🎶 I'm a little garou, cute and sweet, look at my paws and my fuzzy feet. 🎶
@pompous-old-windbag
Ma'am smearing ME across a room doesn't help your case.
"I'm Dorothy Gale from Kansas"
YOU ARE THE REASON
$LAYYYTER
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Andulka
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★

Kiana Khansmith
𓃗
noise dept.
cherry valley forever
tumblr dot com
TMBGareOK. The Official They Might Be Giants tumblr
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I'd rather be in outer space 🛸
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@pompous-old-windbag
🎶 I'm a little garou, cute and sweet, look at my paws and my fuzzy feet. 🎶
@pompous-old-windbag
Ma'am smearing ME across a room doesn't help your case.

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Just a reminder that Heavy is a man who fistfights bears, survived a Soviet gulag, and actively enjoys committing acts of extreme violence up to and including torture.
And Pyro scares him.
Pyro SCARES him.
Just... consider for a moment what you would have to do to frighten someone like Heavy. The sheer inhumanity you'd have to display to draw fear out of someone who literally laughs at death. The lengths you'd have to go to.
Pyro can be quite whimsical, but one mustn't forget their capacity to instil horror.
Also! Can we talk about Engineer and Pyro??
To anyone who thinks Engineer is the sanest member of the team, remember that he appears to be the only mercenary who not only isn't afraid of Pyro, but genuinely likes the muffled maniac to a point where THEY LIVE TOGETHER!
What the heck is going on in Engie's head to watch Pyro do something that turns even Heavy's stomach, and go "that's my favourite li'l guy! I should show them where I sleep and tell them bedtime stories."
now why am i seeing "video game music isn't music" as a take
some people really do just make up a guy to be mad at. twice
Thought I'd weigh in as a game developer who's studied this stuff.
Well-designed video game music is like a well-designed video game story, in that it's extremely tricky to make and requires juggling a lot of moving parts. Like a film's score, it needs to align both narratively and visually with the medium it was made for, but it ALSO needs to align with gameplay mechanics and an enormous variety of gameplay experiences. Music is often the emotional vehicle that drives the player's moment-to-moment feelings during gameplay, and as a result the best video game music is very good at capturing distinct feelings and moments.
As an example, the beautiful and poignant compositions of Minecraft's Daniel Rosenfield were recently added to America's Library of Congress. Minecraft wasn't added, just the music. Building on this, I still remember that some ten years ago Toby Fox's Megalovania was played for the previous pope by the Vatican's orchestra. They didn't even know the song originally came from a video game; to them it was just good music that they thought the pope would enjoy.
Claiming that video game music is like elevator music displays a similar ignorance to those who say video game stories are like porno stories. It's a self-report that you haven't actually engaged very deeply with the artform you're so confidently judging.
In my eyes, Senshi's almost-victory in this year's sexyman poll suggests that while Tumblr will always be ruled by the tastes of the young, there now exists a solid base of older Tumblrites who've come to understand that there's nothing sexier than a humble man who knows how to cook. Tenna would make for a fun fling with a messy ending, but Senshi is who I'd actually want to marry.
a selfish comparison
I really wish I got to see more fanart and discussion of the bond these two have. They've been through thick and thin, and for a while only had one another for company. Ragatha was the FIRST new arrival; there was no orientation strategy, nor many people to distract her from the existential dread. It was just her and a befuddled old man, alone in a garish prison. What must their first days have been like??
Kinger helped Ragatha adjust to the circus, comforted her, and kept her from falling into despair, all while his mind slowly deteriorated. I wonder at what point Ragatha realized he was too far gone to be the guide and emotional support new members needed, and decided to take over his role? Knowing that she was trying to do for others what Kinger did for her definitely adds an extra layer to why she tried so hard for Pomni, and hated herself so deeply for "failing" Jax, Ribbit, Kaufmo, and who knows how many others.

