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#i feel like on a level i make their visual design because in a way i find appealing even if it’s not Pretty Yass Slay hot
adelaidedrubman · 8 months
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i know some of us have talked about this before but answering if an oc is conventionally attractive when you use faceclaims is so difficult because. yeah by definition those are celebs. those are the hollywood beauties. the stars from the big screen.
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blujayonthewing · 1 year
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sometimes I get weirdly in my own head about 'is the way I draw nyssa Good Representation For Fat Women' and then I remember she's my fucking OC and Good Representation is not actually my job
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ohnoitstbskyen · 3 months
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I know it would probably bring a lot of hate comments but I am begging you to roast the hazbin character designs because I'd love to have someone properly articulate why they don't work so I could send it to people who won't believe me when I tell them. 🫠 Understandable if you don't want to get into it though.
I don't think there's that much there to roast, honestly?
Those designs are clearly an extremely specific stylistic choice, and because that style is consistent throughout the show, it ultimately feels coherent with itself.
There are trade-offs being made. Because Hazbin's design style is SO stylized and so heavy on decoration and detailing, because it puts a lot of emphasis on costuming, it isn't as good at communicating specific character storytelling as a more grounded style could be (it's kind of the same tradeoff that stuff like Genshin Impact makes).
Like, why does Sir Pentious' hat have an eye and a mouth on it that makes its own expressions? Apparently not for very much reason at all, except that Pentious has a bit of an eyes-motif going on in his design and it was one more place to put an extra eye. And that's a valid criticism of his design, but also the entire show is designed like that, so frankly it would be weirder and more out of place if his design alone didn't have that kind of overelaborate decoration going on.
It does create a situation where I have a hard time "reading" the character designs sometimes. For example, Vox, Alastor and Pentious all wear a similar style of suit with upwards-turned shoulders, butterflies and pinstripes. Now, am I meant to read that as Vox imitating Alastor due to his crippling need to replace and outdo him, and Pentious imitating the style of powerful Overlords because he thinks that possessing their level of power will finally give him relief from his paranoia and self-loathing?
Or is it just a design fixation of the creator who keeps putting their characters in suits because that's just what they like? I can't really be sure, because sometimes design elements are used to intentionally tell stories about how characters relate to themselves, their world and one another, but plenty of other times designs look the way they do Because Of Vibes.
But again, that lack of clarity is clearly an intentional trade-off - and the benefit of that trade-off is a design style that is extremely varied, wild, expressive and memorable. Hazbin Hotel seems like a very easy show to draw fanart of, and a very fun show to draw fanart of. Those designs (especially the hyper-expressive faces) are begging to be the subjects of traumatic headcanons, unbearably cotton-candy soft fluff fantasies and weird, taboo, homoerotic power dynamics. Slaps roof of character design, this bad boy can express so much vicarious emotional intensity.
It's very exuberant, very excited about itself and very self-indulgent, it's a style that prioritizes visual impact and visual interest over readability (something which the animators of the show navigate with real skill, props to them) and individual aesthetics over worldbuilding.
And I don't blame anyone for being turned off by that (I certainly was the first time I started seeing those designs going around), but I would struggle to call the show's designs "bad" when they are clearly achieving exactly what they want to achieve.
I have some criticisms, especially re: how the show treats skinny bodies as an unquestioned, desirable default, and employs fatness as a means of alienating and abjecting the audience. That sucks very badly, and is a serious disappointment, and one of the few places where the show feels like it is being cowardly in its design philosophy. But I don't have it in me to do some kind of Hazbin Hotel Sucks And Here's Why takedown, its problems are not unique or extreme enough to warrant it, at least not as I currently understand them.
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dicenete · 2 months
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This chaotic gremlin has happily skipped with light steps over the line that lets me to start dissecting his visual design and how it works for his story so far. These are pretty obvious ones and some are speculations as I have not finished his route yet. But I'm having fun. :) Overthinking starts here: - His color scheme. His signature color is purple, which is the complimentary color, or should I say the opposite color of yellow/gold in the color wheel. Chev's color is gold. Ahh the conflict. But also being complimentary colors, the fact that Clavis is helping Chev around works too, as he let's his older brother work more efficiently. - He is wearing a white/gold jacket over his shoulders but not fully wearing it. He is in Chev's factions and is his "servant". It also hides his own "main color" which can be seen as him hiding his true nature and motives. - His outfit underneath the jacket is more "servant like" than what other princes wear. He is prim and proper. You could just give a napkin to rest on his arm in his default pose and he would look like a servant. - I'm not sure, but the pin on his cravat seems to be a rose? Now I'm getting fully speculative, but I think the fact that it is stated that Clavis hates roses (or more specific, scent of rain soaked roses) can be foreshadowing for his distain for Rhodolite (as it is mentioned to be the kingdom of roses) but the rain part makes me think that it is more about him hating the idea of normal people of Rhodolite hurting. Rain usually symbolizes sadness and hurt. I feel like Clavis really wants good things for the kingdom, and understands that in some things, absolute monarchy is just an inferior option for the common people. I believe that he really wants to help everyone in Rhodolite, not just the kingdom as a construct. All this is just cloaked beneath the hatred of Chev as Chev symbolizes monarchy and the old ways. Don't get me wrong, I feel like they hate each other as the siblings usually do, but I feel like they still care about each other in some level. And in their own bizarre way. But I could be wrong. Because I'm still at the chapter 11 or so? Somewhere around there.
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courtofterrasen · 1 month
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Alright, clearly some of you guys are just not getting it. So no more emotion from me; I am simply going to write in factual terms.
It takes a VAST amount of work to go into creating a series like Bad Batch. You have to go through writing, scene painting, 3D modeling, rigging, lighting, SFX, voice lines, editing, final production, etc; just to name a few. It takes hours upon hours upon hours of work for those animators to create all of the nuances in a scene, let alone in Bad Batch where there is an extremely high level of attention to detail. It’s not like anime where a character and background are mostly stationary while they talk. There’s constantly stuff happening in the background and they intentionally make choices that provide extremely little to the overall story and, in all honesty, take up a significant amount of their time and can be argued that they’re wasting their time and money and effort (I don’t think so, but I’m sure people could argue it if they thought that effort should be allocated elsewhere). But they do it because it provides a deeper sense of realism to the story as a whole and make it feel like a living, breathing world. For example, when a character trips a little bit or they animated them doing something slightly harder than it would have been otherwise or eyes darting around and studying someone. These are all very little things that take them hundreds of hours to get perfect. And those are the kinds of things that go unnoticed by the vast majority of people watching the show. Either because they don’t noticed the little detail that was put in at all, or they don’t understand the level of work that goes into creating little minute decisions like that. And all of those decisions that they make, both big and tiny, are given to them in specific instructions by the directors. When you think about the insane amount of work that goes into creating a show like Bad Batch, you realize that every single little detail that they choose to add in is intentional and was given to them via specific instruction. It’s not like in live-action shows where the actor can choose to make a subtle decision on the fly. There are hundreds of thousands of hours of work that go into this and every choice that they make is intentional. The lighting dept. has even confirmed this for us, saying that all of the lighting that they did was done very carefully and intentionally and to pay attention to what’s happening in the scene. Because there’s an extremely high level of detail that’s put into the show, based off of very detailed instructions that were presented to them.
