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Mimi C.

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About Mimi C.

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  1. The vimeo links don't work from the emails and they never have, I think? You either have to watch it here or from the kickstarter update page. Anyway thanks for the update Greg! It seems like this half is going smoother than the last.
  2. True. But an opportunity for romance =/= romance being shoehorned in without caring about character development or pacing (as happens in so many Rescue the Princess/Girlfriend/Female Prize games, I know). There's plenty of room for exploration and inversion of those tropes even with a romance between the princess and the protagonist, but as we're just speculating at this point I'll probably wait until I actually play the game to decide how I feel about how they handle it. A platonic, political relationship between the two has the potential to be interesting as well, or equally as awkward and forced as romance would be. It depends on how well the developers handle the relationship.
  3. I dunno, rescuing the princess is a kinda horrible cliche trope at this point for multiple reasons, but there are possibilities - especially in a game where the main point is going around the traditional rules - to subvert it, if that's where the game is going. It's already somewhat mitigated by the fact that the main character is also a girl - and not going to lie I got to that part of the trailer and immediately thought lesbians and then got really excited. They're still rare on the gaming front, unless you count games where you can choose your gender and still have relationships with multiple genders (which, for various reasons, I mostly don't) and it's even rarer for a queer girl to be the main character. Honestly I would be okay trading damsel in distress for lesbians if they were written well and respectfully, is what I'm trying to say. I have more thoughts about it, and I'm probably still going to buy the game regardless, but lesbian zelda-esque action game!!!!!!
  4. There has been confirmation that there will be Broken Age act II docs and they are in development. Well, by confirmation I mean one of the 2PP guys said they were working on it 12 days ago, as well as getting all the finishing touches for the Amnesia Fortnight Blu-rays done, which I'll take for confirmation. I think at this point Amnesia Fortnight might have thrown off official communications off by more than just the two weeks of the event, though if I remember correctly we went through a dry spell during December as they finished up the first act of the game. And for what it's worth GDC is happening now as well. I do understand being disappointed at not getting the news straight from here, because I am too somewhat, but at this point I guess I've mellowed on a lot of things concerning Broken Age and this is one of them . KestrelPi if you have sources that confirm the game is being pushed out and can share them that would be lovely, because I also didn't realize that until you said it.
  5. Mimi C.

    Bug shots!

    I think you are mistaken, sir. That is clearly a screenshot from Steed 2: Electric Boogaloo, where you have to freestyle dance your way out of sticky situations. (the bug did make my morning better tho, so thanks for sharing.)
  6. Mimi C.

    Bug shots!

