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#from a studio known for narrative games and praised for narrative games
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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 · 9 months
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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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techtow · 5 months
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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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"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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fmp24np · 1 month
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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 · 1 month
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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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thundermains · 2 years
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Wallpaper batman arkham asylum
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#WALLPAPER BATMAN ARKHAM ASYLUM SERIES#
1.2.1 Batman: Arkham City Lockdown (2011).1.1.5 Suicide Squad: Kill the Justice League (2023).The games have collectively sold more than 30 million copies worldwide.
#WALLPAPER BATMAN ARKHAM ASYLUM SERIES#
The main games in the Batman Arkham series have been met with positive commercial success and widespread critical acclaim, with praise for their narratives, voice acting, world design, graphics, and gameplay. Additional voice actors who reprised their characters from the DCAU include Arleen Sorkin as Harley Quinn in Batman: Arkham Asylum and Robert Costanzo and CCH Pounder as Harvey Bullock and Amanda Waller in Batman: Arkham Origins, respectively. Conroy and Hamill returned to voice their characters in the fourth main installment of the series, Batman: Arkham Knight. The first two games in the series, Batman: Arkham Asylum and Batman: Arkham City, were written by veteran Batman writer Paul Dini and featured voice actors Kevin Conroy and Mark Hamill reprising their roles as Batman and the Joker, respectively, from the DC Animated Universe (DCAU). in spring 2007 and approached Rocksteady. The continuity established by the games is often referred to as the Arkhamverse, and is part of the larger DC Multiverse.Įidos had obtained the rights to make a Batman game from Warner Bros. The franchise consists of four main installments and an upcoming spin-off, along with four smaller titles for mobile devices, a virtual reality game, and tie-in comic books and an animated film. Batman: Arkham (also known simply as Arkham) is a series of action-adventure video games based on the DC Comics character Batman, developed by Rocksteady Studios and WB Games Montréal, and published originally by Eidos Interactive and Warner Bros.
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unit-zero-two · 3 years
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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 · 3 years
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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 · 4 years
Text
'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 · 4 years
Video
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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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ionicspacemarmot · 4 years
Text
Modern Visual Effects and the Ethics of Digitally Revived Actors
Since its earliest days, illusions have been a staple of cinema. Filmmakers like Georges Méliès sought to use the medium to achieve visual spectacles which could never be accomplished in a live setting like theatre.
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Over the past century, special effects have advanced to an unprecedented extent. We now live in a world in which just about anything that can be visualized can be translated to the screen, whether through practical or digital means.
When CGI, or Computer Generated Imagery, was first introduced to mainstream cinema, one of the main goals of VFX artists was to perfect photorealistic human beings. In this industry, one of the most difficult tasks is to create a human being detailed enough to fool the audience into believing it's really there. This is an art which only recently has even come close to being achieved.
Why So Complicated?
When a CGI character is present in a film, it's very rarely seamlessly integrated. Many would argue that it still has yet to be perfected. This is generally not for lack of effort or talent on the part of the artists, but rather the fact that human beings have evolved over many years to identify other humans based on the smallest details and microexpressions. We, as a species, are incredibly good at picking up on the slightest inconsistencies. When a character teeters too precariously on the line between realistic and unconvincing, it runs the risk of falling into what is known as the "uncanny valley."
What is the Uncanny Valley?
The uncanny valley refers to our empathetic response to humanoid creations who look real, but not quite real enough to be completely convincing, thus eliciting a discomforting emotional response from the audience. As explained before, we are extraordinarily good at identifying when something doesn't look or behave as it would in real life, as we experience real world textures, lighting, and physics every single day.
This discrepancy is especially true when it comes to identifying flaws in other human creations. The animal part of our brains immediately recognize that what they're looking at resembles another human being, but those slight imperfections trigger something inherently off-putting. (1)
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This is why 3D animated films opt for more exaggerated, cartoony character designs. Mr. Incredible does not look like a real person. Homer Simpson is not designed to look as though he exists in the real world. Our brains have a much easier time registering these designs because they are not designed to imitate reality and fool us.
