this entire thing. 
In the end, I made this mostly for myself, because I enjoyed it as a creative exercise and because in a way it allowed me to exorcize (get it? Exorcize, exercise? ) a lot of the things that have been itching in my brain for the past decade. 
I may in the future fully script the proposed dialogue scenes, as another creative exercise and will happily post them here as well. If anyone else manages to get a kick out of it, that’s fine and dandy. 
And with that, I rest my case. 
TL;DR
Kaidan Alenko is one of the most interesting characters in the Mass Effect universe on paper. Because he lacks a number of character-specific cutscenes, misses large parts of the plot and ultimately shares a large part of his scripted animations with another character, players cannot pick up much of that character while playing the game. Seemingly small parts of his personality, like food preferences, do get screen time and become almost overwhelming, rather than provide additional detail to a well-defined character. The result is a character that requires a not-inconsiderable amount of time and effort spent dissecting dialogue and connecting codex entries to find the real personality underneath. 
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400 Days is simultaneously brilliant and disappointing
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I’m currently working on another essay about S2 that’s taking me longer than I expected... which I should have expected but y’know, I’m me. I have no idea when it’ll be finished, but I figured that in the meantime I could write about something that came up while working: 400 Days.
400 Days is the stand-alone DLC episode that was released July 2, 2013, and tells the stories of Vince, Bonnie, Wyatt, Russell, and Shel in the same Georgia area that S1 takes place. While the story doesn’t feature Lee or Clementine, it acts as a bridge between S1 and S2. 
I’ve talked about it in the past, even doing a T5F on the Top 5 Missed Opportunities in 400 Days. My past opinions can be summarized in an ask I answered for anon: “Wasted potential. I remember enjoying it when it first came out before s2 released, and the reason I enjoyed it was because I thought it’d be way more important for s2′s story than it ended up being. Bonnie was the only character that mattered while the others made brief, useless cameos if they chose to go with Tavia. Like… it could’ve been so good and it fell flat on its face.”
While not entirely inaccurate to how I feel now, I do believe I wasn’t giving 400 Days a proper chance. 
A major thing I’m noticing as I revisit many of my past posts from when TWDG consumed my life is that nitpicking and overanalyzing for the sake of pumping out content on this blog is the big contributor to why I experienced extreme burnout for the series to the point where I started actively disliking it at one point. While I did genuinely enjoy the creating the content, and obviously still do, there’s a lot I take issue with now.
Looking back on everything, I’m starting to see things differently and appreciate aspects that I previously despised. That level of nitpicking I did was mostly negative and infected a lot of my judgment when it came to games I loved. I knew certain points in the series were disappointing, therefore I should showcase everything wrong with them, and anything positive I have to say comes with a footnote of, “it’s good, but I think this would’ve made it better,” as if nothing was ever good enough. While I’m not ruling out discussions of “what could’ve been,” I want to appreciate what we were given.
Case in point: 400 Days. I adore it. 
I replayed this dlc not only because it somewhat ties into what my larger essay is about, but also I started playing the Mass Effect games and I’m having a mini-crisis about lowkey hating ME1 more and more as I play... dropping it to play 400 Days and write this sounded sooooo more appealing. 
Uh, there’s a freebie update on what I’ve been up to. I’m desperately trying to make ME1 work and then it made me drive the damn Mako and I’m upset about that.....
Anyway-
 400 Days is brilliant. 
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I didn’t expect to have as much fun playing this as I did.
400 Days is a quick yet compelling experience right from the beginning, and if I’m completely honest, I haven’t had this much fun playing a TWDG episode for a long time. While I adore TFS, I have a lot more history with that game that changes the overall experience, but this? The whole thing was a blast! Sure, it’s not quite a masterpiece, but it’s way better than I remember. It deserves more credit than I initially gave it and I’m here to rectify that. 
Personally, I love mini-stories that all tie together in the end to create one big story. I'm always going to love the idea, and when it’s executed well, it’s brilliant. Because it’s a single episode that tells five mini-stories, it’s easier to pack in so much detail and make things coherent. While we don’t have as much time with our protagonists, we still get a clear picture of who they are and how they’re handling the apocalypse, how they ended up where they are now, and how they handle each dilemma thrown their way. 
These stories take place at different times of the outbreak, starting before the outbreak and going all the way to 400 days in where all the characters are together and discovered by Tavia. Three of the five stories center around this gas station/diner called Gil’s Pitstop, with the other two being in that area, but all five have elements that weave them together beautifully. A character may show up in one story alive, then show up in the next as a walker, and it’s all dependent on the order you play and the choices you make. 
Each story has a “moral dilemma,” usually a major choice you have to make that affects whether or not a character will agree to go with Tavia, the only exception to this being Bonnie. 
And honestly? All of them are great. They fit in so well with the world of TWD. I’d say that Shel’s story has not only one, but two of the best moral dilemmas, whereas Wyatt’s dilemma is the weakest given it’s decided by a game of rock, paper, scissors. 
I can’t get into the meat of why I think this DLC episode is great without going through each story, so-
Vince: Day 2
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Chronologically, Vince’s story takes place first in the timeline, giving us a peak into his life before the outbreak where we see him in a dark room pointing a gun at someone who is pleading for their life. 
“Damn it, I told you! I already told you it wasn't me, man! Man, come on, I told you like...like twenty times... I don't even...I don't even KNOW your brother!”
Vince then shoots him and flees. You get to decide how he’ll try to ditch the gun, but no matter what, he’ll always get caught and we see him on the prison bus, convicted of murder. 
Right away, this tells us so much about Vince yet leaves us wanting more. What happened to Vince’s brother that made him murder a man? We never actually get to know, all Vince says about it is that "I helped my little brother,” which could mean a number of things. 
So Vince is the kind of man willing to take things that far for family, or those he loves, even if he ends up with a prison sentence. His moral compass is already twisting and turning in a different way compared to the others. 
Similar to Lee, he was convicted of murder before the apocalypse, but Vince seems to feel less remorse or guilt for it than Lee does. Lee killed a man in a fight after he caught him with his wife, a heat of the moment thing... but we don’t actually witness it happen. We get to see Vince shoot someone and later claim it was to help his brother out. I find this comparison interesting since this small chapter never tries to set up a, “This is the beginning of Vince’s redemption arc,” like it does for Lee. It more so leans into the fact that yeah, Vince and the other prisoners are here for a reason and right now, redemption isn’t on the table. 
Lee feels bad for what he did and who it hurt. Vince feels bad that he got caught but doesn’t feel bad about helping his brother. The only thing bringing them together is that pre-apocalypse, they accepted that this was their life now only to have a curve ball thrown at them and they find themselves free again. 
Well, first they have to gain their freedom by getting outta those cuffs, I suppose. 
The set up for this story is that Vince is on a prison bus that’s stuck in traffic. You can actually see Gil’s Pitstop through the windows, too. It’s hot as hell outside, and two other prisoners, Jerry and Marcus, up at the front keep arguing while Vince is stuck between Justin and Danny.
Justin is here after years of stealing money from people with “a really good pyramid scheme,” then lied about it on the stand, and Danny is a convicted rapist. The three of them have good chemistry with their banter, it’s enjoyable to watch. You learn more of why they’re here and how they view their guilt, and have the opportunity to tell them the truth about Vince or lie. In doing so will affect how they view you, either you boast about killing a man and become Tough Guy Vince, or lie and say you didn’t do it only to be labeled a coward.
It’s a pretty good time considering the circumstances, but that’s due to how well written and performed this banter is... until Jerry and Marcus become hostile, and one of them chokes the other out. 
But don’t worry, Officer Dipshit [his name is Clyde] is here to help! He starts by yelling at them to stop and then just shooting Marcus in the head before panicking and threatening Vince, Danny, and Justin with the shotgun. 
Honestly, I think Justin says it best: “THIS is what happens when you give guns to ASSHOLES.”
