#their designs work in the sense that they do convey a concept which can clearly be interpreted by quick glance
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darabeatha · 4 months ago
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@hasarjunadoneanythingwrong replied ; this is super informative tbh
/ Thank youuuuu 😭😭😭😭😭 I love him lots and there's so little about him floating around !! it was through my researching and reading that i kept finding things that made sense to me about his design, like maybe a lot of these are speculations from my end/overthinking stuff and it's not that deep (or maybe it is who knows!) but I just love history and character design and symbolism and meaning, and I grew too attached to this emperor 😔✋
#;ooc#ooc#if someone for whatever reason (?)ever comes and tells me he looks like some random guy i will jump powerranger style and show them that🤓☝️#I LOVE SYMBOLISM AND SUBTLE REFERENCES IN CHARACTER DESIGNNNN EGHERAAAAAGHHHHHHHH#also the fact that obviously f.ate is a game not meant to accurately and perfectly represent historical and/or mythological figures as well#but putting the obvious to the side i love dissecting their designs; whether they have subtle elements or are based more on symbolism#such as seeking to represent a concept#like a.rthur/a.rtoria or a.rash or g.il#that dont necesarily have very string historical/myth referenced but#their designs work in the sense that they do convey a concept which can clearly be interpreted by quick glance#when you see a.rtoria or a.rthur; you instantly would think 'oh this character must be a knight or a king'#so even if its not too visible on their designs itself that they are king arthur; they do convey this feeling of a knight or a king#the usage of the color blue too;; as in a noble and trust worthy color#or g.il going all golden; it tells u 'oh this guy must be rich!' like maybe you dont recognize who he is#but his design tells you something#and i think both types are wonderful; both ways of tackling a chatacter can make iconic designs#what hit me at first with m.octezuma was the color palette; yellow and black which i felt is def a reference to t.ezcatlipoca#and the fact their jaguar suits are so similar too; like you could tell from that point tht there might me more to him than#what one can see from a first glance#i think he was pretty underutilized in the lb but i hold him carefully in my hands;;#anywyas wanted to used this post to tell u that i love ur juna posts & art🫡🫡🫡 bombastic content 👏 (all that is a.rjuna)#would have tot added the links for the references too but there were a lot O#*but i dont want to just talk about his design through the ties it has to t.ezcatlipoca bc obviously (and as noted) theres a buuuunch more#he is his own character yes yes#;dl
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whiskeyswifty · 7 months ago
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would you work for Taylor given the chance?
what a good question...... i've never considered it before because i feel like i'm just messing around most of the time as a designer or whatever else she would want me for lol. let me think through this.
I think i'd be crazy to say no, because that would be an amazing opportunity and i'd be so excited to work with someone i love that i'd say yes immediately and probably cry lol. but..... i don't know if ultimately it would be a good fit and not taylor as a person/employer but in terms of our design sensibilities and objectives. my main job as a designer is to provide a product based on a brief, which is a fancy process word for what the client wants in terms of the literal product (album cover, tshirt graphic, poster, etc) and also the art or design style they're looking for, however detailed or vague they might describe it, including any branding, images, or other elements already created. however a client's main job when hiring a designer is choosing someone who's style they like as it is, whether its previous work they saw that they feel fits their own style or an illustration style that conveys artistically what they want their product to convey, etc. any good designer can contort their own style into whatever any client wants in the end, but the further the client strays from the designer's personal style, the more unpleasant and teeth-pulling it is for the designer. so it's imperative that the designer feels they match with the brief and the client feels the style of the designer matches with their own artistic sensibilities.
i don't..... think that taylor and i.... align when it comes to artistic sensibilities. i'd guess that taylor is not designing her own visuals of course (other than the occasional MV), but she is still part of the concept design and look and feel of an album at most, and signs off on merch designs that cross her desk, if she has time, at least. so everything does have to align with how she wants her Taylor Swift branding, both album to album and overall, to look and feel. given all the products she's output over the past, idk 12 years of her being this dominant in the design process, she's had a very simplistic design strategy compared to my personal style. much of her artwork for albums and marketing serves the purpose of appealing to as large of an audience as possible and having a direct and approachable dialogue with that audience. so that means materials must not be too stylized artistically in one direction or the other and for active engagement, they must be simple enough that the general public understands it clearly at first glance and can personalize or replicate it. full screen photos that consume your whole screen usually of her as she is the main product that are simple in composition and styling, creating simplistic color buckets for albums that are usually one single color, easily legible and familiar fonts for the most part (lover era lol you were such a mess bbgirl), and album/era concepts that are intentionally vague and without a sense of place which makes them open to interpretation for as many people as possible. this is the general brief for any static taylor swift visual material as her brand stands right now.
in contrast, my personal style is in the complete opposite direction. i love creating visuals that instantly ping a time and place and evoke a strong, single personality or voice. i love kitsch and the specificity of ephemera and illustration and incorporating small intricate details, and i prefer bold graphic styles over homogeny. so you can see how we are not aligned at all, for the most part. i of course could work with her to water down my style until it suited her general branding, but it would strip most of my work of what I enjoy designing and i'd feel a bit stifled and it would feel like just a for-hire gig. that's fine of course, but for her, she's above just getting someone to do a for-hire gig. at this point, she wants someone who really speaks her artistic language, as simplistic as it may be, and can bring it to life visually. simple also isn't always easier, any designer will tell you. especially with big corporate, multimillion dollar pressure behind it. you can spend days swapping out seemingly identical fonts because the descenders aren't quite right. and that's also not to say that simplistic is lesser than in terms of design. folklore is one of my favorite album covers of recent memory, and it's just a photo, framed and colored in such a specific and evocative way. it's perfect for that album, emotionally impactful with taylor this big star being minimized so small on her own album cover next to the trees that were born decades before her and will outlive her. but that's just not my artistic strength or style, being so photo-forward, that's all i mean. or the tour poster, which was simple and compact in it's design most likely so that it could be iterated endlessly for tour stop specific posters, merch, and be easily identifiable even if it's being parodied. it satisfies it's objective, but it is not a final product i would enjoy making. i like the font though, i gotta say.
i will say, though, that recently she has dabbled a bit with ephemera in a way that i really love and would gel really well with my design preferences. the ttpd album itself is simplistic in nature yeah, but the package of materials you get when you order one is really cool. the patches and magnets specifically, and the envelope designs as if you got a folder full of evidence and artifacts is really tactile and interactive. i love the black dog one a lot with the white ink on the charcoal black envelope. the albatross one as well. that's right up my alley and so fun and gives the album a slight sense of tone/time and place. (although still the messaging is a bit muddled even still but whatever). also, i've seen a bunch of the VIP package eras tour posters that people got with their VIP package and there are some really cool designs there! if she wants to continue to do specific designed elements like that, i would be a great fit i think. or if she wants to go in a more design-forward high-concept direction in the future, i would also be a good fit for that. but as it stands right now, while i wouldn't ever turn it down because it would be a dream to work with her, i don't know if she wants something in my style and i don't think either of us would find each other a perfect fit. maybe for a one off, but in the long run i'm not sure she's interested in adopting my design approach or style. but i'd be thrilled if she proved me wrong!! come on taylor lets design some stylized ephemera together!!!
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kulpixel · 2 years ago
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How do select the best design from the designer.
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Define Your Goals and Objectives: Clearly articulate the purpose and goals of your project. What message or emotion do you want the design to convey? What are the key deliverables and requirements?
Set a Budget and Timeline: Determine your budget and the project's timeline. This will help you evaluate designs within your constraints.
Find Potential Designers: Research and identify potential designers or design agencies. Look at their portfolios and reviews to assess their style, expertise, and experience in your industry or niche.
Request Proposals: Reach out to selected designers and request proposals. Provide them with a detailed project brief, including your goals, requirements, budget, and timeline.
Review Portfolios: Examine the portfolios of the designers who submit proposals. Pay attention to their past work to see if their style aligns with your vision for the project.
Evaluate Design Concepts: Ask each designer to provide initial design concepts or sketches based on your project brief. This will give you a sense of their creative approach and how well they understand your needs.
Consider Revisions: Discuss any necessary revisions with the designers and assess their ability to incorporate feedback into their designs. Communication and willingness to collaborate are crucial.
Gather Feedback: Involve key stakeholders or team members in the decision-making process. Collect their feedback and insights to ensure a well-rounded evaluation.
Assess Creativity and Originality: Evaluate the uniqueness and creativity of each design concept. Does it stand out? Does it align with your brand identity or project goals?
Consider User Experience (UX) and Functionality: For digital designs or products, consider how user-friendly and functional the design is. Does it meet usability standards and enhance the user experience?
Review Technical Proficiency: Assess the technical skills of the designer, especially if the project requires specific software or coding expertise.
Check References: Contact the designer's past clients or references to inquire about their experiences working with the designer, including communication, reliability, and the final outcome.
Compare Costs: Compare the cost estimates provided by each designer. Keep in mind that the cheapest option might not always be the best if it doesn't meet your quality and project requirements.
Trust Your Instincts: Ultimately, trust your instincts and gut feeling about which designer and design concept aligns best with your vision and goals.
Negotiate and Make a Decision: If necessary, negotiate terms, timelines, and costs with your chosen designer. Once you're satisfied with the negotiations, make a final decision and inform the selected designer.
Document Everything: Ensure that all project details, expectations, and agreements are documented in a contract to avoid misunderstandings later on.
Remember that design is subjective, and what may be the "best" design can vary from person to person. It's crucial to find a designer whose style and approach resonate with your project's goals and who is capable of delivering the quality you expect within your budget and timeline.
Writer: Shaikul
Logo & Brand Specialist
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syasyamusfyirah · 11 months ago
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CTS B | WEEK 2 Collaborative Skills
Q1. Describe your strengths and weaknesses as a collaborator. What did you do well, and what are some areas to improve? Discuss with reference to today’s activities.
As a collaborator, I recognise that I bring my own unique style, preferences and standards to the table, which can sometimes make teamwork challenging. Like everyone, I have certain likes and dislikes, and when it comes to combining ideas, I find that they do not always align with my expectations. I have this tendency to hold onto my personal standards which can be a weakness, as I sometimes struggle to fully embrace others’ contributions when they do not meet my ideals. On the other hand, I acknowledge my strength in being flexible and accommodating differences within the group. While I may initially disagree with ideas that do not match my expectations, I am capable of setting aside my preferences for the sake of collaboration. I am willing to give in when necessary and recognise the importance of having different perspectives. This ability to compromise helps create better teamwork, and ensures that we all contribute to a shared outcome. However, there is always room for improvement. I realise that I could contribute more of my own ideas, rather than just focusing on accommodating others. When nothing goes my way at all, I tend to shut out all of my ideas so I do not disrupt other's train of thoughts. By sharing more of my thoughts and participating more actively in the brainstorming process, I can help ensure that all voices are heard and that we can all be on the same page. This would also strengthen my ability to communicate my ideas clearly and make sure that everyone in the group feels equally valued and involved.
Q2. If you had more time and an unlimited budget, how would you design the monument differently? Include pictures of the group work, and your personal re-design.
If we had more time, I would revise our design to be more minimal, general and versatile, rather than focusing on just one specific style. Our original design was based on the theme of ‘LASALLE students’, but as someone who enjoys observing many ways people express their creativity, I have realised that limiting the design to a single style, like the “cutesy-goth’ concept that group agreed upon, does not fully capture the diverse range of creative expressions among the student body. When we aim to convey a message, it is important for it to be coherent and make everyone feel included. This means considering different perspectives, backgrounds, and experiences to ensure that no one feels left out. By expanding the concept, we could represent a wider range of styles, allowing for a more inclusive and flexible design that resonates and attracts a larger audience. 
In addition, if we had an unlimited budget, I would still choose durable materials like concrete, stones, wood, and glass. Simple yet elegant. These materials not only ensure the design's longevity and sustainability, but also give it a timeless aesthetic that complements various styles. The combination of these materials can create a design that is both strong and versatile, supporting the broader, more inclusive vision I have in mind. It would allow the design to feel more modern, functional, and adaptable to different interpretations of creativity. The simplicity of this approach would ensure that the design remains visually appealing and adaptable without losing its sense of strength and purpose. You can never go wrong with simplicity.
~ 525 words
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dmiherwardha · 1 year ago
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The Importance of Interprofessional Education in Medicine
In healthcare, teamwork isn't just beneficial; it's essential. This is where interprofessional education (IPE) comes into play, particularly in medicine. IPE is a teaching approach where students from various healthcare professions learn together during their education. 
It's designed to promote collaborative practice and enhance the quality of patient care. Let's dive into why IPE is crucial, focusing on its implementation at different MBBS Medical colleges in Wardha, such as the Jawaharlal Nehru Medical College in Wardha.
Breaking Down Silos in Healthcare Education
Traditionally, healthcare education has operated in silos, with students of medicine, nursing, pharmacy, and other health professions learning separately. This segregation can lead to a lack of understanding and appreciation of each other's roles, which, in turn, can affect patient care. IPE aims to break down these barriers by bringing these students together and fostering a sense of teamwork and mutual respect.
The Benefits of IPE
Enhanced Communication Skills
One of the primary benefits of IPE is improved communication skills among healthcare professionals. Effective communication is vital in healthcare settings to ensure the safety and well-being of patients. Through IPE, students learn to convey information clearly and listen actively, which are crucial skills in high-stakes medical environments.
Improved Patient Outcomes
When healthcare professionals work well together, patient outcomes improve. This teamwork leads to more comprehensive care plans, reduces errors, and ensures patients receive the most effective treatments. IPE prepares future healthcare workers to function effectively in teams, directly benefiting patient care.
Increased Job Satisfaction
Working in a well-coordinated team benefits patients and enhances job satisfaction among healthcare professionals. Understanding each other's roles and valuing each other's contributions can lead to a more harmonious work environment. IPE cultivates this understanding, setting the stage for a more satisfying career.
Addressing Complex Health Challenges
Today's health challenges are more complex than ever, requiring the expertise of various healthcare professionals. IPE prepares students to tackle these challenges collaboratively, combining their knowledge and skills to find innovative solutions.
IPE at MBBS Medical College in Wardha
Institutions like Jawaharlal Nehru Medical College in Wardha are recognizing the importance of IPE and integrating it into their curricula. By doing so, they are preparing their students for the realities of modern healthcare, where teamwork and collaboration are keys to success.
Practical Implementation
At these institutions, IPE is not just a concept but a practice. Students from different healthcare programs participate in joint workshops, simulations, and case studies. These practical experiences allow them to apply their knowledge in real-world scenarios, fostering a deep understanding of how to work effectively in interprofessional teams.
Cultivating a Culture of Collaboration
Beyond specific programs and courses, these colleges are working to cultivate a culture of collaboration. This includes encouraging faculty from different departments to work together, creating spaces where students from various disciplines can meet and share ideas, and organizing events emphasizing teamwork's importance in healthcare.
Challenges and Solutions
Implementing IPE is challenging, and issues include scheduling conflicts, differences in curriculum requirements, and varying buy-in levels from faculty and students. However, by prioritizing communication and flexibility, the best MBBS Medical Colleges in Wardha and elsewhere in India are finding innovative solutions to these issues, demonstrating a commitment to the principles of IPE.
The Future of Healthcare Education
As the healthcare landscape continues to evolve, the importance of interprofessional education will only grow. By teaching future healthcare professionals to work together effectively, we can ensure that the healthcare system is more responsive, efficient, and patient-centered. 
Conclusion
Interprofessional education is a crucial component of modern medical education. It prepares students to be effective healthcare team members, leading to improved patient outcomes, enhanced communication, and increased job satisfaction. 
By embracing IPE, institutions ensure their graduates are skilled in their respective fields and ready to contribute to a collaborative, interdisciplinary healthcare environment. 
The efforts of the MBBS Medical Colleges in Wardha in implementing IPE exemplify this commitment to advancing healthcare education and, ultimately, patient care.
