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#silent protagonists are good. reading game is good.
mrsjadecurtiss · 1 year
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Pokemon is one of the last bastions of cinematic-story franchise gaming that doesnt have annoying voice acting blabbing constantly leave it alone... not every media needs to use the same stylistic devices
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paarthursass · 7 months
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also "silent protagonists aren't immersive" my "immersion" in a game has been broken so much more by voiced protagonists saying The Wrong Fucking Thing than it has been by me having to use my brain to read dialogue options.
vtmb may be buggy as hell. it may have textures that load incorrectly sometimes so you've got doors that are half a stop sign. but i still get so drawn into the story that the ocean house hotel level manages to scare me every time. it's still so so tragic to watch how heather descends into her obsession with you if you make her your ghoul. it's satisfying to be able to have 5 different ways to tell lacroix to go fuck himself. and it's fascinating how, depending on which clan you pick, you have an entirely different experience - not just playstyle-wise, but interaction-wise as well! there's certain dialogue with maximillian strauss you only get if you're a tremere. your opinion of gary golden is going to change MASSIVELY depending on whether you play a nosferatu or a toreador.
voiced protagonists don't create immersion. fancy bells and whistles don't create immersion. good writing does.
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kosmonauttihai · 5 months
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Actually, that's something I do really like about the Prime3 opening sequence, intended or not - that it's so weird and awkward for a Metroid game, and you feel out of your element until the plot properly starts and we're back to exploring dangerous planets alone. Because I like to think that's pretty much how Samus feels about it, too.
All the strangeness of other characters with dialogue + silent protagonist in a game series known for its atmosphere of isolation, and non-hostile environment + gameplay mechanics where you mostly interact with your surroundings with a gun, is diegetic. People talk to Samus and she says nothing back, she opens doors by shooting them because it's what she's more used to. She takes a moment longer to leave the briefing not because she has something to say to Admiral Dane but because she wants to finish scanning him. On one hand it does kind of fit the isolation theme that the character interactions she has that feel the most natural are with her enemies (oh good, Ridley's here, him I at least know how to deal with).
On the other hand, what makes me like the weirdness is how the other characters… don't treat her as weird, at least in a negative way. They love Samus, everyone's happy to meet her, this cryptid hermit is their hero. The banter from the other bounty hunters towards her still respects her. Nobody steps in to explain things to her again while she figures out on her own how to perform some seemingly simple task because she didn't process a word of the instructions just given to her in dialogue, or when they do it's not condescending.
Bumbling awkwardly through a social situation where everyone thinks you're awesome regardless and doesn't judge you for being nonverbal or not making eye contact, and then after that overwhelming ordeal you get to relax by doing your familiar activities of wandering alone, stopping to stare at and read about strange bugs and plants, and fighting space pirates. Autistic power fantasy.
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gachagen · 7 months
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When I first started playing Reverse: 1999 I was expecting for Vertin to be a very boring protagonist who was maybe even silent the majority of her time on screen, but I really just think that's because these past few years I've only really been playing Hoyoverse games where the protagonist is either a quirky, eccentric girl or a silent person going about their day lol. I've forgotten how great it is when we get an actual protagonist with a realistic personality and rationale!
I also think Bluepoch kept Vertin shrouded in mystery on purpose, because in all of the adverts for this game with Vertin she only ever says a few nondescript lines here and there, and even on the website for the game you still can't really get a read on her as she's just summarizing her journey so far in a pretty monotone voice.
So Vertin is just a surprise you get to experience when you first play the game, and I was not expecting to like her as much as I do. She has a really deep empathetic nature that drives her to try and find more people to save, and you can really tell that she does want to try and save both humans and arcanists.
Vertin is separated from the other characters in the sense that she doesn't see the world completely black and white, and is unwilling to give up when her back is against the wall. Even when she is quite literally being captured by an Arcanist who's leagues above her, she's still willing to try and get away anyways.
And Reverse: 1999 has this theme of "going back to when things were better" VS "Living for the future" that works really with Vertin as the main character. Because the deeper you go into the story, the more you learn that neither Manus Vindictae or The Foundation really care about saving lives from the Storm, Vertin is the only one who wants to put in the effort to try and solve an issue where both Humans and Arcanists can win. And it quickly goes from "Manus Vindictae is the bad guys, and Vertin and the Foundation are the good guys" to "Vertin is alone in this endeavour to save people, and it's her against two powerful organizations alone."
I think that's really cool pacing for the story as well, because it really subverts your expectations early on.
Vertin's care for the other characters is so deeply enshrouded into the game that it bleeds through even into the main mechanics of the game. Like, instead of equipping weapons or armor to your characters, you're shaping their mind with "new ideas" that change them as people, and thats what makes them stronger in battle, not tools or guns.
It's Vertin's ability to make them see the world in a different light and want to live for "the next era" that deepens her bonds with the characters in the suitcase, and instead of giving the characters a "weapon slot" for guns or swords etc, you give them "psycubes" which hold memories and dreams the characters have had before that they look back on fondly.
I really like this game, I don't know if you guys can tell. It's already released and I do think it can use some polish, but it's actually pretty amazing and I'm glad that I was keeping up with it for so long and able to play it on release.
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ruthlesslistener · 2 years
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idk if i've said it before, but another aspect about Hollow Knight's lore that compels me is that its a tragedy, but it's told through the story of the victims. The Pale King is a sterotypically tragic character in that the road to his damnation was paved by his own love, hubris, and damnation, but we don't deal with that downfall directly, and the game offers no sympathy for his situation. Instead, the characters who drive the story are the ones who would normally be the silent casualties accompying the downfall, or the victims of the protagonist's fatal flaw. We're given a story where for once, the focus is not set on the agony of the main character, but of the lives of the people he hurt, and we are privy to that pain and anger and sadness that was inflicted on the voiceless victims. We see the story unfold from their perspective, we watch them deal with the aftermath. And while they were discarded by the main plot of the tragedy of Hallownest after it was all over and done with (that being the fall), their pain isn't depicted as any lesser just because they were forced to be silent. Obviously they too are tragic characters, but they were forced into such circumstances because of their father's hubris and inability to concede defeat, and we see the refuge of his actions change the whole world despite it all, specifically because they loved their sibling too much to let them go.
Idk. It just hits different when you read it from that perspective, especially since it really drives home the fact that no matter how much the Pale King regretted his fall from grace, his emotions meant nothing because it still lead to his children suffering when they didn't deserve it. Hollow Knight is a story about the shadows of what many others would consider to be the main characters, and I love it for that
(Radi might also be a tragic character, as someone who was betrayed by her own people and then came back a monster when trying to chase her own glory, but we don't know enough about her side of the tale to say for sure, but I can say for certain that she makes a terrifyingly good antagonist)
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fixfoxnox · 8 months
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Thought on player!roach being a silent, uncanny video game protagonist and the 141 eventually just being like ‘okay he’s a terrifying killing machine but he’s OUR killing machine’?
Honestly I love like uncanny/borderline creepy Roach. He's so fun to think about especially next to the 141 in like either universe. However I do think it would be funniest in the reboot universe especially if it was like Gaz and Soap who are the most protective of him.
Like he first joins the team and he's so silent that he scares the shit out of Ghost and has to dodge a quick knife from the reaction. Price warns them that Roach isn't much of a talker and while initially the group are chill with it, it starts getting a little unnerving to have someone just staring at you not saying anything for long periods of time while you guys are holding a conversation.
