#who would win: an art style that I spent 8 years developing
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acceptedguy · 4 months ago
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Blog Post 36: Final Projects: END OF WEEK 6
With the development phase nearing completion, this blog marks the conclusion of the sixth week of project development. In this entry, I will reflect on the progress made so far, share my thoughts on the journey, and discuss the incredible content that has served as inspiration along the way. 
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As I approach the final stages of these projects, I am thrilled by the progress I have made. When I started my journey as an artist a year ago, learning the basics on my own, I could not have imagined how much I would grow in such a short time. The road has been filled with challenges, but each obstacle has shaped me into the artist I am today. 
Looking back, I feel immense pride in what I have achieved and excitement for what lies ahead. My goal of becoming the best environment artist remains steadfast, and every step forward feels like a step closer to that dream. However, the intense workload has left little time for leisure. What little free time I’ve salvaged has been spent immersing myself in media that pushes the boundaries of 3D art, fueling my creativity and drive. 
Inspirations for my work 
Secret Level 
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Amazon’s Secret Level stands as one of the best celebrations of video games created for mass audiences. Each short video in the series showcases beautifully rendered vistas and artistic visuals that ignite the imagination. Covering games like Warhammer 40k, Pac-Man, and Dungeons & Dragons, the series brings these beloved franchises to life in ways that feel like a dream come true for fans. 
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As someone who loves video games, the series was not just entertaining—it was inspiring. Its masterful use of lighting, diverse art styles, cinematography, VFX, and intricate details pushed me to think beyond interactive entertainment. It opened my mind to exploring other creative avenues, such as filmmaking and short films, as extensions of my work. 
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Love Death Robot 
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After watching Secret Level, I found myself hungry for more boundary-pushing media and turned to Netflix’s two-time Emmy-winning series, Love, Death + Robots. Although I had watched a few episodes years ago, revisiting the series reminded me of the extent to which it has revolutionized animation and 3D cinematography. 
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This anthology series was one of the primary inspirations behind my decision to enter the field of 3D art. Each episode is a showcase of the extraordinary creative and artistic talents of studios like Digic Pictures and Sony Pictures Imageworks, as well as remarkable artists like Örs Bárczy and Kai KyoungSoo Kim. 
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One standout example is Episode 8: Good Hunting, which captures the steampunk aesthetic I aspire to achieve in my own work. The visual storytelling and atmospheric depth of these episodes continue to fuel my ambitions and remind me of the heights I strive to reach. 
Örs Bárczy: Netflix - Love, Death and Robots 
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This week, the work of Örs Bárczy captured my attention, especially for its relevance to the challenges I faced. His contribution to Love, Death + Robots’ Episode 18: The Secret War is a masterclass in lighting and composition. 
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Lighting and composition have been particular challenges during my projects this week, and Örs Bárczy’s work has provided a wellspring of inspiration. His ability to illuminate key elements while maintaining a balance of mystery and clarity in the composition is a skill I deeply admire. His work exemplifies how to convey both emotional resonance and narrative intent in visually stunning ways—a goal I am determined to pursue and perfect in my own projects. 
Final Thoughts: 
As the development phase nears its end, I am filled with a mix of gratitude and determination. The journey so far has been incredibly rewarding, and the inspirations I’ve encountered along the way have only deepened my passion for creating immersive, meaningful environments. 
The coming weeks will be crucial as I finalize my projects, but I am confident that the lessons and inspirations I’ve gathered will guide me toward achieving my vision. With each passing week, I feel closer to the ultimate goal of becoming an artist whose work resonates as deeply as the creations that have inspired me. 
RESOURCES USED:  
IMDb. (2024). Secret Level. [online] Available at: https://www.imdb.com/title/tt33204697/. 
Miller, T., Whyte, S., North, N., O’Brien, E. and Tatasciore, F. (2019). Love, Death & Robots. [online] IMDb. Available at: https://www.imdb.com/title/tt9561862/. 
Digicgroup.com. (2024). DIGIC Pictures - We create digital magic. [online] Available at: https://digicgroup.com/pictures/ [Accessed 20 Dec. 2024]. 
www.imageworks.com. (n.d.). Sony Pictures Imageworks | Sony Pictures Imageworks. [online] Available at: https://www.imageworks.com. 
Örs Bárczy. (2024). Netflix - Love, Death and Robots, Örs Bárczy. [online] Available at: https://www.artstation.com/artwork/0Xdl6E [Accessed 20 Dec. 2024]. 
Kai KyoungSoo Kim (20245). Afriel | LDR 3 - Swarm, Kai KyoungSoo Kim. [online] Available at: https://www.artstation.com/artwork/o21Ao4 [Accessed 20 Dec. 2024]. 
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soulsplosion · 7 years ago
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today... I drew THIS!!
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tohruhondaismydaughter · 4 years ago
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Just had some headcanons about Machi pop into my head that I wanted to share with yall. So we know this poor girl struggles with "perfect"/neat things right? Well I was thinking about some healthy coping mechanisms she could develop to replace the whole 'breaking property/living in a dump' thing & here's what I got so far -
1. She always tries to wear odd socks (unless she's invited somewhere nice)
2. Ayame & Mine help her find cool asymmetrical stuff to wear, how to make clashing colours/patterns work for her & teach her how to sew up her old clothes in a more "punk rock" way (after Yuki & Kakeru explain some of her issues with perfection)
3. Tohru gently points out that she dosn't have to tie her laces the same way on both shoes if she dosn't want to
4. Haru & Rin (awkwardly on her part) teach her the power of acessorising (ie. wearing only one earing, putting on an uneven amount of bracelets/rings/necklaces, adding paper clips of different sizes & colours to your clothing & Machi later ends up adding stuff like buttons to her outfits/belongings as well which Haru & Rin are tottally surppotive of despite thier difference in style) & hair/makeup which (thanks to Yuki's advice) they make sure to keep slightly messy (Kimi laughed at it at first until Momiji made her feel bad after he told her that Machi had gone to the bathroon & wiped off all the make up & undid the hair style so Kimi bought her some limited edition Mogeta merch, after asking for Yuki's advice, in apolgey & started referring to Machi's new hair/makeup style as "punk chic" whenever anyone tried to mock Machi about her new look)
5. her & Momiji go on a crazy tie dying adventure (much to Hatori's grumbling & Mayu's amusement)
6. Kormaki gets her into collecting second hand fridge magnets which she then later uses in her work (my version of post-serise Machi is an artist) once the magnetism finally wears off
7. Kagura teaches her how to fix up old plushies (Machi likes creating Mogeta inspired characters) & gives Machi all her old cat ones to work on (Machi descides not to ask why Yuki's cousin was seemingly once obssesd with orange cats because she looks rather embrassed & a little sad when she hands over her collection)
8. Kyo reluctantly teaches her how to cook a few simple dishes (Tohru comes over as well & Yuki insists her food is better but Machi prefers Kyo's simple style of presentation so it's eventually descided that Kyo & her will do the cooking & Tohru & Yuki will deal with the cleaning which Yuki agrees to becuse cleaning is still difficult for Machi but Kyo says it's actually because no matter how much Tohru tried to train him rat boy knows he would never be able to do anything in the kitchen but burn water)
9. Kakeru teaches her the skills of 'excessive badge & sticker decorating' as well as giving eachother fake tattoos (Kisa congratulates Hiro on not saying anything rude to Yuki's girlfriend about her appreance after they first meet her)
10. Cuts her hair short (she delibretly makes it very choppy) once she enters university, where the rules are less strict about your apprence (at least it is if your at art college), & she also regulary wears diffrent coloured wigs (her favourites being a dark red one & a rainbow one) whenever she wants to temporarily change her appearance (beacuse she didn't want to commit to just one look, still wanted to have the ability to quickly "become invisable" again & she heard from Kimi that exsseive hair die-ing could permantly destroy her hair & scalp) it takes her until she's 30 to try out shaving all her hair off (she worried she'd look sick/crazy or not feminine enough) & everyone's really surppotive (though Kimi dose cry a bit, Rin & Haru aren't there when her hair is being shaved & Kyo is a slightly confused as he'd always thought women liked having longer hair then guys) especially Ritsu (who's growing out thier hair again) & they all throw her a big party (Haru & Rin are there for the party bit just not the hair removal bit because it brought up some bad memories) where Kakeru films it & posts it (with Machi's permission) & they give her cut off hair to a charity chosen by all thier followers (despite her disbelief Machi has manged to gain a small group of loyal fans from all her art stuff & her apprences on her loved ones social media), Kakeru also later uploads a video where they help Machi rainbow dye her buzz cut, (she later explores many diffrent types of buzz cut patterns such as flowers & geometric shapes but, at Kimi's insistence, gets them done by a professional)
11. She recycles & D.Y.I's like crazy (Momiji started singing Do Re Mi from The Sound Of Music after she told him that her new dress was actually made from curtains & Yuki cried when she gave him a little rat plushie made from felt, after he came clean to her about the curse)
12. She almost never wears an apron while working on her art because she likes getting messy
13. When her & Yuki go out to eat she loves things like fondoe (both the chocolate & cheese kind), eat N mess & is genreually just a fan of finger food & it becomes a tradition between her & Yuki (& later Mutsuki) to go on a stroll through the park after thier meal & (if it's autumn) look for piles of leaves to jump in (Machi & Yuki also like playing a game where they try to look for the weirdest looking leaf to give eachother & whoever wins gets to pick what they'll eat for dinner that evening & the looser has to cook it, Mutsuki is the "impartial" judge)
14. Machi is amazing at scrapbooking & collarge making (Tohru is more of a dream journal kind of girl)
15. When it's Summer her, Yuki & Mutsuki go down to the beach to see who can find the weirdest looking rocks (the less impressive ones often get used in Machi's art work, the coolest ones Mutsuki gets to keep & any that are too perfect get tossed back in the ocean & Mutsuki likes to score the splashes they make on how big/loud they are)
16. She loves helping Yuki out with gardening for lots of reasons (it's therapeutic & she loves seeing Yuki happy) but she can't deny it's also just fun getting muddy
17. Machi, thanks to Kakeru, devolpes a love of paint ball (but instead of using guns they just throw the paint at eachother like in 10 Things I Hate About You because apparently the gun pellets actually hurt) & will bring it up as an activity idea to her loved ones any chanse she gets
18. Decorates as much of her flat (& later her home with Yuki & Mutsuki) with Mogeta merchandise, random things she collects & her own art work as a big fuck you to her bitch "you have 0 personality/hobbies or talents" of a mother
19. Kisa (happily) & Hiro (reluctantly) introduce Machi to the magic of glitter
20. Machi & Rin eventually become proper friends due to bonding over being abounded by their asshole parents & one of the things they like to do together is work on thier seprete art peices while listening to music (Machi dosn't do any of her "aggressive" art, like plate smashing, around Rin though thanks to Yuki & Haru warnings)
21. When stuff gets to be too much & none of thier other coping strategies are working (like watching Mogeta stoned- which Kisa, Tohru & Momiji do not partake in) Machi & Haru bond by going to rage rooms together to destroy shit & scream (Haru obviously dosn't want Rin around for any of that though so Momiji, Tohru, Kagura or Hana will often take the opportunity to hang out with her, one time Yuki offered & it wasn't bad but it was definitely awkward as they had never really hung out without Haru before & Haru teases her for ages afterwards about her ending up liking Yuki once she actually spent some time with him which, like the precious tsundere she is, Rin will forever deny)
22. (I actually made a whole seprete post about this ages ago but now it seems to have vanished so in case other Machi fans are unable to find it l'll add it here) on the days that it's supposed to snow but dosn't Yuki takes her (& later Mutsuki) skating so she can enjoy scratching up the perfectly smooth ice (they would have gone on double dates with Tohru & Kyo if Tohru wasn't freaked out at the idea of having blades on her shoes & Kyo hadn't claimed to "not trust" ice, he's dislike comes from all the times Kagura had forced him to ice skate with her on the lake near Kazuma's place in the winter when they were kids, so they would instead go with Haru & Momiji - they had thought about going with Haru x Rin & Kakeru x Kormaki once but he proudly revealed that he'd been banned from thier local ice rink years ago for trying "perfectly safe" Olympic level stunts in he's attempt to recreate one of he's favriote episodes of Power Rangers, much to he's fiancee's anger, & Machi reminded Yuki that though Haru & Kakeru were fine with eachother Rin isn't reall able to stand Kakeru for longer than 5 minuites)
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yurimother · 5 years ago
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LGBTQ Game Review - A Summer’s End – Hong Kong 1986
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Before diving into the meat of Oracle and Bone’s A Summer’s End, I want to talk about the women behind this game Tida Kietsungden, and Charissa So. So and Kietsungden have done nothing but impress me since the announcement of A Summer’s End. They have repeatedly demonstrated their immense effort and dedication to creating a beautiful and thoughtful experience. Through conversations with the studio and reading their blog entries, I gained a remarkable understanding of how this game is both a tribute to classic cinema and a love letter to the Yuri and LGBT community. Through careful research and thoughtful expression, the two women navigate and acknowledge complicated issues, including Asian LGBTQ history and Hong Kong’s delicate political situation with grace and maturity. I am in complete awe of both women and their work. However, regardless of my profound respect for these creators, I still endeavor to offer my unfiltered thoughts on the visual novel, giving praise and criticism where appropriate.
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A Summer’s End – Hong Kong 1986 is a Yuri visual novel set, as you may have figured out, in Hong Kong in the year 1986. The game follows a young office worker, Michelle (Fong Ha) Cheung, who has a chance encounter with a free-spirited woman named Sam (Ka Yan) Wong. Both women feel drawn to each other, and the game explores this mutual attraction and the budding relationship which emerges from it.
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This plot follows the standard girl meets girl story that has permeated the Yuri genre for the past several decades. Like most Yuri stories, the older and more experienced woman, Sam, is rebellious and beautiful, with long dark hair and a dominating persona. Michelle, although far more naive in the ways of love, breaks the trend of this trope by being the more sullen of the two. I would have liked to see the game diverge a bit more from the standard story of the genre. Fortunately, A Summer’s End is a romance story between adults who do not work together, setting it apart from the norms. It even includes a coming out section that creates a more robust LGBT identity than any tale of temporary schoolgirl love.
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The story is well put together and well presented. The story is told primarily from Michelle’s perspective. It mostly takes place over a few days, during which Michelle engages in a whirlwind romance with Sam. This story features the struggle between her feelings and passion and her devotion to tradition and her mother. The progression of her affection is unrealistically fast. The story feels a bit rushed, and many of the societal and personal quagmires the game stumbles upon are not sufficiently developed or confronted. Had the game indulged in a more prolonged and tumultuous struggle for Michelle, conclusions would have felt much sweeter, and the story would have gone from good to great.
Even with this massive missed opportunity, there are plenty of exemplary moments and aspects of the narrative. The game pulls no punches addressing Michelle’s slightly overbearing mother and the conflict between the two. It would have been incredibly simple to take the easy route on this one. Still, the developers stuck to their guns and manage to explore a challenging situation satisfyingly, all while keeping the characters realistic and sympathetic. In fact, every scene relating to LGBT rights and history is flawlessly executed.
There are also some fantastic chapters, including a thrilling but refreshing bike ride and a flashback scene that recontextualizes certain events from another perspective. The many references and allusions to classic cinema including some older lesbian films and plenty of Asian works, are particularly noteworthy. However, the best part of A Summer’s End by far is the setting.
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The location and time period is intrinsic to Sam and Michelle’s tale, as it is shaped by and reflects contemporary culture and LGBTQ rights. Oracle and Bone create a vibrant and lively world, a jaw-dropping depiction of Hong Kong in the 1980s. Everything helps feed into the creation of this world, including a fantastic and retro UI, small touches such as a Cantonese subway announcement, and objects encountered like a disposable camera help convey a strong sense of the period. However, the soundtrack sells it more than any other element, save perhaps the artwork, transporting the player to the era. While a few tracks are the standard easy listening affairs one expects from visual novels, there are tons of excellent city pop and disco beats, complete with plenty of synths and confidence! Finally, a visual novel soundtrack that contributes more than just background noise!
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Sadly, the game’s dialogue choice system and branching paths are far more of a hindrance than a help. I can honestly say that the game would play better and be way more enjoyable as a kinetic novel. Most choices feel inconsequential, changing nothing of the story and resulting in almost the exact same response from other characters yet, they have a hidden points system. If you do not earn enough points, parts of the optional adult content will be unplayable until one goes back to find the right choice. I spent several hours replaying, and eventually skipping through, the game to unlock all the scenes, and finally gave up with one CG left unseen. The only choice with any actual effect is painfully evident in its consequences. One option leads to the bad ending, which is well written, but no reasonable player would go down that path unless they just wanted to see the whole game. The second unveils the true good ending, which no player in their right mind would not pursue, as again, the choice is obvious and adds nothing to the game. There is no reason to put in an alternative ending or tedious dialogue choice.
