#psx game
Explore tagged Tumblr posts
Text
New Commissi0ned drawings
New Commissi0ned drawings from @/HARTART2020 (tarekalkhaldi). Monica Flores in water (is that blood?) and Koudelka Iasant outside.
â ïž Do not send me PMs requesting me to buy a c0mmissi0n from you! I'll ignore you.â ïž
Anime Commission (hartart2020.com)
#nightcry#nightcry game#koudelka iasant#koudelka#koudelka ps1 game#ps1 game#psx game#pc game#horror games#monica#monica flores#water#nature#trees#outside#fanart#fan art#anime art#digital art#commissioned art#NightCry Monica#koudelka game#ăŻăŒăă«ă«#ăŻăŒăă«ă«ă»ă€ăąă”ăłă#witch
2 notes
·
View notes
Text
Earthlock: Festival of Magic âš
2 notes
·
View notes
Text
i really like how this games first level has a really sad and slow song about depression sung with broken english and after that it plays really fun and energetic jpop like nothing happened
#so jarring but so good#this games ost is rlly fun btw#vib ribbon#psx#ps1#playstation game#playstation 1 game#psx game#rhythm game#this games ost is a fever dream#especially laugh & peace#i love it for it tho
3 notes
·
View notes
Text
Miku Legends 2 Playstation 2024
#gaming#video games#retro gaming#nostalgia#playstation#low poly#capcom#dashgl#xinus22#vocaloid#miku#hatsune miku#miku hatsune#megaman#mega man#megaman legends#mega man legends#mml#hack#rom hack#psx#ps1#psone#playstation 1#sony playstation#2000#y2k#kion#kawaii#gif
18K notes
·
View notes
Text
SONY: PlayStation Portable in Atomic Purple (2005)
#sony#tech#technology#techcore#techposting#art#transparent#transparent tech#psp#playstation#psx#aesthetic#video games#gamer#gamercore#gamer aesthetic
3K notes
·
View notes
Text
Vesna is a good christian so she always says her prayers.
3K notes
·
View notes
Text
#lomography#lomo#35mm#expired film#film photography#flea market#video games#retro#y2k#aestehtic#n64#xbox#gamecube#ps2#psx
911 notes
·
View notes
Text
[SEL] "no matter where you go, we're all connected"
#my art#serial experiments lain#i watched the PSX game playthrough and i'm feeling normal#cw eyestrain
7K notes
·
View notes
Text
Time wasn't right. It was moving too fast. And then I was 19. And then I was 20. I felt like one of those dolls asleep in the supermarket. Stuffed. And then I was 21. Like chapters skipped over on a DVD. I told myself, "This isn't normal. This isn't normal. This isn't how life is supposed to feel."
#blender 3d#3d art#b3d#blender#3d model#3d pixel art#indie dev#pixel art#playstation#ps1 graphics#ps1 aesthetic#psx#retro aesthetic#retro gaming#i saw the tv glow#fanart#alex g
682 notes
·
View notes
Text
Still early in the process of implementing our first boss fight, but phase 1 of the Corpse Processor encounter is starting to shape up quite nicely. He's not the most powerful Dream Eater you'll face, but he will push you to fully master the new Unicorn abilities in order to survive.
