#BUT its one of the best examples of good character design
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Rise was peak character design for the turtles and I don't think we'll ever get this level of diversity from tmnt again
For real, making them all different species and with different height/body types was such a smart decision!
#rise was VERY much animation first toys second#which is honestly probably why it didn't do well financially#BUT its one of the best examples of good character design#mutant mayhem and 2012 are the safe version of this#better than 2003 but still not enough differences#i would mix up leo and donnie in 2012 in certain lighting bc their masks become a similar color#but donnie in rise could be wearing blue and id be like#that's def donnie and not leo#i love mutant mayhem but the character design was def a downgrade#they went back to playing it safe#pixel blurbs#character design#i still find it extremely funny that i considered applying to rise's character design position waaay back while crying over my retail job#I couldve never done this level of character design genius#i also knew nothing about tmnt i just wanted out of working retail HA
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did u not like totk?
i LOVED totk. i think it was well-written and did its job as a sequel to botw very well. HOWEVER. i do think it suffered slightly from the commercial success of botw. as i mentioned in my last post, nintendo does this. thing. when one of their games gets popular where every game after it has to be Exactly The Same so they can make all the money in the world via comparison marketing. (and this is a problem with the wider game industry in general but also a very observable pattern in loz specifically.) I know it's been a pretty long time since botw came out, but before (and immediately following) its release there was some pushback from longtime fans who worried that the open-world and lack of traditional dungeons meant that the game had strayed too far from the classic formula that makes a game a "zelda game." this is to say, botw was EXPERIMENTAL. and the devs had no idea if what they were doing was going to be successful or not. the open-world of botw wasn't a gimmick, and it wasn't the devs jumping on the open-world bandwagon. it was what CREATED that bandwagon. the open-world was a deliberate choice made specifically for botw because it reinforced the story that botw was designed to tell. the game is about exploring a desolate world, about making connections, and rebuilding both the broken kingdom and the player character's shattered sense of self by traveling and learning and building relationships. a large open-world map with only minor quest guidelines and lots of collectibles and side quests lends itself perfectly to this specific story, which is specifically about exploration and rebirth.
the problem is, botw was. almost TOO good. it was so good that every other game company on the planet started scrambling to build giant open-world maps into their next release, regardless of how much sense that actually made narratively. and because of that, when it came time to release a sequel to botw, the devs had a lot to think about. they had HUGE shoes to fill in terms of fan reception, but they were ALSO being asked to follow up one of the best-performing games of all time, commercially. totk needed to SELL as well as botw. And, likely because nintendo was worried about that potential commercial value, totk needed to keep people comfortable. I don't know for certain, but I definitely get the feeling playing totk that the devs were specifically told not to stray too far from what made botw marketable and successful--that being the open world and the versatility of gameplay. so in order to follow that up, they made... 2 more huge open maps, and new gimmick gameplay which was explicitly super-versatile.
do i think that the extra maps and ultrahand were BAD choices? no. however, i don't think they necessarily ADDED anything to the game as a narrative whole. one of my favorite things about botw was how everything seemed to be designed AROUND the narrative, with gameplay elements slotting neatly into the story thematically. totk just. didn't really have that, imo. there wasn't a huge narrative benefit to the gigantic, completely unpopulated depths and sky maps. ultrahand was cool, but within the context of the story it meant basically nothing. in some ways, i almost think totk could have benefitted from a much more linear approach to its storytelling, a la skyward sword, because there are a lot of story beats that have to be found in chronological order in order to have the right emotional impact, but because of the nonlinear open-world it kind of became a struggle to hit all the important story points in the right order. an easy example of this is the dragon's tears in comparison to the memories--the dragon tears have a very specific set order in which they happen, and finding them out of order can make the story you're seeing in them feel confusing and disjointed. the order in which they should be found is technically displayed on the temple wall, but most players aren't going to pick up on that or follow it--more likely, they're just going to explore the geoglyphs as they come across them organically, and therefore will likely witness the story in a completely disjointed way. compare this to the botw memories, which ALSO technically have a set order--the order in which they're displayed on the sheikah slate. however, because they're largely just small moments in time, and not one continuous story, finding them out of order has a lot less of an impact on how you as the player experience the narrative, and it's not hugely detrimental to your experience of the story if you find them naturally as you explore rather than explicitly seeking them out in order. If TOTK had been allowed to deviate from the botw formula a bit, i think we may have ended up with a more cohesive game in terms of narrative beats like that. as it is, i just think the game is torn slightly between wanting to be its own new game with new gameplay and needing to be botw, if that makes sense.
#again. love the game. have played it several times in its entirety. story is great. i just think the gameplay itself could have been better#yk?#asks#zelda analysis
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The Punk-Factor of Punkpunk Genre
So, when I posted my history of Solarpunk, someone (probably not in good faith) asked: “So, what about the punk in all the other punk genres?!” towards my request to put the punk back into Solarpunk. And given that my autistic brain obviously cannot just let that stand… You know what? Let me talk about the other punk genre and in how far they are “punk”. I tried to be as exhaustive as possible, though there is a good chance, that I might have missed some of the punkpunk genre. So feel free to add.
Trying to judge the punkiness I do not assume punk as simple counter culture, but a specific ideology. Quote from Wikipedia:
[Punk ideology] is primarily concerned with concepts such as mutual aid, against selling out, hierarchy, white supremacy, authoritarianism, anti-consumerism, anti-corporatism, anti-war, imperialism, conservatism, anti-globalization, gentrification, anti-racism, anti-sexism, class and classism, gender equality, racial equality, eugenics, animal rights, free-thought and non-conformity
Most of the artwork here has been taken from concept art of either of the examples listed.
Sorted from most futuristic to pre(historic). Yes, the list is long.
Cyberpunk
We start with the OG punk genre, the one after which all other punk genre were named. Yes, you could argue that in fact the two genre following are more futuristic – but Cyberpunk kinda just had to start the list.
As a genre: Given that Cyberpunk had its start completely in literature it is the best defined in this regard. Taking place in a late stage capitalist dystopian world in which most is owned by megacorps who don’t follow anyone’s laws but their own, the protagonists usually are social outcasts fighting against their own oppression, trying to keep themselves alive in a world hostile to them. With cybernetics always being a core of the genre, it also tends to deal with the question of humanity in a “ship of Theseus” sort of way. How much can the human body be altered, before the human vanishes?
As an aesthetic: Cyberpunk is the most punk in terms of aesthetics, really. There is a lot of punk and grunge going on in terms of character design. Neon hair colors, fishnets and thorn up jeans jackets can be found here. As well as of course cybernetics on the characters. The world usually is a megacity with a stark divide between rich and poor, tons of neon signs, a slight Japanese influence, flying cars and somehow a constant downpour of rain.
Punk-Factor: Cyberpunk is the one punk genre, where the “punk” was chosen very knowingly as a name. Usually the protagonists are “punks” fighting for their place in the world against a suppressive capitalist system. (Also, they usually fit the punk aesthetic, if they don’t wear leather dusters.) It should be noted however, that especially in newer western Cyberpunk often the punkiness vanishes more and more – for the same reason we have so little Solarpunk: media that outright confronts the problems of capitalism is just less supported.
Examples: Neuromancer (1984), Mirrorshades: The Cyberpunk Anthology (1986), Snow Crash (1992), The Matrix (1999), Dredd (2012)
Biopunk
As a genre: As a genre biopunk is still fairly ill defined, as it mostly shows up as a subsection of Cyberpunk. Rather than the characters having cybernetic implants (or additionally to it) they are augmented on a genetic level. This can be all sorts of augmentations, changing anything from appearance to giving characters higher strength and agility, giving them claws or night vision, or in some cases even “magic” powers. Usually the genre tends to be set in worlds similar to Cyberpunk. In fact it might well be set in a cyberpunk world, only that characters with bioaugmentations exist parallel to those with cybernetics. Additionally, though, there is a subsection of this genre, that concerns reproductive rights.
As an aesthetic: Ironically biopunk is even less defined as an aesthetic. There is not a lot of biopunk art out there and most that exists can go in different directions. As such it often mixes elements from other punk aesthetics – like Cyberpunk, Steampunk or Dieselpunk – with an assortment of bodyhorror elements.
Punk-Factor: It is hard to define the “punkiness” of a genre, that barely exists for the most part. Usually, when it is set against a Cyberpunk backdrop, it might be very punky, but in other settings those punk elements vanish.
Examples: Ribofunk (1995), Altered Carbon (2002), Bioshock (2007), The Windup Girl (2009)
Nanopunk
As a genre: Like Biopunk Nanopunk mostly exists as a subsubgenre to Cyberpunk, often being set in a mostly Cyberpunk world, only that instead of or additionally to Cybernetics, the technology used to alter the human body is nanites. These serve the same function as the genetic manipulation in Biopunk, giving the human in question more strength and agility and at times more or less magical abilities. There is one common plot that comes up again and again, with an AI or megacorp turning the nanites against the people they inhabit or trying to control them.
As an aesthetic: Aesthetically Nanopunk does not have much in terms of its own identity. Most artworks relating to Nanopunk feature a similar aesthetic to Cyberpunk, with megacities and lots of neon.
Punk-Factor: This genre is so small, that it is kinda hard to judge the exact punkiness.
Examples: The Diamond Age (1995), Prey (2002)
Solarpunk
As a genre: Being another genre, that started as such, Solarpunk is a bit better defined. Solarpunk usually takes place in a world post-strive. It is post-capitalist and decolonial in its settings, usually featuring a world that has either formed against the backdrop of preventing climate collapse or in the aftermath of it. A lot of it features people rebuilding – or alternatively building communities. It always features elements about living in harmony with nature or trying to do so. So far, the genre is mostly defined by short stories, partly because there is still disagreements within the movement, how far a conflict can be taken to still qualify as Solarpunk.
As an aesthetic: Solarpunk has a very strong aesthetic definition, mostly featuring all sorts of cities and urban areas, that incorporate natural elements into the urbanity, with greenery growing on roofs and concrete car-centric streets being replaced with more natural, walkable areas. The character design aesthetic is not quite as clearly defined, but usually features natural materials and patterns usually seen within indigenous art.
Punk-Factor: Contrary to what many say, Solarpunk is fairly punk, as it very much embraces the entire anti-hierarchical, anti-capitalist mentality. With the big difference, that the punk mentality is no longer counter culture, but the mainstream culture.
Examples: The Dispossessed (1974), Nausicaä (1984), Laputa – Castle in the Sky (1986), Princess Mononoke (1997), The Summer Prince (2013)
Lunarpunk
As a genre: Lunarpunk is pretty much a subsubgenre of Solarpunk, just as Nanopunk and Biopunk are sprung off from Cyberpunk. It is so far ill-defined as a genre, but the general consensus is, that it is set in solarpunk-esque worlds, but with a heavier focus on mysticism or spiritualism, at times outright including magic. It also tends to feature a lot darker places, being set in underwater or underground settings – or alternatively at night.
