#from a studio known for narrative games and praised for narrative games
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rawliverandgoronspice · 10 months ago
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Game designers/visual artists going "yeah we'll minimize the narrative noise" while having literally zero expertise in storytelling/narration <33333
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emmartian · 2 years ago
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The three perfect things this year to keep me living much much more.
Armored Core VI Fires of Rubicon - From Software
I have a soft spot for games where “you” start so low: a corpse, an addict cop fell from grace, a drained bounty hunter sent to a planet alone to get her soul eaten by somehow gentle parasites. 
Armored Core 6 puts you in a body bag and promises to give you a meaning.
The game makes you feel in pain, both physically and mentally, yet you dance the fastest legs exquisitely, while the voices in your brain implants seem to notice you, to worry about you, to tell you you're an artist that can crave for even more.
You choose a how to see if you’re still here. And so, you fly high the miserable sky.
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The Boy and the Heron - Studio Ghibli
I’ve read a lot of words about The Boy and the Heron by this point, looking to praise it by finding hidden sources, mysterious meanings and cultural roots behind its attributed “unorthodox” narrative. But I doubt this given depth was THAT intentional.
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To me, this film might be the peak of Hayao Miyazaki’s philosophy for process and creation which is well known that doesn’t allow a glimpse of restraint. First and foremost, dealing with a canonical script.
A choice that brings freedom and obsession. A way to live, instead a way to create, to be the stories we tell ourselves. I strongly believe this is what the film exhales. Depth and meaning by making brilliant collaborators invested with the nurtured concepts in his brain. Depth and meaning by making us fall for the intense personality of such a hard work overall.
To grasp a gap in the system you have to be so bold. And I can't wait for what comes next.
A Guest in the House - Emily Carroll
As dear homie Sloane Leong says in her quote, a Guest in the House is a very sophisticated character study coded as a horror tale, with exquisite art, prose and pacing. 100% Emily’s trademark.
Personally, I still can't stop smiling at how it philosophically reads as an essay about evasion. On how skipping reality can be empowering and healing, and more than anything, romantic; even if, you know, it takes you to the grou… Please don't mind me.
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Hide from hideous, grasp a glimpse of justice, make the self you want to be, legit. Toxic. The knight or the ghost. In Emily’s safe HUB, the guts spill into refined erotic scenarios that make the average the most dreadful place to be.
Anyway. You don't do a book on this scale alone, to save the day. The accurate craft still feels like a scream. It's the kind of work that saves the medium by making creators unsafe. Please consider reading it and support it. Emily’s writing truly is precious.
She also did a beautiful Bloodborne short out of love this year. For the fans!
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senditcolton · 8 months ago
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So Tragic and Rare
May (pt. 18)
previous part 🧡 next part masterlist
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Rolling Stone Magazine
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Keely Halloran is unapologetic. That much is for certain.
Ever since her return to the music scene, Halloran has been upfront about exactly who she is. “It’s honorable,” says Sabrina Carpenter, who has been friends with Halloran for year, back when Halloran was still known as the ‘Pop Princess.’ “Every musician is – at some point – told that you need to enhance certain aspects of yourself while dimming others to make yourself marketable. But Keely rebelled against that idea and she’s successful as ever. I think we could all learn from her.”
But in this, the first interview the rockstar has given since the release of her fourth studio album VINDICTIVE, Halloran reveals a different side to her, confessing that the bravado that many found so admirable may have its downsides.
For most of the year, Halloran has been sticking to locations that she finds comfortable: her recording studio in New York, the stages and suites in TD Garden, even the SNL studios (where Halloran has been invited to thrice now). The rockstar keeps herself busy but for the weekend, she has invited me to come to her hometown of Boston and spend some time in her company.
Today, she has taken me to one of her favorite spots in the historic American city; a cemetery (even now, she is unapologetically herself).
Even though we’re practically strangers, being around Halloran feels like catching up with a childhood friend. She picked me up from the hotel in her blue Nissan Qashqai – a car that she explains lets her move around the crowded streets of Boston discreetly – and in the front cupholders sat a Flat White for me and a Rose Matcha for her from her favorite café, Jonquils on Newbury Street. On the drive, she asked me questions about my life while her playlist filtered through the speakers. We start with Lizzy McAlpine and end with Fleetwood Mac.
She’s wearing jeans and a sweatshirt and told me to dress casually as well. “It’s a cemetery, not the Ritz,” she said, laughing over the phone yesterday when I called to confirm our plans. “I promise, the ghosts won’t care.”
Even though the ghosts may not care about our attire, Halloran makes sure to leave an offering of coins at the first headstone in the cemetery, the plot belonging to ‘the gatekeeper’ who watches over the other spirits residing in the yard. “It’s just something that I learned,” she explains to me, taking a small sip of her drink. “As someone who’s dependent on security guards, I can understand the need for protection.”
It feels almost like she is a character out of fairytale, passed down from antiquity, as she walks along the paths of the cemetery, the early morning summer air ruffling her hair. Those closest to her say that that is a normal feeling to experience, though. Abigail Avignone, her childhood friend who has found success in the interior design business, told me that “No matter how much time you spend with her, you’ll always feel like you’re missing something.”
That’s is truly how it feels. Even though she has been in the spotlight for years and has had her face plastered on magazines, billboards, and every social media site, no one really knows anything about her.
“Once you enter the entertainment industry - music, television, what have you - it's widely accepted that everything about you is now public domain. From the choices you make, to the things you create, to the people you spend time with - hell, even the clothes you wear... it’s all fair game for comment and criticism,” Halloran muses when I broach the subject. “They turn you into a character for whatever narrative they think will sell.”
When I offered praise on how she has been able to push back against that with her reinvention, she just offers a wry smile.
“That wasn’t their narrative – it was mine. And I peddled and sold it just as hard as they do. It was far from the truth. There was never any healing: I was angry still, I was distrustful, I was the exact opposite of what everyone thought I was. I wasn’t being brave. I was scared. I didn’t want to expose the scars that were still healing. My wounds are mine to press on, not theirs.”
Halloran leads me to the greenhouse where she talks to an employee about the small arrangements of flowers prepared for visitors to take and place on the gravestones. The older woman smiles and laughs with Halloran as if they knew each other for years before they are interrupted by a young teenage girl. The teen asks Halloran for a photo which she happily obliges. When she wanders away, head buried back in her cell-phone, Halloran turns to me with the bouquet of white lilies in her hands.
“Hope you’re ready to star in the news stories tomorrow,” she laughs, the sound bright but cutting.
The two of us walk further into the cemetery, me following along as she takes confident turns on the winding path before stopping in front of the grave that belongs to Henry Wadsworth Longfellow.
“I’ve grown really fond of his works,” Halloran explains, placing the flowers down in front of the headstone. “For a poet from the 1800’s, he actually has some great insight to the life of a celebrity. ‘We judge ourselves by what we feel capable of doing, while other judge us by what we have already done.’ That one resonated with me because a few months ago, that was my life. People judged me based on their limited knowledge of my life. All while I knew the truth.”
She mentions therapy, something that she recently brought into her life, calling it one of the greatest investments that she has made in her career as we continue to walk through the expansive plot of land.
“There are plenty of things that I would go back and change. I caused a lot of hurt because I, myself, was hurt. But it was also Longfellow that said ‘look not mournfully into the past, it comes not back again.’ If there is anything that anyone can take from this interview, I want it to be that: all that’s left is the present moment and what you do with it.”
