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#i like endings!! satisfying conclusions to narratives are good to experience!!
bananasfosterparent · 22 days
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I'm gonna be real, I'm very worried that Larian is going to try & make AA even more overtly the "bad choice" in their next patch (they promised some epilogue animations). I just really don't understand why the antis have to be so obnoxiously loud telling a company to change THEIR game because of a way they choose to interpret something. Isn't the whole point of an RPG that you're allowed to craft a narrative around the narrative-- but to pressure the writers into editing their hard work because they "don't like it" is just so,,,,..ugh
I just wish people would stop infantilizing the crap out of Astarion as a character. They give him all these sweet HC when half of them are just Wyll.. Like the "I can fix him" complex has rotted our society
Honestly? I'm not worried about it at all.
Mostly because I don't think Larian cares lmao At least, not in that way.
Get ready, it's 1am, I had my meds, and had some caffeine, so here comes ramble :D
They want to please their fans, and while spawn fans make up a majority of the Astarion side of the fandom, and there may be (speculated) peices in place to make AA seem worse in-game with these updates....I honestly don't think Larian as a whole cares enough to join in on the one-sided righteousness battle.
They made this game for the purpose that most AA fans (at least, ones I know) use it for: roleplaying, as you pointed out. And I'm very sure they aren't blind to just how one-sided the discourse is.
For example, on the official Larian Discord server, AA fans voiced their opinion on the Tav/Durge expressions in the new AA kisses. And from what I saw, the opinions were presently respectfully and with the roleplay experience in mind. How the expressions aren't ideal for evil roleplay. But after that, the same suggestions thread got clogged with anti-AA players begging Larain to "not destroy the narrative" they've apparently been telling and to not listen to us "delulu" AA fans. And the threads were locked by a mod and cleaned up, to "prevent bullying". I think Larian sees clearly who is focused on quality of roleplay and who is focused on arbitrary arguments.
Because the evil endings aren't supposed to be satisfying to those who don't play them. They aren't supposed to be a moral lesson to the player. It's not that meta (no matter how some people want it to be). It's not that type of game. The evil endings are supposed to be satisfying for those who enjoy playing those endings.
It's supposed to be a different experience. Empty and lonely, sure! But it's still meant to be rewarding for the player. Otherwise, it would be pointless to offer as a roleplay style.
I don't think Larian anticipated so many of us would prefer playing evil like this. I think the idea was for it to be a thing you do after you get bored of playing a few good solo runs. It also doesn't make any sense to spend time and money on an ending, just to slap the player on the wrist for choosing it. They see from the stats how often people make certain choices. People play evil in this game for a lot of reasons, but one big one is because it's just good, devious fun! And without any actual, real world consequences. And I think they see that more than anything. I assume you're also talking about the new evil ending updates?
This phrasing from the first article I saw about it is promising to me that these updates will be satisfying for those who actually enjoy playing/romancing evil--as a positive dark romance and not as some abusive romantic tragedy.
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I hope "satisfying narrative conclusions" means that the player can enjoy it for their roleplay. And doesn't just mean the endings are rounded out, but the player gets "punished" in the end. I mean, what are you being punished for exactly? Having fun? SERIOUSLY. Any anti-AA fans lurking the tag care to explain exactly WHY you want people to be punished for playing evil in a video game? I really don't get that. And I don't think Larian cares to do that to their consumers.
Truthfully... I'm hoping the new evil ending fixes will fix Minthara's bugs for one thing. But I also am hoping that it will give us some good AA content. I don't even want to speculate... I'm just gonna wait and see!
AND YES. The infantilization of Astarion and the whole concept of "oh what a cute helpless silly lil bby gorl who needs saving from himself, must be protected and shown who he should be because my Tav/Durge knows best for someone they barely know who's a different creature from them entirely" is...just...
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They want a mix of Wyll and Gale but with Astarion's face, voice, and body.
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lakesbian · 2 months
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I’ve gotten a couple people reading worm lately, and they keep running into the Weaver section and getting mad. They understand it from a Watsonian perspective; Taylor’s goals, the endbringers, and Dinah’s plan all make it make sense in universe why a girl continually failed and betrayed by The Man would try to resuscitate The Man. But i’m having trouble justifying it from a Doylist perspective. The story thus far has been about people who fall through the cracks (Pact reference!). People who society fails and who have their own myriad of reasons to distrust authority. Why would Wildbow make such an abrupt swing towards bootlicking? Or am i misunderstanding something about Worm?
worm isn't The Most Revolutionary Cop-Hating Media Ever but i don't think you can justify calling the weaver arc "an abrupt swing towards bootlicking" unless you're under the impression that whatever taylor does is de facto supposed to be seen as The Unimpeachably Correct Choice™️. immediately prior to deciding to be weaver, she has multiple experiences that really drill into her this idea that i discussed in a much older post:
the amount of grace or aid socially extended to you depends on how much power you have or how useful you are. when the principal actually helps taylor with emma right before she’s outed, it’s not because the system is suddenly working properly, it’s just because the system now favors taylor. when the kids who stand up for taylor in the cafeteria tell her why, the reasoning they give isn’t that it seemed like the right thing to do, but that she had done something for them or their families in the past. she’s not being helped in the cafeteria because bystanders are suddenly invested in doing the right thing, she’s being helped because she was useful. sure, she’s on top now, and that can feel pretty satisfying, but that doesn’t change that she’s only being helped because she’s on top. none of the structures which frustrated her at the start of the story have changed, only her position with them has.
which i assume you get, because you started the ask by talking about how it is plausible and in-character for her to attempt to resuscitate The Man despite being betrayed repeatedly by The Man! so i'm not sure where you're feeling it's unsatisfying on a thematic or narrative level; worm isn't presenting that taylor has suddenly regained idealistic hopes of Being A Hero and stopping The Bad Guys, nor is it asserting that the PRT is actually good and awesome because she's deciding to join it. taylor became "the authority," realized that staying where she was would only be continuing to benefit her (now in a position to receive the biased benefits she loathes that society doles out) without making any further improvements/societal changes she desired, and decided to join a different system of authority she thought would better allow her to prepare people for the end of the world. none of this is thematically at odds with how the PRT has been portrayed as a deeply harmful system, with how taylor has slipped through the cracks and been failed by society, etc., so i just don't see how you can draw the conclusion that it's bootlicking unless taylor being a warlord also means that wildbow is endorsing organized crime or taylor body-jacking thousands of people means wildbow is endorsing mass removal of bodily autonomy
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thexcricket · 7 months
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I suspect that this shot from the trailer is not a flashback, it’s them together either on deaths door or in death.
They are both in their current clothes, Fukuchi in the hunting dogs uniform, Fukuzawa not wearing his scarf. We know that Fukuzawa still wore the scarf at the time of the agency opening party (from Ranpo’s flashback), and we know Fukuchi wouldn’t be wearing the hunting dogs uniform until after the war. The uniform he wore when going to war is a diff color.
Plus, the scene invokes this very light and airy feeling and there are places that look like they’re fading into light (particularly the plant on the left, the leaves on the right of the tree, etc.) My sister pointed out there even seems like there’s a sort of glow around some outlines (particularly the posts) and some shadows are strange and very blue toned (the posts again and the crevices of their clothes).
Basically all of that to say it very much does not feel real. It doesn’t feel like a real memory, and it loses the high saturation shojo style the other flashbacks with them have.
I’m very hesitant to theorize about a character dying because this show never actually kills anyone, but it would be so interesting (and devastating to me) if they killed each other here. I desperately need an end to the excess of fake out deaths, at this point it’s cheap and destroys any real tension, and as much as I hate to say it, narratively, Fukuzawa would be a good choice to actually kill off here.
The classic mentor dies trope exists for a reason, often it is very necessary in order for other characters to move forward and experience development. This is especially true in this context for Ranpo and Kunikida, they would both have so much development from this and it’s AWFUL because they’re also both RIGHT THERE. But this is also true for the entire agency.
Also, something this situation has that is usually not true with the death baits, is that if they do it well, this could be a very good and satisfying conclusion to Fukuzawa’s (and Fukuchi’s) character arc. The idea of their fates being so intertwined that neither of them can triumph over the other, they have to give themselves up as well, is very appealing to me in the context of their relationship. It would be so fitting for them to die together at each others hands.
Another possibility is if that scene is them saying goodbye as only one of the dies, which could also be so interesting.
ANYWAY this is less of a real theory and more just thinking about possibilities. There are also several things that make me think they won’t both die like this: no one ever dies in the main storyline, we still don’t have a confirmation of Fukuchi’s additional objective, Yosano is unaccounted for (she and/or Ranpo could pop up and save the day), and the trailer is indicating to me that Fukuzawa can’t kill Fukuchi.
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transparencyboo · 7 months
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I recently played through Mystic Ark (1995) each night before bed during the last week or so. I initially saw a promotion for the game next to Terranigma (a longtime favorite) in a Famitsu magazine earlier this year, and got mesmerized by its Labyrinth-esque cover artwork in particular. I immediately knew I had to play whatever this was.
So I took the slowburn approach by first going through The 7th Saga and Brain Lord, two previous games by developers Produce. While not remotely essential for this venture, they still gave me some neat context and groundwork for the game's roots. I think they ultimately helped me appreciate this game all the more.
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In Mystic Ark you wake up alone on a desolate eerie island and need to travel to different worlds in search of the titular arks to grow stronger and regain your freedom. These worlds act as self-contained stories with distinct vibes, genres and presentation. It's a delightfully novel idea for a game to take an anthology approach, and I wish more games would attempt this because it's highly effective in keeping up intrigue and wonder. Every time you depart for the next world is a big mystery and you usually need a moment to piece together what each new tale is gonna be about.
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For example, the first world is a light hearted tale about war and conflict told through two rivalling factions of pirate cats. The game sees you meandering in back-and-forth fetch quests to support both sides' advances towards the same goal, it has a lot of cheeky humor about this and presents itself in a very cute and endearing fashion.
Another story has you enter a mysteriously abandoned world devoid of even monsters, only populated by a few orphaned children who play in a ghost town by day and then go home to a mansion run by a suspicious nun. As you go along with their antics and babysit them out of dangerous situations, the situation only keeps getting stranger.
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One world in particular locks you inside a horror story without your party members, as you work your way through a labyrinthine haunted house by solving puzzles interspersed by ominous scribbles by a paranoid previous resident. The atmosphere hangs heavy and the suspension has you on needles, it's a lovely showcase of Mystic Ark's core concept that it effectively pulls these twists and turns without ever feeling jarring.
One aspect I enjoyed in particular was the semi-point and click flavour in your interactions with the world. Many points will pull up an extra menu with a nice picture of what you're looking at and various options of how to fiddle and prod at it. Supposedly the 1999 Playstation sequel Mystic Ark: Maboroshi Gekijo leaned even further into this, and I'm not at all surprised. Would love to play it whenever someone decides to translate it or I get good enough at Japanese. Whichever one comes first.
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Mystic Ark is a gorgeous and rich experience that continuously rewards the player for sticking with it. Even though the individual tales all have satisfying conclusion, the game still maintains a lot of mystery by keeping the finer points untold. You rarely get the full picture and that only helps to make you keep wondering. The ending to the game itself is as vague as it begins, and allows for many different interpretations. My take is that the game, through its anthology structure, tells us about the many little worlds we can find all around us, the stories that reside in anything. The worlds are entered by interacting with regular objects like a ship model, a painting or a storybook, and recurringly we must return to the island to gather figurines of lost actors in the stories to progress. I think Mystic Ark emphasises the player's power as a sort of story teller, fiddling with the plots in interesting ways, to build a genuine interest. At the end we are seemingly encouraged to take this depiction of narratives and inspiration to go out into our own world and find our own stories to tell.
It's a mesmerizing all-timer and for sure a new favorite of mine. /Kiki
(Extra note: The game was only released in Japan, so I played a fan translation. There are two of them and after some comparison I went with the one by Dynamic Design because it felt a bit more vibrant and inspired in its word choices. Your preference may differ though and they both seem to be good.)
