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#writing characters who function totally differently is a fun challenge but apparently not for the erins
cloudblaze · 2 years
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Whoever wrote The Sight did a decent job of writing a blind protagonist for the first couple chapters and then increasingly after that kept describing other cats around him blinking or squinting or glancing at each other, like hold on lol, unless he's able to echolocate we really shouldn't be able to know these details from his perspective.
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terramythos · 3 years
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TerraMythos' 2020 Reading Challenge - Book 33 of 26
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Title: The Edge of Worlds (2016) (The Books of the Raksura #4)
Author: Martha Wells
Genre/Tags: Fantasy, Adventure, LGBT Protagonist, Third-Person
Rating: 9/10
Date Began: 11/28/2020
Date Finished: 12/09/2020
Two turns after The Siren Depths, Moon has settled into life in the Indigo Cloud colony with young children of his own. But when all the adult Raksura experience a disturbing, shared nightmare that foretells the destruction of their home at the hands of the Fell, things are about to change. Soon an expedition of strange groundlings visit The Reaches, claiming they need the Raksura to help investigate a mysterious abandoned city far to the west. Believing the two events are linked, Moon and the others embark on a journey to avert disaster. However, they soon find more than they bargained for when a Fell attack traps them in the deadly, labyrinthine city ruins.  
If eyes fall on this, and no one is here to greet you, then we have failed. Yet you exist, so our failure is not complete. 
Full review, some spoilers, and content warning(s) under the cut.
Content warnings for the book:  Graphic violence and action. Some mind control stuff (par for the course at this point). 
This is a difficult book to review because it is, for all intents and purposes, part one of a longer two-part story. While the three previous books were all self-contained, The Edge of Worlds isn't, even ending on a cliffhanger. I feel like this duology might have been written as a single book but got split for publishing reasons. As of this writing I have not read the next book, The Harbors of the Sun. So take what I say with a grain of salt, because my commentary assumes the next book will address certain things.
The Edge of Worlds’ core plot builds on threads from the previous book-- mysterious ancestors, bizarre dead cities, the Fell/Raksura crossbreeds, and so on. This book doesn't include any new details about the ancestors, which are just called "the forerunners", but I expect the next book to touch on this more, as it’s been a consistent Thing in the series. There's also another mysterious, ancient ruin critical to the plot. However, it’s pretty different than the underwater city in The Siren Depths, so doesn't seem repetitive. Oddly, it reminds me of House Of Leaves with its vast size, impenetrable darkness, and sentient (?) traps.
The book also explores Fell/Raksura crossbreeds in yet another way. Previous books depicted them as terrifying weapons (The Cloud Roads) or just weird looking Raksura (The Siren Depths). The Edge of Worlds splits the difference, introducing a Fell flight that seems much more sympathetic and reasonable than any encountered thus far-- led by a crossbreed queen. My criticism of the Fell way back in The Cloud Roads is they're basically an Always Chaotic Evil horde of predators, but this new idea adds a lot of nuance. Though I am assuming the next book goes into this more, as they’re just introduced here. It's important to remember the Fell and Raksura are descended from the same ancestor, and even though Raksura are the heroes of the story, there are a lot of similarities between the two species. Overall this is one of the most intriguing threads in the series, and I'm glad we keep coming back to it in new ways.
Another thing this book does differently is perspective. Moon is the POV character in the other main entries. While that's still true, there are several interludes from the perspectives of others. For practical purposes this is to show what's going on outside of the main party, particularly so Malachite showing up at the end doesn't feel like an asspull. Also, certain events really do need to be explained when Moon isn't present. I can respect that.
From a reading standpoint I really like these alternate points of view. They're all minor characters-- Lithe, Ember, Merit, River, and Niran-- which is an interesting choice. Ember's interlude is actually my favorite part of the book. It's fun to see a more "traditional" consort approach an awkward situation, and I like his initial struggle to accept and treat Shade (one of the crossbreeds and a personal fave of mine from the last book) as a regular consort. Ember comes off as very submissive in the rest of the series so it's fun to see him take charge. Also this part features a scene in which two intimidating Raksuran queens, Pearl and Malachite, have the most tense tea service of all time. It's just hilarious. 
This book actually has a trans analogue with the Janderan, the primary groundling species, who apparently choose their gender when they reach adulthood. Specifically there’s a focus on a young man named Kalam, who just took that step. This doesn't feel like the standard fantasy/scifi copout because humans literally do not exist in the series. Wells handles trans/nonbinary/agender characters (human and otherwise) extremely well in The Murderbot Diaries so I feel it’s in good faith. LGBT rep in the Raksura series has been great so far, honestly. Moon/Jade/Chime is like... canon, man.
Another general observation I haven't previously noted... I love how many interesting and varied flying ships there are in this world. They're all boat-like (nothing like airplanes) but there has been a different kind in each book. Considering that most of the main cast can fly it's interesting that flying ships are consistently integral to the plot. It would be so easy to cop out and design one ship that every society uses, but Wells really makes them all unique despite serving similar functions to the story. The ship in this one is organic, powered by living, cultivated moss. I dunno! I just think it’s neat. 
I do have one criticism for The Edge of Worlds, keeping in mind it's part one of a longer story. The pacing. This book is pretty slow; it takes a while to get going and then there are lots of lengthy travel sequences. As long as there’s interesting flavor to it, I generally don't mind this approach. It allows for breathing room and character interaction. But even I started feeling bored at points and had to power through. It feels like a lot of the travel could have been cut from the book without losing much. For example, the journey to the colony tree in The Serpent Sea took up maybe a few chapters. I appreciate travel in this series from a worldbuilding perspective, but in this case I think some time gaps would have been fine. The action doesn't pick up until the party arrives at the ruin, in the latter half of the book.
Also, this isn't really a criticism, but there are several references to the Raksura novellas and short stories. I haven't read them (yet) so they’re totally lost on me. I can't blame Wells for including references, both as a wink/nudge to people who have read them and because ignoring relevant ideas makes no sense. But as someone lacking context it comes off as awkward to have a character think “WOW, this is just like that one time Jade had to do this one thing!” and I’m just like “...it is???” 
