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#biggest thing i live for when making renders and edits and stuff is the DETAILS... hence why its so exhausting cuz i analyze EVERY. DAMN.-
youredreamingofroo · 5 months
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📩 Simblr question of the day: It's time to appreciate the small things! What's a small detail from one of your posts that you love? Could be a small tattoo on a sim, specific clutter in a sims' room, a little detail in a render or screenshot, whatever is applicable to you (p.s. I've been scouring simblr, and I've noticed people don't like how picky SQOTD feels, so please! Share around SQOTD asks, anon or not, I'm only one person and can't find and ask every person on simblr ~ 💛)
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Thank you to SQOTD Anon and other Anon for the asks!! (I'm presuming we're gonna start seeing dupe asks with this getting passed around now LMAO)
I RELIGIOUSLY put small details in my renders and stuff, so take a shot (or sip of juice) for every small detail i point out /j LMAOO
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starting off with my most recent post, whether u wanna call these small or not, im still gonna point them out - the next panel after "I'll see you in a weeks time" you can see the text box is still there, which is just a play on perspective, you can also see the lyrics from the Beabadoobee song in frame on the ticket close-up shot AND finally (for this post), a more subtle detail, is the fact that the box with the "-$158" casts a shadow! I gave a before and after, thats how subtle it is and how subtle i wanted it to be :)
That's the one I wanted to share the most, but if you want to see and read about more details (small or just overlooked/overlookable), I'm adding a couple more under the cut :)
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Lighting isn't so much a small detail, but a detail that I think is important and am sharing a couple (not all) moments where I used colored lighting to create contrast or just to outline characters or where I just felt it was important to use specifically-colored lighting:
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Just gonna speedrun explain these: Leo's colors are red/red-ish pink and green is the opposite of pink, which I used in that specific render, so it was a nice contrast Hero's colors are a range from Red - Orange - Yellow-ish Green - Green Vanella's (A sim I havent talked about before!) color is Blue and I used blue both as lighting for the walkie talkie and to make her stand out from the background Leo and Roo's colors are [respectively] Pink/Red-ish pink and Purple, I like to, especially in these kinds of renders with no background, use these colors to highlight them and their favorite/representing color Same as the last, I used yellow and purple/pink to contrast the two, with blue as a sort of undertone(?)
Also if you look at the W.A.S Teasers, Green, Yellow and Blue are meant to highlight the different characters and sort of set them apart from each other
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in this post/render-set, I wanted to show (whether u see it as a big or small detail again idk, i see it as small/medium) just how exhausted Harvey/Younger Roo was and how sorry Roo was/felt, hence the slumped over body and Roo tightly hugging him
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you wont see this for a bit (until i muster up the energy for a flashback Hiraeth render), but Leo DOES wear this sweater again after Roo said he loved it :)
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I will never get enough of this panel, i always eat it up everytime I see it... but anyways LMAO The small detail here is just the hair strands... I feel like I did SO well on not making them look exactly perfect but not exactly like... fake hair, kind of representing the "I cut my hair myself" look- also the fact that I managed to perfectly remove his glasses (via model editing in blender)... *chef's kiss*
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shoutout to you if you remember the first nirvana post... anyways, Obv the text isn't small but it's just the fact that you can interpret these two frames in two different ways (that I know of): One is that it's saying DONT. (as in dont grab her hand) and then she does her hypnotizing shabang and it says "DO IT" a bunch (like yk,, do it, grab her hand-) The other, is that it says "DONT. DO IT." (basically just saying DONT DO IT, with a period/comma however u see it) Not necessarily a render detail, but something i realized a while ago while looking at this
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And thats it! Thank you again for these asks!!! I love putting in small details or just details that might get overlooked SOOOO much :)
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wevegottogetaway · 5 years
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A Meaning of Love
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It’s been barely two months since Harry and y/n moved in together, and yet, they feel like they’ve never seen less of each other before. The past few busy weeks have forced their routine into a high tempo of quick morning encounters, even quicker lunch break phone calls and countless half-asleep take-out dinners (few nights ago, y/n had been that close to face-plant in her soup had Harry not tenderly rubbed her back and urged her to ‘finish your soup, love, befo’ I take yeh to bed’). 
By the time Friday finally rolls around, they are still both swamped in unfinished projects and boring paperwork that nobody really wants to sort out but that has reached its procrastination limit expiry date. And the worst is, even in the midst of this perpetual race against time, they still find some to miss each other and yearn for a quiet and relaxing evening.
Looking at the fancy clock in her office, y/n realizes it’s 7:26pm and she’s the only remaining worker on her floor (or probably all of them for that matter). Her head is throbbing and she has to read every sentence of the manuscript in her hands at least 3 times in order to get even the most remote idea of its meaning. 
Exhausted, she dejectedly throws the document back on her desk before leaning back in her chair and harshly rubbing her face with her hands. She finds herself thinking of Harry, counting how long it has been since they last shared a couple-y moment. She just misses it. The intimacy. The idle talk, the deep conversations, the laughter, the cooking sessions, the movie marathons, the other kind of marathons…just the time to share and simply be together. Recently, it’s been all about coordinating their schedule to the best time-efficiency possible and she absolutely loathes it. 
‘Fuck that’ she thinks as she starts gathering her stuff. When she’s done saving her work and turning off the computer, she makes her way to the elevator while pulling out her cellphone. In a matter of minutes she’s ordered food from Harry’s favorite place and is already on her way to pick it up. The frown previously etched on her face is finally morphing into a soft smile. She just wants to spend a casual evening with him, make him feel better after the hectic week they’ve had and maybe convince him to prolong said plan throughout the week-end too. 
Still at the studio, Harry thinks he’s gonna lose his last hanging nerve if he doesn’t figure out what in hell is missing in the bridge of his new song. It’s 7:35pm and he’s been playing the damn thing since 8 this morning but nothing’s working. The pressure and the fatigue have rendered him inspiration-less and simply left him in a slump. His head feels fuzzy, his thoughts are jumbled and no matter how much he puts his all in it, he knows nothing creative can spring out from stress and sleep deprivation. So he pauses the audio and turns to his fellow songwriters/musicians with a sigh. "Sorry guys, think we should call it a day. My brain’s fried anyway."
They all nod and make their way outside of the studio after sorting everything out. "Don’t worry, man, we’re gonna figure this out. It’s probably best we stopped now anyway, it’ll give us a fresh perspective coming Monday." Mitch tries to reassure his friend. 
"Hope so, yeah. I don’t know, I just…Righ' now, I just wanna go home an’ clear my head of everythin’."
"You’re right, it’s getting obsessive in there, and that’s never a good way to make music. ’S gotta be more natural than whatever that was" he says pointing his thumb back towards the building they just left.
"’S not just that though. Things are a bit crazy at the moment, an’ it’s like…I miss y/n in a weird way, yeh know?"
"What do you mean?"
"Well, we just moved in together a few weeks back, right? But we barely see or have time fo’ each other. Her work’s keepin’ her busy as well...” It seems like he’s gonna add something so Mitch doesn’t interrupt his thoughts. “It’s like missing someone that is right next to you" Harry finally confides and it feels like some weight is being lifted off his shoulders with the confession. He’s been nurturing these longing feelings for a while now but had yet to express them out loud. 
"Tell ya what, Harry. It’s the week-end, take advantage of it, man.”
"Yeah, think ‘m gonna go get some food an’ maybe flowers. She’s been workin’ so hard lately, just wanna give ‘er a nice evening." It’s his turn to pick up dinner anyway Harry thinks, and there’s a flower shop right across from her favorite place. Maybe they could just take off for the week-end too. Go someplace tranquil and far away from the city’s hassle. 
That’s how half an hour later he’s finally pulling up on their street, take-away and sunflowers buckled in the passenger seat. Taking a long breath along with the rest of his purchases, Harry makes his way to the front door. When he finally enters their home, he’s immediately met with one of the most precious sight he could have hoped for: y/n in her sweats, humming to Here Comes the Sun as she gathers plates and cutleries to set the table. Harry feels already better and makes a bee line to his love with a wide smile adorning his lips. 
"‘lo, love. Missed yeh today."
She looks up at the sound of his voice. "Hey, you. How was your day?" But as she’s about to melt in his embrace, she realizes he’s carrying items of his own. "Wait, did you get dinner?" she asks somewhat worriedly. 
"Yep, I got yeh your favorite and these-" he hands her the bouquet, "are for you as well."
Now. When Harry imagined her reaction, he didn’t exactly picture y/n’s current expression. He’d thought maybe he’d be greeted with a ‘aww that’s so sweet’ hopefully followed by a kiss and the biggest hug in history. Or perhaps a blush creeping on her cheeks since y/n isn’t the best at receiving compliments and sweet gestures (getting her all flustered has become Harry’s favorite hobby ever since he realized that).
