malymin: Duck from Princess Tutu, as a duck. (duck)

Our current system of corporate ownership of intellectual property, and the way corporations take advantage of their ownership of patents, copyrights, etc, is damaging to the ability to not just experience art, but make art - and use many other tools, besides.

Something needs to change.

malymin: A wide-eyed tabby catz peeking out of a circle. (Default)

[profile] dvillines26:

The original Pokemon games always felt haunted because the programming was held together on chewing gum, string, duct tape, and prayer. The abundance of glitches, eccentricities, odd design decisions, and unexplained lore that would later be sanded out is vaguely unsettling and intriguing on its own. Like, there are multiple references to real world locations and events in the original games, and 'Kanto' is just based on the Kanto region of Japan, suggesting at least that Red/Green take place in an alternate reality Japan. Gold, Silver and Crystal aggressively retcon, essentially making the Pokemon Universe its own thing, while adding some troubling and unsettling implications of its own, like the silence of Red, Mt. Silver being sealed off, the Cinnabar disaster, the revival of Suicune/Entei/Raikou, the rival being a cruel, petty thief of unknown origin, Eggs, Celebi and the lost GS Ball event, etc.

The thing that makes the Gen III games such a radical break is how much less unsettling they are. This is a function of the GBA inherently being less spooky than the GameBoy/GameBoy Color, but also of design decisions opting for more vivid colors and a lot of more straightforwardly 'cool' Pokemon. Ghost, Dragon, and Dark actually became more standard types with a huge expansion in the available number. The Pokemon series is the series established by Ruby and Sapphire, I would argue. In a sense it's true that Pokemon, as we knew it in GSC, did not continue. It mutated into something with fewer edges, something bright and fun and increasingly lacking in the jank that gives the early games their unique appeal. For Pokemon to survive it had to move beyond that. They never became exceptionally well-programmed, but they weren't janky until Sword/Shield and then Scarlet/Violet, and those are different types of jank. though S/V can be unsettling in their own right especially when you fall through the world or go somewhere you shouldn't be able to. The unclimbable landmass always disturbs me a bit, like I know there's nothing, but it feels like there should be something there.

The 'haunted' energy isn't usually captured by romhacks that use the Gen I/II engine because they're trying too hard, and the people writing them are brain poisoned by creepypasta and 'edgy' media. I think if they want to make something genuinely unsettling, they need to play at least Earthbound, if not also Mother 3, to get some idea of how to generate an 'off' vibe. The best horror is left partially to the imagination. Rather than gore or explicitly fucked up stuff, which usually triggers disgust rather than fear, the point of a 'haunted GameBoy game' should be to give you the increasing sense that something is Just Not Right. It'd be funny to just do a Red/Green mod that 'fixes some of the bugs', and not tell anyone that it's a romhack that gets increasingly weird the deeper you get into it. like, you encounter Pokemon or items in the wrong location, some doors or ladders take you to places they shouldn't, some trainer AI will be extremely odd, things will randomly appear in your inventory that you didn't pick up, and sometimes a text box will pop up, unprompted. You're Running Out of Time. There's never any explanation or pay-off for that message, nor does it correspond to playtime or anything. At the end, instead of silence, Mewtwo talks to you, but what they say doesn't make any sense. But it has Implications. you can't help thinking about what Mewtwo said. however, Mewtwo only speaks the first time you play the romhack, and never again. Also, you can't actually catch Mewtwo. The player character refuses to throw the ball. A message pops up. 'I can't do this anymore.'

Youtube comments are ephemeral things. I wanted to save this one.

malymin: A wide-eyed tabby catz peeking out of a circle. (Default)


cohost! - "Skykomish Never Sleeps: A Preliminary Report on The Esterb…
archived 21 Sep 2024 03:14:04 UTC

A very strong work of original fiction that I enjoyed. "Archeologists find things they aught not" is a well-trod concept, but the implied future setting adds a sense of deep time. Our moment is not the present, but the past as well.


cohost! - "Aquazone - Expensive Digital Fish"
archived 21 Sep 2024 03:24:31 UTC

An essay on a virtual pet product, Aquazone, that was contemporaneous with my own favorite virtual pets, but which seems to have far less survival in its online presence than Petz has. Ahead of its time in the worst ways (paid DLC microtransactions), and yet so thorough as a fishtank simulator, in a quintessentially of-its-era way, that no modern equivalent scatches the itch.

malymin: An image of Miho from Season Zero of Yu-Gi-Oh with hearts around her. (Miho)

In 1998, an adaptation of the manga Yu-Gi-Oh! came out.

It was not a faithful adaptation, per say, but it started from the beginning. (Once upon a time, there was a bullied boy who loved games, all games, who was trying to solve a puzzle...) It was common, back then, for adaptations to not only be full of filler, but to also make changes, seemingly on a whim.

Yu-Gi-Oh! is a shounen, and like many shounen, it only has a single girl within its core cast. A lone girl, Mazaki Anzu, conceptualized as a love interest to its titular lead. Her story is a familiar one, among girls of shounen: she starts off headstrong, fiesty, someone with a bit of fire in her, even as the narrative finds excuses to damsel or sexually harass her... and then, as the genre shifts, her personality wastes away, her harsher edges eroding, as she drifts towards the platonic passive Girl-Thing, written by a Shounen Jump author who no longer has time in his schedule to go outside and meet real human women.

In 1998, a minor character - someone only from a single chapter, who barely even spoke - was ascended, to be her equal, her foil, the Second Girl. Her name was Nosaka Miho.

Read more... )
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