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#I wonder if this makes the revived heroes clones of the original ones that died?
goldengirlgalaxy · 9 months
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You know how there's a whole thing about how DC superheroes die and get brought back a lot? Well, for DPxDC, how about this?
Every time a Justice League member gets resurrected, their ghost remains in the Ghost Zone.
So you'll have a member of the Justice League bite the bullet for whatever reason, they'll form as a ghost in the Ghost Zone. They'll make themselves comfortable, maybe they'll even becoming defenders of peaceful ghosts who have no experience fighting or no desire to fight. Maybe they'll find dead family members and re-establish their bonds. Maybe they'll find other dead members of the Justice League and make and undead branch of the Justice League. Maybe they'll meet Danny and either help teach him how to be a hero (if he's still young) or become a hero group supported by him (if he becomes the king).
And then, for whatever reason, someone found the magical amulet that can revive a person, they somehow developed 1-Ups for a limited time, the revival machine finally got a tune up, the hero gets revived. But the ghost doesn't leave the Ghost Zone. Because of this, the revived hero doesn't have any memories of their time in the afterlife. The ghost probably doesn't even notice something changed and that their old body is up and running again.
This all ends up coming to a head when the GIW decide to push the manhunt for Danny Phantom and all other ghosts, lying to the Justice League in order to convince them to help. They eventually decide to hunt down Danny and corner him, ready to capture him...
… And suddenly he's saved by a bunch of ghosts that look identical to them.
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daggerfall · 2 years
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Some in depth cloudrest headcanons and rewrites stemming from an hours long conversation about trials in eso and the stories involved:
Cloudrest is the only trial where player death and revival is not actually death, but merely disabling. When a player dies, zmaja makes a shadow clone of them. Only when the shade is dead (and merged PROPERLY with the host), can the player come back. This reminds me a lot of Clockwork City, where one important aspect of shades is that you cant just kill them or else the owner will be permanently weakened, as shades are an important part of the person. Separating and killing the shade has consequences. Which is why I imagine that Olorime is frantically casting the spells to merge peoples shades with their bodies throughout the fight.
Which also ties into my theory on why the Welkynar become permanently weakened if you fail to save all 3 of them. There's a cutscene that should have happened (I vaguely remember hearing that it was in the game and was either removed or just doesnt work anymore) where after the fight ends, Olorime quickly merges the shades with the Welkynar before they fade away with the death of zmaja. Only if you do the good ending does Olorime have enough focus to do this ritual correctly and fast enough. If even one of her friends is dead, and she's been helping you with the mini fights before the main, then shes tired and upset enough to miss that window of opportunity and the shades escape. Condemning her friends to never regain their full strength
Zmaja's plan before the Undaunted show up to defeat her is not something something use the amulet to channel power and eventually escape (saint olms). She is not guarding something or blocking the way for another boss (first two bosses sunspire and kynes aegis), not just in her home and You broke in (assembly general), and not doing some grand task that cant be interrupted (bahsei, nahviintas, falgravn). Based on her wipe and death dialogue, shes very eager to gain new additions to her shadow army. My theory is that shes baiting Olorime and anyone else who wants to free the welkynar into coming directly into her trap to be killed and shadow cloned. Her goal is to keep tricking adventurers into coming to slay the big scary sload and free the heroes of the Isle, only to realize just how in over their heads they are and die. I find it really interesting that her motivations as a boss are actually just To Kill, rather than that she will just Fight Back if attacked.
The Aerie where the fight happens, and the rest of cloudrest in all honesty, should have looked more lived in. Like a city. Its bigger than Alinor ffs if you look over the bridge into the fog. The aerie is very weirdly shaped for a training area for the welkynar, and it seems more likely it would have been an amphitheater, or a marketplace. But it shouldnt have been completely barren like in game.
Similarly there should be way more dead bodies. You know you're failing to write the devastating impact of an attack on a city well enough when the impact of death in Halls of Fabrication feels stronger than Cloudrest. Bodies line the walkways of one Telvanni tower's basement, people are crying over them, wondering how they will go on. Meanwhile cloudrest, which is an entire city, is filled with a moderate number of survivors in a small area and should have had at least some dead.
