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#not a review
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there aren’t even any reviews for the vileplume sitting cutie for some reason but the image they used for it is killing me
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i-rate-creatures · 4 months
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HELLO this blog is inspired by @videogamecows !!!!!! i want to review CREATURES. weird little guys. cute little guys.
they CAN be animals but they have to be animals that make you go "wait what the hell is that". so not just an average cat/horse/sheep. you know. :]
send them to me in my askbox!!!!!!!
please try the following format for submissions:
name of the creature
what media they're from
a picture! :]
optional: why you love them so much!
you don't have to strictly adhere to that, but please try to put those first 3 things in your ask somewhere!! :D
(also please note I'm just a simple college student so i dont always have time for this hsjdjf i try my best!!!!)
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binder-masterlist · 1 month
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would you still recommend shapeshifters if I got a side zipper? I know they’re not always a great idea but i have a connective tissue disorder and a lot of issues surrounding my shoulders dislocating in particular and I’m worried abt getting on a traditional binder….
Unfortunately, I don’t have any personal experience with a side zipper binder so I’m not sure if I’m going to be of the most help. I would recommend asking the @shapeshiftersvt account!
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dragonsrainbows · 8 months
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Psycho-Pass: Providence: NOT A REVIEW
When I went to watch PPP, I was sure that I was going to do a massive breakdown and more on here, like I had seen so many fans do - it almost felt like I'd be letting down the fandom if I didn't tbh...
But I didn't end up doing one. For various energy and ADHD-related reasons, but also because the film left me feeling so very satisfied that I honestly felt like I had nothing to say. Nothing needed to be said.
So here is a bit more of me saying nothing:
The film truly was a representation of what a cast and crew of people who have held a story with them for over a decade can do even with the most straightforward plotline. I honestly forgot that I was watching animated characters on screen - the way their voices worked - especially Kougami, Akane, Saiga, Shion and Gino (because of course Gino) was so REAL.
I love the fact that in a sci-fi cyberpunk dystopia set in 2115 onward, there is really no attention to detail in the sci-fi part of things. That's always been the beauty of the storytelling in Psycho-Pass. The computers, vehicles, the non-Dominator weaponry, the medical stuff, gender and patriarchy, even the architecture - all of it is UNfuturistic af. And that's beautiful! I know it probably has to do with budgets and timelines, but I think the simplicity of the world also draws attention to the priorities of Japanese society in the story.
Also, I've read a few takes about the whole KouAka thing. The idea that when they met in SEANu their chemistry was off the charts and then they went back to being awkward in PPP. But I think that was the point. Because of the way Japan is structured under Sybil, there is no scope for straying from your path or playing beyond the role you have been assigned. So in the wilderness, they could push boundaries. I think the same happened when Gino and Kou met outside Japan. But under Sybil, you are consistently under watch and so you toe the line. Again, I think this is a brilliant storytelling detail.
Ginoza Nobuchika. My beloved. He had so many beautiful moments in the story. Even though he didn't contribute much to the plot per se. But for that very reason, he seemed like a whole person in this film, someone who wasn't being driven by lofty ideals or unreasonable motivations. Just a dude, chilling, kicking ass, looking gorgeous, detaching his prosthetic to escape an explosion, saving lives. How wonderful it is for him to have reached here. Gives me so much hope for the future. For me.
And this. Of course.
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So I just want to congratulate the entire team behind this film for giving us a great chapter in the epic tale of Psycho-Pass.
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madhogthymaster · 4 months
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This is Not a Review of In Stars and Time
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Let us set the stage.
An entity known as The King has cast a horrible curse upon the land, freezing people in time. It's up to the Chosen One and her friends to save the day. After a long journey, the party arrives at the final town right before the final battle with the final boss. He awaits the heroes at the final castle which was once the house of worship to Change Themselves.
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You, the player, are the second to last party member (who joined right before the cute mascot character) and you find yourself "blessed" with the symbolically relevant ability to loop in time - which you discovered after being suddenly crushed to death by a big rock with a sense for dramatic irony. Now, admittedly, the prospect of dealing with Groundhog Day related shenanigans might seem daunting, at first. Dare I say, it might even be emotionally and psychologically taxing, in the long run. However, do not panic! A volunteering social worker has already been sent to "assist" you with your predicament. You can trust them completely.
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Now that we have dispensed with the formalities, let's get down to business to defeat The King. Use your newfound powers to help your friends navigate the castle, climb the floors, overcome the obstacles. Be ready to repeat all that several more times. You know the drill. Perhaps, if you do everything right, your buff boyfriend will finally confess his feelings to you.
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Wouldn't that be swell?
Wouldn't it?
It would be nice.
It sure would.
...
There will be no additional plot synopsis, at this time.
