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#this looks like ive never seen a character selection screen
wornhandwornmind · 6 months
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11/17 Journal Entry
I was showering this morning and my mind wandered back to that constant thought. Has the media force-fed me the dire need for companionship, or is connection truly essential to survival, our sanity?
I’ve always been combative of this idea of man needing man; that he is surely to go insane with the absence of another. Dostoevsky says in Diary of a Writer vol. I, that according to medical science, talking to one’s self is a “predisposition to insanity”. Soliloquies are roadmaps to a withering mind! Something that I’ve always seen as poetic and moving, deemed as a sickness. I feel like this is reflective of the media deeming the state of being alone as something to be embarrassed and scared of.
The media pushes this idea that solitary leads to insanity. 
But has anyone ever considered my brain going into overdrive while trying to make said these covetous, essential connections will lead to my mental deterioration at a much quicker rate?
I will try to describe this feeling, of first encountering someone, and reeling of the mind (particularly my mind). What should you say? You think of what to say. And then next thing you know you are listening off every situation you have found yourself in within the past 20 years, for the sake of making conversation. Then you realize you have been speaking about yourself and begin to ask the other person questions about themselves, but by then, they have already made judgment on your character.
They have already taken notice within the first seconds of you opening up your mouth that whatever they are searching for, whatever revitalizes their blood, does not reside within you. Then the conversation, if you dare to call it that, is over, and you never see the person again. All of that talking out of your ass was for nothing. No connection made. No happy ending. Then you become hopeless and crave to be alone. 
Ive been thinking, these desperate attempts at me scraping for words to make conversation with is reflective of my personality as a whole.
A whole lot of nothing!
For some reason I always try to tie my bleakness with a bow. Make it look pretty, like a gift; but any eye can see there’s nothing beneath the paper. Yet I still wonder, “How can I elicit your anticipation?” Maybe I could take lessons from the viper. Because as of now my apple remains dusty, unpalatable, and continues to go unnoticed.
Yet! 
There are two wolves that pull at each arm! 
Guile and Vulnerability in the languid sense. 
I want to make myself more palatable to the eye, but I still expect you to see through me, and crave what lies beneath the skin. 
In other words, I feel the need to trick people into speaking to me, but the other half of me says, “you get what you see, if it was meant to be it’ll come to me”. It’s quite a dilemma indeed, these two states of mind at a constant tug of war with each other. It’s the same reason why I am so selective on days of which I wear make-up. I want to look and feel hot, sexy, cool slay. But I don’t want to completely mask what’s underneath, as in, I don’t want others to get the wrong idea. They think an alter in the true form. I suppose I fear the potential disappointment it could elicit. 
(This is where I stopped, as it was time for me to watch a free screening of John Wick Chapter 4, which I traveled 30 minutes to see)
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millkiii · 3 years
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new banner <3 exept during the coloring i realized the animation came out funky and didnt want to fix it🏃‍♀️ i tried making it like a pact selection or something but its just this now
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tisfan · 5 years
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Say It Again
Square: B3 - Deaf Creators: @tisfan & @27dragons Title: Say it Again Warning: None Rating: Teen Characters: Bucky, Tony, Clint, FRIDAY Tags: temporary deafness, tech doesn’t solve everything, caretaker Tony, dyslexia, ableist language and self-hatred Summary: Bucky loses the ability to hear… and learns something new about himself... Warning: This fic contains some mild amounts of cultural ableism, particularly in Bucky’s views on himself, not being able to read.  Link: https://archiveofourown.org/works/19396732 Word Count: 3397 Posted for @winterironbingo​
Bucky always seemed smaller, somehow, in the infirmary, than he did in the rest of the world. Presence. Tony knew something about that; people were constantly shocked by how much shorter Tony was than they’d imagined, and, to some degree, how much less loud in a personal setting than a professional one.
The fact that he had lifts in the Iron Man armor probably didn’t hurt, either.
Bucky had come awake very suddenly that morning; the damage from the fall, combined with being at ground zero of a non-nuclear explosion had sent him into a coma for several days. Not unexpected, and while nerve-wracking, Tony admitted that sleep was the best thing for him. Let the serum heal the damage, just as soon as the medical trauma teams finished closing up the wounds.
He’d… laid there for a long time, not answering anyone. Eyes opened, looked around the room, and then closed again. He didn’t entirely seem… aware.
Around noon, he’d finally given medical something they could work with. He’d pointed metal fingers at his ear, and then shook his head.
His hearing was gone. Entirely, though the medics were confident that the serum would heal the damage in time. They didn’t, however, have any idea how long that would take. A few hours? A few days? A month? No clue. Ears, it turned out, were finicky and fussy constructions.
But other than that, he was in great shape, only a few bruises and nicks left to highlight where the worst of the damage had been, so they were cutting him loose.
Which left it to Tony to take care of his boyfriend. That was a switch; usually it was Bucky hovering at Tony’s side as he laboriously and without the serum healed from his injuries, or hacked his way through whatever bug had run rampant through the building.
Tony had whipped up quick app for Bucky’s tablet -- as long as he was within range of the Compound, anything anyone said to Bucky would be displayed on the tablet’s screen, in a discreet little bar at the top of the screen, where it wouldn’t interfere with the rest of the tablet’s function. “Here you go, babe,” he said, demonstrating the functions. “I’m pretty sure I can make it work outside of FRIDAY’s range, but the native voice-to-text translators are... lacking.”
Bucky stared down at the tablet, then back up at Tony’s mouth, back down to the tablet. He hadn’t said anything, at all, since the med techs turned him loose, even though nothing was wrong with his vocal chords. He scowled at the tablet again, then, very slowly, tapped out Thank you, and showed it to Tony. Followed by a scribble of Bucky’s normally terrible handwriting -- he’d been left handed before the accident, and Hydra hadn’t cared about his penmanship -- you talk too fast.
(more below the cut)
“You already knew that,” Tony pointed out, grinning. “I’ll try to slow it down a little for you. Is this better?” It felt like talking through molasses, honestly. “You know you can still talk, right?”
Bucky nodded. Medtex md me. Fezl weird.
Tony squinted at the message, then nodded. “Okay, as long as you know you can. Whatever makes you more comfortable. They said you should take it easy for a while, so... What do you want to do? Play chess? Watch a movie? We can put in something you’ve already seen, turn on the subtitles.”
Bucky stared down at the block of text that Tony had spewed out, even talking slower, he tended to say at least four times as many words as strictly necessary. Movis good. Die Hard? Unlike Steve, who complained constantly about the gunfire scenes in various action movies, Bucky’d always seemed to enjoy them; everything from Tinker Tailor Soldier Spy to Indiana Jones and back, the more ridiculous, the better.
Die Hard was not a Christmas movie, even if some people insisted it was, but they’d started it as a tradition around then, and sometimes Bucky would ask to watch it in July anyway. It might not be a Christmas movie, but Tony knew something about comfort films.
“You got it, sugarlips. You want to get it set up and I’ll get us some snacks?” Especially since Bucky had been in a coma, healing, for a couple of days. He was bound to be hungry; IV nutrition just barely sustained him. Something calorie-dense -- nachos, maybe, with meat and veggies and cheese, protein and fat and carbs all at once, and at least a nod toward nutrition. And some cookies for dessert.
Tony put it all together, a heaping platter of food and a selection of drinks, and carried it all back out to the movie room.
For a while, it was just them, and then Nat came in, wearing old leggings with holes in them and an oversized sweatshirt that Tony was pretty sure belonged to Steve. And then Steve joined them. And Bruce. And Clint.
And of course, everyone talked.
Bucky spent more of the movie scowling at his tablet than he did watching the film.
Tony nudged him. “Okay?”
Bucky nodded. Then, taking advantage of what appeared to be yet another Steve-against-gun-phyics argument, said in a voice that was probably meant to be a whisper. “It’s a lot.”
Tony glanced down at the tablet, which was scrolling text across the top in a continuous marquee, one line for Steve’s rant, and another for the movie, and a third of Clint arguing with Steve. Tony grimaced. “Sorry,” he said. “You want to do something else?” He pointed over his shoulder with his thumb to underscore his question.
Bucky nodded. Wrksp? Can just watch u
Tony nodded quickly. “Yeah, absolutely, we can do that.” He set aside the various dishes and bottles piled on their laps and then helped Bucky to his feet. “We’re just going to go somewhere a little quieter,” he told the others’ curious looks.
“He’s deaf,” Clint pointed out. “It doesn’t get much quieter than that.”
Tony made a face. “I can still hear you, birdbrain.” He curled his hand into Bucky’s. “Come on, Buckaboo.”
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Being deaf was not at all like what Bucky had thought -- if he’d even given it any thought at all before it happened, and he was pretty sure he had not. 
First off, it wasn’t pure silence, if there could ever be such a thing. Bucky’s serum had enhanced most of his senses, turned them up to eleven, as Peter Parker had once explained it. He could hear breathing and heartbeats and the pulse of blood through a person’s veins, including his own. So, silence was a concept, not ever a reality.
Even being deaf, apparently, wasn’t no noise.
It was just senseless noise.
His head rang like a bell, constantly. Like a headache, with no pain. What he “heard” was the audio equivalent of the shimmer of sunlight on too-hot pavement. Directionless. Meaningless. Noise.
But it wasn’t silence.
There were some sounds he could still, sort of, hear. Gunfire. Someone yelling. It didn’t mean anything, out of context as it was, but he could hear it. 
So, that was good, at least. He didn’t have to worry about not hearing someone who was shooting at them.
Not that Steve would let him back into the field, even if Bucky wanted to, while he was operating impaired.
Bucky wasn’t sure he wanted to.
He relied on his hearing, the way a person moved in the space around him. Several times, recently, Tony had startled him, badly, just because he came up behind Bucky, out of his peripheral vision, and Bucky-- couldn’t sense him coming.
The shop, at least, was nice.
There was always noise -- Tony talking to his projects, the fabricators, FRIDAY, the bots -- but very little of it required Bucky’s attention at all, once he’d gotten FRIDAY to stop putting up song lyrics. He really did not care about the tribulations of Bon Scott.
Tony didn’t slip as seamlessly into his work as usual, coming back every ten minutes or so to check on Bucky. “Did you get enough to eat? Need a drink? A blanket?”
Bucky couldn’t decide if it was nice, or infuriating. It was very easy to get lost in the not-quite-silence. Like slipping away, sometimes it would take someone a moment to get his attention. So, it was nice to be reminded that he wasn’t… quite as alone as he’d felt. 
On the other hand, he was the goddamn Winter Soldier, and if he needed a blanket, he could bloody well get one.
“Reminds me,” Bucky said, and that was always so strange, talking. He knew he was talking, he could feel everything working just the way it was supposed to. He didn’t feel like he was drunk, or slurring, or anything. He just couldn’t hear it. And he didn’t know how loud he was being. “Of being the Winter Soldier.”
Tony blinked, startled, and tipped his head to the side curiously. “How?” he asked, or at least, that was the shape his mouth made.
Bucky gestured at the space around his head, like that meant anything. “I’m here. And there’s a wall of --” he tried to lower his voice, the pinched expression around Tony’s eyes a subtle clue, maybe, that he was talking too loud. “--nothing. Around me. Like, I’m here, but I’m not… important? Or I don’t understand. They would talk, near me, of course. But it never mattered what they said.”
Tony’s face got tight and pinchy, and he sat next to Bucky, reaching for Bucky’s hands. “You matter,” he said, very slowly, like it was very important that Bucky be able to understand him. “I love you.”
Bucky watched Tony’s mouth moving, memorizing each twitch of lip, the way his teeth moved, closing around the sounds. “Say it again.”
“I. Love. You.” Tony punctuated that with a light kiss, just a brush of his lips across Bucky’s.
“Thanks,” Bucky said, and his throat ached and it had nothing to do with whether or not he could talk, or hear. “Love you, too.”
He closed his eyes, felt Tony under his hands. He hated having his eyes closed, it made everything feel even further away than it was when he couldn’t hear it. But sometimes he just needed to not-- be.
God, his head hurt. Reading had always made his head hurt, for as long as he could remember. “Sometimes the best thing about bein’ the Winter Soldier was that I didn’t hafta read,” Bucky said, speaking into the blackness. 
Bucky felt Tony freeze for a moment, felt the vibrations of Tony’s voice, for a brief moment -- no more than a few words, before he remembered that Bucky couldn’t hear him. Tony moved, leaning closer, and he was nuzzling gently against Bucky’s cheek, his breath warm as it spilled over Bucky’s skin.
Bucky stubbornly kept his eyes shut for a few more moments, not wanting to try to read, or figure out, or… anything. Waited there, in the darkness. Heart thudding in his chest; he could feel the way it tripped, beating faster than normal. His blood pressure was probably through the roof, honestly.
What if it never comes back?
Finally, he sighed, opened his eyes, looked at Tony. Wondered if Tony was going to scold him for trying to ignore everything. Or something. Bucky wasn’t sure. The whole not-being-able-to-hear thing was giving him the serious creeps. Like he was always… missing something.
And that he might never get it back.
Tony was looking at him, forehead creased with worry and confusion. He opened his mouth, then shook his head a little. He opened his hands like a book, then made a comically exaggerated yuck face, tipping his head and raising an eyebrow.
“Yeah, I swear, I dunno how you all don’t have headaches, like all the time, stupid squirmy shit,” Bucky said. “First thing I did, when I moved in, back-- you know, back when it was JARVIS. He read everything to me, right in my ear. It was great.”
Tony’s lips moved, slowly repeating squirmy. His frown deepened, until Bucky felt the urge to reach up and smooth it away. And then all of a sudden, his eyes widened, and he said something that Bucky couldn’t read. And then started chattering a mile a minute, so Bucky could only interpret maybe one word in five. “--believe-- --help-- --so much-- --better--”
Bucky scowled down at his tablet, then “What’s sldexic mean?”
Tony stopped, and the scrolling letters paused, thank god. He turned his head, saying something to FRIDAY, and the monitor Tony had been working on flickered and cleared, the schematic replaced with a single word in a typeface -- font, they called it now -- Bucky hadn’t seen before. It was... heavy, like the bottoms of the letters weighed more than the tops, the lines there thicker, and it didn’t stop the letters from wriggling around, but it slowed them down, anchored them in place. DYSLEXIC, the word said. Underneath, a new line of text unfurled, in that same weighted text. A disorder that creates difficulty in learning to read or interpret words, letters, and other symbols.
Tony was watching Bucky closely.
“Slow,” Bucky said. “S’what my teacher tol’ Ma. I wasn’t-- I mean, I’m not. I ain’t… I ain’t dumb. I can read.” He felt that familiar shame, that what had been so easy for everyone else, Bucky had labored over and laughed around, and gotten out of by being charming. And… by a sticky fingerprint on a flashcard that told him that one word, the one he kept getting wrong. Was building.
Tony nodded, shook his head, made a face. “You’re damn smart,” he said slowly, carefully. “It’s not intelligence. It’s how you see the words. The letters...” He made a wriggly gesture with his hand. “Move.”
Bucky rolled his eyes. Of course they moved. That’s what words… did. They moved around, like they were playing musical chairs and Bucky could catch them, sometimes, and pin them to the page, enough so that he got the general idea of what he was looking at. But mostly, he just hadn’t bothered. Shooting a gun made… sense. “Well, yeah?”
Tony shook his head. “They should not,” he enunciated. “They should stay still.” He pointed at the monitor. “Better?”
Quieter. More still. Like he could pick the whole word up. Which, yes, better, but the fact that something had to be changed, just so Bucky could deal with it-- “Something’s wrong with me,” Bucky said. It wasn’t a question. Something had always been wrong with him, but hell, he was just a dumb gun, he didn’t need… except now he couldn’t hear, and apparently he couldn’t read. 
And he was alone inside his head.
His eyes burned and then words disappeared in a sudden wash of blurry tears. 
Tony’s arms were around him, holding him close, voice a subtle vibration against his chest, hands stroking soothingly over his hair.
Maybe it was that soft touch, or the way Tony’s voice was nothing but more wah wah in the wall of nonsense noise that flooded him, or just, realizing how big the gap was that separated them. Tony was a genius. A genius, and everything that came with it, and Bucky was not. Not even as good as a whole person anymore, and he didn’t deserve Tony.
And he couldn’t hear himself talk, so the whole story came flooding out. How he struggled so much in school, and hearing that there were places for kids like him. Hospitals for kids that weren’t right in the head. And so he learned. He got his sister to read to him, and she was two years younger, but he could get away with being loud and trouble because he was a boy, and she’d read to him and he’d memorize it. No one had to know.
Tony’s hands tipped Bucky’s face back to look up at him, brushing away hot tears. “You are smart,” Tony insisted. “Bruce is not dumb because he needs glasses to read. You are not dumb because you need help holding the words still. And I love you.” He pressed a kiss to Bucky’s forehead, to Bucky’s nose.
“Okay,” he said, because what else was he going to say? Tony obviously didn’t believe that Bucky was an idiot, even if Bucky felt stupider and slower than he ever had in his entire life. And maybe, maybe he could figure this out, cover it up, learn-- there were sign languages, weren’t there? Clint used them sometimes, when he didn’t feel like putting in his hearing aids. Bucky could learn that, maybe.
Something. 
Tony wouldn’t stand for it, if Bucky decided to just… give up.
He let Tony’s gentle, exploratory kiss brush over Bucky’s mouth. “Say it again.”
“I love you. I love you. I love you.”
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A week after that breakthrough, Bucky was learning ASL -- mostly from Clint, but supplementing with actual lessons, otherwise he’d mostly only know long-range weapons tactical words, and how to order a pizza, and a week after that, he was back in the field. 
Friday could translate Bucky’s sign into words when the team needed it, and the new font meant that Bucky was back on comms, with FRIDAY scrolling necessary information on his HUD.
Three weeks after that, Bucky had surprised Tony with an impromptu waltz around the shop, being able to feel the music rhythms in a special headset that Tony’d been working up. It wasn’t the same as being able to hear, but it was something, at least.
And every night, before bed, Bucky would ask him, very seriously, “Say it again.”
And every night, Tony would tell Bucky, as many times as he wanted, “I love you. I love you. I love you.” He signed it as he said it, occasionally dipped into other languages, but always came back to the simplicity of English, and punctuated each declaration with a kiss.
“Love you, too, peaches,” Bucky signed back. He talked less than he used to, signed more. Tony missed the sound of his voice, sometimes, but tried not to mention it. Things were better, so much better, than they had been the first few weeks.
When Tony was woken from a sound sleep to Bucky’s cry, he was utterly shocked. Bucky didn’t make… involuntary sounds. Not anymore.
He was sitting up in bed, clutching at his head, and whining.
Tony sat up as well and put a hand on Bucky’s back, rubbing in small circles. He didn’t bother trying to talk, not while Bucky wasn’t looking at him. He turned up the lights a bit, though, so they could see to sign, if Bucky decided to tell him about it.
“Oh, god,” Bucky said, a whisper, barely a sliver of sound, and then again, louder. “Tony--” He stared up, eyes wide in the half light. “Tony, say something.”
“What is it, sweetheart? I’m right here.” Tony signed as he talked. He didn’t know as much ASL as Bucky had learned, yet, but it was hard not to pick it up, surrounded by it so much.
“I-- I can hear you,” Bucky said, almost reverently, like an old fallen sinner who’d just found God. Again. “Tony, I… Tony, I can hear you.”
“What?” Tony’s hands faltered. “You can? You can hear me?” He caught Bucky’s face in his hands. “Really?”
“I can hear you,” Bucky repeated.  “I didn’t--” he started crying, almost silently, little hitches of breath and the tears rolled down his cheeks. “I got used to it, I thought that was, it was just always… I got used to it.”
“Hey.” Tony pulled Bucky into his arms, tucked Bucky’s face up against his throat, rocking gently. “It’s all right, sweetheart, it’s okay. We didn’t know when, or even if. It wasn’t going to change anything important.”
“Scared me,” Bucky admitted. “Woke up… there was a noise, and I woke up. I didn’t even know… what was happening. Oh, god, Tony, I missed you-- so stupid, I missed your voice, all the time. The way you laugh. The way you say--” He looked up again. “Say it again.”
