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#Feli speaks
felikatze · 2 years
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everybody post this rat
[Image ID: Lineless art of Daroach from Kirby: Squeak Squad, one paw raised and holding a flagpole. End ID]
(edited) ID by @regallibellbright !
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isat-script-project · 12 days
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Unbanished from the shadow realm!!!
Hello!!! You may notice the url!!!
That's right, this blog got unbanished!! We're back in business!!! We're here to stay, presumably!!!
I only noticed because I. suddenly had this in my notifs tab again and then i checked my emails and THERE IT WAS the tumblr support email apologizing for nuking me.
I wish I had a new page update to celebrate with immediately but i WILL whip something up!!!
In the meantime I'm currently working on scripting Mirabelle's Friendquest, which will also involve a whole bunch of auxillary pages to that, the first of which will be a page for the full Act 3 Intro, so look forward to getting that next!
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felikatze · 2 months
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an example of how down bad isabeau is
hi it's me the isat script wizard. please. look at this.
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this is a snippet from interacting with isabeau during the second snack break. if you dont know how to interpret rpgmaker isat script because you're normal
act 2: Isabeau (happy1): "Yeah?"
act 3 + 4: Isabeau (blush3): "Y-Yes?"
for some incomprehensible reason. isabeau blushes when siffrin talks to him in act 3 onwards only. not in act 2.
well. you may ask yourself. i know he's in love with siffrin. what changes here.
well.
it's.
siffrin's expression.
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In act 2 it's serious 1, in act 3 it's fake 1, and in act 4 it's scary 2.
the only thing that changes is that siffrin looks more intimidating when talking to isa.
and isa finds that hot.
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felikatze · 5 months
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ISAT and Ludonarrative Harmony: Combat is a Storytelling Tool
Or: How Siffrin is stuck in the endgame grind, forever
Please Note: This is primarily aimed at an audience that already played In Stars and Time, because I am bad at explaining things, and it's good to already know what the fuck I'm talking about. I tend to only bring up game elements as I want to talk about them.
Spoilers for.... all of ISAT! Especially Act 5!
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(image to show how i feel posting this and as an attention grabber over my wall of text)
To pull a definition of ludonarrative harmony out of a hat, game writer Lauryn Ash defines it as follows:
Ludonarrative harmony is when gameplay and story work together to create a meaningful and immersive experience. From a design implementation perspective, it is the synchronized interactions between in-game actions (mechanics) and in-world context (story).
It is, generally speaking, how well game mechanics work hand in hand with the story. I, personally, think ISAT is an absolute masterclass of it, so I want to take a look at how ISAT specifically uses its battle system to emphasize Siffrin's character arc and create organic story moments. I want you to keep this in mind when I talk here.
So, skills, right? If you've played any turn-based RPG, you know your Fire spells, your "BACKSLASH! AIRSLASH! BACKSLASH!" and the many ways to style those.
Well, what does casting "Fire" say about your character? Not all that much, does it? Perhaps you'll have typical divisions. The smart one is the mage, the big brawny one is your tank, the petite one's the healer. And that's the barebones of ISAT's main party, but it's much more than that.
Every character's style of combat tells you something about them. Odile, the Researcher, is the most well-travelled and knowledgable of the bunch. She's the one with the expertise to keep a cool head and analyze the enemy, yet also able to use all three of the Rock-Paper-Scissors craft types.
To reflect her analytical view of things, all her skill names are just descriptive, the closest to your most bog-standard RPG. "Slow IV" or "Paper III" serve well to describe their purpose. The high number of the skills gives the impression there were three other Slow skills beforehand - fitting, considering the party starts at level 45, about to head into the final dungeon. She's also the oldest, so she's the slowest of the bunch.
Isabea, the Fighter, has all his skills in exclamation points. "YOUR TURN!!!" "SO WEAK!!!" "SMASH!!!" they're straightforward, but excited. He's a purposefully cheerfull guy, so his skills revolve around cheering on his allies. He's absolutely pumped to be here, and you see that from his skill names alone.
Mirabelle, the Housemaiden, is an interesting case. She's by all means the true protagonist of this tale - She's the one "Chosen by the Change God," the only one who survived the King's first attack, the only one immune to his ability to freeze time, the only dual-craft type of the game - just a lot of things. And her skill names reflect that facade she puts on herself - she can do this, she can win! She has to believe it, or else she starts doubting. This is how you get "Jolly Round Rondo" and "Mega Sparkle Heal" or "Adorable Moving Cure." She's styled every bit a sailor scout shojo heroine, and her moveset replicates the naming conventions of "In the name of the moon, I'll punish you!"
Even Bonnie, the Kid, who can't be controlled in combat, has named craft skills. And they very much reflect that Bonnie is, well, a kid. "Wolf Speed Technique" or "Thousand Blows Technique" are very much the phrasings of a child who learned one complicated word and now wants to use it in everything to seem cooler than they are, which is none, because they're twelve.
Siffrin's skills are all puns.
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You have an IMMEDIATE feel for personality here. Between "Knife to Meet You!" and "Too Cleaver by Half," you know Siffrin's the type to always crack a joke no matter the situation, slinging witticisms around to put Sonic the Hedgehog to shame. It's just such a clever way to establish character using a game mechanic as old as the entire history of RPGs.
This is only the baseline of the way the combat system feeds into the story, though.
The timeloop, of course, feeds into it. Siffrin is the only character who retains experience upon looping, whereas all other characters are reset to their base level and skills. And it sucks (affectionate).
