if you had to choose one pokemon to be your absolute favorite out of every pokemon which one would you choose. its okay to choose a "basic" one
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if you had to choose one pokemon to be your absolute favorite out of every pokemon which one would you choose. its okay to choose a "basic" one

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some people think writers are so eloquent and good with words, but the reality is that we can sit there with our fingers on the keyboard going, “what’s the word for non-sunlight lighting? Like, fake lighting?” and for ten minutes, all our brain will supply is “unofficial”, and we know that’s not the right word, but it’s the only word we can come up with…until finally it’s like our face got smashed into a brick wall and we remember the word we want is “artificial”.
I couldn't remember the word "doorknob" ten minutes ago.
ok but the onelook thesaurus will save your life, i literally could not live without this website
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"Why do so many people (zutara shippers) dislike Aang?"
The simple answer is that Aang doesn't change.
We the audience are told that he is a dynamic character (ex. when Katara tells him she's proud of him during the Day of Black Sun on top of the submarine when he kisses her) but that difference is never really shown. He reacts pretty much the same way to difficulties thrown his way throughout the entire series. His first response to problems is to go into the avatar state, thereby putting everyone around him, including those he cares about, in danger. He does this when finding out about the Airbender genocide, when confronting the sandbenders who took Appa, and threatens to go into the avatar state when the Ember Island Play version of Katara doesn't return his romantic feelings. I don't necessarily even blame him for the first two instances, but his continued lack of regulation for his emotions makes him somewhat unlikeable, especially when he never apologizes or changes his behavior.
His treatment of Katara in particular is noteworthy here and justifiably annoys a lot of Katara stans (such as myself) because whenever he is in a good mood, he's a great friend to her. He compliments her waterbending, tells her she's an amazing teacher, and stands up to Master Pakku for her. But the moment he's in any way inconvenienced, he's immediately yelling at her about his issues, most of which have nothing to do with her, when all she's trying to do is help. His constant refusal to understand or sympathize with her problems is also very upsetting, because he goes on for several monologues (ex. before the non-con kiss in Ember Island Players) about how challenging things are for him, but never apologizes to her for his outbursts, or offers a safe space for her to talk about her problems. The result is that all of the emotional labor in their relationship (which carries over into Aang's relationship with Sokka and Toph as well) is done by Katara. She is always the one making the effort to appease him or help him feel better, and the relationship therefore comes across as imbalanced or unfair to Katara.
And notice that most of the instances of his lack of regulating his emotions that I've listed are in the latter half of the series. Aang yells at Katara about her not understanding the pressure that he's under (failing to see that she is the last southern waterbender and has also irrevocably tied herself into his quest of ending the war) in the first episode of the finale. His treatment of Katara arguably gets worse throughout the series. And beyond just his relationship with Katara, he's confronted many times with the way his avoidance of his problems/ running away has hurt people, and yet he continues to do this as well in the finale episode, running away from the group after their argument in the beach house courtyard about how he can't kill Ozai, even though the narrative tells us that this tendency to run away is resolved in The Storm, which is in the first season.
Besides how his lack of change continuously hurts the other characters, particularly Katara, and goes without consequence or is left completely unaddressed, it is also just straight up annoying to watch. The nature of fiction is that a character goes through some kind of conflict, learns something about themselves/ changes, and uses those positive changes to face a larger problem, coming out on top because they have evolved as a character. But when a character's problems are consistently ignored, like when the entire guru plotline of him having to give up Katara was scapped just for him to master the avatar state by complete coincidence in the finale, it's frustrating for people with media literacy to watch. The narrative seems to go out of its way to make sure Aang never has to contend with the bad things he does, or at least never has to make any meaningful personal changes because of them, like when Aang burns Katara in season one but she is never angry or upset with him because she magically learns how to heal right after. And to be clear I'm not holding Aang to the standard that I would a real twelve-year-old, because, again, that is the nature of fiction: Characters have to suffer, grow, and mature, and when they don't, they aren't entertaining or moving to watch. Aang isn't a real twelve-year-old, he's a character who never has to change because the narrative doesn't make him. And when compared to a character like Zuko, who admittedly has made much worse mistakes, but consistently apologizes for them and changes as a result of them, Aang's character arc simply falls flat.
