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Misplaced Lens Cap
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if i look back, i am lost
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Origami Around

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@lechevaliermalfet
Epic Poem to Sacred Death
This is a master post for a sort of playing-journal I've been creating for my most recent attempt at Square Enix's (at the time, just Enix's) fascinating and unorthodox 1999 role-playing game Vagrant Story. I'll update this post as I make new entries.
Introduction, Part I
Introduction, Part II
Part I: First Steps
Part II: New Einherjar
Miscellaneous Musings: Four Observations
More to come.
Epic Poem to Sacred Death: Miscellaneous Musings - Four Observations
So now that I’ve made my way through the first Chapter of the game, a few random thoughts that didn’t seem to come up naturally elsewhere.
I.
I’ve mentioned before that my last serious run through the game stopped because I got off track when it came to reaching Ending A.
I’d been following a guide, but it was, per my preferences, a little vague on the details. Just, “In this chapter, send up character X or Y, but not character A or B, and do this and that here and there.” Again, this vagueness was a matter of preference on my part, the result of a lesson learned the hard way, years ago.
The first traditional Japanese role-playing game I ever played was Final Fantasy VII, in the very end of 1998.
A couple of days after I started the game, I bought the official Brady Games guide, thinking I might miss something if left to my own devices. I meant to use it just if I got stuck or lost somewhere, or to check in periodically to see if I’d missed anything. Instead, I started following it religiously.
Now, you’d think that what would have happened would be that I would find myself maxed out and ready to kick ass at game’s end. But what happened instead was that I beelined for every objective, and because I didn’t explore in a more free-form way, what happened was that I rolled up to the final boss encounters with Cloud, the main protagonist, leveled somewhere into the mid-forties, with the rest of the party in the upper thirties to upper twenties.
If you’ve played Final Fantasy VII, you will recognize this configuration as being not ideal.
The problem was slightly more multifaceted than this, but what I’ve described here is the root of it.
I still bought the odd guide here and there, but for the most part I swore off of them, and I swore off entirely the practice of following them to the letter.
So for Valkyrie Profile, I chose a guide that would point me toward the main goals I needed to hit, but would avoid walking me through every little step of the journey by virtue of not having those details to tempt me in the first place. But the vagueness of the guide was my downfall to getting where I wanted to go at the time. I didn’t pay attention enough, and I only kept a single save file, and when I went back to the guide, I realized that I’d either forgotten a step or done something out of order or misunderstood a task I needed to complete — I don’t recall exactly which of these things it was at the time — but the upshot was that I’d gotten off-track and already saved the game past the point where it was still possible to do whatever thing it was I needed to do.
At that time, I was torn between finishing the game in its current state, getting the B ending, and then restarting to go for the A ending; or else just taking it from the top and trying again for Ending A straight off. The problem was that the former option seemed disappointing to me at the time, and the latter option was galling because I was far enough that it was going to take me a lot longer than I wanted just to get back to where I was. The fact of it was that there was no good answer, and I spent so long stuck with indecision over which one was less shitty that I eventually just lost track of what I’d been doing altogether. And then I had to restart. And that was more work than I wanted to deal with at the time.
I’ve since had a bit of a change of heart, though.
I’ve begun to wonder if all three endings aren’t valuable for themselves.
A few years ago now, I was sitting in a coffee shop with my wife and one of our friends. The talk had lulled, and so I hauled out a notebook and was writing in it, notes for a story I’ve been working on for an amount of time that’s frankly a little embarrassing to think about now.
Cody, our friend, asked me what I was working on, and I told him it was a scene from a story. When he asked for more detail, I said — honestly, not trying to deflect — that it was a little hard to explain, and in fact the scene in question might never show up in the actual finished story, assuming I lived long enough to get it finished.
He seemed genuinely puzzled by that idea, pretty understandably I think, and asked me why write scenes that won’t appear in the story? And it took me a moment to answer him, because it was one of those things that made sense to me without ever really having to think about it. But now I did have to think about it, because the alternative was to say I don’t know and invite him — nicely — to fuck off about it, and that didn’t really seem warranted.
