Hi, folks! Just wanted to say hi and update a few things.
Firstly I want to say there will basically never be update posts like this, it is simply that time constraints have caused me to change up how I approach the blog, so I have had to post-bone today's post to Sunday.
That is to say that from now on, the blog posts will be posted weekly every Sunday. These will be the main posts, the exploratoring posts, the good and researched ones. Wednesday will still be my other posting day, but it might not be every Wednesday that something is up. When something does appear on Wednesday it will either be ongoing journal posts such as Tales From the Sunless Sea, or real-world exploratoring that might also be ongoing. These posts are to keep up content but are less important and targeted at my main audience.
On Sunday will be the follow up to my Bloodborne post about the Lovecraft ties, so keep up with that. Other than that I wanted to say thank you for joining me for a successful launch of this blog. While I have had very few comments on the actual blog, the feedback I have been getting elsewhere has been really great and I've had a few posts hit over 1000 views, so that is fantastic.
My only hopes are that you will anyone seeing one of my posts might stick around to check out more of them, and perhaps get a feel that they like my blog. Once I have 4-5 months of startup time I will open up a Pateron and perhaps put a few adverts in the side bars, but not so much that it will overwhelm - because if I could make some money from this, that would be amazing and I could spend more time focusing on making the best possible content!
Now, I also know that so far almost all of my content has been about video games, but it won't always be. I have a few books, TV shows and films in the pipeline to discuss, including a potential segment looking at adaptations and why one is better than the other. So if you've been checking out some of my stuff but aren't massively into video games - please stick around!
The other thing I wished to say is as it says in the title - please do make suggestions. Anything you think is interesting enough for a deeper analysis is something I could add to my list and if it is recommended, then I am happy to prioritise it for you. So if there is a game, film, book, etc. that you really like, feel free to throw a suggestion my way and I'll see what I can do. Alternatively if you wish to as me any questions about pretty much literally anything, I will always reply - and if my reply is good enough or I get a bunch of questions at once, I could always use that to fill in a Wednesday post where I would otherwise have no content. So don't be shy!
Also, I am available for hire fairly cheap if you would like my help on any work, either proofreading or want something written for you. I know my current posts are not in the most exemplary form with regard to proofreading (which is one reason I'm focusing on one a week rather than two a week from now on - higher quality) but if you check out my short story portfolio to the right hand side of the page, they are a better example. All you have to do is ask, and I look forward to working with you.
Thank you so much for reading and remember: some may explore, but I explorator!
Hello, and welcome to the zone of infinite stories. In this blog I will be exploring some of my, and hopefully your, favourite stories in the entirety of their depth, from video games to literature.
You can find a link to my own short story portfolio to the right of the page along with my contact details. Enjoy.
New posts every Wednesday and Sunday.
Wednesday, 22 February 2017
Meta-Post Exploratoring This Blog - (Feel Free To Ask Me Questions or Make Suggestions of Topics)
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Sunday, 19 February 2017
Tales from the Sunless Sea - The Fourth Zee Captain
First Zee-Captain --- Previous Zee-Captain --- Next Zee-Captain
Garrid lasted quite some time at Zee. He lasted so long, in fact, he was able to use his riches to set up a family. Whilst stopping by in Fallen London he returned to spend nights with his sweetheart multiple times until one day she cried out to him just as he was leaving. Leaning over the barrier of his vessel he was left with the information that she, Thistle, was pregnant.
Of course, this news was taken in two minds, firstly, he was overjoyed at the idea of being a father, secondly he realised what an awful life it would be to bring up a child in a small hotel room mostly with only one parent. What if he died at Zee? So his next trip out was a short one. He doubled the money that the urchin boy was to give to his lady upon news of his death, and purchased a nice town house for them all to live in. When Garrid was back in Fallen London, all he did was spend time with his partner and child. He was successful and happy.
That is not to say this his life went entirely smoothly. Plentiful times he met danger whilst out at Zee and his dealings had turned less and less civil as time went on. Running small errands of smuggling back and forth and spending a lot of time in some of the outlying pirate isles for some extra parts of underhanded cash, Garrid was not exactly legal. In order to keep the suspicion off of himself, however, he made sure to keep up the sinking of pirate vessels. This was messy work in itself. The slaughter and ruthless strategic fighting he learned at Zee earned him somewhat of a reputation. His family knew nothing of his life at Zee.
Though that is not to say he was entirely a pirate himself. He also took Zee Ztories back home to his children, enough for his child to decide to wish to be a Zee Captain when he grew up. Garrid allowed this, but only after he was of age. Garrid even wrote a will so that his family could keep his home if he never returned.
One of the stories of curious nature that intrigued Thistle the most was the strange story of Nuncio, the isle of post. For some strange reason, the post at Zee was drawn to the island and washed up there constantly. The Postmen there also seemed unhappy and drawn to the island for reasons beyond their knowing. There was also something in the heart of the island that was unspoken of, something of nightmarish origin so fr down that must have been the cause of all the disturbance, though Garrid was never to find out what it was.
Thistle also learned of some of Garrid's more profitable legal dealings, such as sphinxes from the Salt Lions, and delivering Clay Men from Polythreme. Of course, this is the kind of tale that made Thistle believe she was capable of becoming a Zee Captain herself. One day, when Garrid was out at Zee for a particularly long time, all the returned was news of his having got into one fight too many and was unable to make it back, though there was claim that his last words were of love for his sweetheart in Fallen London.