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sanstropfremir · 4 years ago
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by request, the first post-kingdom stage roundup! this one is a best to worst by group!
some introductory notes:
i’m not going to be ranking the 100sec stages in here because they are too different of a scale. but i will be talking about them as a part of the process. i’m not going to be including the team stages here either, since i talked about them in my episode seven and eight reviews and i do think they stand separately from the individual group stages, because we don’t know who the creative teams were behind them. this is not meant to be an overall best of all the performances, i’m intending this more to be a look each of the groups’ stages overall; seeing how they adapted and improved and how effective the trajectory of their journey as a whole was. also, a very important definition to make right at the start so i don't have to explain it every time: by ‘worst’ i do not mean the stage was actually bad. by ‘worst’ i literally mean ‘not the best.’ if i break it down, i’m ranking these by ‘most amount of successful components’ to ‘least amount of successful components.’ there were no stages that were actually bad or unwatchable; they were all successful in one way or another, but some of them more so. i’m ordering these in my own personal ranking of reverse who did the best overall, which obviously is not how the actual show rankings went down, but we all know my thoughts on the official rankings.
in case you want to catch up and read my more in depth thoughts, here’s all of my episode reviews: one, two (with added tbz costume breakdown), three, four, five, seven, eight, nine, ten! oh and also here’s my very first review of the dance solo performance film, since i’m also going to be referencing this a bit.
tbz
monster - the least involved with their overarching story concept and it’s stylistically the most interesting because it’s a departure from the glittery royalty concept we have primarily seen them in. it also helps that it’s a great song that they did a relatively good cover of.
kingdom come - the solidity of the choreo is the thing that puts this stage up here, because it’s some of their best. and it’s not as explicitly reliant on the game of thrones theme as their other stages.
o sole mio - this has real potential as a good small concept vaudeville themed stage; it starts off really strong and then they blow it by shoehorning in the unnecessary lore.
no air - they tried to start off with a big conceptual bang in the first round with a semi-explicit narrative, but it relies entirely too much on the viewers knowing the references for it to make any sense.
to be honest, i’m not that surprised about how tbz constructed their stages and how they turned out. i know a lot of people have been disappointed with how lackluster their stages have felt in comparison to their rtk ones, and i think that’s fair because i agree, i don’t think they ever captured the same energy they did for danger or for shangri-la. if you’ve been following along (or have just read all my reviews now) than you know most of my complaints about how tbz have been working with their lore and concepts, so i won’t rehash them here. but i do think it’s warranted to point out that theoretically, being first in rtk would logistically put you at the bottom of the initial ranking for kingdom. i know they’re not technically the youngest group, but in the execution of their stages in comparison, it does make sense to me that they come out looking as the most inexperienced group. even though they were intending to have a similar overarching story like they did on rtk, it was not at all very fleshed out and there wasn’t a strong enough connection between that story, the themes of their stages, and the narrative shapes of those stages. which is a shame because they are not unskilled performers, and they have the most members of all of the groups on the show, so they had a lot of opportunity to be doing interesting choreo and blocking work that never seemed to materialize. i also think they never truly got used to the size of the stage in comparison to the rtk stage, and they were always struggling to fill it in an intentional way. they tried valiantly to recoup their ground and bring everything together in a full circle for their last stage, and even though they somehow came in second, i think by the finale they had been worn down and lost a lot of their steam. it also doesn’t help that they lost a member to injury right near the end, which can be very demotivating, especially for a young group.
skz
god’s ddu du ddu du - the most stylistically different and interesting of the bunch, with a lot of interesting elements and well designed movement, even if the overall arc was half baked and lackluster
i’ll be your man - this was an actual attempt at a departure from their normal bluster and even though it never makes it all the way there and they don’t do that great of a cover, it’s different enough.
wolfgang - although watchable for hilarity and/or cringe value, nothing about this stage demonstrates a significant amount of growth from the first one. it fact it just feels like they injected a load more money and time into the premise of their 100sec stage, without any of the reflection that this kind of circular final stage concept should have. it’s exactly the stage of a group that’s been propelled to first in every round through an artificially inflated system.
god’s menu/side effects - the most scattered of all their stages. there’s not quite enough material to tie everything together and it feels underformed.
we all knew what the outcome of the show was going to be the moment that very first round of fan voting came in. now i don’t actually care about final outcome of the show, because the most valuable experience of a show like this is learning from what your competitors around you are doing and how to improve your work for further rounds. if the ranking system had been solely expert + judges based, all of the weekly rankings would have looked a lot different and skz would have actually had a chance to grow from this experience. but because they have the biggest and most aggressive fandom, their stages constantly ended up in first place and they never actually had the opportunity to sit back and reflect on their performances to figure out how they can do better. because the truth of the matter is that they did not have the best performances on the show. they consistently made stylistically stagnant stages and never managed to correct any of the issues that have been plaguing them since the 100sec round. the closest they got was god’s ddu du ddu du, which was aesthetically the most different and had the most interesting subversions of the stage format, even if it ultimately fell flat because they still missed the mark on managing the shape of the narrative. if you watch all their stages back to back you’ll see that there’s an overreliance on the same types of stylistic decisions and thematic elements, including in the sound and feel of the work. this is a bit hard to explain, but even though the stages all look different, they don’t convey any nuanced emotion or intention other than ‘stray kids world domination.’ now nuanced intention is not necessary for a kpop song performance, but skz took it upon themselves to try and tackle some fairly complex thematic ideas, which is commendable, but they fall flat because the members themselves don’t know how to act. and acting is supremely important when you are doing themed stages. i talked about this same principle in this response about orange caramel and wjsn chocome, but most newer idols don’t approach performing as a character, they approach performing as themselves, and skz are big victims of this. that’s why even i’ll be your man, where they do actually attempt to be a bit more nuanced in their delivery, still comes off like all their other stages. they don’t ever push themselves beyond their performance boundaries (physically yes, obviously. i mean mentally) and so every stage has a little checklist of skz-specific personality traits that round out in the bigger picture to the same general feel. this kind of strategy works great for music shows and for general promotion because it’s super marketable, but in this particular setting, where we spend an extended amount of time with all the groups, it doesn’t facilitate the same amount of growth that letting those of personas go would.
ikon
at ease - really clear cumulation of their performance, group colour, and design elements over the entire show.
classy savage - well designed and decorated with an interesting concept, but has a few flaws that keep it from being their best work.
inception - again, very well designed; the set is so inventive and features a lot of carefully blocked movement, plus the colour palette is tight and used effectively, it just doesn’t reach the same scale as the latter two stages.
love scenario/killing me - it’s the first stage and it clearly suffers from a bit of underd evelopment as they were getting used to the format of the show. it’s still an interesting and well performed stage with the start of elements that we can see them develop further in the next rounds.
ikon had the most lackadaisical attitude toward the whole show, which i think was the best way to approach it, but also they didn’t really push much beyond their boundaries as performers. i’m not faulting them for not wanting to, they’re a very well established group and honestly don’t really need improve on anything. they did however, do a really great job of improving on their design quality and intergration after the first round, which is the one thing that this program definitely facilitates for. they’re also the only group where their finale stage was demonstrably their best stage, so they really did nail that slow improvement progression. they got what they wanted out of the show, which was new friends and a chance to make some fun stages that they wouldn’t have otherwise been able to. like i think i’ve said in every other review, there’s not that much to say about them as a whole because they just put their noses to the grindstone and did the work while maintaining a chill and fun demeanour, and those efforts paid off even if they didn’t end up ranking very high.
sf9
the stealer - great integration of theme into narrative and design, small scale concept with big impact.
believer - smart use of camera work and choreography in conjunction with the design elements. although not very narrative focused, it’s a clear and thoughtful elaboration on their intro stage that’s very well executed.
move - a risky choice that pays off fairly well for them, even if it doesn’t capture all the depth that it could have.
jealous - it’s their first stage of the competition and the first time they had worked on something of this scale before, so it only makes sense that it’s the weakest of their run. despite that, it shows a strong understanding of an unusual concept and it still holds up.
sf9 were the clear underdogs of everyone and the rankings pretty clearly reflected that. but as a group they really put in the work to improve their skills and i think they showed the most dramatic improvement of everyone, especially between the first and second rounds. they repeatedly made comments about how they were focused on creating good stages and it paid off. their stages were all conceptually and visually interesting without relying on much external lore or overly dense themes, even if some of them were more effective than others. they had a lot of strong emphasis on costume in particular and they were very well styled. their finale stage was a very clear synthesis of all of the experience and knowledge they gained over the course of the show and it wraps a neat aesthetic and thematic bow on their journey. they absolutely did not deserve last place; they were the ones hardest hit by the fan voting system and i hope that the group doesn’t internalize the official outcome too much, because they did a lot of good work that they should be proud of and deserves a higher due than it was given.
ateez
rhythm ta - simple concept with a clear narrative that uses a lot of visual referencing as exposition without being cluttered and too reliant on the source material. impeccable use of limited design elements to create atmosphere and it’s a strong reinvention of the song.
wonderland - an absolute banger of a first stage that does all the same things as rhythm ta just to a slightly less polished scale.
ode to joy - both stylistically and tonally a departure, this stage relies a lot on group lore but also has a very clear message that was surprising for its maturity and temerity.
the real - purposefully pulled back in scale and ambition as a pointed critique of the competition as a whole. looser in design aesthetic synthesis but has more freedom for the members to show more dynamism in the group’s abilities and colour.
the youngest of the six groups, i don’t think anyone was expecting ateez to come out swinging in the way that they did. oh, we were all expecting them to put up a fight, but i know that i wasn’t expecting much beyond the capabilities of what we’d seen from skz and tbz, since they all share the dubious honour of being similar aesthetic performance based fourth gen groups. but oh baby did they prove us all wrong. the fact that they have incredible performance abilities and stage presence is what carried them half of the way, but they also proved to have a top notch creative team working behind them that knew how to visually craft a great performance. wonderland and rhythm ta are two of the smartest designed stages, and i’d put rhythm ta as the best designed stage, because it does so much in such a small amount of time. this ranking was tough because all of their stages intentionally prove a point and i dont think there are any that are demonstrably weaker. wonderland and rhythm ta served to prove that they had the capacity to keep up with their seniors, and that they were ambitious and hungry and had a solid team foundation. both stages ranked them first in non-fan judging and once they saw how the fan judging skews the final results, they smartly and ambitiously made a choice in the round BEFORE the finale to make a stage that rebuffs the laurels of the competition show they were at the pinnacle of, specifically for their fans. there is so much care and thought put into the ode to joy stage that it feels wrong to rank it as their third best, especially when it also contains one of the greatest 40 seconds of acting i’ve ever seen on a kpop stage. just the dichotomy of the stage’s melancholy feel with the choice of song is so compelling, and in its context as a part of the whole now the show is over.... i’m out of words. the brain on the person who came up with this, i would LOVE to talk to them. and having the real as a followup stage? where they have the freedom to have fun and be stylistically themselves while thumbing their noses at the show? a perfect follow up and rounding out of the expression of their abilities.
btob
back door - perfect. simple concept and simple narrative extremely well executed. excellent attention to detail and atmosphere.
show and prove - perfect reflection of their journey on the show as a whole.
blue moon - same as back door, just with a slightly larger scale.
missing you - only last because it doesn’t have the same strength of narrative and design concept as the other three stages. it’s still a better stage than 80% of the stages on the show.
we all know this, but btob are the real kings. all of their stages were phenomenal and they all hit my personal top ten, so this ranking is more of a ‘which stage was the best of the best.’ they did an incredible job of playing to their strengths and they knew exactly what they needed to do in order to craft the best performance. this was actually very difficult for me to decide because they never fucking missed. watching missing you for the first time in like two months smacked me right upside the head because that stage is beautiful. the intro in the forest with changsub and eunkwang is fucking gorgeous; the lighting and atmospherics are so effective and the trees do an incredible job of obscuring the stage architecture. and their costumes. this stage screams elegance in a way that no other stage managed to capture and this was the first round. and i’m putting last on this list, which should be telling about the quality of their work. and honestly it only goes up from here. they took that one maybe valid expert critique that they got of utilizing more narrative and they RAN with it. i put back door as first because it juuuuust inches out blue moon and show and prove for smart camera work, but honestly all three of these stages could take top spot, they’re of equal rank.
btob came into this show at a pretty distinct disadvantage: they’re old, and there’s only four of them. and as we know, thanks to rtk and the fourth gen groups, this show has a reputation for big acrobatic blowout spectacles, which is just not something they can do. but they also had a distinct advantage: they’re old and there’s only four of them. they very smartly foresaw that they wouldn’t be able to compete with the fourth gen groups in athletic ability, so they specifically chose to highlight the areas they were the strongest in, which you can see right from the start. their intro stage specifically highlights their vocals, and even in minhyuk’s dance solo the design is music show themed, as a gentle reminder that they know how to work a stage. and as the show progressed they started to solidify that assumption. they used narrative extremely well to give their stages an element of emotional investment that kept the audience engaged without banking on individual idols’ popularity to keep them afloat, and spent their time on the show being gracious and generous competitors, intent on being as watchable offstage as they were on. and it worked. by the time the finale rolled around, we knew who these men were and we had seen them be individuals, so they were able to cast off the need to play to narrative and to character and instead they were able to loop back around to that very first stage; simple, clean, emphasis on vocals, with a very important addition of uniformity. the current trend in kpop costuming is to have group members dressed similarly, but not exactly the same, partially in order to be able to everyone apart, but also because the ‘sameness’ of the boy band model has fallen by the wayside. btob took all their previous stages where they had clearly been individuals and as the culmination of their journey they chose to look exactly the same, to clearly send a message that they are a singular unit and they are proud of that. and they absolutely stuck the landing. this was a perfect run for btob, they should be really fucking proud of the work they did.
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aitaikimochi · 5 years ago
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Here is the full translation of Nomura, Kitase, and Toriyama, and Hamaguchi’s interview from the FF7R Famitsu feature! Nomura talks about Jessie's popularity, the decision to include the Masssage Parlour scene, comments about the next installment's release, and more!  Kitase discusses how it’s like working with a new generation of game developers, explains a bit more about the scene with Sephiroth and Cloud at the Edge of Creation, and refers to the Remake as the “New FFVII Story.” Toriyama mentions that the staff who worked on the original game wanted to create a completely new game while younger staff wanted to stay true to the original. Hamaguchi explains more about the development process as well as how they came up with the battle system, what type of system they have planned for Part 2, and more!
DIRECTOR TETSUYA NOMURA INTERVIEW —Now that the game has been released, how are you feeling?
Nomura: Well first off, I feel very relieved. Although there’s still a long way to go on the road to completing the entire story, we are now able to see exactly which direction we will be heading.
—From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?
Nomura: I think it’s due to the staff’s love for FFVII. The enthusiasm from the fans also helped propel us forward.
—Are there any elements from either the Original game or part of the compilation that you wanted to make a reality or something that you wanted to have in the past game that then added into this game?
Nomura: Definitely the world itself as well as how richly the people are portrayed. With all the different compilations gathered, it was rather easy to create the world. I think we were able to convey the importance of the areas seamlessly.
—FF7R really digs deep into the Original Game’s story, but there is a surprising development towards the end of the game. With Remakes, there’s always a faction of people who don’t want anything changed, but there are also those who actually want things to be changed. Were there discussions among the creators on whether or not you should change things?
Nomura: Since the concept of FF7R was already decided from the beginning, there wasn’t that much discussion. However, since each individual had different ways of perceiving things, we did discuss exactly how far we will change the story. I believe that I was the one who actually put a stop on several ideas towards the latter half of development (laughs).
—The Remake contains the “Whispers of Fate” that are not present in the original story, but what was the intent of having this presence? In English, they’re called the Whispers, but in Japanese they’re called the “Feelers.” Is there a specific reason for this difference, for example if the word “Feeler” was the origin of the name?
Nomura: Nojima-san actually requested us to give the Whispers an eerie aura. Initially, the Whispers were designed to be made out of small particles of sand that crumbled while still maintaining its shape, but also unclear in form. We then created an image of them wearing a robe, but more so than that, when we had to make a lot of them appear together, that’s when their form took a clear shape. The word “feeler” means to sense and to touch, but at the moment I cannot say anymore than that.
—Those who come into contact with Aerith can see the Whispers, right? Also, was Aerith able to see them from the beginning?
Nomura: People can see the Whispers when they come into contact with Aerith. However, at the moment I am unable to tell you when Aerith started seeing them.
—Instead of always being on edge, Cloud seems to behave more cooly but instead comes off as uncool to those around him. Aerith also seems a bit more mature than the original’s portrayal of her, and Barret seems a more unhinged and tense. The characters all seem to have a new side of them now. What kind of concepts did you use to add to the characters in this game?
Nomura: I personally think that the characters still have the same image as they did before, but with much more expressions now, and adding voices also created a large impact. This was my interpretation of the characters at the start, but since the original game required the player to imagine the type of reactions the characters would have, I think that this caused there to be different images of the characters. As time passed, I’m sure that those images of the characters had changed as well. I think that the errors in each individual player’s interpretation is in itself an interesting part of the game.
—Jessie has a lot of scenes in the Remake and has become quite a popular character. Were her scenes planned from the beginning, or were they something that was added midway through development?
Nomura: It was planned from the beginning. However, I did not expect her to be this popular though!
—The three new characters in Wall Market, Andrea Rhodea, Madam M, and Chocobo Sam, left quite an impression. What was created first, the characters’ personalities or their designs? Also, how did the concept of the Massage Parlour come about?
Nomura: At first, the characters’ personalities weren’t that detailed. We didn’t plan for their designs to be that rich either. However, I think that the voices and acting played a great role for them. In regards to the hand massage, in a city like that, well, the maturity rating would probably go up, so we couldn’t go further with what we had.
—Characters such as Leslie and Kyrie appeared in the light novels, but what was the background on bringing them into the Remake? For example, was it for fan service or something else?
Nomura: Since the stories are part of the Compilation, Nojima-san and myself had plans for them to be included from the beginning. We thought that it would be natural for them to appear in that time and place within the story, so we decided to leave them there. In regards to what happens to them after the events in the Remake, I recommend that players read the light novel “Final Fantasy 7 TURKS: The Kids Are All Right.”
—In regards to the battle system, it contains a fusion of both command and action elements, and each character has a different fighting style. By choosing different character moves, players are able to form various effective strategies, making for a very refreshing experience. Also, the acting and conversations that the characters have during battle also gives a fresh spin on each battle. I’m sure that this was made possible by trial and error, but what was the most difficult part in doing all of this?
Nomura: A real time action battle requires a sense of nervousness and realism, but we couldn’t discard the form and battle of the original game’s command RPG style. As a result, we went through a lot of trial and error to find a perfect harmony for the two. We decided early on to allow for a slow motion sequence to take place to allow players the advantage of being able to select their actions, but there was a long period of time that we couldn’t do it properly. It was largely thanks to the staff for tying in the ATB system to perfect this as well.
—Lastly, is there anything you would like to say to the readers?
Nomura: We know that everyone wants the next installment to be released quickly. We would also like to deliver it as soon as possible. Since we were able to see the line of quality from the first installment, we hope to make the next installment even better in quality that will make for an even greater experience. We hope to release it as soon as possible, so please wait a bit more. I think we can clearly convey the direction when we officially announce the next installment, so we hope you can look forward to it!
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PRODUCER YOSHINORI KITASE INTERVIEW
—From the time that the game was announced at E3 during 2015, the world focused their attention on the game, and after releasing footage of the game’s progress through a promotional video at E3 during 2019, the expectations from the fans has only increased. I’m sure you felt quite a lot of pressure at that time, but now that the game is finally released, how do you feel?
Kitase: I feel relieved that we were able to successfully approach both veteran fans who have been there since the beginning as well as new fans. I feel like right now, the expectations are even higher than before the game was released, and that gives us a lot of motivation to develop the next installment.
—Before the game was released, you mentioned that the hurdle that you needed to overcome was that of the player’s imagination that they have constructed in their minds for the Remake. After seeing the reception from the players post-release, do you feel that you have overcome that hurdle?
Kitase: Well, not just for me, but the power of the entire development staff combined was great. Most of them were fans from the beginning who also played the original game when it first came out. Thanks to that, they knew what kind of image fans probably had for the Remake, and I think we were able to overcome the hurdles that way.