Tomorrow, she plans head to her studio in New York. She tells me she’s happy to go back because it was how she processes her feelings, both big and small. Her therapist said this is her practicing displacement; a psychological defense mechanism that involves redirecting an emotion or impulse from it’s original source to a safer more acceptable outlet. She jokes that that is something she’s been doing long before she knew the official name.
In a few hours, she’ll be back in her Beacon Hill brownstone, cuddled up on the couch with her dog Gigi watching re-runs of The Great British Bake-Off – she has been perfecting her own desserts and uses the show for inspiration. But for now, we wander the cemetery, enjoying the warming summer day and pretending the rest of the world doesn’t exist.
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taglist: @fallinallincurls @laureniray @comphy-and-cozy@smileysvech@pyotrkochetkov @thewintersoldierdisaster @svexhenthusiast
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techtow · 1 year ago
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Exploring the Fascinating World of Fallout: From Games to TV Shows, Memes, and Fan Art
Introduction:
Fallout, the beloved post-apocalyptic video game franchise, has captured the imaginations of millions of players worldwide. With its immersive world-building, rich storytelling, and iconic aesthetic, Fallout has become a cultural phenomenon that extends far beyond the realm of gaming. In this article, we'll delve into the various facets of the Fallout universe, including its games, upcoming TV show adaptation, fan creations, memes, and fan art.
Fallout Games:
At the heart of the Fallout franchise are its critically acclaimed video games, which transport players to a retro-futuristic world devastated by nuclear war. From the original Fallout released in 1997 to the latest installment, Fallout 76, each game offers players the opportunity to explore vast open worlds, engage in morally complex quests, and shape the fate of the wasteland.
Fallout TV Show:
Excitement is brewing among fans as a live-action TV series based on the Fallout universe is currently in development. Produced by Amazon Studios and Bethesda Game Studios, the Fallout TV show promises to bring the gritty, post-apocalyptic world of the games to life on the small screen. With a talented creative team and a dedicated fan base, anticipation for the series is at an all-time high.
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Fallout Memes:
The Fallout community is known for its creativity and humor, as evidenced by the plethora of memes inspired by the games. From humorous observations about in-game glitches to clever references to iconic characters and moments, Fallout memes have become a beloved form of expression among fans. Whether you're a seasoned wasteland survivor or a newcomer to the franchise, Fallout memes are sure to bring a smile to your face.
Fallout Art:
The Fallout universe has inspired countless artists to create stunning works of art that capture the essence of the wasteland. From breathtaking landscapes to intricate character designs, Fallout fan art showcases the talent and passion of the community. Whether it's digital paintings, traditional sketches, or 3D renders, Fallout art celebrates the iconic imagery and atmosphere of the games in new and exciting ways.
Fallout OC (Original Characters):
One of the joys of being part of the Fallout community is the opportunity to create and share original characters inspired by the games. From lone wanderers wandering the wasteland to charismatic faction leaders vying for power, Fallout OCs allow fans to immerse themselves in the world of the games and tell their own stories. Whether through written stories, artwork, or role-playing, Fallout OCs offer endless possibilities for creative expression.
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Fallout New Vegas (FNV):
Among the many entries in the Fallout series, Fallout: New Vegas holds a special place in the hearts of fans. Developed by Obsidian Entertainment and released in 2010, FNV is praised for its compelling narrative, memorable characters, and deep role-playing mechanics. With its unique setting in the Mojave Wasteland and its branching storyline, FNV remains a favorite among players and continues to inspire fan creations to this day.
Conclusion:
From its immersive video games to its upcoming TV show adaptation, Fallout has captivated audiences with its compelling storytelling, memorable characters, and iconic imagery. Whether you're exploring the wasteland in search of adventure, sharing laughs through memes, or expressing your creativity through fan art and original characters, the Fallout community offers something for everyone. As we eagerly await the future of the franchise, one thing is certain: the legacy of Fallout will continue to endure for years to come.
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alessiosgardens · 2 months ago
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Collecting Action Posters and Plush Toys
 The Thrill of Action-Packed Wall Art
In the vibrant world of home decor, few items capture the imagination quite like action posters UK. These striking prints transform walls into portals of excitement, showcasing explosive scenes from films, games, and comics. Across the United Kingdom, enthusiasts seek out posters that depict high-octane moments—whether it’s a superhero mid-battle or a spaceship hurtling through a cosmic storm. The appeal lies in their ability to infuse spaces with energy and personality, turning a mundane room into a gallery of adventure. Crafted with vivid colors and sharp details, these posters are often printed on high-quality paper, ensuring durability and a professional finish. Collectors and casual fans alike scour online marketplaces and local shops, hunting for rare editions or limited-run prints that elevate their collections to new heights.
The Rise of Collectible Plush Toys
For those who prefer tactile treasures, the world of plush toys offers a different kind of allure. The ability to Buy Fire Emblem plush toys online has sparked joy among fans of the beloved tactical role-playing game series. These soft, meticulously crafted figures bring iconic characters to life, from noble warriors to cunning strategists. Each plush is designed with care, featuring detailed stitching and vibrant fabrics that capture the essence of the game’s heroes. Available through various online platforms, these collectibles cater to fans who want to hold a piece of their favorite fantasy universe. The ease of purchasing them from trusted websites, often with free shipping on qualifying orders, has made building a collection more accessible than ever, connecting enthusiasts across the globe.
Why Action Posters Captivate Audiences
The popularity of action posters stems from their ability to evoke emotion and tell a story in a single frame. A well-designed poster distills the essence of a narrative, whether it’s the tension of a climactic duel or the thrill of a high-speed chase. In the UK, these prints are not just decor but conversation starters, adorning the walls of gaming dens, home theaters, and creative studios. Their versatility allows them to fit seamlessly into various aesthetics, from sleek modern interiors to eclectic, nerd-chic spaces. Many collectors seek out posters from specific genres, such as sci-fi or anime, to create themed displays that reflect their passions. The tactile quality of a physical poster, with its crisp edges and bold imagery, offers a tangible connection to beloved stories that digital art cannot replicate.
The Joy of Plush Toy Collecting
Plush toys, particularly those inspired by games, hold a special place in the hearts of collectors. The act of acquiring these items online taps into a sense of nostalgia and fandom, allowing enthusiasts to celebrate characters they’ve guided through epic quests. Each plush, typically ranging from 7 to 12 inches tall, is crafted to be both huggable and display-worthy, making them ideal for shelves or desks. The attention to detail—down to the embroidered capes or miniature swords—ensures that these toys are more than mere merchandise; they’re miniature tributes to a sprawling fantasy saga. Online reviews often highlight their softness and durability, with fans praising how these plushies bring warmth and personality to their collections, whether gifted to a loved one or kept as a personal treasure.
Sourcing Authentic Collectibles
Navigating the market for action posters and plush toys requires a discerning eye to ensure authenticity and quality. For posters, UK-based collectors often turn to specialty retailers or online auctions, where they can find officially licensed prints or rare vintage pieces. Verifying the seller’s reputation and checking for high-resolution images helps avoid low-quality reproductions. Similarly, when looking to buy plush toys online, fans prioritize platforms known for authentic merchandise, often checking customer feedback to confirm the toys’ craftsmanship. Many retailers offer detailed product descriptions, noting dimensions and materials, which helps collectors make informed decisions. The thrill of unboxing a carefully packaged poster or plush toy, knowing it’s a genuine piece, adds to the excitement of expanding a collection.