A Very Brief History
In recent years, technology and techniques have evolved within the VFX industry to the point where convincing photorealistic characters are quite possible. This has been the goal of many artists since the introduction of CGI, meaning there is a great deal of research and development behind it.
While Disney is known today, for better or worse, for their recent advancements in 3D human animation, this is something that has been attempted many times over the past twenty or so years, with varying degrees of success.
Even at the time, this movie was criticized for its creepy, imperfect character models who fell deep into the uncanny valley. That being said, this film was still an immense technical achievement unlike anything that had come before, and paved the way for the truly groundbreaking effects of Peter Jackson's The Lord of the Rings: The Two Towers, released the following year in 2002.
One of the earliest experiments in 3D human animation was the 2001 Japanese-American film, Final Fantasy: The Spirits Within, directed by Hironobu Sakaguchi. This was the first fully motion-captured mainstream film, as well as the first film to utilize "photorealistic" human characters.
The Beginning of De-Aging
The Two Towers introduced audiences to Gollum, a fully computer-animated character who is still praised today for his realism. This film took the technology introduced in Final Fantasy far beyond its limits, taking Andy Serkis's motion-captured performance and taking the time to ensure his character was composited as seamlessly as possible into the live action world of the film.
A wide variety of films followed, all trying to perfect the art of CGI human beings. While some of these projects were well-executed and have aged quite well, such as (some of) the Matrix sequels. Most, however, failed to properly bridge the uncanny valley, notoriously films such as The Polar Express and The Scorpion King.
In 2006, Bryan Singer's X-Men: The Last Stand, introduced a new frontier to this evolving art: Digital de-aging. In this film, a flashback sequence shows off actors Patrick Stewart and Ian McKellen, both digitally altered to resemble younger versions of themselves.
Today, of course, the charge in the effort to perfect 3D human animation is led by none other than Disney. Specifically, Marvel Studios.
The Reign of Disney
While a bit jarring by today's standards, this was extremely new and impressive technology for 2006. It was also a technique that would once again be taken on by a number of other filmmakers in subsequent films such as The Curious Case of Benjamin Button (2008) and Tron: Legacy (2010).
Tron was Disney's first real foray into the world of digital de-aging technology. While once again, the de-aged Kurt Russell featured in the film is quite unsettling to look at, it paved the way for 2015's Ant-Man. This film opens with a flashback in which actors Michael Douglas and Martin Donovan have been de-aged approximately twenty-five years.
2016 would also see an unprecedented use of this evolving technology upon the release of Gareth Edwards' Rogue One: A Star Wars Story.
Using a miraculously found, highly detailed lifecast of the actors face from the 1984 film Top Secret, the artists at ILM were able to produce an accurate 3D sculpt of the actor's face and composite it onto the motion-tracked performance of Guy Henry. (2)
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This effect was remarkably successful and the film continues to be praised for its use of the technology. This technology would again be applied the following year, in Captain America: Civil War, which features a rather convincingly de-aged Robert Downey Jr.
While imperfect, CGI Tarkin was a groundbreaking achievement in terms of technological innovation. However, it did raise a number of ethical discussions. In particular, is it ethical to use this technology to revive deceased actors? And by extension, do actors have a legal right to their physical likeness?
Star Wars Changes the Game
A major element kept secret in the marketing for the film was the prominent role of the character Grand Moff Tarkin, a major character from the original Star Wars in 1977. The immediate issue here is that the actor who originally portrayed the character, Peter Cushing, passed away in 1994.
Ethical Dilemmas
For this film, the immensely talented artists at Industrial Light and Magic were tasked not with de-aging a character, but with bringing a deceased actor back from the dead. This daunting project was achieved by casting a stand-in actor, Guy Henry, who could not only imitate Cushing's voice, but also looked a bit like him.