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mllemaenad · 4 months
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Having now listened to all of The Magnus Archives ... hm, yeah, I think they made it out all right in the end. And I don't just mean that in a soppy I-can-only-stand-happy-endings sort of way (although, it's been a crappy few months, and to be honest I wouldn't mind a happy ending), but because I think there's a really satisfying conclusion to John's character arc if he finally figures out how it all works.
Er. John? Jon? I have seen it spelled both ways, and now I am confused. And the character seems to be named after his creator, which is not making me less confused. But the transcript uses "John", so I will go with that.
John's core problem is that he is constantly trying to take control of his life and his choices, but is never able to do so because the narrative won't let him. He undoubtedly makes several rash decisions that the audience can guess won't end well, but even in cases where he sits down and attempts to make the best choice possible he ends up playing into the hands of his enemies, because they are able to tightly control the information to which he has access. Things that seem rational based on what he knows end up being terrible choices, because of how well curated "what he knows" happens to be.
There's a thing a lot of the characters do, where they describe the logic of their world as akin to dreams or nightmares:
SIMON No, no, no, you’re right, of course. The thing you have to remember is that no one actually knows how these things work – not really. There’s always been plenty of theories, of course, and over a century or two you do start to get an intuitive feel for it, but… there’s really no hard-and-fast rules. The powers, or entities, or fears, or whatever you want to call them, are bound up in emotion. In feeling. How they exist, what they can do, how they interact with the world… it all makes about as much logical sense as a nightmare. [MARTIN INHALES] Which is to say, there is a certain sort of emotional logic to it all: things feel like they flow together in a way that makes sense, but if you try to stop and do the maths, then it all comes apart. At least, in my experience. – Simon Fairchild, doing the exposition for characters and audience alike. Big Picture
But, as Simon points out, the trouble is that none of them really understand what they're talking about. Few people in this world seem to dedicate actual time to understanding it – most are either seduced or destroyed (or some weird combination of the two) by the power that comes with worship and terror.
So they get close, but they miss the point: it's not dream logic, it's story logic. There's a reasonable amount of crossover, of course: both deal in emotion and theme and imagery. We'll forgive a plot hole or continuity error in a story if the narrative feels right, and nobody is surprised if their dreams don't have coherent worldbuilding in them. But stories have purpose in them in a way that dreams do not. They're trying to say something that you need to think about. You can't really tell somebody about a dream without imposing narrative logic on it that wasn't necessarily there when you dreamt it, and most dreams simply fade away into nothingness once you've had them. But a narrative is shaped, and if it's good it can live virtually forever. You can't control a dream, but you can and should control a narrative.
That's the thing John finally works out.
I mean - of course it's got story logic, right? It's a story. It's a piece of fiction, so it's got themes and tropes and character foils and recurring imagery and all that jazz. But beyond that, it is a story made up of a patchwork of other stories: most of the episodes contain a little self-contained supernatural story with its own protagonist and its own ending; over the top of that lie a series of recurring characters who pop up across multiple episodes, and whose personal stories you can learn, and who will intersect with each other to build a historical narrative that explains how we got here; and on top of that are the characters who live closest to the present – John and whichever assistants are still alive at any given moment – and their struggle to deal with all this.
It's that patchwork that makes up the net in which John is caught for most of the series: because he is only able to follow the narrative, he is not able to control it. Yes, he is directly manipulated by actual characters in the story – most prominently by Jonah Magnus and Annabelle Cane – but it is mostly the story itself that keeps him locked in place.
In most cases, there is nothing whatsoever he can do about the various events that take place in the story. He's almost always reading about something that happened anywhere between years and centuries prior. Even when he's acquired enough information to understand what's happening in these stories he can't do a single damn thing for the characters. They either made it out on their own or they didn't.
Occasionally the story moves closer to the present, usually at season end but in a few other places as well, but even then he is still following behind the narrative. The story isn't about him, but his predecessor: "Why was Gertrude Robinson murdered? What did she know?" He is following the story of a dead woman. Her story is well and truly over, but he cannot catch up to the end of it.
Because the thing about the Archivist is that – well, it’s a bit of a misnomer. It might, perhaps, be better named: The Archive. Because you do not administer and preserve the records of fear, John. You are a record of fear, both in mind as you walk the shuddering record of each statement, and in body as the Powers each leave their mark upon you. You are a living chronicle of terror. – Technically John speaking, but in practice Jonah Magnus monologuing about his evil plan. The Eye Opens
His whole purpose in the story is to read (or on a few notable occasions hear) something bizarre, express a general "What the actual fuck was that?" and move on, without any ability to act on what he has learned.
But there is logic to their world. Season five – well, technically the finale of season four – turns the implicit into the explicit.
It does tickle me, that in this world of would-be occult dynasties and ageless monsters, the Chosen One is simply that – someone I chose. It’s not in your blood, or your soul, or your destiny. It’s just in your own, rotten luck. – More of Jonah Magnus being smug. He does go on a bit. The Eye Opens
The thing is, though: you aren't a Chosen One unless you're in a story. That's a narrative archetype. Even if you attempt to impose the idea on a historical event, you're only doing so retroactively by slotting a person into a particular narrative framework that probably does not match reality. It's unsurprising that Magnus had to build his horrifying fantasy world out of the trappings of a quest narrative: his whole power base is built out of collected stories. But if that's the world you make, you end up with a very specific set of rules.
Consequently, John spends much of the season explaining why they have to follow the rules of a quest narrative in order to actually go anywhere.
ARCHIVIST (heh) You see that tower, way off in the distance? MARTIN (don’t like where this is going) Yeah. (beat, sigh) It’s watching us, isn’t it? ARCHIVIST The Panopticon and the Institute. Merged into something entirely new. MARTIN (splutter-scoff) Wai– what? No, there’s, there’s no way we can see it from here. We – We must still be a hundred miles from the border, never mind London! ARCHIVIST You could see that tower from anywhere on Earth. And it can see you. And if you walk towards it, eventually you’ll get there. But you have to go through everything in between. [Pause.] MARTIN (bright) You’re being ominous again. ARCHIVIST (ah!) Sorry. Sorry. MARTIN What do you mean ‘everything?’ What’s out here? [The Archivist inhales. As he does so, there’s a sort of creaking – and then we hear the weakest strains of bagpipes beginning to fade through.] ARCHIVIST Nightmares. Come on, that trench is our first. – John, taking a turn at the exposition. In the Trenches
Dreams don't work that way – or at least they don't have to. Dreams can drop you into any situation and pull you out of it again with neither logic nor explanation. But if you are heading to a dark tower to confront an evil wizard ... well, then, everybody knows that you have a lot of walking to do. That you must meet friends and foes along the way and fight smaller battles before you fight the big one. It's how it goes.
It's even more explicit – almost painfully so – when dealing directly with character development.
ARCHIVIST Alright. [MORE WALKING] Next one’s through here. BASIRA Next one? ARCHIVIST Her latest victim. [DOOR IS WRENCHED OPEN WITH A METALLIC CREAK] [MARTIN REELS, SOUNDS OF FLIES BUZZING] Recognise her. BASIRA … No… I don’t think I do. ARCHIVIST That wasn’t a question. It was an instruction. We can’t move on until you do. MARTIN John, what are you getting at? ARCHIVIST This isn’t just a journey through spaces. – Basira preferring not to do introspection in a literal hellscape, but John has worked out the narrative rules so it's confront-your-past day in the apocalypse. The Processing Line
John is not wildly unusual in being a specific person's Chosen One: you can make the word "destiny" do a lot of work, and the poor bastard in the role is as often as not the favourite of a god, or the only child of a king, or the last of something bearing the duty of a larger group.
He is somewhat more unusual in being two people's Chosen One, and somewhat moreso again by being broadly opposed to the thing he was chosen to do. But the core thing is that this is a known role; it's a structure you can work with. Eventually. When you're in a position to do so.
Martin figured it out a season earlier.
MARTIN It’s not him! It’s not anybody. It’s just me. Always has been. I… When I first came to you, I thought I had lost everything. John was dead, my mother was dead, the job I had put everything into trapped me into spreading evil and I… I really didn’t care what happened to me. I told myself I was trying to protect the others, but… honestly we didn’t even like each other. Maybe I just thought joining up with you would be a good way to get killed. And then… John came back, and… and suddenly I had a reason I had to keep your attention on me. Make you feel in control so you didn’t take it out on him. And if that meant drifting further away, so what? I’d already grieved for him. And if it meant now saving him, it was worth it. When you started talking about the Extinction, though… you had me actually, then, for a while. But then – (laughs sardonically) then, you tried to make me the hero. Tried to sell me on the idea that I was the only one who could stop it. And that I’ve never sat right with me. I mean, I mean, look – look at me, I’m not exactly a – a chosen one. But by then I was in too deep. So I played along. Waited to see what your end game was, and here we are. Funny. Looks like I was right the first time. It’s probably still a good way to get killed? – Martin explaining that he was just stringing the villains along. Panopticon
The thing is, he is Peter Lukas's Chosen One. The reasoning behind it is cruel, but I can think of a few stories about gods making bets on what humans will do. But he works out what kind of story they're trying to tell him, and turns it to his advantage.
This is a good one. Everybody knows this one: one of the characters is betraying the others and working with the villains. It isn't because he wants to; it's because his hand has been forced. But it's a trap. It will get him killed. It will get his friends killed. The villains are lying to him about what they mean to do and how far they mean to make him go. The audience knows this, but the characters just keep digging their holes deeper and deeper ... until the sudden reveal that it was a con all along. The "traitor" never intended to turn on his friends. It was part of the plan. It's a classic. It's basically the plot of The Sting. Who wouldn't want a turn at being Robert Redford?
And it works. Martin gets everything he wants out of that ploy: Lukas is destroyed, "Elias" is unmasked as Jonah Magnus, John makes good on his earlier commitment to run away with him, and he skips the eye gouging. You can't fault his results. The problem is, Martin is a secondary character. He doesn't quite have the narrative weight to resolve the primary conflict. That plot revolves around him but the plot does not, so in the longer term, things continue to get worse.
But he does prove it can be done. If you recognise what kind of story you are in, and the different ways that kind of story can go, you can grab on a narrative thread and steer it in a direction that works for you.
ANNABELLE We found the one we believed most likely to bring about their manifestation. We marked him young, guided his path as best we could. And then, we took his voice. ARCHIVIST No… ANNABELLE His, and those he walked with. We inscribed them on shining strands of word and meaning, and used them to weave a web which cast itself out through the gate and beyond our universe. So that when the Fears heard that voice, and came in their terrible glory, they might then travel out along it. Or be dragged. BASIRA Is she talking about the tapes? ARCHIVIST Yes. – In which Annabelle explains why there are tape recorders everywhere. Connected
You can say voice or tapes, but that's missing the point: it's stories that will carry these beings out of the world. Two hundred odd narratives about godlike beings with insatiable hunger and Lovecraftian pretensions who can travel to other worlds when the denizens of those places hear the tales. That has its own uncomfortable implications, sure, but if you've been paying attention you know something else about those stories:
ARCHIVIST Statement ends. (sigh) One thing that always strikes me when I read statements like this is… the bias of survivorship. With one or two notable exceptions, the only statements the Institute receives are those where the witness has successfully escaped whatever terrible place or being has marked them for a victim. I wonder how many don’t make it out. How many of those shapes in the water were once just like Mr. Shakya. – John is being gloomy, but he has hit upon an important point. Submerged
They are largely stories in which humans beat the monsters. They are stories about how to survive. You can do a horror story with a catastrophic ending, of course. It can have a great impact. But probably not two hundred of them in a row. That would be hard going on the listener: another week, another corpse. So these are largely hopeful stories – with those noted exceptions, of course.