On several occasions immediately after he joined, Soap tries to scare the shit out of him just to see their little silent killing machine not be so silent. Most of the time it results in him being the one scared as shit. Especially when he leans about Roach's affinity for climbing shit and just chilling in the weirdest places possible.
Ghost for sure gets along with Roach the best because the two can just chill and quietly do stuff together. There's no pressure for conversation between the two which actually results in like a really solid, albeit odd to most, relationship between the two. Still, Ghost does have to work on getting over how unnerved he is by exactly how silent Roach moves and the fact that this guy can so easily get past his defenses just by being quiet. But once he does their relationship blossoms.
For Gaz, he's less unnerved by Roach in every day life than he is by watching Roach in the field. For most people, they have one or two weapons specifications that they're good with and they only really dive into the others when necessary. For him its Shotguns and Battle Rifles. For Soap its Snipers and explosives. For Ghost its Rifles and knives. He notices fairly quickly that Roach isn't like that. Sure, Roach seemed to prefer heavy artillery, but he was an ace with anything that got put in his hand. Gaz has watched him pick up the most dog shit weapon builds from dead soldiers bodies then rip through the enemies with a gun that he isn't even sure should be able to shoot. That and his near silence and the full face coverings he wears on missions creates this pretty damning picture of horror in a way that no one else seems to realize.
Despite all of this, overtime everyone in the group grows used to Roach. They learn his little quirks, how to read his microexpressions, the way that he talks without talking many of the times. Soap learns Roach's favorite hiding spots, Ghost develops an almost sixth sense for knowing when Roach has stepped into a room, Gaz is no longer afraid of Roach on the field because he's seen it so often. And so its not uncommon to find the whole of the 141 sitting together and them laughing and poking fun at Roach while he just sits silently. Or for one of them to be chatting Roach's ear off while he silently doodles in his journal.
Now, of course, other people still aren't used to Roach. It really shouldn't cause any problems, except for the fact that the rest of the team has become almost protective of Roach. No one but them can comment on how creepy he is or anything like that. He's their team member, he's valued, and they won't stand for anyone talking shit or pulling some shit on Roach.
Its resulted in one too many fights for Soap and Gaz and more than you'd expect for Ghost. All usually happening while Roach watches on silently, looking mostly less than interested in the fight. Still, the team has learned to read him. They can see how much he appreciates even the littlest of things like that from them.
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who-do-i-know-this-man · 10 months
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Alright, looks like my dearest blorbo lost, so here's my long anticipated post mortem propaganda post for her and the 15 dollar game bundle that blew me away. For decency's sake, i'm sealing the meat of this post behind a read more, so as to not accidentally colour of the skies everyone who follows this tourney. (Or at least i'm going to try to. Tumblr is weird, and apologies if it does not work.)
One fateful day, I purchased the Bundle For Ukraine from itch.io. While I was initially put off by the seemingly bargain bin quality of most of the games, I ultimately decided it was worth it. I donated, got the games, and perused through them for anything eye catching. I found Celeste, Zeroranger, a couple of cute tools…
And a little game called Crosscode.
I was… intrigued. I'd saw this game once or twice before, and I was curious. Figuring that it couldn't hurt to try it, I downloaded the game and started it up.
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Crosscode turned out to be a very good game.
And most of that was because of the main character:
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Lea.
In summary, Crosscode is an action rpg game made by Radical Fish and released fully on pc in 2018, with console ports later. It follows the story of Lea, a woman who wakes up inside a futuristic MMO set on a moon in a distant galaxy, where players physically control avatars made out of a high tech substance known as Instant Matter (think hard light holograms, and that's pretty much it.), as she's guided by a programmer in order to recover her lost memories. I can go on and on about just how amazing the game is: how the plot takes a turn from "generic mmo isekai esque" to if someone decided to adapt one of the better black mirror episodes into an action rpg, how polished the combat and puzzles are, and how incredible the music is, but that's not what the main purpose of this tourney is. It's to tell you just how good of a character Lea is.
Lea is the main protagonist/player character, a rather shy woman with a real competitive spirit and a cheeky attitude, once she warms up to someone. A major part of her character is due to a major glitch in her avatar's voice module, she's mute (aside from a couple of hardcoded words her programmer friend could put in). "A silent protagonist?" you may ask me. "Like, a player avatar that is deliberately left without any strong characterisation as to allow nearly anyone to insert themselves into?" Nope! Instead of being a blank slate for projection, Lea expresses an incredible amount of character through simply inflection and facial expression.
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This is only a PART of her spritesheet! Only a smidge, and i'm not even getting into the special sprites she has for certain story events.
Throughout the story, Lea has to tackle difficulties with not being able to communicate as well with players and NPCs, along with typical mmo difficulties, all while she unravels the dark mysteries of what's really going on behind the scenes of Crossworlds...
Despite her difficulties, she's always treated with respect by the game's narrative, which can be seen with the many interactions between her and the surrounding cast (all mainly expressed through her many sprites).
A few of my favourite moments of hers include:
Annoying her programmer friend:
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Her reaction to her horns:
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Her absolute freak out at being held by a five year old:
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Her absolutely intending to get into more antics after a certain sidequest:
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And if you need any more motivation to play this amazing game, here's the special reactions she gets when you turn on the New Game Plus cheat that gives you insane damage with every hit:
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Yes, the devs made specific sprites just for when you play new game plus with a certain cheat.
Please, do yourself a favour and play Crosscode. It's like twenty bucks on steam without a sale. It's what Sword Art Online would be if it didn't completely suck. It's disability culture. It's the world's best single player MMO. It's a Black Mirror's White Christmas episode adapted into a video game.
And most of all... it has Lea.
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Wow. Well unfortunately it seems that read more does not work in asks.
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Yoo Joonghyuk vs. Online Shopping
In which Han Sooyoung and Yoo Joonghyuk disagree on what Yoo Joonghyuk’s post-scenarios wardrobe should look like.
786 words; read on AO3!
“And now that you don’t have to worry about blood showing through, we can get you some other wavelengths of light in your closet, too,” Han Sooyoung says breezily. Yoo Joonghyuk, who had been tuning her out for a good ten minutes, finally feels some faint alarm bell go off in his head at those words, and he pauses his game to turn to look at what she’s brandishing a finger at: her computer screen, filled with rows and rows of images of… trendy modern clothing.
“What,” he says.
“Colors, Yoo Joonghyuk, colors,” Han Sooyoung says, rolling her eyes. “I’m saying you can branch out with, like, a blue shirt or two. Maybe green if we’re feeling adventurous.”
“Why would I do that.”
Han Sooyoung’s mouth slants at his flat tone. “Well, you’ve always kind of stuck to permutations of your outfit from scenario one, and the black coat... I mean, it’s hot, yeah, but is it even practical anymore? Let me tell you right now: we’ve all noticed it isn’t sweat-resistant anymore.” Kim Dokja, sitting away from the other two at the dining room table, makes an indeterminate sound—possibly a smothered protest, possibly a chuckle. “You can’t only ever alternate between that and lame tracksuits and identical goddamned black sweaters, is what I’m saying. You suck all the light out of the room just by standing in it.”
“Yah, Sooyoung-ah, give his face some credit, too,” Kim Dokja calls. Yoo Joonghyuk glares at him, and Kim Dokja beams—first at Yoo Joonghyuk, then at Han Sooyoung. “See! He’s doing the face right now!”