Building a Personalized Collection
Creating a collection of action posters and plush toys is a deeply personal endeavor, reflecting individual tastes and memories. Posters can be framed to create a gallery wall, mixing bold action scenes with subtler character portraits for visual balance. Plush toys, meanwhile, can be arranged on shelves alongside figures or books, creating a cozy yet dynamic display. Collectors often share their setups online, inspiring others to curate their own spaces. The accessibility of these items, from affordable posters to plush toys with free shipping options, allows fans of all budgets to participate. Whether it’s a single poster above a desk or a shelf overflowing with plush characters, each piece tells a story of fandom and creativity.
The Future of Fandom Collectibles
As fandom culture continues to grow, the demand for action posters and plush toys shows no signs of slowing. Advances in printing technology promise even more vivid and durable posters, while eco-friendly materials are making plush toys more sustainable. In the UK, the rise of conventions and fan events offers new opportunities to discover exclusive prints and limited-edition toys, fostering a sense of community among collectors. Online platforms are also evolving, with virtual marketplaces streamlining the hunt for rare finds. For those passionate about action-packed art or cuddly game-inspired companions, the journey of collecting is as thrilling as the stories that inspire these treasures, promising endless adventures in curation and discovery.
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unikollect · 2 months ago
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Collecting Action Posters and Plush Toys
The Thrill of Action-Packed Wall Art
In the vibrant world of home decor, few items capture the imagination quite like action posters UK. These striking prints transform walls into portals of excitement, showcasing explosive scenes from films, games, and comics. Across the United Kingdom, enthusiasts seek out posters that depict high-octane moments—whether it’s a superhero mid-battle or a spaceship hurtling through a cosmic storm. The appeal lies in their ability to infuse spaces with energy and personality, turning a mundane room into a gallery of adventure. Crafted with vivid colors and sharp details, these posters are often printed on high-quality paper, ensuring durability and a professional finish. Collectors and casual fans alike scour online marketplaces and local shops, hunting for rare editions or limited-run prints that elevate their collections to new heights.
The Rise of Collectible Plush Toys
For those who prefer tactile treasures, the world of
plush toys offers a different kind of allure. The ability to Buy Fire Emblem plush toys online has sparked joy among fans of the beloved tactical role-playing game series. These soft, meticulously crafted figures bring iconic characters to life, from noble warriors to cunning strategists. Each plush is designed with care, featuring detailed stitching and vibrant fabrics that capture the essence of the game’s heroes. Available through various online platforms, these collectibles cater to fans who want to hold a piece of their favorite fantasy universe. The ease of purchasing them from trusted websites, often with free shipping on qualifying orders, has made building a collection more accessible than ever, connecting enthusiasts across the globe.
Why Action Posters Captivate Audiences
The popularity of action posters stems from their ability to evoke emotion and tell a story in a single frame. A well-designed poster distills the essence of a narrative, whether it’s the tension of a climactic duel or the thrill of a high-speed chase. In the UK, these prints are not just decor but conversation starters, adorning the walls of gaming dens, home theaters, and creative studios. Their versatility allows them to fit seamlessly into various aesthetics, from sleek modern interiors to eclectic, nerd-chic spaces. Many collectors seek out posters from specific genres, such as sci-fi or anime, to create themed displays that reflect their passions. The tactile quality of a physical poster, with its crisp edges and bold imagery, offers a tangible connection to beloved stories that digital art cannot replicate.
The Joy of Plush Toy Collecting
Plush toys, particularly those inspired by games, hold a special place in the hearts of collectors. The act of acquiring these items online taps into a sense of nostalgia and fandom, allowing enthusiasts to celebrate characters they’ve guided through epic quests. Each plush, typically ranging from 7 to 12 inches tall, is crafted to be both huggable and display-worthy, making them ideal for shelves or desks. The attention to detail—down to the embroidered capes or miniature swords—ensures that these toys are more than mere merchandise; they’re miniature tributes to a sprawling fantasy saga. Online reviews often highlight their softness and durability, with fans praising how these plushies bring warmth and personality to their collections, whether gifted to a loved one or kept as a personal treasure.
Sourcing Authentic Collectibles
Navigating the market for action posters and plush toys requires a discerning eye to ensure authenticity and quality. For posters, UK-based collectors often turn to specialty retailers or online auctions, where they can find officially licensed prints or rare vintage pieces. Verifying the seller’s reputation and checking for high-resolution images helps avoid low-quality reproductions. Similarly, when looking to buy plush toys online, fans prioritize platforms known for authentic merchandise, often checking customer feedback to confirm the toys’ craftsmanship. Many retailers offer detailed product descriptions, noting dimensions and materials, which helps collectors make informed decisions. The thrill of unboxing a carefully packaged poster or plush toy, knowing it’s a genuine piece, adds to the excitement of expanding a collection. 
Building a Personalized Collection
Creating a collection of action posters and plush toys is a deeply personal endeavor, reflecting individual tastes and memories. Posters can be framed to create a gallery wall, mixing bold action scenes with subtler character portraits for visual balance. Plush toys, meanwhile, can be arranged on shelves alongside figures or books, creating a cozy yet dynamic display. Collectors often share their setups online, inspiring others to curate their own spaces. The accessibility of these items, from affordable posters to plush toys with free shipping options, allows fans of all budgets to participate. Whether it’s a single poster above a desk or a shelf overflowing with plush characters, each piece tells a story of fandom and creativity.
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peterabrahamvo · 3 months ago
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Peter Abraham is a seasoned voice-over artist based in Mumbai, India, offering a diverse range of vocal services for various media projects. With over a decade of experience, he has lent his voice to numerous high-profile clients, including Amazon, Red Bull, BBC, ICICI, and the Government of India .​
🎙️ What Peter Offers Peter specializes in delivering compelling voice performances across multiple formats:​
Advertising: TV, radio, and digital commercials that capture attention and drive engagement.
Audiobooks: Narrations that bring stories to life, from fiction to non-fiction.
Corporate Films & Explainers: Clear and professional voiceovers for internal communications and promotional content.
Documentaries: Narrative voices that add depth and context to factual storytelling.
E-Learning & IVR: Educational and automated voice solutions that enhance user experience.
Movie, TV, and Video Game Trailers: Dynamic voices that build anticipation and excitement.
Podcasts: Engaging voiceovers that complement the podcast's tone and style.​
🌟 Why Choose Peter Versatility: Skilled in various genres, from commercial to dramatic narration.
Professionalism: Known for reliability and timely delivery.
Quality: Utilizes top-tier recording equipment and studios.
Client Satisfaction: Praised for his adaptability and engaging voice, with numerous positive testimonials .​
Whether you're looking to enhance your project's audio with a professional voice or seeking a unique vocal style, Peter Abraham's expertise can help bring your vision to life.​
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game-development12 · 9 months ago
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The Rise of Indie Game Studios in the UK and Germany: A Comparative Study
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Over the past decade, the gaming industry has witnessed an explosion in the number of independent (indie) game studios. These smaller, often more agile studios have broken away from traditional models of game development, delivering innovative, niche, and highly creative titles. In particular, the rise of indie game studios in the UK and Germany has been remarkable. Both countries have established themselves as global gaming hubs, but the paths their indie developers have taken highlight unique differences and shared challenges in their game development landscapes.
This article provides a comparative study of indie game studios in the UK and Germany, examining how these two regions have nurtured a thriving independent gaming scene, with particular attention to game studios in London and German game studios.
Indie Game Studios in the UK
London: A Hotbed for Creativity
The UK, and particularly London, has long been recognized as a global center for creativity and innovation. This reputation extends into the gaming industry, where game studios in London have played a significant role in shaping both the indie and mainstream gaming landscapes.
