#Fract OSC
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aster rambles on about "LSD Dream Emulator"
this is a biggun, mandatory read-more below! sheesh!
have you ever heard of the former video-game streamer, azuritereaction?
he was a kinda lower-key figure in YouTube's let's play scene around 10+ years ago, but he made hella rounds being one of the first people to play this, really mysterious japan-only interactive experience for the PlayStation,
"LSD Dream Emulator."
youtube
*i really miss when let's plays were like this, for the record.
even within the first part is a lot to take in, for the viewer and also for the player! poor azzy was terrified of this game the entire time he played it on and off-stream. not sure where he is now... i kinda wish he didn't describe the game like he did in around the beginning. there's a lot of details he got wrong, but it's whatever.
anyway, my first seeing this game was pretty non-chalant. i was around 9 years old, was looking for games similar to Yume Nikki (eldest sibling put me onto that), discovered this. hearing azuritereaction talk about the background of the game while the opening FMV played imprinted on me so hard.
the vids in this game are generally so damn fun to watch, i've never seen a game ever try and pull off aesthetics like LSD:DE does.
flashing images warning for the video below.
youtube
there's a lot i could focus on regarding breaking down how the game functions and works (dictating mostly just from the wiki page dedicated to LSD:DE, a lot has been uncovered and put on there) and other aspects to the game itself, but the focus of this post for the most part is for me to go on about how this game changed my mind about how art works on a fundamental level.
anyway,
i learned, art doesn't have to have meaning.
i was 9-10 when i figured that out, too! i didn't have "astroblur" as a proper project (in a preliminary, differently named form) but the drive, the motivation to create art for the sake of it was born, sprouted from what was once just me looking at yet another lets play on an earlier version of YouTube.
well, it was LSD:DE and hella of those pictures that'd come up if you googled "Abstract Wallpaper" like 10+ years ago. LSD:DE is moreso a subtle influence on my work regarding my mindset (i'd say i'm more outright inspired by Phosfiend's game "FRACT OSC") but i consider it extremely important to me figuring out that i could quite literally just do whatever, make it look cool and BAM! new art to show to people!!!
i just loved surrealism, and this game was full of it, especially considering in-game events that could occur. one of my favorites is what plays when you interact with the ferris wheel in the "HAPPYTOWN" level.
youtube
(song's called Fried Banana, by Osamu Sato. fun fact)
my relationship with visual art and penchant for interactive art was born. i to this day cite LSD:DE as a strong influence regarding my general ethos regarding just throwing cool looking shit at the screen... i really do wanna try to pull off PS1-type graphics with the 3D software i use but i think it won't be easy.
i initially kinda wanted to go on a hunt for weird art from wherever (i guess mostly Japan cause i sure was weeby even as a kid) and i to this Day dream of making an interactive artpiece like how LSD:DE is intended to be. one day ... i'm glad i'd be contributing to an already-existing pool of LSD-likes scattered throughout the interwebs. this game absolutely deserves its cult following.
speaking of, it was news to me (but still somehow not that surprising) that Mr. Sato's intent with this game was for it to be interactive art versus a video game. i heard that he got the idea for LSD:DE while playing a racing game in which he crashed. he liked the idea of the game, progressing and changing, putting you somewhere else, instead of Ending right then and there. this ties into how the game works regarding interacting with objects or the world to be teleported somewhere else (it's called "linking" in game.) LSD:DE doesn't even "end" like how video games generally do, it plays a special ending new years eve FMV and starts you right back at Day 1. there's something profound to me about having an experience like this technically never end.
so incredibly ambitious to have this idea and for it to be executed on PS1 instead of like PC... there IS a PC remake of LSD:DE by Figglewatts called LSD Revamped but that's a whole other tangent.
i'm kinda rambling on and on (i titled the post that after realizing i would just be going on about this game) but i love LSD:DE a lot. one of my favorite aspects of it is how random the game truly is-if you got a bunch of friends to play LSD:DE for like one night and then you guys regrouped a day later, all of your experiences would be pretty different regarding what you saw and how your dream generally played out. between the fact that the game doesn't really end and the RNG regarding so many aspects to how your dreams play out, i... i'm just, shocked. even beyond it being inspiring to me, LSD:DE just blows me away every time i even think about it.
i owe a lot to it.
