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#they actually helped me get my game dev degree (long story)
arcademyth · 1 year
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genshin ocs? genshin ocs.
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rsmrymnt-tea · 3 years
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So are people forgetting about the old chat about Asmo asking the brothers how frequently they bath. Levi responded he takes an hour long baths because his snake-like skin will turn dry and he can't have that. So yeah those headcanons about Levi being dirty are dumb. And you have proof about him bathing in that picture.
This is a bit of a rant but I seriously hate how Levi is written in fanon. It's either he's stinky, a crybaby or just a hermit and that's not even the scent of his character. I at least do write him according to his character. Sure he 's much more sensitive than his brothers and easily cries but he doesn't like do it all the time. That is why I seriously dislike fanon things they usually ruin everything. So yep those are my points, I don't intend to be a jerk to the creators just pointing out how I feel with Levi in fanon. Or fanon in general.
Omg?? Do you remember which chat and what chat name? I tried looking but I don’t think I’ve played the game long enough to get it yet :((
And honestly yeah sadly every character’s kind of reduced to some over-simplified version or even straight up mischaracterized by fanon to some degree. It doesn’t help that a lot of content is locked away either by time (chat messages), effort (the fucking grind to get your cards strong enough to get through main story), and luck and/or money (the Devilgrams). And even then what sticks is usually the very obvious and the easy to portray—like how Lucifer ends up a boring boomer workaholic even though he definitely has a playful side that just wants to let loose, Satan gets reduced to being a cat-obsessed bookworm even though he’s much more than that and has interests outside of books and cats, Asmo turns into the queer trendy bestie that everyone forgets is also the most openly unhinged out of the brothers, and the most baffling of all, a super innocent and shy Simeon that seems to be based purely on the fact that he’s an angel.
Also Diavolo isn’t stupid. He’s sometimes clueless but the man’s just sheltered, not an idiot. Depending on how you understand some chapters, it becomes clear that there’s a very good chance that he intended for everything in Ch 12-16 to happen just to help out Lucifer and his family. Yet he also has some semblance of regret in him as seen in S2 in that conversation with MC in the Coliseum, though it’s up to you whether you think his regret involves what he did in S1 or of it’s just him wondering if it was a good choice to emotionally blackmail Lucifer into become his right hand man forever.
It gets frustrating when it becomes all you see. Sure, there’s content where it’s fun but when it becomes clear that it’s actually what most fans think of them, it gets old and makes you wonder if people are looking at the same material as you. And, well, it makes things repetitive and boring and sometimes it makes the devs bite and pander, thereby reducing your fave’s complexity over time instead of fucking adding to it. So I get your frustration because it frustrates me sometimes too :/
Like people can write what they want and do what they want, in the end it’s all just good fun and everyone’s desperate to get their share of serotonin to get by. But I also can’t help but wish that, y’know, we get to see more dimension written into the characters in fandom-made work more often. I deeply enjoy world-building and theorycrafting and character analyses for this reason, plus work that explores parts of the cast that are only mentioned in passing or by other characters. The Admiral Levi talk I’ve been seeing is really nice and I’ve seen someone trying to create and flesh out Beel’s fangol team, which I honestly wish the devs would get into too. Would also kill for more canon Asmo and Beel character development >.>;; They really need it.
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usagi-mitsu · 3 years
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Werlyt & Gaius - a bunch of thoughts.
I am a little late to the party. I know. But I just finished the Emerald weapon and before I go to try out the „not Zenos“ weapon as in „Diamond“, I need to get my thoughts on the story straight.
Perhaps I have been spoiled by 5.0s brilliant MSQ and cannot appreciate the inherent beauty of at least decent writing any longer. But this felt so wrong and out of tune with the rest of the game. I started writing this 2 hours ago! I wanted to one in bed by now! XD But I had to get it out of my system… so….
Spoilers for the MSQ and Werlyt incoming??? And no I did not re-read this so not just spoilers but also writing errors incoming. -.-
The good
These fights are epic! I have only ever cleared the normal versions, but I loved those. They are amazing. The callbacks to Eula (her being a woman here! When did they discover that???), Regula (may he rest in peace) and Gaius himself in his prime were delightful. But I could do with a little less rotating, ok? A dragoon has positional, you know? And being allowed to pilot my very own mecha was like *chefs kiss*. On that front? Well done Square Enix!
I am also glad they were able to get another use out of Porta Praetora! That place looks amazing with the wide open field and the lake – and Ala Mhigo across it. It was one of my favourite Stormblood areas and I am always glad to return there. And of course… being able to visit the allied camp again… And Werlyt itself. It’s simply a beautiful place. It reminds me very much of southern Greece. If you’ve watched the movie Mamma Mia you know what I mean.
The music too was really nice. But I don’t think I’ll… you know… listen to it on repeat as I am doing with other parts of the soundtrack.
I’ve also loved how much amazing lore we got about Garlemald and especially the garlean military. And the military abroad. The way soldiers not from the mainland get treated. I love learning about these things.
Gaius
The man. The legend. The guy yelling in Prae.
He’s so very boring here. He has so much potential as a character and maybe I’m missing something, but all throughout this story he has been nothing but passive. He’s a reactive character in this storyline. You know. The guy who made deals with Lahabread (the d is intended), tried to take over Eorzea, lead a whole army, stood idly by as the moon dropped, almost died but then decided just not to die and then though „hm… I’ve got so much freetime now. How about I go and hunt some ascians?“ That guy is NOT a reactive character. He is active. He goes out of his way to make shit he wants happen. And in here? He seems too starstruck and devastated by his adopted kids actions to actually have one clear thought.
The only explanation I have is that he might have gotten hit in the head by something on his way to the ruby weapon. I get why he would rely on Cid for help, but the WoL??? The alliance? If you wish to be an ally and help or something, fucking act like it. You were a former legatus and I expect you to live up to your name – even after retiring.
And yeah.. I guess it’s hard having to watch your kids willingly, knowingly dying. But you fucking raised them. You are a big part of the reason to why they are in that predicament. So like… Aside from that I don’t even get why you are in this story at all.
And for the record: I’m not sorry for him. I’m just flabbergasted by all the bullshit we’ve been learning about him.
To be quite honest, I think this story could have worked just as well or maybe even better, if we got another man as the „hero“ of the story. I am talking about none other than our engineering, hammer-swinging, ex-enemy - of course talking about Nero!
The MSQ has long established that his research into the Ultimate Weapon had been taken, twisted and turned – Estinien had to experience this first-hand. I’m not saying that Nero was in need of a redemption arc and I cannot remember if these weapons were of his creation or even stem from anything he did, but it would make so much more sense for me, to have him confront his past in the garlean military like this and be responsible for the death of his former colleagues. Soldiers that he served with, whom he faught with. Give me Nero and them working together to get the weapons going and him bonding with them as his pilots to a degree. Comrades. Not that strange familiar bond that Gaius appareantly has with them. … Scratch that: Let Gaius be the father figure. Him being that wouldn’t change Nero’s relationship with them, but maybe his with Gaius as his superior.
The story wouldn’t even need to try and redeem Nero: He has already gone through major character development with the MSQ and the Omega raid tier. It would simply be Nero, confronted with the things he created, hopefully instilling more morals and a sense of responsibility for his creations. Heck: Let Cid yell at the guy! Seriously! Cid sticking around to help out would make so much more sense if it was Nero instead of freaking Gaius! Cid hated the guy! He might be a professional, but he is not one to torture himself by staying around a guy he (as far as I know) detests.
Make Nero the central figure and give Cid and Gaius the roles of „angel and demon“: One desperately trying to reach out to his old friend, reminding him why they became engineers and trying to make him realise that he can’t just run around designing weapons and leaving the scematics for everyone to read; while the other has trouble letting go of his imperial past and is struggling to see the errors of his ways – if Nero was wrong, than he (Gaius) was wrong too -and of course they did all of this for their home, to further their cause, and to bring peace to the savage lands of Eorzea, who had been fighting amongst themselves for so long… You get the point.
And you could still have these gundam themed fights. But I think everything would make so much more sense in general.
But speaking of which-
The children
I do not truly care for any of them. And that is a shame: I do think there are great characters and dynamics hidden behind these very few cutscenes. When they were first introduced I was wondering why I was suddenly watching „heartwarming“ cutscenes of my foes as children – until I realised that I was supposed to care and that they were supposed to make me feel pity for Gaius. I was supposed to feel bad for him, because they died and he blames himself. But while their fates so far have been gruesome, I cannot say that I am sad they died. They chose to die as they did. There were a myriad more options. And they chose that.
Actually. Their whole story makes me feel like they were huge masochist from the very beginning. They could have just run away and gotten help from someone more competent than them, but they stayed in an abusive military arrangement just so nobody else got hurt?? Please. Use your brains next time. And for the Berserk-like torture scene? I mean. I get what was implied here. But was it necessary? As a writer myself I follow the rule that torture and sexual violence should never be used in a story, unless it must be in there for the story to work or to bring across a vital point important to the story or it’s moral (or if you are writing porn and you are into it – but we are talking official in-game content here). But the violence towards these „children“ seems unnecessary for the plot and the violence of their deaths by piloting the weapons is already gruesome enough. Sometimes it’s better to leave things like this out – the emotional torture of feeling stuck and having a martyrs complex would have been enough here, I think. If the rest of the story had been well written at least.
(I believe my utter lack of sympathy shows how little character developement they had. I love tragic characters, who choose to suffer for the good of other people – even better if those people don’t even like them. It’s just my thing. And those kids are just… well.)
Their reasons and especially why they were making Allie out as the one who would need to survive was also just… weird. Like. I feel like 75% of what happened would not have happened, if they actually talked to each other, used their brains and had done something about their problems. But no…
These characters are also so exchangeable with basic anime/j-RPG character tropes… I only remember Alfonse, Rex and Allie – because I just did the Emerald weapon. And right afterwards I thought, „huh. So… Fullmetal Alchemist?“ Which brings me to my third point …
…the story at large.
„Pacing is a virtue“ or was it patience..? Anyhow: The author of this story should have had more patience with his story and characters and taken a bloody break! And I am not talking about the obvious blunder of „How is Allie feeling?“, „she is in shock and you cannot talk to her“ turning to „oh yeah if you are careful you can talk to her now“. I mean. WTF. That was MAYBE 10-20 in-game minutes of dialogue.
But everything was moving so very fast – and not even in a good way. There are few things better than a fast paced, action rich story about a group of young people trying to safe (their) world. But if you try to cram in two expansions worth of character development and story telling into about two hours of content each patch.. Well, then you get whatever the hell this is.
Gaius is a very interesting character and while I did not understand why they needed to bring him back in 4.4 (?), I do see how he could be a good asset for endwalker. And his involvement in 5.0 with Estinien was just a dear delight. So I am not opposed to learning more about him, to watching his character grow and changed with time. But I am not ready for badly written content of which 50% get told by suddenly induced echo-sequences. I mean – weren’t there rules for the echo at some point???
I’m not sure which one of the devs said it, but the feature that let’s you play an NPC is super convenient for them to tell the story, because before they could only show what happened where the WoL was.
And that’s just it. Rule number 1 in writing anything is „Show don’t tell“. It feels like they literally turned this one around for these cutscenes. While Valens torture and diet-Fandaniel-routine were very much „show“, the rest of the story was one long cutscene of exposition: We get exposition by Cid, by Gaius, by echo, by Gaius and his crew again, then by Allie. Before having to watch scenes we are not there for.
BTW. Dear square Enix: Your writers are capable of writing amazing villains, antagonist and despicable assholes. You don’t have to write „asshole, must die“ on Valens name card. And I also think the „WoL, strike here“ sign above his head was a tad bit too much. Nuance, dear writers. Nuance. Or perhaps I just got spoiled by these last few foes in the MSQ.
When I said I wanted to just be able to punch a bad guy for once and not feel bad about it, I did not mean this! I meant that I just wanted to play training dummy with Danny-Boy.
(Oh! And as far as I’m concerned you can just… sideline Gaius … „would be killer“ and the lady? Make them targetable NPCs with Dialoge to read. Let them stand somewhere accessible and comment on the latest developement. But ffs don’t give me hour long speeches about how you are going to kill Gaius if he does something you don’t like. The guy could and would wipe the floor with you if he felt like it. -.- So. Please. Shut up.)
Conclusion
Basically. I have to finish the Diamond weapon. But I doubt it will change my perception of this story line even in the slightest.
To be perfectly honest though … bringing Gaius back, having this story with and about him, forcing a sort of redemption ark here. It feels like they are really „grooming“ him to be a morally grey ally in Endwalker, with perhaps a big part to play in the endgame. At this point I wouldn’t even be surprised if they pulled a GoT and made him „King in the North“. Or if they had him die a heroic death to save the world, but especially his country. And to do so they need us to think his sacrifice means something. Or that he is the right person to lead Garlemald into a new future (I don’t think he is). But: For one, neither we (the players) nor the characters need to find him worthy of throne or death by heroism for his sacrifice/ascension to work. To be a useful tool for the story, only the other garleans who might oppose the alliance and scions need to deem him or his sacrifice „worthy“. And only they. And Ishikawa-san has all of 6.0 to accomplish whatever the hell she needs him for. He did not need to be the center of his own botched redemption ark. If that’s what they wanted to do. Or maybe I’m looking at this all wrong and all they wanted was to give the writes in training some literal training grounds to test their abilities.
But! On a positive note: I have yet to be told that raids and other side content are canon to any degree. So when playing the next story quests I’ll blissfully ignore all that happened in Werlyt and if it get’s mentioned (because they do that sometimes when you’ve done certain content) I’ll just ignore it.
Happy ignoring! Also: GIVE ME MORE NERO CONTENT!
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alyazirr · 3 years
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So let me talk about the Dame Event story for a hot minute here
Another long one sorry,
In my last text wall rant that I was sleep deprived as hell writing I went over the events pretty much as a whole as well as just explaining that the event dissapointed me, now I’ve had some time to digest the story as a whole and really think on it I’d like to dive into the story and what really got under my skin.
Let me just preface this by saying clearly that we as the fandom were absolutely baited with this event, many players are members of the LGBT+ community and I myself identify as bi. This entire event and how it was handled in my opinion was not done well and has left many feeling like they used the premise as a quick cash grab from that part of the fandom – I absolutely believe this to be the case.
Now the story, the first issue I had was the reason the boys had to dress up as ‘dames’ to begin with. The idea that this queen we have never met have no reason to care about and wasn’t even given 3 lines of characterisation just shows up and demands that everyone dress like ladies because ‘down with all demon men’ is incredibly concerning to me. Diavolo the prince seemingly got out of her requests, he is after all royalty himself but I think a lot of the time we forget just how high ranking in society the brothers are. This ‘I hate all men’ attitude is incredibly childish and a toxic mindset that has literally set the feminist movement back for years. It’s equally concerning that I’ve seen fans take this ‘queen’ and raise her up as this absolute bad bitch who is awesome and death to all men when she is in fact just a bitch in my eyes.
The reason why they need to dress up aside Lucifer’s handling that they all have to ‘act like dames’ had me flashing back to visions of ‘ladies finishing schools’ and a stepford wife type situation. The way their personalities had to be obliterated in the process to fit Lucifer’s notion of ‘the perfect lady like behaviour’ is incredibly demeaning to me. As a fashion major I’ve read and researched my fair amount on the psychology of clothing and how it can both confine or embolden us. I hoped that the dames event would be handled better, Asmo is obviously our number one candidate to cross-dress and throw ‘gendered’ clothing out the window and I love him for it but I have to agree with Mammon’s wording that he ‘doesn’t mind dressing up but doesn’t like the performance with it’. The ‘perfect personality’ that had them all walking the same, eating the same and using the same etiquette stripped them of any individuality and just had me thinking back on how women were ‘expected’ to act in society and still are to a degree and it was pretty uncomfortable and I’m not surprised that by the end of it even Asmo who loves any excuse to steal the show and dress up was exhausted by all the ‘etiquette’ he was forced through by Lucifer to seemingly appease some queen.
There was no need for the etiquette, Satan is arguably one of the most refined brothers having many friends in high places, artists, directors and so on. He’s well connected and established and he clearly knows how to handle himself with dignity, asking him to abide by all these rules was overkill when he could’ve put on a dress and acted completely acceptably all by himself. Not that there were even many interactions with the brothers to begin with. Typically there is always a brief moment of affection with each brother but this event was just ‘Beel can’t walk in high heels, neither can Satan pick one to cheer on and screw the other one’. I hate how any interaction was boiled down to ‘praise’ or ‘you aren’t trying hard enough to act like this dignified lady’.
Clothing is an extension of our personalities it is part of who we are and how we are perceived. It is COMPLETELY valid for people to wear whatever they want, for women to dress more ‘masculine’ and men to dress more ‘feminine’ but there is nothing wrong with men dressing like the ‘societal men’ and women dressing as the ‘societal women’ if that is what empowers them and has them most at ease. Satan was clearly not comfortable in heels and Beel really struggled, clothing should be enjoyable not a trial to get past with pain and brute force. It is also incredibly important to point out that it is canon that Levi and Asmo do cross dress and therefore enjoy it it’s not like these boys aren’t down for it but it should be THEIR CHOICE and what makes THEM COMFORTABLE. Not the same old ‘Diavolo said so and god help you if you don’t’.
Honestly the whole putting them in dresses came across with a strong element of fetishization which I didn’t like, the mc only able to babble on about how beautiful they looked, stare or say the ‘wanted to see the boys as dames more’. In concept this event could have been EVERYTHING and in the end it was a let down that borders on uncomfortable. I don’t appreciate the undertone that if they want to wear a pretty dress then they HAVE to act like a dignified lady. As I touched on the choice should have been theirs, it should’ve been an empowering situation and not a constricting one. Lucifer actually had me holding my head in my hands in anger with how he was acting in this event and you don’t even end up with the very typical ‘romantic event ending’ with him. You just tell him he looks great and he totally brushes you off. Not even mentioning the fact that as soon as they arrive at the demon castle the ‘bomber’ has been stopped and the queen is suddenly ok with everyone just being themselves because ‘haha I don’t hate you demon men you can dress like men from next year 😊’. So as Levi said literally what was the point in all that work when they just defaulted to acting like themselves anyway. It would’ve been completely understandable if Lucifer had lectured them on behaving at the event, Mammon not trying to steal something, Beel not eating everything etc but wasn’t.
All I wanted was 2 crumbs of attention from Solomon in this event and despite the SSR card he basically may as well not even be there. Not to mention I was super excited to see what Mammon and Satan looked like but I guess I’ll have to draw that out myself. What was the point solmare, seriously what was the point.