What I eventually told him was that even if the scenes never appeared in the story proper, they would tell me something about the tale that I might not have known. That it was useful to know how the characters would act in a particular situation even if it turned out to be totally hypothetical, because that knowledge could inform my ability to accurately capture and depict them in the scenes that did happen, that did turn out to be “real” within the framework of the finished story.
They’re also just fun to think about.
So I think it may be something similar with Valkyrie Profile. I think each ending may have something to say about the story and its world, its themes, its ideas, and what it all means. Not that all three endings are “true” in the sense that, say, certain of the endings in NieR or NieR: Automata are mutually inclusive because they occur in sequence with each other. But rather that all three may represent logical outgrowths of the game’s themes and story, just taken in different directions, based on differences in how events play out.
In short, I think all three endings may be valid, thematically, and may help me understand things about what the game is really all about.
This is part of my resolve to play the game more organically, knowing this will probably bar me from the more desirable Ending A and the less desirable Ending C in my initial run, both of which seem a little obtuse in terms of their requirements to earn.
We’ll see how it goes.
II.
An interesting thing to note about the stretch of the game I’ve just been through is that it breaks from Norse mythology a bit.
Now, to be clear, I’m not laboring under the illusion that the game has any obligation to adhere to Norse myth as we understand it. The world of the game is pretty clearly not Earth, and so we should probably think of the concepts it takes from Norse mythology to be inspirations, not a one-to-one transposition of the concepts into a new setting. But it’s interesting nonetheless to see where it differs.
The Einherjar of myth were warriors who died honorably in glorious battle, and who in their afterlife would spend all day in Valhalla fighting, only to arise from their deaths every evening to go into the hall, where they would spend all evening and all night feasting and singing and merry-making before going out in the morning and doing it all over again. This was meant to be training for the Big Day.
But the Einherjar of Valkyrie Profile so far do not fit the image we might have in mind of the glorious dead. Arngrim was capable of facing long odds and going the distance, but said “screw this” and killed himself rather than attempt it. Jelanda was fed a poison that turned her into a monster and had to be put down — not exactly a heroic end. And as for Llewelyn…
The game doesn’t tell us outright, but look at his traits. Notice how “Can’t Swim” has those two dashes by it at the end? That means a trait’s been maxed out He starts with this. Why list a trait we can’t advance? Well, mainly because it’s a clever way of telling part of his story without having a lengthy cutscene about it. We see that he can’t swim — not only that, his inability to swim can’t get any worse! — but the only way this would even be a fact worth bringing up would be if it was relevant in some way. And you can’t swim in the game proper. So does that mean…
Did Llewelyn drown?
Apparently, some official sources outside the game confirm that this is indeed how he dies. This also squares with comments made by other characters during his recruitment vignette about having to bury an empty coffin, since there was no body to bring back.
But there’s nothing inherently heroic in death by drowning. That’s strictly a matter of mistfortune and incompetence. It is a little funny that they chose to tell a part of the story in this way, though.
Meanwhile, Belenus up and trades his life away for someone else. Which is certainly noble, especially considering that the “someone else” in question is a slave, someone we might reasonably guess is his social inferior to such an extent that he owes them no obligation — certainly not his life. But that nobility doesn’t really square with the whole “blaze of glory” which is how an Einherjar is supposed to go out.
Out of all four of the Einherjar I’ve met thus far, Jelanda, the spoiled princess, most accurately fits the traditional understanding of the role. She goes down fighting (albeit transformed and unwilling), whereas the others willingly give up their lives or are the victims of their own bad luck.
Not exactly what I’d expect of Einherjar.
This will be something to look out for as I play more, I expect.
III.
A neat little bit of synchronicity between the game's presentation and its narrative is the way party members appear and disappear from the player’s view. This may sound odd, so let me explain.