“I love you.” Tony kissed Bucky’s lips, his cheek, his jaw, and then nuzzled at his ear. “I love you,” he whispered.
“Love you, too, peaches,” Bucky said. “God, I missed that. More than anything else.”
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A/N: https://www.dyslexiefont.com/en/typeface/
Dyslexia, as a disorder, became more widely known in the United States in 1944, the year after Bucky Barnes fell from the train. For quite a long time, it was still thought of as being a lack in education, rather than a disorder. Bucky, having gone to school in the 20s and 30s, would have been classified as Learning Disabled and treated accordingly. (Not well.)
Divider Line by the way, Tumblr, I hate you. Give me my damn line back.
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castellankurze · 5 years
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FSF - Iron Warriors (Heresy/Pre-Heresy Era), an unconventional type of warfare/weapon.
“Their coordination is perfect,” Eutropia said.
“Virtually perfect,” the Iron Warrior across from her stated with eyes narrowed in skepticism.
“No.  I mean perfect.  I’ve never seen anything like it before,” the Alpha Legionnaire replied.  Her fingers glided over the map of the city, indicating various markings made and subsequently crossed out or smudged over.  “We’ve tried every approach we can think of.  Sewers.  Heat vents.  Camo-cloaks.  Reflex fields.  We even tried brute-forcing the east and west gates.”  Her lips thinned into a line at the admission of such straightforward tactics.
For nigh on nine weeks the XX Legion forces - five companies’ worth - had labored to take the city of Castrus Veronia, a sprawling megacity nearly a thousand kilometers in breadth.  A request for reinforcement had come recently into the ears of the IV Legion, and the chapter of Warsmith Larisa had responded, bringing with them companies of the Imperial Army and heavy artillery provided by the Adeptus Mechanicus.  All of whom were about to receive a very rude awakening.
There was a rustle of paper as Eutropia laid a translucent image over the city layout.  “The problem is this central communications hub.  As near as we’re able to determine, it’s buried several kilometers underneath the city - too hardened to hit with bombardment, we ran the simulations - and it’s jacked into Veronia’s entire communications network.”  She placed a hand atop a pict-capture of a massive combat droid near the size of an Astartes dreadnought in the midst of tearing one of her squads to pieces.  “That enables them to use their pet warbots with perfect coordination.  Any detection of invasion and they come swarming in.”
Larisa pressed her lips together and reached out with a fingertip to draw the pict across the table towards her, inspecting the image of the war droid.  “I assume you XX have gone through your usual repertoire of feints and falsehoods,” she said.  Her voice was a hoarse, rasping noise, not unlike the grinding of her Legion’s war machines.
“You assume correctly,” the Alpha Legionnaire replied, keeping her own face neutral.  “Again I must stress that their coordination is perfect.  They respond to every threat, no matter how nuanced, with overwhelming force, all directed by the central hub, and we’ve been unable to get so much as a toehold before they come swarming in.  I’ve begun to suspect that the hub houses some manner of advanced AI,” she saw the Mechanicus representative twitch- “that handles the protection of the city.  Their response times, their adaptive tactics, they’re too good for human direction.”
“Orbital bombardment.  Smash the entire thing,” Larisa stated bluntly.
Eutropia thinned her lips.  The Alpha Legion did not pride itself on trading guile for brute force.  “We would prefer to keep such an option as a last resort.”
The Warsmith grunted and looked down at the maps once more.  “Attrition tactics.”
“We considered that.  We spent a week picking off what bots we could.  They drag away the scrap for repairs and the city has factories which produce replacements.  The only way to whittle them down would be by drowning them in blood, and we don’t have enough to make that work.”
“It may come to that, even so,” Larisa said, looking back up into Eutropia’s eyes.  The Alpha Legionnaire was mildly surprised she still had both, given the scarring that lined her face and continued along the right side of her head, leaving that side shorn of hair.  Like most of the XX Eutropia had undergone routine treatments to alter her own appearance into a shaven-headed, olive-skinned warrior monk, a face in a sea of faces, but given the character of the IV Legion a Warsmith who still had her original eyes was a rare thing indeed.  Not to mention teeth.  “My chapter is but the vanguard for a larger force, and when the Lord of Iron arrives it will not matter how fine-tuned the defenses of Castrus Veronia.”
Eutropia thought for certain she had heard wrong.  “The IV Primarch is coming here?” she asked, unable to help leaning slightly over the table.
Larisa nodded.  “The Iron Blood is approximately eight days out.  Ten chapters of the IV Legion.  If we so choose, we need merely shore up our positions and await them.”  Larisa went back to studying the tactical readouts, leaving Eutropia to stew silently at the thought of the titanic figure who even now drew inexorably closer to this very world with each passing second.  A primarch.  She felt a momentary jealousy, that the IV Legion could indeed call upon such a resource-
“Electronic warfare,” Larisa said suddenly, bringing Eutropia’s attention back to the present.  “These war droids aren’t hooked directly into the grid.  They must receive their directions via wireless.”
“We’ve tried that as well.  Their firewalls are very good, and the hub appears able to supersede any local vox traffic.  Our jamming has had limited effect.”
Larisa stared across the table once more, and then lifted a hand with her index finger extended even as she started to turn away.  “I have an idea.  Come with me,” she ordered, and without waiting to ensure the Alpha Legionnaire obeyed left the command tent.  Eutropia hurried after her, too curious to bristle at being dictated to, as the Warsmith made her way through the developing strongpoint of the IV Legion.  “Ophaellos!  Ophaellos!” she called out, and a man in the crimson armor of a techmarine responded.  “Yes, Warsmith?”
Larisa waved a finger at his chest.  “Where was it.  Tauros?  Torvis?  The nebula with the electronic interference.”
“That was Torvis,” the techmarine affirmed.
“How did you rig that beacon?”
“We tuned the systems aboard the Calibos so that the entire cruiser would act as a single gigantic vox antenna.”
“Could you do it again?” Larisa asked intently.
————————–
The bridge of the Iron Blood was a cavernous chamber, a place of stark utilitarian machinery without artifice or gilding.  It buzzed with activity, men and servitors at their stations coordinating the actions not only of the massive vessel itself but also the accompanying fleet of the IV Legion and their attendant Army and Navy forces.  Four days out from planetfall, the details of the initial drop and occupation steps were being finalized, a flurry of vox and astropathic communication between the multitude of vessels.
Amidst it all, a gigantic figure sheathed in steel sat all but silent on great throne of the Iron Blood, ringed by a bodyguard of armored terminators of the Iron Warriors and attended by a legionary in more standard armor, marked with the rank of captain.  The primarch Perturabo was reading a dataslate, absurdly thin compared to the massive steel gauntlet which held it, and yet the motion of his thumb as he scrolled through its contents caused not so much as a blemish on the slate’s screen.
A voice rang out, breaking through the hum of activity.  “Wide-spectrum vox coming in from the Ironheart!” the communications officer reported.
Perturabo lifted his eyes from his dataslate and nodded slightly before returning his attention to the information in his hand.  Beside him, Captain Forrix pursed his lips.  The Ironheart was Larisa’s flagship, and the report of a widebeam transmission at this distance was unheard-of.  “Put it on,” he ordered with a nod of his head.
A moment later, a disembodied voice filled the bridge chamber with a full-throated bellow of “BANG YOUR HEAD” accompanied by electronic interference from the power behind the transmission, a blast of audio so tremendous it felt almost like a physical blow to the chest.  Crewmen jolted at their stations at the unpleasant sound, and in the corner of Forrix’s eye the captain even saw one of the primarch’s bodyguard raise his stormbolter.  He turned his head to glower at the reaction and the man lowered the weapon once more, his posture sheepish.
Perturabo lifted his attention once more, frowning, and lifted his hand to make a curt gesture with two fingers.  The vox officer hastened to cut the broadcast, and the bridge chamber felt positively silent in the wake of the transmission.  “And we are yet four days out,” Perturabo mused, still frowning.
“My lord?” Forrix questioned.
The primarch did not reply.
—————————
In the end, the thousand kilometers of Castrus Veronia, a technologically advanced city-fortress which had stood for nine weeks against the Astartes, fell in mere six hours.
Blasted across the entire spectrum of vox capability from the warship in orbit, activity across the city ground to a halt as communication failed, and even the mighty war droids stood still and silent even as the armored figures of the IV and XX moved to occupy the city, encountering only sporadic resistance from hardpoints and individual cells that had managed to receive localized orders.  
Warsmith Larisa and Praetor Eutropia walked into the capitol building virtually unopposed, accepting unconditional surrender from the city’s rulers.
Indeed it could be rightly said that the arrival of the Iron Blood and the full fleet of the IV Legion served little purpose other than to ensure the transition of the world to the rule of the Imperium and the establishment of one of the Legion’s ubiquitous defensive garrisons, all while the Adeptus Mechanicus swarmed the vaunted central hub with the intent of picking apart all the secrets of its advanced technology.
Warsmith Larisa met with the Lord of Iron in his quarters aboard the flagship, and he did not fail to notice that a small crest bearing the likeness of a reptilian beast had been adhered to his officer’s collar.  “You blasted them with…juvenile music,” he said, his voice emotionless.  His eyes did not meet her own, but once more scanned the dataslate he held in one armored hand.
“Pre-Imperial recordings,” Larisa confirmed.  “A selection chosen for maximum psychological and electronic disruption.”
Perturabo lifted his gaze, his expression cold.  “You are dismissed, Warsmith,” he said bluntly, and Larisa departed.
Alone, the Lord of Iron slowly pressed a thumb to the screen of the slate until its display cracked.  As the seconds passed, Perturabo tightened his hand around the device, plastic and electronics crumpling beneath his inexorable grip, until at last he had closed his fist, the dataslate crushed to pieces.
[******]
[The Siege of Castrus Veronia was not entered into the histories of the Adeptus Astartes IV Legion]
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ciathyzareposts · 4 years
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Camelot: What Makes Us Unique
This particular Camelot character has probably never existed before or since.
             Back in 2004, I was meeting a friend at a bar in Boston. I opened the door to look in for him, saw that he wasn’t there, and backed out, elbowing in the stomach the man behind me. I turned around and saw that it was the governor of Massachusetts. Since then, I’ve liked to think that I’m the only person to have ever elbowed Mitt Romney in the stomach while he was walking into a bar. I’m sure plenty of people have elbowed him in the stomach on other occasions.
This is the kind of story I like, because it’s an assemblage of circumstances that has probably never occurred to anyone else. I look for those in life. I may not be the world record holder in any sport or hobby, but there’s a decent chance that by the end of my life, I will have published more blog articles on CRPGs than anyone else alive. If that turns out not to be true, I’ll only need one other modest qualifier (“than any other Mainer”) to make it true. I guarantee that I’m the only person in the world to have my particular combination of jobs (if you include CRPG blogging as one of them). I don’t hold the record for the number of airline miles flown between 2010 and 2018, but I’ve got to be within the top 10%, and when you’re in the top 10%, you only need one or two additional circumstances to make yourself unique. It’s possible that I’m the record-holder out of Bangor, Maine, for instance.
My enthusiasm for unique experiences filters into CRPGs and probably explains why I like open-world sandbox games so much. I don’t like the idea that I’ve reached the end of a game in the exact same position and circumstances as everyone else who has ever played the game. When you can’t even name your character, this is particularly infuriating. Look at my recent review of Deadly Towers, for instance. How do you really know it was me playing that game? I could have taken those screen shots from anyone. At least Dragon Warrior displayed the first four letters of “Chester.”
These issues got me thinking about the peculiar trade-off that exists between player and character. Think of a game like Pac-Man. When a champion like Billy Mitchell achieves a perfect score, we don’t say, “Wow, you created a great character there. You put a lot into him.” The very statement is absurd; every player’s Pac-Man is the same as everyone else’s. Instead, all praise goes to the hands and eyes of the player himself. In contrast, when we watch the ways that various players have won the Mulmaster Beholder Corps battle in Curse of the Azure Bonds, we look for clues in the characters–their levels, their spells, their weapons, their movements. We’re aware that there’s a player behind it all, of course–perhaps a very intelligent and strategic one. But his success is slightly diffused by the imposition of the characters. We are aware that his strategy only “works” because of the allowances of the game. Perhaps most important, we are aware that we could have done the same thing, whereas no studying of his technique is likely to make most of us like Billy Mitchell.
It is for these reasons that I don’t think it’s really possible to be “good at” a game like Skyrim. Experienced, sure. Patient, definitely. But “good”–what does that even mean? Early in its existence, some players proudly posted images on Reddit of their characters clad in leather armor and wielding pick-axes (possibly the worst weapon in the game) killing dragons. I thought it was silly. Either the game has enough flexibility to allow you to do such a thing or it doesn’t. It says nothing about your skill as a player that you were able to do it except that you were willing to use the game’s resources to grind, or enchant that pick-axe, or improve that armor, or carry and drink a hundred potions, or whatever you did to make it possible.
I just bought Irene the Myst 25th anniversary collection for Christmas. That is a “good at” game. A player that possesses the strength of puzzle-solving to blaze his way to the end without any spoilers is an impressive player. But his end-game screenshot is the same as everyone else and the “character” of the game is essentially invisible, a no-one, a ghost.               
In many modern games, “uniqueness” extends quite literally to the character’s appearance.
            In case it’s not clear, I’m not particularly interested in being “good at” CRPGs. I don’t play them for competitive reasons. I play them to enjoy the strategy, tactics, world-building, plots, and sense of character development. I like a challenge, but only a modest one–a temporary bump in a game that, because of its very nature (particularly because of reloading), you’re almost certain to eventually overcome.
Many people prize the opposite. I suppose even I do, in different circumstances. The value of most competitive games is that everyone’s playing the same game under the same circumstances, with no real imposition of “character” between the player and the performance. A king in chess isn’t a “character”; he’s just a piece. You don’t give him a name, and he doesn’t acquire new abilities as he defeats pawns and levels up. When he moves to take a rook, there are no probabilities associated with the encounter. When he wins, all glory goes to the player who moves him.
When my king reaches the end of a game, on the other hand, I want him to be my king–a unique character that no other player has won with. I want my endgame screenshots to look different from everyone else’s. And in those screenshots you should be able to tell something about how I played the game. Was I careful or daring? Did I rely on brains or brawn? Did I favor equipment or skills? What role-playing choices did I make along the way?
To me, some of the worst RPGs are closer to chess. Your “character” is just a gambit that you’ve moving across the screen, offering you no sense of connection or identity. These are essentially arcade games with a few nods to RPG mechanics. We’ve seen a million of them: Caverns of Freitag, Gateway to Apshai, Sword of Kadash, Sword of Fargoal. Even worse is when the game offers RPG-style inventory and leveling, but at fixed intervals along a linear plot, so that “character development” is just an illusion and everyone does reach the end the same as everyone else.
The best RPGs, however, offer plenty of opportunities to make your character your own:            
Name
Selection of race, sex, alignment, and class
Attributes
Skills and talents
Inventories, especially those with multiple slots
NPC interaction, dialogue, and role-playing choices
Choice of what order in which to do quests and side-quests
Ability to grind, or not (only meaningful without artificially low level caps)
Customization of character appearance
Statistics, achievements, and trophies
                The multiplication of these various factors means that many modern RPGs feature characters as unique as the humans who create them, finally achieving some of the sense of ownership and identification that tabletop RPGs allowed from the outset.           
Every player may have had to do exactly what I did to win Ultima IV, but at least my name and the number of turns are unique.
          Camelot is an early game, and thus not as advanced in the originality of its characters. But of the single-player PLATO games, it comes the furthest. When I play it, I do not feel as if I am feeding so many characters into a meat grinder, as I did with The Dungeon, The Game of Dungeons, and Orthanc. Its allowances for stealth, magic, and multiple fighting styles, paired with the strategic nature by which you must explore dungeon exploration, create as close to a unique experience as anything we’re going to get for many years. If nothing else, the combination of items in the 13 inventory slots likely creates characters for each player that no one else has ever played.
I’ve put about 12 hours into the game since the last Camelot entry and I’ve gotten a lot more powerful–enough to take on dungeon Level 5 with relative ease–but it’s still slightly frustrating how long its’ taking to finish the game, much more so because I keep dying and resetting my score back to -99,999. But I recognize that it was designed for different players in different circumstances.
There was an interesting moment the other night where creator Josh Tabin happened to be logged into the system at a moment that I got stuck. I had teleported into a section of Level 4 that offered only one exit: a downward chute. Unfortunately, I had taken a Potion of Levitation upon beginning the expedition (you always want to use Scrolls of Protection, Potions of Cepacol, and Potions of Levitation at the outset of each expedition if you have them). It turns out that Levitation stops you from using chutes, even deliberately. The condition doesn’t wear off until you return to town. There were no other exits from the area, and I was out of Scrolls of Recall. The only solution I could come up with is to wait until the turn of every hour, when the dungeon levels respawn, and kill everything in the half-dozen rooms I had access to, hoping to get a Scroll of Recall at some point. But since Josh was there, I informed him of my trouble and he opened a secret door for me, then spent some time patching the game so that even if you’re under the effect of levitation, you can manually choose to take a chute.
Other things about the game since I last wrote:            
As I previously mentioned, the game occasionally gives you a specific monster to kill before it will let you level up. It’s very erratic. I had a period from roughly Level 10 to 20 where I got a quest every level. Then I didn’t get any at all between Levels 20 and 29.
A “Palantir” tells you at what level you can find the object of your quest. If you’re already on that level, it tells you the specific coordinates. Of course, if the hour turns while you’re still seeking the quest creature, everything resets. 
As you move downward, enemies get harder but rewards get better. Some of the magic item rewards are awesome. I’ve had a couple of Wands of Fire that completely clear out rooms in one turn. The problem is how frequently they require recharging and the expense thereof. The game’s economy is still excellent. I make a lot of tough choices between leveling up, recharging, and purchasing new items.
It turns out that items don’t have a fixed number of charges but rather a small probability of running out within any given use. High intelligence seems to lower this chance.
Some of the best items that you can find increase your attributes. Manuals and tomes increase them permanently by one point while various potions increase them temporarily for several points. I have maxed out my strength, intelligence, and constitution with these items, and I must be close on the other two.
         A Manual of Bodily Health raises my constitution.
         Scrolls of Taming, Orbs of Entrapment, and Wands of Charming all work on different creatures. I’ve learned that when I lose a companion (or one leaves), I want to head down to the lowest dungeon level on which I can survive to start hunting for another. About six hours into this session, I was able to charm a succubus, and it’s remained with me ever since–an extremely powerful ally.
I probably mentioned this earlier, but there are special rooms on each level that the creator calls “stud rooms.” They feature enemies 2-3 levels harder than the normal ones on the same level, but with rewards 2-3 times greater. Any new expedition needs to begin with clearly the stud rooms that you know you can clear.  
          In one of the “stud rooms.” Seven green dragons are a little much for me. The Scroll of Identification gives grim odds.
         There’s a magic item called a “Tardis” that resets the dungeon in between the normal hourly resets. It allows you to quickly hit the stud rooms multiple times in a row until it runs out of magic. It’s incredibly useful but back in the day when there were multiple players hitting the dungeon at the same time, it must have been very annoying for some of them.
              The two players on the leaderboard who have won the game both have Level 60 characters, so I assume that’s the game’s level cap. Thus, I’m halfway there. I probably won’t have much more to say about Camelot until I win, so hopefully I can get it done this week while I also wrap up Challenge of the Five Realms. I’ll say this for Camelot: it’s the first PLATO game that I’ve enjoyed lingering with, rather than blasting through it just to document its historical value.
Time so far: 40 hours
source http://reposts.ciathyza.com/camelot-what-makes-us-unique/
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bitsandbobsandstuff · 6 years
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Safe with me (14)
Summary: When an unknown threat enters your life, protection is offered at the highest level. As Bucky Barnes comes into your life, the game changes, and you realise falling for the man tasked with keeping you safe is the last thing you expected.
Characters: Bodyguard!Bucky Barnes x Reader Warnings: Bad language. Graphic descriptions of violence. Minor character death.
A/N: Bucky has methods to his madness and you are just done with these people. Stuck in the middle of a battlezone is a terrible place to be.