—The game was released worldwide during a time when COVID-19 was affecting the entire world, but did that have any impacts on the game’s development? Also, before the game was released, promotional events were cancelled and the distribution of the game was also shipped ahead of schedule. There seemed to have been a lot of hard decisions to make depending on the situation…
Kitase: In terms of development, we only had the debugging phase left, which meant that the game was pretty much already complete, so there was not much impact from the virus. However, it was a pity that many promotional events were cancelled, and people were not able to really celebrate the release of the game. Luckily, through the means of the downloadable version, we were able to deliver some fun during a very stressful time where it was hard for people to even leave their homes. I hope that we were able to give them at least a moment of reprieve through the game.
—In regards to the FFVII Remake production, was there anything you were particular about?
Kitase: In the latter half of the story, there’s a scene where Cloud and Sephiroth have a confrontation. I wanted the scenery of that segment to show a starry sky that represents the overall themes of FFVII, and the art design team was able to bring that image to life.
—From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?
Kitase: That’s all thanks to the careful attention that the Co-Directors Hamaguchi and Toriyama as well as the development staff put in making this game. I started game development ever since the Super Famicom console, so I’m used to the type of “cut” and “reuse” way of production. However, the new generation of games require a sense of reality, so that former way of developing games has become obsolete. The current generation of game development staff have that new type of conscience when creating games, so it’s thanks to their enthusiasm that we were able to make this possible.
—I’m sure that there are several younger development staff who never played the original FFVII, so were there any instances where there was a bit of a generation gap?
Kitase: Not really. But I guess when we wanted to give an example from a movie or something, we wouldn’t bring up a reference from an old movie that they probably wouldn’t know (laughs).
—Are there any elements from either the Original game or part of the Compilation that you wanted to make a reality or something that you wanted to have in the past game that was then added into this game?
Kitase: I suppose that would be making everything in 3D with a 360 degree scope of the world. Especially when you’re looking up into the sky of Midgar or looking down towards the slums, I’m really glad that we were able to give the city a sense of realism.
—As a gamer, was there anything in particular from FF7R that surprised or impressed you?
Kitase: This is connected with my answer to the previous question, but yes, being able to look above towards the sky from the slums, thinking “wow, you can see the sky after all!” For 23 years, I imagined the slums to be under a lot of pressure and cloaked in darkness. In the Remake, you can see a different side of the city during the day that you could not see in the original game, and I thought that was really fun.
—You were involved with the initial level design of the Sector 5 Mako Reactor from when the characters infiltrate the reactor to their escape, but were there any other parts that you also were involved in?
Kitase: I was also in charge of the initial stage level design for the scene at the top of the Shinra Building. The scene where Cloud is about to fall off the rooftop but is saved by Tifa is a callback and answer to the Sector 5 Mako Reactor scene where Tifa couldn’t save Cloud from falling.
—FF7R really digs deep into the Original Game’s story, but there is a surprising development towards the end of the game. With Remakes, there’s always a faction of people who don’t want anything changed, but there are also those who actually want things to be changed. Were there discussions among the creators on whether or not you should change things?
Kitase: Director Nomura as well as Co-Director Hamaguchi and Toriyama hoped to be able to keep all the parts of the original that fans have come to love. However, we also wanted to add several surprises that would balance out the story too. I’m sure there are people who wish to experience the exact same story and relive memories. However, if we were to do that, then all we would be doing is just adding to the original experience, which would cause the Remake to lose its significance. I think that we were able to successfully revive the story by adding new elements for the new generation of a “New FFVII.”
—Lastly, is there anything you would like to say to the readers?
Kitase: The new FFVII’s story has only just begun. Please look forward to the story from here on out! --------- CO-DIRECTOR TORIYAMA MOTOMU INTERVIEW
—Now that the game has been released, how are you feeling?
Toriyama: I’m really glad that despite the abrupt change in lifestyle [due to COVID-19], this game is able to deliver entertainment to people around the world in the comfort of their own homes. There was some skeptism from fans when we announced before the release of the game that the FF7 Remake will only take place in Midgar, but because the game dug so deeply into the world of FF7, I was relieved to hear that a lot of people were extremely satisfied with the game.
—From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?
Toriyama: We thought about how we can revive the entity of FFVII using the latest technology as well as capturing the richness of the original. The time it took to oversee one scene or area was great, and in order to do so, we needed much more staff than what we had back in the day. Each and every staff had their own things they were particular about, and we were able to find a balance and successfully craft this game.
—Since you were involved with the development of the game, was there anything you were concerned about?
Toriyama: Since we had to replace many things with a new portrayal, I was quite particular that the essence of FFVII still remained true throughout. I think that if you had played the original game too, you would know which parts were changed and which parts were left in. However, I wanted to make sure that the events of the Remake flowed in a natural way with both new and familiar elements that you can enjoy. I’m happy to know that the Remake is able to add an even more vivid experience to go along with your memories of FFVII.
—I’m sure that there are several younger development staff who never played the original FFVII, so were there any instances where there was a bit of a generation gap?
Toriyama: There are actually a lot of staff who have played the original FFVII and got the opportunity to work in this industry. There are also staff who are more versed in the original game than even the members of staff who worked on the original game, and many of those staff wanted to make an adaptation that kept faithful to the original. In terms of keeping things as traditional as possible, the staff who worked on the original game, myself included, had the notion of “making a new game that no one has ever seen before.” With that conscience in mind, we were able to decide the type of direction we wanted to go in the Remake.
—Are there any elements from either the Original game or part of the Compilation that you wanted to make a reality or something that you wanted to have in the past game that was then added into this game?
Toriyama: In terms of music, FFVII is a rather cinematic series, but in the original game due to disc space and time restraints, we weren’t able to include a movie-worthy soundtrack. However, we were able to challenge ourselves with the Remake. We wanted to have specific songs that played throughout the entire game that would also go along with the scenes, so the Remake gave us a chance to be able to try this out. With this type of composing, we didn’t really have a specific detailed list, so we didn’t count exactly how many songs we created until we realized that the soundtrack itself would span to seven discs, making it a huge volume of songs (laughs).
—As a gamer, was there anything in particular from FF7R that surprised or impressed you?
Toriyama: After the game was released, I saw a gaming review website capture all the little details of various landscapes in the game, from the posters and billboards to the train time schedules, close inspections of the buildings, pretty much everything that showed the lifestyles of people living in Midgar. Although I’m glad that people were able to deeply observe the details we put in, I can’t help but see some flaws, so it kind of gives me pressure to make sure that the next installment will have even more perfected details (laughs).
—Compared to 23 years ago, from the addition of voices in conversations to a change of design, trends have changed. Was it difficult to achieve a balance of retaining the essence of the original game but still representing it for a new generation?
Toriyama: We wanted to have the game be fully voiced including the NPC within the city, so we were careful when putting in dialogue that would sound natural. We left in some funny lines spoken from the original game’s NPC too, but since there were way more NPCs in the Remake compared to the original, we made sure to find a good balance where those lines wouldn’t be buried among the other spoken dialogue.
—Instead of always being on edge, Cloud seems to behave more cooly but instead comes off as uncool to those around him. Aerith also seems a bit more mature than the original’s portrayal of her, and Barret seems a more unhinged and tense. The characters all seem to have a new side of them now. What kind of concepts did you use to add to the characters in this game?
Toriyama: For the Remake, the voice acting was added after we had finished creating the cutscenes, and I think that the character’s performance really shined through from the work that the actors and actresses have done that brought out each character’s charm. During recording, Barret had an unexpected continuity that we pushed further, and the results really brought out his character very well.
—In regards to seeing a brand new side of Cloud, the peak of it would probably be the dance sequence at the Honey Bee Inn. Was this scene planned from the beginning?
Toriyama: We strongly did not want to leave out Cloud’s crossdressing scene but instead wanted to create a concept that would make it stand out even more in the Remake. We decided to make Wall Market a huge entertainment district, and we were very enthusiastic in making the Honey Bee Inn even more of an entertainment hotspot in the Remake. I actually helped create the Honey Bee Inn for the original game, so it was easy for me to reimagine the place for the Remake. While still retaining some elements from the original, we were able to give it a huge makeover.
—The Shinra Mascot dog “Stamp” appears in various locations, even on a snack package blowing in the wind in towards the ending with Zack. Was the character of Stamp originally created in the beginning stages of development?
Toriyama: The dog Stamp is a very important symbol that was planned since the beginning. Stamp’s use was determined along with the game design. AVALANCHE also uses him as their symbol, so there is a good meaning to him that we included to have him stand out. However, the Stamp that appears in the scene with Zack is a different breed, so please pay attention to that.
—I was quite surprised that Chadley turned out to be what he was in the story, but who’s idea was it to create this character?
Toriyama: Chadley is a new character that was not in the original game, so it was the scenario team who decided on creating this character. There are a lot of contents regarding the game’s difficulty levels and clearing the battle reports, so we decided to have Cloud be able to encounter Chadley throughout the entire game. I haven’t finished clearing the HARD mode yet, but I hope that those who haven’t cleared everything yet can challenge themselves with this!
—The new character Roche left quite an impact, but he’s an eccentric one that only appears in Chapter 4 and nowhere else. What was the purpose of his character, and will he appear in the next installment?
Toriyama: We had initially drawn up a concept of having Roche appear at the last battle on the Midgar Highway, but we thought that he might ruin the serious mood of the ending sequence, so we scrapped that idea. We also thought to put him in as a boss battle in the Chapter 14 slums, but since you can’t really race around on a motorbike in the slums, we unfortunately could not make it work. Roche’s spontaneity is one of his character traits that stands out though, so there’s a high chance that he’ll appear in the next installment (laughs).
—In the Remake, the characters have a lot of banter when they’re walking around or fighting battles, and the dialogue is not always the same either. Did you oversee the types of conversations that were put in?
Toriyama: All scenarios were checked and supervised by me and Nojima-san. We actually had a lot more lines prepared in the script for dialogue spoken by characters in boss battles, but somewhere around the middle of production, we eventually cut out the frequency of giving out hints and instead left it to the players to think about what to do. This in turn caused us to cut a lot of dialogue out.
—Are there any specific episodes, scenes, or dialogue that you were interested in or wanted to include?
Toriyama: The AVALANCHE base at the bottom of Seventh Heaven in the original game was an interesting area that left an impression on me, but since Cloud is not very close with AVALANCHE in the Remake, we wanted to show that distance between them, which made us leave out that scene. Although I really wanted to have Barret punching that sandbag in the Remake, I had to restrain myself (laughs).
—Lastly, is there anything you would like to say to the readers?
Toriyama: Even though the first installment of the “FFVII Remake” has ended, the story has only just begun. While listening to the voices of the fans, we also hope to make the next installments something that would exceed your expectations. I personally also played the original game again after finishing the Remake. While waiting for the next installment, I hope you can enjoy the differences in the Remake’s portrayal of Midgar and also have fun imagining what kinds of things lie ahead in the next game too!
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CO-DIRECTOR HAMAGUCHI NAOKI INTERVIEW
—Now that the game has been released, how are you feeling?
Hamaguchi: I felt very relieved after seeing the user feedback after the game was released. I fully joined the development team for FF7R in 2017 when the fans had been waiting for this game for quite some time already. So I made it my mission to ensure that fans do not wait longer than 3 years for the completion of the game. FF7 is a game that many people have come to love, so there was a real sense of responsibility to carry, but even so, the development team staff is composed of people who are extremely passionate about FF7, so we were able to enjoy making this game while progressing on its development.
—Since you were involved with the development of the game, was there anything you were concerned about?
Hamaguchi: What was constantly said to the team was that we must “respect the original game.” We were not creating a new game that is only inspired by the characters and world of FFVII, but we strove to create a game where the elements of the original are remade using the latest game design and graphics, making it feel “nostalgic yet new.” If we were to stray far away from the source material, then people might think “this is not the FFVII that I know,” so we tried to follow the original story but added details that we could not add 20 years ago using the latest technology. With that, we were able to focus on enriching the story to create an experience that is still “the FFVII that l know, but with a lot more new things waiting to be discovered.”
—From the game’s battle system to its story to the elaborate details of Midgar’s various environments, including songs that sometimes only play in one scene, the game is full of a richness that has been carefully crafted, which shows that a lot of time and effort was spent creating this game. The staff must have been very enthusiastic, right?
Hamaguchi: The Remake was made possible by the enthusiasm from the entire staff. During the production of this game, the task division between the development staff was even more than another Final Fantasy numbered game. For example, a person in charge of location would usually be a level designer that would spend 2-3 years on a single location’s design, execution, and then implementation, and we had specific staff designated to work on all the locations as well. For battle parts, we had a single person in charge of 2-3 bosses at a time, and a level designers also oversaw everything from design to implementation. With this scheme, we were able to have each game designer focus on only the parts that they are designated with, which allowed them to be enthusiastic and particular with the production of their areas. However, because of this, each game designer felt very strongly of their work that they poured their all into, so in order to not lose satisfaction, wemade it a priority to view the contents as a whole within the team. By doing this, we were able to combine everyone’s vision into the end product.
—Without having the battle system be solely either a Command RPG or Action style, it must have been challenging to fuse the two together. During development, there must have been some trial and error to get it right, but was there any part that was specifically concerning or challenging?
Hamaguchi: One of the most particular parts was how we were going to incorporate the ATB Battle System. We didn’t want to incorporate a completely new battle style that was different than the original, so we were inspired by the original FF7’s ATB battle system to create a new and improved one that also works in real time. Of course, I’m sure that the action elements we added gives off a very fresh impression, but the root of the system is from the ATB battle system, allowing us to incorporate a sense of nostalgia to the battle system. The part we worked extremely hard on was how to fuse together action and command style elements. Many of the development team staff including myself have a long history working with command RPGs, so we are very confident with that type of battle style in that field. However, when we tried adding action elements in, there was a sense of discord within the battle system we had.
The part we were stuck on was that implementing a command system will cause the the user to have too much information in regards to fighting strategy, and that would only cause issues if we were also going to add real time action options too. When we were doing trial and error to figure out how to draw the line between how many action and command elements we could add, Battle Director Endou Teruki was able to join our team. He is extremely versed with action battle systems and how to develop them, so as soon as he saw what we had created, he immediately pointed out that we were lacking features in regards to the action elements of the battle system. Since we were having trouble figuring out a balance between the action and command elements, we couldn’t really answer what we were lacking since we just simply added in action elements, so we were not able to create a very refreshing experience. Luckily, Endou was able to concentrate on the action parts and balanced out the battle system with fast paced command RPG strategy as well as action elements, which is what you see in the finished product.
—In terms of creating an action battle system, I’m sure there were concerns about the increasing difficulty of that fighting style. For those who are not fond of action battle systems, there’s also the option of “CLASSIC Mode,” but was there anything else you were particularly conscious about?
Hamaguchi: For those who only wanted to enjoy the game’s story, we implemented EASY Mode, for those who wanted to enjoy the command RPG style of fighting, we also created the CLASSIC mode, so there are different play styles you can choose from. Since the “CLASSIC mode” was something we tried for the first time, we were excited to hear the reactions of the players, and I think the reviews have been favorable. We heard comments from users who enjoyed the Normal mode’s difficulty level but in the CLASSIC mode style, so we will refer to their feedback in the future as well.
—Since the game’s release, I’m sure that most people have viewed the battle system in a very favorable light. What do you think about the reactions that you have seen thus far?
Hamaguchi: We feel that we have delivered the exact type of battle experience that users can accept. I think this is thanks to the way we were able to create a system that not only reimagines the ATB battle system in real time form, but we also pays homage to the Command RPG style, which leaves a sense of nostalgia while giving a fresh new experience to the battle style. I’m sure there are a lot of people who are interested in what kind of battle system we have in store for the next installment too. We would like the battle system to be even more customizable with more action and command strategies that users can curate into their own playing style, giving an even newer experience, so please look forward to that!
—It seems that the level cap at 50 has some limitations in regards to your status attributes and range, and since various weapons have their own strengths, it seems like you put thought into balancing out battles. In regular RPGs, characters grow and their weapons become stronger, but it feels like this was done in moderation. Was this balance something that the development team had planned from the beginning?
Hamaguchi: When we were stuck on how to create the battle system, we made changes to optimize the balance of the battle system. We wanted a balance that also incorporated the original FF7’s customizable options with materia, and Battle Director Endou also had the same thoughts. However, if we allowed players to get as many materia as they would like, then they could technically give the same set of materia to each character, which would defeat the purpose of giving each character their own unique abilities. Thus, we decided to put limits on the amount of attributes you can have. Moreso than putting a moderation on gaining strength, we wanted players to have fun with the strategies that they could incorporate by using different materia or weapons. If you were to redo a battle, you could try other ways of setting up your weapons and materia to create a stress free battle, and I thought that was an important function to have.
—Boss battles within the game have different stages where the attacks or field changes, such as the Sword Dance battle that splits between two parties during the fight. Was this concept of having battles be set up in different stages as the fight progressed something that was decided during the beginning of production?
Hamaguchi: That’s right. I told the team during the beginning that boss battles would be executed out in phases. Many of the bosses within each chapter contain some of the most exciting reveals, so we wanted players to be able to feel immersed within the story even through the boss battles. In order to do that, we constructed each boss battle to have several different phases where the battle strategy changes and also focuses on the story at the same time. We also paid attention to the party structure. In particular, we spent a lot of time and effort to solidify the party structure during the battle with Sephiroth. The battle with the Whisper Harbinger that leads to the climax fight with Sephiroth is one that changes automatically as does the structure of the party you are fighting with, so the protagonists need to work together in order to challenge their own fate.
However, we felt that if we were to do the same type of structure during Sephiroth’s battle, then it might become tedious to the player. For example, if we were to take away one of the protagonists out of the four, then the fans of that protagonist might feel let down. Because of that, we decided that the characters who join you during the Sephiroth battle will depend on how you fought during the Whisper Harbinger battle. However, in order to do this, we would have to create a ton of cutscenes depending on the order that the characters appear in, and even now I remember the look on the cutscene team member’s faces when I proposed the idea and the blank stares that I received (laughs). Because the Final Fantasy Series is one that is known for having a large amount of cutscenes, I am really grateful for the cutscene team member’s assistance in not just the Sephiroth battle scene, but for working so hard on all cutscenes within the series too.
