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#I used actual reference for the second drawing so the glitches look a bit different dvgff
calista-222 · 1 year
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Sonic Frontiers is good...
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As the Hero fell upwards through the sands of time, the days rewinding like the gears of a clock, he landed calmly on the cobblestones of Clock Town Square, at the dawn of the first day. He had been through this many times before, and had grown accustomed to reliving the same 3 days, helping the same people with the same schedules, slowly making more and more progress each time. At least he didn't feel an enormous time crunch, even with the threat of the moon hanging above him, he was always able to rewind the days, and could take days to rest, to sleep or ride Epona or play with the inhabitants.
He rarely did, but it was nice that the option was there.
He was pulled from his thoughts by Tatl getting his attention with a soft tinkling sound, looking over at the stand near the Deku flower, and the note pinned to it.
"That's certainly new…" she said cautiously as they approached, Tatl reading aloud to Link.
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The pair exchanged a confused and frightened look. It wasn't signed, but they knew exactly who left the note for them.
BEN sat on the edge of the field, their boots hanging over the barrier where the grass turned into sand, looking out at the canyon leading to the beach. It had been so long since they had entered their game, only playing it from the outside. Perhaps they had been showing too much love to Breath of the Wild lately and not enough to the dark masterpiece of their former prison, or perhaps it was the only world they could enter that felt truly real, where the sun was warm and the wind blew. They HAD become a bit spoiled, learning that adding weather effects and random wind blowing did wonders to immersion when they entered a game.
They closed their eyes, speaking up before looking behind them.
"You didn't have to rush over here. "as possible" doesn't mean "instantly", you know…" BEN said gently, lowering their ears with a guilty smile.
Link frowned softly, keeping his distance from the elf. He couldn't draw his sword AND sign, after all, so he would have to make due. "You didn't specify. I've learned better than to provoke you."
BEN couldn't exactly blame his caution. It's why they were here, after all. "My bad. I'll be more specific next time. But I suppose it's neither here nor there now…"
"...is there something you want, BEN? " Link asked, clearly a bit anxious by being asked to meet.
"...a few things. I won't lie and say there isn't a favor I'd like to ask the both of you-"
"Like you have any right to ask Link for anything, at this point!" Tatl quickly interjected, turning red in anger. "You've terrorized us for no good reason, revealed truths we didn't need to know, and then just left us alone one day!"
"-BUT," BEN continued, "that isn't my main reason for being here. First and foremost... You're long overdue for an apology from me."
Link and Tatl looked at each other in confusion. "...pardon? " Link questioned.
"...I've been doing a lot of thinking and self reflecting lately. Especially because I finally have reason to want to improve myself. And I think I've gotten pretty far in trying to right the wrongs of my past, and try to change as a person. But I still never gave the both of you a proper apology, or even an explanation for how I treated you…" BEN sheepishly said.
Link looked down at the seated person, absolutely dumbfounded. All the times he had been attacked by BEN came instantly into his mind, only to not even be able to so much as scratch them in return, even the might of a Goron doing nothing to them. All the times he had been followed and told he was insignificant, worthless, a joke of a hero, told he was nothing more than a bland, boring conduit for the player of a game in a world far grander than his own. Only for BEN to just... Disappear one day. Gone. Vanish into thin air, and only return occasionally, seemingly at their leisure. Something... Didn't add up to him, and he wasn't sure what on Earth made them suddenly stop tormenting him, and now want to make things right.
"...I'll hear you out, at least," Link finally said, stepping forward to sit next to him. If nothing else, were he going to harm Link, BEN would have done it by now.
"Not that it makes us all hunky-dory yet," Tatl offered, settling on Link's shoulder.
BEN smiled softly, letting out a relieved breath. They stayed quiet for a moment, deciding their words carefully. "I'm not... Sure where to start. So much has happened to me. I guess I should start when we first met. When I first entered this game. It was my favorite game, and with me when I died," they started.
Tatl interrupted, jingling softly. "...when you died?"
BEN nodded softly. "When I died. I was just about your age, Link, about 12. More specifically, when I was murdered. Father simply... Got tired of me, I suppose. He tricked my religion's leader- we refer to him as The Father- into thinking it was my time to Ascend when it wasn't. The whole explanation of my belief system isn't important in this, just that I was robbed of something very important and sacred to me because of it."
"That sounds horrible," Link signed.
"It was... And I was only 12, and not the greatest at understanding or expressing my emotions... I was so angry, absolutely furious at losing that chance, as what had been done to me. I've always had a strong sense of justice, if you can believe it. I don't easily stand for people wronging me. But when I died, my spirit was trapped in this game. All that rage bottled up, with nowhere to release it... Until I started releasing it on you. Very unfairly."
"I'll say," Tatl said, though there wasn't much bite behind her words.
"Eventually, someone played the game, and I was able to break free, find someone else to torment. And after that, start lashing out at everyone who had hurt me, making them
PĄŸ,"
BEN continued, their voice glitching out just a bit at the final word.
"...i moved on to more innocent people after that. I was out of control. To the point where my goddess, Luna, intervened. She stopped me herself, gave me a new body, made me into a young adult so I wouldn't be trapped as a child forever, and I carry the souls of everyone I hurt in my blind sadism, until I join her again one day. And I've worked hard to be a better person now. I've found so much to make my life wonderful, and to make the most of my second chance…" BEN trailed off.
"...but you still want to make amends to everyone you've hurt," Link finished for them.
"...I don't expect you to forgive me. I don't think I can be forgiven. But I really AM sorry for how I treated you. Both of you. Of everyone I've lashed out at, you're the least deserving of it. No matter WHAT'S happened to me, it's NO excuse for how much I've hurt you. And even if you never forgive me, I would love the opportunity to make it up to you…" they finished softly.
"...would you excuse us for a moment?" Tatl asked, flying a slight distance away. Link glanced over at BEN before rising to his feet to follow, and speak with the fairy alone. BEN politely stayed looking forward, allowing them the privacy.
"...do you believe them?" Tatl asked.
"...yeah. They seem genuine," Link admitted.
Tatl nodded softly. "I do, too. There's much simpler ways to trick us or convince us if that was their intention. Even if they said they wanted a favor, this is a lot of lengths to go to for just that…"
"I wonder what they want," the hero mused, glancing over at BEN.
"...maybe ask? Perhaps you can also ask a favor of him, test his sincerity," she said.
"What would that be? " he asked.
"Well, you've said you're curious about his world, whatever it is that our entire world is only a game in, a small part of. Maybe you can ask to explore his world. It'd give you the opportunity to spend more time with him and let him earn your trust, anyway," she offered.
Link nodded softly, then whistled to get BEN's attention. "Alright, BEN, we've talked it over. First, I want to know what favor it is you want…"
"Actually, it's a favor specifically from Tatl," they explained.
"Wait, me?" she questioned.
"...my daughter has watched me play this game a lot. And she's absolutely fallen in LOVE with you, she ADORES seeing you on screen. Her first birthday is in a few months, and there's... Circumstances about my life, and now hers, that will make her very different from other children, with so many secrets to keep. She could really use having a companion by her side, a friend to offer wisdom and company and help when she needs it. A copy of you, like how I copied Epona, to watch over her and make her feel less alone…" BEN said.
"...you have a daughter?" Link asked.
"And a boyfriend. Soon to be husband," BEN explained, holding up their hand to show off their ring.
Tatl let out a soft chime at this. "Well... I'm certainly flattered you think I'd make a good companion to her…"
BEN smiled softly. "I don't expect an answer today, don't worry. There's still a few months before her birthday. And I understand if it's not something you're comfortable with…"
"...we have a proposal for you, in that case," Link began. "You want to make amends to us. We're admittedly curious about this world outside of our own. So, let us explore. Show us your life, and what lies outside this "game", and earn our trust. Then we'll consider it."
BEN thought this over. They'd have to be careful, but this wasn't impossible… "...I can't completely remove you from the game. I'd have to copy you, then merge the copy and your true self after. It's basically the same thing, though, you'd keep the memories and everything. And you'd have to do EXACTLY as I say, I... REALLY can't have attention drawn to myself or the people I live with. If there's something that catches your attention, you can't gawk, just stay calm and ask me. And there's going to be a LOT, the real world is nothing like this one. Hylian sign doesn't match up with any sign language in my world, so you'll at least be able to speak freely. But if you can do that, and trust that I'm keeping us both safe when I tell you to do something... I'll happily show you around."
Link considers this, then nods. He holds out his hand to BEN, who shakes it.
"Then we have a deal."
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mcrmadness · 3 years
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Rambling about my (dä fan)art...
I was writing another post and this kinda got out of hand and turned into me talking about my art overall. I’m gonna put this under the cut because I don’t know if people are interested in my art nor especially in my thought about it and my “art history” basically, but if you are, then I hope you enjoy.
And yes, this is gonna be about my die ärzte fanart mainly!