Han Sooyoung sighs gustily. “Either help me get this idiot a new wardrobe or just shut up, Kim Dokja,” she calls back, unnecessarily loud for the scant distance between them, before following it up with a disparaging mutter about Kim Dokja’s tastes that Yoo Joonghyuk doubts he was meant to hear. Or—no, actually, Han Sooyoung absolutely intended for him to catch the derisive comment on his chuunibyou tendencies.
Han Sooyoung turns away and points demonstratively at the screen. Yoo Joonghyuk stares wordlessly at it, then at her. She sighs again, with less affectation this time. “Listen. It won’t kill you to expand your wardrobe, is all I’m saying. Actually do some justice to that physique, why don’t you?”
Yoo Joonghyuk’s lips tighten. “I like my coat.”
Han Sooyoung looks up to squint at him quizzically. “I know??”
“And I like black,” Yoo Joonghyuk says, still toneless.
Han Sooyoung scoffs. “We’ll get you a new coat if it matters that much, dumbass. But you—”
“And,” Yoo Joonghyuk glowers, “I am going to continue wearing both.”
Han Sooyoung visibly restrains herself from putting her face in her hands. “I’m not saying you can’t keep the fucking coat, okay. I’m just saying—begging—for you to wear something other than identical black turtlenecks. Fine, I won’t put you in a crop top, but we’re going to get you in something brighter than navy blue if it’s the last thing I do, you hear?”
“No.”
There's a long silence, broken only by Kim Dokja cheering under his breath at whatever mobile game or webnovel it is that he’s been entertaining himself with.
“No to…?” Han Sooyoung prompts, voice hovering at a precarious edge between incredulity and unbound fury. “Answer me, moron. No to what? To buying a single piece of clothing that doesn’t look like it came from that shitty dragon’s shitty merch line? Is that what you mean?” 
Yoo Joonghyuk is silent.
“... Stop bullshitting me, Yoo Joonghyuk.”
“...”
“No, are you serious?”
“...”
“You know what? Fuck you. What the fuck do I even try for,” Han Sooyoung says spitefully. She navigates away from the page she’d been on with great vindictiveness, muttering with bloody intent. “Goddamn protagonists and their one-note wardrobes, who do you think you are, you clow—” She jabs a key so hard it’s difficult to believe in its continuing functionality. “I’m getting you cargo shorts.” 
Yoo Joonghyuk nods and settles back against the couch, clicking resume with his controller. “That’s fine.”
“What the fuck?!” Han Sooyoung cries over the renewed sounds of Mario Kart pinging through the room.
“It’s the pockets,” Kim Dokja calls without looking up from his phone.
“It’s also Yoo Joonghyuk!” Han Sooyoung shrieks, flailing her arms at him.
“You don’t have to get the cargo shorts,” says the man in question.
“Fuck you, obviously I have to get the shorts now!” Han Sooyoung shrills. Yoo Joonghyuk sighs. Kim Dokja, apparently less absorbed in his screen than it would seem, snickers.
“Just for that, Kim Dokja,” Han Sooyoung promises darkly. “I’m buying you shorts too.” He looks up, protest hanging off his lips, and she growls. “Khakhi ones.”
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doodlesdreaming · 5 months
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Shin Megami Log 4(After Game Thoughts)
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Finished SMT V during Christmas, and I have THOUGHTS.
I'm gonna put all that under the 'Read More' bit, so if any of you are interested in this game, then scroll past and no peeking.
Right then, final thoughts:
Brief history lesson first, I knew very little about the SMT series or the spin-offs like Persona. Of course, with how incredibly successful Persona 5 is, it's hard to miss any sort of info. But even then, my knowledge of the entire franchise was very limited. All I know is that it's basically the "Dark Souls" of RPGs with character driven stories that have of ingredients than a Final Fantasy title. At least, that was the vibe I was getting.
But even then, I never have been interested enough to want to give any of the games a try. I did get Persona Q2 back when I first heard of the 3DS dying out, but it mostly because I didn't want a Persona game with Joker's face on it to be forever lost. Weird I know, but that was my train of thought, at the time. But after clearing the first boss(and realizing that prior knowledge of Persona 5's story is an absolute must) I got bored and haven't touched the game since.
Fast forward a few years later, when Shin Megami Tensei Nocturne was announced with a HD port to current gen consoles. I was genuinely excited by the announcement. This meant that if I ever decided to give Nocturne a try, it'll be alot easier for me to do so now. Then after that came the biggest surprise of all; Shin Megami Tensei V.
Now this....this caught my attention. Though I can't really explain why. Was it the character designs? The gorgeous looking world? "D" all of the above? All I can say is that something 'clicked' and I was very interested. Even though it would take two years later until I actually got it.
And I'm so glad I did.
I was invested right from the start. From the silent "show don't tell" protagonist, all the way to Lufcier himself, the story, even with its swiss cheese holes in plot at some points, had me hooked from start to finish. The combat never got boring. I was constantly thinking of strategies and building up my demons that suited my needs and my playstyle. The world was incredibly fun to explore, even though the lighting choices, in some areas, made my eyes strain a bit. It would take me up til the big boss of the area for me to finally adjust.
And the bread and butter of it all, The Law and Chaos mechanics. A stable, I've come to understand, in the SMT series. Yet an important take away from all this is that nothing is as black and white as it seems on the surface. SMT is a franchise that makes you think. It makes you question yourselves and you inner most thoughts. And SMT V had me rolling in so many thoughts, that when I reached the 'alignment lock' of the game, I had to take a break because I was starting to get overwhelmed.
Of course, this could very well be a really weird quirk of mine. But when I get into a really good story, I REALLY get into it. And the choices I make would impact the ending I would get.
By all accounts, the Law ending would naturally mean the good ending, right? Well sure...if you can live with a Law that discriminates all other forms of thinking(a.e. free will), will not hesitate to punish they see as 'unfit' and the willingness to become corrupt yourself, just to prove a point. Sure. Law is the way to go.
The Chaos ending usually entails victory for the bad guys. And yet, there really isn't a clear "villain" in this case, other then the absolute obvious ones(f you Lamau). In Chaos, there is diversity, the freedom to choice your fate, to be yourself. And yet with so many possibilities, there will be disagreements, arguments of what is right and wrong, and power competing against power. No one really wins, and there is constant strife. But hope is just as abundant, with the capability that anything is possible.
The Neutral ending is well...the Neutral ending. You don't pick a side. You're that little kid that asks, "Why not both?" A balance of law and chaos. So understandably this would the best choice. Yes...except the neutral path follows a man who has been brought down low by both law and chaos. He lost everything precious to him, to the point where he belittles his fellow man if they show any sort of weakness. So the solution? Make humanity the leading power of the universe, but take away every viture and sin that exists in the heart and soul. And by extension, all the angels and demons in existence. Never to be even a story told by campfire light because it would never be allowed to cross through the mind. Humans would be free of woe and fear, and grow abundant in their everyday lives. But will it truly last?
You could probably guess which ending I ended up getting. And quite honestly, I'm satisfied with it. Plus it lines up perfectly with my ever growing headcanons of the Nahobino. So I'm taking it as a win.
I honestly can not recommend SMT V, especially if you're like me who enjoys a good rpg that I can sink my teeth into. It has it flaws, yes. But they feel so small that it doesn't really bother me. Some of them I can just 'fix' with good old imagination. And it's definitely inspired me to play Nocturne next, for sure. But first, I want to see if I can beat the Demi Fiend himself in combat....
