im watching…

fune wo amu – no opinion yet besides “about real people instead of anime characters”

shuumatsu no izetta – pretty good ww2-set conflict (has fanservice)

www.working!! – not much to say besides the formula still works with all new characters


akashic record – only 2 chapters out, but an excellent conflict between a teacher disillusioned with the institution he works for (to the point that he doesn’t even want to work, and the novel is unabashedly honest about how pathetic that sort of disillusionment renders a person) and students trying to find their way in such an institution

duke’s daughter – pretty decent, reincarnation otome game trope subverted with “economics” and statecraft; has one scene with literally nothing but exposition that manages to work because a character is positioned in it as an observer, similar to the reader (would be a good case study)

tsuki ga michibiku – seemingly generic reincarnation in another world novel, has moments where it is really honest about the immaturity of the main character, who is overall a much more thoughtful character than you usually see in these web novels

i think maybe i should do… not necessarily reviews but discussions of aspects of certain games/anime/novels

ok this is like some meta horror because there’s like absolutely no info about this show so the entire first episode it’s like “oh god what if it’s a horror genre and bad shit happens” like literally the most accurate mental state possible for the story since the first episode is about them travelling to a lost village which is an urban legend and YOU JUST DON’T KNOW MAN

tfw asunas a real character whose experiences in real life inform her actions in aincrad

but “letting down people you care about”

is that what that flashback was supposed to convey?

it’s easy to say stuff like “don’t give up!” without a whole lot of specificity

like if you’re an artist, do you not give up on single projects, or your pursuits as a whole?

it’s certainly true that learning to finish things is good, but it’s also not terrible to “give up” as much as possible, to try out as many ideas as possible

because you’re not really “giving up” on all of those ideas, you’re seeing how they interact with all the other ideas, and sometimes this produces more complex and detailed ideas


it occurred to me that i probably produce more content in the form of throwaway comments and arguments than blog posts gg

so, this post has two parts

  1. “we enter medicine with mental health on par with our peers”
  2. what comes before suicide?

i truly doubt “we enter medicine with mental health on par with our peers.” it may be true on average, or it may be true that any deviation from the mean is counteracted by med school admissions stigmatizing mental health in the first place. of course, that’s also assuming it’s not exacerbated by such a thing. still a pretty sweeping assumption

the more pressing point, what comes before suicide? this has been on my mind a lot lately. suicide is easy to pay attention to because it’s physical. but what exactly happens with untreated mental health problems? what of my mental health is even left, and what has been totally destroyed beyond repair? oftentimes i think that the outrage surrounding suicide is founded in an ignorance of the extremely crippling state of mental health that would precede it, that the person would be trapped in for the rest of their lives if they didn’t commit suicide. the scene is cast as life vs no life rather than an already heavily deteriorated state of health vs euthanasia.

It probably isn’t fair to do this, but I make a lot of my critique about Starbound based on comparison with Terraria. Actually, it’s probably fair in the context of capitalism and competition.

What’s good about Starbound? Where does it stand out? Especially compared to Terraria, I would say that what’s unique about Starbound is the feeling that each world you go to will be a different one, the spirit of exploration.

Or at least, that was the case back when each planet had a limited amount of exciting loot to be found. With the introduction of an actual progression system through a quest line and resource procurement (and the removal of any randomized loot worth caring about), each planet has essentially been reduced to a rock with resources in it. This is not a design choice that is conducive to the exploration of a large universe. By making progression linear and non-random in this manner, you set out a path for the player that consists of progressively more inhospitable rocks, which are only distinguishable from each other by the power levels of their inhabitants.

Starbound never had what Terraria had, with each world demanding investment from the player and rewarding it by continually evolving with player progress. Without that, you even lose some of the base-building typically associated with sandbox games. This brings us to both my weaker critique and my hopes for the future. You are in possession of mobile base, your ship. This sits perfectly well with the theme of exploration. You can’t customize it at all, but you can build a colony on a planet, populate it with NPCs, and set up permanent teleporters to return to your colony whenever you want, effectively making it an extension of your ship. This is actually well-executed enough in my opinion to overlook the wasted potential of the ship itself. Maybe it serves as reminder of the utilitarianism of space travel, I suggest as I fly through the stars in a ship fashioned after a coal locomotive.

What I would like to see developed from this is some sort of incentive to actually construct outposts on planets of different biomes and levels. This could even salvage the linear resource-based progression system by having biome-specific resources on top of level-specific resources. You’ve got automated defense systems; why not have automated resource-collecting systems as well? (I’ve actually already constructed a few of these in the form of fluid converters which can generate massive amounts of fuel on ocean planets.) You instantly multiply the incentive to explore, introduce more incentive to invest in outposts, and make the universe feel more like the web that the starmap portrays it to be, rather than a line of rocks to be plundered.

And you know, maybe that was the plan all along and they haven’t gotten there yet. It’s certainly not out of the question at this point. There’s still something to be said about a lack of content to actually spend resources on, but that’s not for a lack of good decisions.