It’s a long-standing tradition in RPGs of the retro persuasion (which it pains me to realize Valkyrie Profile now is) that the player would see just a single character, typically the party leader, onscreen at any given time to represent the entire party. This was the case whether they were roaming towns, fields, or dungeon areas, and to the best of my knowledge was done partly to ease the burden on the processor (by reducing the number of sprites or models the game needed to draw and keep track of), and also partly to make navigation easier by reducing the visual clutter and confusion of having a number of other characters trailing behind the party leader in tight quarters.
For narrative scenes which required the entire party, games which did this would have the party’s members simply “walk out of” the party leader, as if that character was some kind of clown car containing all the other members. They would then “walk into” the party leader when the scene was done and the player once more took control of the character for roaming the environment.
This is the kind of thing that fans of RPGs pretty quickly come to accept as normal — just one more abstraction of the fantasy adventure experience, much the same as hit points and experience levels and politely lining up to take turns whacking each other in battles — but which seems awfully strange to people who don’t play these kinds of games regularly, or at all.
But in Valkyrie Profile’s case, Lenneth quite literally does contain all the other party members. While their souls are independent entities, their ability to manifest physically is strictly dependent on Lenneth, who quite literally summons them into material existence at the beginning of each battle, intoning phrases like “Come to me, dark warriors!” as the combat begins. Outside of battle, or other situations where it’s dramatically necessary, they really do reside within Lenneth’s person. Watching one of the Einherjar walk out of her during a scene is not just some abstraction of appearances, and Lenneth wandering the world as a lone character isn't meant to be seen as representative of the party. This is literally what happens — this is one-to-one what other characters in the setting would see.
In combat, each character has their own hit points, referred to here as DME, for Divine Materialization Energy — basically, the energy necessary for them to take and maintain a physical form — and if they’re downed by an enemy, they can be raised gain using an item called a Union Plume. This is all fairly bog-standard stuff for an RPG, and while it’s neat that the developers went to the trouble to rename the characters’ hit points to reflect their nature in the setting, what’s really interesting is the way they’ve taken this to its logical conclusion.
Lenneth is the linchpin of the party.
As the person responsible for manifesting all of their physical forms, if she goes down, the party has just three rounds of combat to either revive her or flee the battle, or else, without her to sustain them, the entire party gets wiped in short order and sent back to the field screen, having wasted the number of periods required by the dungeon.
This introduces an element of risk, since Lenneth must be in the party, and as a physical combatant, she’s going to be pretty well in the thick of things. I want to say there are other RPGs which have used similar game mechanics, where a single character absolutely must be present and whose loss is therefore an instant game-over. But I'm having trouble thinking of any of them at the moment.
Another thing worth noting is that once an Einherjar is recruited, it's often worth going back to a place they knew in life. If they're in the player's active party, they may find an item or piece of equipment of some significance. Llewelyn finds a keepsake of Millia's if he returns to the forest where they spent time together, and if Belenus is taken to his home, he'll find a pressed flower — presumably the one he gave to Asaka in his recruitment vignette. Meanwhile Arngrim, ever the practical mercenary, finds a sword in his home. This is one we saw put to incredibly effective use in the previous update: Dragon Slayer.
(This is yet another reference to Berserk, being the same name as the most iconic sword the manga’s protagonist comes to use).
Belenus and Llewelyn’s keepsakes confer stat bonuses or status resistances on to the characters who equip them, and in what I suppose is a bit of sentimental role-play on my part, I usually equip these kinds of items on the characters for whom they have significance.
In the case of Arngrim's Dragon Slayer, it's a little more amusing. Its name in Berserk is something of a cynical joke on the part of its maker, since there are no dragons in the setting, and the sword barely qualifies as a blade due to its ridiculous mass making it impossible to really sharpen. But the weapon in Valkyrie Profile is good against dragon-type enemies, though. Jaw-droppingly effective, in fact.
IV.
It's a little hard for me to think of Valkyrie Profile as old-school in some ways, in the same way I find it hard to wrap my head around the fact that bands I loved from the 90s are now considered classic rock. They don’t sound old to me, the way music from twenty to thirty years before my time does.