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As I type these few words of appetizing anticipation, I find myself in a predicament of my own: I played In Stars and Time and now I have to talk about it. I have many emotions swirling, dancing incoherently within the very fabric of my being. Feelings that I must convey to you before The Moment passes, you see. I'm not sure I can, though. I'm not sure I can steel my trembling hands for long enough to wax poetically about this being, without hyperbole, one of the best games I played in the past decade. A masterpiece with many juicy layers waiting to be peeled back, one by one. I don't have the energy to write the monstrous essay it deserves for all I want to do is sit in a corner and weep quietly for a few hours, trying to process it all. I'm sad not because it's over but because I can't experience it for the first time ever again. Which is an ironic statement considering the nature of this game, I realize. Allow me to try this again.
Let us set the stage.
In Stars and Time is is a cleverly designed title. The time loop structure works both as a gameplay and thematic device, a means to (purposefully) emphasize the monotonous nature of the RPG grind in relation to the protagonist's deteriorating state, cycle after cycle, play after play. You have your classic meta-textual musings about video games as well as a legitimately gripping tale filled with many twists and turns, good use of symbolism, salient points to make about Trauma and its effect on one's memory, the Fear of Change versus the necessity of it, and Depression. It all comes together by the end in a subjectively satisfying manner and...
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And...
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...I have to stop myself.
I'm reducing this deeply personal experience to a mere "review" and that's not what I'm here to do.
I don't know what I'm here to do.
Frankly, there are themes in this game I am not equipped to discuss, such as its intensely felt (and horrifyingly topical) commentary about Diaspora, the shared trauma of cultural displacement, a people fading away from memory like stars in the sky. That kind of analysis would be too much for a simple "review." if this were to be one, I would praise the game for being the best possible version of itself, the best version of a Time Loop story. One that perfectly applies the narrative tropes of the genre to its gameplay, narrative, all that jazz. I would also state that it didn't reinvent the wheel of "Indie Gaming" and I could feel inclined to make obligatory comparisons to That One Game because that's the unfair standard by which everything MUST abide! No, I shall not do that. I need to rethink my approach. I am going to take a small break. In the meantime, please enjoy these unrelated GIF files of Christopher Lloyd from Toonstruck that I have lying around on the floor.
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I had dinner with the family. It was a small, daily reminder that I am loved unconditionally. That I deserve it. Something that is immensely easy to forget. The meal was tastier than usual.
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Back to it.
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This is the brutally simple truth of the matter: there is a lot to love about In Stars and Time, with its writing, design choices, characters, nuances, big feelings. It has the potential to be a massive crowd pleaser and it would be well-deserved. It's got explicitly gay lore, as well! In case I didn't make it abundantly clear, this game is 100% queer. Every aspect of it, from the characters and the world they inhabit to the culture and its history, is built from the ground up as a queer utopia. You might recall, all the way to the first paragraph of this long-winded, amorphous ramble, I mentioned something about Change with a capital C. That is because the very concept of Change has been deified, becoming the base of a whole religion: an extremely inclusive, open-minded, progressive community that celebrates life in all its multi-faceted forms. A significant portion of its foundation is the magical technique of "Body Craft" which allows the user to literally transform their physical appearance into their preferred shape, one that better reflects who they are. Children are given many names, both male and female, for the purpose of facilitating their own change, should it occur. Literal and figurative transience lies at the heart of this belief system, meaning that about half the population is trans/non-binary, and queerness is normalcy. As a side note, I want to live in this world. Change is viewed as positive, in other words. In light of that, the arrival of a hostile entity with the power to simply stop all of existence from ever progressing by freezing everyone in place might seem like an easy metaphor to read. I assure you, the game is eager for you to make that assumption.
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As I mentioned earlier, this story tackles Depression and it doesn't pull its punches when it comes to portray the more "inconvenient" aspects of living with crippling self-esteem issues. That's when the game became a masterpiece to me. I resonated with Siffrin (He/They), the protagonist. That's you!
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Their struggle to navigate the constant torment of the loop is paralleled with their increasing mental and emotional instability. Intrusive thoughts overpowering their head, saying he will never be loved, that he's toxic and manipulative. There's the all too familiar frustration of not being understood by others despite not having tried to explain how you really feel to them, trapped as you are in your own head. Big issues are equated to "small" issues. I relate with most of this. Through the Time Loop allegory, In Stars and Time captures the Kafkian Horror of existing as a neurodivergent person who gets in the way of their own happiness. It's isolating, drives a barrier between your loved ones, makes you lose touch with reality. Sometimes you have good days, sometimes you have bad days. Everything eventually blends together in a sickening routine until you either drown or you start swimming furiously.
Then the cycle repeats.
It's too much.
You cannot do it alone.
You are not alone.