I've seen the memes: I know Joshua Gillespie, who beat a coffin that wanted to consume him with a bowl of ice, is a favourite. Of course he is: that's genius. Or Dylan Anderson, who just ... covered a homicidal pig in concrete. Characters like Gerard Keay and Adelard Dekker are attractive because when they arrive on the scene, the supernatural becomes no more than another problem to be solved with just the right application of human ingenuity (and Dekker, notably, is probably the source for the concrete trick – you cannot fault results).
There are two possible threads to pull on here: you can pull on the thread of supernatural horror, or the thread of human resourcefulness in the face of adversity.
SASHA Why record it? ARCHIVIST What? SASHA Before, in the office. It, it was stupid going for the tape recorder like that, and then when you dropped it out there – ARCHIVIST I said I was sorry. If I’d known Martin had another one stashed in here, I never would have… SASHA No, it’s, it’s fine, just… I just don’t understand. I thought you hated the damn thing. You’re always going on about it. ARCHIVIST I do! I did. I just… I don’t want to become a mystery. I refuse to become another goddamn mystery. SASHA What? ARCHIVIST Look, even if you ignore the walking soil-sack out there, and the fact that we are probably minutes from death, there is still so much more happening here. MARTIN I’m not sure we can really ignore the – ARCHIVIST Every real statement just leads… deeper into something I don’t even know the shape of yet. And to top it all, I still don’t know what happened to Gertrude. Officially she’s still missing, but Elias is no help and the police were pretty clear that the wait to call her dead is just a formality. If I die, wormfood or… something else, whatever, I’m going to make damn sure the same doesn’t happen to me. Whoever takes over from me is going to know exactly what happened. – John, making bad tape-recorder related decisions. Infestation
And there is mystery. That is another thread you can pull on. Because in the end, Gertrude wasn't a mystery at all. Her activities, her personality, her associates, her strengths and her weaknesses are all pretty well documented. She's dead on the floor with three bullets in her. She's the reason they're in this mess, because she did the thinking Jonah Magnus could not and set him on his path. She would hate that with every fibre of her being – but it is known. What you know about her is that she failed, and she died.
John is wrong, in the above, because of course he is. He doesn't know anything yet, except that his workplace is probably evil and currently full of worms. He hasn't worked out the story logic, yet, and he doesn't yet see the difference between knowing and understanding.
Mystery. What if? That's a powerful plot thread you can pull on, if you're in the right place and you are desperate enough.
There's what he can't do, in the end. He can't trap the weird fear entities in the world and starve them to death. Annabelle knew exactly what buttons to push to get him heading in that direction, sure, but it was never going to work. I don't even mean the business with the lighter, although that's the practical way this was set up. I mean this is a five-season series in which the temples of these dark gods are repeatedly destroyed by fire, book burning is a recurring motif, and "What if we made it explode?" is always a solid cross-generation Team Archives plan. For heaven's sake – The Magnus Institute has basically the same fatal flaw as The Death Star. We're blowing it up in the finale. We just are. It's that kind of story. It doesn't matter what he wants. There was never anything there for John to pull on.
But this?
ARCHIVIST Do it! The knife’s just there. Let them go. MARTIN [Tearful] I’m not going to kill you! ARCHIVIST Cut the tether. Send them away. Maybe we both die. Probably. But maybe not. Maybe, maybe everything works out, and we end up somewhere else. MARTIN Together? ARCHIVIST One way or another. Together. – Absolute last-minute planning, because that's how they do things. Last Words
It can seem to come out of nowhere, unless you've been watching him put it together. His world runs on narrative logic. He is the Chosen One atop a burning tower, on a terrible quest. He's faltered a bit, at the last minute, because if you don't shake hands with Frodo Baggins on the way past you are not respecting your ancestors. He's aware of most of this because he's spent most of the season tiredly explaining to his travelling companions that, yes, the journey is a damn metaphor. He is backed by dozens of stories where people escaped at the last by determination, or connecting with their loved ones, or just ... not being all that interested in worshipping dark gods.
Magnus is dead. The entities are packing their bags and running for the exit. There is no one left to care what he does next – except Martin, who would also like a way out of this mess. He has spent years struggling to understand what kind of story he's in and what his role is supposed to be, but now he gets it and is finally, finally the person in the room with a bit of power.
He does not say "Maybe the girls will dig us out of the rubble and we can go home and pretend this never happened". That would be the best possible result for them, of course, but it wouldn't work. No one would believe it. But what he can do is follow the example of all the people that came before because, crucially, "Fuck it, I am not dying today because I don't want to" and "Look, this is the power of love and I am holding on to it in the face of the worst crap I have ever seen" really are the strategies that work. And now he's in the one moment of the story where there is no one else's story left to precede him. This is the only moment in the whole series where the story is really his, and he can decide what happens next.
And what happens next is a question. The question is "What happens next?" It is a thing that is ongoing, rather than a thing that has ended.
I've no doubt he created more problems for himself, and for Martin. You grab that narrative thread and you are literally asking for them: even the kindest of stories won't give you a "happily ever after" until you have solved The Problems. You would only pull that one if you were desperate, but under the circumstances it was probably warranted.
But maybe, this time, they can run ahead of the narrative instead of behind. That makes all the difference.
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demo-ness · 2 months
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okay i finished, dungeon meshi good 👍
normally i'd ramble in the tags, but spoilers, so read-more:
i'm surprised the idea of an ouroboros never really got introduced or alluded to or anything. it has eating AND represents the endless cycle of life and death, which are both things the story seemed really thoughtful about
i also actually became VERY convinced that the idea of "eating yourself infinitely" would be the solution to the infinite thing that wants to consume for all eternity. narratively it makes the most sense that Laios got to eat the demon's desire and fully establish the eat-or-be-eaten thing, so i'm pretty satisfied with that, but like..... i just feel like it's weird for the representation of infinity to have a finite amount of desire is all. i guess the argument would be that because communication and being represented in the main world must be finite, the personality had to be finite too? it's whatever
there's probably a solid explanation out there, but i'm also not TOTALLY convinced on which thing was meant to be Laios' ultimate desire that he was cursed to never have. i THINK the always-hungry thing is just meant to be a side effect of what he went through, and not the curse? and the real curse was that monsters avoid him? but then the cockatrice at the very end couldn't run away as he approached, so it's not like that has any magically binding element to it like the phoenix not hurting Yaddo. so they might just be afraid of him and just straightforwardly avoid him for that?
it's meant to be ambiguous, so that's also fine
my favorite character conclusion was probably Mithrun's. Kabru's thoughts on new desires and stuff was really good, it's such an obvious solution in hindsight and a lot of this story is about not suspending your disbelief in-universe about the fantastical elements, which is what prevents you from thinking about that sort of detail. it really fits with the stuff like "well dragons are ultimately just creatures too"
also my reading experience was probably fucked because i follow someone who got into dungeon meshi WAY before this popularity spike, presumably while it was still being written. i think i must have seen an incorrect theory post or something, but i was primed to think Kabru was like.... possessed by the demon or smth? it killed him and took his place? idk i thought he'd have a WAY larger role in the story then he ended up having lmao (not that his actual role was small, but you know what i mean)
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shadowshrike · 5 months
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Early morning thoughts because I can't sleep (apologies if they're a mess):
Setting aside the obvious boost that comes from being a classically attractive wicked vampire elf with a beautiful voice, tragic backstory that is executed in a very real way, and entertaining manner of speech, I believe one of the reasons Astarion's stories get such a strong reaction from so many people is because his narrative has several distinct threads beyond the obvious. Each possible path presents different problems and perks with satisfying but contradictory conclusions - a brilliant trick of CYOA writing - and that dissonance is part of what causes so much fandom fighting. We each value different things based on our life experiences or just what we enjoy in a story. It inspires visceral reactions from the player.
Value honesty in your friends, your own safety, and consent above all else? He's probably not going to spend long in your camp without a stake in him.
Value bodily autonomy, absolute freedom of choice, and the ability to speak freely without fear of repercussion? Ascension might make the most sense for you.
Value the emotional healing process, the hope of becoming a better person, and learning to accept and move on from a crappy life rather than doing 'whatever it takes' to get what you deserve? Him staying a spawn is likely the most satisfying choice.
Of course, we all exist on a sliding scale of values, especially when playing with fiction. People who value honesty or consent highly may let him stick around because they hope he can learn to be better. Someone who values absolute bodily autonomy and confident speech may choose to have him remain a spawn because they believe with time and some DnD magic to cure vampirism, he can reclaim those things eventually a healthier way. People who believe in the emotional healing process and becoming a better person might even go for ascension because they believe his ability to walk in the sun and speak his mind bluntly are essential for him to heal rather than be dependent on others in the long run.
This sliding scale is also part of why people fight. Throwing him out or killing him for attacking or biting you is seen as an overreaction from someone who has a higher tolerance for boundary pushing. Ascending him is equated with irrevocably dooming him for those who want to change his view of the world (and himself) for the better and believe ascension will inevitably lead to abuse of his paramour and whatever spawn he creates. And keeping him as a spawn can feel to some like you're like taking away his freedom so completely by refusing what he wants and forcing him back into shadow that you've trapped him in a new, 'nicer' but similarly insidious cycle of abuse with a "savior" figure that he isn't emotionally mature enough to recognize as controlling his life.
It's all very relative, and that's what makes it fun. Players reacting to Astarion's approvals/disapprovals, following a romance vs non-romance narrative, knowledge of 5e lore, and having a strong versus weak relationship with him can all drastically change the experience of his story. And with open endings, it's easy to tidy up any values that might be important to us but underrepresented in Astarion's fate. I think that's actually a huge strength to his story: we don't know if he gets better or worse when he survives to the end and you make that Good or Evil choice. We can guess based on contextual clues, our biases, and in-game lore. But ultimately, you get to choose for yourself whatever future you like best, even if that's him leaving the party.
So for those who can stomach all the paths and enjoy a bit of literary exploration of competing narratives, I highly recommend you try all the different options for Astarion (and the other companions, but especially him) rather than sticking with one. You'll need unique playthroughs for context, but it's so worth it. The writing and acting have phenomenal breadth with tons of subtle shifts that can happen depending on what you choose.
Just please don't harass your fellow players or Larian employees about whatever preferences you have in the end, okay?
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onwriting-hrarby · 1 year
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On endings—The last sentence
Hello, it’s been a while! After finishing Rotten Judgement I have been taking a little break with writing my novel and also reading quite a lot, but RJ has still been on my mind because I wanted to talk about endings. Or, more specifically, about the last sentence. I would also like to do a literary analysis on the last chapter (how I built the pace for it), but I feel like that would be giving too much into the readers’ readings and feelings. Yet, if you would like me to talk about building a pace (with examples), please tell me so.
In this little post, we will talk about:
The importance of an ending
How does an ending need to be?
When does an ending appear?
Motifs and themes
On changing endings—because of the people
Again, bare in mind that this is not "writing advice" per se, only my impressions as a professional in the sector :) also, tagging @writeblrsupport in case they find it interesting and want to share!
First things first—The importance of an ending
People say that while writing it’s important that you get a nice first sentence, gripping, that keeps the reader into the page. It’s not that I disagree, but I do believe that we have bubbled up this notion of “the first sentence” a little too much: it is not the first thing the reader reads. Nowadays, the first thing we might read about a book can be the review on bookstagram, and if we are in the bookshop, we might choose the book for its cover or typo—to end up reading the claim or the synopsis. This notion of the first sentence might have worked when the novels were inside newspaper, written by chapters, and the chapters needed to be gripping and auto conclusive. Of course, if the first sentence is all that—all the better.
But I consider the ending to be more, if not equally important as the first sentence. Colum McCann says something along the lines that our last sentence will be the first sentence of the imagination of the reader—of what’s further than the ending. It will be the first thing the reader is left when they finish the book.
Yet—don’t make it senseless. The ending has to be coherent with the story. Ending the last sentence with a plot twist or a shock just for the sake of it—for the “remembering” effect—is not the way to go. Mainly, because the reader will frown, take themselves out of the narration completely, and get angry. (I am speaking with knowledge: I said no to a translation because it had this problem.)