What he didn’t anticipate however, is the mystical look in y/n’s shiny eyes right now, like she was processing a hundred thoughts per second. She isn’t saying anything either. Just staring at him with love and wonder painting her irises. 
"Love?" Harry tilted his head slightly on the side in sign of inquiry. Then y/n just chuckled and took his cheeks between her small hands, completely bypassing the bouquet and take-out still hanging from his fingers.
"Thought it was my turn to get dinner," she smiled at the qui pro quo. "I got you your favorite too. And some poppies." That’s when Harry noticed the bag with his favorite restaurant logo printed on it, seating on the kitchen counter besides a vase full of freshly cut poppies (his favorite as well). 
Aligning his gaze back with hers, Harry awkwardly shifts around to place the food and the flowers on the counter by their side before engulfing y/n in a tight hug. His smile has grown tenfold and as he presses his forehead against hers, he thinks he couldn’t possibly fall deeper in love with her. So without further ado, he traps her lips between his and brings one hand to her neck. The kiss starts slow, eyes shut and hearts on the edge of imploding, savoring the moment. But then a small whine leaves y/n’s throat and it’s teeth colliding, breathed interweaving in-between, nose smudged against each other, and fingers kneading into heated skin. 
The break is sudden and filled with their erratic breathing. It’s the ridicule of the situation that sends them laughing: both of them buying dinner, the result of a simple miscommunication. It’s an honest mistake really, they’ll just reheat the second take-out tomorrow. But it’s also both of them going out of their way, out of their exhaustion to get something special for the other. The desire to make a little gesture because days are rough and as a team they get through that by uniting moral support forces. It’s the intimacy y/n was craving so much. The small details Harry knows about her and she about him, and the fact that even through the madness of it all, they always seem to go back in sync.
"I miss you so much Harry" y/n finally says while tucking her nose in the crook of his neck. She just wants to feel as close to him as possible, breathe him in, and never let go. And really, Harry’s not complaining. He just squeezes her tighter against him and presses his lips on her forehead for a moment.
"I love you, y/n. How ‘bout no work this week-end, hum? Just yeh an’ me, wherever you wanna be" his lips are still brushing against her skin.
"Please," is what she answers before leaning back to stare at his pretty face with a soft smile. "I love you too." 
➪ Masterlist
Hey guys, hope you liked that little piece. It is actually inspired by a true story; a so highly stereotypically French one, that I had to edit it for narrative’s sake. If you care to hear about it (no offense taken if you don’t!), prepare yourself cause I’m about to drop some serious French cultural knowledge on you. 
There exists two ways one French fellow can eat a baguette: there’s the well-cooked team who likes it golden and crusty (like my Mum), and then there’s the not-so-cooked team who likes it soft all over (like my Dad). The basics being now established, we may proceed with the real story.
One time, both my Mum and Dad were having such a busy day that they forgot to agree on who would buy bread for dinner (I did warn you it would be awfully French). They ended up both buying some, laughing at the situation once they met at home. But see, now when my Dad recalls this — in appearance — insignificant moment of their lives, he says that in that moment they’d made love to each other. Because when they got ready to eat, they realized that my dad had bought a well-cooked baguette for my mum while she had bought a not-so-cooked one for my Dad. And yeah, my Dad can be a hopeless romantic sometimes but he’s kinda right, isn’t he? Love is about putting the other above ourselves and making them feel special with the little things like giving up your favorite type of something just so your significant other can have it their favorite way. 
Anyhow, sorry if I bored you with my story (it is 3:52am as I’m writing, if you need some kind of explanation), I just thought it was something sweet to share. Please tell me what you think, I’d love to hear from you!
Take care xx
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fenrir-drifter · 5 years
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Inktober and projects updates
Edit: I dont know how to put a cut in a post on mobile. Sorry for the wall of text.
I'm getting super behind. Sometimes I can sketch stuff out, but I dont feel like inking it. Idk. I got the time, can't go back to work still, still looking for something new and better.
Shadow, Cyan, and Gau are all ready to be inked. Terra, Locke, Edgar, Sabin, and Celes are all done. I'm debating about when to post them here. Maybe do two batches of six drawings. I won't be drawing Umaro or Gogo until the very end, and that's also a big maybe. Maybe add General Leo and Kefka to that list too. After I get Setzer, Strago, Relm, and Mog inked, I'll start working on the Chrono Trigger cast.
As far as personal projects go, I've kind of taking a break from all of them. Between Inktober, stressing about bills and when I can go back to work, finding another/new job, and painting, it's hard to find time. Especially when you lump anxiety, depression, and RL chores and surprises into all of that.
The Witch's son - I had originally planned for this to be a webcomic and I have the plot outline more or less finished. I just got hung up on environment art and character designs. That being said though, I also have to rewrite the entire outline because I changed one key character for another. But really, those changes will be minimal. The biggest issue holding me back is probably a lack of confidence of my drawing ability for comics. After the character art and reference sheets are done, I need to thumbnail the entire outline, and work on paneling. I think I can do it, I'm just too nervous. On top of that I also keep thinking about prequel and sequel ideas, but I know I need to focus on this one project. My ultimate goal right now is to just get the prologue done. If it looks good and it gets some attention, then I'll keep working on it, if not then I'll come back later when I feel better about my drawing ability and work on it some more.
The Dirigible - I haven't worked on this project in years, and I don't know what I want it to be. I had thought about setting it in the same world as the witch's son, just to cut down world-building, locations, and all that, but I'm not 100% sure yet. I don't know if I want this to be a comic, or a short story, or a novel, or something else.
Fenrir Drifter - I've been doing some world building for this for quite a bit, but I'm getting hung up on key details that may or may not be relevant, I'm not sure yet. Things like race, origin stories, and deities. I had originally planned for there to be four races: human, dwarf, elf, and a winged race (like from Breath of Fire), but then I wanted to add an ancestor race to give the world more depth. My four main races would have evolved from these races and these four races were created by four Guardian deities who were in turn created by the Divine Beings (Gods) of the world. The ancestor races we're going to be more animalistic than normal, but I was having issues with that. The elves were going to evolve from a race of deer-men that I had called Wakiti, the winged race (which I have called the Wyn race) was going to evolve from a race of birds who live on floating islands (called the Seva), and I was going to have humans evolved from a race of wolfmen, and dwarves evolved from a race of black bears.
But I'm not really sure about any of this now.
I also had a magic system in place that would mimic some ideas from Saga Frontier 2, where magic is a natural life force that's in everything and sometimes condensed in physical objects called quells. These quells could be anything from a necklace to an axe, a suit of armor, or a ring. I would have divine quells that are direct blessings from the four Guardian deities. On top of this I would have a champion of each deity who would wield a quell.
I was also working on a world map, but I got bogged down in that too because I wasn't sure, everything looks too perfect, too clean. On top of this I had issues determining history, I don't like the idea of any race being evil, that just parallels racism in the real world imo. But I know it's not true because you could make a race of monsters and they would just be that, literal monsters. But I had issues with their creation, because every diving bring (god and guardian) is good. I didn't want to corrupt any of them either. I'll figure it out though, in due time, I'm sure.
Castlevania 1 hand drawn guide - My main goal is to just get stage 1 complete. A fully rendered map with every item and secret marked, custom art for monsters and bosses, tips for bosses, a splash art for the stage, and some other things. It's basically a glorified Players Guide/Manual. I got the idea from a guy that made guides like this for Contra, Ninja Gaiden, and is working on a Legend of Zelda guide. Really cool and inspiring stuff, imo.
I also have some ideas for altering some FF6 stuff and making it a custom story. After I read Seven Blades in Black, I felt really inspired to write again, and take my own twists on things. Along with that, I'm reading the Witcher books and replaying Witcher 3, and I want to write some fanfic with my own OC Witcher of the Griffin School.
Aside from that, watercolor landscapes still happen, but not very often. I haven't posted any of them anywhere yet though. I kind of want to build a backlog, I'm also feeling kind of both gunshy and disheartened about posting stuff anymore. Trying to power through that for Inktober.
Idk, felt good to ramble for a bit like that. I don't do it anymore and can't really do it on Twitter without feeling guilty for spamming people. Health's okay, still healing from surgery. Mostly just mental and social issues at this point. There might even be a chance that my student loan will be completely wiped out. If I could just fix my car (hit a deer), find my cat, and seek therapy, things would be too good to be true, lol.
One step at a time.
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momestuck · 5 years
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Epilogues: Candy, chapters 14-15 [Epilogue 3]
On to Epilogue 3.
The last Epilogue ended with a cliffhanger: prior to his disappearance, Dirk was constructing a ‘feminine’ robot, which Dave discovers is holding a note in its hand.