It’s super intense, and you know what’s going to happen the moment this incompetent cop refuses to get in between the fight and break it up properly, choosing to instead point his shotgun at them and yell. But Officer Dipshit gets his comeuppance when Jerry, who was choked to death, becomes a walker and attacks him. Then all hell breaks loose as the other officer [Bennett] flees, leaving you and the other two chained together with a walker that wants to eat your face. 
Vince manages to get Officer Dipshit’s gun and shoot the walker, but the noise only brings more of them onto the bus where they begin trying to get through the gate. 
Now the moral dilemma- Vince has the shotgun. The only way you can escape is to shoot off one of the cuffs, but in doing so will shoot off someone’s foot and they’ll need to be left behind. Whose cuff do you shoot? Danny or Justin’s?
By the way, I love that this whole scene was set up with Danny yanking on the chains that bind you all together as foreshadowing for the solution to this new problem, it’s great.
But here’s the thing about this dilemma... the end percentages still baffle me after all this time. According to The Definitive Edition, 70% of players shot Justin, and 30% of players shot Danny, and I just have to ask why that is?
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Because to me, shooting Danny feels like the obvious choice and is what I did. 
Justin is more about keeping his head down. He’s willing to lie if it benefits him. He says that he doesn’t feel bad for his victims, claiming that they knew what they were getting into and he still carried them for years. He’s pretty upfront with his guilt, he never denies it. Hell, he even shrugs and confesses that he lied on the stand, fake crying to try and get a lesser sentence. He’ll joke around, even if he’s mostly annoyed by Danny’s bullshit. Given that he was involved with a scheme that allowed him to make off with millions, he’s also incredibly intelligent. Plus, he’s voiced by the same guy who voiced Ben in s1. I wouldn’t say he’s annoying or anything, he just comes off as more self-serving. 
Danny, on the other hand, is the more charismatic of the two. He’s the one cracking the jokes and yanking on the chains, but he’s also the one who wants to help break up the fight between the other prisoners and stands up to the cop as he’s threatening all of you to shut up. This shows a lot of courage and willingness to intervene when he sees something wrong. He claims he’s innocent, insisting that he’s a morally good man and was falsely accused. Oh, and he misses his girlfriend. He’s a real bro, y’know? 
Here’s the thing: yeah, Danny’s a “bro,” but he’s also a convicted rapist.
Justin: I wasn't stealing from guys like that. Anyway, better than stealing his virginity.
Danny: Hey, how many times I gotta tell you?
Justin: Here we go.
Danny: Seriously! I was falsely accused!
Justin: How old was she? Fifteen?
Danny: Damn it, it ain't like that.
Justin: You're tellin' me there wasn't a star witness waiting around in your white van? I'm shocked.
Vince: You WERE convicted, Danny. Gotta admit that much.
Danny: Aw, come on, Vince. That don't mean I did it.
“It ain’t like that.” Then what’s it like, Danny?
Because when Justin tells him that he “probably ruined that poor girl’s life, you piece of shit,” all Danny has to say is, “Big talk from White Collar over there. How many lives you ruin, kid?” 
As if Danny’s logic is that Justin ruined more lives where he only ruined one, so Justin’s the worse criminal here so let’s shift to him... and I dunno about you, but that makes me feel real icky inside.
I have a feeling it’s because Danny is more of a “bro” and he actively stands up to Officer Dipshit that more people went with him. Or they just weren’t paying attention to what he was convicted of, or they believed him when he said he was falsely accused. Personally, I have a hard time believing him based on his dialogue when you point the gun at him multiple times during the final decision:
Danny: Come on, you know I'm a good guy, man!
Danny: Okay, I know I'm a fuck-up, but Jesus! 
Danny: Come on! I did some bad shit, but I'm a good guy, Vince...
And he says that last one AFTER Justin says, “You're gonna do me and not this rapist fuck?”
Also if you DO save him over Justin, he dies later off screen and Russell will make a comment about how it’s a good thing he did before Shel and Becca joined the group... if anyone can spot a creep/pervert, it’s Russell! 
Vince: Guys, look...if I learned one thing from Danny, it's that we have to stick together and protect ourselves!
Russell: What?! That guy was an asshole! You should be happy he got killed before Shel and Becca joined us.
Becca: Why?
Russell: Don't worry about it.
Justin is upfront that he’s a criminal and I believe him, I believe he’s a self-serving liar... but Danny doth protest too much, me thinks, y’know? Between the two, I'm gonna take my chances with Justin over Danny. I don’t care that Justin’s a liar and eventually ditches Vince, Vince doesn’t seem to heartbroken about it anyway. 
By the way, shooting Danny is the way to get Vince to go with Tavia so make note of that if you’re trying to get everyone to go with her and appear in S2. Actually, it’s interesting that Vince is less trusting of strangers if you go with Danny over Justin, as if he got burned by that choice in the end, hmm? 
Anyway, that was my spiel about Danny vs Justin, and I would be interested to know what y’all picked. I’ve read a lot of discussions about this choice and I know I’m not the only one who feels this way about the percentages. I’ve read a lot of responses to why people picked who they picked, all very interesting. 
Back on track, this is a solid chunk of the story. I enjoy the dilemma presented here. You’re chained to these two guys and if you don’t shoot one of their ankles off, then all three of you are going to die. What gets me about this is it’s not like the Doug vs Carley choice. Doug and Carley were both in trouble but you only had enough time to save one of them. You weren’t actively shooting them. 
Here? You have to pull the trigger more than once. You have to pick one, shoot their ankle off, and then leave them there in order to escape. It’s super fucked and going off the way Vince hesitates and looks back at the one you shot, I’d say it’s something that’s gonna sit with him for the rest of his life. 
The pacing of this episode is great, it’s intense, the escalation in hostility between the two other prisoners only for it to end in blood is well executed, and overall the set up is damn good. 
Wyatt: Day 41
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Dude. Wyatt’s story. I love Wyatt’s story. Of all five stories, it’s the one that made me laugh the most. It’s absolutely hilarious despite taking place in a very tense and panicked situation. 
Wyatt in on the run with his companion, Eddie. They’re driving away after an encounter with group of guys that ended in Eddie shooting one of them, and now they’re being chased and shot at by someone in a truck. 
Eddie: God, this is so fucked!
Wyatt: Why the hell did you shoot that guy, man? What the hell WAS that?
Eddie: I didn't mean to do it! It just happened, okay? Where the fuck were you with a warning?
Wyatt: Me? You're putting that on me now? I didn't see the guy, either! I was too worried those dudes were going to pull guns on us or--
Intense right off the bat, a complete panic as you’re trying to shoot at the truck chasing you while Wyatt and Eddie argue about what happened. Eventually the truck swerves off the road and you seem to be in the clear.
From what I gather, Wyatt and Eddie had a run in with Nate, the guy from Russell’s story, an unknown man who Eddie shot and killed in the encounter, and possibly some others given how Wyatt says he was worried about the “dudes” [plural] but he didn’t see the guy Eddie shot. Given that Nate’s alone in Russell’s story and the lone one chasing them down, it’s likely he’s the only survivor from that side. It’s unknown if Wyatt and Eddie were in a bigger group or not, so I’m going to assume it was just the two of them. 
Wyatt: Did you mean to pull the trigger?
Eddie: I don't know. I was so keyed up... I just... damn it. Look, Wyatt. All I know is those guys had me all... jacked up like I was on speed or something. I was just on edge, you know? Then I was, like, watching that guy's brains come out the back of his head. I'm sorry, man. I...
The core of why Wyatt’s story is possibly my favorite is the electric chemistry between him and Eddie. The dialogue, the voice acting, it’s all just dripping with personality and you feel like you’re watching two friends who’ve known each other for a long time, just *chef kiss*  
Eddie: See? It's fine. Road's straight as my dick.... You think we're in the clear?
Wyatt: Don’t talk about your dick.
Eddie: ...... Why not?
[or alternatively, if Wyatt says nothing, Eddie will just : “... Are you still thinking about my dick?” sksks it’s so stupid, I can’t help but love it.]