    I think you are mistaken, sir. That is clearly a screenshot from Steed 2: Electric Boogaloo, where you have to freestyle dance your way out of sticky situations. (the bug did make my morning better tho, so thanks for sharing.)
  7. I like the idea of a narrative forming from small quests, but I also think that having the boy being able to understand the horse's words doesn't seem as compelling as the boy being willing to listen to body language and thus being able to get along with the steed. Like in the beginning he'd try to steer (I have no idea how much stable hands would actually be able to ride the horses they cared for, so maybe he's tentative?) but when the horse decides to go the other way he runs with it, and pays attention, and work with them. Also, I know that this is a prototype, but if the game ended up at some point getting picked up for full production, could you consider making the stableboy a person of color (if he already is, I defaulted to white and I'm sorry about that) or in some way not the white cishet guy default? A POC protagonist might be interesting because disrupts the standard (white) Stableboy with a Destiny trope, and I don't have a centuries worth of media telling me I know how that story already goes. Which could also be a negative if that's what you want to invoke, but it could also make turn the story more to what kind of qualities make heroes that are overlooked by people who consider themselves heroes. It's an option, I'm putting it out there, though I would be interested in hearing your reasons for having the stableboy designed as he is.
  8. Except that sort of game is impossible considering the budget and the scope of what they had to work with, not to mention, as people have said, that the obscurity and counter-intuitive nature of the puzzles of old school adventure games is probably a major part of what caused them to die out. Even though I felt that the puzzles in Act 1 were somewhat easy, I don't want to have to have to make a completely unnecessary cat hair mustache in order for a game to feel 'difficult'. Also, while you can feel what you want about the game, bear in mind that Grim Fandango and such probably had larger budgets than Broken Age - I know Grim definitely did - and that 8 - 10 hours (total playthrough time, both acts) is pretty standard for indie adventure games. And if it was a click through story, it would be a visual novel, which, considering the amount of posts asking for help and the fact that the main mechanic is puzzle based, Broken Age definitely isn't.
  9. I should have gotten it earlier, but that just says how good of a twist it is. It was very cleverly woven in. I finished the game in about 4 hours, with a few breaks and getting stuck at one or two parts. I went straight through Vella on account of she's my favorite then through Shay. I found the game to be funny and adorable, but that's as a newcomer to the adventure game genre. And even the puzzles did seem to be contained and not particularly difficult. They did get me to explore the world, though, I think they did their job. And if I didn't laugh out loud every five minutes, I was definitely smiling through most of the game. I really do want to see how the story goes on from here, though. Hopefully the two stories start to overlap even more as it reaches the climax. Even then, with the documentary and everything else I definitely don't regret the money I've invested in this experience, not one bit.
  10. What I'm finding more and more incredible and just all around lovely about this game is how many people are getting involved out of love of the game, love of double fine, love of Tim's writing. How many people it's brought together. It's gonna be a game full of love and care and I am just getting more and more hyped as time goes on. This is not at all like watching sausage getting made.
  11. Ah, so many things to ask. Let's see, hmmm. I remember in one of the earlier episodes Lee was talking about how you'd have to use traditional animation for the Monster because the rig didn't have enough joints to make it look smooth, how did you resolved that problem? What are the numbers of frames you tend to use for each gesture, and what is the frame rate for your cutscenes? I'm also interested in the tricks you use to get minimal animation looking smooth, since I know games have to budget for both time and memory. Can you tell that this is the part I am most interested in along with the art direction because it is. If I think of more questions later I'll jump in again, but mostly I just have a bunch of exclamation marks jumping around in my head and no actual questions. Animators! On actual games!! Answering questions!!!! And so forth.
  12. In light of what Surplus Gamer is clarifying, I too think I came on a little strong with my beliefs, which weren't aimed at the thread so much as the general attitude of the gaming industry towards female characters, as exemplified by the recent news around GTA, Assasin's Creed, etc. - but not toward this studio specifically. Sometimes you feel attacked on all sides by the same arguments again and again, and you end up putting unnecessary force into your argument when you do find an outlet. Which I think can be said for both sides of the debate here. To clarify for my part, I was more worried about Vesta because I know Tim can write male main characters with sensitivity, as shown by his previous games I've played. But it's harder to write female characters without falling into tropes, especially unconsciously, because male is the default. Women aren't considered the same neutral ground, especially since apparently we're still considered a minority despite being 45% of the gaming population. Maybe it has something to do with the fact that women are protagonists in about 24 out of 669 current video game titles, I dunno. Men have their stereotypes as well, especially in gaming where they're shoehorned into a limited number of personalities, mostly because that's the easiest way to fit them into the gameplay of FPS and other action-y titles, but in general men are a blank space where creators are free to explore the nuances of humanity, and Tim has that sort of creative space. The media is gradually changing to include women in that space on a broader scale as well, but it's not there yet, and so I worry. On the other hand that worry isn't relevant to the OP's request, which is simply not to give either of the character's traits or plots because they are 'traditional boy traits and Shay is a boy' or 'traditonal girl traits because Vesta is a girl'. Vesta can still have girl traits and Shay boy traits, but what I believe they was trying to ask was that, for example, Shay not enjoy fighting because everyone knows, of course, that all boys love to fight, but rather have a personality that is defined by the needs of the plot and their character arc. So if he likes being dirty because he's been raised in a strict environment where that wasn't allowed and it's a way to take control, that's fine. Which is, you know, a legitimate creative concern - not that lack of diversity isn't a legitimate creative concern - or to use a phrase that's popped up in this thread, a desire that the creators not shoehorn the characters into doing something simply because it's a gender stereotype, but consider the story first and foremost. Seem logical enough.