There's so much more I'd like to talk about, but I think I rambled long enough.
The main takeaway? I LOVE THIS GAME. Definitely gonna be alot of fanart for sure. And I'm gonna get my hands on some merch when I can. It probably won't exceed my growing Darksiders collection, but it might come close in time, lol.
The other main takeaway from all this is that I get it now. I get the appeal and why this series is standing as strong as it is. HEE-HO!!!
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Image ID: Two glitter texts, reading as "NIGHTMARE FACTORY – DEVLOG 0". End image ID.
Hi, I'm Garça Visconde Mirigis, and I'm VERY happy to announce that this post you're reading is the first devlog ever for my nightmare game, a 3D platformer parody of mascot horror genre! And yes, nightmare, not dream game, because making my actual dream game is way out of my current abilities at the moment!
Ever thought to yourself how different a horror game would be if our protagonist decided to help the monsters instead of... [reading a list off-screen] killing, imprisioning, sacrificing, exorcizing or even banning them to other dimensions? Because I have, for ungodly amounts of time, and after literally years I decided that the time to actually make this thing has come. Welcome to the NIGHTMARE FACTORY!
OKAY BUT WHAT IS THE SYNOPSIS?
As previously mentioned, NIGHTMARE FACTORY is a parody of mascot horror games, set in an abandoned toy factory that also used to host a theme park. You play as Vera Torres, a 57 year-old mechanic who used to work in there. One day, our dear Vera receives a call from an old coworker: The higher-ups are going to sell the factory and the theme park, but they need a good inspection, and no one is accepting the offer! Feeling a bit nostalgic and wanting to help her friend, Vera decided to help take a look inside...
... Only to discover the place is now filled with strange monsters whose leader has, somehow, decided that she's actually his mother?! But she only had one kid ever in her life...?
Yeah, Vera is CONFUSED, and it's now your duty as the player to help her figure out just what the heck is going on!
... AND WHAT THE HECK IS THE GAME ACTUALLY ABOUT?
The game is a lighthearted and pink look at mascot horror as a whole, featuring little references to other games and lots and lots of silly jokes. It is also a long love letter for the genre, because as much as I like poking fun at FNaF, it did change my life for the better and it will forever have a soft spot in my heart. I love the franchise despite it all, and making a whole game just to poke fun at it and other similar games feels stupid. No one can create a good parody if they don't love the thing they're parodying even a tiny little bit.
NIGHTMARE FACTORY is not an "aha look at how stupid this is" look at mascot horror. I want it to be as sincere as possible, and the end product needs to be honest and not ironic in the slightest in order for it to be a success.
HOWEEEVEEEER. Despite the silliness, NIGHTMARE FACTORY can and will feature grapphic imagery and disturbing content due to its nature as a horror title. Trigger and content warnings have not been currently set, but shall be added as development continues.
WHAT ARE THE ~ INSPIRATIONS ~ ?
HEHEHE. HAHAHHAA. HAHAHAHAHAHAHAHAHAHAHA. MY FAVORITE PART!
The gameplay is inspired by the original Crash Bandicoot trilogy, Pac-Man World 1-2 and Rayman 2! These are my favorite platformers ever and I played them for hours as a kid, and since NIGHTMARE FACTORY is all about toys and childhood I figured it would be the perfect fit!
For themes and story, NIGHTMARE FACTORY is inspired by Five Nights at Freddy's, Bendy and the Ink Machine/Bendy and the Dark Revival, Tattletail, Poppy Playtime, Silent Hill 1-4, Welcome Home, My Friendly Neighborhood and the Lacey series on YouTube! Some of the themes include loss of childhood, the horrors of motherhood and girlhood, corporate corruption, trauma recovery, grief and rage.
For visuals, however? Alice: Madness Returns, Hello Kitty Roller Rescue, Strawberry Shortcake: The Sweet Dreams Game, Disney Princess' Enchanted Journey and old dress-up flash games are my references!
THE SETTING
The game is set in 2020s São Paulo, Brazil, AKA where I live, and it can and will feature elements of brazilian culture. The final version should have both english and brazilian-portuguese translations, with cultural notes being featured to help non-brazilians understand some jokes and themes better.
CURRENT SITUATION
NIGHTMARE FACTORY is currently sitting at "the single gamedev is desperate to start programming but he's busy with uni work" stage of production, but do not worry, the single gamedev is also working on the story, how level progression shall go, how the game should feel to play, and, of course, planning the mechanics, AKA the most important part of a fun game. I'll make an entire devlog detailing every single main mechanic as soon as I'm able to finally start fully working on this!
NIGHTMARE FACTORY is being made with Godot, Blender and Krita, and it will be released first for PC.
NOW A LOOK AT HOW THE SINGLE GAMEDEV IS ALREADY ANXIOUS ABOUT MAKING THE GAME
It wouldn't be a project I made without me losing my mind about it from day 0!
Nightmare Factory is a 3D platformer game, with around ~30 levels planned, divided into 5 acts/chapters/arcs/sessions. You can think as these sets of levels as Crash Bandicoot's Warped level selection, like this!
After answering some asks relating to mascot horror as a genre, I remembered a conversation I had with my amazing partner some weeks ago about how I want to release NIGHTMARE FACTORY. YES, I didn't even start programming it, but this is the type of thing I need to settle on before I build a good chunk of the game. It will be important!
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But then. There's the problem: I don't like it when games are "released" but you have to pay more to get all of them. Yeah, each chapter would be super cheap so they would have a full game price when combined, but also. Do I want to do this. Do I genuinely want to do this. Like? Am I sure this is the right way to do it?????
Image ID: Screenshot of Crash Warped for the PS1, with Crash standing in front of a warp room with 5 blue buttons on the floor, each marked with a number from 1 to 5. The 6th button has the face of Tiny Tiger, signaling it to be the entrance to a boss fight level. End image id.
My first plan was to release each act separately so I could both get feedback and also have more fun, because by getting feedback I would be way less worried about messing things up + I could update things like character physics to be less wonky or more stiff in case it was a common complaint, which could change the entire level design. And also because I'm a clown and I want to make a mascot horror parody, and releasing it in chapters aligns perfectly with how I want this to go.
Anyways, this has now lead to me deciding that the game should be a "pay for it once" type of thing. I'll still release it in chapters, but the updates will be for free. Will I regret this decision because liking it or not I need money + I am an indie dev + there's nothing wrong with game devs expecting to be, y'know, PAID for their work? Absolutely so!!!!! But I think that, for now, this will be how I develop this silly game.
Anyways, this is getting long enough, so I'll finish it for now. Character introductions will be made after the gameplay-focused devlog, so see you guys soon enough! Byeeee <3
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ionlybleedbubbles · 9 months
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Writing tips deep in my heaps of cringe, that are actually good (imo) :
When writing in third person, don't say what a character cannot do while talking from their perspective. Frame the idea by telling us what they can do, or through the opinion of other characters. For eg. Instead of saying "Mattie was bad at flying planes", say "Mattie preferred cars to planes, and would much rather his brother do the plane-flying." See? Now you've even managed to drop in a nod about his brother. You could also say, "Kevin felt safer when Mattie's brother flew the plane than when Mattie did." Put the blame on Kevin - don't judge Mattie yourself. As a narrator you must pretend to always be on your MCs' side. Ofc, this would vary with different styles of narration, but this is a general rule.