CW suicide for chapter 14. A successful suicide by hanging is described in some detail.
Also this Epilogue is really short and I actually read an entire nother epilogue before I realised that, so the next post will be very soon after this one!
Chapter 14
We get a POV chapter of Dirk, which might answer our question. This chapter is in second person, and brings back the “> Ascend” prompt, used so much throughout Homestuck. All that we know is “the world has been set on a path you cannot tread”. There are apparently no stakes or consequences - so Dirk has decided to kill himself. He succeeds, decapitating himself by hanging himself from a tower in a rather grim recapitulation of all the Dirk’s head jokes.
The narration is extremely self-aggrandising and condescending towards everyone else, as befits Dirk. Although exactly why he felt John’s decision to stay rendered anything he might do in the new world devoid of meaning or consequence, or prevented him from popping out into the Farthest Realm to get involved in some plots out there, is not immediately clear.
Although he’s god tier, the death ‘takes’:
Your body doesn’t get up, and your head doesn’t open its eyes. When you think so little of yourself as a moral character, any act of self-termination will result in a death that is Just. 
Friggin’ Dirk.
Chapter 15
Funeral time. It begins about as awkward and ridiculously as Dirk himself.
Most of it is given to a speech by Dave. It’s well-written, in-voice, and makes me feel stuff about Dirk Strider. He specifically addresses intrusive thoughts about suicide, the shit that Bro did, the way that Dirk mattered to them even as weird and self-absorbed as he was. Which does kinda mean something, because I guess I feel like, like Dirk, I live a lot in my head, follow trains of thought that mean very little to other people, but I’ve managed to make myself matter to others anyway.
Not gonna kill myself though. Not anymore.
Gamzee, for some reason, has Dirk’s note, and accidentally destroys it. The narration continues to emphasise how disgusting Gamzee is: how much he smells, how he’s clumsy, openly scratches his crotch, etc. His attempt to recap Dirk’s final message is mostly skimmed over in narration. Jake’s also gonna give a speech but the camera mercifully spares us that.
John, at this point, offers to retcon the suicide. Because... he can actually do that. There’s a brief discussion of the difference between time travel and retcon (if Dave went back, it would allegedly just create a separate timeline where Dirk does not die). Dave is like, no, don’t do that John... but John attempts to do it anyway, only to find his powers no longer work!
At that point Roxy shows up and proposes. What’s that thing they have in America, where the studios are doing a donation drive so they write loads of really dramatic moments into shows? ‘Sweeps’? ...oh it’s actually to do with the ratings system, trying to court advertiser money, but same difference. It feels like that right now.
Something about this doesn’t feel... right? Just a few weeks ago, Roxy was happy with Calliope, and now she wants to have his babies? John feels like he’s missing something important here, like he went for a bathroom break during the part of the movie where the plot twist happens. He should give Roxy some time, get himself some space. It’s all happened so fast that it’s suffocating.
Yeah. Calliope hasn’t shown up onscreen for quite a lot of chapters. What are we missing? What profound effect has John’s decision to stay had, that’s caused everyone to suddenly be obsessed with pinning down ‘endgame’ relationships, having children etc.?
Roxy once again prophesises that they will be ‘so freakin happy!’. I’m getting more and more uneasy every time those words are uttered.
(Apparently ‘prophesise’ is nonstandard, but I like the sound of it more than ‘to prophesy’, so I’m keeping that, nyeh.)
Epilogue 3 as a whole
Suicide’s a heavy subject, and describing in second-person and in detail is intense reading, but also a pretty harsh thing to do without (localised) warning. I would personally have put a content note at the top of this chapter, and invited the reader to skip to the aftermath if they felt the need.
The funeral was well-written, even if we’re like, skating from dramatic moment to dramatic moment - deaths! funerals! proposals!
I imagine if I was more invested in Dirk I’d be a bit frustrated to see him so abruptly killed off, but I suspect he’ll have a much more substantial role in Meat.
Will be interesting to see just what is up with Calliope...
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destiny-smasher · 6 years
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Kingdom Hearts 3 impressions
So, uh, I will ONLY be talking about stuff up until the very start of the second World, and only AFTER the break. Kingdom Hearts 1 was an incredibly important and influential piece of media when I was growing up. I was writing fic based on Smash Bros. just before KH rolled onto the scene was like, “Yo, Disney and Final Fantasy, BAM, fuckin’ random? fucking RADDDD” and I was all about it. You had FF characters remixed with OCs remixed with Disney characters, and the villains were all crossing over to form the League of Bad Cartoons, it was a great time. And then Nomura realized his gamble was a win and decided to waste the next 15 years of everyone’s time shoving in every trope he liked, every IDEA that felt “cool” together into a mish mash of whatever the hell this “narrative” has become. Suffice it to say, I’ve got beef with Kingdom Hearts as a “story.” It just occurred to me today that a big part of this is thematic/tonal.
But it’s also VERY rare, maybe even unprecedented, for a piece of media like Kingdom Hearts 3 to come around. For years, then months, then weeks, then days, I told myself, “It’s not real, that game doesn’t exist, I won’t believe it until I’m literally playing it” and just could not be bothered to be hype or interested, if only because Nomura’s “vision”, from my perspective, warped something I admired in my youth into a fucking train wreck, leaving me very little to feel emotionally invested in outside of Aqua and by proxy the two lads she is trying to protect. (also I GUESS I’m slightly invested in Axel/Xion/Roxas.../Namine? for similar reasons now that I think about it?) Well, guess what? Kingdom Hearts VERY WELL might be real, and I very well might be about three hours into it. And for all of the beef I have with the plot, I am fucking relieved that those three hours have felt/sounded good, as a video game. NOW we’re gonna talk about the first World. --
When I first heard that Olympus was gonna be the first World in KH3 I was disappointed and BAFFLED. We’re visiting that place a THIRD time? And why THAT World? Turns out, there’s actually some substantial thematic relevance and that’s actually A-OK, not to mention that starting with a familiar world after ALL OF THIS TIME is not such a bad way to kick things off. First off, structurally, I actually really enjoyed the way this world played out. Two of my biggest problems with KH as a video game series have been that worlds feel like empty, vacant, haunted houses, and that said worlds are usually small and linear with a lot of pointless backtracking. Olympus fixes all of this. There are NPCs. Actual fucking PEOPLE in this world. Sure, they’re just people in danger, calling for help, but they’re THERE for once! And they have vocies! EVERY line of dialogue (except for like one “plot” moment) has actually been voiced so far! About time. Also. This World is not as linear as most KH Worlds. In fact, it help more open and dynamic than ANY World in any KH game so far, not to mention it featured three, THREE (wtf) unique and distinct types of settings. The city, the mountain, and Olympus. Nice. ALSO also. The music. We’ve been here before. We KNOW that Olympus theme from earlier games. And as you traverse the city, up the mountain, you hear this more sweeping, movie-like version, and it’s like “oh whoa nice” aaaaand then you get TO Olympus and it KICKS in, the old song, up to modern snuff. That was great. That was a thing that really helped convey “Kingdom Hearts is back, baby.” The World was big, compared to typical KH worlds. It had multiple nooks and crannies to explore, side-paths to go down, treasure to find hidden away. There is a LOT of verticality. Running up walls and seamlessly hopping over things in the environment makes traversal more enjoyable than it ever has been. Even though a lot of the World is technically a linear path it’s not structured like a path. Going off and exploring rewards you with items and the like, and the World is big enough to actually feel like you have places to poke around in. Having said this, WHY is there no...map? Like. You literally COLLECT Maps from Chests like you used to. But near as I can tell, there’s no way to pull up an actual MAP, to seer where the main path is, to see where the side paths are. It’s boggling. Maybe the game has the option hidden away somewhere but if so, that’s just silly. And if there’s just no actual map option at ALL that’s just...baffling. There were barely any load times for how much SPACE there was to navigate, and things looked very shiny and pretty, and ran at a smooth 60 fps MOST of the time. Tech specs aren’t everything, but when your brand is built on “looking pretty” it sure af helps when you bring scale AND a smooth framerate to match. It’s weird, and a bit jarring, sometimes in a good way, to see all of this stuff rendered in modern tech. Stuff looks...a little too plasticy a lot of the time, (which actually ought to pay off when we get to Toy Story?) but the environments so far feel rich and vast and detailed all at once in a way we just have never seen the series, because we’re basically jumping from PS2-level tech to PS4. So that difference in production is more noticeable for the wait -- I just wish things looked a bit more...I guess cel-shaded? Like the original trailer. Things (specifically, characters) look a little too flat/plasticy at times, for how pretty things are. Combat seems to be as flashy as ever and I’m sure I’ll feel differently as I get further in and unlock more options but it’s still too easy, simple, and mashy for my tastes. I am HOPING we get more moments that require quick reflexes and specific tactics like the harder moments of older KH games. The amusement rides mechanic is...weird. It’s given NO context in universe. And they last a little too long/feel too overpowered for