They talk like typical stoners, which they indeed are because Eddie’s got some “sticky” in the glovebox and wants it after they believe they’re in the clear. Y’know, the perfect time for some weed. Kate Garcia would greatly approve. 
So they’re driving along and we get more context for what happened, more great banter... and then they hit someone. 
The dilemma in this chapter is the fact that they hit someone and they don’t think it’s a walker, it’s a person. Even though they’re on the run from Nate and it’s foggy as hell outside, Eddie insists that they help whoever was hit. 
I believe Eddie is such a fan favorite not just because he’s funny or a charming character, but because of his compassion. In this moment you feel his frustration and guilt in having hit someone. He isn’t about to perform a hit and run even in this new apocalyptic world even though it would be easier to just assume it’s a walker and keep driving. 
Eddie: What if that was you, man?! After all the shit that's happened in the past couple months? Where's your compassion, motherfucker?
or
Eddie: If that guy back there is alive, we HAVE to help him, Wyatt. There ain't a lot of live dudes left these days.
Eddie showed a lot of shock and guilt over shooting a guy before, but now he’s sure he’s hit an innocent person and he refuses to leave them. His humanity does him credit and that’s why he’s one of my favorite characters in this DLC. 
But then comes the choice: One of you has to go find this person you hit, and one of you has to stay in the car. Who should do what? 
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The end stats for this are 50/50, and it’s decided either by you refusing to go out yourself, or agreeing to a game of rock, paper, scissors. 
No, really, that’s how they decide who gets to go out there, best two outta three. That’s why I say this is one of the weaker portrayals of the dilemma, you don’t necessarily get to decide what Wyatt’s going to do, therefore shaping his personality and morals... it’s all up to luck. 
Though you can outright refuse, and Eddie will go out anyway so that’s one way to shape Wyatt if you’re playing him as less compassionate, or more cautious, or even as a coward. While there is an option for Wyatt to volunteer, you still have to rock, paper, scissors for it which I’m kinda meh on. Personally, I think if you’re brave enough to volunteer, you should be able to double down with Eddie and make the choice yourself rather than leaving it up to fate decided by a couple hand gestures. 
My advice to anyone playing this is try to lose the game. If Wyatt loses the game, he will go out there with a gun to find the person you hit, otherwise Eddie will go and Wyatt will be left in the car. Wyatt remaining in the car is the weaker option, far less exciting and results in you being attacked by Nate and forced to leave Eddie behind. Don’t get me wrong, it’s not bad by any means and getting to see that it’s Nate is neat when going into Russell’s story, but I think Wyatt being left behind is more impactful because it opens up a new dilemma.
I managed to lose the game by picking scissors every time. I find that Eddie tends to pick mostly rock, at least every time I’ve played before I’ve beaten him with paper, but rock beats scissors sooo pick scissors. 
Wyatt takes the gun and goes out into the fog to find the guy, who is revealed to be Bennett, the cop who fled the prison bus in Vince’s story. Wyatt tries talking to him, but Bennett is too injured and out of it to respond. Wyatt starts to help him, but because nothing is ever smooth sailing... walkers begin to groan and you realize that they’re coming through the fog. 
The reason I think this path’s better is because now you have a new choice to make: Do you try to help Bennett, or do you abandon him?
Wyatt wasn’t the one driving, and he’s out here due to a lost game of rock, paper, scissors... but is he willing to leave this man out here to be eaten to save himself, or is he going to try and do his best to help the man at the risk of getting them both killed. 
I chose to try and save Bennett, which meant I had to to drag him back to the car while stopping to shoot walkers... and the noise only brings more of them and uh oh, Eddie’s screaming for Wyatt to hurry up because he’s being attacked! If Eddie remains in the car, Nate attacks him and no matter how fast you go, Wyatt never makes it in time... Eddie drives off without Wyatt, who is now left in a misty forest with more walkers on the way, and Nate.
It’s rough, but more compelling, in my opinion. 
The highlight of this story is Wyatt and Eddie’s relationship, and there’s something about them getting separated that just stings, y’know? I found myself dreading getting out of the car not because of the dangers held within the fog, but because I knew Wyatt and Eddie would be separated after this only to never be reunited. 
Well, we assume they never reunite and that... the best way I can describe this is I feel like Sarah from Labyrinth, just throwing myself onto my bed and beating my fists against the wall and exclaiming, “IT’S NOT FAIR!!” at everyone... because it’s not fair that Wyatt and Eddie get separated and it makes me emotional, I’m not happy about it. 
But that also proves how effective Wyatt’s story is. Wyatt by himself also has the vibe of your sarcastic stoner friend who’s into indie bands and video games, but that’s part of his charm. 
Overall, a damn good story and execution. 
Russell: Day 184
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I have a lot of feelings about Russell. 
As far as the playable protagonists go, I can say with confidence that he’s my favorite. I love them all, but Russell sticks out to me by how much younger he seems to be, his interesting backstory, and by his jaded behavior. 
His story starts with him walking down a long yet familiar road. He has his backpack and a map, and tells us he’s trying to get to his grandmother’s house. However, as he’s walking along, the truck from Wyatt’s story is coming up the road and Russell’s gotta decide if he should hide or stand his ground. 
If you hide, you’ll quickly remember why you know this road. Russell will hide down next to a corpse, but not just any corpse- the body of either Carley or Doug, depending on who you saved in S1. A neat inclusion, if not a little sad... and annoying because then I’m forced to remember Lilly shooting Carley outta spite and me leaving her ass on the road... wasn’t S1 so fun??
Anyway, Nate pulls up and talks to Russell no matter what, and you have no choice but to hitch a ride with him. You can try and refuse, and Nate’ll drive away... only for a dozen walkers to appear out of thin air and surround you so Nate will come back for you... I see you, Telltale, I see through your nonsense. 
The rest of Russell’s story has him and Nate... bonding? I don’t even want to call it that, but they talk as they drive, we get more insight into Russell’s last group that left him with some trauma.  
Russell: There was seven of us. I didn't have any family there or nothing; they were all at my Gram's down in Statesboro. There was a dad who had a daughter 'bout my age. One guy said he used to be a cop, but nobody really believed him; then a teacher and his wife. Leader was this guy, Steve.
Nate: Go back to the daughter.
Russell: Steve was a bad dude, but everybody was with him, you know? He said seven was the magic number, so we didn't add nobody to the group. If we found survivors, it was the same every time. He...he...
Nate: Let it out, Paco.
Russell: Just... "We gonna kill these folks and take their stuff or what?" And then bang, they'd be dead. Anyway... I couldn't handle that. After weeks of it, I packed my shit up and figured I can make for Gran's alone and try to find my family. I slipped outta there. I couldn't live like that.
Super interesting, and I wanted to learn more about this group but Nate ruins it by continuing to be a creep. 
By the way, Nate? Crusty. Stinky. He is repulsive and I hate him... but he’s also the best antagonist in this DLC, go figure. I’m pretty sure the writers had a lot of fun making him as slimy as possible. He’s dangerous and a huge creep, he makes my guts feel icky, I just-
Russell: Why you gotta be like that?
Nate: Like what?
Russell: Always talking about women like that.
Nate: WOMEN? Ha, okay. Let me see if I can answer your question. Because...because the hunger a man's got for a woman is all we got left now. No laws, no jobs, ain't nothin' that make us men. But they ain't eaten all the women yet.
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Nate, you’re gross and I hate you.
Unfortunately, Russell is stuck with this man for the time being until the two end up at Gil’s Pitstop only to be shot at by someone inside. Together, they avoid being shot and break in to find an older man is responsible for shooting at them, and his wife is injured, bleeding out in the booth beside him. 
The man, Walt, yells at them to get out and accuses Nate of coming back to finish them off. Alarming, to say the least, but Nate casually denies the accusations that he’s been here before and calls Walt crazy.
Given this is Nate we’re talking about and he’s been in this area awhile, I’m inclined to believe that he was here at one point and could’ve attacked the couple, possibly with his group that Wyatt and Eddie encountered. 