As an aesthetic: Lunarpunk is far more of an aesthetic than a genre so far. It features dark places, often with bioluminescent elements in it. Often featuring a mixture of black and dark blue with lighter blue, violet or light green elements shining in the middle of it. Mushrooms – especially glowing mushrooms – feature repeatedly in artwork.
Punk-Factor: Given that Lunarpunk is barely defined as a genre it is hard to estimate the punkiness in it. If it gets more stories, will those still feature the anti-capitalist and anti-hierarchical messaging we see in Solarpunk? This should be the defining factor. Some of the artworks use little aesthetics from the punk scene, but nothing much more.
Examples: Bioluminescent: A Lunarpunk Anthology (2023)
Hopepunk
Honestly, I had no idea where to put this one, given that it might technically be set at any time and place.
As a genre: Hopepunk is very much a genre, not an aesthetic. It has been defined as the opposite of grimdark by its “inventor/name-giver” Alexandra Rowland. The basic idea is to create fiction that instead of taking a dystopian, defeatist and violent approach, takes one defined by hope and to some degree pacifism. As such the genre can be set in any setting, real or fantastic. It mostly is defined by the protagonists taking opposition to cruelty and violence, fighting for a better world and, crucially, also partly archiving it. Other than in usual Cyberpunk, where the best possible ending, tends to be, that the protagonists get to live a somewhat better life themselves, Hopepunk aims to better the life at least for groups of people.
As an aesthetic: Being fully a genre, Hopepunk has no aesthetic associated with it.
Punk-Factor: Hopepunk is punk less in the sense of the protagonists or things happening within the story, which might or might not be punk, but was named such rather because it is considered counter cultural towards the gross of media at the moment, that often strives for a “realistic, gritty, grimdark” outlook on the world. Basically it is saying: “Hope is punk.” I will not make any judgement on whether or not this is true.
Examples: The Long Way to a Small, Angry Planet (2014), Mad Max: Fury Road (2015), The Good Place (2016)
Mythpunk
As a genre: Another one, that does not really fit into a temporal sorting system, because once again it can be set anywhere between the stone age and the far future. The basic idea is, that the story interweaves postmodern storytelling with elements from mythology or folklore. This can mean mythological, genre-traversing retellings, but it can also mean, that mythology seeps into any given story bit by bit. As such the genre with probably the most media in the subgenre is Urban Fantasy, which often borrows from mythology and incorporates these elements.
As an aesthetic: Mythpunk as an aesthetic is a bit strange. There is definitely a mythpunk aesthetic that exists, often mixing familiar elements with elements from mythology and folklore (at times also including quasi-folkloric works of literature, such as Alice in Wonderland and the Wizard of Oz). Often just a bit dark and twisted.
Punk-Factor: To be perfectly frank, for the most part, there is not a lot of punk to be found in this genre. While there have been definitely punky stories told within the genre, this is more a story decision than something inherent to the genre.
Examples: Pan’s Labyrinth (2006), Over the Garden Wall (2014), Inscryption (2016)
Dustpunk / Rustpunk / Desertpunk
As a genre: Kinda grouping those above all together, because people argue about what they might entail and in some interpretations they kinda are similar: Post-apocalyptic stories set in a world of sand and rust. Often featuring a loner character, having to go up against everyone to ensure his own survival – and at times being forced to learn, that the lonerness might not win him (and most often it is a him) anything.
As an aesthetic: Aesthetically this tends to be very much post-apocalyptic, maybe in some cases with some more classical punk elements added to characters and surroundings.
Punk-Factor: Given that there is neither a system to rage against – nor a new, less hierarchical system – usually there is not that much punk outside of some aesthetic choices. Neither tend those stories go into constructing worlds of mutual aid or working against oppression.
Examples: Anything Mad Max should count for this.
Atompunk
As a genre: Atompunk usually deals with themes connected to the cold war – in some cases directly, in some indirectly. Often it overplays the American ideals that were pushed for during the cold war era and portrays scenarios in which American Exceptionalism slowly reveals itself as the dystopia most punks already know it to be. Outside of this vague idea for the setting, the genre is less described, as there is less of a clear script an Atompunk story might follow. So, little description of who might be the protagonist and what their role is.
As an aesthetic: The aesthetic of Atompunk borrows heavily from the Raygun Gothic aesthetic. So, futurism, as it was imagined in the 1950s and 1960s, with heavy influences from late pulp age science fiction art.
Punk-Factor: The aesthetic in this is definitely not punk. The stories often have some vague punk ideas of recognizing how fucked up the world has become, but given the genre is fairly wide in terms of stories, it is hard to give a definite answer to how “punk” it is. One can definitely tell punk stories within this genre, though.
Examples: Hitchhiker's Guide To The Galaxy (1978), Fallout (1997), Futurama (1999)
Dieselpunk
As a genre: Dieselpunk is once again an example of “strong aesthetic, but no clear genre identity”. Generally, Dieselpunk is concerned with the interwar period, but might cover either of the world wars. In some cases the genre features alternate timelines, in which one war happened and not the other, or in which another faction won, with the technological development being influenced by this as well. But as a genre it is not much defined. A lot of stories building on Lovecraft’s legacy feature Dieselpunk in some regards. And there is definitely a subsection of Dieselpunk stories centered around “what if Nazis won” or “what if Nazis somehow went underground and did their own technological development after the war”. Also, there are a lot of stories about pilots of war planes in this genre.
As an aesthetic: As an aesthetic Dieselpunk is more clearly defined. A lot of bare metal and the sorts of technology you would expect from this era, often with retro-futurist and art noveau elements in between. A lot of the fashion within the genre is defined by pilot and military clothing of the times, but at times also dipping into “roaring 20s” fashion styles.
Punk-Factor: In this genre I would generally say: “If the story involves punching Nazis, you might get a couple punk points – but otherwise this is not really punk.”
Examples: The Iron Dream (1972), Brazil (1985), Dark City (1998), Iron Sky (2012), Bitter Seeds (2010)
Teslapunk
As a genre: Yet another one of these, that exists mostly as a vague idea, with no clear definition. The basic idea is a world, that works on Tesla’s inventions. And as those of you, who watched Doctor Who, might know, Tesla sorta, kinda already invented the internet or had an idea of what it could be and how it could work. So a Teslapunk world is based in an alternate timeline, but might in fact go into light futurism. There is not much in this genre though with a unique thematic identity, as stories that use Teslapunk as a backdrop rarely have coherent themes.
As an aesthetic: The aesthetic of Teslapunk is basically “Steampunk, but with Tesla-coils and electricity”. Which is not a big surprise given that Tesla came from the same era that would also be the inspiration for Steampunk. So, we have a lot of Victorian fashion, maybe some light augmentation, airships, and – again – all the tesla coils you can muster.
Punk-Factor: As, again, I think punk is more about themes than aesthetic, this is once more not really possible to judge, because there do not seem coherent themes within the genre so far.
Examples: The Prestige (2006), Sherlock Holmes: A Game of Shadows (2011), Bioshock Infinite (2013)
Arcanepunk
Another one of those that do not neatly fit into the timeline…
As a genre: Arcanepunk takes place in a world, where both magic and technology have developed. In some cases both developed side by side, in others, we might have a technological world, that suddenly discovers magic by some happenstance. The fact is, though, that both exist parallel to each other or might at times be intertwined, with technology being powered by magic. This can exist at different technological stages, usually featuring settings inspired by the late 19th or early 20th century. But usually futuristic stuff that includes magic might be considered Arcanepunk, just as might stories that mix 18th century technology with magic. While also a vague genre, there is a repeating theme of magic being hoarded by those in powers and the poor and downtrodden finding ways to still use it in their own advantage.
As an aesthetic: Given that Arcanepunk’s setting is defined by the co-existence of magic and technology, rather than a specific technology, Arcanepunk has less of a defined aesthetic. Never the less, we have a part of punk aesthetics that often come up, as a surprising amount of Arcanepunk features characters with neon colored hair.
Punk-Factor: Another genre that is rather thin, yet, there is a surprising amount of stories featuring some punk ideas of fighting against an oppressive system and being counter culture to a main culture build around suppression.
Examples: Too Many Magicians (1966), Shadowrun (1989), Bartimaeus (2003), Arcane (2021) duh
Steampunk
Steampunk was the second genre to pick up the “punk” suffix and hence is as much responsible for the punk-punk as Cyberpunk as the originator.
As a genre: Being named as early as it has been, Steampunk kinda suffers the same issue as Cyberpunk itself. There is a lot of ideas there, but some are only vaguely defined. In general, though Steampunk always takes place in a world where the steam engine became the defining technology and was never replaced with the combustion engine. As such cultural aspects from the steam era, especially Victorian England and the Belle Epoche, still carry over for longer, than they did. So often we will see noble households based around similar values as the puritan Victorian English families, while the very poor are made to work in workhouses. At times we might also see themes of colonialism here. In some cases magic might exist in these worlds, as might electricity for some aspects. There is often a heavy inspiration from Jules Verne and H.G. Wells. Though it is still hard to define the “stereotypical steampunk story”, given that Steampunk offers a wide variety of stories, from adventure stories and romances, over to stories where people rise up against the Victorian-esque society.
As an aesthetic: Steampunk as an aesthetic is very much influenced by Victorian aesthetics and the time period of the late 19th century, mostly in the USA, Great Britain and France. But as all other punk genres it knows very well: “If it is worth doing, it is worth overdoing,” so steam-related elements are added to everything. Could
Punk-Factor: In the original idea for Steampunk was a lot of punk. “What if we took Cyberpunks ‘rage against the unjust system’ and made it 19th century” they asked. But given that the genre branched out so much, it is not necessarily there in all the stories. There is a ton of stories where people rage against that steam powered Victorian machine – but also a ton in which the Victorian world gets idealized and romanticized.
Examples: Thief (1998), The League of Extraordinary Gentlemen (1999), Wild Wild West (1999), Clockwork Century (2008) – also half of all Sherlock Holmes adaption made after 2000 in any medium usually use Steampunk elements
Silkpunk
As a genre: Silkpunk is hard to define, despite there being a clear definition. The reason for this is, that the person who coined the term – Ken Liu – had a very specific idea in mind. He explains that the idea is of a world that has technology as language. In which form is as important as function, is made to speak a language all of its own. Inspired by ideas from W. Brian Arthur and Chinese philosophy. However, what the wider Science Fiction and Fantasy community made from it was “Steampunk but East Asian!” But given he coined the term (and also the alternative feels vaguely racist) I am going to go with Ken Liu for this. While Silkpunk will usually be set in an East Asian inspired world, the central idea is about the duality of technology, which will also be addressed within the stories.
As an aesthetic: As said above, the idea Liu had for it was a world that features some technology, but technology that is as much about form and communication through it, as it is about function. So the technology here has strong visual ideas. At least that was, how Liu intended it. Once again, the wider community made “Steampunk, but East Asian” out of it.
Punk-Factor: There is not a lot of stuff in this genre for now – however so far I do not manage to see a lot of punk ideas in it, even though some of Liu’s stories definitely feature the concept of challenging a higher power.