#samurai unicorn#cyberpunk#ps1 graphics#indie games#psx#low poly#indie dev#game dev#90s vibes#character design
708 notes
·
View notes
Text
Sharing again. I want more Hits. đ Please click. â ïž Do not send me PMs requesting me to buy a c0mmissi0n from you! I'll ignore you.â ïž
#ao3#ao3 hits#koudelka#koudelka iasant#koudelka game#ps1 game#psx game#ao3 link#archive of our own#link click#fanart#commissioned art#ăŻăŒăă«ă«#ăŻăŒăă«ă«ă»ă€ăąă”ăłă#repost#ao3 kudos
0 notes
Text
Bloodborne PSX One of the best fanworks on the web
Though the PS4 boasted and still boasts an impressive library of releases, for many (myself included) the system served to be bought for initially one purpose, to be the Bloodborne Machine. Most of the people in my life who had a PS4 during its generation either bought one exclusively to play Fromsoftwareâs Nightmare Hunting Adventure or had initially got one solely to play the game and ended up getting more games afterward. Itâs a phenomenon the game industry sees time and time again, with previous generations having swathes of fans buying entire consoles for one or two games. As far as games go though, Bloodborne is at the very least worth the price of entry. At the time, it was heralded as Fromsoftwareâs most cutting-edge and impressive game to date. A gorgeous gothic world filled with creatures ripped straight out of H.P Lovecraftâs nightmares, a haunting soundtrack showcasing beautifully composed choral scores and a combat system that incentivized aggression and speed to achieve brutal and bloody efficiency. Itâs no wonder then why Bloodborne still has such a large following behind it. Fans of Fromsoftware have hoped for a sequel or PC port year after year to largely disappointing results. But where the community shines is in its fanworks.Â
From fanart, comics, music, animations, and even fan-made video game spinoffs, the game has been shown a monumental amount of love since its debut in 2015. One of these fanworks was released back in 2022 and has since become one of the most famous pieces of fan-made content surrounding the game, this of course, being BloodbornePSX by LWMedia. An incredibly impressive feat of coding and art direction, the game serves as a âDemakeâ of Bloodborneâs first Yharnam segment, made to look like and play as if it were made on the very first PlayStation console. With some custom-made areas and an entirely unique boss to boot the perfectly paced experience is both a treat to fans who have been orbiting the game since its earliest days and new fans looking for the best and brightest fanworks to interact with.Â
The game has since gone on to be covered by a variety of news outlets all over the web, along with its creator receiving much-deserved attention for her efforts. One Lilith Walther (AKA b0tster on social media) holds the title of developer for the project. A long-time video game enthusiast and FromSoftware fan herself, sheâs had quite an impact on the community Iâm sure sheâs very proud to be a part of. Later in the article, weâve got an interview with Lilith herself about both Bloodborne PSX and her current project, âBloodborne Kartâ, but first, letâs talk a bit more in-depth about BBPSX.
youtube
(Official launch trailer for Bloodborne PSX, uploaded January 31, 2022 by LWMedia on Youtube)
Bloodborne PSX:
So, what exactly is Bloodborne PSX? To start, letâs answer what precisely a âDemakeâ is first. Demakes often have the goal of remaking the likeness of a game either stylistically, mechanically, or both, as if it was developed on retro/outdated hardware. Famous examples of Demakes include âThe Mummy Demasteredâ developed by Wayforward as a sort of tie-in to the 2017 film âThe Mummyâ in the stylings of a 16-bit run and gun adventure against armies of the undead, and âPixel Force Haloâ by Eric Ruth games which take the prolific XBOX franchise and shrinks it down to a Mega Man-esque platformer reminiscent of the NESâ 8-bit days. Demakes are intensely attractive looking, not only into the past of video games and their developments but just how creative developers can be with games that they love and appreciate. Bloodborne PSX hits as hard as a Demake can in my opinion, blending masterfully recreated graphics with perfectly clunky early PSX gameplay quirks that go above and beyond to make the game not only LOOK like it belongs on the nearly 30-year-old console but feel right at home on it as well.
(A screenshot depicting the player character âThe Hunterâ facing off against two fearsome Werewolf enemies. Screenshot sourced from the Bloodborne PSX Official itch.io page)
Gameplay:
Starting off with the masterfully recreated clunk in the gameplay, Bloodborne PSX âshows its ageâ by hearkening back to a time when being seamless just wasnât an option. Much like adventure action games of the past (and much UNLIKE its modern inspiration), youâll be cycling through your inventory delightfully more than youâd expect. Equipping keys, checking items, and even the trademark weapon transformations are all done through the wonderfully nostalgic menu and inventory screens. Taking one of the foundational parts of Bloodborneâs combat system and making it such a more encumbering mechanic is nothing short of sheer genius when it comes to ways to really make you feel like itâs 1994 again. On top of this, the Hunterâs movement itself has been made reminiscent of classic action titles. Somehow, both stiff enough to feel dated and fluid enough to make combat that same rush of bestial fun found in the original, it goes a long way towards the total immersion into that retro vibe the game sets out to give the player. Anyone who grew up with Fromsoftwareâs earlier titles like Armored Core and the Kingâs Field series will be very familiar with this unique brand of âwell-tuned clunkâ.
