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#the sekiro thing i mean
dimitrscu · 7 months
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https://www.tumblr.com/moonlightbutterfly/729769732714217472/kill-them-with-kindness-wrong-waterfowl-dance
^ reminded me of u
thank you, anon. my favourite attack in the game. i can hear it in my sleep :)
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st-hedge · 2 months
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Is there ANYONE willing to fund my nendoroid addiction
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foxstens · 5 months
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have i. have i fallen down the fromsoft rabbit hole
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dormiloncito · 1 year
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i never really felt the same way when people here mentioned they loved getting absorbed in hours-long youtube essays, at most, i like watching semi-long videos to have as background noise when doing things.
until tonight. oh. my god. i get it now. there's a 6-hour long sekiro commentary video and i would be lying if i said i didn't wanna watch it👀
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have i mentioned i love the camp of "every treasure item you find is On A Corpse" bc i do
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kalloway · 1 year
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Sekiro is like a bizarre lovechild between Dark Souls and Assassin's Creed (with trickier combat) that I didn't know I needed in my life until I started playing it yesterday
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intentosolenne · 2 years
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i became bad in dbd all over again didn’t i.
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toskarin · 3 months
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maybe this is nothing, but its been eating at me for a while, and you seem to have great knowledge.
do you know what the deal is with fromsoftware's orientalism? since it is a japanese company, i assumed all of the references to a "far-off eastern land" on katanas was a joke, and ser alonne's whole deal as well, with his superior nobility and such, and how sekiro kind of reverses it with the portuguese knight. but i have been unable to find anyone else talking about this.
is it a joke, pandering to western audiences, buying in to fantasy tropes unconsciously, or something else? or am i completely making stuff up, and its nothing?
thank you
this seems like a sincere question so I'll try to answer it seriously, but when fromsoft does that, it's not to pander to western audiences and it's not orientalism
the reason things like that show up in fromsoft games is because they're elements of japanese culture being inserted by japanese developers in a manner which still allows an audience to maintain that immersion in western fantasy
that being said, the concept of a "far-eastern land" is a trope that shows up in orientalist media a lot, which means you'll find it in japanese media featuring western settings incredibly often. it's a shorthand for clarifying that you, as a player, are immersed in western-style fantasy even when a samurai happens to be present
it's worth keeping in mind that, to a japanese audience, western settings are exotic
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the-damnable-fool · 8 months
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After playing through Sekiro a couple of times, I find myself wondering, would things have gone better for Genichiro if he'd just fucking left Kuro alone? I mean let's think about it. By pissing off this one shinobi, Genichiro manages to lose: - At least three generals - Three of the Seven Spears, including Gyobou - Two of Ashina's elite samurai - The giant fucking snake that guards Ashina's depths - Two red eyed giants - And, last but not least, the respect of his Grandfather And that's not even taking a second to ponder how many samurai, regular soldiers, nightjar, and taro troops that Wolf canonically killed. You have to wonder if Ashina barely lasting the day when the Ministry attacks is a product of the Ministry's superior technology and better fighters, or if Genichiro's decision to draw the ire of this one specific immortal wackjob might've just cost him the entire war.
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girlballs · 2 months
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Why don't you like ds3? I think most people, including myself, really like it.
i mean. for one thing i kinda don't like how linear the critical path is compared to DS2 (having Archdragon Peak as a fairly large hidden area was nice though), and the change from spell slots to FP without keeping consumable FP regeneration items around like in Demon's's S'ouls sucked complete ass and keeping that system for ER was one of the worst decisions they made for that game
but also. it's kinda just obvious that fromsoft didn't really want to make it? taken as a whole (base game + both DLCs) narratively there's a thread of "you shouldn't force a thing to stick around longer than it needs to" which really feels like a meta commentary on them being contractually obligated to make the two sequels- DS2 at least got creative with things but then they backpedaled severely with DS3, mechanically and narratively (a fun and lethal drinking game is to take a shot every time DS3 makes an explicit callback to DS1) and basically ignored all of the plot of DS2 in the process.
like there's Parts of DS3 i like but as a whole i think it's worse than DS2. i wish they hadn't used it as the foundation for Elden Ring and allowed themselves to take more inspiration from Bloodborne and Sekiro
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shuttershocky · 2 months
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Is DMC5 a good entry point for a complete beginner?
