kassiaactuallydraws - KassiaActuallyDraws
KassiaActuallyDraws

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My Personal Take On The Hero's Design, As Well As A Few Of The Voices

My personal take on The Hero's design, as well as a few of the voices

My Personal Take On The Hero's Design, As Well As A Few Of The Voices
My Personal Take On The Hero's Design, As Well As A Few Of The Voices
My Personal Take On The Hero's Design, As Well As A Few Of The Voices

I always liked to imagine the voices were represented by little necklaces/charms that they would use as a vessel to speak through-mainly just because I like designing accessories. I might do more in the future, but for now here are my favorites!

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More Posts from Kassiaactuallydraws

6 months ago

Apotheosis, Stranger, and Wild are a trio to me, being the three who got closest to reaching Shifty’s true nature.

I also like to think of it as “Pothy and those fucking birds that she hates (while she achieved literal godhood and the others haven’t, they are technically more like Shifty than she is)


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6 months ago
This Is My Entire Twitter Feed This Morning Have You Guys Seen This I'm Going Crazy

this is my entire twitter feed this morning have you guys seen this I'm going crazy


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6 months ago

you know…… there's an argument to be made to getting Contrarian in Nightmare instead of Paranoid. Like– you go for a third option neither the narrator or princess want, but you double down on anyway. In the original Nightmare, that was because you couldn't trust neither princess or narrator, but what if you started doubling down specifically because neither of them agreed with you?

That was how I fell into the swap au trap, with something I'm calling 'A Shift in Perspective' (or 'SiP AU' for short), where the swaps are all decided by whether or not I can find a good argument to why you should get a different voice in the game's routes. Here's the conclusions I reached:

Nightmare – Contrarian: like I already said in the example above, neither princess nor Narrator liked your idea and so you decided to double down on it to the detriment of everyone involved. Princess still feels abandoned by you, but she's also angry to how flippantly you taking this ("You think this is game? OK, then, why don't we play.").

I want to lean more into Nightmare's playfulness here, with some jigsaw and carnival themes. The way to the basement is a jolly ride that take you down to her lair with cheery-creepy music as you pass through exaggerated smiling and crying faces. Contrarian is still trying to make light of the situation, though there's a noticeable undercurrent of fear in his tone. Nightmare doesn't shut down your organs here.

Spectre – Opportunist: You did the job exactly as asked specifically to get that reward, but it turned out it was a bust, so you kill yourself and come back to the cabin in hopes the princess has a better option for you. In this read of the route, you take more of a 'hitman' role, being more focused on what you can get out of this situation as opposed to the act of killing the princess. Spectre doesn't change much, though her cabin has a more sterile feeling to it as opposed to old and abandoned. She won't be happy to learn you killed her just to get a reward, but is willing to hear you out. Now you just gotta negotiate your way out of this situation and make sure not to accidentally get yourself killed by saying the wrong thing!! (don't have many clear visuals for this one, more just a Vibe)

Prisoner – Cold: You completely ignored all of Narrator's warnings and advice. It didn't sound right to you, anyway, so you went straight for the princess, and it immediately became clear who you were more willing to hear out. When she kills you, you accept it without complaint; it's only fair, there was no other way for her to defend herself. If Cold is a steel-weapon in the canon game, here, he is a shield; willing to take on any hit if it means getting his way, and making sure the princess stays alive. In the basement (a stone cold prison with clear, (and very breakable), chains around the princess' wrists and neck). Prisoner smiles when you appear, like she's in on a joke, but doesn't say much. Cold still won't urge you in any particular direction; suggesting you can explore, examine the place, talk to the princess all you want– but in the end, you still have to make a choice. And it's a easy, no?

Wanna lean into the fact Cold is prolly the closest voice to Quiet's true nature here, and the fact that despite lookin' the most human, Prisoner is still the one you can get free by simply letting change happen around her; neither of you may know why, but you two intrinsically trust each other

Damsel – Stubborn: You very insistently didn't get the knife, didn't abide by Narrator's advice to not talk to the princess, resisted when he tried to force your hand, and made sure she would be the one to kill you. (Imagine Narrator saying, "A stubborn bastard, aren't you?" right before you die). There's no doubt now. Narrator is a villain who, for some reason, wants to make sure the princess dies. You won't let that happen.

This is the one where we focus more on the 'distress' part of Damsel in Distress. There'll be lots of traps and trials trying to attack her once you save the princess from the chains, and it's your job to make sure she gets out of there unscathed. Something of a scourt mission. Stubborn's fighting instincts here are directed to the threats around the princess instead of her; much like Cold, he's more of a shield than a weapon in this version.