Rather than have Olorime simply react to her fellow Welkynars deaths with just "curse you zmaja" and continuing to allow the player to kill them (especially after you kill the first mini boss and realize it kills the real welkynar too), she should show more reaction. She originally states that only a great warrior could defeat zmaja with all 3 shadow warriors at her side, and that we should divide and conquer. But should you do that, she realizes "shit I just killed one of my friends. What do I do," she wonders. Because to order that they fight another shade means losing her friend, but promising a more safe final fight with zmaja. Ordering them to fight zmaja now risks losing all of them (undaunted, welkynar, herself) in an impossible fight. Does she have an obligation to protect civilians over her fellow welkynar? Do they deserve to die for letting zmaja into the city in the first place? I think itd be a much more emotional story if Olorime was allowed to speak more and have conflicted thoughts on what it is "better" to do as an action plan.
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mythical-song-wolf · 5 years
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Robin The Movie Pt 2
Part 1           Part 3
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In another part of the world, a boy gasps for air as he emerges from a Lazarus pit.
After crawling out, he coughs as several figures watch on.
“Where... who am I?” Jason asks.
It zooms in on Ra’s Al Ghul’s smirking face before it cuts to black.
Batman and Nightwing are sneaking through the shadows, bringing justice to Gotham like how they did as Batman and Robin.
But then it cuts to them fighting, screaming at each other in the Batcave while Tim is behind the corner hearing it all.
Tim is insistent. Batman needs a Robin. He needs someone to the his light so that he doesn’t fall too deep into the darkness of the city and the darkness in himself.
Dick considers his reasoning for a moment, but he’s not going to be Robin again. He gave up that mantle when he left Bruce. Dick snaps his fingers before pointing to Tim and then the scene cuts off.
It cuts back to Tim training, before shifting to his initiation as Robin with Dick’s blessing.
Soon enough, Batman and Robin patrol the streets of Gotham once more.
Then Tim’s mother dies and his father paralyzed. Tim is forced to retire as Robin and Stephanie takes the title in his stead.
Stephanie leaves not long after.
Batman is left without a Robin for a while.
During that, the Joker is found to have been beaten by a crowbar. Several criminals of all levels are found dead or brutalized.
Batman follows the lead and Nightwing aids him. They are lead to the Red Hood.
The dynamic duo face the Red Hood on the ledge of Wayne Enterprises. The whirling of helicopter blades hovers between them before the lights from the copper blind the camera and the scene switches to Jason and Bruce, masks off.
Jason’s Red Hood.
An explosion happens in a building and then Jason and Bruce are on opposite ends of the city.
Red Hood is nowhere to be seen after that, but his name is whispered between cities and always makes its way back home, to Gotham.
Tim comes back to being Robin the next day and is very confused.
Then Tim’s father dies and Dick and Jason now have a new brother.
But life goes on for the Bats.
The scenes switch between the two previous Robins and the current one.
One moment it’s Nightwing in the Cave, then next he’s in the Watchtower, the people he’s with shifting and unfocused like before, but someone with red hair always peeks through. Dick’s laughter and voice echoing. At some point, Dick looks out and mutters Jason’s name.
Then it’s onto Jason sneezing, before a female voice tells her, “Bless you.” Then next it’s Jason and another friend aiming to strike on the roof of a building. Next it’s Red Hood and two others brawling off some goons. The sound of explosions, gun shot, arrows flying, and things breaking echo in most scenes, but as does Jason’s hollering.
Tim’s moments are mostly with the Bat, investigating a case, defusing a bomb, fighting the Joker, etc. But there are brief moments where Robin is fighting beside younger heroes, their faces blurred or they’re too far to see amidst the chaos of battle. A boy says some slang that’s very out of date in one scene and then it cuts to the laughter of several teens and then to their chatter and whispers.
Nightwing visits Gotham often, so that he can be a better brother to Tim than he was to Jason, so that he can help mentor this boy in handling the Bat’s emotional incapability and teach him how to read Bruce’s micro-expressions.
Everything goes on well enough for them.
But then Br- Batman dies and Gotham is left without her Dark Knight, and all he’s left her is his blood son, a Robin, and his first son.
Jason steals the mantle and leaves a trail of death and destruction in his wake before he and Dick duke it out in a battle for the cowl. The battle is fierce and leaves plenty of bruises and scars on both brothers.
In the end, Dick wins. He is the first son, the Dark Heir. He’s the only one who could be Batman right now.
Dick makes Damian his Robin.
Why?
“Because you’re not my Robin, Tim, you’re my brother.”
With that, Tim dons the mantle of Red Robin and travels the world, believing that Bruce is alive and that he needs to find him. Dick wants to believe him but he doesn’t risk hoping.