How does the ending need to be?
I guess, for me (as always, I speak from personal experience), the endings should be gripping, coherent, and satisfying. I’ve talked about coherence, but let me explain a little about gripping: When I say gripping, I don’t mean that it’s full of tension, or shocking, or leaves you breathless. That, if your story demands it, too. What I mean is that the whole path to the ending (the so-called “resolution of conflict”) should have your reader seated the whole time, wanting to know how it ends. There are different narrations and paces to this: crime, mysteries, fantasy or sci-fi generally have a faster path to this resolution of conflict, and their ending tends to be, yes, gripping (in its original sense). Other narratives, like realism, or character-based books, or non-fiction, might have a slower one. That is good, too, because as I’ve said, most of all the ending should be coherent. But still, the book should not fall out of the reader’s hands. If it does, then there’s a problem with the pace. Generally, you won’t help that with the ending, but sometimes you can do it. The reader wants to finish the book. We don’t have to sacrifice, to my view, any coherence, any intention of us as writers, or any literary quality, but we have to be aware of the grippiness of our text to balance it out to have a satisfying ending.
What do I mean by satisfying? Again, that it’s not confusing, that it makes sense, that doesn’t make the reader feel like they didn’t follow. The reader is not dumb—will never be—so you should treat him with respect. (The readers are more intelligent than the authors, and they pick up on things you wouldn’t have even thought about in your prose.) The satisfaction is that final breath when we close the book, this exhilarating feeling, that “good, very good” that we mutter after the last page. I believe we should strive to leave our readers with this kind of satisfaction.
In summary: if you have a bad beginning, you have a whole novel to make up for it; if you have a good novel but a bad ending, the thing falls into pieces at the last sentence.
When does the ending appear?
This is as easy as to answer Where do people get inspiration from—there isn’t one answer, everyone has their way. To me, though, it works best if I know where the story is going to go from the beginning.
When I start writing the story, it’s almost 6 months after I started thinking about it—not purposefully, but during walks, or talking with friends, some dialogues and scenes occur to me, and I also get to know the characters better. Because I do a character-based narrative, their motifs are the main things I need to have clear when I plot a story. I usually think about the beginning: what is the starting point for the story (which can or cannot be the same for the characters if I’m doing in media res, etc), with which scene do I want to begin? Then, normally, I will get glimpses of possible scenes that go in the middle: an important point for them, maybe the climax. But I always, ALWAYS get the ending before finishing the story. And normally I think about the ending—more like, it comes to me—before I begin writing the story altogether.
Why? Again, Colum McCann says something that pinpoints exactly the answer I would give to you (but better): if a story is a plane and the ending is a destination, we don’t need to know the exact destination, but we need to know that the plane will land.
I leave myself a chance to change the ending if I’m writing the story and I see that the ending is going to change according to what the story needs, but it rarely happens, because I tail my stories around the ending, and not the beginning or the characters. Let’s say that I’m writing a romance: if I tail the story around the beginning (the characters meet), then I have a confusing plot because there are just a million ways in which the characters can evolve from that. If I tail the story around the characters (one is cute, the other one is grumpy, they fall in love) then I have all feelings and a plot, but I don’t think I have a motif or different layers. If I tail it around the ending (the characters get together despite their differences) suddenly I have a message.
I am being a little reductionist here, but you get the gist. Again, this works for me, but it cannot work for you at all! It all depends on what you want from your story, in the end.
Motifs and themes
I feel like endings should be conclusive in the novel, too. That is: in a way, they should summarize the motif of what you want the reader to stay with in your proposal. I don’t know if I succeed with every single ending of mine, but I think I have grown the capacity of doing this kind of summarizing without being too obvious.
The book shouldn’t be a thesis, but it should put something on the table. It can be a secret pact between you and the reader, but it has to lay motifs and themes that the reader can observe and think for themselves. But if your book is too obvious about the theme or your intention as an author, the reader will get bored easily because, again, the reader is not dumb and doesn’t want to have a lecture on it. Laying out your motifs and themes has to be subtle enough for the reader to choose whatever they want to fixate on, and ending with this motif reverberating has to be subtle enough to avoid boredom but clear enough so that the reader knows they have understood and they are with you.
Following the previous point about changing endings, and to go back to the intention of this little post, I had to change my last sentence completely.
Mind you, I had the last sentence written 6 months before writing the ending! Oh my! I had it scribbled in one of my notebooks, the page marked with a dog ear so that I wouldn’t forget I had to end like this. But—stuff happened, that stuff being that my main motif of the story changed.
It wasn’t planned, and it wasn’t suddenly: the story had always revolved around love as a constant effort and life as a constant struggle. Because my main intention was to talk about the first one (and it was what I had people lured into my writing in the first place), six months before the ending I had my first sentence, which was: 
“And hands in hands, because they know that love is never the end of any story, they stare at each other and promise wordlessly to keep walking down this path—the one that is bumpy, full of trial and error. And swear to keep on trying, incessantly, every day, together.”
But I wrote that when I was in Chapter 10 (of 21) of the story, so of course, I should have given myself the space to change it. I was stubborn, and I didn’t, so when I started crafting the last three chapters and doing revisions of the other 18, I realized—late, and almost because I had to—that the story didn’t revolve around the love, but about the life. The way I had plotted the last chapter of Rotten Judgement, even, was all about a political revolution! There wasn’t love in it! Or not romantic love per se. There was a birth at home! Now it’s all clear to me, but please imagine me having to write a whole seating 30-page chapter and coming to the end and… it doesn’t work.
What happened, then? What had I done wrong?
Historia, the character who’s giving birth in the bathtub, was the character who was setting the pace of the chapter, which transitioned between the birth and the demonstration. The pace of the birth was very clear to me, and every stage signalled a change in pacing overall (I won’t say much here, this belongs to the post about the last chapter and pace per se). When Historia’s son finally comes out of the womb, it serves as a little epilogue to the fast pace of the chapter. It all stops, and then the son is born.
Mikasa and Eren, the couple, help Historia with the birth of the son. Tired but exhilarated, he kinda proposes to her, and thus the first last sentence should have been born. But ending with the love of the pair would be to neglect that even if the city was burning there was a new birth, a possibility of doing things right. So, it was clear to me that I had to end the ending with Historia grabbing her son for the first time, and the son opening the eyes to this chaotic, political life—so, my second theme.
What I did was to move the couple’s scene and first last sentence to this slow pace.
The ending to that 200k story and 30 last pages of revolution ended up like this, thus:
Amidst tearful cries in the bathroom, they [Eren and Mikasa] giggle against each other desperately. And hands in hands, because they know that love is never the end of any story, they stare at each other and promise wordlessly to keep walking down this path—the one that is bumpy, full of trial and error. And swear to keep on trying, incessantly, every day, together. From out the window, the sirens hustle closer and closer to the building now. Smoke columns rise from the avenue and the Parliament. Some screams penetrate the walls of the apartment, but the air is filled with hope and the anticipation of their friends—surely—coming back. The new mother [Historia] crouches forward to the midwife, takes the head of the newborn with care, then his whole little body, red and moving, watches his little mouth open and his closed eyes and the mother puts their baby against her chest. Little Marco falls silent for a moment as if he was taking in the arduous work of being alive.
On changing endings—because of the people
On a last note, I wanted to address writers who change the ending because they see that the fans want something specific, or that the public is not taking the leading up to the ending well. Some mentions: High School Musical The Musical The Series (they changed the ending of the main pair because they saw that another ship was very famous and the main character wasn’t in the show anymore; it resulted in a shit-show of character development); Sherlock (resulted in the worst 3rd season ever); Game of Thrones (don’t let me get started); Sally Rooney’s Beautiful world, where are you (an epilogue set in the pandemic which reads like an adding that she can’t even have written); How I met your mother (oh please), and much more.
Don’t do it—don’t! You know what the story needs. You know what you want to tell. Don’t let anyone influence you. Be Succession. End when you need to end, and with what makes sense for the story to end with.
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house-of-mirrors · 8 months
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 I know this is kind of a weird ask to get, rest assured I would not be sending it to you if I had found it another way but even after the Smending information ban was lifted, I still cannot find this information, and I saw that you completed seeking so I figured I would ask you.
What is traveler returning? Or more specifically, what does it mean, what is it about? I have deciphered the other endings frustratingly ambiguous writing style, but I still cannot understand traveler returning. What does it mean? 
Let me tell you a secret, my friend: I don't think anyone, myself included, has a flying clue wtf the "who is salt" ending of smen MEANS. It has very little connection to going East in ssea or with Irem in FL. It's its own thing (derogatory).
I remember reading a blogpost where AK said he didn't think anyone would actually pick that ending and so threw that together and I guess that's why it's drivel? What did I call it again? Making fridge magnet poetry behind your back in the dark? Yeah
I've seen one interpretation that it's meant to break the fourth wall and imply the player has secretly been Salt all along. And honestly? I personally like that less than it being nonsense (no hate if u like that theory). I don't like meta reveals like that when there's no foreshadowing. Feels like a cop out. And also... why does the player have to be an otherworldly being to be special? Who is Salt? Well it certainly isn't me!
That theory aside, doing a strict reading of the text and ignoring meta stuff, interpreting its meaning as precisely what it says... it means all of nothing.
I did the Hate ending and thought that was the most interesting of the 3. Grieve, sure, fine. Who is Salt? [long fax machine noises]
(I gotta tell you I laughed SO HARD getting this because I'm always joking with my friend about "who is salt" being incomprehensible XD)
Disclaimer this is just my opinion etc, but as someone pursuing an MFA in writing with a good bit of experience in editing: this would NOT fly if it came across my desk. Even if your story is meant to be punishing and has "no good things at the end," I feel like you still have an obligation to have a narratively satisfying conclusion.
In summary: you can't figure it out because there's nothing to figure out, pat yourself on the back and treat yourself to your favorite snack and/or beverage
Ignoring the ending and going off lore, "Traveller Returning" means... (major spoilers for sunless sea under the cut)
Traveller Returning is an epithet for one of the zee-gods, Salt. Salt, god of farewells, of travellers, of the Uttermost East. The Hungry Monarch. There's a hidden ambition revolving around it in Sunless Sea. In summary, Salt was an emissary sent by the White to the Neath to find out what sort of Shames and various crimes the Sun was keeping hidden. Salt has not yet returned with its report, instead disappearing into the East. Now, the Sunless Sea quest actually follows a narrative of the player becoming an avatar for Salt and this makes a lot more sense in its execution than the smending. The Eastern horizon is called the "Deconstruction," a sort of endless horizon in Green and Gold where the laws of space and time get really weird. Imagine a function undefined at a single point, or a tangent line that goes to infinity. I'm not sure how to explain it beyond here because I don't have a firm grasp on it myself; there's not a lot of solid info.
We still know painfully little about Salt and I really, really hope the lore declassification means we'll get more material soon. Well-written material. What's up with Salt, what about the White, what about the Woods in Winter, what is the nature of the Old Man in Vienna, etc.
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How do I know if a wip is finished? For example, I only have left a messy paragraph that contains a good idea I want to add but I just don’t like how it sounds and can’t find a way to make it sound better, and I feel like if I leave it like that the wip doesn’t look completed… I’m not sure to know what is lacking… Thanks in advance!
Thank you for your submission. I was a little uncertain about this question when you mentioned "paragraph," as I'm not sure if you meant "draft." However, I came to the conclusion that you were referring to including a story idea that you want to add, but it may not be fully developed to fit in your story. I hope I understood correctly and that I give you the right response. If you have any further inquiries, I'm always available to provide answers.
How to Know if a Work in Progress Novel is Finished
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Introduction
As writers, one of the most challenging aspects of the creative process is knowing when to deem a novel as finished. concept of "finished" may vary for each writer, but there are some general guidelines that can help you determine if your work in progress novel is ready to be put out into the world. I'll try my best to help you explore those guidelines and provide useful tips to ensure you have a comprehensive understanding of when your novel is truly complete.