I guess we confirmed that Mammon is literally the only one we can trust since he runs to your aid screw the queen which was the only moment I really enjoyed. 
Basically this event has me feeling several kinds of fucked up and it’s clear to me that the devs are just pushing out events to sell cards and grab cash off the audience. I love this game I really do, I’ve played more otomes than I care to admit and this is honestly one of the best I’ve come across main story wise but if they keep pumping out there half assed events to grab cash off players then I’m sorry but it’s gonna turn the majority of players off. People will be willing to spend that £10 on your in game currency to support you when you put out a quality product you worked hard on, I’ve been playing this for a year now and I still love the boys and the half main story line I’ve got through. I’m sure I’m not alone in saying I would far rather wait much longer on events and enjoy a good fleshed out well written event instead of these lazy cash grabs that honestly have ended up really missing the mark and with the angel and now this event really rubbing me the wrong way.
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rpgmgames · 4 years
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April’s Featured Game: Nobody's Home
DEVELOPER(S): oates ENGINE: RPG Maker MV GENRE: Survival Horror SUMMARY: After a night of extreme drinking and partying, you wake up in stranger's bed to discover... Nobody's Home.
Buy the game here! Our Interview With The Dev Team Below The Cut!
Introduce yourself! *oates: Hi, this is oates! I'm a pixel artist and game developer, I've started making games with rpgmaker in 2016 with VX Ace and now currently using MV for recent projects. Previous projects I've worked on were the FNaF-inspired Souls-like One Night at the Steeze, my first rpgmaker game and it's prequel, the FNaF-inspired roguelike No Delivery. Other games I've worked on include the fangames Day Dreaming Derpy, made in VX Ace and Spike's Day Off, made in MV and the latest in a series of previous fangames previously developed on Adobe Flash.
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What is your project about? What inspired you to create this game initially? *oates: Nobody's Home is largely based on my experiments to find and apply horrific elements in modern situations or phenomena. The scenario being explored here in Nobody's Home is the aftermath of some crazy party. Sound design is especially important when crafting a horror scenario, so I often look to music to draw inspiration. Much of the atmosphere and house design was inspired by music and imagery associated with '70s yacht rock (a sub-genre of soft rock). Another important note is a lot of the general mood and 'weirdness' was inspired by a band I listen a lot to, Dance Gavin Dance, specifically their "deathstar" album. However they have a tendency in all their albums to switch genres mid-song, often going from their post-hardcore sound to funk, pop, and even rap; aside from that, some of the subject matter covered can range from disturbing to unpleasant to nonsensical, but combined with the amazing music, it creates an experience that pulls the listener in all different directions. It got to the point that I was naming events in the game after some their tracks so I had to be careful not to inadvertently make a fangame haha But there are some easter eggs in Nobody's Home that were intentionally left in, and I'm fairly certain players have identified it already.
How long did you work on your project? *oates: I used much of the same framework left over from my previous project No Delivery for this development cycle, so the hassle for setting up asset pipelines was very much mitigated. I started in earnest, making assets back in January this year so it took roughly 2+ months to finish development for this project.
Did any other games or media influence aspects of your project? *oates: Aside from the previous music inspirations, I was really intrigued with the way Resident Evil 7's Beginning Hour demo was able to pick up where Konami's cancelled PT left off in terms of survival horror games to look forward to back in 2017. Prior to later updates, the initial demo really only included a few set pieces, basic item interaction, and almost no puzzles from the full game. It was largely able to pull off scaring players from almost atmosphere alone (if you exclude the Jack Baker and ghost encounters). It was later in the full game that it was able to show off it's metroidvania-esque design to its fullest. After my previous project, I wanted to step away from roguelike design for a bit and focus a little more on an exploration-based experience, so I took a few notes from the way RE7 and RE2: Remake handled map design and progression.
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Did you come across any challenges during development? How did you overcome or work around them? *oates: I was coming off a severe cold last year and it took most of January for me to recover, so it was a little hard to start full-on development immediately like I normally would on top of other career matters. And looking at events today, it's even more imperative that developers practice healthy habits during development.
Did any aspects of your project change over time? How does your current project differ from your initial concept? *oates: I've had the idea for Nobody's Home as a concept for a while, but filling in those gaps with actual gameplay between centerpieces was a big variable. I went back and forth between the turn-based item combat from the previous project to cutting out combat entirely. While I didn't implement it, I also brainstormed a few concepts for overworld action and combat ala Zelda, but it seemed too complex given the time frame I set for myself. Eventually I settled on a middle ground between full combat and separate encounters, with "enemies" acting as essentially a toll gate. The rest of the game followed suit with various tolls and "mouse traps" for the player to trigger at their own behest. This wasn't necessarily the design I had in mind at first, but it helped to concisely fill a relatively small location with specifically "deadly" content.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *oates: I largely work solo for both development and art, but I do regularly work with a few musicians for an original soundtrack. I first started working with other composers for the fangame Day Dreaming Derpy, where after the initial demo was released, I received emails from a few musicians volunteering to contribute some tracks for the game. In all, the original soundtrack contained 9 tracks in total, with 3 tracks from each composer; each of them doing an amazing job and, in my opinion brought the project back then to a higher degree of quality. This was how I met some of the composers I still work with today and they all have some really great work! TheNGVirus @NGVirusNG1 Kaminakat @thekaminakat dRedder @HornyGremlin
What is the best part of developing a game? *oates: It's a toss up between the initial brainstorming/research and the first run-through when you have your desired maps linked together. For the brainstorming, it's pretty fun to learn about subject matter you want to do justice to as well as stretching your creative muscles for the first time in service to a certain concept. However this obviously wears off when you devote too much time to a particular concept, but it's still enjoyable nevertheless. For making that run-through, it doesn't necessarily mean to have all the events implemented, but to experience your game the way players will experience it for the first time does give a sense of completion/cohesion to what you, as a developer, are trying to accomplish. It essentially puts what you're working on into a different perspective for you.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *oates: I do keep an eye out for what other rpgmaker projects are doing, and to see what others can do with the engine helps get the creative juices flowing; it's also fun to try to mentally reverse engineer how certain mechanics or effects were made. And it's always great to see fellow devs showcase what's possible with the engine.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *oates: Nobody's Home has a relatively small cast of characters, whom you do interact with but never see, this is largely to done to create a sense of "un-relatability", but if I had to pick a character, it'd be "car guy", the guy you find stuck in the car. They have a good line, " ...there'd be a good reason for this, but there isn't..." Story of my life.
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Looking back now, is there anything that regret/wish you had done differently? *oates: There were a few areas I would have liked to expand on or add, specifically- the attic + roof, the front lawn, behind the walls, and an entire second floor. Unfortunately that meant potentially adding more questlines and NPCs while the first set of questlines were pretty interwoven so it would have been way more complex, also again, given the time frame I set, it would have extended the development cycle way beyond what I had time for. But if I had implemented those extra areas, the game's length would also go way beyond the 30 min - 1 hr it takes to complete the game as it is now.
Do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *oates: I'd like to do both really, each installment of the VCRPG line of games is definitely a stand-alone story, or an isolated incident, but I would love to explore the aftermath of the game's events and how the passage of time ravages and twists the story into urban legend. I like to treat places and environments like characters as well, capable of making memories, being misunderstood, preserved, destroyed, and ultimately capable of change.
What do you most look forward to upon finishing the game? *oates: Both the fan reaction and free time honestly speaking. Once the development cycle finishes and the game is published, your work isn't really finished as there's always a chance someone's feedback can apply to immediate changes or patches you can implement, even during the release period. Marketing is also another large step to take into consideration after release, this includes tweeting, sending keys for lets plays, etc. Watching playthroughs is also a really good way to collect data on what parts of your design fall through and what fail to land. But after all that is said and done, some free time really helps the brain recuperate.
Was there something you were afraid of concerning the development or the release of your game? *oates: Just whether or not I handled the game's subject matter tastefully. Like horror cinema, everything done is in service the the themes and message of the piece as a whole.
Do you have any advice for upcoming devs? *oates: The game engine is essentially a tool, and like any tool you can find plenty of creative ways to get the same result. And don't be afraid to research whatever it is you need help with, it also helps to be specific with what you want.
Question from last month's featured dev @moca-pz: If you can collaborate with any game developer in the world, who would it be? What would be their role(s) and what would be your role(s)? *oates: Game developer I'd like to work with: Hidetaka Miyazaki His role: Story Lead and Director My role: Drinking buddy Game we're working on: SciFi Souls
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We mods would like to thank oates for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Nobody's Home if you haven’t already! See you next month! 
- Mods Gold & Platinum
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crimeronan · 4 years
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ik youre not a therapist and i dont want like therapy or anything but im 17 and ive known i was bipolar for 3 years now and i dont know how im supposed to live the rest of my life like this. im so fucking tired. how do you stay alive
you sent this a couple days ago & i’m posting at a weird time so i’m not sure if you’ll see it but.  
i’ve been looking at this message trying to decide how to respond
because i don’t know your situation, your symptoms, how you’re feeling, whether you’ve had positive or negative experiences with medication, psychiatrists, therapists, hospitals, all that related shit
the bipolar life advice i give to people is vastly different depending on the individual. it’s not a one size fits all thing.  and there’s never even a guarantee that my advice will be the right choice
so since i don’t know about your situation or experiences or what you want, i’m not gonna tell you what to do.  i’m gonna focus on the “how do you stay alive” question and try to pen down some personal feelings. and if they help then great, and if they don’t then... this is the most honest i can be
(you can always ask another question to get a better answer. my inbox is a coin slot and i am a vending machine of varied-degrees-of-helpfulness replies offered at varied-inconvenient-too-long-intervals)
-
how do i stay alive
it’s a 2-parter, actually.  i pondered how to condense my thoughts/feelings, and it came down to these two things
1. love 2. spite
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1. love
the spite is easier to write about than the love.  love is hard to reach when i feel like shit.
spite is where i go when i want to die.  love is where i go when i want to want to live.
maybe i don’t want to be alive.  but maybe i wish i did.  spite doesn’t help me much there.  spite keeps me afloat, but it doesn’t make the floating pleasurable.  there’s more to life than outlasting everything that ever hurt me.  i need a reason to continue when there’s no enemy to fight
so. love
i almost wrote about the spite alone because that’s rawer, realer, more visceral.  that’s the shit that CONNECTS when everything feels hopeless.  but it would be a lie of omission.  spite is only one of the major food groups, you’ll waste away from malnutrition if you eat it for every meal. or at least, i will.
“so you’ve got a bunch of people you love,” you say, “and you stick around for them.  cry on them.  support each other.  like each other.  fine.”  you’ve heard this story before
nah.
i mean - yes.  i have people i love.  i live with two partners, i’ve got a third girlfriend, i’ve got a long-distance platonic life partner.  i have a support net, i have a family i’ve forged, i have confidence that i’m not alone.  i have, in a bare-bones checklist sort of way, fulfilled my physiological human need for connection
but i could live without every single one of them.  i’m not dependent upon any of them for my survival.  i’m not dependent upon them for love, given or received.  (this isn’t a callous cruelty, it won’t hurt them if/when they read this.  i’ve told them all this, they know.  they’re glad of it.)
so.  what the fuck does “love” mean, then?
the short explanation is that it’s my love of life, of things in the world.  it’s all the little connections i’ve made.  every time i love something, a hook tethers to the universe.  hook enough tethers, and i no longer feel the need to float away.  no dissolution of self today, sir
the rest of this section is some of the things i love. partially it’s to show how i connect to little things and ascribe magic to the mundane.  partially it’s because i like thinking about things i love, i like typing them out, and i like that i could keep going for thousands and thousands of words.
i am laying in bed at 7:30 AM with the lights off and the shades drawn.  blue  light comes through the slats because it’s the better time of year, the one where i finally get vitamin D, the one where the birds chirp at 4AM, the one where the sky isn’t impenetrably black til 10PM.
there’s a weighted blanket tucked around my legs.  my partner rafi bought it for us to share because it’s soothing and heavy and comforting and helps with my physical pain.  right now it’s soft on my skin and if i get too emotional as i write, i can pull it over me like a cloak until i’m settled.
the apartment’s walls are blank because we’ve spent eight months intending to put art up and keep forgetting.  but there’s a newly-unearthed dining area in the kitchen because i finally shifted around the unpacked boxes that were dominating the space.  it’s new and it surprises me every time i walk out there.  it’s open and inviting and bright and it’s a sign that we’re making this place home.
we’ll put a cheap IKEA table by the window and we’ll probably never eat family dinners there - why would we sit in hard chairs and make stiff conversation when we could all cuddle on the couch - but my partner dev will create a place to do their art and the surface will be constantly littered with drying watercolor experiments.
we’ll hang our art one of these days, too, when our collective adhd offers a miraculous combo of remembering + having time + having motivation + having inspiration.  rafi has the most art because they’ve been collecting it for years.  i have to start smaller.  i’m not used to keeping physical objects.  dev has a few pieces thrifted or bought at local artist events or painted themselves
so we’ll put art up in the living room, my single “you are magic” flower print alongside a naked monster lady that dev fell in love with when we browsed art at a yuletide event months ago, alongside rafi’s monster girls and comic characters and book characters and literature art and quotes and abstract pieces and whatever else they have hiding in boxes.
my head protests that naked monster ladies do not belong in the living room, although the picture isn’t overtly sexual.  but then i remember that they do, actually, because it’s our space and we can do whatever we want with it as long as the lease isn’t broken.  there isn’t anyone in the local social circles who’d be perturbed by the decor, as far as i know.  i don’t have to hide anything from my parents because i live 3600 miles from them, and even though i miss my mom, the distance is good for me
there are two exquisite chairs on the porch.  they fold and recline from thrones to nearly-horizontal beds.  there are pillows and cupholders and trays and specific spaces for both a book and a phone.  i can sit there while the morning sun rises and read or play word games or browse tumblr, cup of coffee beside me, trees shielding my eyes from stabby sunbeams
there are remnants of the last tenant’s garden in one corner of the yard.  we’ve done fuckall for yardwork but plants struggle through anyway.  some seem to have sprouted by accident.  mushroom clusters populate the edges of the fence.  the apartment squirrel (there are probably several, but i like to think it’s a single energetic creature) runs back and forth along the fence & i always lose my train of thought & then laugh my ASS off at the “SQUIRREL! XD” adhd moment.  birds kick up leaf litter and play on the ground looking for insects to eat, they wiggle their tail feathers and flap their wings and sometimes they disappear and then return with friends
a little more than eleven months ago, i packed all of dev’s and my shit into a uhaul and drove and drove and drove to get to this city i’d never been in before to live with a partner i’d never cohabitated with.  we were homeless for more than a month, we weathered some financial disasters, we met some great people and some shitty ones
on the drive i fell in love with the sky.  i didn’t know how big it can get - actually, that’s a lie.  i’d FORGOTTEN how big it can get.  i’ve loved the sky thirty miles out to sea, no land in sight in any direction, just blue water and blue space above.  i’ve loved the vastness and the yawning beneath me and the knowledge that everything is BIGGER than i can fathom.  the depth of the sea doesn’t frighten me, it’s home. i don’t want to die, but if i had to, the ocean makes a soothing grave
in north dakota i discovered that i’ve been partially blind my whole life, which is a different tale that showed me i’ll never stop learning myself.  in montana we struggled up thousands of feet of mountains with the car huffing and puffing at the trailer’s weight, and when we finally coasted downward, it felt like sudden freefall.  we ended up in the pitch darkness of night on sheer winding interstates with midnight construction projects forcing detours.  the mountains felt hungry, they had teeth.  mountain cliffs are much scarier to me than the ocean depths
i bought a red bull and poured a little out the driver’s side door as an offering to hermes, because i’m not particularly religious but i’ll take help where i can get it.  slammed that back in a few gulps and shook to bright-eyed alertness and ended up behind a slow-driving red pickup truck that guided us over about a hundred miles of mountain terrain
i thought, that’s just some construction worker driving between sites.  the roads are empty at this time of night, but it’s an interstate.  of course we’d end up behind someone.  this isn’t divine intervention.  this isn’t the benevolence of a god
i thought, but it can be a little magic.  if i want it to be.  
and it was.  it stays with me.
god help me but i’ve been writing this stream of consciousness for more than 30 minutes and i’ve said nothing.  i haven’t talked about the city, the parks, the people, the conversations, the books, the tv shows, the movies, the communities, the library, the animals, writing, reading, singing, acting, swimming, analyzing, creating, supporting, building.  and i can keep going.  i can come up with hundreds and hundreds of things i love and i can write paragraphs about all of them
so i’ll stop here.  you get the picture.  love is the life i’ve made for myself, the surroundings i’ve built, the quiet moments i can capture, the inspiration i pin, the magic i commit to memory.
i had to work so damn hard for every single bit of this.
i’ll be fucking damned if i let it go because my brain tried to trick me into thinking death is better.
