Thinking of two absent fathers on the qsmp
I'm talking about Wilbur and Quackity. I know they can't log on due to being busy irl but I would still call Q a bad dad while refusing to call Wilbur that(without hesitating at least he's an ok dad to me). Wilbur canonically writes letters to Tallulah even if they may have stopped reaching her. He put Tallulah under Phil's care knowing he would take good care of her(especially with her tending to fall behind others). In all the clips I've seen of Quackity and Tilin. Yes, he loves them but there are also so many instances he didn't stop to read her signs, being distracted by other stuff or people, telling him that the adults are talking(no I'm fine with him taking her to drink it's normal on this island). To this day I still wish her custody were given to Roier and Jaiden, growing alongside Bobby, who dislikes Quackity for making her upset
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She felt a momentary sadness. She tapped her pinky with her thumb twice, and the embedded magnets noted the signal. She’d recorded her own brain activity and movements when contemplating the Bonesaw clones, and it was this that she drew on, manipulating her own body much as she had manipulated Blasto’s.
Her body language wasn’t her own. Her smile, the way she walked, the gestures, all were fine tuned to match the Bonesaw of before.
Great tragedy of Riley that when she first came to comprehend that she's a bad person, or perhaps not even wholly in control of herself at all, when she found herself unable to act cheerfully the way she used to towards her atrocities, she didn't have anywhere to go or any idea of how to live in a way that isn't Bonesaw. She's been Bonesaw for so much of her life after all. So she reprogrammed her body to act that way for her and she halted her aging so she'd never be able to stop being Bonesaw, not in her actions, and not in the way she's viewed by others. Forever.
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Do y'all also think about how Cardan went from telling Jude she was destined to and deserving of death to being like Jude dies over my dead body? Or are you normal?
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last night i got home kind of tipsy and very much in tears and my mother told me the force you exert to keep someone in your life is proportional to the force with which they will leave your life. if you have to fight tooth and claw to keep them, their leaving will be just as hard, just as harsh, and just as definite.
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I genuinely believe Naksu haunts the narrative. Her actions and existence as Naksu heavily impact the entire story. Her past, the life she lived and the shadow of it in Mudeok. But we don't actually know any of it because Naksu is not in the story.
Like. What she lost as Cho Yeong is something that we are never allowed to forget, the loss of her body, her powers, her freedom, and her impending death as a soul shifter hangs over Mudeok's head like guillotine.
All the while we don't actually know the Shadow Assassin Naksu, she died in the first episode, as soon as the story began. Other than training and killing (soul shifters) what kind of person was she when she didn't have to rely on another person else or hide or live as someone else? We don't know and we don't ever learn any of that.
Still, her absence is the plot, yet her former existence as Naksu influences everything; Yul's actions and what she was to him, Jang Uk's goal of returning her powers, the revelation of soul shifters to Park Jin, Jang Gang's departure, Jin Mu's accomplishments, the King's Star even.
Everything is about her existence but she doesn't actually exist at all anymore.
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a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want]
dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
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Alright. Let's talk about Akai's and Furuya's fighting styles, control, and the ferris wheel fight, featuring some tangents on professionalism.
The second reason is the implied: Akai is (in general, probably not in this situation, because he is going along with the fight Rei wants) a professional, and professionals do not fight. A professional will either ambush or assassinate (you know, like the sniping Akai is so well-known for), and generally do everything in his power to avoid a fight. It's about gaining the advantage, pressing and keeping it, to maintain control over the situation. For comparison, fights are between people of roughly equal footing, and fighting follows rules. As a person who lives in the world of actual violence, Akai does not need the fancy dances of a fighting sport, he needs his rifles, guns, and a self-defense technique for when things go really bad and personal. (Incidentally, a professional will also plan, won't let his emotions get in the way, stay calm, and keep working in bad conditions - we also see these traits in Akai.) I can remember two instances of Akai fighting (there might be more)- the ferris wheel fight, and the one time he knocked out the people after Yumi (and arguably, they didn't really have a chance and it wasn't really a fight). Other than that, he's just coordinating and providing tactical support.
Akai using Jeet Kune Do for fighting is an interesting choice. It's not as well-known as many other fighting styles (hell, it's not even a fighting style, it's a self defense technique and really more of a philosophy or a principle), but it has a couple of key values that characterize him well. First off, it's hugely individualistic. Practitioner's are encouraged to find their own way, to find what works for them, which really is Akai in a nutshell, doing what he wants. Secondly, it is described as a highly efficient way to fight. There are few, if any, rules to Jeet Kune Do, you're expected to use whatever technique will help you the most in the moment. For this reason, it is also highly adaptable, and requires an appropriate mindset to use. This latter point, I think, really mirrors the approach the FBI has in the series - do what you need to in order to get the results we want, at whatever the cost.