(A delightfully dated looking diagram showing off the controller layout for Bloodborne PSXâs controls. Image sourced from the Bloodborne PSX Official itch.io page)
Graphics:
Speaking of old Fromsoftware games, though, letâs talk about the absolutely bit-crushingly beautiful graphical work on display. As Iâm sure youâve seen from the videos and screenshots included in the article, BBPSXâs art style and direction are nothing short of perfect for what it aims to be. While playing, I couldnât help but notice every little detail (or lack thereof) in the environments meant to emulate the experience of a game made on 30-year-old hardware. Low render distances, chunky textures, blocky polygonal models, just the right amount of texture warp, it all blends together to create an atmosphere that I can 100% picture being shown off on the back of a jewel CD case with a T for Teen rating slapped into the lower corner. While playing, something rather specific that called out to me was the new way enemy names and health bars were displayed in the bottom right corner of the screen while fighting. As a big fan of the Kingâs Field games, this small detail went (probably too much of) a long way toward my love of how everythingâs meant to feel older. Other games trying to match the more specific feel of Kingâs Field, like âLunacidâ created by KIRA LLC, also include this delightful little detail, a personal favorite for sure.Â
(A screenshot depicting the second phase of Father Gascoigneâs boss fight, showing off the gameâs perfectly retro art style. Image sourced from the Bloodborne PSX Official itch.io page)
Sound design/Soundtrack:
But where would a game be without its sound and score? No need to fear, however, because Bloodborne PSX comes complete with a chunky soundscape that will make you want to check and see if your TV is set to channel 3. A haunting set of tracks played by fittingly digital-sounding MIDIs ran through filters to sound just as crackly as you remember backs up crunchy sounds of spilling blood with low-poly weaponry. Original sounds from Bloodborne have been used for an authentic sounding experience, but have also been given the CRT speaker treatment and sound like something you remember playing on Halloween 20 years ago. If you watched the launch trailer featured above then you know exactly what Iâm talking about. The Cleric Beastâs trademark screech and Gascoineâs signature howl after his beastly transformation have never sounded so beautifully dated, and Iâm here for every bit of it. Even the horrific boss themes we know and love from the original Bloodborne have been brought through this portal to the past. One of my favourite tracks, the Cleric Beast boss theme, might just sound even better when played on a 16-bit sound chip. It really cannot be understated just how much weight the sound design of the game is pulling. In my opinion, the only thing missing is that sweet sweet PSX startup sound before the game starts crackling through the speakers of a TV in the computer room.
youtube
(The Bloodborne PSX rendition of the Cleric Beastâs boss theme. Created by and uploaded to Youtube by The Noble Demon on March 20, 2021)
Interview with the developer:
Before writing this article, I had the absolute pleasure and privilege of talking with Lilith Walther about some developmental notes and personal feelings about inspirations and challenges that can come with the daunting task of being a developer. Below are the nine (initially ten, but unfortunately, a bit of the interview was lost due to my recording software bugging out) questions I posed to Miss Lilith, along with her answers transcribed directly from the interview.Â
Iâd like to start this section of the article by saying Lilith was an absolute joy to talk to. During the interview, I really felt like she and I shared some common ground on some topics regarding how media can have an impact on you and what sorts of things come with video games as an art form. After some minor technical difficulties (and by that, I mean my video drivers crashed), I started off with something simple. The first question posited was: âWhat got you into video games initially?â Lilithâs response was as follows: âWhen I was a kid, the family member of a friend had a SNES lying around. I turned it on and didnât really understand. I was a guy on top of a pyramid, I walked down the pyramid, and some big ogre killed me. Later I learned that was A Link to the past.â and after a brief laugh continued, âA couple years later my parents got a Nintendo 64 with Mario64 and Ocarina of Time and that was it. Never put the controller down since then.âÂ
She then went on to describe what precisely about Nintendoâs first foray into 3D Zelda had hooked her. âIâve heard this story so many times. Itâs like youâre not even playing the game. Youâre just in the world hanging out in Kokiri forest collecting rupees to get the Deku shield, and the game expects you to! It was just, ârun around this world and explore,â and that really hooked me.â I couldnât agree more with her statement about her experience. Not just with a game as prolific as Ocarina of Time but many experiences from older console generations that could be considered âthe first of their kindâ, or at the very least some of the earliest. Lilith also described her first experience with a PlayStation console, stating: âLater on I got a PS2 which played PS1 games. I didnât end up getting a PS1 until around the PS3 era, so I guess Iâm a poser. I remember my sister bringing home Final Fantasy 9 when it was a relatively new game. If it wasnât my first PS1 game it was definitely my first Final Fantasy game. Of course I went back and played 8 and 7 afterwards.â A solid answer to a simple question.Â
The second question I asked was one starting to move toward the topic of Bloodborne PSX and its namesake/inspiration. Or at least the family of systems it was released on: âWhat PlayStation console was your favorite and why?â Lilithâs answer surprised me a bit. Not because I disagreed, quite the opposite, actually. But with such a big inspiration for her work being games from the PSX-PS2 generations, what followed was a pleasant bit of insight into one of her favourite eras of gaming, to quote: âI can give you two answers here.â To which I assured her she was more than welcome to, but she was set on having something definitive. âNo no Iâm only going to give you one answer. I can give you the correct answer that I donât want to admit, but it was the PlayStation 3. Itâs so embarrassing but I genuinely was hooked into the marketing of the whole âThe cell processor is the smartest thing in the worldâ and all that. It really seemed like the future of gaming and I was all about it. I think I owned an XBOX360 before but I did eventually get it and really enjoyed it. It took a couple years for some of the best games to come out but I really did.â A few examples she cited as being some of her most memorable experiences on the console were Uncharted 2, Journey, Call of Duty 4: Modern Warfare, and Warhawk. All games Iâve seen on several top 5 and top 10 lists throughout my life within the gaming space. A delightful show of affection for a generation personally very dear to me as well, in which she ended the segment by declaring âHell yeagâ, a bit of a catchphrase sheâs coined online.