While Lucasfilm did receive permission from Peter Cushing's estate to use his likeness, this is something they theoretically did not have to do. Legally, it can be quite tricky to protect one's physical likeness. That being said, because they were granted permission by the estate, the studio was not heavily criticized. However, it certainly opened up an interesting ethical discussion. (3)
Again, it begs the question: is this the beginning of a trend? Disney is far from the only studio to attempt something like this. Usually when a deceased actor is revived for a role through special effects, it's for a specific reason. For example, Brandon Lee and Oliver Reed both passed during production of The Crow and Gladiator, respectively. Special effects were used to finish a project they were already heavily involved in. A character like Tarkin is different. (5)
Soon after Rogue One was released, Carrie Fisher tragically passed away before she could film her scenes as Princess Leia Organa in the ninth installment of the main Star Wars saga. Disney released a statement soon after claiming they would not use CGI to recreate her likeness for Episode IX.
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As it came to pass, the film ended up utilizing unused footage of Fisher from 2015's The Force Awakens. Writers JJ Abrams and Chris Terrio attempted to write scenes around her pre-existing dialogue to try and fit her into the overarching narrative. Whether or not this worked in the film's favor is besides the point. From a technical standpoint, it's undoubtedly impressive and a testament to how far VFX has come. (4)
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One again, however, many questioned the implications of such a practice. Like Peter Cushing's return as Tarkin, Fisher's role in The Rise of Skywalker did not face much scrutiny due to the fact that once again, the production was given the family's blessing to use her likeness in this way. Her daughter, Billie Lourd, actually plays a significant role in the film and shares scenes with her mother's character.
While exciting for hardcore Star Wars fans like myself to see, Tarkin was a character that could have been absent from Rogue One, or at least kept more to the sidelines. However, Edwards chose to make the character a prominent player for the duration of the film, showing him off in great detail quite often. They have essentially used special effects to synthesize an entirely new performance from an actor who has been dead for more than twenty years.
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So again, could this be the start of a trend in cinema? Will we see the return of great actors who are no longer with us? Is that a bad thing? Who gets credited and paid? This is entirely new territory that comes with our rapidly growing technological advancements in the film industry. It seems that this is a phenomenon that will continue for the time being. The question remains as to whether or not legal and ethical attitudes change as a result of this ever-evolving medium.
Notes:
Bill Desowitz. "Advanced De-Aging VFX Are Crucial to The Irishman, Gemini Man, and Captain Marvel," Indiewire, October 1, 2019, accessed April 26, 2020.
(2)Bill Desowitz. "Rogue One: How ILM Created CGI Grand Moff Tarkin and Princess Leia," Indiewire, January 9, 2017, accessed May 2, 2020.
Brian Welk. "How Samuel L Jackson’s De-Aging on ‘Captain Marvel’ Cut Shooting Time in Half," The Wrap, March 18, 2019, accessed April 26, 2020.
Carolyn Giardina. "Will Smith, Robert DeNiro and the Rise of the All-Digital Actor," The Hollywood Reporter, August 10, 2019, accessed April 20, 2020.
David Ehrlich. "James Dean Is Just the Beginning: Critics Debate the Future of CGI Acting," Indiewire, November 11, 2019, accessed April 26, 2020.
Erin Winick. "Actors are Digitally Preserving Themselves to Continue Their Careers Beyond the Grave," MIT Technology Review, October 16, 2018, accessed April 20, 2020.
Laura M. Holson. "A C.G.I. James Dean? Some in Hollywood See ‘an Awful Precedent’," New York Times, November 7, 2019, accessed April 20, 2020.
Leon Miller. "14 Actors Resurrected With Crazy CGI (And 6 That Can Never Be)," Screenrant, August 9, 2018, accessed April 26, 2020.
Luke Kemp. "In the age of deepfakes, could virtual actors put humans out of business?" The Guardian, July 8, 2019, accessed April 26, 2020.
(4)Jordan Zakarin. "It Took More CGI Than You Think to Bring Carrie Fisher Into The Rise of Skywalker," Syfy, January 7, 2020.
