Apple and Google are now pushing for global age verification by 2027. Call your reps and yell at them and keep yelling at them until they listen. Make them give a fuck.
Today's Document

if i look back, i am lost

ellievsbear

Origami Around
PUT YOUR BEARD IN MY MOUTH
let's talk about Bridgerton tea, my ask is open
Peter Solarz
No title available
Aqua Utopia|海の底で記憶を紡ぐ

shark vs the universe

❣ Chile in a Photography ❣
almost home
NASA
EXPECTATIONS

Kiana Khansmith
Jules of Nature
Sade Olutola
occasionally subtle
Claire Keane

blake kathryn
seen from Türkiye
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seen from Spain

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@caesarsolid
Apple and Google are now pushing for global age verification by 2027. Call your reps and yell at them and keep yelling at them until they listen. Make them give a fuck.
For those looking for Objectum media: may I suggest Pacific Drive?
It's a game about surviving the horrors of an anomalous pacific northwest in your scrappy little anomalous station wagon.
The car's sentient, but doesn't speak. It gets little quirks (some helpful, some dangerous, some amusing). Maybe it does a certain honk when you get in, or the gas tank manages to consume slower than it usually does, maybe it turns on the radio when it feels like it.
It's your lifeline. You need it to open Gateways (portals that are your only way back to the comfort and safety of the garage.) You rely on it to protect you from the elements, the often hostile anomalies that you run into at every turn. On harder difficulties, the car's your only safe haven from radiation damage, and each time you venture outside of it you get a sense of vulnerability without the car's hard shell protecting you.
You cringe as you slam into a tree and see the warning lights on the dashboard flash, you find yourself begging it to push on just a little longer as you race for the Gateway, the anomalous storm ripping away at the plating and causing it to honk and swerve and the lights to flicker as you fight to stay on the road, crawling towards the pillar of light on shredded tires and an ounce of gas...
And then in a flash of light, you're back in the comfort of the garage. You roll your battered, injured car in, and you unpack all the loot you've gathered on the expedition, stowing it away.
You check all the acid-burned, dented panels, repairing or replacing them, you seal up the cracked windows and windshield, you tighten the loose wheel that was seconds away from falling off, you recharge the near-emptied battery, refill the tank, attempt to figure out any new quirks the car's taken on, and, after you finish playing doctor, you walk off to the upgrade console and relax, able to use your hard-earned loot.
I find the upgrade system to be very satisfying, and the amount of cosmetic customization is great as well. You can find all sorts of different paint, decals, stickers (there's quite a lot of pride stickers as well!), hood ornaments, & more, and doing so just makes you get even more attached to the little station wagon.
You can even add your own music to the radio, by putting the mp3 files in
%localappdata%/PenDriverPro/Custom/Radio/
And when you're ready, you plot a new route, and head back out onto the road.
There's also plenty of accessibility options, and along with the preset difficulty options, you can manually tweak many individual variables. The presets range widely, between an incredibly hard journey where you've only got one life and the entire zone is throwing everything it has at you and you have to claw your way to survival, to a more managable experience that cuts down many elements that might be too stressful for you.
In short, I highly reccomend the game. I've never cared more about a fictional vehicle more than Pacific Drive's car.
it's really a shame genetic magic systems are such a common thing in media. love when a world of wonder and whimsy that defies reality still for some reason has "oh you'll never be able to do magic no matter what. you were just born inferior. too bad."
Reblog if your art project has not, does not, and never will make use of generative ai at any point in your creative process.
Drawing the main cast of Undertale as practice, may do Papyrus or Mettaton next-
simisear sketch-
lap bug
As whimsical, fun and beautiful as the Dark Worlds are, it's really tragic that Ralsei will never be able to experience the more grounded, mundane moments that Kris, Susie and Noelle have.
Ralsei will never sit by the lake at night with Kris and Susie and skip rocks.
He'll never eat a burger at the diner while chatting with them.
He'll never sit with them during a boring sermon and put stickers on their faces while they all laugh together.
