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#himeko guns girl z
avocado62524 · 28 days
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Portrait of Madame X (but now Himeko Murata)
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mlady-magnolia · 2 months
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“My name is Murata Himeko.”
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b1adie · 1 year
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espritradieux · 8 days
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Do you ever think about how Hoyoverse always associates fire with sacrifice?
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remivi · 2 years
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hoyotournament · 9 months
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Opinion Poll: Character Repeats
So, many characters, such as Kiana, Bronya, ect appear multiple times throughout various hoyoverse games, with little to no changes between them. Before I post the character list, do you think that these characters should be considered separate characters for each game appearance, or the same character.
These affect the following characters:
Bronya (Honkai Impact 3rd, Gun Girls Z, Honkai Star Rail)
Fu Hua (Gun Girls Z, Honkai Impact 3rd)
Himeko (Gun Girls Z, Honkai Impact 3rd, Honkai Star Rail)
Kiana (Fly Me 2 The Moon, Gun Girls Z, Zombie Gal Kawaii, Honkai Impact 3rd)
Natasha (Honkai Impact 3rd, Honkai Star Rail) (Probably??)
Raiden Mei (Honaki Impact 3rd, Gun Girls Z)
Seele (Gun Girls Z, Honkai Impact 3rd, Honkai Star Rail)
Sirin (Gun Girls Z, Honkai Impact 3rd)
A bit of my own opinion, because I like talking.
While I see both sides, I'm learning towards treating each appereance as a separate character, since it's going to be hard to draw the line. In many appearances, they have different ages, jobs, and personalities, but the same name. HI3 Bronya vs HSR Bronya comes to mind, going from teen to adult. Many Hoyoverse characters are inspired by other past Hoyoverse characters, so if we start combining some characters, we might accidentally wipe out the half the pool of contestants.
However, I do see the idea of combining them, like Fly Me 2 The Moon Kiana, from my understanding, didn't really have that big of a personality compared to HI3 Kiana, so combining them does make sense.
Anyways, what do you think?
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cloud-ya · 9 months
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I found this official art of Gun Girls Z. Consider it as a late bday gift lol
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teri and himeko huh. thank you!
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smookiekuma · 1 year
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[VERSION 10: TRADITIONAL]
Himeko holds a very very special place in my heart. She was the first character I ever got in Guns Girl Z.
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jpegurl · 2 years
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this past month i did a personal "murata may" 30 day challenge where i tried to draw a sprite of himeko daily. i'm really happy i was able to stick with it and see it through!
list:
battle storm
scarlet fusion
valkyrie triumph
kriegsmesser
blood rose
vermilion knight: eclipse
era: ZERO (ggz)
fire moth (ggz)
HIMEKO/PE herrscher of flame
college student/alien space
star rail
crossover - mia fey/ace attorney
black mamba
rouged mayumi
frisian cutlass
holy rose
summer party
new year's (ggz)
rosy passion
vernal brocade
teacher (based off stigma)
knight (based off merch)
suit (based off stigma)
café (based off merch)
final
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biseugen · 6 years
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❄💌.
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busghost · 3 years
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What exactly is GGZ? Is it canon or how does it fit into the timeline, if it does at all? Thanks for all you do btw
Guns Girl Z/ Houkai Gakuen 2, and to a certain extent its prequel/beta version Zombiegal Kawaii, is mihoyo's previous game that included roughly the same core cast as Honkai Impact. It has a radically different story and the world ends with Kiana killing everyone for one world's ending. The world ends like twice or thrice over with SO MANY sad endings.
They have nothing to do with each other now, but after the the first story ended with Kiana killing everyone it seems like hi3 was the planned sequel but then everything changed and so they aren't connected at all. Unless you believe that GGZ is another timeline on the Imaginary Tree but that doesn't matter anyway since they don't interact. This is why some of the earlier manga have a completely different design for the Hyperion for example.
