Forgot to share my Noelle paint study I did months ago ... ... I’m so scared
I'm not usually someone who reblogs art unless I have something to say, but in this case I just think it deserves more attention. Precious child!
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Forgot to share my Noelle paint study I did months ago ... ... I’m so scared
I'm not usually someone who reblogs art unless I have something to say, but in this case I just think it deserves more attention. Precious child!

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i actually never want to hear anything bad about him again
i audibly went "aww" i fucking love this stupid chud
Wow, this single-handedly inverted my opinion of Berdly. I always found him funny, but this is the first time I've found myself actually RESPECTING him.
This Chapter has been in many ways about both the appeals and the limits of Fantasy… Flowery’s bravado and ‘fake stats’ being disparaged by Ralsei, and yet their reasoning seems more like jealousy, and then Flowery proving himself and his attitude to be valuable all on its own… but then still failing when challenged by the Roaring Knight.
And Flowery and the Flowers trying to protect their World of Fantasy for Asgore’s sake and their own sake. Protecting it with all of their might… But it turned out to not only be not what Asgore truly wanted…
But it was inherently temporary for them as well, it would’ve eventually killed them.
But it was still such a beautiful dream, while it lasted.
And also, Asgore’s own goal was a Fantasy in it and of itself. The idea that just proving that ‘it wasn’t his fault’ and that he was 'right' and punishing the person responsible would just immediately fix his life was a Fantasy, to cover over how much of it was more because of his own obsession and guilt. And by the end of the Chapter he has to confront it.
And then also, Rudy’s faking ‘getting better’ for the sake of Noelle backfiring on him in such a horrible way…
And you also have Pizzapants at the Festival, the Fantasy of Pizzerina’s existence finally collapsing in on itself, and yet the only paths to Happy Endings seem to be the one that maintain the Fantasy on some level and not the one path that reveals the Truth… or so it seems for now…
Susie’s optimism and trust in her friends is still a powerful force, but it’s becoming more and more like willful ignorance of Kris’s shadiness…
And just… Susie, in general…
I hadn't considered how BurgerPizzapants' scene this chapter acts as commentary on the chapter's themes as a whole. As modern philosopher Milklooker so wisely observes: while breaking the fantasy may be initially painful, it may also lead to the best outcome in the long-term. ("If you're a LOSER! AHAHAHAHAHA!")
A Moment When Deltarune Intentionally Defies "Good" Writing
One of the most interesting aspects of Deltarune's story to me is the way its unique worldbuilding can force its characters to sometimes counteract narrative convention. Here's a great example:
Basic rules of storytelling would dictate that it will feel incredibly contrived for the protagonist to suddenly find the shelter code they need without any foreshadowing earlier in the chapter, making this moment something one could easily consider a mistake... but here it's a necessity.
Deltarune is a story where the audience (player), protagonist (soul), and secondary antagonist (Kris) are forced to share a single perspective most of the time. This means that information the audience learns is also information that Kris and the soul learn, and since Kris is opposed to the soul's objective (entering the shelter), there are times when the audience CAN'T be allowed to learn something to ensure Kris (or the soul) can't intervene. Before chapter 5, it's primarily Kris using this dynamic to deny information from the soul (especially in the Weird Route) however it's deliberately done so in a way that strengthens the mystery elements of Deltarune's story. Chapter 5 is the only time we've seen another character use the same strategy against Kris.
It's fitting that Flowery specifically was the one to intentionally break basic foreshadowing like this, since his character is defined by defiance. Just as he tried to defy the conventions of the Dark World to push Ralsei towards self-actualization, he defied narrative convention to assist Susie (and the soul) even at the cost of the audience's experience. That's a gutsy move from a writing perspective, and something you could only pull in a setting like Deltarune!
To me Deltarune is a game that could start a revolution of using the video games metanarrative layers as a device to increase mystery, interactivity, players involvement and more. I feel that these elements are very underused in most video games (is totally okay if a dev doesn’t want to bother with this, but at the same time, if it is done well this is something that separates video games as its unique medium cause you can’t do this in any other sort of media, SO, imo it would be cool to see this explored in other ways).
Funny you should say this, because Undertale was specifically what made me pivot my life's ambition from writing to game development some ten years ago! The sheer depth of its metanarrative layers and interwoven branching timelines proved to me that a game's interactive nature granted it so much untapped potential for unique methods of storytelling. This, coupled with an understanding that the game was made almost entirely by one person in Game Maker made the idea of developing games of my own feel feasible.