(3,5)Joseph Waltz. "Rogue One: the CGI resurrection of Peter Cushing is thrilling – but is it right?," The Guardian, December 16, 2016, accessed April 26, 2020.
(1)"VFX Artists React to Resurrected Actors Bad and Great CGI," YouTube video, 13:20, "Corridor Crew," June 1, 2019. https://youtu.be/2ZKPnuUFwOk
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satoshi-mochida · 4 years
Link
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Ember Lab has announced Kena: Bridge of Spirits for PlayStation 5.
Here is an overview of the game, via Ember Lab:
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.”
And here are some more details, via the PlayStation Blog:
It’s hard to describe the excitement and pride we felt for our entire team as the trailer of our first game, Kena: Bridge of the Spirits, was revealed during The Future of Gaming PS5 digital event. My brother Mike and I founded the studio with the goal of creating immersive content through compelling characters and cinematic worlds, and the reveal of Kena: Bridge of the Spirits is the culmination of that vision.
Ember Lab is a small team with a background in film and animation. Before transitioning into game development, we were a boutique studio specializing in character development for animated commercials.
As young kids, we moved around a lot, following our dad on various expat assignments. Games centered us and allowed us to feel at home no matter where we were. Our love of games pushed us to create the fan film Majora’s Mask – Terrible Fate. Creating Kena: Bridge of the Spirits was the natural next step for us.
Kena: Bridge of the Spirits is a story-driven action adventure set in a charming world rich with exploration and fast-paced combat. Players find and grow a team of tiny spirit companions called the Rot, enhancing their abilities and creating new ways to manipulate the environment. Working with the support of Sony and the next-generation features of the PS5 gave us the opportunity to expand the immersive experience we envisioned and enhance the game’s unique play mechanics.
We are proud to have maintained an indie spirit and singular vision while working with a global team of artists and developers to bring the game to life.
Kena: Bridge of the Spirits is truly a passion project born from our pursuit of creative storytelling, and we hope audiences around the world will love it as much as we do. We’re looking forward to sharing more about the project soon.
Watch the announcement trailer below. View the first screenshots at the gallery.
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planethellgaming · 4 years
Text
Planet Hell Gaming
I am Mohd Firoz, and I am a Youtuber. (Planet Hell Gaming) My PUBG ID: (PLANETHELL)
My Youtube Channel: https://www.youtube.com/c/PlanetHellGaming/ (PLANETHELL) With PUBG MOBILE Open Legendary Conquest Skin
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(PLANETHELL) With PUBG MOBILE Open Naughty Kitty Parachute Skin
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The will be nice competition between this to game community as both the game are ruling the gaming trade as we speak.However PUBG developer took a huge step by releasing it on Andriod Platform But their hardwork paid off provide them a high success. As wee speak PUBG is second most grossing Game on playstore However the epic game all Release their iso version cause the fornite to urge their stepping stone in mobile gaming industry that lead into hugh success but in step with rumours the are soon unharness on androids and fornite fan are thrilled by it However Can it be straightforward to play and free thats the important issue that can show us the winner in the android gaming market. When it involves Phone gaming, you should strive to avoid following the gang.
Season 12 ACE Reached Tier
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Season 12 Crown Reached Tier
For some time currently, Epic Games's battle royale effort has been a bigger beast than PlayerUnknown's Battlegrounds, winning the fight when it involves the Fortnite vs PUBG player count. Fortnite's player numbers amount to a minimum of 40 million players a month and over unlimited concurrent users. Meanwhile, PUBG's sales numbers have struggled to stay up since January 2018.
(PLANETHELL) With PUBG MOBILE Open Helmet Skin
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You shouldn't let player count have an effect on your decision of that battle royale game to play, however. You'll have a great expertise with either and should don't have any hassle finding plenty of rivals to mercilessly murder. Whilst the mechanics of each Fortnite and PUBG are similar, their maps are surprisingly different. This is most evident in their map size: PUBG's Erangel and Miramar maps are 8x8km, whereas the one Fortnite map is a lot of smaller. At 4x4km, PUBG's Sanhok map is the exception: this PUBG new map is even smaller than Fortnite's killing zone.
