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#* posts this and procceds to pass out on spot *
angelizs · 2 years
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[Keep the warmth in - A lazy morning with Che'nya]
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You can feel the sun rays behind your eyelids, the few ones that escaped the curtains grasp, trying to wake you up, as if biding you good morning.
Drowsy, your eyes open, blinking once, twice, thrice. A deep sigh leaves your lips, your chest heaving with it.
The room is warm, the body draped over you is warmer. The hot breath tingles your neck, the fluffy ears twitching slightly. There are legs tangled with yours, arms embracing you. 
You move your fingers, one by one, calling feeling back to your dormant hand. Softly, you caress the mop of hair under your palm, humming as you bask into the morning tranquility, a rare calm moment in your so busy life.
It's warm and tender. You watch your lover's sleeping face, even if you had to crank your neck a bit to do so. Che'nya looks incredibily innocent like this, no trace of his usual mischievous self. His mouth is slightly open and, up close, you can see his features better, how his eyelashes lay on his skin, how his cheeks are flushed in a cute pink tone, his hair tousled.
The smile that takes over your face is fond, your eyes drinking up the sight while it lasts. A sound of contentment leaves your throat, your free hand rubbing circles and tracing little shapes on Che'nya's back. 
You can feel a light purring coming from him. He nuzzles his head onto your shoulder, hiding his face from view. You adjust your head, exposing your neck to acomodate him better. Your hand doesn't leave his hair, petting it with care.
In the back of your mind, you wonder what time it may be. You make a mental list of what you have do to through the day, including what you should make for breakfast. Buttered toast with tea sounds nice and easy, so maybe you should go with that.
There's a feather light feel on your neck, lips grazing over it, close enough to touch but not quite doing it. You shiver, your hands stopping their motions as your breath hitches. "Hm, good meow-rning..." Che'nya's voice is rough from just having woken up, a raspy tone on it that mingles with his usual chipper one. 
A kiss is deposited on your neck, followed by a light nibble. You sigh, a sound filled with joy. You can feel his heart beating from where his chest presses against yours, a comforting feeling. Another kiss follows the last one, his hand reaching yours and lacing your fingers together. Your heart flutters as you squeeze it, chuckling, your voice barely a whisper.
"Good morning, love." Che'nya pulls back, his head coming in front of yours and blocking the sunlight. Above you, his hair is messier than usual, his ears without their usual earrings, his eyes lidded. There's a grin on his face, as always, but it's one he reserves just for you. Not the too big one, but not a too small one, either. It's just the right amount of both loving and teasing. You slide the hand from his hair to cup his cheek, feeling him melt into your palm, his eyes closing in bliss. Your thumb caress the skin, relishing on the contact. "Did you sleep well?"
"I had the craziest dream." He mewls, his forehead coming in touch with yours. You hum, encoraging him to go on. "There was a door, but it was very tiny, and I was very big." Your hand slips from his cheek, holding onto the back of his neck. "Then I became very tiny, but everything else was really big."
"Oh? What did you do then?" Your fingers graze his neck gently, his ears twitch, goosebumps appearing on his skin. He pulls back again, his eyes fluttering open to gaze down at you. His head turns to the side, very much like a curious cat, and his grin widens. 
"I'll tell you, but only if you give me something."
"How about a kiss?"
His head cocks to the other side, as if thinking it over, a pout of concentration on his lips. "Nope, won't do." He shakes his head, his hair getting more out of place, making you giggle.
"Two, then."
His eyebrows furrow, eyes closing. "No." He drags the word, dramatically. You can't resist it, so you poke the wrinkles, making him yelp.
"So demanding. Three it is."
He stares at you, giving a fleeting glance at your lips before looking up again. "I supposed it'll do for now." His hand releases the hold it had on yours and reaches your face, tucking a strand of hair behind your ear.
Che'nya leans in and presses your lips together, tenderly. It's soft and slow, lazy, even. His teeth graze your bottom lip as he's about to pull away, but you stop him. The hand on the back of his neck leads your lips to connect again and you groan, pleased. 
There's a quick moment when your lips part for you to catch your breath before they are meeting once more, your hand traveling up to rum through his hair as he whimpers. Your free hand goes to his waist, holding him close to you, keeping the warmth in.
You separate but he stays close, hovering over you. His lips have an after kiss quality to them that makes satisfatction flow through you. Your hand trails from behind his ears to the back of his neck to his cheeks, mimicking his own.
"I passed through the door." He says, picking up on where you left the conversation about his dream. "But everything stayed big, and I stayed small."
"I see. That's a strange dream, but it's in accordance to your usual ones, right? It would be stranger if it wasn't."
"How odd that you try to find order in the midst of chaos." Che'nya leans down and gives you a kiss on the forehead, so full of affection you can feel it. He then rolls over to the other side of the bed and sits up, stretching his limbs. "You're right, it's still on brand for me!" 
You laugh from his sudden burst of energy. "Feeling awake now?" 
"After that? Of course I am! Although I could use an extra boost, just to make sure~"
You sit up as well, coming face to face with him. You give him a quick peck before getting up and ready to start the day, grin firmly in place as he follows you, asking for another kiss.
The sun enters the room and it's warm. You feel warm, down to the tip of your toes. Che'nya also feels warm, by the smile on his face. It's a warm moment, and it's yours.
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Masterlist
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onychaos · 2 years
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Happy Heart Panic demo build 16 (NSFT)
So, since my one blog post on Eroico was posted to my blog without issue or trouble, I figured I try my hand at a game that is a little more risque. Eroico was somewhat risque but I was able to get by with editing and pixel blurring the lewd bits while being able to show you the game still. This game I am going to talk about, I have to see as it is more risque.
But I enjoy talking about games and certain things I like or just blogging about my life and things I have done or plan to do but that is enough I suppose and time to get on with the show.
Do you like games? I also like games. Do you like 2D games about furry anthro animals and humans working as a team to stop (evil corp?) from ruining the world? Maybe? I will take it as a yes. Are you a degenerate? Hey, where are you going? I need to talk to you about a happy little game called "Happy Heart Panic!" this rad game was made in game maker studio. How cool is that? The game earned bonus points for that.
Ahem, dear WordPress staff, please don't Thanos snap me and my blog post from existence. I promise this blog post is clean enough with a ton of censoring. Please, spare me.
With that out the way, I can now begin talking about this game that I grew fond of and I had to talk about it, and there is a chance that whatever I have to mention is fixed/removed/patched because, in this blog post, I will talk about Happy Heart Panic demo build 16, which is public.