Now. Taken all of these points into account, it’s critical to look at all of the little choices that were made when it comes to her character and the way that both she interacts with the world and the people around her, as well as how they, in turn, respond to her. Because, like the lighting dept. has already made very clear to us, every design choice they has been made in the creation of the show is 100% intentional. Even if that’s not something that they had said or wasn’t something you were aware of, when you focus on the aspect of animation, it’s sometimes hard to get a clear grasp on just how long it takes them to do these things. And that every little choice that they made was carried out under specific instruction. And that’s not even getting into the nuances of voice acting and understanding the subtle distinctions in the way someone talks and being able to discern the meaning behind their words based on dialect and the instructions they were given. And for someone who just casually watches the show, absolutely none of these are important. They’re watching it to watch it and no further thought is put into it. And there’s nothing wrong with that. People are allowed to watch things at a surface level and get enjoyment out of it.
For every character, they can be broken up into various parts:
•Their visual appearance
•Their behavior
•Their interactions with others and the world
•How others respond to their character
•Their small, subtle behaviors (such as a particular twitch or repetitive body movement that can be used to convey a deeper meaning)
•And their internal motives
In that order from the least to most complex. And these topics can also be used to understand the complexity of a character. For someone like Cid, all of these topics are touched on in a variety of ways.
•She’s different from them
•She’s gruff and money hungry
•She speaks to the Batch like they’re a bunch of kids and she knows better than them
•They never fully bring themselves to trust her and, at times, they see her has a burden
•Towards the end of their time together, she gets snappier, and whenever she’s around them her movements slow ever so slightly and she furrows her brows slightly a lot more than in the past
•And in the end, she betrays them
And that’s putting her character into a single sentence for every bullet point, which, for well written characters like Cid or Hemlock or Rampart or Nala Se, cuts a lot of things out.
When it comes to the way that Phee is written and what she contributes as a whole to the show, she is not a very complex character. I’m not going to go into every single scene with her, but I am going to touch on a few. And if I need to continue the discussion further to cover more scenes, then I will. On multiple instances, she puts the Batch into very dangerous situations, and overall appears to care very little for them as people unless it gets her something that she wants. This is made very evident when, for example, she gets Omega, a child, excited about a big grand adventure and Omega then convinced the Batch to go along with it. Even though they were very adamant about not doing it. This is said with both their words and their tense body language. They don’t want Omega to get hurt and they know it’s a bad idea; but in the end she’s able to convince them. Then, when they get to the site, she shows clear lack for them or their safety and proceeds to put them in a very dangerous situation where someone could have gotten seriously hurt or killed. And she shows no remorse for it. Her language, both verbal and bodily, are very loose and nonchalant, assuring them that she had everything under control and that they were able to handle it, despite their very clear frustration. This type of behavior is shown again and again and again as they continue to interact with her. Her actions relay to the viewer that she does not respect their boundaries, or arguably, them as people. Her words are designed to be rocks with a pretty bow on them. And again, this is not personal opinion or speculation. Every single word and action was carefully designed by the team. All the tensed muscles were created by a team of people working very hard to convey that to the audience. Every thinly veiled word was guided by a director when the VA came in to record the sessions. Every single choice was intentional for a very specific reason.
Tech likes things in a very specific way. He likes his ship to be in a particular order and takes very good care of its maintenance and upkeep. He prides himself on being able to maintain a good ship. He spends a lot of time on his data pad. It’s how he was designed on Kamino. That’s his link to his role in the group. He can do everything he needs to from there and, in certain scenarios throughout the show, you can see it provides him with a sense of comfort and stability. You can see this, not only in his subtle body language, but also in his fairly obvious body language with how he hunches over it. It’s reminiscent of a child hunching over a toy to bring it closer to them and protect it. It comforts him. You can also see, when he interacts with the rest of the Batch, his aversion to touch. It’s not significantly often that you see it, given that the rest of the Batch knows him better than anyone, but there are still times when physical contact or even just very close proximity happens and he either has a reaction by tensing up slightly or leaning away from it, or sometimes he doesn’t react to it at all and almost seems to not register it; such as when he’s focused on his work. Every little reaction that he has with his brothers was scripted and orchestrated for a very specific purpose. It conveys the nuances of who he is as a unique and individual person.
Keeping that in mind, when it comes to the way she interacts with Tech specifically and the Batch, it’s very clear to understand the dynamic behind them when you look close enough. To recall a few instances, there was a time when she was recounting a story about finding a big treasure and Tech says something along the lines of “she changes this story every time she tells it”. He’s conveying to both the people in the show and us as viewers that she is a liar. She is either changing the story to make herself seem cooler, or maybe it didn’t happen at all and she’s making the entire thing up. Which, I will briefly mention again, are traits synonymous with narcissists. In another instance, Tech, Omega, and Wrecker were having a conversation where Tech is reprimanding them for bringing items back from a junkyard that they were in that they thought were cool instead of what he asked them to go find and bring back for him. I’m this conversation, Phee inserts herself and tells Tech that it’s not junk; also, in that same instance, not calling him by his name, which I will get to in a minute. Tech, in that moment, is trying to work, and his conversation with the other two was interrupted and fizzles out as Omega gets excited about the idea of a treasure map. A third is when the group is on Pabu and Phee is trying to get Tech to converse with her. His body language is hunched, tense, and he averts eye contact with her. When she prods him further, he is unsure how to engage in the conversation. And when he doesn’t respond in the way that she’s wanting him to, she talks about him to the rest of the Batch as he stands there around him and says to them how he “doesn’t know how to have fun”. And then they proceed to laugh at him. And again, you can see in his body language that he is confused as to why they’re laughing at him as well as uncomfortable being in that situation. And going off of that for another small fourth instance, there is another moment when they are getting ready to leave Pabu and she approaches Tech, who is working alone and trying to avoid contact with anyone, and says to him “So you’re just going to leave without saying goodbye?” His body language immediately tenses, he hunches further in on himself around his datapad, and his words make it clear he is both unsure and unwanting of the conversation. And when he does not respond in the way that she wants him to, she moves the datapad away from him to make him focus on her. She removes the item that brings him the most security to force him into engaging in a conversation he is uncomfortable with having. And again, these are all very intentional choices. They are not left up for interpretation. They are there to tell us what the character is feeling in that moment. They are trying to convey to us that he is uncomfortable. Not that he’s shy around a girl he thinks is pretty. And given on other scenarios that have happened throughout the show, it’s very clear that interpersonal relationships with anyone outside of Omega and the Batch is not something that he’s interested in. If they wanted to convey that he found her attractive, there are routes they could have taken to ensure that that comes across correctly to the audience, such as a faint little blush or rubbing a hand through his hair. But they didn’t do that, and instead chose for him to shy away and hide from certain situations or tense up and keep his head down in others. They are conveying to us that he does not like being around her. Because every single action they made him carry out took hundreds of hours of work to execute, and they would not go through all that trouble for no reason.
Branching off of that, we reach the topic of Tech’s name. When you watch the series as a whole, you can count on one hand the number of times that Phee refers to Tech by his actual name, while she refers to the others as their actual names. This is different from Cid in the way that Cid made that intentional choice to call them different things as a way to maintain distance from them. It’s clear from both her body language and her words that she did not want to get close to them. And really, wanted nothing to do with them unless they made her money. These are intentional choices. Phee’s character is designed to be flighty and unbothered. And she wants what she wants when she wants it. The choice to call Tech names and refer to everyone else by their names is an intentional choice. Him not understanding why she does that is an intentional choice. She does not respect him, which is why she does this. She can see that he doesn’t know what to do about it, so she keeps doing it. Like when a person presses on a bruise. These are all intentional choices made by the directors.