The only problem that this has really created at this point is that because it seems that hi3 was supposed to be split in the timeline, they assume you know how GGZ starts. So they never actually show the start of how Kiana, Mei, and Bronya meet and make it through the Third Eruption in Nagazora. It just starts AFTER the inciting incident just before Himeko is sent into Nagazora. We don't see Mei become a Herrscher for the first time, we don't know the circumstances in which they met Bronya, we don't see the Gang meet Sakura in Nagazora after the Eruption frees her from the Black Box. We know all these things happen because they are referenced in later comics and in-game.
TL;DR Ultimately you don't need to worry about what happens in GGZ, it just leaves a weird hole in hi3
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pissmaster228 · 4 years
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BATTLESUIT RANKING
by me. only top 3. with commentary. it's gonna be long and idk how to (can you?) add read more on mobile. DISCLAIMER: this is purely personal opinion. With the [i'm bad at using her] factor included.
Anyway, here I go!
YAE SAKURA (BEST GIRL)
0. Darkbolt Jonin. A-rank. Super mobile. You don't even have to evade, just Naraka Finisher and go. Can jump to enemies a km away in 2 seconds. Pretty op. Quickly charges paralyze and restores SP. Powerful and universal leader skill. One of my fave battlesuits. (Should I evolve her to SS rank? Or is S good enough? She doesn't really unlock new skills). although she's not really Sakura.
1. Flame Sakitama. A-rank. Strong. Can ignite even bosses. Ultimate does a lot of damage, although it costs a lot.
2. Goushinnso Memento. S-rank. Has a ranged skill, unlike the others. Can freeze. Powerful against normal enemies. Mech-type blade wielder. Powerful leader skill.
3. Gyakushinn Miko. Kjöp kjöp.
MEI RAIDEN
1. APHO Mei. Parkour.
2. Valkyrie Bladestrike. A-rank. Fast atk. Has augment core. Has burst mode which continuosly consumes SP and doesn't just eat 100 and go. Good DPS.
3. Herrscher of Thunder. She's super op. The reason she is number 3 is – she's boring to use. Dun dun, flashy effects. Meh.
KIANA KASLANA
Not counting HoV bc that's Sirin. Otherwise, Herrscher of the Void is #1.
1. Valkyrie Ranger. Yes.
2. Knight Moonbeam(it's the bio-type which shoots? Right? RIGHT?) Ranged attacks, spinning which is not necessary, op ultimate.
3. Divine Prayer/White Comet. Divine Prayer is just White Comet. But edgier.
KALLEN KASLANA (GUN NUN)
1. Ritual Imayoh. Puches and kicks but it's, somehow, more fun than when Kiana does that. Good shieldbreak. Can ignite(not really)
2. Sixth Serenade. Haven't really played with her, but she's op. And being able to freeze is a win in my book. And Psy-type gunner too.
3. Sundenjäger. She misses like every second shot. And you can't avoid the spinning, either. With the way she shoots, it's super hard to gather enough SP to activate her burst. But her burst is stronk, ngl.
BRONYA ZAYCHIK (armor bunny lmao)
1. Dimension Breaker. S-rank. Can defend with shield. Laser, shoot.
2. Wolf's Dawn. Gives a shield for the whole team. Uses Project Bunny to fight, thus doesn't have to constantly move, evading enemy attacks. A-rank. Cheap Ultimate.
3. Herrscher of Reason. I don't have her. Skills are pretty intuitive. Pretty easy to use. F r e e z e. Long ultimate cg. Melee fighter.
SEELE VOLLEREI
1. Stygian Nymph. The switching between forms is super cool and fun. Many skills. S-rank, so she's hard to get, sadly.
2. Swallowtail Phantasm. She's good for switching in, performing QTE, swinging scythe a bit, and leaving. So that makes her support. Alone she's meh.