But when it comes to JRPGs, there's been close to 30 years of evolution in the genre since Valkyrie Profile came out, and it's hard to argue that it's current.
At the same time, though, because it differs in so many of its fundamentals from everything else in its notional genre — whether before its time, contemporaneous, or since — there is a feeling of it neither being old nor new, but simply different. Presentationally, at least, I suppose you can say that it's of its time. Pixel art in general remains pretty evergreen, but most of the games that use it these days tend to be angling for the 8-bit or 16-bit look for a variety of reasons, nostalgia being one of the major ones.
But nostalgia for Valkyrie Profile's time — the late 1990s and the fifth generation of consoles — tends to be more for the colorful, blocky 3D. The gorgeously refined pixel art of games like Castlevania: Symphony of the Night, or Legend of Mana, or something like Guardian Heroes over on the Sega Saturn, tends for whatever reason not to be a target of nostalgia, at least in my own observation. People will marvel over the craftsmanship, to be sure, but when it comes to recreating it or celebrating it...? Nah. I see lots of love for pixel art, but when I go to the artist's alley at a convention, and I see the people selling perler-bead pixel art magnets or standees or whatever, it's just wall-to-wall 8-bit and occasionally 16-bit characters, or more modern characters rendered in those styles.
It occurs to me as I write this that, when it comes to the screenshots I’ve used, I’m not sure I’ve presented Valkyrie Profile in the best light. The dungeons so far have all been a bit on the drab side. Lots of browns and grays and stone and steel. The Forest of Woe is an exception, being a natural environment that’s covered with snow, and so contrasting with everything we’ve seen so far by way of a color palette full of white and light blues and whatnot. Naturally, I’ve failed to get any screenshots of that one.
Everything we’ve seen so far is pretty visually oppressive, but thematically, that works. Ragnarok is on the horizon; the atmosphere should probably be heavy and grim. If you want light and cheery, maybe look into Pokemon. This is more like Pokemon with dead people; Lenneth has to recruit ‘em all.
But what I’ve shown doesn’t really get across the truth that this is a frankly gorgeous game. If the animation isn’t quite as buttery smooth as Castlevania: Symphony of the Night, well, I’m not sure that’s a fair comparison for me to be making, if we’re being honest. Symphony of the Night is at or near the high-water mark for 2D graphics on the original PlayStation. But Valkyrie Profile is still a fantastic-looking game.
I believe the backgrounds are pre-rendered, in the same vein as the Final Fantasy and Resident Evil titles from this generation, based on how smoothly the background elements such as doors and gates animate. But they mesh well with the character sprites, which while still not quite realistically proportioned, nonetheless stand taller and more detailed and more articulated than in the RPGs of previous generations.
But really, the only thing that really dates the game is its pacing. And even that is a pretty “soft” dating.
A lot of older RPGs had a fairly episodic flow. There was a kind of loose "cycle" to a lot of older RPGs. You'd be in a town getting information and gearing up; then you'd roam the field for a bit fighting monsters and exploring; then you'd enter a dungeon to fight harder monsters, find treasures, and take out a boss; and this might also provide the climax and resolution of a particular segment of the wider story, allowing you to move on to the next thing.
A lot of more modern games don't have this same structure. They just... go, and then they keep going, and the urge in the player is to keep going right along with them. To binge, basically.
There's certainly nothing wrong with this at all. And when I was a kid and a young adult, this kind of cycle didn’t really stand out to me, because I was content to just keep playing as long as time allowed. But now, as a... let's say “definitively adult person” with two kids of my own, this episodic structure is actually kind of ideal.
I don't usually manage one whole episode of the game before I have to quit for the evening. Yet that structure makes the game a little easier to manage. The episodic approach means that rather than working toward a single major climax at the very end, however may dozens of hours over the horizon (the days of hundreds-of-hours-long games were still somewhere the future) the game offers a number of smaller climaxes, whether narratively or just mechanically, leading up to the overall climax. Even if I can't reach one in any given evening, I know I only have one or two sessions to go until I do hit a point of climax and resolution. So instead of slogging away through God knows how many evenings before there's any kind of relief in sight, I have a pretty good idea how long I need to go before there's some sense of release.