Story-wise perhaps not. 5 references the entire series from 1-4 and even the anime and some books, but if you don't mind being lost (5's story is real simple anyway) then in terms of gameplay DMC5 is the easiest place for a complete beginner to start.
In 1 and 3, Easy mode had to be unlocked by getting the crap beaten out of you (DMC2 is so poorly balanced the entire game is extremely easy mode), and only in easy mode can you get autocombo (where simply mashing the attack button will make you do combos rather than needing to train yourself into doing the inputs and proper timing). In 5 however, you can start with Human (easy) mode from the start, and autocombo mode is simply a matter of holding down R3 on your controller, meaning you can swap in and out of autocombo whenever you like, an improvement on DMC4's auto combo where you had to pre-select it before starting a mission.
Another thing people don't talk about when it comes to DMC5 as an entry-point is that it also has the most fair enemies in the series. The past games (DMC3 especially) have some excruciatingly punishing enemy designs that can feel incredibly uninteractive if you don't know what you're doing. 5's roster of enemies have verystraightforward rules, with the weirdest enemies probably already being the Hell Judecca and the Furies. If you don't know what you're doing, you can absolutely go through the whole game by just beating faces in.
(This has led to statements from people that 5's enemies are all punching bags without any strategy involved, but enemy behaviors are actually greatly varied too and if you want to actually score big on Dante Must Die you still need to study them, they're just made so that new players can actually fight them without getting frustrated)
The one caveat I'll give for DMC5 as a new player's first DMC game is Dante himself. You get to play Nero and V for the first half of DMC5, because when you finally unlock Dante, Dante's upgraded so many times in the past that by the end of 5 he's got the following:
4 styles that change his controls
4 melee weapons (7 after beating Son of Sparda mode), 4 range weapons, and 1 of the melee weapons swaps between two modes
Devil Trigger (a super mode)
A second Devil Trigger (an even stronger, separate super mode with unique attacks)
Dante's so hilariously complicated (and overpowered, once you get good) that even some experienced DMC5 players tend to shy away from fully exploring Dante beyond a couple style mechanics and their favorite weapons, but if infinite depth you can spend forever with and still keep learning new tricks hundreds of hours later is your kinda thing, then you'll have a lot of fun (and will also like Dante in DMC4 who is even harder there)
______ If all this text intimidates you, I promise Devil May Cry is actually a welcoming series to get into. The games offer you multiple difficulty levels and plenty of tools and get out of jail free cards likes orbs to revive you or a couple incredibly overpowered mechanics that you can spam to cheese your way through fights. making sure that the skill floor is accessible. Difficulty is something you challenge yourself with, not imposed on you as a requirement to pass.
But if you DO chase that ridiculous skill ceiling, then the likes of S-ranking DMC3's final bossfight on Dante Must Die will make even Sekiro look simple. The games won't kick your ass until you ask them to, but when you do then prepare for a beating like little else can give you.
Oh and one last thing: Playing as Vergil does in fact, feel that cool.
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beesmygod · 2 months
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old hunters DLC also highlights some themes of colonial violence and exploitation too, imo. what’s been done to the fishing village and kos ties the beast thing up with this idea that like, the impulse to Conquer and Dominate another leads directly to the Curse. It’s not enough to understand the old ones and the blood and all that, they needed to control it, to take it for themselves, and exploit it however they can. And now there’s wolfmans everywhere.
And this is in the core gameplay loop itself, we extract all the vials and blood echos and blood gems that we can in order to become strong enough to conquer more and more powerful prey. When we’re hit, we hit back harder and take back the life that was taken for us. Sure it’s ostensibly to Break the Curse and seek Paleblood and all that, but we know why we’re really doing it. Because it’s sick as hell, and feels awesome to best these monsters. The old hunters knew that too, and it turns them into giant horse creatures unable to do anything besides violence. That thirst for violence and power makes hunters turn into beasts, now only functioning as a cog in a perpetual violence machine. They lose their humanity not through repeated death like in Dark Souls, but through taking life. It turns the characters into monsters, and the players into wiki editors and lore theorists (aka monsters) bc we also can’t let go of the feeling Bloodborne gives us.
