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I met Death, and Death wanted me to Live

@bird-of-paradox / bird-of-paradox.tumblr.com

Ray, pronouns: anything that floats your boat. Doctor Who, Birds, Sandman and everything else that catches my interest. Profile picture: Midnight from Thieves and TARDISes by @strange-destinations
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If you are interested in this, I also highly recommend to check out Charamei’s meta on Gallifreyan Culture

Character dynamics

Team: I stole you: Everything regarding Doctor/TARDIS stuff

Team: Surprise and Trouble: Benny and Brax :))

Lunbarrow Siblings: Doctor and Brax content, don’t ask why it breaks from my format

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reblogged

revisiting my opinions on which doctors could pull off Heaven Sent

could do it with minimal alterations to the original episode's plot and dialogue

Twelve - obviously

Eight - could 100% pull off the speeches and the angst and, of course, the memory loss. The episode would definitely be focused a little more on the great tragedy of dying over and over and over again just in the hopes of making it through enough loops to break out, and Eight would be much much more of a sad wet cat about it all, but he could totally pull it off.

Seven - would take a bit more tweaking than Eight (specifically to change the focus of the episode to the puzzle of it all, finding the right room and figuring out the secret of the Veil), but would 100% punch his way through the wall and be able to pull off the speeches.

could maybe do it? but with pretty major edits

Four - definitely has the charisma and the ability to give the speeches, but I don't know if the speeches as written would fit well into how Four talks, and he'd also need the same tweaking at Seven to make it more about solving the mystery, rather than the very atmospheric style of the original. The wall scene would also probably have to be reworked, since Four doesn't really seem like the type to punch through it in the exact same way as Twelve.

Three - could and would punch through the wall and would do it in half the time of Twelve but couldn't carry off the angst or the atmosphere, so you'd need some pretty dramatic rejiggering of the major stylistic choices in order to make it work. Honestly, you might have to really lean into a, like, horror/thriller kinda thing, with the pursuit of the Veil?

could pull off a focus episode but would need a fundamentally different style

Ten/Fourteen - absolutely has the screen presence but they need someone to talk to in order to get it, and the same is true of their problem-solving style. They need someone to bounce off of as an antagonist and as a companion -- basically, they need the same setup as Wild Blue Yonder, which is basically exactly what Fourteen's version of Heaven Sent would be anyways. (Also Ten doesn't do speeches like Twelve does, and definitely wouldn't punch through the wall -- his problem-solving style leans more towards the whole "push a single button that sets off a chain reaction that solves everything" rather than sheer stubborness. He doesn't have the attention span for the wall.)

Nine - Nine also has the screen presence but his comes when he's angry at something, which means that he needs something to yell at, so he would also need another speaking being present in the episode for him to get really really mad at. Think Dalek but without the Rose subplots?

probably not (note: the major reason why none of these work for Heaven Sent is because they're all Doctors that work best with an ensemble cast around them -- they sacrifice intensity and screen-presence for the sake of letting other characters shine)

Eleven - doesn't have the screen presence for that kind of intensity, alas. He could pull off the speeches in his own style, but he's not hypnotic while doing them the same way Twelve is, and he definitely doesn't have the type of personality to pull off the wall. His best emotional episodes are smaller and closer to the heart, and Heaven Sent is anything but small.

Five - could not pull off the speeches or the wall or the puzzle. He's a sweetheart and a golden retriever but he's not nearly dramatic enough to carry a solo episode like that.

Two - same as Five, really

One - just... no. I can't pull out any reasons (it might just be that he's from an era of television that was so very different in how it constructed stories), but no

no clue

Fifteen - hasn't been around long enough for me to get a sense of his personality

Thirteen - never really had a consistent personality in the first place. or any good emotional episodes so I don't feel like I know her well enough to make a judgement call

Six - just straight-up haven't seen very much of his run so I couldn't say how he'd fit in Heaven Sent.

interesting analysis! I agree with some bits, disagree with others, but I do feel I can speak to Six. They’d never have done anything like that in his era, simply because of the expectations of television at the time, but personality-wise he would absolutely do it. If The Ultimate Foe hadn’t been written by Pip and Jane at the last minute, it might have been as much like Heaven Sent as the limitations of the era allowed. And in Big Finish? Absolutely. He’d wander through haunted castles for Peri for as long as you let him.