London’s indie game scene is fueled by several key factors:
Access to Talent: London’s thriving creative industries—ranging from film and music to tech—provide a wealth of cross-disciplinary talent. Game developers can tap into a diverse pool of artists, designers, programmers, and writers, making it an ideal location for indie studios looking to push creative boundaries.
Supportive Ecosystem: The UK government has been proactive in supporting the gaming industry, offering tax relief schemes like Video Games Tax Relief (VGTR), which has been crucial for smaller studios. This financial backing has allowed indie developers to take risks on more experimental projects without the pressure of finding large-scale funding.
Global Influence: London’s role as an international city ensures that games produced by game studios in London have global reach. Indie games from London-based developers are often inspired by diverse cultural experiences, and these games resonate with players across the globe.
Success Stories from UK Indie Studios
Some of the most well-known indie games have come from game studios in London. Notable examples include titles like Monument Valley by Ustwo Games and Hotline Miami by Devolver Digital (UK branch). These games have been praised for their innovation in design, gameplay mechanics, and storytelling.
Moreover, UK indie studios have mastered the art of blending art and technology, creating visually striking games that emphasize player experience. London’s indie scene, in particular, is known for producing games that lean toward artistic expression and narrative-driven gameplay.
Indie Game Studios in Germany
A Robust and Structured Market
Germany, home to some of the largest gaming conventions in Europe, has also established itself as a powerhouse for indie games. German game studios benefit from the country’s strong industrial and tech-based foundation, and they operate in a highly organized and structured ecosystem.
Several aspects define the rise of indie game studios in Germany:
Government Support and Funding: The German government has recognized the gaming industry’s economic potential, offering substantial grants and funding to support both indie and mainstream studios. German federal and regional governments provide extensive financial support, helping indie developers overcome barriers to entry and scale their games for broader markets.
Educational Institutions and Talent: Germany has a rich network of technical universities and design schools that produce highly skilled graduates. This has contributed to a strong talent pipeline for German game studios, ensuring that indie developers have access to programmers, designers, and engineers with top-tier skills.
Growing Indie Community: The indie scene in Germany is bolstered by a growing sense of community. Events like A MAZE in Berlin and Gamescom have fostered collaboration and knowledge-sharing among indie developers. These events not only provide exposure for new games but also help developers connect with publishers and investors.
Success Stories from German Indie Studios
Some of the most popular indie titles in the past few years have come from German game studios. Notable examples include Anno 1800 by Blue Byte and The Longing by Studio Seufz. These games have been recognized for their unique mechanics, attention to detail, and deep narrative worlds.
German indie games often stand out for their technical proficiency, particularly in terms of performance and optimization. German developers have a reputation for producing highly polished products, which is not surprising given the country’s engineering tradition.
UK vs. Germany: A Comparative Analysis
While both the UK and Germany have vibrant indie game development scenes, the differences in their approach to game development are notable.
Cultural Influences: Indie games from game studios in London tend to lean heavily on artistic expression, with a focus on visual storytelling and experimental mechanics. In contrast, German game studios often prioritize structured game mechanics, efficiency, and polished gameplay, reflecting the country’s tech-forward culture.
Funding Models: UK indie developers benefit from initiatives like the VGTR, which helps smaller studios experiment with unique ideas without financial constraints. Meanwhile, German indie developers have access to structured government grants and regional funding, which offers a stable foundation but may come with more bureaucratic hurdles.
Community and Events: Both countries boast robust gaming communities, but Germany’s gaming scene benefits significantly from large-scale events like Gamescom, which provide indie developers with international exposure. The UK, particularly London, offers a more diverse range of smaller, niche events catering to indie game developers.
Conclusion
The rise of indie game studios in both the UK and Germany demonstrates the dynamic and evolving nature of the gaming industry. While game studios in London and German game studios operate within different cultural and financial ecosystems, their shared passion for creative freedom and innovation drives them forward. Both regions have become global leaders in indie game development, offering a unique blend of creativity, technical expertise, and cultural expression.
As the gaming industry continues to evolve, indie studios from these two powerhouse countries will undoubtedly play a significant role in shaping the future of gaming. Whether through groundbreaking art-driven games from London or technically sophisticated titles from Germany, indie game studios in both regions are setting the standards for what is possible in modern game development.
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fmp24np · 11 months ago
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Industry
Rockstar Games is a prominent American video game publisher known for creating some of the most successful and influential games in the industry. Founded in 1998 as a subsidiary of Take-Two Interactive, the company is headquartered in New York City. Rockstar Games is best known for developing open-world, action-adventure games, particularly the Grand Theft Auto series, which has become one of the best-selling and most critically acclaimed franchises in gaming history.
In addition to Grand Theft Auto, Rockstar Games is also recognized for other popular franchises such as Red Dead, Midnight Club, Max Payne, and Manhunt. The company is praised for its focus on storytelling, immersive worlds, and innovative gameplay mechanics. Over the years, Rockstar has expanded by acquiring and establishing various studios worldwide, all of which operate under the Rockstar brand. The company has a significant impact on the gaming industry, pushing the boundaries of what video games can achieve in terms of narrative, design, and cultural impact.
Rockstar Games is currently seeking a Character Assembly Artist for its Edinburgh-based studio, Rockstar North. The role involves populating open-world game environments with characters, focusing on wardrobe styling and visual storytelling through appearances. The position requires collaboration with various teams to achieve production goals and solve technical and aesthetic issues within the game engine.
Key qualifications include strong observational skills, a deep understanding of game pipelines, and expertise in fashion and street style as it relates to character design. Experience with 3D modeling tools like 3ds Max, Maya, and Substance Painter is desirable. The role emphasizes creativity, attention to detail, and teamwork in a highly motivated and inclusive environment.
Rockstar encourages applications from all qualified candidates, emphasizing its commitment to diversity and equal opportunity.
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Screenshot of the LinkedIn Job ad (Rockstar Games, 2024)
I might not be the best fit for the Character Assembly Artist position at Rockstar Games due to some areas where my experience or skills may not align perfectly with the requirements of the role. While I have a strong foundation in character design, my experience with certain advanced tools and workflows, like Marvelous Designer, is limited. I’m eager to learn and improve, but I recognize that this could mean a challenge in adapting to Rockstar’s specific processes and standards.
Additionally, while I have a good understanding of fashion and street style, my understanding of era-specific culture and demographics, as they relate to costuming in games, might not be as deep as what’s expected. This could impact my ability to immediately contribute to the visual storytelling that Rockstar Games is known for.
Lastly, although I’m comfortable working within game engines, I may not have as much experience with Rockstar’s bespoke engine toolsets and specific asset workflows. This might require additional time to get up to speed and fully integrate into the team’s pipeline.
While I’m enthusiastic about the opportunity and confident in my ability to grow, I understand that these gaps could present challenges in the role, and require me to work further on my skills as a character artist.
Rockstar Games (2024). Rockstar Games hiring Character Assembly Artist in Edinburgh, Scotland, United Kingdom | LinkedIn. [online] Linkedin.com. Available at: https://www.linkedin.com/jobs/view/3998239285/.
Wikipedia Contributors (2019). Rockstar Games. [online] Wikipedia. Available at: https://en.wikipedia.org/wiki/Rockstar_Games.
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vividsoh · 11 months ago
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INSPIRATIONS, REFERENCES & INFERENCES (OTHER GAMES)
BLOG 6: PHASE 0 (FRAMEWORK & IDEATION)
The following are other games which are my reference points.
