I have a headcanon that p03 was originally planned to be in Waste World, but after it flopped, he was repurposed. Sometimes Rebecha likes to remember the old times.
p03 will keep ranting about gameplay anyway
getting fixated on an object show character is so hard because it's like Okay. this character is a twist antagonist from the previous season of the show. on a surface level she is manipulative and selfish, but harbours a deep regret for her previous harmful actions that resulted in a close friendship of hers being sabotaged. she introduces herself to a new contestant, initially only helping her for her own gain, but quickly develops an emotional attachment to her as their friendship becomes less transactional and more real, but once again her own toxic behaviour sabotages the only connection she has. she's now drowning completely in her guilt and self-hatred, believing herself to be irredeemably evil.
and then someone says "oh this character is really interesting where's she from!" and you have to say Well actually. She's a
So, I recently had a thought and I kinda wanted to get it out: it seems like the main three heroes and the main villain of Bug Fables all have a theme of moving on from the past, especially past troubles, and how important it is to help each other if we want to do that. Heads up, I’ve been kinda bummed as of late and I’m still kind of bummed right now: I’m also a little tired, and generally not that smart so forgive me if the following is either a) stuff plenty of people have pointed out, or b) nonsensical (the part with Leif in particular I admittedly kind of struggled with). Just thought I’d get the whiny bits out of the way first, forgive me:
Czytaj dalej
I don't post sketches publically at all usually but I think that's one funny soo also I have no idea what I was thinking with this one
I had a lot of ideas for this one, but since it took me a little longer than expected to draw this one, I decided to just do this one.
I always wanted to do a drawing with James but I didn't have any good enough ideas, this week's theme was perfect for that, one of my favorites so far
Eu tinha muitas ideias para este, mas como levei um pouco mais de tempo do que o esperado para desenhá-lo, decidi fazer apenas este.
Eu sempre quis fazer um desenho com o James mas não tinha ideias boas o suficiente, o tema dessa semana foi perfeito para isso, um dos meus favoritos até agora.
sorry for the bad english
PLEASE tell me your takes on the Photographer I adore them and desire the content. Thankyou.
Ah, alright! So, here:
I like to think that the animal bots in the area, kind of like with fishbot and lonely wizbot, are cyborg beings that were once flesh. In the wasted world (haha) of Botopia, there's no place for flesh and blood creatures. Very little safety or care is given to ensure they even have land. Much of the once wooded island is even just.. a muddy, rocky expanse.
So wouldn't the person documenting and actively collecting proof life existed want to preserve it?
I designed him based on that purpose! Those fins allow it to work almost like a sonar, sensing around the area. The horns are like the antennae on a radio, allowing the Photographer deposit photos into a drive within Botopia. Not to mention pincers along his body that work like spider mandibles, that can trap and contain prey, but seem almost incomplete.
This is because it ran out of parts eventually. That's a large reason why there's so, so little of anything left near the cabin. It used up its resources. So he could only use bits of his body to complete that work. Of course, the fellow sees no issue with that. It can still complete its work by having strung itself up inside of its darkroom alongside the vines and moss, sending out a small drone to do the work they had once done.
The Photographer could certainly make synthetic skin and allow itself to become a beast-like being.. but it values the purity of life. It trusts and loves so dearly in the flesh and blood beings it once only preserved in photos.
Thank for LethalSpaceship for idea
shout out to disabilities which only exist in fantasy.
Robots who carry around heavy battery packs because there inbuilt ones can no longer hold enough charge.
Shark girls who have pumps over one of there gills because they can't continuously swim fast enough to receive enough water through there gills.
bird girls with prosthetic wings.
creature wearing climbing gear because they were born without the ability to telepathically fly around.
Peridot
non-telepaths (in a world of only telepaths) constantly having to explain to angry people berating them because they assumed that the person is a telepath.
They both add a depth of realism to a universe and another perspective for abled bodied audiences to understand what its like to be disabled and are also fun.
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!
Artificer and Pebbles
he/she and any neos, a multifandom silly guy autismpebbles.straw.page
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