Despite this I like just about everything else in the story, especially the second half. It really does feel like a proper finale, bringing back notable characters from throughout the series (not anyone from The Serpent Sea yet... I do have my suspicions here, though). River seems to be getting a mini redemption? The labyrinthine, dark city is creepy, and the artifact they find inside it is super unsettling. All the climactic action is intriguing, particularly regarding the new Fell crossbreeds. The novel ends abruptly, but that’s understandable since the next book leads right off from it. I'm really excited to see how the Raksura story concludes.
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kittenfemme27 · 3 years
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Bastion: What it means to truly move on.
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“Someday, your bird is gonna fly.”
Bastion is the first game released by what is now the critically acclaimed Supergiant Games, makers of other games like Transistor, Pyre, and most recently Hades. But back in 2011 they were a nobody. 7 developers from various backgrounds within the industry came together to make games that could focus on storytelling first and foremost more than any of their previous studios would allow. Bastion was the result of that. Starting out from the idea of a top down isometric RPG, Supergiant realized that they wanted to portray a world that was fractured and broken, and wanted to show the vast and empty sky as a contrast to that destruction, but realized the camera angle wouldn’t allow this. So they came up with the idea that the ground would come up in front of the player as they walked forward, allowing the empty sky to show beneath them since the groundwork would not originally be laid until the player walked towards it. To explain this choice and why the world reacted this way, a destructive event known as “The Calamity” was created in the game's story. Thus, Bastion found its ethos.
Bastion’s a masterpiece. Plain and simple. It's been ported to nearly everything under the sun for a reason, being playable on literally 3 different console generations as well as every OS a PC can run, but coming back to play this game for the first time within the current political and geological climate that we find ourselves within as time goes on only makes it more and more apparent how much the story has to say. Even if you could somehow ignore it’s absolutely incredible music, insanely varied and addictive and yet delightfully simple gameplay, jaw dropping art direction and set pieces, Bastion’s storytelling is at its core and the story it has to tell is one that I think a lot of people didn’t fully appreciate back in 2011. From what I could find online, most people either ignored it in favor of the gameplay, or let the meaning of it glaze over them. And that's really, deeply a shame. Because Bastion is one of the best games I have ever played. And I’d like to talk about why.
Gameplay:
“Kid just rages for a while...”
I want to start first and foremost by talking about the gameplay and how you engage with the world. Combat in Bastion is simple and not exactly groundbreaking. An isometric hack ‘n’ slash with 2 weapon slots and a single ability, with a shield that has a parry mechanic and a dodge roll with fairly lenient invulnerability frames. Player movement is very, very slow which encourages you to very quickly become proficient in dodging and blocking. It’s fun, for sure, if just a little bit easy. But it’s nothing to write home about at first. As you play, though, you’ll begin to uncover Bastion's hidden depth and variety within its combat. A lot of that depth comes from the sheer number of Weapons, Upgrades, Passives, and Skills you can equip in any combination. 
You are given 11 weapons, each of which can be upgraded with collectibles found within the levels for a total of 5 times per weapon, and these upgrades form a loose “trees” of upgrades that you can switch between at will. You can make the Spear better at critical hits and critical damage and faster thrusts, or make it better at throwing with more spears per throw, for example. Every single weapon has a 2 distinctive upgrade “Trees” in this way that clearly make it better at one specific aspect of the weapon, but you are free to mix and match these upgrades as you see fit. Maybe you want the Spear to have a high critical hit rate, but also throw 2 spears per throw, you can do that. It’s also worth mentioning that there are no restrictions placed upon you on what type of weapons you want to take. You can take two melee weapons, or two ranged weapons, whatever combination you desire is up to you. The narrator even has a line for literally every combination you can have that you’ll hear upon exiting the armory. Some compare you to legends of yore from the game worlds past, others point out just how plain silly it is for the Kid to carry both a mortar launcher and a rocket launcher.
Each weapon also comes with two skills that you can use during gameplay, ranging from protective skills like one that makes you block all attacks for a few seconds, to damage based skills such as the Bow’s skill that fires a ricocheting arrow between enemies. Even then, there are other Skills that are tied to no weapons at all which brings the total of skills in the game to 30.
In addition, there’s the Tonic system in which each level up confers a slot that you can equip a drink from the bar, for a total of 10 at max level. These function as passives applied to your character that allow even further customization. Some are basic things you’d expect, such as overall more health, or more restoration or ability potions, a flat 15% damage resistance, and so on. A number of these however offer a very very strong benefit in exchange for a side effect. Werewhiskey, for example, gives you a 100% crit rate but only below 35% health. Doomshine offers a permanent 10% crit but takes away 10% of your health permanently. Or Leechade, which allows you to gain health from striking enemies, but makes your health potions only 1/3rd as effective. These can all be stacked upon each other in any order or combination. You choose and be changed at any point between missions..
All of these systems together enhance the very simple hack ‘n’ slash combat to be something with infinitely more depth than presented to you at first glance, and something that you can experiment with as much as you want, since no choice is permanent. Part of the way it encourages you to experiment are the Weapon Challenge missions that crop up each time you obtain a new weapon. They ask you to complete some sort of challenge related to that weapon with no Skills, no other weapons, and in some of them not even the ability to dodge or block. Besting these will net you 1 of 3 prizes, depending on how well you did, With the first two prizes being upgrade materials and the last being a Skill for the weapon the challenge is based on.
Beating Bastion unlocks a “Score-Attack” version of New Game+ that keeps a running overall score during the whole game and during stage specific score for each mission, with a multiplier and a timer to keep that multiplier up. This effectively turns the game into a leaderboard chasing isometric arcade game. Every enemy adds 1 to the multiplier, and resets the timer, so it's up to you to run through each mission as fast as possible and challenge yourself to see what kind of score you can get, and since it lets you replay any mission you want, you can always find ways to get a higher and higher score. One of my playthroughs of this game was on the PS Vita and even since beating it, I've found myself trying to one-up my own score while i’m just sitting around since each mission only takes about 10-20 minutes. The most challenging content in the game is a set of 4 different repeatable combat arena’s with 20 waves of some of the toughest enemies in the game. You can make this even harder by invoking each God within the games Pantheon and raising the difficulty of every enemy you encounter. Doing this raises how many points you get per kill, and in these combat arena’s I’ve regularly topped a million points in just a single stage from precise gameplay.
