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#one of those stories where i let the dialogue write the plot
ordinaryschmuck · 3 days
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What I Thought About The Owl House Pilot
Huh. Never thought I’d get to do this again, but oh well.
Salutations, random people on the internet! I’m an Ordinary Schmuck! I write stories and reviews and draw comics and cartoons.
And, above all else, I LOVE talking about The Owl House. I have an entire masterpost dedicated to talking about every single episode of the show and I’m halfway through a six-part review discussing everything that I love about it (Part Four's coming when it’s done. Let’s say…late June. Early July at the latest). I figured that after I’d finished that whole deal, I wouldn’t have anything left to talk about when it came to this series. Then, out of nowhere, the show’s original pilot leaked online…Sort of. It’s just an animatic with the show’s original voice cast voicing MOST of the lines, but it’s very much the pilot episode. It’s just not a finished product and I won’t share a link because I don’t think it’s exactly…legal. BUT I will at least share my thoughts about it because, well…Look at my blog. The Owl House has become the BIG THING that I obsess over for a reason and I love that I got to see what’s basically an alternate version of the show that I love. What do I mean?
Well, a pilot is MUCH different from a first episode. Where the first episode is meant to sell the show to the audience, a pilot is meant to sell it to a STUDIO. It can happen at any point of the story or act as the show’s first episode. Just as long as it shows off the characters, concepts, and tone, a studio can look at it, greenlight it, and allow the show to continue, BUT with some extra notes. Sometimes, those notes can change the rest of the series where others can keep the pilot good enough to stay canon. Some best examples off the top of my head are the pilots for Regular Show and Rick and Morty. You can tell that not much changed from the pilots of those shows and what was initially pitched, but there are clear changes in tone, animation, and even personality. Skips sounds a little more illiterate and Benson being more informed of the consequences of something as simple as rock, paper, scissors in the Regular Show pilot and Rick is noticeably more reckless and unprepared for situations in the Rick and Morty pilot. Nothing is set in stone with a pilot episode, even the ones that are canon. For the case of The Owl House, it’s pilot is no exception. A lot of it is just the same as “A Lying Witch and A Warden” at least in terms of plot and themes, but there are so many changes that show off what the series COULD HAVE been instead of what it was. How different? Well, let’s go through it all.
But real quick, I’m not going to do the “Like/Dislike” format I’ve done for previous reviews. Instead, I’m going to look through this pilot, note the changes it has, and share my thoughts on them. There’s also going to be a few spoilers to what happens in this pilot, so if you haven’t checked it out then I suggest giving it a watch wherever you can find it. It really is interesting to get a peak into what’s basically an alternate version of my favorite show.
With that said, let’s get into it.
Some Things Stayed the Same: Like I said, it’s basically an altered version of “A Lying Witch and A Warden.” The plot is that Eda uses Luz to get King back his “crown of power,” with some bits and pieces carrying over. Certain jokes that must have been too funny to get rid of, specific lines of dialogue that hit just the right notes, and some aspects of the characters’ personalities being just the same, proving that they're already perfect the way they are. It’s the changes, however, that makes for something more interesting. For one…
There’s More of an Emphasis on Comedy: As much as I love The Owl House, I’ll always admit that humor isn't its strong suit. It CAN be funny, really funny. But the jokes don’t land as well as something as Gravity Falls or Amphibia. I can say that a part of that could be because Dana Terrace wanted a more serious show, and we definitely get a sense of how serious it could be later in the series. Here, in the pilot, it definitely seems like there was more of an attempt to make the show comedic. King’s crown isn’t in a warden’s cell held within a magical barrier that only a human can get through. It’s in a Principal’s high school, locked in a human locker that Eda and King treat as something devious. Amity’s friends aren’t preppy mean girls who seem like they could cause conflict to Luz and her friends. They’re characters used for jokes who are amazed by Luz standing up to Lilith. There’s less of an edge and more of a lean towards cutesy fun, waiting until the very end to reveal something heavy. To me, it makes the pilot feel MORE like a Gravity Falls clone than the final product. Because while Gravity Falls has its serious moments, it makes it clear that it was a comedy first, both in the pilot and final product. Any moment of heart or drama was overshadowed by one hilarious joke after the other. Now, “A Lying Witch and A Warden” had a lot of jokes too, but there were also these moments that hinted at something more. You have the oppressive looking prison, the grand beam of light hiding human collectibles, a crazy chase from a threatening looking warden. And yes, the reveal that Warden Wrath was trying to go out with Eda was hilarious, but a warden who tortures a prisoner for speaking her truth gives a hint of how dark this world can be. Meanwhile, a principal sending a student to demon detention feels more like a joke, exaggerating how strict some principals can be.
And keep in mind, I’m not complaining about the pilot leaning more towards comedy. I actually laughed a lot more with it than I did with “A Lying Witch and A Warden.” I’m just trying to explain how the tone is definitely going for something different than the full series. It might have that darker twist in the end, but even that is nothing more than a surprise. I'll get into why later, but while it has darker implications, it doesn't detract from the fun times to be had. Not by much. From what I can gather from the pilot, it’s definitely going for a series with goofy, fun adventures with a bit of heart to it. It’s just missing that personal touch that’s in The Owl House. One good example of how?
There’s Not Even a MENTION of Camila: Before you say anything, this has nothing to do with me being Camila’s number one fan, to the point where I almost made a side-blog dedicated to her (I really should get on that, though…)
I bring up this change because Camila grounds the story in “A Lying Witch and A Warden.” She draws Luz close to reality and is the first thing that comes to Luz’s mind when in real danger, saying, “If I die, my mom will kill me!” More than that, though, Camila is the one real connection Luz has to the human realm. She has no friends nor adventures, but Luz always has Camila, with even the first episode hinting that. So when Luz starts getting herself into trouble or choosing to lie and stay in the Boiling Isles, it lets the audience get ready for the inevitable drama that could unfold when Luz finally tells Camila everything. By removing Camila, though, the anticipation of Luz telling her mom goes away with her. At least, it tells ME that there’s less of a worry about Luz basically running away from home. Either this version of the show is holding off from that for a future episode or that Luz and Camila’s relationship isn’t close enough where it matters. This is speculation, of course, but I still stand by that a sense of something personal with Luz is lost for the sake of having fun and epic fantasy adventures with entertaining characters. It’s still good and entertaining, and the pilot does offer something else that’s personal, but it’s not the same as The Owl House we all fell in love with. Though, it’s notable that our main cast stayed the same.
Luz, Eda, and King: Overall, I’d say that these three, personality wise, didn’t change much. King’s probably the least altered, being the exact same character he was in Season One aside from MAYBE having a design change (It’s hard to tell through storyboards). As for Luz and Eda, they’re more or less the same. There’s a BIG change with Eda (That I’ll get to later), but her devil-may-care attitude is very much the same, as well as her snark and soft nature towards Luz and King. It’s her magic that gets the real boost, being able to do more like teleport across the Isles and turn into a…softer version of the Owl Beast at will. It’s pretty cool to see the power that this alternate Owl Lady has. And then there’s Luz, who’s still the lovable weirdo we all know. Though, this version seems a lot more dim and I’m not really a fan. How does she mistakenly give a book report in geometry class? How did it take seeing Amity’s witch ears to realize that she belonged in the demon realm? Luz had her dumb moments in the show too, but not to this extent. There was still a sense of maturity and cognitive understanding that made Luz feel like someone that seemed weird but intelligent enough to think herself out of a situation. This Luz seems more weird and focused on using brute force on a problem. In a way, it makes Pilot!Luz more of an…emotionally driven Star Butterfly. A fun and capable character, but not the same kind I had made several posts and reviews talking about how much I love/personally connected to her. But, comparatively, I guess it IS the most minor change that could be done to this character. Now let’s move onto BIGGER changes.
The Boiling Isles: The look and feel of the Isles remains the same, but the fact that it’s more connected to the Human Realm is intriguing. From what I can tell, the Demon Realm treats traveling to the Human Realm like it’s going to a new country. You visit, make some memories, and, for some, send your children over to be a foreign exchange student of sorts. Except that racism seems to be encouraged in this regard as the demons and witches don’t see humans worth breathing the same air as them. And some think it’s more than okay to hunt down and kill if one human trespasses into their realm. And the reason for THAT is implied to be Belos’ doing. Er, I mean–*Checks the leaked pitch bible*--Emperor Pupa? Uh…I’ll just stick with Belos. 
And that’s extra fascinating to me because Belos being a witch hunter was a major twist that spoke VOLUMES of the kind of people he represents. To find out that this version is more anti-human makes me curious of what kind of angle the show would have taken. Would Belos have been your bare-bones fantasy villain or would the writers find a different way to tackle his symbolism? And is the reason why the Demon Realm is more open up to the Human Realm because he hopes witches and demons can report about their enemies for a possible invasion? There’s no way to know for sure because that version of the story will never come to be, but it’s interesting to think of all the things we COULD have gotten. The same goes for other characters.
Amity: To think, Amity was considered important enough to be included in the original pitch pilot alongside our main trio. It makes sense. Dana Terrace has gone on record in saying that Luz and Amity’s relationship was something she wanted from the get go, so it’s smart to establish it as quickly as possible. Though the route they take is definitely different. Instead of being enemies to lovers, Lumity, in the original pitch, went for the friends to lovers trope…kind of.
Luz, in this version, is someone so desperate for positive attention and respect that she latches onto the first person in school that was nice to her. Except that Amity was looking for some quiet and just so happened to look like she was supporting Luz when telling everyone to leave her alone. It was an act of kindness, but not one done in generosity. It still meant the world to Luz, though, making her go ALL IN with friendship. Only to be a little too forward and creeped Amity out to the point where she was polite enough to say “Thank you,” but you could see the desperation in her eyes to be anywhere but next to Luz. Yet Luz doesn’t see that. She’s still too focused that someone was actually nice to her that she blindly follows Amity into a new world just to return a weird looking passport. Because Amity’s Luz’s friend now and friends do nice things to each other. Only for Amity to accidentally reveal that she couldn’t care less for Luz and shatter her hopes and dreams in one fell swoop.
