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#and it does effect which ones i do end up choosing in game
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Alright I've decided to make a Pokemon starter tier list.
THIS IS BASED ON DESIGN AND HOW MUCH I LIKE THERE LOOK ONLY
D does not mean I hate it is just have meh opinions on it
C means its okay
B is solid
A is good
And S is obviously my favorite
I just wanted to do this for fun! :3
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Also none if them are in any particular order. There are all just lumped together.
(Also note i haven't played scarlet and violet yet but i still wanted to put them here because i really like fuecoco)
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inbarfink · 3 months
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I think a lot about the Concept of ‘choices that matter’ in video games. Like, in terms of what it is that makes a choice ‘really matter’, what do we perceive as a choice that matters or has a consequence, how do different games with different amounts of branching or non-branching storylines play with those ideas…  Especially because Undertale is one of my favorite games of all time, and it has often been hyped as ‘a game where your choices REALLY matter’ and… honestly, I dunno if all of this hype was fully conducive to Undertale.  Because the way it handles the concept of Video Game Choices is actually a lot more interesting and complex than that simplistic descriptor makes it seem.
Because Undertale actually has a lot of choices that ‘don’t really matter’! Lots of dialogue choices and silly little decisions that on a first playthrough seem like they’re some sort of moral choice or a branching plotline but end up always leading to basically the same result regardless of what you do!
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And the game doesn’t really try to hide the fact that these choices are kinda 'Fake'. I mean, on a first playthrough a player might assume there’s gonna be some Massive Consequences for picking the ‘wrong’ drink on Undyne’s date, but the game’s narrative expects for there to be multiple playthroughs and pretty much every Choice that Doesn’t Matter is peppered with that Undertale brand of wacky character-focused humor that inherently makes the moment memorable. Papyrus leading Undyne straight to you no matter what you do is basically a cross-timeline running gag.
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On some level I see this as a sort of gag that serves as meta-commentary about the expectations around Choices That Matter in Video Games. As in, a lot of games have their Moral Choices happen in clearly easily marked ‘this is a Moral Choice!’ moments within the story, while the actual gameplay (and any violence the player might cause as part of said gameplay) is basically entirely divorced from any element of narrative-branching and doesn't effect the story at all. Undertale basically entirely inverts this dynamic; the most important factor for which Route you’re own is how you handle your FIGHTs, and what seems like clearly-marked and obvious Moral Choices are just goofy insubstantial minor changes in dialogue. 
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But also… there is also a level where you must ask yourself ‘what does it mean when we say that these choices Don’t Matter’. I mean, it’s not like they didn't change anything about the game, the Player still made the character say that other thing, the choice probably led to an alternate piece of dialogue, probably a joke with a call-back at the end of the game… The line between a one-off joke and an actual story-changing moment can be a little blurry if you look at it too deeply.
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For example, near the end of the Waterfall part of the game, the Player is given the choice to save Monster Kid even at the risk of having to face down Undyne.
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Pretty much anyone who isn’t deliberately trying to be an asshole is going to rush to save them and obviously that includes the Pacifist Route Players. But you can actually leave Monster Kid to die without it 'mattering' in the sense that it wouldn't divert you from the Pacifist Route. Undyne saves them instead of you, and ends up with slightly less HP for her battle (which might Matter for Runs when you try and FIGHT her but obviously not in Pacifist Runs) and… by the end of the game, during the extremely happy True Pacifist Ending, they still clearly remember that you abandoned them and are upset by it.
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So… does saving Monster Kid ‘matter’ or not? On one hand, choosing not to save them mostly just changes a few lines of dialogue but… these lines of dialogue kinda recontextualize this happy ending and the Player’s actions in general. Despite the True Pacifist Ending otherwise portraying the Player/Frisk as a kind-hearted and brave hero... they still did this undeniably cowardly (and perhaps even cruel) act to one of their friends .
Was running away and leaving Monster Kid to die a brief but significant moment of weakness that the Player regrets and has cost them what could’ve been the start of a lovely friendship? Or is that simply that being a True Pacifist was always more of a matter of pragmatism rather than ideals? Were they only acting as a Pacifist to get that promised 'Best Ending', and only Monster Kid has an inkling they are not as heroic or kind as everyone thinks they are?
And then there’s the Snowman ‘quest’.
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A free healing item given early in the game, with your mission being to carry it along in your inventory for as long as you can without ever consuming it. The only reward you will ever see from it is a few lines of dialogue…
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But for many, it is more than enough of an incentive to preserve the Snowman’s Piece. You can do whatever you want with the Snowman without it ‘mattering’ in terms of Ending or consequences. You could carry it through all of your adventures with care and kindness... or you could eat it while he can’t see you and then go back to him and tell him that you ‘lost’ it and then get another piece and eat that as well, you could eat it right in front of his face, horrifying him. 
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And much like with Monster Kid, you can STILL get the True Pacifist Ending after doing that, all that would change is a few optional pieces of dialogue from the Snowman… 
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And a total recontextualization of the Player’s behavior and the ending. The Snowman sees the Player as a cruel and heartless person who is just pretending to be good so they can be liked - the way they acted with this immobile, powerless Snowman who could do nothing for them and their reputation reveals their true self. And he says their friends will realize that too one day...
Doing a True Reset on the Pacifist Ending is, by definition, a (almost) consequence-free action and yet it changes future Pacifist Routes immeasurably. Turning the Player into a Hypocrite doing the exact same thing they were trying to stop Flowey/Asriel from doing - trapping all of their friends into a time-loop so they can play with them forever while never actually letting them to enjoy freedom on the surface, simply because they are not willing to move on or put their friends' wishes and agency above their own. Nothing in the game actually changes, not one character can even suspect that you did something like that, and yet for the Player - this choice makes the entire Meaning of the game flip on its head. 
Even the most famous and heavily-toted Big Consequence in the whole game - selling your soul to Chara after completing a Murder Route… mostly what it does is just… recontextualize the ending of the Game.
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As a game, ‘Undertale’ is very much about the ways in which a Player engages with a game can radically recontextualize it. The huge chasm of difference between the Pacifist and Muder Routes is just the most literal example of it. But, in a way, even the tiny little Dialogue Options - where the lack of real choice and consequences is Obviously a Joke - matter. Because of the way they can recontextualize the Player Character’s behavior.
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(Okay, maybe not this one, but hear me out…)
Do you trust Papyrus to not betray you, even after you spied on him with Undyne?
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Do you have the integrity to admit you forgot something or got it wrong even when there’s no consequences for just lying about it?
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Are you a hypocrite for trying to get Alphys to be truthful with Undyne only to then immediately turn around and lie to Undyne yourself?  
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None of these choices matter for the ending, some of them don’t even get, like, a call-back joke or anything, but… if you are engaged in this story as a narrative, if you are invested in these characters as if they were people, if you are honestly trying to be the best person you can be, if you are trying to self-reflect at the way you approach this game… even the silliest little dialogue option can suddenly be imbued with deep implications and you can make them matter. 
Undertale is one of the best demonstrations of this concept, but this is absolutely not exclusive to it. For example….
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‘Ace Attorney’ is pretty much as far away as you can get from a ‘branching narrative’ within the video game sphere. It is a heavily-linear Visual Novel where 70% of the time it won’t even let you talk to random characters at anything but the exact order it expects you to and any ‘Bad Endings’ are basically just glorified Game Over Screens. (... because this is the Internet and something something piss on the poor, I should probably specify that I am talking about ‘Ace Attorney’ because I love Ace Attorney and these are neutral descriptions of the game and not complaints. There’s nothing wrong with a game being linear.) 
If there’s any Dialogue Choice in AA, it’s generally a very basic ‘right answer-wrong answer’ choice between Progress and a Penalty, or a total non-choice that just gets you to the same final result regardless. Except… Well… as we just talked about, getting to the same final result doesn’t necessarily mean a choice is ‘meaningless’, does it?
There’s actually a lot of great storytelling moments where Ace Attorney, despite its otherwise strict linearity, uses this exact sort of recontextualizing mindset I’ve talked about with Undertale to make choices with some really powerful emotional impact…. Even if technically, the ending is the same ending. It can be something as basic as ‘even if picking this Wrong Answer doesn’t get me a penalty, it still embarrassed my character and disappointed my friends/rivals and thus I feel bad for picking it’. Consequences as recontextualizing your character as more incompetent than they should’ve come across at that moment.
And then there’s moments like the iconic ending of ‘Justice for All’. That moment before Franziska bursts into the Courtroom with the case-making evidence and saves the day. The moment where it seems like Phoenix really is gonna have to pick between protecting his best friend and carrying out a rightful sentence.
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The player gets to pick between the two options, but Phoenix never gets to say his choice out loud before Franziska comes running in... and yet… he, and the player, still made that choice. Even if no one ever has to experience the consequences of your choice, even if the rest of the world has no idea what Phoenix Wright would’ve chosen if the Miracle hadn’t happened, we know what we picked and that knowledge of the choice matters. Because of how we feel about this choice and what it says about our interpretation of Phoenix… and about us.
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There’s also a bit of this ludonarrative device in ‘The Great Ace Attorney: Adventures’. During “The Adventures of the Runaway Room”, when you investigate the Omnibus for the second time and start finding things that… don’t quite fit together. When you’re finally starting to make progress with proving McGilded’s innocence, while also maybe starting to notice that something is… wrong with these pieces of evidence. 
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The unchanging linear narrative of the game is that Ryunosuke does eventually realizes McGilded's trickery, puts truth ahead of victory in court and yet, despite his effort and good intentions - the case still ends with a false Not Guilty verdict. And yet, the Player has the choice to... tweak the details.
There are several points where Ryunosuke can object, where he can call out the inconsistencies even though they help his case, where he can support Van Zieks in his accusations of tempered evidence... or he can not. Not necessarily intentionally misleading the Court as much as subconsciously trying to ignore the inconsistencies in the name of trusting his client.
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And yet… in the end it doesn’t matter. Maybe Susato calls out the inconsistency instead of him, maybe Van Zieks does, maybe it remains uncontested but... no matter what you do, the case will end with a Not Guilty verdict (I mean, I guess you can deliberately fail the game but that will not progress the plot), McGilded doesn’t seem like he held a grudge (in the few minutes he had left to live), and a few cases later - Ryunosuke would always be punished for his part at this false verdict.