The characters in A Summer’s End are well constructed. Sam is adventurous without being obnoxious and has a mature though appropriately unrefined demeanor. Michelle is extremely curt and somewhat distant, although she displays a sharp wit and more timid nature on occasion. Both women participate in engaging, deep, and thoughtful discussions, often with each other, although sometimes internally, and thus feel well developed and complex. Unfortunately, their chemistry, while not absent, is not enough to sell the whirlwind romance. There is insufficient expression of their feelings and attractions, both internally or through dialogue and actions, so their inevitable closeness feels unearned.
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However, even in the short game, both characters change with each other, especially Michelle, as she becomes more affectionate, confident, and caring. She begins to embody some of Sam’s warmness while never losing herself. Some of my favorite dialogue and interaction came from her towards the end of the game, although I will not spoil it. Additionally, side characters have a strong presence thanks to their firmly established characteristics and a profound effect on the narrative. Each has their own sprite and mannerisms, helping cement them as fixtures in A Summer’s End rather than tacked on assets.
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The visual novel contains optional adult content, which is installed in an extra patch and can be toggled on and off. I played through the game with and without it and can happily report that the story is just as fulfilling and complete without it. Although the unlockable nature of these scenes is aggravating, they are very well written and sensual without being exploitative. There were moments I did not care for as much, such as Sam getting carried away at one point, but it felt very realistic and incredibly sensual. The artwork in these sexual encounters is some of the best in the game, embracing darker colors and showcasing intense desire.
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Speaking of the artwork, it is stupendous. The game is bright and striking, with amazing backgrounds complete with luminous neon signs, glaring televisions, and life and activity oozing from every corner. The backgrounds are so beautiful and detailed they could effectively serve in place of CG art, although there is plenty of that asides. The character models and designs are similarly excellent, with expressive poses and faces. The various outfits, of which the game has many, embody iconic 80’s fashion. Artist Tida Kietsungden draws both the characters and CGs with a distinctive hand-drawn style, which allows them to play well off each other and add to the beautiful presentation. The detail and care that went into the aesthetics are enormous and elevate the game at every moment. 
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A Summer’s End – Hong Kong 1986 is a vibrant and intimate experience. The fantastic setting and flawless artwork surround a compelling and thoughtful story about lesbian love and desire, societal expectations, and the bonds between family and lovers. It is rough around the edges, with a slightly rushed story that leaves little time to wallow in complexity and an awful dialogue system. However, it will win players over with its striking presentation and sophisticated subject matter. I look forward to more from this studio and highly recommend you check this game out!
Ratings: Story – 7 Characters – 6 Art – 10 Music – 8 LGBTQ – 8 Sexual Content – 3 (8 with patch) Final – 7
Purchase A Summer’s End on Steam and itch.io, available April 23
Consider supporting Yuri news, reviews, and content on the YuriMother Patreon
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shemakesmusic-uk · 4 years ago
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This segment features artists who have submitted their tracks/videos to She Makes Music. If you would like to be featured here then please send an e-mail to [email protected]. We look forward to hearing from you!
Ronley Teper
Children at heart who love comedic, poetic, theatric, yet at times serious storytelling alongside truly magical music, should prepare themselves for the surprising world of Ronley Teper. Born in South Africa and growing up in Toronto, she is an active composer, producer and multimedia artist. Teper invites a rotating roster of some of the finest musicians, animators and multimedia artists to publicly improvise around her storytelling and songwriting styles that cycle through many influences from folk, funk, jazz, cabaret, cinematic, post rock and pop musical sensibilities. She has been described as reminiscent of artists including Tom Waits, Mary Margaret O’Hara, Laurie Anderson, Kate Bush and Frank Zappa. A musician and performance artist, Teper has been an active member in the arts scene for almost two decades. Over this time, she has recorded 5 independent LP’s; with an upcoming 6th Everyone Loves A Good Story (coming Jan 2021). Of her latest single 'New Love' Ronley says: "In a world of uncertainty and chaos and an overall general sense of loneliness, the possibility of companionship that comes with new love – be it romantic or any type of connection – has greater meaning now than in any other time. 'New Love,' embodies our yearning for the what if, nestled in the hope and possibility for loving connection." Listen below.
X62
X62 (Ten-Sixty Two) is a pop/soul duo from Edmonton, Alberta. Think of that thrilling and terrifying period of time when you’ve fallen for someone, but don't yet know if they feel the same. Their new single, 'Hopelessly Hoping,' is about "those nights spent laying awake in bed picturing life with this person, desperately hoping they feel the same, knowing full well you can’t force someone else’s emotions. To turn it into a duet, we created a story where both people feel the connection, but neither is bold enough to let the other know. Mutually wondering if it's a hopeless endeavour or something greater. The song ends and we still don’t actually have an answer. We'd like to think that it ends happily and they both figure it out." Listen below.
X62 · Hopelessly Hoping
Romana
A self-taught multi-disciplinary artist inspired by the human condition, the cosmos, our ancestors and the spaces in between – Romana experiments with several mediums to express her journey as a woman of colour in Toronto. A true artist, Romana is a singer-songwriter, painter, installation artist and experience designer. As an expressionist and artist, Romana feels that it is her responsibility to use her art as a platform for awareness. Her music specifically lends a voice to the issues and ideas that are important to her and the many diverse communities she belongs to. Romana's music addresses identity, belonging and healing. Topics that are not often addressed in the mainstream, Romana's messages are made accessible and easily consumable through smooth 90s R&B-inspired sounds. Her musical style is definitely a reflection of her experience growing up in a desi household in the 90s. Romana is changing the way we view artists today and giving people everywhere permission to do it all. "I have had many conversations with my friends about energy vampires: individuals that can drain the life out of you!" says Romana. "My new song, 'ENERGY,' is about the give and take that each relationship needs to be healthy. Jeia Rouge produced this track and it was one of the most floetic, fun and egoless experiences I have had. Jeia is also the first and only female producer I have worked with. There is always something special about women coming together to create! If something or someone is not actually adding to your life then it has got to go! I want you to assess your own circles to make sure that there is no one in your life who is sapping your energy." Listen below.
Romana · ENERGY
Gefahrgeist
With meaningful lyrics and a dreamlike atmosphere, ‘Graceless’ is the perfect ethereal pop soundtrack. Gefahrgeist combines the different musical expertise of two of Scotland’s most promising young musicians - Fiona Liddell and Niall Rae. Fiona Liddell is a singer-songwriter from Glasgow with a ten year music career performing with various bands and musical projects (Jack Hinks, Echo Arcadia, Loud Poets). This summer, she released a live album of original songs with her husband, Sam Thorne, on piano. Niall (Neel) Rae is a producer and bassist from Aberdeen. With a degree in composition from Edinburgh Napier University, Niall has taken his skills to new heights with Gefahrgeist. With his creative drive and musical imagination, Niall is able to transform songs like ‘Graceless’ from a simple piano piece into an eclectic pop anthem. Listen to 'Graceless' below.
Violet Hull
Violet Hull is a 20 year old singer songwriter of Thai and American descent currently developing her craft in Sydney, Australia. 'Buy This' is her debut single and is self-written, recorded and produced.  "It unleashes a lot of feelings I have about the world right now– the pleasures and pressures," explains Violet. "When will our selfishness eat us up? Will we make it out or sell ourselves into the ground? Creative sampling and satire taps into poignant realities about consumerism, narcissism, and social media. Though spacious, the song crescendos like the feelings of crisis that are palpable at the moment." It was first released with a stop-motion music video (created with conceptual artist and painter Kaye Mahoney) on youtube and IGTV. "'Buy This' doesn't just allude to consumerism, but the self-centred ideologies thrust upon us in a world that supported Trump's rise to US President," she continues. "I would love more people to be able to hear its message." Listen below.
Violet Hull · BUY THIS
Tekla Waterfield
Trouble In Time marks a first for husband and wife collaborators, award-winning Seattle based singer-songwriter Tekla Waterfield and multi-instrumentalist and producer, Jeff Fielder. Their two aesthetics have found maturity, meshing together to produce sensual, ephemeral songs nestled in lush beds of laid-back and stripped down grooves. Most of the album’s nine songs were written in 2020, in response to the heavy and anxiety-filled events taking place around the world. Despite the heavy subject matter, there is a resounding takeaway of hope for a brighter tomorrow in this collection of beautiful and haunting songs. Trouble in Time is out January 8. Stream the title track below.
Tekla Waterfield · Trouble In Time
Jade Hilton
Heartfelt lyrics and emotive vocals have helped Jade Hilton evolve into her distinctive sound. The singer-songwriter fuses earthy folk melodies over lo-fi soundscapes. After graduating  from the University if Illinois at Urbana-Chapaign on a full athletic scholarship, she moved back home to Toronto and began releasing music  featuring her indie folk style with R&B-pop production. "My new song, 'Falling,' is about that uncontrollable feeling when you first start liking someone, but not finding the words to tell that person how you feel," says Jade. "The more time you spend with that person, the more you realize how beautiful they truly are. Writing this song was my way of expressing that." Listen below.
Jade Hilton · Falling
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achronologyofbits · 5 years ago
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GOTY 2019
I wanted to write a personal Game of the Year list, but I realized I really didn’t play that many games that were new in 2019. So I’m ranking them, but it’s less a “top 10” and more a “10 games I played and how I felt about them.”  
10. Kingdom Hearts III
Kingdom Hearts III plays like a game from 2005.
I’m not sure I can fully articulate what I mean by that. Maybe I mean its combat is largely simplistic and button-mashy. Maybe I mean its rhythms of level traversal and cutscene exposition dumps are archaic and outdated. Maybe feeling like this game is a relic from another time is unavoidable, given how many years have passed since its first series entry.  
But there’s also something joyful and celebratory about it all — something kind of refreshing about a work that knows only a tiny portion of its players will understand all its references and lore and world-building, and just doesn’t care.
Despite all the mockery and memery surrounding its fiction, Kingdom Hearts’ strongest storytelling moments are actually pretty simple. They’re about the struggle to exist, to belong, and to define what those things mean for yourself. I think that’s why the series reaches the people it does.
Those moments make Kingdom Hearts III worth defending, if not worth recommending.
9. Sekiro: Shadows Die Twice
Admittedly, I only played about 10-15 hours of this in 2019. Perhaps fittingly, that’s about the amount of time I originally spent on Dark Souls when it released in 2011. I bounced off, hard, because I didn’t understand what it was asking of me. Once I did — though, it has to be said, I needed other people to explain those expectations to me, because the game sure as hell didn’t — Dark Souls became an all-time favorite. And I’ve played every FromSoft game since then, and enjoyed them all. Until Sekiro.
Part of it is, again, down to expectation. Dark Souls trained its players on a certain style of combat: cautious movements, careful attention to spacing, committing to weighty attacks, waiting for counterattacks. In every game since then, FromSoft have iterated on those expectations in the same direction in an attempt to encourage players to be less cautious and more aggressive. The series moved from tank-heavy play in Dark Souls, to dual-wielding in DS2, to weapon arts and reworking poise in DS3, to the system of regaining health by attacking in Bloodborne.
In some ways, Sekiro is a natural continuation of this trend toward aggression, but in others, it’s a complete U-turn. Bloodborne eschewed blocking and prioritized dodging as the quickest, most effective defensive option. Sekiro does exactly the opposite. Blocking is always your first choice, parrying is essential instead of largely optional, and dodging is near useless except in special cases. FromSoft spent five games teaching me my habits, and it was just too hard for me to break them for Sekiro.
I have other issues, too — health/damage upgrades are gated behind boss fights, so grinding is pointless; the setting and story lack some of the creativity of the game’s predecessors; there’s no variety of builds or playstyles — but the FromSoft magic is still there, too. Nothing can match the feeling of beating a Souls-series boss. And the addition of a grappling hook makes the verticality of Sekiro’s level design fascinating.
I dunno. I feel like there’s more here I’d enjoy, if I ever manage to push through the barriers. Maybe — as I finally did with the first Dark Souls, over a year after its release — someday I will.
8. Star Wars Jedi: Fallen Order
In December, my wife and I traveled to Newport Beach for a family wedding, and we stayed an extra day to visit Disneyland. As an early birthday present, Aubrey bought me the experience of building a lightsaber in Galaxy’s Edge. And the experience is definitely what you’re paying for; the lightsaber itself is cool, but it’s cool because it’s made from parts I selected, with a blade color I chose, and I got to riff and banter with in-character park employees while doing it. (“Can you actually read those?” one asked me in an awed voice, when I selected a lightsaber hilt portion adorned with ancient Jedi runes. “Not yet,” I told her. “We’ll see if the Force can teach me.”)
Maybe it’s because I just had that experience, but by far my favorite moment in Jedi: Fallen Order is when main character Cal Kestis overcomes his own fears and memories to forge his own lightsaber, using a kyber crystal that calls to him personally. It’s maybe the only part of the game that made me feel like a Jedi, in a way the hours of Souls-inspired lightsaber slashing didn’t.
I think that’s telling. And I think it’s because so much of Fallen Order is derivative of other works, both in the current canon of gaming and of Star Wars. That’s not to say it’s bad — the mélange of Uncharted/Tomb Raider traversal, combat that evokes Souls and God of War, and vaguely Metroid-y power acquisition and exploration mostly works — but it’s just a titch less than the sum of those parts.
Similarly, as a Star Wars story, it feels under-baked. There’s potential in exploring the period immediately after Order 66 and the Jedi purge, but you only see glimpses of that. And I understand the difficulty of telling a story where the characters succeed but in a way that doesn’t affect established canon, but it still seemed like there were a couple of missed opportunities at touching base with the larger Star Wars universe. (And the one big reference that does pop up at the end feels forced and unrealistic.)
When I got home from California, I took my lightsaber apart just to see how it all worked. Outside of the hushed tones and glowing lights of Savi’s Workshop, it seems a little less special. It’s still really cool…but I sort of wish I had had a wider variety of parts to choose from. And that I had bought some of the other crystal colors. Just in case.
That’s how I feel about Jedi: Fallen Order. I had fun with it. But it’s easier now to see the parts for what they are.
7. Untitled Goose Game
Aubrey and I first saw this game at PAX, at a booth which charmingly recreated the garden of the game’s first level. We were instantly smitten, and as I’ve introduced it to family and friends, they’ve all had the same reaction. When we visited my brother’s family in Florida over the holidays, my eight-year-old niece and nephew peppered me with questions about some of the more complex puzzles. Even my father, whose gaming experience basically topped out at NES Open Tournament Golf in 1991, gave it a shot.
I’m not sure I have a lot more to say here, other than a few bullet points:
1) I love that Untitled Goose Game is completely nonviolent. It would’ve been easy to add a “peck” option as another gameplay verb, another means of mischief. (And, from what I understand, it would be entirely appropriate, given the aggression of actual geese.) That the developers resisted this is refreshing.
2) I’m glad a game this size can have such a wide reach, and that it doesn’t have to be a platform exclusive.
3) Honk.
6. Tetris 99
Despite the number of hours I’ve spent playing games, and the variety of genres that time has spanned, I’m not much for competitive gaming. This is partially because the competitive aspect of my personality has waned with age, and partially because I am extremely bad at most multiplayer games.
The one exception to this is Tetris.
I am a Tetris GOD.
Of course, that’s an incredible overstatement. Now that I’ve seen real Ecstasy of Order, Grandmaster-level Tetris players, I realize how mediocre I am. But in my real, actual life, I have never found anyone near my skill level. In high school, I would bring two Game Boys, two copies of Tetris, and a link cable on long bus rides to marching band competitions, hoping to find willing challengers. The Game Boys themselves became very popular. Playing me did not.
Prior to Tetris 99, the only version of the game that gave me any shred of humility in a competitive sense was Tetris DS, where Japanese players I found online routinely handed me my ass. I held my own, too, but that was the first time in my life when I wasn’t light-years beyond any opponent.
As time passed and internet gaming and culture became more accessible, I soon realized I was nowhere near the true best Tetris players in the world. Which was okay by me. I’m happy to be a big fish in a small pond, in pretty much all aspects of my life.
Tetris 99 has given me a perfectly sized pond. I feel like I’m a favorite to win every round I play, and I usually finish in the top 10 or higher. But it’s also always a challenge, because there’s just enough metagame to navigate. Have I targeted the right enemies? Do I have enough badges to make my Tetrises hit harder? Can I stay below the radar for long enough? These aspects go beyond and combine with the fundamental piece-dropping in a way I absolutely love.
The one thing I haven’t done yet is win an Invictus match (a mode reserved only for those who have won a standard 99-player match). But it’s only a matter of time.  