But here’s where things get interesting, and where Russell’s story becomes more unique when it comes to the dilemma. You’ve got this older couple here, one of them injured, and the other shot at you. They’re accusing your crusty companion of coming back to finish them off, and said crusty man decides to manipulate you by echoing the story from earlier: 
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Nate: What do you say, Russ? Should we just kill these folks and take all their stuff?
Super fucked up, and it has an immediate effect on Russell. Nate gives him the crazy eyes and casually points the gun at Russell... so what do you do? Do you comply, or do you stand up to Nate?
Unfortunately, no matter what you do, Nate will always kill the old couple. If you comply with Nate, whether by saying nothing out of shock or hesitantly agreeing, you witness the murders and Nate gloating about how all their stuff is there’s now. Then you get an eerie line from Nate as he looks back at Russell with a smile:
Nate: Relax. You're my boy, Russell. Things are going to be a-okay.
All while Russell stands there in absolute horror and shock, probably reliving the trauma he escaped from his previous group and realizing he’s now stuck in it again. 
This ending to the story is awful... not awful as in it’s written poorly. No, no, quite the opposite. It’s awful because of what it does to Russell. By complying, Russell is now stuck with this man who “kept you around,” according to the little choice notification in the corner. Who killed with no compassion, no guilt, and is gleefully admiring the “rewards” he got for doing it. Russell just stood there while two innocent people were murdered and he does nothing to stop it. He looks at Nate and sees Steve, a man he earlier described as a bad person, but everyone was with him, everyone complied. Russell couldn’t take it anymore and he had to leave, only to find himself at the mercy of another Steve and that’s tragic. 
Luckily, Russell manages to get away somehow given he’s with the rest of the group in the epilogue, though we never find out how. 
As for the alternative, Russell can stand up to Nate and call him out in one of my favorite moments:
Russell: Are you serious?
Nate: Maybe. Why not?
Russell: That's fucked up! There are real fucking monsters out there!
Nate: No shit.
Russell: And you're just going to joke about the shit I seen? Fuck you, Nate!
Nate: I saved your ass!
Russell: You didn't do shit.
Nate: Easy, Russ.
Russell: I ain't hurtin' no one. And don't you hurt these people either.
Nate: COME ON! Can we still be friends?
Russell: No.
Russell leaves Nate behind, and as he’s walking outside, he hears two gunshots from inside. At first, the player’s probably thinking how Russell should’ve done more to help the couple, but what could he do? Nate had the gun, and wrestling it from him would’ve gotten Russell killed. It’s fucked, but there was nothing he could do with Nate holding as much power as he did. Russell had no choice but to stand up to him in hopes of convincing him to leave the couple alone, and then leave. 
Unfortunately, Nate isn’t easily swayed. Russell’s lucky he got away when he did. 
Russell standing up to Nate, avoiding the road he’s desperately tried not to walk again, is compelling as hell. By walking away, he’s saying that no, that’s not who he will become. He won’t be Steve, he won’t be Nate, he won’t be a man who causes hurt and death in order to reap the “rewards.” 
In the end, Russell is more bitter, wary to trust and I don’t blame him. This moral dilemma is so powerful because it’s a choice between remaining strong, brave enough to look at what you could become and say, “no,” and giving in, becoming the thing you feared and ran from. 
Not to mention Russell’s story all started because he left to go find his grandmother, to reunite with his family. If Russell were to reunite with her, would he be proud of how he got there? Or would be feel like yet another monster who hurt others to get there? 
All in all, so damn good. 
Fuck Nate, though. Hope he choked. 
Bonnie: Day 220
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Bonnie, everyone’s favorite.... CJ wrote sarcastically, knowing full well that a lot of people don’t actually like her. 
It’s a shame that S2 has tainted Bonnie’s character for a lot of people, but this post isn’t about S2 so I’m going to focus solely on what we see of her in this story. 
What we get is a woman struggling with addiction, clinging to a life preserver the best she can in a world where the dead walk but people are more dangerous, a preserver that can be ripped out of her hands depending on your choices. Bonnie is recovering from a drug problem when we meet her out in the rain with a man named, Leland, and the two are playing a cute little game of “would you rather.” 
She has a deep southern drawl, and easily teases Leland even without player input. 
Leland: You've been a lot more fun lately. Feelin' better?
Bonnie: I guess I am.
Leland: Well, you sure do look better. Though you gotta admit, anything is an improvement. That came out wrong... what I mean is... I mean... You were... you were, uh... you know.
Bonnie: Take a hike, big ears.
Leland: I resemble that remark.
Bonnie: You resemble a satellite.
Leland: Ya know, you weren't so damn sassy before. Guess that's a good sign. I mean it, though. After we found ya, you were still so hooked on that stuff. I never thought you'd make it. You ain't outta the woods yet, I know, but you've come a long way, Bonnie. I'm proud of you.
At first, you pick up on a little romantic tension between the two and think, “Oh, I see~” There’s some definite chemistry there. Leland even goes as far as to caress her cheek and say her name softly. 
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Then Dee shows up, and you realize rather quickly that she’s Leland’s wife, and then you go, “Oh... I see.” 
Dee sees it, too, and calls the two of them out on their flirting. 
Dee: I got you a present.
Leland: Aw, you shouldn't have! What did you find?
Dee: I'll tell ya later. I don't mean to interrupt your "chat" with your "girlfriend", but we gotta get movin'.
So that’s not great.
But it appears that Dee found a bag and avoids saying where she got it. Leland keeps pushing on about the bag, and this causes a fight to break out with Dee getting more defensive until she tells then to run. Turns out, Dee stole the bag from a nearby group that is now hunting them down, so the three of them have to get out of there. 
Bonnie falls behind, and ends up shot. Leland calls out to her, but we see Dee holding him back before disappearing, leaving Bonnie on her own. This segment is super good, she falls down a hill and a zombified Clyde- you remember Clyde? Officer Dipshit? Yeah, he shows up as a walker here to attack Bonnie if you don’t kill him in Russell’s story. After killing the walker, Bonnie’s forced to navigate a corn maze while avoiding the flashlights of the group chasing her. It’s a well done scene, and the moment Bonnie makes it out is just heart breaking. 
She’s wounded, all alone, and she’s slipping all over in the mud, desperate to take cover behind a tractor. Plus her little, “Mama watch over me,” gets me, y’know? 
The dialogue that follows is raw. Eerie. Just-
Bonnie: Dee, oh, God, Dee... I'm so sorry, oh, God...
Dee: Wh... why? You... Why? Do... d-- do I look... How bad is it? Bonnie?
Bonnie: It was dark, it's so dark, I couldn't see you! I didn't know it was you! How was I supposed to know it was you?!
Dee: There was no... I thought I...saw you... You did this...? You... killed me. You killed me... I sh-- should never have... tr-- trusted you... just... just a junkie... Leland, she... she did this to me...
Bonnie: I... God, I'm so sorry, so... I can't... Oh, God, God...
Dee: I knew you'd fuck up again... take him...
Bonnie: I... I... no, God, I'm sorry. I need him; I need you both...
Dee: You... bitch... I knew you wanted him... didn't think you had the stones... Goddamn you...
-and then Dee dies. Dee repeatedly calling Bonnie a junkie and a fuck up is painful. Bonnie’s clearly in distress, apologizing and trying to comfort Dee as she’s dying, and all Dee can do is call her a fucking junkie while damning her, telling her they should’ve never trusted her. I cannot imagine the toll that takes on Bonnie going forward. 
Now the dilemma here isn’t that Bonnie killed her. You have no choice on whether or not to hit her with the piece of rebar. If you don’t, Dee will kill Bonnie and you get a nice ol’ YOU ARE DEAD. You have to hit Dee, Dee will always die, it’s more up to you how Bonnie reacts and handles it. 
The dilemma here is Leland finds them and is horrified that Dee is dead. He then asks Bonnie what happened. Do you tell him the truth or do you lie? 
This is rough, to say the least. Because it was an accident. You had no choice, you didn’t know it was Dee and now you have to decide if being honest is the best choice in this moment. Are you willing to take responsibility for something you did even if it hurts you, or hurts Leland? Or are you going to lie to the grieving husband of the woman you killed to save your own ass? 