Tags for this story are CLOSED Link here for posting schedule
SAFE WITH ME MASTERLIST PREVIOUS CHAPTER
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Previously…
The room is silent.
All eyes are on Bucky, who stands at the screen with his hand still raised. Steve releases him slowly, when he feels the panicked movements go suddenly rigid. From behind, a peculiar shapeshifting appears to take place. His posture changes, his neck flexes, his shoulders roll back.
Bucky stands up straight.
When he spins around, even Steve takes a step back at the sight.
Deadly rage burns like blue fire in the Soldier’s eyes.
*****
MID-1990s
Jack Bernstein pours a cup of coffee and parks himself behind the large wooden desk, propping his boots on Pierce's crisply folded suit coat. He takes a long drink, coughing when the scalding liquid scorches his throat. No matter. He enjoys the pain, because he needs something simple to ground him before he buzzes out of his skin.
That was exhilarating.
Every fantasy he's entertained about this day, about meeting the Soldier for the first time, all of it pales in comparison to the real thing. In life, everything about him was infinitely more than Jack ever imagined. Harder. So obedient. Beautiful and perfect. What a marvelous gift.
Scanning the white walls and bits of clutter adorning the small office, Jack memorizes every detail. He knows he'll remember this day for the rest of his life.
Sighing in contentment, he selects the top folder from a large pile, one appropriately stamped with the word "INDUCTION" in chunky red script. He begins to read.
-----
BASIC HANDLING INSTRUCTIONS The Asset requires minimal formal care, but it is biologically enhanced and dangerous if not handled properly. The following instructions will minimize risk to handlers. See related appendices for detailed information.
Removal from cryofreeze: Asset will be sluggish and non-responsive. Hosing down with cold water is recommended before wiping. Clothing is optional, but not preferred during removal phase.
Wiping process (see detailed instruction manual): Asset will tolerate wiping process as long as it is completed shortly after leaving cryofreeze.
Nutrient management: Asset does not eat standard food. Calories should be administered in the form of IV fluids.
Drug enhancement: Adrenaline may be given through injection but should be used sparingly as it enhances agitation levels. 'Oblivion' can be given in limited amounts. Technicians are recommended to hold Asset's jaw shut until clear the drug has dissolved / been swallowed.
Weapons selection: Asset will select its own weapons. DO NOT try to remove weapons from the Asset's body once they have been strapped in place, may result in loss of life or limb.
In the unlikely event of death due to mission failure, Asset has no personal affairs or effects to manage. If available, body should be cremated to reduce risk of knowledge transfer.
-----
He moves slowly through the Asset's files, absorbed in hundreds of pages exploring every detail of the disturbingly long life. Memorizing lab reports and doctor's notes, tracing wondering fingers over the blunt block letters of his mission reports, captivated by photos showing bullet holes and knife wounds littered across a broad chest.
Shivering with delight at the idea that all of this belongs to him.
He was disappointed to put him back on ice, but the Algeria mission was unnecessary and it's best to be patient. He has years to learn him, to understand his Soldier inside and out. Every intricate nuance of his body, every sparking neuron in his brain. How to obliterate everything and how to piece him back together.
A perfectly indestructible toy.
Jack tips his head back and laughs, the sound bouncing around the small room.
And after all – toys are meant to be played with.
*****
PRESENT DAY
5 HOURS AND 10 MINUTES AFTER ABDUCTION
To this day, Bucky marvels at the difference between a Hydra mission and a mission for himself.
Now, Bucky takes blisteringly hot showers before every mission. He despises the cold, hated it during the war, hated it even more with Hydra. He doesn't have time tonight, so instead he stuffs heat packets in the pockets of his tac pants. He loves the way they make him sweat.
Now, Bucky doesn't rely on IVs and pills and manufactured enthusiasm. Instead, he drinks a special cherry flavored Gatorade Bruce had engineered especially for him and Steve, and he raids the Tower cabinets of every king-size Snickers he can find. Chocolate and peanuts make him happy and help him focus, and Bucky swears their tagline was written for him. He is definitely not himself when he's hungry.
And now, perhaps the most stunning difference, are the personal affairs he puts in order. As the Soldier, Bucky had less than nothing. He remembers the vague feeling of wistfulness, of emptiness, that often intruded before a mission – he consistently took unnecessary risks, because he had nothing to draw him home. When he joined the Avengers, he behaved the same way – until Steve reminded him that he had his own real life with people and possessions he loved. So, Bucky sat down and wrote a will. He still doesn't have much, but now the little things he cherishes all have a place to go when the inevitable end arrives.
On that note, Bucky digs out the sheet of paper from the bottom of his desk, finds a chewed-up Bic pen, and makes one small amendment.
Under the Brooklyn apartment, he adds your name next to Steve's.
*****
5 HOURS AND 20 MINUTES AFTER ABDUCTION
Steve can actually feel his body thrumming when he reaches Bucky's bedroom, tension climbing over his skin. Pausing outside the door, he steels himself for a full-scale brawl, because as he well knows, his best friend is a stupid god damn fucking idiot.
Throwing open the door he stomps inside, kicks it shut, and starts speaking.
Loudly.
"Look, I know you're pissed as hell right now, but you need to take a beat and think about things. You can't go barging in, shooting everything on sight with no back-up. It's fucking suicide."
Bucky hums in agreement, fishing through his loose change jar for the key to his bedside weapons cabinet.
"Seriously Bucky, we need a plan. This is very obviously a set-up."
The small key snicks when the lock clicks open, revealing a cache of knives and guns, several old grenades and a handful of Widow's Bites he won off Natasha in a poker game.
"They know you'll come. They expect you'll come. Traps, Buck. There'll be so many traps."
Bucky nods along with the tirade, but the absentminded move proves he's not listening. Frustration bubbles over and Steve's now yelling.
"James Buchanan fucking Barnes, why are you such a stubborn asshole all the time?"
At the words, Bucky looks up in startled surprise.
"What the hell Rogers? Why am I an asshole?"
"I don't know Buck, why are you an asshole?"
Tossing an armful of knives on his bed, Bucky plunks his hands on his hips, head tilted in genuine confusion as he stares at Steve.
"What am I – "
"You're not going alone Bucky."
"Whoever – "
"There's no guarantee you're not walking right into a god damn trap."
"No sh – "
"Why the hell can't you ever let anyone help you?"
"Steve, I – "
"Jesus Christ, you're an insufferable prick!"
Bucky looks on the verge of laughing.
"Are you done? Can I talk?"
Steve grabs a bottle of cherry Gatorade off Bucky's dresser and chucks it at him, growling when Bucky dodges the missile.
"Yeah I'm done. Jerk."
Bucky sighs patiently. "Steve. I'm not going in blind and obviously I need your help. Assumed the whole damn team was coming, so I'm not sure why the hell you're standing here. Stop being a little bitch and suit your self-righteous, spangly ass up."
Steve opens his mouth to argue, but – yeah, he's got nothing. Bucky raises his eyebrows and goes back to sorting knives, separating his favorites and setting them aside.
"Well," Steve clears his throat, still spoiling for a fight, but struggling for a reason. "Well okay then. Long as we're clear. About time you stopped acting like a self-sacrificing dumbass."
Bucky snorts. "You should talk. Meet me in the lab in 10, we leave in 40. Only got a few hours until the sun rises. I want this finished before then, I'm not leaving her there a minute longer."
"Good," Steve grunts, and turns to go. The door's almost closed when he hears the question.
"Steve?"
Spinning at the sound of Bucky's low voice, Steve's heart skips a beat when he sees the expression. The façade has broken, harsh emotion filtering through the cracks. In the entirety of their crazy fucked up lives, Steve's never seen his best friend look so desperate.
"If he kills her – I won't stop. Not until every last one of them is dead." A dark look settles on his face in place. "I'm telling you right now, don't get in my way. Don't make me stop."
Steve contemplates him for a long moment.
"I know you won't. And I'll help you do it."
Thank god for Steve Rogers. Bucky gives him a brisk nod and goes back to his knives.
*****
5 HOURS AND 25 MINUTES AFTER ABDUCTION
Bucky storms into Tony's lab, a wraith in head to toe black. The silver arm is emitting a constant whir, endlessly clicking and shifting, a physical representation of the anxiety pulsing through his veins.
"Stark, I need your help."
Tony looks up at his arrival, blanching at the image. Mission ready, Barnes is just a little terrifying.
Black tac pants are tucked into a pair of comfortably worn combat boots, and each boot holds two long serrated blades, rough black handles within easy reach. Strapped around both thighs are matching holsters, the right side holding a Sig Sauer P320, the left side holding a Beretta M9. A black utility belt sits low at his waist, holding extra clips of ammo, a cylindrical tube with five round mini-grenades, and a pack of bandages. Flat against each hip, are two fixed blade combat knives, and tucked into a holster at his lower back, sits his Glock.
Strangely, the most striking feature about the whole ensemble isn't the ridiculous amount of weaponry. It's the ordinary black tank top he wears.
Normally refusing to let anyone see the thick red scars streaking down his shoulder, he always ignores the curious questions or dismisses the thoughtful comments with an icy glare. But tonight, for the first time Bucky appears oblivious to the furtive glances and open stares.
Well, he's not actually oblivious. He's just totally out of fucks to give.
Rubbing both hands down his face, Tony slaps them on the table, fingers splayed wide. Disappointment rolls off him in waves, and Bucky thinks he knows what's coming.
"Stark, listen – "
"I'm sorry," Tony interrupts, curling his fingers into hard fists, rapping his knuckles restlessly against the table. "I screwed her tech up, that's on me. I wasn't – "
"Stop," Bucky holds his hands up. "Seriously. I'm sick and tired of us taking the blame for the shit these assholes do. Forget it and help me fix it."
Tony Stark and Bucky Barnes stare at each other for a long moment. Their relationship's been disproportionately burdened by a shared history, but with this common purpose, each is relieved to find the other willing to wipe the slate clean.
"Done," Tony says tightly. "What'd you need?"
"Remember the throwback outfits we had for that charity event? With Steve's stupid USO outfit and my Commandos uniform?"
"Sure," Tony says, jerking a thumb over his shoulder. "They're in storage. Why?"
"I need the blue jacket."
"You need it right now?"
"I need it right now," Bucky confirms.
"Are we stopping by Fashion Week on the way? You're not wearing it on this mission, are you?" Tony asks, bemused by the odd request.
"I most certainly am."
Tony purses his lips and chooses his words carefully.
"Uh, not that I don't condone wearing whatever makes you feel comfortable with your bad self, I mean clearly I love red since it highlights my boyish good looks and all, but you're supposed to be stealthy. That's kinda your thing. The blue is bright, Barnes. No clue why Howard ever made that dumbass design, they'll see you a mile away."
Bucky doesn't reply. Instead, he offers a slow smile and there's something so astoundingly sinister, it makes Tony's teeth chatter. Bone-chilling and lethal, he sees the anger simmering just below the surface, Bucky's murder face on full display.
"Ah. Right. So. The color was bright on purpose," Tony guesses. "You wanted to be seen."
"I did," Bucky affirms, his tone easy and conversational. "And now I want every one of those fuckers who took her to shit their pants when they see me. I want them to know exactly what's coming for them."
*****
6 HOURS AND 5 MINUTES AFTER ABDUCTION
Down in the cargo hold of the Quinjet, Bucky's screams grow louder and louder. Sitting quietly on the above level, the team remain stoic.
*****
6 HOURS AND 30 MINUTES AFTER ABDUCTION
The world around him is dark and blessedly quiet.
Alone now, Bucky leans a trembling forearm against the window, rests his aching forehead on the cold glass and takes a shallow breath. The beads of sweat dripping down his face finally begin to dry, so he shuts his eyes and lets his mind wander, searching for something sweet to calm the nightmare still wracking his body. Like a slideshow, the pictures in his brain flip at lightning speed, until they stop on his apartment in Brooklyn and zero in on the book you left tucked under a fuzzy velvet blanket.
The Book Thief.
When he watched you pick it up that day, Bucky fought back a smile. It's one of his favorites, something he's read a dozen times. When he feels anxious and fidgety, the story is soothing, the pages crinkled and bent, the poetic words smoothing the edges of his soul in a way he could never explain. Tonight though, Bucky begins to understand why the story holds so much appeal.
Through the horrors that made up the bulk of his life, first during his war, and later as the Soldier, a concept always played in the back of his mind.
Some people are born into this life with the desire to command, to play God. Some demand the role and some accept the burden when it's given. That was never him. No, Bucky was always asked to play one role above all others, one that led him to find a kindred spirit in the narrator of his favorite book.
Death.
It's been his calling card since the first day of Basic, when the US Army plucked him from obscurity and shoved a rifle in his peculiarly steady hands. From that day forward, he owned every life around him. Some he spared, some he protected. Some he reaped with a broken neck in the dead of night, some he bartered with a sharp blade and a sharper tongue. This has been the way of his life for so long, it boils down to a single truth.
Most of Bucky's life – has always been death.
Now he stands silently, accepting once again the bleak mantle laid across his shoulders and he thinks of you curled in his leather chair, warm in a patch of afternoon sun, your finger unconsciously marking his favorite quote as you drift to sleep, not realizing you equally loved the one line that always gave him pause.
"Even Death has a heart."
Most of Bucky's life has been death, but that's okay. Because those words are a poignant reminder that he can be so much more than the hollow shell he was. In this life with you, he finally understands how his head and his heart really are better together.
So, he holds the words in his mouth, tests them on his tongue, accepting that if the inevitable happens, he has a reason to come home.
"Even Death has a heart."
He certainly does, Bucky thinks wryly. He opens his eyes and gazes into the star strewn blackness, his heartbeat a steady rhythm driving him forward, back to you. And it's all hers.
*****
All you can think right now, is that this compound is freezing and you'll rage kick anyone who comes near you.
Slouched in the chair from earlier, a constant throb of pain shoots up your awkwardly bent arms, still secured behind you with a plastic zip-tie. Earlier struggles had done a number on your wrists, the unforgiving plastic slicing open the delicate skin and even now, blood oozes from the lacerations. It offers a small amount of warmth though, the sticky liquid running down your fingertips and catching under your nails.
You're a little disappointed when it cools.
Fuck. Fuck, fuck, fuck.
How did you not know?
You knew Jack. You knew him. He supported you, encouraged you. Offered helpful life advice even when you didn't ask for it and bought you a bottle of champagne to celebrate your first by-line. How could you not see that charming, amiable façade, hid a full-blown unhinged psychopath? How was it possible to be so utterly wrong about someone?
Maybe you should fire yourself for being the world's worst investigative journalist.
Huffing in frustration, pain flares anew when you shift, searching out a comfortable position. The stripes on your arms burn, your ribs are bruised, your jaw aches.
Everything hurts.
Bucky, where are you?
Closing your eyes, you let your mind drift, reaching for the imaginary comfort of your favorite place. An apartment in Brooklyn filled with piles of fuzzy blankets and soft pillows. Shelves of books and bowls of peanut M&Ms. The fresh scent of the river and Bucky's laughing blue eyes.
Did he see the video? Did he know where you were? Would he figure it out in time? The grim reality of this whole thing, was that you desperately wanted to leave, to be back in Brooklyn, warm and safe in his arms, but there was one glaring problem.
You wanted Bucky to find you.
You wanted Bucky to never face these people again.
Success was an impossible duality.
The faint sounds of movement outside your door grow louder, inaudible voices making you tense. Electronic beeps sound and the door whooshes open, revealing two men dressed in faded combat fatigues. One is tall and lanky, bald head shining under the fluorescent lights. He spares you a brief glance, before striding to the table and rifling through the knives and lengths of rope.
The other man is short and thin, with red hair buzzed military short. He gives you a little smirk as he ambles inside, making a show of locking the door and letting his eyes roam over you.
"Don't worry sweetheart, we're just here to tidy up," he says.
Sauntering over, he stops beside you, cocking his head and staring down, waiting for you to acknowledge him. Fixing a bored expression on your face, you ignore him, keeping your eyes trained on the door handle straight ahead.
"I'd look up if I were you," he advises. Heart pounding at the implied threat, you stare forward in silence. Suddenly his fingers are gripping your jaw, pressing into the bruises left by earlier knuckles, and the startled gasp melts into a groan as you struggle away from the rough hand.
Tears prick your eyes when you look up, meeting his mocking stare.
"There she is," he croons, pinching your jaw tighter. The pain makes your vision swim and you blink rapidly, fighting to stay conscious.
"I gotta say, we've been running real low on women around here. Be nice if you could help some of the guys out," he says casually. "Maybe later, once we get your man back under control. Hell, maybe he'll even have a go. I hear he'll do anything if you know the magic word."
Releasing you, he drags the tips of his fingers over your face, tracing the bruises, swirling his fingers through the blood still leaking from the gash high on your cheek. The pads of his fingers come away stained red and he brushes them over your mouth, painting your lips with the taste of salt and copper.
"How about it sweetheart?"
Eye level with you, his thumb is still rubbing your lip, waiting for an answer.
You can almost hear Bucky's voice begging you not to do it, but you're so god damn pissed off.
The taste of copper appears again, when you snap your teeth, sinking them into his finger. He screeches and jerks the hand away, hugging it to his chest as he stumbles backward.
"Bitch," he rasps furiously, raising his hand while you brace for the hit.
"Dude, would you get away from her? You're not allowed to mark her up," his partner cuts him off with a sharp rebuke. "Wait until the Asset's finished and packed away, you'll get a turn after. If there's anything left."
The nonchalant way they speak about you should make your skin crawl and it does. It really does.
But the way they speak about him, about your Bucky, as if he's nothing but a mindless animal and not the sweetest, snarkiest, most infuriatingly wonderful man in your life, makes you shake with anger.
"Makes your nervous, huh?" The redhead sneers, sucking petulantly on his damaged finger. "You should be. I hear he's a beast once he gets going. Brain's so fucking fried, he'll probably get confused halfway through, won't remember if he's supposed to fuck you or kill you, but either way – sucks to be you."
Nothing would be more enjoyable in this moment than stabbing this prick in the eye with a rusty knife, but you'll have to rain check. Taking a soul cleansing breath instead, you settle for your best Bucky Barnes murder face impression, letting a grim smile slowly lift your lips, while glaring in total silence.
"What the hell?" he grunts, unnerved at the creepy expression.
A long-suffering sigh comes from the bald man. "Stop talking and help me."
"Aw come on man, I'm just – "
The sound of a low sonic boom suddenly vibrates the floor beneath your feet.
Both men freeze, turning wide-eyed to each other.
"What the hell was that?"
"Something in the upstairs lab?" the other guesses wildly.
A long pause follows, the world quiet.
The second boom knocks the wind from you, raising dust from the floor. Lifting your eyes, you watch a long crack appear in the plaster ceiling, stilted bursts of movement as it spiders outward.
Silence follows again.
Then the distant pop of gunfire reaches your ears.
"Shit," you hear one of the men behind you whisper in panic.
The surge of happiness floods through you, promptly tempered by the panic of knowing Bucky was here, surrounded by these bastards once again.
"How'd he get here so fast? Bernstein said it'd take a couple days for him to figure it out!"
"How do I know? I wasn't planning to be here when he – "
There's a high-pitched scream in the hallway that's cut short.
Silence.
Suddenly the screeching whine of metal on metal rings through the room when something heavy slams against the locked door.
Once.
Twice.
"Fuck," the bald man spits out, lifting his gun and taking aim at the shuddering door.
Three times.
Next to you, the redhead draws a pistol from the holster under his arm, and you close your eyes when you feel the cold kiss of a metal barrel pressed against your temple.
Silence.
You can hear the ragged, panting of the man above you, deafening in the quiet room. He smells stale, like fear and cigarettes, the scents bleeding from his skin.
Silence stretches on, further and further, and you pray Bucky won't pass, that he knows, that he comes back.
The respite forces a shift in the room. Weapons lower slightly, muscles soften. Perhaps the Soldier has moved on.
A rookie mistake.
A catastrophic mistake.
