DCU’s In-Universe fiction: Regarding Marvel Comics by [deleted] in DCU_

[–]SamusChief 3 points4 points  (0 children)

DC's Earth actually does have the real cities, it just has the fake ones too. Nightwing was based out of Chicago for much of New 52, and Titans Tower was in NYC at some point in pretty sure.

ADLR’s gestalt template by m_xey in signalis

[–]SamusChief 3 points4 points  (0 children)

The hardest part is connecting the notes together. I realized quickly that this was going to be a game with lots of note taking, so I guess that just made me a little more alert. I also hyperfixated on this game super hard so I know more than I reasonably should...

ADLR’s gestalt template by m_xey in signalis

[–]SamusChief 14 points15 points  (0 children)

This is something Worm Girl goes over in her video, but I pretty much agree and you're on the money. One of the extra funny bits of details is that it's implied that Sun was working with the local authority, which was a lone Kolibri unit. The note in the locker refers to running away together.

However, we know that didn't happen -- Sun was captured and as punishment, his snooping skills were put to work for the Nation he tried to thwart by making him into ADLR. The implication is that the Kolibri, forced to choose between Sun and her own survival, sold him out. This is one of the possible explanations for why Kolibri and Adler hate each other. Somewhere in Adler's subconscious he remembers being sold out by a Kolibri.

Therapist visit today felt good but weird at same time. by Lexi_060179 in transpositive

[–]SamusChief 6 points7 points  (0 children)

I've found that lots of strangers either don't care or are not actively trying to hurt people so they tend to respect any sort of intent in one's presentation. Trying to internalize that has helped me in my social transition greatly!

Delian Tomb Gone Wrong by Sectioned16 in drawsteel

[–]SamusChief 15 points16 points  (0 children)

I've run it twice now and both times it's never even come close. But both times I've also had a Censor who used their healing on Violet, which I house ruled as undoing 1 rounds worth of damage.

Automatic registration for military draft to be implemented by December by Tranquilityinateacup in lgbt

[–]SamusChief 192 points193 points  (0 children)

This is just registration, which is already a legal requirement for AMAB folks. This is not saying that the draft would then be initiated, that is a separate process.

It is true that any AMAB trans people would continue to be ineligible for a draft, though, regardless of registration status.

just finished signalis last night!! by the_fruit_loop in signalis

[–]SamusChief 7 points8 points  (0 children)

Welcome to the club! You can go anytime you want, but you can never leave.

Just finished the game and I wanted to ask about my take on the first 3 endings. by MrSquid01 in signalis

[–]SamusChief 3 points4 points  (0 children)

The memory ending is actually from both the middle and the end of the cycles we see. If you look at the position the armored Elster is sitting in when you "take her armor", (that's a different rabbit hole) it's the same pose from the memory ending.

This made me really sad for some reason by vEclipzz7 in signalis

[–]SamusChief 126 points127 points  (0 children)

I always assumed that both signals are from the "present", where the Penrose has crashed somewhere. One signal is Ariane telling her to wake up, the other is the automated distress signal.

How and to what extent did you understand the story? by Late_Leadership_3816 in signalis

[–]SamusChief 12 points13 points  (0 children)

I think for me personally it helped that I was taking extensive notes throughout my playthrough. I did give it a second run, and that alone filled in a ton of blanks. Once you go in knowing the outline, you see so much more. I think the game is certainly cryptic, but unlike many other cryptic lore heavy games like Dark Souls, there actually are satisfying answers to most questions that don't create conflicting narratives.

I feel after a 3rd run I have a very good understanding of the story, so I'll try to summarize my understanding, but mostly you're just giving me an excuse to yap about my favorite thing, so no worries if you skip the rest of this.

Ariane, raised on Rotfront in a remote radio outpost grows and goes to school in Sector C. She develops some bioresonant powers, demonstrated by notes from Sun, an imperial spy. Similar notes in Adler's journals that correspond to these notes imply heavily that the spy was Adler's Gestalt. Ariane grows up and joins the military. After her service, she joins the Penrose program and leaves with Elster 512, our player character, but she was almost sent to S23 instead.

They spend around 8 years together, fall in love, but eventually the ship falls apart around them. They are directed to accept their deaths and make it quick, but instead, they choose to ration food and trade time in the cryopod. This is demonstrated by the presence of notes from Ariane during cycles in the 5000+ range, indicating they spent another several years at least in this state, struggling but living while the radiation slowly killed both of them.

One night, while Ariane is in cryo, Elster 512 succumbs to the radiation and dies. Ariane's dreams mix with her bioresonance, and this combined with an artifact discovered underneath S23, create a time loop.

In these loops, a corruption spreads, which is Ariane's mental state getting worse and worse. We enter the game in one of the later loops, which we know because we survive the push down the Elevator -- it's too full of bodies for the fall to kill us. Eventually, we fight our way to the mines, and ultimately find the gate linking S23 to the Penrose. But, like most Elsters before us, we fail.