Let them in.
Let yourself be loved.
That is, in essence, the reason why I think so highly of this title. I related with the story and characters. Yes, it all comes down to the most obvious thesis statement in the universe. Yes, I probably didn't need to write so much about it but, regardless, I'm glad I did. I poured my feelings towards an Object D'Art onto figurative paper as I was processing them, doing away with any pseudo-intellectual vernacular in order to get to the soul of the matter. I expressed my emotions and I feel better for having done so. Now, I can move on. All that is left to do is to recommend the game.
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Go play In Stars and Time, I recommend it. It's good.
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That's about it.
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You're still here.
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......
..............
Go away, stupid!
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A/N:
Thank you for reading this rather personal piece. The article was extrapolated from a thread I wrote down on the subject. You can read that here. I also typed about the official prologue to the game, Start Again, which you can view here.
As a reminder, I have a YouTube channel.
In Stars and Time was developed by Adrienne Bazir. Follow them on Twitter, Tumblr and Itch.io.
Tell the people in your life how much they mean to you, and have a good day.
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seedlinggames · 4 months
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Finally reading some of the rpg books I brought.
First is Try The Beetle Milk.
Amazing production values - I love that it comes with a little booklet of characters as well. Really unique and thematic art style.
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Very different from standard cairn adventures. Every creature (including the PCs) is unique and not quite human. It's kind of whimsical but also lots of death. Entirely Weird Little Guys.
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I might try running this as play by post. There's such a density of NPCs and unique things going on, so many things that can be randomly determined, and so much that is a little unfamiliar that I think I'd prefer playing it at a slower pace than live.
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vg-bird-reviews · 2 months
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gonna go on another short hiatus btw
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saikolikes · 4 months
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I Played Persona 5 Tactica, Here Is What I Think About It
I have long awaited Tactica since the first announcement trailer (yes, the one that got "accidentally" published by Atlus). After playing through the main story + DLC I needed to sort my thoughts & have decided to subject every other person on the internet to it.
First of all a few disclaimers: Did someone ask me to write this? No Do I care? No Do I need to sort out my thoughts out loud? Yes :D There will be spoilers for the entire game + DLC so read this post knowing that! Lastly, this post is highly critical but it comes from a place of enjoyment of the game and love for the series. If that hadn't been the case, I would've never spent literal days collecting all these words in one place.
So.
Let's start by: have I enjoyed my experience? Yes, most of the time. Would I recommend the game to someone else? Now that is a good question. Let's start from the theory.
What does Tactica want to achieve?
According to this interview by Business Producer Nomura, Director Maeda, and Composer Konishi, P5T had -- extremely summarized -- three main goals:
Maintaining the Persona 5 allure and imagery despite having a different gameplay and visual style
Making a strategy rpg accessible even to non-fans of the genre and non-navigated trpg players
Capturing "the straightforward and highly passionate feelings of the high school students, along with a slightly precarious, fleeting danger inherent in their straightforwardness" (Maeda, quoting from the Persona Central article previously cited)
If we hold what it said into this interview as our sole criteria for judging the game, Persona 5 Tactica aces most of it. I will go into each section deeper as this post goes on, but this game was clearly made with passion by people who have very clear in their minds what Persona 5 means, sounds, and feels like.
There is only one problem: it's not as clear who this game was made for.
Who's Tactica targeted at?
At its core, despite being a game that most likely only the more passionate P5 fans will buy, especially so far from P5's original release and so close to both P3:RE and the (plausible?) announcement of P6, Tactica's main story is so clearly made with the intent of being enjoyed by every possible P5 fan that the hardcore fanbase would probably be the last segment of players I would suggest that should play this game. Right from the start, it supplies you with practical notes about who is who, what key places you need to know, and other recap information from the previous game -- a nice feature, and very helpful... but clearly targeted at people who haven't touched P5 since 2017, or at least haven't been participating in some form of fandom in the past 6 years.
Don't get me wrong, there is nothing bad with wanting to appeal to every possible player -- Strikers, too, was purposefully designed to be enjoyed no matter your starting point for the series, the game, the anime, or the manga (or none of these things, actually). I find some form of contradiction, however, in the fact that not only the DLC, which acts as a prequel to Tactica's main story, technically has light spoilers for Royal, but also... of all the people I know -- irl, on the internet, among gaming creators -- who played P5 the majority of them still has only played P5. They haven't been interested in the slightest in all these spinoffs that have come out in the meantime, not even in Royal. (more about this on Reddit)
My point is: at this point in time, with the infamous cow-milking reputation Atlus has especially regarding P5, the people who have bought and are going to buy the spinoffs no matter what are the hardcore fans. But this game isn't made for them for the most part -- and that is something that can sour the whole experience.