how easy they are to utilize. Similarly, there are frequently seemingly random party-member tag-team attacks that...just seem like “press triangle to win” moves. I wish they entailed more interaction, and/or felt less common/random. I like the IDEA of these kinds of moves, especially ones that change your controls/method of attack for a few seconds (like Hercules’ team attack) but the execution makes them feel too cheap and easy to abuse, with combat that’s ALREADY skewing on the “too easy” side for the genre. I like the “form change” for keyblades, and that you can swap keyblades in the middle of a fight. Really hoping this allows for some good tactical stuff later -- buuuuut that would also require the game to ASK OF ME to do more than “mash X,” which KH as a brand typically does not do... Characters SPEAK in reaction to gameplay moments, when you initiate things in the environment, etc. It’s a nice touch that makes them feel more like characters in an RPG. Donald and Goofy are ALWAYS in the party, alongside the Disney member(s). NICE. Maybe KH3 is putting its best foot forward, but overall, I was pleasantly surprised with Olympus. It single-handedly corrected MOST of the issues I’ve ever had with Kingdom Hearts level design. I only hope the momentum keeps going. Moving on, Gummi Ships. What little I played is easily the best they have every been. I love having an open world with optional places/fights to explore, while still giving me those shmup-like bursts of action. The Gummi Phone seems like a fun mechanic, and taking selfies/photos makes SENSE for this game because of how visually detailed it is -- but the pleasant surprise was how I took selfies with Donald and Goofy and they REACTED to it, starting to pose and commenting on it. On the other hand, the loading screen being nonsensical “social media” posts from KH characters...I don’t like it thanks go away. x’D I’ve spent only a few minutes in Twilight Town and INSTANTLY I am so much more enamored than I ever was in previous games. Not just due to the bump up in visual fidelity, but also because -- GASP -- NPCs??? Are you trying to tell me this is an actual TOWN that people LIVE IN?? Holy shit, Kingdom Hearts, I never knew! For all of this stuff I liked, though, KH3 is still...a KH game. Which means after you get through the intro, after you gear up to land in Olympus, the game flashes the title: “Kingdom Hearts II.9″ ...no. Just no. Fuck. Stop doing this shit. Whenever an Organization 13 member (or EX member) shows up and starts speaking all cocky in riddles like the flamboyant anime jackass they are, whenever Mickey starts dead-ass blathering about weird nonsense whenever the plot HAS to acknowledge “oh right Sora golly gawrsh ya FURRGOT this random bullshit a-FYUCK better shove this expository throwaway dialogue right in here before we go n’ furrget again!” whenever Kairi continues to be irrelevant and invisible after ALL THIS TIME whenever Rikku has to say some obligatory thing about his darkness or his copy of himself or Ansem or whatever whenever the plot informs Sorta/Dornold/Goffy about another convoluted ridiculous THING that we already know about and they MAYBE already know about because it is OBLIGATED to because this game’s entire purpose has become to “wrap things up already Nomura” I am reminded of the freshly opened scar on my heart from how much SHIT this series has dragged itself through for...what? Nothing worth all of this, IMO. Thankfully, these moments feel less and less pressing in KH3′s opening hours than they certainly could be, though I’m sure the closing hours of the game -- once they’ve tidily gotten all of that silly, inconsequential DISNEY CONTENT out of the way (even though that’s the BULK of the game environments and HALF of the series’ identity/purpose) -- those closing hours will surely be packed to the gills with all of this crazy crap. Maybe by then I might finally care enough to finally get the catharsis I’ve waited over a decade for. I dunno. I’m just relieved the game looks, plays, sounds, and feels as good as it does so far. EDIT: almost forgot to mention this since it hasn’t actually come up yet BUT I picked up a BUNCH of “ingredients”??? Like. FOR COOKING??? Which is one of my all-time favorite mechanics in a video game?? (thanks Paper Mario) So I’m at LEAST excited to see what THAT is all about.
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blenderbender1811 · 7 years
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A Song of Ice and Fire - Weddings Primer
Just a bunch of stuff put together about weddings in the ASOIAF universe for those looking to write them. Specifically, how weddings run in Westeros. This goes under a read more, for the post is long.
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1) Nobody can be COMPELLED to marry. They need to say the words and if it’s done under sword point, it might be dissolved later. That said, it’s expected you’ll marry who your lord or his liege commands and if you don’t, you might be estranged from your family, and the ironborn can marry someone by proxy (with a seal in the place of a person, the iron born are weird.)
2) The Targaryens occasionally took more than one woman as a wife. The Ironborn also sometimes have more than one wife - an ironborn ‘rock wife’ and ‘salt wives’ taken on raids (because that’s not coercion at all). The children of salt wives are not considered bastards, but they come AFTER the children of rock wives status wise. 
3) Marriage contracts take forever to negotiate and they address all sorts of possibilities - land, inheritance, dowries, etc. Once a betrothal is made, you better have a GOOD reason to break it (infidelity, inability to fulfill property or income agreements in the contract, somebody died and you must fulfill their betrothal, you found out they have another contract, an inability to seal the alliance with children (infertility), etc.). Breaking a betrothal is a BIG deal and you might cause a lot more than hurt feelings. You might cause very real political damage with the people you were trying to ally with. 
4) So, how do you choose a partner? There’s several factors, some more important than others.
- Rank: This is one of, if not the most important thing to consider. If the parties are not of similar rank, this is going to get tricky. Marrying one rank up or down doesn’t seem to be scoffed at (for instance, nobody thinks, for example, that Mace Tyrell is weak because he married down to Alerie Hightower). More than one rank though and you’re going to need a very good reason for the marriage to happen. And marriages to lowborn people are vanishingly rare. That’s why Asha couldn’t marry Qarl even though she’d love to.
- Position in Family: Another super important factor. Is the person being married a ruling Lord or Lady? What about an heir? Are they the eldest daughter (who traditionally has choicest pick of gentlemen callers)? Are they true born or bastards? If they’re dynastically important, the family will be much pickier. Younger sons or daughters are much more likely to marry a household knight (or their daughter) or a minor bannerman than an older child, who is likelier to marry a major bannerman, if not marry up. 
- Political Context: This just always needs to be in mind. Does the husband have another wife? Is their land in a dangerous or contested spot? What’s their influence in the capitol like, if any? If your marriage making plans don’t make sense, the marriage is going to look shabbier or hastier to everyone else in Westeros.
- Age: In Westeros, we all know their treatment of age with regards to marriage is absolutely gross. We don’t need to be told that. Age isn’t treated as a major factor and indeed, young women have been married off to gross old men as a punishment (see poor Sylva Santigar for details). That said, even in Westeros, it’s generally considered more comfortable if they’re close in age, like with Joffrey and Sansa being considered perfect because they were the same age. This also makes sense dynastically speaking because they wouldn’t have to wait long for children. Or, alternatively, if you’re an elderly person looking for companionship before you die, you’ll probably pick someone closer to your own age and experiences. 
- Religion:  Again, not the biggest deal for most of Westeros, but I can easily imagine someone super pious wanting a spouse of the same religion.
- Personal Well Being: Since we’re playing a feudal dynastic game, this is barely a concern. That said, a decently loving family will probably want to look out for their family’s well being. They’re probably not eager to give their child in marriage to someone actively dangerous for them after all. Plus, dynastically speaking, it would render any alliance gained moot. Also, an older person looking for a second or third marriage, or again, an elderly person looking for companionship, would likely consider how well they got along. 
- Health: Somewhat important. If the point is to seal an alliance via babies, you want someone who can survive consummation, pregnancy, birth, and raising those children. One of the most important things Catelyn considered when looking for a bride for Robb was how good their hips were. IIRC, she didn’t want Robb to marry a Whent because their health tended to be delicate. Again, if you make an alliance only to immediately lose it when the person dies, what was the point of it in the first place? A good example of this is how nobody wanted to marry Shireen because she had greyscale.
- Wealth: Fairly important. You want an alliance partner to bring something to the table. It’s less about coinage and more about resources. Do they  have lots of land, minerals, livestock, industry, etc.?
- Appearance: Not exactly a first concern, but it’s somewhat a factor, simply because a good looking person is more likely to get lots of offers.  
- Region: Most marriages take place between houses of the same region. This isn’t a hard and fast law, but your alliances are more likely to be useful when they live next door and not five days away in a region you’ve never seen.
- Former marriages or children: This is important because if they already have children, YOUR children won’t get any inheritance from your spouse. If you’re going to marry, you have to be okay with that. Tends to work for marrying off younger children or when you look for step parents, but it might also be a deal breaker for someone looking for a first marriage. Never even mind in the Iron Islands, where wives might have to compete.