There was also a comment that said she behaves exactly like Crosshair does. And there are a few things I think did not entirely process when they made that comment. The first being that Crosshair was written to be one of the main antagonists for the first two season. I know they appeared in Clone Wars as well, but I’m talking specifically about Bad Batch. He was designed to be a bad guy that goes through a redemption arc; just like Zuko did in ATLA, for those who enjoy it. They both started out as antagonists, had horrible things happen to them, realized along their journey that maybe they were wrong, and are able to redeem themselves in the end and side with, or in Cross’ case, return to, the protagonists. In the beginning Cross was very sharp and defensive and thought he knew what was best. But he grew over time and learned how to care for people and share his weaknesses instead of putting on a facade all the time. And that’s the difference. We are reaching the end of the series and Phee has never had character growth to the level that Crosshair has and softens and opens up to the rest of the group. She hasn’t had any character growth at all. She is still the same exact person she was when we met her. There have been characters who have appeared for significantly less time that her, and if you pay attention to them, they have had significantly more growth than her as well.
The problem that I have begun to notice with people who are so quick to defend her actions is that they seem to be focusing more on her than on anything else. When you focus on just her, I can see how someone could mistake these interactions for being positive. Because all they’re focusing on is someone who’s having fun, and of course that would translate to something positive for him. But for the people who focus on Tech, it becomes very evident that these interactions are not positive. When you watch Tech, and I mean actually pay attention to him and not just watch him, you see all the subtle signs that you would otherwise miss. Him being annoyed and uncomfortable and confused and tired and generally not enjoying being around her. And this, unfortunately, happens a lot in real life too. People don’t take the time to absorb both sides of what’s happening. And since we as humans are quicker to pick up on people who are happy as opposed to people who are not, it’s so easy to miss the signals and just assume that what you’re watching is a happy interaction and put forth no further effort into making sure that’s actually what’s happening.
There is no other way to say that these things are all intentional. They wrote, designed, and sent out something that they have spent the past few years creating. When you understand the level of work that was put into it all, there are a lot of things that become very clear. And sure, headcanons exist and people can speculate what happens between the episodes. But headcanons can only go so far before it becomes ridiculous. We cannot confirm that Echo didn’t run off to go have a quiet life with Cid, but that doesn’t automatically mean that it’s true. Inferring things that are not within the realm of possibility is not conducive. Assuming that Phee spent a lot of time talking about her adventures that she may or may not have had with the Batch between the episodes? That’s conducive and we have clear evidence that would support that. Assuming that her and Tech had a very close relationship and she always listens to what he had to say between episodes? As much as some people want it to be true, it’s just not. There is no evidence that supports that line of thinking, and, in fact, there is a vast amount of evidence that would actually conform the opposite; such as Phee talking over everyone and commanding the conversation, not respecting things that Tech says, etc.
I’m going to wrap this up by talking a bit more personally now. There are plenty of people assuming that I’m a racist or a misogynist or that my literacy skills are lacking or whatever, but because you’re upset that someone is calling out the awful behavior of someone you like doesn’t make it any less true. And that applies to both this type of situation and in real life. I know who I am and what I stand for, and you trying to tell me that I’m otherwise changes nothing. And defaulting to assumptions like that shows that either you do not watch the show with a more attentive eye, or that’s all that you see Phee for. A black woman. Both of which are issues.
People are allowed to not like black characters, even if they are black.
People are allowed to not like Asian characters, even if they are Asian.
People are allowed to not like female characters, even if they’re women (or AFAB people).
People are allowed to not like LGBTQ characters, even if they are queer.
People are allowed to not like neurodivergent characters, even if they are neurodivergent.
People are allowed to not like characters that display particular traits or thought processes, even if they share those same traits or thought processes.
People are allowed to not like characters if they think that the character is bad.
Also, for the people saying I’m using my autism as a shield clearly don’t understand how autism works? I don’t say that to be an excuse. I say that to provide context and reasoning behind the things that I say. Like many other neurodivergent people do. You all are getting pressed about the wrong things. If you want to debate the time and study I’ve put into the show because I genuinely enjoy it, then be my guest. But don’t throw out petty insults and waste everyone’s time. At least put forth some more critical thinking behind it and try to figure out why someone could be saying the things that they’re saying
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txttletale · 5 months
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Your discussions on AI art have been really interesting and changed my mind on it quite a bit, so thank you for that! I don’t think I’m interested in using it, but I feel much less threatened by it in the same way. That being said, I was wondering, how you felt about AI generated creative writing: not, like AI writing in the context of garbage listicles or academic essays, but like, people who generate short stories and then submit them to contests. Do you think it’s the same sort of situation as AI art? Do you think there’s a difference in ChatGPT vs mid journey? Legitimate curiosity here! I don’t quite have an opinion on this in the same way, and I’ve seen v little from folks about creative writing in particular vs generated academic essays/articles
i think that ai generated writing is also indisputably writing but it is mostly really really fucking awful writing for the same reason that most ai art is not good art -- that the large training sets and low 'temperature' of commercially available/mass market models mean that anything produced will be the most generic version of itself. i also think that narrative writing is very very poorly suited to LLM generation because it generally requires very basic internal logic which LLMs are famously bad at (i imagine you'd have similar problems trying to create something visual like a comic that requires consistent character or location design rather than the singular images that AI art is mostly used for). i think it's going to be a very long time before we see anything good long-form from an LLM, especially because it's just not a priority for the people making them.
ultimately though i think you could absolutely do some really cool stuff with AI generated text if you had a tighter training set and let it get a bit wild with it. i've really enjoyed a lot of AI writing for being funny, especially when it was being done with tools like botnik that involve more human curation but still have the ability to completely blindside you with choices -- i unironically think the botnik collegehumour sketch is funnier than anything human-written on the channel. & i think that means it could reliably be used, with similar levels of curation, to make some stuff that feels alien, or unsettling, or etheral, or horrifying, because those are somewhat adjacent to the surreal humour i think it excels at. i could absolutely see it being used in workflows -- one of my friends told me recently, essentially, "if i'm stuck with writer's block, i ask chatgpt what should happen next, it gives me a horrible idea, and i immediately think 'that's shit, and i can do much better' and start writing again" -- which is both very funny but i think presents a great use case as a 'rubber duck'.
but yea i think that if there's anything good to be found in AI-written fiction or poetry it's not going to come from chatGPT specifically, it's going to come from some locally hosted GPT model trained on a curated set of influences -- and will have to either be kind of incoherent or heavily curated into coherence.
that said the submission of AI-written stories to short story mags & such fucking blows -- not because it's "not writing" but because it's just bad writing that's very very easy to produce (as in, 'just tell chatGPT 'write a short story'-easy) -- which ofc isn't bad in and of itself but means that the already existing phenomenon of people cynically submitting awful garbage to literary mags that doesn't even meet the submission guidelines has been magnified immensely and editors are finding it hard to keep up. i think part of believing that generative writing and art are legitimate mediums is also believing they are and should be treated as though they are separate mediums -- i don't think that there's no skill in these disciplines (like, if someone managed to make writing with chatGPT that wasnt unreadably bad, i would be very fucking impressed!) but they're deeply different skills to the traditional artforms and so imo should be in general judged, presented, published etc. separately.
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lorebird · 1 year
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Made a regional variant togepi line based on various glitch pokemon (bad egg, decamark, and missingno, + the shiny’s colors are based on Q)
Togepi, the Bad Egg Pokemon: ghost type, a bringer of bad luck
Togetic, the Question Pokemon: ghost/flying type, evolves with high friendship. It makes strange things happen wherever it roams.
Togelitch, the Corruption Pokemon: ghost/psychic type, evolves when exposed to a pomeg berry. Capable of temporarily warping reality. Despite its psychic typing, it’s incredibly hard to communicate with, and its motives as it destabilizes reality are entirely unknown. Maybe it’s just trying to make people happy?
Thought process under the cut!!