Examples: Dandelion Dynasty (2015), The Black Tides of Heaven (2018), The Tea Master and the Detective (2019)
Clockpunk
As a genre: Once again storytelling in this genre is not really defined, but the worlds diverge a bit before the wide adaption of steam, instead featuring mechanical devices powered by coils and springs and somehow kept alive, often at least implied through some form of arcane magic that gives “live” to these mechanical inventions. Most examples of Clockpunk, however, tend to show up as settings for parts of fantasy stories. Any fantasy world might have this “Clockpunk” area, where protagonists might travel. Especially games tend to feature this. While there is definitely a trope of the “mad inventor” often going along with this, few other tropes stand out.
As an aesthetic: The aesthetic of Clockpunk tends to take some inspiration from the early 19th century, but tends to add a lot of gears to everything, with even city wide gear constructions keeping things working. We often will find mechatronic characters, such as wind up soldiers or wind up dancers.
Punk-Factor: Once more, there are so few stories told, that it is kinda hard to speak about how punk this is. Most stories told so far, however, do not feature punk elements.
Examples: The Great Mouse Detective (1986), Hugo (2011), Clockwork Planet (2017)
Whalepunk
Please note: This is one of those genre, I would love to see more in, though so far it is barely explored.
As a genre: And you might ask: “Why do you even name those genre, that exist mostly in theory?”, to which I might answer: “Because I am a nerd.” As all these retrofuturists genre, Whalepunk imagines mostly an alternate historical timeline, where the technology that became defining was based around whale oil. This means that in Whalepunk often whalers or harbors play a big role, though as the genre is again very thinly spread, it is hard to say what “THE whalepunk” formular is. It seems there is a tendency, to mix some mysticism or magic into the genre, though, as the idea of hunting sea monsters often plays into it as well. Good chance that it could at some point merge with Cthulupunk (which I did not name separately, because most of it is either covered in Whalepunk or Dieselpunk).
As an aesthetic: The aesthetic of Whalepunk is basically “Steampunk, but with more sailors, ships and sea monsters”. There is definitely a bit of Oceanpunk mixed into it as well, with some aesthetics being somewhere between Steampunk and Dieselpunk. (Which is kinda ironic, because whale oil was mostly used in the early 19th century.)
Punk-Factor: And again. There so far is not a lot of connective thematic tissue within that genre, so exploring themes is kinda hard.
Examples: Dishonored (2012), Dredge (2023)
Oceanpunk / Piratepunk
As a genre: It really is hard to divide the Piratepunk out of the Oceanpunk, though some might call it different. The idea here is that this genre features stories mostly set on the ocean and often more heavily leaning into fantasy, than science fiction. While the worlds might feature technological elements, they will almost certainly feature magical elements of some sort. The characters will usually be seafaring one way or another and stories might involve any sort of adventure. There might be a storyline, though, about one company or nation trying to control the seas – often times through magical means – with the characters often unwillingly being made to oppose them. This genre might also take place in a post-apocalyptic setting with a flooded planet.
As an aesthetic: While the aesthetic is not clearly defined, there is a good chance that it borrows heavily from the late 17th and early 18th century and the golden age of piracy, when it comes to both ships and fashion sensibilities.
Punk-Factor: Pirates, at least as far as modern media imagines them, tend to be very punk, as they tend to inherently oppose any sort of government and what not. While the punk is not there in all of the stories, a lot of the most popular stories from the genre will feature at least lightly punky elements.
Examples: One Piece (1997), Pirates of the Caribbean (2003), Assassin's Creed IV: Black Flag (2013)
Dungeonpunk
As a genre: So, the idea of the genre is basically “What if Cyberpunk, but Dungeons & Dragons?” Usually set in a vaguely medieval world, this world still shows the same corporate corruption as your usual Cyberpunk world. Adventurers are just another resource to be exploited by the system, their day job involving going on yet another dungeon crawl. For this there might be some technology entirely powered by magic, with those magic items taking over the same functions technology might have in a Cyberpunk world. And yes, indeed some brave dwarf, elf or halfling might rise up and challenge the corporate dungeon syndicate. (As you might sense: Yes, this genre tends to be at least partly a bit of a parody of the punkpunk idea. Though it also can be played straight as “Cyberpunk conflicts, just that all technology is somehow magic.”)
As an aesthetic: This is once again one of the examples, where there is a clear idea behind it – but absolutely no clear aesthetic, as this genre might cover anything from medieval settings to a lot more modern stuff.
Punk-Factor: The base idea, being heavily inspired by the base idea of Cyberpunk, just from a very different perspective. But too many people read the genre as “Magic Technology, yay”, in which case, no, it is not punk.
Examples: Dungeons & Dragons can be played this way, also Final Fantasy VI – XIII definitely counts.
Sandalpunk
As a genre: I mostly include this for the sake of it, because this genre tends to boil down to “fantasy set in ancient Greece or Rome, but with vaguely anachronistic elements”. It might also include alternate history stories (even going so far as Science Fiction) based on the idea “What if Ancient Rome/Ancient Greece never fell?” There is no real overarching themes, even though I could imagine some interesting way one could build those up. So far, though, it is mostly a vague gesture towards: “SciFi Fantasy, but with more ancient civilizations.”
As an aesthetic: The aesthetic is usually just Ancient Rome or Ancient Greece, but with more magic or anachronistic elements.
Punk-Factor: Given the super vague nature of the genre and the fact that it seems more like a genre of hindsight (with most media being declared this having been released even before 2000)… Nobody wrote those stories to be punk. The one punk thing I can see about several of these stories is people challenging Gods, but… That’s about it.Examples: Hercules: Legendary Journeys (1995), Xena: Warrior Princess (1995), God of War (2005)
Stonepunk
As a genre: The basic idea of Stonepunk is, that it is set in a stone age world, but with the technology being pressed towards a very anachronistic end, which is often played for laughs. Basically it gives stone age people a modern seeming world, though not really. Often enough this is used to make a point about the modern world and parody it in some regard. An argument can be made for stories, that feature stone age technology people being somehow subjected to modern technology (for example through time travel or space travel) also possibly falling into this genre.
As an aesthetic: Usually the aesthetic of Stonepunk is one of an overplayed stone age setting. The clothing characters might wear are not what we know is historically more accurate but really just “everyone wears a pelt around their shoulders”. Meanwhile stone age tools get spun to be used as all sorts of modern technologies.
Punk-Factor: The genre does usually not feature punk themes. However, the nature of parodying and challenging the modern world tends to be punk in its own merit, I assume?
Examples: The Flintstones (1960), The Croods (2013), Horizon: Zero Dawn (2017)
That's it. That's the list.
Feel free to add to it.
#long ass post#punkpunk#punk genre#definition#cyberpunk#steampunk#biopunk#nanopunk#solarpunk#lunarpunk#hopepunk#mythpunk#dustpunk#desert punk#atompunk#dieselpunk#teslapunk#arcanepunk#silkpunk#clockpunk#whalepunk#oceanpunk#dungeonpunk#sandalpunk#stonepunk
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I have two major criticisms for the first season of Nocturne.
The pacing and the villains.
In the original series, Seasons 1 & 2 are basically just one whole season in and of themselves. It is a focused narrative that doesn't spend a single moment wasting plot or character development.
Whenever the episodes decide to slow down, it feels deliberate. The down times in the first two seasons were rich with character interaction that helped attachments grow and allow the plot to flourish organically.
The best examples of this are when we explore Isaac and Hector's pasts; and when Trevor, Alucard and Sypha arrive at the Belmont hold. There was a rhythm to the seasons. Dialogue, conversations, contest of philosophies, witty banter, and hard truths. Then we transition smoothly to excellently animated and choreographed fight scenes that have weight because we saw these characters humanized in various ways beforehand.
For the villains, Dracula was impeccable. Weak. Starving. Exhausted. Suicidal. His grief and his hatred loomed like a shadow over every single character and plotline throughout the two seasons, and the effects of his demise echoed until the very end.
Castlevania had its flaws. It had its weaknesses. Especially when it was cut to four seasons when it really should have been five. But it was nevertheless a focused narrative.
Nocturne, for all its excellence, does have some glaring flaws that are hard to overlook.
Erzsebet feels threatening and powerful, but the more I watched the show, the more it felt like these were because of purely aesthetic reasons. Don't get me wrong—her design is gorgeous, her past seems rich with potential for the narrative, and I loved how she struck the fear of god in every hero the moment she stepped into the Abbey. But she isn't Dracula-levels of impactful.
Olrox and Drolta did most of the heavy lifting. In the first Castlevania, even when Dracula wasn't the main arc villain, his presence was felt. Erzsebet doesn't have that same weight. She feels... empty at times, as a villain.
That can definitely be fixed in season 2 and I pray that the showrunners prove me wrong. I love being proven wrong because that means the show continues to grow.
The second criticism is pacing. God, the pacing.
Nocturne at times felt all over the place.
Annette's plot of her escaping the clutches of slavery? The way we saw her perspective on the Haitian Revolution? So fucking good. Richter's struggles? Emotionally rich and hooks us immediately. It's the constant, almost dizzying shifts between them, the Abbey, Drolta, Edouard, and the past that drags it down just a bit.
I loved Nocturne. A solid 8/10 for me and I am dying in the dirt waiting for the next season.
But I think the show should've been 10 episodes to accommodate the ensemble cast and their varying plots, and I hope that Erzsebet is improved upon as a villain, a threat, and a character.
#castlevania nocturne#castlevania#richter belmont#annette castlevania#annette#erzsebet bathory#olrox#netflix castlevania#alucard#adrien tepes
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hi!! I have a character I created when I was a teenager who I am currently revamping for a new project, but I am stumped for how to fix a big mistake I made at the time. I based this character's appearance on my best friend in high school, who had a growth disorder/facial difference.
at the time, I asked him how he would describe himself in writing, and his examples were phrases like "a boy with a malformed jaw" or "misshapen fingers". I recognize that if this were his own project, he would be totally allowed to say whatever he wanted about a character who had his disability, but I am not a person with a facial or limb difference, so I feel like I need to change the phrasing. I would ask him for his opinion again, but he passed away a couple years ago, so it's not possible for me to find out what he'd like me to change.
I still want to include this character and make it clear what he looks like, because it's important to me that I represent him in my writing in some way. However, I don't think he was misshapen or malformed. I don't know what words I can use instead to communicate exactly how he appeared, and I'd really like some insight for how to describe him appropriately and with the respect the friend this character is based on deserves. Please help!
For reference, the character we designed had a mix of both our disabilities' symptoms, and we did not give him any specific diagnoses at the time because of this. The character used a wheelchair because I did, the character had crooked fingers and uneven legs because he did, the character was nonverbal because we both were, had an overgrowth of tissue on his face because my friend did, and the character was epileptic because I was. I am not sure how relevant all of that is, but I figured I'd include it. Sorry if this ask is rambling, I am trying my best to be detailed
-🦴🏴☠️
Hi!