A day later, a large package of money arrived at Thistle's doorstep and he barely hesitated before raiding Garrid's study for any information she could. She got herself a cheap vessel, she put her growing boy into care with the nanny who helped raise him, and she left for the wide and open Zee.
Thistle's journey was safer and more successful than any who had come before her, because she was prepared and had a lot of strategic information from her partner. She also had a fairly accurate and open chart of Garrid's travels. Thistle, you see, was an old thinker. A Philosopher who had been kicked out of the university fairly quickly for her refusal to work in the way they wanted. She was a wise and clever woman, but also a curious one. Her journey started with exploration. She travelled north and then east and then south, visiting every possible port on the way and staying at Zee for a lengthy time using her spare funds for fuel and supplies to continue her journey.
This was a problem, however, as while money can get her so far, as she travelled she fully begane to realise what Garrid was putting himself through and how terrifying the Zee could be. As she travelled, she could feel her and her crew's sanity slipping away. This was not aided by finding out stories of Garrid and the horrible tales she heard of his brutality. As she went, things got worse until eventually she found Nuncio. She needed to know what it was about that place, so she asked questions and tried to go down the whatever was below the island in the darkness and all she got was more fear in the very pit of her.
She needed to return to Fallen London urgently, but it was a long trip and without being able to justify stopping off many places for fuel, it would be a risky trip. On the way, one of her crewmates went fully mad and tried bludgeoning some of the other folk aboard. They tried to restrain him, though he was fulled with insanity and managed to kill two people before he was taken out. This did not help to calm the crew, everyone now suspicious of everyone. A few leagues more and it is said that everyone watched the attack.
An enormous tentacle rose up from the Zee, wrapped around one crew member and took him below. It is said that the taken crew member was not scared, but she simply accepted death. Though when people looked overboard, there was no sign of the beast. Had there even been an attack? Nobody was certain of anything anymore. What started off as a curiosity voyage became awash of stories of terror and unreliable accounts of incredible luck. With scarcely any crew, fuel, supplies, sanity and the ship itself having taken much in the way of damage it is a miracle any of them survived to see Fallen London. Though they did.
The stay in Fallen London was a long one. The two remaining non-officers retired and Thistle brought on an entirely new crew - for she was not done. After spending two weeks with her child and preparations, she knew she could do this. She travelled South this time and filled in more of the map that Garrid hadn't. She bought and sold information, she spent time at Polythreme to trade Claymen and at the Salt Lions to trade Sphinxes. She spent less time at Zee, picked her battles carefully and visited many places of wonder along the way amassing riches and respect. Needless to say, she was successful.
It was then that the strangest of her stories began...
To Be Continued...
Garrid lasted quite some time at Zee. He lasted so long, in fact, he was able to use his riches to set up a family. Whilst stopping by in Fallen London he returned to spend nights with his sweetheart multiple times until one day she cried out to him just as he was leaving. Leaning over the barrier of his vessel he was left with the information that she, Thistle, was pregnant.
Of course, this news was taken in two minds, firstly, he was overjoyed at the idea of being a father, secondly he realised what an awful life it would be to bring up a child in a small hotel room mostly with only one parent. What if he died at Zee? So his next trip out was a short one. He doubled the money that the urchin boy was to give to his lady upon news of his death, and purchased a nice town house for them all to live in. When Garrid was back in Fallen London, all he did was spend time with his partner and child. He was successful and happy.
That is not to say this his life went entirely smoothly. Plentiful times he met danger whilst out at Zee and his dealings had turned less and less civil as time went on. Running small errands of smuggling back and forth and spending a lot of time in some of the outlying pirate isles for some extra parts of underhanded cash, Garrid was not exactly legal. In order to keep the suspicion off of himself, however, he made sure to keep up the sinking of pirate vessels. This was messy work in itself. The slaughter and ruthless strategic fighting he learned at Zee earned him somewhat of a reputation. His family knew nothing of his life at Zee.
Though that is not to say he was entirely a pirate himself. He also took Zee Ztories back home to his children, enough for his child to decide to wish to be a Zee Captain when he grew up. Garrid allowed this, but only after he was of age. Garrid even wrote a will so that his family could keep his home if he never returned.
One of the stories of curious nature that intrigued Thistle the most was the strange story of Nuncio, the isle of post. For some strange reason, the post at Zee was drawn to the island and washed up there constantly. The Postmen there also seemed unhappy and drawn to the island for reasons beyond their knowing. There was also something in the heart of the island that was unspoken of, something of nightmarish origin so fr down that must have been the cause of all the disturbance, though Garrid was never to find out what it was.
Thistle also learned of some of Garrid's more profitable legal dealings, such as sphinxes from the Salt Lions, and delivering Clay Men from Polythreme. Of course, this is the kind of tale that made Thistle believe she was capable of becoming a Zee Captain herself. One day, when Garrid was out at Zee for a particularly long time, all the returned was news of his having got into one fight too many and was unable to make it back, though there was claim that his last words were of love for his sweetheart in Fallen London.
A day later, a large package of money arrived at Thistle's doorstep and he barely hesitated before raiding Garrid's study for any information she could. She got herself a cheap vessel, she put her growing boy into care with the nanny who helped raise him, and she left for the wide and open Zee.
