Not sure if anyone else has thought of this but i think that the reason Slime is glitching while having kinda less visible code is that it’s taking over his hybrid cells specifically.
Because essentially being a slime hybrid means that his cells are always changing. He appears mostly human with slime parts but to consistently look human his cells would be constantly be changing to keep shape because he’s goo!
So with the heavy dose of code corruption and his cells ever changing it’s only showing in heavily infected areas where as the areas not visible are glitching because the slime is separating and his body is no longer stable.
While Etoiles and Max are slowly corrupted because their bodies aren’t constantly changing and are kinda more stable against the consistent and controlled low dosage of corruption they’re receiving?
66 notes
·
View notes
Random au because I can't stop thinking about this:
On the doc Mike and Pac found in the prison said that if Walter Bob completed that specific task he would be free from the jail/no longer a prisoner, right? (MY memory isn't the best so maybe this is a bit wrong but that is what we have for today folks augstwfwywfrqcw)
So
What if one day he finishes the task and Cucorucho with a smile brings him to another federation building and asks him to get into a room
So
Days later Fit is asked to clean a room, no big deal, another day of honest work where he starts lurking around looking for anything that could be useful for him and his mission
And then, in another place that he isn't suppose to be, but that he got into anyway is a... something. In the corner. It's small, it's scared, maybe even trembling a little bit and tired, very tired.
It's an egg.
When he enters, it turns around to face him and Fit freezes for a second because now he can clearly read the name on top of the kid.
"Walter Bob"
Well, he isn't coming out of that building alone.
Also! For fluff purposes! Imagine he bringing him to show Pac and Mike, like, Walter Bob doesn't have the memories of Before but he can't help but feel at ease around those "strangers" and their vibrant, lively energy, especially because they seem to like be around him as well, always full of hugs and itens and new places to show around.
Ramon being a good older brother! Showing him how to explode things and being perfect to bring his more quiet and chaotic side.
The fact that before he couldn’t remember ever having a bed just the cold metal of the cell and the guards shouting and pain and experiments and cold cold cold
But now it's different! Now he has a family, people from everywhere smiling and talking to him and helping and saying strange, kind things like that their house is his as well and that if he ever ever need he could call
And then Forever reforms the NINHO to have another room and Bad calls him to chat while making his buildings and Baghera gives him a bunch of invisible potions so they can hang around listening to gossips and Philza is always chill in letting him visit and Foolish laugh and goof around like nothing could ever go wrong everytime he gets too anxious and Mike and Pac are there and...
And Richas gives him beautiful paintings to put in his room and Dapper show him all his cool animal collection and Leo take him to a train ride and Tallulah helps him to decorate his room and...
And and and
(And the hope is there, it hurts too much to bare sometimes, like it's a knife that already cut him before.
But little by little, with time, the wounds begins to heal)
37 notes
·
View notes
If Gregory got wings because of remnant and/or time travel, logically, Michael would too because he still remembers the time before the time travel which means whatever caused them both to time travel, by this logic, would also give them both wings.
Well :0c Gregory was the only one to travel completely physically unlike Michael who’s soul was the only thing that went back (^◇^;) but yeah maybe the whole energy of it is what affects the change ฅ(≚ᄌ≚) at least it can be like that in the version where he also gets them not just Greg but then idk how that could explain CC getting them too :Tc
41 notes
·
View notes
In regards to my last reblog on the scale of Thedas, latitude and stuff. I’ve been thinking about how much thought I give all this. Especially because this topic is one I’ve been talking with a lot of people about lately. It crops up a lot with people who, like me enjoy natural world building or are fanfic writers. Or really anyone who sits down and reads the lore at length. More times then not the question of Thedas’s scale comes up.
So, I want to establish I am very well aware that I’m likely giving it more thought than the devs. I have that luxury as a fan and consumer of the series. It is extremely relevant for me because I like making maps for the series, plotting out travel paths, and scaling things for da ttrpg campaigns I write.
So because I think about it a lot, I notice all the many different scales of Thedas in terms of travel time. How the scale they gave the ttrpg doesn’t match up with any scale they established in the main games or books. I think if the devs sat down and thought about establishing a standard scale and also considering just basic stuff we also wouldn’t have the Deep Roads be 2-4 miles / 3.21-6.43 km below sea level and display a lack of geothermal qualities. I think they’d consider how they built a world with at least 9.1 million people and tons of mega fauna such as giants and dragons and 14’/4.26 m tall bears that hunt dragons, all squished into roughly 1/4 of Europe and how much that isn’t really sustainable. How there would be much more impact if nature encroachment in civilization and how common things like that would be in places. Which they do consider it to a degree, I’m not saying they don’t. But I think if they thought about it just to make the world something that holds up a little better to idle musings, it wouldn’t be a bad thing. That the world would feel more real and alive and also narratively give them more to work with.