I don't think it'd necessarily be wrong to describe your character as such if the person he's based on used that as his self-description. I probably said this somewhere on this blog before, but I always think that “a character with less than perfect terminology portrayed well” is much better than “horrible representation, but they used the 'proper' term”. And if that's what he said about himself, this might just be the “proper” term in this context.
But I do understand that you might want to go another way, especially considering you said that you didn't see your friend as having something malformed or misshapen about him - so how did you see his differences? Maybe “a boy with 'an overgrowth of tissue on his face'” - as you described in the last paragraph - would work?
In writing, I generally think it's helpful to be more specific than not when it comes to character descriptions. So you could get more technical (all random examples);
“an asymmetric lower jaw, with the right side larger and protruding forward,”
“had a left leg that was slightly longer, with the hip tilted upward,”
“his fingers bent towards the other ones, curving like the letter C and overlapping with each other at the tips,”
or, you could go halfway, using the words that your friend used himself;
“he happened to have a malformation on his jaw; a soft mass decorated his chin throughout its length,”
“crooked fingers, each having a slight bend to it.”
If you decide to go for the original terminology, I would expand on what exactly the reader is supposed to imagine by it - there's a few ways to not have a facial difference, and a billion ways to have one. You don't need to go into way more detail than you do for other characters, but it'd be good to be informative enough so that the reader doesn't end up wondering “malformed in what way?”. In my opinion, “overgrowth of tissue” (or any other wording that would provide this amount of information) would be completely sufficient for this role.
I will also say that “malformed” and “beautiful/handsome/adorable” are by no means antonyms as words! One can have a disfigured nose that's incredibly cute, misshapen legs that look great in shorts, or an attractive malformed jaw. That's very much doable in writing, and would help here with making sure you're not portraying it as negative in some way.
There is also the option of using more medicalized terminology (“hypertrophied”, “clinodactyly”, etc.) but it might both not be the most comfortable to use, as well as confusing to some readers if there's no other descriptor given. It also might be awkward in writing, especially if that'd be the only time this kind of terminology would come up. But if you're up for this;
“the clinodactyly on his hands caused the fingers to curve toward each other,” or
“the hypertrophied tissue stretched from his left earlobe to the chin, with freckles adoring it along the way,”
or something along those lines could work, I think.
I'd also try to describe other “non-difference” features as well, perhaps even at the same time. There's a ton of ways you could go about it, but the general idea is to bring up his difference as a complete non-event - something that's so normal that it's not needed to give it a separate description;
“the bright red wheelchair had one footplate set much higher to accommodate for his short right thigh,”
“her eyes were drawn to his hands, with each colorful nail making a clicking sound whenever his overlapping fingers moved,”
“he grinned widely after noticing that his facial hair has fully filled in behind the soft overgrowth on his chin,”
“the sunflower tattoo on his larger leg was still slightly red, but the cat on the thin right one already looked fully healed.”
Obviously all the examples here are random, but hopefully they will help you figure out what kind of description you want to employ.
Either way, it's clear that you're approaching this with a lot of care and good intentions and that's what really matters. I hope this was helpful and I wish you good luck in your writing!
mod Sasza
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The Mid-Autumn Festival (中秋节), a Chinese celebratory season observed by many East and Southeast Asians, has begun. Held on the 15th day of the eighth lunar month, which is in the middle of autumn, the festival marks the end of the season’s harvest and is a time to appreciate the moon at its fullest and brightest. Besides feasting eyes on the moon and lanterns of different shapes and sizes, Mooncakes (月饼), a rich pastry with all sorts of fillings, are undoubtedly the main highlight of the festival and are traditionally shared among family and friends.
The Cantonese Mooncake (广式月饼) is the most commonly found traditional mooncake in Singapore. Its fillings consist of lotus seed or red bean paste and usually include one, two or four salted duck egg yolks. Many would also be familiar with the snow skin variant that was created in Hong Kong in the 1960s as a healthier alternative to traditional baked mooncakes. The fillings and a ball of dough are traditionally pressed into a wooden mould, which embosses intricate wordings of the pastry shop’s name or stuffing on top of the pastry.
A mooncake with various flavours such as rich, savoury-sweet and peppery, the Hainanese Mooncake (海南月饼), also known as Su Yan Bing (酥盐饼) is traditionally filled with ingredients such as fried shallots, lard, salt, white pepper, rose-flavoured white sugar, sesame seeds, melon seeds and dried wild tangerine skin peel. The filling is encased in a thin crust made with flour, salt and lard.
The Hakka Mooncake (客家月饼) is also called Yu Gao (月糕) and is a flat, snow-white disc that is typically made with cooked glutinous rice flour and sugar, giving it a crumbly and powdery texture. It is usually embellished with more intricate designs, often with animals and flowers. Although it doesn’t usually contain any fillings, some come with candied winter melon, desiccated coconut and sesame seeds mixed with glutinous rice flour, sugar, margarine and water.
Easily distinguishable by the red stamp of Chinese characters on the top of the crust and its white disc-shaped pastry which resembles a bright moon, the Hokkien Mooncake (福建月饼) consists of a dry and sweet filling that is made of candied winter melon, tangerine peel, melon seeds, sugar, and cooked with lard or peanut oil. A less common type is a savoury version with minced meat filling. Once known as Scholar Cakes (状元糕), they were given to those who took part in the Imperial examinations. Today, it is given as a symbol of good luck to those who are about to sit for their exams.
Many would be familiar with the Teochew Mooncakes (潮州月饼). It has a crispy, spiral-layered crust that crumbles easily. It originated from the Chaoshan (潮汕) area in Guangdong Province and typically consists of yam paste and a salted duck egg yolk. Other traditional versions of the Teochew mooncake are still made by old school bakeries in Singapore. For example, La Bia (朥饼 or lard biscuit), where ‘La’ refers to pork oil, has a thinner, flaky crust with a thick mung bean or red bean filling. There are also alternative fillings including red bean, mung bean or lotus seed paste. There is also a steamed version of the typically baked Teochew mooncake, called La Gao (朥糕). It can either be served plain or with a mung bean filling.
A Snow Skin Mooncake (冰皮月饼) variant was created in Hong Kong in the 1960s as a healthier alternative to traditional baked mooncakes. Similar to mochi, its crust is made of glutinous rice flour and varies in colour, based on the flavours used. And unlike traditional mooncakes, these are best served cold!
youtube
Mooncake information and drawings courtesy of Ministry of Culture, Community and Youth.
#Mid-Autumn Festival#中秋节#Mooncake Festival#农历八月十五#Chinese Culture#Chinese Tradition#Celebration#Mooncake#月饼#Cantonese Mooncake#广式月饼#Hainanese Mooncake#海南月饼#Hakka Mooncake#客家月饼#Hokkien Mooncake#福建月饼#Teochew Mooncake#潮州月饼#Snow Skin Mooncake#冰皮月饼#Recipe#Video#Youtube#Snack#Dessert#Asian Food#Food#Buffetlicious
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I feel like this needs to be said but i feel like I'll just be talking to a brick wall for the billionth time.
The ableism of disabled villains in fandom is so beyond tiring. Its bad enough when a grey or protag character gets it.
Today I'll be using Curly from Mouthwashing and William Afton from FNAF as an example.
Curly, isn't really a grey character. Maybe more of a protag, but since we play as Jimmy for most of it, he is kind of an antag. But for this post i will be putting him as a protag. Which reminder.
Protag doesn't mean good guy exactly.
Anyway.
Captain Curly is a burn survivor as well as a disabled man, with no skin, no hands or feet, and is left with one eye. The damage is pretty bad, and the Nurse ( Anya ) has done the best she could with what she had, which is pretty damn good considering all things.
How does the fandom treat him? Its a mixed bag but of course. Ableism.
They either give him "dog buttons", or infantalize him, coquette-ify him, erase the situation just because "its easier" or whatever else. And then theres some people who genuinely try by getting him to a proper hospital so Anya or another doctor can try and fix what they can, as well as give him an AAC device or a wheelchair, so on and so forth.
Its either shit as unfortunately expected or good enough that makes people genuinely do research or call out ableism.
Now lets look at William Afton. A villain, murderer, mad scientist and so forth. For this post I'll be strictly talking about The Fourth Closet William Afton and Burntrap.
For those who are not into FNAF. The Fourth Closet is a seperate timeline from the games, an AU. And Burntrap is TECHNICALLY not William now, but when Security Breach came out, we didn't know this.
A bit more backstory for those who do not know. William has an Animatronic suit that he can go into to perform or kill, but it has these things called springlocks. If something happens, they can go off and hurt and eventually kill him.
Moving on.
William Afton is a Springlock Victim ( and even though no fire happens in the book before the ending of The Fourth Closet, i would argue and say he does indeed have burn scars as well in the graphic novel ) aka ragged Metal throughout his skin.
As Burntrap, he is a metal burned skeleton with leftovers of Springtrap/Scraptrap with burnt flesh.
How does the fandom treat both versions of him?
As Burntrap: some people like him, some don't. Its purely because at the first reveal we all thought it was William himself somehow even though he is supposed to be dead-dead for real. His design CAN be cool, scary and great in the right spotlight.
However.....
Most people took the "haha peepaw" route of memes. Some being ageist and some being ableist. Making him a senile old man in a wheelchair or a walker with Vanny being his caretaker. Most of the time throwing him down the stairs or beating him with his mobility aid or threatening to. Sometimes they would also draw him in diapers with poop in it.
Utterly disgusting, ageist and ableist behavior all because this is a villain.
How do they treat TFC version of William? Well.... i don't see much of him to be frank. But either its coquette-ifying him ( which is just as gross as coquette-ifying Curly ), genuinely calling him pretty or being absolutely being ableist/rancid, or removing his scars all together.
What is the point I'm getting at?
If its a villain, like William, to Darth Vader to Hordak from the She Ra remake, to Belos from TOH.......
They get mocked for their disabilities because abled folks ( and even some disabled folks ) thinks the Villain or whoever deserves it as punishment.
But these same people will turn around and infantilize and baby, or dogify or coquetteify "good guy" disabled characters.
I haven't seen this in the Arcane fandom, while i don't doubt people have been ableist to Jinx, Silco or Viktor , at least it isn't as "loud".
Ableism isn't cute or funny. And while i UNDERSTAND these are characters- and that they are not real.
It HURTs real people.
And I'm talking as a disabled chronic pain person, so don't even start with me.
Ableists and shit will be deleted, ty.
#mouthwashing#Mouth washing#Fnaf#Captain curly#curly mouthwashing#Curly#William afton#William afton tfc#Burntrap#Spop hordak#ableism#Fandom ableism
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Haiii!! I got question:
Do you have any head-canons for mk? Mac? Wuk?
And what is your personal opinion on season 5?
I am responding second time because the first one didn't send :'D
Pls end me.
I don't remember the headcanons I've mustered out the first time damnit -
*sigh*
Those are general ones , I use the design of the character most of the time to show headcanons
For MK
-He's wasted after one beer.