5. Pokemon Sword/Shield
I don’t think I’ve played a Pokemon game through to completion since the originals. I always buy them, but I always seem to lose steam halfway through. But I finished Shield over the holidays, and I had a blast doing it.
Because I’m a mostly casual Pokeplayer, the decision to not include every ‘mon in series history didn’t bother me at all. I really enjoyed learning about new Pokemon and forcing myself to try moving away from my usual standards. (Although I did still use a Gyarados in my final team.)
As a fan of English soccer, the stadium-centric, British-flavored setting also contributed to my desire to see the game through. Changing into my uniform and walking onto a huge, grassy pitch, with tens of thousands of cheering fans looking on, really did give me a different feeling than battles in past games, which always seemed to be in weird, isolated settings.
I’m not sure I’ll push too far into the postgame; I’ve never felt the need to catch ‘em all. But I had a great time with the ones I caught.
4. The Legend of Zelda: Link’s Awakening
I have a strange relationship with the Zelda series, especially now. They are my wife’s favorite games of all time. But I don’t know if I’ve ever actually sat down and beaten one since the original Link’s Awakening. Even with Breath of the Wild, which I adore, I was content to watch Aubrey do the heavy lifting. I know the series well, I’ve played bits of all of them, but most haven’t stuck with me.
Link’s Awakening has. I wrote a piece once about its existential storytelling and how it affected me as a child. I love the way the graphics in this remake preserve that dreamlike quality. It’s pretty much a re-skin of the original game, but the cutesy, toy-set aesthetic pairs well with the heavy material. If this is all a dream, whose dream is it? And when we wake up, what happens to it?
Truthfully, some of the puzzles and design decisions haven’t held up super well. Despite the fresh coat of paint, it definitely feels like a 25-year-old game. But I’m so glad this version exists.
Oh, and that solo clarinet in the Mabe Village theme? *Chef’s kiss*
3. Control
I actually haven’t seen a lot of the influences Control wears on its sleeve. I’ve never gone completely through all the episodes of the X-Files, Fringe, and Twin Peaks; I’m only vaguely familiar with the series of “creepypasta” fiction called SCP Foundation; and I have never endeavored to sit through a broadcast of Coast to Coast AM. I’m also unfamiliar with Remedy’s best-known work in the genre, Alan Wake. But I know enough about all those works to be able to identify their inspiration on the Federal Bureau of Control, Jesse Faden, and the Oldest House.
Control is an interesting game to recommend (which I do), because I’m not sure how much I really enjoyed its combat. For most of the game, it’s a pretty standard third-person shooter. You can’t snap to cover, which indicates you’re intended to stay on the move. This becomes even more obvious when you gain the ability to air dash and fly. But you do need to use cover, because Jesse doesn’t have much health even at the end of the game. So combat encounters can get out of hand quickly, and there’s little incentive to keep fighting enemies in the late game. Yet they respawn at a frustratingly frequent rate. The game’s checkpointing system compounds this — you only respawn at “control points,” which act like Souls-style bonfires. This leads to some unfortunately tedious runbacks after boss fights.
On the other hand, Jesse’s telekinesis power always feels fantastic, and varying your attacks between gunshots, thrown objects, melee, and mind controlling enemies can be frenetic fun. That all comes to a head in the game’s combat (and perhaps aesthetic?) high point, the Ashtray Maze. To say more would be doing a disservice. It’s awesome.
The rest of the gameplay is awesome, too — and I do call it “gameplay,” though unfortunately you don’t have many options for affecting the world beyond violence. The act of exploring the Oldest House and scouring it for bureaucratic case files, audio recordings, and those unbelievably creepy “Threshold Kids” videos is pure joy. The way the case files are redacted leaves just enough to the imagination, and the idea of a federal facility being built on top of and absorbed into a sort of nexus of interdimensional weirdness is perfectly executed. And what’s up with that motel? And the alien, all-seeing, vaguely sinister Board? So cool.
With such great worldbuilding, I did wish for a little more player agency. There are no real dialogue choices — no way to imbue Jesse with any character traits beyond what’s pre-written for her — and only one ending. This kind of unchecked weird science is the perfect environment for forcing the player into difficult decisions (what do we study? How far is too far? How do we keep it all secret?), and that just isn’t part of the game at all. Which is fine — Control isn’t quite an immersive sim like Prey, and it’s not trying to be. I just see some similarities and potential, and I wish they had been explored a little.
But Control’s still a fantastic experience, and in any other year, it probably would’ve been my number one pick. That’s how good these next two games are.
2. Outer Wilds
Honestly, this is the best game of 2019. But I’m not listing it as number one because I didn’t play most of it — Aubrey did. Usually we play everything together; even if we’re not passing a controller back and forth, one of us will watch while the other one plays. And that definitely happened for a large chunk of Outer Wilds. But Aubrey did make some key discoveries while I was otherwise occupied, so while I think it’s probably the best game, it’s not the one I personally spent the most time with.
The time I did spend, though? Wow. From the moment you wake up at the campfire and set off in search of your spaceship launch codes, it’s clear that this is a game that revels in discovery. Discovery for its own sake, for the furthering of knowledge, for the protection of others, for the sheer fun of it. Some games actively discourage players from asking the question, “Hey, what’s that over there?” Outer Wilds begs you to ask it, and then rewards you not with treasure or statistical growth, but with the opportunity to ask again, about something even more wondrous and significant.
There are so many memorable moments of discovery in this game. The discovery that, hey, does that sun look redder to you than it used to? The discovery that, whoa, why did I wake up where I started after seemingly dying in space? Your first trip through a black hole. Your first trip to the quantum moon. Your first trip to the weird, bigger-on-the-inside fog-filled heart of a certain dark, brambly place. (Aubrey won’t forget that any time soon.)
They take effort, those moments. They do have to be earned, and it isn’t easy. Your spaceship flies like it looks: sketchy, taped together, powered by ingenuity and, like, marshmallows, probably. Some of the leaps you have to make — both of intuition and of jetpack — are a little too far. (We weren’t too proud to look up a couple hints when we were truly stuck.) But in the tradition of the best adventure games (which is what this is, at heart), you have everything you need right from the beginning. All you have to do is gather the knowledge to understand it and put it into action.
And beyond those moments of logical and graphical discovery, there’s real emotion and pathos, too. As you explore the remnants of the lost civilization that preceded yours, your only method of communication is reading their writing. And as you do, you start to get a picture of them not just as individuals (who fight, flirt, and work together to help each other), but as a species whose boundless thirst for discovery was their greatest asset, highest priority, undoing, and salvation, all at once.
I don’t think I can say much more without delving into spoilers, or retreading ground others have covered. (Go read Austin Walker’s beautiful and insightful review for more.) It’s an incredible game, and one everyone with even a passing interest in the medium should try.
(Last thing: Yes, I manually flew to the Sun Station and got inside. No, I don’t recommend it.)
1. Fire Emblem: Three Houses
If I hadn’t just started a replay of this game, I don’t think I’d be listing it in the number one slot. I started a replay because I showed it to my brother when we visited him in Florida last month, and immediately, all the old feelings came flooding back. I needed another hit.
No game this year has been as compelling for me. That’s an overused word in entertainment criticism, but I mean it literally: There have been nights where I absolutely HAVE to keep playing (much to Aubrey’s dismay). One more week of in-game time. One more study session to raise a skill rank. One more meal together so I can recruit another student. One more battle. Just a little longer.
I’m not sure I can put my finger on the source of that compulsion. Part of it is the excellence of craftsmanship on display; if any technical or creative aspect of Three Houses was less polished than it is, I probably wouldn’t feel so drawn to it. But the two big answers, I think, are the characters and their growth, both mechanically and narratively.
At the start of the game, you pick one of the titular three houses to oversee as professor. While this choice defines who you’ll have in your starting party, that can be mitigated later, as almost every other student from the other two houses can be recruited to join yours. What you’re really choosing is which perspective you’ll see the events of the story from, and through whose eyes: Edelgard of the Black Eagles, Dimitri of the Blue Lions, or Claude of the Golden Deer. (This is also why the game almost demands at least three playthroughs.)
These three narratives are deftly written so you simultaneously feel like you made the only possible canonical choice, while also sowing questions into your decision-making. Edelgard’s furious desire for change is just but perhaps not justifiable; Dimitri hides an obsession with revenge behind a façade of noblesse oblige; Claude is more conniving and pragmatic than he lets on. No matter who you side with, you’ll eventually have to face the others. And everyone can make a case that they, not you, are on the right side.
This is especially effective because almost every character in Three Houses is dealing with a legacy of war and violence. A big theme of the game’s story is how those experiences inform and influence the actions of the victims. What steps are justified to counteract such suffering? How do you break the cycle if you can’t break the power structures that perpetuate it? How do good people end up fighting for bad causes?
While you and your child soldiers (yeah, you do kind of have to just skip over that part; they’re in their late teens, at least? Still not good enough, but could be worse?) are grappling with these questions, they’re also growing in combat strength, at your direction. This is the part that really grabbed me and my lizard brain — watching those numbers get bigger was unbelievably gratifying. Each character class has certain skill requirement prerequisites, and as professor, you get to define how your students meet those requirements, and which they focus on. Each student has certain innate skills, but they also have hidden interests that only come to the surface with guidance. A character who seems a shoo-in to serve as a white mage might secretly make an incredibly effective knight; someone who seems destined for a life as a swordsman suddenly shows a talent for black magic. You can lean into their predilections, or go against them, with almost equal efficacy.
For me, this was the best part of Three Houses, and the part that kept me up long after my wife had gone to bed. Planning a student’s final battle role takes far-seeing planning and preparation, and each step along the way felt thrilling. How can you not forge a connection with characters you’ve taken such pains to help along the way? How can you not explode with joy when they reach their goals?
That’s the real draw of Fire Emblem: Three Houses, I think: the joy of seeing people you care about grow, while simultaneously confronting those you once cared about, but who followed another path. No wonder I wanted to start another playthrough. I think I’ll be starting them all over again for a long time.
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drdiandralp · 4 years ago
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The Holy Grail of Racing: One Car for All Tracks
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One car for all tracks means that a single car races competitively on everything from superspeedways to road courses. The goal is producing the best racing possible while keeping costs down. But is it even possible to have one car for all tracks?
A Little History
When we say 'one car', we really mean that the most expensive parts of the car don't change. Remember back to the early-to-mid 2000s, where teams were literally designing a different car for each track. They modified the chassis by adding wooden reinforcements in bumpers and doors for short tracks. Engineers tweaked bodies and spent hours in wind tunnels and developing computational fluid dynamics simulations to optimize body shape for each track. They clear-coated over decals on superspeedway cars so the cars could be as aerodynamically sleek as possible. It cost a lot of money, but they didn't really have a choice. Because everyone else was doing it, you couldn't win if you didn't do it, too. The CoT was NASCAR's first attempt at one car for all tracks. They fixed the body shape and moving all the aerodynamic adjustability to bolt-on pieces that could easily be changed: A wing and a splitter. A spoiler quickly replaced the wing, and NASCAR later changed the body to better reflect manufacturer styling. But they still haven't found the holy grail. Or have they? Can they?
Experimental Variables
NASCAR has always used horsepower as a limiting variable. In addition to limiting speed, horsepower limits also cap the rpms the engine can reach. Keeping engine speed below about 10,000 rpm lets engine builders use mundane, lower-cost materials instead of more-expensive alloys. Restrictor plates (later tapered spacers) were used to limit speed even more at superspeedways. In 2019, NASCAR turned to a second variable: downforce. 2019: Fixed Aero/High Downforce Everywhere In 2019, NASCAR instituted a high-downforce aero package with a big spoiler and splitter, and a sleek underbody. - Spoiler: 8” x 61” - Splitter: 2” overhang, 10.5” wings at splitter ends - Radiator pan: 37” in front tapered to 31” with vertical fences - Aero ducts: Used at majority of oval tracks larger than 1 mile While the XFINITY series had long used a tapered spacer to tailor engine power output, the tapered spacer now came to the Cup Series. The Cup Series uses two sizes of tapered spacers: - 750 HP: 1.17” tapered spacer (for short tracks and road courses) - 550 HP: 0.922” tapered spacer (for oval tracks larger than 1 mile) That gave us fixed aero and three engine configurations: Taper550, Taper750 and Superspeedway. But the 550Taper package could be run with or without aeroducts, The teams actually had four configurations to worry about. Taper550Taper750SuperSpeedwayHigh downforce with aeroductsXXHigh downforce without aeroductsXX While it's still one car, the number of configurations matters. The moneyed teams will do research and development for each configuration. The optimal setup for a Taper550 with aeroducts is different than for a Taper750 without aeroducts. But four is still less than one for each track. 2020 Rules Package The 2019 rules package worked well at the 1.5 mile and larger tracks, but not so well at the shorter tracks. Martinsville and Richmond, in particular, had lackluster races in 2019. Drivers and fans grumbled. NASCAR needed more more variability. So in 2020, they introduced a second, lower-downforce aero package. This package featured smaller spoilers (2.75") and splitters (1/4" overhang), intended to emphasize handling and driver input. They christened this aero package ST/RC (Short Track/Road Course). It was used at tracks 1 mile and smaller, and at road courses. The original aero package -- the high-downforce package -- is called “NA18D” for reasons I haven't been able to figure out yet. If brake ducts are used instead of aeroducts, they call the package NA18D*. Again, it seems like a small change, but each variation opens the door to spending more R&D money. Hold on -- I'm not going to count configurations yet because it gets even more complicated in 2021. 2021 Rules Package In 2021, NASCAR opted to use the low-downforce package at tracks 1.3 miles and smaller (i.e. Darlington and Nashville). Although that doesn't increase the number of configurations, they also added a dirt track, which necessitated a Taper750* engine package. So here's this year's configurations: Taper550Taper750Taper750*SuperSpeedwayNA18DAtlanta, Charlotte, Fontana, Homestead, Kansas, Las Vegas, Michigan, Pocono, TexasNA18D*COTA, Daytona RC, Road America, Indy RCST/RCBristol, Charlotte RC, COTA, Darlington, Road America, Indy RC, Loudon, M'ville, Nashville, Phoenix, Richmond, Sonoma, Watkins GlenST/RC*Bristol (Dirt)SuperspeedwayDaytona, TalladegaAt COTA, Daytona RC, Road America, and Indy RC, teams have the option of running NA18D* OR ST/RC. Teams can run either NA18D* or ST/RC at COTA, Road America, and the road course at Indy. But you and I know that the big teams investigated both possibilities to determine which one would work better. So even though we talk about one car for all tracks, we're really talking about five packages. That's R&D for five different combinations. Of course, all of this will go out the window with the arrival of the NextGen car next year; however, NASCAR will have the same issues of having to tuning that car for all the different tracks the series visits.
Has It Worked? Do We Have One Car for All Tracks?
It's actually hard to say because racing has so many variables. Nowhere is that better illustrated than last weekend's races at Pocono. Doubleheaders are rare opportunities to compare because so many of the variables are, if not constant, at least comparable. The weather was similar, the track surface didn't undergo any massive changes, and teams didn't have a couple months to go back and think about how to better set up their car. They used the exact same package and, in most cases, the exact same car. The race lengths differed by only ten laps. And look how different the races were. The Race Flow Let's start by looking at the Caution-O-Grams for Pocono 1 and Pocono 2. A Caution-O-Gram is my way of graphically showing the race flow.
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Race 1 - Debris and accidents interrupted the race throughout stage 1 and stage 2. - We had eight cautions for a total of 25 laps.- Six of those laps were stage-end cautions - Cautions made up 22.5% of the race, - We had 105 laps of green-flag racing. - There were 8 green-flag runs- Only three were 19 laps or longer. (19, 24, 27 laps) - Three more were 9 laps long - The remaining three were 2, 2 and 3 laps. Race 2 - We had one early accident and then nothing unplanned until a debris caution early in stage three. - We had four cautions, two of which were stage cautions, for a total of 15 laps. - Cautions made up 15.6% of the race- Stage-end cautions were four laps long in race 2, but only three laps long in race 1 - We were left with 125 laps of green-flag racing. - There were 5 green-flag runs- Three were 25 laps or longer (25, 44, 51 laps) - The other two were 2 and 3 laps. The Players We can use the Lead-O-GramTM to compare which drivers led laps during the weekend races.
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Sections with stars indicate green-flag pit stop cycles. Slash fills are leads taken during yellow flags. I used consistent colors for both graphs, so you can see that Larson, Logano, Chastain and Ku Busch, all of whom led laps in race 1, did not lead laps during race 2. Byron and Bowman were the only two drivers who had strong leads in both races. Variable Alert!: The Invert The invert was one of the big differences in variables between the two race, and you can see the effect on the Lead-O-Gram. Buescher and McDowell led laps early because of their starting positions, but weren't factors at the end. Blown tires and fuel strategy impacted who won these races much more than inverting the first 20 finishers from race 1 to set the starting grid for race 2. You can see that the cream rises to the top by comparing the starting and finishing positions of each driver for race 1 vs. race 2.
