You can call me dunno or mila, that’s my username on other social medias. I’m Italian but I consider myself more international, she/they, 20yo and queer.
I am completely new to tumblr, I downloaded it as a way to escape mainstream social media and find a profile that actually feels like MY profile.
I’m not sure what this blog will become (I honestly did not expect to be posting about Sanremo as first thing) but I think it will be mainly about nerding and analysis of my ever changing hyper fixations as well as some writing practice.
My passion is storytelling: mainly in videogames, as I believe it’s the next level of immersion and storytelling, but also in series/movies and books (even tho I don’t read as much as I should).
Some more details~~~~~~~~~~~~~~
Current hyperfixations: The Amazing Digital Circus, Neon Genesis Evangelion, Hades (videogame), The Summer Hikaru Died
Fav games: Life is Strange series (particularly LIS2), Detroit: Become Human, The Walking Dead, Overwatch, Hades 1
Fav series/movies: Arcane, Love Death + Robots, Suits, Fight Club, Captain Fantastic, Into the Wild, Dead Poets Society, Studio Ghibli movies, The Amazing Digital Circus
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Dopo tre anni e mezzo di “pieni poteri”, la colpa è sempre degli altri: governi precedenti, magistrati, opposizione, immigrati. Mancano giusto le cavallette ed è finito l’elenco degli alibi.
Vi siete inginocchiati a Trump, lo avete candidato a Nobel per la pace, avete deriso e criminalizzato milioni di persone che scendevano in piazza contro genocidio e guerra. Avete fischiettato davanti all’esplosione di caro vita, bollette, benzina. Avete provato anche con la mancetta del taglio delle accise, per venti giorni. Avete offeso le donne, bloccando la legge sul consenso contro la violenza sessuale ed eliminando “opzione donna”. Avete attaccato frontalmente il mondo della cultura e dello sport, facendoli diventare uffici di collocamento di gente con una sola qualità : la fedeltà al capo.
Avete umiliato i lavoratori poveri, bocciando la proposta sul salario minimo, e gli anziani due volte, ridicolizzando gli aumenti delle loro pensioni e sfottendo chi dice di voler difendere quella Costituzione che li ha difesi per 78 anni.
Avete martoriato l’università e la scuola, diventati luogo di controllo, non di confronto democratico e formazione. Avete impedito a quasi cinque milioni di fuorisede, soprattutto studenti, di votare, per avere poi la faccia tosta di registrare un podcast-monologo di un’ora, proprio per chiedere il voto ai giovani.
I have just beaten Hades for the first time in Hades 1 and what I experienced after could not just be left there. So I wrote a little scenario that popped in my mind :3.
Thanks to anyone who will read this and hope you enjoy!
Characters: Narrator, Zagreus
Location: House of Hades
Word Count: 223
Successful Escapes: 1
Prince Zagreus resurfaces from the pit of blood in the House of Hades once more after achieving his arduous mission of escaping Hell and encountering his mother, Persephone.
“Not now, old man.”
He slowly walks toward his chambers, looking down at his path while he rudely ignores Hypnos’ attempt at sparking a conversation with him.
“I said, not now.”
He reaches for the cauldron next to his bed, splashing some water on his face to calm himself down, but the Prince doesn’t know tha-
“CAN I HAVE SOME PRIVACY, PLEASE?!”
Silence.
“Ugh, very kind of you.”
Then, Zagreus looks down at the cauldron’s water clearing: slain foes - 8679, escape attempts - 29, successful escapes - 1. He stares at that last information for a second and then, without thinking, grabs the cauldron and throws it on the ground, almost hitting Nyx's mirror.
His feet become like lava, burning the rug underneath them, until all the strength he just had vanishes from the Prince’s body, and he falls on his knees and hands.
"That’s it? After everything I’ve done… that’s all I get?..." A tear rolls down his cheek to then evaporate at the touch of Hell's floor.
A second one escapes his eye, but Zagreus dries it before it could fall, then stands back up and looks at his reflection on the Mirror of Night.
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Questa giornata non è di un partito o dell’altro, è degli italiani, di tutti gli italiani che grazie alla democrazia oggi sono liberi di esprimersi.
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The best thing of being an Italian abroad is meeting new people, telling them you’re Italian and having as an answer a bunch of Italian swear words and bestemmie.