Defining a Finished Novel
Before delving into the signs of a completed novel, let's establish what it means for a novel to be "finished." In essence, a finished novel signifies that the writer has successfully crafted a cohesive story that satisfies both the plot development and character arcs. It implies that every loose end has been addressed, providing a sense of fulfillment to the readers. However, it is essential to recognize that each writer's process is unique, making "finished" a subjective concept.
General Guidelines
While there is no one-size-fits-all answer to determining when a novel is done, there are some crucial factors to consider:
Have you answered all of your major plot questions?
The first indication of a finished novel is ensuring that all essential plot questions have been resolved. Your readers should have a clear understanding of the storyline and its development. Address any lingering questions and tie up loose ends to provide a satisfactory conclusion.
Have you resolved all of your character arcs?
Characters play a significant role in drawing readers into the world of your novel. Thus, it is important to ensure that each character's arc has been effectively resolved. Characters should experience growth, change, and overcome their conflicts. Evaluate if your characters have undergone meaningful journeys and if their arcs contribute to the overall narrative.
Does the ending feel satisfying and complete?
The way a novel concludes can leave a lasting impression on readers. The ending should provide a sense of closure while leaving room for interpretation, if desired. Ensure that your novel's ending resonates emotionally, providing a fitting conclusion based on the story's overall tone and themes.
Have you read your novel aloud to yourself or to someone else?
Reading your work aloud can help identify any issues with sentence structure, flow, and pacing. By vocalizing the words, you gain a different perspective and can recognize any inconsistencies or areas that may require improvement. Additionally, consider sharing your work with a trusted listener who can provide valuable feedback from an external standpoint.
Do you still feel excited about your novel, or are you starting to feel bored or disengaged?
As a writer, your passion for your work should continue to burn bright until the very end. Examine your own emotions and gauge whether you still possess the excitement and engagement that compelled you to embark on this creative journey. If you find yourself growing bored or disinterested, it may be an indication that further work is required to rekindle the spark.
Seek feedback from beta readers or critique partners. (Great tip for your situation)
To gain an outside perspective on your novel, consider involving trusted beta readers or critique partners. They can provide valuable insights, highlighting areas that need improvement or clarification. By exposing your work to fresh eyes, you can obtain constructive criticism that ultimately enhances the overall quality of your novel.
Take a break from your novel and come back to it later.
Sometimes, distance is necessary to gain clarity. After completing your manuscript, set it aside for a while and engage in other activities. This break will allow you to approach your work with a fresh perspective when you return to it. Consider taking note of areas that stand out to you upon revisiting, as this may serve as an indicator of any remaining improvements or necessary edits.
Reasons Your WIP Might Be Lacking The ✨Spark✨
The plot is not clear or engaging.
The reader should be able to follow the plot easily and be invested in the outcome.
If the plot is confusing or boring, the reader will likely lose interest.
The characters are not well-developed.
The reader should be able to connect with the characters and understand their motivations.
If the characters are flat or one-dimensional, the reader will not care about what happens to them.
The setting is not well-described.
The reader should be able to picture the setting in their mind and feel like they are there.
If the setting is vague or poorly described, the reader will not be able to immerse themselves in the story.
The writing is not polished.
The prose should be clear, concise, and free of errors.
If the writing is clunky or full of errors, the reader will be distracted from the story.
The ending is not satisfying.
The ending should wrap up the plot in a satisfying way and leave the reader feeling fulfilled.
If the ending is rushed or unresolved, the reader will be left feeling unsatisfied.
How to Enhance the Appeal and Viability of Your Story Idea
In regards to your question, if i'm not mistakn i think you were saying you had a story idea and you couldn't quite polish it enough to fit it in your story but you feel as if you need to have it in your story
Consider the genre of your story. What kind of story are you trying to write? Once you know the genre, you can start to think about how your story idea fits within that genre. For example, if you're writing a mystery, you'll want to make sure your story idea has a strong sense of suspense and intrigue.
Think about the characters in your story. Who are the characters in your story? What are their motivations? What are their goals? Once you know your characters, you can start to think about how your story idea affects them. For example, if your story idea involves a character who is trying to solve a mystery, you'll want to make sure the mystery is something that the character is invested in solving.
Consider the setting of your story. Where does your story take place? What is the atmosphere of the setting? The setting can play a big role in creating the tone of your story. For example, if your story idea involves a character who is lost in a forest, you'll want to make sure the forest is described in a way that creates a sense of danger and suspense.
Think about the conflict in your story. What is the conflict in your story? What are the stakes? The conflict is what will keep your readers engaged. For example, if your story idea involves a character who is trying to save the world from an evil alien, you'll want to make sure the conflict is something that the reader can relate to and that the stakes are high.
Revise your story idea until it fits your story. Once you've considered all of these factors, you can start to revise your story idea until it fits your story perfectly. Don't be afraid to make changes and experiment until you find something that works.
Here are some additional tips:
Use strong verbs and adjectives. This will help to create a vivid picture in the reader's mind.
Be specific. Don't just say that your character is "lost." Say that they are "lost in a dark, stormy forest."
Use sensory details. This will help the reader to feel like they are there in the story.
Keep the reader guessing. Don't give away too much too soon.
End with a bang. The ending should leave the reader wanting more.
Conclusion
The question of when a novel is truly finished does not have a definitive answer. Ultimately, it is up to the individual writer to decide when their work is ready to be shared with the world. By following these general guidelines, you can develop a better sense of whether your novel has reached a point of completion. Remember that it is acceptable to acknowledge imperfections and move on to your next project. Furthermore, even after publication, you may continue to refine and enhance your work. Embrace the ongoing progression of your novel, and always remain open to making changes as needed.
Additional Tips:
Don't be afraid to let go of your novel, even if you're not completely satisfied with it. Moving forward and exploring new ideas is a natural part of the writing process.
Keep in mind that your novel is a work in progress, even after its publication. Opportunities for improvement may arise, so be open to making changes and updates as necessary.
Advice:
If you're still not sure if your novel is finished, don't hesitate to reach out to other writers for advice.
There are many online forums and communities where you can get feedback on your work.
The most important thing is to find a community of writers who support you and who can help you to reach your full potential as a writer.
Copyright © 2023 by Ren T.
TheWriteAdviceForWriters 2023
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johanna-swann · 5 months
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So I just finished reading the ballad of songbirds and snakes and I have mixed feelings.
Suzanne Collins definitely proved again what a formidable writer she is. She knows her trade, how to craft a powerful symbol, how to draw up parallels, how to bring a narrative to a satisfying conclusion. She also clearly knows her political theories. Rousseau, Weber, etc.
As for the concrete plot, for the first 100 pages or so it's very interesting to meet this younger, somewhat innocent version of Snow. One can quickly figure out what makes him tick and where his way of decision making will lead him though: He doesn't enjoy inflicting pain or exploiting people, but he will do it when necessary and in his eyes it's necessary all the time. In fact, he will do anything, use every opportunity and take every single chance he can get to come out on top and increase his power. Anything to not sink any lower than he already has. It's a survival technique he learned as a young child during the war. This, combined with his fine-tuned, instinctive knowledge of human nature yet astonishingly low capacity for empathy makes him highly manipulative, opportunistic and controlling. He can rationalise and justify every decision he makes and isn't really capable of guilt. Scared of the consequences, yes, but never guilty. Which certainly makes for an interesting protagonist, but you can learn all of the above from the first 10 to 20 pages. It doesn't take 600.
On top of that the plot around the Hunger Games seems in big parts rather contrived to be honest. Like, of course Snow has to have a deep personal connection to the Games. Of course he almost gets killed in the arena himself twice. Sure. At the same time the p.o.v. is very limiting. I would've loved to hear more about the players a bit further up the food chain, about what's going on behind the curtain. Was it actually rebels who blew up the arena? Or was it an inside job to make people remember the war, the horrors, to justify the Games.
The problem for me through roughly pages 150 to 450 was that (despite his interesting character and the amazing writing) I didn't care at all about Snow, the plot around the Games was too focused on his personal experience to pique my interest and the outcome was very predictable.
The third part of the book in District 12 starts slow, but was much more interesting than parts one and two. Snow is slowly losing control of the situation, goes even further than he did during the Games and buries the last bit of goodness he still had in him. I kinda saw it coming that his little field trip was another one of Gaul's ploys, another experiment, but it was still very good. The last 150 pages when Snow is completely spiraling and everything comes to a head with Sejanus and Billy Taupe are so good.
The ending feels very fitting. Snow comes out on top, we witness him poisoning the first of his many victims, it's unclear if Lucy Gray was really a threat to him or if he was just obsessed with her. It's a good explanation for how he ended up the way he did without ever asking the reader for sympathy with him.
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formlessvoidbeast · 7 months
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Question: How do you feel that you have explained enough when writing? When your words are flowing like water from your pen, and the rush is so fast at times you feel like before you stop to ink those details in, the direction, that careful context that brings your readers along for the ride, you end up being swept away onto the next part in your fervour.
And you revise it, yeah, course you do, but how can you tell when you have sufficiently written the right bridges and smoothed out the crinkles in your writing form?
Please, share.
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Ok, so, I've been thinking about how to answer this. I think maybe the answer is that I'm not that kind of writer?
The moments when I am being swept along to the next big thing are vanishingly rare. I need to get this scene right before I can go write that scene. This is not a strength. It has taken me years to get comfortable leaving myself something like [some transition] at the end of a scene to come back to it later and moving on to the next bit I can write rather than getting completely stuck.
scrolling back up to revise now: I think also part of not getting swept along to the next bit is knowing that I can always get to that next bit. It's not going anywhere. I'll get there when I get there and the scene will have had time to mature in my head in the meanwhile. But then, I am less at mercy of the whims of hyperfocus than many a writer who is diagnoseable with ADHD or the like. I am not. I don't have to get it done Right Now Immediately or it'll never get done, you know?
I am also not that analytical of a writer. I don't really think logically about if I've written the right bridges and smoothed out the crinkles? It's all vibes up in here. It's right when it feels right. If it feels sparse and incomplete, I add more. Sometimes it feels overstuffed and the pacing is off, and I have to delete some (that one is much harder. I am very proud of the fact that I am now able to take the axe to some of my words sometimes. It is not my strength, but something I'm working on).
Getting a feel for that kind of thing comes with practice. I know a decade ago I didn't think in satisfying narrative arcs when coming up with characters? I was spitballing with a friend fleshing out their OC the other day and found myself going 'ok, if the beginning of their arc is realizing that these people are depending on them and they need to step up, then the satisfying conclusion should be realizing that they can depend on these people in turn'. It's something I might have done instinctively earlier in my writing? But now I have the experience and tools to think about more intentionally.
I am also not that analytical of a writer in the fact that I just write functional words. I greatly admire authors who can think deeply about individual word choices through the entirety of a work, picking them like a poet so every sentence is perfect. They're out there building the literary equivalent of towering aqueducts, stone by stone and word by word. That's not me. I'm just standing in the word fields digging a trench one small shovelful at a time, and eventually I've dug a ditch that the water pretty much flows through to get where I wanted it to go, and that's good enough.
The story is never going to be the story it was in my head. In my head, a story is all unspecified vibes, powerful images, and the occasional good snippet of prose. The story in my head doesn't have to have grammar and punctuation. It's never going to be what it was in my head, but if I can get the main emotions across that's good enough for me. And again, I can't tell you how to know when you have gotten the emotions across. That's something you have to figure out yourself with time and practice (and also by the reactions of the people who read your story. it's hard to do in a vacuum.)
Thank you for this ask! It has been interesting to think about my writing process this morning. But I'm also very sorry I don't have a better answer for you. It's all done by feel over here.
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ottosbigtop · 7 months
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Thank you for being one of the people who convinced me to finally play Tangle Tower off my Steam Library. What did you think of the ending?