I won't get into the debate about the canonicity of the P5 timeline, but Tactica seems to have a few ideas and well-confused about the whole thing. Because the DLC is Royal compliant, even touches upon "Kasumi"'s bond with her sister, and is technically set parallel to Sae's Palace. Which sort of makes sense since Royal and Tactica share their producer (Wada). But then there is no mention of Royal canon whatsoever in the main story (01.29.24 EDIT: I stand slightly corrected, as Maruki does get hinted at... but I also stand by the fact he's not mentioned in a way that truly matters, and my point about the Third Kingdom I talk about later on is still valid). Sure, much like Strikers, Tactica does not contradict Royal. But between not contradicting and actively enforcing there is a world of difference.
During the game, specific events of P5 are referenced, much more heavily than what happens in Strikers, with Shido and the political scandal being addressed more than once -- to the point where the December calling card is what prompted Toshiro out of his subservient attitude towards his father. Even Yaldabaoth is mentioned and compared to Salmael, the Big Baddie of Tactica, something that in Strikers was left much vaguer ("it's been x months since we fought a god"). And this does not happen for any of the Royal content. Despite the DLC, the Royal-compliant DLC, very clearly linking its story with the main one. Even more, the Third Kingdom and Salmael have an unmissable resemblance with the themes of the Third Semester and what Maruki was planning, parallels so apparent that you would expect someone to at least hint at what happened between January and February at some point.
Instead, there is silence. The themes are loudly there (and I don't know if it's just me, but the Hideout -VT- ost has interesting similarities to Ideal and the Real - End Version -) yet not once, not in the slightest does Maruki ever get mentioned or referenced or hinted at. (01.29.24 EDIT: as I added before, Maruki does get hinted during a conversation that takes place in the Thrid Kingdom... but it's no where near how deeply interwowen Tactica's story is with the ending of vanilla P5. This is what I meant in the following sentence where I say there is a disparity of treatment because there absolutely is.) It's clear to me, given the disparity of treatment, that Tactica's main story doesn't want to contradict Royal in the same way that Strikers didn't, but Persona 5 vanilla is clearly the game you're supposed to have played before starting this one. Which, of course, is also reinforced by Akechi and "Kasumi" being locked behind the DLC. And I think I speak for a lot of people when I say that, if you're a hardcore fan (= most likely to buy Tactica), this probably isn't what you would have wanted from this game.
What Tactica does best
Tactica is a good game for the most part. As I was saying in my introduction, 2 out of the 3 main goals for this game have been not only achieved but aced.
Gameplay-wise, the loop can become quite addicting, especially between the last portion of the First Kingdom and the first half of the Second Kingdom, where imho the story peaks. The development team has done a damn well good job in reducing the structure of a trpg to its core and mixing it with what makes Persona 5... Persona 5. Much like the base game, for example, getting the upper hand through chains of One Mores and All-Out Attacks is basically how you progress through maps. Each Thief has his own Persona + 1 equippable sub-Persona -- even Joker can only use Arsène -- but they made sure to translate each different element into a different mechanic. I adored that, exactly like it happens in the first game, despite the combat being turn-based the characters seem to dance on the battlefield, with each action flowing into the next one as the hype builds up and either Lyn's voice or catchy drums accompany you turn after turn. Don't expect something too complex, as the game is designed to be accessible even to non-strategy players -- and surely I was disappointed by having to play with only 3 characters at a time -- but the fun is there, and to an extent, you can build each character how you most like them through a minimal but very efficient skill tree.
The music is another thing Tactica does very well. By now (Strikers, Royal, and Tactica) it's clear that Konishi favors aggressive guitars over groovy basslines and I didn't mind it one bit, as this became kind of his personal signature. The first portion of the game especially is full of banger hits that get later reprised and remixed as you progress through the Kingdoms. Some of my favorites:
Maxim, like many tracks, has an excellent use of percussions that resemble war drums
Tension, with clear Life Will Change influences
Infiltrate, back at it with the Life Will Change vibes and an exceptional use of strings that resemble horse hooves running on the cobblestones of a medieval city
Master of the Castle, which plays during the Marie bossfight, is an excellent mixture of the Tension theme with the addition of a more aggressive guitar and... bells! Because she's about to get married!
Amusement Park of Trauma, a strong detachment from the general mood of the Second Kingdom that perfectly serves its purpose
Recollection, a melancholic theme that through its notes perfectly sets the mood for what the player is about to go through as soon as they set foot in the Third Kingdom, much like Gentle Madman before it
01.29.24 EDIT: as the beta version of Last Surprise was discovered, I was able to catch a bunch of notes between 0.18 and 0.30 that I am fairly sure are present, rearranged/with guitars only, inside one of Tactica's OSTs too. I just can't seem to find it so I will add the specific one as soon as I spot it lol
Along the new tracks, some very neat rearrangements like Beneath the Mask (which somehow they managed to make it sound even more lo-fi than it already was) and Disquiet make their apperance, as well as a version of Prison Labor.