Show how important a character is by how much time you take to talk about them. You would describe your MCs well, and bring up their hobbies and interests. You wouldn't describe a background character as much. You can use this to humanize or dehumanize characters. You may initially talk very little about the main villain yourself, and rely on dialogue among the other characters. This makes the villain feel like a force rather than a person. As the story progresses though, and you decide you want to drop in a *hairflips dramatically* sad back story, you can humanize the villain, and make them more understandable as a person.
Learn from art. Try describing different sceneries or portraits as practice. Also practice writing comic books or manga as stories. Visualizing your story as comic or manga panels can really help you understand pacing and paragraphs. Take note of their vibrance and positioning.
Learn from people's mannerisms and how they are received by other people. For eg, when we ask my dad a question, he pauses to gather his thoughts before speaking. Out of respect, we wait silently during this pause. This shows how confident and charismatic my dad is. A friend of mine only verbally roasts people within our friend group, and apologizes profusely after. This shows she is both empathetic and extremely quick-witted. I could create well rounded characters based on just examples as simple as these.
This tip is what I like to call 'the fake solution' and is employed by many famous authors. For this, you force readers to make assumptions. Maybe about how the magic system works, or about who the villain is. Make it seem like the characters have come to a conclusion and that conclusion is the final solution to conflict. Then tear down those assumptions and create a whole other ending. Similar to the red herring, except this time it's all in the characters' heads and dialogue. Brandon Sanderson's Mistborn trilogy is a good example of playing with assumptions forced upon readers by the writer.
In your first chapter, focus on creating potential. You don't have to jump into the heart of the action right away, but you have to make sure your readers understand the potential for this action. For example the opening chapter of Maggie Stiefvater's Raven Boys is relatively low paced, but it leaves you with questions. It makes you wonder who the boy who talked to Blue is, and how Blue will deal with life after such a strange prophecy. This makes you need to continue reading, to find answers.
For good worldbuilding, study at least a little bit of history. Wars and military tricks make for good free prompts. If your world contains vibrant races, make sure you research and incorporate the history and implications of racism, social hierarchy and trade. Understand how this will impact travellers and mercenaries (audiences love those). Make up your own old wives' tales and coping mechanisms.
Understand that the best stories are written around an idea rather than a character. Your protagonist is simply the face of your story. The weather of the world reflects on the protagonist's choices and health. Suzanne Collins' The Hunger Games focuses on the dark side of media and politics and how they are used to control a people. Notice that by the third book, Katniss, our protagonist, is doing very little herself, though her few moments are loud and powerful. Katniss could achieve nothing alone. It takes a whole bunch of people to fuel the revolution. Note that it is completely okay to write a character based story, if that's what you like. But there are tons of those. If you really want to make an impact, make an idea-based story.
Respect all your characters equally. You may love some characters more than others, but remember all your characters are representatives of people. Make sure each of them has a voice and a chance to prove themselves.
Use prose to your advantage. Let the length of your sentence define whether the sequence is fast paced or slow. For example, if your want to show surprise, your sentences must be short. Instead of saying "She snatched the last dagger and stared at it, observing each engraving", say " She snatched up the last dagger. Each engraving was sick, gnarled. "
That was a heck of a long post, but that's all from me. Feel free to add your own or contradict anything I've written.
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rojaceartandgaming · 2 months
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Hello IEYTD fandom, I know I'm not much of someone who... participates much. I lurk, I drop in to throw an ieytd fic at y'all and put Jackson through more hell, but... I have a legitimate question. Please don't be mad if I am out of line, but I'm genuinely confused as someone who is a storyteller himself and is learning game design in college. This leads me into another point here-
This will go into game and story analysis!
I'll admit most of my questions are rhetorical, so as rude as I may accidentally sound... I want to have a genuine discussion about this fandom, and I am coming in as a third party who doesn't partake in anything here really other then loving people's fanfiction and art. I watch, I listen, and yet... I am utterly exhausted and kind of frustrated with the state of this fandom as a mostly outside observer.
So, I'm legitimately just putting these questions out there to get them off my mind, and I really don't have the energy to partake in any arguments. I am not looking for any arguments like "well I don't think so" or "I don't see that." I have been here silently watching and yet what I shall bring up has stood out to me near-constantly.
Why is there just... such blatant mischaracterization in this fandom? And why, furthermore, are people so... shocked that people enjoy villainous characters? And even furthermore.... why are people constantly dumbing down antagonists? As a writer myself, I often constantly find myself mentally praising Schell on this amazing trilogy of games. Especially because 99.9 percent of the characters are villains. A hero is only as good as their villain - that is a crucial part of video game development. Of storytelling as a whole.
I am studying game design. Actively going to college for this.
I have been reading and consuming and analyzing fiction since I was a kid.
I've been working on an RPG for the past three years, my passion project.
No matter if you're reading a story, watching a movie, or in this case playing a video game, this is a fundamental concept. A hero is only as good as their villain. That is what makes us root for a hero. A villain has to be menacing, a threat to the main hero, needs to be compelling, and furthermore most of the time needs to be understandable. A villain that you can see exactly how they got to that point and can kind of empathize with that is a well written villain.
Being able to see or analyze how a villain got to that point is not excusing their bad actions or ignoring that a character is a bad guy.
That is someone critically analyzing a character and enjoying their arc. And furthermore, that is a testament to good writing.
Being able to understand exactly how a villain got to the point they're at makes them more terrifying.
Characters like Sephiroth (honestly most Final Fantasy antagonists, really), the Dead Three's Chosen from Baldur's Gate, basically every villain from Splatoon, Count Bleck from Super Paper Mario and so much more are not beloved characters just because they're just like, considered hot (idk fandoms be wild) or blorboified (is that even a term?).
They're loved because they are genuine threats who have such depth to their character and are interesting because they are villains. And furthermore, vanquishing or going against these villains feels important because they have depth. Because they can be analyzed.
That's what I love about IEYTD as both a gamer, and a storyteller myself. The Phoenix is a complete blank slate. The Phoenix is a player insert. That is not a personal stance. That is an intentional game mechanic. That is not a consequence of IEYTD being a VR game - many VR games have a proper named main character, even if they are a silent protagonist. The Phoenix is once again a blank slate for the player to project onto, and that is an intentional decision by Schell. This is how they wanted to tell their story. I love an oc-ified Phoenix as much as the the next person - I mean, look at Jackson - but the Phoenix is a literal blank slate. You cannot ignore that.
So how do you make a silent character with no appearance or voice interesting? How do you make the player care? Furthermore, how do you make the game feel rewarding?
You fill the game with a plethora of characters - primarily villains - that have enough character and drive that make the player feel good about overcoming the challenges and trials that come. That is just good game design.
Every single villain - from someone who barely gets any mention like Daniel Sans, to major, major villains like Solaris, Juniper, and Prism, to even a villain who we don't know shit about like Zor - is a menacing force. Overcoming the obstacles that are sent your way leads to a rewarding game play loop where you, the player, actually give a shit about the story, the world, the villains, and the player insert of the Phoenix themselves.
There is so much to every single villain that one can pick apart, that it becomes insulting to the characters and honestly to Schell's writers when you reduce their characters to just "a girlboss who kills people" (Fabricator) or "a whiny bitch of a privileged asshole" (Juniper) or "just a silly guy who likes bees" (Hivemind) or "she didn't do anything wrong, she was just manipulated" (Prism).