RITA ROSSWEISSE
1. Phantom Iron. Paralyze, buff elemental for the team, summons robo dog to fight. A-rank.
2. Argent Knight: Artemis. Freeze. Skills are a bit confusing. A bit? No, a lot.
3. Fallen Rosemary. S-rank. Powerful leader skill. Boring. Has so many different skill inputs she could rival Fu Hua.
BIANCA "DURANDAL" ATAEGINA
1. Valkyrie Gloria. Flames, quick spinning and all. One of my favorite valks too. Easy to use, easy to get.
2. Bright Knight: Excelsis. Mech lady which is confusing. Doesn't move fast enough for my taste.
THERESA APOCALYPSE
I don't know. Should I include Starlit Astrologos and Luna Kindred? I won't this time
1. Valkyrie Pledge.
2. Violet Executer.
3. Sakuno Rondo. Game tries to convince me she's good, idk. Never seen her in action. Also isn't she technically Sakura?
FU HUA (50000 YEAR OLD GODDESS)
1. Night Squire.
2. Phoenix.
3. Shadow Knight.
HIMEKO
1. Arctic Kriegsmesser.
2. Vermillion Knight: Eclipse.
3. Battle Storm.
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avoutput · 6 years
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Gaming And Film: The Tomb Raider Example
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A golden opportunity has arisen. I get to make another example of the star crossed genres, Film and Video Games. Two narrative forces bound by their visual narratives, but separated by a single major mechanic: Control. But a new challenger has arrived, or rather a returning challenger, another gaming legend. Tomb Raider. The gods have deigned Square Enix another chance at the big screen after their massive flop at the box office over 20 years ago with their own classic title, Final Fantasy. Gaming has made its way back to the big screen with Tomb Raider “parenthesis 2018 film” starring the legend herself, Lara Croft. Well, it stars a real actress, Alicia Vikander, but you know what I mean. Gaming has its own stars. Previously, this role had been played twice before by Angelina Jolie in Lara Croft: Tomb Raider (2001) and Lara Croft Tomb Raider: The Cradle of Life (2003). This gave me a very unique opportunity to take a jump back in time to gaming’s initial foray into the world of the Third Dimension (3D), its replication of cinematic narrative structure, and all of the freedom that comes with giving the player the ability walk around in that space, instead of just watching. It was during this 3D polygon era that cinema took a fundamentally flawed stance to the translation from game to film; they tried to duplicate as much of the minor details as possible in effort to reanimate and profit from a movie going audience. In doing so, they sacrificed the heart of good cinema trying to capture the flavor of the game, hoping that the only thing fans would need is a the skeletal carcass of their favorite game.
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By the time that first installment of  Lara Croft: Tomb Raider (2001) had hit the screens, there had been 4 full games released, none of which would ultimately become the story of the film. They surmised that simply making a film that imitated its main attraction, a (British) woman who raids tombs for treasure, would suffice. And in a way, this might be the most correct course of action. There had already been series of similar action films to take from, including Indiana Jones, James Bond, Mission Impossible, and Jackie Chan’s Armor of the Gods. With the games already pulling inspiration from these existing films, intentionally or not, it doesn’t seem that unreasonable to think that a film version of Tomb Raider would succeed at the box office.  All they needed was to eject the male as the lead and pop some abnormally large breasts on an otherwise perfectly attractive female figure. But then the real question becomes, why make this film based on a video game character at all? Obviously brand recognition and the all mighty dollar, both domestic and international, but wouldn’t they need more to really entice both the fans and the uninitiated alike? And this exposes an issue with the Hollywood mindset that, while I have come to understand, I can’t abide or come to terms with. Forsaking the heart of intelligible film making in favor of a return on investment. When art and capitalism mix in which the art comes second, the audience usually loses, and the house of Hollywood usually wins or breaks even. Because for the audience, what’s on the line is a chance to make a good video game into a great movie, and if that movie flops, then investors look at not just the game franchise, but all gaming films as a risky or unworthy investment. Stranger still however, is what ended up happening with Tomb Raider. It returned big on its initial run, almost certainly powered by Jolie’s star power. But when you make a cheap, flimsy version of  a game into film, and it works, it becomes the model that all video game films run on. We end up being served a deformed representation of something that, in my opinion, never stood a chance of becoming anything more than a cash grab. (See: Resident Evil (2002) starring Milla Jovovich)