In a weird way, it's reminiscent of the test-and-rest cycle of the Hero's Journey.
But when it comes to gameplay... As I've said before, there was nothing like it before or at the time, and there are only a couple of games I can think of that have played this way since. One of them is Valkyrie Profile 2: Silmeria. The other is Exist Archive: The Other Side of the Sky, a PlayStation Vita and PS4 title which was published by Spike Chunsoft... with assistance from tri-Ace.
And that's it.
As 2D games often do, Valkyrie Profile has aged gracefully. Mechanically as well. Its snappy combat sets it apart from the more ponderous games of the turn-based persuasion at the time, and its dungeon exploration is fun by virtue of requiring the player to run and jump and slide, and more generally requiring the player to really think about how they’ll traverse its challenges.
The result is a game that is truly timeless. Valkyrie Profile is a game of no time, and at the same time, for that very reason, a game for every time.
Frankly, the biggest reason nobody can figure out how to make a Duke Nukem reboot work is because they think the 90s edgelord bullshit is the main reason that Duke Nukem 3D was such a breakout hit, when the truth of the matter is that it succeeded at least partly in spite of that. Duke Nukem 3D legitimately pushed the envelope in terms of what it was possible for a first-person shooter to be – in many ways it's just as foundational to the genre in its modern form as Wolfenstein 3D or Doom. You can't recapture that with dick jokes, and if you're not willing to take risks in terms of basic game design, dick jokes are all you have.
Ultimately, what the franchise really needs to shake off its creative rust is to stop trying to iterate on its established formula and shift genres entirely. To this end, I have a proposal: make the next Duke Nukem game a side-scrolling metroidvania. In this essay
No, the Duke is actually quite keen on double-jumping in principle. Whenever you find a new gadget he's like "come on, double jump, daddy needs that boost", only to be vocally (and vulgarly) disappointed each and every time when it turns out to be some other, more specialised kind of mobility upgrade, complete with unique dialogue about why each non-double-jump upgrade sucks ass.
(The actual much-hyped double jump upgrade is obtained during the post-final-boss escape sequence, less than two minutes before the end of the game, which really sets him off.)
I really do miss the days when Duke wore purple and wanted to save the world in time to get home and watch Oprah.
Epic Poem to Sacred Death
This is a master post for a sort of playing-journal I've been creating for my most recent attempt at Square Enix's (at the time, just Enix's) fascinating and unorthodox 1999 role-playing game Vagrant Story. I'll update this post as I make new entries.
Introduction, Part I
Introduction, Part II
Part I: First Steps
Part II: New Einherjar
Miscellaneous Musings: Four Observations
More to come.
Epic Poem to Sacred Death: II - New Einherjar
Audio is finally finished, and so here we are:
In this post, we recruit two new Einherjar and uncover two new dungeons — three dungeons, if we count the Cave of Oblivion, which is to some degree randomized, and which it is generally advised to tackle with caution early on, if at all.
In the last update, I mentioned that Freya takes off, leaving Lenneth to tackle the task of recruiting and sending up various Einherjar on her own. I may have forgotten to mention, but Freya also points out a fairy NPC who hangs out at the entrance to the first dungeon. In addition to providing you with tips on how combat works, the fairy also explains the plan for recruiting Einherjar, meaning in particular what Freya’s requirements are from chapter to chapter. In this case, she’s just looking for one Einherjar with a Hero Value of 40 or greater.
Epic Poem to Sacred Death: I - First Steps
First introduction here.
Second introduction (yes, really) here.
Audio version available for whoever wants it.
Now, ahem.