—There are weapons, accessories, materia, and items that were added into the Remake that were not present in the original game, but was there any particular reason for doing this?
Hamaguchi: Right before the game went gold, I actually made an absurd request to the team to add the “Pedometer” materia. You get this materia at the start of Chapter 14, and since you’re there to help people out with odds and ends within the Sector 5 and Sector 6 slums, you would need to walk around the areas a lot. Since you had visited these areas within Chapter 8 and Chapter 9 already, there wouldn’t be many changes, so I thought to give players a reason for walking around these places again by adding in this materia. I actually originally called the materia the “Step” materia, but I noticed that Toriyama changed the name to the “Pedometer” materia instead (laughs). I was reminded of it again when I saw the strategy book refer to that name.
—Is there any specific monster enemy or battle (whether it be within the Colosseum or Battle Simulator) that piqued your interest?
Hamaguchi: The “Level 7 Top Secret Battle” has quite a shock factor. The person in charge of battle planning asked me, “Does it make sense for Bahamut to summon Ifrit?” Since they are fighting in a virtual reality, it wouldn’t be a problem, so I answered “Yeah, go for it!” without thinking too much about it. However, when I was doing a play check for the difficulty level of the battle, I remember being shocked (laughs). When that happens, you’d probably panic and think that you should defeat Ifrit first, but it’s actually more advantageous to focus on attacking Bahamut instead. This battle was the most difficult one for me and left quite an impression.
—I’m sure that there are several younger development staff who never played the original FFVII, so were there any instances where there was a bit of a generation gap?
Hamaguchi: Since the original game was so widely loved by fans everywhere, there were a lot of younger staff members who were scared of making changes. On the other hand, Producer Kitase wanted big changes (laughs). Nomura and I saw the Remake as an homage to the original game, so if we were to change anything, we made sure that it would be something planned with a specific reason that fans could accept.
—Did you have any ideas or wishes that you were entertaining by yourself that was then made a reality in this game?
Hamaguchi: It’s not something I was entertaining for a while, but having an automatic weapon growth system was something that I focused on before working on FF7R since I was on the development team for the “Mobius Final Fantasy” game, which left a strong impression on me. Since a smartphone game operates in a way that you return to it on a daily basis, lots of things are automated as much as possible to create a smooth experience. There’s also a card synthesis system within the game that allows for an automated way to synthesize your cards, so that was a point that I thought would be nice to have in FF7R where weapons could automatically level up as well. I’m always thinking about the consumer side when developing games, and being able to see customer reactions in real time, such as when I was developing smartphone games, gave me an environment to try out a lot of ideas I had. I think that was a great experience for me.
—As a gamer, was there anything in particular from FF7R that surprised or impressed you?
Hamaguchi: Although I myself was involved too, I’m still very impressed that we were able to successfully create a game from start to finish without making compromises to any of the large amount of data we had. This is all thanks to not only Nomura, Toriyama, and other directors such as me, but also to the game designers, graphics team, sound team, system staff, and more. All of us had various responsibilities as creators, and it’s because of the best efforts of everyone that we were able to make this game possible. I’m personally very excited to make the next game with the same team members again!
—FFVII Remake is highly praised as a game with amazing quality with the latest technology, but was there anything that was challenging or something that you did not personally oversee but was still impressed with the outcome?
Hamaguchi: Seeing the world of FFVII open up through its story is one of the highlights that makes the game so enjoyable, but the user experience and story immersion could be greatly impacted with too many loading screens and wait times. We therefore kept a technical eye on the loading system since the beginning. In order to do this, we aligned the data with each situation so that it could simultaneously load, which allowed us to not have the loading screen appear during the middle of the chapter. During the last cutscene of each chapter, the next chapter’s data would already be loading in the background, which allowed for the load screen between chapters to also be as short as possible. We also added tips to read on the load screen, but because the loading times are so short, it’s also difficult to read all of them. It made me cry out with joy!
—Lastly, is there anything you would like to say to the readers?
Hamaguchi: The first installment of the “FFVII Remake Project” was centered around Midgar, and we strived to recreate a Midgar that you could not experience in the original story, showcasing the hustle and bustle of the lives of the people there as well as the environment. The next installment will then shift to the other parts of the world since the characters have escaped from Midgar in the story. We hope to create a game that allows you to experience the charm and allure of the world of FFVII from the various lives of the people as well as the environments that will be present. Production for the next installment is already under way, and our team is putting their all into the advancement of the game. Although there is still a wait, we hope that you can look forward to what we have in store!
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bltngames · 5 years ago
Video
youtube
The Balan Wonderworld demo came out yesterday. If you haven’t been keeping up with this, it’s a game by Yuji Naka and Naoto Ohshima, two of the original creators of Sonic the Hedgehog. A lot of that original team has gone on to do solo work outside of Sega, but this is the first time two former members of Sonic Team have gotten back together to make a new game.
If the demo is anything to go by, Balan Wonderworld (which I keep trying to type as “Balan Wonderland,” because it has a much nicer rhythm to it) is a game that lives deep in the shadow of NiGHTS into Dreams and Sonic the Hedgehog. It is very clearly trying to be an “Old School Sonic Team” experience, which it... sort of succeeds at, for better and worse.
This feels like a game they ripped straight out of 1995, warts and all, and remastered it with modern-ish graphics. I say “modern-ish” because in broad strokes, I think Balan looks pretty good. The character designs are charming, the level themes are interesting, but if you really stop and look at the game, it’s honestly pretty ugly, with simple lighting, limited detail and blurry textures.
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One gets the impression maybe that’s because Balan is on everything -- Playstation, Xbox, PC, and even Switch. The gross texture work could be to squeeze the game down for Nintendo’s handheld, but apparently it runs extremely poorly there. On the PS4 Pro, it sticks pretty closely to 60fps, though there are occasionally hiccups here and there. Nothing worth fretting over, honestly.
But how does it play?
This is where the shadow of Sonic the Hedgehog looms large. Balan is designed to be simplistic to a fault: You get one button to control your character. Or, more specifically, every button on your controller will do the same thing (for the most part). This is right out of the Sonic handbook, as that game was also designed to be operable with only one button, as well.
Now, what your one button does can change. Scattered around levels are different costumes for your character to put on, and each costume has its own unique ability. The full version of Balan promises 80 different costumes, and there’s probably half a dozen in the demo. Each one serves a unique purpose, and some of them don’t even have the ability to jump. Which is fine, mostly, because you can carry a stock of three costumes with you that you can swap between sort of like the team mechanics in Sonic Heroes. Once you finish a level, those costumes get added to your dressing room, allowing you to customize a loadout of costumes at any checkpoint.
On paper, that much sounds fine. But this is where things start getting weird.
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Costumes are not freely available to pick up. The jewels that hold costumes are locked with a key. This creates an obvious gameplay loop: find key, unlock costume, use costume to solve puzzle, right? Right.
Except that, at least in the demo, most keys are only a few feet away from any given costume jewel. On top of that, keys respawn. Crack open a costume jewel, grab the costume, but hang out for a little while and eventually the key will reappear. In doing this, you can stock up on keys early on in a level, smoothing out the process of acquiring new costumes as you go. I’m not sure why Balan does this. The time between key respawns is a few seconds too many -- just enough that it starts to feel tedious. But, as far as I can tell, there is no penalty for farming up a bunch of keys from the first key spawn point, either. It’s the worst of both worlds. If it was trying to be convenient, keys would spawn more quickly, but if it was trying to plan puzzles around acquiring keys, you can completely side step that by just waiting it out and hoarding keys early on.
You’ll not only want to hoard keys, but hoard costumes, as well. If you’re unlucky enough to take damage or even die while wearing a costume, it’s gone. You can build up stocks of costumes so you’ll always have spares to pull out of the dressing room, but that requires you to specifically go out of your way to get duplicates and bank them. If you don’t, you might find yourself at a puzzle that requires a specific costume that you simply don’t have anymore. When that happens, your only recourse is to backtrack in the hopes of finding a crystal that contains the costume you need, and characters in Balan aren’t exactly fast moving.
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The chances of you losing a costume seem pretty low, admittedly. Balan Wonderworld doesn’t really seem like it’s aiming for anything resembling difficulty. Enemies exist, but only in very small numbers, and they’re easily dispatched. Most of the game is more about exploring the dream-like environments and playing around with the various costume abilities in order to solve basic puzzles.
You aren’t working against a clock, there isn’t a scoring system, and you usually aren’t being graded on your performance. Talking it over with some others, the vibe is that this could be a good game for young children. It requires little in terms of controller dexterity and is generous in every sense of the word.
The primary complaint against that, I guess, is that Balan Wonderworld is a weird game. Like, “Elsa and Spider-man Finger Family Youtube Video” weird. Every level is packed full of gently dancing ghosts that phase out of existence once you get too close to them. They’re all the creatures your costumes are based on, but they don’t exist as NPCs in the world for you to touch and interact with. Like I said, they’re ghosts, and they disappear the moment you get within a few feet. Those same ghosts will suddenly materialize when you touch certain checkpoints, throwing you something of parade. They interrupt the level music and everything just to play their own special celebration song. Move more than a few feet and they will fade back out of existence again, taking their special parade song with them, never to be seen for the rest of the stage.
It lends a strangely “uncanny” feeling to the game. I think the dancing characters are meant to add a sense of carefree fun, but they look like people wearing mascot suits, doing the same basic scripted routine over, and over, and over, for eternity. They don’t look like they’re having fun, they don’t appear to be choreographed to the stage’s music, and yet there they are, eternally dancing the days away. It’s kind of eerie. They were performing before you got here, and they'll keep performing after you leave.
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The demo pits you against a single boss, which is notable for being someone who has the same powers you do, but combined and amped up. Seeing the same costume motifs come up in the boss as they draw from the same abilities that you have is actually a really fun idea, and the game rewards you for getting creative and swapping between costumes when you deal damage.
Balan Wonderland is a very odd game, and I’m not sure what to make of it. It took me a while to start wrapping my head around its aesthetic and vibes. It contains shades of something like Super Mario Odyssey to be sure, but it feels like it’s trying to elevate itself above that. Again, it’s a game living deep in the shadow of NiGHTS and Sonic, and in particular, it feels like it borrows NiGHTS’ penchant for putting artistic expression at the top ladder rung. Balan often feels like a very inscrutable sort of game, but in a way that seems to be reaching for some kind of greater meaning beyond simply gameplay. Everything in Balan feels like it might be conveying a message of some sort, even if it’s not immediately apparent. Its ideas do not come from a vacuum.
But here’s the deal: even though a lot of people couldn’t grok NiGHTS into Dreams, I did. I love that game to death. But with Balan Wonderworld, even I’m often left scratching my head. Despite its dead-simple gameplay, it may be just a little too high concept for its own good.
But at the end of the day, it’s not a game I hate. It’s strange, and charming, and even if it feels sort of impenetrably "artistic," at least that makes it interesting. The simple gameplay works its magic, making it an easy game to drop in to even if you don’t necessarily understand what you’re looking at.
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Like, what’s the deal with the “Isle o’ Tims” between levels? It kind of has the vibe of a chao garden from Sonic Adventure, but the individual “tims” creatures don’t seem to have statistics or anything like that. You feed them so they crank a wheel, which builds a tower that helps them crank the wheel better. It turns in to a bizarre sort of perpetual motion machine. To what end? I don’t know. And what exactly is Balan himself, anyway? Some of his visual cues call to mind character designs for NiGHTS, but he appears to be a different sort of creature altogether. There’s a rather lengthy intro FMV, as you can no doubt see from the Youtube embed, but it’s more about swirling colors and hyperactive animation than conveying what’s going on or who Balan is. How much of this is even really happening, and how much of it is purely metaphysical? It’s very unclear.
I’ll be interested in seeing how the full version of Balan Wonderworld fares. I get the distinct impression that this will be another NiGHTS -- a game beloved by a core audience of hardcore fans, but shunned for being “too weird” by the populace at large.
I’m not quite sure which group I belong to yet.
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shortace · 4 years ago
Text
The Adventures of Gloop and Angry Hamster in the Dimension of Fire Unfamiliar Environment with a Kid Who’s Going To Get Fired
Gloop was pretty smart for a goldfish. It came, he thought, of spending too much time in close proximity to Myles Fowl. That alone, however, would have done nothing; it took the intermediary efforts of the trans-species polyglot Beckett for anything Myles said to make any sense to Gloop. 
Angry Hamster wasn’t very smart, even for a sculpture made of shredded IQ tests held together with saliva. He was too busy being angry because he couldn’t figure out which number came next after 37, 34, 31, 28. Gloop could have told him the answer was 25, of course, and Myles would have informed him that IQ tests really only measure how good you are at standardised tests but his was 170 thank you very much. But Angry Hamster never thought to ask. He wasn’t that smart. 
Dolphin was a dolphin, and exactly as smart as a dolphin.
The sun shone, and a light breeze played with the tips of the waves. No record survives concerning the nature of the game, but possibly Tic-Tac-Toe. What we do know is that the ocean won. The ocean always does.
But Dolphin, leaping and frolicking, cared nothing for the breeze, or the sunshine, or the Tic-Tac-Toe. Her only concern was to have no concerns. And she was remarkably good at it. 
The low hum of a far-off boat reached Dolphin's ears, but she paid it no mind. It wasn't her concern.
Inside Villa Eco, young Myles Fowl was trying to comfort his twin brother Beckett. He wasn’t very good at it, as he often failed to grasp that emotions do not respond to logic.
'She's a wild animal, Beck,' he said again. 'She does wild things.'
'But she said she'd be there!' Beckett insisted. 'Dolphins don't break promises, brother.'
'Your sample size is one,' Myles pointed out, Beckett having only ever met one dolphin, and Myles remained unconvinced that actual communication had taken place, making ‘met’ seem the wrong word for the encounter. 'That is insufficient data to draw a conclusion regarding the reliability of the species.'
'I just know she's in trouble.'
Myles thought that 'just knowing' was poor research methodology, but he just sighed. 'We'll wait for her again tomorrow. Now come on, it's lunch time, and we need energy for our growing brains.'
Gloop, in his bowl, let out a nervous 'Gloop.' He hadn't understood all of the twins' conversation, but he could tell that Beckett was worried and it had something to do with his new dolphin friend. Even though dolphins were mammals, not fish, somewhere deep inside all aquatic creatures was a sympathy with all the rest, and like Beckett, he hoped that Dolphin was okay.
Dolphin was not okay. 
Off the coast of Dalkey Island, a fishing boat loitered. The pilot was sleeping off a bout of food poisoning - which, frankly, served him right for many of his illegal and immoral practices. On deck was a single underpaid, unqualified, and underage employee. Not for him a certificate in aquaculture, nor one in first-aid aboard ship. Moby Dick, though, he had read several times: quite an achievement for any adult, let alone a fifteen year old. The boy did his best to make up for his shortcomings with pure enthusiasm, and had, a few moments earlier, cast out a line with a complete lack of precision and the wrong bait. This wouldn’t normally be much of a problem, as tuna fish aren’t known for being overly fussy, but in this case Dolphin happened to be having a wonderful time just off the stern of the boat, and she wasn’t fussy either. 
The bait was disappointing, tasting stale and dull, and it had something hard and sharp inside it. It hurt Dolphin’s mouth. This would not stand. What sort of ocean gods would provide food like this? Dolphin raised her voice in complaint. 
Sound travels faster in water than it does through the air, so it wasn’t long before Dolphin’s podmates heard her whistles and clicks. Roughly translated, she had said: ‘This fish is bad and it hurts my mouth; send me the manager.’ Her podmates laughed and mocked her, a series of clicks that traveled all the way to the shores of Dalkey Island, where Beckett stood listening. 
Gloop’s laps of the fishbowl slowed slightly as he devoted more energy to his brain. Dolphin was in trouble, and NANNI wouldn’t let Myles and Beckett put to sea. Gloop was going to have to solve this problem on his own. It was a bit harder than figuring out what came next after 37, 34, 31, 28, but not for nothing was he the smartest goldfish in Ireland and perhaps the world. He would have to enlist some help.  
‘Brother mine, what are you putting in the fish tank?’ Myles asked wearily. He had written multiple treatises on the biology and psychology of twins, and perhaps his most important conclusion was that love and exasperation could, and generally did, co-exist. His second most important conclusion was that doubling the calorific intake of one twin could not sustain the other; Beckett had simply bulked up while Myles’ stomach rumbled miserably. He would not be repeating that experiment.
‘It’s a scaled-down version of your water filtration system, attached to a swimming suit,’ Beckett said proudly. ‘Gloop is going to sea, and he needs fresh water.’ 
‘There is only one Gloop, and two filtration systems,’ Myles pointed out.
Beckett held aloft the second unit. ‘This one’s for Angry Hamster. Look, NANNI fixed it to make air for him!’
‘Beck, Angry Hamster can’t swim.’ 
‘Gloop will help him. He told me.’ 
‘Is this about your dolphin friend?’ 
‘Yes, Myles; Gloop and Angry Hamster are going to rescue her!’ Beckett beamed. ‘NANNI has no joooo-ris-tic-shun over them!’ 
Myles had been playing vocabulary lists to his brother while he slept, hoping he might learn subliminally; he was pleased that it seemed to be working, but less pleased about this plan. ‘That is true,’ he acknowledged, ‘but Angry Hamster is made of paper and saliva. He will disintegrate in water.’ 
Beckett demonstrated the watertight suit he had had NANNI design for him. It was monogrammed with a cursive AH on each side. ‘Angry Hamster wants to go.’
Myles sighed. ‘Very well, brother. How are they going to get into the ocean?’ 
‘I will flush them down the toilet,’ Beckett proclaimed.
Beck!’ 