Thistle's journey was safer and more successful than any who had come before her, because she was prepared and had a lot of strategic information from her partner. She also had a fairly accurate and open chart of Garrid's travels. Thistle, you see, was an old thinker. A Philosopher who had been kicked out of the university fairly quickly for her refusal to work in the way they wanted. She was a wise and clever woman, but also a curious one. Her journey started with exploration. She travelled north and then east and then south, visiting every possible port on the way and staying at Zee for a lengthy time using her spare funds for fuel and supplies to continue her journey.
This was a problem, however, as while money can get her so far, as she travelled she fully begane to realise what Garrid was putting himself through and how terrifying the Zee could be. As she travelled, she could feel her and her crew's sanity slipping away. This was not aided by finding out stories of Garrid and the horrible tales she heard of his brutality. As she went, things got worse until eventually she found Nuncio. She needed to know what it was about that place, so she asked questions and tried to go down the whatever was below the island in the darkness and all she got was more fear in the very pit of her.
She needed to return to Fallen London urgently, but it was a long trip and without being able to justify stopping off many places for fuel, it would be a risky trip. On the way, one of her crewmates went fully mad and tried bludgeoning some of the other folk aboard. They tried to restrain him, though he was fulled with insanity and managed to kill two people before he was taken out. This did not help to calm the crew, everyone now suspicious of everyone. A few leagues more and it is said that everyone watched the attack.
An enormous tentacle rose up from the Zee, wrapped around one crew member and took him below. It is said that the taken crew member was not scared, but she simply accepted death. Though when people looked overboard, there was no sign of the beast. Had there even been an attack? Nobody was certain of anything anymore. What started off as a curiosity voyage became awash of stories of terror and unreliable accounts of incredible luck. With scarcely any crew, fuel, supplies, sanity and the ship itself having taken much in the way of damage it is a miracle any of them survived to see Fallen London. Though they did.
The stay in Fallen London was a long one. The two remaining non-officers retired and Thistle brought on an entirely new crew - for she was not done. After spending two weeks with her child and preparations, she knew she could do this. She travelled South this time and filled in more of the map that Garrid hadn't. She bought and sold information, she spent time at Polythreme to trade Claymen and at the Salt Lions to trade Sphinxes. She spent less time at Zee, picked her battles carefully and visited many places of wonder along the way amassing riches and respect. Needless to say, she was successful.
It was then that the strangest of her stories began...
To Be Continued...
---Howard Sterling, Chronicler of the Fallen London University
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Wednesday, 15 February 2017
Bloodborne - The Gothic Horror Influence
Minor Spoiler Warning: I'll be talking a little bit about some of
the events of Bloodborne even though I won't be addressing most of
the story or 'twists' directly.
Bloodborne
is a horror game. To clarify, I do not claim it is a
'survival horror' in the classic sense of a horror game – but it
draws upon the very core of what horror is[1]. Now, the fact that Bloodborne is heavily involved with
Lovecraftian style lore is something that is particularly commonly
known and discussed at this stage. So, I would like, here, to have a
closer look at some of the other horror influences of Bloodborne –
the 'Gothic fiction'.
The Popularity of Victorian Horror
Victorian
Gothic horror is something that has had repeated surges of popularity
ever since they first arrived with tales such as Horace Walpole's
'The Castle of Otranto' (1764); continuing with stories such as
Frankenstien (1818), by Mary Shelly; The Tell-Tale Heart (1843), by
Edgar Allen Poe; and Dracula (1897), by Bram Stoker. The main part of
the popularity of this kind of fiction appeared during the Victorian
era, and thus the Gothic and Victorian styles became synonymous.[2]
As
a testament to the popularity of this style of story in Victorian
London, it wasn't just the wealthier folk who were able to enjoy the
high literature of Gothic horror. The 'Penny Dreadful' serials (1830
– 1890) were cheap and often unimpressive stories that could be
bought in instalments as quick as they were churned out. Some Penny
Dreadfuls proved significantly more popular than others, introducing
us to stories such as 'Sweeney Todd' (Originally 'String of Pearls')
– but the style remained and many of them were copied stories of
previous Gothic horror tales, or a stylised retelling of old folklore
stories such as Witches, Highwaymen, Werewolves, and Hunters. This
Victorian approach to Gothic horror is the core aesthetic of
Bloodborne's characters and the setting of Yarnham, as is the basis
for which it was inspired. From top-hats and cloaks to canes that
become serrated whips to a medieval fear of witches – Penny
Dreadfuls and Gothic fiction has them all.
Let
us have a look at some particular examples of Gothic fiction in
Bloodborne.[3][4]
Dr Jekyll and Mr Hyde
Experimentation,
for education purposes or otherwise, plays a common role in Bloodborne
owing largely to diseases that need to be cured and some folk's
beliefs that they can become improved beings by infusing some part of
themselves with other beings. These 'experiments' often incur some
kind of transmogrification, often into some kind of beastly or
violent form. A popular tale this rings true to is that of 'The
Strange Case of Dr Jekyll and Mr Hyde' by Robert Louis Stevenson in
1886. In this story there is a Doctor who wished to hide some of his
darker indulgences so found a way to transform himself in a way that
would hide his identity when doing so. However, the alter-ego was
dangerous and uncaring and eventually could not be controlled,
causing murder and destruction in his wake.