I think rabid Aang Stans and zutara antis fail to realize that zutara shippers are totally aware that Zuko is much worse than Aang for like 80-90% of the series. But Aang always stays the same, even when he's hurting the people closest to him, like Katara. And Zuko genuinely makes an effort to change and make up for his past treatment of Katara, which is why that last 10-20% of the series matters a lot more to shippers than the other 80-90%.
Today I learn on Bluesky that apparently the new Avatar movie used FUCKING CHAT-GPT as a source for what East Asian People look like.
How to kill any good will your movie had in three fucking words. "According to ChatGPT..."
Ah, yes, Eren Jaeger a character whose ethnicity is (checks notes) equivalent to German. Totally a top tier pick for what East Asian men look like.
people with siblings: how do you feel about them?

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This is gonna be poorly written because I'm tired, but I don't care. It's been almost 20 years since AtLA ended and Azula still lives in my head rent free.
Like she's so interesting on a psychological level yet a lot of the fandom just... ignores this complexity and writes her off as a sociopath. Azula is heavily traumatized by their father, just in a vastly different way than Zuko. She was the "golden child" while he was the "scapegoat". This damaged Azula in so many different ways and ultimately led to one of her biggest fears being Ozai treating her like Zuko. She says this herself and the finale novelization backs up that she is actually deeply afraid of her father.
But this quote likely has a deeper meaning than just being afraid of her dad.
Important rules for the "age verification" era of the internet that we're living in:
1. Do not do age verification.
2. If you have to do age verification, cheat. Do not under any circumstances give them your real ID.
The tool presents users with a 3D model they can then manipulate to, the creator says, bypass Discord's age verification system.
Oh no I dropped my link, what a horrible thing! Sure hope this doesn't get reblogged until it reaches users from the UK and Brazil!
And remember to not make a second account just to test out what works best when verifying your identity
It's really hard for me to say anything positive about Fatal Frame 2 Remake. What did it really do aside from bringing it to modern consoles with mechanics that go completely against the design philosophy this franchise has always had about facing the horror up close and personal?
Release day was a mess due to ghosts being severely overtuned and the camera barely tickling them even on the easiest difficulty. Koei Tecmo being able to release a seemingly hefty balance patch the next day points to them being aware of just how imbalanced combat was. However, on the other hand, the unforgiving balance at release is really in line with something that was said in an interview, about a "Team Ninja nightmare difficulty". So did they accidentally release a dev only build, did testers have no issue with the difficulty, were they actively working on balance due to complaints from people who were given keys a month ago and just forgot to make the post-nerf version the release one, or something else entirely? It just feels so odd.
Even with the balance patch, combat still felt like absolute ass. The mechanics are so different from previous installments that it didn't really feel like Fatal Frame to me. Chains are locked behind Shutter Chance which is locked behind a HP threshold which made combat feel clunky, especially when combined with the new focal points and focus system. Ghosts can become aggravated which greatly restores their health, adds damage reduction, they teleport more frequently, and their speed is increased. The only way to knock them out of aggravation was to reach their HP threshold, but a few ghosts I fought just didn't generate a new one since they were already almost dead when aggravation triggered. It genuinely felt like a glitch which the game has a weird amount of.
I wish I were exaggerating when I say I encountered a lot of glitches, but I'm not. Most of them were with Mayu. She'd spin in place, refuse to hide during the new stealth sections, and sometimes just disappear after hiding. I also can't tell if some things were glitches or just poorly implemented. While running, vanishing ghosts often spawned weirdly. I had them spawn either right on top of Mio or after I had already passed the spawn point. The times I had already passed the location, the filament wasn't exactly helpful as I had no sense of where a vanishing ghost was more often than not. This made vanishing ghosts really obnoxious to catch. The exposure filter was also really weird with hidden ghosts. There were a few where I could not get the circle to pop up no matter how I positioned.
Fatal Frame 2 Remake was advertised to have new side stories with additional lore. Apparently there's about 15 of them and I only encountered 5 or 6 on a fresh save. The side stories I did get didn't really introduce anything new, it's primarily just lore we've had since the ps2. The only ones with something new were Makabe's and maybe the children's as I can't recall if the kids playing had notes on either ps2 or wii. Even then, it was only a little extra. From the advertising, I believed the side stories would be entirely new content, not just a repackage of notes we always had.