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Decided to practice and drew heavy according to the game model. He's so handsome. I love him so much. I believe he has very kind eyes no matter what.
Heavy Weapons Guy really is a masterclass in character design fundamentals, and more modern hero shooters could learn a thing or two from him! See, when designing TF2's mercenaries, the engine limitations of the era meant the artists couldn't get too elaborate with superfluous details, (hair was too tricky, and almost everyone had to share the same eyes) which forced them to express each character's personality through other means. The result is sort of the inverse of that classic "anime" design philosophy, where instead of giving most characters the same face shapes and relying on hair, eyes, and accessories to distinguish, they dept the characters mostly accessory-free and relied entirely on skull shapes and facial proportions to do the talking.
The true strength of this design strategy is most apparent when looking at the game's vast selection of cosmetics, because it's truly impressive how recognizable the characters' faces remain regardless of what's added to them, none more-so than Heavy. That man's mountain-shaped skull and hawkish nose are so well-defined that even covering his face entirely with a mask can't prevent it from remaining readably "Heavy:"
This unintentional strategy of designing the facial structure first and applying cosmetics after is something more modern hero shooters could benefit from. Overwatch, Marvel Rivals, and even Valve's own Deadlock's character designs occasionally suffer at-least slightly from "same face syndrome" (ESPECIALLY the women!) which renders said characters unrecognizable the moment you change their accessories. This is a major problem when your gameplay and marketing rely heavily on character recognition, and funding relies heavily on selling character accessories!
(You can see it's notably worse with Overwatch than with Deadlock, but even Valve isn't entirely immune. Of course both games DO have plenty of characters with distinctive facial features, they just aren't ALWAYS distinct, especially compared to TF2's mercenaries!)
What Deltarune's Dark Worlds and SCP-3930 Say About Reality and Fiction:
The way Deltarune's Dark Worlds function as living reflections generated by your mind when it's subjected to darkness so dark it becomes anti-light reminds me a lot of SCP-3930: The Pattern Screamer, and I think comparing the two provides some interesting insights:
SCP-3930 is described as a small gap in reality located in the Russian countryside, within which literally nothing exists. Since your brain can't comprehend non-existence, it uses the same pattern-recognition tricks it uses to see faces where none exist to fill in this gap with what it THINKS should be there, meaning when you look at the gap all you see is regular Russian wilderness that appears no different from the area surrounding it. The Dark Worlds work in a similar way, being created by your mind's misinterpretation of a mundane space when perceiving it through anti-light.
Like with the Dark Worlds' darkners, SCP-3930's mental projection effect can even create imaginary consciousnesses, since if you watch someone step into the gap, your mind adds them to its projection of what should be there even though in reality that person has ceased to exist. This results in a fascinating "exploration" log for the SCP, in which the "explorer" sent in to the gap gradually realizes they don't actually exist any more, and are just a projection of the researchers' minds speaking over a live radio. When this radio's frequency momentarily gets interrupted by another broadcast, the pattern is broken and takes the explorer's voice with it, leaving the researchers to realize they'd been talking to empty static the whole time. The Darkners (and Lightners in a meta sense) work the same way. They're imaginary entities that are brought to life within the minds of higher beings. Turn the lights back on or stop playing the game, and those imaginary projections return to our minds.
I think perhaps the point of Deltarune's story is going to be that just because these worlds are imaginary doesn't mean they aren't in some way "real," so-long as you're willing to continue creating them within your head. After all: the thing we call reality is already a controlled hallucination authored by our brains, and as far as your perception is concerned, the only difference between real people and a game's NPCs is the depth of interaction you can have with one compared to the other. Hell, I bet many of you are kinder to NPCs in games than you are to strangers online.
This idea of "realness" is further explored in Undertale's Genocide Route and Deltarune's Weird Route from another direction. The Genocide Route uses its mindless grinding to make the player gradually turn their brain off and stop seeing its characters as "real" until they're no different than the game's soulless antagonist. The process intentionally ruins the game within one's mind by permanently breaking its sense of "realness," while also serving as a good simulation of how people become desensitized to their own actions in real life. Deltarune's The Weird Route meanwhile goes in the opposite direction: instead of game-ifying the player's actions until their weight is lost, it has them commit acts of manipulation and abuse which feel so real that it becomes deeply uncomfortable, even though the victims of their actions don't actually exist. Sure, most people will still DO it, but the feelings of reluctance and guilt suggest that on some level we ARE perceiving our actions as amoral, which would only make sense if on some level we considered this imaginary world to be real.
You can tell us nothing's there, but we can't stop our minds from filling in those gaps, even if it means having one-sided conversations with someone that doesn't exist.
Deltarune Papyrus Theory:
Since 2018, I've personally theorized that the Papyrus of Deltarune is a very different person from the Papyrus of Undertale.
There was always this weird dichotomy with Paps, where he could be simultaneously very sophisticated and very child-like. I thought that perhaps he was the one who built the dimension-hopping machine we find in their house as a way to escape the Roaring, but the jump between worlds took his memories, leaving him as the innocent fool we meet. Think about it: between the lazy joke-cracking Sans and the obsessive workaholic Papyrus, who would actually be more likely to build something like that?
This would explain why Sans can't fix the machine and return home: he doesn't know how. It would also explain why Papyrus is so obsessed with staying vigilant and "capturing a human" in Undertale: in Deltarune it's said they very recently moved to Hometown, probably because the timekine-monitoring devices Sans refers to in Undertale detected that's where we were going to arrive. Papyrus can't remember why it's so important to him that he waits for this human to arrive, (and possibly to capture it) only that it is.
Sans could try getting his brother to remember, but Papyrus is happy in Undertale; probably happier than he ever was as a doomsday-prepping scientist in Deltarune, so instead Sans looks after him and keeps an eye on his various timeline-scanning devices on his behalf, having long given up seeing his home again.
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!
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.

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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.
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.

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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.