In a weird way, I’d say Luz and Amity are off on a better first impression here than in the original series. There’s no attempted dissections or witch’s duels. Just…Amity trying to be polite in Luz’s presence only to act like your typical mean girl when she THINKS Luz isn’t around. Tossing away the drawing is harsh for sure, but here’s the interesting thing: Amity didn’t know she was talking to Luz at that moment. She didn’t even get rid of the drawing until someone drew (haha) attention to it. If anything, it’s worth noting that Amity still kept the drawing on her. Almost like, despite being weirded out by Luz, Amity felt as though the drawing WAS cute and only got rid of it when she thought someone would question her for having it. Can’t have that Little Miss Perfect status shatter over something some human gave her.
Am I reaching as a Lumity shipper? Oh, most certainly yes. But we all know the inevitable conclusion between these two. We know where they’re headed. Dana has been pretty adamant about wanting it from the start and this pilot sets the groundwork well. Knowing where these two will end up, it’s easy to make connections and hypothesize what means what. Plus, look at the face of shock and amazement on Amity’s face when she sees Luz standing up to Lilith. That looks like a girl who’s…feeling things for this human weirdo. They’re not off to a ROARING start, but I can see how things could improve between Luz and Amity. And who knows, maybe this version of these two might end up dating sooner with how quickly they seem interested in each other. Again, am I reaching? Most definitely, but I went without any new Lumity content for over a year so LET ME REACH!
The point I’m trying to make is that this version of Amity definitely seems a lot more chill and polite at the start, even though it’s likely she still has issues of even being FRIENDS with a human. But not everyone starts off polite.
Lilith: Crazy to think that Lilith started out as…basically a one-off villain like Warden Wrath. At least, that’s what I gathered from the pilot. The pitch bible hints that there COULD be more to her, but at the same time she gets sent to a fire dimension and loses a hand. That’s one-off villain energy if I’ve ever seen it. But if she is meant to be something more, I would love to see what differences could come of her being the headmaster of Hexside instead of Bump and how she could either develop into someone better through Luz’s influence as a student or regress into someone worse as she makes Luz’s school life a living hell. Whatever could come from her, it was kind of fun seeing Lilith act as more of a threat with her…out of nowhere ability to turn into a bat monster. It’s a pretty cool design and I love that it was brought out due to Eda’s constant pestering, proving that Lilith is still the same insecure nut that I love. And it is pretty great that this pilot confirmed that Lilith really did dye her hair to look more serious. You CAN’T tell me that’s not why the Lilith we know ditched the curly red hair.
But that’s about it when it comes to changes towards characters and locations. Let’s talk about the potential differences in the ongoing story.
Luz Stays Trapped Instead of Choosing to Stay: I mean, technically she chose to stay by breaking that key for no reason, but that’s more of a consequence of not thinking things through. She didn’t NEED to break the key, Luz could have just as easily pulled it out. Instead, she kicked the dang thing, leaving herself trapped in this new world. And it’s here that I would like to once again point out how this makes Pilot!Luz different and what’s lost by not including Camila. The Luz WE know would have been more careful. She always felt like someone who fought smarter, not harder, even in that first episode. Luz didn’t fight Wrath head on, she rallied a prison riot that distracted him long enough for her to hit a firework ball into his mouth. She’s intelligent and resourceful, where this one…kind of is? It was smart to send Lilith to the fire dimension, but again, not a great plan to break the key. Plus, without Camila, this doesn’t feel like as big of a deal as it could have been. Camila was the first person in Luz’s mind as she destroyed the portal door in the Season One finale. In the pilot, with no Camila, it feels like a non-sacrifice or even that big of a deal. She’s stuck, sure, but Luz doesn’t really seem to care that much. She feels happy being with Eda and King and doesn’t seem to be in that big of a rush to get home. Plus, it’s not exactly complicated to get back. There was a whole line of portal doors in the beginning that Luz could potentially sneak through and there’s not yet an established cannon that makes it seem like getting a new key would be difficult or even complicated. Once more, it gives the impression that this version of The Owl House would be focused less on personal stakes and more like giving Luz that fantasy adventure she’s always been craving for. It would make for a fun show, but not the SAME show. However, it is worth noting that there could be some potential drama. Especially for one twist that was a JOLT to my system.
EDA WORKS FOR THE EMPEROR?!: WHAT?!
I’ll admit, I feel like the reason why this is so shocking is because of the Eda I know and the Emperor I learned to fear. I mean, Eda, the woman who would sooner eat her own fist before even CONSIDERING helping Belos, even before the witch hunter business, was originally meant to HELP him. Of all the changes that the series could have made, this was by far the biggest. Everything that I thought to be constant turned out to be a lie and I was NOT prepared for it!
But again, the reason why I got that big of a reaction is because it goes against everything I knew about Eda. If this was my first introduction to her, it’d be less of a shocking twist and more of a…hook. Like how Invincible’s first episode (Don’t watch if you’re a baby) ends with a character you THOUGHT you could trust doing this intensely dark thing. The rest of the season is leading you to figure out WHY this was done and how the other characters would react, making you want to see more as the show inevitably leads up to this big conclusion that changes everything you once knew. The same applies here, with the reveal making me wonder why Eda would do this, how long she’s been doing it, how it will affect her relationship with Luz, and whether or not it’d be an easy fix. And much like the ending of Invincible’s first episode (Seriously, NOT meant for babies), this hook makes me interested in wanting to see what comes next. Except I never will know because that came from a version of The Owl House that will never exist.
The pilot is interesting because it shows me what The Owl House COULD have been. I wouldn’t say that it’s better than what we got or even that it’s a better first impression than “A Lying Witch and A Warden.” It’s definitely FUNNIER, I’ll give it that, but it doesn’t make the original pitch better, it makes it different. Everything looks the same and sounds the same, but the overall feel of this pilot makes it something that would have had a different story, tone, and ideas on how to develop these characters. Would I have liked it? Absolutely. It seems like a fun time. But that doesn’t mean I like the show we got any less. This was more like…getting a peek into an alternate universe where a show I already love would have been vastly different. And after over a year without any new Owl House content aside from stuff that fans have made, this was a very pleasant surprise that leaves me excited for the NEW fan content that springs from all this.
But that’s enough talking about a show that could have been made. Time to get back to a series that came into existence and I still love so much. See you all then as you all milk this gift that the internet has given you.
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thefactsofthematter · 2 years
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here’s a random expert from a thing i’m writing <3
He’s beautiful.
He always has been, and David has always known it— how couldn’t he, when they spend so much time together? He knows Jack like he knows himself, and he knows that Jack’s stunningly handsome features contrast his own plain ones. He knows that if Jack were an actor, he’d be the leading man; he’d be the Antony to Katherine’s Cleopatra, the tragic hero that audiences can’t help but fall in love with. He’s full to the brim with passion and heart, and that’s part of what makes him so pretty— his love is tangible and visible, and it makes everyone want him to love them.
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luxraydyne · 1 year
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wait, dude, wait. aini was supposed to be cosmic horror??
girl, seriously? i dunnooooo i’m not really feeling it fellas
#i'm some i've read some cosmic horror(/weird fic prob more fitting here) in my time and i do not get those vibes from it at aaaaall#i can believe that cosmic horror is what aini *thought* it was doing. but no.#game doesn't commit nearly enough and its so like. self conscious in terms of 'we gotta make this appeal to more people' to commit#and like in this economy it's just not weird enough tbh#simulation theory as plot point in and of itself does not a cosmic horror/weird fiction make. or like. an interesting one#and when the writing ultimately chickens out with the 'but its okay because even if it's a simulation we all matter and should be content'#which it will#i should be feeling existentially uneasy and instead i'm like 'my god i totally know exactly where this is going'#and it's so needless! you have a scifi concept ripe with fic psychological weird horror potential that went untapped!#why let that just shrivel up in the corner cause sim theory's more big brain?? make a different game then!#i simply do not care about the ''frayer'' or whomstever the player avatar is called today. cause the game don't care either lol#its heart somehow aint in it. which is weird considering how much other good shit was tossed in favour of the new Thing#its pure mechanics. which could work if the game goes all in on mechanical narrative. but the mechanics dont even work#it's not even interested in the interesting meaty bit of the concept it's so completely linear it misses its own point entirely#the mechanics arent integrated with the thematics at all its so clunky which is a shame cause clearly a lot of nitpicking went in#from like the dialogue writers#proofing this thing was a nightmare i would imagine#and like. you can't have a pandemic rocket and stormtrooper horde as the climax of your story and expect me to seriously inspect it#as a proper serious work of cosmic horror i'm too busy rolling my eyes and laughing at it#not saying that something can't have both weird horror and comedy elements to it reasonably speaking#but the horror elements aren't beefy and deeply thought out enough nor is the comedy integrated in such a way to hit that sweet spot#uuuugh theres something in here somewhere but not like. as one game. take one or two elements split them off and develop them#like properly. fully with care and gusto and focus on what the writing actually feels. then you could have a couple of good games#and maybe even a decent cosmic horror product#but this Aint It. weird fiction/cosmic horror is more than a base concept or aesthetic flairs you gotta gets the guts underneath#it will not tag this properly but i will make the walls of tag attached#of increasing and therefore increasingly absurd length. for the bit
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Hello!!! I have a request if that’s okay with you. 💕
Would you maybe write a Spencer x quiet!reader? Where she doesn’t have the courage to talk to him because she’s too shy?
I don’t really have a plot in mind so that’s up to you!! I’m sorry I couldn’t come up with any ideas but hopefully it lets you write whatever you want. Thank you for taking the time to read this. And I read your other stories, you’re so underrated and amazing I love your wording when you write. 🥹🫶🏻🫶🏻
Hi Mary!! Thank you so much for your kind words c:
I did my best c: I hope you like it!
Round Table (Spencer Reid x shy!gn!reader)
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Pairing: Spencer Reid x shy!gn!reader (if not gn please let me know, but I'm fairly certain it is!)
Word Count: 1538
Warnings: mentions of anxiety, but besides that none?
