Noah Kahan
Not today Justin

ellievsbear

roma★
DEAR READER
macklin celebrini has autism
Keni

tannertan36
Sade Olutola

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Janaina Medeiros
Today's Document
One Nice Bug Per Day

❣ Chile in a Photography ❣

Product Placement
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Love Begins
Fai_Ryy
taylor price

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@limbolikespurple
So I saw a video about Deltarune character's Pokémon types, and I heavily disagreed with most choices. So I thought I'd do my own version but just for the main Undertale characters for now. Obviously, this list isn't objective or the "correct" one, I just thought it'd be a fun exercise. Going in character introduction order:
Frisk: By far the hardest character in the game to decide for, and I have some interesting takes. First of all, obviously the type I will choose varies on each route. What will likely be the most surprising take here is that Frisk should be a Dragon type. HEAR ME OUT. Humans in the Underground are legendary and powerful creatures which managed to slay most of their kind and seal them away before most people ever existed. That fits with the Dragon type (of course Frisk would be a Normal type on the surface). So what about dual typing? Well for neutral I'd say there is none. For No Mercy, that's easy, Dark type. Yveltal immediately comes to mind as basically a god of death, so Dark seems like a given. The Pacifist route is really torn between two, Psychic or Fairy. Frisk is able to magically reach out to other souls and utilises making dreams a reality in the Asriel boss fight, all quintessential psychic type powers. But broadly, with Fairy type seemingly being associated with magic and life, I think TP Frisk should be Dragon/Fairy.
TLDR for Frisk: Neutral: Dragon, NM: Dragon/Dark, TP: Dragon/Fairy.
I guess consider this the start of my Undertale art journey? /lh
Hoping to get decent at sketching things this Summer!
Before I begin Chapter 4, I've decided to give my spoiler free review of Deltarune chapters 1, 2 and 3. As on overall TL;DR for people who would rather not read a whole review: Deltarune is a 7/10 (For reference Undertale is a 10/10 for me and Undertale Yellow is a 6/10). As individual pieces, Chapter 1 was a 5/10, Chapter 2 was a 9/10, Chapter 3 was a 7.5/10.
Starting with Chapter 1, it has a really big issue. It's funny, just funny. The story is silly, goofy and funny, but lacks much else outside of it at this stage. It's very much just a functional introduction. You get enough motivation to play Chapter 2, but in the "okay this one needs to sell more or I'm done", not in an incredibly enticing way.
Obviously this is a Toby Fox and Temmie Chang game, the art and music is incredible as you would rightfully expect. However the storytelling, usually a Toby Fox strong suit, just feels lacking. Like I said, it's funny, all the dialogue is funny, but the mystery, characters and world feels very half baked.
As for gameplay, it's certainly more complex than Undertale's, and could be considered an improvement. Except, it feels less refined than Undertale in the specifics. Like the mechanics are good, just the move pool, the variety of equippable items and the enemy attacks are all underwhelming.
Overall, I think Chapter 1 works, but doesn't amaze me. It's to the point where I feel like a bit of reworking of the story, and you could just have started with Chapter 2.
Speaking of, out of the three chapters I've played so far, 2 is where Deltarune has peaked. Everything just feels so much stronger in this chapter than in the first one, and it corrects almost every issue I had with C1.
Starting off, immediately the writing has had a significant improvement. The characters feel more well defined and less stereotypical, and just bring out stronger emotions. You really love the ones you want to love, and despite the ones you want to hate, it works very well.
And this overall followed a much needed improvement in storytelling. The framing of this chapter gives you far more motivation to dive in and go on a heroic quest, and everything just has so much more depth to it. This is where the diverging gameplay styles begin, and you get more freedom in how you play.
The music and art is, again, very strong. The style of the area you're exploring possesses a bit more personality than the areas of C1. The music also is far more memorable. What really has changed, however, is the gameplay.
The gameplay in Chapter 2 is incredible. The combat has really begun to realise its full potential. It's subversive, fun and creative all the way through. The puzzles are fun to complete, the bosses are all enjoyable, and a couple are really engaging. It's just an incredibly complete experience which makes you want so much more.
This leads us to Chapter 3. I was very excited going into this one, with the amazing experience that Chapter 2 was. Annnnd... it's alright. Definitely a step down from Chapter 2, but still very enjoyable. I kept my attention for a complete five hour long session, and I found the gimmick of this chapter pretty fun.