-his tail subconsciously curl against legs of his friends or person he trust
-he chirp subconsciously
-he don't like bitter things like dark chocolate
For Wukong
- he got thick , strong curly fur . When fluffed up texture it reminds of the dust brush
- his body temperature is much higher due to the furnace punishment
-gets headaches due to the circlet (phantom pain)
-he speak and read fluently ancient Chinese , however he got problems with modern language
-he usually sleeps with lil monkeys around
-he can't get drunk.
-monkeys take care of his fur
For Mac
- his ears are too delicate for piercings. They would hurt.
- thin , straight/wavy fur like smoke . He can't stand cold
- he can always hear past and present but future is randomly whispering to him
- he got lower body temperature (due to the shadow nature)
- when drunk he looks like a beast but he's a snuggly wuggly teddy bear
-he takes care of his fur regularly himself
For Mei (because it's lacking in other categories and I don't remember more :'D)
- When she fights she tunes into imaginary music in the background. Like Gwen from spiderverse 2
About S5
*sigh* Vent warning. not directed at anyone in particular
I am unable to put up presentable opinion on this season
Also warning to everyone that will read it
If you are here to defend/ you are touchy on subject of S5 please avert your eyes.
The season was mid at best. , script was rushed, the core of it was S3 with meek antagonist, the most evil character there was a bug demon with many eyes, and SACRIFICE was basically word for this season.
Other things I remember from it is a burnt dumpling and Nezha's mech. Oh and Wukong being useless, Mac carrying season on his back , MK being even more stupid than usual. A random guy with a pagoda and a Twink snake. Nothing else .
Let's put my opinion about the animation now :D
Flying Bark got sacrificed just like MK in this season lol
The animation was a pure nightmare, it's like Seven deadly sins Incident
And if you guys think it will get much better from that in one year (let's say for example they will produce another season next year) you live high on copium and delulu.
Our juicy yummy frame by frame animation was taken away and they gave us RAGDOLL animation.
What does it mean? -AND HERE TUMBLR DECIDED TO CRASH ON ME AND IM WRITING IT 3rd TIME :D- you know how hieroglyphs are animated? Ye, that's basically it with extra steps! HOW FUN. NOW WE HAVE PUPPETS 2D. A FREAKING GACHA FROM YT IF YOU MUST. THOSE IN SOME CASES ARE EVEN BETTER ANIMATED THAN OUR SHOW ITSELF BTW. This has it's perks! I guess. It's cheaper and easier to make episodes! :D the cons are we will no longer see good battles in the show. yay "But we saw Wukong vs MK! And snippet of Wukong vs Mac fight!" please, spare me. If you are telling me those were good fights , that is half assed animation they have no idea how works and two dots clashing with eachother you should go rewatch other seasons. the fucking disgrace and audacity.
But no matter. That i can live off, that i can gulp down.
YOU KNOW WHAT I CAN'T? THE SHEER AMOUNT OF MISTAKES ON BASIC LVL IN ART. I am sitting here looking at those colors, those lines this fucking scenography and ask- what a fucking newbie did this .
YOU CAN'T EVEN GET COLOR RIGHT
AND BEFORE ANY OF U F NERDS WILL COME TO ME AND SAY "UUU ACTUALLY ITS LIGHTING FAULT-" NO ITS FUCKING NOT.
THEY CAN'T EVEN USE SAME COLORS AS IN THE PRIOR SHOT , THEY CANT EVEN SAMPLE IT PROPERLY . BETWEEN THOSE SHOTS NOTHING CHANGE THEREFORE THE LIGHTING IS THE FUCKING SAME
IF YOU DON'T DRAW , AND HAVE NO FUCKING CLUE WHAT YOU ARE TALKING ABOUT , JUST -
we have a shiny wukong here
What is this scene , please someone can explain to me the scenography of this
Why this perspective is wrong, the shading, the lack of lighting
Here characters don't even stand properly
WHAT IS WITH THIS AWKWARD SCENOGRAPHY ?
WHY THEY ALL LOOK OUT OF PLACE. AND IM NOT EVEN TALKING ABOUT THIS SHADING BECAUSE ITS SHIT.
HAVE THEY MISSED LIKE ALL BASIC LESSONS IN ART SCHOOLS? OR SOMETHING? LIKE THIS IS A JOKE. NO WONDER PEOPLE THOUGHT TRAILER WAS FAN MADE.
Now this- this is just hillarious.
Just add to it some dramatic intense sound effect and we have another nightmare.
The voice acting was great tho
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System Overview - LUMEN
This week has been a break from my regular recommendations to cover a few popular game systems and talk about what makes them tick. This week, we're covering the fast-paced combat-friendly LUMEN system. This is all the systems I'll be covering this week, but I hope to do some more system overviews in the future!
LUMEN is a game system originating from Spencer Campbell of GilaRPGs, for use in his game LIGHT. It has gained popularity over the past few years due to its ability to replicate fast, powerful combat, and a simple set of rules.
As a disclaimer, I haven’t played any LUMEN games yet (although I really really want to give NOVA a go). What I have seen is a consistent amount of high-quality, exciting games being released over the past few years using the LUMEN system. The SRD is only 13 pages long, and the pieces are simple enough to pick up, re-mix, and turn into something engaging, which makes LUMEN a great option for new game designers - especially since the designer really wants to see what people are making with this toolkit.
So, let’s talk about some of the pieces that make up this game.
Attributes as Approaches
LUMEN gives your characters 3 stats that define how they approach an obstacle, rather than defining a specific skill. You’ll have something for raw power, one for quickness and speed, and one for precision and details. Your characters are expected to be professionals, the best of the best. Of course they know how to fight - this a power fantasy, after all. By focusing on an approach rather than a list of skills, these stats are also flexible: if you are using your raw power, you could open a door, swing a sword, or pull someone back from a ledge.
Depending on the game you’re using, the names for your approaches may differ. In Hedge, your approaches include Might, Sleight and Bright. In LOOM, these are re-tooled into Passion, Fleetness and Serenity.
This way of building a character is very good for players who may not want to juggle a number of different values in their head, and keeps the table focused on what the battle looks like more than anything else. It also makes a statement on what kinds of actions your characters don’t need to bother rolling for. No perception checks, minimal social obstacles, and don’t bother doing a memory check in this system. In LUMEN, you’re here to kick ass.
Dice Pools & Staggered Success
The number attached to your selected approach determines how many dice you roll to do an action. The highest number rolled is the only result you need to focus on.
Similar to Blades in the Dark and Powered by the Apocalypse, LUMEN uses a series of staggered successes. However, unlike the previous two games, success is a little more likely - 2/3 of the time, you’ll succeed. On a 1-2, the action failed with a consequence. On a 3-4, the action succeeds with a complication. On a 5-6, the action succeeds, no problems in sight. The difference in probability compared to Blades is one decision that indicates how powerful your characters are; they’re less likely to fail on any given roll.
To add a layer of complexity, you can include specific scenarios that determine how many dice you roll. For example, in Apocalypse Frame, there is a difference between rolling while inside or outside of your mech. When outside of your mech, a character subtracts 1 dice from their dice pool, and when attacking with your mech, you use a number attached to your Armament, rather than your Attributes. There are also character class abilities that may give you extra dice, such as the Ancient Technique ability attached to the Ancient class in Deathless. These abilities will only give you extra dice in very specific situations.
Character Classes
One thing is common among all three of the systems that I’ve talked about this week and that’s pre-packaged character abilities. LUMEN doesn’t use playbooks though, possibly because the characters are so lightweight that they wouldn’t take up that much space on a piece of paper.
Your class will come with special moves, abilities or gear that sets you apart, and will likely also define your play style. In Black Hole Era, for example, you are spaceships with system arrays and weapon bays. A Warlord ship has powerful long-range particle beams, while an Inquisitor ship has the ability to teleport or turn invisible.
That being said, you don’t have to use character classes with this system. In Wild Duelist, the game presents the character options as either a static stat build, from which you choose a few different options, or a character life path, in which you roll randomly to determine your heritage, weapons, approach scores and special powers.
Your character powers will usually come with a few important pieces of information: how they affect the field of play, what their range is, and how much it will cost you to use them. You do not roll to use your powers: you are powerful characters, and when you choose to do something cool, it works. In some games, your powers can be get more powerful as your character advances, or have tags added to increase range or damage dealt. Because LUMEN is meant to replicate combat-heavy video games, it also is designed to replicate the ability to customize your character to match the combat style that you prefer.
Room to Add Complexity
The LUMEN system is quick and only has a few core pieces, but there’s plenty of room to add more complexity in order to incorporate factions, long campaigns, and special details.
In Emblems of Their Dying Breaths, characters dig into dungeons that are procedurally-generated using a deck of playing cards. .brawl centres its combat on a map, using miniatures to help your players strategize as they fight in a cyberpunk arena. Clean-Up Crew diversifies the resources needed to pay for special powers, making enemy drops more interesting - and more necessary, if you’re going to find the specific resource you need.
The original designer is also updating and re-designing LUMEN, with the plans to release a LUMEN 2.0 SRD that does away with dice, health, and a few other pieces. You can check out some of his design thoughts on his YouTube channel, and take a peek at how this new version of LUMEN will play out in his game DUSK.
Meanwhile, let’s talk about some more games in the LUMEN series that I have yet to highlight on this blog.
Brawl City is a Street-Fighter game, still in development.
Dust is a game about surviving in a post-apocalyptic world, inspired by works such as The Book of Eli, and 9.
Photon is a two-player game about fighting a Singularity trying to consume the world.
paktbound is inspired by Dishonored and shackles your characters to a Stranger who sends them on heists in a rotten world.
If you want to check out more LUMEN games, there's a compiled list of games kept by Spencer Campbell, as well as a LUMEN collection that I'm adding games to as I find them.
Do you have any favourite LUMEN games? What kind of video game do you think would work well for this system? Share them in the comments and tags!