So let’s start with the HELL coverart drawing because that’s what I was talking about originally:
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I’m extremely happy with how the drawing turned out in the end and I like that feeling of success when I’m happy with something I have created. That is not always self-evident with myself. More than often I have plain hated my drawings or have felt like there should be something done differently, or something that I could always improve at and do better. So this feeling where I’m actually content and happy with what I have created is something new and different. I have a dopamine rush every time I look at that drawing. I like the drawing. I think it looks nice. And I’m extremely happy about this fact and I am not afraid of admitting it. Perfectionism is a curse and a gift. It can sometimes make your life a living hell when something that is perfectly good still feels like it’s not enough. When everyone else sees that what you have done is actually good or even great but your brain just keeps repeating how it’s shit and everyone else is just delusional and that they don’t see what you see. And this is like the polar opposite of that feeling. It wasn’t other people who were delusional, it was you and youself all along. You were the one seeing the image in your head and the drawing not matching that image. Other people saw only what you had created and couldn’t compare it to anything. And that doesn’t mean it was never good.
So whenever I do these comics and comic style drawings nowadays, I just feel so happy. I feel that I am no longer failing them, I feel like I can draw the image I see in my head. I finally feel like I can draw, I have some skills, I’m not a professional and maybe not as good as everyone else but I’m good at what I’m doing. This is my thing and I’m good at it and it’s enough. And I love it when I feel like I’m improving. For years I felt like I was stuck, like my skills would have been glitching somehow, I didn’t get better no matter how much I drew. But I guess I tried too much and was too harsh on myself because I believed that a drawing is good only when no reference photos have been used. And I sucked at drawing without them. I still do! I was staring at the Hell coverart the whole time I was drawing! I wouldn’t have been able to do this if I didn’t! And this feels particularly good also because this is the first time I have tried something different with these comics. I have never tried to draw a photo or existing picture with this style. I have only drawn my comics and those I have created all by myself. The clothes come from what I have seen in videos and photos but the plots are created by me alone, with a idea coming from somewhere actual usually, as inspirations do.
For comics I do look at reference photos of people sitting or standing, or I look at the mirror, or even take photos of my own hand to be able to draw something. And that’s lots of fun and also challenging because I’m mixing there my old habit of portrait drawing with my less serious comic book style but I really really do like the combination. It also makes me feel that I am memorizing what I draw and the next time when I need to draw that same posture, I no longer need the reference photos because they’re no in my brain. And in my muscle memory. My hand remembers how to do the lines now.
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Here you can see one of the sketches I did in 2018 - I had this image in my head and I wanted to draw it and I just... drew it in my sketchbook. Didn’t use pencil. But now I’ve noticed I like doing these on proper paper instead of the sketchbook AND it’s so much more fun to first draw the sketch with the pencil and then draw on it with the fineliners. That I have always done with the comics (apart from one) because they take more time than these quick sketches. But here you can see Farin’s legs on the first image - I think I might have looked at reference photos for that but then it was so much easier to do the to the comic I made in 2019.
I have now also figured out that a big part of my style is not to draw just simple straight lines. I like making those sketch-like lines even with the marker. They look more rough but that’s something I like seeing with my art. That’s what I was missing when I was staring at the lines I had drawn before and hated every detail of them. They were too clean and neat.
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^These two I have also drawn on my sketchbook in 2018 and I don’t really know why. I guess I was still a bit stupid and didn’t really realize I’m drawing again. But anyway, they both were inspired by my own fanfiction I have written a long time ago. It’s one of my favorite self-written fanfics and it had these two scenes I just saw in my head and felt like I could try drawing them. Maybe that’s why they are in my sketchbook, I wasn’t sure if they were going to turn out even good... The marker around the second one obviously was shit and the paper wasn’t good for it, and I never finished with it so it looks a bit weird. Do I need to say that I really enjoy drawing very small, repetative details, like those tiles? It’s so soothing, almost like a therapy.
I think that quitting antidepressants in 2013 has done so much good for my creativity. If you compare my work from 2011 to 2019, the difference is huge - all are just parts from my comics:
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Can you guess see the difference? But have to admit I am jealous for myself for how I have drawn Farin’s hair to the 2011 one and maybe have forgotten to color Farin’s arm but... I actually had so long pause from drwing (~8 years) that I forgot how I did that and had to use THAT as a reference when I was trying to draw late 80s Farin’s at some point last or this year :D
Anyway, my style with the shadows is a little different when I use colored pencils than when I use markers. This is from my latest comic from this year, where I experimented with Promarkers the way I had never done before and I really like how it came to be:
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I have owned this set of Promarkers (black + 5 greys) for years and have never really used them, apart from the black which I usually used for the thick lines anyway. And wanted to see if I could find some use for the greys too! (Yes that’s Bela back there - this comic was an alternative ending for Für Immer music video :D)
And I wanna end this post with a face progress comparison for all three. During this I also noticed that before I used to draw their side profiles and it was really difficult to find images where I’d have drawn from from the front. And nowadays I have mainly drawn them from the front and it’s hard to find side profiles! Interesting! Here’s one of Farin and Bela from a drawing I made this year:
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Also the hand that was so much fun to draw but I also took photos of my own hand in that posture in order to even draw that - that was fun! :D
But here are the last three images - using the HELL one as the last for each, of course:
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Bela has always been the easiest to draw. And the first one of these three is actually from my first ever Bela&Farin comic! I didn’t color their skin back then. With the next ones I already did color their skins too but I used darker colors to do the shadows. Nowadays I do the shadows with fineliners. Or it depends - that 2019 one doesn’t have that lol.
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Damn it was so difficult to find something where I’d have draw Farin from the front :D And I see the HELL one literally is my second (or third) time drawing Farin with his grin. Or if you count all those numerous extra mouths I drew because I failed the first one, then I have drawn his grin at least 15 times by now. I probably can draw his teeth with no reference photos from now on.
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I haven’t drawn Rod too many times. I can actually count about... 5 times? And then there’s only 2 times when I’ve drawn his side profile but he’s at the background. I don’t know if I’ve ever really succeeded at that, I usually try to draw his head a more round and his eyes smaller than for Bela and Farin and I was actually bit worried for the HELL one and was wondering if I’m going to ruin the whole thing. But in fact, that was actually easiest of them to draw. And STILL I’m surprised by how alike he looks in that last one. In fact, I think his dacial features are perfect for a carricature drawing so you don’t need to do more than a few lines for the mouth and it looks like his mouth. The middle one was for a drawing I made for a friend and with this I actually looked at photos so that I could draw some of his hairstyles from the 90s and I liked this one the best and it was also quite easy to draw too.
Do I even have to say that I’m not extremely motivated what comes to drawing? I feel like my creative has become what it has never been before. I still don’t really know what to draw but I just feel that whatever it is I’ll start next, it will be good. And if it doesn’t... who cares? I had so much fun with those extra mouths  of Farin which was maybe visible from the video I filmed, and that is what makes drawing worth it. Before I took the drawing process so seriously and a mistake felt like the end of the world but now I laugh at them and make fun of them and don’t take them too seriously. And I always have ways to fix these, or I can redraw. Just like I did with Farin’s mouth (or a half of his face actually) for this newest drawing. The most important thing is that I’m having fun and enjoying what I do, that way usually the outcome will also be a success.
I have now at least 2 dä comics on my to-do list (I don’t remember if there’s a third one too) + one pencil drawing that is halfway there. It will take one more night/day for it to get it finished. I also have probably 5 ideas for self-comics etc. in my sketchbook and I try to find some time to work on those. Or actually I have a plenty of time. Adhd, time blindness and executive dysfunction just make it feel as if I didn’t :D Can’t wait to get working on my next drawing projects, tho!
(I wish I knew how to make art for a living even but that’s a topic that will need its own post which I’m probably do in a near future if I don’t forget :D)
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steve0discusses · 5 years
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Yugioh S3 Ep 18: Noah’s Dad Decides he Doesn’t Love His Son Anymore When Noah Gets Way Too Into Petz Hexing
I was hanging out with Bro and he made me look at a lot of bad Yugi wigs that were 600 dollars each, and because only like...4 good Yugi wigs exist in the world, I decided to help him get out that Yugi itch in a healthier way, by copy editing these posts and fixing the way I spell Gozaburo wrong about 400 more times before this arc ends.
So last we left off, Noah decided to reference that one part of the Bible he knows.
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He’s gonna change the playing field to kind of run through the history of the Earth, showing us that in every period of history his outfit was never acceptable.
Also he got the history a...little bit wrong. You had to have people before Noah’s ark but...whatever. I took astrology, there’s a lot about planet formation we’re still kind of guessing on, so do whatever you feel like, Yugioh. It’s not like any kids watching this got real pissy about how Noah was totally botching the Archean period.