-
2. spite
there are people who want me to die.
i don’t mean that i have a giant entourage of personalized enemies who curse my name and plan my individual demise.  although there have been plenty of people who have not liked me much.  probably some of them would enjoy my death.  i don’t give a shit about that
there are people who want me dead because i am a dot on a grid they dislike.  a faceless anonymous enemy who meets too many bad criteria with numbers and percentages and shrinking majorities and shifting public opinion
because i’m gay.  because i’m bipolar.  because i’m autistic.  because i’m a dropout.  because i grew up poor.  because my spine curves and my shoulders ache.  because i squandered my potential, because i didn’t have enough potential, because i didn’t love god enough, because i love the wrong gods, because i don’t worship, because i worship wrong, because i didn’t seek a husband, because i never wanted one, because i talk too much, because i can’t be controlled, because i chose to leave the fold when i realized it was suffocating me, because i’m ugly, because i’m gorgeous, because my body belongs to me
pick your poison.
this bothered me growing up, a lot. i knew i did not deserve to die. but if enough people tell you that you should, a little part of you will wonder if they’re right.  that little part might become bigger the closer they get and the louder they shout and the longer they wear you down
we know the rough shape of this story, i don’t need to tell it.  mine was messy and not triumphant and i survived more by chance than premeditation.
i’m older now.  by and large i’m still young as shit - i’m 24 - but GOD i am LEAGUES away from 15, 16, 17. i know who i am. i know what i want. i know how to get it. and when i don’t know that, i find out. i tell the truth.  i ask for what i want.  i use my time how i want.  i do what i want.
there are days that i can’t access the “love” side of the equation.  no finding poetry in birdsong or sugared coffee for me, thank you, i feel like shit and the world is awful and everything is too big and fast and cruel and everything wants me to die and it wants everything i love to die, too.  everyone i love.  it’s all garbage. the good doesn’t touch me
trauma is difficult to describe.  the difficulty is compounded by the fact that my trauma is influenced by my various neurodivergences, bipolar included.  i never know if i’m feeling what other people do.  i don’t know if i’m voicing unpalatable feelings others are afraid to express - or if i’m just othering myself, admitting i’m not as human as everyone else.
there is something malevolent and monstrous inside me.  i don’t touch it all the time.  but i don’t pretend it isn’t there.  it sits in my chest and molders or radiates or oozes.  it presses at my throat.  it curdles in my stomach.  it hurts what it touches, whether that’s me or someone i love or someone i hate.  it sets things aflame with no regard for the precious or the fragile.  it tears down walls and razes shelters and begs for apocalyptic rain.
i can give this thing names, clinical descriptors.  i know what it is on a diagnostic chart, in a ponderous article, in an academic debate, in a fiction novel, in a war movie, in a memoir.  there are a thousand ways to describe this thing.  the descriptors aren’t important.  what is important is this - i have learned that most people do not walk side-by-side with a tornado-hurricane-hellfire-weaponized-open-nuclear-reactor.  this is not a “normal” expression of human emotion, this is not me trying to ascribe power to “bad bipolar feelings.”  this thing lives in me and i know why it’s there and it is not designed to be held/silenced/muzzled/controlled by my body.
it does not help to pretend this thing does not exist.  it does not help to try to reason it away or ignore it or tell it to stop.  it wants what it wants, it does what it does.  possibly if i was better at therapy or stubbornness then i wouldn’t resign myself to that
but it is fucking EXHAUSTING to try to fight something that’s part of me.  to try to reshape it, rename it, pare it down, make it consumable for the masses.  it’s a war i have never won and it’s a war that i will lose if i keep fighting it.  i cannot fight with myself.  i cannot beat my monster into submission.  if we’re gonna battle like that, head to head, me trying to cut it down, me trying to be the hero, it rearing back like a fire-breathing dragon,
then it’s stronger.  it’s always stronger.
so i surrender.
but that’s not where i stop.
can’t fight it.  can’t kill it.  can’t muzzle it.  can’t reshape it, can’t disarm it, can’t contain it.  
alright.  
so what now.
if the surrender was a full giving-up, this is where i’d passively accept that i’m doomed to hurt and destroy everything precious to me.  can’t fix it.  will lose everything, will never experience or deserve happiness, will make the world worse simply by existing.
that sure does sound like impending-doom rhetoric.  hop skip and a jump from some dire-ass conclusions.  
so fuck that, i say. 
here’s a better question.
if it has to get out, then what happens if i control where it goes?
here’s the thing.
the monster doesn’t care what it kills or destroys or hurts.  
“have a conscience, care about things, remember love, stop yourself, don’t do this don’t do this don’t do this.” 
 losing battle.  lost war.
 it’s not the monster’s fault.  the monster doesn’t have complex motivations or hates or fears.  it exists to protect me through scorched earth.  a remnant of a chemical imbalance, maladaptive coping mechanism, bipolar crazy, traumatized injury.  it doesn’t know that its job is obsolete.
i can’t change the monster.
but my mind is a separate thing.  my mind knows what matters, what my priorities are, what i find precious, what i want to protect.  my mind remembers all the things the monster doesn’t.  
my mind has learned things the monster can’t.
when i fight it head-on, the malevolence is stronger than me.  but as i am, walking with it, sitting in my bed writing this while examining the void and the consciousness, describing it, quantifying it,
that’s when i’m stronger.
and with my mind as the stronger force, i can decide where the monster goes.  what it touches.  what it destroys.  what it burns.  where the ashes land.
i do not want to be a destructive person.  i want to be someone who builds, repairs, changes.  i want to make the world better for kids like me.  i want to stop pouring more gasoline onto a fire that’s been burning since long before i was born.  i want to believe - i do believe - that positive change is better than negative.  i do my best to plant good things and enact that positive change instead of becoming a beacon of wrath.
but there are a lot of kids surrounded by people who want them to die, and not all of them have a protective monster.
so it’s good.
when i’m depressed, my mind loses its battles.  my cognizance slips.  i forget why i care.  i forget what i want.  i forget how happiness feels, how to find pleasure in quiet moments.  
i don’t get depressed as often as i used to since my meds are adjusted correctly now.  but it still happens.  it will keep happening for the rest of my life.
my mind weakens and curls up and stops fighting, and the monster is always there.
it’s a very powerful thing when it wants to be.
it wants to survive.
the thing is, it knows there are people that want me/us/whatever dead.  it’s been fighting them forever.  die like they want?  my mind says, sure, what does it matter.
the monster says, nah.  our work isn’t done.  and fuck them, anyway.
so we get up.
-
so that’s how i stay alive.
i typed this for 90 minutes and after editing i’d spent two hours on this post.  i don’t know if anyone will read it all.  i don’t know if it’ll mean anything.  i don’t know if these thoughts even make sense, much less if i’ve conveyed the feelings i have.
i love being alive.  and when i don’t, i love being a monster.  it’s good.  all of it is good.  i’ve reconciled my uglier pieces.  it’s not one or the other, love or spite.  it’s symbiosis.  i need both, i love both.
no guarantees that this is helpful, but based purely on my own life experience, these are my tips for survival:
you’ll have to find your own roots.  i can’t give them to you.  
but it’s possible to dig them in and spread them far enough that one uprooted peg doesn’t shift your whole equilibrium.  
and when you’re tired, rest, and let yourself be tired, and find the reason why you’re staying in the world. 
 i’m positive there’s at least one.
figure out why you’re losing your battles and then change the game.
if you can’t win one setup, don’t try to beat the system.  adjust your strategy.
you’ll be surprised by what you can love when you stop fighting the disparate pieces of you, and instead figure out how to use them.
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timegears-moved · 4 years
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☕️ mmmm pokemon games specifically (not including spinoffs)
sorry this is late im terrible with actually answering asks. ill do this generation by generation. also this ended up very long because i have a lot of thoughts about pkmn.
gen one: okay so right off the bat im gonna say that i have a massive soft spot for gen one, considering blue was the first game i ever played. i do have a degree of nostalgia towards it which is why i can never be truly be harsh on these games. i know they're a mess of glitches and mechanics that make no fucking sense (seriously FUCK psychic types and everything they stand for) but it has a certain charm to it.
but even as a "kanto apologist" (which damien calls me) i can absolutely agree that the pandering is fucking abysmal. they're trying cater to a demographic who hasn't cared about pokemon in years and aren't going to pick up a new game just because charizard is in it. by doing this it feels like they're alienating the people who actually care, like "yeah ur support is nice but we want the genwunners to like us more than anything.
also on the topic of pandering is that their pandering is so half-assed too. all of this gen one content and not one shred of love for my boys victreebel or cloyster? bro i hate it here.
gen two: i dont really have that much to say here tbh. i have no fond memories of it at all considering i only played through gold once right before hgss came out. i can say that i appreciate all of the bullshit from gen one that it fixed but i have issues with johto as a region that ill elaborate on when i talk about the remakes.
gen three: honestly i never cared much for this gen. i played it quite a bit growing up but it's always been whatever for me. a lot of it just feels kind of.....bland for me. i really don't know what to say because it leaves me feeling conflicted. there's nothing bad about these games that sticks out like a sore thumb but they just don't do it for me, ya know?
i do appreciate frlg for shedding a much better light on kanto though.
gen four: okay so i'll fully admit that the sinnoh games are my childhood faves and are still my faves now but im not letting nostalgia completely cloud my judgement on this.
honestly? i think pokemon peaked with platinum. dp had their problems for sure and some of those still carried over to platinum but the scale in which platinum told its story feels so much grander than any pokemon game that came before or after it. i absolute adore the sinnoh mythos and i only want dp remakes just so it can get expanded upon, i could care less about any actually gameplay from it. ive said this before but you cannot make the god of pokemon and not do anything with it.
as for hgss, i have very mixed feelings about this one but not in the same way gen 3 made me feel because i do have genuine problems here. ive talked before about them but i just cannot stress how bad the level and pokemon distributions are. how the fuck can you make brand new pokemon for your johto region and not put them in fucking johto?
like these games are fine ig. i never cared about the walking pokemon mechanic but it literally feels like people only praise this game as the best because of that one thing that has no bearing on the actual game itself. you can like these games all you want, i still enjoy parts of them myself, but calling them the best is a huge reach.
gen five: right off the bat im gonna say that i do love the gen five games so nobody thinks im being overly critical or anything. i love the aesthetic of these games, i ADORE the pokemon here and they're some of the most fun pokemon games to play through. it's the story and characters (with the exception of n i will absolutely give credit where it is die there) that throw me for a loop.
i feel like whenever i praise the story or characters im just following the crowd here. i don't know if im just very stupid (i definitely am very stupid) or what but none of it felt as powerful as people claim it is for me personally. maybe i should just pay more attention but i honestly don't know. im definitely not saying theyre bad or anything i just in all hobestly dont get the (very sudden) hype.
uhhh i can't say much about bw2 because i haven't beaten it since it came out but i remember liking hugh and it made iris a champion so i remember them being good on those two things alone.
gen six: hohohohoho here we go. tbh i don't even know what i can say about xy that hasn't already been said. like gen one might be a huge mess looking back on it but at least it had character. xy introduced a few pokemon that i really liked and some amazing shiny hunting methods that should definitely return but that's the most i can say in terms of praise.
i dont think pokemon has ever gotten this boring before, and that's speaking as someone who clocked over 300 hours into my x save file. nothing has life (which in hindsight is ironic considering xerneas is the god of life) and i hate the way mega evolution was handled so much. i really don't know what else to say because everyone has already said what i want to but i think this has been pokemon's lowest point so far.
oras once again made hoenn complicated for me. they made hoenn somewhat interesting for me in a way that didnt capture me in the originals. i don't think they're stellar but ive seen people call these the worst ones and....why. i get that the originals are special to a lot of people and that they feel like oras did them injustice but honestly i would oras over the originals because they're just more fun for me.
gen seven: it made popplio. 10/10.
okay so i can understand why the very slow start and unskippable long cutscenes threw a lot of people off but i just don't understand so much of the hate it around other things. again i see people proclaiming it as the worst and you can see it as that from a gameplay element, but the story fucking slapped ass and i don't think amybody can or should deny that. maybe i just feel very passionately about them because they're very personal for me in helping me through a rough time in my life but i just also dont see why everybody is so mad at these games sometimes.
the fact that sm mean so much to me makes usum's entire existence hurt so much more. like wow i love abuse apologism: the game thank you sooooo much gamefreak! /s
aside from ultra wormhole jumping, my baby dusk lycanroc and the new ultra beasts i dont care for anything new usum brought. it feels like it back peddled so much by completely ruining lillie's character by attempting to make lusamine likable when the damage from the first games was already done. i hate usum they're the only pokemon games i can state that i hate. i don't know how you can take sm's well-done albeit flawed blueprints, take out everything that was good and only leave stuff that either doesn't matter or is actively harmful.
also let's go pikachu and eevee exist too idrc
gen eight: ive already spoken my piece on swsh but im gonna be more clear here. i dont think swsh is inherently bad and i can still have fun with them. i dont think the issue here lies with the cut pokedex. i could honestly care less about that and i always figured we would get to this point. the issue lies with nintendo and tpci pushing for yearly releases, forcing the devs to make yearly subpar games. i can think of so many ways they can remedy this situation: taking longer times between releases, hiring more staff at gamefreak or even splitting developments for different projects between multiple different studios. i hope that the reported low moral at gamefreak at swsh's releases is enough of a wake up call for change but that could just be me being optimistic.
i am SO sorry this ended up as long as it is but i have a lot of opinions and not enpugh willpower to keep my mouth shut
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featherymalignancy · 5 years
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CHAPTER ONE—In Vino Veritas: A Nessian Story
“In wine lies the truth”
Summary: Nesta Archeron is convinced she has everything she wants: a law degree from an ivy, a prestigious job, a gorgeous boyfriend, and excellent taste in wine. However, when she wanders into her local wine vendor and meets a handsome stranger unafraid to play her quick-witted games, she begins to wonder if the life she’s built is really the one she wants. 
Cash Kahukore worked his entire adolescent life to become a sommelier, ignoring the slurs his mixed heritage have always earned him as he fought his way to the top. However, after five years abroad buying for Michelin star restaurants and dealing with rich white assholes, he’s grown bored with his life. When a gorgeous lawyer comes in to his uncle’s shop one afternoon, he immediately recognizes a worthy opponent in her. Undaunted by her sharp tongue and possessive boyfriend, he’s determined to be her friend, and—as time goes on and their circumstances change—possibly something more.
This a prequel to Navy Suits and Chelsea Boots that takes place three years before. If you love Elriel (and don’t mind finding out how this story ends) check it now. 
Also, check out the masterlist for In Vino Veritas HERE!
Announcements: I know some of you are going to see and and worry “BUT WHAT ABOUT LIKE A LONELY HOUSE??” It’s coming, I swear. I was just really jammed up working on it and this was a way to relieve the brain bleed that LaLH was causing. But seriously, don’t panic, it’s coming. I know I’m not nearly as prolific as some of the more popular writers in this fandom, but I swear it’s because I’m just trying to get it right. Okay, now on with the show!
Chapter One: Cheval
Nesta Archeron had worked hard to get to where she was. She’d helped raise her sisters before putting herself through college and law school, and as a young associate she’d stayed at the office long after her contemporaries gone home. As a reward for her sacrifices—and the success they’d awarded her—Nesta always treated herself to  the best of everything. She wore the best clothes, dined at the best restaurants, and—of course—drank the best wine. 
That’s why she only ever bought from Merchant of Vino. Sure, it was a stupid name, but she’d done her research, and it was undoubtedly the best wine vendor in the Bay Area. They sold all her favorite Napa reds, and the owner was a man named Devlon who knew his stuff and never tried to look down her blouse.
Nesta was a person who thrived on routine—on ritual—and going to Merchant had become one of her favorites since arriving in San Francisco the previous year. 
That was, until the day said ritual was disrupted.
It had started out like normal: she got out of court in the early afternoon and battled traffic to North Beach, already considering what she would order. She hadn’t bought Spring Mountain in a while, and after the day opposing counsel had given her, she was in the mood for something thorny. 
The quaint little bell dinged when she stepped inside, and she took a minute to admire the familiar racks before glancing to the bar...
She frowned. 
“You’re not Devlon,” she said in greeting, and the man behind the counter—who looked to be in his late twenties— glanced up from the where he’d been shelving bottles and laughed. 
“Very astute; I’m not.” 
She crossed her arms across her chest. She didn’t like to be teased. She felt a stab of annoyance when he reached up to shelve a final bottle and she caught a glimpse of his ridged stomach and the making of an Adonis belt, visible above the waistband of his low-slung Jeans. She especially didn’t like being teased by attractive men. As an attorney, she got enough of that in her day job.
“I’ve never seen anyone else work here,” she clarified. 
She didn’t bother to sound polite, but if her tone bothered the stranger,he didn’t show it. 
He only shrugged, gesturing she take a seat in one of the well-loved leather barstools before leaning his forearms on the counter. They were as corded as the rest of him, and covered with what she recognized as Māori tattoos. 
“Then I guess it’s your lucky day: I know more about wine than Dev could hope to learn in ten lifetimes.”
When she only responded by pursing her lips, the stranger’s grin widened. Nesta fought not to admire him as leaned a fraction closer. 
With long hair tied back in a bun at his crown and heavy gold hoops in his ears, he was nothing like the clean cut and classically-handsome  guys she usually went for. Still, she couldn’t deny he was rather devastating. 
He was tall and broad, his powerful chest and tapered waist cutting an inherently masculine silhouette which—much to her chagrin—Nesta couldn’t help admiring.
His bronze skin and glossy dark hair spoke to the island heritage his tattoos had already hinted at, and his eyes…
Nesta didn’t want to dwell on how much green they had running through the ribbons of hazel, or how they glittered as they continued to study her. 
She sniffed and glanced down to adjust the watch at her wrist, if only to escape the fact she’d been checking him out, hard.
“That’s a rather lofty assessment,” she said finally. 
He shrugged. 
“It’s true.”
“Jury’s still out,” she shot back.
He gave a throaty laugh, taking the opportunity to look her up and down. However, it wasn’t in the leering way she’d grown accustomed to, as if she were a cut of expensive meat. He seemed to be taking her measure instead. From the way he smiled—teeth diamond bright against his full lips—it was clear he’d been satisfied by what he’d found.
“Challenge accepted. I’m more than happy to blow your mind, free of charge.”
She snorted, ignoring the potential double meaning. This felt dangerously like flirting, and if there was one thing Nesta Archeron never did, it was flirt. 
“You really think I’m that easy?”
His grin widened, and she rolled her eyes. Okay, fine, she’d walked into that one. Still, she wasn’t one to back down from a challenge, and everything about this guy seemed to suggest he’d be a worthy opponent.
“Okay, maestro,” she said, setting her bag down and finally taking a seat. “If you’re so smart, pour me a glass of something you think I’ll like.”
He considered, biting his annoyingly-plush lower lip as he surveyed her again. It was more openly appreciative this time, but still never strayed below her chin.
“What do I get if I guess correctly?”
She gave him a deadpan look, the kind her male colleagues had suggested could melt flesh from bone. 
“A tip.”
He bubbled his lips in dismissal. 
“Woman, I don’t work here for the tips. I’d rather have your name.”
She considered, hating how much she was enjoying this. It had been ages since she’d had a decent sparring partner.
“Fine,” she said. “But know that if you’re wrong, I’m not giving you either.”
He only laughed before grabbing three glasses from where they hung on the rack and lining them up on the bar top between them.
“I’ll take my chances.“
He glanced back at her, drumming his fingers against his lips as he considered. He then pulled out three bottles, a white and two reds. When he’d poured a taste in the first two glasses and two fingers-worth in the third, she frowned.
“This is cheating.”
He only laughed again, eyes alight beneath his devilishly arched brows. They made him look dangerous in a way Nesta refused to admit suited him. 
“Trust the process,” he said, gesturing to the glass of white.
“Now, this is what you think I think you like: Rombauer Chardonnay out of the Napa valley. Aged in French oak with notes of vanilla and an earthy, buttery finish. Too rich to make a good sipping wine, but still an inexplicable go-to choice  for mansplainers trying to impress their female friends.” 
He paused to give her a roguish smile, which she rewarded with a shrug. He was right; she hated buttery chardonnays, but it was still what men always assumed she’d want.
He swished the the Rombauer before swallowing the small measure in the glass and moving to the next, a plum-colored red.
