I love giving advice, apparently, so if you are a newly pierced person or are planning on being pierced, here are some of the things I found helpful, as somebody who isn't a professional piercer but has had six plus piercings on my face and body, and multiple ear piercings (which I don't count, since I DIY'd them):
Normal bath towels are your enemy, proceed with caution after bathing. NEVER wipe moisture away from a fresh piercing, always pat it dry
You will hit a new piercing and it will hurt. This is inevitable, just know that you likely haven't destroyed it. Feel free to cry, though, it hurts like hell.
If your piercer gives you instructions, heed them. If you're on restrictions, please take it as seriously as possible
When you're going in for a piercing, please eat or drink something - at least what constitutes as a snack for your body. It really helps
If you're getting an oral piercing, make sure you size down after the healing period - I hadn't sized down for my last oral piercing when I first had the chance, and it was... so annoying to have too-large of jewelry
Not all jewelry is made equally. Do your research on materials, threading, and sizing. I've found that titanium jewelry is really nice for me, and I like it, but that isn't the only option. Make sure you think about your body and its needs and preferences
Close your eyes while being pierced (I found this really helps me)
Don't over-clean a new piercing, twice per day is usually a good place to start
The completed healing period is a very average suggestion - you may heal slower or faster. Try to adhere to that suggestion, though, especially if you do not feel you're healed enough
Personally, I have found that I am completely healed when my piercing feels like just another part of my body, even when it is touched. When my piercings start to feel as though they are foreign when they never do before, I know I likely need to clean them
While I have DIY'd piercings, I personally do not recommend it, especially if you are either not using sterilized equipment, or are piercing a very dangerous place (like the tongue). If you are absolutely positive about committing to the DIY mindset, please try to do due diligence in research at least
Tip your piercer. Body mods are a luxury service, and it takes years to even become a piercer, much less to be proficient at it. Tip your piercer, ESPECIALLY if their prices feel too good to be true - they likely are. Unless you are directed otherwise by your piercer, just assume that you will be tipping them for their services and budget accordingly
Make sure you understand how your piercer wants you to take care of your piercing, and ask questions. There is no question too "dumb"
If you are getting a body part pierced you are insecure about, realize your piercer has most likely seen HUNDREDS of different body parts of various sizes, shapes, and oddities. Your body is not uniquely bad, nor would a good piercer make you feel unwelcome or uncomfortable with your body. If they do, however, DO NOT go through with the piercing. You should feel safe being pierced by somebody, and, indeed, that is the bare minimum.
If you use saline wash to clean piercings, you can DIY it. You will go through NeilMed like no other, and with it being $5USD a bottle, that price can rack up quickly. Make sure you use distilled water and non-iodized salt, though
If your piercing is infected, please don't be too ashamed to seek help. It's in your best interest to make sure you don't get ill or your site gets nasty ("nasty" as in painful)
These are just some of the things I've learned being a pierced person! My piercings are something I absolutely needed, and I do not for a minute regret having them. I want that same happiness to befall you, and that happens when you are able to understand a bit more what goes into piercings. You are, essentially, getting a new body part installed by a pro, and so I don't want you to not be ready for that.
Again, I am not a professional piercer, but am rather a body piercing enthusiast with many different types of piercings. I don't have every piercing, though, so please look at this critically for the piercing(s) that you want or have. At least, treat this like a soft suggestion or ways to help you brainstorm what you will find helpful.
More tips are obviously welcomed, especially if you yourself have more insight or expertise. Good luck to every pierced person or future pierced person reading this💛
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Bendy! What do you think bout your ink form?
I don't like him. I mean yeah, he's big and strong and after bein' able ta control him easier, he can be useful, but... he's dangerous, not only coz of 66. I've said this before, but the angrier I am, the greater the chance I have of turnin' into him. An angry ink demon is no joke. He has the power ta hurt people, maybe even kill. An out of control ink demon fueled by anger is easy ta get taken over by 66, and I'm not about ta ever let him get that chance again. The longer I stay as the ink demon, the more 66 tries ta take over, the greater the headache I get. 66 talks ta me when I'm the ink demon, tryin' ta get me ta give in to these violent urges. I don't think clearly when I'm angry, so I wouldn't be able ta stop myself from acting on them. I just don't think it's worth transforming into him so often. I used to, way back when I was first trying out my new powers. I was careless and stupid, and hurt someone I cared about. Ever since then, I worked hard to keep myself under control, keep the ink demon under control.
Only Henry, Alice, Boris, and Barry, so just this family. There's no way I'm lettin' the public see that form! I've had a few close calls before, but I'm lucky ta be able ta keep him a secret. I can't let the people of this city see that I'm a monster. That'd ruin my reputation.