Even the most minor of a villain in this game has so, so many layers you could pick apart and analyze and... so many people in this fandom all but Flanderize them. It almost feels like people in this fandom cannot grasp the concept of characters being multifaceted.
And even more, that they cannot imagine liking a villain even though they are a villain.
This is a trend that I've seen a lot within fandom recently and... it's something I don't get. Writing a character who is a terrible person (and liking said character) does not make someone a terrible person. That is something that people do not seem to get nowadays thanks to likely lack of media literacy and... it kind of kills me a little bit as someone who analyzes so many types of media and is working on a story driven RPG, and once again is going to college for game design.
A character who is flawed is believable. No realistic character is infallible.
John Juniper is prone to anger, he is a man who is egotistical, arrogant, and a bit of a prick. However, these bad traits of his were likely preyed upon by Zoraxis and he became worse because of that. I am not saying he did no wrong, I am saying that you have to acknowledge that he is multifaceted.
The Fabricator has a fair bit of flair too, but to reduce her to just a quote-en-quote girlboss ignores her work. She makes Saw-esque death traps and delights in the pain and ultimately death her traps make.
Hivemind delights in killing people with literal bee stings. Think about that, think of how brutal of a death that would be. The average adult can withstand over one-thousand bee stings, or approximately ten stings per pound. And he laughs about it.
Prism knew what she was getting into, and hearing people say she did nothing wrong is... confusing. She worked for the EOD. She knew who Zor was. She knew what they would do. It is no secret that they regularly backstab their own employees. Zoraxis elite have a target on their back from their own employer. Prism likely knew that, and yet worked for them anyways. Yes, she helps the Phoenix in the end. But that is the culmination of her arc. You have to acknowledge that.
These are but a few examples - I am not going into full rants about every single character. I have an essay due on Sunday, I need some of my sanity left. But I feel like this had to be said.
To reduce these characters to Flanderized versions of themselves is to almost insult the writing in these games. To insult the very complexity and depth and thought that was put into these characters. And as a lover of story driven media who often analyzes - occasionally over-analyzing - these sorts of games for fun, and is aspiring to complete a story driven RPG with hopefully in-depth villains.... it is simply saddening to witness.
I felt this had to be said, thank you for your time if you read this. I now hopefully should have some peace of mind for the time being.
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emblemxeno · 4 months
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Something ironic is that even though 3H is a massive game with a very strong and consistent creative fandom, I have had no creative spark with that game beyond discourse lol.
Of course, my type of creative output is different from most people's; I like reading into things, analyzing dialogue to recontextualize characters as a whole, look for real world analogies, hypothesize potential non-canon interactions, etc.
E.g., the Nohr siblings and their relationships with their father, with each other, or the court is never explicitly laid out in detail as to what happened. At best, you get basic extrapolations such as "we were told not to talk to Azura" or "our mothers used us as tools to curry favor and to sabotage/hurt one another."
Put those backstories and character traits against events in the story? It makes you think. Elise, Leo, and Camilla are stressed tf out and panicking over Xander and Corrin's fight during chapter 2, cuz siblings hurting each other = one's gonna die to them. Corrin choosing Hoshido or even siding with neither kingdom is a strike against Xander's ego and his built up sense of normalcy as a stoic fraternal unit trying to hold together the last remnants of his family. Camilla intertwines violence and love because she was raised receiving love and affection from her mother only after being subservient to her mom's terrible actions towards the other concubines and royal children. Leo is on Forrest's case at first because he has his on warped sense of "bringing shame and dishonor" to his family, an amalgamation of his loneliness when the other sibs focus on Corrin despite his own accomplishments and his mom most likely drilling it into his head that he has to be talented to be an honorable prince; it's little wonder he lets up on Forrest when he sees his son doing something noble and selfless like healing and attending to an entire town. Elise is an outlier because she's so young, and that either manifests as reckless, well-meaning bravery, or blubbering, immature outbursts draped in ignorance; she knows nothing beyond her supposedly good family unit other than what's been told to her second-hand, so how is she supposed to react when the rug is pulled from under her?
With 3H I don't get that kind of stuff, partly because the game is just that packed with dialogue and auxiliary comments from characters (IMO, a big reason why things seem bloated), and partly because of the way the story is delivered; since Byleth is a silent protagonist, character dialogue seesaws between having a conversation and telling/expositing at you, which results in a restrictive writing style that's actively harmful to implicit writing or subtext. There's nothing to scratch your brain about, because the game pretty much does that for you. And while many think having characters comment on story events each chapter in Garreg Mach is a positive to world building and narrative depth, I actually think the opposite, because the medium in which this dialogue and insights are given-talking to them with a silent protag who can't ever have an actual conversation-feels like I'm a scientist putting variables against each other and extracting data and information from the results, rather than a story with believable characters with lives, dreams, and relationships.
...Though, writing this out, maybe that's why it's appealing to other creatives. Maybe it's the equivalent to getting a 2,000 piece lego set, and switching only a few things around without dismantling the entire base project. The product itself is seen as art that can be altered in specific, minute ways that inspire curiosity and creative reaction.
I, on the other hand, get the most fun out of thinking about why the pieces fit together in the first place and how well they do in practice. Different strokes, I guess.
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mikhailwrites · 3 months
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Soaring Ever Higher - companion post
Hello!
I've decided to write this post detailing my motivations and explaining the realities of my fanfic crossover between Modern Warfare reboot and Ace Combat 7.
Do you need to read this in order to enjoy the story? No. Are you going to have better idea of what's going on and who's who (including Soap's new callsign being Trigger) if you do? Yes! And for those of you not familiar with AC, it might be a reason to play it, and I'll be very happy if you do, because it's a great game.
So, without further ado, let's get to it!
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Jets are cool!
Let's start with obvious. Jets are cool. As-in, "one of the pinnacles of human ingenuity combined with unique and often genuinelly pleasing aestethics" cool.
There's also prestige and, obviously, a huge popculture cult surrounding Top Gun and being a fighter pilot. The fact that I've loved planes since I was a kid also played a role.
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Soap or Trigger?
Trigger is a silent, faceless protagonist of Ace Combat 7. Now when I say he's silent and faceless, that doesn't mean he doesn't have a personality. This is mostly conveyed through the other characters (with the most prominent being his wingman Count and a mechanic Avril) that either talk to him or about him.
Trigger is an outstanding pilot, an ace, he's a daredevil but also has a strong moral compass. He owns his mistakes and does what is right. Since he's a fighter pilot, he's also very independent and can sometimes come off as defying.
Long story short, I think he has a lot in common with Soap. But since there's virtually no information about Trigger, it made most sense to me to create a crossover where Soap would take on that role.
That's how John "Trigger" MacTavish came to be. The "three strikes" on the tail of Trigger's jet, that's also AC thing but I will address that in the story, so... no spoilers.
So I basically took Soap off of 141 and made him the AC Trigger, including characters from AC that are now part of RAF, as is Soap. The rest of 141 stayed the same, but they are one Sergeant short. If only there was a character from OG MW that Activision deleted from the reboot, huh...
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MW vs Ace Combat
There's a lot that MW and Ace Combat share, too. Of course, both deal with military themes, even though Ace Combat takes place in an alternate universe called Strangereal. Countries on Strangereal Earth are fictional but they are historically and politically mashed up from our reality. The jets, however, are 100 % licensed "real deal" stuff.