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6-and-7

I am very interested in the concept of this for 13, mostly because from what we've seen when she's alone and companionless she goes completely feral. However, in most of those cases she was facing off against the Master (or a Dalek, Tecteun, the Ravagers, etc.) and still had her narrative foil there to bounce off, or was dealing with a past incarnation. I'm just very interested in the idea of a completely solo 13, I guess, because we didn't really get that to nearly the same degree we had with 10, 11, and 12.

I think that it could be done. You'd have to change a fair bit, but I can absolutely believe that 13 would punch her way through the wall for Yaz. I think that a lot of her best episodes are very focused and contained (Demons of the Punjab, It Takes You Away, etc.), and this is a very focused and contained story! I think Chibnall could write something like this, Whittaker could absolutely perform something like this, but I also have a hard time envisioning what it would actually look like. Which is a pity.

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reblogged

Slay the Princess Concept Art

We shared a bunch of concept art on Twitter today. Sharing it here, too, where you can find it all in one post. Post contains spoilers, so proceed with caution (or just play the game already if you haven't 😉)

Going to start with the first piece of concept art Abby drew for the game.

In the earliest stages of development, we toyed around with the concept of there being multiple "end game" forms of the Princess.

The initial outline, rather than being tied together by an overarching metanarrative, structured a full playthrough as a 5-6 chapter long, self-contained journey down a single route, determined by your decisions in chapter 1. Here's an alternative late-game form:

The idea of deviating end-game forms didn't lost for very long, though. As we explored the game's themes more deeply, it made the most sense for there to be a singular "true" form.

If your reality is shaped by subjectivity and perception, then the "truth" has to be what's left when that subjectivity is swept away. the Shifting Mound's final design feels like that initial truth for the Princess, though there's also another truth if you push back against her and press on into the final cabin.

We really liked this "void" design, and I played around with the idea of it being an intermediary to the final form. The "void" Princess would be what you saw upon encountering the final Princess without understanding your own truth, but once you had that understanding, you would see her as the Shifting Mound, as depicted in the game.

That gave way to the intermediary design of the SM being a sea of disembodied limbs, and we also took parts of both designs and incorporated them into the protagonist (particularly the wings.) You can see the eyes and feathers for this void form in the ending card of the original trailer below:

You can see extremely early concept art for the spectre (top), nightmare (top-right), stranger (left), beast (bottom) and ??? (right) as well!

The eyes became a motif in the Nightmare route (Paranoid's manifestation of the fear of being watched), but I also like to think of them as a part of The Long Quiet's truth. You are space and emptiness, but you're also that which observes those things, and it's your perceptions that give the Shifting Mound shape.

Anyways, on the note of the original original concepts for the game, the Princess was initially going to remain human for several loops before taking on more monstrous forms. Some concepts of that are below. Had to get Abby to tone down some of the more horrifically cartoonish designs because they creeped me out and I didn't want to romance them in a video game.

We had to hold our cards close to our chest in the non-metanarrative early drafts, which is part of why, even in the first demo, the cabin doesn't really change much in chapter 2. More room to subtly play with the concept of transformation over time.

There were a lot of reasons we moved in a different direction for the full release. The branching was unmanageably large to write, and the game felt like a slog to write.

Using an overarching narrative as a framing mechanism in the final version gave us a lot more freedom to explore wildly divergent ideas within routes while still driving the player towards the originally planned finale.

Anyways, now we've got some concept art for individual princesses. There's a lot more than this lying around somewhere, but it's all in sketchbooks, and we'll probably wait until we make an art book to show it off.

First is the tower, who really didn't change much at all. (She got a little thicker, I guess. All of the Princesses did)

Not a lot to say about her, other than the fact that we knew we wanted a set piece where she gets so big that the trees and cabin orbit around her.

The stranger went through many many redesigns over the course of development. Here, she was a "princess skin" filled with a hive of sentient bugs. The script wasn't working for me, though, so instead she became a peak behind the curtains without the necessary context to know her.

A lot of people ask how these earlier drafts of the Stranger route would have played out, and the answer is I can't tell you, because I couldn't figure out something worth writing.

