#that's dlc stuff
Explore tagged Tumblr posts
dragonpropaganda · 1 year ago
Text
The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
Tumblr media
The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
Tumblr media Tumblr media
These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
Tumblr media Tumblr media
Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
Tumblr media
But let's take a closer look, shall we?
Tumblr media
See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
Tumblr media Tumblr media
This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
899 notes · View notes
spoopy-arcade · 2 years ago
Text
Tumblr media
pupby
15K notes · View notes
strialternatives · 29 days ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
bonus:
Tumblr media
:inhales and slams hands on the desk: akechi. palace. pitch.
disclaimer: the setting for this is all about vibes and aesthetics, it kinda got away from me when i started hashing out the plot around it two months ago so now we're here. in hell. (i'll probably have to make a secondary post i made wayyy too many concepts,)
yes i made an ost for this idea, here is a youtube playlist of chill european jazz
AU details under the cut-
Akechi Goro's palace is "Ampitheatrum Doloris”.
KEYWORDS: Akechi Goro, Tokyo Highcourt, Amphitheater
Akechi's psyche is a massive collection of locked doors, puzzles, and contradictions. He wants to be seen but not understood—heard but never known, ect. This makes his palace infiltration a waking nightmare (affectionate).
His palace is made up of five main layers. They each mirror a stage of grief:
1) There is the outer layer of with the appearance of a Venice-esque water canal maze, there is a door that must be opened to reach the entrance to infiltrate the second layer underneath the amphitheater. The puzzle's actually pretty sentimental and revolves around Akechi's interest in literature.
Tumblr media
(This layer is depression, Goro mourns what he lost and the fact that the choices he made for the sake of revenge ultimately led to nowhere. This is reflected in how desolate/meandering the outer layer feels, it is the largest and most time consuming part of the palace for this reason. It takes weeks to finish. AKA, Akira and Morgana have a terrible, no good, very bad month of May.) 
2) The Labyrinth under the amphitheater; it is full of shadows for the arena champion to use as fodder for the enjoyment of the masses. ‘Loki’ resides here—this layer’s theme loosely plays on the Minotaur myth. 
The only way to escape is through a pulley/elevator mechanism which leads to the surface after shattering the Champion’s chains by force. Loki taunts in Old Norse, but gives Akira (and the party by extension) genuine hints on how to escape.
(This layer is anger, Goro is always angry, about the hand he’s been dealt, the futility of his own actions, and the fact that his life has always been a dead end, written in the stars.)
3) The Audience Stands; full of human cognitions and Akechi’s former clients and fans, despite everything, like Sae, he sees them as ‘people’ and is disgusted by them. Their compliments are shallow and empty, surface level like Goro’s facade. Cognition Sae is delegated to a middle manager-type role, and leads Akira and Co. through puzzles.
Different cognitions from Akechi’s shitshow of a childhood throw riddles based around philosophy and the nature of justice at the party, if the answer is ‘wrong’, there’s a mini-boss fight. Answering everything correctly yields a prize—a key, this process is made difficult by all of Robin’s ‘hints’ (which the Thieves can directly ask for) being lies.
(Bargaining. Goro always thought he could still salvage his revenge despite his enemy being essentially invincible, even now deep down he thinks he can salvage all the effort and sacrifices he put in.)
4) The Stage; Robin Hood appears proper instead of in cameo appearances, this is the lead actor's stage. To earn the right to stand with him, Akira has to have to prove his worth in one-on-one combat while showing the crowd a rousing show. The goal is to use the key obtained in the bargaining layer to unlock the Performer's cuffs.
(Denial, Goro doesn’t believe he needs or deserves saving or a life outside of his revenge, he believes there is no other way forward.)
Hereward and the 'treasure' are in the Imperial box area, which I'll save for part 2 of this I think! The second half of this'll have less focus on the environments and more on general plot and character design.
EDIT: here's part two
931 notes · View notes
gearfr3ak · 8 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
— Splatoon Side Order Rentry Graphics
f2u . credit appreciated
2K notes · View notes
ketunhanska · 10 months ago
Text
Tumblr media Tumblr media
St. Trina
1K notes · View notes
kiwiuhhhhh · 4 months ago
Text
Tumblr media Tumblr media Tumblr media
The kitakami siblings! I love them, so epic they are! I wish carmine is able to tease her brother without half of the fandom having meltdown about her “abusing” him lol
Really lazy idea I’ve been putting off for a while lol. This is base off that one audio that trending online a little while ago, if you know it then you get a gold star.
924 notes · View notes
nukacourier · 8 months ago
Text
ulysses would honestly be the perfect candidate for anything enemies to lovers regarding the Courier if people weren't so focused on pretending the random one off Legion members are better written than they actually are
617 notes · View notes
permo2003 · 2 years ago
Text
Tumblr media Tumblr media Tumblr media
His design is very cool but why is he so difficult to draw?😩😩
6K notes · View notes
exhausted-archivist · 21 days ago
Text
Dragon Age: The Veilguard Free Promo DLC
If you have steam you might want to go check out the Dragon Age: The Veilguard page and snatch up the free promo dlc that lasts until the 9th!
Tumblr media
As of right now this is just for pc users, but this dlc was previous also a promo item for the xbox. It features cosmetic items that may trigger trypophobia for some people, so little heads up!
I've put images of the items below the cut.
Mage
Tumblr media Tumblr media Tumblr media
Watchful Poniard
The small blade sees obstacles and drinks deep to remove them.
Tumblr media
Watchful Staff
A trusted tool that facilitates observation and will never reveal secrets.
Tumblr media
Rogue
Tumblr media Tumblr media Tumblr media
Watchful Bow
The arms tremble as if hungry for the arrow's target.
Tumblr media
Watchful Saber
The long blade sees goals and opens the path to desired outcomes.
Tumblr media
Warrior
Tumblr media Tumblr media Tumblr media
Watchful Blade
Observes and obeys with perfect precision, as a good tool should.
Tumblr media
Watchful Maul
It sees. It crushes. It waits. The chains are ornamental now.
Tumblr media
Watchful Shield
Protection, warning, and when merited, shelter from the storm.
Tumblr media
328 notes · View notes
nuclearconsole · 2 months ago
Text
Tumblr media
they came from big mt!
280 notes · View notes
junocornkiwi · 18 days ago
Text
🐺🍂
Tumblr media
and we continue with ac sketches (bc it's so good being able to draw ur first fav charachters years later) (also- he's so cool in this hat)
226 notes · View notes
spoopy-arcade · 2 years ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
More Ruin stuff bc it "RUINED" my life !!!!!!!!!!!!! (affectionate)
14K notes · View notes
k-0re · 8 months ago
Text
Tumblr media
I finished my re8 lord dlc concept and I wanted to share this part of it because I absolutely love it
529 notes · View notes
nightly-nightcat · 4 months ago
Text
Tumblr media
day 150 - fur for days!
282 notes · View notes
lobsterlemons · 9 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
some more of my favourite dredge fish!!!
part 1
539 notes · View notes
aquanutart · 29 days ago
Text
Tumblr media Tumblr media Tumblr media
164 notes · View notes