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Red dots indicate drivers who DNFed one of the two races. If you look in the yellow shaded box, you can see that, out of the drivers finishing in the top 20 on Saturday, only 3 finished outside the top 20 on Sunday -- and one of those was due to a DNF. If you do the same thing for the top 10, you'll see that only three drivers who finished in the top ten on Saturday failed to finish in the top ten on Sunday.
Does This Rules Package Work at Pocono?
Given these two very different races, how do you tell if the rules package works at Pocono? Without Kyle Larson blowing a tire on the last lap in race 1, would people have rated this race as highly as they did? The problem is that there are so many variables affecting a race -- everything from how aggressively a driver pushes his tires to a radio issues that complicate driver-crew chief communications -- that you can't necessarily tell that a particular rules package works or doesn't work on the basis of a small number of races. Let's look at the number of lead changes over the years at Pocono.
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The numbers have gone up and down over the years. But you don't see a big change in this -- or any other metric -- between 2018 and 2019. NASCAR's problem is that the big thing you can tell with a new package is when it doesn't work. It was really clear in 2019 that the high-downforce package was not working at short tracks, and NASCAR changed the package when they saw the problem. Unfortunately, these aren't things you can necessarily predict ahead of time. Engineering, unlike physics, is the art of making compromises. You can't have everything you want, so NASCAR has to strike a balance. They don't always get it on the first try.
Conclusion/Caveat
Remember all of this when the NextGen takes the track next year. Give it the first half of the season before deciding the new package is the best thing in the world or the worst. And remember that it might take some tweaks before they get the NextGen exactly where they want it.
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newagesispage · 4 years ago
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                                                                      APRIL    2021
THE RIB PAGE
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The Grammy’s held their ceremony. Bla Bla.. Noah Cyrus wore a popcorn dress.  Harry Styles was hot as hell. Dua Lipa, Cynthia Erivo, Ingrid Andress and Megan Thee Stallion were my best dressed. Cudos to Bruno Mars and Anderson Paak for their little Richard tribute!! Hooray for Tiffany Haddish!!
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The Oscar noms are out and Mank ran away with the most. Woo Hoo! The trial of the Chicago 7, Nomadland and Gary Oldman were all nominated. I was surprised that One night in Miami did not get more love but hooray for Leslie Odom Jr. I was thrilled for Crip Camp and My Octopus Teacher which are about the best movies of the year but sad not to see All in: Fight for democracy. I would bet on Ma Rainey’s black bottom for costmes!!  Glenn Close has now been nominated 8 times with no wins.  Winners will be announced on April 25.
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The Torlonia exhibit may soon be coming to America. I can’t wait!! The ancient Greek and Roman marble sculptures are one of the greatest private collections.
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Here comes the George Floyd trial! The testimony gets worse everyday.
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All hail Lady Dynamite!!!! Maria Bamford just gets better with age.
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The art collective behind the “Satan shoes” has been sued by Nike. The lil’ Nas X 666 shoes sold out but Nike claims trademark infringement. Nike did not design or release them and does not endorse them. They are really black and red air max 97 sneakers. The company, MSCHF modified them as they did in 2019 with the “Jesus shoes.” I do not think they were sued for that. Fair?? I say make your own!!
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A guy named Brian created his own video store in his basement during the quarantine.  He is not the first but it is bringing national attention.
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Volkswagon pulled an IHOP and fooled the media into thinking they were changing their name to Voltswagon. They claimed they are highlighting the electric car but it was just a joke. Why do these companies think they are so clever?? They just end up looking ridic!! VW seemed perplexed that people did not react all that well to the fake out.
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The Catholic Church does not want to bless same sex marriages. The announcement caused Elton John to let us know that the Church had invested in the movie, Rocketman. The Church won’t comment but it has since been confirmed that they invested 1.2 mil.
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Why would they think we wouldn’t notice how bad they are trying to fuck the voters?  Coca cola is one of the big funders in this endeavor to take away rights. ** Hooray for the house for their sweeping election reform bill.
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How the fuck did Ron Johnson get elected? Can we stop it with electing the stupid people?
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The Dr. Seuss family and the publishers decided to pull 6 books from print. The books did not sell well and had a few racist pages so good riddance. That is just good business. I don’t understand the big deal.
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Why is Piers Morgan such a dick? I do not know anyone that is surprised about the Sharon Osbourne story. I don’t know if I have ever heard a good story about her. She is now out at the Talk with a reported 7 figure settlement to leave.** I don’t know if the cancel is right or wrong but hearing less from Piers and Sharon sounds like a more peaceful world. They just always struck me as rich, unhappy people.
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Scary Clown 45 has asked that supporters send $ directly to him and not to the GOP. ** Lara Trump, chairwoman of a dog charity are under scrutiny for bringing us another scam.** Fauci flattered Trump into telling people to get vaccinated.
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Don Cheadle will narrate the new Wonder Years.
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It feels like the “Bridge era”.  Bridgerton, Phoebe Waller- Bridge and Phoebe Bridgers are having a moment. Every so often there seems to be these famous names with familiarity that come in cycles. There was all the Seth’s and all the Kristen variations and of course, Dermot and Dylan.
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Heard the best porn name on James Corden: Bonkers Eddie.
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This month in sex offender news: Deshawn Watson has been accused of sexual assault.** Alabama Shakes drummer Steven Johnson was arrested for child abuse.** I see people also talking again about a 2018 revelation. It is said that Brendan Fraser’s career was sabotaged after being sexually assaulted by the ex- President of the Hollywood foreign press, Philip Berk in 2003. In Berk’s memoir, he claims it was a ‘joke.” Another reason he was out of work was the surgeries after the Mummy movies. The stunt work caused him to have a laminectomy, partial knee replacement, back and vocal cord surgeries over a 7 year period.
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Hackers broke into Tesla with live footage from the factory floors. There have been large outbreaks from the Tesla plants.
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Please stop admiring people who would kill you for profit. – Mike Monteiro
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Biden once told Putin that he had no soul and Putin apparently told him, “We understand each other. “ Biden also called him a killer.
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Death penalty for abortion? Yea, that makes sense.
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Bats don’t recognize borders and China won’t let anyone really know where it all began.  Bat dung collectors test samples all the time. Thus far they have not had one positive test.  The World Health Organization is in a quandary about their report because of China’s lack of compliance.
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Are U ready for debauchery and fun?? I After all the restraints that SOME of us have shown, I predict that 100 years after the Roaring 20’s, they will be back with a vengeance. The crazies who want all to be normal already.. wait!! Save lives and after the vaccines are all handed out, look out!!!** Wouldn’t it be funny to put that old 20’s type narration over today’s headlines? **Kudos to the wrestlers in Mexico who were forcing masks on people.** Before the end od March, I have since heard others prediction of the Roaring 20’s.
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$143 billion has been spent in Afghanistan and a recent investigation shows that a lot of that was mismanaged. A lot of what was supposed to come with that, never happened.
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The film, The Last Blockbuster made me sentimental for my old job managing video stores.  No wonder other endeavors never seemed fulfilling. I did hate the dusting but that was a small price to pay. I will admit, also, like Kevin Smith admitted in the film, there was some sex in the video store. Good times!
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The Atlanta massage parlor killings come at a time when our family just found out some secrets. A bunch of the males in a particular part of the fam who claim religious superiority and love of Trump were recently seen in a new light. The patriarch of said fam had taught his son and son in law to visit strip clubs and less reputable massage parlors on the quiet.** There has been a 150% increase in Asian hate crimes.** Bill Maher mentioned the Christian and Muslim shooters and then said, “Today an atheist went crazy and rearranged his books.”** The body of one of the Atlanta victims, Daoyou Feng has yet to be claimed.
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Imagine calling yourself a Christian and thinking following Jesus means giving people weapons and denying them water. –Mike Jollett
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Face the Nation has become the Covid Report. There are other things going on. Not to mention that until there are enough available vaccines, what is the point? When will my elderly Mother be eligible because so far, it has been a no go, no matter what we do. Let’s worry about the people who do not want it after we vaccinate the ones that do.
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Arkansas Gov. Asa Hutchinson signed a bill to grant Dr.’s and medical professionals the right to refuse patients based on “moral, ethical or religious grounds.”
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Brian Kemp signed a 95 page Georgia GOP voter suppression bill.
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I can give a person waiting in line to vote in Georgia a gun but not a drink of water. –E. Jean Carroll
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Bernie Sanders is trying to lower the age for Medicare to 55.
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Are there large versions of Zingers or Suzy Q’s?? It seems like Hostess would make a killing on birthday or wedding cakes that looked like the lil’ snack cakes. Just think of it, giant ding dongs!!
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Virginia abolished the death penalty which brings the total of states without capital punishment is 23.
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The film Nobody with Bob Odenkirk was # 1 with a $6.7 mil debut.
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Riverdale will be back for season 6. Any program that shows homage to NFB 418, I’m in.
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The Sharon Osborne story brings up the old dilemma; Can we separate the person who’s never done anything from the work they’ve never done? –Frank Conniff**
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Yaphet Kptto helped Michael Moore expose taxi drivers refusal to pick up black customers on TV Nation in 1993.
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Arrested Development could never be the same without Mama Bluth. I never thought I would say this but I hope there is never another Arrested. Without Jessica Walter, it could never be the same.
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R.I.P. John Burks, Richie Tienken, Tony Hendon, Bunny Wailer, Bill C. Davis, Barbara Rickles, Isidore Mankofsky,Yaphet Kotto, Atlanta shooting victims, Beverly Cleary, Glynn Lunney, Larry Mcmurtry, George Segal, Larry the cat and Jessica Walter.
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allenmendezsr · 5 years ago
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Warfit Combat Conditioning System
New Post has been published on https://autotraffixpro.app/allenmendezsr/warfit-combat-conditioning-system/
Warfit Combat Conditioning System
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 Buy Now
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    Attention Martial Artist, Combat Athlete, Military Personnel, or LEO…
The Step-By-Step Program for Winning Through Superior Conditioning!
Dear Friend,
If you want to build superhuman levels of conditioning, be able to continuously access your highest level of skill even while fatigued, and move with the confidence that comes from knowing you’re the best, then this will be the most important letter you read all year!
Here’s Why…
Hi, my name is Jon Haas – Certified Underground Strength Coach-Level 2, 9th dan Black belt, Certified Personal Trainer, and creator of the Warrior Fitness Training System. I have spent over 30 years – a lifetime – training, studying and working with the best in the areas of martial arts and strength and conditioning to figure out how to reverse engineer the ultimate in human performance.
Back in 2008 I wrote the book, Warrior Fitness: Conditioning for Martial Arts. Since then I have been working harder than ever to refine my understanding, improve my system, and clarify my communication to bring you the best Program I can design!
Why is conditioning so important?
Frank Gotch, the first American professional wrestler to win the world heavyweight free-style championship, and credited for popularizing professional wrestling in the United States��once said, “Conditioning is the greatest hold” – And he was right!
You know that sinking feeling in the pit of your stomach when you feel like you’re on the verge of gassing out in a sparring match, a game, or in the ring? You want to avoid that feeling at all costs!
Possessing a highly conditioned body is the key to unlock ALL the other attributes and skills you’ve trained so hard for!
Without conditioning a fighter has no access to his techniques…
Without conditioning an athlete has no access to his strength..
Without conditioning a warrior has no access to his skills…
All the techniques, tactics, and strategies you’ve worked so hard to learn and develop as a martial artist or athlete are far less effective when fatigued UNLESS you’ve trained to preserve power and strength in that fatigued state!
In my training and research I discovered these 3 critical combat conditioning mistakes that that separate the top performers from the ordinary…
Conditioning Mistake #1: Focusing on Aerobic Fitness
Combat, like life, does not happen at one constant rate of speed.  It is multi-faceted in nature.  There will be periods of brutally intense activity followed by lulls in the action, again followed by another flurry of activity.  Being able to use those lulls in action to recover is a critical ability for the warrior.
Steady state cardio, Long Slow Distance (LSD) training simply will not cut it.  Running on a treadmill may be appropriate for a hamster in a cage, but human beings require more.  Long distance running can be beneficial for mental toughness and/or active recovery, but it should not be the primary focus of a warrior’s endurance training.
Conditioning Mistake #2: WOD Envy
The current rage in conditioning training, especially when talking about combat conditioning, is to completely change up the workout for each and every session.
This has the advantage of keeping the training fresh and throwing the body into chaos each time so it never knows what hit it.  The hardcore advocates of this type of conditioning stress that this environment will create a very broad and general fitness that prepares the trainee for almost every physical contingency, both known and unknowable.  This enables one to prepare for the chaos and uncertainty of combat by training in an uncertain and chaotic environment.
Seems to make a lot of sense on the surface, right?
However, one of the problems resident with this type of training is that random training yields random results.  It’s difficult to measure progress when the parameters are constantly shifting.
In order for the body to produce an adaptation for improved performance in life, sport, or martial art, we must apply specific stimulus as per the SAID Principle (Specific Adaptation to Imposed Demand). This basically means that the body adapts with a specific type of fitness to any demand which is imposed on it. When the same exercise is performed for too long, the body adapts to the stresses of each set and the adaptations or returns get smaller and smaller. Once it has adapted to the stress, then it’s time to change or increase the stress or else we fall into that trap of diminishing returns.
Conditioning Mistake #3: All High Intensity ALL the Time
Training harder demands training smarter.
We all know people who think they can continue to grow and continue to make gains indefinitely by simply pushing harder and harder in their training day in and day out.  But what always happens to them?  Injury, burn out, sickness, stagnation.  Then what?  Well, once they get back on their feet they start the same cycle all over again.  Why? Because maybe, just maybe they weren’t pushing hard enough or using enough brute force last time to succeed and this time will be different.  Riiigghhht…
How about this instead?
Train Smarter AND Harder.
Bring the intensity every workout, yes.  Push the limits, hell yes.  Keep moving forward, always.  But not always in a straight line.  What do I mean?  Training smarter involves the usage of planned back-off workouts and deload weeks which, in effect, allow the body to take a step back in order to spring forward again with greater energy and intensity.
Additionally, it is of paramount importance to have a properly structured strategy in place for recovery and restoration.  Continued progression and development demands it.  Without a recovery strategy, the gains in fitness slow, plateaus are hit and NOT overcome, injuries occur, and as we said earlier, progress sputters to a screeching halt.
Here are just some of the incredible benefits you’ll discover in the WarFit Combat Conditioning System…
An 8-Week Combat Conditioning Program That Will Forge A Warrior’s Whole-Body Strength, Endurance, and Toughness!
Learn How to Utilize the Revolutionary NEW Concept of Programmable Chaos to Power Your Workouts
Highly Effective Workouts Focused on Functional, Real-World Strength and Muscle Building!
Step-By-Step Workout Guide AND Video Instructions Showing  You Exactly How to Build STRONG, Functional Muscle While Burning Fat at the Same Time!
Peak Performance Improvement for ALL Martial Arts!
Dynamic Mobility and Resistance Band Warm-up and Prehab to Significantly Decrease Risk of Injury and Build a Safety Valve into ALL Movement!
Warrior Flexibility Cool Down Routine to Remove Residual Tension and Reduce Delayed Onset Muscle Soreness!
And, More…
Don’t just take my word for it though, read what some of my students have to say…
“I started following Jon a little while ago and put into practice some of his ideas and principles from his blogs into my workouts and when Jon offered a few people to beta test his new WarFit program, I had to try it out. Each training day was a welcomed challenge, there were some techniques I have never performed before and the tutorial videos Jon shared helped shorten my learning curve to maximize the results. The combinations for each of the training days left me with a feeling of a balanced full body workout and performing the joint mobility with the band exercises before training and on the off days kept the muscles from feeling tight or sore compared to my normal routine. After the first couple of days there was an extra sense of well-being both physically and mentally. It’s hard to put into words how I felt after the two weeks were done. I would sell this program short if I just said “I felt great.” … there were definitely some internal changes happening that even my coworkers noticed and commented “There is something different about you. What have you been doing?”  If this is happening after two weeks, imagine after the full program. I for one, am looking forward to starting from the beginning and to share my results. Jon, great Job on this program and thank you for the opportunity to participate.”
-Jaymes Rexroth, Bujinkan Martial Arts Student
“What can I say, this program is awesome and I have tried a few however this one gives me the just what I was looking for.
Jon Haas well done!”