‘Kidding, brother!’ Beckett laughed at his brother’s shocked expression. ‘I will carry them to the beach and throw them in. Gently.’ Despite his boisterous nature, Beckett had a deep empathy and was perfectly capable of being gentle if circumstances required. Myles imagined that introducing two very different non-sea creatures equipped with untested suits into a marine environment counted as circumstances that required it. 
Beckett was as good as his word, and Gloop and Angry Hamster safely - if nervously - entered the waves from the Fowl’s private beach. To Myles, Beckett seemed to be making a series of very strange noises, but Gloop and Angry Hamster each heard ‘Fishing boat, southeast! Good luck!’ 
Being small creatures in a big and strange new world, Gloop and Angry Hamster did not swim particularly fast. They did their small best, though, with Gloop encouraging his papery friend. Angry Hamster got along in a sort of wriggly doggy-paddle, and NANNI’s suits withstood the challenge. Both animals were kept safe and breathing in their own special ways. 
In a matter of hours they had caught up with the fishing boat. Angry Hamster was exhausted, and if the boat’s pilot had not been unwell, he would never have made it. If our heroes understood the concept of food poisoning, they would be very glad for it. The boat remained idle. Angry Hamster was able to cling to the side with one claw, even though it was hard to grip through the material of his suit, and hold up Gloop with another, allowing them both to rest. 
As they rested, Gloop and Angry Hamster heard a voice above them. Angry Hamster could make nothing of it, but Gloop caught the drift of it. If either of them had a full comprehension of English, what they heard would have been something like this: ‘I don’t think this is a tuna fish. It doesn’t look tuna-y. I think it’s a dolphin. I’m going to be fired. I’m in so much trouble. What do I do? What would Ishmael do?’ all the accompaniment of pacing footsteps and heavy breathing.
Gloop caught ‘dolphin’ several times, as well as ‘fired’. He knew two meanings of the word fire: one was hot and burny, and the other was fast and deadly. Neither sounded good for Dolphin. He tried to convey his concern to Angry Hamster, but the fragmented analogy question on the hamster’s back was itchy and he couldn’t scratch it through NANNI’s suit. This, combined with hunger and exhaustion, was making him very angry. He let out a wild screech and clawed his way frantically up the side of the boat and onto the deck. 
The pacing, muttering boy stopped pacing and muttering at the sight of a wet-suited paper-mache hamster climbing on board. He began to wonder if food poisoning was contagious, and if hallucinations were a common symptom. Angry Hamster took advantage of the hesitation to launch himself at the boy’s face, screeching. What he was trying to say was ‘For the love of all the gods, scratch my back!’ But what the boy heard was tantamount to ‘I’m going to claw your face off!’
Gloop knew he had to act fast. High jump is not commonly practiced among small domestic fish, but with determination and a rudimentary understanding of geometry, much can be accomplished even by the smallest of animals. He swam away from the boat to give himself a run-up - or rather, a swim-up - and followed Angry Hamster’s lead in launching himself on deck. 
The poor boy fainted on the spot. 
To one side of the deck lay Dolphin, tangled in fishing lines and nets, flopping weakly. Dolphins can survive several hours out of the water, if it isn’t too hot or dry, and Gloop was relieved to see that, although she was clearly tired and uncomfortable, Dolphin was unhurt and should make a full recovery. But first they had to get her back into the water, which meant getting her out of those nets. 
Gloop knew who had the perfect teeth to gnaw through fishing lines. What he didn’t know was how to convey that instruction to Angry Hamster, who was currently scuttling around the deck looking for something he could scratch his back against - and whose teeth were still enclosed in NANNI’s watertight suit. Angry Hamster finally found a scratching post in the form of a tackle box. It had a sharp corner which dug in through the suit and hit the sweet spot perfectly. Angry Hamster was, briefly, less angry as he scratched. But his suit was meant to withstand water pressure, not tackle boxes. It ripped open, and Angry Hamster wriggled his way out of it. On some level he understood that this was undesirable, and he turned to look apologetically at Gloop.
But Gloop was overjoyed now that Angry Hamster’s teeth were free. He mimed chewing, gnawing, and pointed with a fin at the nets surrounding Dolphin. Chewing comes naturally to hamsters, so Angry Hamster understood immediately, and abandoned his tackle box. It was the work of moments to chew through the lines holding Dolphin on deck. Before she let herself slide back into the ocean, Dolphin took a moment to slap the recovering fisher boy with a fin. 
‘Hey!’ he protested weakly, but she was already gone.
‘There, brother.’ Myles and Beckett stood on the beach on Dalkey Island, looking out to the southeast. Myles had just spotted Dolphin scything through the waves towards them. ‘I told you she would be okay.’
‘And I told you Gloop and Angry Hamster would save her.’ Beckett handed the binoculars to his twin, to let him see the small goldfish swimming furiously beside the dolphin, and the slightly mushy hamster riding on her back. 
THE END (probably)
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army-of-mai-lovers · 5 years ago
Text
Comparing ATLA’s Jet to Cowboy Bebop’s Spike
(this is so late, but. Happy birthday @the-hot-zone​, hope you had an amazing day) 
In my opinion, Cowboy Bebop is one of the greatest shows ever created. It hits a lot of my personal favorite attributes in a TV show: cowboys, fantastic music, absolutely spectacular animation, really deep themes and characters with rich inner lives, worldbuilding that’s thought out. Simply put, it’s a masterpiece. 
I started watching Bebop this summer, at the height of the ATLA Renaissance, and the first thing I noticed about protagonist Spike Spiegel is that he looked a hell of a lot like Jet from ATLA. And it wasn’t just the looks either: like Jet, Spike is the leader of a ragtag group of misfits living on the fringes of society. Like Jet, Spike is a smooth talker. Like Jet, Spike is compassionate and cares for other people, and like Jet, the world has hardened Spike to the point where his virtues can still lead him down the wrong path. And while Jet isn’t named for Spike, there’s a character in Bebop named Jet (he sort of plays the right hand person role that Smellerbee plays for Jet in ATLA.) They’re not completely similar--Spike isn’t fighting for anybody’s liberation, whereas for Jet that’s a core aspect of his character--but it was enough to make me wonder about how Jet was designed and how much influence Bebop had on his character design and on ATLA as a whole, and whether looking at Spike can illuminate some of the conversations we’ve been having about Jet. 
A little about the inspiration and process of ATLA: Bryan and Michael were working on shows like Family Guy when they decided they wanted to make something more sincere and more cinematic. They were both really inspired by anime. Bryan said “Back in the late '90s I was getting pretty disillusioned with working on sitcoms -- then I saw Princess Mononoke and I was emboldened. My heart was so much closer to that kind of story, those kinds of characters and that type of tone. After that, Cowboy Bebop really inspired us in terms of being a great example of an epic series that had a wide breadth of tones. Then FLCL came along and rewrote the rules for everything, as far as I'm concerned!” I haven’t seen FLCL, I’ll admit, but having seen both Bebop and Princess Mononoke--yeah, I get that. Both are incredible pieces of art that, for me personally, make me want to push myself as an artist, and I cannot recommend both enough if you haven’t seen them already. 
So, Bryan and Michael decide they want to make something inspired by shows like Bebop and movies like Princess Mononoke, they get a pilot order from Nickelodeon and, as is custom at the time, they start reaching out to East Asian animation studios to help them with the animation. This video is a great source for how ATLA in particular interacted in this environment, but suffice to say that Bryan built a relationship with the studio that did a lot of work for ATLA, JM Animation, and gave them a lot of creative freedom in making the visuals of the show. This included designing Jet and the rest of the Freedom Fighters. 
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[ID: An image of Jet from ATLA from the shoulders up against a sky background fading from blue at the top to white at the bottom. He had dark skin, shaggy black hair, black eyes, eyebrows turned way up, a smirk on his face, and some wheat in his mouth. He is wearing a red jacket with a gray popped collar. End ID] 
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[ID: An image of Spike from Cowboy Bebop from the shoulders up against a sky blue background with trees behind him. He has shaggy dark brown hair that has a slight bit more curl in it than Jet’s, dark brown eyes, light skin, and a closed mouth smile on his face. He is wearing a blue suit with a yellow shirt that has a popped collar, and a skinny black tie/ End ID] 
So, let’s look at the character design. Both Spike and Jet have these long, angular faces, shaggy dark hair, long necks, broad shoulders, dark eyes, some popped collar element to their attire, etc. While both characters are pretty tall and lanky, Spike’s height is more immediately obvious than Jet’s--in fact, I wouldn’t think of Jet as a tall character had I not seen some fandom height comparisons. The most obvious and immediate differences between how the characters physically look are their clothes, which are very different (likely due to the setting--ATLA is set in a proto-industrial war-torn society and Jet in particular has had to scavenge his clothes from Fire Nation troops, while Bebop is a space epic set in the far future), the lack of mouth wheat for Spike, Spike’s incredibly normal looking eyebrows versus Jet’s adorable long division eyebrows, and, of course, their skin tones. Colorism is something that people bring up a lot when talking about Jet’s character, and I have to wonder why Jet, a character that was so clearly inspired by this light-skinned character who was morally ambiguous in Bebop, was made darker-skinned when explicitly coded as a “villain” in ATLA. 
In fact, colorism is a super important aspect of how Jet and Spike’s stories are told. To its credit, ATLA has two MCs (Sokka and Katara) with dark skin (not that the fanartists who whitewash them notice) while Bebop has just one (Ed). However, it’s important to note that Sokka and Katara are each portrayed in ways that Aang or other lighter-skinned characters in the show simply aren’t. For example, despite both characters being literal teenagers, they are sexualized within the text of the show. Another example of the colorism in ATLA is, of course, Jet, a Brown boy leading a resistance against oppressive colonialist imperialist forces, being so unambiguously vilified. Yes, within the text, Jet has some sense of complexity, especially in Book 2, but even that is undermined by his death at the hands of the Dai Li. Jet is never given the subjectivity of a character like Zuko. In fact, it’s pretty clear that Jet’s redemption and subsequent death happens when it does to demonstrate what Zuko is capable of if he makes the right choice. Whether or not this is a good decision writing-wise is another discussion, but the fact of the matter is that in using Jet to further Zuko’s arc, bryke used a Brown teenage boy/victim of imperialist violence to prop up the narrative of a light-skinned prince/perpetrator of imperial violence. This is not to say that Zuko shouldn’t have been redeemed or that Jet shouldn’t have died or that the narrative shouldn’t have dedicated time and attention to Zuko’s story, but it is to say that ultimately, the writers of the show decided that Jet’s subjectivity was a tool to further Zuko’s actualization. 
Contrast this to Spike. Bebop is about a lot of things, but a core part of it is exploring Spike’s backstory and way of looking at the world. It’s part of what makes the show the show. It’s the thing that keeps you liking the guy even when he says or does something absolutely unconscionable. Nothing in the show is more important than Spike’s subjectivity. The show may have individual episodes that focus on the other main characters, but it’s pretty clear that it’s really *about* Spike. Where does Spike come from? What is his obsession with the past? Why do all these people want to kill him? Who is Julia? These are all prescient questions that I had as a viewer of Bebop, and these were questions that were not only important to understanding Spike Spiegel, but to understanding the narrative that the writers, director, and animators are telling. Bebop is nothing without Spike’s subjectivity, and the people behind the show invest in his narrative even though he does some pretty horrible things! (kills many people, is part of a crime syndicate at one point, says some pretty misogynistic crap, hell, the whole concept of the show is that he and his buddies hunt people down for money.) As I said before, Spike is morally ambiguous, an antihero, and the people behind Bebop run with that, because that is an integral part of the story that they’re telling. 
You could certainly argue that ATLA, being a show for children, needs clear heroes and villains, to be unambiguous in its depiction of right and wrong. And to an extent that would be correct. But let’s not forget that ATLA is not shy in its depiction of morally ambiguous characters. That’s an integral part of what the show is. Characters like Zuko, Iroh, Mai, Azula, and Ty Lee are beloved despite (or perhaps because of) their complex moral frameworks. Zuko, Mai, and Ty Lee in particular move between designations of villain, victim, and hero pretty fluidly (Iroh and Azula are two other conversations in themselves.) I personally am okay, and in fact delighted, to have Zuko, Mai, Azula, and Ty Lee in the show because I think their stories and the ways that they move between evil, good, and morally gray are incredibly compelling. We know why they act the way they do, and we can condemn or validate their actions while always knowing exactly where they’re coming from. 
But then I see Jet. Jet, whose village was burned down by the Fire Nation. Jet, who survived by himself and helped 5 other people survive along the way, while leading an organized resistance against the Fire Nation on wits alone. Jet, who somehow ended up in Ba Sing Se, his new family cut in half, wanting to start over. So much of him is a blank slate. Where Spike in Bebop, or Zuko, Iroh, Mai, Azula, and Ty Lee in ATLA, get fleshed out, have the writers convey specific information that helps the audience understand their actions and motivations, even if they’re wrong, Jet never gets that sort of care in his narrative. Jet never gets to be the center of ATLA, even for a moment, even in his own death. There’s always something more pressing, something more meaningful, than Jet. You could argue (I certainly would) that the show would be better if we spent more time with him, if the writers cared to understand him, but unlike Bebop and Spike, the show doesn’t revolve around the audience understanding Jet. The story is coherent without him. In book 3, despite the fact that Jet sacrificed his life for them, the Gaang only brings up Jet once, and that’s to condemn him. Jet’s story is a tragedy, an important one, but only insofar as it props up other pieces of the narrative. And that’s the most tragic part of it. 
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historic-old-guard-lover · 5 years ago
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How good is each old guard at maths and arithmetic and handling money ? ( Personally I think Yusuf is the best since he was a merchant from a society that heavily emphasized maths and science )
In an attempt to keep this post a reasonable length, I’m actually going to focus on key points in the history of money (and the required skills and concepts for its use). If you want me to overview the history of math like number patterns, numeral systems, geometry, etc., just submit a second ask!
TL;DR: Headcannons For Each Immortal’s Background with Money:
Lykon: has an amazing memory for debts, carries an bag of tally sticks and I.O.Us, uncanny ability to keep cowrie shells safe
Andy: wishes that literally wearing money hadn’t gone out of style but can begrudgingly appreciate how much easier coins made life, is very happy when someone else manages the finances (she was a god, they don’t pay) 
Quynh: likes to remind people that paper money was invented in the East (especially if she is from the very north of Vietnam which was part of the Song Empire), the quickest with numbers of the older members but can’t be trusted to hold onto the currency
Joe: designated banker of the group, picked up reading economics papers a few centuries ago for fun, knows the exchange rate of their destination even if he forgets where they’re going, definitely the one in charge of remembering which banks have their savings
Nicolo: got lazy after traveling with Joe for a while and just points to him when someone asks about money, 110% a gold-digger who spent all his wealth to come first crusade and then married a rich husband and 110% does not care when Nile calls him one, if you were insistent you’d realize that he’s picked up pieces of information from reading over Joe’s shoulder
Booker: pretty good at picking investments but makes sure to have Joe approve all of his major decisions, spent years as Joe’s apprentice and is now allowed to do most of the online banking so that Joe doesn’t have to, enjoys messing with people on the stock market (especially shorting stocks for famous companies - he’s in for the LONG run)
Nile: thought she was great at budgeting until she met everyone else, confuses and frustrates everyone by insisting that they should invest in bitcoin, gets overwhelmed when Joe and Booker lay out their financial system after she insists that she gets involved (she didn’t even know that there were that many banks!) and then never asks again
The underlying skills of managing money are nothing new to humanity. Humans have been keeping “count” for a long time. The oldest tool for documenting numbers and quantities is the “tally stick” which is exactly what it sounds like: a stick or bone that people kept track of things on. The oldest artifact found so far that archaeologists believe represents an attempt at recording numbers is the Lebombo bone which is between 44,200 and 43,000 years old. The current hypothesis is that tally sticks and similar tools helped keep track of money before the invention of writing (briefly discussed in this earlier post), but it is impossible to know for certain how the earliest money worked. This means that even the oldest members of the Old Guard who predate writing needed some experience with basic arithmetic and budgeting.
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[ID: picture of the Lebombo bone showing the intentional tally marks.]
This brings us to the two broad categories for what money can represent: “money of account (debits and credits on ledgers) and money of exchange (tangible media of exchange made from clay, leather, paper, bamboo, metal, etc.)” as Wikipedia’s History of Money page explains. We’ve just covered “money of account” with the tally stick and writing. The “money of exchange” is also straightforward, a medium to convey the transfer of wealth. The value needs to be linked to something (redemption credit or inherent value), but this concept predates semi-precious metal coinage that most people picture. You can think redemption credits as early “I.O.U.” papers that would be traded around. The important part of “money of exchange” or currency is that it’s a physical object and not an abstract concept like “debt” that has no physical state (ie. you can’t own negative money). The currencies before coin-based money were livestock or agricultural products (or representative tokens) starting around  ~9000 - 6000 BCE and cowrie shells around 1200 BCE in China. Fun fact: cowrie shells are both the currency that was the most widely used and lasted the longest. You go, you funky little mollusks!
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[ID: ~6 visible threads of cowrie shells labelled as “NATIVE SHELL MONEY” with the note “Sections of “cowries” thread on cane. New Ireland, Pacific. Presented by Mr. J. F. Cockerell”]
Not to be a smart-ass, but I think that Lykon, Andy, and Quynh deserve credit for the best money-handlers in the literal sense. Physically, a cowrie shell is much more breakable than a piece of copper. I can only imagine how many shells would get accidentally crushed when falling off a horse or throwing your bag to the ground. If you dropped it, it was gone. I could never do it. I can barely let someone else keep track of *digital money* I’ve never seen in bank accounts. That is the idea behind history of money in my opinion: it becomes more and more abstract. It has always required abstraction since it replaced the literal exchange of goods for goods (bartering), but the digital era makes it possible for someone to hypothetically never see government-issued money in order to participate in exchange. Back to the old folks of the Old Guard, they understand money but probably don’t care for the craziness of the banking industry because money to them was always very physical. You wore you money or hide it, but you never misplaced it because then you had no way of regaining it.