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At no point does Lara Croft: Tomb Raider (2001) or its sequel try to become more than a cheap representation of its source material sewn together using existing action-adventure movie tropes. The original games themselves offer little more than an exploratory cave diving, gun slinging shell for people to play in. Games (at the time) were not as harshly criticized for taking huge leaps in story, tone, or realism, but the films never really took that risk. In the game, Lara shoots at bats, bears, and wolves while cave diving. Yet, both Lara Croft: Tomb Raider (2001) and The Cradle of Life (2003) look indistinguishably bland compared to other films of their era like LOTR: Fellowship of the Ring, Swordfish, Training Day, Jurassic Park III, Pirates of the Caribbean, Kill Bill, The Matrix Reloaded, and many more. Granted these budgets are a bit more inflated, even their smaller moments are better than Jolie’s biggest. In fact, some of the stunts seem to come right out of the Mission: Impossible series. Taking a game thats little more than an empty, fun action platformer and trying to build an entire film franchise around it without adding some spark of originality or building any sense of a larger world for its characters will ultimately lead to a lackluster, forgotten film. Anybody watching these movies today are only returning because they might be a fan of the franchise, which might be the only win under the belt these films, but it’s another loss for gaming, gamers, and film.
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Moving into the next generation of consoles and computers, as games become more modern, they began to more deftly integrate cinematic techniques. Game creators can control the world, the camera, and the characters with complete freedom, unlike film which has to worry about pesky things like props, actors, and reality. In 2013, Tomb Raider was re-imagined by Crystal Dynamics and published by Square Enix. They created a more sleek and vibrant world that embraced a mixture of realism and paranormal. Lara was modernized, made a bit more youthful, and her skillset was more refined and deadly. She went from a caricature to a character and her adventure matured into something a bit more robust. Coupled with expert pacing, the new Lara Croft moves through her deadly environment and faces foes head-on in the same vein as Indiana Jones. Only she is a bit more willing to pull the trigger or sling an arrow. I don’t want to continuously gush about this game, so to summarize, I will just say this game was by far one of my favorite action games in this last generation. This reinvisioned version would become the basis for the recently released Tomb Raider (2018), and I was excited to see what kind of adaptation would spring forth. After the many, many Hollywood failures, had gaming finally caught up so completely to cinema, possibly even overtaken it, that it could allow for an easy transition from game to film?
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As much as I don’t want to spend the entirety of this review discussing the differences between the film and the exact game it was based on, that is technically the point of this article. Still, I’ll spare you a lengthy diatribe and stick to the key differences between Jolie and Vikander’s Lara Croft. In this version, the realistically re-imagined Lara Croft is crafty with a bow instead of guns, inexperienced instead of an expert, and hasn’t attended any higher learning in pursuit of abandoning her heritage to find her own way. These also happen to be departures from the Crystal Dynamics’ Lara Croft as well. However, I found that these character changes spoke the language of cinema better, making for a more relatable character, especially for late millennials and gen Z at which this version is aimed.
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Tomb Raider (2018) stars the new Lara Croft (Alicia Vikander) as she takes on the challenge of living life as a broke young woman in the big city. But, a twist, the young lady is broke by choice, turning down the opportunity to take up her family name and with it , the family business. Angry that her father, Lord Richard Croft (Dominic West), never returned from a business trip and is considered dead, she mounts a personal battle against her heritage. Through a series of turns, she finds a final message from her father in a secret bunker outside her family estate, warning her to burn all of his research just in case some bad guys come looking for it. Instead, of course, she sets out to find the last place he was said to have visited, enlisting the son of the man, Lu Ren (Daniel Wu), whose boat was to have taken her father to his final resting place. At this point the film finally takes a similar shape to the game, introducing Mathis Vogal (Walton Goggins) as the leader of digging team sent to find the treasure of Lady Himeko’s tomb. Vogal has been employing as slaves shipwrecks and treasure hunters who have come to the island in search of such a treasure.