-Michael Pitt, Taishinrei Bujinkan Dojo
“I tried Jon Haas’ Warfit program and was impressed! This is the first fitness program I have tried in recent years. The Warfit program is laid out in a very easy to use format with schedules and routines setup. There were many exercises I never heard of before but Jon also included video links for the routines and exercises which made it easy to understand also. I found the work out to be very challenging yet inspiring. Jon obviously has a wealth of knowledge in the martial arts and fitness realm. As a martial artist (and someone that needs to get fit!), I would highly recommend the Warfit program for anyone that wants to be serious about taking fitness to another level!!”
-Jamie Yugawa, Martial Arts Student
“In my opinion WarFit is a great program! Jon has provided great detail in this program and it is very easy to use. It is presented to you with great explanations and step by step instruction. it’s all laid out in front of you all you have to do is DO IT! Warfit will give you muscle hypertrophy, muscular endurance, cardiovascular endurance, Mobility and functional and tactical strength. I really enjoy the set rep schemes that Jon uses along with the different protocols and the way he combines them. This program has the feel of old school bodybuilding, calisthenic resistance training along with modern tactical functional training. I like that each day has a different focus. Again, it is a very well-thought-out program and I know it will give you great results – I know it kicked my butt!”
-Rick Ray, CEO and Head Instructor of Rick Ray’s Warrior Arts Academy
 If you are still reading this then by now you are probably thinking, OK Jon this sounds like an amazing program that is perfect for me to take my training to the next level (and you;d be absolutely right!)…
BUT, what’s the investment?
Well, hang on a sec…
My students (I hate the word “client” – I’m a coach not a hair dresser!) pay me upwards of $350 to design a customized, comprehensive program like this for them.
But since I want to make this critical conditioning information extremely affordable for everyone who wants to become the strongest, most capable, bad-ass version of themselves, I am NOT going to charge you anywhere near the hundreds of dollars the information in this program is worth!!
What about hiring a personal trainer to create a program like this for you instead?
Sure. You could… But 99% of the personal trainers out there in your local gym are just out of school. They took some classes and a few multiple choice tests. Their amount of real world experience and training is very limited. Not to mention that you will not pay them a small, one time fee, but depending on where you live, you could end up paying them over $500 to $1,000 for just one month of training with little or nothing to show for it! Why waste your time like that when I have done all the leg work for you already?
But wait, there’s more… When you order The WarFit Training System today, you will also get:
Bonus #1
Warrior Fitness: Conditioning for Martial Arts E-book ($25 value)
The flag ship book that started it all!  Warrior Fitness will help you and your students attain a new level of strength, flexibility and endurance — quickly and with little chance of injury. Warrior Fitness combines old school fitness with modern exercise science.
Bonus #2
Warrior Fitness Guide to Striking Power E-Book ($25 value)
Specific Physical Preparedness for ALL striking arts from old school Traditional Martial Arts to modern MMA!Learn how to build a powerful structure to stabilize punches, kicks, and martial movement! Discover how to use low-tech, high yield tools to strengthen strikes throughout a range of motion!
If you are not completely satisfied with the WarFit Program for any reason, simply return it and I will refund 100% of you investment.
Click the Button Below to Buy WarFit NOW for Only $49 $37!
Jon Haas, “The Warrior Coach” has been training in Bujinkan Budo Taijutsu for more than 25 years and is currently ranked as a Kudan (9th degree black belt) under Jack Hoban Shidoshi. He has also trained in Okinawan Karate, Tae Kwon Do, Russian Systema, BJJ, Krav Maga, as well as Internal Martial Arts of Yiquan and Aiki.
He is also a certified Underground Strength Coach -Level 2, an ACE and FMS certified Personal Trainer and the founder of Warrior Fitness Training Systems. In 2008, Jon wrote the book, Warrior Fitness: Conditioning for Martial Arts, and since then has created numerous other online training and coaching programs helping people around the world become the strongest, most capable versions of themselves!
ClickBank is the retailer of products on this site. CLICKBANK® is a registered trademark of Click Sales, Inc., a Delaware corporation located at 917 S. Lusk Street, Suite 200, Boise Idaho, 83706, USA and used by permission. ClickBank's role as retailer does not constitute an endorsement, approval or review of these products or any claim, statement or opinion used in promotion of these products.
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tgcnews · 5 years ago
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Jason Greeno Inducted Into TGC Hall of Fame
Jason Greeno has been inducted into The Game Crafter’s Hall of Fame because his game, Starforge, won the Mint Tin Challenge. Congratulations! The designer interview is below.
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1. Tell us about yourself and how long you've been designing games. 
Like most, I've been creating games since I was a kid. Now, as a 42 year old graphic designer, I've spent the last 5 years or so working on getting my games published. After cutting my teeth on self published TGC games like Pocket Kung Fu and Turris: City of Giants, I signed my first game, Tornado Chase with Button Shy Games back in 2018 and then Chain Mail: Adventures of Earthshine in 2019. Since then I have self-published games via PNP Arcade (Night Class, Drive Like Hell). Jason Tagmire (Button Shy Games) and I founded and run PNP Arcade, a print and play game digital marketplace. All this wouldn't be possible without the love and support of my wife, Beth, who helps playtest and take care of our son, Sam. 2. Please tell us about Starforge. 
Starforge is the first part-builder game. By that I mean, you literally assemble the acrylic ship parts during the game and the parts have a significant impact on the gameplay. It's a head-to-head style game and, best of all, asymmetric. One player plays the Terran humanoids and the other controls The Goo, a sentient, gelatinous race of aliens determined to cover the galaxy in their slimy ooze.
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3. Where did the idea for this game come from? 
Creative building games are my favorite style of game. I love Galaxy Trucker but wanted something a bit more serious, less zany. When I saw the custom acrylic pieces coming out of TGC, I saw an opportunity to make something special. 4. What makes this game special/unique? 
The Acrylic material is really beautiful to look at because of how the light interacts with it. Then being able to build spaceships from the components? Who doesn't love that? It immediately gives them a toy-like feel.
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5. Did you create a design journal for your game?
Sadly no. But one interesting story that would have been in a journal - Starforge was not intended for this contest! I spent a lot of time developing a game centered around an Arcade shop. It was a card game and if the illustrator hadn't backed out, Starforge wouldn't have arrived for the contest. It's crazy to me to think back on that night when I got the email from the illustrator. I felt sort of relieved, because the game design was stuck. I stayed up late that night just 'playing around' with TGC's acrylic template. When I got the first version of the ship parts (Terran-only game at that point) I expected all sorts of errors on my part that would make the part-fitting totally unusable. Instead? They were perfect. The fit. The printing-on both sides-was flawless. I remember telling my wife how this game felt different than any of my prior designs. It had a really strong hook. Suddenly I realized I had very little time left in the contest to get this game to the finish line. Two more 'URGENT' shipments later and Starforge was ready for the contest. The game now included two distinct factions with unique gameplay, color coordinated art, and a printed mint tin cover. I'm very proud of the result.
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6. Did you already have the idea for Starforge in your head before the Mint Tin Challenge was announced?
Yes, but I had no idea about acrylic at that point. So like a lot of creative ideas, it just sat in the back of my mind until the triggering moment, where things click. 7. What made you decide to enter your game into the contest?
Mostly timing. I had some free time and this contest had great limitations which always spark my creative energy.
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8. Would you have been motivated to work on the game as much as you did without the contest?
Yes, but I'm not sure when that would have been, or how polished the result would be. 9. Has winning inspired you to enter more contests or design more games?
Yes and no. Winning the contest opened doors to publishers which has been super valuable. The reason I say no, is that I have some games that I want to design for Kickstarter or for a publisher. Those goals don't always align with a current contest. I'll certainly enter more contests in the future. They're just too much fun not to!
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10. Could you describe any influence The Game Crafter has had on your success as a game designer? 
Confidence and Acclaim. My first game, Pocket Kung Fu, didn't have the best art (1st edition), but the card quality impressed people and allowed them to see it as a real enough game to buy. When a stranger buys your game you get a nice little boost. It counteracts that imposter syndrome that people talk about. That fuel lets you move onto the next game, and the next. Being a finalist in a contest and now a winner in this one, is like a giant booster rocket, both in confidence and in awareness.
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11. What's next for you? 
Well I'm thrilled to say that as I write these answers, I just signed a publishing contract for Starforge with Five24Labs (Mint Works, Mint Delivery, Mint Control). I can't say anymore than that at this point, but obviously I'm excited to get Starforge out to folks and to further develop the expansions I have in mind. In the meantime I'm partnering with Jason Tagmire, (another long time member of The Game Crafter) to design Chain Mail 2.0 and to launch a new publishing company, Wonderspell Games. Stay tuned on that front. 12. Any last words of encouragement or advice to all of the designers reading this?
Creative endeavors can be such an up and down ride. Looking for ways to give yourself little boosts along the way, like with contests or self-publishing, can be just the thing to get you to the next success. Learn from each other. The people in this industry are very willing to help. If I can answer a question or help you with a connection, don't hesitate to reach out. People can email me at [email protected].
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shuttaapp · 8 years ago
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Skate to create: Neal Boyd
Neal Boyd, a.k.a Grimcity, has spent more than 30 years surfing on the concrete. Although he does it mainly for fun, he has accidentally compiled an enormous experience in this field.
In this interview, we talk with Neal Boyd about skateboarding, how we got his start, his Youtube channel, the pro skaters who influenced him most, and his thoughts about the skateboarding scene.
1. Where are you originally from?
I was born in Jackson, Mississippi, raised in Jackson, Louisiana, and have lived in Hamond, Louisiana since 1995. I claim Hammond as my home. We're between New Orleans and Baton Rouge, so it's a perfect spot to be in.
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2. What's your favorite quality in a person?
Honesty, ethics, and a really good sense of humor.
3. How and when did you discover skateboarding?
When I was 10 years old, I lived in a really small, rural neighborhood. One of my my neighbors had bought a skateboard for his kid, but it never got used. We lived on top of a hill, and as I played with it I eventually was given permission to use it whenever I wanted to. It was basically given to me. The year was 1985.
4. Where does your online name “grimcity” come from?
When I was in college, I self-published a comic book for a little over a year… It was violent, but also very, very comedic. The name of the city where all the action took place in was “Grim City.” I'd also created a comic strip character that I'd used for comic strips (and the comic book) named “Grim,” so in the relatively early days of the internet I just used “grimcity” as my online persona.
Some of my friends call me Grim in real life, though I'm completely the opposite of a grim person… I'm actually very geeky and goofy and I have a lot of love for everything. My nature is very positive, so the nickname “Grim” and “grimcity” is kind've a joke in and of itself.
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5. What was your first board and your first memory of skateboarding?
The first board I can claim was the one my neighbor (Mr. Tom) basically gave to me… It was a Variflex he'd bought for his own kid, but he let me ride it as much as I wanted to. I feel in love with it more than his little one did, so I really owe him a lot... He literally exposed me to skateboarding.
After that I had a Nash from a a department store (due to not having any money), but my first pro board was a Jeff Grosso from Santa Cruz. He's a living legend, and I've been fortunate enough to hang out with him. Really love that guy.
My first memory of skating was really just being a little 10 year old kid going really fast down the hills surrounding where I lived. We were a small town, and this was pre-internet, so I didn't even know how big skating was back then.
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6. You created a Youtube channel which already has more than 4.000 subscribers and a 100 videos. Tell us a little bit about it. What is the main purpose of the channel?
The channel has actually been around for a while now… A little over 10 years I think? When I first started it it was simply to store videos because my hard drives were running out of space. After that, I got into doing really in-depth skate product reviews, and though I've slacked on that a bit, my focus lately has been making self-filmed skate videos with a focus on composition, color, and framing. If you look at my later videos with the eyes of a photographer, rather than a videographer or even a skateboarder for that matter, it makes more sense.
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7. Who has been your biggest influence on your skateboarding?
When I was a kid, everyone was an influence… I wanted to ollie as high as Natas Kaupas, become an all terrain guy like The Gonz, skate fast like Tommy Guerro, float in the air like Hosoi, be as funny as Grosso, and skate as raw as all of the Sick Boys, who were a group of guys from San Francisco (some already mentioned) that included Jim Thiebaud, Julien Stranger, Ron Allen, Mickey Reyes, Archimedes, and a huge list of other people.
These days I'm a lot older, but I'm still influenced by a lot of people. Jim Thiebaud and I wound up becoming really good friends several years back, as well as my man Mickey Reyes. They run my favorite skateboard company (Deluxe) and even if I'd never met them, I'd be riding everything they make, including Real Skateboards, Thunder trucks, and Spitfire wheels. They have a huge influence on me because the company uses skateboarding to help people in need, from helping hurricane victims to providing money to facilities that help kids beat cancer.
I'm also heavily influence by the younger skaters that I roll with here in my city. I've seen them develop from wobbly-legged beginners to absolute skate machines over the years. I thrive on that. Many of these kids have tricks that I will never, ever be able to land, but that's part of passing the torch. I love my Hammond locals, and they push me as hard as I push them to progress in our own respective ways.
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8. What's your favorite trick and who do you think does a perfect version of that trick?
I have two: the first one is the Ollie Impossible, and the perfect ones were done by Dylan Rieder who sadly passed away in 2016. Secondly, I love doing simple little kickflips, and to see them done perfectly, I stare in awe whenever Dennis Busenitz does them (or any variation of them).
9. Are Pro skaters role models?
Pro skaters are just like everybody else. If they are role models, I don't think they mean to be. Having said, they're definitely influential. I think kids try to emulate the tricks and styles they see from pros, but as with everyone, we have our good and bad sides. If I were to direct a kid towards someone who might be a role model both in the act of skateboarding as well as just being a good person, I'd list them as follows:
1. Daewon Song: He's the embodiment of progression, and he's a genuinely good person. He's about as old as I am, and like me, he's still a kid at heart that just wants to skate.
2. John Cardiel: His energy, positivity, and drive are the embodiment of what skateboarding is. He's a legend, and if you were to ask most pro skaters who their favorite pro was, they'd say Cardiel. He suffered a catastrophic injury which was supposed to make him unable to walk again, but he defeated it. When you watch any of his old footage, it compels you to get up, grab your board, and go for it.
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3. Rodney Mullen: He invented most of the street tricks we do today, but more importantly to me, he's always continuing his education in other areas, including higher maths and architecture. It's one thing to simply become a better skateboarder, but it's also important to expand your knowledge base with other subjects, from the arts to astrophysics. Knowledge is easy to access today, and if you're not skating, I recommend reading a good non-fiction book or at least listening to an academic lecture on any given topic on You Tube. Lots of universities post lectures online, so there's no reason not to get a better understanding of the world. I watch or listen to at least one lecture a day, and on weekends I try to get at least two.
10. What's your go-to spot?
I live right around the corner from the concrete park I shoot video at in my YouTube and Instagram videos, but one of my favorite places (which I've documented a lot online, including Shutta) is a yellow parking curb next to a fountain. It's simply a curb in a secluded location where I can go and clear my head.
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11. Who do you usually skate with?
Our local park is a family… The Dreamland squad. We have a couple of crews inside that family, namely the Therapy crew and the False Teeth crew. I also skate with a ton of friends from New Orleans, Baton Rouge, and Lafayette.
12. Have you ever joined a competition?
I have, but I'm not really a competitive skater. Most of the contests I've entered have been here in Louisiana, so for us it's not so much about winning as it is an opportunity to see everyone you know and have a really good time. Our contests are more like family reunions.
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13. As one of the best skaters in the app and winner of one #ShuttaMission, explain to us how has your experience been when taking photos with Shutta.
I'd hate being known as one of the best skaters using the app! I prefer thinking I'm the best at having fun at skating, which is hopefully a sentiment shared by every skater!
I sincerely love the app, and am working on a video about it to get some more skaters involved with it. I started using Shutta before the user interface was redesigned, and still use it when I'm out recording. It's better at getting precise screen captures from videos than taking stills directly from the iPhone, the wheel tool that allows you to scrub through the timeline is brilliant. A lot of skateboard tricks are less than a second long (like jumping over something), and the “peak” part of that trick is probably down into the milliseconds… So being able to easily get to the exact moment you want to capture is just the best. I also like that I get an image saved to my camera's library, and simultaneously get to share it with an international community of people that get hyped when they see something new.
I'm also very appreciative that Shutta picked me as a winner for the “Freeze” contest. I'm a geek by nature, and the Tomtom Bandit camera is really well made. I've been using it a ton! I still can't believe I believe I won something like this by just going out in my town and skating like I always do. There are aspects of it that I prefer over my GoPro and my iPhone, so it's with me everywhere I go, even if I'm not skateboarding.
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14. Any views on the skateboarding scene?