“This is what you think you want: Nickel and Nickel Cabernet. It’s complex and beguiling and just the kind of fleshy, bold California red a power broker like yourself is conditioned to love.”
She ignored the jab and picked up the glass, bringing it to her nose. She was greeted with the smell of dark berries and cassis, and it made her mouth water.
“You should have quit while you were ahead,” she said, throwing back the small measure and letting the taste envelop her palate. “Far Niente is one of my favorite vineyards.”
He just smirked, gesturing to third glass.
“Not so fast, because this is what you actually want. Chateau Cheval Blance from the St-Émilion appellation in France. A light structure, perfect in its tension between floral and mineral notes. Truly, this is terroir at its finest.”
She gave him a tight smile.
“I’m not a Old World wine person,” she said, pushing the empty Cabernet glass towards him in silent request he refill it. “Better luck next time on the tip.”
He responded by pushing the French blend towards her instead.
“Humor me.”
She pursed her lips before picking up the glass. She could smell dark cherries and wood smoke, and something floral that she couldn’t place but that was all the more tantalizing for its elusiveness.  
Begrudgingly she took a sip, and it was an effort not to let her eyes roll back in her head. It was silky, but not in the cloying way that Chardonnays sometimes were, and the flavor seemed to blossom, sweet plum giving way to dark berries and something earthy that had her toes curling in her expensive Louboutin heels. Truly, she wasn’t sure she’d ever tasted anything so divine.
He studied her reaction before flashing a wicked smile and leaning in. 
“So what’s your name, Gorgeous?”
Struggling to compose herself, she hastily set down the glass.
“I have a boyfriend,” she snapped. 
The man seemed undaunted by her declaration though, and if he noticed her sudden unease, he didn’t comment. Instead, he re-filled her glass before pouring one for himself.
“I have no doubt,” he said, touching his glass to hers so the crystal sang. “But that isn’t what I asked.”
She watched him as he took a sip, his throat working as he swallowed. Good Lord, he was handsome. 
She mentally slapped herself. She had a boyfriend, and perfect taste in wine aside, she shouldn’t be indulging this stranger in whatever game he thought he was playing. Tomás would be furious if he found out. 
This in mind, she settled for scowling.
The stranger laughed.
“It’s not like it matters,” he said, twirling the stem of his glass between long fingers. “Unless you’re a drug dealer who plans to pay cash for the case of Cheval of you are so obviously going to be buying, I’m going to see it on your card anyway. Besides, no one likes an oath breaker.”
She took another sip of wine to hide her smile. They weren’t flirting, she assured herself. They were just...talking. Talking was perfectly innocent. Tomas couldn’t get angry at her for talking.
The man waited, and eventually she relented.
“Nesta.”
“Nesta...?” He prompted, and she rolled her eyes.
“Nesta Archeron.”
He extended a hand.
“Cash.”
“Please tell me that’s a nickname.”
He only laughed in response.
“Are you always this charming, Nesta Archeron?”
His hand remained between them, and after a beat of hesitation she took it. A jolt of electricity shot up her arm the minute they touched, and she found herself fending off a flush as she tugged her hand back. Still, they remained close. Closer than she knew she should allow, even as she failed to pull back to a safer distance.
He watched with keen interest as she tucked a lock of hair behind her ear before meeting her gaze again and saying, “yes.”
“Yes what?”
“Yes, it’s a nickname. Cash is short for Cassian, though I don’t think anyone’s actually called me that since my mom died.”
A pang hit her, a familiar ache that still wrenched at her ten years later. 
Without fully understanding why she was doing it, she blurted, “my parents are dead, too.”
He frowned for the first time since they’d met. 
“I’m sorry.”
“It was a long time ago.”
It was an automatic response, the one she always gave to avoid people asking more questions. It didn’t feel like a long time ago, though. At least, the pain hadn’t dulled the way it should have. Some night she still caught herself wishing her mother were there to tuck her into bed.
“I’m still sorry,” Cash said, brushing her ring finger with the tips of his.
It was a feather-light touch—a gesture of comfort and solidarity—but it still had Nesta’s stomach knotting. She pulled her hand away and he didn’t fight her on it, glancing up to give her a soft look instead. 
“I know how hard it is, being on your own.”
Nesta bristled. 
“I’m not alone. I’ve got two younger sisters, and my—“
“—boyfriend,” he said, leaning back even as he smirked. “Don’t worry, I haven’t forgotten.”
She couldn’t help it; this time, she flushed. However the look gave her said he had no intention of pushing the issue. 
She imagined what Elain would say were she there, and she grit her teeth before forcing out, “I didn’t mean to imply that you—“
“Don’t apologize,” he said, eyes glittering as they skated over her face again. “Beautiful girl like you, it...wasn’t a bad assumption. Still, you have nothing to worry about from me, I promise.”
She nodded, surprised to find a twinge or disappointment. She attempted to bury the feeling by shouldering on.
“So where is Devlon?”
Cash shrugged, folding his toned arms across his chest in a gesture his white T-shirt struggled to accommodate.
“He had to go back home to handle some stuff and I’d just gotten back to town, so I told him I’d watch the shop for awhile.”
“How long will he be gone?”
Cash grinned, taking another sip of wine. 
“Sick of me already, Archeron?”
She only pursed her lips in response, and he laughed.
“I didn’t ask. But long enough that you’ll get to see me again, if that’s what you’re worried about.”
His grin was a slash of white across his tan face, and she looked away to avoid blushing again. This was definitely too close to flirting for Nesta’s comfort. One more glass and she might—
“I should go,” she said abruptly, draining the last of her wine. “It was nice meeting you, Cassian.”
She picked up her bag and was halfway to freedom when he laughed. 
“Aren’t you forgetting something?” 
She turned back, and he gestured to the racks of wine all around them. When they made eye contact, his grin grew wicked. 
“Or did Dev already tell you his gorgeous nephew was taking over the shop, and you just came to check out the goods yourself?”
She grit her teeth, trying not to admire said...goods, especially the ones she could make out through his thin t-shirt and fitted jeans. 
“You’re an ass,” she growled, stalking back towards him. 
“C’mon, you love it.”
“Don’t make me gut you will my shoe. It’s impossible to get blood out of suede.”
He only laughed. 
“Why do I get the sense you’d actually do it, too?”
“Because I don’t make idle threats,” she snapped.
“I’ll believe that,” he said, eyes alight. “Alright, enough teasing, then. What are you looking for? Besides the Cheval, obviously,” he added, winking. 
She debated ordering three cases of Nickel and Nickel just to wipe the smirk off his face. However, she quickly decided it was an exercise in futility; he’d know why she was doing it, and the Cheval really was too divine to pass up.
“Yes, you insufferable bastard, I will have a case of the Cheval.” When he grinned in reply, she added, “And a bottle of Ferreira Garrafeira.”
He gave a low whistle. 
“That’s expensive stuff. And I thought you said you didn’t like Old World wine?”
“It’s not for me; it’s for Tomás.”
She could decide if she felt pleased or guilty when his smile slipped a fraction before recovering, too bright to be wholly genuine.
“Ah. the famed boyfriend, I presume. He’s certainly got...interesting taste.”
When she bristled, he went on hurriedly.
“In wine! Obviously his taste in women is...” he trailed off, rubbing the back of his neck with a sheepish laugh. 
“Yes?” She said archly, not wanting to admit how much the comment had stung.
With sisters like Elain and Feyre, Nesta was used to being dismissed as the frigid, uptight sister. It didn’t make it any easier to swallow.
However, Cash wasn’t looking at her in that way men often did, as if she were some poisonous insect he was afraid might sting him. His expression softened.
“Impeccable,” he finished, and it was so unexpected she flushed. 
He cleared his throat before going to the computer behind the bar to consult the shop’s inventory.
“We don’t have the Garrafeira in right now, but I can order it for you. The Cheval is in the back.”
“Don’t worry about the port,” she said, regretting the outburst now. “He’ll—live.”
Cash turned, brows furrowed. 
“Are you sure? I can—“
“It’s fine,” Nesta repeated. “Thank you.”
Cash nodded and disappeared into the back before reappearing with a wooden crate a minute later. The strain of holding it was doing glorious things for his arms, and she cleared her throat.
“Thank you,” she said, making a great show digging in her bag for her wallet to avoid looking at him again. 
“Where are you parked? I don’t want you snapping your neck walking on those pencils you’re calling shoes.”
She pursed her lips.
“You’re hilarious. How much do I owe you?”
However, he was halfway to the door already.
“I have a friend who distributes for Cheval. This one’s on me.”
“No!” She called, following after him. “Cassian, come back! I don’t need your charity!”
Cash turned to smirk at her over his shoulder.
“With that handbag? I’d say not. Besides, this isn’t charity. It’s...an investment.”
She scowled at this, and he gave an exasperated laugh.
“Don’t get thorny on me, Archeron. I just meant—“ he broke off, laughing again. “Think of it as a perk for being a regular. Buy ten cases, get one free.”
“This isn’t Jamba Juice,” she said, deadpan. “And I don’t like owing people.”
“Look,” he said. “I wasn’t lying about my friend being a distributor. It’s not going to cost the shop anything. Now, where is your car? I think my arms are going numb.”
She bit her lip, debating what this might end up costing her. She didn’t believe in “free”, and she didn’t like feeling like she owed someone; she’d had enough of that from people when she’d been taking care of her sisters after their parents died. 
Then again, she’d made it clear that she wasn’t interested in him...like that, and she’d certainly bought her fair share of wine here over the last few years...
“Fine,” she said, gesturing to her Land Rover. “But take this, at least.”
She pulled out a fifty from her wallet, and Cash rolled his eyes.
“I’m not the pizza delivery boy; I don’t want a tip. Just, promise not to call me Cassian again. That’s all the payment I require.”
She didn’t move, the bill still outstretched. He heaved the crate into her open trunk before shutting it.
“I swear to god, woman, put that away before I shred it to ticker tape. I don’t need your charity, either.”
She relented with a huff, and he laughed. 
“Thank you,” he said. 
“I should be the one thanking you,” she admitted, and he smiled, leaning against her car.
“No one is stopping you.”
She grit her teeth, irritated and flustered in equal measure.
“Thank you,” she finally managed. “For the wine.”
“‘And for blowing my mind’,” he prompted, and she flipped him a foul hand gesture, civility forgotten.
“If you think that’s all it takes to blow my mind, you have a lot to learn about women.”
He bit his lip, eyes full of amusement as he peeled himself off the car.
“I’ll take that under advisement,” he said, flashing her a quick wink. “Until next time, then, Nesta Archeron.”
She opened her mouth to retort, but for once words failed her. She instead stood, gaping like a landlocked fish as he sauntered around her and back into the shop.
------------------------------------------------------------------------------------
Cash was distracted for hours after Nesta Archeron left. Even as he met with reps and worked on organizing his uncle Devlon’s pathetically arcane inventory system, he found his eyes kept wandering to the door, as if she might come sauntering back in. Damnit, why hadn’t he told her the Cheval was out of stock? Then at least he would have had a guarantee of seeing her again. Depending on her drinking habits, it could be months before she came in again. Fuck, he was so stupid.
Not that it mattered, really. How many times had she managed to force her boyfriend into the equation? Twice? Three times? Definitely enough that he knew he should get the message. And he understood; he really did. Like all guys his age, he’d been raised on a steady diet of “if she’s not interested, try harder”. It hadn’t been until he’d gotten into his twenties that he’d realized how fucked up that was. When women said no, men needed to respect that and not keep pushing.
The problem was that despite all the clumsy mentions of her boyfriend, she’d still stayed when she easily could have left. Besides, if she thought he hadn’t seen her checking him out, she was insane. Not that he blamed her, obviously. If he was a woman, he’d want to fuck him, too. 
Before he could catch himself, his lizard brain was imagining what being in bed with her would be like. His pulse thrummed. It wasn’t so much the idea of sleeping with her as it was imagining what a courtship like that would be like. She was definitely hot, but her body had nothing on that gorgeous brain. It was clear she was a woman of supreme intellect; he’d have to seduce her mind if he ever wanted to earn something physical. 
It was the kind of intellectual challenge he craved, and one he hadn’t had in ages before she’d come in. He wanted someone who could dish it back, and Nesta Archeron clearly knew how to give as good as she got.
His phone rang, and he glanced at the caller id before huffing and picking it up.
“If you’re calling to ask if the shop has burned down yet, the answer is no.”
His uncle Devlon laughed.
“That place is the closest thing I’ll ever have to a wife; I just want to make sure you’re treating her right.”
“I’ll show her a good time while you’re away,” Cash promised, pouring himself a glass of a new Rioja the rep had dropped off that afternoon. 
“Don’t make sex jokes about my baby,” Dev said. “And stop drinking my merchandise!”
“I’m not!” Cash said, setting down his glass. “Relax, old man. And is Merchant your wife or your baby? You should probably decide; you’ll freak people out if you keep using them interchangeably.”
“Very funny, wise ass. How’s it being back?”
“This place hasn’t changed a bit in ten years,” Cash said, looking around appreciatively. “But you need to get a decent table in here so you can host tasting. Why didn’t you call my friend Az like I told you to? He does gorgeous work.” 
“You must think I’m a lot richer than I am,” Dev said. “I’ve seen his designs; you think I can afford a ten thousand dollar table?”
Cash rolled his eyes.
“He said he’d do it at cost. Why are you being so stubborn?”
“I’m not going to prey on your fancy friends. Tell him thank you but I can’t swing it.”
“Fine.”
Dev sighed.
“Why do I feel like you’re just going to do it anyway?”
“Because I’m as stubborn as you. How’s Koro?”
“Not a spry as she used to be, but she’s managing just fine. She wants to know when her favorite grandson is coming back. She says the Ritz on Maui is looking for a sommelier.”
“Tell her my days of working for rich white assholes is behind me,” Cash said.
Dev considered.
“You could open your winery here, you know. Volcanic wine is popular with the haoles.”
“Didn’t I just say I was done with rich white assholes?”
“Fine, fine.”
There was a pause in which Cash weighed his options before he added in what he hoped was a casual tone, “If I said the name Nesta Archeron, would that mean anything to you?”
“The lawyer? Sure. She comes in about twice a month. Nice girl, once you get past her prickly side. Why?”
Cash swirled his wine.
“Just wondering. She came in today.”
Dev gave a gravelly laugh.
“You’re barking up the wrong tree. She’s got a boyfriend.”
“So I’ve been warned. Have you met him?”
“She’s brought him in once or twice. Portuguese dude.”
“Nice?”
“Not particularly. He’s very possessive of her. Really rubbed me the wrong way.”
Cash felt a prickle of irritation himself. What was a brilliant, fiery woman like Nesta Archeron doing with a controlling prick for a boyfriend? She should be with someone who respected that sharp tongue, someone who could—
“Don’t even think about it, Cash. She’s one of my favorite customers. I don’t want you to scare her off with your panting.”
“I don’t ‘pant’. Also, can you blame me? Man, those legs, and her eyes—“
“I mean it,” Dev interrupted, voice firmer this time. “If she brought up her boyfriend, it means she wants you to fuck off.”
“I’m not going to bother her. I was just....curious.”
“Well don’t be. That creepy boyfriend will nail your balls to the wall if he finds out you’re trying to move in on her.”
“I respect her choices, but I don’t give a shit about him. He can suck my co—“
“I think you’d better accept that no one in that relationship wants your tiny pecker.”
“Tell that to the way she was looking at  me today.”
“Just because you’ve got a cute ass doesn’t mean she likes you.”
Cash groaned.
“Fine, forget I said anything.”
Dev chuckled.
“Don’t be sulky. I’m sure there’s plenty of women in the Bay Area that would be happy to take her place.”
He was right, but somehow it didn’t make Cash feel any better. There was no shortage of beautiful women in San Francisco, but none of them interested him quite the way she had. There’d been no denying the wrenching disappointment when he’d realized she wasn’t single. Then again, had he really expected someone like her to be? And she was lawyer to boot. He gave a huff of amused appreciation. He should have known.
“Right,” Dev said, interrupting his reverie. “Well I just wanted to check in, sounds like everything is fine there. I will tell Koro you said hi. Remember, I’m charging you for any of my wine you drink.”
Cash snorted.
“You’re getting a level three somm for free. I’ll drink all the wine I want.”
“Fair enough. Take care of yourself, pōtiki. And no more hitting on my customers!”
“I wasn’t—“ Cash began, but the line clicked off, and he swore, even has he caught himself laughing a little.
He’d been second-guessing the decision to come back from London since he’d arrived two weeks ago. Today, for the first time, he felt he was exactly where he was meant to be. 
He’d thought he might owe Nesta Archeron another case of wine for that, boyfriend or no. He just hoped she wouldn’t make him wait too long for the opportunity. 
                                                                                               Next Chapter
taggings some interested parties!: @katexrenee @mariamuses @theovogkaaunt @bookofmaas @goldbooksblack @dreamerforever-5 @willsrune @rhysanoodle @queen-of-wings-and-fire @wesupremeginger
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nerdy-bits · 4 years
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A Chat with the Coffee Talk Team
NerdyBits EIC Caleb Sawyer got a chance to talk with some of the devs responsible for Coffee Talk. Join them as they talk about their inspirations, motivations, and of course their favorite drinks to order at a coffee shop.
First of all, what are your names? And what do you do? How long have you been working with Toge Productions?
Fahmi Hasni, Lead Writer & Game Director of Coffee Talk - joined Toge Productions in 2017 as marketing manager, unfortunately, when the project was completed he decided to leave the company to pursue other opportunities.
Dio Mahesa, Art Director of Coffee Talk - Joined Toge Productions in 2012.
Andrew Jeremy, Producer\Project Manager & Music Composer of Coffee Talk - Joined Toge Productions in 2010.
Fredrik Lauwrensius, Programmer of Coffee Talk - Joined Toge Productions in 2017.
Jovan Anggara, Programmer of Coffee Talk - Joined Toge Productions in 2017.
Hendry Roesly, Pixelart Illustration Artist (he's actually our most senior art director and art team lead, he decided to help on the project as secondary artist) - Joined Toge Productions in 2011
Kris Antoni, Co-writer/editor (founder of Toge Productions, for this project he took a minor role and advising the team from the sides) - founded Toge Productions in 2009.
 Coffee Talk is made with a lot of care. It is clear that the team loves conversation. What went into writing the dialogue for CoffeeTalk? Was it mostly a single writer? Was the whole team involved?