“I’m from Italy”
“Oh really??? Cazzo 🤌 Vaffanculo 🤌 Porco dio 🤌🤌🤌”
I have zero scientific knowledge on this, but I am convinced that all the radicalizations happening in modern society will make people all over the world realize how much we value each other, and I think that is already happening.
The increase usage of generative AI is making us appreciate human made art so much more, the fast fashion makes us go back to buy from small local businesses, the encouragement for individualism makes us seek community and the imposition of capitalism/consumerism makes us go back to crafting and creating our own things.
Of course it’s not an immediate shift, but being constantly exposed to all these practices that have no value other than being profitable for who owns and promotes them is slowly bringing us back to what makes us actually feel good.
And I really hope we continue to go this way because fuck capitalism and the way it profits from people being lonely and miserable.
After Life Is Strange and Life Is Strange: Before the Storm, the third game in the franchise, Life Is Strange 2 had a lot to live up to. Wit
DISCLAIMER: everyone can have their own opinion, I don't wanna attack the writer, I just want to practice writing and shaping my own opinion about this game :). Also there will be SPOILERS ahead for Life Is Strange 2, so be aware.
I think the person who wrote this review completely lost the point of a game structured like LIS2 for two main reasons:
1. Hoping for a sequel of LIS 1 instead of accepting that it’s a mostly independent story.
2. Forgetting that we are experiencing the story from the Diaz brothers’ perspective, two kid fugitives of Mexican descent in south US.
Let me elaborate:
I am not sure how the game was promoted when it first got released because I only recently bought it and played it, but I think it is obvious from the start that the story is completely independent from LIS1 and Before the Storm. I can understand being disappointed in this change of settings as we all love the characters of the two previous games, but I don't think that this choice, as brave as it could be, undermines the quality of the story of LIS2. I actually believe portraying a completely different story is the right choice because, despite wanting to see more of the character we already know, taking the same game and squeezing it for more and more content will ultimately lead to a bad story (which seems to be the direction of Reunion) that doesn't have the same feeling and quality of the original. I also think this choice becomes a statement of DONTNOD, contrary of the Deck Nine one, to say "Ehi, we are not money seeking developers that will butcher a game to make more profit, we actually want to make good stories and experiences.". I would also add that by releasing a game independent from the prequels, it gives a big opportunity for easter eggs and characters cameo, like the ones of David/Max/Chloe in the second to last episode.
Moving to the comment about LIS2 being more episodic, I can agree that the events of the story feel a bit fragmented because of this structure but, personally, I prefer having longer time jumps between episodes compared to squeezing a lot of events in the span of a week. For LIS1 it can work because it plays on the feeling that Max is living her normal life and all that happens to her and Chloe is a lot all together, but honestly it's very difficult for me to imagine all of LIS1 happening in a few days, same for Before the Storm. It might just be me because I had this feeling for other series/games as well, but I did not have it for LIS2. I think the timeline during which the events happen makes sense and at the start of each episode you can immediately see that time has passed, not just because of the change of scenery but because of physical changes in the appearances of Sean and Daniel. And even if the feeling of changing scenes frequently persists, it could be interpreted as a way to make the player live what the brothers are going through: they definitely also feel like they are moving from a place to another way too often and quickly, so the episodic structure is the way the developers make you experience that feeling.
Now about the "disposable characters". I wish we could have seen more of Brody (the goat) or learn more about Karen and how she met David; Sean and Daniel probably also wished for that. The side characters have little screen time because we are playing as fugitives and, unfortunately, the life of a fugitive is not too stable or continuous and there's no time to explore each character, just like in a real life situation there would be no time to become best friends with Brody. This cycle of running away slows down in episode 3 where Sean and Daniel actually settle down and don't have to hide their presence (like when they are at the grandparent's house), so it makes sense that we get to see more of Cassidy and company. After moving onto the next episode, it's still possible to feel the presence of the characters met along the way through Sean's sketchbook for example, or his tattoo or the occasional letter that he receives. This is, and I cannot stress it enough, exactly how a fugitive would try to stay in contact with the people he knows: he cannot call them, most of the times he can't write back to them and just by checking his social media he can put himself AND HIS BROTHER in danger, the only thing he has are his memories. So as much as I can understand the desire to see more of some characters or feeling like some of them are just means to an end, this is what makes more sense to make the player feel like Sean and Daniel do and there are definitely some engine limitations playing into this as well.