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Arguably this suggests PUBG players have to rely a lot of on luck to win on its bigger maps: if the safe zone's location is not kind, they can need to search out a vehicle to prevent a mad sprint to safety. The Fortnite map, on the opposite hand, does not feature vehicles; its smaller size makes it much easier to traverse quickly and safely.  Although, while it will help if the lobbies of the most effective multiplayer games like Fortnite and PUBG are populated, these games are thus big you will invariably get a game.
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Erangel, on the opposite hand, permits for high risk/reward ways as it has a couple of outer islands that are additional doubtless to carry high-level loot. Sosnovka Island is the most important and is dominated by its military base. Parachuting here is a risky strategy: you may have a better chance of finding sensible gear, but if the circle shrinks towards an overseas location then you'll have lots of water and land to cross. Today some of the industries are paying or recruiting people for simply testing new games and review them.
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Overall, the Fortnite map is abundant denser and you'll only die to the circle if you're really unlucky or it slow management isn't up to snuff. However, whereas additional open space in Erangel would possibly make it tougher for players to cover, you'll only go prone in PUBG. Even the most effective Fortnite skins and cosmetics guarantee you stand out. God of War is an action-journey video game that was developed by Santa Monica Studio and published by Sony Interactive Entertainment. This game is well-known for its graphics and animation and has several fanbase and growing every day. God of War received universal acclaim from critics and was praised for its graphics, narrative, world design, direction, character, and combat system. This game has it's own fanbase and viewers.
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Are you lazy person but prefer to play games, let me tell you that maybe you have bright future for yourself. Today during this world of technology there is 2 technology which has almost lined this whole world i.e. computer and internet technology and with the convergence of those 2 technology gaming world has grown to its best level. If you like to fancy a number of the games with good machines on your facet that is a good plan. Let me talk here regarding a number of the games that are on top of charts:-
I am Mohd Firoz, and I am a Youtuber. (Planet Hell Gaming) My PUBG ID: (PLANETHELL)
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smokeybrand · 4 years
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Smokey brand Movie Reviews: I Can Be Your Lifeguard
I was perusing the Youtubes and I came across sort of a recommendation for a film. This thing got kind of a resounding, compelling, review on this particular channel that i follow so i did a bit of research about it all. It turns out, that there overall critical consensus for this thing is relatively poor. This piqued my interest because, on Netflix where it’s being streamed, it’s actually pretty popular. That weirs contradiction kind of chaffed at my exceptionally Virgo nature so i decided to check out The Night Clerk for myself.
The Good
The directions is pretty okay. I can’t the visual aspect of the storytelling wasn’t on point but Michael Cristofer is known to capture great shots. He gets strong performances out of the actors attached to his films and that is easily the most prominent aspect of his work.
The music is actually really good for what we have. It’s hard to actually praise the choices made, though, because, while they accentuate and enhance the scenes perfectly, the film overall is kind of mundane. It’s like praising the shine of a gen even though it’s covered in sh*t. All credit to Erik Hall, though. He did his job very well.
This cast is outstanding and completely wasted. Helen Hunt, John Leguizamo, and Ana De Armas. How do you squander talent like that? How do you not give these exceptional actors, material and time to really return a brilliant performance to you?
Seeing Helen Hunt back in film has been rather delightful. She disappeared there for a while after conquering that Hollywood mountain. I read somewhere Hunt wanted to get away from the life for a bit, ground herself back to reality. I’m glad she did because, since her return, she’s been pretty dope. Her character, Ethel Bromley, is the lead’s mother and she kills it. Hunt is easily the best thing about this film after the music and it;s a crying shame she wasn’t given more to do.