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Control
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Release Date: August 27, 2019 Studio: Remedy Entertainment Publisher: 505 Games
Control is a supernatural action-adventure game that follows Jesse Faden as she explores the mysterious Federal Bureau of Control, a secretive government agency dealing with paranormal phenomena. The game is known for its atmospheric world-building, mind-bending narrative, and telekinetic combat mechanics.
Dishonored 2
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Release Date: November 11, 2016 Studio: Arkane Studios Publisher: Bethesda Softworks
Dishonored 2 continues the story of supernatural assassins in the steampunk world of Dunwall. Players can choose between two protagonists, each with unique powers, as they navigate morally complex missions. The game is praised for its deep gameplay mechanics and detailed world design.
The Sinking City
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Release Date: June 27, 2019 Studio: Frogwares Publisher: Bigben Interactive
The Sinking City is an open-world detective game inspired by the works of H.P. Lovecraft. Set in a city suffering from supernatural flooding, players take on the role of a private investigator uncovering eldritch horrors while dealing with their own creeping madness.
Sherlock Holmes: Crimes & Punishments
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Release Date: September 30, 2014 Studio: Frogwares Publisher: Focus Home Interactive
Sherlock Holmes: Crimes & Punishments is a detective adventure game where players step into the shoes of the iconic detective, solving complex cases through investigation, deduction, and moral decisions. The game is noted for its immersive storytelling and intricate puzzles.
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Leading Figures and Studios in 3D Environment Design
Introduction:
In this post, I will highlight the visionaries and studios leading innovation in the gaming field. These leaders set industry standards and inspired my project, VALHERAO.
Visionary Figures:
Hideo Kojima
Hideo Kojima, the creative mind behind "Metal Gear Solid" and "Death Stranding," is famous for his innovative game design and storytelling. Kojima's work shows how detailed, immersive environments can enhance story depth and player engagement. His skill in mixing complex stories with carefully crafted worlds is a standard for 3D environment designers.
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Neil Druckmann
Neil Druckmann, co-president of Naughty Dog, has greatly influenced the industry with his work on "The Last of Us" series. His focus on emotional storytelling and character-driven narratives in rich, detailed environments shows how powerful virtual spaces can create empathy and connection in players. Druckmann's approach highlights the importance of smoothly blending story and environment.
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Marcin Iwinski
Marcin Iwiński, co-founder of CD Projekt Red, has played a key role in creating the vast and immersive worlds of "The Witcher 3: Wild Hunt" and "Cyberpunk 2077." His focus on open-world design and detailed environments sets a high standard for creating realistic, explorable worlds.
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Pioneering Studios:
Naughty Dog
Naughty Dog is a leader in 3D environment design, known for its attention to detail, narrative integration, and technical skills. Games like "Uncharted" and "The Last of Us" are praised for their lush, realistic environments that enhance the storytelling. Naughty Dog's work shows how environment design can boost narrative immersion.
CD Projekt Red
CD Projekt Red is famous for its ambitious open-world games that push the limits of 3D environment design. "The Witcher 3: Wild Hunt" shows their dedication to creating large, dynamic worlds with detailed environments and rich stories. Their innovative use of technology and storytelling sets a high standard for immersive game design.
Guerrilla Games
Guerrilla Games, creators of the "Horizon" series, lead in combining stunning visuals with engaging gameplay. "Horizon Zero Dawn" and "Horizon Forbidden West" are known for their beautiful, expansive environments and smooth integration of narrative elements. The studio’s work shows how striking visuals can enhance both gameplay and storytelling.
Epic Games
Epic Games, the creators of Unreal Engine, play a key role in the evolution of 3D environment design. Unreal Engine 5, with features like Nanite and Lumen, allows designers to create very detailed and realistic environments. Epic Games' commitment to providing powerful tools for developers has changed the field, making high-quality 3D design accessible to more creators.
How These Influence Me
My project, VALHERAO, is inspired by these leading figures and studios. By learning from their techniques and innovations, I aim to create a rich, immersive village environment that captivates and engages viewers.
Reference list
CD Projekt RED (2013). The Witcher 3: Wild Hunt - the Beginning [Making Of]. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=c248MLtAfgU.
GDC (2021). Cinematic Environment Production for Uncharted 4. [online] YouTube. Available at: https://www.youtube.com/watch?v=bEIX-EQNZuQ.
Naughty Dog (2015). Environmental Art at Naughty Dog. [online] www.youtube.com. Available at: https://www.youtube.com/watch?v=WOLdR3uGbS0.
Noclip (2017). Designing The World of The Witcher 3. YouTube. Available at: https://www.youtube.com/watch?v=oSS5T4od-GQ.
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howdy-folks-its-showtime · 2 years ago
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"Howdy folks! Take your seats please and get ready, cause It's Showtime!"
Welcome to It's Showtime! The tumblr ask blog for the BATIM inspired story of the same name! Here we have the characters in the studio, before the events of the story take place, ready to answer your questions and get into all kinds of antics! Want to learn more about the characters/story of It's Showtime? Check out its wiki/site right here! Or check out it's Gamejolt page if you want to see the game being made for it!
This blog is run by two mods, mod Whirly who goes by They/Them/It/Its and mod Roddy who goes by any pronouns! Below there is more information such as an FAQ which should help you with any question you have and elaboration on the content within the story! But if we missed anything please feel free to send asks about the project and ask blog!
It’s Showtime Is A Bendy And The Ink Machine Inspired Story That Completely Rewrites The Events And Timeline Of The Games. With The Same Characters Put Into Brand New Contexts And Relations To One Another. It Has A Character Focused Narrative And Focuses On Themes Of Abandonment, Grief, Family And Trauma, With Heavy Influences From The New York 1930s Setting.
The story follows Henry a retired animator, who after ten years comes back to his old workplace to find the place abandoned and staff missing. The walls are soaked with ink and the entire place smells of death and misery. Despite that, Henry journeys deeper and deeper into the dark abyss below, discovering what remains of his coworkers and the way grief can tear people apart…
But not even the shadows of his past, clawing at him from the dark puddles is enough to deter Henry from his attempt to find out what happened to his family and making things right…
Assuming he’s not too late to do so…
This story is meant to be rated R, the warnings below elaborate on this.
Warning this project contains: Cursing, blood, gore, body horror and death. Themes of internalized bigotry, depression, discrimination, abusive family members, grief, trauma and self hatred. Mentions of nsfw topics, alcohol and recreational substances. Traumatic flashbacks and panic attacks are depicted but abuse, suicide and self harm are discussed/implied. It should be known the ask blog may not contain these things but the story and larger project does.
FAQ:
Who are the mods? The mod team is me, Mod Whirly and my romantic partner, Roddy, we’ve been together for years and are very in love with this project and story! We have our own art blogs for personal art, but keep in mind art shown off here, even if it contains characters from It’s Showtime, should not be considered official art. Anything not posted by this blog regardless of who drew it, is considered non-canon to Showtime. If you want to look into supporting us as artists and creators you should check those out though! Obviously for legal reasons, we can’t advertise any ways to support us in a monetary sense on this blog <3. Roddy’s art blog is here and Whirly’s art blog is here!
What is this project for? It’s Showtime is currently beginning development as an indie horror game, no promises on scale or when it will come out as we are both very busy, Roddy with school and me with figuring out post high school life stuff, but I have been learning 3D animation and modeling in preparation for it. All work I’m doing currently isn’t really game ready or worthy, but every small step in development makes me more excited to one day maybe make this project a reality <3 Currently the plan is to build it in Unreal Engine. [at first it was gonna be Unity but well… If you know you know.]