...
yeah this is definitely just a ramble thing. LOL. i'll put it up anyway i think it's a nice read. ~ A_DX
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Mogi Grumbles - Fract Osc | VCR | 2019 | Black
#mogi grumbles#fract osc#vcr#phosfiend systems#vinyl#black vinyl#lp#music#records#record collection#vgm#video game music#soundtrack
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I really will rant about how much I hate some of the ways Liam hfjone was utilized as a character, but then lay my eyes on Journal from ppt2 for two (2) episodes and immediately claim him as the ultimate kin. They're both green and traumatized they are the SAME. Liam kins is this what it feels like to be you
damn
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not sure if ive posted abt FRACT OSC yet but GOD damn it’s a GOOD game (thank u @thesoftboi for buying it for me)
so like the premise is that you’re dropped in this tron ass world, but everything’s powered down. It’s a world that was once run on / powered by sound and music, and it legit looks like an ancient-yet-futuristic civilization. you have to solve these vaguely-music-based puzzles (some of them are a little more music-involved than others) and like
at the site of every puzzle, there’s the little basis for every ‘song’ already playing, but it’s quiet and weak like a pilot light, and as you solve the puzzle it’s like youre slowly turning up the gas
and listen. listen. if you like 80s tron synth ass shit you will LOVE this game. the puzzles can get a little difficult sometimes but i just wanna say that it’s 100% accessible to non-musicians! a good sense of rhythm will help with some of them, but defo isn’t necessary!
also it’s low poly as hell which is not only a great aesthetic but also kind of necessary for the game to run well because 1) there’s a lot of glow effects and a little post-processing i think and 2) all the sound and music is synthesized in real time, it’s not sound files. that shit takes a lot of processing power yo
OH ALSO!!! As you complete these puzzles around this world, you unlock synths that you can use in the “studio” which is a thing you can go to at any time to make your own music with the synths youve unlocked! theres only actually 3 synths (lead, bass, and pad) and you unlock each after completing the first puzzle of each area BUT there’s a lot of parameters (knobs and sliders and switches to play around with) that affect the sound of each synth
“oh but rosie surely THAT part of the game isn’t as accessible to non-musicians” NOPE the studio is set up so that you can’t make a shitty-sounding melody. the only notes you can play are ones that sound real good together (by default, anyway; i think there’s a way to unlock the full scale?)
also im pretty sure you unlock drums at once point
ANYWAY!!!!!!!!!!!!! this is a super good game and i 100% recommend it for anybody who loves 80s ass synth sounds and cool tron ass soft glow shit
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What are your favorite games from a visual standpoint? Artstyle, aesthetic, all or any of that. Personally, despite not being a huge Mario-head SMW and the Paper Marios always stand out to me, and I've been all about Pizza Tower lately.
"FRACT OSC" comes to mind immediately. I adore the way that game looks. "LSD: Dream Emulator" is another really striking one. Games like "Post Void" and "Splatter" and "HYPER DEMON" and "Cruelty Squad" all go for different levels and styles of overwhelming and garish and I think they're all extremely striking and interesting and memorable because of it. "Petal Crash" goes real hard into the chunky, small-sprite, Game Boy-or-thereabouts look and oozes such a love for puzzles and pixel art of the era it's inspired by. I feel like some people are going to think this one is a weird pick but I genuinely love how strong "Hypnospace Outlaw" is from a visual perspective. It knows exactly what it wants to look like and has polished that down to a mirror sheen. Honourable mention goes to "Sayonara Wild Hearts".
Oh yeah and "Pizza Tower" too.