YEAHHH awesome! I’m glad to hear even a couple people might be playing it now! spoiler talk under the cut
I read a comment under a review of the game that said something along the line of “I’ve never been more whelmed by a reveal before. Not over or underwhelmed. Just whelmed.” And. Yea. Literally.
it’s an interesting thing! Like, I think it’s an absolutely fascinating reveal in regards to Penelope’s character (she’s probably one of my favorites) but narratively I feel like it really just. Halts all the momentum of the game. The last like 10-20 minutes of gameplay just being Penelope monologuing at you about her big plan and her backstory? Genuinely saved only by the voice acting, otherwise I would’ve been so clocked out of that in seconds.
I feel like even if we had gotten some art . Like a slideshow or something . To go along with Penelope’s explanations, it would’ve helped. Give us some visual appeal and suspense, even if all we’re doing is sitting and listening.
and it’s also a matter of like. Come on. Did you really have any other suspicions? It’s not a whodunnit if it doesn’t feel like any character has any motive. Never in this story did I think that any member of tangle tower would’ve had any reason to kill Freya, so I wasn’t exactly anticipating the reveal. Penelope was definitely a well-crafted character with a good reason for doing what she did, and I can’t say it was a cheap reveal, it just… wasn’t as impactful when you don’t have any other possible suspicions that you’d be relieved/surprised to know weren’t the killer.
I will say, i probably would’ve found the Hawkshaw reveal pretty surprising but I had already been spoiled somewhat on That reality before I started u_u
so like. Love Penelope, love the emotional introspection of the ending, love the characters in this game. Hell, even the reveal of how the murder went down was really cool (that fucking bird jumpscared me TWICE in that end scene) But the end definitely fell short of being a satisfying conclusion to the “Whodunnit” question, if that makes sense.
cannot emphasize how much the game was still an absolute fuckin delight though. I’ll take the one moment of “huh. Okay.” with the phenomenal experience I had with everything else
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[Games in 2023: Ghost Trick: Phantom Detective]
I was pleasantly surprised when the Switch port of Ghost Trick was announced: under-appreciated DS games are kinda my thing, this game’s stylized look conveyed a real sense of personality, and I’ve only ever heard good things from people who have played it.  “Why have I never played this before??” I asked myself, wracking my brain for the answer.  Then I played the demo and remembered “Oh yeah, I suck at puzzle games.”  But despite that, I still really wanted to see where things went, and boy am I glad I did!
Spoiler-free tl;dr: Ghost Trick is a wonderfully engrossing story about whacky characters uncovering insane plot twists that all build towards a satisfying and heartfelt conclusion.  I would recommend going in as blind as possible, but even without shock, the game is easily clever and fun enough to be a fantastic experience.
(Also content warning for animal death; the game is all about undoing deaths so it’s not permanent, but it can still be distressing to see it happen.)
The premise of Ghost Trick is simple yet creative: you play as a newly-dead ghost who has completely lost his memory, and must use your ability to possess and manipulate objects to solve this mystery and save the lives of the many characters you meet along the way.  The full narrative is anything but simple by the end, but I felt it was a steady, easy-to-follow escalation—though I have been told I have a high tolerance for plots involving time travel, so a grain of salt might be in order.  In my opinion it’s not especially hard to keep track of the game’s time shenanigans since you only ever go back 4 minutes before a person’s death to influence the situation in a way to avert their fate…until the very end, where you do learn a lot in a short time, and I could see a player struggling with that.
The style of the game really is impeccable.  Characters have very unique designs with bright colors and expressive actions, making it hard to mix anyone up despite how many people you meet over the course of the game.  Everybody makes a strong impression, and it’s easy to care about them and want to save their lives and find out how they tie back to the overall plot.  The connections between various characters are a bit tighter than you might expect going in, and it’s so much fun to steadily piece things together, each answer leading to only more questions.  There’s a point about halfway from which plot twists start to come one after the other, but instead of piling up, they come together, all building towards the same goal in a masterful manner.  It’s a very hard game to put down.
So, those puzzles!  I have to admit I was hesitant after struggling for the better part of an hour on one in chapter 2, but in the end I was able to solve all of them without looking up any answers!  It came real close a few times, and there was definitely an occasion or two where I stumbled into the right answer without realizing it, but hey, it counts.  The hints provided do a good job of leading you to the solution without just stating it, and can easily be ignored by players who don’t want their process interfered with.  I feel like I started to do a lot better once I started expecting I wouldn’t get everything right first try—don’t be afraid to do some trial and error.  The mechanics are sound: an item will clearly tell you how you can manipulate it if you can, and what items can be possessed are all easily identifiable whenever you enter the ghost world.  The trick (heh) most often is in getting the timing right, as you have a very limited range to “jump” between objects and can miss your chance completely if you don’t act fast while objects are in motion.  You’re explicitly taught this very early on, of course—the tutorial is very nicely structured, giving you all the information you need while a puzzle is unfolding around you with all the moving parts and tension you can expect all throughout the game.  The prison escape sequence stands out as a one-off with unique mechanics; it can be frustrating, as escort missions tend to be, but if you take it one step at a time it’s not too bad.  The only major addition to the basic structure is towards the end of the game where you gain a second ghost who can reach much farther, but in lieu of manipulating objects, he instead swaps the position of objects with the same shape.  It may only affect a handful of puzzles, but I think there’s a benefit to giving the player time to fully master the core mechanics before adding this new layer to things, and the possibilities it opens are well-utilized when they do come into play.  What tripped me up most often was needing to move each ghost to different objects out of each other’s way, since they can’t inhabit the same object; a minor annoyance, and quite possibly a skill issue on my part.
That’s essentially all there is to say on a mechanical level, so let’s talk more about the narrative.  The tone is largely playful but not afraid to be serious when it needs to be—you’ll laugh, you’ll cry, you’ll be aghast in horror, etc.  Again, the plot is continually escalating and building more and more tension, quickly becoming too fascinating to put down, and the fact that it manages to stick the landing is no small feat.  It seems to me the moral of the story is selflessness: every character is shown to be in the wrong when only serving their own interest, yet when they do something with others in mind, the narrative consistently rewards them.  Sissel says his only real goal is finding his own memory, but what makes him the hero of this story is his willingness to use his abilities to solve others’ problems.  Cabanela is painted in a villainous light when it seems he cares only about his career ambitions, but when we find out this was a means to the end of helping Jowd, he’s presented as unequivocally a good guy.  Jowd may say he’s so eager to take the fall for Kamila’s sake, but when Sissel calls his methods out as ultimately selfish, he changes course and takes on an active role in resolving the night’s many mysteries.  Yomiel obviously embodies the selfishness the story is speaking against, but in the end, he makes the choice to do something selfless, and the narrative rewards him with a second chance. (More than that, the game wouldn’t have happened at all had he not brought Sissel with him to the junkyard; while perhaps not entirely selfless, I think it’s important to note that Yomiel’s path to a better future began with his desire to not leave his only friend all alone.)  It’s really cool to see this theme reflected in so many different ways across the cast!  And of course, the one who embodies the virtue of selflessness above all else is the top Pomeranian himself, Missile!  The very first time we meet him, he basically ignores the fact that he’s dead and instead prioritizes saving Kamila.  After he develops his powers, he makes the decision to remain dead so that he can use those powers to help Kamila and Lynne.  And at the very end we learn that he went back in time 10 years, and while waiting faithfully that entire time, he devised a brilliant and complex strategy to ensure Sissel’s cooperation in saving his family once and for all.  “Because that’s what doggies do!”  This whole wild ride that ends up saving so many lives was all possible purely due to the awesome, selfless love of a dog.  That’s beautiful.
It’s hard to think of any major criticism.  Ghost Trick is just really, really good.  It may be a few years overdue, but I’m really glad I finally got to experience this game!
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tankbredgrunt · 4 months
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End of year wrap-ups, 2023
It's presently June while I start to write this, and I thought if I wanted to put together a list of media consumed over 2023 I could at least get an early start, for as much my sake of mindfulness and talking about the things I loved/hated. If you're interested too, you can read more; first is video games, then music, then movies and tv, then books. If you feel like talking about anything in here don't hesitate! This is going to be a nightmare to tag though so, I probably won't lmao.
Nothing is necessarily ranked in order either btw, and just because I didn't write any thoughts with something doesn't mean I disliked it. Just no thoughts you know? I could have thoughts though. For the right price.
Viddy Games
For the games I haven't yet beaten but did spent some time playing, I made 12 hours of progress into Hollow Knight and am very keen to get back into it; I played Cyberpunk 2077 for about 47 hours, and am very keen to get back into it; Baldur's Gate 3 has ~9 hours at this moment, and I'm keen, etc; and Starfield has 32 hours in it and I am NOT keen to get back into it. I can get into that later though. 🏆 means I got the Platinum achievement trophy too :3
Last of Us Part 1 (x2)/Last of Us PS4 Remaster (x3)/Last of Us PS3 (x1) 🏆 - 5 stars On top of regular playthroughs, this year also marked the dip into Grounded mode. I completed one Grounded round on the Part 1 PS5 remake, and 2 more on the PS4 remaster (for the achievements). It would be impossible to discuss the reasons why I love this game so much so I will spare yall, a mercy dedicated to anyone who's already had to/gotten to hear me go on about it. I also got two TLoU tattoos this year. Ask me about my theories still though. One of my favorite moments from my 2nd Grounded run (Including one of the nearly-100 fuck ups leading up to that point):
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Death Stranding - 5 stars I'm coming in to write about this one retroactively, because I've spent all this time since beating the game thinking about it. Did I understand half of what was going on? Vaguely, but it was beautiful, and heartfelt, and the world was interesting, and it satisfied the need I had to go outside and run my errands. Loved Cliff's character, and his plight as a father, how he carried it with him to the afterlife, and his speech to Sam is on loop constantly as a goosebumps generator. All the webs this story weaved came together and fray in such intriguing ways.
Detroit: Become Human (x2) - 5 stars These were my third and fourth playthroughs of this game and I find myself fonder for this little game each time I play. The perfect example of how a setting is so much deeper for the things it DOESN'T say than the things it does, once you think consider it. Under the cover of fun little robots, this world is so bleak, and I love the thought experiments. A very good example, imo, of what kind of tool cyberpunk really is as a setting. Quantic Dream also slips in one unanswered aspect into each of their stories, and while it's true that the ambiguity can be frustrating, Quantic Dream accidentally does it in a way that I find so alluring. Ra9, in this case, examining the clues on my own, coming to my own conclusions. It lets the world live on after the games have ended. I don't care about having answers--the game focused on what it needed to. It was not a portal into the greater world, it was one into Kara, Connor, and Marcus. We can look at the world on our own.
Disco Elysium - 4 stars Admittedly while this one took me a few months to finish, with a break spanning between November 2022 to March, and often found it VERY dense with information, I still really enjoyed myself. It's also the sort of narrative that is very self-aware, and as such pokes fun at itself, and as another such is sometimes lost under a few too many layers of irony and sarcasm. It's a bit hard sometimes to know what information to take seriously and what to disregard. As wonts these sorts of games the content is made entirely of dialog, very reading heavy, and puts me to sleep--I couldn't imagine playing this game without the stellar voice acting. Haunting and comedic sometimes even in the same line of dialog, I'm glad I found it after the Final Cut was released. Highly recommend, looking forward to another play-through.