Are you okay with fanart? We love fanart! If you tag us in any of your fanart we are sure to share it on the blog and sing its praises! It’s so flattering how much fanart we have already received and it makes us so happy and excited to work on Showtime when we see how beloved our designs are! If you want to make fanart please do! We would love to see it!
Who did the character designs? Who made the site? Mod Roddy did all the refs you see on the site and on the blog! They are based on my old character designs and notes I made on changing them, but overall they are very much the creation of my wonderful darling! It was the work of Whirly however to make the actual website! It’s a bit rough but I do like it a lot <3 I hope to expand it and make it better with time but for now I am very happy with it as a wiki for It’s Showtime.
What is Encore? Encore is the catch all name for all stories based on the world of It's Showtime, currently there is a BATDR inspired story we are also writing called Curtain Call that doesn’t take place in the normal timeline of It’s Showtime. So Encore is just the general name for this universe! Think of it as the franchise name.
I still have a question after reading this? Send us an ask! We’re almost sure to answer it and the more activity in the inbox the more activity in the project as well! Don’t ever feel bad for sending us questions or inquires! We like to talk to you guys!
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unit-zero-two · 4 years ago
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Queer Representation in 13 Sentinels: Aegis Rim
13 Sentinels was a game I picked up because the trailer looked neat. I had no clue what the gameplay was even like, I just felt adventurous. And I was rewarded with a fantastic game that constantly surprised me in the best possible ways. One of the ways I was surprised was in the actual textual existence of queer characters. Plural. And with a queer relationship developed and promoted prominently on screen between main characters.
Now, with the increase in queer media around the board, this alone isn’t worthy of praise. My enjoyment, and I suspect that of a lot of people, comes from the fact that there was no expectations or promises made, and yet the game still delivered. It was just there, causally, in a AAA game published by a decently well known studio. It’s a good example of what we’re asking for when asking for queer rep. It being allowed to casually exist and flavor games that aren’t just dedicated to telling these stories.
Like a lot of media if you go in expecting flawless queer representation suffusing every aspect of the game, you will be disappointed. This is a game with 15 main characters and most of the cast ends up in straight relationships. But not all of them. And past those relationships, there is still a queerness that is allowed to exist and be shown throughout this game that constantly impressed me.
I will work through the textual, on screen examples of queer representation one by one. There will be spoilers for this game in the post, so if that is something that you care about, please finish the game first before continuing. Due to the non-linear storytelling and gameplay nature of 13 Sentinels I can’t really set timestamps or anything. If you’re not done yet, but still curious to read, I personally feel like nothing I say here will ruin the experience for you. Through it’s strange nature, this is arguably a spoiler proof game and knowing what is to come can help you view the events in a different, but still enjoyable, light.
Textual Queer Representation in 13 Sentinels: Aegis Rim
The place for us to begin will be with one of the 13 playable characters, Takatoshi Hijiyama. Hijiyama is very much a young man defined by when he was raised in the story. 1945 Japan in the middle of WW2. He is nationalistic and proud of Japan, it’s culture and tries to stand for it’s values. While training to be a Sentinel pilot, he falls for the demure Kiriko Douji, daughter of the professor in charge of the project. His prologue begins with him following Kiriko and finding her operating a time travel system. Kiriko reveals three things: 1) she’s the real scientist behind the project, 2) her real name is Tsukasa Okino and 3) she is a he. Okino leaves 1945 and Hijiyama chases after him. What then follows is a very clear romance storyline as Hijiyama works though self-discovery of his sexuality, his internalized biases and some good old jealousy.
Throughout his story, Hijiyama shows attraction to Okino both dressed as a woman and as a man. It’s made clear that the clothes and gender presentation aren’t the main defining factor for his attraction to Okino. He also shows attraction to some of the girls, implying a sort of bisexuality. But in the end, Okino is the one he directs his attention and dedication. The pair even share a robot in the final battle.
Next we have Takatoshi Hijiyama...of 2188. Through a data log Hijiyama finds during his story he finds out that his self of 2188 was in a committed, queer relationship with Tsukasa Okino of 2188. The two openly express their love for each other in the logs, and Hijiyama 2188′s final words are to mourn the death of his lover. The game makes it very clear what their relationship is. And watching this is a turning point for Hijiyama and how he views Okino. Seeing the death of Okino 2188 shakes him, and hardens his resolve and love.
Tsukasa Okino is an interesting character for many reason. We see him first dressed as a woman. When asked about it, he comments “Let’s just say some binaries work for me, and others don’t.”. Throughout the story, Okino alternates between being dressed as a man and a woman. He’s a very practical person and expresses several times his thoughts on both forms of dress and the pros and cons he finds in wearing them. But he never says, “I’m actually a man/woman or I prefer to wear men’s/women’s clothing.” To him, both forms are equal and he switches between them as he feels like through the story. There is also a point in the epilogue where Okino reveals that he can hack into the simulation and change his gender if he wishes. He then offers to turn into a woman and to sleep with Hijiyama. This is a very confident offer made by someone secure in their identity and sexuality. Hijiyama is understandably flustered at the teasing.
Okino openly shows sexual attraction to Hijiyama, mostly presented as teasing jabs at him. As with 2188 Hijiyama, 2188 Okino is explicitly in a Queer relationship and openly affectionate in the data logs. For the most part, present day Okino is busy during the narrative trying to save everyone from the Kaiju, but still finds time to flirt with Hijiyama.
Hijiyama and Okino are the clearest in text examples, but there’s one other stand out example. Iori Fuyusaka. For the most part she spends her story being boy crazy and confused by strange dreams, but there are two interesting moments with her. The first is during the battle section. One of the scripted after battle sections plays and it’s Iori tripping and she scrapes her hand. Yuki Takamiya helps her up and puts a bandage on her hand. It is a very slow, very tender and very deliberate scene. After Yuki leaves, Iori blushes and comments, “Whoa, what the...why is my heart racing right now? Wait, does that mean...? But I didn’t think I was...I mean, what if...” This scene makes it very clear what Iori is feeling and what she is discovering about herself.
In another scene near the beginning of the game in Iori’s story, she’s looking for a cat. She comes across Juro and Shu talking to each other in secretive whispers and embarrassed blushes.
Shu: Just listen. This is a first for me too. You feel it, right?
Juro: ...
Shu: I want to pursue this with you. Please!
Juro: I dunno...it's just...
The edges of the background softens and the camera shifts to center them, soft music plays, and Iori blushes. While the scene itself is a pretty standard confused for gay joke, it’s interesting to see it from Iori’s point of view. When caught, she says:
"I, uh...umm...I think as long as you love each other...it's okay..."
Juro is embarrassed and corrects things. Shu just laughs and is amused by the idea of dating Juro.
Juro: Do you believe us [about our dreams]?
Iori: Well, actually...I'm more surprised to hear that's all it was. Cause, I thought...
She blushes and is interrupted by the bell ringing and class starting.
And in light of the scene with Yuki, it becomes interesting in reflection that her thoughts would go there so quickly. Whether she was conscious of it or not, Iori is very aware of the possibility of same sex attraction. Whether that’s clever foreshadowing or just a neat coincidence is mostly irrelevant.
Uh...that of course brings us to Yuki Takemiya. So...Yuki will get her own post. Because there’s a lot there. Most of which I would argue is heavy subtext. I love the character and her plotline, but it it would be stretching to say that she is textual queer representation. But there’s still a lot to talk about.
13 Sentinels is a game that deals in all variations of relationships; familiar, platonic and romantic, and it’s great that it included queer representation into the text like it did. Hijiyama and Okino gave us a romantic queer relationship, twice, and Iori gives us a Bi-Sexual character who while not in a relationship with a woman is still queer. And that’s always good representation.