I think that’s what I find amazing about Bastion’s combat is that despite 3 playthroughs, I never once found myself bored or annoyed by any of it. All 3 of my playthroughs had me switching up Weapons, Upgrades, Skills, and Tonics between every mission just to experiment and see what crazy builds I could make. Every challenge was always a delight and a real test of skill, every mission a romp where I got to find a new weapon and play with it each time. Often, I would die, but that was fine! Losing in Bastion is fun. It’s part of the experience, because you can always go back and change your build to whatever you desire to try again. In a way, it’s fitting for the entire theme of the game. It’s the End of the world, and there are no more rules. Do whatever you’ve gotta do. Might as well have fun with it, while you do. 
Art & Sound:
“I suppose all that's left... is to try'n remember this moment.”
I think the other reason that I didn’t get bored on any of my 3 playthroughs of Bastion was the absolutely breathtaking art and music the game features. The soundtrack, composed by Darren Korb, clocks in only at an hour and while that does sometimes mean that there are repeats of songs, I'd be lying if I told you there was a single song on that score that I didn’t absolutely love. Or that I thought was out of place during any section of the game. Each and every song is its own radically different soundscape that, in songs like “Brynn the Breaker”, invokes a feeling of complete and utter destruction around you and a sense of leaning into that destruction. It’s fitting that the first time this song plays, you are almost assuredly going to hear the line “Kid just rages for awhile...” as you wreck each and every enemy and object around you after waking up on a floating rock in the sky.  Meanwhile, in other songs such as “Build that Wall”, it's clear that Supergiant was acutely aware of the impact their music could have on a scene. In Caelondia, the games world, “Build that Wall” is a jingoistic anthem meant to inspire the Cael by noting the danger they face from the outside world and from the Ura, a people who live to the east, and implores them to build walls to keep everyone else but keep themselves safe. But the first time you hear that song, you’ll be rolling through the dilapidated ruins of Prosper Bluff, a place overrun by birds ready to rip you apart and barely hanging together by literal boards between each floating island, and not a wall in sight. Guided only by the simultaneously soothing and haunting voice of an Ura girl singing the theme of the people who hate her. In that moment, it sounds much more sorrow and sad than any anthem for a nation ever could.
Darren Korb has stated that the point of Bastions music was meant to invoke a sense of the “American Frontier”, of exploring new and uncharted land, but it’s interwoven with melodic and slow moments of tragedy and despair, featuring lots of slow acoustic guitar and lots of slow vocals when there are any at all. I really cannot praise enough this choice of frontier-ism interwoven into the music itself, as it sells the entire theme of the game perfectly.
The art of the game is just as fantastic, too. Supergiant set out to make sure you could see the sky in a top down game, which sounds a little absurd and like a nearly impossible feat, and yet they succeeded with such aplomb it almost seems like it was easy. Below each stage is a blurred barrage of trees, nature, clouds, sky, sometimes ruins within those things, it reminds you constantly that the world has ended and nature has reclaimed it. Progressing further and further down the set of missions and further away from the Bastion and Caelondia sees you going more and more into what's left of those wilds and away from the ruins of civilization, before reaching the icy peaks in the east of the Ura. It creates this feeling of loss and tragedy at what's lost, a sense of exploration into this new and unknown world, before finally getting to it's cold center as you get closer to the truth of the Calamity.
In general, the art style of Bastion feels like a living breathing oil painting. Features on people are exaggerated with small bodies, yet large heads and eyes and hands or feet. Making them feel like something out of a children's book. Every single thing in the game is full of color and life, down to the animals and the foliage, with the only notable exceptions being the ruins of buildings that are oppressive and gray, and the final cold reaches of the Ura’s leftover ruins. Because of the oil painting aesthetic, the narration, even the surreality of the world coming up before you, Bastion feels a lot more like playing a fairy tale than anything else I've ever played, even things that have tried to emulate that same effect. Bastion reminds us that the presentation of a game, in both its art and its music, tell just as much about the story and the world of a game as the actual story itself does.
Story: (Spoiler Warning)
“Now here’s a kid who’s whole world got twisted, leaving him stranded on a rock in the sky.”
Bastion is a game about a lot of things, but at its heart, it’s a game about Tragedy. A tragedy you can’t prevent no matter what you do, because it has already happened. Setpieces in the game constantly remind you of this, like going through the Hanging Gardens, a place where people used to gather and finding nothing but ashen corpses. Rucks, Bastion’s narrator, will even tell you the names of these people. I remember playing this game in 2011 and being upset at this. I wanted to know about Maude the Tutor, I wanted to hear the life of Percy the Snitch, but I couldn’t. That was the tragedy. It didn’t register with me at the time, but that was the point. I was supposed to be upset I couldn’t know these people, that they died in a tragedy I couldn’t prevent. 
The core story of Bastion revolves around a war that took place some 50 odd years ago. Caelondia and her people, versus the Ura. In the modern day, before the calamity, the war was over. There was an Ura named Zulf who was trying to broker peace, even. But the Caelondian’s military-science division, the “Mancers” had a secret weapon. One they intended to use to get rid of the Ura for good. It would cause a genocide of the very land the Ura lived in and cause it to literally fall into nothing, ripping apart the physical earth where it stood before. Worse yet, this weapon was being created by an Ura inventor that lived within Caelondia named Venn under threat to his daughter, Zia. Venn couldn’t stand to aid the destruction of his people and sabotaged the weapon that ushers in the Calamity with vengeance in his heart, so that it would backfire and take Caelondia down with it. Imagine Venns shock, then, when the mancers asked him to pull the trigger.