Getting into the topic proper, my third question was one about her personal relationship with Bloodborne: âHow did Bloodborne impact/appeal to your interests?â A question that received perhaps my favourite answer of the whole interview. From her response: âOh thatâs a big one. Going to the opposite end of the poser spectrum, I was a Fromsoftware fan before it was cool. One of the games I played religiously on my PS2 was Armored Core.â A statement which made more sense than perhaps anything else said during my time with her. âThen later in the PS3 era everyone was talking about Dark Souls, this was when I was in college. I finally caved and got it and saw the Fromsoftware logo and thought âOh itâs the Armored Core people!â I played and beat it, really enjoyed my time with it. I skipped Dark Souls 2 because everyone told me to hate it, I still need to go back to that one.âÂ
Itâs something I would recommend anyone who hasnât played Dark Souls 2 to go and do. âThen Bloodborne came out and I thought âAlright this is the new one, gotta play this oneâ and I was a huge fan of all the gothic stuff in the aesthetic. And how do I explain this, I do really like Bloodborne. I like the design, and the mechanical suite of gameplay, as a video-gamey video game itâs very good.â The tone shifted here to something a bit more personal. âBut as well, I was playing it at a specific time in my life. I came out in 2019, I know Bloodborne came out in 2015 but I was obviously just playing it non-stop. It was just one of my âcoming out gamesâ, you know?â For those who maybe donât understand the statement there, âcoming outâ is a very common term used within the Queer community to describe the experience of revealing your identity to those around you. Whether it be to family, friends, or co-workers, almost every queer person has some sort of coming out story to tell. Lilith is speaking in reference to her coming out as a trans woman. She elaborated: âObviously I can only speak for myself, but I just feel like when you make a decision like that, that part of my life just ended up seared into my brain, you know? Bloodborne was there, so now itâs just a part of me. And it definitely influenced some things about me. It was there because I was working on Bloodborne PSX at the time, but it had an impact on something Iâve heard a lot of other Trans people describe.â She went on to describe the concept of âComing out a second timeâ as sort of âfinding yourself more within your identityâ and becoming more affirmed in it. She described both Bloodborne and her development on Bloodborne PSX influencing large parts of her life, a good example being how she dresses and presents. As a trans woman myself, this answer delighted me to no end. I, for one, can absolutely 100% relate to the notion of media you experience during such a radical turning point in your life sticking with you. There are plenty of games, shows, music, and books that I still hold very near and dear to me because, as Lilith stated, they were there. All the right things at the right time.
