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About iPink

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  1. I like literally every one of those features, especially dress-up. It's genuinely really surprising to me that it's apparently pretty controversial. If you don't like it, don't use it. I don't understand why people complain about extra features.
  2. @Mee: When I said "diet" I meant "what I/you eat," not the more common definition as something special to lose weight. For instance, a carnivore has a diet of meat, or a giraffe a diet of leaves. Sorry if that was unclear.
  3. @MeeCakeyMakey: The word for that is pescetarian, and I share the same diet. It's more for health reasons than anything else, but I also think the meat industry is entirely sad and completely inhumane, so I guess I have some moral issues as well. I like certain meat dishes, and I'm a little unhappy when menus at restaurants have dishes that I know I would like but which have meat in them, but I'm still happy with my choice.
  4. With the right kind of breeze, hair will do exactly that. I don't think it's unrealistic, especially not with the inherent limitations of the medium.
  5. @d_a: I didn't mean to be condescending or anything. It's like Argoyle said.
  6. Also, sand-desert kinds of places generally get really cold at night. The sort-of twilight of the background would probably be a pretty comfortable temperature, however. @d_a: The humidity of the climate should not affect how much you sweat. You sweat in order to cool yourself off. Not that the stickiness of a humid climate is equal to the dryness of a desert, but the sweat isn't the problem, it's the water in the air itself.
  7. Oh, okay. Is "Lust" still lustful and "Pride" still prideful, though? Or did they just decide that it sounded cool and their names don't reflect their personalities at all? I really like the cogs and overall design of Valeria's hat. Did she die in combat or of natural causes or what? It looks like she has wrinkles, although I don't know if that's purposeful.
  8. I've only ever seen Lust represented by a female before. That's an interesting interpretation. I like his design, and much more than Pride's design.
  9. @Elemental: And Nox was a lot cooler in TLO than TDP. Mostly because TLO felt like it was leading up to something really big, and then TDP was really anticlimactic in regards to Nox/the twins. @d_a: What I'm trying (and apparently failing XD) to say is that Ashara's Tomb and the crab are just little things that make it feel like the world is a real place. Eldrion feels like it would be there whether we visited it or not, as do the worlds in AP, AV1, and AV2. In LoT, GoN, and TDP, the world feels explicitly crafted for the characters. Which feels kind of false. I really don't know how better to explain it. And I think I've just figured out exactly what makes the ending of AV2 works for me and AV3's really doesn't: in AV2, the story ends, the people go back to their lives, and there's that bittersweet goodbye, because the world seems to go on past that moment and you don't know what happens, and don't need to (ambiguity, etc.). In AV3, it feels truly like an ending. It doesn't feel like the characters walk off the screen to continue their lives. It feels like they cease to exist after the ending. I can imagine all of them going off to live their lives, but I can't believe it. I'm probably alone in this, but that's how I feel. And I think the artificiality of the world for much of AV3 is part of it. I can't believe that it's a real place, so how can I believe that the characters can continue to exist in it?
  10. @d_a: You misunderstood me. I like the crab and Ashara's Tomb, and similar things to that, but AV3 didn't have a lot of that until TLO, and even then it felt like it didn't "fit" into the game (which is obviously because it didn't fit, and, as you said, was pasted on). The end of AV3 tied everything up too nicely. The epilogue scrawl makes sure of that. There's no mystery about what happened to the characters, and there's no feeling of goodbye because you just assume they'll see each other again next Christmas or whatever. AV2, on the other hand, ends with a lot of ambiguity, which is cool (for me). These goodbyes feel real. Also, the choices were missing from AV3. You choose who he marries, but not the fate of Mel herself, the MAIN CHARACTER. So yeah, that bugs me too. For what it's worth, TLO is my favorite Aveyond game, and I really like LoT and GoN as well. I'm only critical of AV3 as a whole (and TDP, although I've only played it once, so I need to see if I like it better the second time around).