- Reputation: Important. You don’t want to marry your kid off to someone with a poor reputation. Knightly orders, people closely connected to important people, well reputed for honesty or honour are good things. An oathbreaker or drunkard will have a harder go than normal.
- Prestige: A more prestigous house will have more suitors. A house being of high rank doesn’t necessarily mean prestige. “New money” houses or houses in trade my have the wealth and militaryy might to be a major house, but still not be considered pretigious enough for many large houses. A house that were once kings will have more prestige than those who weren’t. A house who’s been around for thousands of years is likely lmore prestigious than a new one (hence why the Lannisters are more prestigious than Baratheons of Storm’s End before a Baratheon becomes king).
5) According to the Wedding Knight PDF from the Game of Thrones edition of the Green ronin RP game, weddings are traditionally hosted by the bride’s family. 
6) Likewise, according to the same, wedding dresses are traditionally white. This gels with the books, where the wedding dresses I recall being described (Jeyne’s, Sansa’s, and Margaery’s are all white). Now, to be fair, Sansa is a Stark and Jeyne was disguised as Arya, so they would both be using Stark colours. It also fits with the Seven, where white is seen as a colour of innocence and thus might be more appropriate to a maiden. It’s also a colour Septons and Septas wear most of the time (along with rainbows) and on Maiden’s Day girls light white candles. While none of that would apply to the Old Gods (or offshoots of the Old Gods like the Drowned God), I can see white catching on as a wedding colour regardless. If nothing else, it shows wealth if you can keep white clean. 
This isn’t like the real middle ages, btw. Blue was the traditional innocence and purity colour then. Women basically wore whatever colour they wanted, albeit with different cultural traditions surrounding omens and such.
Notes: For five and six, ‘traditional’ in this sense most likely does not mean ‘binding’. We see numerous examples of weddings that are not at the bride’s home and I’m sure plenty of Westerosi ladies wore other colours to their weddings. I wouldn’t be surprised if house colours were involved. Not that it matters overmuch - they change for the feast, and those colours can be whatever they want (though likely house colours).
7) Weddings in Westeros (or, at least highborn ones) involve a dowry, a dower (as per Tywin and Hoster discussing one for Lysa and Jaime) and a bride price (as per Barristan’s comments). These are three different things.
- A dowry: A dowry is property or income a woman is bringing into the marriage, a payment from her family to her husband’s. It’s meant to help build the new family and also for income security. In the rare (nearly non-existent in Westeros) circumstance of divorce, I believe she gets the dowry back, but if she dies, the money either goes to her children or returns to her family.
- A dower: A dower is a sum of property or income designed to protect a wife if she becomes widowed. Since men are the primary breadwinners in Westeros, this is done so as not to leave a widow destitute. This income or property comes from the groom’s family. If the couple divorces, she does not get the dower (although some societies allow her to keep it if she has just cause, I doubt Westeros works like that). This money is traditionally given to the bride by the groom on the morning of the wedding. This money is HER’S. Unlike the dowry, which is often used by both spouses, her husband cannot touch her dower. Usually this means her representative (usually a male relative) is in charge of executing it, but she can be bequeath it to whoever she wants.
- A bride price: A bride price is money paid by the groom’s family to the bride’s. This is meant as a sort of ‘thank you’ for raising her and also to compensate them for the loss of their daughter - physically, emotionally, and financially. Calculating these can be complex and depend on numerous factors. Appearance, skills, how smart she is, how healthy she is, etc. I’m fairly sure this is what Cersei refers to as ‘selling women off like livestock’. In the case of divorce, you can get the bride price back in many societies, and some also allow you to get it back if she dies (particularly if she’s childless). I imagine that’s much the same in Westeros.
8) There are at least two feasts traditionally thrown for the wedding - a welcoming one to welcome all the guests, and the actual wedding feast.
9) It’s traditional to throw a hunt just before the wedding. All the men in the wedding party and any ladies who wish to accompany them are allowed to go. This is done as a show of magnanimity by the lord who is supposed to open his land to his guests, and also to provide sport for the restless party. In return, anything caught on the hunt is supposed to go on the lord’s table for the wedding feast.
10)  Different regions have different local traditions for a wedding day. Case in point, the Reach has a wedding breakfast where the bride and groom SEPARATELY receive their gifts. 
11) Ceremonies vary by religion
- The Faith of the Seven: This one is LONG. It begins with the septon in a sept reciting several prayers and readings. The groom is between the alter of the Mother and Father but the bride is outside the room. Next, the bride is presented, being walked down the Isle by her father or a close male relative (or, sometimes, a liege lord if a close male relative isn’t there). The bride is on the left and the groom to the right. The father presents the bride to the groom, and the groom lifts her veil (if she’s wearing one). The groom removes his bride’s maiden’s cloak (or bride’s cloak if she’s a widow) and gives her one of his own house. The septon says they’re there to join them in a union, and ties their hands together in a ritual knot. They make their final vows, kiss, and the guests applaud. Guests stand in two columns in front of the couple to watch the wedding. 
- The Old Gods of the Forest: The ceremony is performed by the head of the groom’s family. It’s at night, in the godswood, in front of a weirwood preferably. The guests carry torches to watch. The bride is led by her father (or again, a close relative). The person performing the ceremony asks who comes before the old gods and a few ritual lines are exchanged where the man gives the bride. The officiator asks the bride if she will take the groom, and when she says yes, the couple hold hands and kneel before the heart tree for a moment of silent prayer and then they’re done. The groom removes the maiden’s (or bride’s) cloak, give them a cloak of their husband’s house, and carries her to the feast in his arms.
- The Drowned God: They’re officiated by a priest of the Drowned God and tend to be very solemn. Salt wife weddings tend to be more fun, and that is all we know. Since Drowned God priests seem to do their ritual work on the shore, it seems probably iron born weddings are at the beach. I wonder if they have to drown for them? Maybe they wade into the water or get water dunked all over them. We’re not sure. We’ve never seen an iron born wedding. Since the Drowned God is an offshoot of the Old Gods, they likely also have some sort of bridal cloak custom, probably after whatever blessings and ritual immersion in water is done.
- R’hllor: The ceremony is conducted by a member of the clergy. The bride is escorted to the clergy person who asks the bride to identify herself and who comes to claim her. They ask the bride and groom if they will share their fire with their spouse to be to warm them when the night is dark and full of terrors. The bride and groom jump over a bonfire built in a ditch and by doing so, their souls become one to the Lord of Light. Then the groom removes the maiden’s (or bride’s) cloak and gives her the cloak representing his house.
12) After the wedding, there’s the reception. This has dancing, music, poems, basically whatever kind of entertainment you want (which is likely regional). This is all done along with the wedding feast. There might be tourney to celebrate, but melee’s aren’t traditional (I’m sure they occur but it’s not a custom). ALSO. IMPORTANT - It is considered bad luck to deny a knight your hospitality on your wedding day. 
13) At the end of the feast, the highest ranking person in attendance calls for the bedding. Men carry the bride off, stripping her clothes and telling dirty jokes, women do the same with the groom, and sometimes they might be yelling encouragement or advice outside the door (or, god forbid, witnesses). This is done to ensure consummation. Not all weddings require a bedding ceremony, but Westeros does require consummation. This seems to be a custom for the Faith, the Old Gods, and the Drowned God, so it’s a universal across Westeros. After this the wedding is over. From this point on, they are married and if you don’t like it, well it just sucks to suck. And even if the wedding isn’t consummated for whatever reason, it’s bad luck for spouses to sleep apart on their wedding night. Brides are expected to be maidens (i.e. virgins), but if the couple gets married later, it’s not considered dishonouring (sex without a later betrothal was likely the dishonour Ashara experienced at Harrenhal, as it would have impacted her marriageability - not ruined it completely, you can marry somewhat decently even if you’re not a virgin, but definitely having an impact).
14) Women may or may NOT take their husband’s name. If they’re of the same rank, it’s pretty much up to her. If she outranks him, she very well might continue using her higher status maiden name. Plenty of women use their husband’s name and in fact most likely do, but it’s not a requirement in Westeros (at least, not among the same ranked or when the woman is higher).
15)  Annulment is incredibly hard to get in the Faith of the Seven - you better hope the High Septon or the Council of Faith is inclined to give you one (this is easier if its not consummated, the marriage is bigamous, there was an unbroken prior betrothal, or if the vows were made under false pretences, but it’s possible even if you’ve consummated or had children - Renly didn’t think it was impossible for Cersei to be set aside in favour of Margaery, Tysha and Tyrion’s marriage was annulled, etc) and while you don’t need to be there for it, you need to make the request yourself. It’s easier to just move apart. Or, if you’re THAT committed to getting away, you could join the Faith or Night’s Watch. 