The similarities don't end with military themes. Most notable is an anti-war message. That is not really that strong in rebooted MW, but in OG, it was pretty clear. Ace Combat is very, very vocal about it's anti-war sentiments. While Ace Combat adores the "warmachines" it condemns their purpose. Think of Gundam or Metal Gear.
Ace Combat tells the story of war and combat through the eyes of individuals affected by it. Soldiers and civilians alike. That is a little bit closer to the rebooted MW that focuses on the individual characters way more than OG used to do.
So, all in all, both games give me kinda similar vibes of "it's cool to play soldiers and acknowledge the heroism of people fighting for peace and freedom, but killing is still wrong and war is in itself a crime against humanity".
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And... that's it. Thank you for reading and if you're videogame music nerd, absolutely go dig that Ace Combat soundtracks (at least all the way to Agnus Dei from AC4) because that stuff is really good.
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whentherewerebicycles · 5 months
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favorite things I read in 2023:
emily tesh, some desperate glory. I’m making myself wait a couple months before I reread but gosh I really, really loved this one. GOSH every once in a while you stumble across a book that feels like it was written exactly for you and this one was for meeeeee. earth is destroyed by aliens. the last remnants of humanity live aboard a crumbling space station where genetically engineered children are raised to be super-soldiers in a militaristic death cult. the sci-fi world/history itself is fascinating but mostly this is a book about like idk cultural trauma and brainwashing and kids learning how to be human again. if you, like me, go absolutely feral over ender’s game, you will love this book.
tasmyn muir, the locked tomb series. I can’t decide if harrow or nona was my favorite but I stayed up so late reading these and my jaw was just on the floor about how thematically and structurally daring these works are. I’ve never read anything this ambitious by a relatively new-to-the-scene novelist. also I’d die for camilla and palamedes godddd rip my fucking HEART out why don’t you. I want to take a graduate seminar where we just read and analyze and write papers about these books lol.
douglas stuart, young mungo. so, so gutting. don’t waste your time with his first novel, as he was clearly still working out how to make a book. pleased to report he figured it out with the second and the results are just aaaaaa extremely painful.
naomi novik, uprooted. gorgeous, immersive folktale-inspired fantasy. my goodreads pals either loved this one or loathed it so ymmv but I really liked it. unfortunately I then went on a novik kick and read her abysmally bad scholomance trilogy which slightly soured me on her. but this one… good!
katherine addison, the goblin emperor. this was a book in which nothing much happened and yet you never wanted it to end because you liked the protagonist so much.
and a few honorable mentions:
john williams’s stoner—a reread but man it still packs a punch. so simple and yet so rich
samanta schweblin’s fever dream and grace chan’s every version of you which were stylistically very different but both kinda trippy speculative fiction that really got under my skin & freaked me out
tracy deonn’s legendborn. very solid YA with great characters although I tapped out of the trilogy—the books were a little too long and I’m not into arthurian stuff enough to feel really hooked by the magical world.
neil gaiman’s neverwhere. can you tell I was really leaning hard into sci-fi and fantasy this year lol. this was also a reread but I hadn’t revisited it since maybe high school?? a looong time ago. just a delight.
I also read a ton of books on fertility, pregnancy, pregnancy loss, and parenting, but for the most part none of them were anything to write home about apart from a silent sorrow (so good, so moving, so humane—really gave me a language and a framework for thinking about a painful human experience). I also liked how to raise a boy although at this stage in my life I felt like it was most useful as fic research lol. it gave me some great ideas for writing male characters!
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lutiaslayton · 7 months
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Professor Layton and the Eternal Diva
PART 11
〚FIRST〛〚PREV〛〚NEXT〛
Disclaimer: This is a fan-translation for the Japan-exclusive novellisation of the movie Professor Layton and the Eternal Diva. The original novel was written by Aya Matsui under the supervision of Akihiro Hino, and belongs to Level-5.
This translation only aims to be a pleasant read for non-Japanese fans, nothing more: I made a few deliberate changes while translating in order to get the writing style closer to what is usually found in English fanfictions, as the Japanese storytelling can sometimes be different than what we are used to.
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* The Island of Ambrosia
How long had we been on the lifeboat?
It felt like such a long time that I began to wonder if the explosion on the Crown Petone had even occurred.
Was it real? Or had it been a dream that all twelve of us here had seen at the same time?
There were only twelve of us left. First there were me, the professor, Janice, Mr Whistler, the seven-year-old Melina, Amelie, who was said to be a British chess champion as well as a high school student, and Mr Brock with his iconic backpack…
And then, there were the people who had taken the other lifeboat: the former captain O’Donnell; Mr Bargland, who looked in such good health, it was hard to believe that he only had six months left to live; there was the gorgeous Mrs Raidley, and another woman, Miss Annie Dretche, who wrote mystery novels…
And finally, believe it or not, there was Mr Starbuck, the former footballer from the national team who was known as the ‘Legendary Left Leg.’ Any member of the national team was a star among stars in the whole United Kingdom, but Mr Starbuck could not bear talking, or even hearing about his past carreer.
Annie secretly told me why: his ‘Legendary Left Leg’ was tattered with scars from the surgery he had received after an injury… and because of it, he could no longer play football. He had an unwavering determination to play football once more, and this was why he was trying to obtain eternal life.
I had woken up in the lifeboat during the early hours of dawn, and Annie, riding on the other lifeboat next to ours, had been the only other person awake. With nothing better to do, we had spent the time chatting.
By that point, the boats had slowed down, and were now leisurely headed towards the island that had appeared in the distance.
I was hungry and thirsty, but still had enough energy left to talk. So Annie also told me this: Mr Bargland was the president of a giant trading company, the ‘World Fleet’ corporation, and Mrs Raidley was the widow of a billionaire as well as a queen of high society. This lady had said that she was participating in this puzzle-solving game for the sake of making her beauty shine forever…
“I am quite partial to gossip magazines,” Annie concluded, winking at me with a mischievous smile.
Annie herself was a mystery writer, and fairly well-known in the United Kingdom; even I knew that any mystery written by Annie Dretche would always be number one in the sales charts upon release. My mum was a big fan of her works.
“Annie, the first film I ever watched was ‘Murder on the Thames.’ I saw it with my mum in a small cinema in Misthallery.”
I had been kept on the edge of my seat from start to finish, wondering how the protagonist would be able to solve the perfect crime in the River Thames. When I told her, she flashed a very happy smile.
“I think it’s a pretty good mystery, if I do say so myself.”
But then she fell silent. She looked in the distance and murmured:
“Luke, if I could have eternal life, what do you think I would do?”
“Huh? Um, I don’t know…”
It did not immediately occur to me.
“I am going to keep writing masterful mysteries, forever. I believe I can.”
As she said this, her eyes were sparkling against the horizon. I wondered… How old was she?
Definitely younger than Captain O’Donnell. About as old as Mr Bargland and Mr Whistler…
And yet, I thought that in this very moment… she was thinking about death.
Maybe she had too much talent, and not enough time, to live a normal life. There were so many different reasons for people to wish for eternal life…
With this in mind, I too continued to stare silently at the horizon.
We arrived on the island together.
Mr Bargland looked around cautiously. “What on Earth is this island…”
“At first glance, it seems to be uninhabited…” Captain O’Donnell mused.
At that moment, Mr Brock began to dash off. As he was running, he was muttering in excitement:
“Impossible! Could it be? Finally…?”