Tl;dr: Bloodborne is like if Spec Ops had any subtlety or desire to leave itself up to interpretation (probably helped by the fact that very little of what I’m talking about is likely intentional and I’m just insane)
OKAY im back from my appointment and finished my little treat. anon ("anon" @chicknparm who should get credit for these good thoughts) i could not agree more. i mentioned this in a previous post but finding a strand of commentary about the evils of colonialism made me worried i was becoming dangerously online, but it's a relief to see someone else mention this idea. i think you are absolutely right that one of the overt messages in bloodborne is that spilling blood for your own benefit leads to ruin. its actually kind of shocking how, in spite of the combat being the draw to these games, the message of most fromsoft games is a message of anti-violence. like, how many times do we end up fighting something that, in hindsight, needed to be put out of its misery. oh. shit. thinking about it, our player character is explicitly an outsider. the role of hunter of hunter is filled by outsiders...
also lol you are so right about the wiki based insanity but i think that's the consequences of insight poisoning. literally every once in a while while trying to edit this stupid bloodborne doc i think to myself "oooeergg too many eyes" and take a break for a few days
anyway, turning this back around to the colonialism theme, hear us out ok: watching/reading the sekiro lore videos/posts by shetani of shetani's lair helped introduce a lot of esoteric buddhist and shinto concepts that were totally novel and unknown to be as a baka gaijin. now these ideas are impossible not to see in all of from's other works.
i did a few days of research on "shinshi" (mostly a lot of stuff that turned out to not be relevant, but interesting) after becoming aware of them and found they shared a lot of qualities with the augurs (or "phantasms", invertebrates that act as intermediaries to the great ones) of bloodborne. realizing this, i thought about the great ones not in the context of a christian god, as the MODERN yharnam does, but as kami. kami are numerous, everywhere, hidden, and are thought of as actively controlling or influencing the terrestrial world. the re-translation reveals that the "great pthumeru chalice" had some nuance lost in translation: "祀る - Means to enshrine or worship, but has connotations of doing it to appease spirits so they may reach nirvana or Buddhahood and avoid becoming evil"; this is simply translated to "deify" which is technically correct but the original feels like it's much more pointed about finally revealing to the player that the "gods" as we've been lead to believe them to be are not what they seem.
the healing church, a product of georgian to victorian era western beliefs, razed pthumeru, loran, isz, and the fishing village (and probably yahar'gul too) in the quest to become like their newly discovered gods. the framework by which they related to pthumerian culture was completely wrong and misunderstood the nature of "gods" as all knowing or all powerful and, thus, something aspirational. the reality was more that they are just another type of creature in the world with different limitations than a human. and they're still mortal.
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fromsoft-meowmeow · 11 months
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Propaganda Below ☟☟☟
Sekiro
"The first thing he does in the game is be depressed in a well for like 3 years. The second thing he does in the game is get his arm cut off. He walks around and looks at people with autistic eyes and when people ask him his name he goes "..........." He's so great. He goes to save his lord and says "don't worry...this will only take a moment." all cool and then immediately eats shit and dies 70 times"
"he's the best boi of fromsoft, he was raised to become a killing machine and he is but he also is soooo gentle, sad and cute, i mean he's ready to sacrifice himself for not only kuro but also divine child that man is ready to be the loving father he never had he also is so sweet to strangers like people usually portray him as rough because he doesnt speak much but honestly he's a sweetheart, he is concerned by isshin and sculptor's health, he gets worried when he sees kotaro or o'rin crying, he always offers help to emma and always thanks her for help, he comforts anayama in the end of his quest... they always say "dont make that face" to him in sad/hurt situations. and all this while being the most dangerous man in the earth, he does kill most of ashina himself he does he also kill his own father he does twice but he had reason for it and he was hot doing so with his sad mysteroud look with that face i'd love to kiss and smash and being a short king that fits perfectly into my arms i jusr love him so much"
Simon
"He radiates sopping wet meow meow energy"
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dootmoon · 2 months
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Some thoughts on Ex Astris
Okay so the TL;DR is: Go play it if you're someone who is mainly motivated by gameplay, it's one of the most enjoyable games i've played in like 10 years (im not kidding). the story is not bad, but it's very poorly told and leaves a lot to be desired. I should also warn that i'll probably spoil a couple of things, mainly on the gameplay side (because yes, I do believe some encounters are better if you dont know the gimmick).