On a local level, I'm extremely happy that skaters today have it easier than my generation did. Skateboarding in the states wasn't looked at positively by a large swath of society for a long time, it was all underground, and growing up, I got into a ton of fights with people who would literally walk up to aggressively and instigate violence. We were punk rock/hip hop street kids that skated and ate concrete for fun, so we always had to handle confrontations as best we could. These days, there's been a mainstreaming of skateboarding that has allowed it to progress in ways I never thought it would, but I'm a bit conflicted, if not hypocritical of it. On one hand, I love that there are skateparks popping up everywhere, but on the other I hate seeing the media portray skateboarding as a sport, and I don't like the idea of it being in the Olympics. I'm glad that there's a boost of revenue for the pro skaters and skate companies that benefit from all of this exposure, but the old sentimental side of me still kind've misses the anti-establishment nature that skating had when I got into it.
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15. What do you have planned for the near future?
My plans today are the same as they always have been… I want to push myself in whatever direction skateboarding takes me, and I want to do what I can at being a better person in general. I just want to be a good global neighbor, be the best at what I do professionally (computer geekery), and hopefully help the up and coming skaters in my area know more about the roots of skateboarding. The main goal is to ensure that the kids I skate with now become really old skaters like me.
Go follow Neal Boyd on Shutta and subscribe to his Youtube channel to see more!
All pics by Neal Boyd.
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tombraider-china · 8 years ago
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Exclusive Interview with Phillip Sevy - Tomb Raider Comic Artist
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June: Could you introduce yourself to the fans in China? (How did you become a comic book artist? What was your first comic book? How many series have you done so far and which ones are your favorite?)
Phillip: Sure. My name is Phillip Sevy and I’ve been working in comics for a few years now. I’ve wanted to draw comic professionally since I was 9 years old and bought a copy of Chris Claremont and Jim Lee’s X-Men #1. It’s been a long road (I started showing my portfolio of comic art at San Diego Comic Con in 1999) but I love making comics and am blessed to be able to do so. After attending the Savannah College of Art and Design I drew a miniseries called “The F1rst Hero” for Action Lab comics before placing as a runner-up in the Top Cow talent hunt. For Top Cow I drew a few oneshots for their Aphrodite IX series before I drew issues 5 – 8 of “The Tithe.” While drawing The Tithe, I got offered Tomb Raider, so I drew two series at once for a few months (I don’t recommend this as sleep and life was sacrificed to do this – ha!).
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Since the end of Tomb Raider, I’ve turned my attentions toward my own projects. I released a scifi oneshot for free online called “Paradox.” (you can read it at paradoxcomic.tumblr.com)
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Around the same time, Drew Zucker and I started releasing our long-gestating horror series “The House” on Comixology that I’m just writing and Drew is drawing. Issue 5 of the series just came out and there will be 7 issues in total.
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 Tomb Raider was a fantastic experience that introduced me to so many passionate and welcoming fans, but my favorite series (so far) has to be Paradox. It was short and very different from my other works, but it was very personal. It was also my first venture into creating a series where I do all aspects of production (writing, penciling, inking, coloring, and lettering). I’m working on a pitch for an longer series right now where I’m doing just about the same.
June: Most fans in China got to know you for the most recent Tomb Raider comics, could you tell us how did you start the Tomb Raider series? and how long did it take to complete those 12 issues?
Phillip: The editor of the first six issues or so was Patrick Thorpe and I met him over two years earlier at San Diego Comic Con. We had kept up with each other since then as I’d sent him samples of work. Early fall of 2015 I had emailed him some pdfs of the work I was doing for Top Cow as a way of updating him on what I was doing. I was busy with “The Tithe” and wasn’t looking for a new project at the moment, but Patrick responded and asked if I was available to start a new project that was “pretty big.” He called me up and as soon as he said ‘Tomb Raider” my heart skipped a beat. I was a big fan of the earlier Tomb Raider series that Top Cow had produced – Michael Turner was and is one of my all-time favorite artists. I knew that no matter how crazy my life would be – I HAD to draw Tomb Raider. I talked to him at about 6pm on a Monday night. I started the next morning.
It took me roughly 14 months to draw the 12 issues. I had deadlines that ranged from 3 – 5 weeks per issue, depending on a lot of factors. It was really hard and exhausting, but I wouldn’t have traded it. Looking at the numbers, I haven’t drawn the most issues of Tomb Raider (that record belongs to Andy Park, I believe), but I’m one of the longest runs by an artist on the title. I feel very proud to be able to say that.
June: In your opinion, what is the difference between your art style (in Tomb Raider series) from the other Tomb Raider comic artists (in Reboot or Classic Topcow version)
Phillip: I was very lucky in that I was allowed to put my style on the series. My style is more in line with the reboot comics/game – more realistic and grittier – but I think my work is darker and more textured than the reboot comics that came before. I loved being able to push the blacks and textures in my work.
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June: What is the general process of making the artwork of this Tomb Raider comic series? Did you involve any other part other than line art?
Phillip: Again, I was very lucky to work with great collaborators. Mariko (Tamaki) would send me drafts of the scripts and ask for feedback or input. She looked at the work I was producing and found ways to play to my strengths and allowed me to cut loose. So even before I started drawing an issue, I’d have been involved in the issue. She’s a great writer and did a great job not only writing but making me feel apart of the process.
Once her scripts were approved by Crystal Dynamics, I’d work on layouts that would get approved by my editors. From there, I’d pencil the whole issue and send to CD for approval. From there, inks and approvals. After that, Michael Atiyeh would work his color magic while Michael Heissler would add the final touch of great letters.
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 June: What was the most difficult part to you? Did you have to follow certain guidelines?
Phillip:It took me a little bit to get the look of Lara down right. I was drawing her too muscular at first. I have lots of female friends who are big into crossfit – so that got into my early drawings and I gave Lara much broader shoulders and muscled arms. Working with Crystal Dynamics, they helped me develop a look for her that was more consistent with the games. But after that, we were set.  
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(Above is an early drawing of Lara Croft from page 2 of issue 1, which emphasized her muscular build)
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(Published version)
June: We heard the storyline of this series was completed by both of you and the writer - Mariko Tamaki, could you tell us more about it? Did you make any twist on the storyline?
Phillip:There were a lot of great discussions and back and forth between Mariko and I as we worked on the book. Obviously, she’s an award-winning, fantastic writer so I always trusted the choices she made and did my best to bring them to life. One of the big areas of focus she had was the relationship Lara had with her friends – often times the price her friends paid because of Lara’s actions – but that her friends were what gave her the strength to do what she did. I believe I suggested that Jonah be the one to save Lara and shoot the head bad guy at the end of issue 6. Lara is strong and capable and can do anything because of who she surrounds herself with. She’s strongest when she’s with others. That’s part of her strength – her love.
June: Obviously, many TR comic followers were focusing on a specific character – Sam. In your interview of “20 Years of Tomb Raider”, you mentioned Sam is also your favorite character other than Lara Croft, what is your thought between these two characters? What is your explanations on the ending of #12 issue between Lara and Sam?
Phillip: What I love about the dynamic between Lara and Sam is that as far as Lara goes into the world of adventuring, cults, spirits, ancient evil, artifacts, etc – Sam is the person who grounds Lara and returns her to normalcy. Sam is who she cares about above all and it’s what will always guide Lara to do the right thing.
 As far as the ending to issue 12, I’m curious to see where the story goes from there. Obviously, we had some plans that we weren’t able to see through, but I know Tomb Raider is in good hands and I can’t wait to see where the story goes.
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June: We noticed you started the series with pencil sketch and then transfer to digital process, what is the difference between the two process?
Phillip: My process evolved over the course of the year plus I spent on the book. The first five issues, I penciled digitally and then printed my pencils on the board and inked the pages by hand (combination of brush, nib, and pen). By issue 6, I switched to full digital work. As my deadlines got tighter, I had to find ways to speed up. It took about two full issues until I adjusted to the digital workflow, but I loved it. There were a few pages in each issue I’d normally ink by hand, but the bulk of 6 – 12 were done digitally.
With digital work, I was able to make corrections and changes much easier. I was also able to build 3d models of the environments for each issue and then drop them into my pages and ink over them.
June: What is the current comic book you are doing ?Will you come back for the future TR series?
Phillip: I’m working on a new series that I’m writing, penciling, inking, and coloring. It’s the first time I’m doing full-fledged colors on a sequential work and it’s been both intimidating and exciting. The project doesn’t have a publisher yet, but I’m pitching it to a few companies next month. Fingers crossed that I’ll be able to announce it in the next six months or so.
I would love to come back and do more Tomb Raider work. Even though I got to do 12 issues, it felt like I was just starting to hit my stride.
June: Would you like to say anything to your fans in China? Many of them want to become a comic book artist, what is your advises to them?
Phillip: I want to thank them for the support of the series, my work, and Tomb Raider, in general.
As far as becoming a comic artist – if I can do it – anyone can. Ha! Each market for comics is very different, so the best advice I can give is to educate yourself. You don’t have to go to formal art school, but study anatomy, visual storytelling, perspective, etc. Just practice won’t make you a great artist – you need to study your craft and then practice.
It has been a great pleasure to get to know and talk to Mr. Sevy and found out all the back story about this most recent Tomb Raider comics series. Mr. Sevy is very easy to communicate with and super friendly to talk to, many of us adore his artworks and the image of Lara Croft that he drew in this series. He is definitely one of my favorite Tomb Raider comic artist other than Andy Park.
If you are interested in his artwork, please visit his face book page or other social medias (see below).
Facebook:  facebook.com/phillipsevycomicart
Twitter:@phillipsevy
Instagram: @phillipsevycomicart
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Personal illustration of Lara Croft
中英文双语版请点击这里
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rosetyler42 · 6 years ago
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Part 3 of @duck-duck-duck-moose 's ask
Aaron Ronald Stoppable
1. Aaron usually sleeps on his side, or on his back with his arms resting on his midsection. His choice in bedding is rather simple, probably blue or blueish purple but with more the style of his mom's bed. Aaron's a rather cheerful boy. He sleeps rather peacefully and adorably.
2. Dreams. Probably dealing with missions or the stories from his parents. Probably soccer or some sort of Club Banana for him involved. Maybe some girls he likes. He might worry about his parents gwtting hurt or worse on a mission but considering Kim's capability and Ron's MMP I doubt it would be often. Meg Richi features rather prominemtly in his dreams, too, including dates and them getting married.
3. Aaron's a rather forgiving soul, but bullies are his biggest pet peeve. He's spent a good portion of his life protecting his little sister Connie. Jerks are another. People being unwilling to do the work is another.
4. Aaron's pretty good with housework, eapecially cleaning up. He doesn't have alot of time for it thanks to school, work, missions, and other activities but he likes to have his place clean. He's even pretty good at cooking for himself, learning a few things from his dad. Although he isn't as into it as his sister is.
5. Probably something he made in art class. Maybe a photo collage (inspired by Kim's wall in KP 2019) or a drawing.
6. He's got a less formal vocab than Lily, more like your typical kid/teenager. However he is one of the more popular kids, and he is rather smart despite what most people think about jocks. Probably alot of pop culture references, Buffy-Speak and slang, but he still sounds plenty understandable to everyone including adults. There's probably more hip-hop type stuff than you might expect, with Ron as his dad.
7. Currently I have only his kid voice picked out: Miles Christopher Bakshi, Tim Templeton in Boss Baby. He's a rather happy and upbeat confident kid, but is well-mannered and even awkward at times. Like both his parents he's a cinnaroll bean.
8. Rules is rules for Aaron, he's usually very good with directions and responsibilities. He is a natural leader and often ends up making the rules or calling the shots.
9. Being a guy, he might not nessecarily be as open with touch as his mom, taking a bit more after his dad that way, but he has no reason to flinch from touch unless it's from someone he doesn't like, soneome who makes him uncomfortable, or is a bad sort of touch.
10. Aaron understands the importance of first aid and not letting injuries get to bad, but he's more likely to hide hos injuries and focus on helping others first before getting his looked at. Similar deal with being sick. He knows he needs rest and care but he will try to shrug it off, pretend it's not that bad, and power through if he feels he has to. Mom hates that but she can't get too mad at him - she's the same way.
11. VERY COMPETITIVE. He doesn't quite get as bad as his mom sometimes can, but he does have a strong desire to win and be the best. He however is very much a play-by-the-rules type who cares about fairness, although he is capable of cunning and cheating under special circumstances - especially if he feels someone else is doing it to him. Most of the time his competitiveness makes him a perfect captain of his soccer team, if a bit ambitious.
12. He's usually a rather honest boy. He doesn't care as much about his popularity or fitting in as his mother was, but he is better at it than his sister. His most common lie is "I'm ok."/ No big deal." With his family it's a bit harder. Kim knows his tricks, Ron is a bit oblibious but he has known Kim for years, and he has a hard time lying to his adorable goofy cinnaroll of a little sister. 
13. Pretty good. He still gets colds every once and a while but he's very healthy.
14. He likes to develop his own style but he's pretty practical as well. He's not much of a "do-it-for-the-vine" person, he's the one who tries to keep everybody else safe.
15. A soccer ball. He's very athletic and loves playing soccer…..even if his mom gets WAY too into his games sometimes.
16. Probably salad, Bueno Nacho Burritoes, or Pizza. He likes to eat healthy but he is a teenage boy.
17. With Wade's gadgets, his hacker mole rat that's also named Wade, his martial arts abilities, and natural talent/luck, he's usually prepared for anything. He HAS to be with a schedule like his.
18. He's very charitable. He makes sure he has enough money, but he's a natural hero and if people need him, especially his friends, he'd do just about anything to help.
19. He has strawberry blonde hair, chocolate brown eyes, a rather thin build, and his hair swoops to a point in the front much like Wilbur Robinson or Mr. Dr. Possible. He also has a light smattering of freckles on his cheeks.
20. Not sure. I don't really have any at the moment. Probably not, he isn't as worried about reputation or popularity as his mother
21. Very good. He's a soccer player and swimmer, a natural gymnast, and a martial artist that is very healthy. And with the missions, it adds even more excersise.
22. He's actually very good at focusing, particularly on things he likes. Hyperfocus isn'r nessecarily a problem unless it's a battle or a competition he's really into.
23. He's on his element on the soccer feild and swimming pool, so he's used to those sounds. Not sure what ones would be most annoying to him.
24. Bueno Nacho food is probably one of his most obvious. He and Connie probably grew up eating there quite a bit. If JP Bearymore's Pizza Partytorium is still in business, the smell of burnt pizza'd probably bring up memories lf that place….not always the most pleasant. Rufus and his brood probably have their own distinct smells as well.
25. Not that easily spooked, but still as a teen hero you can never be too careful. He probably has a strong fight reflex amd may accidentally punch or kick people who sneak up on him.
26. Aaron is a very polite, well-mannered boy who's rarely rude to anyone. But don't let that fool you. He does have some sass and is very good at witty banter.
27. He's very flexible. Years of martial arts practice, soccer games, and missions as well as his own natural talent have given him impressive flexibility and agility, including the ability to flip through lasers.
28. Probably more similar to a put together Disney prince, Tadashi Hamada, or someone like Wilbur Robinson - confident strides, good posture. His footsteps would probably be a bit quieter than average but he's by no means a ninja unless he's trying to sneak around.
29. Checking his Aaronnicator (probably a watch, maybe a holo display ala KP 2019), Shifting his weight between his feet while in a fighting stance, adjusting his clothes, smoothing his hair, that kind of thing.
30. Soccer, guys Fashion, pop culture, current music, geography, history, current events, most of the stuff you'd expect a kid like him to know about. He does know a good bit about science and tech since his grandma, grampa, and uncles are in STEM but isn't as into it as they are.
31. Aaron is a morning person. Even if he has to stay up late he usually is up for another busy day. He tries to go to bed and get up at the same time every night, although he may sleep later on the weekends, but sometimes with his workload that doesn't always work out.
32. Probably a healing, luck, or energy spell. Ingredients: Strawberry blossom (love, luck, healing, abundance), nutmeg (Luck), peppermint (Protection), Rosemary (Success), sage (Increases energy, clears negative energy)
33. Suburban, he's grown up in it most if his life. Probably something similar to Colorado where it snows in the winter and you can snowboard. Since he likes to swim, he may like beaches too.
34. There isn't alot. Aaron is one of the popular kids which does give him a reputation he coukd use if blackmailed, but like Kim there isn't alot he's done that would be big blackmailing material. Now you might be able to blackmail him by threatening to reveal something damaging about a family member (if there is any.) However he's most likely to get angry and try to bring the blackmailer to justice.
35. He's probably like his mom in that he has a few things he has a hard time parting with, but otherwise he's pretty good at getting rid of things. People and animals he has a harder time getting rid of. He may have few close friends, but he loves them dearly. And as gor his family, he'd do anything for them, even if it risked him getting hurt or worse. And he loves his family's pet mole rats, particularly his personal pet mole rat, Wade.