At the end of his course, he hugged a rock and exclaimed:
“There’s no doubt about it… This is Ambrosia!”
Ambrosia!? I was not the only one to be astonished.
“Ambrosia, you say?”
“Or should I say, this is where Ambrosia used to be…”
For the very first time since I met him, Mr Brock lowered his backpack and pulled something out of it with great care. It was a scrapbook, and it seemed to be an extremely important one to him.
“This is a scrapbook dedicated to the immortal kingdom of Ambrosia, which I, Marco Brock, amateur historian, cobbled together in my spare time from work!”
“It’s so thick…”
“So you’re a History geek…”
Mr Starbuck and Mrs Raidley were both taken aback, but Mr Brock was so engrossed in turning the pages that he didn’t seem to have heard their voices at all. Instead, he soon took out a sheet of paper from one of the pages and aligned it close to the rock he was facing.
“Just look at this! It’s the same crest!”
He was holding a drawing of the incomplete coat of arms. And indeed, there was something carved into the rock that seemed to have the same symbols.
The professor walked up to him and gazed at the crest.
“Indeed, this looks like the coat of arms of Ambrosia. I have seen it before in Dr Schrader’s study.”
Mr Brock’s voice was trembling with excitement and emotion.
“See? It’s here! I finally got my wish!”
Captain O’Donnell was also deeply moved. He looked around the island once more, this time with a completely new expression.
“I never thought I would be able to set foot here in my lifetime… But I see now. This is Ambrosia…”
Mr Bargland’s eyes squinted… then sparkled.
“So the elixir of immortality is hidden somewhere on this island?”
At these words, everybody came still, as if frozen in place. After all, they had just realised… This had been our intended destination all along.
It was then that Mrs Raidley’s voice rang out. “Wait, look over there!”
I followed her gaze, and saw that a table was set up under a tree on the beach. Food and drinks were laid out, ready for a meal.
“Food…”
“And wine, too…”
Mr Starbuck and Mrs Raidley both voiced their excitement, walking up to the table. We all followed suit.
A message written on a small card that had been placed between the rows of treats caught my eye.
“To all participants in the game…” I read out loud.
“Thank goodness… I was so thirsty.”
“Is this a reward for solving those puzzles?”
Everyone competed for a chair, rushing to eat. Ms Bargland was the first to pick up the wine, and he eagerly began to pour it into a glass.
“Or perhaps… Could this be a new puzzle?”
At Amelia’s words, everybody stopped their hands. Mr Bargland’s wine gurgled and overflowed from his glass.
But then, Melina reached for a plate of fruit and… began to eat, carefree. I had never seen this type of fruit before, I wondered if it could be native to this island… Regardless, that was what she was eating. I couldn’t take it any longer…
“…Well, who cares, I’m eating!”
We all took Mr Bargland’s words as permission to eat. We were simply too hungry.
They say that hunger makes the greatest kind of seasoning, and indeed, never had I ever had such a delicious meal.
“Oh, it’s so good!”
“Really…”
Janice smiled, as she tasted the same fruit that Melina had picked earlier. The professor too closed his eyes when I grabbed a handful of food. Usually, he would casually say something like, “A gentleman should always watch his manners, Luke.” But it seemed like today, he would let it slide.
After the meal, I went on a stroll along the beach. My stomach was full, I was happy, and I just… well, I kind of wanted to be alone, away from everyone.
I found many beautiful shells on the beach. And there was no one to pick them up, on this desert island… Well, I could afford to keep one or two.
I could hear Janice’s voice in the distance. She was enjoying a chat with the professor.
“This all feels like a dream… The game, this island… and eating outside like this, with the great Professor Layton, looking at the sea side by side…”
“The part about eating outside… would be quite normal for the archaeological survey class.” Somehow, it sounded like the professor had been saying this as if he were actually asking a question.
“Ruins and beaches are two different things,” Janice replied with a shrug. “But I suppose that ruins are more romantic to you.”
This reminded me of the fact that she used to take classes with him when she was a student. That was years before I met him… She probably had many memories of her school days that she remembered fondly. She probably missed those times by his side.
This suddenly made me feel… very lonely.
I decided to walk away so I wouldn’t hear their conversation anymore. Melina was picking up shellfish too, just a bit further. When looking at her like this, she seemed to be even younger than just seven years old. Did this child really say that she had eternal life…?
I walked up to her and tried to offer the shell I had picked up earlier, but she wouldn’t even look at me.
I pressed the shell to my ear and crouched down beside her, before saying:
“If you do this, you can hear the sound of the waves.”
Melina remained silent.
“Well, that’s what I’ve been told, but… I was never able to hear them properly.” This was an honest confession.
“…I hear them,” she muttered.
Her words surprised me. “Really?”
She brought a shell to her ear and began to sing.
Hm-hm-hm-hm… Hm-hm-hm-hm… Hm-hm-hm-hm-hm-hm-hm-hm-hm-hm-hm-hm…
The melody was somewhat melancholic, but very beautiful.
I sighed. “That’s a pretty song.”
“…The sea taught me.”
“The sea?”
Did she really hear the song just now, coming out of the shell?
I was about to ask, but the howling of a beast was heard from somewhere.
I looked around in all directions with a start. Just this instant, this had been the sound of a ferocious, cruel… yes. The voice of a wolf.
“Did you just hear…?”
When I turned my head back to her, Melina was gone. I looked around, but she was nowhere to be seen.
I ran up to Mr Whistler, shouting in panic: “Mr Whistler, Melina’s disappeared! She was right here a second ago…”
He did not bat an eye. “She must have gone off to play elsewhere.”
‘Elsewhere’…? He was so careless!
“What is that look for? She will come back.”
I wanted to object, but suddenly… I heard that voice again.
“Ladies and gentlemen, your little break is about to end.”
At the same time, a pack of wolves darted out of the bushes behind me.
“P-Professor! Wolves!”
Mrs Raidley screamed. When the man’s voice rang out again, it was as if he could see how upset and scared we were; and it was tinged with a sinister laugh.
“Now, shall you all be the wolves’ dessert next?”
“R-r-run!”
Everyone else ran as fast as they could, and they did not need Captain O’Donnell to do it. But I stayed behind. The wolves growled and slowly came closer, and closer…
That was when I was struck by a flash of inspiration. If I could try talking to them… I could talk to animals, after all.
People would sometimes ask me how I could have this ‘magical power,’ as they say… but I have been able to talk naturally with the neighbourhood dogs and cats for as long as I can remember. So when they would ask me how… I don’t really know myself. I will simply talk to them when I need to, because I can.
And in that moment, I really needed to.
I jumped in front of the wolves to protect Janice, and started talking to them.
“Grr… Gruh! Garuh! Grruh…”
In proper English… “We’re not doing anything hurtful!”
The wolves replied…
“Gahooo…”
What? Funny?
I had no idea what they were talking about. Usually, I would know for sure…?
“Professor, this isn’t right! They don’t understand me!”
“Someone must be manipulating them.”
As he said this, the professor threw sand at the wolf that tried to attack him. This scared off the pack for a small moment.
“Janice, Luke, we have to go!”
All three of us set off at full speed towards the forest, catching up with the others.
“I, I can’t, run anymore…!”
Annie sounded like she was in pain.
“…Yet you’re running anyway,” Mr Bargland huffed with disdain. “You’re stubborn, old lady.”
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