Beast – Broken: You got absolutely wrecked by the princess like you were no more than a mouse against a lion. What hope can you have to survive in this situation? It's simply nature; you should just lay down and let it take its course. The basement here is much more open, and with an arid feel to it; more of a savana than a jungle. The princess lies in plain view, a mighty Beast that you cannot hope to face against. You have to fight against your own Broken spirit as well as this apex predator to hope you can have any chance of survival.

Witch – Paranoid: The moment you saw the princess chew her own arm, you knew you made the wrong choice. She's clearly not someone that should be trusted, attacking was the only option you had!! The Princess attacks back in surprise, immediately hardening her stance once she realizes what you did. The two of you die, and the way she clawed and bit at you only cements in your head that she's a tricky monster who cannot be trusted.

There is more than one entrance to the basement this time, and no matter which one you take, you'll end up in a labyrinth of roots and vines full of tricks and traps the princess laid out for you. You never see her clearly, but her cackling laughter follows you all the way. Paranoid will warn you of any trap before you can fall for them, and listening to her is the best way to avoid getting caught; though some of the things she perceives as a trap might not actually be there– the roots almost seem to move imperceptibly, and you're sure there eyes following you. Are they really there, or are they imagined? You'll find Witch right at the center of the maze, where you can either fight her or try to talk things out. Though none of these choices will really help you escape. You're already trapped.

Wanna lean into the cyclical feel of both Witch and Nightmare here, with your distrust/fear is what keeps cementing this cycle of violence you're both stuck on.

Tower – Smitten: (women that can kill you by stepping on your throat are kinda ho– [gets shot]) Right before you die, you see the situation for what it is. You never should've wielded that knife against her, she's a light that can't be snuffed out, don't you see? With that understanding is that you die. There are bells echoing in the distance when you enter the cabin, a beautiful place with ornamented windows and mobilia; really leaning into that church symbolism here. Tower is sitting as she waits for you with a soft smile on her face. Her voice is honey, and what she offers you is benevelonce and a place at her side, all you have to do is pledge yourself to her.

Instead of an imposing and impossible figure, Tower is more of the 'benevelont god' figure here. Still very much wants you to be under her control, but won't rush or press that offer upon you (she knows you'll accept it one way or the other anyway). Smitten is the only one forcing control of your body here, wanting to rush to her and kneel at her feet; you can fight him, or you can let him steal all the choices from you.

Adversary – Hunted: You tried to go for a killing blow, but you gave her too much time to prepare herself and now you're also at the receiving ending of her blows. Well, kill or be killed; you're both just animals trying to survive. The cave you find yourself in once inside the cabin has more of a humid air to it, and at the bottom, you find the Princess; Adversary has more of a scaled lizard aesthetic to her, and is eager to fight for her life again with you.

Hunted isn't as excited about fighting as Stubborn is in canon, but is very much willing to prove you can overcome this obstacle. Doesn't matter how many tries it takes.

Stranger – Cheated: "What the fuck do you mean the universe itself will warp into itself to keep you from leaving?!? That's absolutely bullshit!!"

That's all the argument I have for this one. Stranger themselves doesn't change much, the main difference is Cheated's reaction and how he goes about treating a world where you're choices doesn't seem to matter anyway.

Razor – Skeptic: There must be a reason you couldn't kill her before, and if you find the answer, you can make sure you kill her for good. You see this mission as a puzzlebox that needs to be solved if you want to slay the princess. The cabin is basically a escape room from the moment you step in, and will not let you progress unless you solve it. Each wrong answer slices you in half and gets you a new voice. New perspectives to see this rubix cube from!!

At this point, you overcomplicated this whole thing so much, it's all just a tangle of webs and knots with no rhyme or reason, with you and the princess (who's at this point, just a mess of wires and steel) stuck right in the middle. The only way to escape is shutting down all your thoughts and cutting through the knots with her.

+ some doodles I did for this concept

You Know There's An Argument To Be Made To Getting Contrarian In Nightmare Instead Of Paranoid. Like
You Know There's An Argument To Be Made To Getting Contrarian In Nightmare Instead Of Paranoid. Like
You Know There's An Argument To Be Made To Getting Contrarian In Nightmare Instead Of Paranoid. Like
You Know There's An Argument To Be Made To Getting Contrarian In Nightmare Instead Of Paranoid. Like
You Know There's An Argument To Be Made To Getting Contrarian In Nightmare Instead Of Paranoid. Like
You Know There's An Argument To Be Made To Getting Contrarian In Nightmare Instead Of Paranoid. Like
You Know There's An Argument To Be Made To Getting Contrarian In Nightmare Instead Of Paranoid. Like

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