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shocked that I’ve never heard anything about Fract OSC before. this game kicks ass - it really feels like piecing together how an alien city once functioned. gorgeous environments and interesting puzzles, though I imagine some of them wouldn’t quite “click” if you’re not musically-inclined
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Oh gee, you can get the FRACT OSC OST on vinyl, it is so freaking tempting but I would be paying $20 for something I would only have for show that no one would understand.
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Tengami symbols around shrine

#Tengami symbols around shrine movie
#Tengami symbols around shrine generator
What I do know is that Phosfiend have created something that I never knew I wanted. This is very much genre-less work which needs time to be contemplated and discussed. We stumble upon the neoteric in the unknown and the aberrant, even originality and innovation are based in the unconventional. Sometimes when we cannot articulate or convey what we experience it becomes the highest form of praise.
#Tengami symbols around shrine generator
You cannot explore the code of Tron or Rez like this, there isn’t a phonic planet for Samus Aran to chart and Myst: Neon edition has yet to be released.įRACT is something unique but it is hard to quantify it is like a phonic art creation tool but also a music generator and then there is the exploration, the platforming and the puzzles elements. The combined puzzles you solve are the bones of the editor.ĭespite all of FRACT’s references, it is not a product of them. Unconsciously, you would have already become adept at using it just by playing through the main part of the game. In a stroke of genius Phosfiend have also included a separate music editor. Using these techniques is all the incentive needed to push forward, especially as these small actions build a much bigger composition. The difference is that you control their amplitude planes and time signatures. The whole world feels like Boards of Canada remixing John Carpenter and Vangelis soundtracks. You become immersed in metrically accented beats and spectral envelopes, elevator platforms literally rise with tonal pitches, and all of this is built with textures of sound. Even when a problem does block progression the challenge is conducive to experimentation incorrect guesses are washed away in what feels like a natural creative process. You never feel funnelled into a pattern of puzzle upon puzzle, the world is interconnected with audio and visual cues, stimulating as you explore. Phosfiend gives a nod to Myst through these enigmas but they are a lot more organic than its inspiration. Each part of the composition is isolated inside a puzzle and their completion not only unlocks other areas but also adds a phonic layer to the melody. The terrain is amalgamated with a giant synthesizer that the user not only traverses but interacts with and uses to compose an overarching soundtrack. Perseverance does pay off and the reward is mesmeric you learn that the entire world is built from modulations. You begin your journey without understanding what is required of you FRACT does not hand-hold but is more effective because of it. Surprisingly Fract is also reminiscent of Dear Esther, not in theme but in its sense of place, its verisimilitude and its effort to convey singularity with the surroundings. They would not be misplaced in the Metroid Prime universe on a sonically procedural planet. Pools of liquid energy hum and lustrous machinery sits beneath glowing towers. Effulgent light boxes draw you in like a moth, but here they can actually be enjoyed at your own pace. What is apparent when you first enter FRACT OSC is that the incandescent aesthetics are inspired by the above. Rez may send us to synaesthesia but perhaps at the expense of recalling what happened along the way. But again, astonishing as that game is we are pushed through levels like a virtual tourist penetrating firewalls in visceral furore. Tetsuya Mizuguchi’s Rez also assimilates a computer generated world. But for a location that is so ripe for exploring, it is a wonder that we are ushered so quickly into battle on the grid.
#Tengami symbols around shrine movie
Content mined from the movie the light cycles, recognizers and the solar sailers are an obvious fit for a traditional game. Of the numerous attempts to make the film Tron interactive, few have deviated from an action experience. Format: Windows/Mac, Steam, Humble Store, GOG,

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Tengami symbols around shrine

Tengami symbols around shrine movie#
Perseverance does pay off and the reward is mesmeric you learn that the entire world is built from modulations. You begin your journey without understanding what is required of you FRACT does not hand-hold but is more effective because of it. Surprisingly Fract is also reminiscent of Dear Esther, not in theme but in its sense of place, its verisimilitude and its effort to convey singularity with the surroundings. They would not be misplaced in the Metroid Prime universe on a sonically procedural planet. Pools of liquid energy hum and lustrous machinery sits beneath glowing towers. Effulgent light boxes draw you in like a moth, but here they can actually be enjoyed at your own pace. What is apparent when you first enter FRACT OSC is that the incandescent aesthetics are inspired by the above. Rez may send us to synaesthesia but perhaps at the expense of recalling what happened along the way. But again, astonishing as that game is we are pushed through levels like a virtual tourist penetrating firewalls in visceral furore. Tetsuya Mizuguchi’s Rez also assimilates a computer generated world. But for a location that is so ripe for exploring, it is a wonder that we are ushered so quickly into battle on the grid.