Batman and Robin defend Gotham once more, but whoever is behind the mask of the dynamic duo now, it’s different from who they were previously. Everyone can see it. How the Robin is dark and brooding, violent and angry while Batman is kind and almost cheery, willing to talk and willing to listen. (Whispers go around some of Gotham’s Rogues, that the current Batman is the first Robin)
Red Hood appears a handful of times, sometimes as a foe, nuisance, or ally (one day tossing Damian into a river and blowing up a building, the next he’s beating the same human traffickers that they’ve been tracking and almost kills one of them, then that Friday he tackles Dick away from gunfire). During one of the moment’s their goals meet (the Joker’s being pushed into a van headed for Akrham as Batman and Red Hood stand in front of an orphanage, Robin is speaking to the GCPD), Dick tells his brother Bruce’s message for him in his will.
Jason leaves and isn’t seen for a few weeks, even by his Outlaws. But before he left, he wondered aloud if a Lazarus pit could revive him, couldn’t it revive Bruce?
Dick tests this theory out with Batwoman supervising him. In the end, that Batman is not this Gotham’s original Batman. Tim is right, Bruce is alive.
Dick tells him that as soon as he gets back and the two investigate Bruce’s disappearance further. Dick trying to get Tim to talk to people again, he’s basically been isolating himself since he left to travel.
Tim does after much prodding and also goes back to the mansion and helps with cases during the many dead ends he encounters.
After one too many close calls and and situations, plus some reflection, Jason stays in the mansion again with the rest of the family until Bruce is found and Gotham has her Bat again.
Eventually she does have her original Bat again, and Dick goes back to being Nightwing.
Batman and Robin patrol the streets of Gotham once more. Both are dark and brooding, but their edges aren’t as sharp as they originally were and they aren’t letting the change in partners change that.
Nightwing goes back to Bludhaven and his teams, Red Robin returns to his teams and his own missions, Red Hood goes back to the Outlaws.
Dick comes by Gotham often enough for Damian’s sake, and Tim passes by to see Bruce and Alfred. Jason sometimes sneaks into the mansion, only Alfred knows and the few times that Dick and Tim are they, they’ve caught Jason.
The Bats aren’t always together, other times they’re scattered. But all of them still do well enough on their own and with their allies and family.
A scene of Nightwing and a speedster taking out some wannabe villain.
Red Hood fighting off a swarm of Mafia grunts. While some of them are being flung across the room by two other people.
Red Robin standing calmly while surrounded by various large goons, outside a bomb is thrown up into the sky and blows, Red Robin doesn’t flinch at the sound and instead moves to beat the guards.
Robin fighting off a robot with the Justice League’s powers, behind him is a small crater where a boy donning Superman’s S stands up from the rubble. The Superboy and Robin launch for the robot together.
Tragedy finds the family once more, like it always does.
Talia Al Ghul brings Heretic, an evil adult clone of Damian, to challenge the boy. Which cost him his life.
In a fit of irony and cruel poetic justice, Damian is impaled by his own sword and bleeds out next to the skeleton of the bat he killed when he first came into the cave. The memory plays back in slow motion while the rest his life flashes before him.
Damian is gifted the chance to speak to Dick as he’s dying, and he leaves a message for his other siblings and his father before he passes.
The funeral is quiet as the rain beats down on the Earth. Jason watches from a distance. Dick sobs into the chest of his friend. Tim has a hand on his shoulder in comfort. Bruce stands tall and strong, but the pain can be seen in by those who know him. Some kids around Damian’s age all sob, the same boy from before falls to his knees before his mother and father come in to hold him.
Time passes and they can’t hope that Damian’s not dead because Dick saw him die. He saw him bleed out in his arms as his life faded away.
But then one day Damian’s grave has been dug up. His body’s missing.
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zdbztumble · 7 years
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I HAVE WATCHED THEM ALL!
And ranked them all, from favorite to least! (Three guesses as to what’s #1, given what 97% of the content on this blog is concerned with.)
1. Revelation Lugia: At no point was there any competition for the top slot. Crisp art direction, an appropriately epic scale to the design and the staging of action, a gorgeous musical score (the dub surpassed the original on this point IMO), the best editing and pacing out of any of these movies, and a well-constructed plot that’s simple without being simplistic all speak well for it. But the real selling point for this film is the character work. The CotDs are engaging and play a vital role in the plot without overtaking it. This is the TRio’s finest hour to date IMO. Tracey may be along for the ride (as he often was in the show), but Misty enjoys the best role a travelling companion has gotten to date, and Ash is saddled with his greatest challenge ever (to my knowledge, anyway; I’ve got a hell of a lot of episodes to go in catching up on the series, but it’s hard to top “save the world by yourself because Prophecy.”) And this and the next entry on this list are the only two films where I felt that Ash (and Misty, in this case), more than just experiencing another adventure, actually grew as characters. Not that Johto or the later series built on that growth, but in this show, I’ll take what I can get.