The fact that it's a self defense technique is important for two reasons: one is the immediate one for our context - Akai's defending himself from an angry Rei on the ferris wheel.
With all that out of the way, let's get into the ferris wheel fight, and what we learn about them there.
For contrast, let's look at Rei. It's almost funny how little professionalism Rei has compared to Akai, when it comes to the world they're living in. Rei's choice of fighting style is boxing, and he's practicing a rather straightforward, aggresive version, with barely any defense, at great personal risk. That point about professionals not letting their emotions get in their way? Well, either Rei has never heard it, or he's deliberately ignoring it. Either way, it really holds him back from gaining and maintaing control.
(I would be remiss not to point out that boxing is also done for show, fitting for this show-off.)
Boxing might honestly be good for Rei in order get out his anger and to up his pain tolerance, but for the purpose of keeping him alive, it sucks. It's up close, it's personal, and it's dirty (that tagline might as well describe Furuya himself). A threat who's gotten into that range is already a problem. Sure, usually - though not in this instance - he's also got his handgun, with its limited reach, limited firepower. For his purposes, it might suffice - he's not supposed to be a fighter, and the advantage of his gun is in its concealability. I suppose he gets a couple points in professionalism for that choice, and for often bringing back-up, whether he's working for the PSB or the BO. For what it's worth, he's also likely trained in Kendo or something similar, as we see in Wild Police Story, but he doesn't really use it. We see Rei fighting rarely, but it happens; with Matsuda at the beginning of WPS, casually inflicting violence on a kidnapper, and now here on the ferris wheel.
It's so interesting to me how they interact here.
Despite both of them bleeding, it starts to feel like Akai is in control, or at least not dated by the fighting - he gets Rei good with Jeet Kune Do's signature One Inch Punch, but has enough presence of mind to casually grabs him so he doesn't fall to his death (which gets him shoved off with a foot. Give Furuya an inch, and he'll try to take your head). Furuya's meanwhile clearly enjoying himself, might have even entered the zone, a sort of battlejoy/trance, asking for a second round (here we go again, this is a fight, with certain rules, like rounds), and Akai, well, he's beaten up, but it doesn't look like he'd surrender to get Furuya off his back - despite it being an option that would end the fight early. We see both of them smiling at points in this exchange, and I think it speaks to both of them, inherently, being thrillseekers. Putting all they are into the outcome of this fight against a dangerous enemy is a thrilling brush with mortality.
Them fighting at all, on top of the ferris wheel, is stupid, plain and simple. They expect the BO to show up any minute, and they'd better be in peak condition - instead they indulge in this fight. Really, it's Rei launching himself at Akai, who's mostly dodging and defending where necessary (I say indulge, because he is armed, and could probably escalate/end the fight early). Fights happen for a variety of reasons, usually social (because otherwise we'd be talking about violence, not a fight), and this implies Rei sees Akai as roughly equal/wants him to have a fair fighting chance, following the social contract of announcing his presence. He launches the attack, takes the initiative but the distance is so large, and he telegraphs his intentions clearly enough that his advantage is minimal.
Akai has the distinct disadvantage of carrying his rifle case, protecting its contents, because he'll need them later. He is, as the series lets us know, a capable fighter (described stronger as Masumi, who can deal with Ran, an established capable martial artist), and we can see it in this fight. He's reading Rei's movements and blocking most of the hits - for what it's worth, Rei's style seems more focused on quantity of attacks over quality. He does get Akai with some unconventional angles of attack (like swinging up into a kick from falling), and mostly this initial struggle is about them fighting for control.
When we cut back to the fight, they're still at it. I find it interesting that Akai tries to talk Rei down throughout the fight. Because the presence of mind necessary to form coherent sentences in a fight is not nothing, and the fact that he at least tries to go for a different solution is noteworthy, even if it is ultimately useless.
Then Conan calls Akai. This is in a small pause to the fight, because, surprise surprise, fighting takes effort (another reason professionals avoid it). It is really funny to me how Rei respects the rules of a fight, but he also sees an opportunity in his opponent's distraction, and seizes it (at the cost of also throwing himself down into a chasm, the self-sacrificial bastard).
Only at this point does it feel like Akai is taking the fight more seriously. I'd wager this is a) because Rei has displayed the willingness to destroy himself to take Akai with him, b) due to the enclosed space - less space to dodge and c) because at least he is aware time is ticking. They're both injured, and the enemy is coming soon. This fight better be over quick.