I saw there is a game before Happy Heart Panic, and it is called "Happy Heart Hell" and since I have not played that game, I will be missing out on some lore. I will wing it. From what I understand there is a person named ��trinity” And they are going around causing havoc and chaos, and it is up to Sam, and Whispy to stop trinity or join them instead.
On your adventure, you will see anthro foxes, rabbits, cats, ponies, deers, birds, humans, and much more yes, this game is exotic and there are a lot of fetishes and kinks in this game, and if you are not a complete degenerate, you will/or may not like it.
In this demo, you get five areas to explore and play around with. And you have such fun locations. And I was going to give fun descriptions for these areas based on what I saw but they have descriptions already.
Eden’s Lab
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Daisy's Rodeo
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Jessie's Playhouse (FNAF-like area)
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Tricotex Garden
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ABC Daycare
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I talked so much about the minor things. I need to focus on other things like bosses and game mechanics, and I took notes and I have a lot. Yes, I love playing this game, I can't turn back now, it is too late for me. Ahem.
Mechanics
As usual, these games have the classic Exotic game mechanic, “struggle” When you are caught by an enemy or enemies, you are given a chance to struggle to break free from the enemy's grip by mashing left and right or whatever you need to press to get free. You are given a choice to do nothing and allow the animation or series of animations to play out which increases the damage you take in your caught state.
Sam and Whispy have different animations when you get caught.
When you get caught, you take a bit of damage and the animation will start. Depending on what or who triggered the animation, you will lose hp at a slow rate, but if the animation has more to it like a series of animations, your hp will start to drain at a faster pace.
In Happy Heart Panic! certain enemies have special animations that trigger a "broken" status after an x amount of time passes or some can proc a unique instant game over, if the animation is allowed to go on without any input from the player.
The broken status is something I like. If you get this status, you will no longer be able to break free from the enemy’s grip and you will be at the enemy’s mercy. Certain enemies will have unique animations, and icons that hint at they can give you a broken status to stop you.
There are a few spots to trigger a unique animation that results in a unique game over, should you find these spots. You are unable to break free, and these areas are meant for you to watch the animation, so, it is wise to save your game.
And some objects and monsters while don’t proc an instant game over will still proc an animation of you being caught by an enemy or trinity monitor to hypnotize you. But you can break free or give up.
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Both Sam and Whispy have a unique game over animations depending on the situation, of course.
Since I am talking about mechanics, a big one is the energy bar and the perfect time to lead into the next thing.
Player moveset
The light attack is a one, two combos. Fast and low energy cost but weak.
A light air attack is weak but you will commit to that direction and speed until the light air attack animation ends
The heavy attack is slow but very strong. The energy cost is pretty high.
Dashing is a good move that gains you speed and I-frames if you time your dash right.
Jumping – you jump, man.
Struggling to break out of the enemy's grip does cost energy, but this does vary on the enemy, and if they are a stage boss or not.
Sub weapons do not use energy but have an ammo count for their uses
Zoom in button (Tab) to get up closer.
Taunt to regenerate energy when you are low. Can be used when you are not in a caught state.
Moving on to the boss fights for this game, I have noted as well.
Boss fights
The Lucy fight (secret boss)
The fight is fair and I like this boss fight
It is 3 on 1 (Lucy and her two re-spawning minions)
Fireball hazards projectiles are easy to dodge
Lucy minions are melee focused and have to be near the player to attack
Lucy is magic focused and can attack from afar with spells.
This boss follows the three-hit combo before going into the I-frame state
The Overgrowth
The boss is fair after you learn how it works.
It has a ground vine attack and a projectile.
The dash mechanic has used here in this boss fight if you want to speedrun or time your jumps.
The opening attack is a ground vines so maybe it is meant to be trial and error.
This boss is not hard. Learning the patterns and taking your time with this boss seems to be the goal.
This boss does not follow the three-hit combo before going into the I-frame state. It takes a single hit to do that.
Zahra The Assassin
The boss has two attacks. one being where she tries to grab you, and the second attack is an AOE attack.
The boss reacts normally to heavy attacks from Whispy, like fighting normal enemies.
Zahra attacks are easy to dodge/jump over
The only other threat is Zahra's aoe attack and the trinity monitor that drains your energy if you stand under it.
It could be a little harder but it is fine for what it is. I think the fight is good, it doesn’t need to be balls to the wall hard.
This boss also follows the same three-hit combo before going into an I-frame state.
Now for silly ideas, Things I like, and things I disliked.
Ideas
I thought the honey on the floor during the Zahra fight would slow your walking speed down. But that could be a neat idea to play with, which could make the player use a dash more. This would probably be more work than it's worth.
You could show off some progress on how close you are to breaking free from an enemy's grip. A bar that fills up or a percent value to show feedback that you are making progress.
Progress on how close you are getting to a broken status / x status would be nice.
A tutorial stage to teach the player about the moveset of the character and get a feel for the game.
Things I liked
Spritework
Artwork
Voice actors
The game engine as a whole is great
Bosses, enemies, and NPCs have a lot of detail and it is nice
Zones or levels or locations have a charm to them.
Fourth wall breaking.
The boss fights
The OST. It has tracks that fit the level theme or boss them well
Things I disliked
Farming money is a bit of a grind if you don't like farming bosses
The game does lag a bit if a lot is going on. (Could be my pc)
Nothing really to dislike.
Bugs
The Overgrowth Boss has a bug where you can take double damage if you get caught while overlapping the boss.
Zahra The Assassin reacts to sam's heavy attack by being launched into the air or getting sent up a little and sent back a small amount from a heavy attack by sam and allowing the boss to sneak in a hit.
Using sam's heavy attack, you can juggle Zahra The Assassin in the air, but what I mentioned above can still happen.
While juggling the Zahra The Assassin with heavy attacks, the boss with have iframes after a while, but you can still juggle/damage the boss in this state when you are not supposed to.
Crashes but more like errors
The hallway before you fight Zahra The Assassin.
___________________________________________
############################################################################################
ERROR in
action number 1
of Alarm Event for alarm 2
for object o_player:
Unable to find any instance for object index '121' name 'o_checkpoint'
at gml_Object_o_player_Alarm_2
############################################################################################
gml_Object_o_player_Alarm_2 (line -1)
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Closing thoughts
When I picked up this demo, I figured it would be a super simple game NSFW game but there is more here than I thought and I'm impressed and shocked since most NSFW games I have seen are visual novels, RPGs, or others, and I'm more of a 2D platformer guy, sometimes 3D if the game is good.