A/N: this was so fun c: i am really enjoying challenging myself with your guys' requests. hope you enjoy!!
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You were an incredibly anxious person, which, honestly, was okay. You tried not to let your anxiety hinder your life too much, but like any other human being, sometimes it got in the way. It was frustrating, sure, knowing that a situation would be so much easier if you weren’t so anxious about it, but you reminded yourself often that you weren’t perfect, and neither was anyone else. 
Some people were afraid of heights, of the ocean, of needles. Some people had trouble going out into crowds or grew overstimulated in public places. 
You? You were painfully shy. There was always an adjustment period to being around new people.
Baristas, the bus driver, pharmacy techs, cashiers at the grocery store - you did just fine. But those were one-time interactions, brief discussions that you could compartmentalize. 
They came with a script to follow, with cue cards already queued up in your head as they occurred. You could put on an emotional mask for five minutes while the nurse at the clinic gave you a flu shot. You could smile and speak in your special voice labeled Getting Coffee, an octave higher than you usually spoke, in order to acquire your much-needed beverage. There was a clear goal in mind with each of these dialogues. Sure, you didn’t present as the most confident person in the world, but you always made it through conversations like these without stumbling over your words or being too terribly awkward.  
You didn’t succeed as much with deeper connections, with ones that took time to cultivate. You were a guarded person to begin with, with only a handful of people you felt truly close to. Vulnerability had always been difficult for you, but you supposed you were in the majority on that front. It took a while to become comfortable around coworkers, extended family, hell, even your therapist. You had to have time to adjust, to settle in. 
A lot of people in your life thought you were just socially awkward or even an agoraphobe, but you didn’t mind being around people. It was the intimacy, the connection, the having to give away little pieces of yourself, that made you anxious. It kept you from participating in conversations most of the time, usually only speaking unless spoken to. 
You liked your job as a linguistics and handwriting analyst in the FBI for that very reason. You didn’t have to say much  to people unless it was related to a case. With a clear goal in mind, a threat to neutralize, you could turn on that mechanical part of your brain that spouted off facts, information, theories. You didn’t have to tell anyone about your weekend, about your hopes and dreams or your favorite foods. 
You were consulting on a case for the Behavioral Analysis Unit - a serial killer who stalked his victims months before their murders, sending handwritten letters and using poetry to taunt them. Your supervisor had asked you to collaborate with the BAU, sending you to the sixth floor on your own. 
For the last two days, you’d been working closely with Dr. Spencer Reid - Spencer, he insisted you call him. Just a couple of years older than you, but still very young for his role in the FBI. He was friendly,  and very smart, and he rambled on about all kinds of things - 
Everything, actually. The Chinese food you’d had for lunch on the first day? He explained the origin of fortune cookies. Did you know their first appearance in the US was in San Francisco in the late 1800s? 
Pointing out a Dickinson line in one of the UnSub’s letters? Did you know only ten of Emily Dickinson’s poems were actually published when she was alive and the rest were posthumous? 
You often just nodded along and smiled, occasionally throwing in an oh, that’s very interesting to appear as an active listener. And you were an active listener. You did genuinely think he was interesting, and you found his info dumps to be incredibly endearing. But your contributions to the conversation were abysmal in comparison.
Beyond discussing patterns in the UnSub’s letters and what it might mean for each victim, you had no other fascinating information to share. You didn’t do well with small talk, and Spencer didn’t ask you any overtly personal questions. 
It wasn’t until close to the end of the second day spent in the conference room of the BAU’s office that Spencer asked you a direct question about yourself. 
There were three evidence boards set up, all full of scanned copies of the letters, each one pinned up meticulously by you and Spencer the day before. The large round table in the room had letters stacked out all around it, each one bagged in protective plastic. 
Spencer was standing in front of the evidence boards with his arms crossed over his chest, studying the photocopies with his head inclined to the side. 
He broke the silence you had been slowly settling into the past two days. “Your supervisor said you had a specialization in poetry?” 
You nodded, stepping over to the table and carefully lifting one of the letters up. You liked how he spoke as if you two were in the middle of a conversation, when in fact, it had been totally silent for the past half an hour, save for the soft puttering of the air conditioning vent.
“Studied a lot in undergrad,” you squeaked out, clearing your throat as you held the letter up the fluorescent light above you to examine the stationary. 
“What university did you attend?” Spencer asked, and you turned your head to find him inclining his head to the side. He actually wanted to know? 
“I went to Bennington College to study poetry,” you said softly, suddenly finding it difficult to focus on the letter in your hand. “But I went to graduate school at Georgetown. Master’s in Linguistics.” 
“Really? That’s fascinating,” Spencer commented, which caught you by surprise, especially because he didn’t sound the least bit sarcastic. “That combination of degrees is exceedingly rare. Generally people who major in poetry often either go on to complete as far up as a doctorate in the subject or  they stop at a Bachelor’s degree. The latter statistically don’t end up working in a field related to poetry, either, so their degree is basically useless.” 
You weren’t sure if you were supposed to be offended by that, so instead you just nodded your head politely. “Okay,” you murmured, biting your lip. 
“Can I ask you another question?” Spencer asked, and set the letter in your hand down on the table. You smoothed your hands over the fabric of your shirt and nodded. “Do I… do I make you uncomfortable?” 
You shook your head. “No,” you said assuredly, and then, a little more hesitantly, “…why would you ask me that?” 
Spencer turned to face you. “You’re just very quiet unless we’re discussing the case. Which is fine, of course, but I just… I don’t know. I thought maybe you were annoyed by me or I said something to offend you.” 
You felt guilt spread over you and your cheeks turned pink. The last thing you’d wanted was to make anyone feel bad who didn’t deserve it. And the very kind, helpful, and adorable Dr. Spencer Reid was the furthest from deserving to feel bad. 
 “I just don’t talk a lot,” you tried to explain. Your hand rubbed the spot where the top of your chest met the skin of your neck, an anxious habit you’d had for years. “I mean, I do with people I know, and that’s not to say I dominate the conversation by any means, but I just…” you realized you were rambling. “You didn’t do anything wrong,” you added, your voice just above a whisper. 
“Thank you,” Spencer’s lips flickered into a straight-lined smile, one you had seen several times over the past few days, often when unintentional eye contact was made across the table. “For clarifying, I mean, that I didn’t offend you.” He cleared his throat, and leaned against the round table, standing just a few feet from you. Still a very professional and comfortable distance, but closer than he had been before. “So, does that mean that if we got to know each other, you’d talk more?” The corners of his lips spread out and his smile grew. 
You tore your eyes away from his to look at the letter in your hand, the protective plastic around it crinkling between your fingers. You weren’t actually looking at the letter, though. You’d just needed somewhere - anywhere - else to look. “That’s generally how it goes,” you murmured, biting your lip. 
“So, if I were to, for example, ask you to meet me for dinner sometime, could the getting to know each other happen there?” 
Your eyes fluttered over to Spencer’s and you saw him smiling. You could tell by how he looked at you, with his head inclined just slightly to the side, that he was being fully serious. You nodded, unable to control the small smile on your face. 
Spencer grinned, and you could tell he couldn’t resist when he spoke again. “So, is that a yes?” 
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writingwithfolklore · 1 month
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Kill Your Darlings
                This is another one of those common pieces of advice that gets traded so often it’s somewhat lost its meaning, similar to “write what you know”. Kill your darlings doesn’t mean ‘kill your favourite characters’, or even ‘take away what your characters love most’ (though that’s good advice for your midpoint.)
                Kill your darlings means ‘get rid of what’s not serving you’. That may be a character you like but ultimately adds nothing to the plot (or adds something another character could easily also add), a plot point that is exciting and fun but takes the story off the rails, or even as specific as a line of dialogue you love but just doesn’t fit into the conversation anywhere.
                It means, even if you love it, if it isn’t serving your story it’s gotta go. Cut out the fluff. Kill your darlings. In work that’s intended to be professional, this is incredibly important (fanfic writers and people just writing for yourself, you get to do whatever you want haha).
                To make this easier, I keep a separate document I call the “graveyard” where I put everything I cut out of my draft. Scenes, lines of dialogue, or even ideas I had to strike all end up in the graveyard where they’re safe. This way, if I ever want to use them in another project (or they end up working out after all), they’re somewhere I can find them again.
                What’s another piece of advice you find gets taken out of context or misunderstood?
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inkskinned · 2 years
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it's the levels of scrutiny too.
a movie that has a largely-female cast has to be well-written, well-shot, well-acted, well-advertised. people will spend 2 hours on youtube talking about a single plot hole; about a moment of bad pacing, about a singular background character's poor scripting. if there isn't something obvious, they will say - well there's nothing specifically bad, but it wasn't specifically good either.
they will turn out another all-male movie, and it's just a movie.
a book that has queer representation in it has to defy every convention of writing while also being true to traditional plot, structure, format, and pacing. it must have no boring chapters, no missteps, no awkward dialogue. it must be able to "prove" that any queer relationship "makes sense", their sparks must fly off the page and their love must be eternal. the writing must be clear and beautiful, the storyline original and fresh, the values traditional but with an undercurrent that is modern and saucy.
they will turn out another book without queer rep, where a man and woman just-fall-in-love, and it's just a book.
i am latinx. i am queer. i am nb & neurodivergent. my father said to me once: you will need to be exceptional to be just-as-good, and you will need to be beyond exceptional before they see you as just-a-person, and not your labels.
i am not beyond exceptional. i am a human person. i am skilled because i worked my ass off to be skilled.
i am currently reading a book that's so-bad-it's-good about a girl that falls in love with a vampire. i was 64% of the way through the book before she figures out tall-dark-fanged is not natural. i like books like these, i like letting myself relax while i just enjoy the read. but i do spend a lot of time wondering - would this have been published if it was about queer people? would this have gotten past the editors if the characters weren't white and sexy?
i want to write a movie about being a woman in a male space, and i want to start that movie with a 10 minute scene where the woman is lectured with the exact same whining that occurs in the youtube comments of even the trailers for those movies: "haven't we had enough diversity?" "we've had enough girl power movies" "sorry, this is just pandering. it's boring."
here's what's fucked up: it shouldn't matter, you're right. my identity shouldn't fold after my name like a battalion of stars: a cry of what i've gone through. what we all know i had to move past and through. i should just be a writer, plain and simple, without my work being shifted through with tweezers - i know everything i make, always, i am incredibly responsible for. beholden to. i don't like knowing that if i fuck up, i am also fucking up for every person like me. every person in a community i belong to.
once, back in undergrad, i wrote a short story about a girl who had been kicked by a horse. it was my first time writing about my experience with my ocd; i felt proud of it. the story was mostly about grief and slow recovery. the queerness of the main character was not important to the plot, my main character was just-queer. there wasn't even a romantic interest in it.
i remember one of my classmates being disappointed. "i just feel like you always write about girls who like girls, and i'm bored of it," he said. "you're a beautiful writer, but i'm like - oh, at some point, it's gonna be gay again." during the workshop, he folded his hands over my story and said, "and okay, i'm just going to say it. she's ocd, she's gay, she's depressed - it's a little much for me to believe is all happening to one person."
it is a little much to be that person (and more besides). i have therapy weekly, after all.
over and over, belonging to exception.