Also, contrary to what happens in the hellscape of info dumping that is the first hours of Strikers, tutorials are actually paced wonderfully here, and you get to be introduced to each bit of gameplay with little steps, and nothing gets shoved down your throat leaving you with so many information you actually have no idea how to play.
Additionally, the story is quite captivating, especially if you pay attention to what can seem to be minor details. Right from the start, the sheer need to understand what the hell is going on is what drives you forward, and by the end of the First Kingdom and Marie's reveal as Toshiro's fiance, you start to understand that the scope of the entire thing is much more limited and personal -- which is something I appreciated a lot. Toshiro is a good character, his cowardice at the start isn't just a funny trait for the laugh, but a flaw that is deeply connected with his personal history and, much like with Zenkichi and Sophia, the team did a good job in tracing parallels with the other Phantom Thieves in order to quickly build empathy towards him -- with Haru and Futaba being the absolute best matches. The same thing happens with Erina, who shares the rebellious fire of the Phantom Thieves and leads the rebellion against Marie. What I loved about her is her goofiness, I was afraid she would be the nth Strong Female Character -- seeing as Kasumi was very much your Manic Pixie Dream Girl -- instead I found a lady with a sharp tongue and a strong heart, who's deeply loyal but doesn't hesitate to fool around. She's really valid, I admit I wouldn't have bet on her character to be like this but I'm happy they took this direction with her.
So... all is good, right? Why do I say that the game "is good... for the most part"?
Tactica's recycling problem
Fundamentally, and believe me it pains me very much to say this... Tactica doesn't have a lot to say, despite what its developers declared.
The game's themes, characters, morals, and climax are all heavily derivative of themes, characters, morals, and climaxes that have already been more than explored within the various iterations of P5. Past the final portion of the Third Kingdom, the repetitiveness of it all became seriously unbearable. No thing, big or small, gets spared: this is how you find yourself with Toshiro mathematically relating to all the Phantom Thieves, even when it feels forced; how you have the battle against Shadow Toshiro and then Eri that is 1:1 what we saw in Futaba's Palace with the fight against Wakaba; how you have the nth Deity Wished By Mankind that wants to rule over Free Will; how the "Fourth" Kingdom is nothing more than a recycling, reskinning, recoloring of what you already played through the previous Kingdoms -- mobs and bossfights included.
It really does a disservice to the game, the fact that so many of its final portions are stretched out to the point of exhaustion, I imagine only for the sake of justifying the cost of the game with more playtime, something that is deeply wrong, especially if we take into consideration that the game is actually sold at (less) than the current average market price (60€/$, compared to PS4/Switch games being 60-70 and next-gen games being 70-80). It kills the climax that Tactica so painfully had built up to that point, and it made me feel like completing the story was more of a chore I had to do in order to get to the final cutscene (which... is fine, I guess) than something I did with heartfelt conviction.
Moreover, the deeply derivative nature of this game causes more than some issues, character-wise. Because this is a game with the Phantom Thieves... but narratively speaking, they aren't the protagonists: Toshiro and Erina are. This leads to a weird situation where the group, who has by now 2 god killings under their belt, remains stagnant throughout the whole game, as they have nothing to learn or improve about them, and too often they become nothing more than the mask (ah-ah) of themselves, with characters acting just like their archetype -- Yusuke, the starving artist; Morgana, who gets angry when he's called a cat; Ryuji, the dumb guy who's the butt of the joke. Incredibly speaking, the one who feels less like herself is Makoto: in P5 she can be tough and confrontational, sure, but you have to provoke her, first -- she's usually kind and collected, with a sort of mom-friend attitude. Strikers played a bit more into her punk side, and Royal gave us her wonderful Showtimes with Haru and Ryuji... but in Tactica, she's straight-up aggressive and quick to violence, often excessively, often for no reason. I have no idea what happened with her honestly, the day of the wedding in the imaginary vignette she even accuses you, unprompted, of cheating on her. Are the writers Makoto haters?
Anyway. My point is, as much as Toshiro and Erina hit home and do their job as characters, and as much as it's heartwarming to have the whole gang together again... sometimes, especially near the end, it sure feels like everything is just an excuse to have more Phantom Thieves content. Which would not be bad! But it is the moment Royal gets ignored and all the progress and maturity they gained is erased.
Overall, I think Tactica has a great cast and great premises, but the final portion of the story has really been dragged for too long, and the amount of recycling between ideas, assets, plot points, and maps is... not great.
Tactica's mysterious mysteries
There is a whole lot that is never given clarification in this game, and well beyond the realm of plausible fan speculations.