Racism. Racism is arguably the main theme explored in LIS2 and I don't know how this did not come through to you. You talk about "exploring racist people", "arc of the villains" and that these racist characters are uninteresting "not because of their racism, but rather the lack of anything else about them". Now I will respond very directly because I honestly felt this while playing the game: I could not give less of a fuck about having an "interesting racist villain" or exploring the reasons why they are racist. When that old white man kidnapped Sean, cuffed him into his office and threatened to call ICE because he believed the kid stole from the store without a shred of proof, I could not wait to get out of there and never see his face again. Not all characters need to have an arc or be interesting, the point of that scene was to make you experience the entitlement and hate that a racist individual has toward anyone who he labels as different or non American and that is all we need for the story. We don't need to know why he is like that, we don't need to know if he will change from this behaviour and, personally at least, WE DO NOT CAREEEEE. You also talk about how it's more powerful if people realise anyone could be racist or that racism can be hidden, but I am pretty convince there are examples for each of these in the game. During my play through, I encountered the racist old white guy who could easily be a nice grandpa cutting wood, then the land owner who at first just looks upset about Sean being on his land and then slowly shows his racism and then we get the two mercenaries (a woman and a man) who could just be hunters or collaborating with the police and who instead go around shooting people and kids as though they are above the law. HELL there is even the representation of the friend who doesn't engage in racism but doesn't stop it either, there is literally everything you asked about.
Also the point that the game isn't relevant and doesn't add anything to the conversation because it was released in 2018 IS CRAZY. Now the review was posted in 2021, so the situation wasn't as obvious as now with Trump back in office, ICE killing people and Europe pushing for remigration, BUT racism has always been an issue, it has always been known and people have always tried to shine light on this global and systemic oppression. Even if you think racism is obvious and known, it's important to talk about it, it's important to not give up and to keep pushing for respect and equality; so yes, even in the hypothesis that LIS2 doesn't explore racism all that much, it is still relevant that a high level studio decided to take their time to talk about a topic that has long being ignored and is still a problem.
When you talk about the money not being consistent, you literally get to the answer yourself: "it's more about what the story wants to do with the money than anything". Money becomes a story element to test what the player will do and therefore how Sean will act and especially how Daniel will act in the future. For example, when you are given the choice of buying, leaving or stealing the tent at the gas station, it's not just a question of how much money you have: it's about your morals, your priorities and how you want to influence Daniel. Again, if you always keep in mind that everything that you see in the game is made to make you feel what Sean is feeling than it all makes more sense.
The next comment might be the one which I disagree the most with since it is the reason why I love LIS2 so much: the power is not given to the player but to his little brother who is not a playable character. This opens up a whole new level of influence over the story because you're not just affecting what happens, you are affecting the behaviour of your little brother. It's like older sibling 101 but multiplied by 1000. Daniel's power might feel like a weapon you can just decide to use or not, but you can see soon enough through the gameplay that whenever you ask him to use his power he will internalise that behaviour. You ask him to use his power to steal, he will use it in the future to steal, you ask him to use it to hurt people, he will use it to hurt people, you encourage him to use it, he will use it at every occasion he has. And the scary thing is that at some point Daniel will stop asking you for permission and use it however he wants and there is nothing you can do about it. Maybe the superpower feels unexplored, but through it there are so many more dynamics that Sean has to go through while managing a kid that just wants to be happy and use his ability. Anyway, on this point I can understand personal preference plays into it and LIS2 deviates from the previous games mechanics, but I still think it is obvious how this was a specific game design and narrative choice by DONTNOD.
To conclude, I obviously really like this game and I will defend it when I think it has not been done justice and, after reading this review, I felt like this person missed the overall point of LIS2 mainly because they were expecting a sequel to the first game. Valid criticism, but I think ones it's establish the title distances itself from the prequels, it's very difficult to say that it's not a relevant game and that it doesn't transmit any emotion.
Thank you for anyone who read this massive rent, if you want let me know what you think about LIS2 or the previous games (I haven't played the sequels).
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