You're extremely likely to battle more often the earlier in the game you are - after all, you need the experience (for now.) Every party member contributes, and Siffrin isn't all that strong on their own, since they focus on raw scissor type damage with the addition of one speed buff. (Of course it's a speed buff. They're a speedy fucker. Just look at him).
At first, the difference in level between Siffrin and the rest of the group is rather negligible. Just a level or two. Just a bit more speed and attack. And then Siffrin grows further and further apart. Siffrin keeps learning new skills. He gets a healing skill that doubles as an attack boost, taking away from both Mirabelle's and Isabeau's usefullness. He gets Craft skills of every type that even give you two jackpot points instead of one - thus obliterating Odile's niche. Siffrin turns into a one-person army capable of clearing most encounters all on their own.
Siffrin's combat progression is an exact mirror of story progression - as their experience inside the loops grows, they also grow further and further away from their party. The party seems... weaker, slower, clumsier. Always back at their starting point, just as all of their character arcs are reset each loop. Never advancing, always stagnant. And you have Siffrin as the comparison post right next to them.
I also want to point out here a change from Act 2 to Act 3 - Siffrin's battle portrait. He stops smiling.
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Battles keep getting easier. This is true both for the reason that Siffrin keeps growing stronger even when all enemies stay the same, but also for the reason that you, the player, learn more about the battle system and the various encounters, until you've learned perfect boss clear strategies just from repetition. Have you ever watched a speedrunner play Pokemon? They've played this game so many times, they could do it blindfolded and sleeping. Your own knowledge and Siffrin's new strength work in tandem to trivialize the game's entire combat system as the game progresses.
(Is it still fun? Playing it over, and over, and over again? Is it?)
You and Siffrin are in sync, your experience making everything trivial.
As time goes on, Siffrin grows to care less and less about performing right for their party and more and more about going fast. A huge moment in his character is marked by the end of Act 3; because of story events I won't delve too deeply into, Siffrin has grown afraid of trying something new. And his options of escape are closing in. They need an answer, and they need it fast. He doesn't have the time or patience to dumb himself down, so you unlock one new skill.
It doesn't occur with level up, or with a quest, or anything at all. At the start of Act 4, it simply appears in Siffrin's Craft skills.
(Just attack.)
No pun. No joke. Just attack. Once you notice, the effect is immediate - here you have it, a clear sign of how jaded Siffrin has become, right at every encounter. And it's a damn good attack, too! The only available attack in the game that deals "massive" damage against all enemies. Because it doesn't add any jackpot points (at least, it's not supposed to), you set up a combo with everybody else, but Siffrin simply tears away at the enemy with wild abandon. Seperated from the rest of the party by the virtue of no longer needing to contribute to team attacks (most of the time. It's still useful if they do, though).
Once again, an aspect of the battle system enhances the degree of separation between Siffrin and the static characters of his play. You're incentivized to separate him, even.
Additionally, there are two more skills to learn. They're the only skills that replace previous skills. You only get them at extremely high levels, the latter of which I didn't even reach on both of my playthroughs.
The first, somewhere in the level 70 range, Rose Printed Glasses, a paper type craft skill, is replaced by Tear You Apart. It's still a pun about paper, but remarkedly more vicious.
The second is even more on the nose. At level 80, In A While, Rockodile!, a rock type craft skill, is replaced by the more powerful Rock Bottom.
I didn't get to level 80. If you do, you pretty much have to do it on purpose. You have to keep going much longer than necessary, as Siffrin is just done. And the last skill he learns is literally called Rock Bottom.
What do I even need to say, really.
Your party doesn't stay static forever, though.
By doing their hangout quests, side quests throughout the loops that result in Siffrin and the character having a heart to heart, all of them unlock what I'd call an "ultimate" skill. You know the type - the character achieved self-fulfillment, hit rank 10 on their confidant, maxed out their skill tree, and received a reward for their trouble.
These skills are massively useful. My favorite is Odile's - it makes one enemy weak to all Craft types for several turns, which basically allows you to invalidate the first and third boss, as well as just clown on the King, especially once Siffrin starts racking up damage.
But the thing is. In Act 3, when you first get them, yeah, they're useful. But... do you need them? After all, they're such a hassle to get. You need to do the whole character quest again, you can't loop forward in the House or you'll lose them. If you want to take these skills to the King, you need to commit. Go the full nine-yards and be nice to your friends and not die and not skip forward or skip back. Which is annoying, right?
Well, I sure did think so during Act 4. After all, a base level party can still defeat the King, just with a few more tricky pieces involved. Siffrin can oneshot almost all basic enemies by the time of Act 4. It's this exact evalutation that you, the player, go through everytime you return to Dormont. Do I want this skill, still? Would it not be faster to go on without it? I'm repeating myself, but that's the thing! That's what Siffrin is thinking, too!
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I also want to take a quick moment to note, here - all skills gained from hangouts have art associated with them, which no other skills do. This feature, the nifty art, hammers home these as "special" skills, besides just how they're unlocked.
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Siffrin also has one skill with associated art.
Yeah, you guessed it, it's (Just attack.)
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At first, helping the characters is tied to a hefty in-game reward, but that reward loses its value, and in return devalues helping Siffrin's friends every loop. It's too tedious for a skill that'll make a boss go by one turn faster. You, the player, grow jaded with the battle system. Grinding experience isn't worth it, everybody's highest levels are already recorded. Fighting bosses isn't worth it, it's much faster to loop forward.
Isn't this what all endgame in video games looks like? You already beat the final boss, and now... what challenge is left? Is there a point to keep playing? Most games will have some post-game content. A superboss to test your skills against, but ISAT doesn't have any of that. You're forever left chasing to the post-game. That's the whole point - to escape the game.