Note: It’s much much easier to annul a marriage in the Old Gods religion (and, likely, the Drowned God as well) - all you need to do is tell your spouse that they’re no longer your spouse in front of public witnesses, at least according to Elio and Linda’s correspondence when discussing The World of Ice and Fire. R’hllor might require permission from the clergy in addition, but I find that unlikely for the Ironborn, since they seem fairly independent and in many ways closer to the Old Gods simplicity. I’m not sure if there are any special conditions to make this announcement but if they exist, they would likely be similar to grounds for annulment in the Faith of the Seven (with the exception of bigamy for the ironborn - they really really don’t care about that). Honestly, even if they don’t have conditions that doesn’t necessarily mean an unhappy marriage will be annulled since that requires spitting in the eye of the family you’re trying to make an alliance with. Breaking a betrothal is messy enough, breaking a marriage is just BEGGING for trouble. 
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aion-rsa · 4 years
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Age of Samurai: Battle for Japan Is a Netflix Docu-Drama Written in Blood and Ink
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Age of Samurai: Battle for Japan, a new historical documentary series on Netflix, is being billed as a “real-life Game of Thrones” but it’s much more than that. This is actual history, which is far more compelling than fantasy because it really transpired. “It is like something out of a movie,” says showrunner Matt Booi. “If you wrote this down, no one would believe it. And if you saw it, I think you’d say, ‘Nah.’ But it happened.” 
According to Booi, the show covers one of the most violent periods in Japanese history. The six-part series begins in 1551 with the death of feudal lord Oda Nobuhide and follows the rise of three of Japan’s most influential warriors: Nobuhide’s son, Oda Nobunaga (Masayoshi Haneda), Tokugawa Ieyasu (Hayate Masao), and Toyotomi Hideyoshi (Masami Kosaka). Japanese historians, as well as dedicated fans of Samurai movies, will be all too familiar with these three Samurai because their impact on Japan, and their consequential representation in Japanese media, is enormous. 
“It’s something that a lot of people outside Japan don’t know a lot about,” Booi says. “They know the iconic sort of figure of the Samurais, but a lot of the minutiae was missing. Netflix understood, and so did we, that this was a great story that is going to resonate with a lot of people.”
Nobunaga, Ieyasu, and Hideyoshi lived during Japan’s sanguineous Sengoku period (1467-1615). Sengoku means “warring states.” It was a time when the country was ravaged by civil war, political intrigue, and upheaval. This period is the setting of almost every Samurai story. It was when these noble and brutal swordsmen were beginning to become eclipsed by firearms. “That’s what makes this era so poignant,” Booi explains, “We’re seeing the end of an era. It’s like the same way that guns ended the mounted knight in Europe.”
Booi understands why Age of Samurai: Battle for Japan is being compared to one of the biggest TV series of the last decade, too. “The Game of Thrones reference is a nod to the political maneuvering that is happening on the political landscape at this time. It’s a chessboard that these certain players are moving key pieces to try and control it all. It really is about an attempt by a handful of people to gain control over a fractured nation.” Like Game of Thrones, the Sengoku period is an epic saga, full of tales of honor, ruthlessness, and betrayal. It is one of the most colorful eras of Japanese history. 
And that color is red – blood red.
Lessons from Akira Kurosawa and Manga
When it comes to Samurai films, the undisputed master was Japanese auteur Akira Kurosawa. One of the world’s most celebrated directors, Kurosawa made classic films like Hidden Fortress (the inspiration for Star Wars), Seven Samurai (the inspiration for The Magnificent Seven, Battle Beyond the Stars, and many more) and the psychologically relevant Rashomon. The Samurai genre owes a tremendous debt to his work. 
“I’m such a Kurosawa fan,” Booi says. “In terms of cinema, he rules over everyone almost in my mind. His ability to tell a story visually, I don’t think you can touch it. He’s just so astonishing. He’s the greatest. He’s the master. In terms of movement and shots, of how nature was, it was always something that we were aspiring to try and walk a little bit in his shadow.”
Additionally, Age of Samurai: Battle for Japan stole some pages from another leading Japanese media. According to Booi, graphic novels were a major source of inspiration. “If you look at the composition of shots, look at the color, at the color correct, it’s very dark. It’s a very gritty world punctuated by blasts of color, the reds of the blood, the red of the armor sometimes. So we thought a lot about graphic novels because, obviously, that’s such a big part of the world of contemporary Samurai lovers. We wanted that to inform it.” 
Furthermore, many of the re-enactment scenes are framed through doorways and such to resemble a graphic novel panel. This was a very conscious effort from the filmmakers. “There are two motifs that are heavily used, and one is blood and one is ink,” Booi explains. “The history of Japan in this period really seemed like it was written in blood and ink. Graphically, we were trying to make a world that nodded its head towards graphic novels and comics in general.”
Several battle scenes are shot in shadowy darker tones, contrasted by brilliant splashes of digital blood. “We might’ve got a little carried away with that,” Booi confesses, “but it’s hard not to when you’re in that world…It’s pretty shocking though when you get into some of the accounts of Nobunaga literally putting swords through just unfathomable amounts of people who stood in his way.”
Getting the Battles Right
Age of Samurai: Battle for Japan balances these ferocious battle reenactments with explanations from some of the world’s leading scholars and authors. They put the violence into historical perspective. 
“We leaned on what we thought were some of the best storytellers, not just best academics,” Booi says, “people who can not only download the information but do it in a way that was comprehensible but also entertaining, because for so many of our viewers, a lot of these ideas and these concepts and even names are going to be very foreign. To have people like we had to unpack this for us was really incredible.”
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For any period project, historical accuracy is key. Authenticity was paramount for the production. Booi’s team sourced armor and weaponry from some leading companies that make them for other Japanese historical activities. “Some we had to make,” Booi admits. “Obviously, authenticity is really difficult when you’re dealing with such intricate designs and such incredible craftsmanship.” The filmmakers made sure objects like the family crests were accurate and were careful not to have them pop up in the wrong places. “It was incredibly challenging to try and portray any of it accurately.”
Another critical detail was to shoot all the reenactments in Japanese. Age of Samurai: Battle for Japan is produced by the Toronto-based production company Cream so Japanese dialogue presented a unique challenge, both during production and for editing. “It was an essential obstacle. We all felt that trying to tell this story, if we did not have Japanese-speaking actors representing these people, there would be no credibility. There would be no authenticity.” The Cream team felt that the whole thing would fall apart the minute one of the Samurai spoke in English. Japanese dialogue is translated with subtitles, including for the featured Japanese-speaking experts. However, the subtitling never gets obtrusive because the bulk of the story is in English. “We just felt that was non-negotiable, that it had to be there. And it was something that Netflix really backed us on too.” 
A Blood-soaked History Lesson
Booi has made other military history documentaries. Among them are award-winning and Emmy-nominated productions such as Breathing Fire: The Secret Weapon of the Somme (Channel 4), The Weapon Hunter (Smithsonian Channel), and Blood and Fury: America’s Civil War (AHC). War stories are his specialty. 
“There’s so many things that draw me to the genre. There’s the sweeping sort of historical stuff, but also as somebody who is really interested in stories, I think you can get some of the most gripping and entertaining stuff when people are forced with sort of life-and-death decisions like that.” Booi feels that telling the big picture stuff through personal stories is particularly compelling, which is why he focused his lens upon Nobunaga, Ieyasu, and Hideyoshi. As Booi says, “Looking at what happens with those three guys, you get an incredible window into how the period ends ultimately and how the next period begins.” 
Nobunaga alone is a fascinating figure. He has been portrayed repeatedly in movies, books, manga, anime, and even video games, usually as the villain, but not always. Kurosawa’s award-winning film Kagamusha depicted Nobunaga as a strong and respectful leader. Booi can’t categorize him as a villain or a hero. “It’s hard not to stand back and be sort of knocked out by his ambition, his genius. But on the other hand, it’s tough not to be revolted by his violence and cruelty. He would do anything for power.”
“It’s not by accident that one of our contributors constantly refers to him as sort of an Alexander the Great of Japan in that he was just so innovative. He was raised with so much tradition, but he wasn’t bound by it. That’s what’s so fascinating about him. He’s constantly doing the unexpected.”
In many ways, Age of Samurai: Battle for Japan is an exploration of how power corrupts. “It’s really interesting to watch what happened to Nobunaga and how the decisions that he makes later on in the show come back to haunt him.” 
Without dropping any spoilers (although anyone can just look up the Sengoku period online to find out what happens), Age of Samurai: Battle for Japan examines the consequences of what power does to a person and how it can cause devastating blind spots. It’s a time-honored tale, still so relevant for our time. 