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lurkingshan · 4 days
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Unknown Episode 11
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Well, let me get this out of the way upfront. This episode brought us to the big moment we've all been waiting for, the final turn in Yuan and Qian's relationship--and unfortunately, it didn't quite land.
I've been sitting with this episode, contemplating my disappointment with the first sequence, and I think it comes down to this show that has been so assured and confident through most of its run faltering at the crucial moment and seeming to lose faith in its own storytelling to the point that it used editing tricks to compensate. The choice to chop up and sequence this narrative lynchpin of a scene out of order is baffling, and it's a choice that significantly stepped on the most important emotional climax of the story. I was confused to go from the conversation outside to a sudden kiss, then disappointed when we cut back to a very short exchange between Qian and Yuan that was supposed to provide the basis for this turn with only some thin dialogue that didn't connect the beats of the scene, and then into an intense sexual encounter (that was constantly interrupted by repetitive flashbacks) that should have felt like a triumphant and revelatory moment but didn't because of the way we got there.
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I know I'm not the only one feeling that way, since folks have been creating and distributing reedited versions of the scene, and Youku actually uploaded a new version free on YouTube with all the flashbacks removed (a clear move toward fan appeasement after the show received a lot of negative feedback on the scene). The editing and the flashbacks were annoying, but honestly the fundamental problem was the scene they wrote did not sufficiently sell the change for Qian--he goes from saying he is still not certain what he wants to being ready to be dicked down in a couple minutes' time, with nothing in the exchange providing any new information or impetus for the shift. The performers did great work but unfortunately the writing and directing and editing decisions around this sequence were just bad; it's frustrating for this to happen with arguably the most important scene of the romance.
A note about the novel: the way this final turn happened there was quite different and, candidly, better in just about every way, from the impetus for the change to the beats of the revelation to the progression of physical intimacy on a pace that felt much more attuned to the emotional complexities at play. I do not know why the show did...this when they had better source material content to work with, but here we are. I absolutely recommend that anyone who loves this show read it!
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So, with that disappointment expressed, on to the rest of the episode, in which Yuan and Qian settled into their couple era. I was deeply amused by Qian taking to their sex life like a moth to a flame to the point of daydreaming in meetings, but I do wish the episode had focused more on the natural tension and role confusion that should have resulted from this huge shift in their relationship. They touched on that a bit in the scene where Yuan asked Qian if his hug was from his brother or his boyfriend, but they didn't delve into those complexities in the way I hoped they would. I enjoyed their date at the local restaurant (and loved their friendly neighborhood gangster helping to set the mood) and how much it felt like they were surrounded by their history as they moved through all of these familiar locations where they've had important moments. I didn't much care for the insertion of the health scare plot or the time spent on Le and the doc, though I'm always happy for more Sam Lin even if it comes in the form of a weird late stage and wholly unnecessary ship.
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My favorite scene between Yuan and Qian in this episode was far and away the discussion on the stairs with Qian reflecting on his fears of becoming more like his mother and Yuan biting him to snap him out of his fatalistic attitude (this felt like such a classic Priest tribute, she always has biting in her romances). It was a helpful re-centering of what they do for each other and why Yuan is an important presence in Qian's life. I didn't think we needed the health scare for Qian, but I did love Qian choosing to go to this place where he found Yuan to contemplate his life and what matters, with Yuan in turn reflecting that even though he's seen a lot more of the world now, he still prefers to come home to this street. I found that exchange so moving and I think it was important for Qian to hear that.
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And that scene led to my other favorite thing in this episode, which was everything to do with Lili and her bond with her brothers. I teared up to see her standing against the wall where Qian has measured their growth talking about the sneaky ways she would try to care for Qian when they were younger, with San Pang listening attentively and gazing at her adoringly. It was such a small moment, but a really lovely window into their relationship dynamic and the shared history they also have together. And when Yuan and Qian came in hand in hand and she just ran to them and offered up her love and acceptance, I felt so much warmth for this family and everything they've survived together.
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authorshen · 1 year
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Tips on Pacing
We, as creators, seek that hook that gets the readers invested and keeps them that way. Nothing does that better than tension. There are all kinds, but it often occurs between characters. The "do they like me" of romance, the interruptions of erotica, the intense adversary from an unknown opponent, or the whodunits of mystery; Tension comes in all shapes and sizes, but it boils down to one thing, leaving the readers holding their breath in anticipation of the next page.
A large part of the creative process is figuring out how to create that tension without leaving the readers wanting to quit out of frustration or confusion. I would like to say there is a correct way to pace things, but it depends entirely on the story and situation.
Action scenes, for example, move very quickly, whereas a scene with a lot of dialogue will move at a snail’s pace. A spicy scene will emulate real life, moving slowly at first and increase its pace. A dramatic scene can be either fast or slow, depending on what it contains.
There are the peaceful scenes that do not move the same as any other kind of scene, showing the contentment of characters, the sun setting, or moving from one place to another. In writing or showing these scenes in a comic, it will go very quickly but the reader will perceive them as slow.
Showing a car ride, or a cooking scene allows characters to reflect on what has been happening and offers character development, but it does not have that tension at all. Still, adding those scenes is like adding bread to your butter. Now, everyone has their own tastes, but I would find it very odd to find someone who would consume just butter, especially if it was unsalted. Adding those peaceful scenes makes the ones that aren’t, all the more impactful, to both your readers and your characters.
The calm before the storm does wonders in storytelling, but the one thing you want to avoid is spending too much time in that calm. An example of this would be The Hobbit. Now, I love The Hobbit. It’s a classic hero’s journey, with a deep world build and rich characters, but parts of it are unnecessarily wordy. There is a page that describes the moss on the trees in such detail that you can taste it, which shows Tolkien’s skills as a wordsmith, but it was ultimately padding.
waits for the rage. Padding; words that don’t move your plot forward and only add to your word/panel count. Padding or filler should not be confused with peaceful scenes. Peaceful scenes will add to your story, padding will not. The literary world has changed a lot since Tolkien wrote The Hobbit, and we can see that evident in modern literature by the fact that there would hardly be a mention of trees at all, let alone the moss that grows upon them.
The next subject of pacing is sentence variation and flow. Now, flow is a tricky subject, and is not often resolved during the initial draft. When I am editing, things will sometimes be in the wrong order and disrupt flow. When flow is off, tension wanes, and when tension wanes, readers will lose interest. There may be entire scenes that I think don’t work where they are, but rather than delete those scenes, I find a place where they fit better. Perhaps that place is earlier, perhaps it is later. If you thought that scene was necessary when you wrote it, perhaps there is a proper place for it.
In A Galactic Star, a part of the chapter titled Repercussions, was supposed to happen right before the climax. I moved it up to allow the reader to understand Chrome’s hesitations between him and Neon.
Even in comics, you aren’t going to necessarily catch things after you just completed them. Many indie creators will recommend a space between writing the initial draft and editing it. The amount of time varies per person, but it is suggested to at least give it a day. The reason is because of the completion high; You just created this thing and in your mind it is amazing and awesome, not seeing the mistakes that are there. I feel as though editing is like polishing a stone; Every stone, no matter how grey or plain in appearance, can be polished into a stunning masterpiece if given enough time.
The editing process has multiple phases, the first is checking for spelling and grammar mistakes, and the second is checking the sentence structure for flow and repeating these steps as necessary. Example: The loud dog barked. Vs. The dog barked loudly. The first is grammatically correct but makes you pause to process, whereas the second will allow you to move on to the next sentence without that stop.
Flow is a key component in pacing, which is a key component in tension, which keeps your readers engaged. As a potential reader of your story, I hope this will help you to bring it to life.