He also decides to dump on us how he got so smart. See, Kaiba got smart by studying a lot, surrounding himself with people way dumber than him, and then just bossing everyone around him until they agreed with him that he was very smart. In Noah’s case, it’s because he’s literally a computer.
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I’m really glad I get to find another anime that’s all ham about this tree. In this case just slapping it on there for a few seconds, long enough for me to say “WHAT THE HELL, KIDS SHOW?” before it vanishes again.
Good on you, Noah. You just...casually slipped that in there.
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Ah, but unfortunately, the AI who is like...not even human and is *pretty sure* He’s Noah Kaiba is still kind of attached to his Dad. Maybe it was a part of his core code that he couldn’t reject his Father? I dunno, just seems weird that he achieved enlightenment and was like “So uh...I guess I’ll play cards and take over a mindless corporation. Good use of my time.”
(read more under the cut)
Kaiba’s reaction to hearing that his brother stores all of human knowledge was “well, it can’t possibly be that difficult. I’ve done way more than that. I have a homeschool degree and half a high school diploma so go to Hell, bro.”
Yo how many people would sit down, turn to their computer, and just start shouting at their core processor about how they’re waaaay smarter than it? Remember that during this entire conversation, Kaiba is shouting at a literal computer.
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So anyway, we finally get to see why they bothered showing us spider room a few episodes back. Youknow, that room with the baby in it? Turns out...there was never a baby in this room, since Noah was a kid when he first woke up here.
Before it was covered in spiders, it was covered in blue and off white. This is a very boring Martha Stewart room in different shades of robin eggshell. You can tell this kid is a Kaiba because oh boy that is a...really boring 50 yo housewife look, ain’t it?
I’m sure it’s symbolic for the fact he is hella dead and innocent at this point but like...every time we see Kaiba interior design it’s just the last type of design you expect from this high octane family.
Anyway, Noah’s kind of surprised to be awake because, last he remembers, he was very much hit by a car.
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Ya, I mean, if you have to tell your son you Frankenstiened him into a horrible crime against humanity, might as well tell him as quickly and bluntly as possible, I guess.
Anyway, because Noah existing breaks the most basic moral human laws in every country on Earth, they kinda can’t let him go anywhere, which means that to prevent the loneliness, Kaiba gives him...a pet?
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So Noah and the dogcat decide to travel through Domino and realized very quickly that there were only like...five NPC’s. There’s like an ice cream girl, and like a couple walking people, and that’s about it.
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Noah’s words were something like “man this place is full of glitches!” because his dogcat wouldn’t stop barking and he threw a rock at it and it didn’t care. Glitches.
I guess it’s one way to look at it?
It feels like Noah got somewhat cursed like Pharaoh did, just a little bit. Like not completely it’s just that I can’t help but notice both are trapped in some sort of basic geometry shape--Pharaoh’s is a pyramid and Noah’s is an orb, and both have untold superpowers matched with some heavy depression that goes with having said superpowers. Not to mention, both have a host body all set up for possession, it’s just Kaiba is a little bit youknow...unwilling to participate. They’re very different obviously it’s just...way to trap your characters in shapes.
Anyway, last episode I felt like maybe Noah liked being an orb, this episode he’s made it a little more clear that it is kind of not great being an orb...but only because he can’t throw any rocks at dogs or have real conversations with anyone but his own Dad.
Anyway, Noah got a little bored. So his Dad sent him to virtual Mars.
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And now Noah only finds joy in hacking his digital pet. Relatable.
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Now I know a good chunk of you are my age--that good Jenna Marbles age--and will know exactly what I am referring to, as for the rest of you, turning your digital pet into a hell creation was just a thing we all did in year 2000ish. All of us did this.
And I was like “I bet you, that someone out there has made a robot Hex, I guarantee” because I spent...I want to say 2 years of my life downloading modded breedz of Catz 4? I even tried to do it myself but I wasn’t any good at it because I was super young and bad at computers, I never actually got Robbie William’s Millennium as a Catz meow (though trust me, I did try. It was my life’s dream when I was small.)
But the closest I found to a Robot Petz was this?
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Dang. Look at that thing. This one is actually pretty good because it does resemble an animal. I admire it a lot. Trust me, I spent like days moving my bunniez feet around trying to make a dragon and just ended up downloading someone else's dragon.
And then, from the same page I saw this gem right above it.
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HELL YES........
....I freakin love this period of the internet so freakin much. I was only ever really a part of a couple of fandoms as a child and the Petz fandom will forever hold a little part of my heart. I mean, look at this. What’s not to love?
Like, Catz is probably number 3 on my list of best games ever made. Not so much because the game was any good, but because none of the files were protected in any way so even kids like me could hack in there and make the weirdest abominations and post them all to their Angelfire pages.
Well, other kids could, I was so baby that I was still using my Mom’s email address and did not know how to put a damn thing on my webpage. Which I did have. But it had like...only frames. It had like 3 words and just me splitting the page into 50 frames because I did not know what I was doing.
I apologize to all the kids in the room who have never seen a web page covered in ugly ass frames. You lucky bastards.
....but Petz...Noah was into PETZ. I can respect him for that.
I still think he’s a little creep-o, but knowing that he hacked his pet has given me a lot of appreciation for his work.
Anyway, it was after Noah changed the boring ass simpleton dog into a much better dog that Gozoboro decided “I have made a monster, I am abandoning my boy.” Which uh...this was the thing?
This?
I mean as far as body horror goes, Litterbox up there is way worse. As far as body horror goes, we also have, Jinzo over here, but the digital dog with a cute robot head was the thing that made Gozoboro say “What have I done!?” The dog is digital, it’s not even alive.
Especially since I feel like the follow up question Noah made was like way more frightening than the dog thing?
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Kaiba glazes right over this entire conversation. Like full stop, he didn’t even seem to blink. No part of this story even slightly surprised him, although I will admit, at least Seto has decided that Noah...exists and might in fact be a robot his Father made once. This in itself is a big deal for Kaiba, who has a goldfish memory and denial wider than the sea he’s trapped under.
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First of all, congrats to the storyboarder/animator for drawing a hand in that angle, mad respect.
Second of all, this is pretty close to the actual line from the show, Kaiba legit thinks that his Dad wanted Kaiba to be the president, after he knows full well that his Dad was like “Don’t Take Over My Company, You Little Twerp” and then like tried to even send Seto back to the orphanage whence he came. Kaiba’s pretty sure that his Dad wanted that whole thing to happen exactly the way it happened. No regrets. Just family being family.
And Moki’s still chilling on the Moki couch, just kinda taking this all in before he’s summoned unto the field like a playing card.
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Ah, yet another person who is like “KILL MEEE” on this show. It’s been kind of a while. Like, who’s left that hasn’t stood in front of a loaded card-gun like this? Duke? Is Duke the only one who hasn’t sacrificed his body for the greater card-good at this point? Is this why Duke is our amoral Chaotic Neutral? Is this why Duke is still the only one who hasn’t died yet (and I’m crossing my fingers still that he’s gonna be our death 169, it can happen, I can believe)?
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I feel like this is the season of weird hugs. Like everyone on this show that has hugged has gotten a little weird. The only not-weird hug was when Yugi attempted to hug Joey once and then Joey dodged the hug and wrestled him into an arm-distanced noogie instead--which is technically still not a hug, but the closest we’ve gotten to something a human would do. It is so lucky for our art team that all the huggers are supposed to be hella weird anyway.
Anyway, next episode we get to find out if Noah also had an AIM username or got really into Jelly pens. I can see him getting suuuper into Jelly pens, with hair like that.
Anyway, here’s a link to Season 1 Ep 1 to read in Chrono order, in case you just got here and you’re looking for that.
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deltastorm101 · 5 years
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Mirror’s Edge Catalyst - A (critical) love letter.
Hello and welcome back to another episode of “a review I thought I could never write because I’m way too emotionally attached to this game which I know insanely, almost creepily well”, mixed with a healthy dose of “I should do everything but write this review because I want to finish school at some point but I have to use the surge of inspiration while it lasts”!
Today we will be talking about Mirror’s Edge Catalyst, which was released 2016 as a prequel-ly reboot (saying it like this because for the longest time I’ve thought it to be a prequel but turns out it’s a lot more like a reboot... my bad) to the first Mirror’s Edge from 2008 (which, by the way, still looks fantastic today considering its release year). I will occasionally throw in references and aspects from the first game as well, but this will primarily be about Catalyst.
Time for game 👏 review 👏!
And as always - warning: spoilers. I’ll try to keep the really huge ones out of this or at least mark them well, but going off and playing for yourself first is recommended.
To start this off, I want to say that I initially loved the first Mirror’s Edge - however, only after playing Catalyst, I realized how bad the controls and bugs in it actually were, which is another way of saying Catalyst is a miracle when it comes to naturally flowing controls and crisp and polished looking environments. The city it takes place in, “Glass”, is breathtakingly gorgeous, period. Shiny, clean, it is just on point and one of the biggest reasons I consider it to be my favourite game from the day I first played it, hands down. Not even one of the new Tomb Raider games or one of my childhood-reminiscent games were able to top it and that means something.