So many things went unexplained or even unaddressed. The Metaverse should by all means be gone at this point -- yet it's still working, and the only comment you get on the matter is "I guess it can't be erased completely" which is fine seeing how it's so tied to the human subconscious but an element so important to the worldbuilding really is treated like Just A Thing That Is Said and never given more consideration. Additionally, it is said that Kingdoms aren't Palaces... but functionally speaking, we explore Toshiro's Palace. There are cognitive versions of his family and acquaintances, there are memories locked inside the maps, there is his Shadow... there is no formal reason for it not to be Toshiro's Palace! Except that they needed to market it like an Entirely Different Thing somehow! On this front, Strikers did a really better job in connecting to the canon worldbuilding of P5.
Another thing that goes entirely unaddressed is how exactly the Phantom Thieves have been summoned inside Toshiro's cognition. The game explains that Shido's calling card was what roused Toshiro from his complacency, and what generated Erina as the spark of his rebellion... but it's never explained how the Thieves got in, especially given that it's explicitly stated that they entered in a different manner than Toshiro, who was kidnapped by Salmael, Persona 4 style. All the weirdness of this new world, Personas not working as usual, the Velvet Room changing form... everything is addressed merely in passing, diverted back to Salmael's doing, or even straight up commented by Lavenza with "I have no explanations for this behavior."
Again, lastly, some things are brought up and never addressed again, like the fact Erina can plant the Flag of Freedom but the Flag itself, as a mechanic, only has relevance in the First Kingdom; or the fact that doors with a projectile on it are used to traverse Kingdoms and are what evoked the Phantom Thieves, but no one will ever explain to you what those are or why the Phantom Thieves don't traverse one back to return to the real world, instead they simply... *fades to white*
But what about the DLC?
The DLC is enjoyable but has, on a smaller scale, the exact same problems the rest of the game has.
Some bits of dialogue and character interactions sent me flying, like the way Joker can tease Akechi in a way he doesn't do with any other character or the fact that whether or not Akechi is a Phantom Thief is treated as a complicated matter, and you can trigger some interesting remarks about the whole situation going on outside of Tactica.
Aside from this, the DLC most than anything else suffers from being set in a pocket of time that needs to be wiped from memory, firstly because these three characters aren't exactly a trio yet and only had one interaction together before this moment yet they act like they're closer than that... and secondly because the whole Guernica situation is a parallel to Kasumi and Sumire's story. So it really hits the wrong way, and it even verges on horror if you have the hindsight, that Akechi, Joker and Violet have to save a girl that lost her sister and is being brainwashed to forget her... while Sumire is still "Kasumi."
I liked the setting and I liked the paint mechanic and I liked how frankly brutal and visceral some scenes are. That is exactly my jam! But I couldn't enjoy them to the fullest because I knew they would have amounted to nothing in the grand scheme of things. The memory wipe solution was in store, of course, I saw that coming, nonetheless I found it deeply unelegant, seeing as they didn't even try to offer an explanation as to why or how the trio had their memory erased.
Also, it makes no sense for Guernica to be active in the real world at that scale if only because there would be no reason for her to never be mentioned anywhere after, and I quote, "pulling a stunt like the ones from the Phantom Thieves."
On a final note, since I mentioned the base game's price... contrary to that, Tactica's DLC isn't worth the 20€/$ you pay it. Not only because it's very short (4-5 hours if you rush, 6-8 if you take some more time to maybe restart some maps or replay some dialogues and gush like I did) but because the experience is overall nothing memorable, and the additional maps aren't enough to cover that. I stand by the fact you shouldn't judge a game's price by its length, but length isn't Repaint Your Heart's sole problem, sadly.
My final thoughts
Overall, I enjoyed playing Tactica (save for the final part) and it gave me some really stellar content, like the fake wedding scenes, Ann's best characterization across the entire series, Erina as a character, and overall a new occasion to spend time with my favorite band of outlaws teens.
I'm glad I had more P5 content... but I still feel I could've gone by with no problems without Tactica. Which is a sad thing to say, but it's true. Because I loved Strikers and I would never want to live without having played that game. Tactica, well... despite me being hyped for it a ton, it made me come to the conclusion that I am done with P5 content, especially if it has to be like this. If I feel nostalgic, I'll just boot my PS5 and replay Royal for the second time. And for everything else, there is fandom.
Thank you for reading this far if you have. You can find me on Twitter, Ao3 and BlueSky!
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scribblesbyavi · 4 months
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Most of the time films mirror society and not the other way round.
Films are a reflection of what is happening in the society and captures only a part of it. Films do leave a lasting impact on our mind but what someone goes through during their childhood can stay with them forever. Only they can understand what they go through because of such incidents. And sometimes there is no one to understand them. This kind of trauma can kill them from the inside and make them something they are not.