The writing process for individual routes didn't really start with outlines or plot beats. Rather, the routes started from a theme and a relationship dynamic, and I organically found their outcomes by exploring actions within those themes, and then seeing if those passed Abby's editor brain.

Neither of us found actions we wanted to explore with those versions of the Stranger, at least actions that weren't a beat-by-beat retelling of chapter 1, which contained way too much variation to put on a single chapter 2 route.

If each princess examines a relationship formed by perception and first impressions, the Stranger examines one that's fundamentally unknowable. One where you've seen too much, too quickly.

An insect hive-mind pretending to be a person seemed like a good starting point, but it was too difficult to write any interactions that didn't immediately feel knowable, if still strange. So the final version of the Stranger was designed in such a way where her unknowability makes interacting with her on a human level fundamentally impossible, and you don't get to have a real conversation with her unless you satisfy extremely specific criteria.

Anyways next up is the razor's final form. We decided she needed more swords.

Hearts became an accidental motif very quickly in the development process, too. (The fact that it is only strikes to the heart that fell her in the demo was accidental, but it felt poetic so we extended it to the rest of the game.)

So on top of adding more swords, we made her heart visible. This is something we did with the fury as well, as a way of showing their emotional (and physical) vulnerability.

Here's an early version of the Adversary and what would eventually become the Eye of the Needle, back when she was still called the Fury. Originally her hair was going to be fire (as seen on the right), but it didn't feel right in its execution.

She's hit the gym since this concept art. Good for her :)

And we're going to end with the Beast, who at this point was called the Adversary. I think this was before the Witch was added? The Beast was originally designed to be a Questing Beast who lurked in the shadows, where you'd only see glimpses of her, and where each glimpse would make her appear to be a different animal. This was too difficult to execute, though we gave her a more chimera-like appearance in the final game.

This design was from when we still has the Voice of the Obsessed, and the route was going to be a more feral mirror of what eventually became the Adversary, but it felt too thematically similar while being less interesting, so we moved in the direction of making the Beast about consumption as a form of love.

Anyways, that's all we've got for you right now. Hope this was fun!

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kedreeva

Couldn't find Eris today for a hot minute. Counted the birds in her pen and came up 1 bird short, but I was SURE I didn't leave the door open. I looked all over the coop, I walked to her favorite dozing/sunbathing spots in the pen. Finally I thought, there's only one place I haven't looked, behind the door to the coop....

There she is. Mud colored little hen. Laying.... down.... like a broody.

Hey Eris..... what... whatcha got there...

Can I see it please?

Oh for pete's sake, not this again.

That's not an egg, that's a ball pit ball, Eris. It's goddamn blue.

This is why I can't take people seriously when they tell me mother birds will kick a bad egg out of the nest because They Know something is wrong. No, they don't. They don't know anything. Look at her face. Look at those completely blank eyes. There's not one single thought in that head. In fact, if you get close enough, you can hear the faint echo of elevator music drifting from the empty cavern of her skull.

By the way this is hands down the smartest bird I own.

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sometimes when I'm bored, I go through the list of recent bad faith Wikipedia edits that have since been reverted. a lot of them are politically contentious/offensive topics that attract crazies and trolls in general, but sometimes there are completely innocent inoffensive articles that people attack for no reason. some guy yesterday vandalized the article on the chemical element francium

Francium IS a stupid element. It has a half life of 22 minutes and barely exists at all, only naturally occurring as a product of the extremely rare alpha decay series ²³⁵U ➝ ²³¹Th ➝ ²³¹Pa (𝜷 decay) ➝ ²²⁷Ac ➝ ²²³Fr (1.38% chance). There’s less than a gram of it on earth at any given moment. It has no uses to anybody and it isn’t even the most reactive group 1A element due to relativistic effects fucking up its electron binding energies. Stupid substance.

If you somehow asked a genie to get you a gram of Francium in a sealed vial so you could do an experiment with it, the genie would just give it to you because the enormous amount of radioactivity it produces would instantly vaporize the sample and cook you alive. Absolute dogshit isotope and its synthetic siblings are just the same but worse

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bimyheel

found the guy

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