After the invention and standardization of coinage, which Yusuf and Nicolo benefit from, the next big innovation is the invention of paper money or the banknote. (Note: yes, I’m skipping a whole bunch of history, but feel free to scroll through images of medieval coins here. Once coins are invented, they just get changed so much, any time the ruler changes. They’re a good historical tool and help show cultural exchange, but kinda boring in terms of invention.) True paper money appears first in Song dynasty China in the 11th century CE. It’s considered different from previous forms of paper currency (aka I.O.U.s or promissory notes) because the government issued them and specified their redeemable value in coinage. It’s like they say, running out of copper is the mother of invention. With the expansion of the Mongol Empire (who I love and wrote about here), paper money started becoming a thing throughout the rest of Eurasia as part of a coinage exchange system around 1200 CE.
At this point, we’ve built up the basic system of money that will become the basis for Booker and Nile’s understanding of currency. You may think that they have a distinct advantage over things like banking and exchange rates, but you’ve overlooked the Islamic Golden Age (a classic blunder!). Using the caliphate’s gold dinar as a stable currency system, Muslim economists invented “credit,[90] cheques, promissory notes,[91] savings accounts, transactional accounts, loaning, trusts, exchange rates, the transfer of credit and debt,[92] and banking institutions for loans and deposits[92]” from the 7th to 12th centuries CE. As a merchant, Yusuf has been involved with banking his entire life and is probably the best at it. He might need a little help with technology because of e-trading and online banking (provided by either Booker or Nile), but he grew up with one of the earliest “modern” banking systems.
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[ID: the two faces of a gold dinar issued during the reign of the Fatimid emir Al-Mu'izz li-Din Allah in Mansuriyah in 344 AH (955 CE).]
It’s no wonder that Europeans wanted to invade the Islamic Empire - I’d be jealous too! Nicolo can have some credit, too. The European middle ages saw the invention of “trade bills of exchange” which we can understand as multi-purpose notes which could both act like a traveler’s check (deposit somewhere, withdraw money elsewhere) or a loan (take one out, then pay it back later). Get the pun now? It’s an early multi-purpose credit system that was handy for trade. Nicolo wouldn’t have been totally helpless with money and understood the basic tenants of banking (like credit) if he has a wealthy background, but I think he would have been impressed with the Islamic Caliphate’s systems.
The next innovation in banking is the establishment of the “fractional-reserve system.” This wasn’t possible until the establishment of the first central bank (the Swedish Riksbank) in 1668. Prior to this, you were supposed to be able to go up to a bank, ask them their worth, and then see the actual money that gave them their value. This would sometimes cause bank failures because too many people requiring that you give them the sum of their account at once (called a bank run) would bankrupt a bank as they tried to collect on loans and stocks to get the cash. In comes fractional-reserve banking in which a centralized body like a national bank sets up rules on how much money a bank needs to keep physically on-hand for the loans it makes. These rules, backed by national assistance, allowed bankers to make loans and credit less risky; as long as they always kept say ten percent of all the money they were in charge of, the government would temporarily help them out if everyone wanted their money suddenly. This means that Booker is the first immortal born after the establishment of modern banking, characterized by international exchange, government-stabilized banking, and venture capitalism. As a forger, he clearly has experience with money.  Don’t be sad for Nile because there is one innovation that characterizes her lifetime: cryptocurrency.
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[ID: an infographic summarizing how bitcoin works.]
Remember how I mentioned that money has become increasingly abstract? Cryptocurrency, starting with Bitcoin in 2008, is the total abstraction of wealth: it only exists as ledger entries. The entire system has no physical basis, not even a government guaranteeing that it has value. I grew up with Bitcoin and even I am confounded any time that I ponder it. Quite frankly, it proves to me that fiat money (money without inherent value, ie. a coin of gold versus a piece of green cotton that says $1) doesn’t make sense. Nile, who has been surrounded by modern computing for her entire life, is the one best suited to understand cryptocurrency and other digital banking systems. Andy feels like it might be dark magic, Joe is horrified, and Booker is torn between awe and terror.
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tsuki-sennin · 4 years ago
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Mina-san, bonne lecture~! (Tsuki recaps his feelings about Kamen Rider Saber, a personal essay.)
So, Saber... what a wild ride it's been, huh? Just a quick heads up, this is very long and rambling, and also contains spoilers for everything in Saber. It's fine if you don't wanna read all this, but I just wanted to get my thoughts out there.
TL:DR, Kamen Rider Saber's an undercooked hot mess I absolutely adore, warts and all.
Speaking as objectively as possible, it's a 6/10. Probably closer to a 5 than a 7... it's not great: All the different plot elements are cluttered and weirdly paced; character focus is disjointed and clearly biased toward certain characters, leaving great ones like Kento and Ogami, interesting ones like Kamijo and Hayato, and underdeveloped ones like Sophia and especially the Shindais in the dust; not to mention its balance of comedy and drama is off, and while both are very effective, there's a lot of mood whiplash that can take you out of the story. I also feel like a lot of the easily avoidable character conflict could've been easily resolved, even in universe, by simple conversations. Be careful Fukuda, I think Inoue might sue you if he finds out you've been biting his style and doing it worse.
Rider shows have a very frustrating tendency to drop cool form ideas and not do anything with them, and I don't think it's ever been more the case than with Saber. There's a similar argument to be made with the majority of Heisei Phase 2 after Gaim, but wow. The suits are expensive to make without just straight up recycling everything, I get that, but man, I really wanted to see more Wonder Rider forms. How come Touma got all the fun, eh? Of note are the Blades King of Arthur forms (which look amazing by the way), Espada's Jaaku Dragon forms (one of which I even drew last night), even the non-elemental random Wonder Ride Books all have awesome design elements that go tragically unused. Even if the other Swordsmen just kinda have the ones they do get to use slapped onto them, that's at least something. Touma also just straight up only uses Diago Speedy twice and never again. You have cool props guys, don't waste them like that!
Speaking of waste, Espada, goddamn. Since most of the Wonder Ride Books are Story Type and he needs one very specific Story Book to transform, he doesn't get much of... anything, really! No Wonder Rider forms like Blades, Lamp Do Cerberus being exclusive to Ganbarizing, only getting to use the Ride Gatriker like once, he even spends the second and third arcs as a completely different Rider, then once he comes back he doesn't get a King of Arthur-granted upgrade or even a Necrom Espada form. ...at least, not yet anyway. I'm holding out hope for Espada x Necrom and the eventual Saber V-Cinemas. Extra Rider stans, we will be well respected someday.
The Unreal Engine CGI used for fights in early Chapters was pretty good but wow it feels disconnected and they really drop it quick. I feel like if the animators had more freedom to use as many forms as they want, we'd have gotten a lot more mileage out of the books beyond... decoration basically. I actually really liked the CGI sequences, they felt creative and were fun to follow along with.
The soundtrack is pretty great on its own and conveys what it needs to, but they seriously overplay the orchestral themes. It honestly feels kind of... stock at times. I think my favorite parts of the score are when it winds down, since it feels a lot more natural and lets the cinematographers and actors speak for themselves.
As awesome as I think Falchion's design and the Mumeiken Kyomu are, The Phoenix Swordsman and the Book of Ruin comes up short as its own standalone thing. You'd think 30 or so minutes of non-stop action would be awesome, and it almost is? It's as good as a typical episode of the series with a higher action budget, but it kinda drags on a bit too long; and although I think Emotional Dragon looks cool, it feels a bit tacked on. Coming off of the incredible Zero-One REAL×TIME, it doesn't give you much room to breathe, which Rider films are typically great at handling. I also thought the resolution for the kid's subplot was kinda forced. He does an okay job at acting considering his age and doesn't overstay his welcome, but I really don't see how 20 minutes of violence and action is enough to convince him to be brave enough to go play with the other kids. 5/10, it's closer to a 4 than a 6 and I think that maybe Zero-One should've stood on its own if they really had to push back Kiramager Bee-Bop Dream because of the pandemic.
Alright, with all that said... As imperfect and undercooked Saber was, like Ghost I can consider it a personal favorite, 10/10. Call it a guilty pleasure if you want, but holy hell it's just the show I needed. Takuro Fukuda has a talent for creating fun, wonderful characters and utterly fascinating worldbuilding and concepts. It's a shame he doesn't utilize them fully, but hey!
The action and fight choreography are pretty top notch as usual. Lots of beautiful shot composition and set pieces, and plenty of great angles to help keep up with the extra busy action. I love watching the suit actors perform and they deserve all the respect in the world for their hard work in those hot, sweaty, and heavy costumes. Their visual design is also top notch, with lots of unique and fascinating forms and cool weapons I desperately want to play with despite being broke, all with spectacular finishers and hype jingles with the voice of Akio motherfucking Ohtsuka calling them out. A real feast for the eyes. Not a single bad suit among them, yeah I said it, fight me.
The crossover specials are soooo good too.
-I went over my feelings on the Zenkaiger crossover episodes in a separate post (good luck finding that btw), but to sum it up, they were great character moments for Zox and the Shindai siblings with lots of great screwball comedy and some good old fashioned meta humor.
-The Ghost crossovers are great little side stories all about how Daitenku Temple somehow had the Ghost Ijunroku Wonder Ride Book? I genuinely have no idea why it was there, or how Makoto had the Specter Gekikou Senki, and as far as I remember neither of their origins are explained. Did Luna or Tassel hand them off to them and told them to wait for a sword guy? And why do these generic French Revolution Gamma villains working for Danton get their asses handed to them so easily by Kanon, who literally just became a Rider? I thought that Makoto deciding to adopt all the Kanon clones into his family was both hilarious and adorable though; considering all the crap they went through, I think it was a good ending to this plot. Gimme Espada x Necrom already Toei/Bandai/Fukuda/whoever I need to yell at, give Kento things to do, I beg you.
-I haven't actually seen Super Hero Senki since it's not available for subbing yet, but apparently there's a Journey to the West plot starring the Taros and Ohma Zi-O and I want to see that so badly.
Tokyo Ska Paradise Orchestra? Yoohei Kawakami? A match made in heaven, that's what they are. All of their themes are absolute bangers. All of them. Almighty, Kamen Rider Saber, Sparks, Taju Rokou, all excellent and empowering pieces. Rewrite the Story, Will Save Us, and The Story Never Ends are all amazing inserts done by the cast, and it makes me wish we had even more of them to help break up the monotony of the score.
The characters are what easily make this show such a great watch though. For the most part, they have great personalities and chemistry, consistently fun and interesting scenes, well acted and... sometimes well-written development, and deeply investing personal stakes.
Narrating it all is the delightfully eccentric Tassel/Viktor, portrayed by Romanesque Ishitobi "TOBI" of the Paris-based Les Romanesques. I was utterly confused by his presence at first, wondering why there needed to be a narrator when the story would've been perfectly fine without it. He even got a special spot in the opening despite having no stake in the plot despite seeming to live in Wonderworld, who the hell is this guy? But then I thought "OH MY GOD, HE'S THE MAIN VILLAIN USING TOUMA AS THE HERO IN HIS OWN TWISTED STORY, THE BASTARD". I thought it'd be some subversion of expectations, true form, "That Was His Mistake!" shit. Trust me, it made a lot more sense in my head. I'm very happy that they didn't do that, as I grew to love having male Yuuka Kazami as my narrator, and when he was shown to be actually important by being friends with Yuri my mind was blown. And doubly so when I realized just how deeply necessary to the plot he really is.
Rintaro/Blades is up there as one of my all time favorite secondary Riders, since his curiosity is always consistently funny and adorable, his forms are all gorgeous and impressively designed, his relationships with Mei and Touma are absolutely sweet and compelling to see unfold, and his arcs about becoming willing to call out those he views as family and coming to terms with his feelings of inadequacy and both moving past and using them to strengthen himself are always great lessons to pass on to kids. ...even if they took like 10 goddamn episodes to be conveyed in what could've been 5, but hey, Takaya Yamaguchi does a stand-up job all throughout. Rider veteran Eitoku's refined, almost logical movements with the Suiseiken Nagare absolutely beautiful to see in action, and his final form having the same white and blue color scheme as Zooous's base form is an amazing touch I don't see appreciated enough.
Mei Sudo's also absolutely wonderful, serving as the perfect emotional core of the story, responsible for most of the funniest lines, sweetest character moments, and some of the most deceptively compelling drama. Asuka Kawazu brings the perfect energy for such a dynamic and well rounded character, and absolutely nails her scenes of quiet turmoil. As much as I would've loved her to become a Rider, I don't think she really needed to. She's already done so much to help, and as cool as it would've been to see her pick up a sword and fight alongside them as Espada, Calibur, or Falchion she's already endeared herself to me as one of my favorite supporting characters in the whole franchise.
I can't get enough of my homeboy Kento Fukamiya/Espada. Like Rintaro and everyone else for that matter, he also suffers from Saber's pacing issues; and like his predecessor Valkyrie from Zero-One, he doesn't get a proper upgrade aside from his Wonder Combo, instead becoming an anti-villain using a completely different powerset and shifting the Raimeiken Ikazuchi out of focus for the Ankokuken Kurayami, and I feel there's a serious missed opportunity to see him use Jaaku Dragon with Alangina. However, Ryo Aoki's performance is probably among the most easily praiseworthy in the whole cast, managing to convey both Kento's kind and knightly stoicism as Espada and his emotionally unstable despair as Calibur perfectly, in conjunction with Yuji Nakata's experienced and expressive stuntwork.
Ren Akamichi/Kenzan's a dark horse favorite for sure. I remember back when Saber was first picking up, people hated this breezy mad lad for being such a simple character at first. Overly concerned with strength? Black and white world view? Annoyingly energetic? Agh, real-feeling character flaws, I hate them, get him away from me! But then y'all came crawling back. Eiji Togashi's apparently a bit of a rookie actor, and it really shows with some stilted delivery and the way he sometimes bobs his head when giving his lines, but man he improves dramatically as the series goes on. His inexperience ironically ends up really selling his character development, and his unexpectedly beautiful relationship with Desast is special evidence of that. The Fuusouken Hayate's three modes and Satoshi Fujita putting them to excellent use through his stellar acrobatic movements are also really cool.
Why did Luna have to be a child for so long? Does Wonderworld not age whoever inherits its power? Well since Luna randomly becomes an adult in Super Hero Senki and some of the final episodes, I guess so? Miku Okamoto does a fine job for a kid actor, but she's basically done all the heavy lifting for the whole series and doesn't give Mayuu Yokota enough time to get a feel for her character as an adult. How did she choose Touma to inherit the power anyway? Does she just subconsciously decide to trust him with it upon seeing how kind and passionate about storytelling he is? Well if that's the case, why didn't Kento get at least some of that power too? He's just as important to the merchan- I mean Luna-chan, isn't he? Why did Tassel pick her over someone who isn't a literal child who'd be understandably terrified about basically becoming an embodiment of storytelling?
Sophia also kinda suffers from the same problems. Rina Chinen's voice is very pleasant to listen to, but she doesn't really do much beyond serving as a source of exposition and support. I think her dynamic with Mei's adorable, and given her kindness I can certainly understand the respect Northern Base has for her, but she doesn't really contribute a whole lot. If she could use the Kurayami and become Calibur all this time, then why didn't she take it from Kento and Yuri and do so earlier when Kento decided to go back to being Espada? I know she's not much of a fighter and as the closet thing the Sword of Logos has to a leader after Isaac's death I'd understand not wanting to put her at risk, but considering Storious is destroying the world, and she's very evidently kicking a lot of ass in the first part of the final battle even in the basic Jaaku Dragon form, I think it would've helped a lot, just sayin'. Tassel at least has the excuse of being unable to interact with the real world, but Sophia obviously didn't just be put in charge of Northern Base just because she's a pawn in Isaac's plans right?
Ryou Ogami/Buster is also a victim of the disjointed character focus. I have no problem believing he's an excellent father and fighter thanks to Yuki Ikushima and Jiro Okamoto, respectively, but he feels a bit flat and simple in comparison. His rivalry with Desast is randomly dropped, his wife doesn't even show up until the final episodes, he's kinda sidelined in terms of action a whole lot. I imagine that must've sucked for the Rider Dads out there. He does get to star in his own manga, and that was pretty good, so I guess I can't be too mad.
Tetsuo Daishinji/Slash fares better though. Hiroaki Oka, being a Kamen Rider fanboy himself, manages to make him among the most relatable characters in the series. Not only are his hyperfixation on swordsmithing and anxiety played surprisingly believably, Hirotsugu Mori letting him cut loose is extremely cathartic and hilarious, and you really feel for him when the Onjuuken Suzune becomes the first victim of Calibur!Kento's sword sealing.
Yuri/Saikou's another dark horse favorite, for me at least. "Oh great, Avalon guy's got even more merchandise to sell, I wonder what his Sword of Light is- it's himself. Well... that's different." I admit, I didn't like him at first. He felt like he was there to fill out character dynamics in the absence of both Rintaro and Kento, I thought his gimmick was too silly even if his design and jingles were bangers, I didn't particularly care for his power set. But then XSwordman came around I totally got it. He's an endearing, hard-working man trying his best to catch up on all the cool shit he missed, unafraid of experimentation, ready to throw down at a moment's notice, serving as a wonderful bit of consistent support for our heroes, a truly knightly individual, an absolute Chad. and goddamn does he make me worry. Tomohiro Ichikawa, I salute you good sir.
Even if they fall short compared to the rest of the cast, the Shindai siblings are at least cool enough to not wanna write out entirely. They kinda devolve into comic relief after they become allies, something that villainous Riders from Chase onwards are very prone to doing, and it's especially awkward in their case because I think that they kinda get off scot-free for obeying the obviously sinister and crazy Isaac for so long, as well as driving a wedge between a lot of people and threatening children in Reika's case. I think their sibling dynamic is nice though, even if Fukuda recycled it from Makoto and Kanon and has some... questionable possessive undertones as a result. It's cool how they're basically foils to Touma and Rintaro though. The dispassionate and methodical Reika/Sabela is beautifully played by Angela Mei and her moments of emotional depth are fascinating to watch. Her Rider form is a thing of beauty, and its use of literal the Eneiken Noroshi's smokescreens and Yuki Miyazawa's precise and deadly stinging strikes are a joy to watch. And while Ken Shonozaki's not given the best direction as the undercooked plate of 7-Eleven fried fish that is Ryoga/Durendal, he manages to sell him as an experienced and hardened warrior with an awkward side that's especially evident in the Zenkaiger specials. His goddamn RWBY weapon that is the Jikokuken Kaiji is absolutely sick, I'm a sucker for transforming weapons and its combination of time and water powers is really cool, especially with Yasuhiko Amai's deliberate and forceful acting in the suit.