The contradictions and lack of consideration for the natural world has always been one of my critiques of Dragon Age, among other things. The reason why that is, is mostly because of a noticeable trend the lack of natural world building in fantasy. It’s a topic that has been discussed elsewhere and at length by other people, but to summarize nature is slowly having less and less impact in fantasy even in an ambient quality. Obviously this isn’t a universal statement, nor a universally required thing for a story to explore and have. That there are things that do focus on and explore it, but speaking in general terms, it is a trend in the majority of media.
Which for me is a bummer as it is an aspect of writing and world building I enjoy. I really like themes of man vs nature and to have that you need to have a basic level of natural world building. Which BioWare doesn’t really explore in Dragon Age despite having elements of it - such as how regular raw lyrium is explosive, mages get sick around all lyrium unless it is diluted to a safe amount for mages, and raw lyrium straight up kills them if they’re in the same room.
So then you have questions of how do mages go/handle being underground with such a risk? Dwarves have stone sense but would mages be able to tell when they’re getting close to large lyrium deposits because they’re getting sick? Does this impact grey warden mages? Darkspawn mages?
Things that don’t get fully acknowledged or explored despite being mentioned casually in codices most people don’t read. And they don’t for a couple of reasons such as potential coding issues but also all the questions you’d have to ask:
How would you implement that as a mechanic? Would you lock mage players out of entire areas featuring raw lyrium? Would they take environmental damage if you wanted the players to explore it regardless? Would it be a mechanic only applied by in harder difficulty modes? Do you acknowledge it in banter but not in any other way? Create a way to explain why the pc mage and their mage companions aren’t dropping dead?
BioWare’s answer seems to seemingly just ignore it because it would make gameplay too challenging/punishing and likely might not be fun for a player to deal with. But they compromise by keeping the lore active in the canon through codices and low impact additions. Which is a completely okay solutions, not my preferred but I get why they do it.
When I approach this lore, I do so without expecting them to fully flesh out each nation or know which city has the most resources and the geologically rich lands in said country. Dragon Age, and BioWare in general, relies on semi-soft world building. The world was after all designed for a game. They only need to build out what they need and what hopefully won’t paint them into a corner with future installments.
Additionally, the writing style for Dragon Age doesn’t suit the hard world building that I prefer, I’m quite aware of that but also know that when it comes to talk about world building in any media, there is always the issue of people (like me) who world build for fun and consider all these small aspects but ultimately they aren’t always needed and necessary for the story a game like Dragon Age is telling.
Dragon Age is told with the intention of things being given from an unreliable narrator. Built on the concept of: there’s three sides to the truth, what x thinks happens, what y thinks happens, and then what actually happened. Which works and I love the premise.
That said, I think that it also impacts lore that shouldn’t be subjected to the unreliable narrator. Foundation or anchor lore points to be specific. Which, as we know, BioWare has always struggled with consistency in their lore, particularly with Dragon Age.
Distance is one of those foundational points that shouldn’t change, and it’s also one of those points that you don’t have to give exact travel times. You can leave it vague and stick to the official statements like the ones we have of Ferelden being the size of England (or Ireland depending on the source you use). If you’re going to be giving specifics, then I think being consistent with how long it travels to get to point a to b and not changing it multiple times in one game should be a basic expectation that is met.
Other ones the series has and is pretty consistent with is how we know Thedas has 24 hours a day, they have seasons like we expect, and are in the southern hemisphere.
Do they sometimes slip up because editing doesn’t catch they’ve made a reference that applies only to the northern hemisphere? Yeah, and that’s not bad. There are a lot of people working on the project and things slip through.
I know I have the luxury to think about Thedas in a capacity that allows for the hard world building that I like. I also know I focus on and enjoy aspects of lore that are not exactly popular for their main audience and are pretty niche.
I don’t expect BioWare to world build how I do because I’m not world building for a massive and varied audience. Not even when I do world building for my tabletop games, because I’m catering to a smaller and more specific audience.
Still I think it’s valid and worth pondering these little elements of the world building. For fun, appreciation, and to nurture one’s own creativity and understanding of media, the world, and what they think makes a believable world.
Devs might not have time to consider it but we sure do and that’s half the fun of enjoying media I think.
14 notes
·
View notes
[ID: text from a day of fallen night, reading, “‘Farfetched as it sounds, yes. [start highlight.] He was seen in the haithwood, performing a ritual, dressed as if to mock a sanctarian. [end highlight.] His followers, who fled before they could”. the text cuts off there. /end ID]
I know this is such a trivial detail but it’s genuinely been haunting me since I read this part. the clothing of a follower of the original religion of inysca, seeming to mimic that of a sanctarian of the six virtues? “mocking,” through a secret ritual that is not meant to be seen, especially not by those that are supposedly being mocked?
I think it’s the other way around. that the sanctarian robes are based on “heathen” ones. I don’t know if was deliberate or not, whether galian chose it because it was familiar to his people, to ease the (forced) conversion, or just because it was familiar to him. but most likely, the sanctarian robes are a remnant of the original religion of inysca, still visible in the six virtues, and it probably isn’t the only one. how ironic, then, that heathens are persecuted in the name of virtudom, even as their religion lives on the other. that what they now deem “heresy” stands at the very foundations of their own religion.
55 notes
·
View notes