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So it doesn’t really matter what Ryunosuke did back then? Does it matter if he did his best and called out every single inconsistencies or if he kinda half-assed it until he (and the Player) had to? He’s still going to suffer the same consequences down the line. And yet….
And yet, I think there’s something so powerful about giving us that option. About knowing that Ryunosuke, and we, did try and do something about McGilded's dirty tricks- even if it didn’t work. Or alternative, knowing that there was more that Ryunosuke and us could’ve done even if it was not nearly enough. Even if in the eyes of the game and the British Justice system there is no difference, the fact that we know what did and what we could’ve done can radically change the way the player feels about all of the later scenes concerning the truth about McGilded’s trial. It can radically change the way the player interpret Ryunosuke’s feelings about it as well.
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Because even though the game itself keeps playing along with the same script regardless, that trial had irrevocable consequences for the Player.
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nellasbookplanet · 2 months
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In the wake of FCG' fate I've been thinking about death in ttrpgs, and how it kind of exists on three levels:
There’s the gameplay level, where it only makes sense for a combat-heavy, pc-based game to have a tool for resurrection because the characters are going to die a lot and players get attached to them and their plotlines.
Then there’s the narrative level, where you sort of need permanent death on occasion so as not to lose all tension and realism. On this level, sometimes the player will let their character remain dead because they find it more interesting despite there being options of resurrection, or maybe the dice simply won’t allow the resurrection to succeed.
Then, of course, there’s the in-universe level, which is the one that really twists my mind. This is a world where actual resurrection of the actual dead is entirely obtainable, often without any ill effects (I mean, they'll be traumatized, but unless you ask a necromancer to do the resurrection they won’t come back as a zombie or vampire or otherwise wrong). It’s so normal that many adventurers will have gone through it multiple times. Like, imagine actually living in a world where all that keeps you from getting a missing loved one back is the funds to buy a diamond and hire a cleric. As viewers we felt that of course Pike should bring Laudna, a complete stranger, back when asked, but how often does she get this question? How many parents have come and begged her to return their child to them? How many lovers lost but still within reach? When and how does she decide who she saves and who she doesn’t?
From this perspective, I feel like every other adventurer should have the motive/backstory of 'I lost a loved one and am working to obtain the level of power/wealth to get them back'. But of course this is a game, and resurrection is just a game mechanic meant to be practically useful.
Anyway. A story-based actual play kind of has to find a way to balance these three levels. From a narrative perspective letting FCG remain dead makes sense, respects their sacrifice, and ends their arc on a highlight. From a gameplay level it is possible to bring them back but a lot more complicated than a simple revivify. But on an in-universe level, when do you decide if you should let someone remain dead or not? Is the party selfish if they don’t choose to pursue his resurrection the way they did for Laudna? Do they even know, as characters, that it’s technically possible to save someone who's been blown to smithereens? Back in campaign 2, the moment the m9 gained access to higher level resurrection they went to get Molly back (and only failed because his body had been taken back by Lucien). At the end of c1, half the party were in denial about Vax and still looking for ways to save him, because they had always been able to before (and had the game continued longer it wouldn’t have surprised me had they found a way). Deanna was brought back decades after her death (and was kind of fucked up because of it). Bringing someone back could be saving them, showing them just how loved and appreciated they are. Or it could be saving you, forcing someone back from rest and peace into a world that's kept moving without them because you can’t handle the guilt of knowing you let them stay gone when you didn’t have to. How do you know? How would you ever know?
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So like, it's okay to be good and nobody is born evil and anyone can change the path they're on, yadda yadda yadda, but I actually think one of the biggest lessons Megamind learns over the course of the film is the shocking revelation that actions have consequences.
I'm not even kidding. When you put aside the whole 'evil' thing, one of Megamind's biggest flaws is his entirely screwed up notion of cause and effect.
Like, the whole reason the plot happens is because it apparently never occurred to Megamind that 'carrying out elaborate plots to kill Metroman' could ever result in 'dead Metroman'. Nor that creating a new hero with the specific motivation of defeating him, Megamind, could lead to negative consequences for him, Megamind. Or that riling said hero up into a murderous rage could have the unforeseen consequence of that hero raging around murderously.
Dude spent at least a few years kidnapping Roxanne, threatening her with alligators and lasers and various other villainous knick-knacks, only to disguise himself as somebody else and lie to her until she fell in love with this fake identity he'd created and is genuinely shocked when she is upset upon finding this out.
Not just that she did find out, but that post-her finding out he is unable to talk her into continuing the relationship.
“We don't judge a book by its cover or a person by their appearance… we judge them based on their actions.”
“Seems kinda petty, don't you think?”
Megamind may be a genius when it comes to inventions and evil plans, but he's a fucking idiot when it comes to predicting and anticipating the obvious results of his actions.
And thing is, it makes total sense why he would be like that.
He spent his childhood being consistently punished by the adults in his life, often for no reason that he could understand or even for no reason at all. As a result, he stops viewing punishment as a consequence of his behaviour and starts seeing it as a consequence of him being 'evil', which of course leads to him leaning into his evil persona and eventually becoming a supervillain.
And, as a supervillain, ironically enough, he's completely sheltered from consequence by his greatest enemy, Metroman.
Megamind doesn't need to worry about his evil plans hurting any citizens, because Metroman will use his powers to save them. Megamind doesn't have to worry about the damage he does to the city, because Metroman can fix it.
Megamind does in theory have to worry about social consequences for his behaviour, but the social consequences are being locked in prison and having everybody hate him which is like, the default status quo of his existence since he was a baby.
He literally calls the prison as 'home', a word he does not use to refer to his Evil Lair or indeed anywhere else in the film barring his home planet. Going there is an inconvenience, maybe, but it's not really a punishment. It's where he lives.
Metroman's 'death' changes all that.
Not only does one of Megamind's evil plans finally destroy something that (seemingly) can't be fixed, but he's then turned loose on the city with no superhero to run around after him cleaning up his mess.
Now, if he steals all the artwork in the gallery, then Metro City will no longer have artwork in it's gallery, and people (Roxanne) will miss it and be upset. If he doesn't take care to clean the streets then the streets… will be dirty, and people (Roxanne) will be negatively affected.
If he gives a random, unstable, person superpowers and then goes out of his way to piss that person off, then that person can't be guaranteed upon to “play the game” just because that's what Metroman did, and people (Megamind… then everybody else) will be negatively affected.
And the flipside of this is that, by the end of the film, he wins the battle because he realises "hey, I can change this". If his negative actions have negative consequences then he can choose to do the positive thing instead and save the city.
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theminecraftbee · 9 months
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how to (watch someone) play decked out 2: a brief written guide for the non-tango watchers.
first: go watch tango’s video. it’s succinct—only a little over nine minutes—and contains information I can’t convey in text, such as what the many audio cues of the dungeon will sound like, the symbols on cards, and tango getting obliterated by a warden. also, decked out is his baby, and even if you don’t watch all the development, I recommend you at least watch his how-to!
but, okay. you’re someone who hasn’t watched tango this season. you don’t know anything about decked out, but now your favorite hermit is about to do so many streams and videos playing it, and you want a written explanation. this is the explanation for you!
so what is decked out, anyway? a deck-building, dungeon-crawling, treasure-hunting game, of course!
how do you win decked out? each week is a new phase. the hermit with the most victory tomes in a certain week will win that phase, and earn points based on that. the hermit with the most points after decked out ends wins.
how do you earn those victory tomes? by running the dungeon and collecting artifacts. those artifacts are turned in for frost embers, which can be used to buy victory tomes. they can also be used to buy cards, though, so there's a trade-off inherent to choosing to take points towards victory instead!
how does a dungeon run work? at the start, a hermit will use an item called a frozen shard to "buy" being allowed to run the dungeon. at the start of each week, the hermits will receive five, plus additional shards based on their standing in the previous week. next, the hermit will select the difficulty. after selecting their difficulty, and enter the dungeon, where they will receive a map keeping track of statuses and a compass to lead to their artifact. that artifact can be on one of three levels of the dungeon currently; four levels in the future. the hermit will dodge mobs in order to reach that artifact, attempt to retrieve the artifact, and return to the door that exits the dungeon at the start of level one. if they succeed, they can trade their artifact for frost embers, which are used to either buy cards or victory tomes. if they fail, they get nothing.
what are the threats in the dungeon? the main threats are ravagers, and later wardens. they will kill you easily. however, some sections of the dungeon may also have other mobs, such as spiders, slimes, or drowned. hermits are not allowed to kill mobs in the dungeon, so they must dodge them! additionally, as a hermit plays the game, they accumulate two stats that make the dungeon harder: clank and hazard. clank serves as a time limit to when the dungeon will release vexes; hazard serves to block paths and activate traps throughout the dungeon as you play. both of these stats effectively serve as 'time limits' for how long you can spend in the dungeon.
how does a hermit avoid clank? clank is generated by sculk sensors, and can be tracked by the sound of the heartbeat in the dungeon, as well as by the sculk shrieker noise that plays whenever clank is generated. a hermit can avoid clank by avoiding the locations of sensors throughout the dungeon. additionally, cards can be added to a hermit's deck that generate clank block, which blocks clank after it's generated. the sound of clank being blocked is a high, xylophone sound. finally, a hermit can avoid clank by playing more cards in general, as this will avoid stumble cards. remember, high clank releases the vexes.
how does a hermit avoid hazard? hazard naturally raises on a timer throughout the dungeon, and is represented by a cracking sound. cards can generate hazard block, which blocks the next hazard, represented by a 'magic' sound that plays on top of a crack. high hazard will make the dungeon harder by closing off many paths.
you keep mentioning cards—how do those work? each hermit will have a custom deck of cards. they start with three cards, but can build up more over time. cards have many beneficial effects, and will heavily affect how a given hermit plays the game. broadly, cards go in five categories: cards that drop treasure, cards that drop frost embers, cards that block hazard, cards that block clank, and cards that give additional, miscellaneous buffs. cards are played throughout the run, one at a time in a random order, and then discarded for that run. as they're played, the dungeon will announce the name of the card played, and that card's effects will be visible on the map the hermit carries.
what are stumbles? my hermit didn't add that to their deck. stumbles serve as an additional incentive not to camp in the dungeon. every two minutes, a stumble card is randomly added to a hermit's deck. if drawn, it adds two clank. additionally, some cards shuffle stumbles into a hermit's deck as one of its effects.