With an ear-piercing metallic crunch, the door in front of you explodes open, ricocheting off the wall. A knife whistles through the air, cold steel whispering past your ear, before the wide blade lands in the man's neck with a wet thunk. The force of the throw knocks him flat on his back, fingers scrabbling uselessly at the rough hilt, and you squeeze your eyes shut when the gush of hot blood splatters across your face.
Roaring gunfire sets your ears ringing as the bald man fires five hasty bullets at the hulking presence in the doorframe, but each one is swatted away with a lazy flick of a metal hand. There's a sharp retaliatory crack, and the man wobbles for a second, before collapsing to the floor, a bullet drilled straight between his eyes.
Bucky steps into the room, gun raised while his eyes scan the corners, check the ceiling, sweep under the table. Swinging around, he catches the edge of the door and slams it shut, before grabbing a chair and jamming it beneath the busted handle.
When he stalks forward, a small fraction of your heart cowers in fear at the viciousness in his face. This is him, the unreal ghost story, the legend in the flesh.
"Don't look," he orders harshly, bending down to the twitching body beside you. Eyes closed, you turn away when you hear the cracking noise the knife makes as Bucky jerks it from the man's throat. A brief bloody gurgle follows, before it's effectively silenced, and you hear the sound of a body dragging across the concrete floor, landing with a soft thump.
Breathing fast, sharp little pants that make your chest ache, you keep your eyes closed and wait.
A moment later, you feel the light touch of cool metal on your swollen jaw. Opening your eyes, your heart leaps into your throat.
Leaning over you, he gently cups your face, patiently waiting for you to see him. And now, looking into those blue eyes, you wonder how on earth you could have ever been afraid, because this isn't him, he's not the Soldier.
This is your Bucky, through and through.
Reaching down to his boot, he pulls up a long knife, slipping it behind you to snap the plastic on your wrists. They feel like deadweight after being locked in that position, so he helps ease them forward, working out the aching kinks. Two quick flicks and your legs are free, and you see a minute tremble in his fingers when he returns the knife to his boot.
Kneeling before you, Bucky looks up, the penitent man with his heart on his sleeve. He swallows thickly, throat working as he gathers his courage.
"Hi," he finally whispers.
"Hey," you whisper back, voice cracking.
He sees the cuts and bruises scattered over your face, the raised welts down your arms. Reaches a tentative hand to your neck, fingers brushing over the thin line of rope burn, a broken sound rising from deep in his chest when he feels the raw texture of your skin. That sound alone is more painful than anything you've experienced, so you reach for him, cradling his face between your hands and his eyes close. Leaning into the touch, he turns to press his lips to the palm of your hand.
"You came for me," you murmur.
"I’ll always come for you," he responds, lifting blood-stained hands to cover yours, tangling your fingers together. "I love you. I love you so god damn much and I'm so sorry for everything."
Tears flood your throat at his declaration, at the heat behind his words.
"God you're such a pain in my ass Bucky Barnes, but I love you too. More than you can imagine," your voice is painfully hoarse, but his response makes each syllable worth the strain.
Speckles of blood cover one side of his face, sweat plasters strands of hair to his forehead, and there's white dust caught in the dark stubble covering his neck, but at your words, the grime and exhaustion fade away. Bucky's face lights up and his excited smile steals your breath.
"Really? Seriously?"
"Really seriously," you confirm with a smile, voice still weak but growing stronger. "Take me home Bucky."
"I will," he promises. "I'll get you out of here, I swear."
Taking your hand, he curls a warm arm around your waist and stands, lifting you carefully to your feet. Swaying at the move, you lean heavily into him and he wraps his arms around you, folding you close to his heavily padded chest.
And sure, the world may be falling to pieces outside that door, and god knows what you'll find when you leave, but in this moment, the only thing you need is the solid presence of the man surrounding you.
Comforting and stable and brimming with love, he is enough. He is everything.
Finally, reluctantly, he lets go. Stepping backward, he pulls his Glock from the holster at his back, cocks the hammer and flips it around. He presses the grip in your palm.
"Listen to me. We get out there, and I want you to shoot first, ask questions later. If you feel threatened at any point, pull the trigger, okay?"
"Okay," you agree.
"You remember everything I told you?"
It takes a moment, but you fish for the memory and reel it in, remembering that day at the Tower gun range.
"Yes. Squeeze the trigger, don't jerk. Both eyes stay open. Be ready for the recoil," you repeat.
He looks surprised but pleased at the automatic recitation. "I honestly didn't think you were paying attention that day. That was – kinda hot."
"Your face is kinda hot," you sass back instantly.
Pulling a fresh clip from his belt, Bucky snaps it into his Sig Sauer and grins. Watching his movement, you notice something new, something different.
"Hey. The blue jacket – it really did match my dress. I like it. You look really handsome in blue," you say softly, tugging his sleeve. "Sorry, I've been super behind on your compliments. Lots of catching up."
There's a blazing look on his face at your statement, and he wraps a gentle hand behind your neck and steps closer, resting his forehead against yours. Closing your eyes, you breathe each other in, a swirl of blood and death, of safety and protection.
"I love you," he murmurs the words again, reveling in the pleasure they bring.
"I love you," you answer, pressing a light kiss to his chin.
He hums at the response, giving himself one more delicious second to enjoy, before grudgingly stepping away. His voice shifts and he speaks quickly, sharing the basic intel necessary before leaving the room.
"There should be very few people left out there, I swept the majority of the lower level before I found you. There were people here, but it wasn't heavily guarded. Which makes me nervous. I don't know exactly what this place is now, but it used to be a secondary research lab. This is – it was here, where I met him. The first time."
It's clear who the him is in this scene. And while Bucky's voice is calm, you notice a flicker of confusion cross his face, and that small waver makes you want to find Jack and cut his heart out. Gripping his hands, you give him a small shake, forcing him to meet your eyes.
"Listen to me. You got out. You won. You never ever have to go back," he clings to your words, riveted by your conviction. "You came here to get me Bucky, but don't forget – I've got you too."
"I know," he agrees heatedly, pressing his lips to your knuckles. Then he shifts the chair blocking the door and squares his shoulders. "Alright, you ready?"
"Ready," you confirm. "Let's go fuck shit up."
Fingers pause on the handle and he sighs, equal parts exasperated and entertained. Glancing over, he looks like he wants to say something stern, but the serious expression melts and his shoulders shake with laughter.
"I really fucking missed you," he nudges you.
"Same," you whisper back, elbowing him in return.
Keeping one hand fisted in the smooth cloth of his jacket, you take a deep breath as he pulls open the door and steps outside.
Once in the hallway, his demeanor switches back to the man who kicked your door down only a few minutes before. He's overwhelming in this form, towering and tense, confidence in every move, so obviously capable it puts you at ease.
The corridors are eerily quiet, the tracks of fluorescent lights lining the ceiling giving off a steady buzz and the occasional flicker. The smell hits you in that moment, a strange burnt earth smell floating through halls, of gunpower and guts, and it makes your eyes water. People don't seem to talk much about what it's like on a battlefield, the visual horror and the stomach-churning smell. Now you see why.
Turning the corner, you see bodies scattered along the hall, the stench of blood a dense fog hanging heavy in the air. Bright red halos spill around surprised faces, and you see now that bullets leave very large holes. It draws your eyes with each body you pass, and your breath comes faster.
"Breathe through your mouth, not your nose," Bucky urges, his voice a grounding force as he propels you forward. "Look at me or close your eyes, okay? I won't let you fall."
"Yeah," you say weakly, turning your face toward calming blue. "Yeah, okay."
Rounding the next corner, the hall is thankfully empty of human remains. Bucky keeps his gun raised, eyes sweeping along. All seems deserted, until the whisper of rolling wood, like a closet sliding open reaches your ears and you see part of the wall begin to shift. Bucky swings around, but your finger already hovers dangerously over the trigger, and without thinking, you squeeze.
The bullet makes a solid thwack when it hits, and a body crumples to the floor.
A sickeningly familiar body in fact. One with a faded red tattoo crawling up his neck.
He groans, curling around himself, gasping as blood pumps from his abdomen. In one quick stride, Bucky is standing over the writhing body, and he stomps down, grinding his boot into the man's wrist. Screaming in pain as his bones are crushed, he drops his gun and Bucky kicks it away.
Walking slowly forward, with the smoking gun still raised, you stare down into the face of the man who's haunted your dreams for the better part of your life. Who spent the last several hours smiling while he slapped your face. While he snapped a leather strap across your arms. While he tightened a thin rope around your neck.
Who smiled the day he shot your father and took away the only person you had in the world.
Bucky's pistol feels perfect and right in your hand, as you point it at his face. Vengeance, retribution, revenge, whatever word fits, you're feeling it right now, surging adrenaline making you light-headed. Finger brushing the trigger, you steel yourself for the final shot, for the chance to end this on your terms.
The moment drags on and on, the sounds of his wet gasping the only thing in your ears.
"Come on little girl, do it!" he manages to taunt, choking on the words.
Pull the trigger. Pull the trigger. Pull the trigger.
This man killed your Dad. He tortured you. He destroyed your childhood.
Pull the fucking trigger!
Your arm begins to tremble, precious moments allotted for escape now lost as you stare down. A strangled sob suddenly breaks through and your heavy arm begins to lower. Tears fill your eyes, and you rub them furiously away, trying to raise your arm again.
And then Bucky reaches over, gently pushing the gun down. Looking at him, the tears spill over, sliding down your cheeks, dripping from the tip of your nose.
"You're not a killer," he says quietly. "Once you pull the trigger, you can't take it back. If you want to do it I'll help, but don't become something you're not, just because you think you should."
Firm and compassionate, his familiar voice shakes you out of the haze. Sniffling, you hesitate for another moment, before letting the gun relax at your side. With a deep breath, you turn away instead, snipping the strings tethering you to the survivor's guilt that's hung around your neck for so long.
Bucky nods encouragingly, and together you walk away from the bleeding man. Putting his arm around you, he pulls you in tight. Covers your ear and presses your head against his shoulder, muffling the world.
Then he raises his arm behind him and fires one quick shot.
The hallway goes quiet once more.
*****
Moments later, you turn another corner, relief palpable when you hear Bucky speak.
"We're close, there's an exit in two turns," he mutters, his body still tense, eyes wary as he tugs you along. He taps the comms in his ear, letting it go to the loudspeaker so you can hear as well. "Steve, we're near the north exit, where are you?"
Clear as a bell, Steve's voice comes through sounding annoyed. Gunfire sounds in the background and you hear the clatter of tin cans on concrete, followed by a slow hiss.
"We're coming, just – finishing something up. Apparently Nat decided this was the right time to test Stark's new gas grenades."
"Don't be lame Rogers, these guys are assholes," you hear Nat laughing in the background.
"Yeah no shit, just wondering why – ouch, god dammit – why you couldn't wait 10 seconds. Buck, we'll meet you at the rendezvous point in 10 minutes. Did you find Bernstein?"
"Negative, no sign, I think he ghosted from – "
The comms crackles and goes off. Bucky taps it impatiently, but it stays quiet.
Stark technology will not fail a second time and it takes a split second to connect the dots.
Something is happening.
Swearing fiercely, Bucky pushes you behind him, his arm keeping you pressed against his back.
"Stay against me. Do not move away," he grits out, eyes scanning the empty corridor, searching, searching, searching.
He hears the sound before he sees it happen. It raises the hair at his neck, and with sizzling burst of heat, a web of electricity blooms before you, a curtain of transparent white light. Spinning around, you find the same thing behind, a crackling fence of fire trapping you together.
"Fucking hell," Bucky hisses, eyes whipping back and forth, assessing the electric barriers. Hesitating slightly, he stretches a tentative metal finger forward.
"Bucky, don't – " the warning is still leaving your lips when his hand makes contact. The harsh zap flings his arm back.
"Dammit, I didn't think these'd still be here," he growls in frustration. His fingers curl into a hard fist, metal plates whirring as they reset after the electric shock.
Looking through the waves of energy, you can see beyond them, but there's no possibility of passing. "What are they?"
"Fry zones. Barricades to trap people," he mutters. "When a building was under attack, they were set up like alarms. Someone must have triggered them earlier, because I killed everyone else in the building."
"Well that's just awesome," you mumble, pressing close to him. Bucky turns to face you, hugging you against his chest.
"Okay, it's alright. The team are coming this way, they'll find us when we miss the rendezvous, so we just wait. Can you do that for me?"
"Yeah," your voice is muffled against the thick fabric.
Bucky leans down to press a feather-light kiss to your forehead, the barest hint of a touch. For a second, you wonder if the sound of electricity is still the walls around you, or if it's the feel of his mouth on your skin. Snuggling closer, you relax in his arms, while his hands rub long, soothing strokes up your back.
For a long, happy moment, all is well. The world is right. A bright future together is so close.
But inevitably, it doesn't last.
The measured, deliberate click of dress shoes on concrete rises above the steady hum of electricity, and Bucky's body goes rigid. His arms tighten around you, but when you raise your head, his jaw is clenched and his face is white, sweat already slicking his forehead. His eyes are fixed on something above you, beyond you, and still clasped in his arms, you slowly turn.
Jack stands on the other side of the barrier, his face flooded with desperate, hungry longing as he gazes at Bucky. He licks his lips and comes closer to the cage, and even through the thick fabric of his jacket, you feel Bucky's heart racing.
"So, here we are then. After all this, there he is," Jack breathes fervently, moving closer, unable to help himself. "I see him under there Barnes. Let him out to play. Let him come home."
Bucky lets go of you, tugging you behind him and extending both arms, widening his stance.
"Drop the barricade and let us go," he says calmly. "She has nothing to do with this."
With a snort, Jack shakes his head.
"Wrong. She has everything to do with it. It's because of her that you're even here. She's a weakness. She's your weakness, don’t you see that? You think you're in control, but she stole that from you. Look at you! Following her here like a pathetic dog. Jesus Christ, what did you do to my Soldier, you've ruined him Barnes."
"Seriously Jack, eat a dick you dramatic piece of shit," poking your head around Bucky, you try to move in front of him, but he holds you in place.
"Don't, it's not worth it," he murmurs warningly.
Jack looks amused for a moment, but it fades as he considers an idea.
"She's scrappy, I'll give her that. We could make a deal you know – give me back my Soldier and I'll let him keep her if he wants. She can be his pet, something soft and breakable to entertain him. Maybe that's what was missing before."
Bucky feels a swoop in his stomach as he considers Jack. Hearing his voice now, he's baffled how in seven hells he could have ever forgotten this man. It's so clear, so god damn obvious he wants to scream. But in the midst of that anger, Sam Wilson's voice pops in his head, and Bucky suddenly remembers the closing remarks of his first group therapy session down at the VA.
"Some things you leave behind, some you carry home. It's your decision what you need to let yourself heal."
Bucky understands it then, the choice he made. The only way he could let himself heal, to get better and move on, was to let go of the horrors in his past. Including this one.
"No deal you sick fuck," he says flatly. "Let us go or I swear to God, I'll rip you to pieces with my bare hands."
Jack shrugs at the response.
"Alright then, if that's what you want," he steps even closer to the barrier, so close you can see the gleaming white of his eyes. "I gave you a chance, so – just know that what happens next is your fault Barnes, it's all on you. I hope you remember that. In the end."
Jack reaches behind him, grasping for something in his pocket, and Bucky crouches slightly, a snarl on his face as he settles into battle stance.
When his hand reappears, Jack's holding a thick paperback book.
He smiles.
*****
Next Chapter
*****
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weekendwarriorblog · 5 years
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WHAT TO WATCH THIS WEEKEND July 4, 2019  - SPIDER-MAN: FAR FROM HOME, MIDSOMMAR, MARIANNE & LEONARD
It’s the 4thof July weekend, which is often the bane of my existence because I’m never invited to do anything with anyone. Fortunately, I’m going back to Ohio for the first time in nine months so I’ll be spending this 4thof July with family, and hopefully, that will include some movie-watching.
The movie I’m most excited about seeing again is SPIDERMAN: FAR FROM HOME (Sony), the sequel directed by Jon Watts that returns Tom Holland to the Spidey-suit and brings back all of his friends and classmates, as well as throwing Jake Gyllenhaal’s Mysterio into the mix. You can read how much I enjoyed the movie in my review below, and also, check out my interview with the director, also below.
MY REVIEW OF SPIDER-MAN: FAR FROM HOME
INTERVIEW WITH JON WATTS ON THE BEAT
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The other wide release this weekend is Ari Aster’s sophomore feature MIDSOMMAR (A24), starring Florence Pugh, Jack Reynor (Sing Street) and Will Poulter as a group of friends who travel to Sweden to observe a Midsommar ritual held by the community of their friend, but things are not what they seem. Before you can say “The Wicker Man,” they’re finding out the real intentions for their hosts.
Mini-Review: Like most, I loved Ari Aster’s Hereditary and saw it as the advent of a fantastic new vision in filmmaking and horror, specifically. Whenever a filmmaker delivers such an amazing debut, his or her follow-up is going to be eyed with equal parts anticipation and scrutiny, and that’s truly been the case with Midsommar.
Like Aster’s previous film, this one begins with the death of family members, in this case those of Florence Pugh’s Dani early on in the movie.  Dani’s boyfriend Christian (Jack Reynor from Sing Street) is ready to break up with Dani, because he can’t handle her family drama. At the same time, Christian has been invited by his friend Pelle (Vilhelm Blomgren) to go to his small Swedish community to take part in the Midsommar ritual along with friends Josh and Mark (Will Poulter). When Dani finds out about it and Christian invites her (think she’ll say “No’ – she doesn’t) – it soon becomes obvious Dani will be the fifth wheel threatening to bring down the mood. That’s okay because Pelle’s friendly community might have ulterior motives for the visitors.
There’s a lot to like about Midsommar, particularly Aster’s clever way of exploring The Wicker Man territory in a new way that offers terror and horror often in the brightest of daylight, an achievement in itself. Other than the film’s look and the production design that went into making it such a unique-looking visual film, it’s hard to ignore the fact that this is the exact same “stupid young people on vacation getting slaughtered” motif we’ve seen in so many horror films from Eli Roth’s Hostel movies to Touristas to so many more.
For the most part, Aster has another strong cast --  Florence Pugh is quite fantastic in a very different role, although she does a lot of crying in this movie. Jack Reynor could begin stepping into a few of Chris Pratt’s roles without anyone batting an eye, because he has similar rugged looks and charm. I actually liked Will Poulter’s obnoxious American to the point where when he mysteriously vanishes halfway through the movie, it loses quite a bit.
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Beyond that, Midsommar explores some of the same themes Aster explored in his first movie, including death and grief and family squabbles with one character crying a lot, and of course, diabolical cult rituals and lots of nudity. Aster also use the same upside-down camera shot he used in Hereditary, which itself was borrowed from Darren Aronofsky. Maybe I’d have liked Midsommar more if it didn’t feel like Aster was retreading familiar territory. I do have to wonder if Aster has ever had therapy, because he certainly seems to have issues, maybe even with a sister, driving him to kill sisters in both his films?
Owing as much to The Texas Chainsaw Massacre as the more obvious Wicker Man, MIdsommar is still not your typical horror movie by any means. If your favorite part of Hereditary was its crazy ending and you didn’t think it was crazy enough, then Midsommar is the movie for you!
Rating: 7/10
LIMITED RELEASES
Because it’s the 4thof July this week, we’re getting far fewer limited releases but I do want to call attention to a couple docs opening this week.
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But first, I want to draw attention to a movie that opened at the Film Forum last week, Lila Avilés’ The Chambermaid, an amazing portrait of a Mexican maid in a high-end hotel as she goes through the day-to-day while trying to achieve her goals and dreams, all which seem to move further and further away. I was a fan of last year’s Romaand though The Chambermaid is a different type of movie, it features another amazing performance by an indigenous Mexican, Gabriela Cartol, who had appeared in a couple other movies before, but she really keeps the viewer drawn to the movie and the things that she goes through. At times, it feels like there’s no way for her to fulfill those dreams, and it’s something to which we can all relate.