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actually its kind of crazy how little we actually see the starblaster crew interact with each other. like other than tres horny boys and each of the pairs in that trio, and like, arguably lucretia and thb, barry and lup, and lup and taako, most of the relationships between the crew are only a few lines, if anything? like obviously in-universe they're all really close and griffin says that (time enough to grow indescribably close), but there's a lot we don't see. like, taako & barry, for example, have a handful of moments, lines we can point to that show they are really close (you're my family, taako, can i speak frankly?), but as far as actual screentime, there's really very little.
and even those i mentioned before, like, lup has more screentime with barry and taako than with anyone else, there's the whole little legato monologue about her and barry's relationship and she has (comparatively) a lot of scenes with taako, but also, as a character, she's only around for maybe a sixth of the show, so there's just not a lot of time to work with?
and that's not to mention the relationships we can figure were probably present in-universe, but literally never see, like lup & davenport. and on that note, i actually can't think of any other pairs who don't interact at least once, but still, very rarely. like now i'm considering davenport & barry. who we hardly see but there is the fact that barry cast command on him to drink the ichor. it's one line in the show and the implications are never really mentioned but there's a lot of significance to be wrung out of this one tiny interaction. barry condemns lucretia's methods of stealing agency from their family in the service of the greater good, but when he thinks it's best for davenport, does the same on a smaller scale? barry doesn't have the time to try to convince him to drink, he needs davenport back to himself now, because davenport is someone dependable, a leader, someone who barry knows will be capable and decisive and relieve him of the responsibility he's been shouldering by himself? that barry knows davenport won't begrudge his use of the spell, because he'll see it as pragmatic, necessary, assistance, and forgive him for it? none of that is necessarily supported in canon but it can be extrapolated from, again, kind of a throwaway line.
the non-thb crew have presence and are important to the narrative, but most of that comes from thematic significance rather than them as individuals, you know? we hardly see lup and barry and davenport (maybe arguably lucretia too, though we see more of her than them), but we see the echoes of their decisions and their goals and their love for the rest of their family and the way they shape the story.
but actually, even that's not entirely accurate, because as significant as they are in that way, their presence isn't only due to that, they're full characters too. they have personalities and depth and connection, they're not only plot devices. like, maybe griffin needed to explain why lup was missing, and that's why she became a lich, and her needing to be a lich is why she and barry had their romance, but also, if that were all there was to it, the legato monologue wouldn't exist, the best day ever wouldn't exist. those are scenes designed to build lup as a character through her connections to other characters and to the central themes of balance, not to fix plot holes. it's just that all of that character building takes place in a pretty small fraction of the show compared to tres horny boys, who have the entire thing. idk its interesting and impressive how some of the deepest characters and most profound relationships were developed in a very short amount of time
#mine#balance#taz#taz balance#analysis#and by profound relationships i DO mean the twins its still crazy to me that the mcelroys were able to make that work#introduce a new character who is absolutely fundamental to another established character's identity and have it make sense and feel right#in just the way that getting memories of lup back feels right to taako. like everything's slotted into place. like she was always there.#like we were missing her the whole time and didn't even know it. just like he was#but of course i also mean the whole crew together all seven birds#in a similar way. it just feels right that they're all together. it just feels right that they're a family.#when we find out it all feels like it was true the whole time#even when we don't see all the details of it the foundation is there. so when griffin says it's true we don't doubt it#anyway. all that to say. its funny how convinced griffin is at first that he'll be a terrible dm when he's actually a very good storyteller
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A Dozen Or So Great Vampire Ladies
Ok, so, on a mostly unrelated post the topic of good vampire ladies came up, and @bisexualdaikaiju suggested/challenged me to do a top 10 vampire women list. As a self-professed lover of vampire women, it felt like a challenge I couldn't back down from. But it is kind of challenging, for two kind of contradictory reasons.
First, while there are MANY female vampires in fiction, most of them feel like afterthoughts, getting far less characterization than their male counterparts, who more often than not are the star villains of the show. When these supporting lady vampires do get something to do, it's generally the same role: make their human lovers sad when they rise from the dead as a monster that has to be killed, an emotional beat that is often undercut by a lot of these vampire women not getting much characterization to endear them to us before they died. Everyone wants to have the Lucy Westerna plot beat from Dracula but they don't want to do the work that Bram did to make Lucy lovable. The lady vamps who get to step out of Lucy's shadow are rare - but that just makes them all the more wonderful.
The second problem is that, since this is an obsession of mine that few seem to share (there are lots of vampire fans, but man do the boy vamps get to hog the spotlight among them), I've done a lot of scattered thinking about it and I just know I'm bound to forget at least one excellent lady vampire character that should be here. And whittling it down to ten, and trying to rank them? That's too hard! My thoughts are too mercurial to do that reliably in a way I don't forget!
So instead here's a list of, like, a dozen or so lady vampires that I think are just fucking stellar, many of which I think break the mold of what pop culture makes us expect lady vampires to be. It is not ranked - I love all these characters more or less equally, and think it's a lot more interesting to see how they take their archetype in different directions than to figure out which one is "best" of the lot.
Carmilla Karnstein
I'm going to start with the most famous literary female vampire, Mircalla Karnstein from Carmilla. I think she might be the first vampire to have an unhealthy obsession with using anagrams of her real name as aliases, though I'm sure now that I've typed that someone will find an earlier example to school me. She's also the one who popularized the idea of lady vampires being extremely sapphic, with an arguably genuine romantic affection for her female victims. She's got well-deserved clout, basically, and like Dracula has been adapted countless times and reinterpreted in some excellent ways. My favorite screen Carmilla is Ingrid Pitt's take, which captures her fierceness, passion, and tragic nature so well.
2. Amy from Fright Night
Ok, we're having one Lucy Westerna knockoff on this list, but as Lucy knockoffs go, Amy is one of the best. It actually helps that she spends 90% of her movie as a human, because we get to know and love her so much before she turns monstrous. And once she does...
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It is pants-shittingly terrifying. I will never stop raving about the vampire designs in this movie - they made their "game faces" so fucking monstrous and I feel like in a better world this would be the standard ever since, especially since they still gave the vampires pathos while making them so ghastly when they've got their feeding faces on.
3. Drusilla
Buffy the Vampire Slayer had a bunch of vampire characters, and to its credit they did a decent job of making the ladies just as distinct as the gents. Harmony and Darla could both have made this list, but my favorite was always Drusilla, who was so traumatized before she became a vampire that it kind of overwhelms the demon spirit inside her. Like, bare minimum thing to make a lady vampire more interesting than 90% of other female vampires in fiction: give her at least one personality trait, preferably an interesting one, outside of being a vampire. Drusilla's fun, and she survives the entire series after dumping her boyfriend to be a single female vampire. Good for her.
4. Ruby from Scary Godmother
Ok look I am a fake Scary Godmother fan but kudos to the artist of the books for making a lady vampire who's very clearly of the nosferatu mold and is also explicitly benign and sweet. A+ vampire lady character design. I hope it doesn't awaken anything in me.
5. Nadja
What We Do in the Shadows is excellent at finding new takes on vampires in general - it even made me actually like Psychic Vampires as a concept, a feat I thought was impossible - but goddamn do I love Nadja specifically. She's got a distinct personality as vampire ladies go, being very confident and self-assured while also being a complete fucking goober (it is a comedy, after all). She's perfectly capable of being terrifying AND hilarious, often at the same time. A vampire girl failure, in the parlance of our site. I love her.
6. Lady Dimitrescu
I know that she's apparently only in a fourth of the game, but it's still pretty great that Resident Evil 8 decided its mascot villain - its equivalent of the Tyrant, G, Nemesis, etc. - would be the hottest woman I've ever seen a milf an 8 foot tall lady vampire. She's not dainty and willowy like most lady vamps in fiction - not an ambush hunter - but rather HUGE and capable of tossing a human around like a rag doll. She's a physical powerhouse and she looks fine feminine while doing it. Despite being an unabashed blood-sucking monster, she still has enough depth and complexity to have important relationships (like a genuine love for her "giant mass of hive mind flies" daughters), and also she gets to have an awesome transformation into a fungal vampire dragon, which is rad as hell. Also goddamn, her fashion sense is immaculate.
7. Hecate from Hellboy
"Hey, she's not a vampire! She's a goddess! That doesn't count!" Fuck you, my list, my rules. Hecate posits herself as the progenitor and mother of vampires, she drinks blood, and her main form in the comic is as a sicknasty lamia version of the iron maiden used by Elizabeth fucking Bathory, if she doesn't count as a vampire, nothing should. She is the concept of a vampire amped up to maximum capacity, a major mythological figure and an awesome villain.
...also I lowkey shipped her and Hellboy when I was a teenager. They could have made it work!
8 - 12. Carmilla and her girl squad from Castlevania
I suppose I could have counted Castlevania's Carmilla as an adaptation of Miss Karnstein - they're both basted out of Styria, both sapphic, and it's clear she's meant to be an adaptation of the former, just as the Dracula of this show is meant to be a take on Bram's famous vampire. But ultimately they're VERY different characters in the grand scheme of things - Castlevania's Carmilla has none of the tenderness and vulnerability of her literary counterpart, instead being full of barely restrained fury. She is an excellent villain, complex enough to be interesting but thoroughly despicable enough to make it VERY satisfying when she bites it.
I also love her girl posse... in concept, at least. They've all got great designs and the groundwork of interesting characters, but of the the three, only Lenore, the waifish redhead, gets to do much of note. The two on the edges kind of just show up for a few scenes and then bail before the plot catches up to them, doing very little of note - though at least the big hunky one gets one of the coolest fight scenes in the whole show.
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Back to Lenore though - she gets a really nice character arc, and manages to become one of the few sympathetic vampires in the series (while still doing a lot of monstrous shit - she is not a defanged vampire by any stretch). I think her death scene is one of the most moving moments in the series finale.
13. Seras Victoria
A good female vampire has at least one non-vampire part of her personality, right? Ok, so, Seras is:
the muscle in almost every scene she is, which is to say, the one absolutely beating the shit out of people while her allies run for cover
the perky henchman/morality pet of one of history's greatest monsters
the sole ray of sunshine in cast of edgy, cigar-chomping grizzled mercnaries and antiheroes she's been pressganged into fighting alongside
the victim of some HIDEOUS trauma even before her vampirization
the protege of a wise master who gets a full hero's journey arc, taking up his mantle at the end of the series
Like, I love her. She's the secret protagonist of Hellsing. She's got layers like an onion. The scene where she killed Zora Blitz reminded me why I love anime.
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(yeah it's the TFS version fuck you)
14. Youko Shiragami
My Monster Secret is not a horror manga. It is a romantic comedy about a bunch of idiots trying to keep painfully obvious secrets hidden and succeeding only because almost everyone around them is as dumb as they are, just in very different ways. It is a manga where an entire chapter can be summarized as "all the characters race to get the last McRib, using their various supernatural abilities to try and cheat their way to the front of the pack." It is one of the funniest and most heart-warming stories I have ever read, one of my favorite romances of all time, and an excellent piece of long form story-telling.
One of the two main characters is Youko Shiragami, a vampire girl who can't let anyone know she's a vampire or else her dad will pull her out of school. She desperately wants to have a normal life with friends and, like, school shenanigans, but her fear of people uncovering her secret and hating her is so immense that she's been isolating herself from everyone, accidentally torturing herself by being close to what she wants but unable to actually have it.
At least, until Kuromine, the other main character of the story, discovers her secret while trying to ask her out on a date. He ends up promising to keep her secret, and the two of them form a real friendship that blossoms into a very sweet romance, where Youko gets to display all her incongruous personality traits that go against what you'd expect of vampires - namely, that she's kind of a ditz, with an unrefined style of speech and a complete inability to be suave and seductive. She's a sweet, flaky goofball with a big heart, who just happens to drink blood and tan really quickly in the sunlight. There is no other vampire like her, and the world is richer for her being in it.
15. Marceline, the Vampire Queen
This list isn't ranked, but if it was, I'd put Marceline at the top. I think she is not only the most unique and deeply characterized lady vampire in fiction, but ranks right up there with Dracula in how she redefines the idea of what a vampire can be. Like, look at the forms she takes!