(( might retcon this actually. i'll let everyone know if i ever do 😅 read tags for more info for what i want to go for ⬇ ))
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small little thing abt botw/totk and the future of zelda games considering it seems likely that future zelda games might be in the same style as those two and how i feel like botw/totk don't actually feel like zelda games (kind of messy i just typed this out in a kind of informal or whatever way) (this post is long af btw so uhhhh yeah)
im part of the group that claims that botw/totk aren't 'real' zelda games but... i guess they are technically 'real' zelda games, but... they sure as fuck don't feel like it, and because of that, i'm not at all excited with the idea of future loz games being in the same style, especially with the pitfalls these last two games have fallen into having been things that past zelda games did especially well, it feels like things have been sort of flipped on their heads in terms of what's being valued or whatever
like... the best parts of older zelda games were things like the story and the characters and the puzzles and the dungeons and stuff like that... the best parts of botw/totk right now are just the gameplay. people enjoy these new characters, but they dont have the narrative backing that older games do, they don't have the same impactful arcs or roles allowed by a more linear story
the point i want to get at though is how botw/totk honestly don't feel like direct evolutions or steps up from past zelda games but rather just... entirely different game styles (open world games) with the zelda flavoring and worldbuilding and story styling slapped on top.
i mean... i feel like a half-decent example of some other well-known franchises that have jumped on this (honestly kind of thoughtless) open-world bandwagon are mario (mario odyssey) pokemon (sword/shield and scarlet/violet) fire emblem (kind of. with some free-walking segments in 3 houses and engage) and the soulsborne type games (elden ring), these are all other well known and storied game series' that have somewhat made the move to open world, and i think that switch was a bit smoother, kept the core and integrity of the games that came before much better than botw/totk did
elden ring is the easiest to explain- the gameplay loop and core mechanics are the same and build upon past games' you just have more room to run around and get killed in with some little open-world flourishes like material gathering.
fire emblem is... a bit less flexible in terms of changing up the core gameplay, and the addition of open-world segments are added to add bonuses to the strategy gameplay and allow for more support-building oppourtunities and little minigames, and its more or less evolution from echoes' dungeon-crawling bits and the customizable castle in fates. the core gameplay still effectively works the exact same, just with some little class or mechanic tweaks and additions.
mario odyssey, though each world was pretty massive, still had your typical 3d mario platforming, and the new hat stuff fit in pretty well with olderpowerups and gimmicks, and the boss battles feel and work pretty similarly to the way they used it- odyssey does feel like an evolution from past mario games (ps. playing two-player with one person as cappy snaps the game in half. its the secret easy mode lol)
the new pokemon games are pretty much just the same as past pokemon games, theyre just open world and buggy as fuck rip have extra little open-world flourishes that build on what past games set up. the battling works the same as ever and the progression is the same with a number of powerful trainers you have to battle to continue forward.
with botw/totk... the progression is dramatically different in terms of power-scaling, world presentation, item-gathering, puzzle-solving... pretty much everything in the established zelda format. i get that it was pretty much the aim with botw to have a fresh start and throw out a lot of the old standards but it just makes them feel so dramatically alien to past zelda games; theyre completely different experiences in pretty much every single way, and as such they dont feel like what we've (well, people who have started with and spent a lot of time with other loz games) learned to associate with the zelda titles.
with open world games in general it's a bit harder to have a truly impactful narrative akin to those in past zelda games, anyways. i will admit that botw was a good execution of trying out something entirely new, and the narrative and gameplay and world actually complement each other very well, so despite what i've said in the past I can't really fault it's narrative too much since it's a less traditional sort of narrative and effectively does what it aims to do very well.
totk, on the other hand, proves that this style of game does not mesh with the old style of storytelling at ALL. linear games can have proper narratives with coherent stakes, developing characters, twists and reveals and building emotion and mood- and all of that is thrown out the window with totk when they decided to try and have both a more linear story with actual reveals and development and emotion, while also letting you literally spoil it for yourself out the gate.
you can't really have a well-executed story when players are capable of doing things drastically out of order and of jumping into story beats without the prior buildup and straight-up ruining what could be otherwise emotional reveals, and players being capable of doing this is hard-baked in how the game fundamentally works. I honestly feel bad for people who found the fifth sage by accident before anything else.
you can't effectively have a linear story with character growth and plot developments and impactful moments while also allowing it to be experienced out of order and with massive time gaps in between; with this kind of stuff, you can't really have your cake and eat it too. say what you will about the linearity of past zelda games, but i bet you that midna wouldn't be as beloved as a character as she is if it weren't for the linear order of the story and its events. certain parts of storytelling may demand for a linear manner of telling that story.
botw's story works because none of the memories reveal anything groundbreaking taht you don't already know; they are optional and merely give you more information about these characters from link's past and simply inform you about the girl keeping ganon at bay. if you find a late memory first, that's fine- it technically doesnt reveal anything too important to you, it just fills in some gaps for you and your player character. it makes sense within the story itself for the world to be so open and for you to be able to do what you can; the story is not the focus, nor is it even needed to beat the game. the story was made with the gameplay and what you are allowed to do in mind, and as such doesn't include things such as in-depth character development or important plot-twists.