Role-playing games, whether table-top or in video format, are in general pretty deliberately paced experiences — a trait they share with the epic fantasy novels that have often served as their source of inspiration. Games like Mass Effect and The Elder Scrolls V: Skyrim stand as exceptions to the rule, tossing the player into the action straightaway, but being Western-developed RPGs, they belong to a somewhat different paradigm, and in any case were still a decade or more away from where we are at the moment.
As a Japanese RPG at the turn of the century, Valkyrie Profile's slow beginning is pretty well par for the course. What's unusual here is the general lack of player input.
Epic Poem to Sacred Death: Introduction Part 2
As before, there is an audio version for whoever wants it. Original post linked here: https://www.tumblr.com/lechevaliermalfet/818377585430036480/epic-poem-to-sacred-death?source=share
And here we have a second introduction, because I am pathologically incapable of understanding the concept of “too many words.”
It’s a little odd to me that I so rarely feel compelled to talk about my favorite games here.
I love Final Fantasy VII, for instance. Yet I’ve never written about it anywhere. Meanwhile, I’ll spend days working up an essay for Breath of Fire: Dragon Quarter, a game of such divisive reception that it killed its entire franchise largely on its own.
I suppose in some sense it feels as if anything I could say about one of the classics feels like it must surely have already been said, somewhere else, by someone else with better insights and observations than me. Let’s look at Final Fantasy VII again. On top of the mountain of critical thought expended on one of gaming’s most enduring and influential classics, the endless fountain of words and ideas and images created in dialogue about it, what more can be said? What more can I say? And I know, I know, everyone’s perspective has value, and you know, I agree. I do. But at the same time, it’s daunting. What am I, some nobody from nowhere, going to show up and say about Final Fantasy VII in the year of our Lord 2026, almost three full decades hence? What’s next; am I going to weigh in critically on Dickens? The Odyssey? Because if gaming has anything approaching a canon, Final Fantasy is in that category for the medium.
But a contentious game, an odd and imperfect game, or one that’s little known… Or one that’s just unorthodox? Now there you have some rough edges, some odd loose bits, that you can grab hold of and look under and see into. There is a game you can have a fucking dialogue about.
And art is at its best when it’s in dialogue with something.
More below the cut.
there’s a lot going on here
https://abcnews.go.com/US/tiger-found-caged-abandoned-home-chance-wildlife-sanctuary/story?id=61130943
Tiger found caged in abandoned home gets second chance at wildlife sanctuary: ‘He seems to be so happy’
The estimated 350-pound tiger was transported to the facility, an affiliate of the Humane Society of the United States, on Wednesday afternoon, and is settling in well, Almrud said. There, he will have the chance to roam in enclosures of up to three acres.
Almrud, who estimates him to be about 2 years old, described the moment he first walked onto the grass at the sanctuary as remarkable.
“It was just amazing to see him walk out on grass and to see him explore and have that freedom of movement,” she said. “It was just such a reward and fulfilling to us.”
Now, he spends his days rolling around the grass in glee, Almrud said.
“He comes right up to the fence every time a staff member is present,” she said. “He seems very amenable to our presence.”
The tiger is eating well – a combination of chicken, humanely raised non-processed beef and whole prey complete with organs and bones. It appears that he was being fed chicken, which is what owners of exotic cats often feed them, but chicken alone does not provide the complete nutrition they need to thrive, Almrud said.
In addition, caregivers are tasked with keeping the tiger mentally stimulated by creating “pretend hunting” games and rotating him through different areas so he has access to new smells and environments to explore.
“He seems to happy and content,” Almrud said. “Our staff is just falling in love with him.”
Just an update! Since I got curious and the og post is from 2019.
His name is Loki now! In June he celebrated his 7th birthday at the sanctuary where he lives and thrives. Here’s a few pics of the boy:
The tiger
He escaped his cage
Yes
YES
The tiger is out
❤
Epic Poem to Sacred Death
For anyone who's interested or would simply prefer it, I have provided an audio version of this post, just because:
Of all the games I’ve owned and only barely played, Valkyrie Profile is one of my all-time favorites.