“There’s always an appetite for some stories about the Samurai,” Booi says. “It was such a lovely period because it’s such a violent world, but it’s also a world that is so bound by honor and duty.” Booi enjoyed exploring both sides of the same coin. “It’s just such a remarkable world.” 
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For Booi, the Game of Thrones reference is an easy comparison to make. “But I think that’s where it ends. There’s lots more than the fantasy element of that.” Being reality based, Age of Samurai: Battle for Japan doesn’t include sorcery or White Walkers. “We have a one-eyed dragon,” Booi teases with a grin. But to learn who that was, you’ll just have to watch it.
Age of Samurai: Battle for Japan is a six-part series that premieres on Netflix on February 24, 2021.
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theseventhhex · 7 years
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Trevor de Brauw Interview
Trevor de Brauw
Chicago-based guitarist Trevor Shelley de Brauw (Pelican, RLYR) has announced the release of his first solo album – a collection of power-ambient compositions – entitled ‘Uptown’. Trevor Shelley de Brauw’s 20 year musical career has manifested as an exploration of the vast sonic possibilities of the guitar. ‘Uptown’ marks a departure from the riff-oriented song writing of Pelican, taking a plaintive approach that unravels the meditative depth of washed-out riffs, deconstructed drones, and carefully controlled feedback. The record is a stream of consciousness sustained for too long, an aural pendulum swinging between poles of murky distress and cathartic resolve that takes shape somewhere in the hazy valleys between rock, ambient and experimental music… We talk to Trevor about improvisation parenthood and being vegan…
TSH: Like previous works, was your approach to a lot of the material on your solo record very intuitive and not thinking in terms of intent?
Trevor: Definitely. Most of the songs would start by recording either kernels of ideas or improvisations and then I would go back and listen to what I had and think about how best to flesh the ideas out. Ultimately most of the performances on the record are improvised - just laying stuff down and then adding layers until things took on their own shape. When I started this album it was intended as a continuation of my Histoire project, in which improvised performance was something of an ideological guideline because the finished pieces were intended to act as a sonic journal; a specific moment in time captured in sound. This particular album deviated from that, particularly with regards to editing and even some moments where things are a little more thought out and composed, but I would say the earlier Histoire experiences informed the creation of this album.
TSH: Knowing you spent years refining compositions for ‘Uptown’, which factors would you say were most challenging?
Trevor: The biggest obstacle was carving out the free time to work on it; I am typically in three or four bands at a time and for the last 8 years I’ve been balancing those with a full time career/desk job, so most nooks and crannies in my schedule are full. There was also a certain lack of inertia that set in after the first couple of years - there were a couple of times that I thought the record was done and then I’d listen to all the material and realise that I didn’t have a set of pieces that would flow as an album, which got a bit demoralising.
TSH: Also, given the songs were birthed at vastly different times and places, do you feel this had some sort of varied effect on the end result?
Trevor: In some ways I suppose it must have. Insofar as one goes through tremendous personal changes over a long period of time, there are pieces on the album that were recorded by very different versions of myself. But one of the things that took so long was trying to amass a body of work that would flow as a cohesive album, so while the mentality and the approaches might vary from track-to-track, my hope is that those differences are not too obvious. I went through quite a few drafts of the album where the flow felt interrupted or stilted because there were too many jarring transitions or pieces that felt like they drifted off the path. I think these six pieces work together, perhaps, because the thread that ties them together is some sort of distillation of the constants in my persona.
TSH: With this body of work you, do you feel you were able to soundtrack certain sensations?
Trevor: It’s hard to say when you view them in retrospect. Because of the nature of their composition, the recordings evoke very specific moments and feelings, but I’m not sure if my memories of those emotions and sensations is through a veil of interpretation. They each act as a manifestation of the time in which they were created, but the specific sensations of those moments may be lost in the sands of time.
TSH: How would you assess the way you decided to incorporate the guitar throughout?
Trevor: Each piece was different. Some of them started on guitar, others started on electric piano or organ. With each of the recordings it was a matter of trying to figure out what sonic space needed to be filled, like grasping for puzzle pieces without having a guide to what the finished image was supposed to look like. Guitar ended up on most of the tracks because it’s the instrument I feel most comfortable playing, but in cases where it was not the primary instrument I made a point of trying to figure out whether it was even needed before going for it.
TSH: What’s the basic foundation for a track like ‘Turn Up For What’?
Trevor: That one started with the electric piano part. I love the sound of an electric piano drenched in reverb, so really it was just a matter of setting up that sound first and then seeing what ideas jumped out of my head. Once I had that initial piano track done I listened back and could hear saturated guitars in my head, so I dialled in a sound and improvised the two guitar tracks on top. The second one was intended to simply double the first, so I had to try and remember exactly what I played on the first pass - I came pretty close but the deviations from the original worked so I kept whatever “mistakes” ended up in there.
TSH: What aims did you outline whilst fleshing out ‘Distinct Frequency’?
Trevor: That one was a little more sonically adventurous. It was recorded around 10 years ago at this point, so the details of the recording are a little fuzzy in my memory. I think first I recorded the radio noise with a mic that was set up two rooms away. Then I started layering from there with electric piano and trombone (which I remember looping and then manipulating). I think the darkness and anxiety of the piece helps balance out some of the euphoria of some of the other pieces. It was recorded during the year that my wife and I lived in a farmhouse in rural North Carolina. We were never really accepted by the locals while we lived there and our time there felt a bit fraught and anxious. I think ‘Distinct Frequency’ is a pretty accurate sonic summary of some of the feelings of that time.
TSH: Was it gratifying to operate in your own lane with this record?
Trevor: Recording solo material tends to be less gratifying than playing with other musicians. There’s hurdles of communication when it comes to playing with others that can be challenging, but the rewards are far more immediate and palpable. Crafting these solo pieces is a pretty long process of trial and error, second guessing, labouring over details. And because of the experimental nature of the compositional process it often happens that all the time spent poring over stuff is in vain because the finished work is a failure. That said, there are elements of the process that are very gratifying - times when I was able to conceive of an idea and then execute it properly, the moment I was able to hold the finished record in my hand, and definitely most every time I play live as a solo act since the act of standing alone in front of people making this stuff is pretty daunting, so when it lands properly it feels extremely cathartic.
TSH: Is your former cat walking through the room in the background of one of the songs the only feature on this record?
Trevor: Yes, dearly departed Kitty Shelley de Brauw was my only guest. Uninvited, at that, but I wouldn’t have it any other way.
TSH: Have you heard any compelling movie soundtracks in recent times?
Trevor: Several. I really, really dug the Room 237 soundtrack; it was a very cool reimagining of established tropes. It seemed really fitting that the soundtrack was an homage to a certain style when the film itself is about taking a deep dive into critical analysis, like they were both different ends to a similar goal. I also love the Beyond the Black Rainbow soundtrack. It definitely stands on its own, but it also just completely made the movie what it is.
TSH: What makes you feel not very nostalgic as a person?
Trevor: I think that’s probably something I said before I was a parent. I think it would be really difficult not to be nostalgic as a parent. You live with someone you love more than anything in the world and they change so rapidly that they’re practically a different person every few weeks. It makes you feel really precious about every single moment because it becomes crystal clear how fleeting everything in this life is. And once that epiphany takes hold it puts every experience in life into perspective… Before I was a parent I was always looking forward and didn’t really pause to reflect too much. I don’t think either approach is right or wrong, but I am very happy for everything parenthood has brought me, including the sense of nostalgia and reflection.
TSH: What do you admire mostly about Jaki Liebezeit’s drumming?
Trevor: What’s so riveting about Liebezeit is how he crafts these virtuosic intricate drum patterns but then renders them hypnotic by repeating them endlessly. I love just getting lost inside his seemingly effortless loops.
TSH: Also, your verdict on the latest Mount Eerie album…
Trevor: I love Mount Eerie. It is a very difficult album to listen to; it is a raw expression of unfathomable emotional pain, without any pretence about trying to romanticise or poeticise it. There’s not really anything like it.
TSH: Talk us through what lead to the following tweet ‘Daylight savings aka a plot to drive parents of young children insane.’…
Trevor: I think it was in reference to the most recent time change and the challenge of getting a four year old to wake up on time for school on time the next day. Adults tend to be a bit more resilient when it comes to sleep deprivation.
TSH: How long have you been a vegan?
Trevor: I’ve been vegan for 23 of my 39 years. At this point I’m so different from the person I was before I became vegan that it’s hard to conceive what role my diet could have played in that.
TSH: Finally, what are your intentions with your solo career as you look ahead?
Trevor: I’m most of the way through another album. Or that’s what I think now and eight years from now I’ll feel dumb for having said that. But with any luck I’ll wrap that up sooner than later and get it out at some point in the not too distant future. I definitely want to keep playing solo shows, including shows outside of Chicago if I can find a way of doing that.