Turns out an eye for an eye makes the whole world blind. Just like that, the Calamity has already happened. The Ura who were discriminated against in every part of Cael society and the racism and cycle of vengeance and violence within the Caels and the Ura reached a boiling point that caused the literal end of the world.. And that’s where you wake up. In a world already torn apart and crumbling before you. On a rock in the sky.
Tragedy permeates everything about the game. In the Hanging Gardens, you find Zulf as he’s about to kill himself after watching his Cael wife crumble to ash right before his eyes. When you meet the second survivor, an Ura singer who just so happens to be Zia, Venns daughter. She’s mournfully singing the tune of Caelondia that was the anthem used to inspire the Caels to oppress her own people, and her sweet voice sounds like the dying breath of an entire nation. Bastion makes it very clear that these people's lives as they knew them are over. But then Bastion asks you a simple question: You have to keep going, so what are you going to do with that world?
Before you get to make that choice, though, you’re asked to decide the fate of a man who hurts you. Zulf at one point reads the journal of Venn that he obtains from Zia and learns everything about the Calamity. He learns about the Mancers plan to genocide his people. He learns about Venns sabotage. Zulf spent his entire life advocating for peace between the two peoples, and this is what he’s met with. Unable to stand it, he attempts to destroy the Bastion and flees after injuring Rucks. As you chase him, he lures you far from the Bastion and sends the signal to an entire army of Ura survivors to attack the Bastion, even persuading Zia to come with him to try and convince her to abandon the Bastion. In the end, though. You chase him all the way to the heart of the Ura nation and as retaliation for bringing someone so powerful who kills so many Ura, the Ura forces attack Zulf and leave him for dead. You come across his body and are given a choice to either leave him and carry on, or take him with you and abandon your weapon. You’re asked right then and there, can you forgive someone who hurt you and your chance at fixing the world and break the cycle of violence? Or will you press on, like Venn, with vengeance in heart. If you choose to save Zulf, you walk forward with zulf on your shoulder through multiple Ura archers shooting you nearly to death. It’s only once they realize that you’re trying to save Zulf do they stop trying to attack you. This moment of compassion, this breaking of the cycle, inspires the Ura to let you pass. If you choose not to save him, you must battle an entire army, which isn’t even hard for you at that point. It’s a bloodbath. You, a Cael kid from nowhere, end the last of the Ura outside of Zia who knows so little of her culture that she can’t even read the journal her father left over. You succeed where the Mancers failed. The cycle of violence remains unbroken within you and within your heart.
You’re given two options upon returning to the Bastion at the end. You can use the power of the Bastion to reset the world to where it was before the Calamity. You’ll lose all your memories, but everyone and everything that died will be okay and alive again. There’s a risk, though. Rucks has no way of knowing if this plan will work. If it will prevent the Calamity in the end. “Problem with a machine that sets things back to a bygone time,”  he says, “Is that you can’t test it.”
Your other option is Zia’s choice, though both her and Rucks support whatever decision you make, they know it’s not an easy choice. Her plan is to turn the Bastion into a floating island ship that can travel anywhere. To forge a new world and look for survivors on other floating islands and carry on in this destroyed world and find hope within that tragedy. Make something new, and beautiful, from the ashes of something dead. Maybe that’s not possible, she thinks, but it’s better than recreating a world with institutional violence, with cycles of hate and vengeance, a world where something like the Calamity could happen in the first place.
Supergiant knew what most people would pick, though. Resetting seems like the only real choice, at first. Maybe the Calamity will happen again, maybe it won’t, but you can’t just let all those people die. The whole game has been building up to fixing the Calamity. Rucks, old and clinging to the past, is sure that resetting it will work and that things will be okay again. He’s a bit like a father figure to you, too. He’s narrated every action you took, made sure you were never truly alone in this ruinous world. So of course you trust him. An overwhelming amount of people chose to reset the world the first time they play. I did, too. I knew that maybe the Calamity would happen again, but I couldn’t just let everyone die. Maybe things would be different, I thought. Maybe this time people won’t let something like a genocide happen again. Maybe Venn won’t pull the trigger. I didn’t know, but it was better than letting everyone die, right? It had to be. I had to hope that I made the right decision. So with trepidation in my heart. I chose to reset everything.
Rucks comforts you when you choose to reset that “No matter what happens next... you done good.” Credits roll. You see pictures of the lives of each character in the reset Caelondia. The lonesome Kid continues his work as a mason on the wall built to keep the Ura out, where he isolated himself after losing everyone in his life. The only person to ever sign up for 2 tours on the Wall. Rucks continues his work on the Bastion, refining it for the future, meaning that there’s still a need for a safeguard like it in the first place. Zia plays a concert on her harp with a mournful look on her face, she found comfort in music but that comfort was equally as isolating and lonely, what with her being an Ura girl in Caelondia. Zulf gets married to his fiancee, blissfully unaware of the impending genocide on his people while he fruitlessly brokers peace. Upon seeing these credits, these images of the lives of these characters, I knew I made a mistake. History is going to repeat itself. Sure they were alive, and so was everyone else, but the cycle of violence remains unbroken and eventually, even if the Calamity that befell the world the first time doesn’t happen again, another will. Rucks final words in this ending are a simple forlorn goodbye. “So long kid... Maybe I'll see you in the next one. Caelondia... We’re coming home.”
Choosing this ending left me feeling anxious at first, and then hollow and empty. I didn’t save anyone, I just clung to the past. I expected things to be different in a world where something like the Calamity could happen in the first place. I knew, then, that for there to be any hope at all I had to move on from the old world. I had to do right by Rucks, by Zia, even by Zulf. They were my friends. They deserved better, they deserved more. They deserved a world without the conflict and violence that Caelondia brings. I understood even more clearly what I had done when, upon starting a new game, Rucks final words echoed over the loading screen. As far as I could tell, the Calamity had happened again. Rucks even makes comments of feeling a sort of deja-vu while retelling the story and is much less confident resetting will work the second go around, for a reason he just can’t quite explain.