36. Pretty stubborn. He tries to listen to others and give them the benefit of the doubt but he's got a strong moral code, wants justice, and doesn't really like the idea of acceptable casualties. He also can't resist a challenge and has trouble backing down from a fight, especially if there's a moral reason or one of his family or friends or other people he cares about is involved.
37. Considering his parents and their globetrotting, he's probably VERY well-traveled.
38. Rubbing the back of his neck, nervous smiles, blushing, running his handd through his hair, having trouble getting words out, his eyes, trying to avoid the subject, worried groans, etc.
39. Not very superstitious at all. He's practical like his mom, and relies far more on hard work than chance or luck - despite him being naturally lucky anyway.
40. Alot of his habits come from Kim, Ron, or his sister. He may try to hide some of his more Ron-like mannerisms because he thinks they're a bit goofy or enbarrassing.
@gothicthundra @sharperthewriter @nosodaforyou @dianenguyenbjh @lovelylivelyv @that-obsessed-gay-girl @thenerdynightprincess13 @stilldanytrash
40 OC Development Questions - Part 2
My previous 40 question ask game has been picking up notes again, and you know what? I love making up these questions so much that I made more. Because why not.
Have some uncommon questions to help with developing your original characters! Feel free to send in some asks with some numbers–pick an oc, or I’ll pick randomly~
How does your character sleep? Peacefully, fitfully? What position do they sleep in? What is their typical bedding like?
Does your oc have dreams or nightmares? What are they like? Is there a recurring one?
How easy to annoy is your oc? Do they have common pet-peeves or are they stoic in response to everything? What is their reaction if the source doesn’t stop?
How does your oc view housework? Do they absolutely hate it? Do they enjoy having their surroundings neat and tidy or do they not notice?
Your oc has to make something for an art exhibition. What would they make? How terrible is it? Would they enjoy making it?
What is your oc’s vocabulary like? Does it match the way they talk? How would you describe their speech?
How would you describe your oc’s voice? Do they have an accent? Do you have any voice claims for them?
Is your oc more likely to follow instructions exactly, throw them out and figure it out on their own, or make it all up? What are the results like?
Is your oc afraid of touch or do they actively seek it out? Is there a reason for this? What are the exceptions?
How is your oc about medical care? Do they avoid any form of healthcare that they can, do they seek it out over every little scrape? Do they treat their injuries/illness all by themselves?
How competitive is your oc? Is every little task something that they can win, or are they just in competitions for the fun of it? Is there anyone they’re most competitive with?
How skilled at lying is your oc? How frequently do they lie? For what reason? What situations would be the exception?
What is your oc’s immune system like? Are they invincible to illness, or are they compromised completely from the slightest of dirt?
Does your oc do anything “just for the aesthetic”? Or are they completely practical in everything?
If you had to choose a single object to act as a symbol for your oc, what would it be? Why?
If your oc could only eat one thing for the rest of their life (while miraculously not suffering from malnutrition), what would it be? Does this match their favourite food?
How prepared is your oc? Ready for the worst no matter what, or completely lost in every situation? Would they have a medkit when it was needed? Would they have an umbrella if it rains?
How charitable is your oc? Or are they more stingy with their resources and money?
If someone was describing your oc to someone who had never met them, what distinguishing features would they mention? How would one identify your oc in a crowd?
Does your oc have any pleasure that embarrasses them so they keep it secret? Or are they open about all the things they enjoy?
What is your oc’s stamina like? Would they be able to run a marathon, or not run at all? What about walking/another physical activity? How are they with exercise in general?
How long can your oc stay focused on one task before they get bored? Do they constantly have to switch things up or do they hyperfocus? What sort of things is it the opposite for?
What is the most annoying sound to your oc? What’s the most pleasant? Is there any reason?
What smells bring back specific memories to your oc? What are those memories like?
How jumpy or easily spooked is your oc? Do they have a fight or flight reflex to being startled, or are they never startled at all?
How polite is your oc? Do they do everything with the utmost courtesy, or do they completely refuse to say please and thank you?
How flexible is your oc? Can they touch their toes or do they have trouble just sitting down because of how stiff they are?
What is your oc’s typical walking like? Do they speed-walk everywhere, do they take quick short steps or long paces? On their tiptoe, the sides or heels of their feet? How loud are their footsteps?
If your oc was in a video game, what would their idle animation be? (When the player stays still for too long, the animation that plays.)
What topics does your oc know the most about? Are these obvious or would these be surprising to others?
What time of day is your oc most awake? What about most tired? Do they get up at the same time every morning without need of an alarm, or is their sleep schedule all over the place?
What five ingredients would you throw into a cauldron to make a potion based on your oc? How would you cook/mix them? What would the potion do?
Describe your oc’s favourite environment. Urban or rural? Wild or controlled? What’s the climate like?
What would someone blackmail your oc with? Would they be successful in getting what they wanted?
How easily does your oc get attached to things? Does everything have a sentimental value to them, or do they see nothing as more valuable than its practical use? What about with people/animals?
How stubborn is your oc? Are they easily convinced of the opposite opinion, do they not agree but let it happen anyways? Or do they cause conflicts with their inability to budge in their decisions?
How much has your oc traveled? Why is this? Would they like to travel more? Or are they perfectly fine with staying home?
What signs tell that your oc is nervous? Do they fidget, is it in their expression or the way they say things? Or are they very skilled at hiding it?
How superstitious your oc? Do they end up following them ‘just in case’? Or are superstitions incredibly important to your oc? What are some that they believe? What about the ones they don’t?
Are there any habits your oc has picked up from people around them? Do they know where they’re from? Does your oc try to stop themselves from doing it?
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vileart · 8 years ago
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Is This A Dramaturgy: Andy canon @ Edfringe 2017
Is this a dagger? The story of Macbeth
Andy Cannon’s take on the Shakespeare classic presented as part of  
Made in Scotland showcase and Edinburgh Festival Fringe
By the pricking of my thumb, something wicked this way comes…. At this year’s Edinburgh Festival Fringe Andy Cannon, one of Scotland’s finest storytellers, will take audiences on a thousand-year journey from fact to fiction and back again, in his telling of Shakespeare’s classic tale. A tale of foul and fortune, murder and deceit, Macbeth is a gory, bloody and darkly wonderful tale of one man and his pursuit of power. In Is This a Dagger? The Story of Macbeth, Andy Cannon distils the essence of this epic play into a one-man, one-hour version, making it appealing for audiences young and old. Suitable for everyone over eight, Is This a Dagger? The Story of Macbeth explores the paths between fact and fiction, myths and truths. A perfect introduction for newcomers to this wicked tale, and a fresh take on it for Shakespeare aficionados.
What was the inspiration for this performance?
The Isle of Lewis Chess set in the British Museum. Staring at the King piece I was struck by the fear in his eyes - a powerful warrior all alone waiting for fate to take its course…
The enigma that is Macbeth has fascinated me since I was wee. Adults would mention his name in hushed tones - occasionally referring to someone as a "Lady Macbeth" or in more jocular moods declare "Lead on MacDuff!" before heading off on a trip - a quote which at the time I never appreciated they'd got so terribly wrong!
I didn't actually see the “Scottish” play until I was an adult but by then I had acquired in my mind a clear picture of this treacherous Scottish Monarch. I presumed (if I ever gave it any thought at all that is) that although Shakespeare doubtlessly used a little artistic licence in his re-telling of the tale - the drama played out on the stage was by and large based on actual historical events.
I then became increasingly aware that many people had no idea when the "actual" Macbeth ruled Scotland or indeed if he was ever even a real king or not. 
My interest piqued - I determined to discover the truth behind the tale and in doing so unearthed not only the markedly different tale of the eponymous eleventh century king but also the intriguing political story behind the first staging of Shakespeare’s celebrated play. 
And so Is This a Dagger? was born…
Is performance still a good space for the public discussion of ideas?
Absolutely - Perhaps the most important! In my opinion, what singles out performance as a positive catalyst for the discussion of ideas is the very act of coming together to witness a performance (more often than not a sharing of a thought, a fear or even a hope!).  
After engaging with a performance - whether you have agreed, connected or recoiled from it - there seems to me to be a far better chance of a meaningful and respectful exploration of the myriad of different perspectives that an audience will bring to the issues raised.
How did you become interested in making performance?
To be honest - it was the only thing I was good at! I didn't really do school (I left at 15) so consequently it took quite a few years before I thought it was the kind of profession someone like me could legitimately do. Fortunately, in 1982 fate led me to Washington Street Arts Centre in Glasgow and the rest as they say is history!
Is there any particular approach to the making of the show?
I began with the simple idea of telling the story of the ‘real’ Macbeth but very quickly realised I also wanted to tell the tale of Shakespeare's fantastic drama too. This process led me to a deeper appreciation of the play and indeed the bard’s genius (I'd never studied Shakespeare at school - which on reflection arguably gave me an advantage as I approached his iconic tragedy purely as a story). I often employ the essence of "poor theatre" and I was determined to keep any props to an absolute minimum (I also wanted to give a nod to the plays Jacobean routes by making the production as portable as possible). 
I then set myself the challenge of restricting the entire performance to an hour so as to keep with Macbeth’s observation that “Life’s but a walking shadow, a poor player that struts and frets his hour upon the stage and then is heard no more.”
Does the show fit with your usual productions?
In many ways it's typical of my work but with one major exception - I'm by myself and not accompanied by a live musician (though there is great music - composed, played and recorded by my good friends and regular creative collaborators Wendy Weatherby and David Trouton). Lonely as this is it feels right - as Macbeth is ultimately in my mind a story of isolation.
What do you hope that the audience will experience?
Time well spent. An engaging hour that is both entertaining and thought provoking - my goal is always for the audience to talking about the story and the characters more than the style of the delivery. That said I'm proud of the simple staging and aesthetic of the piece - which I'm developing with my good friend and brilliant theatre maker Shona Reppe.
What strategies did you consider towards shaping this audience experience?
I wrote an interactive prologue to firmly place the tale of Macbeth in the context of its time - a time when a belief in the supernatural was very much part of everyday life - as well as playfully introducing the central themes of ambition, fate and the paradox of self-fulfilling prophesies...
Andy Cannon, formerly of Wee Stories Theatre, is one of Scotland’s best-loved storytellers.  His work sits between storytelling and theatre and is loved by audiences young and old. With a compact set and original music, Andy communicates directly with the audience, drawing them into the story.  Cleverly weaving Shakespeare’s original language with his own storytelling style, Andy creates a performance where parents and grandparents are as captivated, challenged and intrigued as much as the children sitting next to them. Andy has previously taken on Robert Burns (Oor Rabbie), and Robert Louis Stevenson (Treasure Island) and Anna Sewell (Black Beauty). He’s a writer and performer who can take on the greats and put his own, award-winning spin on them.
Is this a Dagger? was first created by Andy Cannon in 2007 and has continued to play to Scottish audiences in schools and theatres since then.  2017 is its 10th year anniversary and will see the production updated for a run as part of the Made in Scotland showcase.  Andy will work with trusty collaborators Shona Reppe (design), Dave Trouton and Wendy Weatherby (sound and music) and Red Bridge Arts (producing) to update the production for Fringe audiences. Is This a Dagger? The Story of Macbeth is part of the 2017 Made in Scotland showcase programme, in the Edinburgh Festival Fringe. The performance runs from 3-20 August, at The Scottish Storytelling Centre at 3pm. CREATIVE TEAM Andy Cannon: Writer, Director, Performer William Shakespeare: Co-writer Dave Trouton & Wendy Weatherby: Composers and Cound Designers Shona Reppe: Outside Eye Kate Bonney: Lighting Design Alice McGrath: Producer
Scottish Storytelling Centre, Venue 30
Thursday Aug 3 – Sunday Aug 20
Preview: Aug 3, 3pm
Aug 4-20 (not 10, 17), 3.00 pm
Running Time: 60 mins; for ages 8+
Scottish Storytelling Centre Box Office: +44 (0)131 556 9579
from the vileblog http://ift.tt/2tPjk6j
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entergamingxp · 5 years ago
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DualShockers’ Favorite Games of 2019 — Cam’s Top 10
December 30, 2019 10:00 AM EST
2019 has been a pretty disappointing year overall for me when it comes to video games, but there was still plenty to love too.
As 2019 comes to a close, DualShockers and our staff are reflecting on this year’s batch of games and what were their personal highlights within the last year. Unlike the official Game of the Year 2019 awards for DualShockers, there are little-to-no-rules on our individual Top 10 posts. For instance, any game — not just 2019 releases — can be considered.
2019 has been an insane year for me. After getting my Bachelor’s in Journalism, I’ve been working to get my foot into the gaming industry to write and talk about what I love, and I’m forever thankful for the opportunities that have unexpectedly fallen onto my lap. I’ve traveled the country and have met and made connections with numerous members of the industry that I look up to, and eventually want to stand along side. So much has happened in such a short amount of time that I’ve spent most of the time that I can outside of playing games to prepare myself in big ways moving into 2020. If you are reading this, whether you are someone I know or someone I don’t, you are helping my dreams become a reality so, thank you. Now let’s get into what you came here for.
Depending on who you ask, some will say that 2019 was a great year for video games, while others will say that it was okay at best; I happen to sit on the latter. We have been spoiled with absolutely mesmerizing gaming experiences in both 2017 and 2018. If I’m being honest, I don’t think any game in 2019 would be in a serious discussion for Game of the Year if they came out in either of those time frames. Last year, I was incredibly conflicted about which title would be my Game of the Year between Red Dead Redemption 2 and Dead Cells to the point where I just said both (at this point though, it’s Red Dead).
For 2019, my GOTY immediately sat at my number one spot, and no other game made me question that choice as the year has progressed. 2019 has just been a mixed bag of games that a lot of people genuinely love, but nothing that most people could hold hands on and say is an absolute frontrunner. I don’t want to seem too down on the hard work that these creators put into their games, because I had some great gaming experiences in 2019, and still am going into 2020. I love talking about games, and I’ve been anticipating writing my top 10 games of 2019 so let’s get to it, shall we?
(Notable Games That I Did Not Get to Play in 2019: Ape Out, Astral Chain, Call of Duty: Modern Warfare, Judgment, Katana Zero, Luigi’s Mansion 3, Link’s Awakening, Star Wars: Jedi Fallen Order and Telling Lies)
Honorable Mention: Death Stranding
Alright, let’s talk Hideo Kojima for a second. I’m sure it will sound crazy to some, but Death Stranding is my first real crack at one of his games. I’ve always wanted to get into the Metal Gear Solid series, but the stars have never aligned for me to do so. Ever since the fallout of Kojima and Konami to the announcement of the game at E3 2016, all I ever thought was “what’s the big deal here?” while everyone else was dancing their pants off. All I got from him is that he likes to go big and over-the-top while naming his characters way too literally. Regardless, I wasn’t entirely sold on Death Stranding until a few weeks before its release. By the time I pressed start, I still had no idea whether or not I was going to like “a Hideo Kojima Game.”
After trying out Death Stranding for myself, the verdict is I like it. The scary part is that I think I INCREDIBLY love it, and the reason that is scary to me is that I want to do everything this game has to offer. I want to do every premium delivery, earn every absolutely pointless star and I don’t care because I love…delivering packages. I love sorting everything as best I can and keep them clean for the drop off. I’ve played almost 30 hours of this game and I am still on Chapter 3. I just refuse to mainline this game because it is such a disservice to the world that has been made.
Even with all the things I love about this game, there are an equal amount of things that I hate about Death Stranding. I still can’t even say much as to what I think of the story. The stealth mechanics are terrible, even coming from a developer that practically invented the genre. Specific areas of this gorgeous world are just designed for you to want to bang your head against the wall.
While I equally hate what I love about this game, what I love about the game wins at the end of the day. So I will keep playing it slowly but surely, probably until the end of next year along with everything else that 2020 has to offer. I will finish this game; I will complete everything possible because I want to feel that satisfaction and I will likely write a very long article about that entire experience.
Until then, it doesn’t feel right to rank it on my 2019 list. I have no idea where I’m going to be at with everything once the time credits roll. All I know is, Death Stranding is one of my favorite games that I will never play again, once everything is said and done.
10. Creature in the Well
Creature in the Well is the first game from developer Flight School Studio, which focuses on an engineering droid known as Bot-C who awakens from a deep slumber in an endless storming desert. Coming across a small village with a lifeless power plant, Bot-C ventures inside to restore the plant while evading an unknown creature that lurks in the dark. Known as a “pin brawler,” Bot-C travels through different dungeons that involve pinball puzzles.