Tengami symbols around shrine movie#
Content mined from the movie the light cycles, recognizers and the solar sailers are an obvious fit for a traditional game. Of the numerous attempts to make the film Tron interactive, few have deviated from an action experience. Many shrines are dedicated to local kami without association to other shrines.Format: Windows/Mac, Steam, Humble Store, GOG, Another example is Kanazawa's Oyama Shrine which is dedicated to Maeda Toshiie, the founder of the powerful, local Maeda clan. The most famous example are the several dozens of Toshogu Shrines dedicated to Tokugawa Ieyasu, including the famous Toshogu Shrine at Nikko. Some powerful clans in Japanese history established and dedicated shrines to the their clans' founders. Shrines dedicated to the founders of powerful clans.More than one thousand Sengen Shrines exist across Japan, with the head shrines standing at the foot and the summit of Mount Fuji itself. Sengen Shrines are dedicated to Princess Konohanasakuya, the Shinto deity of Mount Fuji. The most famous Tenjin Shrine is Dazaifu Tenmangu near Fukuoka. Tenjin Shrines can be recognized by ox statues and plum trees, Michizane's favorite trees. They are particularly popular among students preparing for entrance exams. Tenjin Shrines are dedicated to the kami of Sugawara Michizane, a Heian Period scholar and politician. Of Japan's thousands of Hachiman Shrines, the most famous is probably Kamakura's Tsurugaoka Hachimangu, while their head shrine is Usa Shrine on Kyushu. Hachiman Shrines are dedicated to Hachiman, the kami of war, which used to be particularly popular among the leading military clans of the past. There are thousands of Inari Shrines across Japan, among which Kyoto's Fushimi Inari Shrine is most famous. They can be recognized by fox statues, as the fox is considered the messenger of Inari. Inari Shrines are dedicated to Inari, the kami of rice. Imperial shrines can be recognized by the imperial family's chrysanthemum crest and by the fact that they are often called "jingu" rather than "jinja". They include many of Shinto's most important shrines such as the Ise Shrines, Izumo Shrine and Atsuta Shrine, and a number of shrines newly built during the Meiji Period, such as Tokyo's Meiji Shrine and Kyoto's Heian Shrine. These are the shrines which were directly funded and administered by the government during the era of State Shinto. There are tens of thousands of shrines across Japan, some of which can be categorized into a few major groups of shrines.

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Ruins and Tombs Exploration Games
Where the focus is on exploration, lore, and mystery, so most dungeon crawlers do not apply.
I am including “derelict spaceships” and “ancient space civilisations” as ruins.