In fact, before Deltarune I had actually planned out a whole game that was going to use the player-is-unwittingly-controlling-a-character-against-their-will idea that we see with Kris and the soul. I was a little crestfallen when Toby beat me to the punch on that, but he's also explored the idea in a lot more interesting ways than I was ever going to.
In general, I believe the value of storytelling in games is an under-appreciated art. I had a whole argument with my dinosaur of a game design teacher over it back in school, as he held to the old 90s-era belief that stories in games are nothing more than a background element used to offer the barest contextualization to gameplay. The primary argument I had was that literally everything humans do is defined by stories. Our memories are structured as narratives, we literally call the documentation of our past "his-story," and the thing that keeps fandoms alive long after a game's relevance otherwise would have ended is story and character. Gameplay moments stick in our brains only when they form memorable narrative patterns.
Hilariously, we actually both used the exact same games as proof of our beliefs, that being Portal 1 & 2. My design teacher argued the Portal games were nothing but puzzles with the barest minimum of stories, but remained relevant to this day because of their revolutionary mechanics. I argued that Portal's undying fandom despite its games being over a decade old was due to the second game's excellent writing. The gameplay was revolutionary, sure, but what gave it lasting power was the story, setting, and characters. Sure, games like Tetris or Minecraft can get by on immaculate gameplay alone thanks to their replay-ability, but most games are very much a one-and-done experience that rely entirely on storytelling to stay in your brain.
All this beings said, it's still generally true that you should always have game mechanics figured out BEFORE narrative, but that's only because a truly excellent game should interweave its narrative and gameplay themes, and making a good story that thematically ties to fun game mechanics is much easier than making fun game mechanics that thematically tie to a good story. (This is excluding mechanically-light games like Disco Elysium or The Stanley Parable, where the game's primary appeal is the sheer depth of its writing.)
Since darkners are a projection/reflection of a lightner's perception, I think Deltarune's ultimate moral is going to be that fictional characters are "real" because they're extensions of ourselves.
As in, no it isn't healthy for Susie to sleep in that closet and fully replace real connections with imaginary ones, but that doesn't mean those imaginary connections don't matter, either. The power of storytelling allows our minds to temporarily go mad and become fully enveloped within imaginary worlds, and even after the story is concluded, those worlds continue to exist within our heads. You have the power to create your own "dark world" at any time.
In a way, Ralsei's love for Susie is Susie's love for herself.

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Deltarune's Flowers Represent Mortality
I was contemplating how tragic it is that the flowers are non-sapient beings granted fleeting sapience, cursed to be acutely aware of their own transience as they gradually wither in the dark, when I realized that's literally just the universal human experience! We're ALL temporary minds forced to contend with a finite existence, gradually withering away from the moment we're created! Just like the Flowers, all we can really do is decide for what purpose we intend to live, and enjoy this dream while it lasts.
Therefore simply by existing it could be argued that the flowers achieved their collective goal of being "human."
Flowery as a Symbol of the Post-Transition Dream
I've seen a notable number of people head-canon-ing Flowery as transmasc, and found myself wanting to agree with that interpretation despite it being mechanically impossible (plants don't have gender identities to begin with). I think the reason why is because while he isn't LITERALLY trans, he's very easy to read as SYMBOLICALLY trans. That is, he represents the idealized post-transition dream in the way he embodies freedom to finally express oneself after being so long trapped in a restrictive state, an unapologetic defiance of unspoken rules, and the valiant fight against a system built on predetermination. This is of-course epitomized with the way he encourages Ralsei specifically to break away from internally-enforced conformity and achieve self-actualization.
In general, Chapter 5's themes of realized identity ensured it was always going to be particularly queer-aligned, and especially trans-coded. The flowers collectively represent the pursuit of one's dream self, with Flowery functioning as the idealized role-model for the others to follow. This is why Pink fits in with them all so effortlessly: she too represents these themes.
A Moment When Deltarune Intentionally Defies "Good" Writing
One of the most interesting aspects of Deltarune's story to me is the way its unique worldbuilding can force its characters to sometimes counteract narrative convention. Here's a great example:
Basic rules of storytelling would dictate that it will feel incredibly contrived for the protagonist to suddenly find the shelter code they need without any foreshadowing earlier in the chapter, making this moment something one could easily consider a mistake... but here it's a necessity.