Frankenstein
Similarly:
quite a heavy fear for people during the Victorian era was the
weirdness of medical practices and that, with speedy advances in
medicine, they may have gone 'too far'. Bloodborne also uses similar
themes such as the main character getting a blood-transfusions from
the man in Yharnam as a way of opening the story. Specifically,
getting a blood transfusion extends the player's lifespan until they
can find an actual cure to their disease, as well as many of the
other medical experiments being toward the goal of things such as
immortality and thereby 'playing with life and death'. Frankenstien
by Mary Shelley has themes of worries about scientific advances at
the time, such as 'galvanisation', which was a feared practice within
the Victorian era that people thought could re-vitalise the dead
thereby 'playing with life and death'.
Another
link to Frankenstein is that the game starts with a man muttering
that what you will experience will seem like a “bad dream” to
frame the entire story. The main hub in the game that we return to
often is 'The Hunter's Dream' and, at many parts throughout the game,
the character dips in and out of other people's dreams. Each dream
frames its own little parts of the story, making the whole narrative
both unreliable, uncertain to have actually happened, and somewhat
confusing. In Frankenstein, the tale happens as a series of letters
as a prelude to someone telling the story which is a frame of a story
which at some point is further framed by another layer of story –
leaving the whole narrative just as unreliable, uncertain and
confusing.
Dracula
Bram
Stoker, the author of Dracula, used a series of letters and
second-hand accounts to make up the story of the people surrounding
the vampire in his castle. This adds to the speculative aspect of the
story in having to figure out a lot of what is happening otherwise than what is seen, as one does in Bloodborne. Dracula, being written and set
heavily into the Victorian period suggests a lot of the imagery for
the characters, also. While clothes are not specifically mentioned
much in the book, it is not beyond reason to suggest, owing to the
time period, there would have been, depending on character social
status: canes, top hats, suits with long tailcoats, capes and cloaks,
and other such garbs that can be seen in Bloodborne.
The
main link between Bloodborne and Dracula, however, is the social
factor. Toward the start of the game the player is contracted to
participate in a night of the hunt, where people go out and kill any
monsters or diseased folk. One thing to note about this situation is
the status of the people involved. Most of the hunters outside are poor to
middle classed men, and we sometimes have the option to talk to the people secure inside their houses. Of which, those are the safe folks who have the
social status to not participate and not only that, they have the
gall to mock you rather than offer shelter. Meanwhile we later find
the higher-ups and important folk, such as leaders of the healing
church, are not only safe and remote from the hunt but are also
corrupt in their own ways. This kind of thing is a running theme
throughout Dracula, where much of the power of Dracula is in his
social status and stands as commentary on the social power people
have.
The
'good guys', then, are not anyone of status. They are simply workers who
desire not to die by the hand of the corrupt. Whether this is a direct link or something that
happens to be a common suggestion or theme owing to the style and
setting of both Bloodborne and Dracula is to be seen – though it is
certainly something to consider and gives a bit of an understanding
as to why people consider the first half of the game to be something
'straight out of a Bram Stoker novel'.
To Be Continued...
As the risk of repeating myself, I would like to clarify further
that I do not think these links are strong or directly influential to
the game. My goal is to merely give insight to the kinds of themes
that are prevalent in the Victorian and Gothic horror setting which
Bloodborne in some kind of way either falls prey to or pays homage
to; I personally think that is something to be respected.
Bloodborne does not simply copy these styles of story – it adds to
them. It is part of the fiction of Gothic horror genre which is
something people pay attention to less than the more obvious
connection with Bloodborne... Lovecraft.
The links with Lovecraft in Bloodborne are not subtle and the works of Lovecraft came a decade or so after and were slightly inspired by the kind of horror works that popped up in the Victorian period. With this in mind, as a huge fan of Lovecraftian horror, I will chip in with my thoughts and links next time...
The links with Lovecraft in Bloodborne are not subtle and the works of Lovecraft came a decade or so after and were slightly inspired by the kind of horror works that popped up in the Victorian period. With this in mind, as a huge fan of Lovecraftian horror, I will chip in with my thoughts and links next time...
Until then - thanks for reading.
- Horror only need to play upon things that people are not okay with, it can be scary and based on our fears, but it can also just be unsettling, disturbing, suspenseful, nightmarish or plainly weird.
- It is a common theme amongst this genre to be told as if it were true, through letters or second hand stories suggesting the possibility of this strange thing that happened rather than addressing it as a narrated fiction. This is one reason a 'Souls' series game owes itself greatly to this genre, as most of the lore is found out through stories or second-hand writings.
- Less specific, though still a link: Werewolves have been popular in folklore since ancient Greece, though Lycanthropy in horror fiction was very much popularised by the Gothic horror in the early 19th century with stories such as 'The Man-Wolf' in 1831 and 'Hughes, Wer-Wolf' in 1838. Popular themes involved similar tales to the Scourge Beasts in Bloodborne with it being some kind of disease or curse that transforms them, often permanently, into a murderous wolf-beast.
- While some of these links may be tenuous as oppose to direct influence, it they will still ring true as tropes of the stories with Bloodborne being reminiscent of them due to being part of the genre as a whole.
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Sunday, 12 February 2017
Exploratoring The Real World - The Racecourse
Three and a half years ago, I wrote about a place in Northampton called 'The Racecourse' that was a nice place by day, but dangerous and to be avoided by night. This held a lot of symbolism for me, so I wrote and recorded this. Thanks for reading.
The Racecourse
Do
you walk dogs, or do dogs walk you? That's what I was thinking.