what are permanent cards? these are automatically played once at the start of the run instead of being shuffled into the deck. typically, they have effects that will affect the entire run.
what are ethereal cards? these are one-time use cards that are removed from your deck after one use, and not returned to you after your run. these are typically more powerful than normal cards due to their one-time use nature.
how does a hermit get more cards? at the end of a dungeon run, if a hermit is successful, they will enter the frost ember shop. there, if they do not choose to buy victory tomes, they can buy new cards. only one copy of a card can be bought after any given run. the common cards will always be available, but the rest of the shop randomly selects four cards to be available for purchase after each run.
what are frost embers? frost embers are a currency that can be collected in the dungeon. they cannot be carried out of the dungeon, and any left over after the frost ember shop will be discarded. the main way to collect frost embers is by collecting valuable artifacts; the higher the difficulty level, the more frost embers an artifact gives. however, they can also be picked up throughout the dungeon. they only drop in the dungeon after a card that drops them is played.
okay, then what is treasure? treasure is also a currency of the dungeon. it can be traded at a rate of four treasure for one crown in the frost ember shop. crowns, unlike all other dungeon currency, will be carried out with you after runs, and can be saved up over time and spent at the crown shop. this refreshes randomly every two hours outside of the dungeon. additionally, cards that drop treasure in the dungeon also drop keys, which are necessary to get to lower levels of the dungeon.
keys? in difficulty levels higher than the easiest, there is a chance a hermit will have to travel deeper in the dungeon. in order to do this, they must pick up a key at a treasure pickup somewhere in the dungeon and unlock the door to go down a level. keys aren't needed to go back up, though.
can a hermit run the dungeon only to collect treasure and frost embers, without getting an artifact? no. if they exit the dungeon without collecting an artifact, they will not unlock the frost ember shop, and not be able to carry anything out.
why is there a timer between runs? so items that may have been dropped can despawn in order to prevent any hermit from getting an unfair advantage based on what the hermit before them did.
all of this sounds overwhelming. it is, a bit! any hermit's first two or three runs will probably be overwhelming, and it will only be after getting a feel for it that the game grows less so. i recommend watching runs of decked out if you want to understand the game better!
if you have additional questions, let me know, and i'll try to clarify! have fun watching decked out! :D
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obvious ⋆ trafalgar law x reader
summary: in hindsight it was sort of obvious
♡: awkward law content. female reader. 1,000+ words. sfw content.
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you step outside, the bright warm sun hugging your body as you stretch out your tired limbs. it had been weeks since the polar tang broke surface, it was nice to get a calm breath of fresh air. 
that is, until three boys rambunctious laughter immediately breaks the peace you had so desperately desired. you shoot ugly looks to shachi, penguin, and bepo who were enjoying the weather on the deck. 
at first, they didn’t notice you were there, but as soon as they did, they shut right up. though, their giggles resumed as you laid down in a sun chair on deck. 
although your eyes were closed from enjoying the sun, you could still feel the three, who seemed to be playing a card game, who kept peeking over at you and giggling like school boys. 
“what?” you grittingly ask. 
the secretive laughter had been going on for days now and it grew tiring very quickly. 
“oh, nothinggg,” penguin says dragging out the last syllable. “it’s just…” he then cracks up in even more fits of giggles unable to finish his sentence. 
“i know someone who likes you,” he sing-songs, teasing like the twelve year olds they appeared to be. 
you roll your eyes. “i’m out of your league, sorry.” 
shachi and bepo burst out laughing, clutching their sides in pain. 
penguin’s face turns red as he frowns, “it’s not me!” 
you sit up in your chair, shrugging your shoulders at the three of them until shachi can finally calm down. “it’s captain! captain has a crush on you!” 
now it’s your turn to laugh, but instead you just stare at him as if he had lost his mind. 
you wanted to blame the sun for the burning sensation that covers your cheeks but you can’t, nor can you blame it for the intensity of the warmth emanating either. 
“what’re you talking about? no he doesn’t. why would you think that? did he tell you that?” you interrogate, stammering over your own words. 
“he definitely does,” bepo agrees, ignoring your curiosity as the three all nod along together. 
you groan, slumping back down in your chair. “why would i believe you idiots anyway?” you wonder aloud, closing your eyes again to hopefully regain some tranquility and a nice tan. 
“you don’t have to believe us…” penguin says, holding his hands up in defense. 
“i don’t.“ 
“…but who do you think put the chair out here for you?” 
your eyes shoot open as you process what he had just said. the polar tang was submerged not even two hours ago. 
“that doesn’t mean he—“
“he knew you’d come out here, just like you do every time,” shachi explains. 
“so what? he puts a chair out for me, that doesn’t mean he likes me,” you gawk, annoyed this was effecting you the way that it was. 
“he always cuts the crusts off your sandwhiches.”
“even if he’s not the one who made it,” bepo chimes in. 
you try to keep your cool the best you can, but it was clear what the only thing on your mind was.
all the unnecessary but minuscule doting that law would do seemed to brush over your head completely up until this moment. 
you glance back over to the boys who have seem to drop the subject and return to their card game. 
as you stand and head for the inside of the polar tang, you try your hardest to not look back as their giggles resume when they realize what you’re doing. 
your steps echo against the metal as you beeline for his study room which was supposed to remain undisturbed, but you figure he wouldn’t mind if you were the one who came in. 
when you’re face to face with the door, there’s a sign posted on the metal that read “studying, do not disturb,” but you ignore it as you knock harsher than normal. 
there’s no noise on the other side and you assume it’s law choosing to ignore the call. but you persist, you knocking again, this time with more force. 
“busy,” law shouts, surely hoping to end the incessant knocking. 
annoyed, you open the door regardless of his protest to do so. as soon as the door is open enough for you to enter, you slip in seeing law spin in his chair with an unamused stare.
his face falters for a couple seconds when he realizes that it’s you, but resumes it’s unforgiving disposition seconds later. “hey! i said i’m busy, did you not see—“ 
“you like me,” you bluntly state, leaning against another one of his desks with your arms crossed.
his face drops, glancing between you and every other object in the room. his cold, off-putting demeanor disappears and what replaces it is an awkward, stuttering mess of a man. 
“wh—what do you mean? of course, i, uh, like you. you’re a good asset to this team and—“ when law realizes that was certainly not what you meant, his head falls in his hands. “…yes, i…like you,” he admits. 
his voice is muffled so you can barely hear him, but you’re glad you did and nod with a soft smile. so those idiots weren’t fucking with you, for once. 
when he notices that you haven’t left, he sits up slightly, “do you,uh,” he dryly coughs, “like…me too?”
the slight blush that tints his tanned cheeks is almost comical, you’ve never seen him look so vulnerable before.
“yeah, i like you.” you smile.
law tries his hardest to not show the extent of his excitement, but the smile that forces its way on his face as he looks away is a dead giveaway. 
“so…does this mean you’re my girlfriend now?” the hopeful tone in his voice makes your heart skip a beat. you’d always known his hard-boiled personality was a facade, it was pretty obvious, but you didn’t think you, of all people, would see what was underneath.
“how about a date first?” you offer, walking over to him and placing a kiss on his cheek. 
his eyes widen, the blush from before now spreading to his entire face as he hastily nods his head, “right, right. that sounds better.”
you giggle, tousling his dark hair. 
“was it obvious?” he questions, still cringing at his own behavior. 
you think back to the three boys on the sun deck who were surely having the time of their lives right now. ”yes, yes it was.” 
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like, reblogs, and comments are always appreciated! (✿◠‿◠)
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daarka · 1 year
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Actually fucking nuts. Capitalism ruins everything.
Push back against this. Be loud. Use #OpenDnD liberally.
Staying in 5e and ignoring 6e/"OneDnD" is not an option. I'll try to summarize below the cut, but I'm not an expert, so please seek out resources that aren't me for full info. This link is a good start. This is the full deep-dive I read up on a few days ago. Listening to the community is also worthwhile to understand from the voices of those affected most. To be more involved in the discussion yourself, a lawyer has set up a Discord server for the community to gather and converse in regarding this issue.
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Again, for full context and information from more knowledgeable sources than me (including actual professionals), please go to the links I included above. If you don't have the time/patience/spoons to read those articles, scroll a twitter feed, or poke around a Discord server though, here are the things that made the most potent impression on me and why you should care about this issue.
As mentioned, staying in 5e and ignoring 6e/"OneDnD" is not an option. While OGL1.1 was made for 6e, the extensive parts of the document that have been leaked make it clear that with OGL1.1 going into effect, OGL1.0a (which has been the OGL for the past decade) will no longer be functional. 3rd party creators must choose to either sign the OGL1.1 and comply with it's insanely restrictive and predatory terms, or face legal repercussions for publishing the content they have made their livelihoods off of the past decade.
Per the leaked document, all 3rd party creators must register themselves and their creations with WotC. - 3rd party creators making over $50,000 USD per year must also report their earnings to WotC. - 3rd party creators making over $750,000 USD gross per year must also pay WotC a 25% royalty. This means it is not 750k in profits, it is 750k before any expenses that they are taking the royalties from. Anyone whose profit margin was 25% or less would be financially invalidated by this royalty, and can even end up losing money. Furthermore, the nature of Kickstarters for example is that there is no upper ceiling on earnings, so a KS for a 3rd party sourcebook will suddenly be facing a massive expense they may not have planned for if their campaign exceeds the 750k mark, potentially destroying their ability to deliver on the rewards when they otherwise could have. While currently only a small number of creators are known to make over 750k/year (gross, not net), that does not mean this will not affect you. It creates a very dire argument for why 3rd party creators should not even make the effort in the first place, especially with crowdfunding where too much success can suddenly ruin them.
Remember how those who make over 50k have to report their earnings? Well, the 750k threshold is one WotC says they have the right to change at any time in OGL1.1. This means they can see what people are making when creators are forced to report their earnings over 50k, and use that data to lower the threshold of income for their royalty fee, and they can do this at any time, however much they want. Per OGL1.1, they are telling you that they can decide on a whim that actually, anyone making over $5,000 USD gross a year has to pay the 25% royalty.