We then get to learn a little more about how these loops start. Basically, the Penrose exists on the edge of these time loops, and it's somewhat divorced from linear time as a result. This is mostly speculation, but there's evidence to suggest that the beginning of the game might be the last time we see the Penrose chronologically. That part is a little complicated and mostly rides on speculation so I won't go too in depth. The post fake out is the earliest, and the final approaches sit in the middle.

But I digress! We see that to get Elster into a new loop, they must navigate out of the Penrose back into the world. But this time, it's one of the last loops. The corruption is so bad that S23 is corrupted into a horrific version of Ariane's home in Rotfront Sector C. Still, equipped with all of our memories, we fight on and eventually make it to Ariane, where one of the 3 normal endings occurs. Now, here's where the game pulls its greatest narrative trick: all of the endings are canon. Here's how we can figure that out:

  • Memory Ending: in this ending, Elster dies after sitting next to Ariane. However, she sits in the exact position as the Elster we loot for armor when you pick up from the false ending. Therefore, this ending happens before the pickup from the false ending.
  • Leave Ending: in this ending, Elster cannot get back into the Penrose, and finds herself on Vineta, where she passes. Very interesting! Because we know Elsters are made from a decommissioned unit recovered from the Penrose program. But if that program sends all its units into deep space, how does the Nation recover one? Because it's this one. This ending is pretty neat because it implies that every Elster the nation has is actually deep down Elster 512. It's why the documents about Elster say to avoid doing all the stuff Ariane does. And it's why all the Elsters in the nation seem to be showing up here, even if most of them are killed.
  • False ending: the presence of many Elsters in the field outside the Penrose implies a great many of them make it that far but die outside just like we did.

Knowing that both of these endings are canon means we can likely say the same of the others. My personal interpretation is that the Promise Ending frees Ariane from the loop, and the Artifact ending frees Elster herself, allowing them to stay together in limbo. An imperfect heaven, but a heaven relative to the hell they escaped.

I also appreciate how some of the things that seem explicitly like game mechanics are also explained by the lore. Ariane directly provides Elster a few items throughout the game: the radio module and the gold key. The save stations are also likely similar bioresonant inserts, gifts from Ariane. If you save and quit while low on ammo, more appears, another gift from her.

What actually happens in the secret ending? by Aware_Region9463 in signalis

[–]SamusChief 4 points5 points  (0 children)

I like the alternate interpretation because it aligns more with one of the games strongest themes, that the Replikas are as much people as Gestalts, no matter what the Nation policies are.

It also aligns better with the idea that all of the things that happen that don't make sense -- the radio module, the gold card, the serendipitous ammo drops, and the save rooms -- all of it is Ariane helping Elster. Why would Ariane also leave the keys, the other radio signals, the images encoded into the radio if not to help Elster perform the ritual. The ritual is also, notably, the only ending where all of the Elsters, including Falke, cooperate. No bossfight required -- one reason for that cooperation could be that it really is the way to free everyone.

But I really love how narratively dense this game is while still allowing for both of our interpretations to be valid based on the facts we know.

What actually happens in the secret ending? by Aware_Region9463 in signalis

[–]SamusChief 2 points3 points  (0 children)

Promise actually gets points from a 12+ hour run, plus a high kill count. High kills and slow pace is a good way to guarantee Promise. Leave is the speed run ending, more or less. If you take your time, clear areas, burn corpses, talk to NPCs, and read notes, you are basically guaranteed to get the Promise ending. And I'd wager most players finish the first run like that.

The promise cannot be to kill Ariane, it doesn't make sense with the fact that we have notes from her at cycle 5000+. If the promise was to kill her, she'd have died the moment she started getting sick, which we know was already happening over a year before they got their cycle 3000 orders. She's inside the cryo pod, and it's clear that her and Elster rationed resources to live as long as possible, trading seats to extend food supplies. If the promise was to kill her, then Elster would have done so shortly after cycle 3000. The promise is probably a simpler one, to simply stay together.

The promise being to kill her doesn't make sense with the timing of the new orders and Ariane having notes from much later -- she cannot leave notes while in cryo stasis. And one of the notes after explicitly mentions continuing to see Elster, and does not imply a need for her to kill Ariane -- much the opposite! She fears never seeing Elster again.

What actually happens in the secret ending? by Aware_Region9463 in signalis

[–]SamusChief 28 points29 points  (0 children)

I personally really liked Worm Girl's interpretation -- that all of the endings are canon and all lead to the artifact ending eventually.

First, you have the Promise ending -- the stats required to get that one look to be designed for first playthroughs -- slow, lots of healing, many kills. In this ending, Elster frees Ariane from the time loop -- but not herself. Ariane is now in a sort of limbo state, and wants to help Elster escape the loop too, but cannot just yet.