The Legend of Zelda: Tears of the Kingdom - 4 stars I loved BotW from the moment I got my Switch on launch day. Interestingly with TotK, I found my high opinion slipping the more I played, and too afterward. It seems more and more to me that Nintendo isn't exactly as keyed into what people are looking for with Zelda as they thought. TotK comes complete with shallow villains and anime tropes and a bastardization of a fair bit of the work done in BotW. It is not a story that is aware of it's own narrative, characters, or concepts. I don't say this as a person who demands to know which timeline and where exactly it takes place, only as someone invested in the universe and hopes to have somethings meaningfully extrapolated on. I'm hungry for subversion. Won't get much of that with this game sadly. That said, where gameplay was concerned I still really enjoyed myself. Before release I was worried how they would fill a world I've already spent 300+ hours exploring, and it turned out the answers were 2 entirely new maps and a largely transformed overworld. Discovering the newness in a world I already knew so well was fantastical. The building mechanics were enchanting, the shrines legitimately challenging, and the world still fun to explore. Don't see myself replaying for quite a while though, if ever, which was also the case with BotW. EDIT: having read and heard of all the nightmares about this games development since I've played it, just have to say 😬 yikes dude. Really recontextualizes the story for me. Idk though the gameplay was still super fun, so where an overall rating is concerned, I'm a bit conflicted. I'll leave it where it is I guess but let the record show it's still a Yikes from me about certain things.
Heavy Rain - 3.5 stars So, in the driver's seat of this, I found myself not doing much else besides complaining. The controls on the PC port are horrible; the 'twist' was less that and more... dishonest; voice acting was rough; David Cage exists; etc. But idk dude!! Something about it was still as charming as the first time!! It's been just about 10 years since I first played it at release, and the nostalgia was strong. It was a perfect distraction from real life at the time, and I've always looked back on the game fondly, though I've never replayed it. There ARE functional things I do dislike about the plot and writing and the awful ending, which discounts its score to the 3.5 star rating, but idk yall. I find Norman dorky and lovable, flawed yet well-intentioned; Ethan is a desperate dad trying to correct mistakes he still can't reconcile with; even Scott's motivations are understandable. I, like one key character, cannot deny that seeing a dad do whatever it takes to save his son? I'll have what he's having.
Oxenfree - 3 stars One thing about me is I have a great hatred for time travel stories. They always inevitably fall short. Oxenfree however used what I believe are the true assets of the trope. The struggle of fate, predetermination, and how-could-anything-be-different. (I also believe a key function of time travel stories is the character's understanding that they aren't the first version of themselves caught in the loops but that's a different convo). Anyway the ambiguous ending was also a big win to me. All in all a fun little game. Give it a try if you want some low-stakes entertainment with a good story.
The Uncharted series - a mixed bag So this doesn't include Uncharted 1, which I played damn near a decade ago when I first got my PS4 and the Nathan Drake collection. My thoughts on that are hazy but one I remember vividly--fuck the ship level. Anyway I mark this as mixed bag because my feelings towards it are complicated. I still felt the essence of NaughtyDog throughout, their care for their characters and sympathetic storytelling. While not as morally gray as their TLoU stuff, and rated Teen, it was still compelling, and despite my intense grievances with the combat systems in 1-2-3, I never questioned whether I would continue with the next game. However. Those grievances. Holy shit. Snap-to-cover is NEVER the answer, game devs. I know and forgive that games 1-3 are over a decade old, developers have better tools and understanding now. See an example of my jimmies being rustled here:
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Take a shot each time a headshot doesn't hit. For gameplay reasons only I can't give the first 3 games any higher than 3 stars. And even though 3 has the best story of the 3, gameplay might even knock that one down to a 2. Anywho, the whiplash in quality between 3 and 4 was insane. I played the PS5 port, and loved everything about 4. Loved Sam, loved baby Nate, loved the story. It was as if ND had kept a .txt file of every single issue up till that point and corrected each of them. Seeing the bones of TLoU2 was also nice. Phenomenal game, and I look forward to playing it again sometime soon. Ratings for each game go: Uncharted 2 and 3 - 3 stars Uncharted 4 - 5 stars Uncharted: Lost Legacy - 4 stars Sadly I don't have the tools or plans to play the PSP game. PS Vita? Either way.
Last of Us Part 2 (x3) - 4 stars This was probably my 3rd time playing TLoU2, and while I don't have many strong comments to make concerning the story, I feel like this was finally the first time I truly understood Ellie's character in this game. The truth of her grief and what it was really over. And Abby as well, how she wasn't just a foil for Ellie, but for Joel as well. That said, I do still feel I would love this game so much more if it was just told linearly. The pacing is DOGshit dude, wow. Love it though. I've also completed a Grounded playthrough and got the Plat trophy this year as well, which I only mention for bragging rights 💅
Hellblade: Senua's Sacrifice 🏆 - 5 stars I don't think I have much to say about this game besides general comments about how phenomenal the experience was. Never played anything like it. Fun exploration, environmental puzzles, great visuals. Combat was good, sound design was excellent. Story was good, acting was amazing. All around VERY thrilled I played.
Assassin’s Creed: Mirage 🏆 - 5 stars I GOTTA SAY, This game surprised the hell out of me. I’m on a journey to play all the Assassin’s Creed games; so far I’ve finished 8 out of ~18. For how badly Valhalla sucked ass I was hesitant to play this one, since it acts as a sort of prequel to a particular character, but DAMN if this didn’t completely surprise me. The world was incredibly fun to explore, and even included environmental puzzles. You will legitimately feel like an assassin with the amount of player freedom this game gives you, and the story was just as good. Best Assassin’s Creed game? 👀 Hard to say till I’ve finished them all but so far it’s absolutely a contender. Basim I love youuuuuu
Unmentioned, in alphabetical order: [Assassin's Creed 1 - 2.5 stars; Assassin's Creed 2 - 3.5 stars; Assassin's Creed: Chronicles: China - 3 stars; Assassin's Creed: Chronicles: India - 3.5; Assassin's Creed: Chronicles: Russia - 3.5 stars; Beyond: Two Souls - 3 stars; Ghost of Tsushima - 4 stars; Gone Home - 3 stars; Indigo Prophecy - 2 stars; It Takes Two - 3 stars; A Plague Tale: Innocence - 3.5 stars; The Quarry - 2.5 stars; SEASON - 3 stars; Spider-Man 2 (2023) 🏆 - 3 stars; Stray - 3.5 stars; Super Mario Wonder - 4 stars; Twin Mirror - 3 stars; Viewfinder - 3.5 stars; A Way Out - 3.5 stars; Where the Goats Are - 3 stars]
Starfield: Putting this one down here at the bottom so I don't start this list out with complaining lol. Anyway the fact this game was nominated for Best RPG at the game awards tells me they don't play some of the games they nominate lol. I don't think I've ever had an experience like this game gave me. I somehow played 30 hours, and had a great time, before realizing it was bad. Nothing happened in the story to stop me, there wasn't suddenly a new gameplay mechanic that I didn't agree with. There was just something in the glamour of those 30 hours that got me. Maybe it was the father figure referring to me with neutral pronouns. But anyway I guess I just came to my senses. I took a break to play something different, came back, and it was an entirely different game. The overworld is barren. They expect you to explore hundreds of plants that have nothing on them besides some minerals and animals you scan. These are laaaaarge swaths of time spent running back and forth in near silence, because not only is there next to nothing meaningful to interact with on these worlds, your companion repeats the same 5 quips the entire time. There are no tools to traversing the overworld more quickly, so you are running for thousands of kilometers so you can scan a useless monument and get 20XP. There is no incentive to exploring, there is no incentive to doing anything other than fast-traveling to your next destination--until the game stops you for not having the appropriate ship parts installed, and you realize it's going to be a 5 hour grind to upgrade that part. Looking back at those 30 hours I enjoyed, this was all still there, but idk man, idk. For this amount of content this should have only been a $30 game, MAX, and they sell it for $70. But I bought it for $70, so who is the real chump here. I think the only thing I truly enjoyed (besides Sam Coe) was the mission 'Entangled', where you are unwillingly forced between two alternate universes, due to an experiment in a research facility. It sits right on the cusp of horror, between one universe where the research facility exploded and nature took it back, and another where the explosion never happened. There is drama, intrigue, decisions, exploration, everything. Nothing else in the game came close at all to touching that and I'm mad I spent so long before realizing it. Who wrote this mission, so I can thank you?
Music (and the lyrics that make it)
My complete 2023 favorites Spotify playlist
Favorite albums: Preacher's Daughter by Ethel Cain Slut Pop by Kim Petras Guard Dog by Searows I Let It in and It Took Everything by Loathe Heavy Glow by Soulkeeper
Individual tracks and my favorite lyric: Master & A Hound by Gregory Alan Isakov 'Where were you when I was still kind?' Sun Bleached Flies by Ethel Cain 'If it's meant to be then it will be.' Don't Keep Driving by The Paper Kites 'There's nothing wrong with a little space. But not right now; don't leave.' Honey Dripping Sky by Georgia 'No matter how hard we try, I won't deny--it's for you.' Coming Clean by Searows 'If I kill you would I have to forgive you still?' Francesca by Hozier 'I’d tell them put me back in it. [Darling,] I would do it again.'
TV and Movies
I am severely illiterate when it comes to movies so the goal this year was to have watched at least one movie a week. Did I succeed,Future Me? [Yeah!]
Kingsman: Secret Service and :Golden Circle - 5 and 4 stars The cinematography?? The choreography? Hello? Across both movies, they were all so incredible. While Secret Service was my favorite of the two, Golden Circle had my favorite fight (though the church scene is a clooooose second)(Pedro Pascal I love you):
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Gentlemen Bronco - 2 stars This movie was dull as shit BUT, it had one of my favorite scenes of the year.
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Knock at the Cabin - 3.5 stars Just wanna put this one here real quick to get the Worms out--what was the point? Narratively, what was the point? I have been rolling this movie around my head since I watched last night and I'm hoping to read the book soon for better context, but man. While I enjoyed this movie a lot I just do not follow the themes, more so considering the ending. Was it a fight against providence and predetermination, only to prove its own point? The needs of the many outweigh the needs of the few (Mr. Spock)? I can't tell exactly what this movie was asking me. As a rule I generally don't enjoy stories where the psychos are proved right with no closer examination of the themes and circumstances. Like yeah the MCs being a gay couple framed the story differently but that is also just a side effect of having distinctive characters lmao. It also insulated some sacrificial-minority stuff? Weird. And asks no questions about fate or anything, which is a wild loop considering Andrew's previous history with Redmond (a red herring? However I feel if the intro of a red herring completely recontextualizes the larger possibilities of the world, then it's not a good red herring, it's lazy). Ultimately I understand a theme is save your family or save humanity--it's on the DVD cover lol. But yeah man idk. All the other stuff, it made for a weird soup that I just cannot decipher. Anyway. EDIT: I have since read the source novel and it was incredible. I will not be watching any more Shyamalan movies lmao
Pacific Rim - 5 stars I also don't have anything much deeper to say about this than gotTDAMN dude, what a good fucking movie. I decided to watch because of all the Pacific Rim AUs that take place in fandom, and I decided I finally needed to know why and I DO know why now because good lord. What a good movie. That said the sequel was a hot pile.
The Arrival - 3 stars The way this movie had my heart racing the entire time--and shat it all away at the immediate end. Pure whiplash. "You know what surprised me the most? It wasn't meeting them. It was meeting you." What kind of straight nonsense. What kind of anticlimactic. What kind of bullshit. I was immediately snapped to my senses, I'm not over exaggerating. Insanity.