The pacing of the side stories was overall okay, but there's a couple that stick out like a sore thumb. I tried to do Ryozo's earlier, when the old tree is first available, but couldn't. The children's I assume final part didn't unlock until the last chapter. With the newly added mood lighting combined with the intense, foreboding music that just screams, "this is it", having to go out of the way to do side content really broke the tension and ruined immersion. I honestly didn't even go to finish the children's story since all but 2 "stories" have ended in a fight. By this point, I was low on film with no way to restock and type-7 wasn't doing much for me even post-patch so I chose to save what I had for the last two battles since the combat never really clicked for me and I wasn't about to potentially go against 3 ghosts at once.
The new areas feel like wasted space. The Eikado Temple? It's just there for a side story. The island by the entrance to the Kurosawa House? Nothing is there. The field and additional town next to the storehouse? The added alleyway to the cemetery? They're actually utilized for the story weirdly enough. I think it would have been nice if at least Eikado Temple and the town had been utilized for additional story sections. They honestly could have redesigned the Kurosawa House to not have all the plot important stuff and moved it to the Eikado Temple and I wouldn't have even been mad. If the writing was good, I think a change like this would have made sense. As for the town, I would have loved if it was a little bigger and the twins explored it to see if they could find a way out. This would have added to the tension and the realization they're well and truly trapped.
The only thing I can actually definitively say I liked was the actual new scraps of lore they tossed in. They added a couple of notes to tie the world of 2 to the Fatal Frame universe. For example, one of the notes paired with a filter outright mentions shadow reading from 5. It really reads like if they make more games they want to ensure the lore is consistent to the best of their ability.
Overall, it just kinda feels like they remade Fatal Frame 2 for no real reason? With how little was actually added and just how bad some of the decisions were, I think a remaster of the Wii remake would have been perfectly fine.
I genuinely hope that Winds & Waves releasing in 2027 is a good sign. We all know they've had a habit of pushing out Pokemon games before they're ready for like... over a decade now. I just want a Pokemon game to actually have the care put into it that it needs.
I don't trust Pombon after what happened with Litten.

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Honestly, I just need to vent about Legends ZA. Although I want to say this may be a little unstructured and incoherent, I know my OCD will not allow that. It's very unfortunate.
This post will obviously contain slight spoilers.
The Map
The setting is Lumiose City 5 years after XY, but 12 irl years. Lumiose City was a circular place with a tower in the middle. Obviously makes for an easy walk around in the 3DS era and we can come and go as we please so not too much detail ultimately needed to be there, but now it's our sole explorable map. As it was an already established location, they were kinda stuck on how to flesh it out. They could have changed the overall layout, but then it wouldn't be remotely recognizable. And it kinda isn't since they did add more locations and off-shoot pathways to flesh it out, but I digress.
So they ultimately built up.
While making the rooftops explorable isn't necessarily a bad thing, I feel like the map lacks readability due to it. It's not always clear how to get from Point A on the ground to Point B on the roof. Sometimes I can run around for like 10 minutes trying to find out where I'm supposed to climb up because not all holovators appear on the map and ladders just straight up aren't viewable at all. I don't get why there isn't a toggle to see ladders and holovators, especially ones you've found since they're sometimes in weird locations.
It also seems at times you have to break the game's own physics to get from point a to point b when there's a gap you have to get across? I don't know how else to explain it.
The Wild Zones & Catching Pokemon
While a nice concept, I feel like some wild zones are overtuned. Area 5 is your first real experience with Alpha Pokemon with the Houndoom and its Houndour lackeys. If you don't know what you're walking into, they might fuck you up. I also got overwhelmed in I believe it's Area 8 with the Alpha Krokorok while looking for a Gible, not realizing that if you trigger an Alpha pokemon then most everything near it gets aggro'd as well. Still don't know how that happened when I don't think I went anywhere near the Krokorok or its lackeys. Then there's Area 17 with the Pyroars. Why can these guys target me on the roof AFTER I've already snuck by them? They didn't see me so why can they suddenly see me? Unless we're saying the Alpha Mawile on the rooftops alerted them? Why is Earth Power allowed to have infinite range? Whoever developed Area 17 did not give it much, if any, thought.
There's also a few pokemon that if they see you they despawn. For example, in Area 16 there's apparently a Froakie. The couple times I actually stumbled into it, it's in the bushes near the fountain. First time I saw it, I was so confused because I just saw something blue fade away. Second time, after learning it was a Froakie by actually looking at the spawns in the map, it disappeared again. I never even saw its model on the map before it left both times. This happened with the Dratini near Le Nah on the rooftops too. Except, in that case, I don't think there was a way for it to actually have seen me before it flipped out and ran away since I did approach exclusively from behind while crouched. It feels like maybe the line of sight is potentially overtuned.