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agentnico · 4 years ago
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Free Guy (2021) Review
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“Don’t have a good day, have a great day!”
Plot: When a bank teller discovers he's actually a background player in a brutal open-world video game, he decides to become the hero of his own story - one that he can rewrite himself. In a world where there's no limits, he's determined to save the day his way before it's too late, and maybe find a little romance with the coder who conceived him.
Last time I watched such a hyper-actively positive film I was seeing little LEGO figures jumping about on screen with Morgan Freeman hanging off a string in ghost form. Yes, The LEGO Movie shares a lot in common with Free Guy, not just in its opening sequence where Ryan Reynolds’s loveable Guy is starting off a perfectly good day every day with a nice cup of coffee and wishing everyone not a good, but a great day, goes to the job at his bank and goes back home, and rinse and repeat. But the character of Guy himself is basically Chris Pratt’s Emmett from The LEGO Movie - full of sunshine and innocence and taking everything that comes with child-like excitement and energy. You can also treat Mariah Carey’s “Fantasy” song usage here like “Everything is Awesome” with how many times its played, but damn if it isn’t catchy! And the film comparisons don’t end there. You wouldn’t be faulted for seeing references to Ready Player One with all the cameos and Easter Eggs and pop culture references thrown in the mix, to The Truman Show based on the general concept and obviously certain video games such as Grand Theft Auto, Saints Row and even Sims due to the video game open world that the movie creates. 
Speaking of the video game open world that is created, you could tell director Shawn Levy and the producers went through a lot of effort to research modern video games and all the tiny little details and quirks that exist. For example it was a lot of fun seeing characters tea-bag someone they just killed to then a character glitching out and jumping into the wall repetitively or the obvious inclusion of Fortnite inspired dance jiggles. You also get cameos from various real-life game streamers such as Jacksepticeye and DanTDM, and I found an interview on IGN where those guys spoke about in regards to how Hollywood can never seem to get video-game-to-film adaptations right, and how they appreciated that the producers of Free Guy went to them and asked questions and actually showed interest in wanting to create a realistic feeling video game in the movie and getting the terminology right. Evidently unlike other video game adaptations Free Guy manages to succeed from the fact that it doesn’t need to replicate a specific game from real life. There are nods to certain games as I aforementioned, but otherwise they’ve created their own entire game and as such there is no expectation to impress a certain individual fan base. So in conclusion what I’m saying is that I guess Hollywood should stop trying to adapt film versions of popular video game franchises and instead do their own original stuff maybe? Then again I do want to see that Ghost of Tsushima adaptation come to life, so yes, I’ll just go and kindly shut myself up.
Taking the video game matter aside for the time being, I found Free Guy to be an absolute delight from start to finish. Well, to be exact from 20 minutes from the start to finish. Honestly when the film began I was concerned if the movie was going to turn out to be the typical “I live in a simulation” story, and though as a basis it is exactly that, there’s so much goodness thrown into the mix with funny jokes to the cameos (the cameos are to die for!) to the visuals to the music choices to the performances - the movie is such a joy to watch. Speaking of the cameos and pop culture references, Free Guy is also an interesting film outside of its narrative. This movie was in production during the time the studio that was behind it - 20th Century Fox - was being sold to a certain little known company called Disney. As such, you can tell after the studio’s transfer to Disney was complete, this film underwent some additional reshoots and last minute changes, mainly in the finale because there are certain surprises at the end of the movie that will be a geek/nerd’s wet dream and were only made possible after Disney’s acquisition of 20th Century Fox, now known as 20th Century Studios. Personally I still have my qualms about Disney being the massive conglomerate business giant that is buying out all the other studios, but not going to lie even I got excited and jumped up like a kid in my cinema seat when a certain something happened at the end of this movie. Luckily only my lovely fiancée saw me like this as she was sitting next to me, and yes, I’m certain that me revealing my true nerd colours definitely lost me some attraction points from her, but nevertheless I don’t care, the Easter Eggs at the end of this movie are real fun!
The entire cast is top notch here. Ryan Reynolds does his usual shtick that he’s been doing ever since he found success with Deadpool, however naturally here he’s kept PG-13 and not swearing every other breath. That being said, his charm and sarcastic charisma really worked for the role of Guy, and he presented himself as really loveable and naïve and it was impossible not to like him in this film. Jodie Comer in her role has also been getting humongous praise from critics and reviewers alike, and yes, the rumours are true, she shares great on screen chemistry with Ryan Reynolds and also is proper cool and badass as to be expected. That being said I was told by a certain someone that they know someone who knows someone who knew someone who spoke to someone who said that they worked with Jodie Comer on the set of Killing Eve, and this was just some behind-the-scenes worker, and apparently in their experience they found Comer to be a real diva and challenge to work with. So that’s now me here spreading some gossip for no apparent reason besides causing a little stir and now I can move on. Joe Keery has a much bigger role in this film that the trailers made it seem, and I must say the lad has really been doing well for himself ever since his appearance in Stranger Things. Whenever I’ve see him in anything since such as Spree or Death to 2020 he’s always been wonderful to watch. Here in Free Guy he’s no different, getting to play a character who at first comes off as a villain but then is revealed to simply be a guy working for the wrong person. Speaking of that wrong person, the villain of the movie is played by none other than actor-director Taika Waititi himself, and his role is really interesting seeing as he plays the owner of this big video game business company who only cares about money and sequels over art, which I found quite ironic seeing as this movie is distributed by Disney that’s all about sequels, remakes and reboots. Just saying. Also found it funny how even though this movie marks a little reunion of sorts for Ryan Reynolds and Taika Waititi, they don’t share any scenes together which was probably for the best, as last time they worked together Green Lantern occurred. Anyway, Taika is as goofy and over-the-top as you expect him to be, and I can see him being very divisive. You’ll either find him hilarious or super annoying. However both opinions would work seeing as he’s the villain.
Free Guy is an absolute cuddly crowd-pleaser full of casual mayhem and crazy ideas, and is sure to be a welcome boost of fun in a summer that naturally lacked bigger blockbusters due to what’s happening in the world right now. However nonetheless, this and The Suicide Squad have really made a point that cinema is back, hopefully to stay.
Overall score: 9/10
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yurimother · 5 years ago
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'Goodbye Volcano High’ Writer Responds to Backlash Over Article Containing NSFW Cartoons Depicting Minors
This article contains content that may be disturbing for some audiences. Please read at your own discretion.
Goodbye Volcano High, a narrative-based adventure game from KO_OP, was announced during Sony’s Future of Gaming event on June 11. Many people, including myself, were excited by the announcement, as the game features a non-binary protagonist, Fang (voiced by Lachlan Watson) and promises a story full of LGBT representation, with studio director Salemm Dabbous tweeting, “This game is queer as [f***]” following the reveal.
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However, some fans on Twitter are expressing outrage after discovering that Goodbye Volcano High’s narrative director and writer, Kate Gray, used to write about porn and sex in video games on video game website Kotaku and in one article had included NSFW images depicting underage characters. The story in question, “Animated Video Game Porn Could Be A Lot Sexier And Less Gross,” was uploaded to Kotaku on September 24, 2019, and appears to be the last article Gray published on the site.
In the article, Gray describes how she and a friend set out to watch bad computer-rendered videos of fictional characters engaging in acts that would never be described or even imagined in the source material. She goes on to graphically describe graphic content from the videos of characters from Harry Potter, The Legend of Zelda, and Pokémon.