Swaying on those swings – rusted and immaturely coloured with reds
and blues. Those creaky chains could resist the wind, but not my
weight. I wasn't swaying forwards and backwards, as it was more of a
side-to-side; my mind was peaceful – simple. Noticing the childish
smoke from my mouth, I pretended to be a dragon in the way that had
always been funny since I was little.
It
was a heavily coated dog, walking a heavily coated man. That's what
it was. The dog had a jovial bounce to his step – somewhat of a
skipping child on four legs. He was as fluffy and grey as the looming
clouds. A dark night threatened. The man tailed a rigid trail
behind; he definitely wasn't in control. I stared out to the mass of
open space peering closely at the hiding spots: trees that could hold
dens or hills to roll down. The Racecourse was so innocent and vague;
there were fewer things more sinister.
Guess
who I felt sorry for most, though? Those information signs that act
so self-importantly. They sit and tell you things, constantly - sat
gleaming their information to deaf ears and dull minds. Who was
really going to stop and hear them out in that kind of cold? Must be
hard to have a job. Or at least a boring one where you slave away the
majority of your waking life to a cause that isn't your own. Those
kinds of people probably cross through places like the The Racecourse
every day in an attempt at being punctual. I doubt they even stop to
look at the monotonous, striving, aimless field.
The
signs probably should quit their jobs. They won't, though, because
they work to live their ever extending life. You have to admire their
persistence, calling out to happily married couples romancing hand in
hand – clearly enjoying the rest of their lives so much more than
the signs. I wondered how old they were – when does a sign retire,
anyway?
So
many leaves on the ground from the time of year. Some of the leaves
had a youthful shade of white spread over them as if trying to dye
their 'greying' hair. Hiding from their own mortality. Brown must be
a dull colour for a leaf; morbid and dry. Sometimes the wind would
carry them speedily along as if chasing a hearse: 'Take me with you'
they'd whisper in the despair of the night. At first they lose their
tree, and then the death of darkness has to plague them, destroying
their overt attempts at being innocent and pure. When the scythe
strikes, The Racecourse wins.
I
wonder if the dog made his way home? I bet the man got enough
exercise. I made my own way home before dark, it's not quite my time,
yet.
Wednesday, 8 February 2017
Tales from the Sunless Sea - The Third Zee Captain
First
Zee- Captain --- Second
Zee-Captain --- Story Continues...
I have
made some grave errors of judgement. It seems that my withdrawn
lifestyle in Fallen London has blinded me to the amount of
Zee-Captains there are. That does not stop me wishing only to
chronicle this particular line, but in my research I have found that
most Zee-Captains bump into numerous others on their travels. I would
guess there are plenty though most of their lives are secret and
personal and some do not last very long at Zee. This is a mistake I
have had to accept, but it changes nothing.
The
Third Zee-Captain had a story of his own that goes against the desires of the previous two in my chronicles. After the Cavies
from Pigmoat Isle sent the money back to Fallen London, it fell into
the hands of a particular individual down on his luck. His name was
Garrid and he was a street urchin of Fallen London - the only problem
was that he grew too old for his gang to continue accepting him. Upon
his first free day he was lost and unsure of his direction in life
when something fortunate happened to him by the docks. A Zee-Captain newly taking port approached.
"Oi
buddy, you know who 'the hairless advisor' is?"
"What...?
No."
"Right,
well it's a fool's errand to find someone who does, so take this and
go..." the Zee-Captain shoved a package toward Garrid's stomach.
Garrid took it, of course, without asking any questions. He grew up
on the streets and learned to always take free gifts. Even if you ought
to be wary about the giver. Package in hand he ran to the nearest
alley-way and opened the package of money. It was more money than he
had ever seen in his life.
Over
the past month or so, he knew he was going to be booted from his
street gang soon, and had also begun hearing tales of noble folks
taking to the Zee, such as the philosopher Ylvanna, seeking knowledge
and a place to settle. Garrid began to dream of such things. To be
able to afford a small vessel and pick up a small crew and earn money,
legit this time. Only with this bundle of cash in his hands did he
realise that this dream could become real, however. Over the next
week, he recruited some sailors with nothing to lose, he pooled their
money into securing a worthy vessel he stocked up well on fuel and
rations and went off on his first journey, hoping not to return for
as long as he could manage.
Naturally,
his name as a street urchin had travelled further than his
possibility of being a successful Zee-Captain, so first things first,
he had to prove himself a legitimate non-criminal captain. There
would be authorities watching him, after all. The first task he took
upon himself was to grant passage to a desperate woman. Being from
the streets, Garrid noticed immediately why this woman so desired
passage and why others seemed to be avoiding her. So he offered her
passage under her pretence that she was to be reunited with her long
lost love, though he knew she was smuggling goods. He took her all
the way to Vanderbight and let her ashore, knowing immediately that
the authorities would check her suspicious look. He watched her get
arrested and secured his place as a non-criminal Zee-Captain.
Garrid
did not shy away from battles. Rather, when he saw a creature, he
hunted it down. On his first long voyage out, he took down two pirate
ships, which even further aided his good-guy reputation, and
travelled north to south, far and wide. Helping people felt good. He
wasn't engaging in anything of the dodgy sort of his past, yet this
took him a little too far. On his visit to the northern town of
Whither, he spotted a woman in a green dress clearly in distress.