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At this point, I would like to praise this film for actually making a decent adaptation of the game. The actors are great, the story is pretty tight, and they do a pretty good job keying you into just how far Lara will have push herself to get what she wants. Unlike Jolie, who was characterized as a fearless expert, Vikander is an inexperienced young girl who struggles at almost every turn. Throughout the film, she misses, she loses, and she takes hits, which is similar to the game, except when you lose the game, it had some pretty incredible death scenes. But in a way, I personally liked her Crystal Dynamics video game persona better. She was both experienced and still struggled. She used her wit and cunning to elude her captors. In the 2018 film, Lara spends most of the runtime falling into situations and just kind of winging it, but not with tools or weapons found in the game, mostly just through luck. My only other criticism is a bit of a spoiler if you have played the game and not seen the movie or have seen the movie but not played the game. But here it is. The film rejects the concept of the supernatural, which is one of the biggest reasons I wanted to see the film after having played the game. The game continuously hints at the supernatural, but only towards the end do we actually see it in action, which totally caught me off guard. I half expected some ancient local tribe would be behind some form of sabotage from the shadows, like in an episode of Scooby Doo. But how does this stack up as a video game film? Can we build a new legacy from here?
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Well, unlike the Jolie era, video games and film are not so different anymore. In fact, film often doesn’t have the runtime to contain an entire video game plot into a single movie. The golden age of television would be a better place for your favorite game stories. Japanese anime has been doing this for years with shows like Star Ocean EX and Persona 4 The Animation. In a very short time, film has been surpassed as an entertainment medium in size, scope, and runtime/playtime. But the one thing that you can feel has really changed in Hollywood is that they no longer underestimate the need for authenticity in the transition. Gaming films are getting better because gaming has become better. The stories they tell are taken more seriously, and triple-A titles have bigger budgets than some triple-A films. Gaming companies could be looking to invest in adaptations to film, seeing them as an extended product to their own. With that dollar power and some guaranteed butts in seats, we should be able to expect better films. I would like to imagine if both Godzilla and King Kong can be re-imagined into great films that also get to share the same universe as a plethora of tokusatsu monsters that gaming can get of its ass and produce some better films. Still, it was only 2 years ago that Resident Evil: The Final Chapter (2016) was released, ending a series of terrible video game films that did nothing to elevate games as critically good films. Assassin's Creed (2016) also didn’t help.
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The thing is, we don’t need video games adapted into film. Gaming has its own thing going on, and when it’s done right, it does it all bigger and better. But, if we are going to continue to see them pushed into film, let’s at least get a few things straight. First, there is a balance between authentic and creative. Take care to have a vision for the film beyond simply taking a bird’s eye view of the game and applying that visual to the film. The old Tomb Raider was built on the back of action genre films we had already seen and for the most part lacked any sense of creativity. It was authentic to its source from afar, but up close it offered nothing for fans beyond a push-up bra and two guns. Second, be aware of the scope of the game’s world. More and more games are open world, meaning that the world is going to be as much a character in its own right, so don’t forget that it exists. Even older games can have a vibrant world. A good example is Castlevania, which saw an amazing mini-series produced by Netflix. The story was small, but it never betrays the world in which it takes place. Now more than ever, the lines between gaming and cinema have all but been erased, so narratively, you can take a much more direct approach to the translation. Feel free to rewrite the story as long as it doesn’t forsake the game’s characteristics. Games are no longer manufactured for control alone, they have well thought out characters, themes, and motifs, all with a joined motive. If Lara Croft has taught us anything, take calculated leaps, not blind jumps into the abyss.
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hoyotournament · 7 months
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Prelims, Round 2: Murata Himeko (HI3) vs Murata Himeko (GGZ)
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smookiekuma · 2 years
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[VERSION 7: TRADITIONAL]
I played Guns Girls Z when Himeko was still a new character.
Fell in love with Raiden and Palefox hard. Still my favorite bosses until now. I would draw an endless amount of fanart for these 2 specifically.
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