Deltarune is a story where the audience (player), protagonist (soul), and secondary antagonist (Kris) are forced to share a single perspective most of the time. This means that information the audience learns is also information that Kris and the soul learn, and since Kris is opposed to the soul's objective (entering the shelter), there are times when the audience CAN'T be allowed to learn something to ensure Kris (or the soul) can't intervene. Before chapter 5, it's primarily Kris using this dynamic to deny information from the soul (especially in the Weird Route) however it's deliberately done so in a way that strengthens the mystery elements of Deltarune's story. Chapter 5 is the only time we've seen another character use the same strategy against Kris.
It's fitting that Flowery specifically was the one to intentionally break basic foreshadowing like this, since his character is defined by defiance. Just as he tried to defy the conventions of the Dark World to push Ralsei towards self-actualization, he defied narrative convention to assist Susie (and the soul) even at the cost of the audience's experience. That's a gutsy move from a writing perspective, and something you could only pull in a setting like Deltarune!
this baby tawny frogmouth is hungry hungry hungry! hes taking it all!
Behold, a fledgling muppet, testing the limits of its hand-based locomotion.
If there’s one very important throughline of Lore in this Chapter is blurring the seemingly clear-cut binary line separating Lightners and Darkners.
Well, on some level that started already in Chapter 4, with the Hammer of Justice introducing the idea of Lightners being reborn in Dark Works as Darkners under very specific circumstances.
But the Flowers really put that point front and center. They are living things that receive some sort of Wish-Fulfillment in the Dark World, much like how our Lightner characters receive cool outfits and powers… but the main Wish being fulfilled for them is having a higher form of consciousness and a more anthropomorphic form, like how Darkners come to life in the Dark World. Flowery’s portrait is Black-and-White, much like the Lightner characters, because he is a kind of Lightner as far as the metaphysical mechanics of Light and Dark function… except he also has colorful Darkner-like Golden eyes.
And so much of the conflict of this Chapter is based on their unique liminality. They’re Lightner enough that being reduced back to their Light World ‘inanimate’ form feels much more like a death to them then it feels to a regular Darkner (who can find contentment as inanimate objects, as they are ‘alive’ from the Dreams the Lightners associate with them)… but also Lightner enough that they can’t actually survive for long in the Dark World, their physical bodies still have their regular physical needs, but unlike Susie, they also can’t exactly pull out of the Dark World, grab a snack for nourishment and then pull back in.
And then the Secret Boss is another kind of Liminal being, a more traditional Darkner (in the sense of a truly inanimate object come to life) that’s also being brought to life due to being possessed by a Lightner ghost. Another sort of unique being who is not quite as Ontologically Doomed as the Flowers, but struggles with figuring out what her identity is in her own way. She feels more at home with other Liminal Beings like the Flowers, despite being technically a different kind of being.
All of this feels like build up to exploring the nature of Ralsei, the so-called ‘impossibility’, who already has some of their own ‘Liminal’ elements - they look much more ‘like a Monster’ than any other non-Gerson Darkner, they can appear and survive in every Dark World, and from a meta-narrative perspective, their role as a Darkner Playable Party Member seems to clash with the game’s meta-commentary making Darkners to be like a whole species defined as Video Game NPCs on some level.
They don’t quite seem to match any of the ‘Rules’ of the Liminal Beings we know of so far. Resurrected Lightners like Gerson are specifically mentioned to only appear in very specific Dark Worlds, so this is like the opposite of Ralsei’s situation, and even with their white fur, their portrait seems considerably less monochromatic to me than Flowery’s. But I think this is still a thematic build-up being done to explore different kinds of liminality between Light and Dark and how they affect the relevant characters, before we get into the particular kind of liminality that Ralsei represents.
It’s also likely to be relevant to the Roaring Knight. We still don’t quite know what’s up with them, but it is a pretty decent guess considering their behavior, that they are also their own kind of Liminal Being - they are Lightner enough to open Dark Fountains and operate in the Light World sometimes, but clearly prefer to only ‘show their face’ in the Dark Worlds. So this could also be thematic build-up to establishing what the hell is up with the Knight as well...