Trevor de Brauw - “They Keep Bowing”
Uptown
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lorrainecparker · 7 years
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Avid’s slide about the future of Media Composer
One of the most intriguing things I saw come out of NAB 2017 wasn’t on the show floor of NAB but rather an image that popped up on Twitter out of the Avid Connect event held in the days before NAB began. It was the result of an Avid Customer Association survey as to what editors wanted to see in upcoming versions of Media Composer. Since this image was publicly tweeted out by Avid it’s worth dissecting.
These are the voting results for video editing (@MediaComposer). #AvidConnect #ACAVote pic.twitter.com/FNIpg69dC2
— Avid (@Avid) April 23, 2017
I can’t remember another such detailed look at what is a potential roadmap for upcoming features and future development for any of the major NLEs. Usually this kind of thing is kept under wraps. I’m sure such a public discussion makes the engineers shudder in fear as there are a ton of things that can derail a planned feature release. Media Composer has been on a big update path in recent years getting a ton of much need features as well as some cool new stuff along the way so seeing what is on the horizon should give Avid editors more confidence in their tool. Kudos to Avid for showing this publicly.
But it is worth noting that as Avid moves forward into the future Media Composer isn’t one of their biggest money makers as they would much rather sell you server hardware than editing software but they’ll be more than happy to sell you Media Composer. Witness their recent ads touting that both FCPX and Premiere Pro “runs better on Avid.”
Get yourself insane speed—up to 2.4 GB/s—at an unprecedented price. #PremierePro runs better with @Avid #NEXIS | PRO https://t.co/rh2KYwFniY pic.twitter.com/r4EaWn9fEZ
— Avid (@Avid) May 17, 2017
I didn’t hear a lot of buzz around this Media Composer slide that was shown at Avid Connect. I’m not sure if there was a presentation on the main Avid NAB stage where it was shown. Perhaps everyone was talking about the current Avid CEO’s new book The Storytellers Dilemma about media disruption. People were talking about it all right. But let’s take a look at what might be coming to Media Composer. And remember … all this is subject to change.
Background Save
Background saving is one of those features that I think most editors in 2017 wonder why it isn’t in every NLE out there. FCPX has it. Resolve 14 added it. Adobe Premiere Pro CC doesn’t have it. One shouldn’t confuse background save with autosave which is a different thing. Autosave creates a separate project file and editor can go back to while background save is a save of the existing project. And what we most want background save to do is not interrupt our work … which autosave often does.
Live Timeline
Personally I think this is the biggest and most important item on the list. There are few things that make Avid Media Composer feel more aged than jumping onto MC after working for weeks on Final Cut Pro X or PPro and not being able to do simple timeline things (zooming, muting clips, adjusting little things here and there) without the playback stopping. It just doesn’t feel as good. I was once told that this would be a big architecture change to the playback engine so I guess that is why it is listed as under investigation. I hope the research yields real results.
Render Engine Distributed Platform Service
I guess this means being able to use multiple machines on a network for rendering. That certainly can’t be a bad thing as the more power the better. We are living in more of a realtime world than we have been in years past so this might not be high on the single editor’s list but for facilities or finishing I’m sure it is huge.
Enhanced User Interface
I’m speculating here but I get that those voting for changing the user interface are a lot of editors coming from other platforms. The MC interface is a tried and true look and feel that isn’t flashy but it quite functional. Plus I’m sure the engineers know that any changes to the interface invites the wrath of the old school Avid editors who despise any change to anything whatsoever. What I would like to see is some way to better manage all of the many different windows one might end up with. While we do have the ability to save Workspaces there’s no way to easily and quickly adjust them without a ton of clicking and dragging. The fact you can’t adjust both the size of the Timeline and Composer easily with one click/drag contributes to that feeing of the interface being old.
Timeline Audio Effects
I’m honestly not sure what this would be since we already have a form of timeline audio effects. You can apply Audio Suite effects right to clips and RTAS effects to entire audio tracks. My guess this would be some kind of track based mixed where we have sub-mix buses as well as a master output that can take RTAS effects. That would be welcome as anything that could reduce the need for an audio mix down is a good thing.
Enhanced Color Correction
Since this says PLANNED 2017 RELEASE there are a lot of editors and finishers rejoicing. As awesome as Resolve is and as powerful as Baselight Editions can be there is still a lot of color correction done right in Media Composer and Symphony since the integration to the timeline is so darn tight. The color tools have long needed updating (much better video scopes anyone?) and I think many of us though that ship had sailed and Avid had conceded this tool to the third party.
Next Gen Title Tool
This was another surprise as many people though that the bundling of New Blue title tools meant that any new titling advancements in the future were going to lean on Avid partners and third party developers. I’m guessing Avid got a lot of blowback on this because the New Blue tools can be tricky to use and aren’t designed for quick and easy title creation. I think putting resources toward a “Next Gen” title tool shows how much network television is still finished entirely in Media Composer.
Enhanced Visual Effects Model
While personally I don’t have a ton of issues with the Effects Editor and the advanced keyframe graph (well maybe it just seems to create so damn many of those pink keyframes when things get complex) I don’t do a ton of Avid effects (how about a more robust path to After Effects?). There was a time when creating animations in Media Composer was much more difficult. Keyframing aside Media Composer does feel downright ancient when you begin stacking effects and working to build up layers of clips to create interesting composites which brings us squarely to the next one …
Transfer/Blending Modes
It’s borderline incompetence that Media Composer still lacks basic blending and composting modes. This should have been added natively years and years ago but alas here we are in 2017 without it. Yes there are plugins that can do transfer modes and yes you can work around this way and that way and get blending modes but that doesn’t make the fact they are natively missing from Avid Media Composer right. Because it isn’t.
Alpha Channel Support
There is some alpha channel support in MC already (creating a title in the title tool is based around alpha channels). But I’m guessing this goes beyond the importing of PNGs and TIFFs with alphas into more advanced codecs like ProRes 4444 maybe realtime alpha support without have to created new media files. But then again I don’t really have any idea so if you do please comment below. It says “in queue for 2018” so I guess we will see next year.
Multi-cam Enhancements
Like the Live Timeline mentioned above editors coming to Avid from any other NLE that has worked extensively with multicam often feels severely limited when working in Media Composer. Once your multicam groups are set up it’s not too bad but the age of Media Composer multicam shows when setting up mulitcam edits (you’re often limited to IN/OUT points and auxiliary timecode) and modifying mulitcamera groups (you can’t). Sure a perfect mulitcam shoot with matching timecode means it’s an easy setup but how often do we have that these days? While Final Cut Pro X gets much deserved kudos for its very well done implementation of multicamera editing I personally think Adobe Premiere Pro CC sits at the top of the multicam heap due to a few of its features like being able to create a multicam “group clip” from a sync map. Regardless I’m sure multicam editors everywhere are looking forward this “planned 2017 release.”
Improve Interop with Pro Tools
This is one of those things that when talking to both Avid editors and Avid engineers they will just gaze down at their feet and shake their heads. Let’s see: Avid owns and develops Media Composer. Avid owns and develops Pro Tools. Media Composer is the tool that cuts most of the films and television you see. Pro Tools is the tool mixes/sound designs most of the films and television you hear. Why can’t you easily get a mix back and forth between the two with literally a single click?
That might be a little harsh as Adobe hasn’t gotten the integration between Premiere Pro and Audition quite down to a one click back and forth yet but it’s a lot closer that the MC/Pro Tools integration. We also have to remember that Avid has owned both Media Composer and Pro Tools FOR YEARS AND YEARS. This should have happened long before 2017.
Real Time Collaboration
Collaboration is a huge thing these days and while Avid has long been the king of shared editing and productions I wouldn’t call that “real time.” If fact I don’t think anyone has cracked this nut as of yet though Adobe is trying to some extent with Team Projects. Blackmagic is also trying with their Resolve 14 update. As an editor I don’t know how “real time” I might want collaboration as I can’t imagine why I would every want to work on the exact same timeline as another editor because that just seems like frustration waiting to happen. But if you think about multiple editors on the same show you could have an assist working on a string out of the entire program while a finishing editor is working color and putting in graphics and another craft editor is making last minute changes. If that nut can be cracked then Avid has achieved something quite amazing.
Integrated MediaCentral Window
The Avid MediaCentral Platform seems to encompass so much stuff today that I don’t think anyone short of Avid CEO Louis Hernandez himself (hey did you read his book?) can explain it all. And even then I don’t think he can do it. But if you’ve ever used tools like Interplay (and from looking at the website Maestro) you can see that a lot of these products look very different than Media Composer. While an “Integrated MediaCentral Window” isn’t going to make them all look the same maybe this means they will all work more seamlessly as you won’t have to leave the Media Composer application completely to use them.
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