The game takes place in an open world map complex under a totalitarian government, drawing parallels to George Orwell’s “1984” – big brother is watching you, all that. A dystopian world if I’ve ever seen one. The open world aspect is one of the best decisions the developers could have made; I have no words to describe how beautiful the different city districts are, and being able to run in freeroam through the city of Glass like parkour runners are meant to feels so much better than being trapped in closed-off levels like it was the case in the first game.
When I first wrote down some key aspects for this review while I was playing it once more, I noted that apparently, you only truly understand the game’s backstory and the protagonists’ origins if you’ve bought and read the comic, Mirror’s Edge Exordium, and that I think it’s not that important because you can well understand what’s going on at the beginning without it – the game starts with Faith, the main protagonist, getting out of jail/a sort of juvenile detention, making her way back into her old circle of friends and family and, of course, old unresolved and new unconsidered problems and conflicts. The comic basically explains what has been messed up by who to make her end up in juvie in the first place and, as I said, it’s not really necessary to know. But, after having bought it now after literal years of consideration, I can say that it’s definitely very nice to know, and totally worth it. There are a lot of elements from the game carefully and lovingly worked into the comic and vice versa (I don’t know what was written first, comic or game, but they fit together very nicely), and just having more reasons, more answers, a larger overview and even partly some explanations for the first game feels... right.
The voice acting is good overall – not strikingly awesome but definitely up there, especially during emotional cutscenes. Sometimes the controls are a bit wonky and Faith might not immediately do what your fingers tell her to but that could definitely be on me - in games where fast reaction is important, quick time events can go wrong occasionally, nothing new. There are some passages you could consider a QTE but they’re being displayed early enough for you to be able to mentally prepare for them as far as I see it. And in my book, that’s a massive improvement from the first game, where you were able to press a button perfectly in time even while having reaction time (= a temporary slow mode) activated, and still watch Faith gracefully fall down the side of the building while flailing her arms in fear because she didn’t grab onto that perfectly grabbable practical white ledge. Why, you ask? I don’t know, ask Faith. Oh, you can’t, obviously made clear by the nasty sound of her hitting the road and her neck being snapped apart. Seriously, I cringed to the moon and back when I first heard that ugly sound. Which is another thing they improved in Catalyst; now all you hear is her quick, raspy, fear-filled breaths and a blissful silence paired with a white death screen after you’ve hit a death barrier. Not the ground, a death barrier. There’s a shitload of them. Which is a pity regarding the fact that a whole lot more out-of-bounds areas would be reachable and playable if there weren’t. Honestly, I find it kind of disappointing that there’s this many invisible walls, fall-through grounds and death barriers. I can see why, conserving computing resources to avoid loading screens, blah blah, but still... let me go off the map, dammit. The game is about a group of people living “off the grid”, why can’t the player actually do that? Hm? Hmmm?
Another aspect tying into this is the social playing mechanic(s), which I found interesting but indeed totally unnecessary. We all know leaderboards of races and stuff, which were incorporated here as setting the best time in short, timed courses (“dashes”), which naturally have been hacked and cheated into ridiculousness. No, RunnerMaster69, I do not believe you ran that dash in three seconds and 420 nanoseconds, I just don’t. Upon completing a dash, you leave an ‘echo’, so basically a ghost other players can compare themselves to, and for you to see which route another player took. Nothing too groundbreaking on that front. There’s a way of tagging locations you’ve been to: so-called Beat Link Emitters (Beat L.E.s) are like little chips shining red in the world you can put down wherever you’re able to stand safely and have them appear in other people’s games to touch, which is a nice way of incorporating a way of saying “Hey, look where I was able to climb!” (And yes, I have abused this system; there’s a glitch making it possible for Faith to float down high buildings onto lower ones, which aren’t death-barriered but not reachable on a normal way. You bet I was a floating gurl putting down Beat L.E.s whereeeeever I could. So much fun. Sorry.)
The same goes for hackable billboards, which can also appear in your friends’ games, but they could have been designed a lot more interestingly. If you hack a billboard, your runner tag appears on it, which consists of a visual symbol, a frame around it, and a background. You can customize the tag in a companion app, which again I didn’t really find necessary. But it is pretty self-explanatory and a nice gimmick if you’re into that kinda stuff.
Maybe an irrelevant aspect: Faith is wearing the same outfit (almost) throughout the whole game. Only at the beginning while getting to the runners’ lair she’s wearing something different and I see missed potential there: let the player run in these clothes, or in the prison clothes, or in the clothes from Mirror’s Edge 1, or in some of the fancy clothes Glass’ high society is wearing, or generally different runner’s attire which still stays true to the style, or Black November garb... endless opportunities, missed. Not at all crucial, but in my opinion maybe better than some different-looking billboard...
Coming back to the (back-)story aspect once more; as with all of today’s big triple-A games, there’s a looooot of documents and recordings to find, to give the player a loooot of backstory, which I found terribly overdone. It always felt like there was too much to collect and too few actual story told; not to mention some story bits not being in either of the games or their collectables, but in a separately sold comic, well done EA, well done.
Additionally, a lot of the documents were about literal history of the state called Cascadia and the ‘conglomerate’ and Omnistat and the November Riots (don’t worry if you have no idea what these words mean, I don’t either...) and regarding the fact that I finished taking history in school with a D ( ͡° ͜ʖ ͡°)... you can imagine I wasn’t that interested in the actual history elements. Give me story anytime, but get the hi- prefix outta here please.
Another thing that I just very recently discovered: Some of the performed parkour movements are inaccurate. Thanks to my new interest of binging parkour tutorial videos I’ve seen actual mistakes in movement (in both games), which I can understand sometimes because some of them have been implemented on purpose and for a reason. For example: A parkour safety roll is performed sideways, with one of your shoulders hitting the floor first and the impact being absorbed and reduced by your whole back rolling over the ground in a diagonal line, ending in one of your feet carrying over the fall’s momentum for you to be able to stand up and run right along, probably even faster than before the drop. In the first game, this was handled straight up terribly; not only did Faith not roll diagonally but straight on her spine, which fuckin hurts if you perform it after you took a fall and is dangerous as all hell, but all her momentum got lost as well - it didn’t make any difference if you took a hard fall, the screen flashed red and you had to build new momentum, or if it was a soft fall with a nice (hurting and dangerous) roll, her stopping dead in her tracks like “Oh wow, did you see that, I made a roll” and then continuing to build new momentum because it all got lost. BUT since this is about Catalyst: Faith is still performing a straight spine-hurting-dangerous-as-all-hell-roll, but at least she keeps her momentum when she does it. Regarding to what I said at the beginning of this semi-rant-paragraph because I’ve “studied” (emphasis on the quotation marks) parkour theory so much at this point, yet am not able to actually perform any moves because I don’t have the strength, stamina or willpower to- Uh, where was I...? Ah, yeah, the reason for the incorrectly performed roll. It’s obvious when you think about it: motion sickness, a gamer’s best friend when it comes to first-person perspective. If Faith was performing a correct roll, it would turn and shake the camera around too much, which could potentially make the player motion sick over time. Period. Look up some first-person safety roll footage on YouTube and you’ll see what I mean. So, there’s a reason, and we should be thankful the roll is a straight gymnastics roll. Sorry Faith, looks like your spine and neck have to suffer a little longer. However, I can and will not understand why they have Celeste, a character from the first game, climb up ledges with her knees and elbows. No. NO. Feet first. If you can’t do feet first, then do one foot first and then pull up the rest. If you can’t do that, train more and don’t call yourself a runner yet, doing this for a living on top of I-dunno-how-high-rooftops.
My feelings are kind of ambivalent on the no-guns mechanics - all you can defend yourself with is your fists (and legs and momentum, of course), while in the first game, you could snatch people’s guns and start some weaponized combat. I liked both of these strategies, not really caring when they announced Faith not being able to do shootieshootie-pewpew this time around.
One thing I liked a lot considering the open world aspect is that if you die, you respawn exactly where you last stood on safe ground before dying (except in missions, of course). It makes freeroaming very comfortable because you don’t have to worry about respawn- and checkpoints; you can just try again when you messed up a jump.
They also changed the beacon- and navigation system (“runner’s vision”) a bit too, which was also definitely necessary for the open world (which they’ve praised as a lot less linear, but honestly? It isn’t really. I knew my way around in Glass pretty well after a mere month of playing), but they did include options for how much you want the game to help you. There’s normal runner’s vision, with a red streak appearing every few seconds, showing you exactly where to run; there’s classic runner’s vision, made to be like in the first game, with environmental beacons and indicators being coloured in red when coming close to them and without the red streak; and of course, you can switch it off completely, which I occasionally like to do to test how well I really know my way around in Glass.
