you can just feel the self-congratulatory glee of whoever named this paint this color, like they truly thought they were so funny and i think you're so funny paint color naming man good job paint man
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i think we should be ridiculing them more for this. you don't get to try and go all "queer website" when your staff likes to go on nuking sprees targeting the trans fem users
would be remiss not to mention that the rainbow notably straight up just removed the trans flag colors from it. like they’re gone. it’s the progress flag minus the trans flag colors.
i think we should be ridiculing them more for this. you don't get to try and go all "queer website" when your staff likes to go on nuking sprees targeting the trans fem users
would be remiss not to mention that the rainbow notably straight up just removed the trans flag colors from it. like they’re gone. it’s the progress flag minus the trans flag colors.
The Legend of Zelda: A Link to the Past. Artworks from the Nintendo Player’s Strategy Guide.
Brought to my attention and donated, in part, by cartoonisterobuste
The fucked up thing about bringing pjackk back is 1. No one wanted it, not even pjackk, it's way funnier to weekend at bernie's the corpse, and 2. Just more ironclad proof that they can bring all the old blogs back that were deleted due to transphobia. And they won't.
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one thing that i find interesting is that even though we never get to interact with Marika directly, only knowing her via obscure cutscenes and other characters' dialogue... she actually displays a wide range of emotions as much as any other NPCs.
her statues depict her as having a warm, gentle smile:
the Mimic veil description points to her playful, mischievous side:
(it's a popular theory in the JP/Asian side of the fandom that it's sth from her childhood - hence the "Marika's Mischief", not "Queen Marika's", and she used it to escape the grisly fate befalling her family.
additionally, its equivalence in Dark Souls is also something described as "the mischief of a young girl who sought relief from the solitude of the woods at dusk", aka Princess Dusk who hails from "Oolacile, land of ancient golden sorceries", but i digress)
her portrait, the story trailer's "Queen Marika was driven to the brink" and Gideon's dialogue after the player defeated Malenia pointed out her sorrow:
(back when i first played the base game, this is the portrait that drove my eyes most in Roundtable Hold. i kept gazing at her - the Queen with permanently lowered eyes, and thought "there is a girl in there")
The bat lady's song, Messmer's entire Crusade, all those conflicts to establish the Erdtree, shows her anger, and the cruelty she's capable of:
Then there's Shaman's village, the clinic underneath Shadow Keep, the golden braid, the Minor Erdtree, the sealing of Death - that points to grief, trauma, survivor guilt, kindness, and the ruinous drive for revenge that results in the above path down hell:
(there's also a theory for the Crusade's headless statue being a reminder for the Hornsent of what they put Marika's mother through, but it's not concrete canon so here is the link if you want to check it out)
The fact that all of Erdtree's incantations are heal and protection spells (with only one exception of Wrath of Gold spell which was found after the Elden Ring was shattered), the Capitol's Perfumers originally being blessed healers, and that all Erdtree blessings come in the shape of tears give the picture of Marika's gentle wish at the beginning: to heal everything and everyone.
(and to me personally, there's a kind of vulnerability and honesty in showing your tears to the world and let it be your power to heal at the same time.)
the eye she blessed Messmer with (i do think the Eng translation at some part lost the sentiment of the JP text - that the eye is always referred to as a blessing)
the blessing flask that - unlike its Dark Souls equivalent (which ranges from 6-13 flasks), only have 4 available to us player, heal all ailments and status effect, and specified as sth made for Messmer.
the Marika's soreseal in the Haligtree + the waterfall near Godwyn's final resting place
the Regal Omen Bairn (that was fashioned after the Jizo statue - sth made by grieving parents wishing for protection for their deceased child in the afterlife)
the blessing, gifts, equipment that Messmer and Godwyn's personal knights all get
the fact that Marika's bedchamber and the Impaler's Catacomb (which is the only catacomb in the base game to have the spike trap mechanic used in catacombs in the DLC) remain the proof of Messmer's existence in the base game
how Godwyn's ending is the only ending where the mending rune is placed on the position of Marika's womb (the lower arc or the Elden Ring - also referred to as the basin in which its blessings pool)
that's a whole barrage of motherhood. the love, the fear, the postpartum depression, the guilt and anxiety, (the occasional scheming for revenge with her son). and despite how flawed and tragic that love ends up being for all of them, it is there.
(there's a whole subplot about how Messmer is the only demigod to be called ugly in-game (Hornsent npc dialogue) while Boc's questline is about how his mother being the only one to always assure him he's beautiful, despite everyone else calling him ugly. and how each NPCs questline does reflect a wider theme seen in Marika and her children. but again, i digress)
every time i think of her, Marika is a constantly shifting kaleidoscope, holding everything from within (the beauty and the malign, light and dark, birth and death, she's warm and gentle, she's cruel and unjust, she's strong and kind, she's weak and resentful, she's sweet and she's bitterness made flesh)... and i could only stand there and admire it all.
Overseer viewing Coral as something that needs to be burned and destroyed, their symbol "prevention is better than the cure" shows them monitoring a divine tree, Walter calling Ayre "kindling for the fire", Coral explosion in C-weapon making tree-like imagery, the Branch group, the Nepenthes, Rubicon Liberation Font members have codename after each finger on a hand, O'Keeffe's emblem of Barren Flower having the same design as the Erdtree ceiling.