And just the fact this was made in game maker studio, and not unity has earned brownie points for that alone. The demo is solid, it shows off what it has to offer and what is to come next in the future may be, and I'm interested in this little gem of a game and the direction it will head to.
I will keep an eye out for this game, and this will be one game that is going to be on my radar, I can't wait for the game to be released on Steam or itch.io. I will be willing to pay and since me being on Twitter for so long, I saw fetishes and kinks that peaked my interest, and then there is a site with an "e” but with WordPress looming over me, ready to Thanos snap me out of existence.
Doggie Bones, good job with this demo and game you made here. It made me want to check out the other games before this one. I wish you the best on your adventure to complete this game. I’m rooting for you.
Now, it is clear that this game is not made for everyone. If fetishes and kinks are a turn-off for you, you won't be into this. But if you are a complete degenerate like me. You can give this demo a try, and maybe might like something about it or even learn something about yourself.
That’s all I wanted to say about this game. Good stuff. If I got something wrong, let me know. :3
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I have to ask… That Anthro donkey in Jessie's Playhouse. It reminds me of Fluttershy when discord corrupts her because she reminds me a little of her.
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grabthelantern · 5 years
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Top 5 Thursday: Best Three-Hit Passives
By Helmight
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Everyone complains about champions getting three-hit passives, but I’ve always been curious as to how many champs actually have one. With over 140 characters in the game, there couldn’t be that many, right?
Turns out, there were WAY more than I expected. So, it’s time for me to break down which three-hit passives are the best in the game, either for being iconic, powerful, or recognizable. We won’t be talking about four- or five-hit passives here though - this is just the classic three-hit abilities, and which ones pass muster.
#5: Grandmaster’s Might (Jax)
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Grandmaster’s Might hits the list this week by being the original three-hit passive. Jax was smacking enemies and counting to three long before most other champions were, and he’s still doing it today. Plus, the third hit feels so beefy - the sound effect, coupled with the extra damage, can psych your opponents out.
There’s not a lot of gameplay to it, and Jax tends to obscure the boosted attack with Empower, so it won’t get higher than fifth. Still, we need to pay homage to the first three-hit passive on this list before we can move forwards.
#4: An Acquired Taste (Tahm Kench)
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Ole Tahm Kench’s passive makes the list partially due to just how weird it is. Sure, it stacks up to three times, but An Acquired Taste doesn’t technically do anything on its own. Instead, it empowers the rest of Kench’s kit, letting him stun you with Tongue Lash or scoop you up with Devour. It’s an interesting take on the concept, and a terrifying one at that - once Kench gets you to three stacks, you’re flashing for safety before he has a chance to eat you.
An Acquired Taste also makes the list just for the name. Seriously. It’s amazing, and it’s a breath of fresh air after all of the boring-ly serious ability names that Riot have come out with.
#3: Organic Deconstruction (Vel’Koz)
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Most other three-hit passives are one and done - once procced, they either go on cooldown or don’t have a large enough payout to feel satisfied with. Organic Deconstruction, meanwhile, is a double-whammy. Proccing it both deals bonus true damage to your opponent AND researches them, allowing Vel’Koz’s ultimate to deal straight true damage. That gives it twice the satisfaction of other three-hit passives, bringing him all the way to third on the list.
Despite such an auspicious placement on a list about threes, Organic Deconstruction isn’t quite the best three-hit passive in the game, and so won’t take home the gold.
#2: Silver Bolts (Vayne)
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Whenever a player thinks of a three-hit passive, the first to come to mind is invariably Silver Bolts. The massive amount of true damage that the ability deals makes it instantly recognizable and is one of the biggest reasons why Vayne can be such a tough champion to deal with. Honestly, Silver Bolts is the gold (or should that be silver?) standard to which three-hit passives should be held - it’s impactful, noticeable, and defines the champion to which it belongs.
So why isn’t Silver Bolts number one on the list? That, my friends, is due to a newer competitor who entered the ring just last year...
#1: Press the Attack
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That’s right, the keystone rune Press the Attack is the best three-hit passive in the game. Sure, it deals less damage than Silver Bolts and isn’t nearly as iconic, but it’s universal. Some champions have three-hit passives, some don’t, but ANYONE can experience the glory of them with Press the Attack. If you’ve ever felt as though something was missing from your Syndra experience, or that you just really wanted to count along with your Jax teammate, Press the Attack puts you right there with them.
PtA fixes the age-old problem of not every champion having a three-hit passive and brought us into a glorious age of modernity. That alone propels it past Silver Bolts to take the top spot.
Let me know your favorite three-hit passives in the comments, and be sure to like and reblog this post if you enjoyed it!
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Map
GPS coordinates -36.646502 145.026763
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Distance 7km Difficulty Grade 3 Duration 3-4 hours (bushwalking) Alternative Recreational Uses Birdwatching, mountain biking, photographing, picnicking, orienteering and driving (on formed roads only). Prospecting and fossicking require a Miner’s Right.
Motor bikes / 4WDs must be registered, riders / drivers licensed & stay on formed roads.
Seasonal Information Wildflowers in spring and autumn. Muddy tracks in winter. Very hot and dry in summer. Cautions The Information Centre is permanently closed.
Signs and trail markers may be damaged Unauthorised and poorly defined tracks and trails exist. Take care not to get lost! No potable water is available.
No pets. Take your rubbish with you.
Grass trees are vulnerable to cinnamon fungus transfer: keep to formed roads and tracks.
Amenities Car parking, public toilets, picnic tables, fire grates, interpretive signs, trail markers and camping Management and Support Groups Parks Vic
Location
To access the Whroo Historic Area, drive through the Rushworth State Forest via the Rushworth – Nagambie Rd. 7km south of Rushworth Township, turn left into Reedy Creek Rd. The central car park with public toilets is 0.5km from this intersection on the right.
Track Notes
This is often a quiet, empty place of bushland, native flora and fauna. Exploration of the Whroo Historic Trail unearths evidence of a different, busy, crowded and culturally significant past. The open cut of the impressive Balaclava Mine marks one end of the journey. Remnants of Victoria’s gold rush era can be discovered all along the way. Underground storage tanks, mining shafts and tunnels, building rubble and foundations, century old rubbish dumps and gold mining infrastructure comprise an historic treasure trove. Once spring fed Aboriginal rock wells close these historic trail loops.