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A doc that’s a must see for all Leonard Cohen fans is Nick Broomfield’s MARIANNE & LEONARD: WORDS OF LOVE (Roadside Attractions), an amazing look at the relationship between Cohen and Marianne Ihlen, the Norwegian woman with whom he lived on the isle of Hydra in Greece, one of his early muses and the inspiration for the song “Goodbye, Marianne.” It’s an amazing film by the award-winning documentarian that has a lot of revelations, including the fact that Broomfield as friends with Marianne going back to the ‘60s, making him the perfect filmmaker to tackle the subject. It opens in select cities including the Angelika Film Center in New York Friday.
Opening at the IFC Center in New York is Rob Fruchtman and Steve Lawrence’s The Cat Rescuers about New York City’s 500,000 street cats and a group of volunteers who go through Brooklyn getting these cats fixed and returning them to their colonies or getting them adopted. It’s a movie that cat lovers will probably enjoy similar to the film Kedi from a few years back, but it’s also kind of sad when you realize that some of this cat population will have to be put down, because cats are adorable and you don’t want them to die. 
Opening at the City Cinemas Village East in New York  almost two years since premiering at TIFF is Tali Shalom-Ezer’s My Days of Mercy, starring Ellen Page and Amy Seimetz (Pet Sematary) as sisters Lucy and Martha who attend state executions to demonstrate against the death penalty. At one such event, Lucy meets Mercy (Kate Mara), the daughter of a police officer whose partner was killed by a man about to be put to death. They quickly bond before Lucy confesses that her own father (Elias Koteas) is on Death Row.
The only other limited release this weekend is Frédéric Petitjean’s directorial debut Cold Blood (Screen Media), starring Jean Reno as Henry, a hitman who is living in a cabin by a lake in the Rocky Mountains when he encounters a young woman who survived a snowmobile accident and has to decide whether to save her life. It opens in select cities and On Demand Friday.
STREAMING AND CABLE
There aren’t any big movie releases on Netflix this weekend but that’s because Season 3 of Stranger Things will premiere on the 4thof July, and I expect many people will be spending the early part of the weekend watching that.
REPERTORY
METROGRAPH (NYC):
Unfortunately, I missed something last week in terms of repertory series at the Metrograph as I didn’t realize that former Village Voice critic J. Hoberman was doing another series in conjunction with his latest bookMake My Day: Movie Culture in the Age of Reagan. The series Reagan at the Movies: Found Illusionsincludes a mixed array of films including 1951’s The Day the Earth Stood Still, a new restoration of Rambo: First Blood Part II (1985), Clint Eastwood’s Firefox (1983), Hal Ashby’s Being There(1979) starring Peter Sellers and more!
Also on Wednesday, Metrograph will be premiering a special 20thanniversary restoration of Takashi Miike’s horror classic Audition, which I think is so perfect for the remake treatment due to the #MeToo movement and its implications. Can you imagine how well a revenge thriller about a young woman getting revenge on sleazy movie producer types would go over in this day and age? Call me, Jason Blum!  
This week’s Late Nites at Metrograph is Penelope Spheeris’ Suburbia (1983) while the Playtime: Family Matinees is Robert Zemeckis’ Who Framed Roger Rabbit? (1988).
THE NEW BEVERLY (L.A.):
Weds has a special matinee screening of the Bond film From Russia With Love (1963) and Tarantino’s theater isn’t taking off on the 4th of July. In fact, it’s holding a special event screening of Red Dawn (1984) and Rocky IV (1985) (You might notice a theme there… USA! USA!) Weds and Thursday are also double features of The Happening  (1967) with Anthony Quinn and Land Raiders  (1970), starring Telly Savalas. The Friday/Saturday double features are the 1966 sci-fi classic Fantastic Voyage with 100 Rifles. The weekend’s KIDDE MATINEE is the Disney classic The Love Bug (1968), while Friday’s midnight screening is Tarantino’s Django Unchained and Saturday at midnight is a 35mm print of Richard Rush’s Getting Straight (1970), starring Elliot Gould and Candice Bergen. Sunday and Monday is a double feature of Dean Martin’s Murderer’s Row (1966) with Ann-Margret’s Kitten with a Whip  (1964).
FILM FORUM (NYC):
Elaine May’s Mikey and Nicky (1976) gets a new 4k restoration that begins on Friday, plus May’s 1971 film A New Leaf will also screen through the weekend. The restoration of Jennie Livingston’s Paris Burning continues to play through the weekend, while the Film Forum will also continue showing Elaine May’s Ishtar and the Coen’s The Big Lebowski through the 4thof July.
EGYPTIAN THEATRE (LA):
The Friday after the 4thof July sees a double feature of Steven Spielberg’s Jaws (1975) and Hard Ticket to Hawaii (1987), co-presented by Beyond Fest. Saturday is a screening of the classic Lawrence of Arabia (1962) in 70mm, while Sunday sees a double feature of The Return of the Living Dead (1985) and The Texas Chainsaw Massacre 2  (1986).
AERO  (LA):
Oh, look… Spielberg’s Jaws is playing here, too… but on Wednesday. Director Peter Hunt will be on hand Friday to screen his movie musical 1776 (1972). On Saturday, you can see a double feature of Jaws 3-D  (1983) and A*P*E (1976), co-presented by Cinematic Void, and on Sunday is a Baseball Double Feature of 1993’s The Sandlot and Penny Marshall’s A League of Their Own  (1992), both in 35mm!
MUSEUM OF THE MOVING IMAGE (NYC):
MOMI is having another screening of Stephen Frears’ My Beautiful Laundrette  (1985), starring Daniel Day Lewis on Saturday, wrapping up Grit and Glitter: Before and After Stonewall. This weekend’s See It Big! Action movies are Robocop (1987) on Friday and the Wachowskis’ The Matrix on Saturday and Sunday.
QUAD CINEMA (NYC):
Opening on Friday is a 4k restoration of the Director’s Cut of Daniel Vigne’s The Return of Martin Guerre (1982), starring Gerard Depardieu.
ROXY CINEMA (NYC)
On Saturday, you can see Alfred Hitchcock’s terror masterpiece Psycho (1960) on the big screen again!
LANDMARK THEATRES NUART  (LA):
Friday’s midnight screening is Tommy Wiseau’s midnight movie “classic” The Room (2003).
Next week, things slow down with two lower-profile films, the comedy Stuber, starring Kumhail Nanjiani and Dave Bautista, and the alligator horror film Crawl, from Alexandra Aja and Sam Raimi.  
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“How to Train Your Dragon: The Hidden World” Movie Review
It’s been 5 years since our screens were last graced with the presences of Hiccup and Toothless, the dynamic and impossible not to love duo of the How to Train Your Dragon films. At the end of How to Train Your Dragon 2, audiences were left off seeing Toothless taking position as the alpha of the dragons, and Hiccup accepting the call to be chief of Berk, as his father had wished him to be. With the beginning of The Hidden World, Berk has become the world’s first-ever dragon-Viking utopia, and Hiccup and friends conduct raids on armadas of ships, freeing all manner of dragons from captivity all across the world. But with the presence of a new night fury dragon, as well as a new enemy called Grimmel, Berk is once again in danger, the relationship at this series’ center is tested, and both Hiccup and Toothless must learn that eventually, some things must come to an end, as we learn to let go.
I’ve talked ad nauseum about the How to Train Your Dragon movies and what they mean to be both as a film lover and as a visual storytelling junkie, and I will continue to talk about them until the day I die. The first film is my favorite animated movie of all time (and rightfully so) with a brilliant script, astounding animation (especially for its time), one of the greatest animated film scores of all time, and a narrative that’s both sharply plotted and perfectly paced. The second HTTYD movie followed that up with a story that was more mature, if not quite as naturalistic in its dialogue and pacing, with animation that had advanced during that four-year wait to the height of its capabilities. The Hidden World, then, aims to be that rare trilogy capper that takes the series out on a high note, and for the most part, it does. I just wish the rest of the film, the stuff that wasn’t part of the finale, held up as well as the finale (and the other two movies) did.
See, I did like this film, but I wanted to love it. The adventures of Hiccup and Toothless are some of my favorites of all time, and while with that legacy comes (understandably) a lot of weight that may be difficult to hold, I’ve seen this series hold that weight before with ease. Those first two films have some of the most perfect pacing in any animated features, so the fact that the first two acts of this one are actually kind of dull apart from a handful of moments shared between the light fury and Toothless, as well as a barely 5 minute segment within the title location, is disappointing regardless of how well-animated the action and lighting is. Your mileage may vary on that front, but for me, things just seemed a little bit off what with the intro not including the usual title theme, or “this is berk” introduction by Hiccup until about 6 or 8 minutes in. Those two elements are not necessarily huge missteps for the film, but Dragon devotees like myself will notice their absence. Don’t get me wrong, I’m far from one to endorse pure fan-service as replacement or non-tertiary strengthener for narrative storytelling, but The Hidden World doesn’t quite have as many callbacks to the first or second films as it probably should when considering it’s meant to be the closer to a trilogy nearly ten years running.  
In addition to this, whole swaths of the movie go by where not much actually happens at a plot level. Yes, the friendship between Hiccup and Toothless is tested, and Hiccup’s role as chief is challenged somewhat, but both of these things barely have any effect on the overall narrative as it stands. The large driving force of the plot is that Grimmel presents such a huge threat to Berk that they’ll have to relocate, and maybe the dragons will have to relocate too, but the threat he’s meant to represent honestly isn’t all that compelling. Grimmel’s character is not only under-written, but generically so, and doesn’t have anything quite as affecting to him on a character level as Drago being a fellow disabled person because of dragons in the second film. The script tries to do something with him that parallels a real-world anti-immigration allegory, but while the effort is notable, it ultimately feels underwritten, like they introduced the idea, but then didn’t really know where to go with it, and so it just fades into the background.
In fact, this movie has a character development issue that was bothering me for most of its runtime. Hiccup grows and learns something, but virtually no one else does. No one except Hiccup changes at all from the beginning to the end of the film, and while that’s all well and good that he undergoes a transformation (albeit only in one spoiler-ish respect) this time around, one of the greatest strengths of these movies is that most of the supporting characters change along with him, learning their own lessons along the way. The supporting characters in this movie, though, are relegated to small roles usually designed to deliver a low-level joke one too many times or scout something or tell Hiccup he’s better than his self-doubt. They’re no longer characters in their own right; they’re crutches by which to tell the story (apart from a couple of sweet Stoick flashback scenes) and move the plot along, which is sad considering how richly detailed they’ve been in the last two installments.
There is enough to like about the film, however, that despite being kind of let down by it overall, I still had a good time watching it play out. The animal courtship between the light fury and Toothless is one of the strongest aspects of the movie, and plays out in often simultaneously hilarious and adorable fashion. There are some new things she teaches him that come in very handy during the film’s thrilling (if a bit generic) final sequence, and the results are truly marvelous to behold. While she remains unnamed for the entirety of the film, she will be one of the characters audiences walk away remembering the most. The movie is also fantastically animated, and while The Hidden World plays it pretty safe in terms of shot selection (seriously, where did all the rest of the wide shots and flying intensity go?), what’s up on screen is incredibly detailed and looks gorgeous in its coloration and lighting design, particularly in that 5 minute title sequence. The hidden dragon world is a stunning piece of animation that will go down as one of the greatest ever committed to film. It may feel a bit strange to say that about an animated feature, but if you’ve seen the other two films, you know I don’t exaggerate. Some reviews are also touting John Powell’s score as a major strength, and while it does feel weaker than the other two overall (and doesn’t really enhance the film much), I can almost tell what they mean when listening to it on its own.
The Hidden World’s greatest strength, though, is its finale. Sure, the first two acts may be a bit dull and underdeveloped, but once this movie decides to turn on the emotional gauge, it dials it up to 100 and never looks back. Despite feeling like the overall movie wasn’t quite as good as the first two, this finale is by far the best since the original. Writer and director Dean DeBlois has gone on record several times as saying he never wanted to make anything more than a trilogy for this series, and for that level of integrity, I respect him immensely. Film trilogies are quite rare in this modern, franchise-crazed movie landscape, and to get a finale that makes it so hard to say goodbye to these characters and this world despite its gradually diluting quality, is something truly special and remarkable. (Yes, I was absolutely in tears by the end, and you will be too.)
Overall, How to Train Your Dragon: The Hidden World is a heartfelt and sincere, but somewhat flawed finale to what remains a great motion picture trilogy. While I found the supporting cast underwritten and the villain uncompelling, I still had fun watching the friendship between Hiccup and Toothless be tested, and seeing where the characters ended up. The first two acts are really just fine (if not super affecting), and it may be the weakest of all three so far, but this trilogy conclusion also has some of the best moments of the whole overall set, not the least of which is its grippingly emotional finale.
I have loved getting to watch these movies over the past 9 years. I have loved growing with them and re-watching them in anticipation of each entry. I have loved taking this journey which has brought me such joy, laughter, and at times, wonderful sorrow. It is bittersweet for me to say goodbye. Farewell, citizens and dragons of Berk. It has been an honor watching you.
I’m giving “How to Train Your Dragon: The Hidden World” a 7.8/10.
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pixelgrotto · 5 years
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The deductive point ‘n click escapades of a forgotten southern belle  Adventure games of the point ‘n click variety are a genre that tend to feature female protagonists more often than others. Why this is the case, I’m not entirely sure - it might have something to do with the stereotype that women are more patient, more willing to read and perhaps better at solving puzzles than men. Or, perhaps legendary adventure game designer Roberta Williams’ influence still holds strong, at least on a subconscious level in the minds of designers, over the genre that she helped nourish in the 80s and 90s, and the heroines of today’s games are merely following in the footsteps of fine women that preceded them, like Rosella of Daventry in King’s Quest IV.  Whatever the reason, despite there being quite a few point ‘n clickers popping up these days with engaging female protagonists (Kathy Rain is one that I played early this year and enjoyed), there’s a 1920s southern belle who probably deserved a long-lasting series but only got two games which are somewhat overlooked these days. Her name is Laura Bow, and she served as the protagonist of two Sierra titles that were released in 1989 and 1992 - The Colonel’s Bequest and The Dagger of Amon Ra. 
Laura seems to have been specifically patterned after famous silent film actress Clara Bow, but at her heart she’s more like a slightly older version of Nancy Drew, and her two games embody Nancy’s fine tradition of mystery solving. The Colonel’s Bequest takes place on a private island in the bayous of New Orleans as Laura accompanies a friend and fellow Tulane University student for a weekend getaway at the manor of her uncle, Colonel Dijon. The old man is bequeathing his fortune to relatives and has invited a motley assortment of characters right out of an Agatha Christie paperback - the drunk aunt, the conceited Hollywood starlet, the perverted doctor who seems to have a thing for betting on the ponies - and a la Clue, bodies start piling up as the relatives presumably begin offing themselves in order to get Dijon’s fortune first. 
I mentioned Roberta Williams previously, and The Colonel’s Bequest was actually designed by her as one of those rare side projects that didn’t feature the words “King’s” and “Quest” in the title. (Hm, I suppose it’s called The Colonel’s Bequest, so scratch that.) It’s always hard to tell how much Roberta was involved in non-King’s Quest projects - The Dagger of Amon Ra, for instance, was directed by Bruce Balfour despite featuring her name on the box - but I’d wager that she intended The Colonel’s Bequest to be a spiritual remake of her very first adventure game (and indeed, the first graphical adventure game ever), Mystery House. Mystery House featured a similar murder plot, and The Colonel’s Bequest takes this concept and evolves it, offering a unique structure where there aren’t really any puzzles to solve but instead “scenes” to witness. The entire game is structured like a play - there’s even a cast curtain call in the beginning - and Laura is encouraged to spend as much time as possible talking with the potential murder suspects and finding unique ways to eavesdrop on them. 
The game’s manual makes a huge deal about this emphasis on observing the story and slowly figuring out the links between characters in an effort to deduce the killer, and we can look at Johnny L. Wilson’s 1990 review of the game in Computer Gaming World as an example of how this approach was seen as admirable, fresh and also a bit risky at the time. Don’t let the fact that there aren’t many puzzles fool you into thinking that The Colonel’s Bequest is easy, though - it’s just as tough as Sierra’s other adventures with just as many nonsensical ways to die, and the unique structure where certain events and conversations are “timed” (indicated on screen by a clock) means that sometimes you’ll be wandering around aimlessly searching for the next thing to do, or possibly miss out on vital bits of info because you weren’t at the right place at the right time. It’s a little like The Last Express, only less refined. 
Luckily, the game’s great atmosphere makes up for any shortcomings that its boldly unorthodox but occasionally clunky design creates. This is one of the best 16 color titles that Sierra produced with their SC10 engine, and the soundtrack is packed with jazzy songs influenced by the Roaring Twenties with just enough sense to know when to be quiet as well. As you navigate Laura across the silent grounds of the mansion in the dead of night, wondering where the killer might be, it’s very possible to get shaken by the sound of lightning bursting in the background, and I can certainly imagine young players in 1989 jumping out of their skin when they encountered such moments.
Laura’s next outing, The Dagger of Amon Ra, trades the dark island setting for the Egyptology craze of the 20s, and loses a little bit in the process but makes up for it with 256 colors, rotoscoped animations (which are darn smooth but cause character sprites to be a bit muddy, unfortunately) and an even catchier selection of jazz tunes, including an amusing vocal track called “The Archaeologist Song.” Oh, and the CD version is a “talkie” game, with performances that range from kinda terrible (Sierra was still having their employees voice these games at the time instead of hiring actors) to excellent (Laura’s got a cute southern accent and the narrator’s voice is heavenly).  
The plot revolves around the titular Dagger of Amon Ra, an Egyptian artifact that’s been stolen from a New York City museum. Laura, now a fresh grad from Tulane and in the middle of her first journalism assignment at an NYC paper, has to navigate the mean streets of Manhattan, infiltrate a speakeasy and chat with a mildly racist caricature of a Chinese laundromat owner before getting into the museum, where she once again encounters a wide cast of characters, from the stuck up British twat who removed the dagger from Egypt to the nutty countess, who is possibly engaged in some mild robbery efforts around the museum when nobody’s looking. People start dying pretty soon (and their death scenes are grand - check out this poor SOB who got decapitated and stuck with a Perodactyl beak) and while the beginning section of the game outside of the museum is more like a traditional point ‘n click affair, once you’re locked inside the building after the first murder, everything becomes reminiscent of The Colonel’s Bequest. You’ve got to meander about, hope you bumble upon the right conversations and try your best to piece together clues before the murderer suddenly starts chasing you during the game’s second-to-last chapter. 
The Dagger of Amon Ra kind of stumbles in its execution of this form of gameplay more than its predecessor, because all the chapters of museum exploration feel terribly disjointed even more than walking around Colonel Dijon’s mansion did. Also, the character motivations are unclear, which is a problem in a mystery game - especially one where the entire final chapter actually involves Laura being quizzed by the coroner in an annoying game of 20 Questions as to the identity and motives of the killer! If you slip up once during this finale, you’ll get the bad ending, which involves the killer finding Laura’s apartment and GUNNING HER IN HER SLEEP, jinkies. And even if you succeed and get the good ending, which sees Laura writing her first award-winning expose on the theft and hooking up with putzy love interest Steve Dorian, it’s still quite impossible to discern the killer’s motives and why he went about his nefarious deeds, because The Dagger of Amon Ra just...doesn’t explain things. I’m not the only one who had trouble figuring it out - The Adventure Gamer blog wrote up a fantastic series of posts about this game and came to the same confused reaction as I did. 
Both Laura Bow adventures come from an older time where it was common to take notes as you went through a game, so perhaps my puzzlement at The Dagger of Amon Ra’s ending is due to my lack of pencil and paper by my side as I played. I did use walkthroughs for both games, though, and if you do end up checking them out (they’re available on GOG), I’d recommend doing the same. You probably still won’t be able to figure out why whatshisname stole that dagger, but despite their flaws, the Laura Bow games really are worth experiencing. Laura’s a likeable lead (just look at this adorable expression on her face as she stumbles upon the museum’s French skank engaged in hanky panky with the janitor) and she does a fine job of showing off the spirit of the 20s, an underrepresented period in the pantheon of electronic gaming. 