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cuubism · 2 years
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actor hob, and pretentious asshole film director dream
[ this got so long and so weird and specific i'm so sorry ]
so hob is an everyman actor. a good actor, charismatic, funny, fan favorite, but not the type that gets cast in highbrow art films. mostly he does like romcoms, mid-budget action movies, feel-good family films, etc etc. and he's totally cool with that, he's good at what he does, and people enjoy those films, anyway. he might be getting a bit bored though, a bit stagnant. might be thinking it's time for some reinvention. and there might be a certain director whose ridiculous and nonsensical but dreamy films he's particularly enamored with...
dream makes REALLY pretentious art films. the types that get studied in graduate level film classes and have fifty different academic papers with fifty different theses trying to puzzle them out. dream is a master of themes and images and subtle construction. he is also a COMPLETE asshole and impossible to work with, an auteur in the most stereotypical way possible, he writes and directs, he micromanages all his projects, he asserts his vision and god help anyone who goes against it. nobody can handle him, nobody can STAND him, and the only reason he still gets funding for these projects is because they win awards, so many awards, and the studios want to ride on the coattails of those awards. but it's getting to the point where even his most ride-or-die producers are ready to give up.
right off the back of dream's most recent bafta, a rather naive Big Exec approaches him to direct the next installment of his Big Superhero Franchise. dream is immediately like fuck off with that bullshit but the exec pleads with him that the franchise is flagging and they really need something new to spice it up. plus the pay will be enough for dream to finance like 10 of his own ridiculous art films without having to rely on producers for money. and dream really is about to get cut off for being a complete insufferable asshole so he takes the gig. it kind of feels like prison though.
anyway, he gets to work trying to make this shitty boring film at least marginally less shitty and boring. he doesn't have a lot of leeway -- a lot of the story is locked in, half the cast is set from prior installments etc. dream immediately regrets taking this job, he'd rather die in actual prison than work on this mindnumbing piece of trash. it feels like it's taking an eternity and who could possibly stand an eternity of this???
well. enter hob, whose agent managed to snag him a 2nd-lead sort of role in this thing. it's not QUITE the reinvention he was going for but the pay and exposure are really good -- and even if they weren't, the moment hob saw that dream was attached he was immediately on board.
cue dream tearing his fucking hair out and basically being a complete menace and diva on set -- no that wasn't good, yes we have to do a 57th take, oh my god this dialogue is horrible give me that shitty script i'm writing my own thing, what do you mean the plot is linear???, wait there are how many cgi aliens????? i'm going to kill myself -- and Hob, pretty much Just Happy To Be There as always, takes one look at this beautiful dramatic emo asshole and is like oh. yes. i don't know what i'm saying yes to, but i'm saying yes. just immediately enamored with this bitch against all logic, he's like i've seen all your films i know how your mind works you brilliant nihilistic mess of a person. i'm on board. let's go.
first scene that hob's in dream is once again ranting about the atrocious script, which he did not write and is hardly allowed to change -- or, every change he makes is too weird and the studio keeps nixing it. everyone keeps sighing and being like oh my god can we please just shoot i wanna go home, meanwhile hob's like alright then. let's workshop it. and dream's just like. what. you aren't just gonna tell me to shut up? and hob's like no, youre right, this script is trash, but i know you're just going to write something really weird and psychedelic that they won't let you shoot. and dream's like you dare to speak to me that way??? and hob just puts his hands on his hips and is like listen, i actually know more about this sort of general audience family film thing than you do, mister arthouse, so are you going to work with me or not? and dream's just like what... is happening... because usually people who try to 'handle' him either just cave to his every demand like wimps, or just fight him on everything to 'prove' that they're in control, and hob is just kind of... not doing either of those? anyway dream doesn't know what to do with him.
so they workshop it. turns out hob actually DOES know how these sort of general audience all-follow-the-same-three-act-structure films work and how to improve things within those confines, and also he understands what like, normal people like, you know, casual feel good movies, not everything has to be a mindbender, jesus. so they bounce ideas off each other for like 3 hours until they finally get something that's okay enough that dream no longer wants to fling himself into the sun. meanwhile everyone on set is staring at them like 👀. then dream is like come back to my trailer we are rewriting the other 116 pages of this script right NOW. what else is hob supposed to do but follow.
then hob becomes the designated Dream Handler on set. dream starts using him as his barometer for what 'normal people' would like because he does not understand that at all. ("hob, will 'people' accept this?" "well considering youre spinning the camera around on a string i'm gonna go out on a limb and say no"). dream becomes kind of obsessed with him because his life is so like, normal, and he's okay with it?? he doesn't find existence to be an insufferable prison from which there is no escape?? and hob is like aw i know you're such a tortured artistic soul *pats him on the head*. plus, hob is actually a good actor, and he's able to put a lot of heart into even this mediocre big budget film, and kind of forces dream to confront the idea that there's more than one good type of story. that different stories serve different purposes and a straightforward happy story is okay, actually.
(and that the problem is the corporatization of the storytelling, not the story itself)
anyway the movie ends up being pretty good, dream still kind of hates it because he wasn't given full artistic license but he has to grudgingly admit that it has at least some merit. after the premiere hob is like (cheekily) so you gonna direct the sequel? and dream is like i did not write that to have a sequel. and hob's like it has a cliffhanger? and dream's like so???? and hob's like well theyre definitely gonna make a sequel. and dream's like i hate this planet. also no i'm not going to make the sequel. i'm going to fuck off to the woods and make a movie about teeth. do you want to star in it? and hob's like you're so fucking weird i'm obsessed with you i'm going to kiss you now.
so yeah, that.
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that-ari-blogger · 5 months
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Efficient Writing At Its Best
Is it me, or is there a noticeable jump in quality in No Princess Left Behind? As in, the animation budget seems to double between episodes, the cinematography is stellar, the humour is incredible. And the writing itself becomes so much more enthralling.
What gets me about this jump is that She Ra and the Princesses of Power was already a fantastic show. Each element I mentioned above is already firing on all cylinders. You would think that this show cannot improve any further, but in this episode it does.
Promise is lauded as some of the best She-Ra has to offer. And don't worry, I will get there. But No Princess Left Behind is my favourite episode of the show by far and one of my favourite episodes of television. This is the episode She Ra stops being merely an incredibly well-made show, and starts to become art.
Let me explain.
SPOILERS AHEAD
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First up, format. This episode is a prison break and both a condensed monomyth and a miniaturised tragedy. None of these things make it great on their own, that's not how writing works. But they are written with incredible nuance derived from character, setting, and the intersections of those tropes.
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A prison break is a self-explanatory story structure. A character is imprisoned and either doesn't want to be or has allies who don't want them to be. In the case of the external help variation, as with this episode, the plot functions as a medicine journey with the object of significance being the ally on the inside. (A medicine journey is just a journey to a place to retrieve a thing).
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Monomyth is another term for the Hero's Journey. And there are two things about this that need to be understood: The Hero's journey is a set of guidelines, and the Hero's Journey is fluid. By which I mean, the format of the monomyth isn't set in stone, and if a story doesn't follow the specific set of rules you have found, that's not a fault.
In essence, the Monomyth is a set of common events that link multiple stories. Originally proposed in Joseph Campbell's A Hero With A Thousand Faces, the format has been changed over time through interpretation and through people leaving out Campbell's... biases (Misogynistic is an understatement for this guy). The form I am most aware of includes elements such as crossing the threshold, the darkest hour, and the metaphorical death and rebirth, all of which this episode hits in quick succession. If you want more details about the monomyth, I advise reading Campbell's book, or this article by Owlcation. TedEd also has a neat video on the subject.
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A tragedy is the most well-known story type. Or rather, you say tragedy, and people generally get what you are talking about. It's a story with a sad ending. But there is more complication than that. Beginning in Ancient Greece, a tragedy is a way of experiencing powerful emotions in a safe environment. Loss, pain, hope, joy. A tragedy is a rollercoaster and is an incredibly good way of achieving that effect. To the point where stories that aren't tragedies (Like She-Ra) are frequently written as them and subverted at the last possible moment. OSP has a video going into detail, but in the interest of this analysis being shorter than a Tolstoy book, the words to understand are these:
Hamartia - Fatal flaw
Peripetea - Reversal of fortune
Catharsis - Emotional release
Bear these in mind because these are situational, and I will be talking about how in a moment. The point is this episode is incredibly efficient at showing each character's strengths and weaknesses and having them affect the plot. Each character has some moments to shine, and that final gut punch is caused by the characters' mistakes. Thats why it hurts, because it was both unlucky and inevitable.
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Mermista and Sea Hawk steal the show for me, for completely opposite reasons.
I have always believed, somewhat falsely, that the most well written scenes are those with less dialogue, because the rest of the acting can speak for itself. The minour acting and surroundings can shine if there is less dialogue to distract. Mermista is an example of this, but also an example of why this belief is wrong.
Mermista is the queen of subtlety, with so much emotion and meaning being portrayed by so little. She is exaggerated, sure, but she is a lot more subdued than the entire rest of the cast. What she does have, is expression. In the sewer scene, her head is the only thing visible, and she has more character on display in twenty-two seconds than Swiftwind has in the whole series. She doesn't even speak.
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But when Mermista does speak, there is something fascinating happening here. Mermista's lines are saying a completely different thing to her animation, actions, and even the inflection of how those lines are delivered. Mermista goes out of her way to put up a facade of not caring, but she is remarkably affected by her surroundings and the people around her.
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For example, despite herself, she grows attached to Entrapta, and gets excited when they work as a team. But I find this gesture so much more revealing. She tears up. But instead of crying, she quietly turns away and dries them. Mermista's Hamartia is also her greatest strength, her distance. She is pragmatic, but she pushes herself too far away to help.
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Meanwhile Sea Hawk is a TTRPG bard. This isn't even subtle.
For those who don't know, in DnD and Pathfinder, a bard is a charisma-based class that plays support most of the time (although you can build it in whatever way you want, this is how the class is designed). This means that they often end up as the party face and the glue of the group. There is a prominent live show in which a Bard leaves the party, and it shows off my point exactly.
Sea Hawk is easily the most charismatic character on the group, a fact he uses in a really interesting way. For one, he's distracting. His fast talking keeps Scorpia from being a problem for the group, and in every fight he is in in this episode, his primary role is to distract or annoy his opponents. He doesn't deal much damage, but he keeps himself as a piece on the board that gets on people's nerves and gets them to make mistakes.
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Sea Hawk's constant babble is doing another thing for the group. He's reassuring and comforting. His number one priority at all times (successfully or not), is to keep everyone's spirits up. Sea Hawk is a master of inspiring. And would you look at that, DnD and Pathfinder have that as a core ability (Bardic Inspiration and Inspiring Performance respectively).
So, what is Sea Hawk's weakness? His optimism. I don't mean this as "optimism is foolish", I mean that Sea Hawk's hamartia is, much like Mermista, his greatest strength. Sea Hawk is always looking forwards, always keeping the group moving. When someone stops, it doesn't occur to him to look back until it is too late.
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Glimmer and Bow are similar characters to each other, and it is in how they react to stress that that is shown. Both are resilient, but where one is resourceful, the other is relentless.
Bow is a simple character, in comparison to everyone else. Psychologically and physically. He doesn't have powers that can be restricted or that can get him out of trouble. What he does have, is his mind. Bow is clever and resourceful, and he works out a way of getting the right information while imprisoned so that the group doesn't have to work on that later.