You can enter the trail loops at any point. However, the sizable central car park with picnic and toilet facilities is probably the most convenient place to start and finish.
Head uphill to the right of the public toilets to join the Balaclava Mine section of the trail. The trail is well-defined, being constructed of a crushed quartz and gravel surface. Be wary, the gravel can slip. There are 2 viewing points into the open cut. Watch out for locked gated tunnels through the hill. The larger was for a tramline. Access into the open cut is now prohibited due to the high risk of rock falls.
After you pass the second viewing point, cross nearby Rushworth – Nagambie Rd to see the original battery dam. If you are lucky, you may see tortoise on the bank. Fish live in this water.
There is great mountain biking below the dam wall. Procced downhill parallel to the road while looking across the road to your left. Cross the road to the first trail on your left to rejoin the Balaclava Mine loop. You will return to the central car park via mullock heaps  and the site of the Lewis homestead.
Once back at the central car park, this time head downhill, towards Whroo Cemetery. Keep to the left of the open grassy space you initially traverse. Imagine it humming with the sounds of a 10,000 strong population. Take care, like this space, some walking trails may not be well defined due to variable local conditions. You will arrive at a dirt road. Head along the road to your right to resume the trail on the opposite side, beside Poor Man’s Gully. Observe the mullock heaps of gold mining detritus as you pass by.
You will come to Cemetery Road. Cross here to follow the cemetery driveway into the cemetery itself. There are 400 graves here, many unmarked. Take time to reflect on the timing and causes of death in gold rush Whroo.
The next stop will be the Aboriginal waterholes. Follow the trail behind the cemetery around the base of the nearby low hill to the left of the cemetery. Passing through stands of grass trees, you will come to an intersection. Follow the trail marker on your left pointing up the hill. Cross the next dirt road to the ramp that leads to the waterholes.
Return back down the same trail section to the intersection and turn left to resume the trail. This will now run parallel with Reedy Lake Rd until it reaches Cemetery Rd. Cross to the picnic tables on the corner. To return to the central car park, continue uphill parallel to Reedy Lake Rd. You have completed your trail loops.
Options
Visit the puddling machine and cyanide vats 300m south of the Balaclava Battery Dam along the Rushworth – Nagambie Rd.
Follow the track opposite the Balaclava Mine on Reedy Creek Rd up and behind Malakoff Hill. Then travel downhill along Surface Hill Gully for 300m. Turn right to head back towards the central car park.
Free camping is available at Green’s Camping Ground on Green’s Rd.
Topography and Geology
Of the undulating rises to low hills, Balaclava Hill is the highest point in the Whroo district. It was a very rich mine. During the Silurian period, an intensely heated earth’s crust beneath the gold fields pushed volcanic rocks into extremely-hot salty water. As the water moved closer to the surface and cooled, gold crystallised out with quartz. 600 million years later, this resulted in a 19th century fortune of more than £1,000,000 from quartz bearing gold veins of up to 15cm across. Whroo goldfields are estimated to have produced 40,000 ounces of gold.
Flora
Whroo Historic Area comprises 490 hectares within the world’s largest ironbark forest of 24,300 hectares. The forest itself harbours a canopy of red and mugga ironbark, grey box, yellow box, white box and red stringy bark. The mid story contains grass trees, blackwood, golden wattle, spreading wattle, casuarina, melaleuca and dogwood. There are occasional patches of mallee. The understory consists of grevillia, drooping cassinia and bush pea. A ground layer of native grasses, woodland flowers including orchids and bulbous plants completes a unique native bush landscape.
Fauna
Kangaroos, wallabies, yellow footed antechinus, brush tailed phascogale, squirrel glider, common dunnart, legless lizards, tree goannas and tortoise may be spotted. Particularly, if you choose to camp overnight.
Birdlife
Rushworth State Forest is listed as an eBird Australia hotspot with records of 150 species, including the powerful owl and threatened swift parrot.
Local History
The Nguraililam-wurrung aboriginal people used ironbark forest timber to fashion canoes, hunting implements and construct shelters. Ironbark blossom made a sweet beverage. The name “Whroo” is said to come for the word meaning lips. This was a reference to the aboriginal watering holes in the area.
Gold was discovered in Rushworth in 1853. In 1854, a gold nugget was discovered in grass at Balaclava Hill by John Lewis and James Nickinson.  The consequent goldrush lasted much of the decade, recurrently bringing thousands to try their luck. Gold mining began with alluvial diggings, proceeding to open cut methods as alluvial returns diminished. By 1860, a population of just 450 remained. The Balaclava Hill Mine continued to be productive until it was shut down in the 1870s due to water management problems. However, shafts have been mined since. The last active shaft was filled by the Mines Department in the 1960s.
In its time, the Whroo township accommodated a Mechanic’s Institute, a state school, a post office, a savings bank, a free library, 2 churches, 3 ore crushing mills, 3 hotels and a cordial factory. 139 buildings were still present in 1871.
Rumour has it Ned Kelly and his gang visited the area. Prior to anticipated trouble with the local constabulary, it is said a cache of Kelly gold was stashed in the area and never found again …..
Whroo cemetery reflects the undiscriminating difficulties of life in a harsh environment, where neither age, nationality, culture nor religion provided protection. Chinese miners make up 15% of those buried. They were a significant part of the community as miners, for operating puddling machines and growing market gardens.
However, by the 1920s ironbark timber cutting was the principal remaining industry. By 1933 the population had fallen to just 52. By 1955, Whroo was a ghost town.
In case of emergency
Call 000
Whroo Historic Trail Map GPS coordinates -36.646502 145.026763
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michellelewis7162 · 4 years
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LED Therapy for Medical and also Looks Therapy
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 I failed to anticipate to view any type of end results for at minimum 6-12 full weeks, I was actually nicely startled at exactly how great my skin layer really felt after the quite initial make use of! Along with merely a Twenty moment treatment along with the light-toned my skin layer experienced softer, smoother, as well as possessed a detectable radiance to it (that great kind of flush you receive after a great exercise).
 I bought a treatment lighting (I possess an Achilles problem that would certainly not go away) as well as the LED lighting for furrows. Only an easy details concerning the treatment lighting (as this isn't what my short article is actually regarding). The treatment lighting is actually AWESOME!