When the article was first released, it received backlash due to the explicit computer-rendered images from the videos included with the article. Many quickly criticized showing the images, which included characters who are. in the source material, underage, such as Ash from Pokémon and Hermione and Draco from Harry Potter. Others still found the written content objectionable, with one user, afriendtosell, commenting:
You hit us with a depiction of underage sex in more than two cases right off the bat (arguable for the LoZ characters; not arguable with the HP or Pokemon characters) and the payoff for that immediate, even if it’s tagged as NSFW, punch in the face is....what, exactly?
However, some seemed to believe that the situation was being blown out of proportion, as the images were of animated characters, not real people.
Kotaku quickly responded to the backlash. On September 24, 2019, at 5:25 pm, roughly three and a half hours after the story was released, all pictures were deleted from the article. Stephen Totilo, Editor-in-Chief wrote in an editor’s note:
This story, part of our regular coverage of the intersection of sex and games, originally included screenshots from several porn parodies with a note that they were Not Safe For Work. We’ve since removed those images. While the intent of this article was to provide a snapshot of the kind of gaming and geek porn that’s out there now, it’s clear in retrospect that, in terms of the images and the analysis you expect from us, we made a mistake. Readers are understandably uncomfortable about these kinds of depictions of characters who are often depicted as or thought of as teenagers. I am, too and apologize. We can do better, and we will. - Stephen Totilo, Editor-in-Chief
The article, with the editor’s note and no pictures, remains on Kotaku.
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The article was quickly resurfaced on Twitter after the Goodbye Volcano High reveal on Sony’s stream. One tweet by Twitter use @BluestRose430 gained some traction where they expressed their concerns, writing “everyone’s like ‘wow cool non-binary main character’ as Kill Bill sirens go off in my head.”
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Kate Gray responded to the criticism and addressed the Kotaku article in a thread on Twitter (full transcription at the bottom of the article). Gray expressed regret for not addressing the article sooner and acknowledged that she made mistakes in the article, “The article, the pictures, and my uncritical opinion on it, were all grave mistakes.“
Gray goes on to make it clear that more than anything, she regrets hurting people through the article, saying, “I regret a lot of things about that article, but the fact that it hurt people is my biggest regret of all.” Gray writes that she has now stepped away from journalism, although it is not clear if that distancing was due to the backlash the Kotaku article received.
Gray concludes by attempting to reassure readers about Goodbye Volcano High:
For GVH, we have consultants, diverse ideas and backgrounds, and we care so much about what we make. We are all committed to representing our queer and marginalised identities in a way we want to see in games, and representing and uplifting players.
While Gray’s statement has few responses at the time of writing, most people who read her remarks seem to be praising her for the way she addressed the controversy, and some noting that it is not the first time the internet has brought up someone’s past to criticism them. However, the article is relatively recent, as it was published in late 2019, and many people remain understandable upset and concerned about Goodbye Volcano High.
Personally, while I certainly am not thrilled by the content of the Kotaku article and think writing and publishing it was an abysmal choice, I firmly believe that people can grow and change. There is nuance in the situation and, to me, it is apparent that Gray meant to cause any harm. I still plan on reporting on Goodbye Volcano High, and I still look forward to its release, knowing that there are many talented individuals and consultants on the development team. But, I want to turn the question to you, the readers. Let us know your thoughts in the replies and on Twitter @HolyYuriMother:
1. What do you think of the controversy? Are you upset by the Kotaku article? Having read Gray’s apology, do you feel different and believe that she has grown since then?
2. Does the controversy at all affect your feeling about Goodbye Volcano High? Did you plan on purchasing the game next year, and does this story change your decision to buy the game?
Kate Gray’s response:
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In this thread, I'm going to be addressing the Kotaku article about Harry Potter that I wrote and was published in September 2019. I will not be posting it here, but please be aware that this thread will be addressing potentially triggering and upsetting content.
First of all, I am sorry for staying silent on the matter. There is no excuse for it, and I am so sorry for leaving you in the dark, thinking that my silence meant that I did not care.
The article, the pictures, and my uncritical opinion on it, were all grave mistakes. No excuses and no "but"s. It was poorly-thought through, careless, and ugly, and it hurt people.
I regret a lot of things about that article, but the fact that it hurt people is my biggest regret of all. From the bottom of my heart, I am sorry. I hope you can trust us with GVH, but I understand if your hurt makes that hard.
I should have known better. I try to be thoughtful and careful in my work, and this was neither of those things. I want to stand up for people, not cause them pain.
I have since stepped away from journalism, and have made sincere efforts to learn from the experience, to become the kind of person who never makes those mistakes. I am far from a perfect person, but I never wish to hurt people like that again.
For GVH, we have consultants, diverse ideas and backgrounds, and we care so much about what we make. We are all committed to representing our queer and marginalised identities in a way we want to see in games, and representing and uplifting players.
*Note: Due to the explicit nature of the Kotaku article “Animated Video Game Porn Could Be A Lot Sexier And Less Gross “ we are unable to quote directly from it or link to it. Additionally, for obvious reasons, we are not displaying the pictures that used to be included in the article.
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demifiendrsa · 5 years ago
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Kena: Bridge of Spirits - Announcement Trailer. It’ll launch for PlayStation 5, PlayStation 4, and PC via Epic Games Store in Holiday 2020.
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Overview
A story-driven action-adventure, the game seamlessly blends narrative with exploration, puzzle-solving, and fast-paced combat for a beautiful, immersive journey. Kena: Bridge of Spirits is slated to debut in time for the 2020 holiday season.
This gorgeous adventure takes players on a journey of self-discovery as Kena restores balance to an ancient village in a once-thriving environment. Players take on the role of Kena, a young Spirit Guide on a quest to uncover the mysterious story surrounding the demise of the village. Using her staff and the help of her collection of tiny companions known as the Rot, the player will disarm adversaries, unlock new skills, uncover secrets, and restore the beauty of the land.
Kena: Bridge of Spirits is the first game from Ember Lab, a small indie studio that honed its skills creating character-driven animated commercials and branded game apps for clients such as Coca-Cola, Major League Baseball, and Hisense. The studio was formed in 2009 by brothers Josh and Mike Grier with the mission to tell great stories with universal appeal. Ember Lab is a tight-knit team of 14 that seeks out and collaborates with emerging talent and developers worldwide.
Many in the game industry may know the studio for Majora’s Mask – Terrible Fate, a short fan film released in 2016 that explored the dark origin story of the Skull Kid. The short combines real-world locations and CG characters. It has been viewed more than 20 million times across YouTube and Facebook and has been praised as one of the best game-inspired fan films.
Ember Lab also released an original sci-fi/fantasy short film titled Dust. The film was named Best Film at DragonCon; Best Sci-Fi by Hollyshorts; Best VFX, Best Art Direction, Best Cinematography and Best of Fest at Filmquest; and is a Worldfest Remi Award Winner.
One of the most unique aspects of the game revolves around enhancing Kena’s abilities with the help of her Rot companions. Building a bond with the Rot leads to a deeper, more organic combat and a nuanced skill evolution. Kena: Bridge of Spirits has been designed to take advantage of the PlayStation 5 hardware performance and DualSense controller. The game features immersive haptic feedback including simulated string resistance for Kena’s Spirit Bow.
“We’ve had this game concept for some time, and we’re finally able to bring our vision to life with the support from Sony and the capabilities of the new hardware,” said Mike Grier, chief creative officer of Ember Lab. “We want Kena: Bridge of Spirits to immerse the player in a detailed, fantastical world that feels real.”
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