...And, yeah, the pokeshipping doesn’t hurt its rating either.
2. Lucario and the Mystery of Mew: Again, it’s all about the character work here. This is the only other time that Ash seemed to grow, through his relationship with Lucario and his discovery of his Aura (and, in a way, it’s more of a shame that the show never built on this than it is that they never built on Ash and Misty’s growth after Lugia, when you consider that the staff wrote themselves a golden opportunity to do so in DP!) His “this time, it’s personal” goal of saving Pikachu and the parallels between himself and Sir Aaron also serve to enrich his role in a way most of the other pokefilms don’t even attempt. Lucario is the most compelling and dimensional of the movie-featured Pokemon since Mewtwo. Mew is absolutely adorable. The art direction is beautiful, and it’s scope and ambition are appropriate for the high fantasy subject matter. It loses points for some awkward pacing in the front half (the dance is so slow!) and a ridiculous lack of pathos shown when the whole human cast (temporarily) dies, but it makes up a lot of those points with its gutsy ending. No contrived out for the heroic sacrifice this time!
3. Spell of the Unown: So glad I decided to give this film a re-watch. Having an innocent and traumatized little girl, or her feelings of loss and loneliness to be more specific, be the antagonist, is an amazing move by the staff, and it works so well. The threat that those feelings pose to Ash and friends when given immense power is very tangible, though the full impact of that threat takes a while to become apparent. Giving Ash a personal stake in the adventure is very welcome, both travelling companions get decent roles, Charizard’s return is spectacular, and there is some delightfully off-beat and experimental work done in the production design. With the possible exception of Mewtwo Strikes Back, this film has the most ambition and daring of any of them. An uneven pace at the start and a questionable final fight can’t take away the fact that this movie is just cool.
4. Pokemon 4Ever: Possibly the most impressive art direction out of any of the movies; the forest feels huge, and old, and real, just in one look. The Miyazaki-esque look is appropriate for the “destruction of nature” plot, the consequences of which are plainly felt. The time travel aspect is intriguing and not confusing, and Sam is the real hero of the human cast. It tries to give the TRio a real reason to be in the movie, though it’s less successful on that front than Lugia. Drawbacks include a lag in the pace toward the middle, a contrived resurrection, a waste of the travelling companions even by pokefilm standards, and the sidelining of Ash himself.
5. Hoopa and the Clash of Ages: The most threadbare plot out of any of these movies, no real role for the companions or even Ash, and some of the dullest CotDs out there can’t change the fact this is just such a fun movie. Every ten-year old’s dream of an epic inter-gen smash-fest gets thrown on-screen, and even if it doesn’t crank things up to 11, it’s still extremely entertaining. Easily the best thing about XY/Z that I’ve seen so far.
6. Jirachi Wish Maker: An extremely choppy pace and story elements that don’t belong are a serious handicap. But this film not only gives a traveling companion an arc, but makes Max’s friendship with Jirachi the main focus. The damage done to that arc by the plot’s flaws doesn’t erase its charms. And Ash, put into a supporting role, excels in the part, much moreso than in many of these movies where he stays on the sidelines for much of the running time before abruptly becoming the hero.
7. White: Victini and Zekrom/Black: Victini and Rashiram: The “villain’s” actions are poorly motivated and the CotDs are forgettable. But Victini is just so damn cute, and its bond with Ash is so endearing. Those two things elevate the film, and give Ash one of his more dramatically satisfying stints as a glorified plot device. The gimmick of these films, however, feels like a waste.
8. Mewtwo Strikes Back: Compared to my childhood memories of it, this is a very uneven film. The travelling companions have nothing to do, the CotDs are forgettable, the TRio set the “why are we even here” trend up early, the film loses a lot of juice once the battle of clones vs. originals starts (mostly due to sluggish pacing on the fight), and the means of Ash’s revival is infuriatingly dumb. But for the first (and, as far as they knew at the time, only) movie of a kids’ cartoon meant to sell video games, it’s shocking to me how dark they went with this film. Mewtwo is a wonderfully grey character, and his origins and struggles render the first half of the film one of the best sequences in the whole franchise. The idea of prejudice and fighting for superiority as a basis for the conflict is solid in theory if a bit heavy-handed in execution. If Ash and friends (mostly friends) don’t get a lot to do once they reach the island, their journey to it is a fun adventure. And there’s a delightfully twisted horror film look to the production design. For a first outing, this was a very risky film, and even if doesn’t fully work, I think it’s a more impressive effort than most of the pokefilms because of that.