 I have actually been actually utilizing this lighting on myself for over a full week right now as well as I am actually viewing a significant remodeling daily. A few of the advantages I have actually been actually informed to count on are actually as complies with:
 Decrease in great lines and also lines
Raised bovine collagen and also elastin
Decrease in look of opening measurements
Firming as well as toning
Remediation of skin layer's younger beauty and also look
Relaxing delicate comfort
I possess a much smoother appearance to my skin layer. The lighting performs possess a smoothing mild comfort that I adore, and also I perform think the pipes around my eyes (crows feets) are actually much less recognizable than they were actually a full week back.
 Thinking about the supplier specifies that it takes 6-12 full weeks to observe remodeling I will claim our team possess a victor listed here!
 Today for 3 suggestions that I presume are actually quite vital to receive the best away from your LED Light Therapy
 LED Light Therapy is actually an aesthetic technique that makes use of the energy of regulated radiation to pass through the skin layer cells. This method is actually secure, easy, and also delicate to the skin layer. In contrast to some adverse responses, this therapy fits and also pain-free Penarth.
 What is actually LED illumination treatment? Why is it thus necessary in the skin layer treatment market? Permit this post inform you even more regarding this photograph revitalization innovation to show your very most wonderful skin layer ever before.
 Also along with its own efficiency as well as security, lightweight procedures are actually certainly not implied to be actually made use of every time. You require to permit the skin layer to relax coming from the procedure.
 There are actually 2 kinds of LED lighting treatments for various objectives. Depending on to research studies, blue illumination may supply a standard of 70% total renovation in one's skin layer after 4 full weeks of steady use.
 A Good Look at LED Light Therapy for Skin Care.
 If you are actually today considering going out to obtain an LED illumination perform maintain the observing in thoughts:.
 The reddish lighting may relieve sunlight destroyed skin layer as effectively as turn around the indicators of getting older. It is actually terrific for hanging skin layer and also spotted skin layer.
 The only complication along with LED lighting procedure resources is actually that it needs you to head to health club beauty salons for qualified procedures. I possess an answer for you. There are actually skin layer treatment tools that you can easily currently utilize in the house.
 Make use of the LED lighting Daily! You can not leave this in the compartment as well as count on to find end results if you simply utilize it as soon as in an even though!
Utilize your LED Light on a well-maintained dry out skin after you have actually used an anti-aging lotion. This is actually KEY! Utilizing the lighting on a deal with make-up as well as the time's toxins are going to simply steer those contaminations deeper in to the skin layer and also might also create a rest out (Which you will certainly after that condemn on the lighting, yet are really your personal mistake given that you do not clean your skin ... Seriously).
Scrub! Yes, scrub 2-3 opportunities a full week (simply) to truly obtain the absolute most away from the Light! Do not you provoke place the St. Ives nuts scrub anywhere near your skin (unless you wish to develop even more creases I might go on for hrs regarding just how poor that things is actually, however that my pals is actually an entire various other Oprah)!
Administer it, reapply it, as well as at that point use it once again! UV Rays are actually regarding 90% accountable for the growing old of our skin layer and also however, when I inquire folks if they utilize sun block additional than Fifty% point out zero! You need to have to use sun screen lotion 2-3 opportunities a time (also if you are actually only steering in surge hr web traffic or even merely strolling to your automobile).
 Consumers of Baby Quasar watched the change of their skin layer along with the constant usage of lightweight treatment's energy. Coming from acne to growing old skin layer, Baby Quasar gives expert lighting treatment procedures at the conveniences of your very own property.
 The light-toned procedure is actually terrific in promoting the blood stream circulation within the skin layer. It is actually fantastic for dry out skin layer, darker cycles under the eyes, and also acnes. The skin layer experiences stronger as well as a great deal more youthful.
 Try to find an illumination created in the USA (top quality is actually a lot better).
Try to find an illumination that connects in! (LED requirement carte blanche to run accurately an electric battery powered lightweight promptly empties that electric battery and also will certainly not possess the exact same end results.
Perform examination business gain plan (an excellent firm will certainly possess a 30 -60 time gain plan).
Look on the purchasing networks! I have actually observed some excellent items on various stations as well as they commonly possess a much better rate).
There you possess it, 3 pointers and also an incentive treasure to receive you on your technique to an extra younger as well as effulgent appeal. Delight in!
 What Are the Benefits to Light Exposure Therapy?
 Closure.
 Lightweight visibility treatment utilizes all-natural illumination, or even illumination coming from a light-emitting tool to provide health and wellness or even cosmetic advantages to the recipient. Gadgets including laser devices, light-emitting diodes (LED), neon lightings, and also diachronic illuminations could be made use of to attain perks that vary coming from ache monitoring to furrow decrease. The Following covers LED progressed sunlight treatment and also its own aesthetic advantages for skin layer.
 Reddish as well as Blue LED treatments are actually right now the very most risk-free, quick, easy, as well as inexpensive therapy for the skin layer. Some main reasons why this treatment is actually likewise user-friendly right now are actually the following: It is actually non-evasive, acceptable for all skin layer styles, utilizes no surgical procedure, chemicals, shots, and also laser devices.
 Our skin layer is actually of prime issue to our team particularly our face skin layer. Still, the straightforward and also very easy procedure for some is actually with chemical drug that might be actually damaging to your skin layer particularly if you regularly reveal on your own to the sunlight.
 Lessens Excess Melanin.
Melanin assists shield skin layer coming from sunshine harm, however the over-production of melanin might cause brownish places that trigger skin layer to show up splotchy. LED pale direct exposure treatment may minimize excess melanin as well as leave behind skin layer appearing more clear than it invites years. Advanced illumination treatment assists settle melanism through lowering the manufacturing of melanin.
 Different sorts of acnes could be lessened or even removed along with LED procedures, featuring zits, scratches, decreases, and also acnes coming from dermatitis. LED therapy boosts acnes through improving flow to the skin layer, boosting the metabolic feature in skin layer, minimizing irritation as well as inflammation, as well as improving the dietary aspects in skin layer.
 A brand-new style in skin layer treatment has actually happened out along with the usage of apparent LED illuminations. Recently, LED therapy is actually a much better treatment for the skin layer in acne and also anti-aging when made use of everyday for many full weeks. Various other beneficial results for Blue LED illumination treatment is actually stronger skin layer tone, lowered scarring, as well as lessened natural oils as well as oil development.
 Reddish And Blue LED Lights For Skin Therapy.
 Strengthens Sun Damaged Skin.
 Lowers Pore Size.
 Reduces the Appearance of Scars.