Calling out to her in the frozen land she did not respond. Desiring
to help he approached her and with a hand on her shoulder she drooped
to the ground and slithered away as a giant serpent emerged from just
below the icy waters nearby. The serpent threatened to eat them all
and Garrid had a swift choice – fight or flight. He fled to his
boat, told his crew to move as quickly as they could, though alas the
serpent caught up and managed to devour a crew member before the boat
sped away.
Saddened
by the event, he knew that at least he had a story to tell and that
he had learned his lesson. You shouldn't try to help everyone, and
sometimes running or hiding might be wiser than trying to fight
everything. At least he didn't try to fight the beast. It was a long
trek back to Fallen London, but once he arrived he rested a while. Having
recruited an entire crew, he knew the benefit of skilled groups from
his urchin life, so with increased morale and skills was his method realised.
Garrid
sought coin, and coin he made. He sold many stories and port reports
to Fallen London and his voyage was one of the most successful,
enlightening, and enthralling that almost any Zee-Captain had to
offer. One night in Fallen London, however, he took the night off and socialised. In this night he met
a fine woman, and they enjoyed each other's company more than just
one night would justify. So when the time came to take to the Zee
once more, the lady offered him a Locket with the only wish being
that he not forget her. He did not.
Taking
to the seas for a much shorter time, Garrid ran some errands to
Vanderbight and the Iron Republic and returned to Fallen London
within two weeks. This time, he was met by that mistress, who
admitted she was partially there in the hopes of his return and they
chatted. She admitted how pleased she was that his work was not of
criminal origin like mahy Zee-Captains and they agreed to meet up
later that day. Maybe she had spoken too soon, however, for as soon as she
left, Garrid was approached by a shady sort. The very same man who
offered gift to Ylvanna offered similar gift and asked for return
favours from Garrid. Old habbits die hard, as they say, and Garrid
took the offer and accepted the underground request.
Knowing
his demise could happen at any time out at Zee, having been shaken by
the serpent trickster and although confident of his voyage was fully
aware of what was possible, he decided to take on extra measures. He
took much of his coin, wrapped it up in a small pouch and went to
visit one of his urchin 'brothers'. He gave him the package in
confidence and asked, a promise made in blood-pact, that should the
boy hear of his death, that this was to go to a woman named 'Thistle'
right there in Fallen London. With that, Garrid went off, spent a
wonderful night with his new love, and in the morning went off to
sail again.
To
be continued...
---
Howard Sterling, Chronicler Of The Fallen London University
Sunday, 5 February 2017
Transistor - The Power and the Process
Spoiler
Warning: This post will be heavily spoiling the back story to a
fantastic game which is much better played without knowing anything
about it. So if you have not yet played the game Transistor, then I
implore you to turn back now and do so. The content of this video is
for people who have either played the game or have no intention of
ever doing so.
-----The
'explained' story of Transistor is further down the page. Begin
with my first post on the philosophy of Cloudbank and Who Is
Red? Here.-----
Transistor,
unlike its spiritual predecessor Bastion, gives the player almost no
narrative clarity as to the events throughout the game or the game's
back story. In fact, where in Bastion what was happening was told by
our narrator, voiced by Logan Cunningham, that same voice in
Transistor knows as little as the player does. What is known has to
be figured out, or inferred by the player and that kind of subtlety
is rarely seen in games. The information, however, is all there and
there are plenty of explanations given to things that seem to go
unexplained weaved into the very fabric of the game. Due to the depth
of story without much being told, however, what seems to have mostly
cropped up in discussion of the game is the theory that the game's
city of Cloudbank and all the inhabitants inside of it are actually
virtual, therefore not real. While there is a fair amount of evidence
for this idea, such as the name 'cloudbank' meaning a storage of
virtual information and the Transistor represents those inhabitants
being able to manipulate their own programming, I feel that this
theory overshadows the story and events of the game.
The
thing about the virtual theory is that, true or not, it doesn't
really matter. Descartes once made a similar suggestion about the
real world, in thinking that what we sense and experience could be
manipulations or a fake reality, so he reduced everything we fully
'know' to it's rawest form, and in doing so found that there is only
one possible thing that must be true, and that is that we are
thinking and therefore we exist. From here, many other things can be
understood because there are only two possibilities that follow:
either everything is real and we are not being manipulated, in which
we carry on as normal, or we are being manipulated from outside
influences, but we aren't to know that and we do have to survive in
this world, real or not, so it doesn't matter. Overall, if Cloudbank
is not real, even if the characters are programmed to act a certain
way and have no free will – it makes utterly no difference, because
the events of the game happen to us: the player. So, we can freely
talk about the story under full assumption that it did happen and that it has
an impact.
What
does appear to be real however, is the constant cycle of change that
is apparent throughout the game.
Let's
say, for example, one day the people want a lovely bridge, so an
architect designs a lovely bridge and a lovely bridge is constructed.
Then a social commentator complains that there should not be a bridge
there when there are poorer parts of the city with overflowing
schools, so people agree on the polls and the bridge becomes a school
very shortly after. Then people claim that there is no need for more
education when there are not enough jobs for skilled workers,
everyone agrees, and so the school becomes a factory, but then some
years later, when society changes again, people whimsically desire
that the spot would be a great spot for a lovely bridge, and it is
made so. This kind of cyclical desire is apparent in all aspects of
people's lives, and it is the very centre of Cloudbank's society. A
society free to the whims of the people is somewhat of an ideal
situation of democracy. Cloudbank, however, is also the epitome of a
city in flux where everything is at the easily manipulated whims of
the common populace. Everything in Cloudbank's life becomes fleeting
and synthetic. So life in Cloudbank is in a constant state of change
where people decide the changes and the changes get carried out in
the background by The Process.