And remember, that group is still chasing you down, it’s only a matter of time before they find you so whatever you do, you have to do it fast or else that group is going to kill you.
Fun fact, according to the stats, 75% of people lied to Leland, and 25% of people told him the truth. Which I find fascinating yet unsurprising that players wouldn’t tell the truth in order to cover their asses. 
To be fair, a new player might think that telling the truth could cause Leland to lash out and you’ll get hurt, and that takes priority over doing the “morally good thing” of being honest. Or they don’t want to admit they did a bad thing. Players never like doing that unless it was on purpose. 
Not only that, but if Leland knows that truth and you can convince him to leave with you, the fact that Bonnie killed her [accident or no] will always hang heavy in the air. If Leland doesn’t know the truth, then y’know- ignorance is bliss and Bonnie won’t have to face the repercussions from him... she’ll just have to deal with her guilt and trauma internally. 
You also have to remember that Bonnie is a recovering addict. Leland and Dee were her life preservers that kept her afloat this whole time. She just accidentally killed half of her support, and now she’s staring at the other half and has to judge if she’s willing to risk losing him, as well. If both Dee and Leland are gone, Bonnie is alone, and that could be far worse than anything else for her.
For me, this dilemma is fairly similar to Russell’s- who are you shaping Bonnie to be with this choice? Can Bonnie live with herself if she lies? 
If you lie, it’s easy to convince him to come along with you, but you can still do so if you tell the truth, which is what I did. It all depends on your approach and if you can convince him that it was a genuine accident on Bonnie’s part. Which it was so again, not hard. If you can’t convince him, he’ll stay by Dee’s side while Bonnie runs away and you’ll hear a gunshot. 
If Leland leaves with Bonnie, they don’t stay together since he’s not with the group in the epilogue. As far as I can tell, we never find out what happened to him, Bonnie never says. 
Bonnie’s story is solid, super enjoyable, I love it. Again, you might be noticing a pattern but every story so far has been excellent, not a single bad one in the bunch. 
And that doesn’t change with Shel’s story.
Shel: Days 236 & 259
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Shel’s story is the final event on the timeline, and while I said that Wyatt’s story made me laugh the most and Russell’s my favorite protagonist, Shel’s story is my favorite overall. It’s not funny like Wyatt’s, and I wouldn’t even say Shel is as compelling as Russell, but it more than makes up for that with the story it tells. 
It’s funny to think back on this because had you asked me years ago about Shel’s story, I probably would’ve told you it’s my least favorite and that Shel and Becca weren’t great. Again, another example of me not giving them a proper chance.
This time around I was surprisingly invested in Shel as a character. She’s a lot more... how do I put this? Softer? She’s softer than the other playable protagonists in the way she acts, speaking, and views the situation. She has a little sister to look after in this world, a young, impressionable girl that Shel sees getting colder and colder with every terrible thing she sees. It’s understandable that Shel wants to protect Becca, or even shelter her from the reality of their situation. 
I liked Becca a lot, too. She wasn’t annoying like I remembered her being. Her behavior is understandable when you pay attention. She’s young, she doesn’t fully understand the weight of the things she may do, and she’s easily influenced, which becomes scary later on. 
Shel’s story takes place in Gil’s Pitstop where she and Becca are staying with a group of familiar faces. Yep, the cancer patients from S1 are back. Turns out Vernon was more of a bastard than we initially thought as we learn he planned to steal the boat from the moment we found it... and given that he’s no longer with the group, I’d say that didn’t work out for him in the end. 
Aside from them, we have Stephanie and Roman. These two are key to this story, both having ideas about how Becca should be raised, and Roman becomes a more antagonistic character in the end. 
This story is about Shel’s conflicted feelings about the world and what it’s doing to her and Becca. They have to keep inventory of guns and supplies and hey, remember how Dee stole that bag? Surprise, Shel’s group were the ones chasing you down when you were playing as Bonnie, and they make comments depending on if Leland stayed with Bonnie or was caught. 
Shel meets Roman outside where we see “guard dogs,” which are just walkers they’d tied up to keep people away. Depending on if you stayed with Nate or stood up to him, you may encounter Walt as a walker, or Bennett. They’re feeding the walkers when Roman makes a comment about how Becca wouldn’t mind doing this, and that Shel can’t keep sheltering her, something Shel struggles with. 
Shel also discovered the old woman walker is eating a puppy and the affect on her is instant, nearly bringing her to tears. Which is completely understandable. When I say that Shel is softer, it’s because of a moment like this where she sees something that’s sad and she doesn’t just shrug it off. She feels it deeply, and that’s further proven when she goes back inside only for Becca to scare her as a little prank. 
Shel lashes out at her, and I love their conversation once she’s calmed down. 
Shel: It's the walkers...I guess they got ahold of a puppy.
Becca: A puppy?
Shel: Yeah. I guess it just...it got to me, ya know. It was so little. You don't think about babies anymore, but... After a while, you just kind of accept...this is it.
Becca: Yeah. I guess you kinda forget.
Shel: Right? But then...you know...there it is. You see it and you want to protect it... And now it's gone.
Becca: That sucks.
I feel like this is obvious, but Shel seeing a dead puppy being eaten by walkers probably brought Becca to mind. While Becca isn’t a baby, she is still a kid, and we know how TWDG works. Children and teens aren’t safe from death in this series. In S1 we dealt with Duck’s tragic death, and we found the walker child in the attic. S1 is all about Lee doing everything in his power to not let that happen to Clementine, and it cost him his life. 
Becca could die just as easily as that puppy. All it takes is one moment, no matter how hard Shel tries to protect or shelter her, and she’s gone. 
Also, this whole “you don’t think about babies anymore” is clever, given what happens in S2 with Rebecca and AJ, I wonder if that was intentional or not. 
But the moment is interrupted when Stephanie barges in to bring us our first major moral dilemma.
A man was caught trying to steal supplies from the group. He’s beaten up, and Roman claims he was already like that, and all he did was tie him up and put a blindfold on. The man doesn’t speak English. He isn’t bit, and he didn’t hurt anyone. This is the second break in the group’s had. The group is arguing among themselves when Roman gives us the dilemma:
Roman: Look, we all know what we're talking about here, so let's stop dancing around it. We either let this guy go and take our chances...or we kill him.
This is... fucked? How else do you describe it? This man can’t defend himself since he doesn’t speak English, no one can understand him, he can’t stay with the group but letting him go is risky. What do you do?
There isn’t a right answer to this, even when you know both outcomes. 
On one hand, you let him go. You can’t just execute a man, that would be wrong, so you send him away and maybe he won’t come back. You’ll be in the clear and you’ll feel like you did the right thing.
Shel: He's not even armed! We can't just kill him! This isn't in self-defense.
Becca: Isn't it, though? If it means he can't come back to hurt us?
Shel: That isn't the same thing.
Joyce: But last time...
Shel: Joyce, that was a long time ago. If we kill this man, then we are giving up a part of ourselves that we can NEVER get back! I'm not ready to let that go.
But that doesn’t happen. The man does come back and he brings his group, we’re attacked, and Boyd dies in the fight. Roman becomes obsessed with securing the place by any means necessary. 
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On the other hand, you kill him. You make the choice as a collective group to execute a man and you get to live with that. 
Shel: We can't take the risk. We kill him.
Stephanie: There's gotta be another way...
Shel: Tell me. What if he comes back? With weapons, or...or a gang? Is it worth losing any one of us?
Stephanie: Jesus. There really is no other choice, is there?
Roman: We can't keep him here and we can't let him go. If there's even a chance of him coming back or telling folks who might try to hurt us, we can't risk it. I won't ask you to watch, but if we do this, we're all in it together. If this ever happens again, it's gonna be one of you pulling that trigger.
And in doing so, the group’s morale plummets, and Roman still becomes obsessed with securing the place by any means. 