The soundtrack is outstanding. Straight up phenomenal. It can empower and hype you up, but can also be relaxing during a relaxing sightseeing trip through Glass. And it’s also great to leave on as background music while studying (I’m making use of that when preparing for graduation exams), or driving.
There is dynamic day- and night time - I liked that a lot, it’s a good way of showing off the lighting at all sorts of times. Only problem I had: a night sky is supposed to be black, not royal blue.
Note: almost all the “problems” I’ve listed here have been made mods for (e.g. more exciting looking billboards, more outfits, a changeable day-night cycle and a black night sky). If I had enough experience with (and patience for) modding, I’d definitely try it myself but the ‘flaws’ aren’t grave enough for me to feel a desire to manipulate and tweak some game files.
Okay, time for a spoiler. Not a bad one, but one that could give you ideas if you know how Mirror’s Edge rolls, or if you’ve played the first game... which is basically a spoiler in itself too. Ahem, anyway.
Towards the end of the game, when I was profoundly convinced of it being one of my all-time favourites, I was like “Yes, finally a game that improves and learns from past mistakes and listens to their players and what they want”... and then came Noah. I bawled my eyes out and I will be forever angry at the devs for doing this. That’s all I’m saying.
That ultimately didn’t stop me from loving the game though. From an objective standpoint I’d say it’s an overall good prequel/reboot/requel/preboot. Faith’s universe became a bit more mainstream but also a lot more polished and they definitely listened to their fans to some degree. From the very subjective standpoint I have written this review from, I’m saying that Mirror’s Edge Catalyst holds a very special place in my heart and I am truly glad it saw the light of day, after everyone waiting 8 years for it to be released after the first game. (I didn’t wait quite that long; I got Mirror’s Edge 1 in January 2016 and was completely and utterly hooked and hyped for Catalyst in May 2016.)
And that concludes it. If you’ve read this far – thank you. I’m aware that this is a bit different from my other reviews tone-wise - I have put every ounce of sass I possess into this because I... felt like it :D I hope it was fun to read!
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Nothing Sez “Student Game” More Than The Dinosaur Evening News (that’s a good thing, btw)
The above is Mediazoic, which takes place in an alternate reality in which dinosaurs have come back to rule the earth and they've hired you, puny human, to make sure their televised broadcasts are dino family safe.
You moderate comments left on message boards, censor full frontal dino nudity, and so on. It's a student game alright, and one of my top picks from the NYU Game Center Student Showcase2018!
I was also fond of Dreams For Your Computer because CRTs, magnets, and cats...
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... Here's what it looks like in action, btw.
Though the one game that I liked the most, and which would actually fare well on the marketplace, would have to be Static...
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And honorable mention goes to an updated take on Flight Simulator, which recreates a 6 hour long commercial flight as a passenger...
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... The best part was the look on Stephen Totilo's face, who kinda didn't get it.
When was the NYU thing btw? Over two weeks ago, and it’s been even longer since the last update. Sorry about that. You know the deal: a million, billion things going on. As usual.
Hence why it’ll take not just one, but two bursting at the seams posts, to cover the second half of May! So onto part one…  
Please, please, PLEASE let these Game Center CX Blu-rays have an English language option (via miki800.com)...
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Not a day goes by in which I don’t wonder how that guy who appears in the instruction manual for Bomberman B-Daman is doing these days (via videogameartarchive & videogameartarchive)...
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I really love the “are you for real?” vibe that Samus gives off in the instructions for the original Famicom Disk System release of Metroid (via nintendometro)...
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If you’ve ever wondered what a pair of bosses from Mega Man 9 & 10 would look like with 8’s 32-bit sheen, well here ya go (via mendelpalace)...
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A print ad for the Famicom adaptation of Akira that wasn't all that hot (via videogameads)...
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Though whenever anyone hears the words “Akira video game”, this is basically what immediately comes to mind. Anything else is a disappointment, no matter what (via aaronkraten)...
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Welcome to the rabbit hole that is the Memorex VIS (via @ColinWilliamson)...
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Is the soundtrack to some ultra-obscure home banking software for the Mega Drive worth a listen? You goddamn right it is (via mendelpalace)...
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… The accompanying article is also totally worth a read.
It’s the Battletoads X Blue Swede mashup that you can’t believe hasn’t been done yet (via SiIvaGunner)...
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Replace Link with myself & Navi with my iPhone, which I use as an alarm clock, and you have earlier this morning in a nutshell (via nintendometro)...
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“So where you going?”
“Down a road. A low poly road…”
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“Where you headed towards?”
“Whatever’s at the end of this street. This low poly street...”
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“If you look up, what do you see?”
“Low poly buildings, under a low poly sky. Who knows, maybe there’s some low poly birds up there, behind those low poly clouds…” (via pmpkn)
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From looking at low poly skies to soaring high above them, but what a difference an arcade board makes huh (via kazucrash)...
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This is what Metal Max 2: ReLoaded on the DS looks like, at its normal resolution...
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And this is what it looks with the resolution bumped up (via gaucheartist)...
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Is this sprite of a BMX biker animated unusually well or am I just out of touch when it comes to 2600 software? Granted, it does come from a game made in 1989 (via segagenesisevangelion)…
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According to the law: “NO JUMPING” (via vgadvisor)
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“Hi guys.” (via beowulf-ultra)
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Such a heartwarming scene (via @PicturesFoIder)...
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This is what VR looked like many years ago, which is basically how it still looks today as well (via peazy86)...
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It’s Yuji Horii, from way back in the day, presumably before he had created Dragon Quest (via videogamesdensetsu)...
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Why yes, I have heard of the Ocelot Arcade System, by virtue of it being Quality Simon Carless content...
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... BTW, “Quality content” is in reference to this. Moving on: yes, I've also heard of VecFever. It plays games that you might be familiar with, since it emulates old vector MAME titles...
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Meanwhile, am only just learning that Tiger released their handhelds in Japan under the Game Vision label (via segacity)...
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The Sega Dreamcast: it's thinking... about you, cuz it cares about you (via posthumanwanderings)...
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"Wait… was he always there?" asks the official Sonic the Hedgehog Tumblr (via sonicthehedgehog)...
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And the final nail in the coffin for this gag came courtesy of the official Sonic Tumblr as well (via sonicthehedgehog)...
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"Good news everyone skyrim has been ported to the Bethesda offices carpet" 
"Who the fuck designed support pillars to obstruct a quarter of the hallway?" 
"Bethesda" (via mysteriouslypeculiar)
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Yet another "it's funny cuz it's true" (via highlandvalley)...
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So annoyed that I only find out about this Games Glorious shirt on the very last day of kylefewell‘s Japanese extrusion (via miki800.com)...
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Not a fan of the game (don’t hate, I just don’t find it very enthralling), yet for whatever reason, I REALLY want this vintage Mappy sweatshirt (via namcomuseum)...
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When video game attire looks plausible IRL (via @cvxfreak)...
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Much like with regular attire, with cosplay, sometimes it’s all about the accessories (via frankiebalboa)...
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Don’t think I’ve ever seen this piece of Marvel Super Heroes vs Street Fighter art before (via segacity)...
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For those who dig POC, as well those who dig VF, and also those who dig FV... that last one's Fighting Vipers, BTW (via fightersmegamix)...
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It’s a crying shame that Fighting Vipers is such an unknown commodity these days (via kazucrash)...
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Virtua Fighter vs Virtua Fighter… Kid (via segacity)...
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It’s a crying shame that Fighters Megamix is such an unknown commodity these days (via segacity)...
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So hyped for RPG Time, based solely upon the headline image used for this 10 ten list of BitSummit games (via @indiegameweb)...
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Please enjoy yet another thing that I originally posted on a Saturday late at night, whatever time it might on your end right this second (via contac)...
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Been a while since I’ve seen the handiwork of Joe Bleeps, largely since it’s been a while since I’ve been collecting Game Culture Snapshots; the man has certainly stepped up his game (boy mods) since way back when (via kotaku.com)...
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Am also very much impressed by the Game Boy Macro, though once again, am super irritated that GBA games do not rest flush with the DS Lite’s body...
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An example of function over form I guess (@gamesyouloved)...
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Familiar with Line Wobbler? Ever wished you could play it on the go? Are you into demakes? For the Game Boy Advance? (via @diskmem)
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Today’s corrupted GBA boot up sequence is (via corruptionasart)...
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Can anyone tell what Famicom game we’re seeing that’s all glitched out? (via mendelpalace)...
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My fave part of this NES 2 print ad is how, in order to truly drive the message of “EVOLVE OR BECOME EXTINCT” home, whomever felt it necessary to include a little picture of a dinosaur (via nintendometro)...
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Was this an ad for the SNES? I ask because it’s considerably more sophisticated when compared to what you usually encountered in gaming rags at the time (via nintendometro)...
