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#necrovision
wjbs-aus · 3 months
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A very silly thing I made for a Discord I'm in.
The premise it that it's a shared-universe theory I have based on some similarities between Realms of the Haunting, Powerslave/Exhumed/Powerslave: Exhumed, Killing Time, Blood (1997) and Necrovision. And also ROTT I guess, which isn't related but I personally think El Oscuro would fit very well into the universe.
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devileaterjaek · 1 year
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onlyhurtforaminute · 2 years
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DARKENED NOCTURN SLAUGHTERCULT-IN THE HUE OF NIGHT
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appealingtonobody · 11 months
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wjbs-bonkle-au · 3 months
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And now, a list of videogame weapons that I personally believe the Vortixx would have made Matoran Universe equivalents of.
Warning: long.
The Saints Row IV knifethrower (basically a slow-firing minigun that fires knives).
The Gutterball from Brigador (a mortar that fires what are essentially bowling ball-sized spheres made of solid metal).
The Smartgun from Hard Reset (shoots homing energy-spheres that travel through walls, objects and even living things until they hit their target).
The Napalm Launcher from Postal 2 (specifically the alt-fire; shoots a bouncing canister that pours a flaming liquid everywhere).
The Synchronicity Gauntlet and/or Solar/Lunar Armlet from Zeno Clash 2 (allows the user to link two enemies together to damage them at the same time, and harness the power of the sun or moon into a beam for combat and puzzle-solving purposes, respectively).
The Cannon from Serious Sam (shoots gigantic cannonballs that plow through opponents, and can be charged for more distance and power).
The Laser Welder from Viscera Cleanup Detail (shoots a big laser, which becomes a dangerous heat-beam if fired for too long).
The Temblor from Brigador (an "acoustic laser" that vapourises rock by vibrating it intensely, with the effects you'd expect if used on a human).
Literally any of the projectile weapons from Rise Of The Triad (mostly increasingly-silly rocket launchers, as well as a magic baseball bat and a wizard staff).
The Penetrator from F.E.A.R (combat-issue nailgun).
The Penetrator from Saints Row: The Third (though probably only after going to Spherus Magna 😉)
Every single potential weapon and stat combo from Nightmare Reaper (which almost certainly includes overlap with at least one of the things on this list).
The lasers from Insaniquarium (they appear to only work on those the user designates as an enemy).
Every "weapon" (by which I mean tactical tailoring tool) from Fashion Police Squad.
The Radar Range from Bioshock Infinite's DLC (a handheld microwave that can be used as a radiation gun).
The hacking gun from Bioshock 2 (allows the user to remotely hack things using darts).
The GEP Gun from Deus Ex (very big rocket-launcher).
The Unmaykr from Doom Eternal (an inorganic laser that fires three beam).
The Unmaker from Doom 64 (a semi-organic laser that can be upgraded to fire more beams).
The GLOO Gun from Prey (2017) (cannon that fires instantly-hardening adhesive foam to fix leaks, trap targets, extinguish fire etc.).
The Leech Gun from Prey (2006) (a gun that can "leech" elemental energy from different wall ports, turning it into a plasma-rifle, a freezethrower, a lightning-gun and a giant solar laser).
The Vampire SMG and Shotgun from Necrovision (literally just a normal SMG and shotgun but they look like this and this, respectively).
The Telefragger from Turbo Overkill (a sniper-rifle that allows the wielder to instantly teleport into a target, obliterating them).
The Bolt ACR from Cruelty Squad (fires blue clouds of radiation that can phase through walls and cannot kill people who are dead, no I won't explain what I mean by that)
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nitrosodiumfmp · 7 months
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Games Like Sinister | Aesthetics
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Quake is a classic; a fast and brutal shooter from id's glory days, and massively influential as a 3D first-person shooter. The story of its development is interesting - it was originally conceptualized as a high fantasy game, but development was grinding to a halt, and so the team literally said "Let's just make it like Doom" and scrapped the fantasy elements in favour of guns and sci fi trappings. They kept the original maps, however, which gives the finished game an interesting vibe. You start off in a grimy tech-base before heading into dismal worlds filled with castles and dungeons. The enemies are all a fusion of this too, like the Ogre, a hulking monster pulled straight from a fantasy setting, but brandishing a bloodied chainsaw and grenade launcher. This unapologetic smashing-together of the futuristic and the medieval gives Quake a look that's hard as nails, and it's the sort of thing I want to do with Sinister, but more surreal too.
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I love Cruelty Squad. Yes, it's a mess of vibrant colours, leering faces and questionable design decisions that makes my retinas bubble like eggs in a pan, but it's a uniquely-designed tactical shooter and immersive sim with some of the most interesting themes I've seen out of a game. As stated by the Steam page, it takes place in a "sewer infused garbage world", a biopunk dystopia where hypercapitalism is rife and corporations rule like gods. It is undeniably surreal, but there are some distinguishable elements; even basic locations like a shipyard or police station are ominous and Gothic, with arches, spires, and wooden columns. Maps like Paradise have strange buildings with spinning towers, and faces are on every other surface, many appearing like medieval gargoyles or grotesques. This weirdness vaguely ties in with the story as well. In the most basic (read: comprehensible by the human mind) terms, death no longer exists - people can be brought back to life, and so the value of life plummets, both economically and philosophically. In the last non-secret level, Archon Grid, you have to kill Abraxas, essentially Death. The reason that level is so surreal, floating pillars and a nonsensical layout, is because it's the point where life and death break down. It's not just weird and off-putting ironically, there's nuance behind it, and it's definitely relevant to Sinister.