  13. Here's the thing with the whole Dumbledore/Visibility issue: the story implicitly tells us that, among others, Harry, Hermione, Ron, Molly and Arthur Weasley, Hagrid, Draco, Madame Maxime, Cho Chang, Snape, and Victor Krum, are straight, or straight presenting. It doesn't have a single instance of a gay-presenting person. Not one. And their straightness wasn't vital to the story, but it was there. Right there where you could notice without someone having to shout "they're straight! It's for a plot point!" at your face. So when you say it isn't relevant, you're coming from a place where straightness is so normal it's invisible, where a person has to be gay for a reason. No one questioned the people in Borderlands 2 who had straight romances, who mentioned their significant others of the opposite gender. I know because there isn't a giant outcry over the multitudes of arbitrary straight pairing out there, yet the moment Dragon Age 3 decides to star a group of bisexuals it's a PC stunt. It's only pandering when they fall out of what we assume the norm is. It's only pandering when we include people who aren't straight, white, cis, able-bodied men/occasionally women. Because it's not like those people exist as a majority of the population, right? Or, you know, as a systematically excluded part of the media we consume. If someone is a POC or WOC or a trans*person and they're fine with not being represented in media, that's their deal, but they don't get to delegitimize the complaints of others who want to see themselves represented respectfully because of that. And as Surplus Gamer has mentioned over and fricking over again, the OP didn't even ask for anything more than that the creators be aware of what gender stereotypes might have gone into the game and how that could be perceived by their audience. I was, and am, worried about that too. There's this idea in video games and movies that if a woman waves a sword around and doesn't do stereotypically 'girly' things, that she's somehow escaped the sexist trappings of her position. Oftentimes, it's false, and for more than the fact that that isn't feminist, it's macho, to quote Natalie Portman. The fact that the girl escapes from her stereotypical fate doesn't mean I'm not worried that she's doing it just to rebel against 'stupid girly rules', that her agency won't be taken into consideration, and that playing her will leave me hurt in a way I can't fully explain. And it's tricky because she is a WOC, so there are different stereotypes and assumptions about her that the creators can easily fall into. Though I'm not qualified or comfortable stepping into that part of the discussion, I can point to some posts that discuss those sort of tropes and their damage more fully. From what I've seen so far, the FemProtag whose name I forget right now is aware of her situation. She doesn't rebel and break away from the sacrifice because that's what someone believes 'strong female characters' (I loathe that phrase so much) are supposed to do. She knows that doing so puts her family in danger, and she, presumably makes a choice for justifiable reasons, even if she regrets it, and has to live with it. So though we can't say anything about the story until the game comes out, I won't hold back on the criticism if there are parts that disrespect women, or play into old and tired tropes which limit their potential. If we don't point out people's messed-up representations, they'll continue thinking they're doing fine messing up. And it's so very easy to mess up. We're conditioned by society to believe certain things about women, about POC, about anyone who isn't Straight White Male with a Little Stubble, and we have to fight against those every time we create a story. I'll raise as many concerns as need be if it means I won't walk away from this game feeling like less of a person just for being female.
  14. I know that Tim already decided on Broken Age, but I'll leave this here in case that doesn't work out. The Line Dividing which I got off this quote “If only it were all so simple! If only there were evil people somewhere insidiously committing evil deeds, and it were necessary only to separate them from the rest of us and destroy them. But the line dividing good and evil cuts through the heart of every human being. And who is willing to destroy a piece of his own heart?” — Aleksandr I. Solzhenitsyn, The Gulag Archipelago and possibly others as I find them. Even if we are a discarded path that doesn't work, we are still an adventurers, remember that.
  15. I chose Worlds Apart, even though my gut instinct was to reach for Small Offerings. I think that part of the appeal of Small Offerings is the picture it creates, of something unusual and insignificant possibly becoming more, and the way the words flow together nicely. But looking at the themes of the game, and how it's structured into two stories that eventually become one (I am assuming that's still how it'll go), I eventually went for Worlds Apart, because not only is the game about two people whose lives and views on life are literally worlds apart (I am super excited for that potential moment when they meet and all of the misunderstandings you have no idea) but the themes of the game are about discovering power for yourself and how that power in turn effects those around you. And while The Divide could also work, I like both the way Worlds Apart sounds and the idea that what these characters thought power would give them and what it actually gives them are, in fact, worlds apart. So that is my reasoning.
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