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Bow thinks big picture, once again his greatest strength and greatest weakness. He can strategize really well, but he doesn't expect the little things. Like Adora's surrender, or like the tiny detail that he overlooks: Entrapta likes robots. It's so small and so natural to him that he takes it for granted.
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Glimmer's fatal flaw is obvious already. It's her stubbornness that got everyone into this situation, and that directly causes the end result. This is Glimmer's fault. But Glimmer's stubbornness isn't always a bad thing.
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"It's a shame the toll this rebellion has taken on your family. First you loose your father and now..."
"She-Ra will stop you."
"There is no She-Ra!"
Shadow Weaver is a character who specialises in messing with people's minds. She enjoys control, and routinely underestimates the power of determination. To her all those around her are weak willed. But say what you want about Glimmer, the one thing she is not, is weak willed.
I love the line above because it is the first time anyone has managed to actually annoy Shadow Weaver. By this, I don't mean the same type of annoyance as Catra is to her, because I don't think Shadow Weaver cares about her enough to be truly angry. What Glimmer does here is win on Shadow Weaver's home turf.
Shadow Weaver tries to demoralise, and Glimmer blinks away tears, looks her square in the face, and remains stalwart. That's why I think Shadow Weaver shouts here, she's furious, and she can keep posturing, but Glimmer has won this little exchange.
Even with the reveal of the sword, I think its clear just how much Shadow Weaver is rattled, and I think this little exchange is the reason for her actions later on in the series.
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This is also on display here, as once again, Glimmer's raw determination and stubbornness blindsides Shadow Weaver, and it's telling what provoked this. Glimmer is protective of her friends first and foremost. And here, Shadow Weaver pushes too far, and the power of friendship prevails.
It's a minour moment of the theme for the rest of the series. Love, whether romantic or platonic, will overpower anything.
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And finally, there is Entrapta. I don't think I need to explain what her strengths and weaknesses are. She's not hiding either.
What's important to note about Entrapta is that she is the convergence of the plot threads I mentioned earlier. The tragedy is her story, and this episode focuses in on that.
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Her death scene is so powerful because it is so unfair, and so inevitable. It's quick, and unavoidable in the moment. Thie is the moment when the cost of this war finally sinks in. Yes, things happen later on, but it cannot undermine the gut punch that is this scene, and the final few moments of this episode.
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Peripetia is the reversal of fortune, it is the moment when all of the Hamartia comes crashing down and everything thereafter, and the tone changes. In Romeo and Juliet, this is the death of Tybalt (Spoilers).
Here, the Peripetia is the moment when Emily gets stuck, and those flames. It's the look in everyone's face as they realise what has happened and that brief shot of Entrapta's expression before. And it is that infernal siren.
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Catharsis meanwhile is the moment of relief, or setting out those emotions. Catharsis is technically not a part of the story, it happens when you stop watching and reflect.
But this episode offers you time to wind down. That brief shot of She-Ra turning back into Adora is powerful not just because of the music, but also because of how empty it is. There is no closure here, and the audience doesn't get it either. The episode ends on this:
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Final Thoughts
I didn't even have time to talk about Catra. She doesn't really do much here, but that scene with the sword is a nice bait and switch. Shadow Weaver is evil, all the characters are at their best and their worst simultaneously and I think that is quite cool.
Oh, and Perfuma. She has an extremely restricted worldview of what teamwork should look like, and Entrapta doesn't fit into that, hence the conflict. I think Perfuma learns to change slightly but doesn't get much time to do so in this episode.
Next week I'll be taking a look at The Beacon, so stick around if that interests you.
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thatscarletflycatcher · 2 months
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Sense and Sensibility (2024, Hallmark) a review
I had expectations for this movie. They were not surpassed. It didn't perform below them either.
Spoilers under the cut.
So, this is a short movie (1.24hr long) a tv movie, a hallmark movie. You must keep that in mind as a frame of reference for what I'm about to say. You cannot really compare this with theatrical movies on equal footing.
Where to start. Costumes and sets. It is Bridgerton's world and we live in it. Everything is VERY colorful and shiny and not very real looking; that was to be expected. I think that sort of semi-fantasy aspect didn't hurt at all, and it was consistent. If you are not going to stick to the time period, at least go ham and show me something really interesting. I'm looking at you, Netflix Persuasion. There are some dresses that are pretty, and some others that... aren't. Considering that apparently the costume designer had to make something like 60 pieces in a month, it's kind of impressive that it came out as it did.
One funny bit, though, in this respect, is that they complain about how small the cottage is like some actual estate houses aren't the same size IRL XD Allenham we only get to see from afar, and it is rather disappointing.
Music: nothing to write home about, to be expected. Yes, we got one of those Vitamin String Quartet modern-song-played-by-strings. IDK. They were a bit dorky in their heyday, I don't know why they are so sought after in these pieces lately. I digress.
The acting. Deborah Ayorinde was a really good Elinor. She definitely deserved better writing and direction. The rest of the cast was good enough; I feel some roles really benefited from their characters being a bit hammy already in the source material (Lucy, Mrs Jennings, Anne, Fanny, Robert), others were really struggling because of being given very poor dialogue (Mrs Dashwood), and others were just... not good (Willoughby and Brandon, sadly). Edward was... a very special case. I can only describe it as the actor having two expressions: one, an attempt at reaching Hugh Grant's adorkableness AND Dan Stevens' ease at the same time, and two [SCREAMING INTERNALLY], but I guess those two were indeed enough to make it work just fine!
Which leads me to the writing. We all knew this adaptation was going to live or die in the writing, and most likely die.
The thing is that most of it is written around repeating 95' and 08's greatest hits, while attempting to compress the narrative into an hour and a half. And that goes as well as you can expect it to. Some scenes are painfully rushed -Brandon's backstory was extremely awkward to get through- some things are over before you have any time to assess their real weight -Marianne's illness, and many others end up being... incongruous.
Let me stop a little on those. The movie keeps Margaret, and gives her the whole play acting as a pirate with Edward from 95', but then removes the only real plot relevant thing she does in the book. So why keep the character at all? (Willoughby asks for Marianne's handkerchief in exchange for Queen Maab, instead of cutting a lock of her hair).
Because 2008 makes Brandon suspicious of Willoughby from the get go, this one makes it so that they know each other and implies that Brandon knows dirt on Willoughby, but then plays the rest of the story straight, which makes it... pretty inconsistent.
Speaking of Brandon, we have reached adaptation #5 that cuts out the fact that he tried to elope with Eliza sr. This time the backstory is that his father promised to let him marry Eliza if he proved himself as a soldier, but when he came back, he found his father has kicked her out of the house. Yeah, that was utter nonsense.
The adaptation makes a clumsy attempt at including the dinner at Mrs Ferrars... but Brandon isn't there to see Marianne defend Elinor.
We needed to have a "Brandon rescues Marianne in the rain" scene, but in this case, she's not faint or anything, he just grabs her because she's sad XD
And the list goes on and on and on. It was to be expected that the shadow of both 95 and 08 would be large over this one, but it truly is to the point that the references and contrivances are almost constant. Which is a pity because I think most of the original choices were interesting.
For example, Marianne twists her ankle running after Margaret, to try and stop her from asking something embarrassing, which is a good choice in terms of showing that Marianne is passionate, but she has more sense than Margaret.
On his deathbed, Mr Dashwood makes Elinor promise that she will take care of her mom and sisters and keep the family together. That added pressure on Elinor works really well in the context of the adaptation, and ads a new layer of interest.
John Dashwood is written mostly as a hapless but not malicious idiot. This is similar to what From Prada to Nada did (though there it made more sense because of the father having two families simultaneously), but I'm not sure where was that going. They did cut the Palmers, so I suppose the choice was so that they could go to Norland instead on their way to Barton (it is never established that Norland is so far away as it is in the book, so I guess one could give it a pass), but in that case, I feel the most cost effective shortcut is... have them go to Barton? Because we do get to see Barton (Marianne goes alone with Brandon to see it close to the end, and they get engaged before Edward returns, don't think much about it, manners and such are... for this movie... loose guidelines. But it isn't super offensive most of the time).
Anne Steele is decent fun as she's supposed to be, but Lucy really suffers the flattening. The mastermind has been flanderized into just a mean girl, and that's a pity.
Oh, Edward is sassy at times! And the sassy jokes land! I have to say it is not my preferred way of doing the character, but he does show some sass at the end of the novel, so, you know, I'll allow it I suppose XD
Edward's return and proposal started pretty good, but it overstayed its welcome. I cannot emphasize enough that, when writing this kind of proposal, you must avoid the word love if you can, and if you must use it, use it once, and with great reluctance.
The movie chooses to dedicate quite a time to the reveal of Edward and Lucy's relationship, and it's honestly... decent? For a scene made out of whole cloth it stands on its own feet reasonably well. But there's no Fanny freakout. This is probably the most shocking plot twist in the adaptation. This very on-the-nose Hallmark adaptation decided to cut the Fanny freakout of all things. Impressive restraint.
One thing, however, that was sadly cut out was Elinor and Marianne's conversation about Willoughby at Barton. It is instead replaced by an unsubtle comparison between Willoughby and Edward, and an exchange between Brandon and Marianne. It is one of the several points where the storytelling relies on previous knowledge of the work.
These are my main, disordered thoughts. I leave you with this choice from the ending, that I cannot form a thought about:
At Elinor and Edward's wedding, on the first pew are in attendance, from center to side: Mrs Dashwood, Margaret, Marianne, colonel Brandon... and Eliza Williams with her baby in her arms.
As a summary, I'd say Elinor and Edward's story was good enough, the relationship between the sisters was sweet, there were some odd choices, some interesting choices, and overall the writing was severely downgraded by attempting so much to stick to the choices of previous famous adaptations.