The idea for the game came from Fahmi Hasni during an internal gamejam in the studio back in 2017. He wanted to make a game that replicates the feeling of watching the rain while holding a warm drink and listening to conversations. He comes up with the characters and the premise of the story. Even so, fleshing out the details of the story involves the whole studio, not just the main team members. Fahmi had a writer's block during development, so we did brainstorming and role-play sessions to help him develop the dialogue and stories. We assign people in the studio to role-play a character that reflected their personality. So, characters and stories in the game were actually based on real people in the studio, their personality, and their personal experiences. Kris helps out in the writing and editing process.
 The subject matter of a lot of the conversations in Coffee Talk cover some pretty pointed subjects. You also navigate through those topics with a lot of finesse. What motivated you to talk about things like race, sexuality, tech crunch, etc.?
These are stories that were based on our own personal experiences and struggles. We believed that these experiences shape a person and are an integral part of who they are. We want each character in the game to be a reflection of someone real, we want them to be relatable, and hopefully show the players a new perspective on these subjects.
 Another overwhelmingly apparent fact is: you folks love your coffee! As a former Barista myself, you really captured the job well. How did you do research for this game? Or are there experienced coffee makers on the team at Toge?
Fahmi is a coffee aficionado and he loves working in coffee shops, that's his second home. So, he's well versed in the coffee shop trade. Other than personal experience, our research method is mostly observation and watching youtube videos. For most people in our studio, they can't function well without a good cup of joe in the morning. And since Indonesia is the 4th biggest coffee producer in the world, coffee plays a huge part in our culture.
Dio did a lot of research about the coffee shop, the coffee machine, and equipment, so the coffee shop setting, vibe, and mood can be delivered as it is in real life.  
 How long did it take the team to get the Latte Art UI right? It is extremely good.
The Latte Art system was developed in less than a week. Getting it right took a lot longer, maybe a couple of months. We had to do a lot of testing and tweaking. The important thing is we need to make the UI is easy to use, so the players can experience being a barista, even if they didn't have that real-life barista skills. 
 The end of the game, without getting into spoilers, suggests that there may be more story to tell. Is the team considering adding to Coffee Talk in the future?
Maybe... :D
 I saw, in the credits, that some of the characters in the game are named after real people. How many characters were based off of people the team knows, and how closely did some of those personalities come through?
All of them were based on real people to some degree or a mix-match from a combination of people. 
 Who is your favorite character in Coffee Talk? Why? 
Dio: My favorite characters mixed between Neil and Jorji. Neil because they're hilarious in person and one of the most difficult characters to make, and Jorji because I designed the character's personality by myself.
Fredrik: My favorite character is aqua because she is cute.
Kris: Neil is my favorite character, reminds me of my dumb young self.
Andrew: Neil, because he's funny and innocent.
 What is your favorite drink, and how do you make it?
Kris: I like Wedang Jahe (Ginger Milk Tea), it's ginger, milk, and tea? I usually buy instant sachets
Dio: Green Tea and Cafe Latte
Fredrik: Barley Tea
Andrew: Mochaccino and Matcha Latte
 The music is perfect for the setting so I have to ask: What other lo-fi hip hop artists does the studio listen to, and will the Coffee Talk soundtrack be on iTunes, Spotify etc.?
Andrew: I don't really have specific artists in mind, but apparently there's a Youtube channel called Chillcow and alike to which I listen. Also, I did listen to Jazz music a lot. It gave a lot of influences and inspirations in my song-making, of course. The soundtracks will be sold on Steam and they will also be available on many digital music platforms, such as Spotify, iTunes, etc.
 Finally, what do YOU want people to know about Coffee Talk, that they won't get from a trailer?
We hope they enjoy the game :P
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theonyxpath · 5 years
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The above is Page 4 of the ongoing Trinity Continuum: Aberrant web comic You Are Not Alone that we started last week after a teasing build up of the cover. Long-time fans will recognize the character who comes together from vines and plant tendrils as Antaeus, who was one of the most powerful members of Team Tomorrow – at least in the first edition.
He may still be all that, or maybe not, but that’s why we’re doing the web comic as we are – to let everyone get acquainted with the world and characters of Trinity Continuum: Aberrant.
I have followed a few web comics these past few years (although right now I’m only following Stand Still, Stay Silent; a beautifully illustrated Scandinavian post-apocalyptic exploration epic – google it, it’s fantastic), and I think there’s a lot of value to them as a creator, so this very specific use as a lead-in to the new TC: Aberrant and its Kickstarter is really just the tip of the iceberg in terms of what we could do with the format.
For now though, we’re really interested in hearing how merging the sequential story with a sequential release set-up that will start to run at the same time as the Kickstarter will work for folks. We think the web comic format is excellent (especially with veteran writer Paul Jenkins nailing the feeling of the setting, and with the multi-talented Doug Stambaugh doing the art), but most importantly, do you?
Tell us what you think as the story develops – it doesn’t matter if you never checked out Aberrant before, or if you already know who Dr. Duke Rollo is – please let us know here or in the comments of the web comic!
And who knows? If this Trinity Continuum: Aberrant web-comic works out, maybe we’ll use the format to create more sequential storytelling projects – a new Exalted 3rd comic series of short comics like from 2nd Edition, or new “Tribebook style” werewolf comics, or something for Scion or Pugmire like nothing we’ve ever done before.
There are a lot of possibilities to explore!
V5 Chicago By Night art by Felipe Gaona
Now, you might have noticed that buried up there was a mention of the Trinity Continuum: Aberrant Kickstarter. It’s true, it’s going to start next week!
Just like our latest Kickstarters, we have the text completed, our Storypath experts (yes, we actually have some now that our creators have been able to pore over the Scion, Trinity Continuum, Dystopia Rising: Evolution, and They Came From Beneath the Sea! core books!) have reviewed and revised the rules sections, and we have a smattering of the art ready.
We’ll have amazing Reward Tiers: some with just the TC: Aberrant book, some with the Trinity Continuum Core book as well, and definitely the sorts of upper level rewards our backers just can’t get enough of! Plus lots of PDF packages that include first edition projects, and Stretch Goals for a staggering array of different sorts of added rewards – all themed to reflect and enhance that specific Aberrant take on the super-hero genre.
Aberrant, first edition, was both a labor of love and a nightmare of frenzied creation for me, personally, and for both those reasons I’m hugely excited about this new edition. As a very long-time comic book fan (I started collecting Marvel comics just as the cover price changed to 25 cents an issue, if you can believe that!) and a guy who did a graphic novel as his Masters Degree thesis, I was filled with ideas for how to bring a new look to comic book TTRPGs.
Not all of those visual ideas panned-out, some because we reached too far out of the TTRPG comfort zone, but most because in order to make them work we needed the original developer, the graphic designer (who also had designed the look for the Aeon books), and myself to all work together to take the writing into the different kinds of layouts and visuals needed that worked with both the Trinity series and the specifics of the comic book genre.
Unfortunately, both those other gentlemen left the project (and at least one of them left WW entirely for a while) before the book was finished.
M20 Book of the Fallen art by Oliver Specht
Basically, I had a pile of text to sub-divide as best I could into the sorts of sections that worked with the visuals. In comic book terms, I had the script and the art, but needed to combine them, but without the writer or original artist around to help tweak the two elements so they’d work together for maximum impact.
So I’d handle my Art Director and department head duties through most of the day, and then settle in and do the book layout (and coloring, and lettering, and logos, etc) into the night so that we’d get the book out on time. While I’d have really liked to make some alterations to the text, I just didn’t have the time to change it so much as to take the chunks and rearrange them.
That’s why I’m in the credits page as Art Director, and Ron Thompson is there for Layout – Ron was my White Wolf alias, and I used him when having my name in the credits too many times just looked like a bit too much me. To me, at least.
I tell you all that, so that I can tell you that this edition, Trinity Continuum: Aberrant, was not created that way at all. Or I should say, the love and excitement is still there, and not just from myself, but the creation process has been a full-team press of very dedicated creators.
From the early “big picture” talks between Impish Ian Watson and myself, to the continued “how are we going to do this?” conferences with me, Ian, Eddy Webb as Storypath games overseer, and Steve Kenson (who is THE guru of super-heroic TTRPGs) where we set up the details and changes to the setting, all the way through the confabs I had with Mirthful Mike Chaney as we picked through possible artists, this has been a fantastic team effort.
And we didn’t need to rush through any of the parts to get us here!
Finally, and in a totally different direction, here’s a teaser ad for ANOTHER cool thing happening next week in July. Keep an eye out on the Slarecian Vault community content page for a titanic (see what I did there) series of inter-connected releases that work together as an epic campaign!
And that’s it. So, so…
Many Worlds, One Path!
BLURBS!
Kickstarter!
Starting next week, on Tuesday July 2nd at 2pm EDT, the Trinity Continuum: Aberrant Kickstarter will blast its super-powered way into our lives!
ONYX PATH MEDIA
Onyx Pathcast art by Michael Gaydos
This Friday’s Onyx Pathcast features an in-depth discussion with Dixie, Eddy, and Matthew taking a long look at harassment – a difficult subject that affects gamers and creators alike: what it is and how to deal with it!: https://onyxpathcast.podbean.com/
And Here’s More Media About Our Worlds:
The Onyx Path News returns tomorrow with a live edition on our YouTube channel at 15:00 BST! Be there for talk of new releases and project updates, as well as our next Kickstarter!
Matthew Dawkins has been uploading all the games of ours he’s been running lately, and is coming to the conclusion of the Scarred Lands actual play he ran for Red Moon Roleplaying! Here are links to the next two episodes: https://youtu.be/wKuyrVRB1EY and https://youtu.be/KxZzkpDmV-c
Travis Legge’s Scarred Lands actual play also continues apace here with Myths & Matchmakers: https://www.youtube.com/playlist?list=PLmiXCaSrrCIjmCJQQ7oLwLNahmDbdn_2J There are few people who know Scarred Lands like him!
Not leaving the Scarred Lands, we also have Devil’s Luck Gaming who continue their costumed actual play: https://www.twitch.tv/DEVILSLUCKGAMING
And it must be a Scarred Lands kind of a month, because Caffeinated Conquests continue to blunder through the Gauntlet of Spiragos here: https://youtu.be/ygamfg9yBak
Now venturing into the Chronicles of Darkness, we present Occultists Anonymous‘ latest episode of the Mage: The Awakening 2E chronicle they’re running (and they’ve been very impressed with Signs of Sorcery): Episode 23: Giant Problems Songbird speaks with the Supernal being he has summoned, Wyrd makes an important phone call, and the cabal feels mighty defensive! https://youtu.be/vjarpxda1Po
Episode 24: Nosey Neighbors Following the phone call to the cabal’s new “friend”, Atratus and Wyrd discuss and plan defenses, while Songbird goes to the gym to blow off some steam. Splitting the party…https://youtu.be/WBTzpXoNQnw
And swooping over to the world of Exalted, the Story Told Podcast continue their Dragon-Blooded actual play here: http://thestorytold.libsyn.com/fall-of-jiara-episode-8-a-journey-begins Eight episodes in and the adventure is really kicking off!
Roll the Role recently concluded their fantastic actual play of Trinity Continuum: Aeon, which is viewable on both their YouTube and Twitch channels, linked below:https://www.youtube.com/playlist?list=PLvGGHFXrqTyBA2wSCCbJbRcm7XoZh_cVk www.twitch.tv/rolltherole Please do give them your support! 
And the Keeper of the Archive (a more ominous name than the Gentleman Gamer) has just started their breakdown of Scion Second Edition over on their channel, so check out part one! https://youtu.be/q2qUE0pJID4
Lots of Onyx Path content for you today!
Please check any of these out and let us know if you find or produce any actual plays of our games!
ELECTRONIC GAMING
As we find ways to enable our community to more easily play our games, the Onyx Dice Rolling App is now live! Our dev team has been doing updates since we launched based on the excellent use-case comments by our community, and this thing is awesome! (Seriously, you need to roll 100 dice for Exalted? This app has you covered.)
ON AMAZON AND BARNES & NOBLE:
You can now read our fiction from the comfort and convenience of your Kindle (from Amazon) and Nook (from Barnes & Noble).
If you enjoy these or any other of our books, please help us by writing reviews on the site of the sales venue from which you bought it. Reviews really, really help us get folks interested in our amazing fiction!
Our selection includes these fiction books:
OUR SALES PARTNERS:
We’re working with Studio2 to get Pugmire and Monarchies of Mau out into stores, as well as to individuals through their online store. You can pick up the traditionally printed main book, the screen, and the official Pugmire dice through our friends there! https://studio2publishing.com/search?q=pugmire
We’ve added Prince’s Gambit to our Studio2 catalog: https://studio2publishing.com/products/prince-s-gambit-card-game
Now, we’ve added Changeling: The Lost 2nd Edition products to Studio2‘s store! See them here: https://studio2publishing.com/collections/all-products/changeling-the-lost
Scarred Lands (Pathfinder) books are also on sale at Studio2, and they have the 5e version, supplements, and dice as well!: https://studio2publishing.com/collections/scarred-lands
Scion 2e books and other products are available now at Studio2: https://studio2publishing.com/blogs/new-releases/scion-second-edition-book-one-origin-now-available-at-your-local-retailer-or-online
Looking for our Deluxe or Prestige Edition books? Try this link! http://www.indiepressrevolution.com/xcart/Onyx-Path-Publishing/
And you can order Pugmire, Monarchies of Mau, Cavaliers of Mars, and Changeling: The Lost 2e at the same link! And NOW Scion Origin and Scion Hero are available to order!
On Sale This Week!
This Wednesday, we have two new creatures for Exalted 3rd‘s Hundred Devils Night Parade, as well as Dragon-Blooded digital wallpaper at DriveThruRPG, and Exalted Chibi style stickers at our RedBubble store!
CONVENTIONS!
Gen Con: August 1st – 4th Save Against Fear: October 12th – 14th GameHoleCon: October 31st – November 3rd We’ll also be back at PAX Unplugged later this year!
And now, the new project status updates!
DEVELOPMENT STATUS FROM EDDY WEBB (projects in bold have changed status since last week):
First Draft (The first phase of a project that is about the work being done by writers, not dev prep)
M20 Victorian Mage (Mage: the Ascension 20th Anniversary Edition)
Geist 2e Fiction Anthology (Geist: The Sin-Eaters 2nd Edition)
Exalted Essay Collection (Exalted)
Trinity Continuum Jumpstart (Trinity Continuum Core)
Wraith20 Fiction Anthology (Wraith: The Oblivion 20th Anniversary Edition)
One Foot in the Grave Jumpstart (Geist: The Sin-Eaters 2e)
Dragon-Blooded Novella #2 (Exalted 3rd Edition)
Exigents (Exalted 3rd Edition)
Terra Firma (Trinity Continuum: Aeon) Titanomachy (Scion 2nd Edition)
Crucible of Legends (Exalted 3rd Edition)
Many-Faced Strangers – Lunars Companion (Exalted 3rd Edition)
Contagion Chronicle: Global Outbreaks (Chronicles of Darkness)
Redlines
Monsters of the Deep (They Came From Beneath the Sea!)
Tales of Aquatic Terror (They Came From Beneath the Sea!)
Kith and Kin (Changeling: The Lost 2e)
Scion: Demigod (Scion 2nd Edition)
Second Draft
Tales of Good Dogs – Pugmire Fiction Anthology (Pugmire)
Dragon-Blooded Novella #1 (Exalted 3rd Edition)
Across the Eight Directions (Exalted 3rd Edition)
Mummy: The Curse 2nd Edition core rulebook (Mummy: The Curse 2nd Edition)
City of the Towered Tombs (Cavaliers of Mars)
TC: Aeon Jumpstart (Trinity Continuum: Aeon)
Masks of the Mythos (Scion 2nd Edition)
Scion: Dragon (Scion 2nd Edition)
Development
WoD Ghost Hunters (World of Darkness)
Oak, Ash, and Thorn: Changeling: The Lost 2nd Companion (Changeling: The Lost 2nd)
M20 The Technocracy Reloaded (Mage: the Ascension 20th Anniversary Edition)
Creatures of the World Bestiary (Scion 2nd Edition)
Heirs to the Shogunate (Exalted 3rd Edition)
Scion Companion: Mysteries of the World (Scion 2nd Edition)
Deviant: The Renegades (Deviant: The Renegades)
Let the Streets Run Red (Vampire: The Masquerade 5th Edition)
Cults of the Blood Gods (Vampire: The Masquerade 5th Edition)
TC: Aeon Ready-Made Characters (Trinity Continuum: Aeon)
Legendlore core book (Legendlore)
Manuscript Approval
Trinity Continuum: Aberrant core (Trinity Continuum: Aberrant)
Pirates of Pugmire (Realms of Pugmire)
Hunter: The Vigil 2e core (Hunter: The Vigil 2nd Edition)
Chicago Folio/Dossier (Vampire: The Masquerade 5th Edition)
Editing
Memento Mori: the GtSE 2e Companion (Geist: The Sin-Eaters 2nd Edition)
Night Horrors: Nameless and Accursed (Mage: the Awakening Second Edition)
Spilled Blood (Vampire: The Requiem 2nd Edition)
Lunars: Fangs at the Gate (Exalted 3rd Edition)
Heroic Land Dwellers (They Came From Beneath the Sea!)
DR:E Threat Guide – Helnau’s Guide to Wasteland Beasties (Dystopia Rising: Evolution)
DR:E Jumpstart (Dystopia Rising: Evolution)
Post-Editing Development
M20 Book of the Fallen (Mage: the Ascension 20th Anniversary Edition)
V5 Chicago By Night (Vampire: The Masquerade)V5 Chicago By Night Screen (Vampire: The Masquerade)
CofD Contagion Chronicle (Chronicles of Darkness)
Witch-Queen of the Shadowed Citadel (Cavaliers of Mars)
Distant Worlds (Trinity Continuum: Aeon)
Scion Ready-Made Characters (Scion 2nd Edition)
Dark Eras 2 (Chronicles of Darkness)
Indexing
ART DIRECTION FROM MIRTHFUL MIKE!
In Art Direction
Contagion Chronicle
Dark Eras 2 – More finals in and going to WW for approval.
M20 Book of the Fallen
VtR Spilled Blood – Art from A and M in, waiting on the rest.
Trinity Continuum Aeon: Distant Worlds – Sketches coming in.
Trinity Continuum Aberrant – KS Sketches and finals coming in.
Hunter: The Vigil 2e
Ex3 Lunars
They Came From Beneath the Sea – Getting it going.
TCFBtS!: Heroic Land Dwellers
Night Horrors: Nameless and Accursed
Ex3 Monthly Stuff
In Layout
V5: Chicago – Starting NPCs chapter…
Trinity Core
Trinity Aeon
CoM – Witch Queen of the Shadowed Citadel 
Proofing
WtF Shunned by the Moon – 2nd proof.