We as a society always like to see the final outcome and give judgements based on the action but we never try to understand where someone is coming from. We don’t give a damn to see things from someone else’s perspective. Society at large neglects things that require more attention like childhood traumas, mental health issues and depression.
Of course some people don’t deserve our empathy and compassion however in the macro picture we as a society are moving too fast and some parents hardly give quality time to their kids. This is the biggest problem with this generation of families. They neglect the basic things and chase superficial things.
A younger generation deprived of love, care and understanding may lose their track in this rat race and might feel that there is no one they can trust or speak their heart out to. There is too much noise in the world and access to too much information while kids only need time with their families, just time. They need someone who can hold their vulnerable side and tell them that everything is going to be okay and also give them a basic understanding of what’s right and wrong. Kids most of time just need that direction and guidance and the feeling that someone is always there with them and that they are proud of them.
We as a society can declare a film as misogynistic which is okay because we have to point that out. However, we forget to take the other things in to consideration like lack of parenting, lack of love, childhood traumas etc. But we only pick the thing that is easy to point out and speak or bash over social media. We as a society of human beings and individuals have to show maturity and start talking about the hard things too. We have to come as a society and fix the little things right from the early stages of a child’s growth. We have to take care of them, not quarrel in front of them or expose them to domestic violence. We have to rather show them how to love and educate them about every trivial thing there is.
Also the fact is that films cannot be released directly into the theatres. They have to get an approval. They are given a rating and certification which tells which section of people may watch it. And when it is mentioned as violent and offensive then the audience who can’t watch it or gets easily triggered shouldn’t go and watch it. And if there is an issue with the national board then we should also call that out.
From filmmaking stand point this film, Animal is a brilliant masterpiece, a work of art. I’m so glad that Indian films are finally progressing in terms of cinematography, performances, production and overall execution. It’s truly grand and also entertaining at the same time. More importantly it’s unapologetic. (You can have your own opinion, free world.) If you have watched the films of Quintin Tarantino then you will know what I’m talking about. Of course there is a difference in the portrayal but hopefully we are getting there.
This doesn’t mean that the film doesn’t have its flaws. It does come with its own shortcomings like any film does. The issue with this film is that the makers tried to glorify violence and misogyny. They should try to keep it real. In the past too many films have come out which showed the justification of mass killings and portrayal of an anti hero story arc. I think directors and screenwriters should learn from this. They should put their mind in to this and show something for what it is and not glorify it.
But when we talk about the problems with a film we should also talk about problems that exist in the real world. This film has probably shown only 10% of the violence than what is actually going on in our society everyday - rapes, gang rapes, children being abused and women being molested, domestic violence, brutal killings by their own partners, acid attacks, road side murders, mass murders, an actual genocide happening, a whole country being wiped out by another… i can just keep going. Animal is nothing compared to the level of toxicity and violence that exists in the everyday world, in the news and in social media. The real world has gotten much more worse. It’s filled with terror and is very unsafe, specially for women.
If we have so much time to talk about a film then why not a minute to talk about all the real incidents happening around the world? Innocent families and children are being slaughtered everyday like animals.
When will we talk about the actual events happening? What are we waiting for?
Let’s talk about the real problems and things that are wrong in our society, in the real world and not wait for it to happen with our own family.
avis
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ygoartreviews · 2 months
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I forgot I wanted to share this after the Skyscraper review went up but please look at one of the funniest pictures I've ever seen from Yugipedia
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THE funniest screencap they could've used for the "original" art where it doesn't even look like the art is any different, not that you can really see anything through Ghost Jaden and his gay little pose
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paulisweeabootrash · 8 months
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Basically the plot of "An Explosion on this Wonderful World!"
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binder-masterlist · 8 months
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hello! Just want to spread this around- if you have ever bought & worn a binder, you’re welcome to submit a review of it here! Please read the pinned post before submitting. Thank you!
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xtrablak674 · 2 months
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Singing my life with his words...
I am not sure what I expected, but I didn't expect that.
Trailers, I think they serve a purpose, in my personal opinion they can skew expectations, generate false anticipation and quite frankly spoil the story. I stopped watching them a few years ago. I mostly pick my films based on familiarity, or subject material and sometimes, well a lot of times seeing stills or gif sets of the film on Tumblr.
Hey I am a visual artist, pulling out stills of a film that feature its visual aesthetics is like crack to me, I just can't get enough! Recently I added more queer films to my diet, and albeit tonights Friday Night Movie's theme wasn't solely left to the gays, All of Us Strangers had been stalking me for weeks all over the Tumblr-verse, so I gave in and added it to the list along with The Marvels and The Color Purple, two other '23 films that kept @'ing me.