Bastion is a story about tragedy, about generational trauma left over from a war, about the cycle of violence and all that it perpetuates. It’s a story about waking up in a world that has already crumbled and fallen apart through no fault of your own and being told there is nothing you can do about that destruction. And there isn’t. Climate change is a bigger problem now in 2020 than it ever was in 2011. People are going to die, it’s just an awful fact at this point. Those in charge continue to ignore that fact and these issues while also continuing to stoke the fires and flames of the impoverished and destitute more and more every day, bleeding them dry for any pennies they might have. 
But that’s not all Bastion has to say. It’s not fair for the next generation just like it wasn’t fair for the Kid, to wake up in a world already destroyed, and yet still, people like the Kid and Zia found hope. Within Bastion, you can save Zulf and end the cycle of violence, you can choose Zia’s option and set out on a world that is better for everyone in the end, as ruined as it is. Even in the end of the world and everything you knew, there is hope. Bastion doesn’t just ask, it begs on hands and knees for the next generation to take up this dying world and make it better. Bastion, and Supergiant, believes in the next generation. that it's possible to move on from the past and make something better, to seize control and make a better world while purposefully never forgetting the cycles of violence that led us to the end of the world in the first place. Our great Calamity is already unfolding before us and there isn’t anything we can do to stop it, only delay it. Bastion tells us that it's okay, that we can make something beautiful, and new, and better from those ashes. 
In the scene for the Evacuation ending, Rucks tells us that he’s not sure how to live in a world like this, but he’s willing to learn. And excitedly offers to help teach you how to fly the Bastion through the skies. The very first image you see during the credits then, is the Kid finally collapsing of exhaustion and resting while Rucks tucks him in. The next is Zia looking forward on the deck of the Bastion, a smile on her face and hope in her heart. You get to see Rucks later teaching the Kid how to fly the Bastion, finally giving the Kid the family that he so desperately needed, and finally you see Zulf. He’s got a frown on his face, he’s still lost everything in the Calamity after all. More than anyone. But he’s chopping food for everyone else still, helping out where he can. I couldn’t help but think upon seeing his expression that he might hate me for the rest of my life, and that was alright. I’d always just be happy he was alive. Seeing the smiling faces of everyone in the Evacuation made something very clear to me. In the Old World, Zia was an outcast, Zulf was a fool, Rucks was nostalgic, and the Kid was alone. In the Calamity, they found friendship, they found happiness, they found love and family in each other, they found adventure and they found hope for the future. Zia’s final words to the Kid echoed in my head:
"Any moment I'd want to live again... happened after the Calamity. Not before."
And I was at peace. I knew I had done the right thing I had chosen to move on, accepting the world for what it was and not looking for miracle solutions to fix it or change it, but to forge on ahead with what I had and make something better. 
Bastion’s story is not directly told to you, especially after the ending. There is no epilogue that tells you exactly what happened, just a few lines of dialogue that you can make of what you will and some pictures of the lives after your choice. it’s never explicitly stated that the Calamity happens again if you choose to reset things. It’s meaning is in between the lines that Rucks has to say. It’s In the subtext. It's in the art, it's in the environment, like the tragedy of finding nothing but ashen corpses around a lone peace talker right before he’s about to jump to his death. It’s in the music, like the haunting melody of an outcast’s voice singing the song of her oppressors while never realizing how much the very city she was raised in tried to exterminate her. But more than anything it's in the feeling you get while you play. Bastion’s story plays out in your heart as much as it plays out in your mind and on the screen in-front of you. What you feel, what you make of it, that’s just as important to the meaning of the story as what you’re hearing and seeing. Obviously this can be said of all stories, but Bastion is maybe the one that’s resonated most in my heart and in my soul more so than any other story. It offers no simple answers, no painless choices, and no easy ways out. Move on, or cling to the past, those are your only two options and Bastion forces you to make a choice.
In the end, I chose a new world. A better world. A world with my friends that would never let the cycles of violence and the generational trauma that caused the Calamity to happen again. Sure, resetting technically brings everyone back to life, but it wasn’t until I chose to move on and move forward that I felt I could even say in my heart that I’d saved anyone at all. 
Conclusion: 
“I dig my hole, you build a wall.”
“Build that wall, and build it strong, Cause we’ll be there before too long.”
Bastion is, and I'm not saying this lightly, a perfect game. The gameplay loop and combat is phenomenal and addicting, the music and art and aesthetics are so top notch you could honestly create an entire art style out of them all on their own, the storytelling is amazing and has so much to say that I cannot believe something this important was just thrown out by an indie studio nobody had ever heard of while it was only 7 people strong, and how many people slept on it or completely missed the point of the tragedy of Caelondia and the Ura. 
This game will live in my heart for a very, very long time and its music and messages it conveyed will stick with me even longer. My only regret with Bastion is that I’ll never get to experience it for the first time again. But, even with the spoilers here, you can. Play it, Kid. You won’t regret it.
“We can't go back no more. But I suppose we could go... wherever we please.”
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creideamhgradochas · 6 years
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Thanks to the lovely @abovethesmokestacks for taking the time to answer these! Get to know more about lovely Pia, go give her a follow and then show her some love!
These questions are from this list. You should check it out, there’s 50 questions all together and they’d be great to ask your favorite fic writer!
1) How old were you when you first starting writing fan-fiction?
I started back in 2008 when I was 21 years old.
2) Do you prefer writing OC’s or reader inserts? Explain your answer.
I do enjoy both, but lately it's been more reader inserts. It's challenge to write a good reader insert, to make them a natural part of the setting, to make them relatable to your audience and find a way to make them click with the other characters. Because they are meant to be a character you should be able to see yourself in, it tests your ability to make the character both approachable to a wide range of readers, yet specific enough to mesh with the story. 
3) What is your favorite genre to write for?
Well, I have been called the angst queen on numerous occasions. Apparently I am a sucker for making myself and others hurt. 
4) If you had to delete one of your stories and never speak of it again, which would it be and why?
