I just rewatched 02 x 07 for the first time since finishing all the books and I can't stop thinking about it. I feel like everyone is either on the side of (1) it was all a big ploy, or (2) that's it for Moiraine and Siuan they can never come back from this--but I really don't think either of those are true.
I think the most in character thing Moiraine could possibly do is forgive Siuan, for the following reasons:
Moiraine knows that she would do the exact same thing that Siuan did here--namely, sacrifice anything (even their relationship and their trust in one another)--for the sake of the world and their mission. And this shared goal, these compatible values, and this mutual understanding is literally what has kept them together despite 20 years of distance and secrecy from the world.
[MINOR BOOK SPOILERS] We see in one of the books that Moiraine believes she and Siuan have made their beds and will lie in them one day by becoming involved in the quest to find the Dragon -- I believe the way she phrases it is about payment coming due for all the rules they've broken and the secrecy etc. that they needed for their quest. If this is her attitude, she is not only willing to give up everything, but expects to give up everything. And she expects it of Siuan as well.
Siuan has already proven how much she would give up for their quest. She became Amyrlin despite, as we learn this same episode, how much she did not want to be trapped in the tower and could not see her future there. She gave up any semblance of a happy life (how she would picture it both with and without Moiraine!) for this quest.
In some ways, if Siuan had just let Moiraine take Rand through a waygate to Falme, it would have actually been a betrayal of their mission. Their mission wasn’t “get Rand to Falme.” It was “protect and train the dragon reborn.” Siuan feels the need to do that as acutely as Moiraine does--and critically, Moiraine knows this about Siuan.
This goes quadruple if Siuan actually did think Moiraine could be a dark friend. Siuan thinks Moiraine lied to her!! And Moiraine knows this too, since Siuan does at least have the chance to say "You lied to me!" Moiraine would understand that if there was any chance Moiraine had been turned or was compelled, Siuan had to try and stop her from taking Rand off to god knows where.
Literally just a few days earlier Moiraine had threatened to have Alanna take Lan’s bond by force if he stood in her way--aka, the way of her mission. At this very moment, Moiraine herself has spent days (weeks?) contemplating what it would mean to betray the autonomy and trust of those she loves most if it means saving the world. And she knows what side she's on.
When Moiraine says, “if you have ever loved me don’t do this” my heart shatters into a million pieces. But that line is not just ,“it will be a betrayal of our love and trust if you compel me." It is that, but it's also a call for Siuan to see Moiraine for MOIRAINE. She’s saying “you know me.” She’s trying to get her (Siuan) to see that what she (Moiraine) is doing is not about her shame and pride but about the mission. Because it is ALWAYS about the mission, Moiraine IS the mission, and Siuan loves her because of that, and Moiraine knows Siuan loves her because of that
Moiraine clearly hesitates before going through the waygate. Her character isn't one to linger out of shock and betrayal. She lashes out and she puts up distance--we've seen this all season. Moiraine moves forward. So I read her looking at Siuan here as far more "I love you and I'm sorry [I can't help you? it's come to this? we can't reconcile?]" than "How could you?" or "You're a different person to me now." I’m not trying to minimize the violation Moiraine is also feeling in this moment, I just think that if the violation was her primary emotion she would likely behave differently. And if she can have this messy a set of emotions even in the heart of the moment, I have faith she can similarly hold multiple emotions later when reconciling.
The flashback scenes are so heartbreaking but they don’t have to mean that Moiraine and Siuan feel so betrayed and far from those versions of themselves that they will never be together again. Those flashbacks can also be saying “remember when we were those people?” Holding onto those versions of themselves is how they hold onto their love despite this scene.
Those flashbacks also remind us that their relationship in the show is like 50 years old. It is deep. People don't throw away 50 years of relationship without a conversation, even if there is a deep betrayal involved. And that's normal people--not even people who have given up absolutely everything for a cause that the relationship has now gotten wrapped up in. In the books, they are together for a few years and then seemingly go their separate ways when the Dragon is reborn. I don't think the show would have gone out of its way to deepen and lengthen this relationship just to end it so quickly and unceremoniously.
65 notes
·
View notes
a doctor turned serial killer turned doctor again, an actor who paints, a gang leader, a mining baron, and a vice overseer walk into the room.
oh yeah and they lead karnaca now.
dishonored 2 is my fav game but i think it's mid, story-wise. here's why dh1 works and why dh2's overarching story sorta misses
tl;dr: story integration is critical for gameplay that offers audience payoff, but emily's personal arc from dishonor to honor is inconsistently demonstrated in the story, and is not an interactive part of the gameplay.
essay/long version under cut >
recap: what's dishonored's deal
[skip if you want]
dh1 is an underdog story: corvo is an honorable man swept up in the machinations of a callous city, so his canonical ending being 'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation being restored in a more hopeful city, due to his & the player's rejection of the violent connotations of the tagline 'revenge solves everything.'
similarly, in dh1 DLCs, daud's story arc is that of an anti-hero: a dishonorable man who realises too late he has done irreparable harm. he sees the error of his ways after a single monumental death, and eventually a single life redeems him when he/the player stepped in to circumvent a terrible fate for a child, enabling her to rule unfettered.