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I've spoken about Thief before; mostly about cognitive processing, and how its mechanical complexity makes any modern AAA game look about as deep as a trough of pigswill in comparison. This time I want to focus on the aesthetic. I think the best way to describe it is Gaslamp Fantasy. It's clearly medieval on the surface; castles, stonework, nightwatchmen, bows, but there's a more technological aspect to it. The main villains, the religious fanatic Hammerites, bring more steampunk technology, with electric lights, gears, gauges, even security cameras. However, it doesn't dip its toes directly into steampunk, and the more Victorian associations of that genre; the society is still medieval in architecture and sensibilities, but people have access to steam engines and Tesla coils. If it's not obvious so far, I love strange machinery and moving components in level geometry, and to combine this with a medieval look that I already had planned is pretty viable for Sinister.
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NecroVisioN is an interesting game; a World War 1 shooter, that's unique enough, but with a combo system, and zombies, and vampires... and mechs... and demons... and dragons... It's a super-edgy mess of a game, and I can't help but love it. The most relevant part of it is the aesthetic when you enter the vampires' realm, miles below No Man's Land. It's very Gothic, ornate stonework et cetera, but there's a strange mechanical vibe to it as well. Generators, cisterns, and pipes, but still in that Gothic style; they're attached to walls with ribbed vaults and flying buttresses. This game is also more relevant graphically; it retains the 2000s fantasy aesthetic I talked about previously, with its stone corridors steeped in bloom and anti-aliasing, lit up with strong coloured lighting.
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I love Ultrakill; while I'm not very good at it, I feel the vibe it gives out and I LOVE it. Fast-paced combo-based retro-styled bloody mayhem, using the Divine Comedy as a metatext like all good combo-based video games. Beyond it using Greek mythology as a basis, which is already quite relevant for the project, every area has a very strong aesthetic. The Prelude is a bloodstained mining facility, Limbo is fake gardens and cathedrals, Lust is a blue-n-purple city in the sky, Gluttony is a massive digestive system, Greed is a desert of golden sand, Wrath is an ocean (the River Styx after mankind's souls caused it to flood), Heresy is a city raining blood, and I'm keeping myself blind to Violence and Fraud, but they seem to be a grey labyrinth and a massive judicial building respectively. The game is super varied with environments, but it manages to tread the line of mechanical and futuristic imagery versus Gothic and religious imagery very well, with my closest comparison being Warhammer. The most salient example of this is the Heresy layer, where liars and false prophets endure eternal torture in crypts of boiling blood; stained-glass tracery is visible alongside gigantic industrial chains, hauling weights and pulleys into unseen chambers. The fact that it also takes place in Hell is also pretty usable for Sinister.
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chimerabytes · 1 year
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necrovision is a pretty good comparison to what my dreams feel like
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shin-hero-buster · 1 year
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necrovision is bad but its good
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blackladisdestrcz · 1 year
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NecroVision - Horror of the Trenchbloom
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wjbs-aus · 5 months
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Necrovision is one of the games of all time, like the following images all happen within a single level:
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And this is without mentioning the miniboss fight that happens later, where you have to fight a giant ogre-like creature next to an extremely Dark Souls-looking aqueduct, or a cutscene where the protagonist meets the main antagonist, falls for said antagonist lying about his identity, then getting knocked out for a bit, or even how the game has a "taunt" button that actually has gameplay use, but also causes the protagonist to yell incredibly edgy threats at his opponents.
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bizarrobrain · 3 years
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"Coronated Spheres of Adversity" by Darkened Nocturn Slaughtercult - From "Necrovision" (2013)
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onlyhurtforaminute · 1 month
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NECROVISION-IMPALEMENT CHAMBER
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isitfurbait · 6 years
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Have you seen @wolframalpha 's latest posts? Is Wolfram Alpha furry bait, now?
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ignore the time stamp that proves how long I hiate this blog
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So my stance on mascot costumes is that they are professional fursuits. The people suffering in this suit is getting paid to suffer to sell the product they’re selling. In this case their mascot costume is designed to welcome some people who may benefit from their services. This post is sadly not sponsored and if it were, I would be able to tell you exactly what @wolframalpha does for your software needs like build a portfolio (your “mascot” and character design art may need a more professional area to place than tumblr), predict buying patterns (your fans/ commissions) and much more. At any rate, this character is a form of furrybait so you may feel comfortable using Wolfram for your furry purposes, since children may not be as much of a selling point for children like most mascot costumes and it is because of this, they are furrybait.
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fuzeforge · 4 years
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NecroVision, découvrez une autre vision de la Grande Guerre
Aujourd’hui, Fuze Forge vous propose de découvrir NecroVision, un jeu que vous retrouverez parmi les FPS de la plateforme. Dans ce dernier, vous plongerez au cœur d’une version alternative de la Grande Guerre, où vous ferez face à des créatures surnaturelles.
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trve-grimdark · 7 years
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cthonosovalgol · 7 years
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Darkened Nocturn Slaughtercult Necrocosmic Vision
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