a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want]
dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
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I think I stumbled upon some kind of ichthyological forbidden knowledge. Opened up a book of names that were never meant to be read.
You've probably heard of "can-opener smoothdream", right? It's practically a meme by now.
But the thing is, it's a deep-sea fish. And deep-sea fish have historically not had English names because nobody drops them into the conversation over a hot cuppa. Sure, there's generic stuff like hatchetfish and barreleye, but when you want to refer to the actual fish you're probably saying such euphonious phrases as Diretmus argenteus, Sternoptyx diaphana, or maybe even Opisthoproctus soleatus.
So whence "can-opener smoothdream"? Certainly no non-ichthyologist has ever used that name. It's not even a direct translation of the scientific name Chaenophryne longiceps - that would be "long-headed gape-toad". Which to me is even cooler than "can-opener smoothdream".
But I digress. The "dream" bit comes from the anglerfish family Oneirodidae, from oneiros, "dream", because those marvelous fishes look like they came out of a dream (Pietsch, 2009).
Note that Pietsch (2009), more or less the anglerfish bible, uses English names at the genus level only. So Chaenophryne is the smoothhead dreamers genus but no mention is made of "can-opener smoothdreams". So no luck there.
Wikipedia, root cause of a lot of misinformation, has this to say.
"Longhead dreamer" is a far more accurate name. And in fact, despite Wikipedia prioritizing "can-opener smoothdream" (because it's funny?), the links listed use "longhead dreamer" and "smoothhead dreamer" as the name and "can-opener smoothdream" as an alternative.
So. Again. Where did "can-opener smoothdream" come from?
The answer, as it turns out, lies with McAllister (1990).
In the book A List of the Fishes of Canada, ichthyologist D. E. McAllister sought out to list every single fish known to Canadian waters, providing both an English and a French name.
And when there wasn't an English name, like for most deep-sea fishes, he arbitrarily gave them a name. And his names "differ in many instances from the widely accepted names" (Holm, 1998)
This had varying results. This is his name for one of the netdevil anglerfishes.
The humpback anglerfish or blackdevil anglerfish becomes a werewolf (????).
This one is just confusing.
The white-spotted lanternfish or Rafinesque's lanternfish instead becomes...
And most embarrassingly, the Mediterranean spiderfish gets saddled with something that "violates the tenet of good taste" (Holm, 1998).
This then is the original source of "can-opener smoothdream". It was invented by an ichthyologist in 1990, and has seen little to no use outside of how bizarre the name is.
Maybe McAllister's goofier names will catch on. Who knows? They certainly aren't very popular in the scientific community though.
References
Holm, E. (1998) Encyclopedia of Canadian Fishes (review). The Canadian Field-Naturalist, 112, p. 174-175.
McAllister, D. E. (1990) A List of the Fishes of Canada. National Museum of Natural Sciences, Ottawa.
Pietsch, T. W. (2009) Oceanic Anglerfishes: Extraordinary Diversity in the Deep Sea. University of California Press, Berkeley.
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˖⁺。˚⋆˙biscuits | CS55˖⁺。˚⋆˙
pairing: carlos sainz x baker!reader y/n (she/her)
genre: social media au, new relationship
warnings: nothing rly, jus lots of fun interactions with drivers & some fluff w carlos tehe
summary: in which your baked goods are a hit with the grid (and so is your blossoming relationship)
a/n: hiii i loveee making fics where y/n is bffs with the whole grid lolz & by whole grid it's like 4 other drivers coz i dnt have the time & space to be writing in a thousand diff relationship dynamics nd these ppl r the ones i feel most comfy writing !
request!!!: For your inspiration maybe smau with Carlos and baker reader who gets along with everyone and bakes for everyone . And maybe make it funny like the "meme" you made with Lando *(this fanfic is HERE for reference)*
my masterlist
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user1 happy new year y/n!!!