These guys are based on the pomeg berry glitch in gen 3 (from a video I saw where someone used it to train an egg to level 100), which is why Togelitch evolves the way it does + why they're ghost types, since curse is an important part of the setup. Personality-wise, they're more inspired by bad eggs being used as anti-cheat -- Togelitch is trying to make its trainer happy by doing things like duping items, speeding up leveling/egg hatching, helping them find rare pokemon, but these attempts just leave things a little bit broken. Because it evolves with high friendship, this line is very affectionate, but Togepi and Togetic feel bad for the misfortune they bring and try to make up for it as Togelitch. Their visual inspiration comes more from the various forms of missingno (colors and pixel markings obviously, but Togelitch is also based on the ghost sprite), decamark, and Q (in the case of the shiny)!
Have some bonus sketches from when I figuring out the designs
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shuttershocky · 8 months
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what do you make of samurai remnant so far? As it's a weeb game, I don't expect any of the normal review sites I trust to cover it
I /hate/ Musou combat and I'm sick of Servants, so me avidly talking about this game means it's way better than even my biases can overlook.
Here's the thing: the vast majority of Type-Moon games fucking suck, because they make visual novels, not video games. "The story's good enough to make you play through this abomination" is the battlecry of Fate/Extra fans. If it wasn't for Melty Blood they might not even have any games where people play for the actual game.
This is not the case with Fate/Samurai Remnant. It's not here to blow your mind out of the water, but it's clearly a title made by people who are both great fans of the source material and are very experienced with producing games on a budget. Solid execution all-around from combat design to character art to environments.
The most notable thing about FSR though is that this game cares a lot about how things are supposed to feel. I've talked enough about how great it is to have Servants feel like real powerhouses again, but this level of care exists within the rest of the game.
"How would it feel to be partners with a superpowered being?" is the defining question informing the majority of the game design. If there's a high place you can't climb without a ladder, Saber simply throws you up there with their superhuman strength. If you're squeezing through a tight alleyway, Saber simply reappears via magic on the other side, sometimes getting ahead of you and waving mockingly while Iori can only grumble and slowly pull his fleshy human body along a tight crevice. There is actual destruction in the aftermath of the first Servant battle that you can see for yourself, which informs Iori's motivation of putting an end to this death game. Iori's neighbors express relief that he's safe because they saw his house explode, or tell him about the whereabouts of his sister Kaya, making the town feel just a little bit more like a setting Iori actually lives in.
As Iori's relationship with Saber grows, the game also tacks on more and more mechanics involving their cooperation. At the very start, Saber cannot be controlled whatsoever and is entirely dependent on the AI. As you progress though, you unlock the ability to give Saber commands and even play as them for a short time. But that's not all, Saber's AI will also start to cooperate with you, following up on enemies that Iori knocks away with a finishing move, or calling for special partner moves called Link Strikes. When you're in trouble, there's even a chance Saber will come rescue you, activating a quick time event where they lock blades with the enemy, attempting to push them back.
This is what the whole game is like. Samurai Remnant doesn't have the resources of an AAA game with an army of developers to create features like ultra HD 4k textures for all environments or realistically shrinking testicles, but you can feel most ideas started with a question of "What would it be like to have Saber here and how do we depict that in some way?" Saber would be fascinated at modern (17th century) Japan, so they often run from place to place pointing out new things to gawk at and demanding explanations from Iori. They didn't have food stalls, paper, or money in their life, so Iori has side missions to buy from every food stall to satiate Saber's hunger, which murders your wallet in-game as you are a poor ronin living hand to mouth every day and need odd jobs to make money.
It feels good to play, and not even as a Type-Moon fan where a lot of these things are something I've been asking for. I mean it's good to see another mid budget game that's neatly focused on simple, solid execution. Most review sites are giving it around a 7.5-8/10, and I'm telling you this isn't a 7.5 from a Type-Moon fan pleading with you that playing Fate/Extella's Altera route makes it actually worth it, this is a 7.5 from people seeing a decently hefty, well-made title.
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callmearcturus · 21 days
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Paradise Killer is 6 dollars on Steam until May 16 and I am here to hard sell you all on it because it's one of the best games I've ever played.
I'm gonna go beyond giving you a bunch of punchy keywords and telling you it's queer as hell and making meme-y jokes, and I'm going to actually tell you what this game is.
So top-level, WHAT IS PARADISE KILLER?
Mechanically, Paradise Killer is an open-world murder mystery. There is zero combat but a lot of exploration of a very unique location. The majority of your time is going to be walking about Paradise 24, looking for people to discuss the case with and for clues that are scattered around the world.
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One of the most interesting concepts in Paradise Killer that is both mechanical and narrative is deciding What Is Your Truth? What Is A Truth And What Is A Fact? From the moment you start the game proper, you can turn 180 degrees and begin the trial and decide who the killer is, before talking to anyone about the case.
For example, getting into the actual crime scene takes a lot of puzzle solving to unlock the sealed room where the victims were killed. But maybe instead of examining the crime scene, you talk to everyone on the island and think you have a good idea of what happened.
Meaning: It is perfectly valid to decide you have the answer to the mystery and just go complete the trial whenever you personally are ready. YOU decide when this ends.
Which frankly I think is a cool-as-fuck concept. Also, I fully believe if three different people find EVERY CLUE and talk to EVERY SUSPECT and hear EVERY PIECE OF EVIDENCE.... they might decide on three different truths entirely. And THAT to me is ingenious mechanical design I have not seen anywhere else in a video game.
Okay let's stop burying the lede and talk about the world of Paradise Killer.
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The non-batshit version:
Paradise Killer takes place on a big, beautiful island, the 24th Paradise. The architecture is a delightful mix of black obsidian obelisks, brutalist monuments, opal crystals to slumbering alien gods, garden paths, luxury yachts, and a whole lot of gold and neon.
Neo-occultist urban residential vaporwave-core. If you are like me, you will be taking a lot of screenshots. My wallpaper on my computer is Paradise Killer.
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Your interactions with the cast are done in visual novel-style, though I feel I have to shout out this isn't your stock Ren'py UI experience. Every single aspect of the way the game looks compounds the vibes even further.
And the characters are infuckingcredible.
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(Notice the different font? This game has A FUCKTON OF ACCESSIBILITY OPTIONS, including dyslexic font options.)
Sammy Day Break, born under the sign of Shadow Zero, is the local distillery and bartender for the Syndicate. Talk to him about what's unique about the whiskey he's made on Paradise 24, or about the good old days of the Syndicate.
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Is Doctor Doom Jazz, born under the sign of Cosmic Deceit, really that carefree about what happened? Is his willingness to rekindle his fling with Lady Love Dies just a diversion to hide something? Well, he's one of the most cooperative witnesses on the Island.
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Crimson Acid has been through a helluva lot since the last time she saw Love Dies. Blessed by the gods with her stunning rack (of horns! OF HORNS!), she's become quite the idol now. So why is she also an information broker? And can you figure out what her true feelings for Love Dies are?
Between all of these conversations, you can explore the island and collect RELICS and BLOOD CRYSTALS (the local currency) and CITY POP SONGS.
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Okay so the Slightly Batshit Version:
Shinji: The Syndicate worships alien gods who want to drown the world in war and blood. Lady Love Dies: I don't see how that makes us the bad guys.
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You are LADY LOVE DIES, born under the sign KISS ME TO THE MOON, the INVESTIGATION FREAK. She was exiled to the Idle Lands several cycles ago for falling prey to the seduction of the god Damned Harmony and endangering the entire Syndicate. Only now, with the death of the Council on the eve of Paradise 25, is Love Dies summoned back to solve the murder.