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This ad for the GoldStar version of the 3DO, hailing from Korea, makes me so proud to be (half) Korean, you have no idea (via notablegamebox)...
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This Space Invaders tribute piece is like the cover art to some 80s heavy metal record (via shmups)...
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Meanwhile, the album art for the Metal Black soundtrack feels more Pink Floyd-ish than anything else (via reportal)...
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As amazing as it would have been to attend a ZUNTATA concert 20 years ago, I desperately wanted to see them perform various Darius cuts live just the other week (via miki800.com)...
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This cover art for a tribute album celebrating 25 years of Mega Man is still quite good, 31 years after the fact (via rnn-draws)...
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My recommended reading this time is a comparison of all the various Mega Man sprites that have been, including a few that you may not be familiar with (via retrovania-vgjunk.blogspot.com)...
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Apparently there was a Mega Man boss that was part arcade machine, but he only appeared in some mobile game, for f's sake Capcom (via mendelpalace)...
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Guess now’s a good time to share another random game canter pic (via gogopri)...
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Pathos at the game center, even among Sailor Scouts (via funnysailorm00n)...
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A pride & joy of my personal collection is both the original retail Japanese release of Jet Set Radio & the available via Sega Direct only edition: De La Jet Set Radio (via videogameartarchive & videogameartarchive)...
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Here's an alternate take on it’s alternate cover star (via @Drooling_Demon)…
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Putting together the necessary gear to properly grind the streets of Tokyo-to (via kiroziki-cosplay)...
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JSR tales place in a fictionalized, idealized interpretation of Japan, whereas this gif is a very realistic take, yup (via dehtyar)...
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Meanwhile and elsewhere, somewhere in the United States of America it would seem (via behexagusthegreat)...
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There's still dinner time in the future (via kirokazepixel)...
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My contribution to #WorldGothDay (via it8bit)…
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From dark & dreary, to warm & fuzzy, yet still black & white (via this old post from a few years back)...
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Old photos of a Japanese school kid obsessing over the Famicom are somewhat dime a dozen, but the PC Engine? A very rare treat (via gamingremembrance)...
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From black & white photographs of Japanese 80s kids playing consoles, to a full color animated gif of US 80s kids at the arcade (via tvneon)...
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Time to wrap things up by touching upon something that kept me awfully busy over the past few: Death By Audio Arcade X Dreamhouse II. Here's a rather mysterious image that appeared on the FB event page, and which was utilized in my promotional push...
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... Did it work? You’ll have to find out in my part 2 of my Attract Mode X Tumblr: May 2018 recap! Due tomorrow. Maybe.
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firecakes-art · 6 years
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Marker Man Misadventures 12
This is it. This is the world that will truly test my abilities as a map maker. It's as if the game is taking my map making as the actual point of the game and is upping the difficulty to maximum. I will do what I have done since the very beginning when faced with a challenge: adapt and invent new techniques in order to get to my goal.
The soundtrack sounds mischievous and is 6 measures even.
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I do not show it on the map, but the parts where the black platforms turn gray is a gradual effect. What that means is that in the game the visible platforms slowly fade away to invisible ones, and then the completely invisible ones are indicated on the map by the gray color. So, basically the entire level is invisible. Not exactly ideal when you're trying to figure out where the platforms are. Not to mention there is ZERO background art. It just looks like I'm walking on air and there are also items that are on air. I mean, I get it that you cannot have background elements or else this invisible theme wouldn't work but I feel like this is just a cheap way for the level designers to not have to care about making the levels pretty.
Fortunately that dumb grid that has existed since the very beginning of the game is still there, so I can use the squares on the grid as a reference of distance traveled. Basically, I'm drawing circles and pushing them to see how they respond to the environment in front of me. It's probably a good idea to do that even if I wasn't mapping the levels out because it will help find potential traps for me. Let's face it: the developers are cheap enough to do that. They did it in the last level of the previous world. Of course I'm going to check for traps.
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The part with the bouncy walls is annoying because you have to build around it to climb up. Either use a super jump power up or figure out the reach of the bouncy blocks to make the appropriate bridge.
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These levels take no time at all to load. GEE I WONDER WHY. Also, do not try to force shut the game when you lose your last life. Just like with that water world, you will lose all of your progress. The only difference is your save file is just straight up gone instead of glitchy. Perfect. Watch out for long falls, and always check where the edge of a platform is before building or making a jump.
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It's like a combination of the previous two levels, only simpler.
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You sort of don't know which pits are places you can go to or places that will kill you. It's a safe assumption that if a shape you draw in it falls outside your view then it will probably kill you. Another really dumb thing is that sometimes you can draw shapes inside walls. If you're just making random guesses it's not entirely clear whether the successful shape is placed in an area you can walk to or if it's inside a wall.
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You doubt my ability to try and make every level's title some kind of pun or reference? Just watch me.
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These levels got homogenized really quickly. I had to replay this level and I had no memory of its existence.
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Markers are cool. I like markers. Please give me more markers.
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So, the first spiky wall area has a little bump before you fully pass the obstacle. If you're me, this means you'll get stuck under the wall, and before you can register that you need to jump, the spike wall crushes you. Note that when you game over, you only gain one life back. So every time this game decides to pull a stupidly cheap trick on me I have to redo the whole world over.
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Wow. We have a new contender for the most basic level in the game. Congratulations.
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One strange thing is the area under the exit. You can draw shapes under your platform and watch them disappear after falling a bit. No need to worry about crashing your game, because the developers placed triggers under the map that will delete shapes drawn out of bounds. They did at least one thing right there.
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It's a level with invisible blocks and things and stuff.
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Snoop around enough and you may find the coin. Or a spike pit. Same thing, eh?
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I should be more upset at how hard they're trying to hide the coin and exit, but I think I'm too desensitized at this point to care.
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Oh... I figured it would take until level 150 or something before the game was over, but maybe it's ending early! If you manage to die here, just remember the trick with the water world when the game over glitch happened: let the game over screen appear, continue, reset, and load to be at the level where you died. Isn't it fun when you apply what you learn?
Oh yeah, the point of the level. The giant ball is back for another rematch, and you have to scale down the level pretty fast in order to beat it (unless you're using power-ups). It took me a few tries before I was able to beat it. Be careful with some of the drops, as they are enough to damage you. After making it to the bottom, stand on the blue platform and let the ball push the other one down, flinging you upward.
Do I... really need a world map for this one? Yes? Ugh fine.
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No no no no no. Nope. I'm not waiting any longer. This game is going to be finished in this post whether I like it or not. It's time to end this.
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The cutscene showed the dog and marker man jump into some kind of teleporter. The result is that we are now on some space rock or something. It looks like they stuck with the themes of space too, such as making the level vast, yet empty. Hmm, not really a theme specific to this world, but oh well.
Long Boy
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WHAT DID THEY DO TO SHOE BOY? It now has an oval head. I guess it's supposed to be an alien. It's really funny how they attack because they rotate their elongated head when they kick, and it just looks funny.
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Ugh, these types of levels are the worst. Huge open spaces with lots of emptiness and lack of features between the platforms. It makes the game boring and frustrating to map and play, so why do it? Especially the road to that two-coin exit. Why make the player walk so far to get there? The developers could've easily added a path down from the coin to the hallway.
Alien
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A projectile-based enemy, just like all the other projectile-based enemies. This one has a scarily fast firing rate, making it a very dangerous long-ranged enemy. Its barrage of bullets can also make quick work of drawn shapes. Be careful. When trying to block its bullets, don't just put a single line over it, as the place the bullet spawns can bypass the line. Place like, 2 lines. I don't know. What's interesting is the developers actually managed to make the bullet spawn from the gun's barrel instead of the top left of the sprite. Good job. You're learning! It's a little late for that, but whatever. This does mean you may need to place lines completely covering the alien before the projectiles are stopped.
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Same glitch as last world. Do not force stop the game on gaming over. Let it happen, continue, exit, then get back to the level you died on.
The spike walls move at different frequencies. I recommend activating super speed and just focusing on the bottom one moving out of the way. Seriously, you better have some markers coming into this world or you're in big trouble. Actually, there's an easier way to get past this part. When the bottom spike wall is hiding under the floor, lodge a line between the floor and the wall and it will get stuck there, allowing you to pass without doing anything ridiculous.
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Pleeeeeease give me more markers. I actually have to conserve resources in this world and it's annoying. There's simply too much terrain that needs to be covered that will inevitably use up all my markers. This is different from the lava world because in the lava world there were at least interesting elements in the levels that made you think on how to approach the problem. In this world it's just a battle of attrition.
Speed Cheese
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It's cheese on.. wheels? This is probably a reference to moon cheese. It quickly moves back and forth, simply knocking anything that touches it out of the way. It deals no damage.