D&DBeyond / OneDnD are working towards creating a VTT to host OneDnD/6e. While Roll20 is licensed by WotC if I'm not mistaken, virtually no other VTT is. Platforms like Foundry VTT (my personal favorite and most beloved VTT) will not be able to host the D&D system on them under OGL1.1. What does that mean? Hard to say. But it will objectively become much harder to play D&D outside of WotC-approved spaces in the near future, and that is by design. They want to monopolize how this game is played, and that means making it difficult, inconvenient, or even illegal to play the game outside of their personal playground.
Under OGL1.1, WotC claims full and complete ownership over any and all 3rd party content created for D&D, and the rights to use it however, whenever, and wherever they want without paying you royalties. You made this? Hasbro made this.
I've only ever played 5e. But this link I put up above was very informative about prior editions and the drama surrounding them. 3e had an OGL, and the community began to flourish with 3rd party content. WotC didn't like that people who weren't them were making money off a passion for D&D, and they regretted the OGL--but that OGL was irrevocable, and could not be cancelled, removed, or in any way undone. So they put together 3.5e. They promised 3.5e would be backwards compatible, and all your resources for 3e would still work for it. So people jumped to 3.5e, only to find all their 3e content was now worthless, because that hadn't been true. And 3.5e, of course, did away with that open and welcoming OGL from 3e. Sound familiar? "OneDnD" is touted to be backwards compatible. And yet also comes with crushing restrictions in their OGL1.1 that make it impossible for the D&D community to exist as it has been. It is transparently clear that for WotC/Hasbro, an ideal world would be one where all the money people have spent on flourishing this community over the last decade would have gone exclusively into their pockets. D&D makes hundreds of millions every year, but it's "under monetized" according to their new CEO. It doesn't matter if "Honor Among Thieves" flops at the box office, WotC has already green-lit the production of multiple D&D movies. It's not about fanservice, it's about fan exploitation. Because they can't fucking stand that the game they made can be played obsessively and passionately for decades with only the one-time purchases of the DMG and PHB. And instead of fixing the apparent "under-monetization" problem by publishing more official content, they choose to poach 3rd party creators. The very lifeblood that has caused D&D's success. Because capitalist greed is a soulless poison to whatever it fixes its attention on.
The only way the community has any shot in hell to fight this is if the pushback is intense and loud. WotC has released statements mentioning an openness to listening to the community and revising their choices based on feedback; whether that proves to be lip service or not remains to be seen, but either way: the only thing they seem to care about is money. Fine, let your money do the talking, then. Wholeheartedly support the boycott. Proclaim your support of it loudly. Let Hasbro know that their attempts to milk more profits out of this franchise will be the very thing that kills it if they don't ease the fuck back and allow OGL1.0a to persist. They apparently didn't learn shit when this happened in 3e/3.5e. They can either wise up now before they fuck up beyond repair, or they can be fully destroyed by their own greed. Time will tell.
Edit:
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Good catch, thanks! You're right, I must have had some wires crossed when writing that bit. They couldn't revoke it, but they did publish new content for 3.5e that made 3.0e content feel worthless; this is not something I personally lived through, but is based on the reporting from this second article I linked. Likewise, that article explains how 4e did not have an OGL and was consequentially a bit of a wasteland, presumably prompting WotC to bring the OGL back for 5e. Which flourished. And now we're here.
Edit II:
I'm Super not the best source of information for this because I'm absolutely all over the place, but 2 things.
Please check out OpenDnD.games for full, proper info and a place to give your signature in support of the community's pushback.
Something else I failed to mention above: OGL1.1 has a "poison pill" clause. Anyone who signs it permanently forfeits their right to publish under prior versions of the OGL, even if they are unable to take down those prior versions. DO NOT SIGN ANYTHING FOR OGL1.1. Even if the community pushback yields results, you may have trapped yourself. "Predatory" does not even begin to cover it.
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maximoffwitch · 5 months
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I love johanna mason, could you do something like reader was In the hunger games before her and they met when Johanna won, and they got close like close and then the 75th hunger games come and both of them get pick to go in. You can choose which districts she from, but maybe just her and johanna In the arena together. (Sorry, it's a lot)
The Calm in the Storm
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pairing: johanna mason x reader
warnings: blood, canon typical violence, slight mention of ptsd
word count: 1.6k
summary: You have an effect on Johanna that no one else does. In other words, Katniss should thank you for saving her life from the rage of your girlfriend.
a/n: thanks anon for sending this request in!! this is my first time writing for johanna and the hunger games so it might be a little ooc or rough lol, but i hope u all enjoy this lil story :))
“Someone’s here,” Katniss alerted, immediately drawing an arrow from her quiver.
You stayed behind the younger girl, barely peeking over her shoulder as Finnick looked on through the leaves.
When Finnick had first approached you about the alliance with the District 12 tributes, you were hesitant. But as he further explained Plutarch’s plan, the more willing you became.
Despite being the same age as you, Finnick was your mentor when you won your games, so you trusted his gut. After all, he was a big reason you were still alive.
“Johanna,” you barely heard him mutter. Before you could even register the three distant figures, Finnick took over running. “Johanna!”
“Finnick!” Johanna’s voice echoed across the beach, piercing through your foggy thoughts.
“Johanna?” you whispered to yourself before you pushed past Katniss and took off running behind Finnick, leaving a bewildered pair of victors behind you.
As you got closer, you noticed she was covered in blood and you felt your chest tighten. “Johanna,” you swallowed the knot in your throat, fearing the possibility she had been severely injured.
“It’s not mine,” she reassured, and you let out a breath you hadn’t realized you were holding. You saw her guard soften for a brief second before shooting right back up as Peeta and Katniss approached.
“Well, I got them out,” Johanna turned back towards Finnick. “We were all the way deep into the jungle, where I thought it was gonna be safe.
“That’s when the rain started. I thought it was water. Turned out to be blood,” she explained as Wiress continued to repeat “tick tock” over and over again.
“Hot, thick blood,” Johanna moved the older woman out of her way, clearly not wanting to be touched. “It was coming down. It was choking us. We were stumbling around, gagging on it, blind.”
You took a few steps towards her with the hopes of trying to calm her down. Wiress continued to mutter the same two words, starting to irk even you.
“That’s when Blight hit the force field,” Johanna took a deep breath, and you tentatively put your hand on the small of her back. She visibly calmed for a moment, closing her eyes and leaning her head back. “He wasn’t much, but he was from home.”
“Tick tock, tick tock, tick tock,” Wiress put a hand on Johanna’s shoulder, and you could see the annoyance written across Johanna’s face; her patience was wearing thin.
“What’s wrong with her?” Katniss furrowed her brows.
“She’s in shock,” Beetee explained from the water. “Dehydration isn’t helping. Do you have fresh water?”
“We can get some,” Katniss answered.
Wiress braced both hands on Johanna’s shoulders, desperately pleading, “Tick tock, tick tock, tick tock.”
Backing up from the pair, you watched as Johanna threw the older woman to the sand.
“Hey! Get off her!” Katniss yelled, moving quickly to push Johanna. Your eyes widened. You knew this could end dangerously for both women if the situation wasn’t deescalated. Quickly, you shot Finnick a glance, urging him to do something, to which he gave you a small nod.
“Hey! What are you doing?” Johanna protested, as she tried to defend herself.
Before more shoves could be thrown, or before weapons could be drawn, Finnick stepped in separating the two, “Hey, hey, hey,” he pulled away a screaming Johanna, moving her towards you.
“I got them out for you!”
“It’s okay, it’s okay,” Finnick murmured, his arms still wrapped around her.
“Let me go, Finnick!” she yelled, trying to shrug him off.
This time, it was his turn to shoot you a glance over her head, telling you it was your turn to take over.
“Let me go,” Johanna ordered, and you raised your eyebrows at Finnick, who relented, releasing her, “I’m fine.”
“Jo,” you held out your hand with the smallest of smiles, “come on.”
As she looked down at your hand, you saw a wave of tension leave Johanna’s body. Taking a deep breath, she grabbed your hand and let you pull her towards the water.
“Let’s get you washed off,” you suggested, the two of you already waist deep in the water. “Lie back.”
Johanna rolled her eyes childishly and grumbled, “I’m not a child, (Y/N).”
“I know, Johanna,” you agreed with a hum, running your thumb across the back of her hand you still held. “Just let me take care of you.”
Johanna visibly softened, squeezing your hand as an apology. You were the only person who put her as their first priority. Even Finnick, though he had a huge heart of gold, had Annie. But you, you always looked out for her.
The two of you met the year after Johanna won her games when you were both mentors. Though many were put off by her abrasiveness and sarcasm, you knew that it was all just a facade. You, too, had spent the years after your games and during your mentoring creating a persona for the capitol.
You were drawn to Johanna’s intelligence and strength, not to mention her beauty of course, so you made the effort to get to know her, the real Johanna.
While she was wary of you at the first, cautious of your charm and outgoing nature, Johanna realized that that was your own coping mechanism for dealing with your trauma.
As both of you let your walls down for each other, you became closer and closer, realizing what you had was beyond friendship. You loved her, and she loved you.
You were the one to comfort her after she woke up screaming from nightmares, or to train with her in the late hours when she couldn’t sleep. And you always listened and validated her feelings, even when they were being yelled and cursed aloud.
And Johanna, she was the one to protect you from anything and everything, even Finnick, when he pinned you during sparring. She was the one who held you when you cried, soothingly whispering calming words. And Johanna, no matter what, always said ‘I love you’ before the day ended.
In a world that didn’t care, the two of you found solace in each other.
Johanna followed your order and lied back in the water so she was floating, your hand offering support on the small of her back.
“Close,” you hummed as Johanna shut her eyes. Carefully, you splashed water over her face and cleaned off the blood that coated her skin. “Open.”
Opening her eyes, Johanna was met with the sight of you and she swore she could cry.
Despite cuts and dirt littering your face and sweat clinging to your hair, she swore you looked more beautiful than ever. You wore an endearing smile as you looked down at her, gently guiding her head back so her hair was soaked in the water.
As you ran your hand through her hair, watching the blood dye the blue water, Johanna hummed.
“Penny for your thoughts?” you lightly scratched her scalp.
“My thoughts are worth a lot more than that, (Y/N/N),” Johanna smirked, causing you to chuckle and roll your eyes.
“Do you think it’ll be worth it?” Her voice became more solemn and her lips pursed together.
“What?”