As most games get more difficult as time passes, ISAT only gets easier. The game becomes disinterested in expanding its own mechanics just as I ran out of new things to fight after 100%-ing Kingdom Hearts 3. Every encounter becomes a simple game of "press button to win."
The final boss just takes that one up a notch.
Spoilers for Act 5 ahead boys!
In Act 5, Siffrin utterly loses it. His last possible hope for escape failed him, told him there's nothing she can do, and Siffrin is trapped for eternity. So of course, they go insane and run up the entire House without their party.
This just proves what you already knew - you dont need the party to proceed. Siffrin alone is strong enough. And here, Siffrin has entirely shed the facade of the jokester they used to be. Every single skill now follows the (Just attack.) naming conventions. Your skills are: (Paper.) (Rock.) (Scissors.) (Breathe.)
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To the point. Not a moment wasted, because Siffrin can't take a moment longer of any of this. Additionally, his level is set to 99 and his equipment becomes fixed. You can't even pick up items anymore! Not that you needed them at this point anyway, right? Honestly, I never used any items besides the Salty Broth since Act 2, so I stopped picking items up a long time ago. Now you just literally can't.
Something I've not talked about until now - one of the main equipment types in this game are Memories, gained for completing subquests or specific interactions and events. They all by and large have little effects - make Odile's tonics heal more, or have Mirabelle cast a shield at the start of combat. For the hangout events, you also gain an associated memory that boosts the characters' stats by 30. It lets them keep up with Siffrin again! A fresh wind! Finally, your party members feel on par with you again!
...For a time. And just like that, they're irrelevant again, just as helping them gave Siffrin a brief moment of hope that the power of friendship could fix everything.
In Act 5, your memory is set to "Memory of Emptiness." It allows you to loop back in the middle of combat. You literally can't die anymore. Not that Siffrin could've died by this point in the first place, unless you forgot about the King's instant-kill attack. This one memory takes away the false pretense that combat ever had any stakes. Siffrin's level being set to 99 means even the scant exp you get is completely wasted on them. All stakes and benefits from combat have been removed. It has become utterly pointless.
Frustrating, right? It's an artistic frustration, though. It traps you right here in Siffrin's shoes, because he hates that all these blinding Sadnesses are still walking around just as much. It all inspires just a tiny fraction of that deep rolling anger Siffrin experiences here in the player.
And listen, it was cathartic, that one time Siffrin snapped and stabbed the tutorial Sadness, wasn't it? Because who enjoys sitting through the tutorial that often? Siffrin doesn't. I don't, either.
So, since combat is an useless obstacle now meant to inspire frustration, what do you do for a boss? You can't well make it a gameplay challenge now, no. The bosses of Act 5 are an emotional challenge: a painful wait.
First, Siffrin fights the King, alone. This is already nervewracking because of one factor - in every other run, you need Mirabelle's shield skill, or else you're scripted to die. You're actually forced to fight the King multiple times in Act 3, and have to do it at least once in Act 4, though you'll likely do it more. Point is: you know how this fight works.
You know Siffrin's fight is doomed from the outset, but all you can do is keep slinging attacks. Siffrin is enough of a powerhouse to take the King's HP down, what with the healing and buff skills they have now, not to even mention you can just go all in on damage and then loop back.
(And no matter which way you play it, whether you just loop or use strategically, it reflects on Siffrin, too. Has he grown callous enough not even death will stop their mission? Or does he still avoid pain, as much as he can?)
This fight still allows you the artifice of even that much choice, not that it matters. The other shoe drops eventually - Siffrin becomes slower, and slower. Unsettling, considering this game works on an Action Gauge system. You barely get turns anymore. The screen gets darker, and darker. Until Siffrin is frozen in time, just as you knew he had to be, because you know how this encounter works, know it can't be cleared without Mirabelle.
And, then, a void.
Siffrin awakens to nothingness. The only way to tell you've hit a wall is if Siffrin has no walking animation to match your button inputs. You walk, and walk, until you're approached by.... you. The next enemy encounter of the game, and Siffrin's absolute lowest point: Mal Du Pays.
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Or, "Homesickness," in english. If you know the game, you know why it's named this, but that's not the point at the moment.
Thing is, where you could damage the King and are damaged in turn, giving you at least a proper combat experience, even if its doomed to fail, Mal Du Pays has no such thing.
You can attack. You can defend. But it is immune to all attacks. And in return, it does nothing. It's common, at least, for undefeatable enemies to be a "survive" challenge, but nope. The entire fight is "press button and wait." Except, remember the previous fight against the King? The entire time, you were waiting for the big instant death attack to drop. That feeling, at least for me, carried forward. I was incredibly on edge just waiting for the other shoe to drop. And, as is a pattern, Siffrin is, too. As Siffrin's attacks fail to connect, they start talking to Mal Du Pays.
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But he gets no response, as you get no attacks to strategize around. The wait for anything to happen is utterly agonizing. You and Siffrin are both waiting for something to happen. This isn't a fight. It just pretends to be. It's an utter rugpull, because Siffrin was so undefeatable for most of Act 4 and all of Act 5 so far. It's kind of terrifying!
and it does. It finally does something. Ma Du Pays speaks, in the voice of Siffrin's friends, listing out their deepest fears. I think it's honestly fantastic. You're forced to just sit here and listen to Siffrin's deepest doubts, things you know the characters could not say because it references the timeloops they're all utterly unaware of. This is all Siffrin, talking to himself. And all you, all Siffrin, can do, is keep wailing away on the enemy to no effect whatsoever.
So of course this ends with Siffrin giving up. What else can you do?