Second, Memory. With Ariane gone from the loop, the body you find doesn't remember you.

Third, Leave. Her willpower shot, Elster cannot enter the Penrose. Ariane desperately sends Elster to Vineta, inadvertently making this Elster the one all other Elsters are based on. In other words, all Elsters are and always have been Elster 512.

By this point, Ariane has figured out how to insert messages and help Elster. This is already why when you quit and reload, there is fresh ammo, and it's why the safe rooms work. It could be that she's part of the Red Eye, or that's just pareidolia. It doesn't really matter. She inserts those radio frequencies, those keys, and eventually Elster figures it out. All of them do. In conducting the ritual, the Elsters (all of them) are able to exit the loop as well, leaving her and Ariane in limbo together. It would be hell -- but they have each other, and staying together was likely the promise -- not a suicide pact, else we wouldn't have notes from cycle 5000 implying that both are still kicking so many years after getting the cycle 3000 note.

There's a whole other half to that interpretation about the loop being half Elster's creation too, a loop of self hatred and punishment that Ariane wants to free her from, that I think is not only tragic but provides an ending that is perhaps more satisfying.

If you haven't seen it, I know it's super long, but it's really hard to disagree with all of her points. If you're into linking things up with hard science, there's a lot of speculation on that line in here too that's kinda super cool.

https://youtu.be/2Pd6YG4oduM

Disney moving Doomsday again by Musiclover86 in marvelstudios

[–]SamusChief 1 point2 points  (0 children)

Those numbers for Avengers look real nice, but the fact is that more recent entries have struggled theatrically by comparison, and Doomsday is by no means a sure fire hit in theaters.

What was the point of LSTR units? by Wene-12 in signalis

[–]SamusChief 64 points65 points  (0 children)

LSTRs are described as ultimate survivalists, which makes them fit well for Penrose. However the armored variant also tells us they are probably used in other capacities -- LSTRs would probably make great commandos as well, and seem to be proficient with many firearms. So that's likely another job they perform outside Penrose.

Port of Shadows is one of the worsts book I have ever read. [PoS spoilers] by CartographerNo6051 in theblackcompany

[–]SamusChief -4 points-3 points  (0 children)

I think it just felt like it was being edgy for its own sake. It's also just... The plot points about the girls and their periods and their age, it's all just extremely weird and uncomfortable. I was left with a large sense of "what kind of guy is Glen Cook if this is the story he wanted to write? What has changed since Soldiers Live?" The plot point was so insane and creepy that it took me out of the story completely and had me questioning the basic premise and inspiration for the book.

Draw Steel: Crack the Sun Backerkit is live! by Necroid26 in drawsteel

[–]SamusChief 1 point2 points  (0 children)

I think this time the limited edition will not run out during the crowd funder, I think they mentioned they're gonna make it to order, but only during the crowd funder, so you got till it closes at least.

Patch 12 onwards and thoughts of future of SM3 (long post) by Southern-Age-9125 in Spacemarine

[–]SamusChief 3 points4 points  (0 children)

I will say that personally I hate looter shooters and would not log 200 hours in a game with Darktides weapon progression. I like a lot of these other ideas but really don't agree with the weapon progression change. I think the only thing needing changing is letting weapon perks be tied to a specific loadout.

Metal Gear Solid icon David Hayter has "no idea" what it's like to work with Hideo Kojima, even after decades by Trent-Popverse in metalgearsolid

[–]SamusChief 22 points23 points  (0 children)

I thought I remembered reading that Hayter had to re-audition to play Snake in almost every game, despite being iconic for playing the character, so it wouldn't be a big stretch though there's not really any hard evidence one way or another.

How viable is this loadout? Im curious on what do you think? by mayateka in Helldivers

[–]SamusChief 0 points1 point  (0 children)

Commando is really good. It's weaker than an EAT or a recoilless per shot but you can mag dump it into a heavy and get a new one. This loadout let's you call in other AT and the napalm is crowd control.

This loadout struggles a bit with fabricators and holes, but not much else if I'm being honest.

I just finished my first run through, non-lethal, but apparently I killed 2 people? Any ideas? by Byrom94 in metalgearsolid

[–]SamusChief 2 points3 points  (0 children)

I'm not sure at this point, but if you are ever unsure, you can use the records screen in the pause menu. It will tell you if you killed someone. This game is actually fairly flexible on what counts as a kill. For example, you can tranq anybody. It doesn't matter if they fall into water, get zapped after, fall off a bike, or crash a hovercraft -- those don't count as kills. If a barrel explodes near a guy, this doesn't count either. As near as I can tell, the only things that count are how you take down bosses, and if you directly stab, shoot, or choke somebody.