finchings

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the sequel of obligation - MulaSaWala - Person of Interest (TV) [Archive of Our Own]
An Archive of Our Own, a project of the Organization for Transformative Works
By Organization for Transformative Works

Chapters: 1/1
Fandom: Person of Interest (TV)
Rating: General Audiences
Warnings: No Archive Warnings Apply
Relationships: Harold Finch/John Reese
Characters: Harold Finch, John Reese
Additional Tags: Mutual Pining, Fluff and Angst, Unrequited Love, or so they think
Series: Part 1 of the short ones
Summary:

Friendship is not always the sequel to obligation.

(but sometimes it is the prequel to love)

Hufflepuff Headcanons

• waking up late after a long night of reading
• looking for your best friend in a big crowd
• coming up with great comebacks and people being surprised about it
• laughing so hard that your stomach hurts and they tear up
• being great storytellers
• ‘No, you can NOT have my food’
• hugging someone when they don’t know what else to say
• always being supportive of their friends decisions
• they’re often late because they forgot to look at the time
• putting a lot of thought into little presents they give to their friends
• swearing like a sailor
• trying to be nice and diplomatic but ending up being passive aggressive
• wanting to change the world for the better but not knowing how
• forgetting the lyrics to the song and starting to hum the melody instead
• if it’s sunny they’re outside
• ‘I think I’m in love. ….Never mind.’
• they do NOT like yellow a lot
• dressing very colourful and stylish when not wearing the school’s uniform
• always knowing the newest gossip and the others wondering how
• always helping those in need but never helping those who don’t deserve it
• lending money
• ‘I’m not smiling. That’s how I look!’

Gryffindor Headcanons

Slytherin Headcanons

Ravenclaw Headcanons

4

#there is nothing in this scene that isn’t amazing #from root in the background wondering how the hell shaw got out the cuffs #like she’s literally trying to fit her hand through the cuff seeing if she can figure it out for herself #to harold swearing he just seen shaw cuffed to the bench like five seconds ago and yet now she’s in his face #and then shaw casually eating like its nothing and ‘yea i’m really standing here..’ #like pls i’m dying #this scene is hilarious

I cannot believe I have to fucking explain this...

Do NOT give your birds cigarettes (even if they are unlit) or alchohol. This should be a no-brainer but apparently some people are too fucking dumb to realize this.

Do not smoke around your bird. Or any other pets for that matter.

Do not leave toddlers or babies alone (unsupervised) with birds. They could injure each other and toddlers will most likely not know to not squeeze a bird (birds lack a diaphragm which means if you put too much pressure on their chest they will suffocate and die.) Your bird could also bite a toddler or baby which could (depending on the size of the bird and how hard they bite) really hurt them.

Do not leave cats or dogs alone with your birds. Even if they get along and play, cat and dog saliva could kill a bird.

Do not leave a bird out of the cage when you are not at home. They could get into mischief and hurt themselves.

Do not give your birds drugs and this includes caffeine.

Feel free to add more.

Video games are the perfect form for storytelling — and succeed where movies fall short

There’s a moment in What Remains of Edith Finch — one moment among many, really — where I had to pause while playing.

“You have to experience this,” I said to my partner, passing over the controller, as it thrummed softly, rhythmic and steady. The controller’s haptic feedback played a key role in how the story was being told in that particular moment. I won’t spell out what happened — it’s a pretty big spoiler. So let me just say that it involves a heartbeat.

Where an Edith Finch book would tell or a movie would show, the game can force players to feel its most intimate stories. My experience playing Edith Finch habitually transcended passive digestion. Holding the controller meant more than reading the words on the screen or hearing Edith’s voice through the speakers.

Writing for the Atlantic in April, Ian Bogost argued that video games are better without stories because movies and books “tell them better.” But the reductive reasoning peppered throughout Bogost’s article fails to take into account a vital interactive imperative. Some stories need the interaction only video games can offer to achieve their powerful, climactic sequences. It’s something that other, more traditional mediums simply can’t match. Read more (Opinion)

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