They only don't fight each other to the death because of Conan's timely intervention. He calls to Akai for help, and just like that, the conflict is resolved, for now. Akai wordlessly rejects Rei's request for a second round, which Rei just...accepts. Allows Akai that level of control, and the control of the flow of information (namely, they don't tell Conan they've been at it). It baffles me, but then again, I suppose it is a fight, the fight has rules, and, clearly, something more important takes precedence. Then again, this whole damn exchange makes no logical sense. Rei has sworn bloody revenge on Akai, who just saved his life today, and instead of doing something about the BO they're fighting a little. Logic is nowhere to be seen, all of this is emotional. On both sides.
I guess bonus points in professionalism for working together for the rest of the rest of the movie, even if they're sharing intel with/depending on a literal child for the solutions to their problem. It's a very unusual set of circumstances indubitably not covered by their training, granted, so what can you do (I'd still love for the adults in this universe to do their job, sue me).
Last point of note for the movie, in my opinion, is Akai waiting after all the chaos is over for Rei to spot him. Is this a case of checking in and simultaneously showing that he, too, made it out alive? He is clearly noticed by Rei, and only then walks away. And Rei just lets him. Akai is in control, in the end.
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I think an underlooked part of what shaped jin’s mindset was how even back in Torna, he was considered “property”. He and Lora spent their whole lives avoiding the authorities of Torna because they believed would straight up execute Lora to get Jin back, and no one ever denies it. and this has seemingly been a fear since Lora was a child. Jin had to hide his face everywhere he went. Maybe Torna wouldn’t have been cruel enough to execute a child, especially since the king seemed decent(?) enough, if not a bit distant. But the fact it was even a fear at all for Lora since she was so young is just awful to think about.
According to his past self’s journals, Jin and his old driver fought in a war of independence for Torna, perhaps what made him a hero to begin with. and because he’s a war hero for deeds he doesn’t even remember, the kingdom considers him owned by them. Which is on the nose in two different ways ngl. Both in how the Blades are seen and a wider metaphor of soldiers/state. idk it’s just very sad to think about
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guys if i got a pet jumping spider would yall be okay if i posted pictures with the appropriate tags for those squeamish about spiders
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5C
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What if Steve and Eddie got trapped in the upside down during the final battle of 87?
El cant find them and can no longer open a gate for everyone to try find them, so everyone has to believe they're dead. The party feels lost without them.
Of course, Dustin Robin Max Lucas and Erica are all devastated, all refusing to believe that the two were dead, sure that there must be a way to get them back. But, weeks turn to months and months turn to years and there is still no sign of Steve and Eddie being found.
After a while the group is forced to just start moving on with their lives, each moving away but all staying in contact.
Slowly they start forming their own familys, Lucas and Max (now living in California near Jonathan and Argyle) welcome thier first daughter 'Stephanie Erica Sinclair' April 29th 1992, she was a happy accident and was named after her parents favourite siblings.
The same year, Argyle and Eden have a little girl named Evie, the two splitting custody after Eden moved out of Utah to California near Argyle.
Next was Nancy and Jonathan two years later, the pair having a set of twins 'James Edmund and Katie Barbara' August 10th 1994. Jon takes full custody when they turn 3, living with Argyle back in Cali, letting Nancy follow her dream of becoming a journalist in Chicago, while he worked his dream job at a photography studio stationed on the coast. The two both knew they weren't going to last, however they dont stop loving eachother. (Nancy still helps out with the twins when shes in the area as well as weekly phone calls, making sure they know she loves them even if shes not often around)
In 96, 'Issac Lucas Sinclair' who was the same age as a little girl called 'Morgan' later adopted by El who Dr Owen's believes nay have powers similar to hers and Henry's.
Robin and Vickie, who now live in Michigan, adopt a son in 2000 a trans boy named Tyler, a year older than Stephanie.
At this point it's 2007, having been 20 years since the final battle, 20 years since the party lost Steve and Eddie, 20 whole years. The only people who still lived in Hawkins was Dustin and Suzie Henderson, the two of them both choosing not to have kids, living together in one of the newer houses built along the edge of Hawkins where they had easy access to their jobs working in a lab just outside of Indianapolis. The two secretly working on a way to potentially find their missing friends.
Dustin becomes the fun uncle to his friends kids, Hosting a new version of Hellfire for them with Will being his co DM!
Wayne Munson also continued to live in Hawkins after he helped during the final battle, after losing his nephew he moved in with Claudia living with her.