And then Siffrin's friends show up and unfreeze them and it's all very cool yay. The pure narrative scenes aren't really the main focus but I want to point out here:
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A) Mirabelle is in the first party slot here, referencing how she's the de facto protagonist, and Bonnie fills in the fourth slot left empty, which shows all characters uniting to save Siffrin
B) this is the only instance of the other party members having act specific battle icons: they're all smiling brightly, further pushed by the upbeat music
C) the reflecting shield Mirabelle uses to freeze the King uses a variation of her hangout skill cut in, marking it as her true "final" skill and giving the whole fight a more climatic feeling.
It's also a short gameplay sequence with Siffrin utterly uninvolved in the battle. You can't even see them onscreen. But... it feels warm, doesn't it? Everybody coming together. Siffrin doesn't have to fight anymore.
At last, the King is defeated. Siffrin and co. make for the Head Housemaiden, to have her look at Siffrin's sudden illness. Siffrin is utterly exhausted, famished, running a fever. And this isn't unexpected - after all, their skills in Act 5 had no cooldown. For context, instead of featuring any sort of MP system, all skills work on a cooldown basis, where a character can't use it for a certain number of turns. The lowest cooldown is actually Siffrin's Knife to Meet You, which has a cooldown of 1. In universe, this is reasoned as the characters needing a break from spamming craft in order to not exhaust themselves.
Siffrin's skills in Act 5 having no cooldown/being infinitely spammable isn't a sign of their strength - it's a sign that he refuses to let himself rest in order to rush through as fast as possible.
Moving on, Siffrin panics when seeing the Head Housemaiden, because seeing her means one thing: the end. Prior to this in the game, every single time you beat the King, the loop ends when you talk to the Head Housemaiden.
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Reality breaks down, the whole shebang. It's here that Siffrin realizes - they don't want the loops to end, because the end of their journey means their family will leave, and he'll be alone again. The happiest time of his life will be over.
Siffrin goes totally ballistic, to say the least.
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As it turns out (and was heavily foreshadowed narratively), Siffrin has been using Wish Craft to subconciously cause the timeloop because of their abandonment issues. It's rather predictable if you paid attention to literally anything, but it's extremely notable how heavily Siffrin is paralleled to the King, the antagonist they swore to kill by themself at the start of Act 5. The King wants to freeze Vaugarde in time because it is, in his mind, "perfect," for accepting him after he lost his home - a backstory he shares with Siffrin.
Siffrin has become the exact antagonist he swore to kill, and it's shown by how the next fight utterly flips everything on its head.
Siffrin is the final boss.
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In a towering form made of stars, Siffrin looks down at their friends. His face is terrified, because of his internal conflict; he can't hurt his friends, but he can't let them go, either. The combat prompt is simply changed to "END IT!"
This fight is similar to the previous, in that you just need to wait a certain number of turns until its over. However, this time, it's not dreadful suspense. It's... confusion, and hesitance.
You have two options for combat: Attack your friends, or attack yourself.
And... you don't really want to do either, I think. I certainly don't. But what else can you do? It's Siffrin's desires clashing in full force. Attack your friends, and force them to stay? Or attack yourself, and let them go safely without you?
Worth noting, here - when you attack Siffrin's friends, you can't harm them. Isabeau will shield all attacks. And when you attack yourself, Mirabelle will heal you back to full. And the friends don't... do anything, either. How could they? Occasionally, Mirabelle heals you and Isabeau shouts words of motivation, but the main thing is...
(Your friends don't know what to do.)
None of them want to harm Siffrin. Both sides simply stare at each other, resolute in their conviction but unwilling to end it with violence. It's of note that this loop, the last one, is the only loop where the King isn't killed. Just frozen. And now here is Siffrin, clamoring for the same eternity the King was. Of course everything ends in a tearfilled conversation as Siffrin sees their friends won't leave him, even after the journey ends, but I still have to appreciate this moment.
Siffrin is directly put in the position with their friends as his enemies, forced to physically reckon that keeping them in this loop is an act of violence, against both their friends, and against himself.
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It's a happy ending. But... what does it mean?
Of course, ISAT is obviously about the fear of change. Siffrin is afraid of the journey ending, and of being alone. However, ISAT is also a game about games. Siffrin is playing the same game, over and over, because it's comforting. It's familiar. It's nice, to know exactly what happens next. These characters might just be predictable lines of dialogue, but... they feel like friends. Have you ever played a game, loved it, put countless hours into it, but you never finished it? Because you just couldn't bear to see it end? For the characters to leave your life, for there to be a void in your heart where the game used to be?
After all, maybe it became part of your routine! You play the game every day, slowly chipping away at it for weeks at a time. For me, I beat ISAT in four days. It utterly consumed me during this time. I had 36 hours of playtime by the end. Yeah, in that week, I did not do much more than play ISAT.
And once i beat it, i beat it, again. I restarted the game to see the few scenes I missed, most specifically the secret boss I won't talk about here. I... couldn't let go of the game yet. I wanted to see every scrap I could. I still do. I'm writing this, in part because I still do. It's scary to let go.
Ever heard the joke term of "Postgame Depression?" It's when you just beat a game, and you're suddenly sad. Maybe because the ending affected you emotionally and you need to process the feelings it invoked, or you search for something that can now fill your time with it gone.
The game ends, for real this time, the last time you talk to the Head Housemaiden. But Siffrin gets... scared. What if everything loops back again? And so, his family offers to hold his hand. They face the end, together.
For all loops, including the ending, you never see what happens after. After they leave the loop for good. Because the loop is the game itself. It's asking you to trust that life goes on for these characters, and it holds your hand as it asks you to let go. There's a reason for Siffrin's theater metaphors. He is the actor, and the director, asking everyone to do it over one more time. He's a character within the game, and its player.