DR: E – proof back from Eddy
Aeon Aexpansion
C20 Cup of Dreams – This week.
Ex 3 Monthlies – At WW for approval
At Press
Dragon Blooded – Deluxe shipping to Studio2.
Dragon-Blooded Cloth Map – Shipped to Studio2.
Dragon-Blooded Screen – Printing.
The Realm – PoD files uploaded.
Trinity Core Screen – Printing.
TC Aeon Screen – Printing.
C20 Player’s Guide – PoD proofs ordered.
Geist 2e – Need to input Errata.
Book of Oblivion – Putting in errata.
Trinity: In Media Res – PoD proofs ordered.
Scion Jumpstart – Gathering errata from Backer PDFs.
Scion Ready-Made Characters – Gathering errata from Backer PDFs.
Today’s Reason to Celebrate!
OK- so when I don’t have something specific to put here, I go to Wikipedia and look up the date and see who is born/died or any great events on this date. Today there was this:
637 – The Battle of Moira is fought between the High King of Ireland and the Kings of Ulster and Dál Riata. It is claimed to be the largest battle in the history of Ireland.
Now as is, this might be interesting particularly for Neall and the Scion community. Except I read it as the Battle of Moria, and for a minute I wanted to know which one, and was that the battle where Thorin got his Oakenshield appellation?
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jobsystem-blog · 5 years
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possibilities for pc agency in choice of games romances
long post under the cut about my feelings about romance in games, particularly choice of games (along with stuff like genderflipping characters based on the pc’s gender and sexuality), basically just wanna vent + organize my thoughts on this! [cw for sex mentions + a single assault mention]
i’ve been playing and thinking about a lot of choice of games recently. i’ve always been drawn to them because nearly every one features lgbt characters and romances, but as much fun as i’ve had with the format, as well as the individual settings and characters, that romance aspect that had me so drawn always fell just a little bit flat. a lack of individuality and character in romantic options. they generally weren’t defined, and were customizable to the point of being boring. even now, even when they have their own personalities to some degree, none of the intimate moments between your characters ever feel real or special, because they are either the same across different romance options (choice of the deathless is a sore spot for me lol), or the moments aren’t integrated into the plot and don’t have any sort of emotional basis (i.e. they’re just tacked on)
i remember my first cog that wasn’t just the basic choice of dragons, romance, etc., heroes rise. you only got one love interest, who looked just like a specific celebrity you chose at the beginning of the game. in the next game, you literally choose another love interest’s name for them. of course, genderflipped chars tend to have this issue worse than characters with established genders, not because of that inherently, but because the lack of characterization and high customizability shows even more blatantly. that being said, even non-genderflipped characters can feel cookie cutter and boring after the first playthrough (again....choice of the deathless*)
over the course of the heroes rise series, you do actually get the chance to have romances with established characters, which really intrigued me. i never actually finished those romances (particularly not jury, which REQUIRED you to nonconsensually kiss him to begin the romance, but that’s a whole nother thing), but i remember being really excited realizing you actually could have a relationship with jenny, jury, and prodigal. especially since they felt like they each had their own sexualities, rather than just being bi for convenience, or straight/gay based on your sexuality**
there was something about those romances that felt, to me, much more integrated in the plot. like i was actually having a real romantic subplot in some superhero movie, instead of it just being tacked on and empty the way some of the romances felt***
over time, choice of games have definitely focused more on character development than their predecessors, with a much higher volume of characters with set genders and sexualities. the problem is....it hasn’t been nearly enough
i get that not every game is going to have romance be a big deal. my issue with this is that if you’re going to include romance, it should feel like it’s part of the story, not just some random aside. if writers aren’t going to give as much attention to romance as other parts of their story, why even bother including it? i think cog authors need to start understanding that there doesn’t need to be romance in their games for people to enjoy them, and boring romances don’t do anything for the quality of their stories
i’ve been quietly frustrated about this for a while now, but after playing heart of the house, with its relatively well-developed romances (and surprisingly detailed sex scenes lmao), my issues with how choice of games typically handle romance have become clearer in my head. i’m realizing now that the level with which heart of the house incorporated romance into the story should be the bare minimum that a game that markets itself as having a romance element should. even the one genderflipped character had a fleshed out personality, and good romantic/intimate scenes.
that being said
heart of the house still falls into some of the same traps that virtually all other choice of games do:
1. “pick this one specific flirty option to begin the romance”
this isn’t specific to choice of games, pretty much any game with romance that’s not a dating sim does this. it’s frustrating, because it only really works with certain pc’s personalities. i wanted to romance bastian in heart of the house with a weird occult nerd who doesn’t quite understand social conventions, but finds himself falling for bastian over time. i eventually had to break character if i wanted anything to happen, because apparently in the world of choice of games, characters can only understand love/flirting if it’s in the form of a saucy pickup line, which again, works for some characters (like the one i romanced dev with in another playthrough), but not for others.
the solution: give players multiple ways of starting a romance that can suit a variety of personality types. allow multiple ways to flirt, allow ways to subtly indicate your interest to your prospective love interest for people who wanna make shy, passive characters, and give multiple points at which a romance can start throughout the story so that people can experience their characters gradually falling in love instead of having to miss out on their chance to romance a character because they didn’t imply they wanted to fuck within the first five minutes of meeting them
2. linear romance
despite giving you a bunch of other personality stats and traits for every other part of the game, romances generally tend to play out in the same linear ways across playthroughs. somehow all these things affect every other part of the story....except for romantic + intimate scenes. it really breaks me out any immersion, especially when my character has to act out of character to even access any romances in the first place.
the solution: give players more agency during romantic + intimate scenes. let them take the lead, or allow the love interest to. let them direct the flow of the scene, just like any other non-romantic scene in the game.
3. genderflipping and perspective
genderflipping is controversial among the cog player base, with the majority of people relaying a single criticism of it: accusing the author of writing a character as a specific gender (male or female), and then just switching pronouns. another related complaint, is that of authors writing love interests for specific genders of pc (for instance, the way the sex scene with dev is written makes me think it was primarily written for a female pc, particularly with the way your male pc’s sexual preferences are basically decided for him). it’s true that many games do give off this vibe. however, many of the complaints strike me as strangely essentialist, as if a character should have a completely different personality if they’re male than if they were female, it’s true, gender has a huge impact on people, but this essentialism denies the reality that we are all human, we are all suggestible and influenced by our environments (which imo, largely account for gender differences in personality trends), and there is no one personality trait that every woman has that every man does not, and vice versa. i think we can criticize heteronormativity, homophobia, and misogyny without reifying the concept that men and women are intrinsically different on an emotional and personal level. imo, this very essentialism, where characters whose genders are variable across playthroughs (both love interests and the pc) are written from a specific gendered perspective, is what causes people to be alienated during romances, one way or another
the solution: again, this is where player agency comes in. allowing players to define their own narrative based on their own idea of their character will help players feel connected to their character. additionally, having a strong idea of what a character is like is key. rather than defaulting to heteronormative assumptions of how romance and sex must play out for male love interests vs. female love interests, take a minute to actually think through the personality of your character and what their preferences would be like. this is what i loved about bastian in heart of the house, because though he was a genderflipped character, what he was doing in the sex scene felt very in line with who he was, regardless of gender. meanwhile, dev’s sex scene was...well-written, but didn’t really speak much to dev’s character, in my opinion. in some ways, it almost felt out of character, and it was certainly very ooc for my pc, who was an outgoing flirt who liked to take charge. if you have a strong handle on what kind of person your characters are, they’ll seem genuine regardless of anything else.
4. integrating romance with the story
oftentimes, you can tell right away when a romance scene is going to be happening in a cog. the story suddenly gets diverted from w/e you’ve been focusing on until now, onto either some circumstance that has very little plot relevance, but is contrived to bring you and another character together, or a circumstance that does have plot relevance, usually with a brief diversion focusing on your chosen romance, followed up by the consummation of your relationship shortly after. even when you’re romancing a major character, during plot-important scenes, their dialogue with you often does not change, regardless of the level of relationship they have with you (enemies, friends, lovers, etc., it’s often all the same). the fact that you’re in a relationship with any given person generally doesn’t affect the overarching plot (except for choice of romance, ofc), and romances often feel tacked on for extra flavor. i don’t think i’ve seen a game that combines all these issues in one (except like....choice of the dragon but i dont think that counts lol), but most games have at least one element of this. in heart of the house, the first and only intimate/sex scene you have with your love interest always happens during the ball, and at no other time. in dinoknights, you may as well not have had a romance at all, except during a few brief asides.
the solution: this one is more complicated than the others, but even if you don’t want the player’s relationships to directly affect the main story, romantic + intimate scenes often feel much more integrated when they aren’t mainly segregated to defined “romance portions” of the game. a better way of approaching it is letting the story happen as it will, making sure love interests are interesting, well-defined, and relevant to the story, and considering how a romance might affect events as they play out. in my own game concept, there is a choice you can make that determines whether a certain character lives or dies. if that character lives, the aftermath of the danger that threatened them results in a vulnerable moment for them, and is the first point at which you can start a romance with them. this event would happen in the story regardless, but the way it proceeds would change based on your relationship with and reaction to them and the event, making a pivotal part of the story a similarly pivotal part of the development of your relationship.
i don’t know if this is all i want to say on the subject, but i wanted to get my thoughts out and down, for reference and also to help me think through the subject
congrats if you managed to read and stay interested in all of this lol
*ironically, the genderflipped character in deathless was the most interesting romance, iirc **i don’t actually think this is inherently a bad thing, but having characters with a variety of sexualities makes every other character’s sexuality feel more fleshed out, imo ***that being said.....i really did love lucky when the hero project first came out djshkjhs ****i’m referring to bastian with he pronouns, because that’s what he was in my playthroughs, and i don’t actually know what the female version of his character is named
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pride-vns-blog · 6 years
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LGBTQ VN Week: Day One! (6/18)
Welcome to the first day of my LGBTQ visual novel recommendation week, in honor of Pride Month 2018! Every day from today (June 18th) to Sunday (June 24th), I’ll be talking about four visual novels with LGBTQ themes, characters, and/or creators that have stood out to me and explaining a little bit about why I like them! I also reached out to a handful of those VNs’ developers and talked with them about their work, so you’ll be seeing a casual interview tagged onto the end of every post, too. ✨
To kick things off today, I’m highlighting four visual novels that are practically bursting at the seams with personality, all in their own ways — Saturn’s WORST DATING SIM, Obscurasoft’s Coming Out On Top, Brianna Lei’s Butterfly Soup, and Madeleine’s Inverness Nights! 
Hit the jump to read about watching Animal Planet with punks, beta-testing hookup apps, Mario fire alarms, and why it is that so many visual novels seem to use character archetypes.
One note before we get started! This list isn't meant to be reflective of "the objectively best LGBTQ visual novels" or anything like that, which I want to be ultra-clear about upfront. It's not a list of all the ones I've ever played, either. There are plenty of visual novels with LGBTQ characters/themes that have been recommended to me frequently — while I was working on this list and over the past couple years — that didn't make it onto this list because I couldn't afford to buy them, or because they just weren't for me when I did buy them, or because of a million other reasons.
To give an example of this in action: I barely have any originally-Japanese language visual novels on here, because the number of M/M ones that get translated is already so low and already nearly 100% commercial, and I'm way more inclined to pay for M/M than anything else. (Reason: I'm gay and I like looking at hot guys.) For the purposes of this list specifically, I've also cut out a fair few BL-marketed VNs — from both Western and Eastern developers — that skirt around the issue of whether or not the protagonist is gay/bi/etc awkwardly.
I also tried to limit myself to one VN per team, picking the ones I thought were best representative of their output and leaving space to mention other works of theirs that I'd liked, with the aim of keeping this list from being totally dominated by studios who'd put out a lot over a long period of time. And then personal taste for other genre and content details comes into play, so it cuts out even more from what's left! In the originally-Japanese BL category alone, that left me with a single nominee, which was... Well, you'll see!
Basically, I went over a lot of different options to settle onto a list that's ultimately only supposed to be things that I, personally, would recommend! And I don't want to recommend things I didn't enjoy, one way or another. Nobody wants to sit through multiple paragraphs of a slog where I'm trying to talk about a game I didn't actually like (or, in plenty of cases, a game I couldn't afford) without acknowledging that I didn't like it. To be totally honest, that sounds like it would suck to try and write.
So if your favorite LGBTQ visual novels aren't on here, but you want to give people an excuse to play them, I'd love to read anyone else's personal recommendation lists! I'm not a journalist or a reviewer and this isn't anything close to a formalized games review blog that I'm planning to update ever again; I'm just a VN dev who felt like sitting down and making a list of other LGBTQ VNs I liked one day, so I went and I did it. And I felt like giving those other devs a platform if I was going to talk about their work, so I took my own Patreon earnings to pay for as many as I could, then I went and did some interviews, too.
Thanks for sitting through (or skimming, as the case may be) that wall of text! Without further ado, let's talk WORST DATING SIM!
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WORST DATING SIM (SATURN)
Itchio Tagline: “MRGRGR.” Genre(s): Slice of life, shitpost. Release Date: January 22nd, 2018. Content Warnings: Brief depiction of blood; violence.
Out of all the visual novels I’ll be covering over the next week, WORST DATING SIM is the only one I haven’t seen nearly all the content for, and not for a lack of trying! Saturn’s debut visual novel, a challenging conversational simulator where a punk named Etsuji decides to follow you home and hang out with you purely because he can, features a grand total of 69 ways you can get a GAME OVER. By and large, these endings come at the hands of your newfound friend (?), who’s got a temper and a sensitive streak a mile wide. If Etsuji doesn’t like what you’re saying, he’ll knock your lights out, and you’ll get booted back to the title screen.
The way WORST DATING SIM doubles down on this challenge is by intentionally removing Ren’Py’s default save feature — if you piss Etsuji off, you’re back at square one, period. You have to either somehow retain the information yourself or turn to someone else’s successful run for help, because it’s deliberately designed to be done in a single playthrough without reloading. Even a fair few jokes in the script, like “I’m sure in several alternate universes he’s punched my lights out, but so far I’m safe,” are dropped in to acknowledge the fact that beating WORST DATING SIM is more akin to powering through a run of Getting Over It with Bennett Foddy. (But don’t worry, the Skip Text function is still there to help you out!)
As someone who does turn to guides frequently to find out what I’m missing on my third or fourth playthroughs of visual novels, I assumed from the start that at some point that I’d want to find a walkthrough in order to see any real endings. But the sheer charm of Etsuji’s responses and, to be completely frank, how much fun I was having just trying to scale Etsuji’s emotional mountain meant that I never really hit that point while playing. WORST DATING SIM’s distinct personality struck exactly the right chord in my brain that made me want to keep playing by myself, tunneling away at it persistently, and it made the ending(s!) feel all that much more rewarding.
WORST DATING SIM is available now for free on Itchio, and you can follow Saturn on his Itch.io or Twitter (NSFW) for updates on more potential WDS content or his other upcoming visual novels.
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COMING OUT ON TOP (OBSCURASOFT)
Itchio Tagline: “The erotic comedy gay dating game that'll make [you] laugh, cry, and get a little boned up! Hot dudes included.” Genre(s): Comedy, romance. Release Date: December 10th, 2014. Content Warnings: Nudity; mentions of homophobia; sexual content; seriously there’s a lot of sex in this.
If you’ve played M/M dating sims in the English language sphere any time in the last five years, you’ve probably heard of Obscurasoft’s Coming Out On Top — drawing more from the Western tradition of porn by and for gay men than anything else, it tells the story of newly-out college senior Mark Matthews and his run-ins with hot guy after hot guy (after hot guy, after... you get the picture). With the help of his roommate Penny, he also takes on the hookup app scene and delves into a sea of bonus dates funded by Kickstarter backers, which were released steadily from January 2015 to December 2016.
Coming Out On Top’s steady stream of humor never goes so far as to be totally derailing from its focus on sexuality and Mark’s genuinely sincere approach to relationships, casual or otherwise; Obscurasoft manages to infuse the numerous sex scenes with enough awkwardness, humor, and personality that actually playing through them back-to-back feels less like a string of pinups and more like scenes Mark is actively involved in or growing from. As a character, especially one whose archetype has gotten a lot of mileage in gay porn since the dawn of mankind, it’d be narratively easy to let Mark remain a generally undefined slate for players to project themselves onto.
And while there is a degree of personalization, especially when it comes to how blatantly horned-up some of the dialogue is compared to other options the player can choose, Coming Out On Top is still very distinctly Mark’s story. His specific insecurities from years of being closeted don’t vanish as soon as he comes out, and hookups don’t always work out for him the way they might in ten minute long “first time” AVs. His grades still matter, and his friends still exist, and he’s still got his own sense of priorities the player can disregard (at their own fish-related peril) or see through on the slow climb to the end of his senior year.
Coming Out On Top is available now for $14.99 on Itch.io, and Obscurasoft’s website; to get early updates about what they’re working on next, you can follow their News & Updates blog or their Twitter.
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BUTTERFLY SOUP (BRIANNA LEI)
Itchio Tagline: “Gay girls playing baseball and falling in love.” Genre(s): Comedy, slice of life. Release Date: September 16th, 2017. Content Warnings: Parental abuse; violence; racist language; homophobic language; ableist abuse and slurs.
The strength of Butterfly Soup’s personality, from beginning to end, is founded in its four point-of-view characters — kindhearted Diya, reckless Min, sharp Noelle, and carefree (?) Akarsha. As a group of ninth grade friends with different priorities and different reasons for joining their shared baseball team, which are as obvious as the hugely-varied color schemes of each girl’s clothes, they play off of one another easily. Lei uses her fair share of actual memes, but never ones that feel like the speaking character — usually Akarsha — wouldn’t say them, which holds true to the rest of Lei’s dialogue writing. It feels distinctly ninth grade without ever being mocking or trivializing the way everything is so extremely important all the time when you’re a ninth grader.
Part of that strength definitely comes from Lei’s willingness to lean on each character’s archetype and unpack it at the same time; Diya’s physical strength and sheer skill, combined with her reluctance to talk to strangers, could have easily seen her shoehorned into a much more detached character than she’s written as. Instead, she’s thoughtful, expressive, and deeply concerned with the people she cares about, even if she can’t always necessarily communicate that to them very well through her ever-present anxiety. Exactly how their own differences manifest and each of the three other girls’ reasons for being that way are slightly trending into spoiler territory, but I think Diya’s fellow main characters also each have their own similarly-smart tweaks on familiar archetypes that make their joke-filled banter all that much more personalized and memorable.