9. Rise of Darkrai: On a technical level, Darkrai has a more even script, and a more consistently solid execution of that script IMO, than Mewtwo. It’s the best of the Sinnoh trilogy by a wide margin. The CotDs (well, Alberto at least) are fun and Darkrai is an effective featured Pokemon. But the problems of the Sinnoh trilogy, while not as pronounced here, are still at hand: a light tone that leaves the Legendaries feeling less impressive than their predecessors, a rather episodic layout to the plot that kills a sense of scale, sluggish pacing and a sense of padding, no real role for the travelling companions, and Ash being a glorified deus ex machina.
10. Kyurem vs. the Sword of Justice: Technical proficiency, a cinematic scale, decent dub work, and excellent use of the travelling companions argue in favor of this one being higher on the list. Arguments against that include this film featuring some of the more poorly-designed Pokemon around, a severe lack of tension and stakes in the plot, and a disappointing role for Ash. Ultimately, it just didn’t grip me the way the films immediately above it did.
11. Arceus and the Jewel of Life: Out of all the Sinnoh trilogy, this one felt the least padded, and helped clear up some of the murky plot mess of the earlier entries. The CotDs are serviceable if a little on the dull side. And this final chapter of the trilogy does aim the highest in its scope and scale, even if it doesn’t reach its goals. But Arceus’s terrible voice in the dub, and his rush to apocalyptic judgement, really hurt the character. And the main cast is worse off here than in the other entries, as Dawn ends up as sidelined as Brock in the finale.
12. Giratina and the Sky Warrior: You can give the film this - Shaymin is a well-developed character. She’s a little shit, but she’s a fleshed-out little shit. And Giratina was the most impressively presented of the Sinnoh Legendaries. But the human villain here is very dull, and Shaymin’s obnoxiousness makes it damn near impossible to get invested in her conflict or to buy her eventual friendship with Ash. On the plus side, wonderful art direction and animation.
13. Pokemon Ranger and the Temple of the Sea: This film gets off to a strong start and gives us one of the best CotDs, but it’s overlong, stalls in the middle, and its focus on the main plot comes at the expense of May’s arc with Manaphy. It also has the most maddening plot resolution out of any of them (that’s right - it’s even worse than the magic tears from Mewtwo.)
14. I Choose You!: It earns points for shaking up the routine, giving Ash an arc, and doing a superb job at retelling his first meeting with Pikachu, but its meandering middle, superfluous story turns, and some forced character work bog it down. You can give it this - it was a better anniversary show than “Mastermind of the Mirage Pokemon.”
15. Pokemon Heroes: Possibly the most frustrating of these movies to date for me, because there were a lot of elements - the setting, the mythological background, the Dragon-types - that I really liked. It’s easily one of the most beautiful of the movies, and there was a lot of potential in the plot. But most of that potential was untapped, the elements never gelled, and I was often bored watching it. When I wasn’t bored, I was frustrated and questioning - see my “review” for the whole list. And this may be the worst film on the matter of sidelining the travelling companions.
16. Diancie and the Cocoon of Destruction: The charms of the titular character and some brief impressive work with the travelling companions can’t make up for an overstuffed, meandering plot full of easy fixes and an abrupt shift in focus during the last third.
17. Zoroark - Master of Illusions: Very similar situation to Diancie - a wonderful story between the titular Pokemon and Zorua can’t overcome a crowded plot that’s saddled with a weak, scene-hogging villain and terrible pacing.
18. Volcanion and the Mechanical Marvel: My biggest problem with this one is that there just wasn’t much about it that was unique. Its many flaws are the same ones that plague at least half these flicks. Its good points are the same sort of good points as in the other movies. Its art direction is pleasant but nothing that wasn’t tried before. It’s just...dull.
19. Genesect and the Legend Awakened: These last two are the only ones I wouldn’t hesitate to say were bad. A fundamental weakness in the plot caused by making the titular Pokemon so unsympathetic, the poor handling of Mewtwo’s return, an unremarkable set of roles for the main cast, uneven animation, and a general feeling of laziness all conspire against a decent premise.
20. Destiny Deoxys - Awkward alien subject matter, lack of a clear emotional core, and the worst padding out of any of these flicks all leave it dead on arrival IMO.
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