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The Syndicate are a group of functionally immortal humans from all across history who are trying to create the perfect bubble of reality, their utopic Paradise where they can safely revive their dead gods. They were granted many powers and boons by their first god, Silent Goat, and hope through rescuing more gods they will grow in power.
How do you create a bubble of reality to do all this totally ethical shit? Easy! You abduct a bunch of normie humans to live on your island to use as a mass sacrifice to generate energy to fuel the creation of each Paradise. If only the outsiders would stop getting in the way!
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Paradise Killer's world is delightfully out of its goddamn mind and half of the fun of the game is just picking up little nuggets of information about each member of the Syndicate, the gods, why each Paradise failed (there was an outbreak of vampirism that took out like three of the Paradises???), and just the way this universe works.
Okay this post is already too long but I'm begging you all to give Paradise Killer a chance. It's gorgeous, it's funny, it's mechanically really interesting, it's chill as hell, it has an incredible soundtrack,
and you should try it.
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I'LL SEE YOU IN A PERFECT 25 . . .
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eoieopda · 9 months
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[visual content blog recommendations]
we see fic recs all the time, but i don’t think i’ve ever seen rec lists for visual content (gif/art/gfx/etc.) creators! they’ve been dealing with a bunch of shit lately between reposts, tumblr garbage, etc., so i wanna shout-out some favorites. thank you for keeping us fed!!
disclaimer: this is not an exhaustive list!! if you have recommendations of your own, please feel free to expand on this yourself and/or drop some of your faves in the replies for others to see. self-promo is always welcome here, too ✨ p.s. some of these are recent finds for me, so pls expect to see more of them on my blog. eta: i will be adding more as i go!!
[bts]
@yooboobies — réka’s gif sets are *chef’s kiss* and the ART? omg. the talent!!! 😭 we simply have to simp.
@cordiallyfuturedwight — apart from being one of the coolest/funniest people i’ve found on army tumblr, i am a kayla stan because the niche themes for her gif sets (ex. bangtan turtlenecks series) feel like they’re made 👏🏻 for 👏🏻 me 👏🏻 even though they absolutely aren’t, lmao.
@hopeinthebox — the bts as reductress headline + incorrect bangtan series are probably my favorite pieces of content on the entire internet??? also, lizzy is absolutely gd hilarious. tags are 11/10. a blessing upon my dash.
@kimtaegis — i’m not visually artistic enough to say this in a way that makes sense, but annie’s gifs are just… stunning? like, the colors? idk about the process that goes into that, but i imagine it takes a lot of time/finesse to be this vivid.
@kithtaehyung — ryen is the renaissance man of army tumblr, fr. not only can she write (like!!!) but she’s multi-faceted and insanely creative with her graphic design. i want her to tutor me, lmao.
@raplinenthusiasts — ooohhhhh my god. the coloring of their gifs makes my brain go brrrrtttt. this bts x the office set is on my “always reblog” list; i’ll share it every time i come across it.
@heybaetae — this set in particular is on my “always reblog” list, no matter how many times i’ve done so already. also, idk how to describe this, but kelli’s gifs are just…. crispy 🤌🏻 like, so satisfying with the…. texture? filtering? contrast? i’m an idiot re: editing terms, but go peep them and you’ll know what i’m trying to say.
@kth1 — literally who could ever forget maggie’s 100 days of (member) series??? the amount of work that had to go into that? unfathomable.
@jeurias — i want to wallpaper my house and office with their gfx. i’m deadass.
@jinstronaut — emmeline has been doing her “a jin a day while he’s away” series for OVER 250 DAYS NOW. i have never been nor will i ever be able to commit to anything to this level.
[multi/skz/atz/svt/etc.]
@starryoong — do not get me started on starry’s paintings, sketches, etc. because i will never shut up. ever. j’adore 🫠 is also a five-star human being.
@irlvernon — my queue is probably 80% max gifs at any given time. god-tier, fr. a must-follow for carats, as far as i’m concerned.
@vcrnons — incredible gifs, lovely human, and also the writer of some of my favorite svt fics??? we stan.
@yelhsaart — i don’t have any words for how much i love their art so please imagine guttural screaming instead. asdfghjkl!!!
@hizuillu — ……breathtaking. legitimately stunning skz art. like…… i have heart palpitations.
@snug-gyu — THE USE OF COLORS. i’m always a simp for pantone-inspired sets; they just scratch an itch in the back of my brain, and BOY HOWDY, is my brain satisfied 😵‍💫
@yunwooz — again, i have no idea what i’m talking about when it comes to the gif-making process, but the colors!!! the COLORS!!! like, taking a mv that’s not super vivid/is fairly greyscale and bringing it to life? ya know????
@booskwan — you want incredible gifs? they’ve got em. you want stunning gfx? they’ve got em. seriously, idk what to tell you except “pause right here and go follow immediately”.
@haechannabelle — listen……. annabelle’s art style is 😗🤌🏻 (that’s a chef’s kiss). the use of color, and the technique, and and and — ! ALSO, i must mention that she took, like, 50 hours to compile a boycott-friendly k-pop playlist. their vibes are simply impeccable.
rev. 4/10/24
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hollowtones · 2 months
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opinions on yoshis story? imo that game doesnt deserve to have music that good
I haven't played very much of it and I've been meaning to do something about that forever. I've played some of it and I've watched others go through most of it.
I know I've seen a little bit of modern grumbling (I don't know if this was a point of contention when the game came out because I was three at the time. OK I looked up some reviews from the era and it looks like it was also a thing people were mad about back then. LOL) over the fact that the game isn't more like "Yoshi's Island" & that it feels like it's aimed more at younger audiences. I dunno. I've never been bothered much by games with some tie to one another doing something different. (Some of the response reminds me of Transformers fans being upset over Hasbro making toys and shows for very young children sometimes; admittedly maybe I'm off the mark here.)
It's a very easy game if you want it to be. You can just eat any fruits you want forever and it's over in a blink. And it's fine. It's fine if the video game lets you beat it very fast if you want to. You can also try to collect only one single kind of fruit in a level and that makes things take longer and makes them feel like more of a scavenger hunt (especially if you're trying to get all the melons). I think that's neat. There's sort of an interesting design trajectory from "Super Mario World" to "Yoshi's Island" where the levels become a little longer, a little more meandering, a little more exploratory, sometimes (not always, and not massively, but it's still there) a little less linear. No time limit. Going for collectibles instead; making every level about getting a score of 100 (if you want to). You can see that iterated on in "Yoshi's Story"! No singular end point of the level. Bigger rooms to explore (while still keeping levels relatively short). More of a focus on puzzle solving and exploration. Collectibles simplified to one meter that you fill up, but there are multiple things that can fill it & you get rewarded for only collecting one kind. (And also the hearts that let you pick what level you go to next. There's a lot of "opening up more of the game for yourself if you want to go out and look for it" here. Are there other collectibles, actually? I don't really remember...) Secret fruits that give even more points. It makes the levels feel more like puzzle box toys that you roam around in. It's neat that they designed that for younger kids and it's neat that you can make it more difficult if that sounds fun to you. (I would have to play more of it myself to decide if going for all melons is fun for me specifically. But I like it on paper, y'know?)