Halfway through our questions, weâve finally arrived at one pertaining specifically to the development of Bloodborne PSX: âWhat are some unique challenges youâve faced developing a game meant to look/play like something made on retro hardware?â
Lilith answers: âSo thereâs two things, two big things. One is rolling back all of the quality of life improvements weâve gotten over the years in gaming. Not automatically using keys is always my go-to example.â Something as well I mentioned in my short talk about the gameâs gloriously dated feeling gameplay above. âThat was definitely very very intentional. Because itâs not just the graphics, right? It was the design sensibilities of the 90s. Bringing that to the surface was very challenging but very fun. Another big part was, since it was one of the first 3D consoles, I wanted to recreate the hype around the fact that âITS IN 3D NOW!â So if you go into your inventory youâll see all the objects rendered in beautiful 3D while they slowly spin as you scroll through them.â This is a feature I very much miss seeing in modern video games.Â
She continued, âI think the biggest one was the weapon changes. Bloodborneâs whole thing was the weapon transformations. Like, you could seamlessly change your weapons and work them into your combo and do a bunch of crazy stuff, and I kind of said âthat needs to go immediately.â So now you have to pause and go to your weapon and press L1 to transform it, that was extremely intentional. So once I had those three big things down it all just sort of fell into place. Like the clunky UI and the janky controls. You need jank and clunk, and I think thatâs why Fromsoft games scale down so nicely, because they are jank and clunk.âÂ
A point I couldnât agree with more. Despite all the modern streamlining and improvements to gameplay, Fromsoftâs ever-growing catalog of impressive experiences still contains some of that old-school video game stiffness weâve (hopefully) come to appreciate. She went on to make a point I was very excited to share here in the article, âIt was just a lot of trying to nail the feel of the games and not just the look, right? Like Iâm not trying to recreate a screenshot; Iâm trying to recreate the feeling of playing this weird game thatâs barely holding together because the devs didnât know what they were doing.â In my humble opinion, something she did an excellent job with.Â
Fifth on the list was a question relating to her current project, Bloodborne Kart, a concept initially drawn from a popular meme shared around social media sites like Tumblr when the buzz of a Bloodborne sequel was keeping the talking spaces around Fromsoft alight: âAnything to say about the development of Bloodborne Kart or its inspiration?â
Lilith answers: âSo first off Bloodborne Kart is less trying to be a simulation of a PS1 game and more just an indie game. Itâs not trying to be a PS1 game, I just want it to be a fun kart racer first. Starting off of course is Mario Kart 64, thatâs the one I played back in the day. But I looked at other games like Crash Team Racing and Diddy Kong Racing, but also stuff like Twisted Metal of course. I always used those as a template to sort of look at for design stuff like âhow did they handle what happens to racers after player 1 crosses the finish line.â The next portion of her answer was initially a bit confusing but comes across better when you consider certain elements present in BBKâs battle mode. âAnd also Halo, like for the battle mode. I had to do a battle mode and it kind of just bubbled to the surface. Split Screen with my sister was such a big part of my childhood. Thinking about Halo multiplayer while I was making the battle mode stuff.âÂ
Her answer to the previous question began to dip into the topic of our sixth question: âAre there any unique challenges or enjoyable creative points that go into making something like Bloodborne Kart?â
As she continued from her previous answer: âOne of the biggest quirks of the battle mode I had to figure out was how to tell what team you were on at a glance, and that came back to Halo again. I started thinking about how you could tell in that game and it hit me that the arms of your suit change to the color of whatever team youâre on. It was just something I never even thought of because itâs so seamless. So that gave me the idea to change the kart colours, and thatâs the most recent example of me pulling directly from Halo. Itâs wild how a small change like that can turn your game from something unplayable to something fun.â I would agree. Tons of small details and things you donât think about go into making seamless multiplayer experiences. Some of which we take for granted nowadays. She then made a point about one of the most challenging aspects of BBKâs development, âThe most challenging thing was definitely the Kart AI. AI is just my worst skill when it comes to game development among the massive array of skills you need to make a game. Itâs really hard to find examples of people coding kart driving AI, You know? You need to make a biped walk around you can find a million tutorials online but if you need to make something drive a kart, not really. I was really on my own there. A lot of the examples out there are very simulation oriented. Like cars using suspension and whatnot, but Iâm making a kart racer. So I started simple, I put a navpoint down and if it needs to turn left, turn left, if it needs to turn right, turn right. And I just kept adding features from there.â
Moving onto our last three questions, we started to get a little more personal. Question seven being: âWhatâs your favorite part of Bloodborne Kart so far?â