There's a reason I talked about endgame content. This, the way it all repeats, there's nothing new, difficulty and stakes bleed away as you snap the game over your knee - it's my copy of White 2 with two hundred hours in it. It's me playing Fire Emblem Awakening in under 3 hours while skipping every cutscene. Are you playing for the sake of play, for the sake of indulging in your memories, because you're afraid of the hole it'll leave when you stop?
Of note: the narrative never condemns Siffrin for unwittingly causing their own suffering. He's a victim of circumstance. It's seen as endearing, even, that Siffrin loves their friends to the point of rather seeing the world destroyed than them gone. But Siffrin is also told: we'll stay with you for now, but we'll part ways eventually. And one day, you'll have to be okay with it.
Stop draining the things you love of every ounce of enjoyment just because you're afraid of what happens next. I'm not saying to never play your favorite games again. Playing ISAT a second time, I still had a lot of fun! I saw so many new things I didn't before, and I enjoyed myself immensely, reading the same dialogue over and over. But... it makes me look at other games I love and still play, and makes me ask... is this still fun? Do I still need to play this game to enjoy it? Even writing this is an afterimage of my enjoyment, but it's a new way to interact with the game, to analyze it through this lens. Fuck, man, I write fanfiction. Look at me.
All of this, fanart, fanfic, analysis, is a way to prolong that enjoyment without making yourself suffer for it. Without just going through the motions of enjoyment without actually experiencing any. But one day, the thing you love won't be fun to talk and write and draw about. And it's okay. You'll have new things to love. I promise.
In the end.... I'm certain I'll replay ISAT one day. Between great writing, art, puzzles and unresolved mysteries, it's my shoe-in for game of the year.
But I won't replay it for quite some time. I've had enough, for now, so I let my love take other forms.
Siffrin is never condemned, because love is no evil. Be it love for another person, or for a game. And please, if you're overempathetic - it's still a game, at the end of the day. The great thing about games is that you can always boot them up again, no matter how long its been.
A circle within a circle indeed.
To summarize:
The repetitiveness of ISAT's combat, lack of new enemies, and Siffrin's ever increasing strength eventually allows you to snap the combat over your knee, rendering it irrelevant and boring. Though this may seem counterproductive at first, it perfectly mirrors how Siffrin has also grown bored with these repeated encounters and views them only as an obstacle to get past. The reflection of Siffrin's own tiredness with the player's annoyance increases the compassion the player has for Siffrin as a character.
Additionally, the endgame state of the combat system serves as commentary on the state of a favorite game played too often, much like how Siffrin has unwittingly trapped themself in the loop. Despite the game having no more challenge or content left to over, a player might return to their favorite game anyway, solely to try and recreate the early experience of actually having fun with it. This ties into ISAT's metanarrative about the fear of change and refusal to let go of comfort even when the object (here, your favorite video game) offering that comfort has become utterly bereft of any substance to actually engage with. Playing for the sake of playing, with no actual investment to keep going besides your own memories.
Later on, stripping away even the pretense of strategy for a "press button and wait" format of final bosses highlights the lack of options at Siffrin's disposal and truly forces the player into their shoes. Truly, the only way to win is to stop playing.
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felikatze · 6 months
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look at this shit i found on neoseeker RIGHT NOW
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felikatze · 1 month
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Do you wish you could easily look up information on ISAT, yet the wiki is lacking in it?
Well let me tell you the good news, my friend... YOU can fix that! all you need to do is sign up to wiki.gg (which doesn't even require an email address!) and you can get editing! Add information that the wiki editors have overlooked!! correct spelling mistakes!! write guides for obscure achievements!!
"But I'm afraid to make a mistake!"
Don't worry! If you have questions, simply head to #the-wiki-channel on the official isat discord server, and there'll be plenty of people to help you out!
"But I don't know how wiki editing works!"
in that case, check out isatwiki's very own style guide! It gives you the run down on formatting, page layouts, syntax, and citing! If you still feel unprepared, check out a completed page and copy its formatting! Completed pages are few and far between at the moment, though. Ahaha.
"I don't want to mess up on a public page!"
In that case, our dear pal the style guide is here to help! Check out the last section on Sandbox pages! A very own page, just for you to mess around with! Additionally, you can cut your teeth on making an user page for yourself! Put anything on there (that complies with TOS, of course) and have fun!!! Check out other people's user pages too, if you want!!
"But I don't know what to do!"
Then check out our To Do list! All the wiki's main projects, all compiled in one place! And if something you want to do isn't on the to do list... do it anyway. If there's info you want on there that isn't, the more the merrier, right?
on my hands and knees. please. pretty please. we're a small wiki we have low standards. i will take literally anything over nothing at all. you can make the most barebones unformatted page ever and i personally will pretty it up for you. i merely ask that you cite. like at all. and if you dont cite you can put this cute little {{source}} banner up top so other people will know the info isn't cited.
you should get into wiki editing it's a very fun hobby. you might even pick up basic coding along the way and learn what it's like to cry over css.
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felikatze · 2 months
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THE ISLANDER EUPHRASIE THEORY: THE CRACK HEADCANON THAT RUINED ME FOREVER
HI. you might know me as the kingphie divorce guy. or as the guy who wrote the 6k ludonarrative essay. Today i am going to introduce to YOU @the-bitter-ocean's fantabulous ISLANDER EUPHRASIE THEORY!!!
DISCLAIMER
This post contains SPOILERS for ALL of In Stars and Time. INCLUDING THE ACT 6 SECRET!!
You have been warned.