The
Process are a group of robots that nobody sees (likely due to hailing
from a different 'dimension' - explainable by the virtual world
theory) but everyone simply knows exists and takes for granted.
People want that bridge turned into a school? The Process carry out
the work. Need a skyscraper demolished? The Process can do that. Want
the local park to just look a bit prettier? Consider it a blank
canvas to The Process. They are unthinking, unfeeling beings bidden
to the whims of the engineers such as Royce Brackett. I will discuss
the different types of Process a little further on. So, with all
the labour, creation, and menial jobs getting carried out by the
process, that leaves a large amount of scope for people to do what
they most desire. An example of this is Farrah Yon-Dale who learned
to change the colour of the sky and so became a painter of it. Or
Bailey Gilande who ended up as head of the city archives due to her
excellent organisation skills and lack of social skills leaving her
to enjoy the solitary work.
The
Process, then, are controlled robots of different kinds that do their
work in the background. In the game of Transistor it becomes clear
there is a malfunction and the Process appear to be recreating
everything to the most basic state they can; which
Red navigates throughout the game, seeing all of the different kinds of Process at
work. Some examples of the
Process and their purposes are as such: 'Fetch' are like guard dogs
for any construction work happening, 'snapshot' take photos - either
for reference or planning purposes, 'weed' and
'cheerleaders' repair and protect The Process respectively, while
'cluckers' and 'jerks' are used for destruction and
flattening the ground. The stand out ones that do not appear to have
an obvious purpose would me 'man' and 'young lady' which could be
speculated to have been created by The Process for reasons we do not
understand. While much of this can be marked as
speculation, it fits into their purpose within the world so simply
stands to reason. The Process however, as unthinking beings, have no
real intention of harming people and destroying everything, however, something went wrong. What went wrong was the Camerata.
The
Camerata are a group of powerful individuals who desire to change the
very foundations of Cloudbank to make it a more stable place rather
than a cyclical city of flux. Their tag line 'Everything changes
therefore nothing changes.” is a huge indicator that this limbo
that has been created seems not to be a good thing to the Camerata.
They are headed by people who understand the city better than the
common people, or at least they think they do. As Cloudbank is
supposedly an idyllic city, yet an underground resistance
organisation had to be constructed in order to make any change happen, emphasises the huge faux pa to suggest any negativity with the way
Cloudbank is. To even hint that Cloudbank is not great would be an
insult to democracy itself and would suggest that people should not
be in control. As a result the Camerata are essentially a resistance group of higher-ups rebelling against the
people as oppose to the more common opposite situation. In
essence, Cloudbank can be seen as a metaphor for people being so free
that very few people can really afford to think for themselves, and
this is what The Camerata are rebelling against (See my first post on the political philosophy of Cloudbank here). Where thinking for
yourself can be dangerous, there are public figures who do the
thinking for you such as Wave Tennigan a radio broadcaster, or
Lillian Platt creator of the terminals, who both end up inside the
Transistor.
-----What
follows is a loose partly-speculative explanation of the story of
Transistor: (Massive Spoiler Warning!)-----
The
story starts with Sybil Reisz of the Camerata hearing one of Red's
songs at a concert and noting that Red appears to be unhappy with the
way Cloudbank is in a similar way that The Camerata are. The Camerata
are using the Transistor to absorb certain individuals that they
think will be useful to use and recreate Cloudbank in a
specialised vision resembling a messed up version of Meritocracy.
Sybil's obsession with Red hit a peek when she noticed Red becoming
more withdrawn from the limelight of fame and Sybil blamed this on
one of her companions whom she did not know. It is then believed that, against the will of the rest of The Camerata, Sybill Reisz decided to
absorb Red into The Transistor so her creativeness could be used and
she couldn't be taken away from Sybil by this man. When she waited up
after one of Red's concerts to carry out the task, she didn't count on
the unknown man being there and Sybil accidentally absorbed him
instead of Red.
The
problem was that he was an unknown - The Transistor could not handle
this 'glitch' of an unrecorded person in Cloudbank and started to
malfunction. Part of the result of this is the unknown man being able
to talk through The Transistor and The Process breaking through to
Cloudbank and recreating it like this blank slate of a man. Thus the
events of Transistor begin. Red learns of The Camerata and what is
happening throughout the game, and eventually decides to join the unknown man 'in the country' instead of using her new power and blank canvas to make Cloudbank
anew.
Wednesday, 1 February 2017
Tales from the Sunless Sea - The Second Zee Captain
The
second Zee-Captain was a wise one and a foolish one. They were
certainly more cautious about their trip than Ylvanna, and they
definitely made sure to pass on more information about their journey
than Ylvanna. However, they failed to take into account an ability for combat
whilst at Zee and that for combat one might need a fully intact boat.
They also refused to give away their identity; those who claim to
have spoken to them claim they were female so I shall continue with that. She bore a particularly
interesting story.
The
reason for the second Zee-Captain to become a Zee-Captain was a
direct result of the death of Ylvanna, for she was an acquaintance.