Lest this come across as me damning the game with faint praise, let me be clear and say that it’s anything but. I just have serious difficulty deciding what to do with my free time at the best of times, and I tend to get distracted by whatever’s new and shiny — to me, if not in absolute terms. Having a pair of very young children just makes it that much harder to invest my time in anything that I either can’t drop immediately without losing a lot of progress, or that I’m familiar enough with that lost progress doesn’t matter or is easily recovered.
I’ve bought every game in this series, barring a gachapon title for mobile devices that was over and done before I ever realized it existed. But of all four of the main games, the first is the one that I feel like I have to play. Like my continued screwing around means I’m really missing out.
It’s funny, then, considering that I slept on the game when it first came out.
More below the cut.
If you see this on your dashboard, reblog this, NO MATTER WHAT and all your dreams and wishes will come true.
Oh hey! Haven’t seen this in forever! Didn’t reblog it when it came across me before, not gonna skip it this time, I need some good vibes.
Oh, so when YOU grab a Danish for a quick snack, it's a guilt-free, tasty little treat. But when I, Grendel,
and hast thou slain the jabberwock?
Yet another new study debunked the basis for the anti-trans sports bans. It was never about sports but for creating legal avenues for exclusion and abjection. This is one of the largest analyses ever conducted, involving 52 studies and 6,485 trans people. Read the study here.
prometheus: hot take,
the greek gods: no give that back
I shouldn’t have laughed that loudly
Oh, hey, new statistics-driven research rabbithole that is going to radicalize me. Neat!
Oh. Hey. New information access conundrum that is going to radicalize me. Fuck.
Here's the thing, there is a lot of REALLY REALLY excellent, interesting information out there that demonstrates trends and patterns that could be used to help people be less manipulable and more effective and could help people to better understand the world they are actually living in and not the world that is being terrifylingly presented to them by like, three corporations that make earthshaking amounts of money off of their fear.
And that information lives on insecure county websites and university databases that haven't been updated since 2009 and is completely opaque and tremendously difficult to verify if you don't have a ton of time and a ton of skills available to throw at the problem.
Long story short:
In 2024, homicide was the cause of death for 5% of the deaths of homeless people in Los Angeles County.
In 2022, homeless people were 20% of the victims of homicide in LA county.
15% of the homicide deaths in LA county from 2018 to 2022 where unhoused people. In that same time period, 14% of the homicide deaths in LA county were women.
Unhoused people are less than a tenth of a percent of the population of Los Angeles County but are somewhere between 15-20% of the murder victims in the county.
PEH Report on Mortality Trends among the unhoused population of LA county from 2015 to 2024.
LA County Public Health table of homicide victims per year 2018 to 2022.
LA County Medical Examiner's 2024 Annual Report.
The article that got me to start digging here - reporting that homicide was the cause of death for 5% of homeless people got me to ask "if homicide is responsible for 5% of homeless deaths in this analysis, what percent of the homicide total for that year was homeless people [15%] and what percentage of the total population were homeless people? [.077186%]"
Anyway.
The way that we report on crime is absolutely bug fuck insane and I'm forever mad about the way that violent crime is framed in our news media.
If you want to reduce the total number of abortions, the best way to do that is to give free birth control to everyone who wants it and to provide as much education about reproductive health to as many people as early as you possibly can.
If you want to reduce the homicide rate, there are lots of things that could help but one big thing could be immediately housing a population that is tremendously vulnerable to being murdered with no questions about sobriety or work requirements or mental illness.
This could be at least partially paid for by the savings from the county policing and medical systems that have resources tied up by the crime and medical emergencies associated with having a large unhoused population.
But when you look at the reaction that people have to these kinds of statistics, it becomes clear that many people don't want to actually reduce the number of abortions or drop the homicide rate, they want a society in which people are punished for behaving in ways that they find distasteful.
Which is not a problem that can be solved by statistics but is also not a problem that I think is impossible to solve.
Anyway. Housing for all, housing forever, housing first!
I posit that this would also immediately drop the number of fentanyl deaths, btw.