Cookie Fonster Re-Critiques Homestuck Part 15: Ditzy Dreamers and Exile Cookouts

Introduction

< Part 14 | Part 15 | Part 16 >

Act 4, Part 1 of at least 6 (could end up splitting posts again)

Pages 1358-1454

Link to old version

I didn’t have any good ideas for a new name for this post, so I kept the old one.

Before my motivation inevitably drifts to something totally different, I figured I’d resume my rewritten Homestuck posts and try to at least do Act 4, if not all the way through Act 5 Act 1 (which is my planned ending point for the rewritten posts).

But before I start going through Act 4, I’ll quickly recap the intermission, which I reread before starting this post.

The Midnight Crew intermission is awesome as fuck. It’s a throwback to the story style of Problem Sleuth that blasts your face with extreme time shenanigans to prepare you for the somewhat lighter time shenanigans in the act that follows. It characterizes the quartet of Derse agents, two of whom we hadn’t ever seen before, through the Midnight Crew, as well as the black queen through Snowman. Most notably, the intermission cleverly drops hints about the trolls and the Midnight Crew’s past until it punches you in the face with the reveal that the intermission took place on the trolls’ planet. It also has a few hints about Lord English, an overarching villain we very gradually learn more about. All in all, the whole intermission is executed beautifully and lots of fun from start to finish.


Act 4 is one of several acts that begins with a walkaround game. The game’s music is called Doctor, composed by the deceased George Buzinkai* and remixed many, many times throughout Homestuck’s music. Doctor holds an extremely special place in my heart—it’s one of only three tunes that I managed to remember through my first read of Homestuck, the other two being Karkat’s Theme and Elevatorstuck. I’ve always held the sentiment that among Homestuck’s most iconic tunes, Doctor was the one that best captured the comic’s nostalgic spirit, better than even Sburban Jungle or Showtime. I can’t quite explain why I feel that way; I suppose Doctor just has this powerful, nostalgic feeling that transcends words.

* Read this Reddit comment by a Homestuck music team member for information about Buzinkai’s name.

As for the walkaround itself, you play as John exploring the Land of Wind and Shade, fighting imps, playing around with his sylladex, talking to Nannasprite from afar, and gathering lots of information from consorts about his planet’s lore and denizen and all that jazz, all the while receiving commands from an exile who is clearly not WV. This walkaround is very complicated and weird to come back to considering the heavily simplified format and pixelated art style of later walkarounds; playing it, I can really see why Hussie chose to rework the style of walkarounds in Act 5 Act 2. According to my past self, “Hussie has said that this game is somewhat experimental and that it probably could’ve been presented in a more effective way (which is what the famous YouTube series Let’s Read Homestuck does).” I assume I was referring to Hussie’s Formspring then, but I’ve decided not to bother with playing through the walkaround in full and instead consume it using my physical copy of Homestuck: Book 3 (the Viz Media print).

Continue reading

Cookie Fonster’s Homestuck Commentary Part 75: The Juggalo Strikes Back

Introduction

Part 74 | Part 75 | Part 76 >

Act 6 Act 3, Part 1 of 8 or so

Pages 4820-4840 (MSPA: 6720-6740)

Fun fact: the music in this walkaround was written for Rose’s planet, and yet it somehow works reasonably well here.

Act 6 Act 3 opens up with a walkaround game where Jane explores her planet, much like Act 4 did. As much as it established Doctor as a memorable song, the Act 4 walkaround was definitely a drag to get through. This one is very different with a more point and click style that makes it somewhat harder to miss out on anything, but requires more of you actually doing stuff and figuring it out. Or at least, it did according to my memory. Better see for myself.

This isn’t very cautious of her, actually.

Unlike in the last view of Jane’s house, her mailbox is gone once again.

When Jane enters the game, the first thing she does is jump off the balcony of her sinking house onto this platform thing. Unlike when John entered the game, she’s immediately exploring the world which is weird considering how much the alpha kids are thought of as doing nothing pretty much forever. At least this is a step in the right direction; if I remember right this whole act is one of the better parts of Act 6.

Continue reading

Cookie Fonster’s Homestuck Commentary Part 51: A Tale of Two Vengeful Seers

Introduction

Part 50 | Part 51 | Part 52 >

Act 5 Act 2, Part 24 of 32

Pages 3695-3716 (MSPA: 5595-5616)

Before we begin, here’s a fact that probably no one who isn’t me cares about: when moving these blog posts to WordPress in 2019, I edited this post far more heavily than I did prior posts, some edits regarding the painfully basic John/Rose ship, and others just smoothing out faltering wording (which there’s plenty of up until about post 70-some). I’m not sure why I went so much heavier editing this post than any before, but looking back, most of the edits are just clearer wording, so I’m leaving them as is while I go through these posts in order in 2021 after having finished writing (but not yet publishing) the final post.