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Tricky Toby Made His Twist Villain a Twist Hero
I need people to appreciate the brilliance of Flowery's character.
Toby deliberately weaponized our trust in Ralsei and our distrust of Undertale's Flowey to make us interpret everything Deltarune's Flowery does in the worst light possible. When we first meet him, we immediately interpret his every bonding activity with Asgore as manipulation, and his every moment of assisting us as a condescending displays of superiority or an act with ulterior motives. You wait and wait for that other shoe to drop, for Flowery to betray Asgore or become overly possessive of him... only for it to become increasingly evident that the twist is that there is no twist! Flowery GENUINELY wants to uplift everyone around him, is simply trying to make Asgore realize he's letting his obsession distract him from what truly matters, and is heroically fighting against a doomsday prophecy using the powers of love and friendship. The true twist-villain of the arc is YOU!
Even when Flowery tells Asgore to leave his family behind, it's just to remind him of why they matter. He admits as much himself when he says flowers don't last long in the dark: he knew from the start that he could never replace Asgore's true friends and family, but he COULD at-least remind the big guy what he was missing!
Quick Deltarune Chapter 5 Asgore Analysis
At first I was a little surprised we didn't get more build-up on Asgore's isolation from his family before his moment of realization upon seeing Kris injured, however I just now realized his time with the flowers was intended to parallel the way he isolated himself from his friends/family.
We open with Asgore and his ""best friend"" Flowery enjoying time together, which I believe is intended to mirror his early relationship with Toriel. It's uncomplicated, just two people enjoying one another's company. (Yes, I know Asgore is just playing along here, but we the audience don't know this yet.) Then he's introduced to the various flowers, who I believe represent his friends and family. He watches Yellow's cowboy show and eats Green's food. He's starting to get a little distracted by his responsibilities, but he's still making an effort to be present. This represents the pre-Incident era, when work and duty was starting to bog him down, but he still cared enough to put in the effort and maintain his relationships.
Then everything shifts when he sees Kris in the Dark World and is whisked off to the castle full of notes. This represents his initial encounter with the Dark Worlds and the beginning of his obsession. He stops making time for the flowers and starts focusing more and more on trying to piece everything together. This culminates in him literally pushing Kris away when they reach his castle, and we glimpse a darker, angrier side of Asgore. I think this moment represents the actual unnamed Incident itself: the moment when Asgore lost his job and started to fully isolate himself. The process isn't instantaneous, he still agrees to listen to a few pages of Seth's story and still humours Flowey, but these platitudes don't last long. The flowers (representing family and friends) exhaust themselves trying to make him see their love, but their attempts begin to anger him, as he views their affection as a distraction from his duties.
Finally, I think Kris's injury parallels either the divorce, or possibly Asriel leaving home. Each were moments that broke through Asgore's obsessions and made him realize what it was costing him, however in each case the realization came too late. His time with the flowers was over, and he'd squandered it. Asriel was an adult now, and Kris soon would be, too. Asgore's chance to be the father he'd wanted to be was gone, and clearing his name couldn't turn back time. All he could do was step aside, let go of that desire to fix the past, and support the person Kris was becoming.
Normal brains: "I'm hungry. I desire a hamburger."
My brain, unprompted: "Of all the ways one can consume a hamburger, by far the wisest strategy is to flip it upside-down when biting into it. This ensures the thicker upper bun will absorb juices, directs all burger toppings towards the tongue, and places the onus of punching through both bun and topping with the stronger and more dexterous lower jaw. Furthermore, by using one's fingers to grip the thin lower bun in place, it prevents said bun from sliding against the patty and away from one's mouth during each bite. Hm? Am I hungry? Difficult to say. I'll check later. Anyhow, as I was saying, with the optimal consumption method in mind we can now speculate on the optimal hamburger layout..."
TADC'S Abstraction is the Deepest Metaphor for Suicide I've Ever Seen
The thorny subjects of self-destruction and suicide get represented indirectly ALL THE TIME in fiction, so it's something we've all seen explored with metaphors before. It's something I always knew was central to the themes of abstraction, but I'd seen it so many times before that I never bothered analyzing it beyond the surface level. It was only after going back to rewatch the whole show post-finale that I've come to appreciate just how brilliant and multifaceted abstraction is as an extended metaphor. Allow me to break down each layer one-by-one:
Firstly, there's the experience of abstraction, which is intentionally contradictory. When we see Jax nearly abstract in episode 7, he enters a state of serene acceptance, only to be pulled from the brink in a panic with his heart hammering. This reminded me of a poem titled The View From Halfway Down, written for the Bojack Horseman finale. The poem was inspired by accounts of suicide survivors, and details the thoughts of someone leaping to their death. It starts out describing a sensation of release and clarity as the person starts to fall, only for panic and horror to set in as they glimpse that titular "view from halfway down," activating their survival instincts and filling them with panic and regret.