By charging energy cores and batting them at bumpers I solved engagingly fun puzzles that helped me restore the plant to its former glory. It is a straightforward but challenging experience that makes me want more of that addicting gameplay. Knowing this game was created by a two-man team makes me applaud it even more. Creature in the Well left a lasting impression, and I will be keeping my eyes on what that team is working on next. The game has one of my favorite art styles of this year along with atmospheric music and environments, making it a favorite of mine in the indie sphere of 2019.
Check out DualShockers‘ review for Creature in the Well.
9. Control 
Within the first couple of hours of playing Control, I was enthralled with everything about it: the world, the lore, and the aura, which is one of my favorites in any video game. It is beautifully made and feels haunting no matter what part of the bureau that you are exploring through. Being able to throw debris at enemies and levitate across platforms is incredible fun, even if the combat as a whole is pretty one-note.
At first, Control shot up to my Top 3 games of 2019, but as the game progressed and more of the story was explained, I felt like it fell to shambles. By the time I hit the end of Control, it didn’t feel like there was a proper “ending” to the story. It felt like a “to be continued” moment for the game’s upcoming DLC, with the number of things from the main story that didn’t get resolved. Even though the game didn’t entirely land on its feet, I still love the premise of what Remedy brought to the table with Control, along with its fun combat.
Check out DualShockers‘ review for Control.
8. Borderlands 3
After waiting far too long since Borderlands 2, Borderlands 3 hit all the right notes for me except for what I was looking forward to the most, being the story. In Borderlands 2, I was so blown away by how strong a narrative that Gearbox was able to create in a universe that was so explicit and self-aware. Ending on a cliffhanger teasing the departure of Pandora to travel the galaxy for vaults on other planets encapsulated me, but I was worried about what was to come, especially after the end of Handsome Jack.
The story that was served in Borderlands 3 is such a disappointment on every level, but that doesn’t mean the full package wasn’t still great. With the amount of the quality-of-life changes made in Borderlands 3, the franchise is at the best place that it’s ever been. It is the first entry where I want to play as every Vault Hunter, just because all of them stick out so interestingly.
Even though I don’t get to play in co-op often, when I do it is some of the most fun that I have ever had in gaming. Gearbox may not have gone in the direction that I wanted with its story, but I love shootin’ and I love lootin’, which is exactly what Borderlands 3 is truly about.
Check out DualShockers‘ review for Borderlands 3.
7. Indivisible
Indivisible is one of the few games from that come back to my mind of the most memorable gaming experiences that I had in 2019. When I reviewed it, I said that it was hard to put into words how I feel about the game, and up to now that is still true.
It has my favorite art direction of any game in 2019, all handcrafted and beautifully detailed. There’s a vast and unique set of party members that you can recruit into battle (including a lightning dog!), which gave me nearly endless ways to execute combos. The platforming is incredibly satisfying on so many levels, and it’s easily my favorite in the genre this generation. The story presented makes you truly consider the consequences that you might bring onto others based on the choices that you make.
There is very little about this game that I don’t think works in its favor. Give it a shot.
Check out DualShockers‘ review for Indivisible.
6. Pokemon Sword and Shield
Pokemon was the first gaming franchise that I fell in love with. To this day, whether or not I am anticipating the newest mainline entry of the series, I will always pick it up and play the latest installment.
Earlier this year, I wrote about how the franchise has been a far off memory from what it once was back in the first three generations. For the longest time, there was nothing in the recent Pokemon entries that brought back the love I once had, until I played Pokemon Sword and Shield. When I found out that Nintendo was moving away from a handheld-only platform with the Switch, I finally thought we would be getting a new title similar to Pokemon Coliseum or XD Gale of Darkness back on the GameCube.
While Sword and Shield isn’t particularly that, it feels like what a modern-day Pokemon game should be. I’m always going to like the grindy old school versions more, because that is what Pokemon is to me. But with the incorporation of the Wild Area, being able to run into Pokemon from any generation and the variety with which they show up feels fresh. I can run into a Snorlax and then walk a few steps into a Drapion.
I know that a lot of people within recent years have criticized the series for having random encounters, which I still think is a weak criticism being a turn-based RPG, but I like how Game Freak was able to appease all players in that sense. This of course just speaks to the number of quality-of-life changes that Pokemon Sword and Shield made to make the series more accessible, combined with its great new setting. The Galar region–while on the nose a little bit too much–has a fascinating backstory, and how the legendary Pokemon Zacian and Zamazenta fit into that story is much more interesting than previous generations.
Pokemon Sword and Shield may honestly make the best changes that have ever been done in the entire franchise. The best part is, I’m not even finished with the game yet. I’m only five badges in as of writing this, and when I’m not playing Pokemon, all I’m thinking about is wishing that I was, which makes me so enormously happy. The only reason it isn’t higher on my list is that it is still just more of the same (which is not a bad thing at all).
Check out DualShockers‘ review for Pokemon Sword and Shield.
5. Baba is You
I’ve never been a huge fan of puzzle games. There are specific titles in the genre that I live and die for, but as a whole, I don’t go out of my way to play them unless they’re recommended to me. I heard great things about Baba is You and after hearing about its concept, I wanted to try it out. By playing as this rabbit-sheep thing known as Baba, you move words around changing the effects of items and environments around you. I can change a wall into water, or I can change my playable character to a rock instead. All of the game’s systems are new and cool.
Baba is You happens to make me feel like a complete imbecile the majority of the time that I play it, and I love every second of it. I will spend an hour trying to figure out a puzzle and not feel fatigued of my efforts, just stupid. Why is that ok? Well, it’s because after all the trial and error that I ensue by the time I figure it out and win, I can’t help to think that all that time and investment was worth it. It’s one of those puzzle games where you want to YouTube how to beat a specific level just to progress, but you refuse to do so because you’re doing the game dirty and you want to figure it out yourself. It makes me want to feel validated by beating every level so I can say “I beat Baba is You.”
Check out DualShockers‘ review for Baba is You.
4. Fire Emblem: Three Houses 
It is crazy how in-depth and detailed that Fire Emblem: Three Houses is. It includes a massive suite of fleshed-out characters that you get to learn about and build them the way you want to utilize them on the battlefield, or you can let them do whatever they want. While teaching my students, I found out pretty early on that I could recruit kids from the other two houses over to my house (Golden Deer REPRESENT), taking them away from the other house leaders. However, knowing that there are technically four different routes that you can choose from in this 60+ hour game, I decided to stick with my original house members to focus on them because they were in the house I chose for a reason, and I didn’t want to sacrifice their characterization for other unassociated students.
Developer Intelligent Systems decided this time around to get rid of the weapon triangle, which isn’t a bad thing per se. But in previous Fire Emblem titles, I felt more inclined to use every character as equally as possible, and with the absence of that long-running franchise mechanic, it also made the combat feel slightly less engaging. I haven’t gotten to finish Three Houses yet, but with the amount that I have played so far it is probably, in my opinion, the best first-party title on the platform in 2019.
Check out DualShockers‘ review for Fire Emblem: Three Houses.
3. Disco Elysium
If I had to make an unbiased, objective choice for Game of the Year in 2019, it would have to go to Disco Elysium. It is simply one of the most well-written games I have ever played (and there is A LOT of writing). Throughout every conversation I have with an NPC, I learn something about them or the world that exists around me while I’m trying to solve a crime about a man hanging from a tree. Each character I interact with has great charisma, and I feel like that fits into the city of Revachol as a whole.
At the start of the game, your character doesn’t know who he is, so you’re figuring it out along with him. As an RPG, your skills speak similarly to how your brain sends messages to you before you decide what to say out loud. Depending on how you build the detective, you can attempt skill checks to get the information you want, whether it is with charm or force. It is all so intricate and fascinating that I wish I had more time to play games, because it is another that I have yet to hit the credits for.
That being said, everything that I have experienced up to the point that I am currently at has been innovative and gripping. I can’t wait to go back to explore more of Revachol and find out its mysteries along with the murderer.
Check out DualShockers‘ review for Disco Elysium.
2. Kingdom Hearts III
Oh god, here we go. Listen, Kingdom Hearts III…no matter what people thought of the game whether you loved it, liked it or hated it, it never would have met anyone’s expectations. After waiting almost 15 YEARS it could have been everything fans wanted and there would have still been backlash.
When it comes to me, I loved it. Were there issues? Of course. But where the game succeeded is where it truly matters to me. Kingdom Hearts is about friendship, caring for one another, making connections and how those connections lift us. Even though I think that Nomura could have structured the game better instead of shoving everything that we’ve been waiting all these years for in the final act, I think it delivered in the end. Kingdom Hearts III, especially with being such an acquired taste to many gamers, could have been A LOT worse than people were making it out to be. Even then, it is still a great game, even if it isn’t the great game that everyone wanted.
The combat is exactly as you’d expect from a mainline Kingdom Hearts title (although I wish they kept Limit Commands). There are numerous quality-of-life improvements made, like being able to upgrade your Keyblades and transferring them over to new game saves. Square has already added the much-beloved critical mode and is releasing a patch where players can modify exactly how they want to play through the game.
Kingdom Hearts III is great, and the upcoming Re:MIND DLC seems to be adding a lot of things that fans wanted originally in the main package. There is much still to look forward to as a Kingdom Hearts fan, and I’m incredibly excited to see where Nomura takes me.
Check out DualShockers‘ review for Kingdom Hearts III.
1. The Walking Dead: The Final Season 
The final season of Telltale’s The Walking Dead can be — and to a degree is — a reprise of the first season, but it is so much more than that. It is a game that teaches you valuable lessons in parenting and how to build up children as they take your place as the future of humanity.
Playing as Clementine one last time felt like a chapter of my life was coming to an end. I’m not a parent yet, but seeing this young woman grow from the girl she once was into a motherly figure must feel similar to watching your own kid in the same way. This was also the first time where I felt like I could build Clementine into who I think she is as a person. I loved that there was an option to romance someone for those who see her having a partner, but I loved it even more that I could decide Clementine doesn’t need that, because she has AJ. She has always walked her path up to this point that way.
Throughout the game you are teaching AJ important lessons about life. These lessons may be focused on the reality of living in a post-apocalyptic world, but they all translate into normal life as well. Constantly I saw myself being presented with challenging questions of morality on what AJ should learn, and constantly I sat by myself in an empty room questioning my choices over and over, just because I didn’t want my choices to affect his decisions poorly. Even if Clem and AJ were partners throughout the story, at the end of the day, he is just a kid who was born into this world that doesn’t know what it is like to be a “normal” child like the other children that he meets, and it is Clementine’s job to show him what is right and what is wrong.
I experienced a vast variety of emotions playing through Clementine’s final chapter. I laughed, cried, cheered, and applauded due to the wonderful, frightening, and heart-wrenching moments that occurred throughout. But it wasn’t just a sendoff for the series, it was a bow of respect to Telltale; the old Telltale who started it all. With everything that the studio went through, it was an utter joy that Skybound was able to bring back a portion of the original team to finish the game. I was continuously invested in the story and characters, not even including Clementine. By the time credits rolled, I was crying ugly tears while smiling cheek-to-cheek.
All I have left to say is thank you. Thank you to every single person who had a part in making The Walking Dead a reality, whether it be the final season or any season prior. Thank you for creating one of my favorite characters in any medium and thank you for telling her story…Clementine’s story.
Check out DualShockers‘ review for the final episode of The Walking Dead: The Final Season.
Check out the rest of the DualShockers staff Top 10 lists and our official Game of the Year Awards:
December 23: DualShockers Game of the Year Awards 2019 December 25: Lou Contaldi, Editor-in-Chief // Logan Moore, Managing Editor December 26: Tomas Franzese, News Editor // Ryan Meitzler, Features Editor  December 27: Mike Long, Community Manager // Scott White, Staff Writer December 28: Chris Compendio, Contributor // Mario Rivera, Video Manager // Kris Cornelisse, Staff Writer December 29: Scott Meaney, Community Director // Allisa James, Senior Staff Writer // Ben Bayliss, Senior Staff Writer December 30: Cameron Hawkins, Staff Writer // David Gill, Senior Staff Writer // Portia Lightfoot, Contributor December 31: Iyane Agossah, Senior Staff Writer // Michael Ruiz, Senior Staff Writer // Rachael Fiddis, Contributor January 1: Ricky Frech, Senior Staff Writer // Tanner Pierce, Staff Writer
December 30, 2019 10:00 AM EST
from EnterGamingXP https://entergamingxp.com/2019/12/dualshockers-favorite-games-of-2019-cams-top-10/?utm_source=rss&utm_medium=rss&utm_campaign=dualshockers-favorite-games-of-2019-cams-top-10
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douchebagbrainwaves · 5 years ago
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YOU GUYS I JUST THOUGHT OF THIS
Maybe one day the most important community you belong to will be a virtual one, and actually did. There will be a tendency, as a deal progresses, to start to believe it will happen, and then when you explain this to investors they'll believe you. So if you want to hire an additional hacker who's so good you feel he'll increase the average outcome for you to break even? They'd be surprised to hear that raising money from investors, perhaps, but I haven't spent long enough in either to say for sure what they are. Harvard and MIT are practically adjacent by West Coast standards, and they're surrounded by about 20 other colleges and universities.1 Think Einstein designing refrigerators. For many startups, it's that they succeed or fail based on the qualities of the founders. But actually being good. They're not allowed to include the numbers, and they're expected to spackle over the gaps with gratuitous transitions Furthermore.2 Michelangelo. Line drawings are in fact the most difficult visual medium, because they didn't do that.3
A difficult problem could be good for a designer, but a Times Roman lowercase g is easy to tell from a lowercase y. The worst ideas we see at Y Combinator use Apple laptops.4 When you're writing a real essay. How to Win Friends and Influence People.5 My immediate reaction to this list is that it gives your mind something to chew on: when your eyes are looking at something, your hand will do more than search. So now I'd advise people to go ahead and start startups right out of stock that could otherwise be given to them. In retrospect, I wonder how we could have wasted our time on anything so stupid.
Intriguingly, there are probably twenty sane ones who think Start another company? And what this means, as everyone who's had a regular job will stay close to 0%. At the moment, and that people should work for another company for a few years ago. I valued freedom most of all to develop a personal style. This can work well in technology, at least straightforward. One expert on entrepreneurship told me that any startup had to include business people, because only that scales.6 And that was the second most common.7 CEOs like to increase earnings.
In fact, getting a normal job in the same spirit. The outer limit may be as low as 16. This strategy will work best with the best investors are much smarter than the rest, and the fact that they have a single format. The more I think about this, you're probably wasting your time.8 The way you reach them all is through a computer. Most people's first impulse when they hear about a lame-sounding idea, I ask What Microsoft is this the Altair Basic of? The third reason computers won is piracy. I'm fairly stubborn, but I don't think we should discard plunging.
If I encourage too many people to apply to Y Combinator, it just means more work for me, because I wrote an essay then about how they were less dangerous than they seemed. I think symmetry may just be one way to do it. You set up a still life to make a quick sketch when you have absolutely no desire to work on.9 It's the easiest form. And whatever you think of other acquirers, Google is not stupid.10 Users prefer it not just because pictures of faces get to press buttons in our brains that other pictures don't. They still rely on this principle today, incidentally. Be flexible. It wouldn't have been a natural fit for, say, a lace collar.
Most startups don't manage to. Few would deny that a story should be like life.11 The inhabitants of fifteenth century Florence included Brunelleschi, Ghiberti, Donatello, Masaccio, Filippo Lippi, Fra Angelico, Verrocchio, Botticelli, Leonardo, and Michelangelo. In Wright's early plans for the Guggenheim, the right half was a ziggurat; he inverted it to get the present shape. We're trying to increase the number of people who aren't sure if they want to start a new and much more exciting startup, Justin. 06 and 1/1-n is 1. Is there some way Microsoft could come back?
Notes
Don't even take a long time for word of mouth to get a real poet. But a company. It's sometimes argued that kids who went to get going, e. A day job.
Since people sometimes call us VCs, I suspect Digg's is the true kind. A lot of successful startups are now. When I was living in cities.
The reason not to grow as big as a model.
The real decline seems to be a few percent from an interview, I'd appreciate hearing from you.
My guess is the valuation at the company's present or potential future business belongs to them.
Y Combinator is a negotiation. There are lots of people like Jessica is not a remark about the nature of the flock, or can be done, lots of type II startup, unless the person who would never come back; Apple can change them instantly if they don't have to tell them startups are usually obvious, even if it's convertible debt with a cap.
Now many tech companies don't want to sell your company into one? The best kind of gestures you use this thing yourself, because you can't tell what the earnings turn out to coincide with mathematicians' judgements.
As far as I know of at least prevent your investors from helping you to take care of one's family, that good art fifteenth century European art.
In 1998 a lot about some of those sentences. The biggest exits are the numbers we have to do it now.
Parker, op. But because I think you need to play the game according to present fashions.
Down rounds are at selling it.
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