Her first mission at Zee, then, was clear – sail to where Ylvanna's
first crash happened and seek out the boat. Sailing directly east of
Fallen London, she searched for two days without finding anything on
the nearby islands – so decided to pick one and get rations. When
she landed on Pigmote Island, the entire place looked desolate save
there stood two folk seemingly awaiting her arrival at a distance.
When she and her crew approached, she noticed that one of the figures
was a chief-engineer rat and the other a Seneschal guinea-pig clad in
armour. Many folk cease to believe her stories at this point –
though much stranger things have happened out at Zee.
The
rodents proceeded to tell their quarrel to the second Zee-Captain. A
most recent dispute that appeared to have no peace to garner and thus
she was forced to make a choice. Pick a side or depart.
The side she
chose was that of the Seneschal who then lead her to where the rest
of the oversized Cavies were – Cavia. The central building of Cavia
was a grounded Zee vessel where the guinea-pigs corralled nearby.
There, she noted the situation by speaking to different folk and she
reportedly noticed how utterly incompetent they appear to have been
as a species. Due to the incompetence and not wanting to lose any of
her own crew to a rodent war, she decided to advise only and went to
meet the king of the Cavies who put her plan into action – a full
scale attack to steal back something precious to the Cavies and then gain control over the island while the rats were weak.
The
plan was mostly successful though the population took a significant
decline, but with control over the island, the king thanked the
second Zee-Captain who stayed for some of the celebrations and
departed. Not, however, before recruiting one of the Cavies as her
mascott on-board her vessel, thus following Ylvanna's example of having a 'pet' on board. Having
left, though, she felt somewhat important to the island and
reportedly made multiple return trips over the next few months.
Her
tale follows with some difficulty, a scarcity in fuel and rations a
scuffle with some Zee creatures. Not wanting any hostility, her main
focus was to run – at first – and escape she did, only after
taking some damage to her hull. She retreated south-west to the Shepherd Isles
where she found some stories to trade and recruited a first mate and,
shortly after, a doctor. At Abbey Rock, further south, her difficulties subsided as
she struck a significant fortune.
As
she neared Abbey Rock, with every intention of just passing by, her
lookout on her crew shouted that there was something interesting by
the rocks – a wreckage. The Captain, hoping it to be Ylvanna's
Wreckage and that there might have been some clue as to what happened
to her, decided to dock and search the crashed ship. It was not the
wreckage of Ylvanna, though it was that of a previous Zee-Captain who
had grounded and left behind a large amount of fuel and food. The
ship has strange markings on it showing signs of worrying struggle –
however, the Zee-Captain's worries of returning to Fallen London were
over for now. This tale is also surprising to myself as I believed there not to have been many Zee-Captains of this kind previous to Ylvanna - sorely we must accept that there are many unknowns out at Zee.
As the second Zee-Captain neared to Fallen London again, she decided to stop and make an enquiry
at the Hunter's Lodge, for she too had heard that one of the sisters
was a friend to Ylvanna. Over the next week she managed to sit down
for lunch with all three sisters, which was either a blessing or a
curse. While none of them wished to discuss Ylvanna, they all had
their odd stories to tell that had different effects on the crew.
Some crew claimed they were being watched by Storm. Other crew claimed that Salt
was aware of the and they just knew. One man claimed they should be weary
of the attention of Stone. The three Gods – if they exist – had
some part of their gaze on the second Zee-Captain. There were tests
that support this claim.
One of the crew told the story that while at Zee, some of the crew looked up at the shining on the ceiling of the Unterzee, spread out like stars over the cavernous expanse. With permission to gaze at them, they were rewarded with calmness and reduced fear for the rest of their voyage. Another time a crew-mate told the story that the Zee-Captain was eating a biscuit when a hard crunch had her picking some kind of stone from her mouth. It was a diamond. The crew warned her that diamonds are a sign of Stone – the God of home, hearth and healing - and should be cast into the Zee. The Captain refused, however, and sold it in Fallen London, instead.
One of the crew told the story that while at Zee, some of the crew looked up at the shining on the ceiling of the Unterzee, spread out like stars over the cavernous expanse. With permission to gaze at them, they were rewarded with calmness and reduced fear for the rest of their voyage. Another time a crew-mate told the story that the Zee-Captain was eating a biscuit when a hard crunch had her picking some kind of stone from her mouth. It was a diamond. The crew warned her that diamonds are a sign of Stone – the God of home, hearth and healing - and should be cast into the Zee. The Captain refused, however, and sold it in Fallen London, instead.
The
next of her voyages had her with much food and ration so lasted a long
time out at Zee – she learned many things such as sometimes it is
better to fight. She took more damage to her ship but refused, still,
to get any repairs until it was “absolutely necessary”. She also
stopped by the port to the Surface and enquired what it was like up
there and she learned that many neath-dwellers fail to survive in the
heat above. The surface is not a safe option for us, either.
Over
the next days, little of the second Zee-Captain's story trickled
back to Fallen London, though it was said she was seen heading too
far North into some dangerous mists. After more visits to the
Hunter's Lodge and finally Cavia, she met her match just off of
Pigmote Island where she encountered a threat that did not take long
to sink her damaged vessel. The cavies watched and wept at the coast
as they saw their 'hairless advisor' and crew get picked off as
food. That same evening, the Cavies got a raft together and found a
passer-by to send a package containing what they found at the
wreckage back to Fallen London that it might be useful to another.
Thus
begins the tale of the third Zee-Captain.
---
Howard Sterling, Chronicler Of The Fallen London University
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