“Saving Katniss,” she let out a dry laugh as she moved to stand up right in the water. “This whole Mockingjay rebellion.”
You stayed quiet for a moment, her question raising all the doubts you had when Finnick originally proposed this plan to you.
“I hope so,” you whispered, pulling her closer by her waist so you were nearly hugging. “I’m done being a piece in their games, aren’t you?”
Johanna nodded but didn’t say anything. Furrowing your brows, you used the pad of your thumb to wipe a streak of blood that was still on her cheek.
“Love?” you prodded.
“Do you ever wonder why one of us wasn’t the Mockingjay?”
“Johanna,” you sighed, trailing off.
“I mean I get why not me,” she continued. “Nobody likes me. But you…?”
“Hey!” you protested, wrapping your arms around her neck. “I like you.”
Johanna bit back a genuine smile. “Thank god for that,” she cupped your cheek and connected your lips. Despite the saltiness from the water and the faint metallic taste lingering from the blood rain, you could still taste the pine from the District 7 Johanna carried everywhere – one more thing from home.
“Hey, lovebirds,” Finnick shouted from the beach, causing the two of you to break apart, and you rested your forehead against hers. “Katniss has something!”
Johanna sighed before pecking your lips quickly, wanting to savor the moment.
“Come on,” you took her hand as the two of you waded towards the shore. “It sounds important.”
As you reached the dry sand, Johanna pulled you back before you could reach the others. “Hey.”
“Yeah?” you turned back around, concern laced in your voice.
“I love you,” she stated like it was the most obvious thing in the world.
You grinned, wrapping her in a tight hug. “I love you too,” you whispered into the crook of her neck.
“Let’s go see what the girl on fire wants,” Johanna teased as you separated.
You could only roll your eyes as she smirked, the two of you rejoining the group.
As Katniss explained that the arena was some sort of clock, you remained close by Johanna’s side, basking in the warmth she radiated. Listening to the explanation, you felt everything to click into place, only causing your anxiety to heighten. Johanna, being able to read you like a book, discretely interlaced your fingers with hers and gave your hand a quick squeeze, helping ease your nerves slightly.
Amidst the chaos and brutality of the games, you were grateful to have her to ground you; and for Johanna, you were the calm in the storm.
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sirfrogsworth · 5 months
Text
The Death of Physical Media
I keep seeing this concern around all of my home theater circles. Ever since Best Buy decided to abandon physical media there has been a call to arms to save it.
Chris Stuckman did a great video on his love of physical media.
youtube
I admire and share his passion.
That said, I think there is nothing to stop physical media from being scaled back. At best, it will end up like vinyl and only a few select titles will still be pressed.
Which is why I think saving physical media is the wrong fight.
There is a much larger fight that encompasses more than just blu-ray discs...
(I'm going to use really big letters for dramatic effect so don't get startled.)
DATA OWNERSHIP!
(Imagine a long trailing echo when reading that in your mind.)
(Sorry, I probably should have included those instructions in the previous parenthetical. So go back and read "data ownership" again with the proper gusto.)
(Did you do it?)
(Was it cool?)
(Cool.)
A blu-ray is just data.
The disc does not positively affect the visuals or the sounds. It's just 1s and 0s coded into microscopic pits. You can put that data on a hard drive. You can put it on an SD Card. You can put it on a thumb drive and wear it on a necklace.
You can even use WinRAR to break it up into little 1.44 megabyte chunks and save it to floppy disks.
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Another 40 more cases of floppies and you've got Avatar preserved for life!
The medium is not important.
The *data* is important.
And as everything turns into a subscription we are losing out on ways to own data. Beyond that, people aren't yet seeing the value of owning data. If renting a digital download is cheaper, they are almost always going to choose that option.
So the fight is two-fold.
We need to fight for the right to parrrrrty own data.
We need to convince the populace of the value of owning data.
This can apply to software, movies, video games. Hell, I don't even own my damn doorbell videos. There is no way to download all of the footage. I'd have to do each video one at a time. And if I don't keep my subscription, I will no longer have access to that data as it will soon be deleted.
We would need a platform similar to Steam—though it isn't the perfect data ownership solution. Many titles require internet connectivity and DRM verification. What happens to our media when a company goes out of business and the infrastructure to verify the DRM over the internet is gone?
So that would need to be addressed. Perhaps a new form of DRM linked to our digital identity that can be verified locally.
I mean, I'd love to get rid of DRM, but that is probably not realistic.
I think the best avenue is probably a congressional law.
"The Own Your Own Data Act"
TOYODA?
We can workshop the name later.
In conclusion, we don't need to save blu-rays. We need the option to buy data and actually own it in perpetuity.
Meaning if a streaming service deletes a movie or a movie studio goes belly up, our data doesn't disintegrate along with it. We cannot let our favorite shows go extinct. We need to be part of preserving that history. Not to mention discs have a shelf life. But data can be transferred to new mediums indefinitely.
My house is just going to be wall to wall floppy disks.
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fandomfreakstudios · 30 days
Text
Caine is a human and I will die on this hill (theory)
due to popular demand (losing the poll) I wanna post my Caine theory in proper depth.
My theory is essentially the idea that Caine is not an AI but is in fact a human trapped in the digital circus just as much as all the other players.
Sounds ridiculous, right?
good.
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[LONG post incoming, be warned]
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To start, we need to understand the digital circus and its origins.
a place like the digital circus is very likely to be man-made as a place, a game, a computer program, whatever. This place did not appear out of nowhere. It is accessed through VR or some VR-esque technology, and takes on the appearance of a retro game (evidence given below)
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Now, video games (unfortunately) don’t just code themselves, there has to be at the very least one person creating this game. Fortunately enough, we can deduce the name of the company from what is given within the show.
It is very common knowledge at this point that digital circus takes place within a computer in some sort of office building (as is implied by the ending scene in episode 1)
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This computer is also seen at another point... namely when Pomni is running through the backrooms-like offices. She once again comes across this computer.
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Now this implies that this area is at least SOMEWHAT a reflection of the real world, so analyzing this location isn't inherently pointless. Now one other interesting part of this office area is the logo on the wall, which reads "C & A" which people have unanimously agreed to mean Caine and Abel
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The important thing about this is that Caine as a concept is somehow connected to the person who created this game, through the founder choosing to name Caine after the company, or vice versa. Now you could easily argue that the company was named after Caine, or Caine acts as a self insert for the creator, but I am here to argue that maybe Caine IS the creator.
More specifically, Caine is an original creator of the game (not necessarily the sole creator) aka the amazing digital circus, and in testing an incomplete game managed to get himself trapped, as does any other player who chooses to attempt to play.
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Looking back at episode 1 there is something interesting for us to think about. Caine attempting to create an exit door, but being unable to figure out what to put on the other side.
Now this could very easily be interpreted as Caine being unable, as an AI who's only knowledge is of what's within the game, to imagine anything outside of it, and therefore fumbling the task. This is a reasonable interpretation, this was MY first interpretation, and it honestly adds so much horror to the episode on a first watch through.
But in all honesty that still leaves a lot unexplained.
The question still remains why Caine, as a struggling AI, would choose to create something like what he did. From his perspective he has never seen anything as dreary as these office buildings, nor does this space make any semblance of sense as Caine's environments tend to do. It seems less like something a well-polished AI would create, and more like what a human would come up with when trying to create something from a distant memory.
That's something incredibly important to keep in mind going forward. If Caine is in fact human, he would have been trapped in the digital circus for a LONG time, with it becoming increasingly difficult to recall his human memories (something it is confirmed humans trapped in the circus can recall). at the very least, longer then Kinger, who is clearly very mentally effected by his time at the circus.
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Caine would likely also be showing some level of insanity or mental instability if he had been trapped with no escape for this long (and yes I do believe that he also cannot leave, and I have some evidence later down the line that will explain this perspective), and he hasn't been seen to do this at all, right? Well, I think he is, but it manifests a little differently then Kinger, or anyone else for that matter. Keep this in mind as we go forward.
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Caine's purpose within the circus is fairly straightforward. He is the ringmaster, he creates daily adventures akin to ttrpg oneshots, and he exists to essentially guide the player through this video game world.
Now in the event that Caine was a human who was pulled into the game, why would he need to fill this role? Even as a dev he should still be playtesting as, well, a player. I believe that at the time of the dev's entrapment, the ringmaster AI had not been programmed into the game.
Y'see the Caine we know is a MAJOR perfectionist. He neeeever likes anyone seeing his unfinished work, kinda odd for an AI within a game to be embarrassed about. Yeah, he's a generative AI that creates locations, but creating something in multiple steps is something an AI cannot do. Furthermore, an AI should not feel "embarrassed" about it's work, AI by virtue is always 100% convinced what it generates is perfect, or else it wouldn't have generated it like that.
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Also, if we're working under the assumption that the backrooms-esque offices were just an AI hallucination or bad generation, why would Caine KNOW it's not what his players are looking for? For a dev however, this makes sense.
Caine also has a lot of other actions that, as an AI require a bit if suspension of disbelief, but make tons more sense if he's actually a human, and furthermore a dev.
As mentioned, perfectionism, not wanting people to see incomplete or unpolished areas of the game
Realistic depictions of emotions (frustration, embarrassment, confusion)
Annoyance at Bubble for being a sucky AI (her swearing, interrupting him, inhuman and unrealistic speaking patterns and behaviors)
the need to "Reuse AI" which, if the characters are all AI created by other AI would be unnecessary because AI generating would take Caine no effort. Nor should a generative AI ever run out of ideas.
As mentioned, perfectionism, not wanting people to see incomplete or unpolished areas of the game
Realistic depictions of emotions (frustration, embarrassment, confusion)
Annoyance at Bubble for being a sucky AI (her swearing, interrupting him, inhuman and unrealistic speaking patterns and behaviors)
the need to "Reuse AI" which, if the characters are all AI created by other AI would be unnecessary because AI generating would take Caine no effort. Nor should a generative AI ever run out of ideas.
I wanna highlight that, while this is a joke post, I am enjoying the implication that Caine has a name (something only a human would have)
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(top right is a particularly interesting example of him just acting super human and "dropping the act" so to speak. Getting distracted, stuttering, losing track of the conversation, all that. And bottom right is similar as he is nervously fidgeting).