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txttletale · 10 months
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I really agree w/ all your Hades opinions! I played that one first and then went back to all the other SG games, and was surprised at how much better the storytelling was in Transistor and Pyre. Hades is really fun and clearly high quality, but its world and characters feel so much shallower compared to its predecessors, and I really despise Hades himself, so the "reconciliation" stuff falls flat for me. Since you like Pyre, I wondered if you would maybe want to talk about your general feelings on it a little bit--what you like about it, what you don't? It's the least popular of SG's portfolio, which is so sad to me because I think it's the weirdest and most interesting one of the bunch, both story-wise and gameplay-wise (even though my personal fave is Transistor, which is still excellent, I think Pyre does more things I admire).
pyre is one of my favourite games of all time so i would love to talk about it! i mean. where to begin. i love its world. i love the very clever decision to make all the proper nouns and fantasy stuff hoverable hyperlinks so that you, the player, can be filled in on important background information about the world without the need for stilted expository dialogue:
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i love the world of pyre. it's genuinely beautiful, it's my favourite of any of supergiant's worlds: the downside looks genuinely unique, it looks at once forbidding and electrically pretty.
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like god damn. but what i love most about pyre is the story and characters, and how they're both not just communicated to you through the traditional methods this game employs (dialogue, flavour text) but in a way that's woven into the gameplay.
like, pyre isn't a game about fighting, it's a game about sports. it's a very high-stakes sport, but it's a sport -- for those who haven't played it, the plot of pyre is that you and your band of wacky misfits have been banished to a secret underground world. from time to time, the stars align and one person can escape this exile by winning a game of fantasy baskebtall -- and because it's a sport, the game's happy to let you lose. you can lose and that can just be part of the story. on two different occasions, i chose to throw plot-critical matches in pyre--once because an NPC on my team asked me to and once because i felt like the other guys deserved to win more than the protagonists did. and the game treats that as a valid choice, a valid thing to happen in the story! it lets the game explore opportunities and feelings and situations that a more traditional game where the player 'has' to win in the 'canonical' ending isn't capable of and it does it really well
and similarly there's something very very clever done with the character writing. getting to know characters better -- finding out why they were exiled, what's at home that they want to return to, why they want to get back to the surface -- is the same process as improving that character's stats and skills in the basketball games. the result of this is that the characters you know best, the ones you're most emotionally invested in getting to escape exile, are also the ones who you've been relying on to win your basketball games! it's by far the best iteration of the 'switch up your playstyle or else' mechanic that supergiant obsessively puts in their games because it ties directly into the emotional stakes of the story and can make it a genuinely difficult choice to liberate someone who's an essential part of your team but you've just learned has a desperate need to escape before something terrible happens to their loved ones outside.
also its got the best romance route of any supergiant game. i dont give a shit about meg or thanatos when i've got sandra the unseeing
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<3
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blacktabbygames · 1 year
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Good mornighternoon. Do you have any advice on making writing and/or coding branching dialogue less confusing?
It's always going to be confusing and difficult to keep track of branching, but here's some things that I think have helped. Gonna break this down into a few sections to make it a little easier to follow.
Foundations and Research
So much practice for me came from being obsessed with Bioware games growing up, especially Dragon Age and Mass Effect — just keeping track of complicated branching world states in complex games you already enjoy is extremely good exercise, and the best way to get better at thinking about a medium is to consume and discuss things in that medium.
Building on that, I think that the best media to take a deep dive into to improve your own craft is something that you really like, but that feels like it missed the mark in a few areas that are important to you. Again, revisiting Mass Effect and Dragon Age, I absolutely loved the way that those games set up challenging decisions, but was frustrated at how easy it was to circumvent those choices entirely. By the time Abby and I started work on Scarlet Hollow, I feel like I had a strong foundation from obsessively consuming those works and the two of us discussing at length how we wanted to handle branching compared to games we've enjoyed in the past.
The Big Picture
The bigger your project, the more important it is to have intentionality to your choices. With both Scarlet Hollow and Slay the Princess, we decided on the major themes of the story and wrote down and outlined all of our Big Plot Points before we wrote a word of the actual script.
It can also help to come up with Rules for your piece that fit within your outline. These aren't necessarily ever words that are directly communicated in the game, but rather something for you to personally follow (and to break, on occasion). To give some examples of rules we've come up with for Scarlet Hollow: Every chapter must have a "major" decision with seemingly only bad outcomes towards the end. Each of these decisions must have a secret "out" mapped to a trait. Each trait gets exactly one out. Every episode must contain at least one decision where the focus is the player's relationship with Tabitha. The story must come back together in a recognizable structure after a split. As an extension of that last point, subsequent playthroughs must feel both Similar and Different. Again, these aren't hard and fast rules, and one of the joys of writing is knowing which rules you should break and when you can break them. (So if you're reading this post and trying to use it to theorize about future plot developments, good luck!)
Having a finished outline and rules are important because then, as you work on the minutiae, you'll already have a strong framework to build around. Suddenly, when you're crafting decisions and thinking about cascading consequences, you're not just branching out into an infinite void: instead, you're actively working to draw everything into a set of predetermined thematic and structural points.
The Little Details
When it's time to write your script, it's very important to remain focused in the moment — if you think too long about the scale of a branching narrative and the work it requires, you'll find yourself easily overwhelmed. Just work on one menu at a time in one scene at a time, and you'll find a way to keep things straight and to get it done.
When writing a menu, define your player's options with intent. What are the things (within reason) that you would want to do in a scene? What emotional range do you want to grant the player? Do two options cover the same intent and emotionality? If so, condense them, and keep the option that's more fun.
Emotionality is very important here, so I want to take an extra line to emphasize it. Ask yourself, "what are the different reactions a player might have to this, emotionally" and find a way to let them express those emotions. Letting them express those emotions doesn't always mean you let the *action* behind those emotions work — it's more about acknowledging those feelings and letting them bake into the narrative.
Bolding this one because it's very important track everything. A lot of the callbacks and references in Scarlet Hollow aren't actually pre-planned — we just make sure to track most player decisions so if we realize we want to make a reference to something that might have happened, there's already a variable in place for it. An example of this that comes to mind is the "dead moms" callback in Episode 4, which we didn't plan in advance, but when we realized how right that callback was for that scene, we already had that information tracked.
I think I accidentally talked about a lot of stuff outside the scope of your question, but narrative design is such an interesting subject and I like talking about it. Hopefully this is helpful!
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fras-redacted-shapes · 2 months
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Alright let's go - Ramblings regarding Saga, in comparison to Jesse and "The World"
if anyone feels like expanding on any point please do, I'm gonna leave this text as it is because otherwise it's gonna torment me for weeks
I don't recall in which interview, a couple writers said Casey was developed because Saga needed someone to bounce ideas off of and/or because she needed something to externalize her personality without relying on awkward exposition (or something along those lines).
And that's kind of noticeable if you compare Saga's and Jesse's treatment from a writing/presentation stand point:
Jesse as a character is far more obscure and details about her inner life are limited, while Saga is established and very detailed without relying on exposition.
Jesse, from a technical standpoint, suffers the "new character introducing an audience to a new IP" syndrome if you will.
Jesse's past is presented in vague details and a general sense of direction: finding Dylan who is a stranger to the audience. Her inner monologue is to Polaris and it works as exposition but by Polaris' nature there's no back and forth.
When Jesse talks to a character it is always a one-to-one conversation, and an important portion those are about the history of the FBC, asking questions that require exposition. Not to mention there's no interaction between the main cast other than with Jesse.
Some information can be inferred from Jesse's "epilogue" lines after the end of the game. But that's about it regarding the main text.
And that goes in line with the thematic difference I feel between Control and Alan Wake games - the former (heh) is about The World, the later, about the people in it.
Overall it can feel quite isolated and lonely, or well, mechanical. You have to fill in a lot of info yourself. And I believe the writers identified this and tried to change where they could with Foundation and AWE - with the way Jesse and Emily are far more comfortable with each other as they joke and tease during their dialogue, and getting a deeper look into my beloved Langston's personality (which is quite self-aware because lmao, finally it's Jesse who's at the end of a one-way "conversation").
But Saga's has an already established and rich life before the story and details bleed all through the text.
A partner and friend she's known for years and their history is spoken and written, there's no need to infer and fill in details yourself that much.
Their relationship is detailed enough in "side tidbits" (all of her Mind Place stuffs) and in actual conversations, which often enough involve a third party.
Casey works as exposition for Saga's character but, by virtue of Casey being character apart from Saga, the information is introduced far more organically (and arguably, in a more detailed way).
Remedy also gave Saga a huge advantage Jesse didn't have: The Collectible and Missions menus are hers.
So not only we get to hear Saga's thoughts on the current situation, we also get a sneak peek into her mind and inner life.
Some people in Saga's life also have a detailed enough history that they stand on their own rather than solely working as Saga's motivation because the story requires them to be at stakes.
Dylan is, technically, a stranger to Jesse, she's clinging to the past idea of him: we are motivated to find Dylan because we're told to care about him. While Logan and Casey are present in Saga's life and we get more details upfront to care for them.
Saga got curious, shit started to go down and we want them to be safe because otherwise it'd be painful for Saga.
Unlike the ghosts that Trench and Darling were to Jesse, Saga gets to actually talk to Tor and Odin. And well, the entire plot of the game is her undoing and confronting Alan's work on her life, rather than cleaning the mess done by the previous administration that are now gone and cannot be held accountable for.
And I suppose that's another improvement in the writing: the Hiss as the antagonist force is basic (and if you've played Mass Effect they're nothing new, and to me they're the least interesting part of the wolrdbuilding). There's not much room to maneuver, so Jesse's got one way to fight them (so far).
Saga could've gone several ways in dealing with Wake, and we see her struggle when she's about to give the Clicker to Alan/Scratch, she didn't mince her words in that confrontation and she had all the right to go even further. And yet she kept it together, unwilling to fully give herself to despair.
AND!
She chose compassion in the end!
And, honestly? Their final conversation is such a good and rich detail.
Saga's motherhood could've remained as basic reminders to the player that she has a daughter who's the victim and that's your motivation girl! As well as her silly jokes because parents do that sometimes teehee.
Saga's compassion is informed by her motherhood but not limited to it. As a mother she knows that everyone needs someone who believes in them unconditionally, as a daughter she knows how good a reminder of your good qualities can be, and as a detective she knows how to gather, read and act on information.