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yourusername 🫶
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charles_leclerc it's 10pm on january 2nd
landonorris leave her alone charles she was hungover
charles_leclerc for 2 days?
yourusername dont shame me. we all saw you on carlos' birthday
charles_leclerc 🤐
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carlossainz55 a winter break update
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user6 THE SELFIE
user7 i luv her
landonorris ?? those biscuits better be for me
carlossainz55 no go away
yourusername not these ones landie lou :p
landonorris boooooo
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carlossainz55 you did that all on your own my love
charles_leclerc lol 😂
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charles_leclerc im sorry y/n
user10 the nicknames😭
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landonorris MY BISCUITS??
charles_leclerc FOR ME!??
danielricciardo aw we miss y/n
carlossainz55 she said she's rustling up something delicious for you & heidi 💘
danielricciardo omg feel so blessed rn
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sry i made a typo it's meant to say FROM our angel lolz
yourusername ANYTHING FOR MY FAV AUSSIEEE
danielricciardo we luv u
landonorris daniel she hates me
danielricciardo no ur just a beg
landonorris SHUT UP
user15 this is soooo cute
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yourusername my vacay got gatecrashed by ferrari's worst driver 😢
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charles_leclerc why are you always so mean to me y/n
yourusername im so sowwy charlie. will u ever forgive me??!!
charles_leclerc maybe. for some biscuits
yourusername ok deal i'll make u some biscuits
landonorris this is NOT fair
charles_leclerc suck it up little lando
user18 y/n in her biscuit era
user19 fr & the flowers are soo cute
carlossainz55 you literally love when he hangs out with us
yourusername 🤫 .
charles_leclerc ???
user20 LOL
oscarpiastri hi y/n
yourusername not you too
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charles_leclerc winter break + biscuits 🍒
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carlossainz55 lando is going to be so triggered
yourusername i told him to keep it HUSH.
landonorris WHAT IS THIS
landonorris ARE THOSE Y/N BISCUITS
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oscarpiastri justice for lando norris
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user25 ferrari admin is just like us
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yourusername & we're back 🐎
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user29 the nailssss
user30 she's so hot
alexandrasaintmleux so happy to be back to seeing u almost every weekend🙏
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yourusername posted a story
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charles_leclerc 😍
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francisca.gomes omg tehe love you i'll come see you asap
user36 FERRARI WAGS BFFS
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carlossainz55 safe flight ✈️
charles_leclerc are you kidnapping her
landonorris no we're not all as crazy as you!
charles_leclerc behave 👎
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landonorris you should be making biscuits for me
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pierregasly kika said where's her invite
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lewishamilton the most beautiful couple
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oscarpiastri i love my parents
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carlossainz55 my girl is beautiful AND generous
THE END ❤️
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how do you consistently draw the same character without it looking weird or off every different time?? also how do i coordinate faces, i always make the eyes too far apart or too big or too small or make the mouth too close to the nose or chin edge. If you have any advice I'd really appreciate it since it looks like you have your art shit figured out 🙏
Oh man SO so much of it is just practice, and you're not alone! I honestly think everyone struggles with a sort of "generification" of their characters' features the more they draw them, even seasoned professionals. There's a tendency to just sort of average everything out into an unrecognizable mush over time, and it takes a lot of conscious effort to push back against that.
Here are a couple tips and tricks that I've found to be helpful over the years:
Make turnarounds and model sheets. There's a reason animation/game studios do this, and it is because we are all still bad at drawing a consistent face. Despite being gainfully employed. What are we, graphic novelists?? We wish. Anyway it's a great way to familiarize yourself with your character's face from multiple angles, and it gives you a single source of truth to return to anytime you need a refresher:
Gather real-life reference. Anytime I'm designing a character I'm pulling together a ton of reference of actual people who look, to some degree, like the character in my head. It's always a collection of analogues, never just a single person, but it can be a great cheat sheet for understanding how your character might move, emote, etc:
Make a 3D model. I know it seems daunting, but with the advent of programs like Blender and Nomad Sculpt it's becoming remarkably more accessible. Heck, even James Gurney was sculpting maquettes out of clay for Dinotopia back in the day! It doesn't have to be particularly detailed—just a sort of proportionate lump will do—but it's another great way to have dynamic reference that you can rotate and light accordingly:
Practice, practice, practice. Make expression sheets for your character! Either right there on the spot, just start drawin' expressions, or you can slowly collect drawings of your character that you like, as you draw them, and compile them all in one place for your own reference. Need to draw your character's head from a weird angle? Maybe you've already drawn it before and you can copy your own homework! Doesn't count as stealing when the call's coming from inside the house 😎
I'd love to pretend there's a magical point where you can just immediately rotate your character's head in your brain like some sort of photorealistic apple in a twitter meme, but a lot of the time it's reference, hard work, and whole lotta repetition. 😐👍🏼
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