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I think I know why there are so many dead ends here. The game just really doesn't want the player to have any markers in this world. How rude. This is why people like me have to come in and bright light to the correct pathway to victory.
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Oh yaaay. Another level where you just have to look everywhere to find the coin and exit. The part of the map where it says SLIDING has no friction. Marker man will not stop moving on that platform until a wall is hit. The exit is kind of dumb to get to. In order to even see it you have to either stand on the platform with the alien (which noone is going to do) or build up and then look up. I recommend just making a giant rectangle on the corner of the map and then building off of that to the exit.
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This is the realm of the shoe boys. Their final congregation is at this location. They are planning big things. They already have presence in just about every world. Their plans to finally take over the world of marker man have started to unfold in this meeting area, and you are in the middle of it all.
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This is pretty straightforward, isn't it?
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Beware of the many dead ends in this level. You get one marker in here. Well, there is a second one, but it's in a trap so I'm not counting that one.
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What. Why is the map so linear? Why is there a pointless dead end to the right with a moving platform? Why is the map small? Why is there large stretches of nothingness? I don't understaaaaaaaaand. Maybe the devs want this game to end as bad as I do. Fair enough.
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We all want this to be over! Just walk down this straight pathway, hug the left, and you'll get your coin, and you'll get your exit right above the coin. It's that simple. We even went ahead and put the useless parts of the map all on the right side so you don't even need to travel there. I'm doing you a favor, but don't tell my boss I'm doing this. These are supposed to be the hardest levels in the game. Go forth!
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Uhm. What. WHAT.
This is the final level. There is no indication that this is the final level. There is no dog seen anywhere, and the level number didn't jump to the range where the dog levels appeared. I simply walked into the exit, my level got reset to one, a cutscene played, and the game is over. I think it's really fitting that the background track that plays throughout the cutscene and the credit rolls is the game over music, because did I really win by beating the game? Everyone's a loser for trying.
But hey. I get a star next to my save file now. I guess any recognition of me going through this torture is better than nothing. I was curious to see if this star meant some sort of change in the game, like a new game plus, but it doesn't seem like it. My markers and lives left carried over from the previous game to this one, but that's about it.
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And.... that's it. The game is done. I mapped every level. Here is the final world map.
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Thanks for reading. However, there is still one final post to make...
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A Rant On How To Actually Run A Pet Sim.
DISCLAIMER: I love Flight Rising, it’s been one of, and still is a favorite game of mine. This rant is simply trying to bring light that the staff could be doing much better in running the site that they are. With recent issues such as the long ban appeal process, and that one time that Unicorn admin said “nothing is wrong with our gem paypal stuff” when everyone was CLEARLY having issues, I wanted to voice my opinion.
I’ve played a LOT of pet sims. Most recently, Flight Rising, Novilar (not really gonna talk about this one, it’s meh, it only recently started up, it’s definitely unique), and Lioden.
I’ve been on FR since 2014 and I thought it was the SHIT. Little 13 year old me was piss pants excited to keep a crapton of pretty dragons (who actually weren’t that pretty) and expand my clan into the stars!
Now I’m a bit more bitter about FR after seeing what other sites have to offer in terms of a unique experience.
RANT PART ONE: The wait for new breeds on Flight Rising.
At first, I completely understood the reasoning for why breeds took so long to come out. They had to do all the genes, color, and apparel for both genders of dragon!!
I’m not denying that FR has a wide, wide list of apparels (Upon checking the Flight rising database, it’s around 2000 pieces of apparel) I’m saying that other sites do it much better.
The site I’m comparing Flight Rising to is Lioden. Here is a small sample of some of the decor items they have on site, keep in mind that list hasn’t been updated since 2015.
ALSO! BACKGROUNDS! ANOTHER WONDERFUL THING FR DOESN’T HAVE.
My point here is that the Lioden staff drew apparel for the regular male pose, the regular female pose, 6 other female poses, and 4 cub poses.
However, this point runs dry when you realize that the mutations don’t get fitted apparel (sad trombone noise) (Lioden has mutations where occasionally, giving birth to a cub will result in a mutation, this can be anything from blindness, to the 3 primal mutations, all of which have separate linearts)
There are two types of apparel, in both Lioden and Flight rising: Universal and Fitted. 
Universal apparel on Flight rising are things like the Emblems, The Flowerfalls, the ugly crowns, something you can copypaste onto another pose. Fitted apparel is something that’s drawn SPECIFICALLY on, such as the lace apparel. On Lioden, while the primal mutations can’t wear fitted decor, they can wear universal decor.
So point for Flight Rising, right? They draw all of the apparel onto all of the breeds!
No fucking excuse for me, in the 2 years from nocturne to bogsneak, they had every chance to perfect making all of the apparel.
When Bogsneak comes out? HALF OF THE APPAREL IS FUCKING BROKEN FOR THE BREED. AND A LOT OF IT STILL ISN’T FIXED TODAY.
Bullshit to the excuse of “eeeuughg we gotta do every apparel for both dragon poses uwu” when a shit ton of the apparel doesn’t even work.
At least on Lioden, they’re honest. They say “we’re not going to be drawing fitted apparel for the mutations.”
BUT, GUESS WHAT? If you have an apparel for a mutation you want? YOU CAN DRAW IT YOURSELF. Even better? IT’S HALF THE PRICE OF A SKIN BLUEPRINT ON FLIGHT RISING.
EVEN BETTER? IF IT GETS REJECTED, YOU GET THE ITEM BACK TO GIVE IT ANOTHER SHOT!!!
Alright, so, how about markings/genes?
Well considering that Lioden has 900+ markings, I think they win just a little bit. And guess what? 
Lioden doesn’t always have all the markings for their mutations done either.
But they’re transparent!
https://static.lioden.com/images/arttutorials/mutationstatus.html
this is literally a link to their current progress with the markings.
They released two new mutations (With new, complete linearts to a total of 3) WITHIN FUCKING MONTHS OF EACH OTHER.
FLIGHT RISING TOOK TWO YEARS TO RELEASE ONE BREED WITH HALF THE SHIT BEING BROKEN FOR IT! 
IT’S FINE IF YOU TAKE A LONG TIME TO RELEASE SOMETHING, JUST DON’T SHOVE THAT “We’re perfecting everything” BULLSHIT DOWN OUR THROATS. And if I recall, some of the genes were broken as well on bogs but lol let’s not get into that.
Some of the comparisons might seem a bit odd since the two pet sims I’m comparing have completely different systems/art styles, but I’m just saying that if they were honest about taking so much time releasing a half broken breed, it shines a light on how shoddy their site management is. Hire more artists, artists that don’t leave a good chunk of the apparel glitched.
And now, for the second part of this absurdly long rant.
PART TWO: THE STAFF.
On Flight Rising, the staff is often solid and machine like, half of the updates feel fucking soulless because they’re all formatted the same way. Aside from the ‘ask the team’ segments, which barely fucking happen anymore, we rarely interact with the staff.
Maybe not for other people, but for me SPECIFICALLY this makes it really hard to sympathize with the FR staff (particularly I’m referring to the admins with this). They feel distant, and a lot of the times they respond to comments (particularly backlash and criticism) is to be snarky. While this would be funny normally, when you literally never interact with your audience, don’t listen to them, and don’t RESPOND to them, when you act like a snarky shit it’s gonna make you look condescending.
Again, on Lioden, the admins, frequently, FREQUENTLY come into the chat to mingle with the players. While there they answer questions, share experiences, and are genuinely pleasant to be around, it makes you feel a lot more sympathy for them when shit goes down the drain.
Back to the custom decor/apparel again, there was a forum post where people would post their in progress pictures, and one of the admins would respond with how to improve/ change it. When staff goes out of their way to do something they don’t have to it makes a really big impression on the player base.
For those of you holding on still, god bless you, have a kitten.
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PART THREE: USER INTERACTION 
So, one of Flight Rising’s biggest flops is how they interact with users, and how users interact with them.
The three big separate issues here are mainly:
Ban appeals.
User suggestions.
And helping users.
The ban appeals, or really contacting staff about fucking anything is a ridiculous process. We’ve heard the stories on here about how long some users have been waiting for someone to address the issue, let alone solve it. 
I shouldn’t even need to compare this to anything, in my opinion the wait times are just stupid. If I can walk to FR headquarters in wherever the hell they are faster then they can respond to an issue online? THAT’S BAD.
User suggestions are rarely implemented or looked at, and if they are implemented, we have no fucking clue. It doesn’t matter how much support a topic gets, the staff rarely ever listens.
Back to Lioden, almost WEEKLY people are credited for new suggestions that are implemented into the game, and while the changes are noticeable, it’s gradual enough to that it doesn’t feel jarring. It’s fucking awesome!
Also on Lioden, there’s a 'support/no support’ button that you can click to easily, quantifiably see what users want and don’t want.
Lastly, helping users.