There are DOZENS of different monstrous shapes Marceline takes during Adventure Time's 9+ seasons of television, and any one of them would be a superb and memorable vampire on its own. And she's ALL of them. Just on a design standpoint, she is a standout. I think only Dracula himself could compete.
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But she also explores what the concept of what a vampire is in ways no other vampire in fiction can, in part because of the unique nature of Adventure Time's setting. In a world where humans are an extreme minority and most people are weird monsters, a vampire isn't that odd, so we get to explore what being a vampire means divorced from the comparison to "normal" human beings. There's the expected tragedy to Marceline, of course - she's a 16 year old who has been stuck in that adolescent state for hundreds of years, and much of her character arc over the show (including the magnificent vampire-centric storyline, "Stakes") focuses on the horror of being stuck in that transitional state, not quite a child but not quite an adult. Marceline struggles to mature, to understand herself and others, and her vampirism both keeps her distant from reaching those goals but also gives her a lot of time to figure out how to approach them when the opportunity arirves. Marceline goes from one of the most immature and selfish characters in the show to perhaps the most emotionally intelligent, blossoming into a sensitive and thoughtful person she could never have been without first becoming a creature that seems so inherently opposed to ever having those traits.
And she did it all in a children's show where she was rarely if ever allowed to actually drink blood - a problem the writers got around by having her suck the red color out of things, which is right up there with the Joker Venom from BTAS in terms of genius ideas spawned by children's show censorship.
Marceline is the GOAT.
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For TOH:
Which is your fav character?
What do you think of Belos as a villain?
How does TOH compare to Amphibia and Gravity Falls in how it handles it themes and character arcs?
What are some things TOH could have done better?
Which is your fav character?
Gus! Closely followed by Willow and then Hunter. Honestly, there's very few characters I don't like in this show.
What do you think of Belos as a villain?
He was a great villain, A+ villain design--he was powerful enough to prove a threat, intimidating in design, he had a sense-making motive, but not one that absolves his actions in any way. His defeat could have been done better (couldn't Hunter have been there, instead of Raine--as lovable as Raine is, they had zero thematic reason to be one of the very few characters at the final defeat scene), but Belos is a great villain for the themes.
How does TOH compare to Amphibia and Gravity Falls in how it handles it themes and character arcs?
TOH is a good show, but it is nowhere near as good as the other two shows with handling its characters. It's written as though Dana Terrace was afraid of ambiguity or giving good characters flaws/bad characters strengths. This isn't to say that all the good characters have no flaws, but the show seems scared of actually acknowledging those flaws.
Luz does have an external arc of going from 'naive girl who wants to learn magic' to 'less starry-eyed girl who is very good at magic', but her internal arc doesn't make as much sense--the show seems like it's deconstructing escapist fantasy at the beginning and Luz needing to have an arc about seperating reality for fantasy, but that kind of gets lost along the way, in favour of a 'you're perfect just the way you are and people just need to understand you' arc, and giving her quirks, instead of flaws. Similarly, Odalia is made into a cartoonishly evil character, so that Amity is absolved of all blame for the way she treated Willow, which I think does all three characters--Amity, Willow and Odalia--a disservice. Compare this to Amphibia, which pulls absolutely no punches when it comes to the main characters being horribly flawed and accountable for their actions, or Gravity Falls where the characters flaws very much drive the action, in a way that they don't in TOH.
The other way I think that GF and Amphibia write their characters and themes better than TOH is by making key character moments tie in with their themes. The best example to talk about this through is by comparing Anne's fake-out death to Luz's. Anne's entire arc has been about one main thing--learning to do the right thing instead of what is easiest--and her main character flaw from the beginning is that she prioritises her own comfort over doing the right thing for herself and for others. Anne sacrifices herself for Amphibia--doing something incredibly hard, but for other people, which is the perfect culmination of everything she's been learning. Luz's fake-out death results in her becoming the Titan's Chosen One, which contradicts the arc shaping up in S1 where Luz had to learn that there are no Chosen Ones and that the Boiling Isles aren't a fantasy world. To be totally clear, this does make sense as part of her arc--harnessing the power of the Titan is the final piece in Luz truly becoming a witch, but her entire arc is external. Her internal character doesn't significantly change over the course of the show, because it can't because her flaws are all written off as 'quirks' and the show's big thesis is that weird people should be able to be weird. (This is coming across as really complainy, I'm sorry. I promise that I genuinely really enjoyed the show.)
What are some things TOH could have done better?
Write the Blights better. Escaping Expulsion was the best episode for the Blight family dynamic, with Odalia being awful, but not cartoonishly evil; Alador having a conscience but also being a pretty checked-out and neglectful parent, and Amity seeming actually influenced by her mother's influence
On that note--let Amity take at least some accountability for the way she treated Willow
Put finding Phillip Wittebane's diary, Amity's hair-dyeing, and the first Lumity kiss in any episode other than one of the only Gus-centric episodes in the whole show
Allow characters to be more morally grey and let redemption arcs take some time
Reduce King's-ego-trip subplots by AT LEAST 50%. I didn't actually enjoy him all that much until Echoes From The Past because I found his whole trying-to-take-over-the-world shtick a little annoying
I think that's all
Once more, I actually really, really enjoyed the show and had a great time watching it, I just have lots of feedback
#the owl house#very very light#toh critical#ask answered#Luz noceda#amity blight#emperor belos#philip wittebane#gravity falls#amphibia
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I absolutely adore your art style! Do you have any tips? Specifically for the fairies cause I am struggling to draw them.
thank you so much! well, this is gonna be a long post.
Im gonna be real, the best art advise anyone can give you is to use references and to break complicated stuff down into easier shapes. for example:
this is my basic body skeleton! i always start with the circle of the head and work my way down to the feet. i have highlighted some part of the body which are actually just simple shapes.
the center line down the middle of the torso also helps me draw on collars, bra cups, ties, or any other more difficult clothing more accurate!
However i have to ask you, are you comfortable while you draw?
I remember when I first started drawing digital, i was really uncomfortable with the basic set up of my program. The white canvas and the light setting of the program was really bright and irritated my eyes. And the contrast of the pure black I used for drawing wasn't really helping. sketching and doing line art was my least favorite part of drawing because of this.
you don't have to draw on a white canvas, you can also use multiple colours for sketching if you wanted. Once I stoppend using a pure white canvas I noticed i stopped staring at a empty canvas not knowing what i wanted to draw anymore!
also sometimes when a drawing doesn't want to look right, i switch back to traditional. idk why but when my brain sometimes struggles with a specific pose or character design, it comes to me a lot more easier when I switch back onto paper. i guess the change of scenery opens up the creativity again haha.
don't be afraid to simplify stuff, you don't have to draw everything! As long as it still translates to the thing, it should be fine.
these two are a bit clip studio exclusive,
but Gradient maps! god how I love my gradient maps, it just makes the colours pop! I never draw without it anymore. I always pick the sunset gradient, put it in Linear light mode and put it on 10% (cus its really saturated on 100%)
usually i have it on while i sketch and line, and turn it off so i can properly colour and shade. i turn it back on at the end again
the clip studio assets has a lot of beautiful stuff in there created from other users. (a good amount for free too) for example I got the lace pattern of my shawl from there. and its really easy to import the downloaded stuff into the program.
now this is a drawing hack that blew my mind when I first saw it! i use it all the time and I just have to share this!
whenever you want to draw something random like sparkles, stars, bubbles, feathers, falling leaves, or anything that you want to float around your characters, position them in the form of a triangle.
its even better if you put two points of the triangle closer together and then the third further away. this makes it look random but still looking appealing to the eye, and not oddly placed.
now that thats out of the way! Fairies! The one thing i struggled with when drawing them first is their hair. I suggest looking through the fop tag to see how other people have drawn them and take inspiration from your favorites and make up your own. (do not trace tho! that should be obvious!)
when I draw hair I think of it separated in two parts, the front and the back. I usually start with the front hair pieces, then draw in the jaw, ears and rest of the head, then continue with the back section of the hair.
the only outliers of this are Timmy and Peri. when I draw Timmy (Ymmit as well) I start with his hat, before drawing his hair. Since I draw Peris hair-swirl over his hairline, i start drawing his upper back hair style first before drawing his head and then his mullet.
wings can also be tricky. the fairy wings i have given then have a more butterfly look. if you also want to base off the wings to real life animals or bugs you can use them flying as references to. Or you could even cut out the wing shape out of paper, fold it in the middle and take pictures in the angle you desire.
I hope this somehow helped, I thought about what could have helped me if I had known it sooner. even if most of these were for generic drawing.
#my art#asks#art tips#drawing advice#clip studio paint#fop#if anyone has more questions about how i draw#once i open up the ask boy again feel free to do so
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4e: I Like the Ardent
One of the elements of Dungeons and Dragons as a game system that I hold fast to as one of its greatest strengths is the nature of the class-species based system where a player is immediately invited to create a character the second they hear about the basics of the system. To this end, there is a design space in D&D where the classes in that class system regard the potential power carried in a name that meaningfully explicates what they do. Class systems, broadly, recognise the value of names for what a class is, because that conveys tone for what a class does. A Barbarian and a Fighter aren’t meaningfully useful classes but when positioned as game systems, one of them is immediately more technical than the other.
Even if, yes, I’m sure, Berserker is the more proper term.
Anyway, to this end, a D&D character class cares about what I think of as ‘name space’ – the kinds of things you can name classes in order to make those classes compelling, interesting and memorable, the handles that players can get a grip on. This means that some titles, like Wizard, Bard, Rogue, Sorcerer, the 90s idiot’s allure of The Ninja, have value and weight to them and you can almost always directly tie the quality of a class to the name it gets, as that’s a sign that someone had a real clear idea and wanted to do something. If the weird is generic (the Seeker) or completely obscure (the Factotum), then you were odds on dealing with something that was not designed with a strong class fantasy and were about to be in for A Bad Time that was maybe interestingly broken.
And then there’s the Ardent.
Ardents are a type of support character, a Leader in the context of D&D 4th edition. While by no means their first appearance in the game, 4th is the place where they got good. 3rd edition Ardents worked in a way that I will generously call weird, and were positioned as a psionic healer and therefore in direct competition with the Cleric, one of the best classes in the game that could always manage healing as an afterthought. Not a good look there at the best of times, especially with the strongest virtue of the psionic system of 3.5 being ‘guess what rules oversight I get to dance in.’
The simplest description for the Ardent is that they’re a melee psionic supporter that leads by example and expresses emotions hard. It’s a bit of a hard class fantasy to put into a single word, right? You’re a feeler. Wait no that’s bad. You’re an emotive? Nope, that won’t do it, either. You can tell Ardent is a rough word to use since it shows up in the flavour text of dozens of other things and the Paladin even gets a starting power called Ardent Vow.
