Give me a Percy Jackson who hates swim team. Who went to a public pool for swim lessons once when he was five and started to sob the second his skin hit the water
give me a Percy Jackson who is always just the slightest bit unsettled at pools because water is never meant to have the life sucked out of it and be divided into lanes or put in boxes in the ground
Water isn’t meant to be contained.
a percy jackson whose skin feels like it’s slowly beginning to burn when he tries to swim in chlorinated water, who hates any set swim stroke with a passion and can’t stick to one for the life of him
who doesn’t understand why you’d want to keep only to the surface of the water, when being cradled under the surface is everything
because swimming is supposed to be like the tides, maybe patterned, but never identical, it’s supposed to be flowing with the world around you as you please
Give me a Percy Jackson who loves the sheer nature of water so much that he can’t help but quietly despise our “pools” and their dead water with their constricted sides and restrictions on what it means to change with the world around you
A Percy Jackson who is the child of water in its most natural state, and who can hardly bear to see the way society has attempted to contain it and sterilize it and strip away its power
He hates swim team, but that’s only the half of it
this was one of his breaking points.
Camp Jupiter when Percy shows up:
bring your kid to work day
★bonus: he’s impressed
Do u still have that height chart u made of all the characters? Im trying to find references, no prblem if u dont!!!
You might be referring to my old one, but this is my updated one! Forgive the hastily doodled on clothes - this is also my body type/scar/tattoo/etc/general ref sheet, and while I've posted it without the colors before, it feels weird posting it with colors cause for some reason then it looks like theyre all naked, lol. Ref sheets are funny that way. So doodled on clothes it is.
Married in red doodles
god he so cute, his whole family is so cute actually
[ID: A Mairimashita! Iruma-kin extra titled "Balam Sukima." It shows a young Balam, captioned "living at the dorms". Narration explains it's "the day Balam left home" as Balam's parents speak to him.
"You can come home whenever you feel lonely." Balam: "Okay." "Make sure you eat all your meals." "Don't just go chasing after creatures." "Okay." "Even if you're angry, don't ever hit anyone with all your strength." "Okay?"
Balam closes his eyes, starting to look frustrated, as they continue. "When you touch someone, do it gently, don't break any arms." "That's right, stop before they pass out." Balam is silent, and they exclaim, "Shichiro! Where's your answer?" Narration states, "They worry so much they still call twice a week." The last panel shows one parent touching his cheeks and a bright glow emanating as Balam, still a bit annoyed, says, "Okay." End ID] ID by @princess-of-purple-prose
oop
Sig games multiverse.... Of chaos?
it's not going to let me rest until i write about it, so tonight I want to talk about the TSP2 Expo in Ultra Deluxe, and why it's a thing at all, and what it means about the Narrator, and how deeply self-conscious he is.
The Expo is, and I say this without exaggeration, the Narrator's deep, desperate need to respond to the audience and the reviews from the Skip button ending. They say he's not funny; he makes "a whole lot of gags". He's still reactionary, he makes all of this in response to (and in my mind, in the downtime during) the Skip button, and it's the first thing you can find right after the game resets from the Skip button.
He's not over it.
TSPUD in general is in a big way about the relationship between an artist and their audience. (i swear on my life i've written those words before...) it's about how a creator can and does create for themself but does, on a real level, yearn for an audience to understand and appreciate, while also being scared that people wont get it, and also being scared about "needing" a reaction to begin with.
Create for oneself, sure, but you still want people to like the thing you made. You want them to experience it, this thing you put so much time into. You want them to laugh at the jokes, that's why the jokes are there, and you hope they hit right.
Elements of that have always been in TSP but they're at the forefront of TSPUD and especially all the Expo stuff. Even while the Narrator, in Skip button rants, berates the audience for wanting jokes and gags and bits to distract them, he immediately wants to please. He's yearning to be understood, and he thinks if he can just give the people what they want, then surely they'll find the meaning in his work.
And then there's that darn Bucket. And while the Bucket feels like, at times, a stand-in for the Narrator or a way for him to project, it's easier for me to see him trying to frame Stanley's bond to the Bucket as a parallel to his bond to Stanley, instead of the other way around.
Stanley is the thing that is here in this world and story to comfort the Narrator. But Stanley is also the thing that can crush the Narrator's spirit.
In the Press Conference Ending, Stanley's bold new approach to story-telling gets him lauded, gets him praise. In the Bucket version, he tries to make the Bucket understand him through other people understanding him, and it fails. It scans as the Narrator desperately trying to reach out to Stanley, even as he tries to get adoration from an audience. Stanley only has eyes for the Bucket in the Apartment ending; in the end, the Narrator only has Stanley for company, and he on some level wants Stanley to appreciate him. He asks for feedback in the Games ending. And while nothing will ever really make him happy, there, he still asks.
In the end, Stanley's the only audience that really matters. He wants Stanley to like the things he makes.
"Why did I create Stanley? Was I lonely?"
He was. And the audience he's looking for isn't one he can interact with.
TSPUD is about a creator's relationship with an audience, hoping they will play the game, and like the game, and understand the game, so that they'll keep playing. And the game "ends" when the creator says "okay. I think I'm ready to try something new. for real this time!"
And then he gets pulled right back, because the audience response is just so uproarious. How can you move on from a thing that did, on some level, garner you success? Shouldn't you just stick with the thing that made you successful? But how do you make it better, when it felt like a complete work?
When do you get to move on? When do you make that choice? Will the audience understand? Will they follow you? Or do they just want more of the same?
The answer isn't simple.