FR staff follows HARD RULES, there is no room for improvement. Accidentally exalt a dragon? You’re fucked. A lot of FR’s rules boil down to 'we won’t help you if you mess up’ which, if you think about it, is what incites a lot of begging onsite (oh no i accidentally transmuted my light sprite some1 pls help ;n;)
On Lioden, if you make an honest mistake, they will help you
I’m not saying that Lioden is better than Flight Rising, all I’m saying is that Flight Rising has a lot of improvement it could be doing; Giving us transparency, honesty, treating us like people instead of a cashgrab.
A lot of these problems would be fixed by one thing:
Better communication.
I wouldn’t mind if Bogsneak took two years if instead of saying “We need to do EVERYTHING on this breed” and releasing it half broken, they instead said “It isn’t a priority for us right now” and actually taken their time.
I wouldn’t mind the cut/paste updates if the staff weren’t so distant.
And the user interaction could be a lot better, if Flight Rising acted less like a company, and more like a person.
Not to say that structure is bad, everything has to, and will have rules.
But if Flight Rising cared a little more, or ACTED like it, it would make the site magnitudes better.
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retrocollect · 7 years
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Before I actually delve into the main meat and potatoes of Cowardly Creations’ recent PS4 and Vita release, I want to discuss the title. Uncanny Valley is named after the notion that the more accurate simulations of human faces and expressions get, the more we (as in, us real humans) become aware that they might not be authentic. A great example of this are the characters seen in the Tom Hanks computer generated movie The Polar Express. The facial animations of the characters are eerily lifelike…but there’s something decidedly soulless about them and the human eye has an unnerving ability to detect the fabrication. The same can be said of the young Jeff Bridges in Tron Legacy or the recreation of Peter Cushing depicted in Star Wars Rogue One. Like The Thing from John Carpenter’s eponymous 1980s masterpiece, it looks like a human…but it isn’t. And so ends the pseudo-science lesson. I simply find the notion of the uncanny valley theory totally fascinating and this in part might be one of the reasons that I was drawn to this retro-inspired psychological horror in the first place.
Uncanny Valley is actually a fairly old game, having originally been released on Steam way back in 2015. I only discovered this after searching for information about the game prior to its release on the PlayStation Store earlier this week, and I unearthed a bunch of rather unfavourable reviews, too. Not wanting to be influenced by the actual reasons behind the various two-star ratings Google threw at me amongst the search results, I decided not to read them and instead wait for the game to arrive and play through it with no prior knowledge or information about the storyline or the gameplay mechanics. The only things I cared about at the point of purchase were that I was enamoured with the 2D, pixel art trappings and the promise of playing what looked like a retro-themed take on Silent Hill. Having experienced and enjoyed aesthetically similar games on my Vita, such as Lone Survivor and Slain (both of which have a definite horror theme), I wanted to give Uncanny Valley my full, undivided and uninfluenced attention.
The game starts with you playing as a guy called Tom (which was disconcerting at first, as I though the game somehow knew my actual name), who has just taken a job as a security guard at an isolated facility surrounded for miles around by nothing but snow-covered forests. The facility was once the home to an organisation called Melior, but now stands unused yet is eerily still full of office equipment and machinery. So far, so The Shining; and I think it’s important to reference Stanley Kubrick’s seminal horror flick at this point because Uncanny Valley draws much of its uneasy atmosphere from the 1980 movie. The feeling that everything appears to be normal, but there’s something not quite right. Where are all the workers from the facility? Why does the massive building stand empty apart from you and another security guard with who you share a shift pattern? Who is the mysterious house keeper you occasionally run into at the now deserted staff accommodation block? There are so many unnerving elements to the game’s story that you can’t help but be drawn in, driven by a desire to know more. It’s like The Shining mixed with the desolation of Pripyat and the mysterious, unnameable weirdness of HP Lovecraft’s novella Shadow Over Innsmouth.
Once you settle in, Uncanny Valley sets you the task of doing the rounds in the Melior building after dark, where Buck (the other security guard) gives you instructions on which floors to patrol and barks at you over the radio to fix the generator if the power goes down. During these shifts (which actually only last for 7 minutes each) you are generally free to roam around the deserted building and the limited outside areas by torchlight, picking up audio tapes and reading emails on the various computer terminals you find. Both of these activities will yield further information about what went down at Melior before the firm went to the wall, and also reveal the unease felt by staff at working in such a remote location, with the company dabbling in unethical and slightly disturbing research. It is once these night shifts end and Tom finds himself needing the warm embrace of sleep that Uncanny Valley truly takes a trip into the macabre and surreal.
The dream sequences place Tom in a host of unconnected scenes and locations – police stations full of corrupt cops, alleyways populated by mutilated corpses and tenements full of what can only be described massive green faces bursting through walls…because that’s what they are. The desolate reality merged with the horrific dream sequences, both in turn coupled with no real idea of what is going on (initially at least) do make Uncanny Valley a truly unique and genuinely unsettling experience. For this, I cannot fault it. The game does start a bit slowly, and is a little bit more of a walking simulator than you would expect, but after a while the creepiness ramps up and the action starts…and then it goes fully Silent Hill and you find yourself running down shadowy corridors, shooting zombies in the head and being chased by crowds of invincible silhouettes. What does it all mean? What was Melior doing out there in the place beyond the pines? Well…I won’t spoil it for you, but rest assured it’s pretty creepy and makes Uncanny Valley stand out on the Vita especially as a game well worth investigating.
Another, not so positive aspect of Uncanny Valley, is just how full of glitches it is. At first, I wondered if what I was encountering was a play on Eternal Darkness’s way of messing with the player. Remember the ‘corrupt memory card’ prank and the other ways in which the Gamecube classic tried to freak you out by breaking the fourth wall? Well, Uncanny Valley has plenty of these moments…but they aren’t intentional. A major bug I found was that if you are in the middle of attempting a puzzle when the game forces Tom back to his bedroom to get some sleep (it’s a bit like the mechanic used in Shenmue where Ryo Hazuki has to keep popping off to bed when it gets late), then the game will not load the following screens. It’s hard to explain, but essentially you can still move around and interact with items and other characters…but you cannot see anything on the screen. Pressing pause will make the black mask flash for a split second, revealing the game as it should be before going back to a black screen. In this case, the game had auto saved and no matter how many times I reloaded my save, the black screen glitch was replicated. Annoyed, I restarted the adventure resigned to the fact that I’d just wasted two hours of my life.
Interestingly though – and as a testament to the message you get upon starting Uncanny Valley for the first time – on my second play through I got a slightly different experience. Different conversations with the same characters, different items in the game world to collect and slightly different dream sequences. Uncanny Valley boasts several different endings and you are encouraged to play through the whole adventure multiple times to see everything the adventure has to offer, and the fact that this annoying glitch forced me to restart after just two hours allowed me to get a look at what the developers intended. There are some other clever aspects to Uncanny Valley, such as the ability to heal certain parts of Tom’s body with bandages, and the damage model will hinder progress (such as making Tom walk slower or not allowing him to move boxes at all if his arms are injured). There are standard puzzle elements too, such as finding key codes and unlocking doors and there are also some nice little touches like being able to interact with the vast majority of background items. However, the muddled way in which the story is revealed to the player, and the general air of not knowing what to do next does detract from the overall experience.
In a nutshell, Uncanny Valley is an intriguing and refreshing experience – certainly on the Vita, anyway. It looks pretty great and the animation is brilliant, while the sound design perfectly builds suspense and a feeling of uncertain and otherworldly horror. Sadly, there is a distinct air of style over substance. The somewhat aimless wandering around and slow pacing of the opening sections will probably leave many gamers cold, and the occasional game-breaking glitch means that many will likely never get to see the further recesses of either the Melior facility or Tom’s subconscious. Indeed, if I hadn’t decided I was going to review Uncanny Valley here for RetroCollect, I probably wouldn’t have restarted the game at all. Ultimately though, if you’re hankering for a new approach to horror on your Vita (or PS4, as cross-buy is included in the price), then by all means give Uncanny Valley a few of hours of your time. It looks good and the general weirdness peaks the interest just enough to make you want to see just how bizarre the game can get, and with multiple endings there’s a decent level of replay value.
Since playing Uncanny Valley, I’ve been back and looked at those reviews I mentioned in the opening section of this review and for the most part I agree with the criticisms levelled at the original Steam release. Not much seems to have changed since the jump from PC to console, and even the same glitches appear to have been dragged along for the ride. That said, as a Vita game there’s not really a lot of competition for Uncanny Valley and it’s really quite an interesting take on survival/psychological horror. Head into this expecting a Super Nintendo version of Silent Hill and you’ll be disappointed. Head into it expecting an intriguing new slant on the genre and you’ll be pleasantly surprised. Just remember not to attempt any puzzles before Tom’s bedtime.
Link: Uncanny Valley at PlayStation Store
via RetroCollect - Retro Gaming Collectors Community
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