Oh Jesus, probably one of the Twilight fics I wrote during the dark days of my ff.net run. I got swept up in the hype and with a few exceptions, I have no qualms about tossing those fics into a volcano. 
5) When is your preferred time to write?
When I have both inspiration, motivation and time. Sadly, sometimes that happens at night and let's just say I have sometimes sacrificed sleep in favour of a story. Generally, though, I don't have a preferred time of day.
6) Where do you take your inspiration from?
From anything and everything. Something I've seen or heard or experienced, videos I've seen, songs I've listened to.
7) In your Sweet Dreams - Assorted Flavors fic, what’s your favorite scene that you wrote?
The final scenes of Assorted Flavours is close to my heart. Same with the scene in the Easy As Pie-chapter where they discuss Bucky's metal arm.
8) Have you ever amended a story due to criticisms you’ve received after posting it?
I haven't made major amendments. Someone may have pointed out typos or missing words which I have edited, but nothing storyline-wise. 
9) Who is your favorite character to write for? Why?
I am a sucker for a lot of Seb's characters, especially Bucky and Hal. And Chris Beck. They are fun to write and there is so much that can be done and explored with them. 
10) Who is your least favorite character to write for? Why?
I wanna preface this by saying it's not so much I dislike them as I find them hard to write well. Tony and Thor hard for me to write because I can't seem to connect as easily with them as I can with other characters, and I'd hate to do these guys wrong.
11) How did you come up with the title for the Sweet Dreams - Assorted Flavors?
This is the eternal struggle with me, to come up with a good title. I knew I wanted something that alluded to reader being a baker and one my Spotify playlist shuffled to Emily Browning's rendition of Sweet Dreams (Are Made of This). For the sequel series, I wanted to continue on the same theme, and my friend Loup helped me land on Sweet Dreams - Assorted Flavours. 
12) How did you come up with the idea for Sweet Dreams - Assorted Flavours?
I am not entirely sure anymore, but it may have included a conversation about Bucky Barnes (or Seb, or both) and cupcakes, and evolved into an idea about Bucky finding a nightopen bakery during one of his nightly walks through Brooklyn (because obviously). 
13) Do you have any abandoned WIP’s? What made you abandon them?
I have two. One is a Twilight fic that I abandoned and deleted when I left behind my ff.net account for good. It was never going to get finished and I didn't want any WIPs on the account. I didn't delete the account, it's basically there as an archive, but yeah. Deleted that story because I was never going to finish it. The second fic is a Gilmore Girls collab fic I started YEARS ago with a friend from Australia. It was put on hiatus when my friend started writing original fiction. That one I would love to finish, but I don't know how likely that is.
14) Are there any stories that you’ve written that you’d really love to do a sequel to?
None that I am really aching to do a sequel for. That being said, with the right inspiration, I could possibly nake a third fic in the little verse I created with Hal in Cling To Me and Cling To You.
15) Are there any stories that you wished you’d ended differently?
Surprisingly, no. I've been happy with the endings to all of my fics.
16) Tell me about another writer(s) who you admire? What is it about them that you admire?
Are we talking other fanfic writers or other fiction writers? For fanfic writers, just go into my fic rec tag. All of them are immensely talented in their own way. I will give special props to the writers of Not Easily Conquered because what they did with that series has fucked me up for life and I have the tattoo to prove it. For fiction writers, I do love Rowling for what she created with Harry Potter. I remember reading the books as they were published and just... I was mezmerized! I also love everything Neil Gaiman writes, it's dark and quirky and has that little something that takes hold of you. I can reread Pullman's His Dark Materials over and over just for the amazing world and mythology he created for that series. 
17) Do you have a story that you look back on and cringe when you reread it?
I usually don't reread stories I haven't clicked with, so not really.
18) Do you prefer listening to music when you’re writing or do you need silence?
Both. I have a Bucky playlist on Spotify that I usually crank whenever I am writing a fic that features him. But I can just as well write in silence.
19) Have you ever cried whilst writing a story?
Yes. I cried while writing With Him I Will Stay and Goodbye for example.
20) Which part of your Sweet Dreams fic was the hardest to write?
There wasn't one part that was specifically harder to write than others. I do sometimes get stuck on transitions, how to move from one scene to the next as smoothly as possible. If anything, writing Sweet Dreams has taught me that sometimes it's totally okay to just shift scenes and not make a big deal out of it. Not everything has to be complex.
21) Do you make a general outline for your stories or do you just go with the flow?
Often I have a rough idea of how I want things to play out, focus points that I want to include that function as pit stops for me as I write. The only time I haven't made a clear outline was for Kintsugi. I let the prompt guide me and hopes like hell it made sense.
22) What is something you wished you’d known before you started posting fanfiction?
That it's a process and you learn. I was so worried about writing perfectly. When I started out in the Gilmore Girls fandom and posting at ff.net, it was really common to have a beta reader. I was new, I had no one to beta read and I kept obsessing over getting things right until I realized that I didn't HAVE to have a beta reader and that yeah, I made mistakes but I could learn from them and from reading other what other people wrote.
23) Do you have a story that you feel doesn’t get as much love as you’d like?
Maybe Snapshots. Or my T.J fic. I love them both dearly.
24) In contrast to 23 is there a story which gets lots of love which you kinda eye roll at?
Not to the point where it's an eye roll because I do like the attention my fics get. I was very surprised though by the amount of notes that flooded in for a drabble called Fight Night.
25) Are any of your characters based on real people?
I haven't really made use of a lot of OC's. Aiden from Make Me Feel Like I'm Real is the only one that qualifies and with him it's all in how he looks. When I came up with him, I had a very vivid image of a man that looked like a mix of Donald Glover and Daveed Diggs. His personality came quite naturally as he started interacting more with T.J.
26) What’s the biggest compliment you’ve gotten?
There are so many that have made me blush so hard. One that I remember very vividly was when @lostinthoughtsandfeelings-blog commented on Soft Devotion that it made them feel the same kind of empowerment that the Wonder Woman soundtrack evoked!