on the other hand, you can easily spoil totk's biggest plot twist in a handful of different ways completely by accident, just by getting curious about the world around you. this can shatter a lot of the mystery or tension in the plot and this can happen completely by accident to someone playing the game organically and blindly. the story itself doesn't take this into account, it reads more like a linear story that would be more suited to a linear style of play, coming across things in order to ramp up the stakes and let things be revealed at the best possible time. (tbh totk's story doesnt seem to take the player into account in general, if the game forcing you to watch basically the same long cutscene four fucking times says anything, jesus christ)
narrative pitfalls aside, botw/totk put heavy emphasis on gameplay, but not in the same way older zelda games did, and as such trade away the unique items and gimmick-y game-specific mechanics for a small toolset handed to you out the gate. what botw/totk do- giving you everything you need from the start and having very little true varation in the gameplay from then on out- make sense and works just fine for an open world game. there is, however, a lack of actual depth to that gameplay that other open world games do have (off the top of my head, the ability to unlock and upgrade abilities and have general character upgrades in fenyx rising as well as the impressive depths of elden ring's combat and character customization system). the most depth botw/totk has to the actual gameplay is just the fourish different weapon types and the ways you use your fourish abilities (saying fourish bc for real ultrahand and fuse are fundamentally the exact same thing). there is also just raising the little defense numbers on your armor and getting more stamina and health, but that does absolutely nothing to the actual gameplay but make link more durable.
i mean, sure, health in past loz games just makes link more durable, too, but thats how health upgrades in any other game work.
the gameplay switch makes sense, considering the switch from a linear puzzle-adventure concentric game to a more sandbox-esque open-world game, but it does not mesh with the former loz formula at all, so while the shift in style makes sense, it makes me think that you can't have a previous-style loz experience in an open-world sandboxish sort of game. especially with how in totk you can very easily bypass most of the fire temple just using the mechanics handed to you at the start. you can't have the same type of zelda dungeons in a game where you are allowed to do it 'wrong' and the game itself does not allow for the same kinds of puzzles.
i am of the opinion that so long as future zelda games work the same way botw/totk did, we will not get old-school zelda-style dungeons again.
the loss of a variety of items used for specific puzzles and environment switches is the loss of a varied dungeon experience and the loss of the same kind of world and character progression as past zelda games.
you are handed everything you'll ever need at the start of botw/totk. the only thing that will meaningfully change is how much damage you do. there are no alternate strategies opened up by new items that can double as weapons, no new traversal options or routes opened up by things such as grappling hooks or clawshots or whips or specific wands. even the battle system is drastically different, instead of being enemies that take specific amounts of hits to die while you can obtain progressively stronger swords, enemies are just damage sponges and you can get all kind of weapons that just do different numerical amounts of damage.
the bosses themselves- big staples and draws of zelda games- also work extremely differently. instead of having to leverage specific items to expose weak spots or having to fight in a specific manner to do damage, you are just asked to... do damage. even in totk's bosses, where sage abilities are most certainly helpful, the only boss i found to truly require a sage ability was the lighting temple's boss; the others i either hardly used the sage at all (i didn't use yunobo at all in the second phase of the fire temple boss and hardly had a need for tulin with the wind temple boss [esp considering i was using a 3-shot lynel bow to make the poor fucker a cakewalk]) or found that alternative solutions felt better, like resorting to splash fruit on repeat water temple fights instead of wrestling with having to activate and use sidon's ability. the sages are honestly fairly poor replacements for dungeon specific items.
this kind of causes botw/totk to play more like a poor man's dark souls or just like any other open world rpgish game. i don't play botw/totk for the experience of a zelda game, i play it because it's an open world game that i can walk around in for five minute before switching to something else because i liked something in that other game better.
the combat in botw/totk isnt designed in such a way that makes it feel good. mineru's mech is fucking dismal, but since it's just either shooting with a bow or attacking with one of three types of melee weapon with some timing for a dodge, it can get stale fast. it doesn't necessarily even feel good, since there's not enough variety for it to get really engaging. (this is def an uneven comparison, but elden ring's combat feels considerable better with the different dodges you can do and the amount of attack options you have with just one weapon, not to mention the amount of control you have over your general fighting style.) combat in botw/totk at hour 1 is the exact same as combat in botw/totk at hour 100, the only different being the amount of damage you do or how much of a beating you can take.
it just... the styles of botw/totk can't allow them to feel the same as older zelda games. the shift in style was clearly a good move to draw in series newbies and shake things up, but it comes at the caveat of making them feel distant from their predecessors and uncomfortably similar to other games like them. it's hard to avoid comparisons with elden ring when on the surface they are very similar games, one just feels more true to its core identity
this all is said without mentioning the way in which botw/totk lore feels almost dismissive of past series staples and seems intent on not looking back while also taking every fucking attempt to nudge you and say 'hey, remember that zelda game' and honestly all that shit does is make me want to play a different zelda game.
botw/totk seem altogether very desperate to distance themselves from past zelda games while also being unable to really tear itself from what came before and it just culminates in me spotting linebeck island on the map and going 'damn i miss linebeck' and turning the fucking game off to play phantom hourglass instead. say what you will about phantom hourglass, but it certainly handles its story progression and character development infinitely better than the game that lets you accidentally shatter the impact of the story by deciding to check out that cool temple in the distance of the depths
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