The pop-up storybook theming is cute and the visual aesthetic of the game overall works really well. It feels like arts & crafts dioramas made by kids (or with kids) so they could play pretend with their toys while reading a storybook. It's got very strong toy feel overall. The music is really fun!!! It does the dynamic soundtrack thing where some parts of the track change depending on your health!!! I'm always clapping my hands like a seal with a game's music changes depending what I'm doing!!! Maybe it's a little silly of me to say this, given that it's a sentiment I've had in the past, but nowadays I scratch my head a bit at "the music in this has no right to go this hard" type comments. It goes hard because the musicians got hired to make it like that. (I'm imagining a guy who thinks the "Yoshi's Story" music is the hardest music ever created and I'm smiling serenely about it. I hope he's real & I hope he's out there somewhere.) I'm glad they let Totaka do something that feels at least a little experimental for the goofy Yoshi babies storybook super happy yay & jumping throwing game soundtrack. It's a fun contrast, isn't it? It feels very of-the-era in a way I'm having trouble externalizing outside of "well it's a little weird and multi-genre". It's neat that they all have a shared melody that they draw on.
Thanks for reading my short essay on a childrens' video game I haven't played a lot of yet. I need to go take a shower now.
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grainjew · 3 months
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Nikaposting Pt 3: Joyboy was Shandian
This is the third of a series of posts about Nika & associated religious practice in the One Piece world. As I write and post the rest of the series, I’ll add links to this header.
Pt 1: Crypto-Religion | Pt 2: Symbology & Syncretism | Pt 4: Sun God Tropes
Enormous credit to @oriigami for being my discussion partner through all of this and having a substantial influence on the final product. Check out our ao3 series Joyful for a narrative rather than analytical take on the Nika tradition, and definitely go read her OP blog @kaizokuou-ni-naru for meta and translation fun facts.
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Joyboy. What’s his deal?
Context note: This post makes the assumption that Joyboy was an awakened user of the Nika fruit. I don’t think that’s a particularly disputed take but I wanted to make sure we were clear on that to start with: To these posts, Nika is a mythical figure with a cult of worship and an incredibly potent wish attached to his name. And Joyboy, like Luffy now, was a user of the fruit created of that wish and harmonized enough with its nature to awaken.
We know basically nothing about Joyboy, but there’s just enough there for some really fun theorizing. This post will be shorter and more speculative than the rest of the series, but I think it’s a fun enough concept that I wanted to add it in.
So: Here’s why I think Joyboy was Shandian!
Let’s start with the obvious- Oda definitely re-read Skypiea while he was planning out the Nika stuff. It’s widely known that the Nika pose and the rhythm of the Drums of Liberation were pulled directly from the Skypiea dance scenes, especially the mid-arc one with the wolves. I’d add that the concept generally of Luffy being silhouetted against the sky in a pose & percussion instruments taking on a symbolic liberatory role (the bell and the drums) can also be traced back to this arc. The visual choice to have Who’s-Who’s imaginary version of Nika dressed stereotypically “tribal”—not a design choice I feel particularly positive about but a design choice Oda would make purposely—also evokes Shandora.
Skypiea was also the arc where we encountered the Shandora poneglyph, which is eventually revisited in the same arc we’re introduced to Nika and Gear 5 (that is, Wano), and which is the poneglyph pointing to the location of Poseidon, the Mermaid Princess, in Fishman Island.
We know from Joyboy’s poneglyph apology that he was a surface-dweller who was nonetheless a great friend of Fishman Island and of the Mermaid Princess of the time. His apology was addressed directly to her, for breaking a promise to her and her country. Similarly, the Shandians held the protection and eventual delivery of their poneglyph as a tenet of extreme importance until Robin took that burden from them onto her back. I doubt such a precious friend of Fishman Island would leave the location of Poseidon with anyone other than a nation he trusted absolutely- with his own people, the shandians.
Skypiea and Fishman Island are also arcs with a very pronounced thematic parallels/opposites thing going. Briefly:
They’re both set either 10 000 meters above or below the surface of the blue sea, in unfamiliar environments that require their own methods of fighting and navigating.
They feature longstanding conflicts the Straw Hats have sort of blundered their way into regarding oppression, power imbalances among cultures and classes of people, and very flawed but ultimately compelling depictions of real-world issues.
Their ruling parties are named after real-world religious figures (Skypiea’s God; Fishman Island’s King Neptune and Queen Otohime).
And silliest of all, Luffy has to be nerfed in both arcs because otherwise the final battle will be over in about one second lmao.
I think it’s safe to say they’re at least connected on a thematic level, and it’s my connection that once upon a time in the forgotten history, Joyboy, shandian friend of the Mermaid Princess, was that connection point.
It’s also notable that Shandora was a great nation back in the Void Century (indeed one of the three disconnected rays sun symbol nations, as well as a sun god-having nation - see pt 2 of this series of posts), and is the only nation other than the Ancient Kingdom that we have been explicitly told was brought to ruin during that time. Of course there’s infinite reasons the Twenty Kingdoms could have had to wreck the place, including “they were in a war,” but a strike at the home of that most problematic user of the Nika fruit seems particularly in-character.
And even if none of this convinces you that Joyboy was a child of Shandora, I sure hope you can agree that we should all be giving Skypiea some very close reads in the coming years!
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ms-scarletwings · 6 months
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Irken senses, and other ponderings
You know, every time I start to wonder if I’ve finally run out of things to coherently say on the whole “speculating about irken biology” matter, a whole something more is induced to hatch out of the dehydrated floam inside my skull. Between you and me, I think the eggs are triggered by ironic timing.
Anywho, I’ve been thinking a lot lately about the world hypothetically through Irken eyes, and other sensory organs. Think I’ll go down them piece by piece, and to follow the pattern I’ve kept through my other Irken brain dumps, I will be drawing a huge amount of inspiration from real life arthropods. Yes, I’m very aware that realistically, any resemblance to earth insects would be coincidental from an alien species, and there’s plenty of room to make up whatever somewhat plausible explanation you can for any faucet of their anatomy. Personally, I like to run from the convergent evolution angle, since I find it no less grounded, full of potential connections the show itself all but begs me to draw, and just plain fun. Let’s get into it.
Also like towards the end there’s a whole section on the hypothetical edibility of Irkens because why not
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Prelude: If you want to hear a little more behind my theory about the Irken diet revolving around sugar and a small portion of minerals, you can zip onto this analysis I did, in which I touch on some ideas of mine regarding the composition of Irken skin, their reaction to meat, etc. that works from the assumption that Irkens evolved out of an arthropod-like ancestor. Not necessary to get the gist of this one, but it is background context behind my thought process.
Sight
The Irken oculus is perhaps the most striking feature of the species, very much resembling those tiny crawling things they have been inspired by; however, it’s tougher to say exactly how far the similarity of their insides go. The eyes of most arthropods are in fact along the more simple branches of the evolutionary tree. We know that Irkens are not likely to possess compound eyes, like those found in flies and most other insects, because compound eyes are specialized for wide FOV ranges at the sacrifice of visual resolution quality. Instead, I see a much closer match to a fascinating exception or two found in Earth’s arachnids.
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While most of them have utterly piss-poor vision, the hunting styles of jumping spiders necessitated a great deal of further specialization of the organs for depth perception, color differentiation, and sharp images. These are the purpose of those two huge shiners at the front (the other 6 boosting their range for detecting blurry peripheral movement and threats), and these are what bring their effective vision on a level much closer to that of familiar binocular mammals than their own six legged prey. Now I really think we are working with the base of what Irken peepers likely developed out of. One of the ways they have really diverged off is in the fact that while jumping spiders can only move their retinas, irkens seem as though they are able to move the lens of the eye themselves- or at the very least, Zim does, else the false pupils in his disguise contacts would not behave quite so convincingly. To speak about the lenses themselves, their eyes are not dry and exposed like most arthropods, speaking to a vulnerable sensitivity. They clearly have blinking eyelids, shed tears, and Zim even complains about the “scratchy” feeling of getting used to that part of his kid disguise.