Daichi Kamijo/the Second Calibur, for as brief as his story was, was a pretty cool starter villain. Hiroyuki Hirayama brings this poor bastard to life in a genuinely touching way. I love how as Calibur he goes full force on his creative use of Wonder Ride Books for attacks, and his debut as Jaou Dragon got my blood pumping. His end is also deeply tragic, and I really felt for him when he realized just how badly he fucked up. Hayato Fukamiya also does wonders for the backstory, and while he also doesn't get much to work with, Mitsuru Karahashi makes his regrets and love for Kento feel genuine.
Legeiel and Zooous are both very intimidating and entertaining villains. On top of being just the right balance of goofy and threatening, Kairu Takano and Koji Saikawa's stage presences are both very strong, and their mixture of camaraderie and in-fighting is extremely believable. Zooous's rivalry with Rintaro feels incredible to see through to the end, and although Legeiel doesn't get quite the same treatment, Elemental Dragon had such a cool debut that it more than makes up for it. Their final fights are also absolute spectacles. I don't think their sympathetic angle works even close to as well as it does with MetsubouJinrai or even the Gamma, but I get it, power corrupts, and you probably feel a lot of sadness and regret for things you've done when you die unless you're a right bastard.
Isaac/Master Logos/Solomon is kinda generic. As wonderful as Keisuke Soma is, he doesn't get much dimension to work with. The result of that is while he nails being as smug and punchable as possible, he feels almost... comically generic. Genta Umemori from Shinkenger was full of personality! He was also basically some guy, but he was fun, he felt connected to the rest of the cast! Meanwhile the only real time we get to see Isaac's depth is when we see him crying over his failures. I almost appreciate him being unapologetically evil though, since I've seen way too many shows where redeemed villains get off scot free for way worse things, and some where they outright demand you to sympathize with them despite them doing nothing to warrant it.
Bahato/Falchion surprises me by not just being a movie villain whose actions affect the main plot, but also being a movie villain who actually gets to appear in series as a recurring threat! ...and it's not a particularly great showing on his part, sadly. Masashi Taniguchi does a wonderful job with what he's given, but his character feels like a retread of Eternal without any of what made Katsumi Daido a compelling and frightening villain. I'd like to believe Yuri when he says that he used to be a good person and a hero to the people, but I can only hear so many anime villain monologues about the pointlessness of life and the beauty of destruction before I can never take them seriously again. ...I think that's his biggest problem, actually. I thought he was an overall uninteresting and generic villain in the movie, and the cartoon nihilist he's shown to be in series is only a small step up. He still feels like filler. If only there were a far better written and much cooler villain who takes on the Mumeiken Kyomu after his de--
Desast is probably one of the finest anti-villains I've ever seen in recent years. On top of an absolutely badass character design and the excellent combination of Kazuya Okada/Danki Sakae's suit work and Koki Uchiyama's stellar voice acting, his story being so thoroughly intertwined with Ren's makes their shared journey and bromance a borderline Shakespearean tragedy. His struggle for identity despite Storious treating him as nothing more than a failed experiment and the Sword of Logos treating him as a mere monster really gripped me, and the way he uses what little time he has left to encourage Ren into blossoming on his own is absolutely beautiful. I think his enmity with Ogami is criminally underexplored in series, considering he killed several of the previous Riders and how Ogami's in desperate need of screentime.
Then there's our main villain, Kamen Rider Storious. Robin Furuya brings an incredible amount of charisma to this character, expertly portrayed as both a sinister, manipulative bastard , and as a lonely, tragic figure that arguably makes him feel even more villainous. Speaking as a struggling writer myself, it's easy to feel stuck in the idea of "fuck it, who cares, maybe everything is predestined", but I can't imagine what it's like to know that as the truth and carry it with you for all that time. All of your grand ideas have roots from your experiences, and you're not the only one who even could have those experiences. It's easy to just fall into despair and give up trying, but would that make you happy? Sure, Storious is sadistic, he may be fulfilling his goals, he may be ungodly powerful... but it's not enough for him, is it? All of his friends are gone, one of them even at his own hand, he probably doesn't have any idea what to do after he destroys all the world's stories, Touma even reached his full power before he did, and his downfall is so predictable that even a blind person could see it. He even seems to welcome it, what's up with that? But then I realized... OH MY GOD, HE'S THE MAIN VILLAIN USING TOUMA AS THE HERO IN HIS OWN TWISTED STORY, THE BASTARD. He's so far gone, he's so desperate to stick it to the Almighty Book, he's willing to twist the archetype of the Hero's Journey so hard, it snaps in two. What I think is interesting is that he's ironically trying to chase the trend of "edgy superhero story" that became super popular in the 21st century. The Boys, Brightburn, Kamen Rider Amazons, The Sentry, No More Heroes, Magical Girl Site, even mainstream comics from DC and Marvel... Surely Storious must've seen the cruelty and tragedy these stories are filled with, but he chooses to go through with trying to force the world into this direction anyway. Did they, along with seeing the ever-popular tragedies of legendary playwrights and bleak satire of the twentieth century fuel his despair?
And yet... there's one who stands in determination against his ideals.
Our hero, Touma Kamiyama, the titular Kamen Rider portrayed by Syuichiro Naito and Kousuke Asai, he speaks to me on a personal level. There're plenty of jokes to be made about his procrastination in early chapters, his godless fashion sense, and him doing the funny run up the slope, that's all fine and dandy, but I rarely feel so connected to a character the way I did Touma. The struggle to create, find companionship, live your life, reach out to others... these're things a lot of people struggle with, and of course you see them depicted a lot in media about creators, but Saber gets to the root of what the greatest thing about storytelling really is. Giving people hope, while using the pain of the past as fuel for the future. Sure, Storious may be right about how every story has been done as far back as human civilization gets, he may even be right about how any spin or creativity humanity has is outright predestined. It should be pointless to even try, right? That's where Touma Kamiyama disagrees. He didn't spend all that time fighting and creating just to give up at the idea of predestination. His novel writing-fueled creativity in his early training, his devotion to his friends that let him surpass Kamijo as Dragonic Knight, his compassion for the Primitive Dragon that let him combine their powers to destroy Legeiel as Elemental Dragon, his resolve that let Xross Saber dethrone Solomon, and his passion for the craft of storytelling that let our heroes channel their wishes into Wonder Almighty... all stemming from the belief imparted onto him by his predecessor that "Hope lies beyond your resolution." And that you decide how your story ends. He may not be the greatest Rider to some, he may be as lame as others think he is, he may not even be my favorite, but I have no issue calling Touma Kamiyama... Kamen Rider Saber, one of the all time greatest carriers of the Kamen Rider name.
The final chapter's definitely not as great as some other Rider finales, but goddamn. Primitive Dragon consciously choosing to save Touma is so sweet and such a great emotional payoff, I loved jamming out to the opening theme while our boys lay the smackdown on Storious. Wonder Almighty's a fitting final bit to close the main series out with, if not exactly a great one. I think the cover is great, and the book's body is a lovely shade of candy apple red, but I really don't like how its pages are just the covers of the other books copy-pasted onto onto the pages, that feels lazy. Maybe if it were a panorama of all the books' characters, I'd like it a lot more as a symbol of how unified the Swordsmen are, but eh, what can you do? On a related note, does this mean all the "last episode extra final forms" of the Reiwa Era are gonna be named after their series's opening? That's a neat idea.
I felt a lot of feelings seeing all those video messages of Rider fans all across Japan talking about their favorite stories, and how their passion and fond memories help reshape the world. Mei's monologue at the ceremony about is also really touching and- IS THAT A HUMAGEAR!? :O
Y-yeah dude, it is! Wow, where have you guys been for the past 48 episodes?! Are you guys doing okay? How come you're like... the only one here? Is the technology of Hiden Intelligence only really that prevalent in that very specific metropolitan part of Japan and they're just not coming around much over here? Is it like Dragon Ball where anthropomorphic animals are just vibin' with humans while the heroes are off kicking ass? Apparently he's played by Hasegawa Keiichi, who wrote this episode and had the award ceremony named after him. ...is Hasegawa Keiichi a HumaGear in this universe then? Did he set up this award ceremony in Touma's honor? If so, why is it named after him? Did reading one of Touma's books lead to his Singularity? I know this is just a cameo, but... god, I have so many questions that probably will never be satisfactorily answered.
Overall, if I had to compare Saber to anything, it'd probably be Sam Reimi's Spider-Man trilogy. It's awkward, stupid, overwrought, undercooked, illogically written, scattershot, cheesy as fuck, and has a tendency to squander its otherwise fine execution; but the sheer passion for storytelling, sense of spectacle, deeply fascinating characters, and belief in the ideals set forth by the cast, crew, and fans are absolutely admirable. Improvements would certainly make it an overall better experience, to be sure, but there's something deeply captivating about how wonky this series is. Seeing everybody get their happy ending after all they've been through felt extremely gratifying though, and I may have to wait another for the epilogue to and then wait for Revice, but... man. I'm hella proud of our awkwardly-emoting, fashion disaster novelist and all of his heavily flawed friends for carrying the Kamen Rider name on to the future. Here's hoping Revice will keep it going.
Alright, that's everything I wanted to talk about. Sorry this was so long and ramble-y, I had a lot to say. I'll probably be liveblogging Revice as episodes of that come out, so... look forward to that, I guess. See ya.
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kaixinsoh · 4 years ago
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Final Project: Personal Brand Guide
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Date: 31 Mar-17 Apr 2021, Week 11-13
Brief: Work on brand identity by creating a publication in the form of a brand style guide. You have two options to choose from: 1) Self-Identity OR 2) Department of Communications & New Media. Create a Brand Style Guide that includes 3 collateral: logo, business card, 1-2 page resume.
Introduction:
The person who originally coined the term "personal branding" was Tom Peters, who wrote an article called "The Brand Called You" in 1997. In the article, he wrote:
Today, in the Age of the Individual, you have to be your own brand...You’re branded, branded, branded, branded.
However, since Peters wrote that article in 1997, personal branding has evolved, developed and morphed in something wholly different from what he expected. Today, everyone and anyone has a social media page with their own manufactured "brand" or persona. In an interview with AIGA, Peters said:
“The thing that pisses me off about the interpretation of my article is that people have said that ‘Brand You’ is about marketing yourself...That is absolutely, antithetically not the case. It is about you being perceived as a person of value… It’s almost anti-marketing.”
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Note: click on the images to enlarge and see in higher resolution if they appear blurry
Thus, inspired by Tom Peter's concept of "personal branding" as well as my own personal values of being creative, unconventional and personal, I wanted to create a personal brand that cheekily subverted how we commonly "package" ourselves to create a manufactured, commoditised and inauthentic image or identity of ourselves.
Developmental process:
Logo
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For logo design 1, I was inspired by Sheryl Sandberg, who said: Don't package yourself.
"Products are marketed... But people are not that simple. We're not packaged. And when we are packaged, we are ineffective and inauthentic."
Inspired by stickers and labels pasted on fruits, I thought - why not design my own personal logo as a sticker, as a reference to product labels and stickers? Since my name "Kai Xin" means happiness in Chinese, and my cheerfulness and optimism is one of the most important traits of my personality, I wanted to infuse that same form of cheeky sense of humour and sunniness in my brand. Therefore, I designed a yellow sticker with a smiley face, with the eyes formed by my initials "K" and "X". For the font for the letters "K" and "X", I used Fredoka One, as it was a rounded, modern-looking typeface that conveyed the quirky, friendly and fun personality I have.
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For logo design 2, I wanted to design a barcode for myself, to reinforce the idea of me being a product for sale. (Fun fact: the lines on the barcode actually spell out my name "soh kai xin" if you scanned it with a barcode scanner.)
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For logo design 3, I was inspired by the following quotes by Roy Disney...
"Branding is something you do to cows...Branding is what you do when there’s nothing original about your product."
...as well as Austin Kleon, who said:
“Brand.” (That awful word! As if we’re all cattle with our owner’s mark burned into our flesh.)
Therefore, after researching on the design of cattle brands used by cow ranchers to brand on their cows, I thought the way that these brands had the initials of the owners was quite interesting, and designed a cattle brand of myself for myself, spelling out my initials "KX".
However, I did think that the concept behind logo design 3 would probably be difficult for people to understand and the design appeared quite simplistic.
"For logo design 3," Sun Yee said, "I couldn't really grasp if there was any concept or quality of yours that you had intended to portray other that it being the initials of your name." Charmaine also added, "I personally feel that logo design 3 would not be in my list."
I agreed with my tutor Aaron, who said, "The barcode logo concept seems to work the best in unifying the ideas that you have for the name cards and resumes."
Iwani said, "Since the barcode plays a crucial part in your logo, you may want to consider imbuing your name in it?" and Ning Zhuang added, "for the barcode, I think your name drowns out compared to the barcode since it's taking up way more space, maybe you can play around with space more."
Based on their feedback, I decided to go with logo design 2 - the barcode logo. I experimented more with different design variations by imbuing my name in the logo (as Iwani suggested) and by playing around with space and making the name more prominent (as Ning Zhuang suggested):
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The original three logos are depicted in the 1st row above.
I tried incorporating my name within the barcode (2nd row, above), but found that it was a little difficult to read with all the lines.
I scanned a print of my fingerprint (which symbolises my identity and self) and cut a section out of it to resemble the lines in the barcode (3rd row, centre, above), but I felt that people seeing it might not understand clearly that it was a reference to my fingerprint.
I also experimented with typography, such as by using only a K in the logo (3rd row, right & 4th row, left), but I decided against it as (1) just a single K wouldn't be able to show my name and (2) it didn't resemble a barcode as much.
Finally, I decided to go with a more minimalist approach combining my name and the barcode.
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To make my name more prominent (as opposed to the original 1st design, where the name was placed at the bottom and the font size was quite small), I increased the font size of my name and adjusted the kerning such that it fit the width of the barcode exactly. To put emphasis on my name, I shifted it to the top of the barcode. To show that my self was inseparable from me as a product of society, I combined the name and barcode. Using the Rectangle Tool, I drew the lines on the barcode to combine them with the name, such that it looked as if the lines flowed seamlessly from the letters to the barcode. Finally, as the entire barcode looked a little too large and lacked a sense of balance (since the barcode portion was larger than the name portion), I masked the bottom of the barcode such that the height of the barcode portion was exactly the same height as the name.
Name card
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I came up with three ideas for the name card.
Name card design 1
For name card design 1, based on the initial concept of product stickers for logo design 1, I thought - "Why not use a sticker pack instead of a conventional name card?" I thus created 6 sticker designs that deconstructed the elements of a name card, including a logo, name, contact number, email, what I do etc.
For the stickers, I experimented with a variety of shapes and text styles. For example, for the "I'm a person not a product" sticker, I began with the Ellipse Tool to draw a white ellipse. I then duplicated the shape and made a smaller yellow ellipse, to create an outlined effect. Then, I selected the shape of the ellipse and transformed the Selection to Path. Using the Move Tool, I transformed the Path and made it into a smaller ellipse within the larger yellow ellipse so as to type the text in the shape of the ellipse. I first typed the first half of the message "I am a person" on top, then created a new Type layer for the second half "not a product", using the Path Selection Tool to move the path so that the text would be aligned at the bottom of the ellipse. On top of that, I added a paper texture on Multiply mode and a plastic texture on Screen mode to make it look more realistic.
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This was done for the rest of the stickers, such as the phone sticker, where I similarly made a Path from Selection in the shape of the phone and typed my contact number, or the "Creative Designer" sticker, where I began with a Custom Shape layer and adjusted the Live Shape Properties to increase the number of points on the star from 5 to 30 to get a starburst shape. Subsequently, I typed the text and used the Warp Text function to make the shape of the text follow a wave, then added textures on top.
One of my classmates Ning Zhuang commented that "for name card design 1, I do think it'll be quite hard to decipher as a formal business card if it's all going to layout in a sticker pack." Although I really liked the stickers and thought it made sense in terms of my personal branding concept, I agreed with her and thus decided not to use it as a name card, but instead as a separate collateral as a sticker pack.
Name card design 2
For name card design 2, I went with a more creative and unorthodox concept for a name card. Rather than a "card", why not represent me literally as a packaged product, like a toy figurine in a pack?
Name card design 3
For name card design 3, I used a more conventional format of a card, but instead of a regular name card, I designed it to resemble a product label. The name card would be printed with a product description of myself, with the product name (my name), product content, ingredients, as well as my barcode logo. I also used common packaging labels like "Boxed" or "Fragile, handle with care", but instead put a creative twist on them by changing them to "Thinks out of the box", "Anti-fragile" and "Handles things with care".
Ning Zhuang said, "Love the idea of name card design 3" but asked, "is there a meaning behind using the grams and ml?"
The original intention behind putting Creative (100g), Graphic Designer (50ml) and Creative Writer (50ml) was to play with the way nutritional information of products are usually presented, with units of measurements like grams and millilitres. It was meant to convey that I am half a designer (50ml) and half a writer (50ml) - put it together and you get 100% creativity. Based on the feedback, I thus decided to make it clearer by changing it to percentages - 50% Graphic Designer, 50% Creative Writer and 100% Creative.
Resume
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For my resume, I decided to present it in the format of a receipt.
As receipts are used to represent goods that have been bought and sold, and are a proof of purchase, I thought that it would be effective and appropriate to represent my resume as a "proof" of my qualifications. Also, it represents how designers/creatives like myself are often seen as "sell outs" who become commoditised products for sale or for hire by businesses.