27) What’s the harshest criticism you’ve gotten?
I have been very lucky so far in the criticism that I've gotten. Mostly it's just been typos or something similar that's been pointed out. When I started out on ff.net there were a few who commented that they didn't understand where I was going with a certain story. I think for one fic I got a comment about having dragged it out for too long, but that's about it.
28) Do you share your story ideas with anyone else or do you keep them close to your chest?
I do share some of them, simply because I get excited about them or because it's an idea that comes from a conversation that ends with "I need to fic this!!"
29) Do people know you write fan-fiction?
My husband knows, but he doesn't really know what it is (despite my attempts to explain). A few of my old school mates know I write, but otherwise no. I don't really talk about writing fan-fiction with people outside the fandoms I write for.
30) What’s you favorite minor character you’ve written?
I love Steve's parts in Sweet Dreams, and anything that involves Sam.
31) What spurs you on during the writing process?
If I'm writing a series, the feedback from previous chapters do so much to encourage me. Feedback in general motivates me. I often ask friends to give me feedback on certain scenes or passages while I write and seeing their excitement does a lot to help me push through and finish.
32) What’s your favorite trope to write?
AUs and A/B/O for sure.
33) Can you remember the first fic you read? What was it about?
I can't remember exactly which one, but it was a Gilmore Girls fic.
34) If you could write only angst, fluff or smut for the rest of your writing life, which would it be and why?
I'd love to say fluff, but angst just hurts so good, and getting screamed at in caps-lock is kinda fun.
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trolloled · 7 years
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Nobody asked for it but I’m giving it to you anyway:
The inspiration-behind-the-trolls master post:
Damath: I saw a lot of haughty seadwellers super proud of their status and thought ‘what if there was a seadweller who lost at being a seadweller’ and damath was hatched. I basically wanted an asshole desperately clinging to his old status, and he hasn’t changed too drastically since then.
Haydel: I listened to Barrett’s Privateers and became inspired to write my own ‘pirate’ troll. She was fairly flat when I first wrote her. She didn’t even have a proper profile until recently despite being first designed several years ago. Originally she was just a drunkard pirate with bad aim, but now she’s a drunkard dancing pirate with middlin’ aim and a strong desire to kidnap trolls to be her lackeys so she can prove herself the toughest of all seadwellers.
Vollia: I dunno, I think someone literally just suggested ‘what if there was a troll based off one of those repo-men shows’ on MSPAF at one point and Vollia was hatched. She’s changed drastically since then. Original incarnation was still a drinker, but only to deal with the stupidity she dealt with on a regular basis. She was also fairly bloodthirsty and absolutely loathed subjugglators for ‘ruining’ the good name of indigos
Deviex: I was fresh off playing Bioshock and I wanted a lunatic doctor of my own. He was never a direct Bioshock rip-off, but I slipped in a few steinman jokes here and there and unfortunately that got him l labelled as such. He originally had a yellowblooded moirail that kept his homicidal medical intentions in check, but since her RPer turned into a huge prat stopped roleplaying, that is long gone and Deviex has since had no one to stop him from flying into a rage when told someone won’t submit for medical testing.
Remiva: ‘what if there was a highblood who made it his job to deal with these nice highbloods?’ I think I originally just designed him as an example profile for a fantroll help blog I used to run (boy that was a dumpster fire). Since I liked the concept of someone being a deliberate asshole to lowbloods for the sake of status while stabbing other people in the back to prove some philosophical point, I fleshed out his profile completely.
Charsa: Originally designed for a dieselpunk SGRUB rp that never took off, she used to be a very energetic and excitable inventor who routinely broke everything she made out of excitement. In the translation between that and here, she lost her excitable nature and become more tired than anything, partially as a result of how her AB turned out. Which is all well and good, I prefer the lazy/tired inventor archetype to the excited one. Plus she kept all the eccentric nature of what she builds with a mildly amused, nearly asleep-college-student attitude.
Kormut: He was my first fantroll. I just wanted a highblood that couldn’t be considered overpowered since I was super worried about accidentally being some sort of newbie rper who busted in with overpowered trolls that everyone auto-loved. So I gave him inexplicable bad luck. Some people guessed that his bad luck was entirely in his head, but it really wasn’t. He’s stayed pretty much the same since his inception, though his lusus turned from a Dune-esque sandworm into a slightly mutated lusus cougar instead.
Sapant: Hatched from the idea of ‘take an obscure character from a popular work and make them into a fantroll.’ He’s Owl Eyes from The Great Gatsby, albeit with his niceness significantly toned down to fit in with troll attitudes. He’s too new to have changed at all!
Newsen: One of the first new trolls I made following my impromptu hiatus. I saw a pair of torn jeans and a wicked hairstyle on a sprite sheet while listening to Dirty Laundry, so I figured a reporter intentionally sabotaging everyone else’s success for his own gain would be pretty amusing, especially if he was pretty disgusting himself.
Yegeri: He’s somewhat inspired by the Pinkerton Detective Agency (His name is formed from two different prominent Pinkerton detectives). You know, before they became some weird private security group. When they busted rum runners and such. He doesn’t get much any use because I’m not a big fan of the sprite I made for him, but I still like his personality.
Hovend: I wanted Yegeri to have a distaff counterpart that was absolutely not suited for police work whatsoever. What would happen if the worst person possible was thrust into a position where he had to do what he hated most? The answer is apparently regress into anime and origami folding.
Xrumon: Not gonna lie, I made him because I was annoyed with a certain someone’s representation of a troll brought back from near-death in robot form. Not to worry dear weird person reading this, it’s nobody that follows me. Their representation had the troll...blandly accept being saved, and they weren’t at all concerned with the ramifications of their new body. So I said ‘I can do it better’ and wrote up the mean spirited son of a bitch we all don’t know and certainly don’t love today. Turns out being trapped in a robot shell sucks.