Where do I even start, I only watched like 2 trailers before playting, i had 0 idea of what i was getting into, all i really knew about the game was that it was a full game release by the AK guys and that it was a turn based rpg. I legitimately bought it out of morbid curiosity, I was not expecting to find my favorite jrpg in a literal decade.
I'll go over what I liked the most and then explain the couple of issues I have with the game, it might sound like i loved it (which i did) but it's far from perfect and i think there's room for improvement. I think the combat is the real deal in this title, for those unfamiliar with it: it's a classic turn based jrpg but it has layers. The main 3 mechanics that make it stand out from other games is that each turn you have AP (action points) which limit what you can do each turn, however you can directly manipulate them with a combo system that gives you back AP. The second one is a parry system, during the enemy turn you can directly parry their attacks, you have 2 colors for parrying, both colors have different properties and there's certain attacks that can only be parried with the respective color. And lastly, theres a stagger bar, similar to FFXIII or posture bar in sekiro, although i think it's more akin to stagger in FFXIII. Once you break said bar you can enter hyper time for a few seconds where you have unlimited AP so you can combo them for massive damage. The combo system is very enjoyable, you will be blindly experimenting your combos for optimal damage each time you unlock new moves in the skill trees. Theres a very satisfying feeling to landing a big combo on an enemy that feels like it was entirely something you came up with. This sadly comes with a downside, once you figure out your big damage combos, there's not much of a reason to try anything different. It doesnt mean it stops being enjoyable but this is a wall most of games with combo systems have. Now the parry system, while it's fun, it sadly makes the game too easy. Sure theres enemies that will mix their timings to throw you off and a couple of unparriable attacks. But really, if you get good there's no reason to ever get hit. "But what about the unblockables?" yeah about that... Theres really just 3 enemies in the game that had them, and 2 of them were bosses, which you get a hard counter to the unblockable in the first boss that has it. I wish the game had more ways to work around you to make it more challenging. The only time the game REALLY tries to fuck you up is the final boss (this is a good thing) however it was still too easy. She really just makes the screen black and white and makes you parry based on the icon, then she makes you parry based on the color of the attack. This was sick and i wish there were more moments like this in the game. Now the dungeons were great, they feel like they belong in an older 3d zelda game. Sadly they dont get too crazy on the gimmicks, they were just box puzzles where you have to move them in the correct spots or point lasers to certain switches. Apparently this game has plans for DLCs so if theres something i wish upon to get explored more it would be this in particular. The rest of the game is the towns and the sidequests inside them, they're very usual stuff for a jrpg so you know what to expect, i cant elaborate much on it. Overall I think the game is meant to be replayed, by the end you're only able to fully build 3 characters out of 5 party members, sidequests expire and there's a bunch of stuff to mess around to make a playthrough different from the last one. The game changes a lot when you already know how it works or what really happens in the story.
Now the elephant in the room, the story: Yeah it's kinda just there, it's very poorly told. However it's HG and i can tell there was a lot of thought put into the wold building, it's very well made. It's just a shame that i could barely care about anything happening in it, even though I was kinda invested by the final hours i dont think that excuses the really bad storytelling. However starting my second playthrough is when I noticed it was indeed meant to be replayed. There's a bunch of stuff that feels so incredibly cryptic or really make no sense, once you go over it already having context it all makes sense and you just go like "oooh so that was they were talking about". I'm not excusing bad writing though, this is bad, but at least the story feels better on a second playthrough. Anyways, i'm kinda upset this was a mobile game, maybe if it wasnt, 10 people would've played it instead of just 5. I cant stress enough how this is a phone game that is way better than most of modern jrpgs in the market. it's like the devs went back and asked themselves what was the main appeal of the genre and what they thought made them fun to them and made an entire game around it. This is probably gonna be the biggest surprise of the entire year for me and i'm gonna have brainrot about this game for a while.