Caine has all the fixings of a human dev, trapped in his now incomplete game. A game that had not had it's "ringmaster" character implemented at this point in development, likely with nothing more then some competed (albeit unpolished) locations for the game.
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The idea Caine is actually a dev as opposed to an AI is further supported by Caine's ability to create and alter things from within the game. Creating areas without human prompt, deleting characters, he seems to have a level of autonomy and intelligence that no AI should EVER have.
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Furthermore, the man ACTS human, a weird ass human, but a human nonetheless. He's responsive, emotive, emotional, and he's not nearly as glitchy as the other AI. He never slips up and activates some sort of internal filter like bubble, or insists on weird mannerisms like the moon or the sun, he seems to just KNOW better somehow.
He acts like the more "immersive AI" from ep2 if anything, which he's clearly been around longer than. Someone needed to program that AI, and based on previous patterns is implied to be Caine. Once again, way out of his job description as another AI (plus how would this AI be MORE realistic if it was learning from another, older AI).
Not to mention the fact he's ALWAYS around somewhere, whether he's in his own realm he made, or just chilling around the circus (unlike bubble for example, who comes and goes at Caine's will).
It's clear he does this for his own comfort, but WHY would he be programmed to do that as opposed to only existing when necessary to prioritize memory or something.
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But one would be right to say he's slightly... off. He is a strange one, if he was a human. He's erratic, unpredictable, and often manic at times. This goes back to the point I made with Kinger, where I claimed Caine should also be exhibiting signs of mental illness
Under the assumption that Caine, in the act of playtesting the game, got trapped, a handful of things would happen (the finer details are negotiable, this is just my knee-jerk reaction):
He'd realize what happened and that he can't get out
He likely felt as though he was in his own personal hell, as he was trapped in a scuffed, incomplete skeleton of his own passion project
He likely found some sort of way to alter stuff, a backdoor that only he as the creator knew about, or some sort of privilege in being the first to enter the realm
He got his first or first few players. This was probably alarming to him as there was no ringmaster, no worlds, nothing. All the AI he had created thus far had been poorly made and could not function which such a difficult task. But then he realized... HE could be the ringmaster
This is probably around the time as well that he realized he could not remember his own name. But he remembered what he wanted to call the ringmaster... Caine
He takes on the identity of Caine, acting as ringmaster, polishing the game behind the scenes, and creating daily activities on an "as needed" basis
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Now this is where it gets interesting. I believe, at this point, Caine has taken on the identity of this AI generated ringmaster for so long that he's beginning to lose himself. He's beginning to lose memories of his life, he's becoming more detached from the side of himself that ISN'T Caine, and he's starting to catch himself believing he IS Caine, he IS an AI.... and he's scared
He's completely lost the ability to create any meaningful connections with others, as he needs to keep up the illusion of being an AI. He's lost his humanity, become detached from the way other humans think and feel, and its starting to make him become more AI then human if anything.
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(left image does not crop nice, plz click to view the whole thing TvT)
He's probably seen at least a dozen people lose their mind in so many different ways. While he knows he's different then them, TECHNICALLY he's still a player, and can abstract all the same. This is why he seemed to freak the HELL out at the idea of an AI and a human getting mixed up.
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One last bit, and it's a simple one I promise. Caine has been described as the main antagonist outside of the show. This is interesting as up until now Caine hasn't done anything actively malicious (aside from Gummigoo, but he seemed to have solid reasoning for that, just not anything he chose to share with the audience).
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[does ANYONE have the "weight of Caine's sins?" tumblr ask I am having no luck finding it again]
At this point, this would be shooting the messenger. He is simply a byproduct of the system that is keeping these folks trapped, right? Caine himself didn't put them there, he just takes care of them.
Unless... Caine was the one who made the AI. Then he would inarguably be the reason everyone else was trapped there. And goose is right, that wouldn't make him an AWFUL person either, but he does still have many sins weighing on his back, and many deaths on his hands. And there's nothing he can do about any of it, because he's just as helpless as they are.
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So yeah, TLDR: Caine was the creator of the circus. In attempting to playtest he got trapped in the game and eventually took the initiative to play the ringmaster within his own game, but he is slowly beginning to lose his mind, as happens to everyone.
Hope you all enjoyed the read! If anyone's still interested at this point I have a few more small bits of evidence (more from outside the show on Goose's socials and whatnot) which I could not fit in the bulk of the theory. I'll reblog with some extra bits so this post is still complete but I don't break the flow of my main ideas.
And if you get this far, thank you so much. I don't typically post long form theories like this but if this gets any sort of traction I definitely will begin too.
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After months of putting this off, I'm finally posting stuff for Spectral Dreams :D
Click for higher quality
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Introducing the mascot, Magonyan! The Yo-Kai version of Magolor.
He's a C-rank Fire Attribute Yo-Kai freed by Nate from the Crank-a-kai. His inspiriting causes lying when you don't mean to. His Skill is Resistance which reduces effects from enemy inspirits. His Soultimate is Bombs of Fury, which is basically just a fire attribute Paws of Fury.
There's gonna be a MASSIVE lore dump under the cut if you wanna read.
Over 200 years ago, he died being mauled by a dog, thus losing his limbs. After that, he discovered that no one could see him and thought he could do whatever he wanted without consequences. He snuck into a village altar and stole the crown of a tyrant, the Overlord's Crown. He put it on and fused with it, creating a powerful Yo-Kai named Overnyan.
Magonyan thought it was the coolest thing ever, wanting to test his new form's power. But little did he know, the crown he fused with was taken over by a Wicked Yo-Kai. It took over his body and wreaked havoc on the village. But before it could cause any more destruction, a little pink Legendary Yo-Kai stopped him, and he was sealed away in the Crank-a-kai.
While sealed away, he felt all alone. No one to talk to, alone with his thoughts in a tiny cramped capsule. A decade later, he heard a voice, a new Yo-Kai had been sealed away in a capsule just like he was. The voice was rambling on and on about his old master, a shogun who died in a war. Magonyan listened intently to him, even chiming in to make a conversation. They built a close friendship over the years they were trapped despite never seeing each other's faces. Until one day, Magonyan's friend was freed from the Crank-a-kai, leaving him alone once again.
It didn't take long for him to be next, however. He was freed by an average-looking human boy, Nate. Magonyan noticed how much attention Jibanyan got and decided to make a costume of him, even pretending to be him at one point. It was then he discovered his love for making costumes and made a lot of different cosplays of other cat Yo-Kai.
(Unrelated to lore but I imagine if he were in a game, you could customize which costume he wears when befriending different cat Yo-Kai.)
They wound up finding the Overlord's Crown once more but Magonyan only fuses with it if it's a dire situation, he does not want to be taken over by the Wicked again.
Soon, the stuff with Dame Dedtime happened, and Wicked Yo-Kai were taking over Old Springdale and the humans and Yo-Kai in it. In the final fight, Magonyan fused with the crown and dealt the final blow to Dame Demona. Because of this, Kin and Gin sent him back in time to try and change his fate in an attempt to "revive" Dame Dedtime, similar to what they did with Jibanyan and Whisper. He refused, choosing to die again and return to his friends. Reliving his death was scary, but worth being able to be in an afterlife with friends.
After a while, something happened and he ended up losing control as Overnyan again. This caught the attention of Lord Enma and for the sake of Springdale, he sealed him away in the Infinite Inferno. Magonyan ended up fighting the big bosses inside in order to get out, making friends with those wrongly in there along the way who also wanted out. In the end, instead of Wobblewok, he had to fight the Wicked Yo-Kai who had broken free from the crown. When things looked bad, Magonyan picked up the crown and fused with it once more, finally having it under his control. He picked up a sword that had mysteriously appeared on the ground, one that bore a striking resemblance to the Enma Blade, and used it to defeat the Wicked that caused all of this.
(I imagine the fight would be similar to the Yo-Kaiju fight in YKW3 with controlling every action)
After the fight, he's approached by none other than Lord Enma himself. He explains that he sent Magonyan to the Infinite Inferno because he thought he was abusing the power of the crown but knows now that it was the Wicked's doing all along. After he properly apologizes for the misunderstanding, he agrees to let Magonyan out of the Infinite Inferno with the Overlord's Crown and the sword he gave him under the promise that he would use their power responsibly. Magonyan agrees without hesitation and he is let out.
After escaping, he notices that Nate is nowhere to be found in Springdale, his family isn't even in their house. Where could he have gone? And what's Magonyan supposed to do now?
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pianokantzart · 1 year
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Something I love about the Mario movie is how is basically squashed any kind of ideas of Luigi being jealous of Mario from the get go that fans have come up/theorized throughout the years.
The whole “Luigi is jealous and tired of living in Mario’s shadow” has no leg to stand on when it comes to this movie.
In fact, Luigi is actively the one singing praises towards Mario, he knows that his brother dreams big and has a big heart, he knows his brother is amazing and he loves him for that.
Does he have low self esteem? Absolutely. But there is absolutely not a single bit of jealousy/envy towards Mario, Luigi loves and adores him far too much to ever be jealous and angry at Mario, someone who means the absolute world to him.
Oh don't you get me started.
Too late, I’ve gotten started. YOU ARE SO RIGHT. The movie did to theories that Luigi's “bitter and jealous” what it did to theories that Mario’s an antisocial asshat.
There are two things I can point to that are to blame for the theories that Luigi is bitter and jealous:
The description of his Negative Zone final smash from Super Smash Bros. Brawl:
"Luigi's final smash. As exotic music plays, he performs a dance befitting a sorcerous incantation. A barrier envelopes him, negatively impacting all in his area. Random effects include getting launched, sleeping, moving in slow motion, tripping, fainting, and losing attack power. This technique is a reflection of the dark side he embraced in his brother's shadow."
2. His characterization in Paper Mario
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But there’s like… almost 40 years of games to glean from. You can literally pick and choose whatever you want to form any sort of theory (like a certain internet man did when arguing that Mario is an animal abusing sociopath). But 99% of the games show about as much evidence that Luigi is bitter as they do that Mario is a bad person– none at all. Quite the opposite, in fact.