(Funny sidenote: I’m like 90% sure that Zim did not have those contact lenses designed correctly for himself. Usually, if contacts feel that uncomfortable and keep falling off of the eye as easily as his do, it’s a sign of them being poorly fitted. This could be another symptom of his outdated/lower quality invader tech.)
Not only do Irkens have an assumed base vision resolution that seems more or less on par with human beings, but Invader elites are fitted with ocular implants that grant them a significantly greater advantage in this realm. We don’t know to a certainty how well improved an Irken soldier’s vision is, but Zim was confidently able, within seconds and under pressure, to pick out the area of town he lived in from what was miles away under night hours.
On the topic of night vision, I have a hunch that even without the cybernetics, these guys are adapted to see much better than we in dim to dark environments as well. Most of the early part of their life cycle is lived out in subterranean crèches. On the surface, daytime Irk is cast in a sunset red atmosphere. Oddly, a massive portion of their fashion and architectural aesthetics show a preference for these dark, warmer tones. Ruby is far and away the most common eye color in their kind. All of these facts suggest that warm-spectrum hues and pigments were incredibly common in the homeworld’s history, to point of indicating something about a cultural attraction to them- kind of like how humans put the color blue all over so much corporate branding and elsewhere. Zim’s favorite color has also been revealed to be purple. Most of all, given what I’ve seen of Irk’s, Blorch’s, and Devastis’s surface skies, AND Zim’s reaction to staring directly at the sun for more than a few seconds, I’m assuming that most Irkens are wholly unfamiliar with living in an environment as brightly lit as midday Earth.
I do think Irken eyes “glow” in the dark, but not in the emitting sense. Just more in the reflective one. This they would owe to a well developed tapetum lucidum, as seen in cats and deer and pretty much any animal to give off an eerie eye shine under the right lighting. To point back to arachnids, wolf spiders are speedy nocturnal murder machines with highly developed tapetum lucida, in their secondary eyes, at least. What I love the most about that is it makes it very easy to tell if you’re looking at a mother spider because her babies will give off the same eyeshine if you take a pic of one with the flash on.
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Additionally, I won’t forget that sleep is no longer a necessity for our alien subjects. This alone gives them a major edge over any dinural race such as humanity. While Zim has his appearances to keep up during the day, the nighttime on Earth is actually when he is allowed the most free rein to work on his endeavors uninterrupted.
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Sound
Ah, so this is the part where I rattle off the common theories we’ve collectively formed about Irken antennae as the replacement for an external ear, eh? Yes, but actually no…. jokes aside, it’s just no. I’ll get to the deal with antennae, but as you might imagine, hearing ability also varies all over the place in the insect world.
It is true that antennae play a large role in the hearing of some critters, such as mosquitoes, whose males use them to pick out the high frequency wing beats of nearby females in a swarm. Crickets, on the other hand, use sensory organs on their legs tuned to much lower sound ranges. There’s no one way to evolutionarily put together a sort-of ear, as well proven by the sheer amount of times it convergently happened in bugs and in how many creative ways.
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They literally be designing themselves like me playing around in spore. If we’re not talking about that mosquito or honeybee example, then what we are referring to as an ear and most hearing insects is going to be an external tympanic organ. Most people who have passed high school biology would be able to recognize a visible tympanum in frogs- that circular thing right behind the eyes in most species, and understand it as their version of an ear drum. Many bugs’ tympanums are likewise thin chitinous membranes situated… potentially just about anywhere on the body (again, see above). This is what I think Irkens use as a primary hearing organ, in his case, probably situated on their heads in addition to the feelers. The latter organs I think would also be sensitive to general vibrations and subtler environmental cues, like wind direction and pressure changes, but the bulk of their hearing would be owed to the tympanum.
As far as the quality of their hearing, well, there’s not any sign it differs much from the human experience. Like us, they communicate through verbal language, and the existence of the “Dancing Arcade Game (but for aliens)” confirms at least a similar cultural propensity for music as an entertainment form. Zim is an outlier for the fact that he seems genuinely a little hard of hearing next to his kin, screaming as naturally as he talks and repeatedly mishearing (if hearing at all) people who are speaking directly at him. It’s clear something’s up with his hearing, but there’s no clear answer what and why. At first I was tempted to suggest something about sound passing much differently through the medium of earth’s atmosphere (kind of like how noise on Mars would sound muffled to us), but neither Tak nor Skoodge seemed to pick up the problem when they arrived. It really could be as simple as some kind of birth defect, or even glitches in how his corrupted PAK is processing the inputs it receives. Like many others, I want to imagine that his wig could be interfering too, since it covers the whole top portion of his head; as well, I noticed he has more of those incidents with it on than not.
Smell
Alrighty, NOW we can round back to focusing on the antennae, because this is actually the main thing our insects fine tuned theirs for. And when I say fine tuned- I mean fine tuned. Blood suckers that find their prey through the CO2 of their breath, flies that can pick up on potential food sources from miles away; In the land of the little, scent is everything. Beyond it being their main tool for exploring the environment for what to eat and what to avoid, chemical messages are the backbone of bug-to-bug communication. Pheromones are the divining rod of lonely spiders looking for a mate. They are the bugle of yellow jackets when rallying the nest to attack a threat, and they are the signals that govern about every single action an ant takes from adulthood until death. Obviously, Irkens are much more sight & hearing dependent than these comparisons, but they still have much more bodily specialization dedicated to this sense than we can relate to. For one, they are fastidiously hygienic. Like, “the care-bots from that really creepy episode of the Buzz lightyear cartoon” hygienic. We have yet to see any livable surface of Irk that is not sky to underground terraformed over in all-consuming metal infrastructure. There’s less than no sign of visible life besides the Irkens; ffs, there’s not even soil in sight. Not on Devastis, either. The Organic Sweep sounds like such a nice and pretty euphemism in the face of the actual horror of Blorch’s fate, and all to spare the boots of their military from touching even a speck of “unsavory alien filth”. They live in such a controlled and purified environment that I can’t even imagine the absolute assault on the senses Zim’s every day on our barbaric ball of dirt is. Over and over again he gives off the impression that the constant stink of this place is in fact his chief complaint about living among us. The majority of insults he throws toward humans relate to how they smell or the fact that he finds them “filthy”. We’re flat out nasty to him and I don’t blame him. Even relative to other animals, humans are especially RANK due to the combination of sweat, oils, and bacteria that coat our skin.
And believe it or not, I do think Irkens are in a position to talk shit in this regard. Zim is a really sweaty boi; however, I posed an idea back in that write up about Irken skin before- to summarize- that his kind maintain remarkably sterile cuticles due to the presence of a toxic chemical in their skin. This, I said then, could have been the key to Zim’s lice repelling trait, but I wasn’t so specific at the time about more than that. I got the idea from a group of millipedes that, when disturbed, can secrete hydrogen cyanide as a deterrent to predators. I like to imagine that Irkens can do a similar thing via sweating, not to thermoregulate like us, but as a stress response. It would at least explain why Zim seems like a very nervous sweater. Fun fact if you didn’t know, cyanide’s smell is similar to almonds.
I’m deadass telling you I think Irkens just smell like almond extract. Do with that what you will.
Touch
So, in writing this whole whatever it be, this part was the trickiest to come up with any productive analysis on. I’ve already guessed at what I think Irken skin feels most like (spoiler: hairless caterpillars) in the analysis I referenced up top. Zim being able to pass himself off as a human under the examination of the Skool nurse points to an average body temperature somewhere around our own. What I did find interesting while rewatching the series though was the sheer amount of pain tolerance on these invaders, except in one way. Can I extrapolate this fortitude to Irkens universally? Probably not! Zim is a member of the most elite of the most highly trained members of Irk’s military. I wouldn’t take what a seasoned veteran can handle and assume that’s the human floor in a nutshell, but our invaders CAN tell us quite a bit about their ceiling… starting with the fact that these bastards are ridiculously heat resistant. Irkens are a durable race broadly, but their reactions to extreme temperatures strike me as jaw-droppingly underwhelming, if anything.