The wheelers and Sinclair's still both live there too, Holly Wheeler after graduating, now being a teacher at Hawkins high.
The Hopper-Byers move out towards Illinois, Mike and Will both living together in an apartment together in Indianapolis, and El lives with Max and Lucas with their children together in California.
(lest not also forget Garath and Jeff, who also helped in the final battle, the two along with the other members of Corroded Coffin started making it big during the early 90s, and successfully did 2 world tours, they always dedicate each performance to Eddie, as he was the man who started the band and would have loved to see where they ended up now!!)
The party end up coming back to Hawkins in July, to celebrate the 20th anniversary of the end of the Upside Down.
...That is until Stephanie Sinclair goes missing while cycling back to the Hendersons after an evening at the arcade with the other party members kids. Everyone else was staying at the wheelers or the old Byers home, but hers were staying with her Uncle Dustin like they always did. Issac and Morgan hadnt joined them so she was biking on her own.
They found her abandoned bike along the edge of Mirkwood the next day... Stephanie Sinclair had completely disappeared
It didnt take long for missing animal reports to start cropping up either, same with another missing person, one of Holly's students...
When Stephanie is finally saved a week later she wasnt found alone. Her and the missing student, were accompanied by two familiar young adults.
Steve and Eddie, both looking like they had barely aged at all since getting trapped in the upside down.
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[8]
Ok Evil Wolverine what do you have to say.
Oh.
No Evil Wolverine is full of shit.
But I think you can see an interesting side of him here that I’m not sure has been on display before. Usually he narrates about how great his plan is or how angry he is that his plan isn’t working, but here he’s talking about something entirely different. He’s watching Lava Lamp make these choices and he seems THRILLED that making the decisions he is.
I don’t know if he has Plans for Lava Lamp (he was originally meant to be killed by Fai after all), but lacking any future knowledge this scene is tacked onto the moment where Lava Lamp FINALLY starts to be a bit less tragically alone by having the Tsubasa Family share his decision and the consequences of it. Evil Wolverine, in turn, is celebrating the fact that Lava Lamp is making the same type of decision that HE might make.
So we effectively see Evil Wolverine himself ALSO take comfort in the idea that other people are like him. That they’re making the same decisions and facing the same consequences that he’s so focussed on.
Even though it’s a bit of an evil monologue moment we’re accidentally privy to Evil Wolverine ALSO being so alone and isolated in his ruins and his plans that he’s visibly excited over any perceived similarity he has with someone else. He’s thrilled into monologuing over the PERCEPTION that Lava Lamp can make the same hard choices he does, that he’s willing to cause suffering to get what he wants.
And it’s clearly not actually the same. Lava Lamp is torn up inside to the point that the Tsubasa Family were finally moved into realising that he ISN’T as calm and collected and unaffected as he pretends to be. Lava Lamp was emotionally devastated by the choice he made here and was willing to let it destroy him before the others saw this and stopped him.
It’s a far cry from Evil Wolverine who feels nothing as he destroys the lives of thousands upon thousands upon thousands of people - endless worlds tossed into the tragedy pyre far beyond our ability to measure - for his own private goals.
He’s also missing the Agency factor. Lava Lamp doesn’t REALLY have any choice here. He can’t ACTUALLY choose to stay here in this time loop and never ask any questions that deviate from the plot. The time loop was ending the second they arrived. In reality, they DIDN’T make this choice. It happened around them completely independent of anything they actually did on purpose. In reality, this was a choice that EVIL WOLVERINE made by forcing this reality on the people trapped in the time loop in the first place. NO-ONE ELSE did this. No-one else set this up or chose to be here or chose to end this. It’s all on him - the ENTIRE SERIES is on him.
It’s all choices that he forced on other people from start to finish. So even though he’s really fond of the idea that "Lava Lamp made a hard choice here and this makes him just as selfish as Evil Wolverine", he is deluding himself. Not a single other person can really take the blame for these lives that he’s destroyed, no matter how much Evil Wolverine tries to convince himself that they might.
The only real question I have is whether Evil Wolverine is telling himself this because he’s entirely delusional or if it’s out of emotional desperation, and he’s just that eager to have a connection with the people he watches all day every day.
Evil Wolverine is developing his own little parasocial relationship here, delighting in the percieved brutality in people that doesn't really exist and using it to back up his own warped misinterpretation of reality.
It's all just a bit sad really.
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idk how to live so im going to talk to myself out loud until i do
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people on the fanon wiki will just straight up announce that they haven't actually watched the show huh
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