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fluffypichu876 · 27 days
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Wolf from Sekiro for the character ask?)
my boi wolf, the only traditional protagonist in the soulsbourne games :DDDDDD i love him so much and honestly people don't talk enough about him
* favorite thing about him: i absolutely love how wolf can either represent the end or the perpetuation of the cycles of suffering (depending on your actions and the ending you get). to start off, he is an undying shinobi who can rise back from death no matter how bad his injuries get. thats is an obvious play on the cycle of life and death, but its just the surface of it. the endings tell us way more about this tragedy that is immortality.
get the shura ending and this cycle perpetuates on the worst way possible: wolf becomes a blood-lusted immortal demon who possesses the only two blades capable of severing immortality a.k.a japan may just as well be gone forever.
immortal severance ends in a lighter note but its still very tragic in a subtle way. with his lord dead, wolf no longer has a purpose and now follows the steps of the late sculptor, which implies that one day wolf will still end up consumed by shura (and pass on the prothestic to another shinobi, just like the sculptor did, repeating this cycle once again). his master's death was meaningless, since immortality was severed but not returned to where it belonged to, and someday eventually another divine heir will be born (you get it by now: the cycle continues...).
purification is good but still not the best ending, in my opinion though it sure is the most beautiful and poetic one. you see, wolf is also part of a cycle of abuse and trauma. he was an orphan in the battlefield, adopted by an abusive foster father (the great shinobi owl) who saw him as a mere tool to help him achieve his grand schemes. wolf was raised to strictly and blindly follow the iron code, which stated that the father's will was absolute, above even the will of one's master (i won't explain more because that'd be the entire story really xD)
and so there's kuro, the young divine heir, a mere child. mostly importantly, he is wolf's master. by the code, wolf is obligated to follow every order that his master imposes, no matter what, without question. and so wolf does that. but kuro sees wolf as much more than just a guardian and tool. he sees him as his loyal shinobi, his friend, and quite possibly the only person he can absolutely trust after the death of his parents.
and at first this only rings true because wolf is too afraid of breaking the code, his only purpose and belief (owl you motherfucker). but as you progress through the game, especially if you take the path of the two better endings, wolf himself starts to realize that he sees kuro as much more than his lord. he genuinely cares about the boy and his safety, and the moment that kuro approaches him with the proposal of severing immortality (which will eventually end with the heir's death), wolf begins to branch away from his lord's wishes and even breaks some of them, all so that he can find an alternative way of ending immortality without prematurely endings his beloved lord's life.
hell, he even dares to break the code in front of his father, who he feared his whole life, choosing to stay loyal to kuro instead of following owl's will, which ends in a duel to the death between father-son where wolf comes out victorious :D
fuck, you, the player, ends up sacrificing something for kuro, since picking any ending other than shura (a.k.a forsaking owl) means you have to go through and beat the much harder final third of the game, even though you had the option to finish the playthrough much earlier by obeying the code. and to get the purification/return ending you have to go even further and beat father owl, who is to many the hardest boss in the game, a legend in his prime, as one final fuck you to that absolute asshole who calls himself a father.
all of that simply because kuro treated wolf with all the care and compassion that owl could only ever hope to show. (fromsoft's choice of having a traditional protagonist really pays off here. the story in this game just feels so, personal y'know?)
and that's why purification is so beautiful, because here wolf goes through all of that shit and eventually decides to take his own life to sever immortality, allowing kuro to live on with the happy and carefree childhood that neither ever got to experience. just, oh god... a cycle of abuse broken by the pure sympathy and love of someone that truly cares about you...
sadly, like in the IS ending, another divine heir will eventually be born again, but this time, there's the hope that it will finally end for good.
then there's finally the return ending, which is the happiest and most hopeful ending fromsoft will ever give to us in a souls game xDDD. i'm not sure how the whole returning the dragon's blood to its origin and kuro being like carried by the divine child (apparently in her womb in the og japanese text?) works, but it is the ultimate end of all the terrible cycles mentioned above (and a great opportunity for a sequel huh fromsoft wink wink nudge nudge)
umm, this came out more as a explanation of the endings honestly but it also essentially explains my favorite thing about wolf as well so yeah xD sorry for all the text lol
* least favorite thing about him: hmm, i will admit, as great as all the subtle storytelling is, wolf is quite honestly an absolute brick of a character xD he barely expresses emotion in his dialogue.
* favorite line: "i hereby condemn the last immortal. may you live on, and embrace what it means to be human." the last thing he says to kuro in the purification ending. excuse me i will go cry.
"a code must be determined by the individual... this is what i've decided. just as my master did." is gold too. spat right in owl's face too hehe.