Although there’s a lot to love about the positive, hilarious moments in the protagonists’ everyday lives, one of the things that I think worked just as well narratively were the scenes that required all those content warnings up there. They're very much going to be a YMMV situation for different players, especially with my own caveat that my relationship to dysfunctional families is coming from white Irish ex-Catholicism rather than those two specific Asian cultures’ values — trying not to give any spoilers about which characters I’m referring to, here! — but in-text, they’re never situations without any future, because we can see that future where the group has each other, and they always have room in the moment to be angry, or upset, or hurt without the narrative itself punishing them for failing to be perfect. Instead, they get to play baseball and fall in love and set off fire alarms, and they do pretty okay.
Butterfly Soup is available now for free, and you can follow Brianna Lei on Itch.io, Twitter, or Tumblr to learn more about her upcoming work.
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INVERNESS NIGHTS (MADELEINE)
Itchio Tagline: “Every relationship ends.” Genre(s): Historical fantasy, drama. Release Date: June 30th, 2017. Content Warnings: See Itch.io page.
There are a lot of things about Inverness Nights that worked for me in a way I don’t know that they would have in another visual novel — in particular, Tristram’s character is difficult in ways that pretty directly pertain to some of the content warnings linked above, and I was personally interested in seeing the text unpack that bit by bit. The eventual turn the story takes further on in your playtime, to try and phrase that in a way that isn’t super spoilery, was something I personally didn’t mind taking a little longer to get to.
Curious to hear what its developer Madeleine had to say about the story, their thoughts on character design, and what they’re up to next, I reached out to them for an interview!
IVAN: Thanks for having me, Madeleine! To get this conversation started, how would you sum up Inverness Nights to everyone reading this?
MADELEINE: Inverness Nights is a game about queer isolation and the importance of queer community outside of romantic relationships. Set in 18th c Scotland you play as Tristram Rose, an immortal gay man who has just broken up with his mortal boyfriend, and decide how he’ll cope with the loss as someone unable to tell the world around him that he’s magical and queer.
Sounds spot-on! And definitely a great summary of all the things that made it super appealing — to me, at least, haha. Before anything else, I want to note that it's been just about a year since you released Inverness Nights! Congratulations! How's the experience been, and what particular highlights or lowlights over the past year stand out to you?
It was good actually releasing a game, I enjoyed that part a lot! Aside from that, I really appreciated a couple of thoughtful reviews it got where people connected with it as a game where being queer is difficult, but not bleak. I think that because AAA games love tragic gay stories indie games can sometimes feel they need to be ultra-positive to balance that in the other direction, which is cool, but as someone who likes stories that’re more in-the-middle it was a gap I wanted to fill. There was a good reaction to that, albeit a quiet reaction. It’s a very ‘first game, niche game’ complaint but the lowlight would probably be that not many people played it — however, there are a lot of understandable reasons why it worked out that way so I’m not too hurt overall.
Haha, getting something finished and released is definitely a great feeling; I'm personally really glad you stepped in to fill that niche, as someone who likes things that are honest about their characters' pain without feeling exploitative or endlessly hopeless! In the fantastic (but spoiler-filled) Medium postmortem you wrote on your process, you say that "an important part of marketing visual novels is selling your characters"; the postmortem goes into that in fairly great detail, especially as it pertains to ensemble casts, but would you care to expand upon that observation in the scope of the visual novel genre (and how you're keeping it in mind for future projects) a little bit here?
People make fun of visual novels sometimes for their reliance on archetypes — you know, look up the average dating sim and you can probably tell in an instant who the bad boy is, who the smart girl is, so on — but when you’re selling a character driven game to people, you can’t give away the cast’s backstories and quirks up front or there’s nothing to play for, so you’ve got to find some sort of shorthand to suggest what an audience wants will be there, and that usually comes back to telling them which archetypes you’ve got. When I started Inverness Nights I kind of laughed at that reliance on archetypes and tried to do something different but I learnt the hard way why it’s important. At the moment I’m finishing a game called Catacomb Prince with my didn’t-quite-finish-it-for-a-jam group Skeleteam, and when our character artist Roxy was doing the designs I gave her very broad notes on who the cast were so they’d be more archetypical. Consequently we have a very recognisable cool girl/frat boy/petite NB slate of romance options that people’ve connected with waaay more easily and way faster than anyone did with the IN cast, which I think speaks to why it’s a sound approach.
I definitely agree in the importance of finding a good balance with archetypes; I've had people who've instantly bonded when I invoked "shy genius" or "lovestruck best friend", which ironically has given me a bit more of that freedom in telling their stories more uniquely! Could you shed a little light on what Catacomb Prince is, without too many spoilers, and what your storytelling influences for a visual novel like that have been?
Catacomb Prince is a Gothic comedy; you are Prince Vitali, trashy heir to a fantasy Renaissance kingdom, and you have woken up dead five years after a raging party. Your parents still expect you to inherit the throne despite your new skeletal appearance, but your kingdom’s laws require the King to be married. Find love, find your killer — or die again trying.
It’s mostly inspired by Animamundi: Dark Alchemist, which is an old kitschy BL VN about a guy named Georik taking up alchemy to make a new body for his decapitated (still living) sister while hiding his hobby from his friends. Animamundi has some very gloomy stuff happening but it’s so over-the-top about it that it loops around to being a very funny game, and I wanted more experiences like that in the world, so here we are. There’re also some aspects of other goofy Gothic stories in there, like Hammer Horror movies and EC Comics, though the romance aspect of it means it’s not all rib-ticklers all the time. We took care to make the love interests more than just fodder for jokes and/or horror. They’re complete, kissable people, with flesh and everything.
I am not doing a good job of easing up on the skeleton jokes but please believe me on that last point.
Glad to hear the love interests have skin! Not super fussed about that, personally, but I'm sure some players would have logistical concerns about things like skeleton-on-skeleton kissing. (I'd like to go on the record and say I'm pro-skeleton and extremely pro-skeleton puns, so I'm waiting with bated breath to get to play as your not-breathing protagonist.) Other than what we'll be seeing in Catacomb Prince, what kind of genres and themes are you interested in exploring more of in the future?
After Catacomb Prince I’m going to work on finishing an IF game I started last year called Captain Dracula, about being the last survivor on a submarine after your Captain reveals he’s Dracula. That’s also a comedy. I spent three years making Inverness Nights so taking a breather to make funny games for a while seemed like a good plan, and I’m really into classic horror, so I’ve gravitated in that direction with it. I’ve also got a regular no-pictures no-choices fantasy novel I’m several drafts through at the moment which I’ll hopefully be releasing later this year. Once those’re off my plate, I’m keen to try making either an 80 Days-style narrative travel game or a Clock Tower-style point-and-click horror for a change of pace. I want to do something that’s more about exploring a place; I do academic stuff as well as indie development and all my academic work has been on how we explore places in games, so it feels weird that I haven’t made anything that utilises my research.
It sounds like you've got a lot coming up! I'm looking forward to seeing how you can combine your academic studies with your fiction work, which already have such strong settings of place from the get-go. And last but not least, what LGBTQ visual novels from other developers would you like to recommend?
It's IF rather than a VN but I love Heart of the House by Nissa Campbell, which is a Gothic game about an exorcist trying to remove an evil presence from a Victorian manor house, and maybe also wooing some of its residents. It’s very atmospheric and you can be NB, two things I like a lot. With caveats I’m also really keen on Animamundi (like I mentioned earlier — fun, funny MLM but warning for violent horror elements and sexual abuse), and The House in Fata Morgana (a dark romance about a trans man trying to rescue his girlfriend from a cursed manor, there’s an extensive content warning list on its website). Lastly, on the lighter side, Butterfly Soup and The Duenkhy are both good VNs about queer people making friends :) probably play them when you need to smile after all the grimmer suggestions I’ve made.
Awesome — and thanks again for your time, Madeleine! It was a pleasure.
Inverness Nights is available now for $12 USD, and you can follow Madeleine on Twitter or Itch.io to keep up with all the skeleton romances and Dracula adventures they're setting their sights on next!
Thanks to everyone who read this far! Keep an eye on the Twitter thread or this blog for tomorrow’s post, where I’ll be talking about four more visual novels that I think do some crafty things with their creative design!
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darkarm66 · 6 years
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Further thoughts on Xenoblade 2
When reviewing Xenoblade Chronicles 2, I tried my best to avoid mentioning Xenoblade Chronicles and Xenoblade Chronicles X. Mainly because directly comparing sequels is always unfair. Any game should stand (or fall) on its own merits. Plus sequels aren't always the same game or mechanics, so any expectation of familiarity should fall only on the player (unless the devs explicity say 'this game is a direct sequel').
However, playing XC2 just really had me wishing I was playing the first or second game instead. And like I wrote in the review, XC2 lacked a lot of cohesion between its systems. Cohesion the past games nailed. One thing, the previous Xenoblade games had, in terms of cohesion, was a great environmental design. Xenoblade had the gimmick of living on the body of dormant mechgods, but the actual impressive part was how every area was interconnected. This lead to feelings that if the player wanted to push beyond the boundaries and see what they can explore or discover, only a gamer's patience (and some overleveled monsters) would stop them. Xenoblade X added verticality with the mechs, which always meant exploration had some surprises. Xenoblade 2....dispenses with most of that. In fact, much of the hidden stuff comes from warp gates locked by field skills, which may or may not be at the right level by the time. This leads to a lot of fetch questing and cat herding just to possibly level up that skill...which you need to access by increasing trust levels. By the time you have enough skill to unlock that warp gate, the player has to go back by fast traveling. I'm split on fast traveling as a game mechanic because I do love saving the player time but the disconnected nature of all the worlds take some of the joy of traveling away. It makes what should be a vibrant and unique world feel like an inefficient menu option with random bits of interactivity. It robs some of the worlds from having any lasting impact.
Another aspect was the handling of side quests because....let's face it, there's a shit ton of sidequests in all three games. And all three had a way to make it feel grueling. However, the first Xenoblade had the advantage of completing quests if you already had the stuff in your inventory...and you didnt have to go back to the quest giver. So much time saved. So much back tracking erased. This design advancement, all the way from 2010, is just missing in 2017. Xenoblade Chronicles X had this to some degree but this was mitigated due to many of the tougher quests being in the online portion and the post-story game turned into challenging grind for parts to unlock better Skells. In XC2, it just feels like a way to stretch out something a bit longer to pad for time. XC1 and XCX's quests didn't feel like chores to do because both games felt like they encouraged players to truly, truly play to their own style so players can unintentionally complete quests without needing to activate it. 
The amount of backtracking saved in the first two games had the bonus of the game world to truly feel unique and warm, as opposed to Xenoblade 2's worlds just feeling like checkmarks to add on a map and the problem, at least for me, is that when you no longer have to be in a place any more, it doesn't need to exist. This waste the environmental design and robs it of being a world and is not just: a game. While a game being a game feels like a weird criticism, but games that are collections of exhaustive chores are usually not the best games.
One thing to keep in mind between all three games is the Affinity System. It shows up differently in between all three games, but their functionality is essentially the same: nurture a link between the party and the game world. In the first game, it gated some quests and side stories by incentivizing the player to actually do things within an area to increase affinity. But the first Xenoblade gave better payouts, gameplay wise, for the player's time. Talking to NPCs and creating good links between them allowed players to obtain items that may have been needed for quests or better: the affinity between the party members. This is where Xenoblade actually justified its long, long playtime. Not only does the party members receive the character development the cutscenes don't, it allows the players to have specific passive bonuses in gameplay. And its not just for the specific member in combat, but it benefits the entire party. And for the combat, performing certain actions for members allowed a boost in critical hits and buffed other effects. This made pay attention to which relationships were truly worth developing as the talking during combat mattered and determined how well an effect could take hold. Best of all, the affinity helped mitigate what could've been a super grindy affair.
This is the case for XCX as well, as the combat got tweaked to build on top of the combat chatter as performing a specifically called for Art, increased Affinity between party members, but was also the way to keep stacking attacks and effects on enemies, especially important as the game started doling out tougher enemies. 
For Xenoblade 2, the Affinity system is the only thing that gets leveled up through quest completion, allowing the Driver to get specific bonuses and building the Trust between the equipped Blade. It's the interaction between Blade and Driver where the Affinity system gets smashed with sledgehammer. For the most part, it's similar to the first game where trust has to be built to unlock a skill node. Then, unlocking a specific skill requires specific tasks, tasks the player may have already done. Now add the fact that Rare Blades have specific unlock nodes and quests and they have to be present (or use the dreadful Merc Mission system) to keep unlocking. I could be misremembering the first two games, but Xenoblade 2 just made it feel like double the work for the same payoff. Stretched out for over 200 Blades. 
The only thing that's consistent between all three games: there's a lot in the mechanics they won't even bother to tell you how to get it working. In the first game, it's never clear how much affinity is being added from each action but there is a number that levels it up. In XCX, you need several online guides to find out where to find the parts for the high end Skells and the fact there's a specific scheme to connecting probes. XC2 does this a little better in certain aspects but the overall vagueness to collecting is still present.
So, I this isn't a 'for the next Xeno game, they should' article because the Shulk, Fiora and Elma showing up in Challenge Mode felt like a hint that Monolith Soft may be moving away from the franchise for the next upcoming games and probably wanted to give the fans a bit of fan service before moving on. Plus, there's no guarantee that circumstances of Monolith Soft losing half their staff to a different Nintendo franchise will repeat, which I believe benefited Breath of the Wild at the expense of a better Xenoblade Chronicles 2. Hopefully, whatever the next game from Monolith Soft becomes and hopefully it's an amazing RPG, that it retains all the great parts from the Xenoblade franchise.
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rpgmgames · 6 years
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August’s Featured Game: Shroom Soup
DEVELOPER(S): Shroomy ENGINE: RPGMaker 2000 GENRE: Adventure, RPG, Psychological Horror WARNINGS: listed here (may contain spoilers) SUMMARY: You play as Arnika, a gloomy teenage girl. Perpetually tired, you live off excessive sleep, lime juice, and instant soup. You look into the vortex forming in your cup of said soup, this time mushroom flavour. Next thing you know, you are in an entirely different world where everything, from buildings to people, is being devoured by fungi. It seems like you have no choice but to walk on... Your journey involves exploration, puzzle-solving and battles.
Download the demo here!
Our Interview With The Dev Team Below The Cut!
Introduce yourself! Hello! I am Shroomy, and I still haven't figured out which one of my nicknames I should go by, but I use "uboaappears" for art and "toxic shroom swamp" for games. I have a bachelor's degree in biology since two weeks ago and like everything surreal, gory and gay. Nice to meet you. I have been in the community since about 2012, and that might be also when I first wanted to make a game - a Yume Nikki fangame, because YN brought me here. I messed around with the engine for a long time, and certain characters and ideas gradually mutated to whatever this is now.
What is your project about? What inspired you to create your game initially? *Shroomy: It's about making a cup of instant soup and accidentally going on a very weird adventure. ...Okay, actually, it's a coming-of-age story with an emphasis on mental health, relationships, and toxic flesh-eating mushrooms. The idea came to me when I made myself an instant soup once. For some reason, I thought it would be cool if there was a portal into another world in the cup. That's how it started. (I was also into drawing mushrooms growing on people at the time, so that naturally made its way into my Awesome Game Idea.)
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How long have you been working on your project? *Shroomy: ...A while. It's enough to say that I graduated from both high school and university with it. But to be honest, I didn't really do much with it until about two years ago. Right now I tend to think of the time before that as trial and error, playing around with ideas and learning to use the engine. I feel a little self-conscious about how long it took me to come up with a coherent story, but that might be a good thing. Since this is quite a personal game, it helped to grow as a person. I think it made for a more interesting and mature work than it would be otherwise.
Did any other games or media influence aspects of your project? *Shroomy: I feel like I take little bits of inspirations from everything. But I'd say Yume Nikki and Re:Kinder were the biggest game influences. Maybe Hello Charlotte, too - the minimalistic world gave me some food for thought :> Design-wise, I think my current (character) style is a lovechild of Danganronpa, Killing Stalking and something else I am not sure about. Maybe just me.
Have you come across any challenges during development? How have you overcome or worked around them? *Shroomy: I think the biggest challenges for me have always been centered around the lack of free time, the lack of energy or the lack of motivation. Some people manage to juggle life and gamedev, but I get exhausted really easily, so it's hard. This is an ongoing issue. I tend to try and free up a day just for relaxing and creative stuff. I've also started using the Forest app for focusing on things, and sometimes use it for gamedev as well. At the beginning I found it frustrating that my skills (in pixel art, for example) didn't match what I wanted to create. That one was improved by - you guessed it - making a lot of pixel art. Making and scrapping a bunch of tilesets for the game. It's as simple as practice and learning how to get the most out of your art program. (It also helps me to make a detailed sketch of a map before I start working, or at least brainstorm the main elements of it.) Another challenge was the incoherence of the story. Originally I wanted to make something really vague and open to interpretation, but... that actually didn't give me enough material to work with. In the end, I played around with the characters, tried to write them some backstories that no one was going to see, and somehow ended up with an actual plot..? Shocking, I know! And the final thing is putting gameplay into the game. To be honest, the puzzles in the demo were pretty random on my side, I just thought them up on the spot. In subsequent locations I tried to make them relevant to the game's themes and/or hint towards the story.
Have any aspects of your project changed over time? How does your current project differ from your initial concept? *Shroomy: For one thing, the current project has a story and a plan, even if the story is presented in quite an obfuscated way. The original concept was not much more than an idea of a shroomy world. The characters also have a lot more depth and pain to them than they used to. The locations have changed a lot as well, to the point where most of the original ones don't exist anymore.
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What was your team like at the beginning? How did people join the team? If you don’t have a team, do you wish you had one or do you prefer working alone? *Shroomy: My team is mostly just me. At the beginning it was a young and naive me, and now we have a slightly older and better-at-art me. After I started my dev blog, I was contacted by Tommuel, who now helps me with sound design and music. And my old friend Robin has made a few NPC sprites for me, and might give a hand with more pixel art in the future. They're not really involved with other aspects of development, but I really appreciate their help anyway! I prefer to keep most of this game to myself - it feels too personal to share, plus I'm a bit of a perfectionist.
What is the best part of developing the game? *Shroomy: I would say it's putting my work out there and sharing it with the world. I'm also really proud of how much I've grown as an artist and writer through developing this. I got attached to this story and this world, with all of its fun, weird and sad details. It's also been really fun, amazing even, to get to know other devs and make friends through being part of this interesting and creative community. I owe some wonderful friendships to it.
Do you find yourself playing other RPG Maker games to see what you can do with the engine, or do you prefer to do your own thing? *Shroomy: I definitely play other games for inspiration, it helps me a lot. Though I try not to make things "just like" other games, but make it a transformative learning experience instead.