Thing is once this idea is set aside, the actual mechanical package of the Ardent absolutely rules. For a start, it’s a melee weapon based Leader whose primary attacking stat is Charisma, and whose skills back that Charisma up. You can play a skulking streetwise Ardent or a sincere politician Ardent or even just a walking threat Ardent, they all have the compatibilities. They also rely on a big weapon, meaning you get some of that anime hero vibes of a character with a huge weapon leaping into combat to have a big impact.
Because their primary focus was how things feel they could put a lot of different emotional impacts on the kinds of moves they had. That could be something like leading your friends in a direct charge against an enemy or sometimes it could be about psychically dragging your enemy towards you so every friend you have gets to make an attack on them along the way like it’s an Assist Strikers spice reel from the attract mode on an arcade.
Ardents had a special ability that fired off when they got bloodied, which was rarely worth worrying about. They had another ability that change how you related to opportunity attacks, too – either you were better defended against them (prompting you to be more reckless about how you moved), you were better at dealing damage with them (and therefore became more mindful about forcing opponents into positions to deal with them) or you got to deal more damage when you got hit by them (in which case you were suddenly an immense idiot trying to get whacked on the snout all the time in combat just so you could retaliate with nova spikes).
They also grew well. See, they were a psionic class, which meant early on you picked some at-will powers and then instead of getting encounter attacks, you swapped those at-wills for other at-wills and got instead power points to choose how to fine-tune your powers for points in combat. This could lead to things like a slow burning opening turn setting up a late-combat nova, or vice versa, or maybe you’d find you had one power you loved to use all the time and focused on using it, with your other powers as niche, sometimes fooders. As an example, Demoralising Strike is a power you start with and, using no power points, just gives enemies a -2 to defenses when you hit with it. If you augmented it though, it would impose a penalty of -X, where X is 1+ your con mod, so in some cases, -5, or -6. This is a big swing and makes things very easy to hit and paints a very broad target.
On the note of painting a target, they also get the power Forward Thinking Cut, one of my favourite 4th edition powers ever. Used just on its own it’s a solid melee attack that gives everyone adjacent to you +1 to hit. That’s a perfectly reasonable power on its own. It can be augmented once to allow a higgledy-piggle side-step charge, but then it can be augmented a second time to instead allow two other characters to come with you on the charge. This kind of flexibility delights me, where it goes from a serviceable every-time power and then upgrades into a power for transporting people into the fray at the very start of combat.
It’s such a cool class about creating cool feeling moments.
Shame about the name.
Check it out on PRESS.exe to see it with images and links!
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Do you have any tips on how to design a sparklecat, Like any inspiration or ideas for it.
Oh man, hm. I usually just freestyle it so let me think
The thing is, AphidClan designs are like. My least professional designs that I have lol, so I can’t really give you classic Actual Professional Character Design Technique Advice because if you followed the professional advice, you would probably not be producing anything that looks like Aphidclan designs lmao, you’d be making much better shit. But you guys want Aphidclan specifically, you guys want how I do it! So I’m gonna try to give you guys,,,whatever advice I can scrounge up from the shit that I do specifically! And like break down what my thought process is into tips?? Anyway
My biggest tip has gotta be Pick An Aesthetic. You don’t have to do this, but it’ll help narrow things down significantly. An aesthetic, a theme, etc. All my best designs for the comic that I get the most compliments on have specific theming, and all the character designs of mine I personally grew to…strongly dislike, were characters WITHOUT any theming, like Gravel’s old design for example. It was all just purple and more dark purple but slightly desaturated, and there wasn’t any direction to it at all, because that’s what happens sometimes when you make shit up on the spot and go with your first draft lmao. Blisswhistle’s theme is rainbow, Pearlstar had a sort of cotton candy unicorncore vibe, Gravel’s new look has a punk aesthetic, Shadebreak and Goldshine are famously emo, etc. Pick a theme! It’ll help!
Right now I’m trying to create Toyhouse profiles for everyone in Aphidclan, and it is a bit of a nightmare trying to figure out what to do for the members of the cast that don’t have a theme. I really really need to give Firebeetle a theme and redesign him with it in mind to give him a design that actually looks good because it’s driving me BATSHIT how directionless he is rn it’s really pissing me off. I’m thinking vaporwave neon cyberpunk shit…
DETOUR TIP FOR GENERAL COMIC-MAKING: Don’t always stick with just your first draft before jumping into comic production! A character may look real nice, but you don’t know what it’s gonna be like to have to draw that same design over and over and over and over and over and over and over again forever! A good way to test this is to take a sketch sheet and, as quickly as you can, draw that character as many times as you can! Draw them like 20 times, 30 times, just 5 or 10 can be pretty dang enlightening on its own. You’ll find yourself dropping certain details, agonizing over the more complicated markings, wishing to get rid of certain accessories, adding new features that come more naturally to you, and more! Take note of those natural changes and make edits accordingly 👍 ((psst: have you noticed that Gravel’s concept art shows her depicted with golden earrings? when was the last time I drew those motherfuckers. it happens🤷♂️))
Narrowing down your aesthetic will also help with picking accessories or pivotal details that are related to the theme you chose. If your character has a strawberry theme, you now can give them like a strawberry marking on their chest, or narrow it down to be based on Strawberry Shortcake specifically for nostalgia points, so you can give them the strawberry hat and green-and-white striped leg markings, or leggings. If they’re scenecore, you can give them scenemo hair, or kandi bracelets—have you noticed that Shadebreak has markings that look like fishnet gloves? This is because I wore those bad bitches all the time throughout my emo era in highschool. It’ll make it easier to decide what your markings will be, basically
~~ peruse my collection of my best designs below ((none of these are Aphidclan characters though sadly)) ~~
(Virus, the third one, is directly based on the You Are An Idiot computer virus!)
I may not be a professional over here, but I still believe one of the main things that’s always super important about character design is intention. Intention makes the best character designs. Ideally, you want to be completely clear about what exactly you want to convey to the audience about a character. The audience should know exactly what to expect from your character at first glance. Their base personality, whether or not you want them to think they’re a villain, or a good guy, or a background character, or somewhere morally gray and conflicted. Their style, their themes, their age, their goal, their hobbies and passions, what they do for a living, what they’ve been through, why they’re here, their culture, the time period they live in, their status in society, anything and everything that is relevant to their character. Are they tough and rugged and been through some real shit? Are they dainty and flowery and feminine? Are they a princess, or are they a peasant? Are they a thief, a rogue, or an enforcer of the law? Could a stranger tell any of this just by looking at them?
Warrior cats isn’t a series where a lot of intention can be utilized, since we’re only working with cats. I have seen some warriors artists really master visual storytelling in their warriors designs alone, but usually you have to get really fuckin cool with dynamic shape language in order to do that, and I’m nowhere near that level yet with my own shape language lol. Instead, I try to utilize intention in other ways.
Berrykit has very round fur tufts. This is to show that she’s soft, she’s approachable, she’s cute and harmless (presently. …mostly.) But Nimblekit’s fur is jagged and sharp, he’s COVERED in sharp angles all the time, to communicate that he’s edgy!! He’s snippy and snarky and reckless and chaotic!! He’ll getcha!! ((Berrykit’s curly fur is also to make her look more similar to Blisswhistle as her half-sister!)) I also use these fur tufts to make heart shapes in her fur, like her heart-shaped ear tufts, to further drive home her lovecore theming! Stormwhisper has round fur tufts to look more like a cloud, Icesheep has sharp tufts to make him look more like an icicle, etc etc list goes on
Virus has devilish horns and tail to communicate he’s impish and gonna get ya, Lemon Wash has scale markings to communicate the sharky oceanic theming, be intentional!! That’s the fun of sparklecats, there’s more room to play with! You can give your strawberry shortcake cat strawberry markings ! You can give your care bear based sparklecat a funny symbol on their big squishy belly! You can still tell a purpose with their markings and accessories! Intention intention intention, drill it in!!
uhh that’s all I have today. tired now. Good luck! and have fun and all that
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I've been pretty positive about Yuu so far, but watching her magical girl story... hmm.
Basically I like everything about Yuu, but man that serial killer bit is the only thing that really sticks out as an overt bad choice. Having Nagisa stand around and watch Yuu kill people is such a weird choice, it feels more like fanfic than actual canon. Like this doesn't feel like something that could happen in Magia Record-- or hell, even in Madoka Magica either.
For example, Sayaka has a scene on a train where some dudes are being sexist assholes and it's left up to the viewer to decide if she kills them or not. It doesn't go: Sayaka killed them and also they were calling out for help the entire time while Madoka watched you know?
That said, this is something I can see in a bunch of the spinoffs (Kazumi, Oriko, Suzune), but I think everyone agrees that the spinoffs are of dubious quality. I love me the spinoffs but they're a hot mess.
I dunno. It's one thing to know that Yuu is a serial killer, it's another thing to have a character watch her go around and kill people and not intervene in any way. Especially in a story that goes out of its way to not do that. Walpy hitting Kamihama is noted to have no causalities at all (which goes a little too far in the other direction imo but it is what it is), Suzune isn't able to kill anyone in Kamihama and is dealt with by kicking her out (and not killing her), the deaths in arc 2 are mostly accidental and have massive consequences, everyone is forgiven in the end-- this isn't a story that really has "watch someone kill people and do nothing" in it's cards, you know?
I actually liked Nagisa's Wish for a lot of things. For example, I like that Nagisa didn't think she could be a magical girl until she saw Yuu, because she assumed that magical girls had to be good people-- aka, Nagisa did not think she was good. But that's not because Nagisa is a bad person. Nagisa is just unloved, and since she's a young kid, she's internalized that to mean that something is wrong with her, not that something is wrong with her mom. It's heartbreaking to see her go from "I can't be a magical girl," to seeing Yuu the murderer, to then going "oh okay if she can be a magical girl then so can I." Like sweet pea, your mother not loving you is not the same as being a killer. You've done nothing wrong. You are not a bad person for having Feelings and Emotions about the neglect you are experiencing.
However the serial killer/organ seller bit just goes too far for me and it kind of overshadows a lot of the better ideas present in Nagisa's Wish. Like how can you focus on the interesting ideas about justice or self worth when there is a serial killer/organ stealer walking around.
I think that the best qualities of Yuu are her design and how creepy she is-- having her actually go all the way and be a serial killer/organ seller actually makes her less creepy in my opinion. Yada yada, less is more, leave it up to the viewer's imagination. If she was just off, if we just knew that something was wrong with her and that people are disappearing but it's not outright stated what she's doing... I dunno. That would make her a lot more scary to me. A lot of fear can be found in apprehension and outright telling all the details will fill in too many gaps.
Like, the things that we all like about Yuu would be her voice direction, her memory issues, the way her Live2D is designed to be slightly off kilter from everyone else, the gap between her attitude and the darkness she engages in, the weird weaponry she uses and how it changes the way she walks/moves-- all of this is effective because it is offputting and different, not because the narrative is telling us "hey she kills people and sells their organs."
Basically I really love Yuu, but I do have some criticisms for her character and I understand why some folks don't like her.
That said, it did lead to this fantastic line from Kyubey so like,
You take some, you lose some.
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