Laura never got a third game, and as far as mystery franchises go, Sierra soon passed the torch to the Gabriel Knight series, which apparently takes place in the same universe, since Gabriel visits Tulane in Sins of the Fathers and hears word of a lecture being given by “Laura Bow Dorian” - a hint that Laura married Steve Dorian and lived happily ever after! I’m glad that Ms. Bow got a nice ending even if we couldn’t see it in game form, and I’m sure that if she were a real person, she would be pleased to see spiritual successors of sorts like the aforementioned Kathy Rain following in her footsteps today. 
This is perhaps a good place to mention The Crimson Diamond, an upcoming indie game in the works by Canadian illustrator Julia Minamata. I recently played through the demo and am eagerly awaiting the full release - it’s almost like a direct sequel of The Colonel’s Bequest with an alternate universe version of Laura. Rest assured, Ms. Bow - even if your adventures aren’t as remembered these days as they should be, the example you set of the enterprising female gumshoe is alive, well and in good hands!
All box art and screenshots from Mobygames. 
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feebtastic · 6 years
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AN AUDIOVISUAL ANALYSIS OF REY & KYLO’S FORCE BOND SCENES
The Last Jedi is full of shocking or emotional moments, but for me, seeing Kylo/Ben’s bare fingers emerge from the edge of the screen in the hand touching scene has to be in the top 3 most memorable sequences. This is such an immensely affecting moment, as his hand tentatively and shakily closes the gap to reach Rey’s outstretched one. All physical acting and pure visual language. I love how poetic, intimate and sensual this scene is, which is why I want to examine it more closely. 
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This essay will analyze the distinctive cinematic language used in Rey and Kylo’s Force bond scenes, and how reversing/subverting some of these rules creates high emotional impacts in the hand touching scene. I’ll start with the auditory and visual codes established in the first 3 sessions (remember three makes a pattern). Then, I will analyze how the hand touching scene is constructed specifically to subvert these codes. 
Outline:
The first 3 Force bond scenes
The auditory code
The visual code
The 4th Force bond scenes: Breaking the codes
Reaching out across millions of lightyears: The hand touching sequence 
(This turns from a little observation to a very, very long post. The longest I’ve made on this site so far. I hope everything makes sense and the analysis is interesting. More under the cut.)
I. The first 3 Force bond scenes
Let’s start by revisiting the plot progression and character development in the first few Force connections:
(1) Rey wakes up in her hut on Ahch-to while Kylo is in his own quarter. The Force connects the two and both panics. Rey tries to shoot Kylo, who tries to manipulate Rey via mind trick (tactics they always resorted to in TFA). Neither succeeds. Luke interrupts and the session ends. 
Progress 1: Force bond technicalities: no harm/manipulation can be done, the connection is exclusive to only Rey and Kylo, and the outer world is mostly blocked out during the connection (see the fish nuns in the courtyard not seen during or bear witness to the Force bond interactions).
(2) Rey is enjoying the rain while Kylo is brooding on the Supremacy. 
Progress 2: Insults and shouting are not leading anywhere. Kylo, resigned, partially drops his mask, opens up about his past and how he views himself. Rey’s perception of Kylo starts to shift. Some physical objects can travel via the bond, such as water.
(3) Rey is deep in thoughts, while Kylo is shirtless. 
Progress 3: Most open conversation thus far. Still contentious though Kylo finally reveals part of the reason why he turned to the dark side (through the Jedi temple incident). Rey is shaken to confront her own history.
As we see above, plot wise, within these first 3 scenes, Rian has laid out the basic mechanics of the Force bond, as highlighted above. But more importantly, it acts as a device for Rian to push Kylo and Rey together to talk, without killing each other or tying the other up. The Force bond is simply there in TLJ to progress Rey and Kylo’s relationship from enemies to allies then something more. 
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*@reylohues gifs
Not only that, Rian needs the audience to be a part of this transformation. He needs us to: 
buy into the construct of the Force connections
become emotionally invested in the improvement in Rey & Kylo’s relationship
do a bunch of other subconscious signalling that presents this dynamic in particular ways (sexual/romantic undertones, a sense of symmetry, balance –> desirable outcome for the characters and galaxy) 
To make this happen, Rian has chosen to create a very specific cinematic language associated with these Force connections. What crucial is not only what Rian does but what he chooses not to do in these scenes.
II. THE AUDITORY CODE
One of my favorite aspects of TLJ is its soundtrack (all sounds plus score), which I think is amazingly and innovatively mixed and edited in the movie. The most significant element in the soundtrack is in fact the use of silence. (We all remember the beat of silence in Holdo’s hero moment and how awe-inspiring it is.) Rey and Kylo’s Force bond scenes are not entirely silent, but marked by a noticeable sparseness in the sound mix. 
Here are 3 auditory rules:
Rule 1: Background noises (rain, thunder, porgs cooing, waves crashing, etc.) are clearly “sucked out” as the connection starts and bleed in again when it ends. 
The auditory cues (at least for the start of each session) are specific and repeated 3 times (reinforcing a pattern). The music or ambient sounds swell before dropping to near silence each time the Force bond starts.
Rule 2: Noises that are kept during the sessions are highly selective and thus significant. 
Rey and Kylo’s voices, the focal points of these scenes, their breaths and footsteps are amplified with a slight echo. You sometimes hear the ‘echoes’ before their voices are actually heard. 
Only certain objects in immediate contact with either character can be heard: the droid in the hallway, Luke’s door opening, the blaster firing off. (These are interruptions made more distinct because of the absence of other background noises.)
Rule 3: The points of audition (where their voices originate) shifts (from on screen to off screen and vice versa) as the frame shifts between Rey & Kylo’s world, denoting their relative position/distance to one another.
All of these elements contribute to an eery and uncanny feeling, creating an auditory space that is different and cut off from almost everything/ everyone else. Their connection is private and intimate, mostly separate from the galactic conflict at large and other people/creatures around them. 
In the first 3 Force connections, Rey & Kylo’s voices are relayed, stretched, echoed through time and space as they are separated by the lightyears of distance between them.
III. THE VISUAL CODE
Visually, the foundation is just as firmly laid and strictly adhered to.
Rule 1: Rey is framed against her background, Kylo against his.
In the first Force bond scene, Kylo says this: “Can you see my surroundings? I can’t see yours. Just you.”
It’s implied that Kylo can only see Rey (at least at this stage), probably standing like an apparition in the middle of the Supremacy hallway. Throughout this exchange, we are not once shown this image. The camera never attempts to show us what they see, but only to imagine it. On screen, in these first few scenes, Rey and Kylo are never shown in the other’s environment, never together in a frame. 
There is purposefully a significant divide between them: their individual frame. They are visually boxed within these cinematic rectangles, symbolic of their distinct frame of reference, frame of mind, circumstance and environment, no matter how close they move toward the other.
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Rule 2: (an extension of rule 1) Because the film so refrains from putting them in the other’s environment, it also does not show what their interactions might look like from a more conventional way of framing a dialogue sequence.  As Pablo has remarked, Rian chooses to use an extremely low-tech technique, just pure editing, eye lines and intercutting between shots and reverse shots of Kylo and Rey’s talking and reacting.
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There is no rule against putting crazy glitters or magical filters on screen while showing how Rey might appear from Kylo’s POV or vice versa. Rian could also do this extremely low tech and just show him present in her space (which he did for the hand touching scene), and yet, RIAN DID NOT, because the emotional impact of the hut scene will be lessened, diluted. 
Other ‘conventional’ ways of framing a dialogue sequence, which are markedly absent in the Force bond scenes :
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Via the first 3 Force bond scenes, the audience becomes used to this very specific & restrictive framing, quickly associating this technique to Rey and Kylo’s Force connections.
We think that this is THE ONLY way to show that they are galaxies and light years apart. Although Kylo has revealed the mechanics of the Force connection to us (that they can see one another in the other’s space) we buy the cinematic language. 
(It might be the case that as time goes on, the bond grows stronger and more of their surroundings can be revealed. But that’s not really the point. The point is Rian chooses to NEVER show their Force interactions in any other way until it matters, for the plot and for the character emotions.)
This kind of framing can be interpreted as a visual metaphor for Rey and Kylo’s physical and emotional separation. 
It signifies how far apart physically and emotionally they still are from each other (despite their obvious attraction and gradual attempts to open up), and the reversal of this visual code will mark a true turning point in portraying their emotional closeness in the hut scene.
IV. THE 4TH FORCE BOND SCENE: BREAKING THE CODES
I’ve shown how a “conventional” Force bond scene starts, unfolds and ends. Now here comes the kicker. Rules are made to be broken and so Rian did to both surprise and affect the audience.
Firstly, he breaks the auditory code.
Rule 1: The start of the Force bond will be signified by sounds being shifted and ‘sucked’ out of Rey & Kylo’s respective environment.
We are never shown the start of the 4th session. On the contrary, it starts in the middle of the previous scene, auditorily, with Rey narrating her physical and emotional journey into the mirror cave. 
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The first time I watched the mirror scene, as Rey’s narration began, I was taken aback. Flashbacks, sure. Strange framing, ok. Stream of consciousness internal monologue addressing the audience and breaking the 4th wall? What?
But I went along until the scene ends and the monologue continues and turns into a dialogue. Kylo has been there all along. For a brief moment, we are shown only the image of Rey, all wet and miserable, a trail of tear visible on her cheek. This does not at all seem like a Force bond scene because Rule 2 has also been broken.
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Rule 2: Both Kylo and Rey’s voices are amplified with echo. And ambience noises are blocked out.
As Rey admits to Kylo about her profound loneliness, we hear outside the pattering sounds of rain against the hut and the crackling of the camp fire beside her. 
This does not prepare us for Kylo’s nervous voice, floating in from off-screen, suddenly: “You are not alone.” We did not see this coming because all the auditory conventions are reversed, except for Rule 3, point of audition, which is there more to catch us off guard than anything else. That line, heard in that way, unexpectedly just off screen, sends chills to my spine when I realized what it meant. That Kylo has been sitting there, listening to Rey’s confession of her greatest weakness, her fear, her attempt to confront this fear, her disappointment in finding no answer and finally her acute loneliness. 
Compared to the other Force bond scenes, here, their presence and togetherness auditorily feel much more immediate, real and comforting, even before their hands ever touch each other on screen.
Their voices are no longer delayed, echoed. These tiny changes are subtle and the audience would probably not notice them consciously, but they contribute subconsciously to how we feel about what’s happening on screen. Even without the visuals, the scene is already filled with a sense of concreteness, warmth of the fire against the cold rain, softness and tenderness in both characters’ voices against the solemn subject being discussed. 
Next, the visual code.
Without the usual auditory signs to help us, we could not rely much on the visuals at first either. The Force bond session begins, at least visually, when we see Rey in the hut. She does not seem to be staring at anyone in particular, just at the ground. It’s a vulnerable, contemplative moment for her and we understand. Until we hear Kylo’s voice and Rey’s eyes flick up to look at him, re-establishing their eye line. We’re immediately taken back to the established visual code: shot-reverse shot, frame to frame, speaking-reacting. 
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But the rule is now unsettled again as the scene cuts away to show Luke, reminiscing of the first interrupted Force connection. Unlike the first time, Luke was not in Rey’s immediate field of perception, nor was she aware of his arrival. (Luke probably sensed Rey’s communion with the Dark Side/Dark Side presence on the island after re-connecting to the Force.)
The stake is raised because we realize how close Luke was to Rey’s hut, that it would probably take barely a few minutes for him to reach it and maybe he would not see anything, but their session would be interrupted again. I don’t know about others but I was on the edge of my seat, the moment Luke showed up, uncertain of what was going to happen.
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(OMG, I can’t believe you’re still here. Thanks for reading this far!! The juicy bits are here.)
V. REACHING OUT ACROSS MILLIONS OF LIGHTYEARS: THE HAND TOUCHING SEQUENCE
Now comes a stunning sequence both visually and (more subtly) auditorily. 
As mentioned above, we see shots of Kylo and Rey alternating, as Rey decided to reach out her hand, and Kylo, after a moment of hesitation, removed his glove in preparation to reach out to her. We can hear the rains still pouring outside, the fire crackling. 
Then we are shown, Rey’s hand and arm, her fingers stopped right in the middle of the screen, leaving a gap, a black void that begs to be filled. 
It is a state of imbalance (in terms of framing) that foreshadows /requires/begs for an act of balance. 
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There’s just a beat of uncertainty before Kylo’s hand emerges, making its way slowly, nervously across the screen. (How satisfying! Then a thousand Reylos’ voices were heard and we were all found dead in the theaters, of intense feels.) This is where the background noises actually fade out, or at least become very muted. The score is the most dominant, flowing, guiding the on screen action, goading Kylo’s hand from one edge of the screen to the center. 
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Rey and Kylo are once again in their own carved out, ‘isolated’ auditory space, (and the audience is sucked in with them) while the outside world is again blocked out.
In that moment, there is no rain, no fire, just as there is no war, no dark or light, just these two intensely lonely individuals overcoming their physical and emotional separation to unite in one frame, one place. 
They are FINALLY visually united, first with their hands touching, then fingers, closed up and placed diagonally, then their whole bodies in the first wide shot that they shared in the entire film thus far.
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These shots alone are striking and emotionally effective because they transcend what the audience has come to know of these Force bond scenes. Additionally, when their fingers touch on screen, and the music ebbs just slightly, we hear a distant rumbling thunder (it could have been from the rain) but more likely the sound of something else clicks in place in the universe. That little sound is the equivalent of “and they feel electricity passing through their fingers as their skins touch” trope in most Reylo fanfics. (And I love it!)
The auditory cues are suggesting to the audience the idea/feeling that this union is somehow right, desirable, special. 
And if you’re in doubt that this moment is extremely significant, not only for these two space idiots but also for the galaxy, John Williams puts the Force theme here when both were supposedly seeing a vision of the future. (aka “the Force swells around them when they touch” trope–also one of my faves.)
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Visually, the shot below resembles a painting. Its composition feels complete, perfect because of how symmetrical and balanced it is. The color palette is also earthy, warm and natural. Many have pointed out how this scene could be read as a kind of marriage via the Force, a sacred union, and I have to agree. Despite everything else that happens in the film after this point, this image will most likely stick with the audience, even subconsciously because us humans are wired to appreciate and crave symmetry and balance.  
(It’s interesting to note that this is from Luke’s POV as he barged into the hut. Plot wise, it indicates how Kylo has managed to project himself across the galaxy to materialize right in front of Rey and Luke’s eyes. He was no longer just a vision in Rey’s mind eyes. This looks like a beautiful image to the audience and yet Luke’s reactions are disapproval and anger. Luke’s presence again grounded these 2 individuals in the realities of their situation. That they’re on opposite sides of the war and their little ‘tryst’ is forbidden and wrong somehow. But this is not at all how it has been presented to the audience. We are thus pushed to question or applaud Luke’s judgment here. But I digress.)
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If the above image signifies how Rey and Kylo’s emotional union brings a sense of peace, the below shot in the throne room, when they’re teaming up physically, signifies a sense of power, of strength. 
In other words, the film continually suggests visually that Rey and Kylo’s union creates balance, peace, power and beauty. 
It’s perfection in an image.
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After the hut scene, Rey and Kylo are again framed conventionally when they meet again on the Supremacy with front view frame, over the shoulder etc. These are expected since they’re together physically so their interactions obey the same cinematic language as the rest of the film.
We only see a shift back to the strictly individual frames during the last Force connection. 
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I believe that if their Force bond is to be depicted again in Ep. IX, the visual and auditory language established in TLJ will be kept to maintain consistency. (It’s faster and easier to reuse rather than create some new conventions.) 
The beauty of the hand touching scene lies in how it breaks all the cinematic codes created for the Force connections, similar to how Kylo and Rey’s connection breaks all expectations, and ‘moral’ conventions regarding darkness and light coming together, enemies feeling compassion for one another. 
For Reylo doubters, if Rey and Kylo are to end up as enemies to the end of Ep. IX,  Rian would not have gone to such lengths to encode such emotional significance to the hand touching scene. Visually and auditorily, he already signals that “look here people, this moment is not only powerful for the characters, but for this trilogy ok?” But it’s not just this scene. It’s all of the Reylo scenes in this movie.
So there. Thanks for putting up with my long winded essay about this poetic cinema. Would love to hear others’ thoughts on the subject. 
P.S: I might do another analysis of the other Force connection scenes (Luke-Leia, Kylo-Leia). They all share some elements with Reylo Force bond scenes (as there seems to be a specific cinematic language for Force connections in general though it is most expanded/developed in Reylo Force connections). I keep thinking of these cinematic elements like musical leitmotifs, you have the long main theme (the Reylo Force bond) and smaller references in other Force connection scenes. 
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recentanimenews · 6 years
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Find a Fresh Start in Life is Strange 2, Episode One: Roads
There’s a moment towards the end of Life is Strange 2’s first episode that perfectly exemplified the sequel’s direction. After a particularly stressful sequence, one of the few friendly faces I’d found pulled me aside for some encouragement. “The past is the past,” he says, quite literally gesturing toward the remnants of my time spent in the first game. Of course, he doesn’t know what happened in Arcadia Bay, nor does Sean Diaz, Life is Strange’s new protagonist. I know, though, and Dontnod knows too. It’s a clear message both for those who played Life is Strange and those who didn’t. It’s time to leave Arcadia Bay behind. Set your sights on Puerto Lobos.
The first Life is Strange released over the course of 2015 as a five-part episodic adventure series. Set in a coastal town in rural Oregon, it followed a high schooler named Max Caulfield who awakens the ability to rewind time. After using her power to save the life of an old friend, the two begin searching for a missing person. The game made waves for its tackling of heavy issues such as bullying, suicide, coming out, and sexual abuse within its coming-of-age drama framework.
    I’m a big fan of the first game, but was apprehensive when a sequel was announced. To me, the first game’s story was already as complete as it needed to be. Luckily, Dontnod felt the same way and promised that Life is Strange 2 would be something completely new. After playing the first episode (simply titled Roads), I can assure you that they’ve kept their promise.
Life is Strange 2 centers around Sean and Daniel Diaz, a pair of brothers whose quiet life at home with their dad is suddenly and violently taken from them. On their own and on the run, they decide to make the long trek from the Seattle suburbs to their father’s childhood home in Puerto Lobos, Mexico. While their journey in Roads has only just begun, their story will supposedly take place over the course of an entire year as they cross the American countryside in search of a new place to call home.
  In many ways, it’s the same Life is Strange you already know and love. Aesthetically, it’s identical to the first. Effects such as wind, fire, and running water are once again animated in 2D to charming effect. Character models are rendered in the same plastic-looking style as before,and facial animations are as stiff as ever as a result. Limited facial expressions that couldn’t keep up with the voiceover work undercut more than a few of the episode’s more emotional scenes. It’s the one glaring flaw in the way this game looks, which is normally gorgeous. Much of the episode is spent in a beautiful autumn forest environment that I couldn’t help but take screenshot after screenshot of. Expect to find plenty of opportunities to sit down, listen to the soundtrack, and gaze at shot after shot of all the lovely scenery.
Speaking of the soundtrack, Life is Strange 2 features another well-curated selection of licensed songs. I have this game to blame for me listening to Phoenix’s “Lisztomania” more lately than I have in years. While I do love these licensed soundtracks and believe they add a lot to the Life is Strange experience, they give me concern over the series’s longevity. Recently, Grand Theft Auto IV had to patch out licensed selections of its soundtrack, and the Alan Wake series had to be removed from storefronts altogether due to expiring music licenses. I noticed that Life is Strange 2 has an option to turn off licensed songs, which I hoped meant would replace them with originals. Unfortunately, all it does is mute the music altogether. It’s a good feature for streamers and let’s players who need to avoid copyright takedowns on their videos, but I worry about what happens when the licenses expire. Will anyone who picks up this game a decade from now have to settle with stark silence where a poppy intro used to be? It’s not quite a knock against Life is Strange 2, but it does make me wonder.