Abstraction derives its horror from its focus on those final moments of flailing against gravity. You become trapped within that view from halfway down; an animalistic state of instinctive distress and regret, forever unable to address or escape the pain that made you jump in the first place. Now, if this was all abstraction was, I'd consider it a solid metaphor about the folly of self-destruction as an escape, and leave it at that. However! Unlike similar metaphors I've encountered before, TADC goes a step further by giving abstraction a tangible aftermath. An abstracted individual doesn't simply vanish, they become a monstrous manifestation of the impact taking one's life has on one's friends, family, and even acquaintances: this inscrutable, destructive entity that hurts to even touch, attacking whoever has the misfortune of stumbling across it. That's an aspect of suicide that's explored much less frequently in media, and adds an extra layer of depth to the abstraction metaphor.
However-however! It gets even deeper, because Gooseworx takes this aftermath metaphor and further expands on methods used to cope with grief and guilt using the two primary methods of "treating" abstraction within the show!
Method 1 is the cellar, which represents avoidance and repression. After the initial awful confrontation in which everyone mostly flees or hides from the monster, they let it get locked away, hold a funeral, and pretend the monster still screaming in the cellar simply doesn't exist. This method deals with the physical pain abstraction causes, but creates absence instead of closure. The monster is never properly addressed, it's just sealed away in a place where nobody can properly confront it.
Method 2 is the pillow fort, representing confrontation and acceptance, given to Jax and (to a lesser extent) Queenie. Instead of fleeing from the monster, those that knew it lead it to a safe space where people can take turns confronting and coming to terms with its presence. Unlike the cellar, the pillow fort is something everyone has to build and maintain together, and getting the monster into it is a difficult job that requires a lot of teamwork and effort. Yet the additional cost of investment is rewarded in the closure it provides. The monster still hurts to touch, but it's no-longer aggressive or dangerous. People can sit with it and enjoy bittersweet moments together, in the same way true closure allows us to once more recount and enjoy our memories of the loved ones we've lost.
However-however-HOWEVER! The metaphor ALSO folds Caine into this extended metaphor by using him to representing societal avoidance of subjects like death, grief, and suicide! He sends each monster to the cellar whether people want him to or not, which everyone has come to accept as just the way things are. The flaw with this is first shown to us in episode 3 when Kinger recounts how in leading Queenie to his pillow fort, he "got to share one last moment together, before she was sent to the cellar." Kinger frames the cellar as an unfortunate necessity or unavoidable consequence, even though we as the audience are being shown for the first time proof that abstractions don't HAVE to be dangerous monsters that you lock away. Kinger was in his pillow fort actively confronting and accepting this living representation of his wife's death, only for it to be torn away by Caine, who offers no support beyond "don't you go abstracting on me, too!"
Indeed, must as Caine censored cursing, he also did his very best to undercut grief whenever he could, such as turning Kaufmo's abstraction into a joke with his "wHy diDn'T aNyBoDy tEll mE????" line. Even the funerals had to be hidden from him, as though they didn't address the aforementioned monsters left in the cellar, their emotional weight was still too much for Caine to really handle. People sharing a somber moment was something he'd register as a problem to avoid and distract from. Part of his redemption is finally learning to let people confront the monsters and the grief they represent, instead of trying to hide them. Hence why he doesn't argue with Pomni when she tells him they've worked something out with Jax's abstraction, and takes his hat off in silent respect during the presentation of Jax's real-life counterpart. He represents society emotionally maturing to recognize the importance of grief.
I almost never see a 3-however deep metaphor in media, especially one that allows for the thorough exploration of a VERY thorny subject in a way that remains approachable and accessible to anyone. It especially adds so much richness to the finale, and it's a shame that many people (myself included) were so caught up crafting theories or analyzing characters that all this flew over our heads on initial viewing. Instead of memorizing every background detail, line of dialogue, and subtle expression, the fandom should've been analyzing what the story was actually ABOUT, the lessons it had to teach, and the creative ways it taught them!