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As for Paper Mario, it's the only time Luigi is directly characterized as envious... NOT jealous. He still loves his brother and sees him as worthy of the praise he gets, but he feels bad being stuck at home, and desperately wants to be brought along for the adventure– to have his opportunity in the limelight. But Paper Mario is kind of its own thing, established to be a separate universe from the mainline Mario games. In the Super Mario Brothers RPGs– which delve deeper into the bros character while remaining more aligned with the classic "canon"– the dynamic is quite the opposite! Mario dives headfirst into danger while Luigi desperately avoids it unless there is no other choice. In Super Mario Brothers Superstar Saga he tries his darndest to not be taken along for the adventure, confident that his brother can handle the task.
But one consistent across the Mario games is Luigi being the underdog of all underdogs; unlucky and clumsy, the butt of the joke, and constantly undermined. Naturally this causes people to get defensive of him– get angry for him, and project their feelings onto the character himself.
But tHEN WE HAVE THE MOVIE!!!!
Nintendo is given a chance to craft Mario and Luigi into fully fleshed-out characters with motivations and backstories, not just plucky videogame personalities for people to project themselves into, and boy oh BOY did they knock it out of the park.
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While Mario is still a headstrong hero with a never-say-die attitude and a heart of gold, everything he does is for his brother. Mario has insecurities about feeling small and wants to prove himself to his father, but in the end his love for Luigi is his main motivator. Mario can handle being threatened, made fun of, and told he’s crazy, but if you want to truly hurt him, tell him his actions are hurting his brother. Try hurting Luigi directly, and Mario will tear you a new one.
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In return, everything Luigi does is for Mario! Lu’s not the willful ball of determination and gusto that his brother is– he has always been nervous, softhearted, and sensitive, which is why he lets his brother lead the way. Luigi’s not living in Mario’s shadow, he’s thriving off of his confidence! He recognizes Mario as his best friend and greatest source of strength, and will follow him absolutely anywhere.
There is no sense of Mario being treated like the beloved star of the show while Luigi gets the short end of the stick. They are both downtrodden, both learning, and both dependent on each other. It's not just Super Mario, it's the Super Mario Brothers, who equally inspire each other to be the best version of themselves.
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rex101111 · 9 months
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Elden Ring, Armored Core 6, and the terror of Agency.
(spoilers for AC6)
Armored Core 6 being the first game FromSoft released after Elden Ring is actually really freaking interesting, specifically because both games tackle the topic of "Agency" from two completely different perspectives.
In Elden Ring, Agency is (mostly) mechanical, the player can, from the word go, provided they don't die, choose any direction at all and do whatever they want for as long as they want. The game has the largest amount of ending of any Souls game if we take into account all the Lord ending variants, because the player can effect the world so deeply in so many ways. You can reach the end in any number of ways and the ending you get tends to be entirely up to you, and every ending is unique to itself.
In AC6, the agency is more felt in the story. That is to say, you don't have any agency at all. 621, Raven, your player character, doesn't have any sort of autonomy whatsoever. They don't get to choose which side they want to exclusively support on Rubicon, they can't choose to express any opinion about what's going on or what people say about them, they don't even have any bodily autonomy. You're a husk of a human being that can barely manage to breath in and out without external help, your mech is a glorified wheelchair iron lung combo with guns attached, and the most agency you have is with your AC. What weapons to bring, what build to make...but even that is fleeting.
Some people have complained that some bosses are damn near impossible without a certain and specific build. While I disagree, certain builds make those bosses significantly easier, but mechanical skill tends to make up for most shortcomings if you wanna stick to something specific...but there's some truth to it.
Sometimes the game will just hold your head down in the mud and say "do this or die". And unless you want to put in a lot of practice...that's what you'll do. You'll give up what little agency you have because it suddenly became the less important factor. Now you're focused on killing the bastard holding you back and moving on. The mission is what's important.
There are several times in your first playthrough where you get to "choose" which mission you wanna do, the other option vanishing until you do a new game+. One mission really deep into the playthrough, a few missions before the end, gives you the option of choosing which of the game long factions you wanna support. In any other game, this would be story shifting. It would be world altering. Deciding which faction gets the upper hand in a war...and it's an illusion.
In the briefing for eliminating the Redguns, Snail tells you plainly that if you won't do it, they'll just send Rusty in to take care of things. And if you do choose to fight the Vespers, that's exactly what happens. No matter what you did, the Redguns were doomed. The only agency you had was whether the bullet that killed them came out of your gun or someone elses.
Then, at the end of chapter 4, you get captured, and what little agency you had is utterly stripped away from you. You are in a hopeless situation, without access to the mech you put so much time and money into, or the guiding voice of your handler. You get given a hunk of junk barely held together with duct-tape and hope, and told you either use this thing to run...or die.
And then, a few missions later, the game does the cruelest thing it could have possibly done, it gives you a choice. An actual choice, a choice that will matter, a choice that you know will determine how this will all end.
Finally, finally a choice, finally some agency, all the agency in the world.
And when I got to this point? I fucking froze, I just stood there, controller in my clammy hands, and just could not for the life of me decide who to side with, who to betray, who's dreams to make true and who's to shatter. I did make my choice, eventually, because I couldn't just stop here...but I made peace with it. People died, and I expected them to, because the consequences of choice were clear to me right away.
And then...NG+. I do the opposite, I try the alternate missions. I do the other ending...and then the game plays it's most cruel trick. That big choice up there? It didn't matter either.
No matter what ending you picked first, the same people die (minus Ayre because she's special and good and we're all glad she's here), Carla, Chatty, Walter, Rusty. They all die in every ending, some by your hand, some by an enemy's, but still, still they die.
Every time you think you have agency, the game snatches it away. And the final ending just hammers it home as hard as it can. In this route, you become the slave of ALLMIND, you follow its every whim as loyally as you would have with Walter, except maybe you're doing because you saw both previous endings and you hope this time it'll be different. Maybe this time Carla and Chatty and Rusty and Walter won't die, maybe this time the ending won't leave a rotten taste in your mouth.
And then it happens again, they die anyway, again because of and in spite of your choices. And at the end...ALLMIND shows up, and demands you surrender the tiniest bit of agency you have left, your own self.
And, finally, you fight back. Finally, when there is no voice in your ear to tell you otherwise, not Walter or Ayre or Carla or ALLMIND, you make the one decision you still have the power to make.
You fight for your fucking life.
Finally, finally, some agency the game can't and won't take away. Even if all else fails, even if ideals burn and dreams die, you will always have the choice to claw your way out and FIGHT.
After a whole game three times over of not having a real choice in what happens, the taste of Agency is all the sweeter.
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relicsongmel · 3 months
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The dubious nature of Iris' name (and what it means)
Sister Iris Fey Hawthorne of Hazakura Temple finds herself in a rather peculiar situation for the Ace Attorney franchise in the fact that she is one of very few characters without a canonical last name. Of course, this hasn't stopped fans from assigning her one—for the purposes of tagging and categorization (or simply to distinguish her from Iris Wilson from The Great Ace Attorney series, because "Iris Ace Attorney" is no longer specific enough), every Ace Attorney fan seems to have a different answer as to what they call her, whether it be Iris Hawthorne, Iris Fey, Iris of Hazakura Temple, or simply Sister Iris. This confusion is understandable given the lack of a clear answer in canon as to what her legal last name is as well as her unusual upbringing; what with being raised in Kurain Village as a Fey, taken away by her father as a Hawthorne, and then sent to Hazakura Temple to become a nun. However, before we delve further into Iris herself, there's something a bit unusual (that I don't often see acknowledged within the fandom) that I'd like to bring up—that being, that this name drama not only affects Iris, but her twin sister Dahlia as well.
Simply put, Dahlia Hawthorne being named Dahlia Hawthorne doesn't make much sense when you think about it. Dahlia was born to Morgan Fey, the then-leader of the matriarchal line of spirit mediums of the Kurain Channeling Tradition. As such, it's safe to assume that she and her twin sister were also given this name upon their birth—so why, then, does she have her father's (or possibly her stepmother's—it's unclear) last name when we meet her in-game? Children generally do not have their last names changed when their parent remarries, so what's the deal? This strange situation makes slightly more sense when you remember that much of Trials and Tribulations builds up to the reveal that Dahlia and Iris are Morgan Fey's daughters; as such, Dahlia appearing in Chapter 1 and introducing herself as "Dahlia Fey" would be a MASSIVE spoiler for the events to come.
As for an in-universe explanation, we obviously aren't given one, but we are given a bit of insight from Dahlia (while disguised as Iris) regarding their father's perspective on leaving Kurain Village:
"He hated the place. He said it was a hick dive, and that he had no reason to stay there."
I think it's not an unreasonable stretch to say that their father wanted nothing more to do with the Fey clan after its reputation had been destroyed post-DL-6, and likely went to great efforts to separate himself (and his daughters) from anything that reminded him of it. With this in mind, who's to say he didn't have the twins' name changed? Now, obviously whether this affected Iris herself is still up for debate—it's possible she had already been sent away to Hazakura before this had all happened. But given that Dahlia implies Iris had only been sent away after their father's second marriage, I find it more likely that her name was changed beforehand. That said, it's still just a headcanon based on my personal preferences—I like the idea of Iris having the last name "Hawthorne" because I think the association with the Hawthorne effect (in which one modifies their behavior in response to being watched) fits her really well, but I don't disagree with those who choose to use other names for her because there are good arguments to be made there as well.
However. However. The intrigue behind Iris' name doesn't even end there. We hear from Sister Bikini very early in Bridge to the Turnabout that it's Hazakura Temple tradition for nuns to choose a "temple" name—meaning that even Iris' given name might not be her real one. I hesitate a bit on this idea considering her name already pairs up nicely with Dahlia’s due to the shared flower theming (and Iris having a lack of respect for acolyte tradition in that regard would give her an interesting resemblance to her mother which I REALLY like), but if it is true it creates another fascinating bit of symbolism—Iris’ first name is a lie. A facade. Which fits in with her lying about her identity to Phoenix for 8 months and her general tendency to put up a front of whoever the person she's talking to wants her to be—whether that be Dahlia's obedient co-conspirator, Bikini's sweet and good-natured daughter figure, or Godot's accomplice and the scapegoat he can use to protect Maya. And neither of the common last names given to her by fandom accurately reflect/show the full picture of who she is either. Fey is what she was born as—but that name comes with a whole host of burdens and generational trauma that she likely does her best to distance herself from considering her tendency to run away from conflict like she did with the fake kidnapping and the aftermath of Doug Swallow's murder (she’s a lot like her aunt in that regard). Hawthorne ties her to the sister she so dearly loves—but also weighs her down due to her sister’s crimes, her role in said crimes, and the family she was sent away from against her will (even if it ended up being better for her) before it tragically fell apart. Neither one truly fits—the Iris name debacle is a perfect representation of the identity crisis of her character and that is nothing short of beautiful to me.