Unfortunately this gimmick is where the chapter is strongest and weakest. There are a lot of issues with this mechanic, like chapter one it feels probably a month of development away from being perfected, but it's also very charming and engaging.
The story is also somewhat forced, and very predictable, which does make me far less interested in it. The lore and background details are incredibly strong, and the ending does make you very interested in playing Chapter 4, it overall is a step down in story and gameplay, while the art and music is on par.
Whelp that's my review, will probably update with a Chapter 4 and Chapter 5 review at some point. (Oh and my favourite character is Susie :D)
🎉✨️happy 10th anniversary to PEAK 🎉🎊
+ closer on the two halves bc its a pretty long canvas. I wasn't originally going to make a piece and then decided last minute because I mean. come on I gotta!!! Not only is the game itself 10 years old but this also marks 10 years I've been a fan of it :) shoutout to asriel dreemurr for being my absolute goat when I was in middle school
Pikachu doodles to destroy artblock
Gays?
Yeahs
Here’s my big drawing for Pride this year. I plan to make a couple of small ones, but tadaaaaa!
So, I'm still very hyperfixated on Portal, and one of the more mysterious and cool aspects of the series' connection to Half-Life. The apparent stand off between GLaDOS and The Combine.
I have my own theory about why the two don't seem to be willing to engage with each other. Spoilers of course for Half-Life 1+2, and Portal 1+2.
in another life
now ur thinking with crayons
Started to get into the Portal series more seriously after playing the second game, and I think some of the mysteries are super interesting. Thought I'd throw my hat into the ring and give my own theory.
GLaDOS was designed to kill the test subjects by Aperture.
(spoilers obviously for basically any Portal content)
you're my child and you'll always be mine
Because nobody asked, I decided to expand upon my whole Glitchtrap argument by actually presenting an alternate Steel Wool era story.
I will try to preserve as much of the existing plot and ideas the games have as possible while reworking elements to make them more narratively strong and thematically fulfilling. I will be giving both a plot summary and a description of execution for each game.
Starting at the end of 6/UCN. William, the MCI, Henry, Michael, The Puppet and any other lingering plot threads have either moved on or are trapped. William's soul is trapped in a neverending hell in which he can never escape.
So, avoiding the debates around what is correct or what isn't, can we all agree the plot of the Steel Wool FNaF games would've been better if Glitchtrap was a creation of William?
Like hear me out, not his soul possessing the machine, nor just the mimic. An AI made by William Afton probably some time around Sister Location. He deemed it too risky to use in case it turned against him, but in the aftermath of FNaF 6 it would be taken by a new Fazbear Entertainment amongst all the other assets.
This Glitchtrap wouldn't necessarily see itself as William but instead see William as its father, and the "fake" 1-4 games demonstrating both his father's misdeeds and grizzly fate would drive it towards trying to resurrect him.
I feel like this narrative change alone, alongside removing Burntrap from Security Breach, would immediately make the plot of the Steel Wool era stronger. The mimic could be a prototype that Edwin created, which William stole much of the code from in an attempt to recreate himself.
It builds on the themes of the original, and provides us a connection to the original games without the need for William himself to escape his purgatory. The current series feels somehow completely disconnected from the originals, and I feel like one which centred Glitchtrap as William's last creation would be waaaay more interesting narratively.
I have officially read all three main takes on Jeff the Killer, from the original, to the 2015 remake, to Pastra's attempt to make one. I am happy to announce all of them are not very good and actually share one common reason as to why they fall flat.
No version of Jeff the Killer, nor any other "the Killer" stories, I have ever read have been able to build tension, which is the most fundamental aspect of horror writing. All three fail to be scary because there's no tension in the writing.
I think of it almost like a shopping list. No shopping lists are ever scary because as a medium they don't build any sort of tension. It doesn't matter how many scary things are on the shopping list, without the tension, it all falls short.
The only difference between these stories is that they have gradually become longer. They all lack the tension to maintain any sort of intrigue from a horror perspective, and as a result the shortest is actually the best, because at least it isn't boring.
I also made a tier list thingy