 As the skin layer grows older, the development of bovine collagen as well as elastin slowly lowers, leading to great lines and also creases to create. LED therapy may decrease the appeal of alright lines and also lines through switching on fibroblast tissues that make bovine collagen as well as elastin-proteins that provides the skin along with healthy and also suppleness, specifically CF64 1SH.
 The Cosmetic Benefits of LED Therapy for Skin.
 Coming from lotions that hydrate to scrubs that scrub, the variety of therapies that market well-balanced skin layer seems to be limitless, however several skin layer therapies just deliver a singular perk. LED procedures supply the complying with advantages for skin layer:.
 A percentage of sunlight direct exposure can easily provide skin layer a healthy and balanced radiance, yet a lot of sunlight visibility over a number of years could possibly induce your skin layer to grow older too soon with the growth of furrows and also sunspots. Given that it strengthens the metabolic functionality in skin layer and also induces the creation of bovine collagen as well as elastin, LED therapy can easily decrease the impacts of sunshine harm CF64 1SH.
 Heals Blemishes.
 Lowering opening measurements has actually ended up being a goal for those that possess big pores that urge the accumulation of blemishes, yet discovering a treatment that operates successfully may be challenging. Due to the fact that it boosts the stress of skin layer through enhancing the manufacturing of bovine collagen and also elastin, LED therapy is actually a superb method to completely minimize extra-large pores.
 Since it lessens soreness and also swelling, LED therapy can easily reduce the look of marks, at times creating all of them almost unnoticeable. The treatment may decrease marks brought on by incidents, health care operations, and also cosmetic therapies.
 LED light-toned visibility treatment is actually a budget friendly means to acquire a number of skin layer perks in a solitary cosmetic therapy. If melanism, sunlight harm, acne, extra-large pores, or even alright lines and also furrows are actually endangering your skin layer high quality, acquiring routine treatments of state-of-the-art illumination treatment may aid.
 Decreases the Appearance of Fine Lines and also Wrinkles.
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esportsrush-blog · 6 years
Text
Itemization guide for Kai'Sa in League of legends
Post URL - https://esportsrush.com/itemization-guide-for-kaisa-in-league-of-legends/
Itemization guide for Kai'Sa in League of legends
  Kai'Sa: Daughter of the void
Kai'Sa is a champion who is known for being extremely mobile and as has been displayed multiple times now in professional play, her ability to carry teams on her back come late game. But this star-studded avatar takes a lot of time and effort to build up. Kai'Sa abilities depend primarily on her base stats. Those, in turn, depend on her items. ( Kind of like Viktor. . . No.) Taking this into account, the following article will list down all of the viable items that can be built on her and will try to cover the situations for each item.
Items to be built on Kai'Sa
Guinsoos Rageblade:
Rageblade shares the top spot alongside the reaver. This provides you stats for the evolution of both your Icathian rain as well as supercharger. This is usually your first item on this champion.The on-hit passive that this item offers can be devastating alongside something like a Runaans hurricane. In a team fight, casting your Icathian rain with maximum Guinsoos stacks and a Runaans is a recipe for utter decimation.
Phantom Dancer:
Phantom Dancer is easily one of the best items to buy on this champion when building ad on her. Its passive allows you to pass through units and the additional move speed that stacks up in percentage with supercharge makes chasing down opponents all the more easier.
Stormrazor:
Stormrazor is an insane item on Ka'isa. The damage output this item provides is crazy. It's base stats include attack speed which would add up with your phantom dancer and base ad. Both of which contribute to different evolutions.
Banshees Veil :
An alternative to Edge of night, as of the current patch Banshees is the better buy among the two. If you want to build lethality on her however, edge of night should be your go to item. As her passive scales with Ap, the additional ability power you get on this item can be quite beneficial.
Nashors Tooth:
Again, if you plan on building an ap Ka'isa, this is an item you necessarily need to have. The stats it offers synergise really well with her requirements. The attack speed, cdr and the ability power ensures that your passive hurts like a truck and that your W hits hard and often.
Rabadons Deathcap:
Nothing says ability power better than a deathcap. With the percentage increase this provides, it really ups the ante on the remaining ap items you would purchase. Just remember, this item is to be built only if you plan on going full ap and not if its simply an attempt to evolve W.
Void staff:
This is a situational item.You can build this if the enemy team is stacking up mr, otherwise its pretty futile using up an item slot to build this.
Infinity Edge:
If you're going ad the IE is a decent item to build for the damage it provides. If there are some defensive items you need however, you could swap them in for this and still do well because of your remaining items.
Blade of the ruined king:
A really fun item to have on this champion. This along with a BT makes you virutally invincible for three seconds and is great for singling out and decimating targets.
Wits end:
Wits end is a good alternative to the void staff, offering attack speed and stealing mr. this can be built on an ap build when the enemy team doesn't have as much resistance built up. The attack speed you have can be used to shred the enemy teams mr rendering their resistance unviable. However, you have to remember that this is a flat reduction and therefore is not advisable against teams with heavy mr.
Zhonyas Hourglass:
Who doesn't like going golden? Seriously this is good stuff. With the . . . armor it provides. You can go golden.
Runaans Hurricane:
This would be a good item to buy in order to compliment the Rageblade. Allowing you to hit multiple enemies at the same time allows you to proc your passive more. That, in turn, allows you to access your full potential in a team fight wherein each auto is equivalent to three.
Ludens Echo:
Another interesting item you can buy. Ludens echo provides aid for your void seeker, allowing it to deal bonus damage at 100 stacks. This combined with a Rabadons Deathcap is enough to evolve your void seeker which can stack to a crazy amount of AP damage, obliterating enemies that aren't ready for it.
Bloodthirster:
Likely to be your last item, this one is a very debatable choice since there are a number of options to choose from. If you're well ahead and fancy that additional hp shield, go nuts. If you aren't confident, build something safer. That being said, this is an amazing item to increase the damage output on your auto attacks. Since the lifesteal it provides is on hit, that means you can heal a ton of hp with a single auto making you, on paper, unkillable.
Maw of Malmortius:
The slightly more boring AP version to the bloodthirster in that it increases your survivability in the game against high burst mages such as a Ryze, Veigar or an overfed Zoe. Build this item partway and complete it later on, similar to Bloodthirster. Make sure you get the most out of your hexdrinker though.