ALSO!!!!
The original headcanon/theory is VERY MUCH Ocean's fantastic work! I am merely rehashing all the arguments for it that have been laid out across various chats into one cohesive thing people can look at. Also citations! Who doesn't love those.
WHAT IS IT?
Well, it's quite simple. It's the theory that Euphrasie, love of my life and Head Housemaiden of Dormont, is from the forgotten island, same as Siffrin and the King.
(Yes, this is why divorce AU exists.)
WHY DO YOU EVEN BELIEVE THIS?
Quite a lot of reasons, actually.
It's really funny
Let us begin with: the basics.
SUPERFLOUS AESTHETIC DETAIL
HAIR COLOR
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This is Euphrasie. She's very pretty. I love her.
You might notice several things about her, like her fantabulous white hair.
Well. What other characters have white hair?
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You have guessed correctly. The ONLY OTHER white haired characters with actual artwork are Siffrin and the King, both from The Island The World Forgot. Thus we can assume that it's a typical hair color for islanders. Makes it stand out very much that Euphie also has it.
(What about the beautiful one- sh sh sh he's blonde. He's blonde.) (Well, actually, considering that they are the only one who acknowledges that Vaugardians are also weird, what if he's from the island as well? Checkmate atheists.)
EYELASHES
Correct. Eyelashes.
Going back to our portrait of Euphie, she is drawn with precisely three eyelashes. Why is this notable? Because Siffrin and Loop are.
So much so, that being drawn with three eyelashes, is specifically an element of foreshadowing to Loop's true identity.
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(squints at character portraits) literally no characters besides Siffrin, Loop, and Euphrasie have eyelashes? Oh my god. What? Nobody has eyelashes? What the fuck? (okay, some moments later: Mirabelle has eyelashes in some battle artwork, but these three are the only ones specifically with eyelashes in dialogue portraits, which is still incredibly odd.)
SPEAKING HABITS
Hey, so, you know when you talk to people in Dormont, a lot of the NPCS will have a nametag that just says "[something] One" right? Daydreaming One, Castle-Loving One, Beautiful One?
And I've seen people wonder, are these titles? Nicknames?
And I bring you this: Siffrin addresses these people with these epithets in his head, because they have no fucking clue what anyone's name is.
So Siffrin just naturally lapses into this style of nicknaming strangers.
Which two other people also do.
Bright one... ...... Do you remember? Traveling one! Are you done talking with your companions? Yes, wonderful, wonderful!
Funny little tidbit that these three characters all speak alike isn't it :)
Okay. With aesthetics out of the way, let's move onto the next tier of this iceberg:
THE MECHANICS OF FORGETTING AND BEING FORGOTTEN
I realize in the process of writing that we must outline the nature of the curse. What gets forgotten and what gets to stay?
The particularity that's important to us right now is: what people get forgotten?
All evidence points toward this: an entire person is only forgotten if they were physically present on the island when it vanished.
I'm pulling up two example cases to prove it: Siffrin and the Daydreaming One.
The thing with Siffrin is: we know he witnessed the exact moment the island vanished. And, very notably, Siffrin was in a boat.
You can get the dialogue that proves this only in ACT 2 in a secret room most people don't find on their first playthroughs, which is both very funny and very evil. Here's the dialogue.
Siffrin: "I ran away from home once!" [...] Siffrin: "And so I took our boat! Got to the beach, rowed away from the shore a bit. I was going to come back right away, I just wanted to scare my parents a bit!" [...]
Siffrin: "I started to row back towards the shore... And then, I... I... ..." Isabeau: ... Sif? Siffrin: (Woah! What?) "Um, yes?" Isabeau: Um... You were telling us how you ran away from home? Siffrin: "I... was?" Odile: You... Were. Bonnie: DID YOU FORGET WHAT YOU WERE TALKING ABOUT WHILE TALKING ABOUT IT?!?
Siffrin is from the island, but was not physically present when it disappeared. This resulted in Siffrin forgetting their entire identity, including given name and spoken/written language.
Additionally, this is confirmed via Word of God to be the exact moment the island disappeared, so here's proof I'm not reading into it:
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Shoutout to bibliomaniac's insane google spreadsheet for the easily searchable screenshot. god bless. Brinny, ily.
On the other hand, with the Daydreaming One, we have proof of a person who is not originally from the island, but was physically on it at the time of disappearance.
Siffrin: "Don't you have a sister?" Daydreaming One: I... I don't? I just said I'm an only child, silly!
(For her to forget someone like her sister, so easily... Her sister must've traveled to...)
Secondly, we know that remnants of the island were not completely forgotten immediately.
Memory faded gradually, starting with the ability to still speak and think about it with accompanying headaches, until it ramped up in intensity and everything is simply gone.
The Sparkling Diary in the library is more or less proof. Memory of the island was gone, but... people still remembered that they forgot something. People still knew what they were talking about, (an island north of Vaugarde), just without the specifics.
"Urgh. Also, Dad noticed no one can say the name of the island north of here anymore?" "I tried to say it yesterday and I got like the WEIRDEST headache for HOURS."
And Odile also remarks the following
Odile: We also know that people could remember that country clearly, before.
This will be relevant later. Moving on.
CONTRIVANCES
THE HOUSE'S OBSERVATORY
SO. The House of Change of Dormont has this funny little room on the third floor. It's an observatory. To look at stars with. When entering this room for the first time, Mirabelle says this:
Mirabelle: What...? Was there a room like this in the House? Y-yeah, I remember! Someone was working here... Studying... They looked like... ... Um... Sorry, I can't remember.