But you also have to consider what this will do to Becca. Shel just had to face a hard reality when she saw that dead puppy, and now she’s left as the swing vote that decides a man’s fate. That’s a lot for any person and there are so many factors at play here. 
No matter your choice, there’s a time skip and we see Shel and Becca in an RV playing Go Fish. Becca admits that she’s been sneaking out, something that’s horrifying to hear when you realize what Roman would do to her if he ever found that out, or if Becca was spotted and led someone back that wanted to hurt them. 
Speaking of Roman, he comes knocking on the door to ask Shel to come talk to him about something important. It’s not long before you learn what happened: Stephanie stole supplies and tried to escape. 
Roman: We caught her trying to escape.
Shel: Maybe she wasn't. Maybe she just wanted to get outside these walls for a while. Ever since the...incident, you've made this place feel...I dunno...oppressive.
Roman: We've made it safe. And she was definitely trying to escape; she had most of our ammo and medicine with her. She screwed us, Shel. All of us. And now were' in that position again where we can't keep her here and we can't let her go. You do know why I'm telling you this, right?
Roman’s telling Shel this because he wants her to shoot Stephanie, and she can’t say no. 
As if this wasn’t enough of a gut punch, Shel goes back to the RV and tells Becca what’s going on. 
Y’know that feeling you got when you heard AJ say he liked killing Lilly for the first time in TFS? I got a similar feeling when Becca said this:
Becca: Oh, my god. The hell did she do that for?!
Shel: Roman says we have to-
Becca: Kill her? Yeah! Why would she do this to us?!
Shel: She's just scared. She made a mistake.
Becca: Well, that'll be her last mistake!
Shel: Becca! Stephanie is your friend!
Becca: WAS my friend.
Shel’s fear that this world is changing Becca isn’t misplaced, and now she’s forced to face that reality head on once again. 
Also, I’m pretty sure this is the moment that causes people to dislike Becca or think she’s annoying, but again, given what she’s been through no matter what choice you made, her reaction makes sense. If you let him go, she saw her group attacked and Boyd killed, and that showed her that it was a mistake to let that guy go. If you killed him, then she watched her older sister decide the fate of a man and then watched him be executed. 
A lot of the TWDG fandom tend to intensely dislike child characters for the mere fact that they’re not Clementine, and ironically, they end up behaving in ways that make them more annoying than any child character they dislike. So I wouldn’t take their word for it when they say Becca’s a bad character. Play the story, pay attention, and make the judgement yourself. 
As for the second moral dilemma in this story, Shel can either take her gun and shoot Stephanie, or she can take the RV keys and drive away. Do you agree to kill Stephanie or run away? 
For me, this is an easier decision than the first one. I grabbed those keys and we got the hell outta there. 
But for this choice, Shel can either give in and allow this to be who they are now in order to protect Becca, or she can prove that there are other ways, that they don’t have to stay under Roman’s thumb and kill whoever he tells them to. There’s no saving Stephanie at this point, you have no choice in that, but you do have a choice in how Shel raises Becca from now on. 
Oh, and if you’re looking to get everyone to go with Tavia, you have to drive away. If you shoot Stephanie, then she and Becca will refuse to go with Tavia. 
Shel’s episode is my favorite, and the perfect way to end the main story if you’re playing in chronological order. She’s another great character who I didn’t expect to make me feel the way she did. 
Epilogue: Day 400
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Once all five stories are finished, we’re introduced to Tavia. She’s a scout looking for survivors to bring back to her community. She talks with someone over the radio about finding all the photos and a note near Gil’s Pitstop that gives the group’s location.
Turns out that Vince, Wyatt, Russell, Bonnie, Shel and Becca all found each other and are surviving together in their campsite. Tavia approaches the group and it’s up to us to convince as many of them as we can to come with her. 
For Vince, you have to shoot Danny, and with Shel you have to escape. Bonnie will agree to go no matter what. Wyatt and Russell can be convinced to join regardless of your choices. The best option is to tell them that you find people from everywhere, and Wyatt will agree to go in hopes of finding Eddie while Russell wants to find his family. 
Most of the dialogue is determined by your choices, as well. 
Once you have your group, the DLC ends with the group burning the photos and note, before asking Tavia how she knows if this will work out. 
Honestly? Great ending, great execution of consequences brought on by your choices. 
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The 400 Days DLC is fantastic. It’s brilliant. I love it to pieces, and I highly encourage anyone reading this to replay it. 
Don’t play S1 first, and don’t plan on jumping into S2. Play the DLC by itself, let it be a story contained to an hour of your time. That’s what I did, and I had so much fun! These characters and their stories are wonderful, the writing is phenomenal, I love it!
But... Now that I’ve spent all this time praising this DLC, calling it brilliant and encouraging everyone to revisit it... it all comes with an asterisk* attached:
*As a single experience, 400 Days is brilliant and I love it.... but when played together with S1 and S2.......
400 Days is disappointing.
That’s the glaring issue here. 
I can praise this DLC all I want, and I did. That doesn’t negate the big picture, or the big problem fans tend to have with it. 
400 Days acts as a bridge between the two seasons but let’s be real, the only story that actually matters here is Bonnie’s. She will always leave with Tavia no matter what, and she plays a major role in the group’s capture and eventual escape. The others make brief, meaningless cameos that only exist to make the player go-
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-every time one of them shows up. We never hear from them, or about them, again after that.... so what was the point? 
What was the point of 400 Days in the grand scheme of things? 
400 Days becomes worse when you get your hopes up that it’s just a teaser, a little taste, of what’s to come in S2. You think these writers took the opportunity to introduce you to these important characters, tell you their backstories, so that they could be incorporated into S2′s plot as major characters. 
But no, only Bonnie. 
And even Bonnie’s character becomes muddled by ep5 depending on how you tried to help Luke. 
The thing is, 400 Days isn’t terrible because of this. Obviously. It’s disappointing, but why it’s disappointing and the way people claim it could’ve been fixed is... well...
It’s not simple. It’s so easy to just be like, “400 Days is bad because our choices didn’t matter! It’s pointless! Why didn’t they do something else?? I know exactly how this could be fixed!”
I know what everyone always says whenever 400 Days is brought up: “The 400 Days cast should’ve been the cabin group.”
Great idea in theory, or headcanon/AU.
In execution, it would’ve been too complicated and I think we all know that, but a fandom’s hubris knows no limit when it comes to them believing they know better than the developers. 
Not to say we can’t criticize issues with the writing, but it helps to at least be understanding of how things actually work, i.e. video games are hard to make and long posts on tumblr “fixing” video games are fun to read but wouldn’t actually work in practice because that’s not how video games work so maybe stop insulting the developers while acting like you know better about a field you don’t even work in. 
Trust me, I know. Don’t think I’m not one of those people, I’m literally here writing you a long post on tumblr. I’m not innocent here. Have you read any of my Violet posts? You don’t think there was a long period of time where I thought *I* knew better?? I wish I could say you’re right but you’re not, I’m just as bad. I’ve said some unkind things about certain developers that I look back on and just face palm as I slowly sink back in my chair shamefully. I still agree with my criticisms but not the way I said them, and I’m trying to not be like that anymore. 
All that to say it would be too complicated for the 400 Days cast to be the cabin group due to the different combinations of characters who can stay or go with Tavia. What happens to players who had only Bonnie go with Tavia? Or had all but one go? The only solution would be to have a set ending for 400 Days, removing the consequences of choice and having a more linear ending.
Y’know this would’ve gotten them the ��my choices never actually matter >:[” criticism which I believe is a fair criticism of games that make these big claims about choice and consequence only to give you the illusion of it. But, there needs to be some common understanding of what can realistically be implemented in a game like that. You can’t expect them to have a thousand different outcomes and have it be a smooth, functioning game, especially when you take into account the release dates and the things going on behind the scenes at Telltale and how that affects development. These studios have deadlines, they have higher ups working them overtime so they can push as much product out as possible, they have a budget that’s never enough, and frankly, shit just happens sometimes.  