Portec: There’s an episode of American Dad where Stan really, really, really wanted to get a helicopter or some shit. I saw that and decided I wanted a helicopter troll because it’d be funny (That’s a common theme). So Portec became reality, formed with a strong desire for coffee and a reckless attitude, he...really hasn’t changed all that much.
Deveii: He was originally a self-insert! Oh no! He had my worst personality traits of course, namely being my absolutely awful temper at the time along with cowardice. Thankfully he quickly grew way the hell away from being a self-insert through the power of Zagaya (his first moirail) taking him under his wing. He always retained his bad temper, however, and accidentally gained an affinity for dating highbloods.
Evelsi: I think rai dared me to make a troll that only spoke in like 50′s slang or some shit like that. For a while, that was basically his quirk! I had a whole page written up of various slang terms to use, while Evelsi was basically ‘hey remember the American 50′s? Weren’t those times wild?’ the troll. From that I gradually added onto him so that he became more of a rock n’ roll troll with a penchant for helping others gain friends/quadrants, and pretty much entirely dropped the 50′s schtick.
Remune: “I want a bartender that nearly kills people with what he makes.” That’s pretty much it. His sprite is one I’m really proud of, even if I used a base. His hair was a total bitch but I love how it turned out. He hasn’t changed much, though he originally had telekinesis as a power. I changed that to seismic sense so that I could play it into his alcoholism (Booze deadens the constant noise other trolls generate for him).
Gaveyo: I kinda just wanted an explorer type troll? I listened to the Legionnaire’s Lament by the decemberists and wanted a troll that evoked that song. A lot of my trolls are inspired by music. At first he was just gonna be a lil grumpy and v. tired and v. world weary, but he somehow turned into fat dickhead who ruins people’s nights for laughs. At least he kept his trait of collecting trinkets and mementos. Fun fact, his last name is a rearrangement of the word cloyed, which iirc means something that is really sweet or overly sappy. I have actual reasons for keeping it that way.
Chamlo: I wrote him for a special RP where mutants/undesirable would get to duke it out on an island. The last one standing would be allowed to rejoin the troll empire at large, having been granted the gift of life! And every other troll in the empire got to watch a sick, extreme version of survivor! Unfortunately the RP didn’t get enough applicants and then the MSPAF got nuked so oh well.
Adabon: I listened to Delta (C2C) and suddenly got inspired to make a troll who was a fan of bombs. But since that felt a little cliche, I wondered what else could one do w/ bombs. And then I remembered seeing a cartoon where some fool used an explosives challenge to paint a shitload of stuff at once and figured that’d be pretty fun! It worked out pretty well overall, I’d say.
Yarrex: Second fantroll ever. Most of his characterization came from when I first used him on MSPAF. I can’t remember if the cafe interactions or his profile came first. Either way he soon turned into a troll obsessed with balance. Then I did the stupidest thing ever and wrote myself into an Edgy Fanfic Corner(tm) by burning his hive down and killing his lusus because itsbadwriting.gif. Fortunately, people still liked him for whatever reason. I’ve retconned all of that so his lusus is quite alive and his hive is still standing, but I still have him reference his hive at least getting singed sometimes as a nod. 
Argumi: “Boy, reading everyone’s thoughts would actually be a pretty horrible power. I know! I’ll make it so that you can’t turn it off! And you’re an empath!” And so began Argumi’s suffering. Most of my trolls are ‘inspired’ by sudden thoughts, really. First he was just an empath, then he turned into a mind reader, and now he’s an empath AND a mind reader. His life just gets worse every rewrite. But at least he’s more functional now than he used to be.
Famynn: Was written originally to be the Totally Awesome Doctor(tm) in a pirate RP. He would have performed surgery listening to stirring operas and complained about everyone else being little kids. Basically an incredibly old fashioned, anachronistic, asshole. But then the owner of said rp who shall remain nameless repeatedly made me lower his caste so their friends could get in instead. So he became brown and hopelessly incompetent as a doctor. Then the RP ended because oops the earlier mentioned prat was in it and the owner was no better. Later I used him in a better RP called Hunters (of the lost planet) where he was still the ship’s doctor. That’s where he got his jealous nature towards highbloods from! He’s been pretty much the same since, although his Alternian form has no doctor incliniations.
Marnin: I listened to Convoy or something one too many times and wanted a badass trucker troll. He was Not Great(tm). Really flat for my tastes and I’m a little embarrassed at how one-note he was. I was recently convinced to revive him by someone who actually liked him. I used it as a chance to completely revamp his personality (i.e. actually give him one) and change what he did completely. He’s not the same troll he used to be.
Abnage: I just wanted a con artist, really. His sprites belonged to a failed troll concept I tried out for a while, involving a hobo that flagrantly violated society’s norms to make some dumbass moral point. Unfortunately, that would mean being nice on purpose, and since everyone else’s trolls were nice at the time, the point was lost in translation. 
Gerrel: Third fantroll ever! I wanted the ‘ideal’ lowblood, in a similar vein to how Kormut was a purposefully underpowered blueblood. I didn’t want people calling me mean names if I made an upstart lowblood, so I went in the opposite direction. Just about the only personality trait he retains from his original incarnation is his workaholic-please-everyone attitude. He used to be somewhat suave (at least, what, 15 year old me thought so?) and utterly confident in himself. He bored me to tears, honestly, since I wasn’t a very good writer and couldn’t work with him very well. He’s gone through the most rewrites out of all my troll’s until we got to his ULTIMATE FORM (the one he’s in now). Unfortunately this came at the cost of (oopsie) alienating the fire nation his matesprit, since I never RP’d him much and also randomly went on hiatus.
Platar: I wanted a gas mask troll who burned things. I think the original ORIGINAL idea I had was just ‘world war 1 troll.’ He always carried deadly clouds of poison around with him in sealed containers to show off to other trolls. He was also hideously scarred under his mask thanks to accidentally exposing himself to a large batch of mustard gas, a secret no one ever actually found out. He’s changed entirely up to this point, since he’s now an extremely loyal member of the empire hellbent on proving the worth of his supposed ancestor and burning out all traces of heresy and criminality from the glorious Empire.
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