To make it look like a receipt, I scanned a crumpled piece of paper and used it as a background. Then, using the Lasso Tool, I cut it to the shape of a receipt. Next, I added my barcode logo on top, along with contact details, like how the details and name of a shop would be on the top of a receipt. Then, I added the list of my education and work experience below and added the dates on the right (like the list of products and prices on a receipt). I chose to use the typeface Monaco, as it was a mono-spaced sans-serif font that resembles the font commonly used for printing on receipts.
Comments raised during the critique:
For the final critique in Week 13, Kai En pointed out, "just one minor thing that I wanted to point your attention to- all along your name has been rendered in lowercase, not sure if you want to keep to the same treatment for your name card that is currently in Title Case?"
Iwani said, "for your resume, you may want to consider bolding the headers/company titles to emphasize the visual hierarchy?"
How the work has improved post-critique:
Based on the feedback, I decided to change the title on my name card into all lowercase, as Kai En pointed out, to keep it consistent with my barcode logo. I also bolded the company titles on the resume to emphasise the subheadings, as Iwani suggested.
Syn Yee had also commented, "while I liked your logo idea as a barcode, I thought maybe your name could be slightly apart from the barcode itself just to make the text look clearer. Because it appeared to me a little cluttered when you put both elements attached to each other". However, as I had previously already played around with different compositions for the barcode logo (see above), and had deliberately combined the name and barcode together as a form of commentary to show how our personal identities and selves couldn't be separated from our identity or image as a product of society, I decided that I would stick with the logo composition.
In addition, even though this wasn't explicitly mentioned in the feedback, I noticed that the handwriting font I had used for captions and sub-body text in my initial presentation, Reenie Beenie, was a bit difficult to read. I had originally chosen the typeface because I wanted to give a sense of authenticity to my personal branding and include a handwritten sort of feel that made it feel as though the brand was created by a person, not a product. However, for my final brand style guide, I decided to remove the Reenie Beenie font and use Monaco for my body text, as it was (1) more in line with my brand identity and (2) more legible.
Finally, this resulted in the final brand style guide.
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beautybranding22 · 4 years ago
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Eighty One Beauty Branding Design
But greater than that, it revealed emerging beauty branding which are threatening the incumbents. Google has so nicely established its model identification, that its very name has become a verb meaning “to search.” Though its options have advanced and expanded, its focus has remained primarily unchanged. It organizes international info and had made it accessible and helpful to everyone.
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If you select to manufacture at house, you’ll clearly have to ensure your workspace is completely sterile. While the zits vanished, some mild scarring remained, so I investigated more natural fixes and eventually landed on tamanu oil. Also boasting antibacterial and hydrating properties, this oil has been utilized by girls in Polynesia for generations to help not just with zits, but additionally scars.
The more you build a rapport with customers, the extra they trust you, and the more they’ll look to you when they’re able to spend. This focus on diversity has continued for the explanation that launch in a way that feels natural and unforced. Rather than adding a mannequin of colour to their materials after years of using white fashions, they began off using models of all skin tones and by no means stopped. Their website at all times features a number of fashions to get throughout that their products are made for, and look good on, everyone.
The company likes to put memes on Twitter and bounce onto social developments. Since their target demographic is younger, this media performs well with their customers. And not being afraid to jump on a pop-culture moment gives Fenty a noncorporate feel; at times, their Shorty Award-nominated social presence is extra like a friend’s account than a brand’s. Rather than coming off as unprofessional, this video is a really deliberate choice.
Jasmine Garnsworthy is a freelance author with over eight years of experience. She's additionally the founder of fresh skincare brand, The Buff. You can see what your product will seem like with your personal artwork. I received my products, I tried them AND I nonetheless love them. I can't say sufficient nice things about ONOXA, significantly.
Without a model identity, you can’t transfer ahead along with your beauty packaging brand. Each of the three B’s builds off the other—and all three are should have’s if you'll like your cosmetics brand to thrive. Fenty, owned by Rihanna, launched simply 4 years ago with an entirely digital campaign that centered heavily on Instagram and influencer content material.
So, if you’re creating a skincare line for males, perhaps your differentiator is that your products are easy to make use of and don’t have harsh scents, whereas your mission is to make skincare more accessible to males. Or, if your company is on a mission to provide again, your differentiator is the way you make that happen. So your model identity is the collateral you utilize for branding, which is how you create your brand. Now that we’ve established that, we can start to lay the groundwork for a robust beauty model.
There’s no question that content advertising is one of the finest ways to engage your current customers and attract new ones. The rule of thumb with content marketing is to submit 4 pieces of content material that are purely entertaining or info for every one direct name to motion. This ratio ensures that prospects feel valued always. Nobody follows an organization on social media hoping to be bombarded with an endless string of sales pitches.
This good positioning helped Fenty’s sales skyrocket. After Fenty launched, their deep shades offered out across the country, and shoppers took to social media to share their pleasure at discovering foundations that matched their skin tone. We don’t just promote beauty, we sell goals, happiness, hopes, confidence or happy-go-lucky spirits. It’s a distillation of what your audience aspires to be. The colors, typeface, voice, product, packaging, and imagery must convey that aspiration and show them how to get there.
But don’t just quietly add in a product or service—celebrate the folks you are serving, and make them really feel welcomed by your brand. Consumers are looking to buy from brands whose values align with their own, now more than ever before, but few shoppers are going out of their way to learn model manifestos. The greatest approach to get your core model values throughout is to market them, and that’s precisely what Fenty has done since their 2017 launch. But while Fenty is priced as a luxury brand, they nonetheless aren’t as costly as lots of the different manufacturers selling a giant quantity of shades.
A large seventy p.c of Glossier’s on-line sales come from peer referrals. They anticipate a seamless transition between net and device-native purposes through colour, circulate, and overall quality. Unattractive and attractive packaging result in less exercise in areas of the mind answerable for reflective thought than impartial packaging. Glossieris an excellent instance of a brand that’s taken buyer input and turned it into a aggressive benefit. Design considering feels like it’s meant solely for creative thinkers, but anyone can take advantage of its straightforward process. Rich in natural Vitamin C to encourage your skin to provide natural Collagen.
For example, if you’re launching an all-natural line of products, you would possibly want to incorporate green, which individuals affiliate with nature. If you’re launching a line of prestige merchandise, you would possibly work purple into your shade palette, which is often associated with luxurious or royalty. Think of the mission assertion as the “why” behind your small business. For instance, possibly you’re decided to boost the standard for eco-conscious manufacturing and packaging within the cosmetics trade with your line of all-natural products. Funkhaus is a digital inventive company working at the intersection of design, content, programming, and technique.
The very first thing that the majority girls need when they go looking for beauty merchandise is a sense of magnificence and allure. They purchase make-up, perfume, and other beauty objects as a outcome of they want to be ok with the method in which they look. In some instances, they could even be involved about issues like natural elements, or playfulness and enjoyable. You need any influencer partnerships to push your brand forward—and a lot of that has to do with schooling.
With a mix of name strategy, visible identification, inventive and artwork path, we concentrate on holistic design solutions for magnificence that pinpoint the emotional narrative and craft compelling visible varieties. I’m forty two so I know my customers will recognize every product from Onoxa that I plan to launch March 1st! I had many companies to select from to start my skincare line however I’m so glad that I selected Onoxa to associate with. The Perfect 10 Oil Cleanser it removes makeup without leaving pores and skin dry and without moisture. Love the customer service shown by the Florida team and love that I’m able to create my own label.
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aspoonofsugar · 5 years ago
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Were there moments when you found a character disarmingly human? When you found a character shockingly harsh? When a character was both of these things? (I hope this isn’t a weird question. I’m just trying to reassess the expectations I bring in as a reader vs. the expectations actually set up by the author).—BSD Chat Anon
Hello again!
I think the concepts of “human” and “harsh” vary according to different people :). When it comes to me I have made two lists with characters I deeply love and I tried to explain why. What is more, I talked about characters in general here and I shared some thoughts here as well.
In short, I think that when you write a character in a story, the best thing you can do to make them human is ironically to schematize them by giving them a flaw and an objective. I personally think that in this way, as your story become more complex, so do the characters. In some cases, the schematic flaw you gave them in the beginning might become more layered and difficult to pintpoint and to describe through words. After choosing a flaw, I think one can work on a more superficial characterization (the way they look, likes, dislikes, hobbies, abilities, etc.). I think it is great when this characterization ties with the flaw they will have to overcome and is coherent with it. Alternatively, it can be used to better shape the plot (for example, if you have a character who will have to fight, you should give them some fighting capabilities; if they must solve puzzle in a sci-fic world they can be given knowledge of technology, etc.). If you must write a story with comical undertones, you can write different characters to embody different kinds of irony or comedy and so on. Finally, you can add motifs to make their journeys more symbolic.
All in all, I also think that everyone likes different characters and may have different ways to write their own characters. That is also why the characters made by an author can be recognizable and be all similar somehow, even if they may appear completely different on the surface.
Finally, to better answer your question, I will talk about four characters I have not mentioned in previous lists.
1) Claire Stanfield (Baccano)
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I love Claire. He is very interesting both meta-narratively and as far as his characterization is concerned. All in all, he seems to me as a child who can’t grow because of his incredible talent at everything. As a matter of fact, he acts according to a simplified vision of the world and to child-logic. However, because of his abilities, he never meets real struggles, which could truly let him change this perspective, so he does not mature. An other insteresting aspect is that, all in all, what Claire wants is really simple. He wants to be good at his job, no matter if it is assassination or being a conductor or a circus artist. He wants to help his family and to build a new one with a woman he loves. These are such normal things that it is funny how he is able to twist them in something amazing because of his personality.
2) Chuuya (BSD)
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I started loving him because of the episodes in season 3, where his background is revealed. I love his inner struggle concerning Arahabaki and how he hides a very frail sense of self behind a flashy exterior. Fifteen offers us a very good explanation of why he became who he currently is and showed that he is a pretty layered character with different issues tangled in an identity crisis. What is more, I love how different details in his design, like the gloves and the hat, find deep and meaningful explanations in his background. It is the kind of characterization that I love. Finally, I find his relationship with Dazai potentially very interesting because of how conflictual and contradictive it is.
3) Soren and Claudia (The Dragon Prince)
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They are my current obsession. I think they are very well written characters and they have the merit to be very well-rounded and easy to use in multiple contexts (for comedy, for plot, for character moments, etc.). I also think they are a good example of how a generic exterior attribute can be linked to something deeper within the character. As a matter of fact, Soren is a crown-guard and his talent lies in combat. Claudia is instead a prodigy in dark magic. It is clear that such talents make so that the siblings have different methods to face problems and can contribute to the plot in different ways. However, their respective abilities are nothing more than a concrete projection of their flaws. Soren’s ability in fighting is symbolic of his need to prove his strength, while Claudia’s talent in Dark magic represents her refusal of loss and of conflict. At the same time, these two internal problems are also connected to the way Soren and Claudia’s parents treated them. Soren’s unhealthy desire to prove himself is born by his father’s lack of love. Claudia’s refusal of conflict is born by her parents’ divorce, which resulted in her mother’s abandonment. As you can see, they clearly end up as pretty layered characters because of how everything in their characterization is coherent.
When it comes to them as singular characters, I would say that I love how the story lets Soren show more of his intelligence without changing the core of his character. The intelligence he shows in season three is mostly emotional and is rooted in his warm personality. In a sense, he makes good use of qualities he had always shown, but that were underused because he was too focused trying to prove his worth through his strength. I especially liked that he showed that his talent as a crown-guard did not lie in his physical strength, but rather in his ability to protect the king. Throughout season 3, he protects Ezran physically, but also emotionally to an extent. For example, he makes sure that Ez, after escaping prison, has his favourite food and that he is given the means to reach the people he would want to meet the most.
As far as Claudia is concerned, her flaw is an extremely interesting one. As a matter of fact the traits, which lead to her spiral are the same which can save her aka her love and loyalty for her loved ones, coupled with her hate for conflict. It is really interesting to see how the narrative twists these attributes and shows how they can be detrimental. This is conveyed pretty beautiful especially because, since the beginning, Claudia’s character is a well made mixture of cute and terrifying. You can spot chilling traits, but they are well camouflaged by her likability and good intentions. Finally she has a spot in my heart because she is a dynamic example of air-headed genius (aka one of my favourite tropes). It is good to see a character like her receive a pretty complex and dynamic arc.
5) Agathe Arkrome (Witch Hat Atelier)
I love her! She is a pretty well made example or rival/deuteragonist character. She has extremely obvious flaws (she wants to be the best to the point where she can willingly and unwillingly hurt others), but she also quickly displays likable traits and starts developing a very interesting relationship with the lead. I think that this relationship has the potential to truly become interesting as the story progresses and I can see it both becoming deeper, but also more conflictual. I would love to write more about her, but I am waiting for her story to delve more into her past, so that her character can be explored more!
Thank you for the ask!
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recentanimenews · 5 years ago
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OPINION: What Does It Truly Mean to Be "Over 9000?"
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  Hello everybody, and welcome back to Why It Works. Today's topic is a meme that has at this point graduated to the great meme graveyard in the sky, but I’m sure you’re all well aware of “it’s over 9000!!” as a cultural concept. As Vegeta's eyes flicker between his scanner overlay and the Saiyan before him, his lieutenant Nappa desperately calls for a power reading before exclaiming that infamous, legendary line. How could his power level be that high? 9000!? That’s such a large number! We’d better be on guard, Vegeta.
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  Image via Funimation
  You’ve likely seen it replayed and reconstructed in a thousand formats because that’s what memes do — but there’s frequently a nugget of insight to be gained at the core of viral phenomena, and “it’s over 9000” strikes me as a meme that reflects more than Goku’s impressive power level. Today, in my continuing efforts to make thorough investigations of trivial things, I’d like to break down the essence of something being “over 9000” and explore not just why the gag is funny, but what it can tell us about storytelling in general.
  The fundamental joke of “it’s over 9000” is that it immediately prompts a followup question of “over 9000 what?” To put the gag in another context, imagine if one martial artist asked another how skilled he was, and his opponent responded “12” with no further comment or explanation. It’s a betrayal of our expectations of character assessment, tethered to an overblown emotional and aesthetic reaction, which further distances us from the intended tone of the scene — and when the characters are taking something very seriously, but the audience cannot, laughter is a common result. But even that explanation doesn’t really explain what “over 9000” implies in a storytelling sense. To do that, we have to explore the nature of conflict in Dragon Ball up to that point.
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  Image via Funimation
  In the original Dragon Ball, Goku began his journey as an unusually strong, but otherwise mundane young boy. Rather than powering up and using energy attacks, Goku, Bulma, and their companions generally beat enemies by either outwitting or physically incapacitating them. There was no established “rule set” for how powers worked in Dragon Ball because any powers displayed were clear and physically tangible — you don't need to teach your audience how a punch works for your audience to know a punch's strengths and limitations.
  Evolutions of power levels worked in a similar way. When Goku and Krillin finished their grueling training while wearing giant tortoise shells, they earned the ability to move faster and jump very high — cartoonish, fantastical powers, but still powers that felt like a coherent output of the training they’d put in — and matched Dragon Ball’s partly farcical, partly adventurous tone. For a long time, an ordinary man with a gun was a genuine threat, and the idea of an “energy beam attack” was a mythic, terrifying concept.
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  Image via Funimation
  This was all well and good for a while, but you can only scale up grounded, physically tangible powers for so long. At a certain point, Goku’s powers began outscaling the manga’s ability to contrast him against tangible threats, largely coinciding with the shift from the playful Dragon Ball to the grittier Dragon Ball Z. And so, right at the beginning of this transition from a story that didn’t take itself seriously to a story that takes itself pretty darn seriously, Vegeta and Nappa arrive with scanners designed to bridge that gap, informing us that power levels exist now, and that’s how we’re going to be judging super strength going forward.
  Of course, power levels don’t really mean much to us yet, and so all we’re left with is a man yelling at his smart glasses, terrified that another man made a number go up. When the disconnect between a story’s dramatic intent and actual effect is that pronounced, while simultaneously tossing out years of worldbuilding in favor of a new and much sillier system, you almost have to laugh.
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  Image via Funimation
  Dragon Ball isn’t the only franchise that’s attempted this sort of tacked-on worldbuilding quantification and suffered dramatically as a result. The Star Wars prequels featured a similar moment when the films attempted to “explain” the vaguely defined but dramatically coherent Force, a power system that felt more mystical than scientific, and clearly didn’t require any quantification. Nonetheless, the prequels decided to reveal that Force powers were actually the result of “midichlorians,” tiny particles that Force heavyweights happen to be particularly rich in. This shift was an unnecessary and ridiculous concession to the need to explain everything — and though it hasn’t possessed the staying power of “over 9000,” “midichlorians” was a meme in its own right for quite some time.
  So what can all this tell us about storytelling? Firstly, that when you attempt to quantify the unquantifiable, you risk losing the magic and mystery that made your story interesting in the first place. Trust your readers’ intelligence and try to build a world that feels vast and unchartable, not rigid and solvable. And in a more immediate, practical sense, know that when you tether your conflicts’ stakes to metrics that don’t mean anything, you risk losing your audience entirely. Find smarter, more engaging ways to convey growth than “the protagonist’s numbers went up,” or risk becoming a cautionary meme for all of eternity.
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  Image via Funimation
  Finally, as an apology to Dragon Ball for beating on it through this article, I have to confess that the ultimate tragedy of "it's over 9000" is that this scene doesn't need to rely on arbitrary numbers to convey differences in skill. Akira Toriyama is a skillful storyteller and he knows how to make someone seem powerful — even as Nappa articulates his famous line, the rocks rising off the ground around him, and even Goku's confident, uncompromising expression, clearly convey the amount of trouble he's in. If you know how to set a scene, you don't have to lecture the audience on what's happening. Believe in your readers and your work will be richer for it.
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      Nick Creamer has been writing about cartoons for too many years now and is always ready to cry about Madoka. You can find more of his work at his blog Wrong Every Time, or follow him on Twitter.
  Do you love writing? Do you love anime? If you have an idea for a features story, pitch it to Crunchyroll Features!
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