* brOTP: focusing more on the platonic part than the bro part, definitely 100% his whole relationship with kuro. the way these two care for each other is simply too sweet.
like how kuro decides to prepare a rice ball for wolf, after seeing him eat it raw (because owl abused him by starving him out of food, giving it as a sparse "reward" for obeying his will GOD I HATE THAT GUY)
and also how in that one scene kuro kneels to wolf's eye level to speak to him, instead of standing in the imposing and dominant manner expected of a master....
now, if i where to focus more on the bro part, i really appreciate the camaraderie that both the sculptor and hanbei show towards wolf. sharing a drink with the old hermit and having him share a story of his time, or just practicing your parries with hanbei, it all felt very nice :))
* OTP: i will admit i'm not really into shipping xD i usually only care about canonical or highly implied (to the point of obvious) pairings. that being said, in my eyes wolf has zero romantical chemistry with pretty much every character in the game honestly xD
* nOTP: aside from the obviously problematic ships, none really.
* random headcanon: i have read a fic where wolf has a severe case of sweet-tooth and now i kinda carry that with me xD completely justified in-game too, where you consume stat-boosting sugars.
* unpopular opinion: hmm none? i mean, people barely talk about sekiro nowadays (much to my dismay)...
* favorite picture of them: this is my personal favorite promotional render:
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fishpeanits · 1 month
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「 ✦ Welcome to the waters! Let me get everything together… ✦ 」
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「 ✦ … Perfect! Please enjoy your stay! ✦ 」
this blog will be a sanctuary to be unabashedly silly and enjoy the beauty of the internet’s vast connectivity. wasting time chastising “cringe” behavior or arguing over petty discourse isn’t something fishpeanits tolerates. the internet has become a cesspool of hate, and fishpeanits will not let that infection spread to this blog.
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* . + What things does fishpeanits like?
› ACTIVE INTERESTS: Stardew Valley, Baldur’s Gate 3, Super Mario Sunshine, Super Princess Peach, Super Mario Galaxy I & II, Bungo Stray Dogs, My Little Pony, Jujutsu Kaisen, Preacher’s Daughter / Ethel Cain, the MILGRAM Project, Fortnite, Ichthyology,
› INACTIVE YET SPECIAL: Tomodachi Life, Soulsborne (Dark Souls, Elden Ring, Bloodborne, Sekiro), Splatoon (I, II,III), Apex Legends, Boku no Hero Academia, Five Nights at Freddy’s, Ruby Gloom, Genshin Impact, Soul Eater, Earthbound, Fran Bow, Sally Face, OMORI, Ensemble!! Stars, Project Sekai, Banjo Kazooie, Botany, Kingdom Hearts, Sonic the Hedgehog,
fishpeanits can be quite forgetful. this list is subject to change. - . *
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* . + What kind of content will fishpeanits post?
› #.fshits will be a collection of miscellaneous textposts and such that have no real category!
› #.fshart will be the tag used on any and all art!
› #.fshfic will be used for literary pieces! this will probably be fanfiction in most cases.
› … a special fourth item will be posted here! how invigorating!
do you trust the strangers you glimpse through a screen? fishpeanits wouldn’t. - . *
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「 ✦ Some of these things should be common sense, really, but they will be listed regardless. Blocking people is a blessing! ✦ 」
› PEDOPHILES { This INCLUDES: DDLG, DDLB, MDLB, MDLG, MAPs, Proshippers, etc. } and any defenders of lolicon/shotacon/pedophilia in media.
› RAPISTS and any defenders of: “Consensual-Nonconsensual”, rape “jokes”, or victim blaming. Anyone who forgives rapists.
› ZOOPHILES and any defenders of zoophilic behavior.
› Anyone who villainizes mental illness or, conversely, romanticizes/idolizes it.
› Supporters of the United States government, the Israel government, etc.
› Anyone who glorifies serial killers. Anyone who glorifies stalkers and/or yandere tropes.
› People who focus their “activism” on pretty discourse (pronouns, slurs, etc.) OR use “activism” as a means for social media fame/profit
› NFT community
› … More to come as items are remembered.
to bring it to a close, a final note . . . honor the lives lost in wars. do not become a slave to consumerism. your enemy is not your neighbor, it is the few who hoard billions and oppress millions. - . *
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