Her answer was concise in what she was excited about most, quote: âThe boss fights.â Short and sweet but she did elaborate. âTranslating a big part of Bloodborne is the boss fights. So I made a short linear campaign which is basically AI battles and races strung together. Some of those stages are just boss fights which are unique to the rest of the game. When you make a video game you sit down and you make all your different modes of interactions, and then you make a multi-hour experience mixing and matching all those different modes in more complicated ways. I think the most interesting part is when that style tends to fall away and it ends up building something entirely unique to that experience.â An example she gave was the infamous âEventide Islandâ in Breath of the wild, it being a unique experience where the gameâs usual modes of interaction are stripped or limited, forcing you into a more structured experience that ends up being a majorly positive one. âThatâs what the boss fights are in Bloodborne Kart. They do multiple game mechanics like a chase that ends in a battle mode. Like Father Gascoineâs fight where he chases you, and after you blow up his kart he turns into a beast and picks up a minigun.â That sounds absolutely incredible. Itâs very easy to see why sheâd pick the boss fights as her favorite element when theyâre clearly intended to be such unique and memorable experiences.Â
Our last two questions veer away from the topics of development proper and focus more on our dear devâs personal thoughts on the matter. Question eight posits: âWhatâs your personal favorite part of being a game developer?â
After some thought, she gave a very impassioned talk about something she considers to be the best part of the experience: âWhen people who arenât game developers think about game development they think of things like âoh well you just get to play video games all day and have funâ but itâs not! Except for the 2% that is, and itâs near the end of development. When all the pieces fall into place and you start actually âmaking the game.â Game development, especially solo, youâre so zoomed in on specific parts. Because youâre not making a game youâre programming software thatâs what making a game is. You spend months working on different systems and then you actually sit down and make a level, and you hit play and it you go âOh my god, I just made a gameâ. That part is what sustains me. Itâs magical. Thatâs the best part when it comes to true appreciation of the craft aside from the reception.â An answer that I donât think I couldâve put better if I tried.Â
My last question is one that I consider to be the question when it comes to interviewing anyone who works on video games. Perhaps a bit basic, but heartfelt nonetheless: âAnything to say to anyone aspiring to be a game developer?â
Lilithâs answer: âYes. Just do it. For real. This is what I did and it always felt wrong until I looked at more established devs echoing the sentiment. You cannot plan a game before youâve started making one. The example I always bring up is the team behind Deus Ex wrote a 500 page design document for the game and almost immediately threw it out when they started development. Just start! Youâre going to have unanswered questions and I think that trips people up. Donât start with your magnum opus idea, start with something simple and achievable. I feel like a lot of people set out with the goal of making a triple-A game, and thatâs good! But it canât be your first game. Game development is creating art, just like any other form of art, and itâs like saying âmy first drawing is going to be the Mona Lisaâ and it just doesnât work like that. You need practice and development, and itâs difficult to see that because games take so long and so much, so itâs definitely seen as a bigger undertaking. But itâs still art. Youâre still making mistakes and learning from them for your first project. Your next game will be better. View your career as a game developer as a series of games you want to make, and not just one big game.â A perfect response to an otherwise unassuming question.Â
Lilithâs passion and love for video games were reflected very clearly in every response she gave during my time with her. Her dedication and appreciation for the art form can be seen in every pixel of Bloodborne PSX, as well as the development logs and test builds of Bloodborne Kart. I really do think that the way she answered my final question speaks volumes to the type of attitude someone should take up when endeavoring to make art as intensive as a video game. Whether itâs fanwork of a game thatâs important to you or an entirely new concept, do it.Â
(developer of Bloodborne PSX Lilith Walther, image provided by Lilith Walther via Twitter)
Closing:
If youâd like to check out the positively phenomenal experience that is Bloodborne PSXÂ Iâve included a link to the official itch.io page below the article, as well as a link to the official LWMedia Youtube page where you can check out Lilithâs dev logs, test videos, and animations about her work and other art. Thank you so much for reading, and another very special thank you to Lilith for setting aside some of her time to talk to me about this article. Now get out there and cleanse those foul streets!
Links:
Bloodborne PSX official itch.io page: https://b0tster.itch.io/bbpsx
LWMedia Official Youtube page: https://www.youtube.com/@b0tster
Lilith Walther Twitter page: https://twitter.com/b0tster
#my writing#my stuff#writing#video games#bloodborne#bloodborne psx#demake#article#b0tster#bbpsx#Youtube
660 notes
·
View notes
Text
Silent Hill / PlayStation 1 / 1999
#mine#silent hill#playstation 1#playstation#ps1 games#psx aesthetic#psx#psx games#horror#survival horror#video game photography
986 notes
·
View notes
Text
Miku Legends 2 Playstation 2024
#gaming#video games#retro gaming#nostalgia#playstation#low poly#capcom#dashgl#xinus22#vocaloid#miku#hatsune miku#miku hatsune#megaman#mega man#megaman legends#mega man legends#mml#hack#rom hack#psx#ps1#psone#sony playstation#2000#y2k#kion#kawaii#gif#aesthetic
5K notes
·
View notes
Text
âGaleriansâ Japanese Print Ad (PS1, 1999)
#galerians#print ads#japan#advertising#japanese#1999#video games#gamer#gamer aesthetic#gamercore#gamers of tumblr#tech#creepy#horror#eye#ps1#playstation#psone#psx
2K notes
·
View notes