Main Focus:
Adam's Venture: Origins
ALONE IN SPACE
The Ancient Remains (VR)
The Ball
Below Kryll
Diablo
Diamond Joyce and the Secret of Crystal Cave
Discovr Egypt: King Tut's Tomb (VR)
Escape The Lost Kingdom: The Forgotten Pharaoh
Etrian Odyssey Franchise
Fez
Fibrillation HD
The Fidelio Incident
FORM (VR)
FRACT OSC
Hyper Light Drifter
I Can't Escape: Darkness
Indiana Jones and the Last Crusade
INFRA
J.U.L.I.A.: Among the Stars
Knytt Underground
La Mulana
Lara Croft and the Guardian of Light
Lara Croft and the Temple of Osiris
Lara Croft Go
Legend of Grimrock Franchise
Lifeless Planet
The Living Dungeon
Lost Ember (2018)
Lost Legends: The Pharaoh's Tomb (VR)
Myst Franchise
Nancy Drew: Tomb of the Lost Queen
The Nightmare from Beyond
Pharaoh's Tomb
Primal Reign (VR)
Pyramid VR (VR)
Qbeh-1: The Atlas Cube
Quern - Undying Thoughts
Reveal the Deep
RiME
Shadowcrypt
The Sims 3: World Adventures
Spelunky
Strange Brigade
Tacoma
TIMEframe
Tomato Jones Franchise
Tomb Guard VR (VR)
Tomb Joe
Tomb Raider Franchise
Torchlight Franchise
TRI: Of Friendship and Madness
Turok
Uncharted Franchise
Unepic
Unknown Pharaoh (VR)
Valley
Viking Escape (VR)
The war god : The artefact (VR)(Currently only available with Chinese audio and English subtitles)
Waking Mars
Waxworks
摸金侠 (Tomb Robber) - Currently only in Chinese, no subtitles.
埋葬 DIG A BOO (Currently only with Chinese audio with English and Japanese subtitles)
(VR)西汉帝陵 The Han Dynasty Imperial Mausoleums (VR)
Side Quest/Not Main Focus:
Bastion
Broken Sword Franchise
The Curious Expedition
Dragon Age Franchise
The Elder Scrolls Franchise
Fallout Franchise
Final Fantasy XII
Freedom Planet
Kingdoms of Amalur
Recetear
STALKER Franchise
Star Wars: Knights of the Old Republic
Vanishing Realms
Zenith
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buncha doodles
#character design#second pic is a#zonai#Legend of Zelda#Tears of the Kingdom#third pic is an#enderman#Minecraft#catgirl#more like cat woman#mature and heavily scarred from battle#Fract OSC#Dam#dragon#idk sorta not really#idk how to tag the last one#merman#sea monster#i guess?#idk how to tag the first one either#sun god? sun spirit? i didnt have any intentions for what it was when i created it#art#my art#my post
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It’s kinda hard to think of a way to review FRACT OSC.
It’s also hard to recommend it to musicians, even if they play video games, because they already use their own software and I’m not sure about the appeal of going into a 3D, first person game, and using such software... It’s not like it’s on a portable device or something haha..
That being said, it’s neat to play if you aren’t a musician, exploring extremely alien environments and doing 3D puzzles to unlock more studio options.
Also, you can just unlock the studio options in the options menu if you’re so inclined. The world lights up and pulses rhythmically as you fill it with music.
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can we just agree that like
Airy x Liam is a kidnapper x their victim
and it is therefore bad
regardless of whether it's considered a proship or not
personally I agree that it falls into the category of proshipping, but I don't really care how it's classified as long as it isn't allowed on this blog
anon really out here acting like me saying it's proship causes children to be harassed on the internet like when did I mention that at all
but yeah toxic ships do in fact meet the requirement of proship. it's just not as common because you can't tell that it's proship right away.
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"FRACT OSC drops players into a wide expanse of alien environment that has long been abandoned and lifeless, a land fallen victim to the fate O’Shaughnessy warned against when writing that kingdoms would be directionless and forgotten without imaginative people to tell their stories. There are traces of a once-flourishing society—beacons and citadels, elaborate machines and imaginative architecture—but they are silent, having lain dormant for longer than we know. In the awakening of these monuments, the player becomes a music maker."
—Review: FRACT OSC asks players to reawaken a world with song
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Hello Holly! What are some video game soundtracks that you like a lot? (Not asking you to pick a favourite; that would be silly.)
Here's some game OSTs I don't see talked about a lot.
"140"
"Baba Is You"
"CRAWL"
"Dungeons of Dredmor"
"EDGE"
"FRACT OSC"
"Moonglow Bay"
"Petal Crash"
"Return of the Obra Dinn"
"Shatter"
Honourable mention to "ANTONBLAST" which isn't released yet.
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