daud & corvo come to a satisfying conclusion within the extent of their narrative arcs. it doesn't matter that a child on a throne isn't really a fix for a decaying empire - the player's actions throughout the city of dunwall was what mattered - and these stories could be framed as parables. in that sense, young emily as a ruler is a metaphor for a hopeful future for the city & empire.
dishonored 1 & its DLCs are also great examples of storytelling with perfectly integrated gameplay - you, the player, worked towards the outcome that redeemed the protagonists.
in your efforts to save young emily, you either achieved a good outcome (corvo) or prevented a worse outcome (daud).
bringing us to dh2 -
what's emily's arc
emily's arc is a coming of age: we're introduced to a reigning empress who questions her role & skillset ("am i the empress my mother wanted me to be?"), then her titular fall from grace occurs. from there, she learns to reject the violent, selfish connotations in 'take back whats yours' tagline (a la daud & corvo!) while rediscovering why her rule is critical to the empire.
emily's rule is no longer metaphorical, but:
a literal thing for audience assessment (is emily a good ruler?) AND
the crux of her storyline.
at the beginning of dh2, emily is introduced as a disengaged leader ("i wish i could just run away from all this;" "i dont know if whether i should sail to the opposite side of the world, or have everyone around me executed"). the antihero has a precedent for the dishonored series in daud, so it's not at first glance an issue*, however, the fact that emily has ruled poorly reframes corvo & daud's endings as being less than ideal (a moralistic retcon) *we could talk here about how ready an audience was in 2016 for a flawed women as a protagonist, hell, even in 2023,,,
throwback to the beginning of this essay when i said:
'this child will rule over an empire' isn't about the child's rule but rather about corvo's reputation
emily's story arc, unlike for daud & corvo, is literally about the quality of her rule. we're no longer in metaphor territory (ironic phrase): a parable-style ending doesn't work.
does emily become a good ruler
we know she becomes a good ruler because the game says so. it is narrated to the audience via a (literal) word of god in the space of 30 seconds, after the final boss. the outsider tells us that emily becomes known as Just & Clever.
drawing a distinction here - this narration is not the same as the player actively being involved.
the player does not throughout the game become aware that emily has made political allies. during the game, she doesn't talk to these characters about saving karnaca or being a better ruler to the empire (there's a few lines might imply it, but you need to be actively looking and being careful to wait for every voice line. it's a far cry from daud & corvo's fight to save emily being unmissable - even though daud doesn't know at the beginning that's the goal).
how does the game show it
you can coincidentally not kill most of your subjects and never be aware that emily is looking to restore karnaca by means of instating a council - it's never brought up. it *couldn't* be brought up, because that council serves under the fake duke (armando), who is the last person she speaks to before she leaves for dunwall. its her suggestion that he rules karnaca, but armando's condition is that he will rule as he sees fit.
to back up a bit, emily's canonical method of restoring karnaca is by banding together key allies - hypatia, stilton, [byrne &or paolo], pastor, under a council beneath the duke's body double. they are passionate people who would each individually make worthwhile advisors, but if you think about those characters sitting at a table trying to reach an agreement, it feels like an assortment of people that emily didn't kill along the way and doesn't feel organic (up to interpretation). it's not stated if emily herself banded this council together, but logically she must have (worth a mention these are mostly characters that you as the player had reasonable rationale to kill during a high chaos run, except pastor). the underlying concept may be that karnaca's power is returned to its people - which is interesting given that the monarchy remains and armando's decision is final.
this overarching solution could also be taken as a critique to dh1's 'put your kid on the throne,' which is another reason its worthwhile looking at how emily was shown to be a better leader. obviously my point isn't that her solution was bad given the circumstance, but i mean she has very little agency here in all. if emily was shown to be more controlling as a leader, this could be interpreted as character growth, but that's not the case.
coming of age
how do you learn & grow when you can't specify your failings? emily doesn't really touch on her shortcomings as an empress. she non-specifically worries delilah makes a better empress than her. it's hard to argue her worries are meaningful when someone good at their job will still worry when lives are in the balance.
emily's best 'aha' moments (eg. crack in the slab comment about gaining perspective) are consistently undercut by a conversation with sokolov or meagan afterwards in which she demonstrates she hasn't learned anything (before the grand palace, emily condemns 'toadies sucking up to me' and is reminded by meagan that she's part of the problem). the story is confused about what it's trying to say about emily's progress, and when she's meant to show progress, if she was meant to show any progress at all. it could be argued that emily was never even a bad ruler, she had just been fed misinformation about the problems in karnaca and been the victim of slander by her political enemies. the game doesn't make this clear - it's easier to argue that the opposite is true given that her allies only have criticism.
worth a mention here that the heart quotes about armando - a fake ruler - interestingly mirror emily's character concerns. "see how he sighs? his life is a gilded cage." but this essay is already long.