    The gameplay of Life is Strange 2 is where it begins to diverge from its predecessor. You are still walking around environments in third person picking up and reading as many objects as you can, but the original’s time rewind ability is absent. This is to be expected, of course, but unfortunately there’s no actual replacement for it. This time around the playable character doesn’t have any powers whatsoever. Before, Max’s rewind ability gave her a variety of time manipulation puzzles to play with and the ability to change dialogue choices over the course of the game. Failing puzzles got characters hurt or killed, and I found myself hitting a few game over screens I needed to rewind out of and start over. If the first episode of Life is Strange 2 had any failable moments, I never found them.
While not being able to play with any fun powers is a bit disappointing, Life is Strange 2 does bring something new to the table: your brother Daniel. As Daniel’s caretaker, everything Sean says and does influences him in one way or another. By the end of the episode I had already felt the consequences of some of my decisions, and Dontnod promises that early actions will only continue to influence him as the story progresses. Moral choices are nothing new these days, but what I found interesting is how many of my little choices seemed to affect Daniel. Being a rather energetic child, his curiosity had him drifting around every scene looking for any way to occupy himself. Sean had plenty of opportunities to bond with Daniel in these scenes or to leave him be and attend to chores such as shopping or setting up camp. All of these interactions contributed to Daniel’s hunger, exhaustion, security, dependence, and overall bond with Sean, which further affect his behavior from scene to scene.
  I tend to play games like Life is Strange with a compulsive need to see every single thing I can, but Daniel’s inclusion in the game changed all of that. While he never ran off and got into trouble, I was always worried he might and stuck close by. I pestered him to go to the bathroom whenever I found one. I refused to even look at toys for the flavor text because I was strapped for cash and didn’t want Daniel to hope I’[d buy one for him. He whines, but he genuinely wants to help. He complains, but only because he doesn’t understand what’s happening. He lashes out at Sean, but his love for his brother is apparent. His behavior felt believable, and I quickly found myself sinking into my role as his protective older brother.
Finally, Life is Strange 2 diverges from the first game most notably with its story and subject matter. There’s no missing person to find, no bullying ring to take down, and no town to save from disaster. There’s no mystery here, only an adventure. This is a story about a pair of brothers on the run. It’s the relationship between these brothers that drives the story forward this time, rather than the intrigue of a good mystery. The story as a whole is massively elevated by the strength of its dialogue, which is an incredibly funny thing to think for a game called Life is Strange. The first game’s attempt at writing ‘teen’ dialogue was charmingly out-of-touch, so it’s surprising to hear the teens in this game talking like actual teens. Unfortunately, the delivery often leaves something to be desired. Many of the line readings -- particularly from Daniel -- sounded rather stilted compared to the first game’s pretty solid dubbing.
It’s also worth noting that this game is more overtly political than the last. The first moments of the episode are dated October 28, 2016, and why Dontnod set the game in 2016 instead of 2018 is immediately apparent: Sean and Daniel are the sons of a Mexican immigrant. Diving into Sean’s sketchbook reveals a reference to a recent debate on TV. “He’s not actually gonna win, right?” asks a friend of Sean over text message. Multiple references are made to building a wall, for crying out loud. The very incident that puts Sean and Daniel on the run could be ripped straight from the headlines these days. “Everything is political,” declares one character to another. It’s clear that Dontnod believes that, because this game is rife with it.
This is, of course, only a review of Life is Strange 2’s first episode. The story is far from over, so there are plenty of lingering questions. The big one is what role the supernatural will play in the story. While Sean doesn’t have any abilities, someone else does. I won’t spoil who or what kind of powers they are, but they play an important role in episode one - albeit a brief one. Whether or not they will be implemented into gameplay at all remains to be seen. I certainly hope so.
The other big question is how exactly Life is Strange 2 will link up to The Awesome Adventures of Captain Spirit, a free downloadable game meant to act as a prequel to Life is Strange 2. While Chris (aka Captain Spirit) doesn’t show up at all in the first episode, upon going back to his mini-story I found that not only is there a reference to the inciting incident in Life is Strange 2, but the previously unnamed characters Chris meets at the end are in fact Sean and Daniel. How they will link up remains to be seen, but I’m very excited to find out.
Despite all my little quibbles and qualms and comparisons to the first game, after finishing this episode, all I could think of was how good it was. It’s not the same Life is Strange as before, but I never wanted it to be. This story has already both impressed and broken my heart multiple times over. With Life is Strange 2, Dontnod is heading in the fresh direction the series deserves. I can’t wait to see more.
REVIEW ROUNDUP
+ Gorgeous visuals
+ Story that is as relevant as it is emotionally arresting
+ Accurate teen dialogue
+ Pleasantly curated and orchestrated soundtrack
+ Choices are more active than before
+/- No powers to mess around with, but taking care of Daniel adds an engaging layer to gameplay
- Disappointing absence of facial animation in key moments
- Some stilted line deliveries throughout
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Danni Wilmoth is a Features and Social Videos writer for Crunchyroll and also co-hosts the video game podcast Indiecent. You can find more words from her on Twitter @NanamisEgg.
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aion-rsa · 3 years
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Star Trek: Ranking the Stories Set in the Present Day
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So the new Star Trek: Picard trailer has dropped and among the big plot twists it revealed are the fact that Picard & Co are going to be travelling back to Earth, circa 2022 AD. We’re looking forward to exciting scenes of people from the 24th century being unable to drive cars (despite the pretty lengthy car chase we saw in the last episode of Star Trek: Lower Decks), Q and Picard sparring again, and wondering how Guinan fits into all this. My personal theory is that after her adventures with Picard and Mark Twain in the 19th century, Guinan decided to stick around on Earth, eventually posing as an actor called Whoopi Goldberg.
This is far from the first time Star Trek has travelled back to the present day – even if “present day” is pretty broad for the 55-year-old franchise. We have no way of knowing why the series keeps returning to this setting that doesn’t need the manufacture of any new props, sets or costumes, but it seems like a good time to look at when Star Trek has done this before and ask “Who wore it better?”
6. Assignment: Earth
This episode would prove to be a particularly tricky one for nearly every single time travel episode that has come since, in that it shows time travel for the Federation is so easy and routine that the Enterprise can just nip back to the Cold War to see why we never Great Filtered ourselves out of existence. Unfortunately, in this episode Kirk and Spock don’t get to see much of 20th century Earth, or indeed do much of anything.
‘Assignment: Earth’ was conceived as a backdoor pilot for a new series about Gary Seven, a human bred and raised by aliens to act as a secret agent on Earth and protect us from our own capacity for self-destruction. This means Kirk and Spock’s role is little more than to sit around and say “Wow, this looks like a great idea for a television show!”
Still, I can’t help but wonder about a Star Trek franchise in the parallel universe where its first spin-off was a spy show set in 1968.
5. Carpenter Street
This episode of Star Trek: Enterprise stands out because it is perhaps the only episode on this list where they decided the present day should be filmed any differently from the space future. The lighting, the camera work, the whole episode feels much more like Angel, or a cop show from the period than the Star Trek style that had been uniformly adopted since The Next Generation.
Usually when Star Trek comes back to our time it is to take us on ‘a romp’, where people point out Starfleet uniforms look like pyjamas and the crew go around misunderstanding pop culture references. This, however, feels like Star Trek invading a much grittier show.
Unfortunately, you can tell that this is a network science fiction show trying to show how adult and gritty it is, because within the first ten minutes of the episode we see a sex worker abducted. Maybe one day science fiction shows will find a way to show that they are proper grown-ups without a drive-by or disposable sex worker character appearing in the first ten minutes, but ‘Carpenter Street’ is not that show.
The other thing Star Trek’s forays into our century do is emphasise how far humanity has come, or still has to travel. This is where ‘Carpenter Street’ really falls down. Because this was Enterprise’s dark, post-9/11 Xindi storyline, we see Archer literally beat information out of someone – not for the first time in this season. It’s a scene that highlights everything that’s wrong with this version of Star Trek.
It’s also the bringer of bad news, as at one point T’Pol asks about fossil fuels to be told that “It’s not until 2061 that…”
The sentence is left incomplete, but that sounds like bad news for our 2050 emissions targets.
4. Tomorrow is Yesterday
This is Star Trek’s first trip back to the 20th century, and it sets the rules for so much that comes later. Agonising about changing the future, having modern day characters remark on how silly everything is, Star Trek characters being taken prisoner and taking the piss out of their interrogators. The formula is refined in many ways from here on, but the ingredients are established here.
It also establishes, as ‘Assignment: Earth’ later confirms, that any ordinary warp-capable ship can perform a manoeuvre to travel forward or backward in time at will, a plot device most of the Star Trek canon has heroically stuck its fingers in its ears and shut its eyes to avoid.
The main reason this entry doesn’t rank higher is that the action is almost entirely confined to US military bases, denying us the fun of seeing our favourite Starfleet officers wandering around our day-to-day world as if it’s the Planet of the Week.
Read more
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Star Trek: Enterprise – An Oral History of Starfleet’s First Adventure
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3. Future’s End
This Star Trek: Voyager two-parter, on the other hand, gives us that in spades. It knows what the fans want and it is here to give you a big steaming bowl of it. Neelix and Kes watching daytime soaps? Check. Tuvok having to ensure he wears a beanie at all times? Check. Paris getting his 20th century history and slang hilariously wrong? Check. An oddly jarring turn by a young, pre-comedy stardom Sarah Silverman? Okay, maybe you weren’t asking for that, but check!
It even throws us some subtle continuity porn to argue over. In Sarah Silverman’s office we see a model of the launch configuration of a DY-100 class ship- the ship used by Khan Noonien Singh to escape justice following the Eugenics Wars that were supposed to happen in the mid-nineties.
This is more than just an Easter egg (unlike, we’re assuming, the Talosian action figure on Sarah Silverman’s desk). Over the course of the episode we learn that the entire microprocess revolution that created the world we know and love was the result of stolen 29th century tech.
Does this mean history was changed? That all Star Trek following this episode takes place in a divergent timeline where the Eugenics Wars never happened? This has some fascinating connotations that we will touch upon later in the article, and which I will explain to you at length after precisely one and a half pints.
The episode does have its weak points however – Voyager being seen on national television never seems to go anywhere, and neither does the whole subplot where Chakotay and Torres end up prisoner in a survivalist compound for a bit.
As we’ve already mentioned, there’s also a lot of agonising about how Voyager will get to the present, when we already know that they just need to whip around the sun at warp speed and boom, the series is over.
Oh, and this is an extremely minor gripe, but Janeway tells us she has no idea what her ancestors were doing in this time period – despite subjecting us to the tedium of her story in ‘Millennium Gate’ which was set only four years after this.
2. Past Tense
This episode might be considered a cheat, since at time of broadcast it was technically set in the future. However, since it (along with Irish Reunification) is supposed to take place three years on from now, I think we can say it counts.
This Deep Space Nine story is decidedly not ‘a romp’. Yes people make fun of the characters’ clothes, and Kira and O’Brien’s jaunts through history raise a smile, but more than all but a select number of Star Trek stories, this is about just how far our reality is from the hoped-for future of Star Trek.
Bashir lands some lines that hit quite a bit heavier now than they did in the nineties, from “The 21st century is not one of my strong points – too depressing” to the plaintive “How could they have let things get so bad?” at the story’s conclusion.
And while it is set over twenty years in the future from the perspective of the broadcast date, it wasn’t far off. Stories evocative of the sanctuary districts are easy to find, and as writer Robert Hewitt Wolfe says, “We weren’t being predictive. We were just looking out our windows in the ’90s.”
Only two things really mark this episode out as an anachronism. One, the technology looks painfully 90s – our technology looks far closer to the 24th century than the bulky monitors seen everywhere in this. But then again, this episode was broadcast prior to ‘Future’s End’, so maybe Henry Starling hadn’t kickstarted the microprocessor revolution in this timeline yet.
The other, far grimmer element to have dated is the idea that one innocent black person being shot by police could be enough to cause the sea change this episode says it does.
1. Star Trek IV: The Voyage Home
There wasn’t ever really going to be any debate over this, was there? Star Trek IV: The Voyage Home is hands down the one to beat if you’re writing Star Trek characters travelling to the present day. The film itself was something of a departure for the franchise. Rather than Robert Wise’s epic, sombre, proper science fiction in The Motion Picture, or the bombastic action of Nicholas Meyer’s Wrath of Khan, The Voyage Home was helmed by a director who would be best known for the cult comedy, Three Men & a Baby.
This 20th century feels far more inhabited than other portrayals, with screen time being given over to casual conversations between bin men, and workplace arguments independent of the former Enterprise crew.
Of course, by now the crew of 1701-no-bloody-A-B-C-or-D should be old hands at Earth in the 20th century. This is their fourth trip here, not counting planets-that-mysteriously-resemble-Earth-in-the-20th-century.
But these fish are never more out of water than they are in this film, and the results are charming. Kirk explaining swearing to Spock, Kirk observing people “still use money”, Chekov standing in the middle of the street asking for directions to the “Nuclear Wessels”, Scotty’s “Hello Computer!” and Kirk Thatcher getting nerve-pinched for listening to his own music on a ghetto blaster. Plus countless more zingers, sight gags and throwaway lines that I’m still finding new ones of after many, many re-watches.
And the cast are clearly having the time of their lives. Shatner’s comic talent was always on display, but in this movie he is really allowed to cut it fully loose giving reaction shots that make you feel bad about every time you mocked his acting.
But no matter how silly it gets, this film knows, more than any other, the point of sending Star Trek characters into the modern day. It is to show us the difference between our ideal selves and where we are – and it does it no less starkly than ‘Past Tense’. With a light comic touch, Kirk and co. encounter capitalism, the spectre of nuclear war, and most of all, the devastating environmental impact we’re having. Even if we reach the ideal Star Trek future, this film says, we could still lose things we can’t replace along the way.
Star Trek: Picard is going to have to work hard if it wants to walk in its footsteps.
Honourable Mentions
While not taking place in the present day, it’d be remiss of this article not to mention ‘City on the Edge of Forever’, which refined ‘Tomorrow is Yesterday’s formula and is just one of the all-out best Star Trek series ever, and ‘Little Green Men’, which twists the usual Starfleet-in-the-20th-century formula by having the Ferengi arrive in the 20th century and find humans far more brutal, greedy and stupid than even they suspected.
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Also, I don’t want to alarm you, but by the end of this decade we’ll be closer to the events of Star Trek: First Contact than we are to the release of Star Trek: First Contact.
The post Star Trek: Ranking the Stories Set in the Present Day appeared first on Den of Geek.
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I Spent All Day Working On This - New Collaborations and Documentation
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Hours of a Saturday spent trying to adhere to a nebulous and completely imagined aesthetic, for a scene for a video which probably won’t be on screen for more than two seconds... and it’s still not quite right! Maybe it was this illustration which made me decide I needed to blog about this new project of mine.
I spoke to an old acquaintance of mine about Jane’s death a couple weeks ago. I stated that I wasn’t sure I’d be making videos anymore in light of the fact so much of what I’ve done over the past several years, as far as video making goes, was supporting Jane’s projects, which unlike my own, were actually produced and finished.
This acquaintance has known about my film making interest since I was a teenager- maybe he didn’t like the idea of me giving it up, or maybe he simply saw an opportunity for his creative outlet and my own to cross paths. He has a band, and wanted me to select one of their songs to use in a music video. Ultimately, he chose this one for me, and I was unsure about it at first because the idea I dreamed up would have been outside of my scope of illustration and animation skills- think of the gruesomeness of Garbage Pail Kids, but animated, organs pulsating, twitching, spurting. Eventually, I started thinking about 8 bit viscera- NES games like Lifeforce where so many levels feature “organic” themes to it
What I ended up envisioning was the suggestion of a NES style video game, which explains the wildly inexplicable events that take place in the video. Imagine a Dr. Mario style playing field, except the “jar” is a stomach, and the “pills” are candy, now throw in some Arkanoid style brick breaking, side scrolling space shooting, and worlds that look like something from Sim City, Final Fantasy IV, and the Game Over screens from Tetris, depending on your height off the ground, and you get... this.
I want to treat this new collaboration like an audition, so I want to aim high, work hard, and stay positive. That being said, it can be very daunting. Like Action Figure Bullshit, I can’t help but think to myself “I can’t do this!” and “What the hell am I doing!? I’m heading straight for disaster!”. Those thoughts are distracting, but it’s nice to have somewhere to vent. In the AFB notebook, many pages had some variant of “I don’t know what the hell I’m doing!” written in the margins. Since I want to extend that positivity to my new notebook devoted to this project, I’ll have to dump the negativity somewhere else... why not here?
It seems strange for me to start writing about making a music video when this is supposed to be a blog for my action figure bullshit... project..., but there’s actually quite a bit of overlap, if not in content, then in execution. Like I said, I have a notebook for this project. By coincidence, it has a black cover, too. To be cute, I could say it’s black like VHS tape... I might go with that, too, especially since I have an unofficial, sort of subconscious color coding system with these ordinary 70 sheet spiral notebooks. Colors such as Green, Purple, and Blue are reserved for other productions, for instance... and if only I could find a School Bus Yellow-Orange notebook again...
So, it’s the same thing as with AFB. I have scenes in my head that go along with the imagery. Even if I feel like “it’s too much” to animate or similarly outside of my range of abilities and resources, I still write it out and draw it out. I find that video production- at least from my perspective of someone who does it as a hobby and uses old and/or shitty programs to do it, the journey through the project is likely more significant than the finished result, meaning that a big reason I feel like I can’t do something is because I can’t see the end point, but I can’t see the end point because it hasn’t been defined yet. How many times does an idea morph along the way, with each new day, each new page, each new second of video? I can’t see the end result because all the in between steps haven’t been put in place yet.
Or to put it another way, I try to replace “I can’t do this.” with “I can’t do this yet.”, which satisfies that need inside of me to be negative and put myself down, but also puts in a qualifier that makes this doubt both okay and filed away so I can continue to forge ahead. So far, I’ve head to hit any significant block. If there’s a challenge to an idea or scene, a solution is never too far away.
Did you see that word, CHALLENGE? It’s another one of those things you might read in a self help book- struggles should be seen as challenges to overcome, puzzles to solve, not obstacles to avoid, sign posts telling you to turn back.
So here’s what’s going on:
I have a song, which I’ll call “Track #4″. It’s about 150 seconds long (and I say this instead of 2 minutes, 30 seconds for a reason), with maybe an additional 30 seconds of footage to bookend the music. Those bookends are well defined and could be filmed today (they’re the only live action bits in the video so far). As for the main part with the music, over a third of that, 56 seconds, has virtually every single second illustrated and described in a loose storyboard kind of format. The rest is in my head, but still needs to be documented. I’m a big believer in the “write it out” idea- these notebooks have helped me take that to an admittedly eccentric level, but I have success with it, and fun, too! Isn’t that weird? That there would be, not only fun, but a feeling like the notebook is as much a part of the project as the video.
Once I’m done drawing out every scene for this fever dream, I’ll then move on to what I guess you could call “sprites” because so much of this, I want to look like something in the vein of Parodius, Dr. Mario, all those trippy-ass games which I have so much nostalgia for. Actually animating this is a scary idea, because I feel like it will be a failure on my part if I don’t get the 8 bit aesthetic down. It’s not a requirement, and “The Journey” through this project could lead me to an acceptable alternative-- I shouldn’t get ahead of myself, though. This is what can trip me up. I’m worrying about how to animate little candies and blood vessels and Moai heads when my focus should be on documenting what I imagine for the video, let the rest come later!
Still, sometimes creativity strikes in such a way, you can’t help but work on a part that’s further down the road, possibly down a road you’ll never travel- such as this screen, but that’s part of the bookend, which is so separated from the rest of the video, it’s almost like a different video, like a framing device, and one that’s a lot less complicated than the main course.
One final thing- and one which gives more reason to blog about this on the AFB blog- I might use AFB characters in one particular scene.
Picture the game over screen from TETRIS, specifically the “B-Type” game. Clear 25 lines on Level 9, Height 5, and you see various NES characters on a multi-tiered platform celebrating your victory. Now picture this as a building that’s not too far away from the “action” of the video, and these characters are looking on... when suddenly, an Arkanoid type capsule (similar, but legally distinct! Actually, it would look more like the paddle from Alleyway) appears and abducts some of the characters and takes them on a wild ride into this weird semi-organic machine with a terrible sweet tooth.