This also goes into the issues of lock on not being equal to the distance pokeballs can be thrown. You have to be basically right next to the pokemon you want to catch before the pokeball will connect, significantly closer than the maximum distance of the lock on. If you try throwing a ball the second you can lock on it just... never actually reaches. If you get a bit closer, it looks like it should reach, but it just doesn't. It doesn't feel balanced. I mean I guess it is since there's now a NPC that gives you "lost pokeballs", but mechanically I don't think it is, especially when you pair it with the weird line of sight pokemon who flee seem to have.
Battles
The game is balanced really strangely. The Rogue Megas feel weaker than they should be overall (there are a few megas that feel weirdly unfair) while the Promotion Matches are weirdly difficult, I started noticing this with Corbeau.
The Rogue Megas are, for the most part, very straight forward. But some aspects of their battles really highlight how bad the game's control scheme is. Sometimes the mega solely targets the player character, you cannot run/dodge and command your pokemon to attack. You have to choose one or the other, most probably just running around since the character's movement speed is significantly lowered when locked-on. This can really drag on the fight and make it feel like a chore.
The megas also aren't balanced well, with some being significantly harder/more annoying than others. I found the megas with continuous attacks or range more difficult than some late-game battles. Like I don't understand why Starmie who is very simplistic is late-game, but Bannette with some annoying stuff is pretty early.
Then there's the promotion battles. Around Corbeau, it begins to feel like you need to swap to a team with perfect (or near perfect) EVs and high (if not perfect) IVs. This felt confirmed to me when I battled Grisham. It took 5 of my pokemon to reach his 5th. We can argue that my team just doesn't have enough coverage, but pokemon's storyline fights have always been simple so I wasn't expecting this steep of a difficulty spike and if I'm around 10 levels ahead I shouldn't be having issues anyway because it's fucking pokemon. It also doesn't help that the battle system itself just feels... unresponsive at times.
I've run into issues with the lock-on feature in battles. Sometimes the lock-on will fail even if you're still in range. I know it's not my controller because the ZL button works just fine in other games. Then say the lock-on feature doesn't fail, I've had times where I've pressed an attack and the game just didn't seem to register it or my pokemon decides to travel 500 miles to get into position to attack. I feel like these issues would have been mitigated, if not outright nonexistent, if you just controlled the pokemon directly. As it stands, the battles are just unnecessarily frustrating at times.
the way that this is like, comprehensible at all? wild
How to Disable and Remove All AI Features in Mozilla Firefox
*deep, calming breath* On the plus side, the steps at that link were very clear and easy to follow.
Important note: Definitely do Method Two. Method One will make the chat feature invisible, but it may pop up again; Method Two will make it go away entirely.
hey, if you're a usamerican getting the news, not knowing what to do, this is really really really good time to get acquainted with the national council on independent living, the independent living movement, and your local centers for independent living.
independent living centers provide services and support by disabled people for disabled people and can help with: navigating systems, self-advocacy, and accessing services, among many other things. in their truest form, CILs function not in the model of state agencies, but as a form of structured in-community mutual aid. my local CIL provides services like counseling, advocacy, grants to cover some home needs, and meals on wheels for disabled adults under sixty-five. CILs can't fill all the gaps in services we have in this country, but they do important work to keep people alive. if you need help, your local center for independent living may be able to help. if you can give help, your local center for independent living can definitely use your help!!!!!
please do reblog <3
Independent Living and Disability Advocacy
Helpful for the next 1,293 days
All joking aside, reminder the June isn't the end of Pride because July becomes Disability Pride Month. Keep supporting your Disabled Gays and Theys throughout the month!
Also a reminder that disabled people still don’t have marriage equality! A disabled person risks losing their benefits if they get married or even enter a relationship, as the government will expect their partner to take care of them financially.
Nobody is free until ALL of us are free!

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Looking at the Patch Notes for ver 2.0 and 3.0 for Two Point Museum and I'm even more convinced the game was released before it was ready.
Spin this wheel first and then this wheel second to generate the title of a YA fantasy novel!
(If the second wheel lands on an option ending with a plus sign, spin it again)
Would you read a book with this title?
Absolutely!
Sure, why not?
Probably not
You could not force me at gunpoint to read something with this title
Share what you got!