be honest with me. what are the chances of a hard launch in june
anon this question goes back years. and the thing is. we have been right once before.
you ask me this this time last year? fuck no. i might even quip that dapg would come back before dnp would hard launch. well. look at us now.
and even then, you look back on the content they started with in the revival--it honestly kind of felt exactly like where we left off, only a lot more explicitly queer (we stan). and then... trying to see without my glasses 2. and bang, spooky week happened. and that shifted the balance. we suddenly got slo-mo replays of handholds. day, after day, after day, finishing with the absolute masterpiece of halloween baking cinnamon rolls. in all honesty it was so much more than i'd've ever expected from them. truly another post-baking universe.
and it never really slowed down. suddenly we had cat prom photos, catboy butlers, catboy dan w/ phil photography credit, theyre 'wrestling' --running us full throttle into gamingmas, the first since 2017. and every day we had a new thing to freak out over: standing close. golf jokes. and then... pinof reacts. i don't know what compelled them to do it but i do have speculations. genuinely, i think they wanted to defang a lot of their history. we treated pinof 1, especially, with this... reverance. and it wasn't talked about too publicly--and dnp didnt do it either. so if they really wanted to move on, to bring down the walls, open the floodgates, define this new era: they had to throw the first stone. and they did. quite heartily too. suddenly this almost taboo part of their history--almost too intimate to be perceived--was on the table. and we were talking about it. joking about it. giving clear signals of 'we see it, it's okay.' and suddenly we existed in a post-pinof reacts world. of anything, i would've never predicted they would've done that. absolutely wild. follow that with it takes two being so chill and fond. incohearant being so blatant and heartfelt. trombone champ being unhinged and chaotic. the genuine and sweet complimenting of each other in the red carpet video. devan wedding... happilyphoreverafter... we crashed forward in time. never knowing what would be next. where is the line? how far will they go.
they teased us with japhan honeymoon and we knew 2024 would be wild. but we didn't know how much. from wdapteo 2023, to specific reminiscing about japan w/ devan, WAD happening, and phil playing a huge role in it all--from the orange carpet hosting, to 'ive been in *sex noises* with phil from the start!', to 'remote crisis manager phil lester', to dan saying he can stay during the thank you.
one of the biggest videos so far this year was the tiktok likes one. i will be forever haunted by the dog eating cheeseburger and willy wonka tiktoks--theres some things i was never meant to know. and yet. they tell us. explicitly.
every single video on amazingphil since the return of dapg has mentioned or featured dan. there's been a palpable shift in the way they interact. have you seen the way phil has been glowing in videos lately? this guy is on cloud nine all the time. it's really not hard to see why.
the energy of keep or yeet w/ dan... the absolute Lack of pretense of it all. phan twitter... watch your step baby girl...
dan and phil fucking crafts. talk about an unexpected return. legacy defining, one might even say. we're still in this tailspin of what everything means and they drop this insanely iconic video on us. from the storytelling to the production to the aesthetic--and its all capped off by explicit handholding. yes, it was part of the sacrifice. but hand in hand, the heart dan ripped from phils chest in one, and the knife that did it in the other... oh boy. we're really in it now. and then they put it on fucking merch. genius. truly no one does it like them.
and the foot has been on the accelerator since. dan and phil connections, shuffleboard & mocktails, getting deep slumber party, acknowledgement & approval of fics (yes previously given but never like this)--hell, even the sims today was wild for 'is their love language horrible banter 👀'.
you didn't ask for an essay but i gave you one. all of this to say, they've been moving the line. quite intentionally so. they intentionally revived their joint branding. they are 'dan and phil' again, and seem happier than ever about it, and i think that means something. they're saying things they never would have before--out of the closet or not.
as for june... 5 years since coming out is a big deal. so is this year being 15 years of dnp. hell, so is this year for being the first out pride month where they're explicitly a duo and regularly making content together. they're sentimental, there will be something.