Unmentioned, in alphabetical order: [After Yang - 4 stars; Assassin's Creed (2016) - 2 stars; Asteroid City - 4 stars; Barbie - 4 stars; Begotten (1990) - 2 stars; Bullet Train - 4 stars; Come and See (1985) - 3 stars; Dead Poets Society - 3 stars; El Dorado - 3 stars; Grave Encounters - 3 stars; The Green Knight - 4 stars; The Hateful Eight - 5 Stars; IT and IT: Chapter 2 - 4 stars; Jennifer's Body - 3 stars; King of the Hill (all 13 seasons) - episode determinate; Knives Out - 5 stars; Knives Out: Glass Onion - 2 stars; Labyrinth - 2 stars; Lady Bird - 3 stars; Lake Mungo - 3 stars; The Lighthouse - 3 stars; Mad Max: Fury Road - 3 stars; The Magnificent Seven (1960) - 4 stars; The Magnificent Seven (2016) - 3.5 stars; Martyr (2008) - 3 stars; Matrix - 3 stars; Matrix Reloaded and Revolutions - 1 star; The Menu - 4 stars; Midnight Mass - 4 stars; My Own Private Idaho - 3 stars; NOPE - 4 stars; Once Upon a Time in the West - DNF; Possum - 3 stars; The Power of the Dog - 3 stars; RE: Damnation, Death Island, Degeneration, Infinite Darkness, and Vendetta - 3 stars; Saltburn - 3.5 stars; Seven Samurai (1954) - 3 stars; The Shape of Water - 4.5 stars; Skinamarink - 3 stars; Star Trek: The Motion Picture - 2.5 stars; ST: Search for Spock and ST: Voyage Home - 4 stars; ST: The Wrath of Khan - 4.5 stars; The Thing (1982) - 3 stars; The Thing From Another World (1951) - 3 stars; Tideland (2005) - 2 stars; Unforgiven - 4 stars; The VVitch - 3 stars]
Favorite Books
The Spear Cuts Through Water by Simon Jimenez - 5 stars I have never EVER in my life read a book like this one, and I urge everyone to give it a try. Two men must escort a dying god across the country in order to stop the control of her tyrannical children. If you aren't digging the book, at least try and make it 100 pages in. The beginning, like every chunky fantasy, is a bit of a tough learning experience, and the uniqueness of the prose didn't exactly make it an easier task. However, it makes it extremely lyrical and poetic, and intriguing. The entire package is mind-blowingly unique. AND it ends happily, if that makes you feel better.
To Be Taught, If Fortunate by Becky Chambers - 5 stars My thoughts on this little story aren't overly complex or anything, I just found the setting very nice, the B plot concerning Earth interesting, and the ambiguous ending intriguing. While the events might be a little harrowing it was the hopeful attitude of the prose and characters that made it very comforting nonetheless. I loved the experience while I was reading it, and think about the ending now, even all these months after reading.
The Sleeping Car Porter by Suzette Mayr - 4 stars A black sleep car porter tries to keep his job and his sanity after their train is stopped by a mudslide. Before this I can say I'd never read anything in this setting before, and it was what drew me in initially, but it was the writing that really captivated me. The narrative has a very intimate feeling, nostalgic almost, as if you're hearing the story secondhand even as you read. It's also refreshing when a book just says 'cock', and no extra-curricular euphemisms. Where's that video of Taron Egerton saying cock over and over btw cause I can't find it
The Magpie Coffin by Wile E Young - 4 stars The first in a collection of splatterpunk westerns?? It was so fun to read, and the cover is so badass. It knew what it was and it did so well.
In the Distance by Hernan Diaz - 4 stars A young Swedish boy, separated from his brother, fends for himself in the early USA west. I was on hold for this through my library for nearly a month and a half, so by the time I got it in my grubby hands my exciting was pretty high. Though I found much of it slow, I was still somehow on the edge of my seat. It's a crime that this was the Pulitzer runner-up, and that Less by Andrew Greer won instead. It's been a very very long time since I've felt so strongly about the well-being and outcome of a character but Hakan if you're out there--I love you.
The Hunger Games by Suzanne Collins - 5 stars
Nothing to add to this decade long conversation other than this holds up :’) I was gasping like I was in high school again, reading it for the first time.
Honorable mentions, in alphabetical order by author last name: [A Psalm for the Wild Built and A Prayer for the Crown Shy by Becky Chambers - 4 stars; How to Sell a Haunted House by Grady Hendrix - 4 stars; Texas Outlaw by Richard Jessup - 4 stars; Ancillary Justice by Ann Leckie - 4 stars; Song of Achilles by Madeline Miller - 4 stars; Helpmeet by Naben Ruthnum - 4 stars; The Power of the Dog by Thomas Savage - 4 stars; East of Eden by John Steinbeck - 5 stars; The Cabin at the End of the World by Paul Tremblay - 4.5 stars]
LEAST Favorite Books
I'm nothing if not a hater so I wanted to give some space to the books I most disliked.
Less by Andrew Sean Greer - DNF SAUR upset that this won the Pulitzer prize of its year instead of In The Distance by Hernan Diaz. 100 pages into it and I could not find anything redeeming about the main character. Pretentious, bitter. Like maybe that was his arc? He would outgrow that maybe. But it was just not the book nor the characters for me, unfortunately, so I did not stick around long enough for that to happen.
Bath Haus by PJ Vernon - DNF WHEW boy was the writing in this one bad. Like yall ever read a queer book and just know it was written for straight people? Let me find a picture I took of one paragraph.
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Yikes and a half, dude. Anyway
Meat by Joseph D'Lacey - 1 star This was just plain bad. Like 'Oh isn't it so crazy they're eating people?? They're treating people like cattle, that's so demented right??' No. Not really. There's cannibalism in the cannibalism genre? Get a grip. I live near Donner Pass, we got cannibalism in the water here. Although maybe I'm also partially to blame for expecting some deeper storytelling from splatterpunk.
The Troop by Nick Cutter - 2 stars I don't know that I have anything really critical to say about this book other than I just didn't enjoy it. Writing was fine, prose was fine. It's told a bit out of order, think Carrie by Stephen King--snippets of interviews and articles detailing the aftermath of the events of the book. I do remember thinking that the facts were contradicting themselves a few times but was really not invested enough to care too deeply. The isolated, abandoned feeling we get from the island was nice, and the atmosphere good, I just don't believe Nick Cutter is a good writer. A bit too many slurs in here as well, methinks.
Books I DNF'd: With 15 in total this was the year of DNFing for me; it's amazing was Prozac can do for a person. (Disclaimer: I've only listed 13 of them here. The other two had to go back to the library before I could finish them so I marked them as technical DNFs :( and it doesn't feel right to include them in this list for haters)
Bath Haus by PJ Vernon (explained above) The Singularities by John Banville (nothing offensive, just didn't vibe. Books will often try way too hard on the opening paragraph and I'm not here for a philosophy lesson as I crack open a book you know what I mean) Heartless by Marissa Meyer (I just don't think YA does it for me anymore) There's Someone Inside Your House by Stephanie Perkins (" ") If We Were Villains by ML Rio (I just don't like being lectured and this book was clearly written for someone who wasn't me lol) Pretty Girls by Karin Slaughter (I find that a lot of times thrillers written by women employ stereotypes against men and their 'perverse' sexual tastes. The lines between pornography/fantasy and reality don't seem as nuanced in this genre, unfortunately. A man is not immediately a villain because he enjoys CNC or roleplay, and the pearl clutching is a little tired) Campfire Cooking in Another World by Ren Eguchi (why is every light novel like this:
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The Lies of Locke Lamore by Scott Lynch (this was too quippy for my tastes. It was a little too busy being clever and not busy enough being interesting.) Less by Andrew Greer (Mean Gays, the next Tina Fay movie) Upright Women Wanted by Sarah Gailey (just wasn't my cuppa) Riders of the Purple Sage by Zane Grey (I read a review that counted how many times Zane Grey used 'sage' in this book. I don't remember the number but there was a lot of them. Too much mormanism going on, just wasn't my cuppa) The Cold Dish by Craig Johnson (only alright, not bad but wasn't going anywhere fast. More of a character focused, soft bit of mystery, which was fine, I just didn't find myself enjoying the characters either) Monstrous Regiment by Terry Pratchett (I just wasn’t vibing you know how it is)
2023 Reading Statistics
I also keep a track of the pages read and ratings, as well as genre, where I read the book and in what format, so I'll put that here too for posterity's sake. And If you'd like, I use GoodReads, and we can be friends!
62 books read 18,217 pages in total 3.25 average star rating 19 (30.6%) of the books read were owned; 43 (69.4%)(nice) were from the library 14 (75.8%) were physical books; 12 (19.4%) were ebooks; 3 (4.8%) were audiobooks
That's it! I don't make reading goals anymore, in terms of how many to read, but I do know I want to TRY and read the copy of Battle Royal I've had since my junior year of high school. And I'd like to try and finish the Tsubasa manga series, since I never made it past volume 15 I think. I can't think of anything other than that! It was a good year!
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walmart-sekai · 6 months
Text
Okay I finished Leo/Need. Final thoughts below the break.
Stuff I liked:
It feels very realistic.
I mean not the part about hatsune miku taking you to a pocket dimension created by your feelings, but like. I remember being a lonely teenage girl and, in many ways, Leo/Need captures that experience very well. The conflicts, the characterizations, and (with a few exceptions) the dialogue all feel very familiar.
The end wraps things up nicely.
There are some Project SEKAI stories (cough VIVID Bad cough) where the end feels a little rushed or anticlimactic, like the writers were fighting against that 20 episode format.
Leo/Need, on the other hand, felt very satisfying to finish. The band is back together, Honami has come clean to her other friends, Ichika told the others she and Saki have written their first song. They’ve tied up the loose threads while still leaving a lot to be explored in event and side stories. It’s very “the end of this chapter, the beginning of the journey,” vibes.
Saki’s fucking fantastic.
I love, love, love Saki. Her design, her characterization, her motivation is everything to me. The other characters I needed a bit to warm up to, but they do a very good job of making Saki bubbly, energetic, and endearing from beginning to end. She was, hands down, my favorite thing about this story.
Stuff I did not love:
It feels very realistic.
“But Walmart, you said you liked the realism! Why would it be a pro AND a con?” Well gimme a fuckin second here, let me explain.
Leo/Need is very true to the depressed teenager experience. There is miscommunication, there is weird, illogical snap decisions, there’s jumping to conclusions. It’s true to life—but that doesn’t mean it’s interesting.
For many of us, myself included, being a teenager was/is frustrating. It’s confusing, and lonely, and honestly, very annoying. It was annoying to live through and as much as I hate to say it, it was annoying to read.
There is no conflict.
The opening of Leo/Need sets you up to think these characters have had some huge fight. It’s heavily implied that Ichika in particular said something to piss Honamori and Shiho off. This would explain why she’s so hesitant to tell Saki what happened, because she doesn’t want her friend to see her as the villain.
The problem is, nothing happened.
There was no fight. There was no huge, explosive event. There was just three teenagers miss-communicating. This is supposed to be a twist, but it reads like a cop-out. It’s boring.
Again, this isn’t unrealistic—I’ve seen friendships fall apart over miscommunications and good intentions like this, especially when I was younger. It happens in real life all the time.
It’s realistic. But that doesn’t mean it’s compelling storytelling.
Saki’s fucking fantastic.
“Wait, you already did this one too, why did you put two things in both pro and con—“ shut up, it’s my list.
Saki’s great. She’s interesting, she’s multi-faceted, she has an in depth backstory.
Her returning to school is the catalyst for the entire story. I’m nearly every episode, her actions are what drive the narrative forward.
So why isn’t she the main character?
Reading from Ichika’s POV gives us a lot of flashbacks from when Saki was gone, but since the conflict is basically nonexistent, these flashbacks are arguably unnecessary.
Imagine this story reframed from Saki’s POV. Imagine hearing her inner monologue when Honamori and Shiho brush her off when she gets to school. Imagine her practicing that song to impress Shiho, knowing she’s pushing herself too hard, but thinking getting her friends back together is more important.
Imagine getting this sinking feeling in your gut knowing she’s going to push herself too far, knowing somethings going to happen. Then imagine that scene where she collapses from fever while they’re playing hitting that much harder, because you’d been dreading that moment happening.
Cool, did you imagine it? Did it make you feel stuff? Did it feel compelling and heartbreaking?
Cool, so I ask you again, why didn’t we get that?
Final thoughts:
Overall, I enjoyed this story. Really, I did.
Is it my favorite PJSK main story? No. Do I have a lot of criticisms of it? Yes.
But I like it. I like Saki, especially. And I think with the way the last few episodes wrapped up, I’ll enjoy the event stories a lot.
So yeah. If Leo/Need is your favorite, I definitely see the appeal, no disrespect at all. I didn’t come here to start shit, just sharing my thoughts.
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