Edge of night:
Primarily a lethality build item, it provides you spell immunity for six seconds. You can up the ante on your ultimate by using this alongside an essence reaver to negate the initial cc as well as burn through enemies. The serrated dirk in its build can be built early on leaving this to be somewhere at the fifth position in your itemization. This has really good synergy with your supercharge as well allowing you to sift through the enemy lines wreaking havoc.
Guardians angel:
Of course, we cannot forget the invariable part a GA has in the day to day activities of a summoner on the rift. Everyone wants a +1 UP in the game and when you're an 800 HP nuke that goes waltzing straight into the backline. . . yeah. . . you need this.
Mercurial Scimitar:
This item has astounding synergy when built into an Edge of night along with a reaver and a guardians angel. With the initial QSS in its build path, the item allows you to avoid crowd control from early on in the game. Along with that, the movement speed it provides is a nice addition as well. For Boots, using Berserkers Greaves or Ninja Tabi is a really good fit depending on whether you are the predator or prey in game. Berserkers also allows you to complete your supercharger evolution which makes it a really nice addition. I hope you liked this article. Feel free to use these items as you see fit in game and do check out the Kai'Sa gameplay guide that will be dropping soon on the site as well. See you on the rift!
Esports, Gameplay Guides, League of Legends
esports, gaming, guides, league of legends, Leagueoflegends, leagueoflegendsbr, leagueoflegendsfanart, leagueoflegendsislife, leagueoflegendskr, leagueoflegendslas, leagueoflegendsnews, leagueoflegendsplays, leagueoflegendsstr, LoL guide, lolchampion, lolesports, lolguides, riotgamesofficial, Worlds2018
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deadgodsdnd · 7 years
Text
session three
A travelling cleric of Illderris comes to Arisetr Village after hearing rumors of a group of cultists being slain along the shore, and a series of unfortunate events befalling the village afterwards like a plague. He waits at the bar of the inn while the rest of the group files down, aside from Kebe who finds his alchemical reagent bag missing. Along with Klindal, the drow cleric, they track the perpetrators back up the road along with their cleric companion who’s interested in joining them in investigating the Barony.
The cursed daggers proc, and each person who killed with their daggers in the encounter with the bandits immediately feels the effects of the curse settle on them. Rhorix is hit with the urge to eat sand, endlessly. He’s also inflicted with great clumsiness. Kebe is swarmed by bees and ladybugs, and Du must sing everything he wants to say. Kebe’s solution lies in setting himself on file over and over again in an attempt to immolate the bugs (it doesn’t work). He’s bald and tries to recreate his hair growth serum but ends up turning blue. Kindal prays over several of the cursed daggers, and they purify and shatter.
They capture and torture one of the bandits, only to find out the bandits tied their leader up to a tree after he disagreed with their methods. His name is Gaernin, and he leads them to the buried treasure chest where Kebe’s things and a bunch of coin await. They take the gold and silver, and tell the bandit leader all will be forgiven if he gives the copper back to the townspeople.
They continue east to the Baron’s manor when they spot a bear running out of the woods. It’s pursued by an enraged dire boar and then impaled by it. Another boar is chasing bear cubs up a tree and the group spurs into action by killing the boars, and healing the dying mother bear and making sure the babies are alright.
When they arrive at the manor later in the day, they distract the “guards” posted at the doors by slipping into the moat. Kepesk goes through a tunnel into the well of the garden of the manor, and the rest of the group uses magic to pass without a trace into the unlocked main doors.
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symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
-------------------
Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a GDC talk on 'the aesthetics of cute', the hidden story of TOSE, & the return to car wrecking of key Burnout developers.
Another interesting week of longer-form 'things', and I've been ruminating a bit on how these videos and articles intersect in weird but neat ways with 'breaking news' or 'hottest games'. Seems like you'll get at least _some_ bleed-through - for example, this week we have Battlegrounds, Signal From Tolva & Night In The Woods again, all of which are newish or interesting releases.
But many of these pieces are evergreen & exist separately of the 'hot reactions' grind. Which is good. Exist too close to the 24-hour hype cycle, and you'll miss trends and more thoughtful takes like some of these good folks. VGDC aims to reverse that. We hope you think we do a good job.
- Simon, curator.]
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Guild Wars 2’s art style passes from father to son (Philippa Warr / RockPaperShotgun) "Recently I had the chance to talk to ArenaNet (and thus Guild Wars 2) art director Horia Dociu about his work at the studio. One of the interesting things about his promotion to the role is that he succeeds his father, Daniel."
We’ve been missing a big part of game industry’s digital revolution (Kyle Orland / Ars Technica) "Last year, the Entertainment Software Association's annual "Essential Facts" report suggested that the US game industry generated $16.5 billion in "content" sales annually (excluding hardware and accessories). In this year's report, that number had grown to a whopping $24.5 billion, a nearly 50-percent increase in a span of 12 months. No, video games didn't actually become half again as popular with Americans over the course of 2016. Instead, tracking firm NPD simply updated the way it counts the still-shadowy world of digital game sales."
Warren Spector believes games 'need to be asking bigger questions' (Alex Wawro / Gamasutra) "Gamasutra sat down with Spector at GDC last month to catch up on how the process is going, roughly a year into his full-time gig at OtherSide. It was an interesting conversation, especially if you're at all interested in where games are at these days, where they came from, and what sorts of stories they're best at telling."
A Rare Look Inside Nintendo (Otaku / Game Escape / YouTube) "This clip is an excerpt from the French documentary film "Otaku" by director Jean-Jacques Beineix from 1994. It appeared dubbed on German TV some time later, which is the version you are seeing here. It has, to my knowledge, never been released in English. The subtitles are my own. Content is the intellectual property of the original rights holders."
An Interview With One of Those Hackers Screwing With Your 'Black Ops 2' Games(Patrick Klepek / Waypoint) "He's not there to ruin your stats. He's there to sell you software that'll let you launch a DDOS attack from your Xbox 360. [SIMON'S NOTE: this is crazy - modded Xbox 360s that find other player's IP addresses and can DDOS them?! I had no idea.]"
Put a Face on It: The Aesthetics of Cute (Jenny Jiao Hsia / GDC / YouTube) "In this 2017 GDC session, Hexecutable's Jenny Jiao Hsia explains why cuteness as an aesthetic may be worth exploring for developers who want to push against current trends in game design."