I’m not saying that we can’t be disappointed. I’m disappointed that I’ll never get to know if Wyatt and Eddie reunited, or what happened to Russell. I have no idea if Shel and Becca are still alive, and I don’t know where Vince is. I don’t even know what happened to Bonnie after S2. 
When thrown into the entire series, 400 Days is disappointing due to the high expectations it brings for S2, but I argue that it isn’t as terrible as people claim it is. 
I literally just spent several paragraphs explaining why it’s brilliant and why you should go replay it by itself, I think it’s far from terrible and deserves praise for its characters and the moral dilemmas it presents. Don’t think about S2 while you’re playing it, that’s not the point. The point is to experience it for what it is, a series of stories set in the zombie apocalypse that all lie together in the end. 
I would love to hear more thoughts about this, whether it be about the characters or what choices you made and why. Even if you disagree and think 400 Days is trash, tell me why, I’m interested to know. 
In conclusion: 400 Days good. In other news: Happy New Year
As I’m writing this, it’s New Year’s Eve and I’ve got a little over an hour before midnight, sooo here’s a happy new year to everyone. I hope you’re all doing well, staying safe and healthy the best you can. 
As I said at the start of this, I have another essay I’m working on related to S2.... it’s taking forever because there’s a lot to cover, it’s about some polarizing characters and choices, and I have no idea when I’ll be finished. If it takes even longer than I’d like, I’ll probably put it down and work on a smaller post in the meantime. Maybe something about the Michonne mini-series or a character analysis.
I guess my new thing is disappearing for weeks at a time only to pop in whenever there’s news about the Clementine comic or to throw down a long ass essay about something no one asked for hahaha. I can live with that, I think. I will be around for the rest of the weekend, though, so any asks about 400 Days will get answered, I’d love to hear from y’all. 
Uhhh any other news... Oh, @pi-creates​ and I are making a new Dragon Age server on discord that we’re gonna open up soon for anyone interested in that. Right now it’s mostly just discussions about the games and lamenting about the apostates who broke our hearts... well, Pi’s lamenting, I’m mostly just spewing bitter salt about the sewer rat bastard that is my apostate boyfriend >:[ We’ll post a link once it’s ready to go, though I dunno when that’ll be. We’re pretty proud of the set up, and I made a bunch of DA emojis. It’ll be a fun time. 
Think that’s everything. I wish y’all a happy, healthy new year! 
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felassan · 1 year
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Some more snippets of insight on Dragon Age: Dreadwolf and general insight from Mark Darrah, from the comments section on this video:
Comment: "Looking forwards to the retrospective dissection on Anthem. Do you think that for the protagonist in Dreadwolf we will be able to choose their pronouns and voice actor (male or female), unlinked from aesthetic choices in CC? When you were at BioWare was there any talk of how to go about implementing, for example in the areas of programming and localization (I imagine these would be things that would have to be taken into consideration), they/them pronouns for the main character?" Mark: "I suspect that pronoun selection will be available. We were already discussing this in 2019. Its a bit of a UI challenge and there are some questions around "Chosen pronouns vs presenting as..." but these are solvable." Comment: "We would be heroes but the records are sealed" reminds me alot of Captain Kirrahe in ME1, "we would be legends... but the records are sealed."! Thinking back to Joplin, whatever happened to or with Senior Creative Director Matt Goldman? When yourself, Casey Hudson and Christian Dailey left BioWare there were blog posts or tweets explaining the changes and handovers." Mark: "OMG. We were probably subconsciously echoing that back. I totally forgot about that. I wasn't at BioWare when Matt left, so I don't have any insight." Comment: "It makes me imagine the DA4 crew in the Joplin iteration acting like the STG, conducting a war from the shadows and doing lots of spies and heists stuff :D fun" Mark: "That was the thinking, approximately." Comment: "On the box arts/marketing assets and their relations to the art directions and feels of the game, 2020 and before marketing for Dreadwolf seemed to suggest a black and gold theme. Now it is purple. Do these reflect Joplin and Morrison respectively, and was the change tied to the reboot and change from Joplin to Morrison?" Mark: "There have been a lot of explorations. The gold wasn't reflected in the UI, so I think its that more than anything" Comment: "One missed opportunity in Inquisition was not including Sandal and exploring more of his uniqueness. I hope they correct this oversight in Dreadwolf. Merely finding Sandal's journal in Trespasser was not enough!" Mark: "This was intentional. I told the writers that is Sandal was in DAI it would make him a pillar of the IP and he would have to be in everything, forever. So they COULD do it, but they needed to understand that" Comment: "Guys, we were THIS close to getting to ride dragons.... LOL jk. I am super glad we didn't get that. It would make zero sense to me. THAT BEING SAID - can we PLEASE ride Griffons?!?!?" Mark: "I have no idea what that would have looked like. Flight is a feature that takes over" Comment: "I really miss playing as a Grey Warden. I do hope we can get that option as DLC for Dread Wolf. I enjoyed DAMP. It allowed me to test which class I would play with in the story." Mark: "I would be surprised..." Comment: "Hype for #DragonAgeDreadwolf" Mark: "me too" Mark: "I expect we will get lots of Elven lore in Dreadwolf..." Mark: "I'm very hopeful for Dreadwolf"
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crybaby-casey · 14 days
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I like how I said I was going to make a new ask blog and not have it related at all to my stuff and just see if people find the blog.
and then I keep posting about it. BUT LIKE. DON'T BLAME ME1 I'VE DRAWN ONE FUCKER AND EIAPURYG;QEBIYFMEPI HE'S SO PRETTY!!
I need to think of the other.. so maybe I go draw another now. also (for what i hope are obvious reasons) different relations, skin color, personalities, sexuality... I hope that doesn’t come across in a way I don't mean-
To better explain, I don't want to have this blog to have one part of my personality in each of the characters. EX: in Tom's apartment, Tom is hispanic, I am half Mexican. AND I tell people "I hate you" when I mean "I love you so much I want to just run you over with a car" or "I love you so much you make me so disappointed that we are friends. in a good way" another EX: Tord. Tord is trans and (spoiler), has gotten neither surgery. much like myself. The way I see Tord in Tom's Apartment... he's a little dense... and kinda childish- I am both of these things.
This time around, Tom is not going to be Hispanic. He's still not human, but you know... baby steps. And Tord will (hopefully) come across as someone who is not dense and more "grown up". and probably wont be trans... haven't thought about that part yet.
Heights of characters will not show up in sprites this time either, Idk why. uh... yeah. I hate myself for what I have gotten myself into-
OKAY OKAY! ALSO I ALREADY AM THINKING OF TWO VERY SPECIFIC QUESTIONS THAT IM HOPING POEPLE READ MY MIND AND ASK!! Like I want to share them here, but at the same time I don't-
SOMEONE NEEDS TO REMOVE MY BRAIN AND SMACK IT A FEW TIMES TO MAKE IT STOP! PLEASE!
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sol-consort · 26 days
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Greetings commander Shepard, how goes your assistance in the aid of Super Earth?
How are you doing? Has the month been pleasant?
I wasn't expecting the response about being called Commander Shepard, but I'm glad you enjoyed it.
How is your little pill friend doing? Have you crafted a little home for them on your desk?
Regarding your mother's birthday, I'm sorry the gift didn't have the desired effect. I hope the celebration was good and you all had a nice time.
I'm glad you are enjoying your time with your games and carving your own path into them. The image of a small figure entering a large terrain on a map and marking their own spot comes to mind.
Also congratulations on becoming more comfortable with refunding games on steam. One step at a time.
I wasn't exactly sure how to put this one together after the last one. Sorry for dropping these near or at the end of the month. Not really sure how frequently I should ask these without being a nuisance.
Your blogs have been fun to dive into. I may not know how much work goes into your blogs, but I do appreciate the effort. A lot of things you and your community were things I never really gave much thought about, but reading through them has made me think about what I missed through my playthroughs. So, Thank you very much for making fun stories and post.
Anyways, I should let you get back to work. Have a good day, afternoon or night, whenever this finds you. Stretch, hydrate, rest your eyes. Do what you can and hopefully things are going well.