I don't see very many fanworks touch on this, but it's just something I was thinking about. Despite being such a central character, he's forever separated from the two in a way nobody can change. He's restricted by not just the prophecy, but the very nature of his existence.
Looking at these moments, there's even space for him, too. A noticable gap between Kris and Susie at the lake, empty spaces at both the booth and the bench.
I really like how Deltarune Chapter 4 gives you the option to either keep Tenna in Castle Town, or give him to the ghost (implied to be Mettaton) in Hometown.
It mirrors one of the themes I've noticed throughout the game, which is being able to let go, especially when your inability to do so is hurting others.
Carol bronzing Noelle's school art projects to preserve them perfectly, Asgore pining over Toriel when it's clear she's done with him and he needs to move on.
I think the choice with Tenna fits into that theme very well, except the choice to hold on or let go is on the player. If you choose to keep Tenna in Castle Town, he'll stay there, but it's clear he's not going to be as happy there. He wants to entertain Lightners, not be stashed away in a closet.
Alternatively, you can choose to give him to the ghost in Hometown, who is happy to recieve him and will likely regularly use him.
You aren't penalized (so far) for choosing either option, but it's an example of the choice to let go that I think is illustrated very well.
Different Mics
A short ficlet written from Kris's perspective. Takes place in the room before the optional Mike minigame in Deltarune Chapter 4.
Rating: General
─────────────𓆩♡𓆪─────────────
Kris strode into the small, somewhat dim room, bare except for a large door with "MIKE" emblazoned on it, and two pedastals that stood on either side. One pedastal held the familiar, glimmering light they knew well. On the opposite side, however, stood a giant microphone, a bit taller than they were. The SOUL, as usual, piloted them towards it, attempting to interact with the large device. They placed their hand upon it, and...
I think it's interesting how a lot of fan media involving Ralsei completely detaches him from Deltarune and all of the other characters as a whole.
With Kris and Susie, they're usually depicted within either in the context of the game or in another piece of media, but if they are depicted outside of Deltarune, they're almost always shown together (Kris, where the hell are we?). They keep their personalities, and act generally in-character most of the time.
With Ralsei, a very large portion of fanart depicts him on his own, without any other Deltarune characters accompanying him, and outside of Deltarune's world entirely. Maybe he's being shown in another piece of media, maybe he's speaking to the viewer (usually comforting or assuring them), maybe he's doing an activity, but whatever it is, he's doing it alone, without even the suggestion of Kris, Susie, or anyone else being there.
I'm still not sure why this is, but if I had to guess, it's somewhat of a holdover from the fandom's view of him back when only Chapter 1 was out.
In Chapter 1, Ralsei is a lot less fleshed out than he is in later chapters, and the majority of players really only saw him as "The cute goat guy". Bits and pieces of his personality slip through, but they were largely ignorable. He's kind, naive to a fault, and generally doesn't put up much of a fight. A lot of people took that and boiled him down to thise traits, to the point the only personality traits you could glean from fanart were "kind and cute".
Ralsei's gotten a lot more character development in the later chapters, and that seems to have enticed more fanworks to actually explore him as a character, rather than a prop. However, a lot of people still choose to use his chapter 1 design, and I can't help but wonder if that's due to said design being easier to use as a generic "cute" character insert, compared to how he's let the mask slip and shown just how stressed the knowlege of the prophecy and his role in it make him.
This isn't an attack against Ralsei fanartists, I'd like to make that clear. It's just something I noticed and thought I'd write about.
This eel knows the art of manipulation and you can not convince me otherwise.
Link to my submas masterpost!
I love this fucker
the best little guy
if you disagree then fuck off/j
Illustration for an article about a writer for the Japanese 64Dream magazine visiting Nintendo's headquarters in 2001, showing a drawing of him with his pet Chain Chomp standing in the lobby of the building.
Main Blog | Twitter | Patreon | Source: 64Dream (Japan), Issue 2001/03