my craziest idea is reacting to their coming out videos ✌️😔 --but i don't think it'll actually happen. as for more realistic, i could see pride merch. and however that goes will be significant, in my opinion. i'm excited and curious.
i don't know if they'll hard launch. it's hard to put all of the implications, complications, and speculations back into the box once it's opened. dan's talked about it before--wanting to be able to fuck up and not be publically executed, instead, being able to learn and grow and work it out. i think that's a very understandable stance to have. very grounded. we'd have to ask him if tour/dapg has changed that now. i do think he's had some sort of life epiphany--whether it's about that specifically, only he can say. but i think it's there.
even if i portray a lot of level-headedness, i wear my clown nose with pride. sometimes the only option is to go with whatever is funniest at the time. they're both jokesters, so they could commit to a bit like that. but it's also like, it can be too serious for them to want to joke about. i don't know. i think we're in this almost beautiful state right now--the we know you know of it all. there's no expectations, no demands to be met, no obligations of types of content. they're happy. we're happy. it depends on if they feel ready. if they want to. we'll be here, always.
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the beach conversation is insane actually im always being so mean to 13 for how closed off she is but it's insane what she does here like "ive never been able to", "it's what my life is", "not because i dont want to"
shes like sorry yaz i cant give you much but lets play doctors and students and reenact the anatomy lesson dr nicolaes tulp you be the doctor and the students and i'll be the body hang on let me hold up a lamp so you can see what we're doing
shes like sorry yaz i cant give you much i locked my hearts in this rusty vault and lost the keys but if i had a spare i would give you it i swear i promise i know thats not enough but i'd give it to you
"i cant fix myself" is how she starts. "i'll be fine, in the end, hopefully" she says like an hour after regenerating after describing just how much it fucks her up and how scary it is and how painful and how much of a gamble, really, how much of a leap of faith and hoping for the best, hoping for that net to appear because if it doesnt......... theres no backup
are you alright, doctor? are you okay? yaz has asked a hundred times without getting an answer. and now she finally does and it seems to recontextualise every dodge that has come before. stop asking, it's not the end yet, theres still time, a little more patience, i will figure it out, i will be able to give you a yes eventually im sure of it.
but now it is the end, regeneration looms again, time is running out, and this endlessly delayed answer sounds like a resignation. i cant do it. not in time. maybe not ever. but definitely not before the plane crashes and i take you down with me. i broke the universe and i cant fix it. it's too late. i dawdled too much.
and what this could have been, but isnt, because neither of them take it this way, think of it this way, because theyre too much alike, and not like this at all, but what this could have been, in intention and reception, is a request for help. i give up, i cant figure this out, but can you? the doctor doesnt mean this, and yaz has always been too attentive to the limits, too respectful of the doctor's boundaries (from "who, me? no. never doubted. don't know what you mean" in ghost monument to "can we just live in the present") to misinterpret it this way. so theyre on the same page. a page, as always, decided on by the doctor. but it does make the perfect set up for the finale
because i do think, sort of, that yaz fixed it. not you know the millennia of trauma but the specific inability of 13 to trust people. the clara/river/missy/bill my-friends-die-or-are-not-what-they-seem-or-both cant-hold-anyones-hand-but-my-own inability to trust her friends are her friends and they will not like explode into gore and viscera if she touches them (which now that ive said it i bet is what she has nightmares about. perfect match with what i think yaz has nightmares about which is the doctor exploding into gore and viscera and not being able to do anything abt it. actually the best idea i think ive ever written abt what yaz has nightmares about is "or you take off your coat and youre wearing dynamite", but i digress) that, i think yaz sort of fixes when she saves the doctor and saves the world and i think if 13 had lived she'd have trusted yaz after that in a way she couldnt before and maybe even that realisation of "you saved my life" in that weird malleable state of post-pseudoregeneration might have had a hand in why 14 is the way he is
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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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