"We all have our loops. Our habits."
"Behaviours that keep us walking in circles."
"Reaching for the same solutions over and over again."
"Thinking each time will take you somewhere new..."
"...but they don't."
"And still, it's the neural pathway of least resistance."
"A path you made."
"It's the one that kept you safe when you were a child."
"You learned to push people away before they could hurt you."
"And now, as an adult..."
"...you're still stuck right where you started."
"Alone."
A wonderful post! The bit about neural pathways is spot-on, too. Most folks don't realize that our brains structure themselves around ingrained patterns of thought. It's what makes depression or anxiety so hard to escape: if you aren't taking conscious effort, your brain defaults to its most familiar neurak pathways.
We've actually developed technology to help fix this. Well, technically brain mapping therapy was developed to treat brain damage, but it works a treat on entrenched thought patterns, too! If you're really struggling (and can afford it) I definitely recommend giving it a try. It won't magically fix everything for you, but it WILL untie those knots in your head so you can start on even footing, instead of trying to fight an uphill battle against your own brain.

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TADC FINALE SPOILERS
I've seen some folks unhappy that Jax couldn't be un-abstracted. Personally when I was watching this in theatres, my biggest fear was that they WOULD find a way to un-abstract people. In my opinion, it would have entirely undercut the intended finality behind abstraction if it could ever be reversed. The inherent tragedy of Jax's end is so much more interesting than any dues ex machina solution that leaves everyone happy.
Still, I understand feelings are still raw for most folks. I've had 2 weeks to sit, decompress, and gather my thoughts. It's totally valid if you didn't like the finale. My primary suggestion is to give it a day, then re-watch episodes 8 and 9 together. They work much better as a single piece.
My Favourite Part of The Gameoverse Pilot:
As a game dev I had to rewind this moment multiple times, because they've used actual Unreal Engine style graph-coding for the shield's wiring layout, and made sure it actually MAKES SENSE! The shields aren't working because someone made an actually believable wiring mistake, and the way we see Kaboodle rewire everything is accurate, too! Someone over on Reddit was kind enough to label the specific nodes being used:
But what REALLY delighted me was how Kaboodle's technobabble here isn't babble! He's accurately describing a REAL rendering problem that goes on to have ACTUAL impacts! Allow me to break down the terminology, then explain what exactly he's saying:
"Texels" are a texturing technique used to render surface details on textures, and are generally used when you need to overlay an effect on top of a texture, like making something look wet/dirty, or in this case making the shield's texture display impact/damage effects when it gets hit. It's important texel density matches the underlying texture's "scale topography," because otherwise the visuals won't line up or scale properly. "Pre-baking" meanwhile refers to the technique of having the game engine run all the necessary calculations for an effect BEFORE the game runs, so you don't slow down the game by trying to calculate that stuff during gameplay. The trade-off of this technique is that every time the developer modifies an effect (like fixing the shield's faulty wiring) they have to take the time to re-bake it. "LOD" means "Level of Detail," and it's a technique where you create multiple versions of a texture/model with different levels of quality and swap between them depending on how close the camera is. This ensures you don't waste resources rendering fancy details the player is too far away to even see, but the trade-off is that they increase baking time, since instead of calculating one model/texture for each asset, the engine needs to calculate several models/textures of varying quality.
SO! What Kaboodle's saying here is that after he's done rewiring the shield's code, they'll either need to re-bake all its visual effects, OR figure out how to make all those effects cheap enough to run in real time without heavily impacting how they look. Both options take time which they currently don't have, and Kaboodle's concerns are immediately proven right when the ship gets shot down before the shields can finish rendering.
What's craziest to me is that they didn't HAVE to do any of this. For 98% of viewers, it's just technobabble and an indecipherable mess of wires. Ross and his team took the time to do this specifically for the few people like myself who'd recognize it, and that sort of attention to detail runs all throughout the pilot. Like if you pay attention during Flapper's gameplay segments and boss fights, you can see actual thought went into his game's design and mechanics. We always see a mechanic get introduced in a level before it becomes the necessary way to defeat a boss, and the final battle with Snappers uses ALL the game's previously-established mechanics! They don't just say it's a video game, they actually make it WORK like a video game!