Which character in your game do you relate to the most and why? (Alternatively: Who is your favorite character and why?) *Shroomy: I feel like I have been through stages. At first I was Arnika, then Lina, now I feel like I'm turning into Arthur. I guess I put my traits into all of them. (Does that mean that Bernard is the next stage? I'm /so/ ready to transcend humanity, finally learn how to do maths and become everyone's favourite character.)
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Looking back now, is there anything that regret/wish you had done differently? *Shroomy: I think the biggest mistake I made was jumping straight into making a game without thinking it through or considering the scope. In the end, the lack of planning set me back a lot. Admittedly, I was young and excitable, so I guess it was a learning experience? I didn't really know how to write stories or plan long-term projects, but over time, I somehow built up those skills. I think it's good to have a clear-ish idea of what you want to make before you start, and maybe start with something small. (So basically, do the opposite of what I did.)
Once you finish your project, do you plan to explore the game’s universe and characters further in subsequent projects, or leave it as-is? *Shroomy: Aha. Actually, yes. I have accidentally started writing two sequels already. They will be small games focusing on other characters' perspectives (as opposed to Arnika). I'm not actually touching them yet though, only making some notes and writing scripts. Perhaps by the time the first game is released I'll have enough material to comfortably work on them.
What do you look most forward to upon/after release? *Shroomy: Fan reaction, I think? To be honest, I'm not really sure. I think I'll just be enjoying the incredible dopamine rush after finally setting this child of mine free to explore the world and infect people's brains with all the shroomy memes it contains. (Also will probably get off the internet for about a week from the anxiety.) Then maybe being free to work on other things, indeed. And posting spoilery concept art >:D
Is there something you’re afraid of concerning the development or the release of your game? *Shroomy: I am a little worried about the reception of the game's subject matter. If you looked at the list of warnings, you might have an idea what I mean. Sometimes it feels dangerous to explore certain themes in your stories, because people misinterpret depicting something bad as promoting it, for example. But that's why that list exists. I'm just going to let people know straight away that I explore dark themes in this project and I'm not going to hold back on how I do it. Creativity should flow freely, I think. (I am also a little worried about the ratio of my free time vs. gamedev time and /when/ I will finally be able to release it, but... Thankfully, I'm the one in charge of that.)
Do you have any advice for upcoming devs? *Shroomy: Take some time to make a plan for your project, start small, fail faster, and aim for something finished before you aim for perfect. Make a system for organising your files. Back up often, and on a different drive/cloud than your game is on, preferably several. Most of all, make something you would love to play! And don't be too hard on yourself.
Question from last month's featured dev @blackcrystalsrpg: What are your game dev pet peeves?? *Shroomy: I dislike the fact that sometimes I want to have made a game more than I want to make a game, but to have made a game you need to go and make the game. ¯\_(ツ)_/¯ But there's no escape from fate, so... go, go and make that game happen!
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We mods would like to thank Shroomy for agreeing to our interview! We believe that featuring the developer and their creative process is just as important as featuring the final product. Hopefully this Q&A segment has been an entertaining and insightful experience for everyone involved!
Remember to check out Shroom Soup if you haven’t already! See you next month! 
- Mods Gold & Platinum
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neni-has-ascended · 6 years
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About the new Kingdom Hearts stuff!
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I am sure people are gonna ask about my thoughts, so here I go:
I am pretty sure the thing with XehAqua is only half the story. The KH trailers have a history of faking us out with shocking reveals that end up meaning something very different from what it first looked like. Remember BbS “I want you to put an end to me” being placed in a way that made it look like Terra was actually gonna kill Ventus? Or Vanitas being made out to be a much bigger part of 3D than he actually was? Aqua’s alignment is a very important factor in this game, especially given that whoever has her has instant access to the Chamber of Waking, so this is too big to just give it away in a trailer with no caveat or twist to it. For all we know, this could actually just be Aqua’s manifest Darkness taking a life of its own and becoming a vessel or something. Let’s lay low about it for now.
I love how much personality everything has. In the past, especially the main characters had an issue with thin characterization, like Sora’s upbringing was rarely referenced and also the Disney Worlds often like afterthoughts. The game seems to be improving on that front. First thing in the trailer, they reference that Sora grew up in hot climates and the Disney Worlds all look so much more vibrant than usual. I am pleased.
Gameplay looks clean, fast, and fun!! This is like, KH in it’s purest form, sparkly, fast-paced, skillful, packed with variety, responsive and creative! Especially the inclusion of Shotlocks, one of my favorite things from BbS, really got me hyped. I am so ready to sink my teeth into this.
Who the hell asked for ALL of the Proto-Organization back? Like, what’s the point of having Larxene and Luxord back? It makes killing them in the first place seem kind of hollow now, especially when Larxene’s original death was pretty powerful, given her gruesome reaction to it. I know it was stated they’re all alive again, but she’s just back to exactly the same as before, except with XehaEyes. I’m meh on this writing decision.
Time Travel BS still confuses the hell out of me. I’m pretty sure most of the organization (especially the likes of Vanitas) are time travelers, takes from times before they died in canon, but the rules of KH time travel mean they can’t actually change the timeline significantly, so what’s the point of them being there and making fun of Sora, doing work that, by the game’s own logic, would still have gotten done, even if the actually alive iterations of Xehanort alone had taken care of it? It feels like Fanservice to a degree and that’s cool-- Ah, I’m getting back to point 4 here. Anyway, I still wish the timetravel stuff wasn’t a thing.
All of the new worlds are GREAT so far! I love that they include stuff like Toy Story and Tangled, and while Frozen is kinda overplayed, they seem to really be doing that movie justice too, so I can’t complain. The summons all look really great too. The Wreck it Ralph one especially. Which that was a world, but again, can’t complain. 
Not sure what I think about Port Royal being back. I mean, on the one hand Sora’s new costume is awesome. On the other hand, the inclusion of that was always kind of... eh, to me. Especially now, with how a certain actor *cough* has sort of tainted the legacy of the first film in my mind. 
Using VR to bring back Roxas. This feels like something that could really backfire on Sora if some things I’m thinking of are true, but given what a good Samaritan he is, he’ll do it anyway. Very interested in that plot thread. 
...Repliku?? Is that just Riku conversing with him in his mind, or are they actually reviving everyone ever? Oh boy... Nomura, be careful, man! I know you said there’s no such thing as permadeath in KH, but that doesn’t mean everyone needs to be alive in the end. >_< Especially with deaths as tragic and meaningful as Repliku’s. 
Kairi’s new outfit and hairstyle are superior to her KH2 design in every way. If you disagree with me, your opinion is invalid. JK, but I really couldn’t stand her outfit in KH2 (I thought it looked boring and the boob-zippers really didn’t help), so I’m extremely happy with what she looks like now. Really growing fond of all the plaid. 
Unlike absolutely anyone else I know, I am not bothered by the January 2019 release date at all. I ALWAYS wanted the dev team to take their time with this game and polish it to perfection, rather than cave in to fan-clamors and release a hastily finished built. Never in video game history has releasing a game quickly because they fans wanted it so ever been a good thing, and those games people list as examples of games that “suffered from a long development cycle” were all either never in development at all until the very last year before release or Kickstarter games that ran out of funds. So calm yourself, guys. Nomura was never known for working quickly, but he’s known for working well. It’s not like there’s not enough other games we can play until next year, the past seasons have been packed with gaming goodness. 
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askshalvanic · 7 years
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Yume Nikki rant/thoughts
Ahh, Yume Nikki, one of the most renowned RPG games in history. While certainly not as nearly as popular as Undertale, it does have its spot within the RPG community, and some people like the game, hell, there’s some who find it inspirational or even life changing. Now, the problem is… I don’t really share this opinion or thoughts on it. In fact I don’t like the game very much. I didn’t really enjoy it, and to be honest, I immediately uninstalled it and wanted to forget about it the moment I was done playing it. The reason for this was that it was mostly a negative experience. I did have a few moments that I enjoyed here and there, so it wasn’t all that negative, but about 80% or so of it did make me think “can’t wait for this piece of shit to be over”. Now, I know this might be an unpopular opinion, but I really, REALLY don’t like Yume Nikki.
I may draw some comparisons to Bioshock Infinite in the sense that this masterpiece of a game that almost everyone and their grandmother consider worthy of a TEN OUT OF FUCKING TEN doesn’t really bode well with me either (I say this mostly because I feel that I’m in the minority when it comes to the people that have played this game and not loved it), and I honestly consider these two the games that I am not willing to play ever again in my life. But this ain’t about Biocunt Integrate, it’s about the dreadful world of Yume Nikki.
Also, I guess as a fair warning, SPOILERS AHEAD IN CASE YOU HAVEN’T FINISHED IT. This was more than anything meant to be a self reflection on what I thought was wrong with the game, and thus ended up mentioning a lot of spoilers, so if you want to play it blindly, go ahead before reading this, you might take a while though.
I’ll start with the things that personally I liked or made me have some form of respect for the game because it’s easier to list those reasons given there are very few positives, and because I want to get that out of the way first. I guess the positives would be that I liked the atmosphere the game had. It was unnerving, and scarier than most games that claim themselves to be horror games and only rely on cheap and predictable jumpscares and nothing else. And Yume Nikki literally just has some fucking sprites and dark rooms, and yet it’s one of the most disturbing and honestly creepy things I’ve seen. The soundtrack’s just a bunch of looped sounds that doesn’t last too long, but it still adds something to the feel of each world that makes it different from the others. The world designs too are amazing (except for Hell) and each of them looks interesting in their own way. The fact that each effect had its own little details whenever you used them was also pretty cool. The lack of a conventional way to tell a story and just leaving things for you to interpret was an interesting choice from the dev, and the fact that Gast- I mean, Uboa, which is one of the most interesting things about the game isn’t central to the story or you don’t even have to see it to beat the game is actually really cool. Overall I guess it is safe to say it is a pretty unique and well thought out game in general, and I respect it from an artistic point of view.
Now, for the obviously much bigger list of negatives. See, my first problem with the game is how overly complex some things in it are. Several of the events are RNG based, so you basically have to get lucky for some of the most intriguing or interesting moments in the game. Then there’s also the fact that not only events, which are completely optional so there’s not too much of a problem, but also one of the fucking effects that you need to get is tied to an RNG, meaning that you better get lucky and get it at the first try because otherwise it’s gonna be waking up, going to hell, go through the previous world before that one and then get to the actual world again, hoping you get the right one this time. I get it for events that you don’t even need to see to finish the game, BUT FOR ONE OF THE STEPS TO GET TO AN EFFECT TO BE RNG? I sincerely find that pretty bullshit and unnecessary. But that’s a minor issue I had.
The bigger issues are more or less tied to the existence of Hell itself. I mean, it does justice to its name, its a fucking torture to go through it, not only because if you take the wrong turn at any point or don’t have any reference of where you are going or are constantly looking at a fucking map you WILL get lost, but also because it’s so stupidly bright red that after a while of being there your eyes will scream for mercy, and you will more than likely spend a long time in that place, if not because you got lost, then because you essentially need to go through it more than once if you want to actually beat the game. Some people may think it adds to feeling of adventure and danger and excitement, but I simply find it annoying and a nuisance. Essentially, this game isn’t for overly impatient people. You complain about loading screens? Boy, get ready to meet HELL. Admittedly, you do get to do a lot more during the travel from point A to hell to point B, and there is danger there, but I would rather sit through a few moments of a loading screen than have to deal with the bright as the sun red tone in the background designed to either drive you insane or to completely fuck up your eyes, and once you get the stop light effect, the toriningen becomes kind of irrelevant at the price of walking at a normal pace. It can be fixed by just looking at a map but even then it’s still an eye sore and even with the map you can get lost, which happened to me a lot, and the fact that you NEED to go through hell in order to get to other worlds for their respective effects makes it all the more annoying and sigh inducing whenever you see the multi-shaped little shit portal that takes you there.
Another major issue is perhaps the fact that if it wasn’t because a wiki exists or because I had help through most of the game, I would have never figured out where to even get the effects, which ones I was missing, how did they look like or how to get to neat little events that were honestly quite interesting and well made. I know that’s what some people might find charming or the whole point of the game really, to find it out by yourself, but to be honest I would have given up eventually after being unable to find any more stuff because it is all so hidden. I can appreciate when a game goes out of its way to be mysterious, when there’s stuff to find, when it is challenging, but honestly, most of the stuff in this game is far too convoluted for me to give it a pass on that. Aside from the instructions, you are pretty much on your own and therefore entirely fucked. Hell, I would have thought the minigame with the console was somehow important or it would give me something interesting at the end, but reading “nah it’s just a jumpscare” made me realize a lot of this game would be confusing or I’d believe something would be important when really its not. And having somewhat of a trolly person as your guide doesn’t help much either.
Speaking of which, my guide and friend also took part in what makes me not want to play or hear anything about this game ever again. Because of the way he hyped up the ending, even when I started to hate the game a part of me thought “the ending will probably be worth it” to keep going on. The ending, do it for the ending. I’ll talk about the ending later, but needless to say that part of me was wrong, and the ending was somewhat overhyped  him. This was a minor inconvenience however when compared to the one thing that even made me stop mid stream and say “I’m done” and then close the game out of the blue. The god damn insistence on me having to play the game one way, as opposed to how I want to play it. Yes, I might have missed some events that were interesting, but given the fact that he tends to trick me into thinking something when really something else is going on already had me mistrust his guidance to a certain degree, and had me looking up shit on my own to confirm if he was saying the truth. I honestly felt after a while that I was being forced to do things one way instead of doing them by myself and the way I wanted to do it, that is why it was more of a chore than a game, I felt like I was doing some sort of homework that I had to finish at some point, I felt obligated to do it and that made me hate more than anything, the fact that I felt like I HAD to finish it as opposed to wanting to finish it. Feeling forced to do something makes you not want to do it, especially when someone keeps banging over your head “DO IT THIS WAY, DO THIS BECAUSE YES EVEN THOUGH ITS NOT IMPORTANT, DO IT MY WAY NOT YOURS” was a tad overwhelming and made me feel like I was being manipulated and like I needed to do it one single way. Feeling like that sincerely made me want to rush to game, to be done with it, to not have anything to do with it again, and so I did. I started regarding it less like a cool but fucked up game and more like one fucked up homework that I had to do because I had no choice in the matter (sorry if you see this, but you did influence my views in this game a lot).
And this takes me to my final point as to why I dislike this game so much, and this is where I start comparing it to Biodrug Ultimate and its the ending. See, both games have this feeling to me that for some reason if you miss anything or if you don’t do something in specific you will get a bad ending out of however many there could be, because being games that look so creative and unique they probably have more than one ending, right? Well, that is a lie for both of them, but unlike Bioterrorist Influence I didn’t have my expectations high for Yume Nikki. I was already expecting the worst, without much hope for anything because I had Hyoko to tell me at least that there was one and only one ending. And even then the ending still fucked me up, because I didn’t know what, out of all the horrible things that could happen, to expect. And while it was leagues better than the shit show Biodunked Ontimate had to offer for one of the most disappointing endings I’ve ever seen, it doesn’t make it any less depressing or empty. By the time I had finished the game I felt like absolutely nothing that I had done was worth it, like the journey to get here had been void and meaningless. This wasn’t disappointing because I was already expecting nothing from the start, but it did upset me because I had learned nothing and I left with nothing but a bitter taste. Yes some events were pretty cool, same with most of the worlds, it was an interesting concept of visiting a girl’s consciousness through her dreams, and since most dreams tend to be fucked up it would make sense for hers to be pretty bizarre as well. But what was about the effects and about her dreams that drove her to suicide? What did she feel like after exploring all over her own mind and dreams that would make her do that? Why? WHY?! To top it off, I actually felt like it was me the one that drove her to it. Digging so far deep into her consciousness that she felt the only way to deal with her problems was to end with her own life, and that I was the one that pushed her off. I don’t care that she doesn’t actually exist, I don’t care that this all a videogame that I ended up hating, it’s still all so fucked up and it feels awful that with the press of one key I was the one that made her jump into the abyss, never to return again or dream again. I felt empty, sad, upset, thinking about why did things have to turn this way. I hesitated for a while to even make her go up those stairs, but I feel like in the end my own desire to be done with it all, to close the loop, to never come back to this game again made me do it, because I know this is a game, I know many others before me and many more after will press that key to send Madotsuki crashing against the pavement down below, but that doesn’t make it any less horrifying or fucked up that I sent a little girl to her own death. I never did the Genocide Route in Undertale because I felt that after having establishing a bond with such lovable and interesting characters I’d be guilty of not only betraying their trust for my own amusement but that I would also take away that feeling of uniqueness and of having such well thought out and caring characters that sincerely made me cry at the end of the Pacifist Route and turning it all into dust, into void, only to get to that one boss battle that everyone keeps praising and that turned Sans into the actual joke that he’s become now within the Undertale Fandom. But that is a rant for another day. The point is, I didn’t do it because to me Undertale is much more than just an RPG, more than just a game, it meant a lot to me and I cared deeply about the characters, to the point of not wanting to murder them, even though I know its a game and it won’t matter either way in the real world, I feel like not caring would make me even more of a twat, and even though I didn’t enjoy Yume Nikki, that still doesn’t mean I wanted Madotsuki to die. Even when I sent her forward I had hoped for there to be something that saved her or for her to actually not jump out of the balcony even if I told her to. Fuck me for having nice thoughts I guess. Oh I also did make the choice to be a nice Madotsuki that didn’t murder anything even though my friend was insisting that I should be the exact opposite of that but whatever.
In the end, I guess the bad things do overweight the good things for me as far as this game goes, and I still feel this sense of emptiness when I think about it. If there is a message, I am unclear about what it is. The world of dreams is incomprehensible? If you dig too far into your unconscious you won’t like what you’ll find out? No matter what you do the outcome of things is inevitable? That death is the true ending for everything? Life and dreams are meaningless? The more I think about it the more it feels like I’m straying away from whatever meaning there is because it all felt so pointless and just not worth it that I can’t find a meaning to all of it. Like, what was the point of driving Madotsuki to suicide? What was the whole point of gathering the effects if she was going to end up dead anyway? Would anything have changed if I hadn’t looked for the things? Nothing changes no matter what you do in the game, so then what does it matter? Did it happen because she was on a quest to find herself and who she is within these dreams and was unable to find it so she then killed herself? I just don’t really know what the point of it all is, and this is exactly my problem with Bioshock 3: The Electric Boogaloo too, after all I did, and all I went through it seems as if thought it was pointless, like I shouldn’t even have bothered if I wasn’t going to be able to change anything for better or for worse.
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