#york lore
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weather-phenomenon · 10 months ago
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WITH YOUR FINGERS IN MY MOUTH I FAIL TO SEE YOUR FAULTS SO PLEASE DON'T LET ME FALL
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averagepikminenthusiast · 1 year ago
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If you think about it, theres a chance this is canon in the pikmin universe..
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dragonpropaganda · 9 months ago
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The Architecture of Rain World: Layers of History
A major theme in Rain World's world design that often goes overlooked is the theme of, as James Primate, the level designer, composer and writer calls it, "Layers of History." This is about how the places in the game feel lived-in, and as though they have been built over each other. Here's what he said on the matter as far back as 2014!
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The best example of this is Subterranean, the final area of the base game and a climax of the theme. Subterranean is pretty cleanly slpit vertically, there's the modern subway built over the ancient ruins, which are themselves built over the primordial ruins of the depths. Piercing through these layers is Filtration System, a high tech intrusion that cuts through the ground and visibly drills through the ceiling of the depths.
Two Sprouts, Twelve Brackets, the friendly local ghost, tells the player of the "bones of forgotten civilisations, heaped like so many sticks," highlighting this theme of layering as one of the first impressions the player gets of Subterranean. Barely minutes later, the player enters the room SB_H02, where the modern train lines crumble away into a cavern filled with older ruins, which themselves are invaded by the head machines seen prior in outskirts and farm arrays, some of which appear to have been installed destructively into the ruins, some breaking through floors.
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These layers flow into each other, highlighting each other's decrepit state.
The filtration system, most likely the latest "layer," is always set apart from the spaces around it. At its top, the train tunnels give way to a vast chasm, where filtration system stands as a tower over the trains, while at the bottom in depths, it penetrates the ceiling of the temple, a destructive presence. (it's also a parallel to the way the leg does something similar in memory crypts, subterranean is full of callbacks like that!)
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Filtration system is an interesting kind of transition, in that it is much later and more advanced than both of the areas it cuts between. This is a really interesting choice from James! It would be more "natural" to transition smoothly from the caves of upper subterranean to the depths, but by putting filtration system in between, the two are clearly demarcated as separate. The difference in era becomes palpable, the player has truly found something different and strange.
Depths itself is, obviously, the oldest layer not only of subterranean but of the game itself. The architecture of Depths has little to do with the rest of the game around it, it's a clear sign of the forgotten civilisations that our friend Two Sprouts, Twelve Brackets showed us, there's not actually that much to say about it itself, it's mostly about how it interacts with the other layers of subterranean.
That said, Subterranean is far from the only case of the theme of layers of history. It's present as soon as the player starts the game!
The very first room of the game, SU_C04, is seemingly a cave. It is below the surface, the shapes of it are distinctly amorphous rather than geometric. (well. kind of, it doesn't do a very good job of hiding the tile grid with its 45 degree angles.)
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But let's take a closer look, shall we?
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See that ground? it's made of bricks. The entire cave area of outskirts is characterised by this, the "chaotic stone" masonry asset is mixed with brickwork, unlike the surface ruins which are mostly stone. This, seemingly, is an inversion of common sense! The caves are bricks and the buildings are stone. This is not, however, a strange and unique aspect but a recurring motif.
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This occurs enough in the game for it to be clearly intentional, but why would materials such as bricks be used in otherwise natural looking terrain?
The answer lies in the "Layers of History" theme. This is in fact, something that happens in real life, and it's called a tell
To be specific, a tell is a kind of mound formed by settlements building over the ruins of previous iterations of themselves. Centuries of rubble and detritus form until a hill grows from the city. Cities such as Troy and Jericho are famous examples. The connections to the layers of history theme are pretty clear here, I think. Cities growing, then dying, then becoming the bedrock of the next city. The ground, then, is made of bricks, because the ground is the rubble of past buildings. The bones of forgotten civilisations, heaped like so many sticks!
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brennbug · 9 months ago
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York was told to dress "fancy." York told an intern at his fashion agency to dress him "fancy."
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cauldroninthecrystal · 4 months ago
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What if they showed up at your door?
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soupmanspeaks · 3 months ago
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You know what
In celebration of a common CC W
Here's some rare Soup art of the boy
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griefpersevering · 1 year ago
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there needs to be more fics about vigilantes being besties and going on missions together. give me the defenders having a weekly dinner! give me team red! give me the punisher and jessica jones wondering how they became besties with a load of spandex-wearing weirdos!
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krabkrab-wontshutup · 6 months ago
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Drawtectives meet Rowan concept one (redux)!!
redraw of concept one, i will soon be writing a fic.
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theforbiddeneden · 6 months ago
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Take Me Back To Eden
FULL CR TO LUKE PREECE
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crimeronan · 7 months ago
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one fun fact about devin is that they would make a legitimately Great EMT. unfortunately they live in a horror-fantasy narrative where they're in hell forever.
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bluegarners · 1 year ago
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i think one of the only ways to make gotham work as a populated city is that it has to be beautiful. there has to be some external, artificial draw that keeps bringing in new people that, only then, does its curse make them stay. otherwise, there's no appeal to such a crime-ridden city. gotham more or less represents the equivalent of new york city, but there has to be more to it than just trash and trains and tall architecture. there has to be some kind of ethereal beauty, something people can't quite describe until they are in it, deep in its belly. gotham must be beautiful and teeming with allure or else it just does not work. i think people get too caught up in the crime and gloomy aesthetic that i attribute largely to what the dark knight did to batman as a whole. the grittiness i feel like has overwhelmed interpretation of gotham when it should have some level of grit but also a gleaming shine of beautiful city life and culture. there has to be a richness to anyone's interpretation of gotham that must go beyond what the wayne's stuck their fingers in. if you want a proper gotham, it has to be one that attracts people, that keeps them coming back for more despite the risks. there must be attraction there or all you've got is a smelly city and overpopulation, and that's not what gotham is
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shrekgogurt · 4 months ago
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casually dropping the coldest Great Lakes edit of all time
(WARNING: flash)
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bookwyrminspiration · 7 months ago
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Julia: *trying to carefully steer the group to the correct conclusions*
The Group™: no no that can't be it, we can't be taken by surprise, York has Piss Reflexes and would Shoot Them Away
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lemoodle · 6 months ago
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I’m cooking up an Albus drawing rn so be prepared y’all!! Hopefully, he turns out pretty decent 💀 I’m struggling to add wings to the drawing 🥲
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otaku553 · 2 years ago
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The passage of time
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the-weekly-nark · 1 year ago
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Another cheap ass low quality stamp that’s going to bleed all to hell. Rachel somehow managed to fit MORE negative space into the stamp and all that black is going to smear and bleed so bad…
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