while corvo & daud spend their games (and through the gameplay) 'earning' their redemption, emily is being led by the NPCs around her to a conclusion and a fix for the political mess in karnaca: meagan & sokolov guide emily to her missions, and there's no recurring quest for emily to investigate possible allies. she is able to gather the people she hasn't killed to herself by manner of... post-game narration. during the game, she's primarily concerned with getting her throne back.
an easy fix: if there had been less dialogue & narrative focus on emily's failings perhaps the ending would have felt more satisfying. it has the feel of cut content, but i don't know what was cut to be able to comment on it.
so what went wrong?
i can't help but wonder if arkane were worried they would lose a certain demographic if corvo wasn't playable (may have been deemed too much of a risk - 2013 was a different time), and so they had to take out story elements that were unique to emily's growth as a character/empress, because the usual storyline/gameplay integration had to work for both characters - in other words, gameplay that made sense for both corvo & emily was prioritised before emily's story & character development. which is a silly problem to have in a game that added character voices for the sake of improving characterisation - maybe emily's tale would have felt more akin to a parable if she had less lines that betrayed her ignorance (to the disdain of those around her).
i wish more care had been taken with emily's story. most players will never really notice the large variety of different endings - they're not particularly satisfying in and of themselves.
it's ironic that one of Emily's complaints is about her father/protector being overbearing, when his (parallel universe) presence in the gameplay may be one of the reasons her own narrative arc falls flat.
what are the upsides here
changing tune from what didn't work - don't you think the concept is fantastic? it's a great idea overall - can you imagine if the coming of age storyline was better integrated into the game?
it's valuable to talk about the integration of story and gameplay and characterisation from a craft perspective. dh2 genuinely is my favourite game - it's beautiful, the imm-sim design philosophy makes the world a delight to explore, the combat gives endless creative options for tackling any fight, there is a far greater diversity of cast in an in-text canonical way. there's loads to love!
i love emily as a dodgy leader, to me it adds interesting dimensionality to the outsider's narrations - of course in dunwall there's never a neat happily ever after! emily, like the outsider, both work well as characters who hold ultimate power but aren't necessarily worthy of it - and this makes perfect sense for the dishonored universe's morality & critiques of power. however, within this grey area there's still plenty of room for a satisfying ending, which isn't what we ended up with, whatever the true reason for that was. and also, damn, emily's a marked assassin empress, if she can't lead well then who can?
while dh1 was criticised for its narrative simplicity, dh2 in contrast and in hindsight shows us that simplicity isn't so bad - there's satisfaction in gameplay achieves a clear, simple narrative goal.
84 notes
·
View notes
I saw the Capybara ask and I was wondering if we could have Desmond who hangs out with potentially(?) dangerous animals and his ancestors just seeing him fine and not hurt while there is an obvious dead animal a few feet away from them
The Desmond becomes a Capybara idea for those interested.
I'm going to assume you meant that Desmond isn't an animal in this one but a Disney Princess that attracts dangerous animals XD
.
“Altaïr! Altaïr!”
Altaïr rushed out of his office at the sound of Kadar’s panicking, almost hitting the younger Al-Sayf when he opened the door quickly.
Thankfully, Kadar’s reactions have been honed by years of training, saving him from being smacked on the face.
“What’s wrong?” Altaïr asked quickly, coming off as rude but Kadar panicking only meant it was urgent.
“There’s a pack of wild wolves!” Kadar had to pause to catch his breathing, “They surrounded Desmond-”
“Altaïr!” Kadar shouted as Altaïr leaped out of the window, fear gripping his heart as he remembered this was the fourth floor.
Whether it was luck or Altaïr knew a wagon of hay would cushion his fall, Kadar wasn’t sure.
He was sure that wagon wasn’t there this morning.
Yet he could not do anything because Altaïr shouted at him, “Get backup!”
Altaïr was already running out of the fortress, not hearing Kadar shout back, “How many?!”
.
Desmond had always shone bright in his Eagle Vision, a swirl of gold and blue that was both vibrant and calming at the same time.
Contrasting descriptions but the most accurate Altaïr could be.
That was why it was easy for him to find Desmond, just outskirt of Masyaf, near one of the ruins that used to be a gate or an archway of some kind.
… Sitting on a rock as he cradled a white rabbit in his arms.
“Oh, hey, Altaïr.” Desmond greeted with a smile when Altaïr approached him.
Altaïr nodded at him as he greeted back, “Desmond.”
His eyes remained transfixed at the mangled remains of wolves a few feet away with Desmond’s dog, a dog named Connor, sniffing at them and dragging them to form what seemed to be… a line?
Even the bear cub that Desmond had found one day, a cub named Ezio, was helping the dog drag the bodies.
“Are you alright?” Altaïr asked instead as he prioritized.
… and ignored the weirdness that is Desmond’s ‘friends’.
“Oh, I’m okay.” Desmond grinned as he showed Altaïr the rabbit in his arms, “Oh, this is Jack.”
Altaïr stared at the rabbit with its bloodshot red eyes and…
Its white fur drenched in blood.
Making Altaïr wonder…
If this rabbit was not shivering because of fear but because of…
Bloodlust.
108 notes
·
View notes