This reveals to us several things:
This room is innate to the House, and not brought here by the King's weird redecorating
Someone from the House was using it for study
All memory of who or what was studying and being studied was erased alongside the island's existence
Of course we can say, "yo, what if Euphrasie was using this room and just forgot?" but that is. a headcanon. I ADMIT! It is a stipulation
However, I find the general presence of the Island written all over the House incredibly interesting.
Inside the Observatory, there's a pile of papers with messy handwriting. You can't read these in until ACT 4. Even in ACT 4, you can't read them. But you do learn what's written on them.
(A pile of papers.) (It looks like someone was trying to write your country's name.)
Inside the observatory is also a globe. Upon repeated interaction in... act 4, i think, you get this:
(You see a spot on the globe where the paint has started wearing out, like someone kept dragging their finger on it.) (You drag your finger there too.) (Erased. You almost want to look for lightless paint.)
BOOKS
During the various quests to discover the truth of the loops, you run into a lot of books, written in the forgotten language. Now, Dormont is not close to the island. Dormont is not close to the coast.
Bambouche is. That's why Bonnie has heard about the island before and knows it was a big deal - they lived really close to it.
Bonnie (and then1): I think, I think my village was really close to it!!! My sister said it was all everyone could talk about for weeks!!! Mirabelle (anxious1): That's so frightening... I'm glad that whatever happened, she didn't get caught up in it!
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As we can see in this map, Dormont is in the southern half of the country, and very centrally at that, meaning it has basically maximum distance from all waters and ports. So why does this landlocked small town have so many books in this language?
These aren't just dry books, either. In Dormont's library, there's actually a translated version of volume 2 of The Cursing of Chateau Castle.
(You take the book out again.) (You can read its title, now...) (Your heart is beating, badump, badump, badump.) (It's...) (... A translated copy of "The Cursing of Château Castle", issue #2.) (You start laughing.)
CONCLUSION OF THIS SECTION
Islanders lived in Dormont. Maybe even multiple! We've established that whoever is in Dormont when it vanished would not simply disapper, instead
they forgot where they're from.
One day, the islanders in Dormont could no longer remember being anywhere but Dormont. Being anything but Vaugardian. The observatory fell into disuse, as the person studying there gradually forgot what they used it for, even as they desparately tried to hold onto it, boring holes into the globe, and scribbling its name over and over until its unintelligible.
And, in all likelihood, eventually that knowledge was just gone forever. They simply became part of Dormont, none the wiser to their own history.
Books slipped into cracks. Rooms fell into disuse. Nobody remembered to clean out the remnants.
Now. The real cinch of this.
Why, in particular, do I think Euphrasie is one of them?
Answer me this, then.
How does Euphie know what Wish Craft is?
1. How could she read it?
Euphrasie knew specifically that Wish Craft exists, when all books on it are written in a language nobody can read.
The book in the storage room? The diary in the room behind the star door? The book in the secret library? None of them are legible.
There are no legible records of Wish Craft.
2. What about the Favor Tree?
Euphrasie knew specifically that Wish Craft is related to the Favor Tree. It's also a Vaugardian practice to make requests of the Favor Tree, but they're just that - requests. Nobody thinks they actually have power.
Only Euphrasie does. She thinks it's the key to defeating the King.
(This is... A list of people who wished to save Vaugarde!!!) (You look around her desk, trying to find out more.) (Why would she record the people who wished to save Vaugarde?) (... There!!!) (It's a little notebook, jammed between random boring paperwork...) (In it, the Head Housemaiden talks about Wish Craft... How in the days before the King attacked, she noticed everyone was wishing to the Favor Tree for the same thing:) (To save Vaugarde.) (And she started wondering if this wish could be the key to the King's defeat, somehow...) (So the Head Housemaiden knew about Wish Craft!!!)
Except, when Isabeau talks about it...
Isabeau: Well, it's just a random big tree. But when you're a believer of the House of Change, the biggest tree in a certain place is called a Favor Tree! It's like, it’s the tree with the most power, so you can ask it things? As a favor?
He struggles a little to explain it. Almost, as though the tradition came from some other culture, imported into Vaugarde, and no one can definetely remember where it came from.
To note, here, is that the Favor Tree is hugely associated with Loop, and wishes in general. Wishing on a Favor Tree is such a hugely powerful ritual when executed correctly, that it caused the entire timeloops.
And I'm not even gonna break out citations to prove that Wish Craft is associated with the island. Come on. You know that. You played the game. It's required to beat the game.
If you haven't beaten the game, what the fuck are you doing here. Go back and play it, baka.
3. Something's breaking, failing, rotting
At the end of ACT 4, when Siffrin confronts Euphrasie about her knowledge of Wish Craft, Euphrasie is distinctly aware of this: the people of Vaugarde are wishing wrong.
It's true. All of Vaugarde wished to the Favor Tree, wished for us to be saved. We wished for a savior. A way for us to win against the King. And Wish Craft gave us the means to do it, didn't it? Made sure it'd work? [...] But... But something went wrong, didn't it? Something goes wrong, every time!!! [...] The only answer I can find... Is it's because we did it wrong. I don't know what happened But we must've done it wrong!!! None of us in Vaugarde knew the exact ritual, but-- But we must have done it so wrong, it broke, and it doesn't answer to us at all anymore!!! [...] I don't know, I don't know, I don't know!!!
There's only one person who knew how to make a Wish correctly. And he made it by sheer instinct. Something they could not place even if they tried. Just... a forgotten ritual, dredged back up by muscle memory. Something he's probably been doing since he's a little kid, something that's so backed into their habits they use Wish Craft to carve figurines out of wood.
