a dream...or maybe just a maze.
trying on a metaphor
AnasAbdin
hello vonnie

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PUT YOUR BEARD IN MY MOUTH
Not today Justin

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@asmosnos
a dream...or maybe just a maze.
a dream…or maybe just a maze.
To this very day her smug aura mocks dozens.
I should be locked up for my swordsmanship
99 Cooking
99 cooking
No fucking way.
The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
But let's take a closer look, shall we?
See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
Please stop he is drowning.....
Gone forever
rock and rat
Character belongs to @colloidalamber
Happy new years, everyone! Here's to 2014 being a good year!
duckman & cornfed 🔍
snoopy's brother, spike
October can’t come soon enough
this implies sheba has killed before and I wish I could have seen that.
why are so many bots following my tumblr DUDE IM NOT CLICKING ON YOUR PAGES
Anon hate from the late 1800’s.
What I love most about this is that this person was SO INCENSED at the recipient that they couldn’t even wait the days/weeks it would take for the mail to go through. No, they had to say “FUCK YOU” as soon as fucking possible and, AND, let the recipient that they were not done with the fuck you, nay, this was merely the first volley in what would undoubtably be a dressing down of Biblical proportions.
i will gleefully reblog this every time i see it
oh hey its the post i based this off of
#Like I KNOW the orig post is fake but I needed to keep the energy (via @theshitpostcalligrapher)
y’all are NOT ready for the juxtaposition of the sun to result in the northern and southern hemispheres splitting in climate one hot one cold that will cause the manifestation of chilly willy and chilli billi in the north and south pole and it shows
None of you are prepared