How do you think fail states, specifically dying and reloading a save, affect the narrative of a video game? Because in a lot of games they feel like a pretty detrimental compromise to me, it always feels like I'm not actually supposed to use that mechanic. I haven't really found a way yet to interpret a lot of them in a way that doesn't just make the game worse.
hmm i mean
like, i think there's a lot of ways a ''fail state'' can inform a game's narrative, right? like...
there's the way you're talking about here, right, where the fail state is something you're not 'supposed' to experience, it exists as a structuring element guiding you away from or towards certain actions, right? like... in subnautica, it's pretty rare to actually die. and it can be a frustrating and unfun experience when you do and you were carrying a bunch of stuff and you're like oh great gotta farm all that shit up. but the threat of dying is really really important to building the game's tension, putting some actual real-world weight (even if it's just in terms of threatening a purely digital object that represents a time commitment) into the idea of a reaper leviathan eating you. if there was no 'consequence' for getting Gotten by the Scary Getter, it would suck a lot of tension out of trying to avoid them, right?
this is a recurring thing in horror game design, right, if you make the chase sections too hard they stop being scary because knowing that all that happens is a scary cutscene + the impact of it being diminished by seeing it over and over again turns the Scary Getter into a nuisance that you groan at rather than something scary. so i think there can be a lot of value to parts of a game that you're not really ''supposed'' to experience but that need to exist to structure how you experience the parts you are...
& then of course i think there's a lot of games where you are meant to experience the failure states and they teach you important things about the world and characters. like recently i've been trying out this underrated indie gem called dark souls, you've never heard of it, and within an hour of playing i'd died like five times. and each time the death taught me something iomportawnt about the game: dying to the asylum demon taught me that you don't always have to fight enemies the first time you see them. dying in the middle of a skeleton clusterfuck taught me that you should try to fight enemies 1 on 1 as much as possible. dying when that cunt pushed a boulder onto me taught me to look the fuck out for traps. these fail states are essentially a form of tutorializing, and also help tell the story of dark souls, that you're an insignificant little fuck in a bleak and crushing world.
or, like, take disco elysium -- i think a lot of people who've never played it know you can get a game over screen because you sat in an uncomfortable chair. and yea if your last save was an hour ago i get why that's frustrating. but not only does the whole evrart sequence also serve the tutorializing function that my dark souls deaths did (demonstrating that you should unlearn the traditional CRPG correlation between 'danger' and combat) but it and other potential game overs like it tell you so much about harry du bois: that this is someone whose mind and body ahve been pushed so close to the edge that it's feasible for him to have a fatal heart attack trying to get his tie off the ceiling fan or have a complete mental breakdown because a child called him a faggot or just straight up shoot himself in the head trying to win an argument.
and ofc the fact that people who've never played the game have heard of the chair death speaks to another thing about failure states, which is that they can be fun and memorable. there's a reason why ykow some people demonstarte nostalgia for the king's quest death messages
& then of course there's the ways that 'bad endings' can inform you about the reality of the world of the 'real ending'. crpg ending slides that show you sme horrible fate for the companion that you didn't complete the quest for provide information and context for the quest itself and how it helps them grow and change. & then there's the most literal possible execution of this, zero escape, where due to all kinds of temporal bullshit the events of the 'bad endings' directly causally influence the events of the 'true ending'.
finally, of course, there's games where what would be a 'fail state' elsewhere is just part of a diegetic narrative. pyre is my absolute favorite example of this. if you lose a game of prison basketball then you just lose, and the other guys win, and when the stakes are escaping to the surface that means an npc leaves and you and your friends stay underground. on two occasions, this led me to deliberately throwing matches because i felt the NPCs on the other side deserved the win more than my guys. hades, as much as i hate it for a bunch of other reasons, did pull a really cool maneuver in making the constant death and grinding repitition in-universe features of zagreus' experience and the game's themes. katana zero also goes cool places with this, taking the route of "every failed attempt is the protagonist's precognitive abilities showing him a future where he dies" and exploring what that means for him emotionally and psychologically.
so, yknow! i think there is a huge amount of super worthwhile space for failure states, whether it's by teaching you about the game's world and characters, or helping create a specific experience by pushing you to avoid them, or by simply integrating them directly into the narrative and interrogating them... i think they're pretty neat and a storytelling tool that's unique to games :)
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I think the battle is long since lost on what the “-coded” suffix means, but I (old movie guy specifically invested in queer coding) seem to be unable to let go of how annoying I find the fuzzy popular use of the term. This is probably a flaw in my character.
Coding is intentional, it’s a way of communicating indirectly with the audience through a shared language of signs. That’s why it’s called coding, because it’s communicating in code. It isn’t when a thing reminds you of another thing.
im posting this here despite the website being extremely white centered, I want people to understand how in this country it's basically ok to murder and victimize black people, especially women and children in the name of "self defense" and white America will reward you for your antiblackness.
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one of these big new indie cartoons should release with an exclusive adopt of like the main character. pay up 10000 dollars to be the only one whos legally allowed to draw pomni. i feel like the resulting fandom drama would change the face of the internet it would be so cool
Like, they start out with someone needing to buy pomni so they can draw her for the show, or when the show ends they just auction her off to someone who's the only one allowed to have her?