Part of my process in choosing my films is traditionally picking a theme or genre and trying to watch films from different decades just to mix it up a bit. These films were all from last year, so they only other thing I could use to distinguish them was their release dates, this placed All of Us, in the middle, right after Marvel's latest block-bluster. #YesThatWasShade
Having peeped that this was categorized as romance and fantasy, I was curious what made it fantasy. Once again IMDB had mis-labeled a film, this wasn't fantastical but a psychological thriller! #LeSigh Maybe I was way too close to the subject material and Andrew Scott clearly being my contemporary wasn't helping the matter at all.
Some of the details were different, albeit after my moms death I was raised as a single-child. I came from a one-parent home, not two. We didn't live in a house but an apartment. We were clearly not middle-class but living below the poverty level. Even with all of these differences I felt exposed in a way that wasn't remotely comfortable. How had this whyte man found out about my story and was now telling it on a stage for all the world to see? #😳
Metastatic breast cancer was the cause of death listed on her death certificate, not a car accident. I wasn't left alone in her bed while she left me for a Christmas party, but I discovered her dead in her bed, the couch in the living room four days before my eleventh birthday. Nine years later I buried my father, who was found by his parents rotting in his Harlem apartment, a reverse to the film where the dad went first followed by the mom.
Like the film they were joined in a way by both dying at approximately forty-four years of age. I rued the moment I would be the same age because like my parents, I thought I'd never live past it, but just like Adam I ultimately ended up being older than my parents than when they died. If I met them now, I guess I would be the one dispensing words of wisdom.
Unlike Adam I wasn't lonely, I have lived alone for nearly thirty years, and have had moments of loneliness, but like so many things that a multiple-orphan and an individual with intersectional identities, I had developed coping methods that were born when I was separated from my siblings at eleven and for the first time had to suffer the world on my own, navigate bullying and nasty taunts from other children. I had learned to have a rich internal emotional life, being my own best friend, and creating adventures in the simplest of things. I had become my own best company.
But like Adam I longed for connection, I longed for resolution around my dead parents. But unlike Adam I am not dead. That's my big reveal/spoiler these many paragraphs in to this essay/journal entry. I think everyone we encountered in that film was dead. #HolySixSenseBatman Delving into how I understood this is immaterial to how it still felt. His parents wanted him to move-on, which could be misconstrued as moving on with his life, but could also have been acknowledging that he was indeed dead and accepting it. The nuance of interpretations of what exactly is going on in the film is masterful, and the director never quite gives us a definitive answer.
Adam felt he wasn't particularly successful with anything in his life, still feeling the scars of his childhood bullying, taunting and the trauma of losing his parents at such a young age. I have mirrored this feeling about my own life, with the only difference that I have been more successful than my parents because I made it to the upper-middle class. #yea But like Adam I have always felt I am just passing-the-time, existing and muddling through.
Curiously the last real relationship I had was nearly twenty years ago, and also interesting was the fact that like Adam, Karl was my junior and like Harry was damaged in many ways, clearly not visible to the world around him, because even my best friend at the time thought he was the boy next door, literally mirroring the movie by his perceptions.
Isn't this why we watch films? Don't we see ourselves in the characters on the screens and sometimes wish we were them or living the lives they were living? Or sometimes what we see on screen is too close to reality and art imitates life in a ghastly manor. But then that means the director/writer has done his job right? Making you feel the pains, indecisions and joy of fictional characters is what a good film is about. But is it exciting to see yourself realized in a way that you wish wasn't you?
All of Us Strangers is a psychological thriller, clearly with aspects of drama and romance. As the reviews say it is haunting and heartbreaking. It is also something else that I am tired of in queer cinema, albeit as realistic as it is, specifically to my own journey, it once again paints queer-life as sad, aloof and unfulfilled.
Having dealt with dysthymia my entire adult life I guess this is in some ways true, but as I explored in a previous entry, I really want our queer movies to be more aspirational. I am not saying Red White & Royal Blue syrupy, but some middle place where we can be not-partnered, not have kids and not be dying or dead and be content with our lives. Is this asking too much?
[Photo Courtesy of All of Us Strangers via IMDB]
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i-rate-creatures · 4 months
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If a man can turn into a velociraptor, does he count?
SURE !!!!!!!!!!!
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flightyquinn · 7 months
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I've been watching Castlevania: Nacturne. It's pretty good. Actually it's really good. Maybe not as good as the first one, but it's a close race, and I'm not all the way through.
If I had one complaint for it though, it would be that the writers seem to want to lay all the blame for oppression throughout the world on the vampires. Not a big fan of that. Like, sure, let evil be evil, but I feel like implying that no human could be responsible for any of the ills of society is...kind of a bad message?
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