  11. @d_a: In my mind the conflict in AV2 was that Ean really loves this new world he's found and wants to explore it and finds it fascinating, while Iya just finds it terrifying, and so when the time comes to return to the elf island (I want to call it the Vale, but I'm probably wrong) he wants to stay and he has to choose between her and, basically, the future he wants. And yes, I know that that whole thing is mostly fabricated, but the choice between staying and exploring with Rye and going home with Iya always seemed like it could have come along after a real conflict between the characters. Anyway, long story short, my headcanon Ean x Iya is a lot more interesting than the actual canon. And what I'm really trying to say, I guess, is that I agree with you on AV2 having a ton of potential; I think the fact that I managed to get all of this out of the sparse character interactions is testament to it. But I think the pairings/characters need to go a lot further than they have in the AV games previously. AV3 came close, but they were so OOC in AV3-4 and even before that were mostly broadly drawn stereotypes. One thing that I really think would be nice is if one of the endings was not clearly designed to be the canon ending. I get that one of them has to be canon, because this is a series and you need a through line without inconsistencies, but all of the endings should be well made and satisfying. AV3 almost fixed this, except that there was that epilogue scrawl at the end that made it seem as if Amanda was just done and didn't want to deal with finishing the game completely (which is fine, it didn't harm the experience, and I didn't find it lazy, just kind of tired). Also, AV3's ending was annoying because all of the endings were basically the same thing. It would be nice if, in the upcoming games, each pairing ended wildly differently. I think another problem with AV3 is that the only pair-able male character is extremely constrained and boring; his fate is set from the beginning, so none of the pairings can be particularly interesting or surprising. So yeah, sorry for the rambling (and for being so harsh toward AV3; I do love it, just, for some reason, not as much as the other three in the series, even if I can objectively say that it's the best of them). Also, gay/lesbian pairings need to happen.
  12. @d_a: I agree with you that it's not "deep" and that these things create the illusion of more depth than there is, but that's what any story is. The fact that we don't learn the answers to everything, even if there aren't really any answers, is a good thing. I think that, in general, AV3 struggled with that a bit more. There were still some really nice touches (Ashara's Tomb and the random, mostly unexplained giant crab, for instance), but it didn't have that same lived-in feel. Which is irrelevant to the ending, but I think that AV2's ending is the best for kind of the same reason, in that it feels like real life, a little bit. AV2 had a ton of problems (mostly with boring characters), but I think it's the only Aveyond game, Ahriman's Prophecy included, that really nails the ending. Oh, and when you bring up Snape and Quirrell, are you saying that's a good example or a bad example? Because cases can very well be made for both sides. (I think it's well done, because it all makes sense in retrospect, but if you think of the book as a mystery rather than whatever ill-defined genre the series is then it kind of drops the ball on not giving quite enough clues to figure it out beforehand.)
  13. I'd rather that an ending remains at least partly ambiguous, because if every single little thing is wrapped up completely then it doesn't feel true to life and there isn't anything to really "pull" me back into the world of the game. I think that the main plot should always be resolved, but epilogues where every single character's fate is resolved (like Harry Potter or the end of AV3) really bug me because then I can't imagine any of their fates or anything. I think that the end of AV2 is really good at this: we see Iya and Ean's fates resolved, but we know they have more adventures, and the same for every other character. There are a few remaining mysteries, such as what the heck is going on with the Phoenix Orb or how the civilization was destroyed, or exactly what was going on with Aveyond, but the Snow Queen is defeated and we know that things will be okay, at least for now. I also prefer bittersweet endings to everything else. I don't want all of my characters to die and the world to end, but the characters should lose something in order to save the world, or maybe the world needs to lose something in order to be saved. A little more grey instead of black and white is always welcome. A sad ending can work as well, with or without a sequel, but it has to be done right and not come out of the blue completely. A full-on, everyone's happy type happily-ever-after is probably the worst for me. I get the idea of escapism, but if up until then I'm really into the story, that just kind of pulls me out. I'm going to bring up the ending of AV2 again, because I think that it does well in this area too: AV2 has a really bittersweet ending. The two elves return home, probably to live forever, and almost certainly never see their friends again. The two worlds are split apart, maybe forever. The ice city is basically destroyed (which is confirmed in AV3). Aveyond is still not restored (although there is hope that it will be). But it still has a "happy" ending. I think it was done really well. And I don't think the ending has ever made me regret playing a game. The ending is not what makes something good, although it can definitely make it better or worse. The ending is important, but I really don't think it's crucial.
  14. The book has now been announced as The Casual Vacancy.
  15. With French I'm good at the nasal sounds, but I have incredible trouble rolling my Rs in the right way. And it's difficult to tell when you need to transfer the sound of the end of one word into the beginning of the next (there's a word for it, but I can't think of it >.< ). What I need to do is go live in France for a year.
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