case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2016-05-20 05:05 pm

[ SECRET POST #3425 ]


⌈ Secret Post #3425 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

01.
[Final Fantasy VII/Super Smash Bros]


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02.

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03.
[The Girls Next Door, Bridget Marquardt, Holly Madison, Kendra Wilkinson]


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04.
[Pokémon Sun and Moon]


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05.
[Love and Lies]


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06.
[Aoishiro]


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07.


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08.
[The Hunger Games]


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09. [SPOILERS for Houdini and Doyle]




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10. [SPOILERS for Pokemon SM]




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11. [SPOILERS for The Witcher/Dragon Age]




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12. [SPOILERS for Cupid]
[WARNING for rape, incest]




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13. [WARNING for discussion of rape]


["Blurred Lines", Robin Thicke]





























Notes:

Really early because I've got stuff to do, sorry about that.

Secrets Left to Post: 00 pages, 000 secrets from Secret Submission Post #488.
Secrets Not Posted: [ 0 - broken links ], [ 1 - not!secrets ], [ 0 - not!fandom ], [ 1 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

(Anonymous) 2016-05-21 04:18 am (UTC)(link)
Have you only ever played DA2? Because that's an issue that DA2 has (probably because they had to force it out in a ridiculously truncated time frame) that really doesn't hold for other games in the series. Both Origins and Inquisition leave a decent amount of breathing room between said scenarios and combat, which felt more naturally integrated than it was in DA2.

For example you have the City Elf origin, which deals with an oppressive situation exploding in a violent way that harmed people on multiple levels and the violence that ensued was exactly what you would expect- you have to fight the guards of the nobleman who is holding your cousin captive in order to confront said nobleman and help your cousin. There are several quests in DAI that focus solely on dialogue to touch on similar themes of oppression, and very few moments that get "ruined" by combat where combat wouldn't naturally occur.

While I am completely on board with how ridiculous the enemy waves/behavior in DA2 tended to be, acting like that's BW's only mode is disingenuous. These are games that take place in a violent world where people are willing to die for their beliefs, and even then they have entire sections of their games that allow for moments to breathe without any combat at all.

(Anonymous) 2016-05-21 05:44 am (UTC)(link)
No, I think Bioware has had an extended problem with last-act moral conundrums. It's just that with ME3 and DA2, they tried to be "relevant" moral conundrums, as opposed to Jade Empire's democratic caucus on the moral value of environmental puppy kicking, HotU's "do I use RealNames(tm) to make people happy?" or KotOR's "will you love me if I refuse to kill you?"

ME3 was a hot mess from the first hospital scene. It gave us almost a half-dozen sidequest parables, before wrapping up with a trio (quartet) of moral choices that had minimal groundwork, delivered by a Big Bad with less development than Conrad Verner.

DA2 explored the problems of oppression, terrorism, and security states with about the same grace as Sylvester Stallone handled Vietnam ( https://youtu.be/9SW7-8C8kL4 ).

Then I got into TOR, which reduced extra-judicial rendition and civilian casualties of land mines to dialogue wheels and alignment points, and I said "fuck it."