John Leguizamo plays the Detective Espada. Motherf*cker doesn’t even have a first name. That should tell you the quality you’re in for. Anyway, he does a pretty great job in the role, even if he’s just playing himself. It’s one of his stronger performances, one that could give Hunt a run for her money in the vacuum of this film, but I'd be lying if I said he didn’t fall short, overall.
Ana De Armas turns in a surprisingly adept performance as the principal heroine, Andrea Rivera. I’ve been keeping an eye on miss Armas since i saw her in Blade Runner 2049 and have even constantly surprised by her choice in role and range as an actor. Ana a very real talent and you can see she has a true passion for the work. Even with the limitations of this film, she still turns in a nuanced, emotional, and compelling, showing.
There is a great potential in the overall story trying to be told. I can see, in between the lines, that there is a properly compelling narrative there and that was comforting to infer. It’s a little mundane and a whole lot of cliche, but it’s a quaint tale worth telling.
The Bad
The worst thing about this movie is it’s lead, Tye Sheridan. This dude is bad at his job. I don’t think I've ever seen him actually decently act in anything he’s been in. I liked him in Ready Player One but that’s kind of a stretch because most of that movie took place in a video game with an avatar that looked nothing like him. As expressive and emotive Percival was in that, that’s how muted and reserved Bart Bromley is in this. Now, Bromley has the Asperger's You expect a bit of that uncanny valley interaction but Sheridan can’t be that nuanced. This feels clumsy, too heavy handed, like Cuba Gooding Jr. in Radio. Sheridan does fine when he can blend into a cast or ensemble but up front like this? Anchoring what i imagine should have been a tense mystery drama? Nah. dude is just weird and uncomfortable to watch.
While on the subject of the Bromley character, this portrayal feels a little disingenuous. I don’t know a great deal about the Asperger's, personally, but i have a pretty acute academic understanding about the condition and have interacted with several individuals over the course of my life and this portrayal rings false. I know that there I are different degrees, my best friend was a little autistic, but this feels too Hollywood to be real. This portrayal feels like what i think, a movie studio thinks, someone with high function Asperger's acts like and that’s the most bogus feeling, ever.
I was able to pick apart the plot within the first twenty minutes. When everything goes down at the beginning of the film, i knew exactly how it would end. It made the last half hour incredibly difficult to get though because you’re not braced for the resolution, you’re held hostage by the pacing. The mystery is effectively blown within minutes and you just kind of root for this thing to eventually limp across that finish line.
After subtracting credits, this thing is less than an hour and a half long, definitely a disservice. The Night Clerk needs at least two hours to flesh everything out properly. There was nowhere near enough to to take this admittedly compelling narrative and do it justice. Every thing feels so rushed, so superficial, it damages the movie beyond repair.
None of the better actors get room to breathe, time to work, so you never feel like this flick is real. You’re never endeared to anyone or feel the tension or identify with their plight. Hunt is probably the closest you come to feeling anything for any of these characters, but it’s hard not to identify with the universal emotion of motherly love. That one is easy. What’s not easy is trying to make an audience sympathize with an emotionless lead, even if he is an Aspie. It can be done. I've seen it done. I’ve seen it done much better than what we got in this thing. Never in the short amount of time allotted to this film, though.
The Verdict
The Night Clerk is a quandary. I can’t say I disliked it but I know that I really didn’t enjoy watching it. The ingredients for a pretty exceptional film are all here; Great cast, enthralling script, seasoned director, exciting plot, and a decent enough mystery. The thing is, none of that matters with such poor execution. I don’t know if it was budgetary issues or executive meddling or whatever, but this thing definitely needed more time to develop it’s plot. It definitely needed more time to build this narrative. It definitely needed a another revision to the script at least, a much better lead, and substantially more tension. It hurts to say that because, with all of the components on display, this narrative could have been something very special. Instead, it’s kind of a jumbled mess of missed opportunity. The Night Clerk feels unfinished. It feels like the story that Cristofer wanted to tell, was neutered and butchered. If you have Netflix, you can check it out if you’re curious but a pass on this one won’t hurt in the long run. You’re not missing much.
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