To end, I leave you with this. Dialogue you get when you try to talk to Euphrasie again, before you talked to everybody else.
If you talk to me... REALLY talk to me... It's all over. What "it" is, I have no idea... I know... I can feel that... I couldn't change whatever comes next, even if I wanted to. But I know it is the will of the Change God. Or, no, perhaps... The will of something even bigger... ... Something will end, once you talk to me.
There is a way for Euphrasie to know all of this. To know Wish Craft exists, to be aware she's doing it wrong, but not knowing, remembering quite enough to get it right.
If she knew it all beforehand already.
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felikatze · 9 months
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so like, i'm fascinated by this, right, in all depictions of masked lucina - her awakening portrait, warriors, heroes, the lucina figma, whatever, - you can clearly tell that her hair is cropped short, identical to marth's style. and yet, when her mask breaks in awakening, her hair just goes flying out, like she had it tucked away somewhere. when i first played awakening i just rationalized it as maybe her long hair was tucked into her collar, or something, but playing the insane amounts of fe:w i am -
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there is nowhere for the hair to BE it is clearly just cut short
so
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fwuhh????
funny thing is, you can see that the hair is short in the same scene
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there are multiple points where you can see the back of her head
also, there's a really fast and hard cut between lucina's mask being cut and the close up of her face, revealing her long hair
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......almost like they needed to switch out her model, or something......
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shout out to this maskless short hair lucina though. she looks so cute. thanks fewiki for this image
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felikatze · 10 months
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hello everyone i can happily confirm that sonadow also canon in german. sonic uses the romantic "ich liebe dich" instead of the platonic "ich habe dich lieb." this is, what, the fourth language where this happens? congrats to the furry destiel!
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felikatze · 5 months
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i've had these thoughts before with sasasap, but now having played isat for basically 5 hours straight i am once again astounded by how just. perfect. siffrin's personality is to allow the game's premise, and it starts with his damn dnd class.
siffrin isn't the hero, they're the rogue. this alone allows them several personality trappings that help the story structure
their position as rogue means it's only natural for them to investigate the traps first - making him most likely to die from them in stupid ways.
he's very quiet and rarely speaks up, which means it's much less noticable when he's not listening, explaining how everyone proceeds as normal even when using the "zone out" function - he just didn't speak up in conversation in the first place
people are less likely to notice siffrin behaving weirdly because they struggle to socialize. odd mannerisms get waved off as "siffrin being siffrin"
siffrin has an intense desire to make their friends happy, which gives them incentive to change and keep loops the same - he fine tunes his deliveries for the best results, and then sticks by the successful script every loop thereafter.
(it's also just very cute how siffrin will make the pun every single time and nothing can stop them)
(honestly wanting to make others happy is for sure why he has the funnyguy persona in the first place)
just!! they're a combination of the silent loner rogue AND the laidback funnyguy assassin, baked into one by a connecting thread of social awkwardness. you can just TELL siffrin isn't used to having company, to having friends, and it's so cleae how much he loves the party just from how hard he tries.
.....also their struggle to talk and interact with others "properly" reminds me a lot of myself.... when siffrin says they just like to listen to everybody talk, without contributing because they have nothing to say... just being there and being included....
yeah dude i get it
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felikatze · 4 months
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do YOU want to read the ISAT QnA but hate twitter?
oh boy do i have news for you! The In Stars and Time Wiki is proud to present a FULL MIRROR OF THE QNA!
THANK YOU to Brin for making the Insane Lore Spreadsheet so I only had to copy paste everything for hours!! Now all the QnA is in one easily accessible place!
Please do read it. It's good.
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felikatze · 5 months
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felikatze · 3 months
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i'm the world's first and foremost kingphie shipper. get these two a divorce stat. euphie looking at the frozen king eternally stuck on her fucking balcony now going "well okay he tried to freeze everyone but he IS kinda cute. whatever." and then going about her day. king targeting euphie first to freeze because of cuteness agression. two people who may or may not have the same past but just ended up vastly different because of religion. they're not even technically divorced they just fucking forgot they're married and the country their papers were in evaporated, so.
meanwhile siffrin has One Stray Thought about what their parents might've looked like and went "nah, no fucking way" when it was, in fact, way. "i think my mom was like, really tall. like three heads taller than isa." "just like the head housemaiden, then."
"..."
"siffrin?"
"fuck. HEY MIRABELE WE MIGHT BE STEPSIBLINGS?"
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felikatze · 1 year
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ok it's actually really cool how laios defeating / eating the winged lion is an assertion of survival in the cycle of life. "you're trying to eat me, so to survive, i'll eat you first." laios wishes to defeat the winged lion on the basis that its wish contradicts the nature of this cycle and thus the nature of the world. multiple times in the story "eternity" is posited as something unattainable and inherently harmful (thistle trapping the inhabitants of the golden kingdom, marcille's actions as dungeon master, the winged lion's desire for eternal happiness). to change the nature of the world is to destroy the world as it currently stands.
however, the main mission of the main characters, the resurrection of falin, also goes against the nature of the world. "eat or be eaten." falin was eaten by the red dragon. end of. thus to resurrect her is an act of violence against falin that dooms her to a fate arguably worse than death (getting turned into monster only to die again).
the winged lion's curse is appropiate for laios because it was the winged lion's power that allowed him to hope to save falin at all. by assimilating the winged lion into the cycle of life, laios also has to submit to that same cycle and accept that falin is dead
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felikatze · 14 days
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"what the fuck is a funyarinpa" i say, opening google, immediately finding wiki articles and reddit posts also asking themselves the exact same fuckin thing
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felikatze · 8 months
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underappreciated girls. reblog if you love women
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