It’s time for [S] Seer: Descend, a walkaround game that tops all others in chilling mood and rivals Alterniabound in scale while completely dominating it in plot relevance. Like some others, it opens with a flash sequence with, as the title suggests, Rose descending into the castle. I can’t help but notice the giant black squidmonster aura surrounding her, which just utterly dwarfs anything she did before going dark, and that includes glowing three different colors to my recollection.

Another part of the flash opening sequence that is pretty much impossible to screenshot: we very briefly glimpse both the green sun and a color-inverted pink sun. I’ve heard of theories that there’s a pink sun to complement the green sun, just like Alternia’s green and pink moons, though those are dismissed by many as a ridiculous crack theory that makes no sense. Only through catching the glimpse after rewatching that sequence did I notice that glimpsed pink sun. It’s really probably just a color-inverted green sun though.

Continue reading

Cookie Fonster’s Homestuck Commentary Part 43: The Evil Juggalo Nightmare

Introduction

Part 42 | Part 43 | Part 44 >

Act 5 Act 2, Part 16 of 32

Pages 3321-3359 (MSPA: 5221-5259)

NOTE: Sorry the post’s two days late. So much for spring break giving me a faster schedule.

Up next is another walkaround, similar to Alterniabound but with a somewhat different, more worrisome tone. If you take a moment to examine the items scattered across the floor, there’s so much dramatic irony (thinking Vriska is harmless and Tavros is alive and well) and worries as to where everyone is, especially Gamzee.

Continue reading

Cookie Fonster’s Homestuck Commentary Part 31: Shipping Grids and Massive Walkarounds

Introduction

Part 30 | Part 31 | Part 32 >

Act 5 Act 2, Part 4 of 32

Pages 2784-2792 (MSPA: 4684-4692)

Pictured above: why this post covers only nine pages.

Welcome to post 31 of this whole big project. Honestly this is just filler text to make the gap between the title picture and the following picture less weird.

I wonder if this picture was deliberately meant to give an M.C. Escher vibe or if it’s just weirdness arising from visual callbacks (in this case calling back to the view up from Terezi’s hive).
Also, we can infer from John’s lack of panic sitting up here that he doesn’t have any fear of heights. Come to think of it, pretty much nobody in Homestuck seems to have fear of heights.

— ectoBiologist [EB] began pestering arachnidsGrip [AG] — 

EB: hey vriska!
EB: ok, i still cannot find my nanna up here, so now i am just installing this game.
EB: what are you up to?
AG: John! What the hell. There are so many things wrong with what you just said.
AG: First of all, who told you you could just hassle me without warning like this? That’s not how this works!
EB: why not? you guys do it all the time.
AG: Yes, 8ecause we are trolling you! Those are the rules. We get to 8ug you any time we feel like, and you have to sit there and t8ke it like a chump.
EB: bluh…
AG: I am too 8usy to 8e fielding your nonsense at the drop of one of your a8surd human hats. I have a ridiculous num8er of irons in the fire. You will speak to me only when I am ready to contact you, is that clear????????
EB: that’s dumb. i’m going to talk to you whenever i want! 

Here, John is giving Vriska a status update out of his own will. I thought up some reasons last post as to why John feels the need to keep in touch with Vriska, and it’s still pretty interesting, especially because John is contacting Vriska rather than the other way around.

Continue reading

Cookie Fonster Critiques Homestuck Part 4: Haunting Voices and Coolkid Mishaps

Introduction

< Part 3 | Part 4 | Part 5 >

Pages 248-357 (MSPA: 2148-2257)

Act 2, Part 1 of 5

Link to rewritten version

Where John’s house ended up.

Act 2 of Homestuck opens up by skipping years in the future, but not many (if 413 years can be deemed as “not many”), to a post-apocalyptic desert Earth. A certain black-colored being referred to as a “wayward vagabond” walks across the desert and comes across some kind of device with the arc symbol spirograph logo. Then, Rose starts her Sburb walkthrough with her trademark nigh inscrutable purple prose, with the standing-out quote: “Since you are reading this, chances are you have installed this game on your computer already. If this is true, like many others, you have just participated in bringing about the end of the world.” Shit just got real.

Continue reading