I love you
Mass effect story was written by a lot of people as a cooperation effort and it wouldn't be complete if any of those writers were missing, so it makes sense that no one person alone can truly appreciate or notice everything in the game. That's why getting a new perspective from someone else and hearing their own side of the story is so refreshing! You get to see something you love through different eyes and notice all the things you might have glossed over.
Like Garrus, for example. I never paid him much attention to his dialogue or knew that we affected his paragon/renegade in ME1. He could've been replaced with a cardboard cutout, and I wouldn't have noticed. He completely flew under my radar because I was too busy picking up every microdetail I could on Ashley and Javik.
But when I finished all three games and dived into the fandom through fanart and video essays. I got slapped in the face by how interesting of a character Garrus is and the great storytelling he has. How he feels as much his own person as the main protagonist of the game does. You could make a spin off that's just telling Garrus's side of the story and it would sell like crazy. I'd be first one in line for the chance to play as the archangel sniper.
I still can't get over the line Liara made about him in the shadowbroker notes. How he has leader potential but will never truly shine while under Shepard's command.
OW MY HEART
It's like two gaint stars battling in a gravitational pull without realising, and everytime without fail Garrus will be the one crumbling to Shepard's mass. The longer he stays by our side no matter how well we treat him, he will always be reduced to a cluster of freshly broken rocks orbiting our sun. Rather than having his own planets to lead and protect through the galaxy if we just weren't in the picture.
We harm him by existing, by stealing his potential and making him feel so safe around us that he never grows or get stronger. He trust us so much he is willing to forgo what he could amount to if given the chance.
It's like a curse of love. A friendship can be a burden as much as it is a haven. He truly shines and finds himself when Shepard was dead, yet is eager to throw it away and join our ranks again, only asking for the chance to say goodbye through revenge.
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On another note, my pill pet "disappeared under mysterious circumstances" :/
My niece newest patch notes fixed legs movement and added extra logic, so now it's a hazard to leave exposed, bare, and possibly expired medical pills laying around. Who's idea was it to make candy pill shaped?
So pilly had to be...taken care of. Rip big guy, you would've loved to slightly lower my pain levels in a mystery way that scientists still aren't aware of but was theorised to activate descending serotonergic inhibitory in nociceptive pathways.
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I haven't been feeling like writing. A big flaw in my design is that 90% of my actions are steered by raw passion so the second writing loses its spark for me I threw in the towel and go indulge in another shiny hobby unit the cycle repeats.
It's funny how I worked so hard when the blog was a barren desert just to reach anyone at all and now that I have that audience who's willing to listen and read, my inspiration runs out and I don't wanna do it anymore.
I think it shows that at the end of the day, supportive comments and interactions can only go so far when you have lost interest. It merely delayed the inevitable out of guilt but that too is spares.
What I'm saying is, if you wanna do something, then do it even if it's bad or no one is reading it. I used to misspell Shepard's name as shepherd.
And if you don't wanna do something, then don't do it, even if you invested so much in it and are good at it.
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I've been moding stardew valley and it's so much easier than modding mass effect. I still plan on a full moded ME1 playthrough but a single mod there is like 1GB and there are so many stepsss also that rule about mesh mods having to go last. If you add any other mod after them then it breaks and they don't work well.
I discovered that the hard way when during Kaidan's last romance scene, his face was 10 shades lighter than his body, and it looked like he was wearing a plastic cut-out mask of his own face. Apparently, one of my mesh mods for him was malfunctioning because I added a tiny small mod after it. Had to nuke the whole folder and redownload every mod, then re-add them.
The gay romance mods aren't compatible with a lot of mods, so I might do a maleshep run then. Gonna make the twinkest twink to ever twink, a boyfailure to match my girlboss shep.
All of that for his straight ass to date Ashley because I need that woman like air.
This whole plan is on the backburner, when I eventually do it I'll revisit this blog again. I still read the comments and check the notifications every other day.
There are also two whole fully written fics rotting in my drafts. I haven't finished Andromeda yet either, but god, it's sooooo boring. So much endless missions and pointless stuff, while the mass effect trilogy felt compact and put together. It's like mass effect is this delicious chocolate milkshake with layers, while Andromeda is a barrel filled with water and some apple. If you're lucky, a slice will sneak through the endless tastless water and choke you without warning.
I tried listening to music, video essays and even audiobooks while playing it and it's still boring. It gives me so many headaches even with the motion blurr disabled while with mass effect I couldn't bare leaving the game to go to sleep from how interesting it was.
I will finish it, begrudgingly.
Mods made it more fun at least.
Oh, and I did a smart thing! There was an outdated mod that wasn't compatible anymore, and the dev abandoned it. But I really really wanted it, so I went into the mod files, converted the png files to xnb, and replaced the og game files with them after making a backup. Changed their names to match, and IT WORKED.
Sure, it's obvious in hindsight, but I feel proud that I figured it out by myself immediately without looking online for a solution or anything. It felt clever. Especially when I haven't used replacer mods in 5 years. I did it fully not expecting it to work since I know Jack shit about coding. But when I was messing around and opening random xnb files I noticed the pictures inside them look like the png file mod ones and it hit me.
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I realised I haven't answered the questions at the top of your ask.
I'm not doing well. I'm rarely doing well mentally, and that's just a part of life. Mental illness doesn't go away. You just learn to live with it, tone it out sometimes, and embrace it other times like an annoying roommate.
I don't want to be a downer. The nightmares have been getting worse and I will power through them.
I appreciate you even asking. When the answer is always "I'm not doing well," people think I'm purposely being an asshole instead of truthful, so they stop asking. And yeah, of course I know how to lie and say "I'm good" when it's just a person asking out of politeness.
But you're not asking out of politeness, are you? You're genuinely asking me despite being a stranger. That warms my heart, I wish nothing but happiness and the best for you.
This is like a lovely letter exchange now that I think about it. It is different than texting yet intimate in its own way too.
I liked your description of the small figure entering a large terrain on a map. Imagining it paints a beautiful picture, a campfire embers amidst a thick dark forest, the soft glow of the first city on the surface of a new planet, a flickering LED flashlight of a rover attempting to navigate the rocky terrians of the moon.
They discovered a new super volcano on mars btw!! Unrelated but related. There might be glacier ice hidden underneath it! Nasa wants to investigate for traces of life because that's how all life began on earth.
I love space a lot. We sent songs of whale sounds to space alongside the disk of humanity. We thought whales were this lovely. And they are! They live insanely complex lives, their deaths are the sole food source of an entire ocean floor ecosystem!
Oh, and you're not a nuisance. There isn't even a room for doubt, I love your asks, and I enjoy answering them. I appreciate the time you gave me. That's like half an hour of tiktok scrolling. You've spared just to write this for me, I'm so thankful.
Send them whenever you want to send them and I'll answer them whenever I want to answer them. I know you're not obliged to, so I never expect them, I'm just immensely happy when I see them.
Make sure to take care of yourself. Do something that makes you happy because you deserve happiness and it shouldn't be earned.
Thanks for congratulating me on refunding a game on steam. It feels silly to say out loud. But paranoia is a bitch and I avoid customer service like the plague so it was a big step for me to refund them casually because I didn't like them. Thanks <3
Oh and my mom's birthday went fine, I got her flowers and she liked them. I wasn't satisfied with a basic gift, so I kept searching for a book I know wanted for a long time, and eventually, I found it after a month! It arrived yesterday, and she immediately started reading it.
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furyisms · 8 months
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 ❝ Success is not final. Failure is not fatal.      It’s the courage to continue that counts. ❞
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  indie, canon-friendly original character alisa marta dubrovsky of mass effect. ❖ squadmate (me1 & me3) & shepard (paragon, war hero) verses available. ❖ crossover, multimuse, sideblog, & oc friendly. ❖ blog is 21+ only, minors dni. ❖ written by serabellym (she/her, 25+).
   carrd. ❖ interest tracker.
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 ❝  People will forget what you said.     People will forget what you did.        But people will never forget          how you made them feel.  ❞
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