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jozlyn-moon · 2 months
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The Cipher Twins
Ford’s Journal Entry:
(It’s long! And one of the first Journal Entries I’ve gone fully into making!)
“How and Why that devil managed to “conceive”, and I use this term loosely, is beyond me. Especially when it’s taken in mind how careful with planning he chooses to be. But the outcome of two children that share such gains of his power is.. well- reckless, but that does give us a view that he isn’t as on his game as much as he once was, which in my eyes shows as a beacon of hope. Continuing though-
These two have been an eye opening pain in the ass to deal with in all the years that they’ve had to be in my life… and that’s saying quite a bit. From the oddities that sprout from their father’s genes to the oddities that come from each of their unique personalities that stem from their own special quirks, to study them has been an experience. Though, if I shouldn’t lie.. I may have chosen a favorite of the two for one reason or another and even if either manages to get a hand on my writing their opinion would not much matter in the end.
To begin on the first, Lily Cipher, a rambunctious but albeit pleasant kid to be around. An attribute which I could only give thanks to in the mother’s raising of both of the twins which I presumed had fortunately been enough to quell any evil nature that may have been held in her soul. Along with the fact that there had been no contact with the father in her and her sibling’s upbringing. Ignoring that fact- She can be described as a great help around the lab, seeing as age and stress have worn down my ability to keep steady with my motor and cognitive skills… she comes in handy as a shockingly fast learner, but to no surprise really as much as I don’t want to point the praise at where the origin of the ability may have come from, I do have my guesses to who it was passed down from.
She is a very curious and hyperactive child as well, being quite fascinated in the little things and anything that moves, she could only remind me of Mabel in her younger years in the most bitter sweet way possible. I pray for the moment that she’s alright.. but besides that point-
I find that she’s been a large help in also understanding, if not, being able to decrypt the genetics of my enemy, with her ability to shape shift into a form similar to the beings of Bill’s late home dimension, flatlanders as they’re called, she has given key samples of skin and DNA that have properties no normal being can handle nor have. I believe she and her brother are direct keys in Bill’s downfall. And while I wish to be optimistic to the outcomes of their existence at the current time, I do hold dread for whats to come. As while I may have positive outcomes with the more sweet hearted sibling… I have trouble describing the short tempered and snide one as such. Liam is another whole pile of bones to dissect but i’ll get to his summary soon enough.
Lily, and what baffles me the most about her, is how something so, well giddy and sweet by nature, can come out of such a creature that can be so, by choice, dangerously and maliciously evil. But then again, that damn triangle had always had his charms at his hand, so it wouldn’t be a complete surprise if that had passed along to his spawn.
And as much as I want to be paranoid of my enemy’s daughter, seeing first hand her grow up with no influence of her father’s morals and presence due to her mother separating from that devil before either of the twins were born- it lets me ponder on the thought of the nature vs nurture theory and how whether or not natures of the parents pass down to the kin and how much it actual effects their psyche.
Albeit with Lily, she works on her own will with a good moral stand point and natural urge to uplift others in sometimes slightly odd but endearing ways. Though i’m afraid that it’s her brother that leaves me still questioning the nature vs. nurture stand point, as I couldn’t say the same completely for her twin.
Liam Cipher, a more reserved kid but leaning on socially aloof by choice, is one who leaves me sleeping with one eye open. Literally. Seemingly gained the temper of his father along with a slew of other worrying traits that I would rather not be in the presence of while someone has lit his fuse. He is the sole reason why I had to ban or at the least limit the use of both of their magic to the mundane and simple party tricks after an incident with him that cost me half my sight with a fit he threw when he was younger.
Though as his mother insists to me greatly, it’s not the child’s fault for the traits he was born with, he can’t help himself she claims. And while true to some extents I can’t help but feel the dread towards the thought of another Bill like being sprouting due to the “freak accident” of them being somehow made into existence. From the personality to even the damn voice that the kid shares with himself and his devil of a father, I can’t just shake off the feeling of a tense shiver that always crawls up my back when thinking of him growing older.
The only saving grace, and what calms my already paranoid nerves falls upon the ones I could think have a good hand in quelling those unsavory traits, the one’s I label the family buffers. I.e his mother, sister, and at times the cousins that are there to talk him down out of a potential blow out. I couldn’t even dare muster the thoughts to wonder what he’d turn to if his mother nor his “siblings”, if I could even loosely consider the cousins as such, weren’t there to quell his snappy nature. But for the sake of my cortisol levels, I can’t let those scenarios overcome my already racing thoughts because I have enough to deal with now in taking care of both of the twins that have been enough of a hassle on my growing age.
Liam for the most part has made it clear that he has a distaste for me, I believe sprouting from my coldness towards his mother for being deceptive at the beginning of our begrudging guardianship over the kids. And he places it as if I have no good reason, if it wasn’t clear that I have some bother that hiding the children of that damned demon under my nose with what current family I have left wasn’t something to not be chastised for. Not to mention that her withholding from the implicit truth had allowed me and my great great niece and nephew to harbor an attachment to the twins which if I had known before hand their origin… would not have ended well for her.
But I am not heartless, I do understand the fears that may have accompanied the weight of telling the truth at the time. And I’ve learnt that I shouldn’t be one to not swallow my pride and say I know I would have probably acted rashly. But as someone who freshly lost what family they had left at the time I feel as if it would’ve been just.
I don’t hate either of them, even while one may be more a pain in the ass than the other. I do believe I care for them in some sense. Liam is a help to me greatly, I won’t downplay that factor at all, he’s the one that helps me draw in the newer journal entries and goes out to scout with Chloe to do some cartography of the surrounding landscape. A quirk he seems to be great at with a sense of great direction and keen eyesight, something even younger me couldn’t get down right away. My body can only do so much these days as I’ve already made my point earlier that my hands and even now legs can’t do what they did often like they used to.
He’s smart, more smart than he gives himself props for, he knows how to channel a certain charisma and silver tongue that lets him find the best supplies, of course if it isn’t the case that he had stole them in the first place. And like his sister, there is no second thought to where he got that ability from, but it’s better to not dwell on it, just for my sake at least.
Both are a handful in their own ways, but they have grown on me- and they do hold insight in how we may be able to stop weirdmaggedon once and for all.
And I pray that it can be in time.”
(If you made it down here thanks for reading it! I want to make sure I have Ford’s characterization down to some extent 😭 My grammar may not be all that great but I tried lol)
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sexhaver · 10 months
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ive been playing Cassette Beasts for a minute and it never stops being funny to me how flagrant they are about making this "Pokemon but with features you didn't know Pokemon has always needed". off the top of my head:
super effective/NVE hits have added benefits/debuffs beyond just doubling/halving the damage (hitting Electric types with Ground reduces their evasion and speed, hitting Steel types with Poison gives them poison-coated spikes that do contact damage, etc)
legally-distinct-Pokemon will learn new moves while in your party without having to battle, and you can then straight up steal these moves from them and put them on a not-Pokemon you actually care about using, which gives an actual incentive to hunt down and raise otherwise fringe not-mons beyond completing the not-Pokedex
we all played the Pokemon Infinite Fusion fangame right? we know how fusions work? okay so this game has them as temporary per-battle things instead of permanent ones, which is only marginally less cool while being infinitely easier to balance around
attempting to catch something shows you the percentage chance of success so you know whether you just got unlucky or if you should save your Pokeballs-i-mean-blank-cassette-tapes
leveling up is tied to your not-trainer instead of your not-pokemon, so you don't end up in the classic trap where your starter is way overleveled and everything else is underleveled and then you hit a fight your starter can't solo and have to spend an hour grinding to get the weaker not-mons up to par (funnily enough most Pokemon Nuzlocke romhacks have already figured this out and give you infinite rare candies with the only restriction being that you can't level past the next gym leader's ace pokemon, because Pokemon fans have realized that grinding is the worst part of the game way before Game Freak has)
moves, not-Pokeballs, not-PokeCenter visits, and healing items are all bought using entirely separate currencies which stops you from trivially breaking the economy in half
the soundtrack, fittingly, is pretty good! the vocals were a bit much for my taste but there's an option in the settings menu to straight up turn them off (letting the BGM play on its own), which i've never seen in any other game and really appreciate
downsides:
on a game design level, i understand why can i only carry a max of 5 not-Potions and 1 not-Revive at a time - it's to put a limit on how far away from fast travel points i can get by just running away from everything and healing off damage. on a gameplay level, however, this feels pretty bad
the pixel art style is trying to look as much like Pokemon as possible without actually being Pokemon so the overworld sprites look more like beta stuff from Pokemon that they cut for looking too weird. i have yet to find a haircut that doesn't look bad
this is super petty of me but something about the bloom and lighting of the 3d environments combined with pixelated 2d sprites that still cast shadows makes me painfully aware im playing a video game. it's like they were going for the same aesthetic as Octopath Traveler but fell just barely short. i can't think of a better way to articulate this feeling but if you know you know
it does that really obnoxious half-assed style of voice acting where plot-relevant characters will sometimes (maybe every third or fourth textbox) speak the first two or three words of dialogue before trailing off. mashing through textboxes (as one does) means constantly getting jumpscared by "hmm"s and "haha!"s "okay then!"s
i get that they wanted to make the player feel involved in the story, and it has a pretty decent hook so far, but oh my god. the amount of dialogue "choices" that just transparently do not matter. you know how people memed on Fallout 3 and 4's dialogue choices all leading to the same outcome, to the extent that you were basically choosing between "yes" and "yes (rude)"? and you know how Bethesda would at least attempt to justify how both options led to you accepting the quest anyways, even if it was really dumb? Cassette Beasts has streamlined this process even further by making the options in most of their binary decisions so identical that they don't even require different followup dailogue before rejoining into the main conversation thread. a solid 2/3rds of the dialogue options in this game so far feel like checks that you're still awake. i know this is a minor issue because people aren't playing Pokemon-likes for the engaging "choices matter" approach to storytelling, and i did ignore it at first, but it's so pervasive that you really can't ignore it
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