So when she reminds Alan that he had defeated the Dark Presence before and that he can do it again, she's not saying it because she's desperate, and she's not being patronizing due to Alan's loneliness and isolation.
She's saying because it's true.
And she doesn't rub his missteps and mistakes on his face. She knows how to get the point across without being mean.
She needed very little guidance: information to fill in the blanks of her life from Tor and Odin, short and vague phone calls from Alice, and a portal to the Writer's Room from Ahti. (Rose's lunchboxes were technically not necessary but she gets a honorable mention.) I don't know if there's enough information to conclude whether the reminders that helped her find a way out of the Mind Place were sent by someone else or came solely from her own resilience, and either would be neat, but I would like to think there's someone who's been looking out for her the same way she's been looking out for other characters.
And she's not flawless, but in working her flaws I believe the writers treated her with well deserved respect. She's not a caricature and the story has enough characters being tortured, any more and it'd feel cruel and it'd be permission granted by the horror genre anyways (although, to be honest, I believe Cynthia's treatment was a tiny bit too cruel and that's mostly due the last stage of her boss fight).
I love her first conversation with Norman because she's being a bit patronizing (I believe that's the correct word?), but he's like, nope! No dementia here! Not cool you brought it up :]
Her Nightmare Mind Place is as explicit as it gets. And the few times she loses it are not unearned. I love it when she gets frustrated with Rose and her "Oh fuck this", as well as her pained "My daughter is dead because of you. What is wrong with you?" to Alan in the holding cells.
Her biggest flaw is being a fed.
She's an extremely well put together person and integral, rich character. Her pain and suffering are palpable and the developers did an excellent job in showing it without being cruel (or well, knowing where to place the cruelty *cough* the white man *cough*).
And that's, in general, where I'd call attention to the leaps in improvement to Remedy's writing, right alongside the development and treatment Alice got, and the departure that is from Marshall in Control (the one character of color of any sort of relevance to the story, who got the least dialogue or details about her life and involvement despite being part of the old guard, and that gets killed in the end).
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I have the same criticism (affectionate) with Control and Quantum Break: the world, its history and other characters are more interesting (to me) than their protagonists.
I wanted to get far deeper into the inner lives of Beth Wilder, Paul Serene, William Joyce and Martin Hatch than Jack's. William's and Beth's specifically, the one who ruined everything and the one who's struggling with the fact it can't be fixed, respectively. Sure I got my fix from the novel, but that is not part of the main text, so my comment still stands.
Ahti and Polaris/Hedron's goals, The Oldest House and all the places and events and phenomenon it connects to is what makes my mind wander. Jesse's involvement with all of them and her relationships with other characters remain only as possibilities at the end of the game.
I would feel far less affection or attachment to either Jesse and Jack if it weren't because of the sibling element. That's my huge bias/weakness there I'll admit.
But with Saga, I do care about her entire world, everything and everyone that surround her. She likes weird, morbid stuffs and romance stories, she's extremely curious which got her in trouble but was responsible enough to go deal with it.
As a new protagonist character that stands right next to a well established one as Alan Wake, I think there's very little Remedy could've done to make her better.
She's just amazing, Remedy and Melanie Liburd deserve so much praise for her.
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The only gripe I have about her treatment is extremely petty and it's the same I've had in previous games, which is technical - she could've had more animations that showed her body language given she didn't have as many live action scenes (and also watching some of previous Melanie's work, she's got an incredible voice range for certain emotions that weren't explored in the game). But that's a matter of presentation and technical development.
AND
Remedy flexed the leaps in improvement they've gone through already! I mean, Saga's animation of picking up things anyone???.
So here's hoping they got more plans for her and they include more live action.
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robobarbie · 5 months
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Sorry if this was mentioned before somewhere, but how do you go about writing the script & choice branches for your stories? Do you tend to get a premise first & then build characters around it, or the reverse? How was it like working with multiple writers for BP, and getting their different takes to become cohesive into the overall plot? (Asking more out of behind the scenes curiosity/fascination with different writers' processes so ignore this is you wanna)
How do you go about writing the script & choice branches for your stories?
For big projects (like BP + AAI), before I start the script, I always have a mildly detailed outline for each day -- but I don't feel married to it. I then take one day at a time and just write whatever comes to mind in a google doc, and I often do veer off within each day from what the outline had indicated. Sometimes the conversations just flow differently as I'm writing them out, and that often ends up being some of the most natural writing.
Choice branches are placed in areas where I feel like it would make sense to the player, like, an answer to an open-ended question. Or, maybe an option to learn one of two things about a LI. The important stuff though always stays out of either-or branches to make sure the player sees it.
We'll often plug-and-play different choice branches/lines as we implement the game though, because you really can't know how dialogue will feel until you see it with all the other assets. The pencil skirt line in toaster's route was on-the-fly add, for example.
Do you tend to get a premise first & then build characters around it, or the reverse?
I tend to go premise -> characters. OCs are not super important to me on their own honestly, and I can't name a single one I have that hasn't been created purposefully to fit a story. I'm notorious for not fleshing out my characters a lot in my head, despite trying to write them realistically and caring quite a bit about them being "right".
How was it like working with multiple writers for BP, and getting their different takes to become cohesive into the overall plot?
I'll give them one of those day-by-day outlines for a route and then let them do whatever they want with it -- so, the overarching plot is determined largely by myself (with brainstorming help from friends!) and that keeps it all pretty narratively cohesive. It also helps that each of the routes I outline has virtually nothing to do with each other, so it gives the writers more freedom to go crazy.
So, the writers are free to take that outline and veer off it if they wish like I do. All that I ask is that they generally hit specific plot beats and have a general similar writing style as everyone else so it isn't too jarring route to route. I find that letting people do whatever the hell they want with my stuff has led to some of the best parts of the project(s). My editing hand on other people's things is suuuuuuuuper light. Like, I really only cut lines for brevity as I'm adding them into the game. And that itself isn't frequent.
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nihilnovisubsole · 1 month
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phew! finally a weekend where i can set aside enough time to type up The Promised Endwalker Stream-of-Consciousness Post. i finished the base story... a month ago? but work has been busy, and i think tumblr benefits from me being quiet sometimes. anyway, what a ride. when you've been building up to the end of your arc for a decade, you want to hit it like an earthquake, and that's exactly what they did.
i think people love endwalker because it fires on all cylinders. it returns - in both story and vision - to the eorzea we love, and the dev team gets to show off everything they've learned. the dungeons and boss fights are dynamic and imaginative and colorful and bring the game's epic sense of scope to bear. the story callbacks are juicy. the music is orchestral again. we're back home, and we're saving the galaxy. what's better than this?
i love that we go to garlemald. i don't - i mean, you know, i don't like garlemald. i shouldn't have to qualify that. but it's hugely narratively satisfying to see the face of the enemy we've been fighting since the first few hours of ARR. you don't think about them when you're beating them up in castrum centri or ala mhigo. they're star wars bad guys. then you meet them on their own turf. you observe firsthand how they starve and cannibalize their own people to feed their obsession with state power and military strength. the wintry environment makes it seem all the more barren and desperate. my favorite part by far. i wish we'd spent more time there.
actually, on that note:
there is an argument that endwalker should've been two expacs. i've heard similar about stormblood - ala mhigo should've been the whole thing, and doma should've been either patch content or an expac of its own. the prevailing theory is that, after ARR, the devs are afraid of letting arcs run long. i can't speak to that, but i wouldn't have minded, that's for sure!
i won't pretend not to be biased. i've noted in many xiv posts that it hurries through its political plots to get to the magic stuff. i felt more conscious of it in heavensward and especially in stormblood. i made peace with it in endwalker. with dessert this good, who am i to complain? i can do small character drama on my own time. for now, the game wants royce to be a big damn shonen hero, and that can be fun, too.
speaking of characters, urianger and estinien have grown on me. this is the arc where, for me at least, the scions have congealed. they're all good, but with any large cast and custom player character, you tend to form the meatiest bonds with a few specific ones. i think royce appreciates urianger's cooler, more mature head. they're both so formal. he realizes she's someone he can confide in. i think she sees estinien as a gifted, but hotheaded whelp, which i find very funny. patience, child. stop sulking. do your breathing drills.
i love thancred's MGS sequence and in from the cold too. they're stressful, but i love that the team tried, you know what i mean? the fact that you can fight enemies in a pinch makes those duties way more bearable than some other games that experiment with stealth.
in from the cold as a whole, honestly. If You Know, You Know
all right, i can't avoid referencing spoilers anymore, sorry. there's a sense of classical tragedy to the whole elpis sequence. it's like watching macbeth or hamlet. you know how it's going to end, and you know you're powerless to stop it, but if they'd just made that different choice! but we had to leave eden. the warrior of light had to end up where they are to finish what elpis started. i don't do fate/destiny plots, but this? i'll take it.
i also knew what would happen going into ultima thule and still came away from it moved. it's strong writing. that's all there is to it. sure, the visuals are haunting, but the dialogue has to sell a gauntlet of difficult character moments, and it pulls it off. on the design side, there's some interesting intentional friction that forces you to linger in the zone and sit with its sense of despair. that part where you have to search the empty park for signs of life? oof
with the majority of the MSQ under my belt, i started sniffing around for what else there is to do ingame. i tried ninja. did terribly. i tried sage. did terribly too, but at least that gave me access to the healer role quests, which, ( ͡° ͜ʖ ͡°). the nier raids are gorgeous. i even did the controversial werlyt quests, and terncliff is so cute. i kind of wish we could have another story there!
what's next? i dunno! right now i'm burning through the hildibrand quests before i continue on with endwalker's patch story. the field operation stuff seems interesting to do after the MSQ, in a "hey, you saved the world, but we have more missions for you" way. i've also contracted Triple Triad Collector Disease, so that'll keep me busy for a long time.
all right. one last thing. Real Gamer Moments: i was in a mount-farming party recently, and i said that i sort of collected mounts, but only used the ishgardian chocobo. it's a roleplay thing - it's the chocobo royce took when she ran away from ishgard. one of the party members said "haurchefant would be proud of you." AUGH
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