Proc. Gen. and Pleasant Land | Sir You Are Being Hunted (Robert Seddon / Heterotopias) "It was a perfect rustic idyll, in its way. Perfectly lovely, nestled between the grassy fields. Perfectly quiet, as only dead places can be. Perfectly still, because a player careless enough to create a disturbance might attract the robotic hunters. Big Robot’s Sir You Are Being Hunted had, through the digital governance of its landscape generation algorithms, somehow perfected the British countryside."
How video games were made - part 3: Marketing and Business (Strafefox / YouTube) "In this final chapter we cover the business side and marketing of 8 and 16 bit games. [SIMON'S NOTE: Lots of archival footage in here & SO much work cutting it all together - and the other entries in the 'how video games were made' series look pretty good too!]"
Video Games Are Better Without Stories (Ian Bogost / The Atlantic) "A longstanding dream: Video games will evolve into interactive stories, like the ones that play out fictionally on the Star Trek Holodeck. In this hypothetical future, players could interact with computerized characters as round as those in novels or films, making choices that would influence an ever-evolving plot. [SIMON'S NOTE: lots of responses to this all over the Internet - here's a couple of good ones from the Waypoint folks.]"
'Burnout' Series Creator Talks Remaking Crash Mode for 'Danger Zone' (John Davison / Glixel) "Spend longer than a few minutes talking with fans of driving games about which series they'd love to see revived, and invariably someone will bring up Criterion's Burnout. Unlike contemporaries that were leaning harder into realism and officially-licensed cars as a response to games like Gran Turismo, the first Burnout – released by Acclaim for PlayStation 2 in 2001 – was unapologetically action-focused."
Famitsu Special Report – The Mystery of TOSE (Famitsu / One Million Power) "This is the real story behind TOSE: The game development company that’s been making games for nearly 38 years (since 1979), but hardly any gamers know. [SIMON'S NOTE: Brandon Sheffield covered TOSE for Gamasutra back in 2006, but by and large, they've been PRETTY vague about what they work on - which is fascinating.]"
How Three Kids With No Experience Beat Square And Translated Final Fantasy V Into English (Jason Schreier / Kotaku) "One day in the late 1990s, Myria walked into the Irvine High School computer room and spotted a boy playing Final Fantasy V. There were two unusual things about this. The first was that Final Fantasy V had not actually come out in the United States."
Night in the Woods is Important (HeavyEyed / YouTube) "An analysis of the recently released game - this video contains very minimal spoilers but watch at your own discretion.."
Designing the giant battle royale maps of Playerunknown's Battlegrounds (Alan Bradley / Gamasutra) "For Brendan "Playerunknown" Greene, the creator of Battlegrounds, the vision for his game world was born from extensive experience creating and manipulating environments that direct players to play his games the way he intends them to be played."
All We Have Is Words (Matthew Burns / Magical Wasteland) "Sometimes I give the impression of knowing Japanese, but I really don’t. I have no claim to it. I never made a real study of the language, I don’t know kanji and thus can’t read at all, and even in speech I can’t exchange more than pleasantries or the most rudimentary logistical information. [SIMON'S NOTE: I believe this is a subtle 'subtweet'-style article response to the recent Persona 5 translation furore? Maybe?]"
Changing the Game: What's Next for Anita Sarkeesian (Laura A. Parker / Glixel) "Anita Sarkeesian’s talk at this year’s Game Developers Conference in San Francisco falls at an unfortunate time: 10am on the last day of the conference – a Friday. Most attendees – a mix of indie programmers, mainstream publishing teams and media – are still bleary eyed from the night before. And yet, at five-to-ten, the small room on the third floor of the Moscone Convention Center is standing-room only."
The quest to crack and preserve vintage Apple II software (Leigh Alexander and Iain Chambers / The Guardian Podcast) "Why has the quest to hack old Apple II software become the best hope we have of preserving a part of our cultural history? How do these floppy discs – still turning up in their box-loads – shine a light on the educational philosophies of the 80s? And do a new generation of gamers risk losing whole days of their lives by playing these compelling retro games in their browsers?"
Video Games Help Model Brain’s Neurons (Nick Wingfield / New York Times) "Since November, thousands of people have played the game, “Mozak,” which uses common tricks of the medium — points, leveling up and leader boards that publicly rank the performance of players — to crowdsource the creation of three-dimensional models of neurons."
Longtime 'Star Citizen' Backers Want Its New Referral Contest to Die in a Black Hole (Leif Johnson / Motherboard) "Developers of multiplayer video games often host referral programs encouraging existing players to recruit their friends for a boost in cash flow, and in that regard, the new referral contest from Star Citizen developer Cloud Imperium Games isn't much out of the ordinary. The same can't be said of the reactions from the players themselves."
Localization Shenanigans in the Chinese Speaking World (Jung-Sheng Lin / GDC / YouTube) "In this 2017 GDC session, IGDShare's Jung-Sheng Lin discusses a wide variety of possible issues that can arise when undertaking Chinese localization for your game. These problems include grappling simplified vs. traditional Chinese, naming problems, UI & fonts, and China-specific policies that may relate to localization, political implications, and more."
Good Game/Tech/History Youtubers (Phoe / Medium) "[SIMON'S NOTE: this got birthed after a conversation I had with Phoe in the Video Game History Foundation Discord chat - he watches a lot of good retro/interesting YouTube, and there's a number of recommendations in here I was unaware of!]
Red Bull TV - Screenland (Red Bull TV) "Plug into the fresh stories within the world of video games and game design. The personal tales, wild new developments, and unexpected genres shed new light on what gaming means in the world now and what it could mean in the future. [SIMON'S NOTE: this is an entire _season_ of gaming documentaries, including with Frank Cifaldi (Video Game History Foundation), UK cult classic Knightmare, and lots more.]"
Tim Schafer tells the story of Amnesia Fortnight (Philippa Warr / RockPaperShotgun) "“I started feeling a little bogged down by the scope of [Brutal Legend],” says Tim Schafer, founder of Double Fine. “It was really huge and I felt like the team had been doing it for a long time and had a long way to go yet. I felt like they needed a break.” That break was Amnesia Fortnight, a two week game jam during which anyone at the developer can pitch an idea and, if it’s selected, lead a team to turn it from concept to working prototype."
The Signal From Tolva: The Best Game Ever (Matt Lees / Cool Ghosts / YouTube) "New video! Matt dives into a spooky robot world, to talk about some of the cool design aspects of The Signal From Tölva. [SIMON'S NOTE: Can't emphasize enough that Cool Ghosts has some of the best game criticism on YouTube. Please patronize them! (On Patreon, not by talking down to them.)"
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[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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