Those characters: Greta, Trent, and Douglas. I’d love to have a little nod to AFB, and I’d love to animate some “bridge lurch” if they come under attack from something. We’ll see.
If I keep blogging about this video, I’ll go into more details, such as why looking at the video in terms of a pile of seconds is extremely important.
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yumenosakiacademy · 5 years
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metr0con 2019 thursday diary
Cosplayed: tsuka-sa suou, summer uniform, w my burger king crown n my leo sign. Breakfast: ramen. Snack: none, but i did bring a package of poptarts.
This is for future me, so i’d prefer if ya didnt read but i mean. w/e.
Okay so.. I had a crappy morning and I only slept for 2 hours BUT! Con tiiiime! I got there and arrived at the hetalia panel a few minutes late but that's okay, it wasn't by many. I remembered I asked sealand during truth or dare n he said dare n I asked him to reenact his favorite fortunate dance n he was like "oh I've been waiting for this" or smth and later, I asked him how his gamer youtube channel was doing n america was like “oh dude i was ur 5th subscriber!!” n sealand was like “subscribe to me plss” n america was like “dont forget to like n subscribe. n receive notifications.” n someone dared canada to b as loud as america n she yelled when they said “be as loud as you were when u lost to russia in hockey”. at another part, someone asked america if she would rather never eat fast food again or save sealand from falling into a volcano n she hugged sealand n said “my lil bro!”. someone dared america to speak in proper english and she was all “oh pip pip cheerio” and mocking england haha
at the end of the panel, a girl came up to me n she said she liked my costume n i was like “!! r u into ES??” and they said “almost” or like. kinda or smth but they took my picture n i felt so happy gjhns
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OKAY then i tried to go to the adventure t!me sing-along n q+a panel but they only did truth or dare for a few minutes n im not big into AT anyway so i wasnt rly having fun then they decided to start the singalong when they got the wifi working via someone turning on their hotspot but i had a bad throat so i just left the panel and then had abt 4 hrs to walk around! aw jeez, right?
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while on my walk i saw a riku n got their pic n i was like “male idols unite hell yea” n we talked for a bit n they were talkin abt a boy idol series they had heard abt called dank!ra n i mentioned i had also heard abt that! i also came across someone who said they liked my costume or knew who i was (someone in a red beret) n we were talking abt ES n i was like “best boys go” n they said shu and i think keito n i was like “chiaki n mika.. theyre baby” n they were like “ryuse!ta! n rabitz r the most baby in ES” n i was like “oh dude those r my fav units.....” at some point, i saw kuro again!! i saw them but was too shy then later they spotted me as i walked past them n went “tsukasa!!” n i turned around n i was like “erin!!!” n i hugged them n the beret person was there too bc they were their friend apparently and kuro said they were just gonna b kuro for thursday (they were cosplaying summer uniform!kuro like they did in a previous yr) n they just wore it cuz they were hot n went “summer uniform solidarity” (bc i was summer uniform!tsukasa) n we fist bumped and i was digging around my shirt pocket to show them my souma keychain n they were like “oh dude u reaching into ur pocket reminded me i need to get smth from my pocket. i hav Fangs” n they put on costume fangs! eventually they started looking at jojo figures at the stall we were next to n we eventually parted.
at some point, the person running the itabag booth (theyre an ES fan, i kno. their site has ens-tars itabags in the examples gallery n they cosplayed ES last yr) saw me n went “ousama!” bc of my sign n i went over n they were like “guess what ia ctually got to meet arashis va last week” n i was like “RLY??” n they were showing me their arashi itabag n they were like “yea i got to shake his hand n everything aaa. n during his talk/panel (?) i kept showing off my arashi stuff as if to say “I LOVE ARASHI” n i was like “arashi is best knights member.. ara-nee............”
at some point my crown fell off while i was on the escalator? i tried to go back for it but it was gone in the Minute it took me to ride te up escalator? i assumed someone took it to wear but kenyan said someone mightve thrown it away..
i went to metro night live n it wasnt all that funny?? idk what to talk abt from it. they did a “luigi being a gamer” video series n one of them was him playing hotl!ne miami (not knowing it was violent) n he was like “ive never been to florida but i guess this is a game to simulate it!” n it said “proloogue: the metro” n he was like “oh like the convention!” n when the mask selection came up he was like “oh look we can even cosplay!” n he went thru the door n saw one of the mafia members n went “look! a congoer! hello- oh” n accidentaly shoved one of the guys down n he was like “can i help you up-” but then the character (jacket) smashed the guys head in w the button press n luigi went “....o-oh. uh-” and some of the other games were fortnite n he played a violent game n he was like “THERE IS NO GOD HERE NOW” or w/e. they also had an “Edgelords anonymous” skit in which reaper was a new member of the group but it ended w ruby r0se describing brutal ways to kill people (while listing em cheerily) n the others being disturbed n alucard ending the session.
at 7 i had nothing so i walked around. then when 8 hit, i was gonna go to Whose Line Is It Anime but apparently its time had been changed to 7 pm?? the 8 in “8:00-9:00 pm” was scribbled out in sharpie on the schedule board in front of the room n it said 7 pm but now that i think abt it.. i think they meant 7-9 pm. ....shit. oh god damn it. anyway i got sad n left then since it was kinda empty/slow bc it was nighttime, i sat down on a wall thing to open up my sougo plush keychain n some guy next to me started talking to me abt my nails and we got ot talking n apparently he had wanted to go to the dealers room but didnt kno they closed @ 8 n he was here w friend n only had a single day pass bc he had work the other days (his name was spencer) so he was just lounging and i suggested he tell his friends what he wanted n they get it for him if they hav weekend passes n asked if he knew abt the game room n he said no so i invited him to go play smash w me so we went but couldnt figure out how things worked bc there were many consoles n screens w games, but mosst had no controllers but it turns out u borrow the contollers w ur con pass! kenyan was there running the controller borrower table. he said “psst” bc he saw me n i ws like “kenyan!!!” n hugged him n he was like “hows ur weekend going dear” n i said not that great but only bc it was thursday! also my throat hurt” n he was like “did u drink?” n i was like “well.. i have water but..” n he was like “drink juice. it’ll help. that’s what ur dad wwould say” (he woukdnt) anyway we got our controllrs and started playg smash n i went, in order: joker, robin, chrom, bayonetta, greninja n he was teaching me how to play w the gamecube controller (im used to a wiimote) n he beat me every time but i had fun!
after that i was GONNA go to the v-ld panel but i looked inside while walking by n there werent many ppl so i said “okay lets go to the BB panel then. take a look” so i went in there n there were a TON of ppl anyway it was kind of boring bc im not big on murder mysteries n stuff but apparently someone solved it by saying ciel slipped n fell, no one murdered him. then they did the raffle n i didnt win but thats okay! most ppl left after the raffle ended n q+a started n i couldnt hear many ppls’ questions anyway so i was bored n thought of goint to the vl-d panel but ended up not but w/e! oh! also everyone received candy at the beginning of the panel n i ahd a mystery lollipop n it turned out to b birthday cake flavor! id never had that before. it was Good.
after that i was just wandering around n i called dad to startdriving there but the ciel i asked for a picture of, them n their friends were gawking at my nails ns tuff n one of the teens’ dads was like “how do ya pick ur nose w it??” but after that, as i was wandering around, the gundam id sen earlier that day saw me n waved n i said oh hi n went over n they (it was them n an izuru) were like “wanna hang out w us for a while?” so i was like “oh. shoot. id luv too but im waiting for my dad to pick me up” n theyw ere like “it’s okay we can just hang out til then, then, if ya’d like” so i hung out w them n the gundam was talking abt how earlier, a mukuro complimented them on their outfit n they returned the compliment n went to leave n the mukuro was like “uumm arent u gonna hang out w me? we’re from the same series n all” n they were like “not w that f***in attitude” n i was like “did ya rly say that?” n they were like “yea. ppl dont expect me ta hav attitude” n we also talked abt piercings n how i said they seemed cool n goth (the gundam had a nose ring n the izuru had a piercing near their mouth) but how it must hurt n they said it just feels like a pinch. at some point i roled over my bag so my sougo wouldnt get dirty n the izuru saw my rei button n mentioned smth abt only findin one rei button at the idol table n i was like “UR INTO ES???” n they were like “i just kno undead n a few other characters. like [points @ my leo sign] i kno him” n i went “he’s dumbass supreme” n the gundam was talking abt getting the rythm game n i was like “jut read the stories on the wiki the game is boring imo” n the izuru backed me up by saying it wasnt a rhythm game n a lil while later, i showed them the 2 cool rei cgs n i was like “big sexe” n they agreed but the izuru had said theyd seen the croassroads one i showed em (the first of the 2) n the gundam said they wnted to cosplay bloody banquet rei (the other cg i showed em) n the izuru said they wanted to cosplay them All gjhnsm i showed them ryu-seitai too n showed them undead n gundam showed an interest in adonis! we also talked abt k!n stuff n all that! im not gonna go into detail on that (esp bc it’s so late rn as im typing!) but gundam was like “i dont trust junko k!n. like, evreyone else, yea, but junko? no. or like, any other character that’s just so irredeemably shitty”. oh they also talked abt this one messy, ugly, tangly junko wig they found for $300 which shouldnt have been that much n it was just a mess of tangles. anyway t’s getting late oh gosh. anyway they said they’d b on the lookout for me tomorrow so we can say hi again! 
random fun fact: SO many ppl complimented my nails today gjhnsm
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yallashoola · 7 years
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Towards Artistic Greatness in Five Movements
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The ten year journey to ‘The Great Exodus’, a new solo exhibition by Ronald Muchatuta. By Valeria Geselev
 Movement I
If you ask Ronald Muchatuta for his bio, it will begin with a movement. “Muchatuta is a Zimbabwean-born contemporary artist currently residing in Cape Town. He specializes in drawing, painting and mosaic. He began his career at the age of 16 as a pottery decorator at Ros Byrne Pottery in Harare, Zimbabwe. After being mentored at Gallery Delta in Harare and finishing his fine art exams through National Gallery of Zimbabwe, he relocated to South Africa in 2007 to pursue a career as an artist.”
Movement II
Ronald’s first solo exhibition in Cape Town was held in 2014 at Greatmore Studios in Woodstock suburb, the home of his artistic self in the past three years. Tall, dark and quiet Ronald could be found at his Greatmore studio at all hours. 
During the weekend or late at night you could hear Nina Simone blasting from the speakers in his tiny clustered studio. His fine tunes were competing only with the sounds of hip hop in the yard, where Khaya Witbooi worked. If Greatmore were giving away an award to the most hard-working resident artist, the two would have to share the trophy.
In January this year, Ronald had to clear his studio, with its sound-system, and move out as his lease has expired.
Movement III
Greatmore’s rent is an exceptional deal in a town of gentrified real-estate prices. Any other studio would cost up to five times more to rent. So Ronald moved his studio into his home, a bachelor flat on Kloof Street.
That’s where BBC came to shoot an interview with him. The international interest in his art was triggered by his previous series of works, ‘Children of the Necklace’, depicting humans whose skin is of a Chinese bag pattern – powerful commentary on xenophobia. The interview was aired on tv screens across the globe in May, putting the ‘BBC World’ seal on Ronald as “the African foreigner artist”.
“People expect great things to come out of that exposure” he says. After taking part in about 50 exhibitions, in South Africa, Zimbabwe, France, England, United States  and Italy; being selected to residencies; winning awards and big corporate commissions; Ronald knows better than to buy into the promises that come with exposure. “The big galleries ignore me. I have no expectations to be approached. Once a friend made a joke, saying you will never be respected as an artist in South Africa because you are a fucking foreigner. I made a painting with that title. There is freedom that comes with being independent artist – you can choose what you make and who you sell it to. Cape Town has platforms for artists to express themselves and find their way out through the cracks regardless of the racial tensions and economic hardships.”
Racial tensions and economic hardships are well felt in one of the many coffee shops down the road from his flat-now-turned-studio. Here fellow Zimbabweans are assigned the roles of waiters, as part of the compartmentalised South African economy. “Everything here is segregated. Somalis work in spaza shops, Zimbabweans are waiters, Congolese are doormen. You don’t see Nigerians working in restaurants. You don’t see groups overlapping.  I want to explore who controls this narrative. White Capitalists are using cheap labour from the African continent to navigate the conflict with local black people” says Ronald.
He will dedicate his next solo show to the economics of migration. He booked well in advance the August-September slot in the main exhibition hall of AVA (Association of Visual Arts) gallery. The local art-world has great expectations from the incoming migration of income to spill over from the opening of MOCAA  - the Mecca of art collectors - in September.
Movement IV
As the exhibition date approaches, negotiations of a new studio space rise and fall, Ronald hears through the grapevine of Greatmore alumni about a temporary studio in Bo Kaap, and moves there. As we go uphill in the stiff narrow road he comments that the daily climb is good for his health. As with many spots in Cape Town, the pilgrim’s effort is rewarded with magnificent views.
Nina Simone will have to wait for a permanent solution, no loud music is allowed here. Her wait and his relief will not last long, as the space will be “re-developed” by its new owners soon and Ronald will have to move again. In the meantime he draws music. “An artist friend declared one of my new drawings to look like jazz - moody with character”.
Not being able to escape the theme of migration (and isn’t an escape too a form of migration?), Ronald instead goes deeper. His work becomes more personal. Taking shape in the temporary shelter of creation are multiple Ronalds – as he skilfully sculpts his own face again and again. Later he mosaics around the heads and draws tags on his/their foreheads – “ fucking foreigner”, “darkie”, “kwerekwere”, “underdog”, “cheater”. It’s more emotional than a mere reflection on geo-politics.
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“Part of the body of work is putting in personal elements of me. Each and every head that is painted black has something negative written on it. Since I am talking about migration, I’m trying to figure out how to put in my personal story - where does Ronald fit in this body of work?”
Movement V
“I don’t want to talk about local politics, but it is in my work. There is a lot of pain. It’s an honest work with a lot of emotions. The previous work was looking from a distance. Here I dive into my nature and see things from an intimate position. The dense and potent narrative is balanced by the medium – a playful mix of mosaic and drawing. I am pushing the mosaic form and exploring the 3D element”.
Unlike many of his contemporary fellow artists, Ronald invests equal effort in skill development as in conceptual growth. He is not looking for shortcuts – instead he believes in perfecting the craft, in building up towards artistic greatness. He buys stacks of art history books – reading of the Masters, studying hard when taking a break from working hard. “I am concerned with the question what makes a great artist. Today my answer is – a work that is produced with honesty, bravery and introspection”.
On 17th August the exhibition which he worked on since the beginning of this year has opened for public at AVA Gallery in Cape Town. He gave it the title “The Great Exodus” – to mark his tenth year anniversary in South Africa. With over 60 new works Ronald is celebrating a decade of art-making in a place where he still is labelled as an outsider. “There are artists in South Africa who do great work, but the department of Arts and Culture doesn’t put a foot forward to assist and elevate these people, because they are seen as foreign nationals”.
 The exhibition “The Great Exodus” will be on show from 17 August to 20 September at AVA Gallery.
  an edited version of this article was published on page 8 of Business Day, 21 August 2017 - https://www.businesslive.co.za/bd/life/arts-and-entertainment/2017-08-21-great-exodus-emotions-ride-high-in-paintings-depicting-migration/
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id-omega-blog · 7 years
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My first jrpg: Phantasy Star IV
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This is the amazingly spectacular cover the amazing megadrive/genesis rpg, Phantasy Star IV. I believe it retailed new in the neighborhood of 100$, maybe a bit less. I think Chrono Trigger was 70$, maybe more.  I never got to buy Phantasy Star IV so it had to be rented from our old Blockbuster. Of course if I hadn’t seen the sprawing, multi-page long review/mini walkthrough of the first part of the game in an issue of Gamefan that I got for Christmas I never would have bothered with this game. I was young, obviously, and mostly played stuff like Sonic, Ristar, Mortal Kombat 2 and Street Fighter Super/Turbo..whatever. I really digged the genesis Aladdin game too and actually owned it. I was starting to get into anime because Sailormoon would air at 2:30 EST on Fox Kids so i would get to sneak a watch if I was sick from school, it was a holiday or we’d gotten out early. I LOVED the show even though I had no idea what was going on. I wanted more things that looked like that. So, I see PS4 in Gamefan along with all the screenshots and ingame cutscenes of characters like Zio, who reminded me of one of Queen Beryl’s lackies but also was super evil and scary looking to me. The monsters looked awesome and way more detailed than the typical badnik mooks I spent my weekends bopping to release cute little flickies. So, its friday during June, I think I’d just gotten out of school and mom took me to Blockbuster. I searched the shelves for Phantasy Star IV and couldn’t find it so I asked mom for help. When I was really little and wanted to find a game I would sometimes get her to help me search the massive shelves. Mom quickly found it and asked “Is this the game?
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Yeah...I believe the Shining Force games got a similar treatment at least on the sega genesis. For the record I don’t hate western style fantasy art and love collecting musty old AD&D books for the art and like Warhammer but yea..as a kid that cover art made nauseous. Its not quite Megaman 2 nes bad but its just so....WRONG. At least they still kept Chaz’s original color scheme and design I guess..but what they did to Rune was unforgivable. I won’t comment on Rika. My biggest problem with this style of art is that it makes you think Phantasy Star IV is some kind of medieval D&D inspired game. The core Phantasy Star games are best described as fantasy sci-fi, sort of like Star Wars. You have interplanetary travel, cyborgs,ecosystems controlled by AI sometimes prone to turning evil but but people fight with swords,axes and use magic. It really is a lot like Star Wars setting wise since the first planet you start on, Motavia, looks and feels a whole like Tatooine.  It was a very fun but confusing game to me. I loved the music and anime stills used for cutscenes but I would explore certain locations and BOOM the music abruptly switches to fast paced battle music and I’m now on a different screen with more detailed versions of my party facing detailed sprites of bad guys. I eventually figured out what I was suppose to do by selecting attack with everybody, but I’d see certain people would do a lot more damage when I did this. After several more battles I discovered techs/magic but the only ones I understood were those that did direct damage and made cool explosions. If I selected a spell that did something besides direct damage I just assumed it was completely worthless. Its been so long but I think the farthest I got was to Zio’s castle but I never got past the first boss and had to return the game. I rented it again a few weeks to discover my file had been written over(I think) or there was someone else’s file. I clicked that one and was confused even more because I was on this snowy planet with melancholy music and my party had different members and some were missing. I left the town and saw I had a swanky spaceship so I went back to Motavia, the first planet. I wandered around and for the life of me I could not figure out where Alys was. What happened to Zio? I played a bit more and some snooping around one town made me realize what had happened to Alys and then I just got into more random battles for fun because I had Wren the cyborg now and I thought all his moves were badass. I played a bit more but then got tired of all the aimless wandering and went outside to play. Really dating myself there... So that’s the story of my first rpg. I never did buy the game but i later discovered the wonderful world of emulation in the 7th grade and was finally able to play stuff like Chrono Trigger, Final Fantasy 4,5,6. Yes, I am one of those many Final Fantasy posers who’s first game was 7. I could exaggerate and say it was FF1 because my sister had an nes and played it but she rarely let me touch her console ever. I just knew her frustration about where to go after she got some flute. But back to the topic, I also downloaded Gens (obviously a genesis/megadrive emulator) and the first game I downloaded was....Sonic 3! THEN I downloaded Phantasy Star IV, got super far and was able to truly appreciate this wonderful and mostly forgotten jrpg. But..I didn't beat it. I got to sky castle, to the ::SPOILERS:: fight against a certain someone from PS1 and my game would always freeze when I was about to defeat him. I fruitlessly searched for a solution to my problem but alas I could never find a method to bypass the bug.  We have way better emulators now and PS4 has been ported to steam and other consoles, always bundled together with other classic genesis games such as Shining Force 1 and 2, Landstalker, Streets of Rage etc. I’m going to beat PS4 one day, probably very soon. I have played and beaten so many rpgs, both western and Japanese(mostly Japanese) and they are my favorite genre of video game by far.  So, thanks Phantasy Star IV, for introducing me to rpgs and making me into the lifelong weeb scum I am today.
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