Great video. But a small correction about the fighting game section. For EVO Moment #37, saying Daigo "blocked" all the attacks is an oversimplication of what happened. I can understand this might've been for the sake of brevity but that also makes it technically incorrect. Blocking in most fighting games is done by holding the control stick in the direction opposite of where the attack is coming from but even if you block the Super Arts in the game, you take a small amount of damage anyway because the attacks are so powerful. What Daigo did was called a "parry" which involves pressing the control stick towards the attack with precise timing to deflect the attack and take no damage, however if you mistime your parry you just get hit so it is inherently very risky. If Daigo had blocked the Super Art he would have lost due to the amount of damage caused by the Super Art through blocking and if he had mistimed just one parry out of the entire sequence of attacks he also would have lost because he got hit.
I've actually been developing my own JoJo TTRPG system for the past 5 years or so, so I've done a lot of thinking on Araki's writing style also! Here's the two biggest observations I've noticed if you're interested: 1. The back-and-forth struggle. There's this sorta inherent escalating back-and-forth that causes our protagonist and their opponent to constant gain and lose the upper hand until a victor is determined. I'm gonna use Fromaggio vs Narancia as an example here, once Fromaggio's attack begins the story's written in a way where it's very clear Narancia is at a disadvantage, but then once it's revealed Narancia has the ability to detect carbon dioxide and get the jump on Fromaggio the tempo of the fight completely changes until Fromaggio finds a way to completely negate that with fires. Araki REALLY leans into that back and forth though, and whenever he's cornered, he usually just preforms one of his classic asspulls. 2. I've noticed Araki occasionally really likes writing "backwards", which is to say make an entire fight with a specific interaction in mind as his goal. I think the most on the nose example I can think of is Giorno vs Babyface, that being Giorno's learns his ability to create life can counter Babyface's inverse ability. Because Araki's writing style is so back-and-forth momentum based I find he occasionally enters fights with a specific resolution in mind and everything else until he gets to that point is just storytelling fluff so we get there. This isn't exclusive to conflict resolutions either, if Araki wants to recreate/explore a horror scene in a movie he just watched, chances are he's gonna create a stand user with the sole idea of recreating that same experience and hopefully scratching the same itch. But yeah, these tricks obviously aren't unique to Araki, but y'know at the same time neither is Kishotenketsu, I just find leaning into those aspects can help put your in a similar headspace as Araki when writing conflicts. I actually added a heavily loser-favouring comeback resource/mechanic in my system to deliberately encourage that back-and-forth, so maybe consider something similar in yours!
Great video. But a small correction about the fighting game section. For EVO Moment #37, saying Daigo "blocked" all the attacks is an oversimplication of what happened. I can understand this might've been for the sake of brevity but that also makes it technically incorrect. Blocking in most fighting games is done by holding the control stick in the direction opposite of where the attack is coming from but even if you block the Super Arts in the game, you take a small amount of damage anyway because the attacks are so powerful. What Daigo did was called a "parry" which involves pressing the control stick towards the attack with precise timing to deflect the attack and take no damage, however if you mistime your parry you just get hit so it is inherently very risky. If Daigo had blocked the Super Art he would have lost due to the amount of damage caused by the Super Art through blocking and if he had mistimed just one parry out of the entire sequence of attacks he also would have lost because he got hit.
Thank you for the clarification!
Exactly! he parried the whole ultimate, which is even harder and totally different than blocking
Dang, that makes it so much more impressive. Hot damn
Even if you don't watch anime this game is pretty easy to pick up and fun to play if you are familiar with any other TTRPG.
Oh hey! Great to see you back again.
Love you are back making videos !!!!
New video ❤ Thanks, CJ
Thanks for making the connection between my love of Jojo and Basilisk! 😅
I've actually been developing my own JoJo TTRPG system for the past 5 years or so, so I've done a lot of thinking on Araki's writing style also! Here's the two biggest observations I've noticed if you're interested:
1. The back-and-forth struggle. There's this sorta inherent escalating back-and-forth that causes our protagonist and their opponent to constant gain and lose the upper hand until a victor is determined. I'm gonna use Fromaggio vs Narancia as an example here, once Fromaggio's attack begins the story's written in a way where it's very clear Narancia is at a disadvantage, but then once it's revealed Narancia has the ability to detect carbon dioxide and get the jump on Fromaggio the tempo of the fight completely changes until Fromaggio finds a way to completely negate that with fires. Araki REALLY leans into that back and forth though, and whenever he's cornered, he usually just preforms one of his classic asspulls.
2. I've noticed Araki occasionally really likes writing "backwards", which is to say make an entire fight with a specific interaction in mind as his goal. I think the most on the nose example I can think of is Giorno vs Babyface, that being Giorno's learns his ability to create life can counter Babyface's inverse ability. Because Araki's writing style is so back-and-forth momentum based I find he occasionally enters fights with a specific resolution in mind and everything else until he gets to that point is just storytelling fluff so we get there.
This isn't exclusive to conflict resolutions either, if Araki wants to recreate/explore a horror scene in a movie he just watched, chances are he's gonna create a stand user with the sole idea of recreating that same experience and hopefully scratching the same itch.
But yeah, these tricks obviously aren't unique to Araki, but y'know at the same time neither is Kishotenketsu, I just find leaning into those aspects can help put your in a similar headspace as Araki when writing conflicts. I actually added a heavily loser-favouring comeback resource/mechanic in my system to deliberately encourage that back-and-forth, so maybe consider something similar in yours!
This is very interesting! Gives me some ideas for eldritch stuff in TTRPGs.
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OMFG!!!! Basilisk soooo amazing!!!!
Neat.
That "ongoing?" for HunterXHunter hurt