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Irkens DON’T like being engulfed in flames. It’s still a painful experience to them, but seemingly the kind they can pretty much walk off as soon as it’s over. Through explosions and fire we have seen Zim (and Skoodge) survive in one piece. We’ve seen The Massive take a whole dip into a burning star with no ill effects to the crew within. Most amazing to me was the time in Battle of the Planets when Zim willingly piloted Mars into grazing by the Sun at close range while trying to evade Dib. Totally exposed driver’s seat and he was no worse for wear after this.
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Further in the comics we see this touched on in the Zimvoid arc. Zib’s favorite method of torturing the Zims under his training program was to torch them at random for sadistic amusement. Quite interestingly, though, Number 2 implies that their bodies do actually adapt to this treatment over time! Theoretically, Zims further along in the program have become all but invulnerable to fire entirely.
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On the other hand, one of the truly most painful things Zim has been shown to experience is to have his skin chemically burned. It’s a strange sort of irony that Earth’s water would prove to be an incapacitating force to them in place of any inferno. He’ll smash his skull into the Voot’s windshield with enough force to pop out an eyeball and it’s whatever. Plenty of other things hurt, but he can power through. You turn a shaken can of soda or a bottle of bbq sauce on him and he’s just left screaming on the ground or screaming and running away. Whatever brutal sort of training he had to go through off world, it didn’t prepare him for this.
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Taste
The perceptive side of this I think may not be too hard to figure out. Irken food, as alien as its actual composition could be, has been shown to be heavily analogous to human junk food. I hesitate to call what Irkens are scarfing down “meals” in the proper sense, because I’ve noticed that neither Zim nor his kin intrinsically understand the concept. When he’s trying to blend in as a human being, he puts a LOT of bizarre effort into convincing us that he, just like you inferior creatures, TOTALLY eats “food” on a regular basis like a normal person. When Irkens eat their own products, it’s all and only “snacks”. What follows is the conclusion that their eating habits are not structured into any schedule and that Irkens instead graze throughout the day as they please- and even possibly that eating altogether is more a recreation to them, instead of a necessary function to sustain life. Some fans have speculated that the PAK could provide an Irken with all of the necessary energy to survive absent of nutrition. I kind of want to contest this, given that caloric energy is only one purpose of taking in food… but it’s definitely the most immediate one. Nonetheless, they still eat constantly on screen and it all has to be going somewhere. Whether they need it or not, they still readily digest snacks (and presumably use those chemical building blocks to regenerate tissue damage) with a terrifying metabolic efficiency. Assuming that the resemblance of their snack foods and our leisure treats are not purely coincidental, one gathers that sweetness is the largest dimension of Irken cuisine. They are drawn most enthusiastically to carb-dense synthetic, plant, and possibly fungal matter in the same way that the human brain lights up at the prospect of fat and sugar-loaded meals. The flexible tongues of Irkens to me also resemble the nectar catching, segmented mouthparts of some bees. I would be willing to bet that they can taste salt, but jury’s out if it is something they crave, like us, or are repulsed by, like ants. That would have to come down to the scarcity (or not) of the resource on their home planet and whether or not desiccation was a serious threat in their natural history. In other regards, Zim shows strong negative reactions to most Earth foods, if not physically, than in his expressions. They definitely have powerful vulnerabilities to many human ingredients, and so are very sensitive to the presence of these toxins. I can’t imagine acidic or bitter substances are at all pleasant to them.
Now comes the much more interesting question I’ve thought way too long and hard about in the shower a time or two. Knowing that Irkens are likely a herbivorous breed, ergo, thankfully would have no interest in the consumption of the human race… what about the vise versa??? I don’t just want to know what they taste, but what would they taste like?
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So, you’ve decided to mix it up for the thanksgiving dinner and forgo the same boring old bird for an Irken you have vanquished (via what I can only imagine was a freaking miracle of luck). What should you come to expect? Most importantly and I must emphasize this, the secret to preparing their meat is the same as Tolkien dwarves, you have to skin them before anything else. The separation of edible tissues from the cuticle is necessary to avoid ingesting the defensive toxins it contains. Even if the concentration is not enough to provide a danger to you, it could end up contributing an unpleasant, bitter flavor to the final product.
That done, discard the head and digestive organs. True as it may be that Irkens are wholly free of parasites, with a chance that the viscera could be edible, it’s not likely to taste that great and besides, do you really want to take chances with exposing yourself to an entirely foreign gut biome you have no immune adaptations to? And don’t even think about the brain- I don’t care how rare the infection rates are, alien prions are a big no. If you happen to run into any cybernetic implants during the cleaning, however, set them aside! They could be worth a small fortune in the right circles. But, for the purpose of eating we’re really concerned with the muscle tissues, a delicate white meat with a texture similar to fresh crab. The bones need not be wasted, and are fine to leave in, or can be boiled on their own to make a flavorful stock which can be added to soups or a delightful gravy. A surprisingly practical use of Irken bone could also be in the compost bin, being rich in chitosan and other powerful garden fertilizers. The flesh can do well fried, or roasted to a crispy exterior. The oven rule is the same as chicken, low and slow, to prevent drying out. Don’t be afraid to experiment with the gravy idea or marinades. The flavor profile of the meat itself would be utterly unique from what most of us are used to, comparable to a nutty crayfish. Savory, a bit of a sweetness, and a mineral hint that pairs quite well with mushrooms or rice.
I can’t recommend serving this to any guests with shellfish allergies in good conscience. If they insist, do so in caution and with knowledge of the risk of cross reactivity.
And there you have …. certainly a thing I did write and queue up for y’all!
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analexthatexists · 2 months
Text
THIS. TOOK. FOREVER.
BUT IT'S FINALLY FRICKING DONE.
Introducing my take on the Nightmare of this Superhero AU. This story and Nightmare’s design(s) are highly inspired by Spiderman villains, Resident Evil, and The Last of Us! Thanks to @thenocturnenarrator for helping me with this! Superhero AU belongs to @thelunarsystemwrites!
This turned out so much more gruesome and complex than I expected, so VISUAL AND DESCRIPTIVE CW for the following;
Lab Experimentation (Might be considered child experimentation), Body Horror involving mushrooms growing out of the body, Gore, Blood, Insects, Vomiting, and potentially heavy subjects that not all viewers may like.
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Backstory
Meet Nightmare “Nyx” Yggdrasil, a 12-13 year old who was kidnapped and experimented on alongside his brother Dream. At the time, he was only able to talk to plants and comprehend how they felt, but that was going to change very soon. The scientists wanted to enhance the powers of the soul’s magic, creating a serum that could do so but was incapable of working on Nightmare’s current state. His “soul” couldn’t be classified as one, seeing as it was more of a purple fireball of pure negative energy, so they needed a way to make it something tangible and experimental. They eventually gain the idea to have the brothers eat a Gold Apple from their home world so their “souls” can merge with the apples and therefore be alterable. While Dream’s process goes fine, Nightmare’s Apple obviously rots, but he’s still forced to eat it, and soon after so he’s injected with the enhancing serum. This not only enhances his ability to talk to plants to being able to control them and connect with them on a higher level, but it enhances the magic and power of the Black Apple, causing black goop to begin tearing out of Nightmare’s body. To prevent his body from literally ripping itself apart from the inside, Nightmare controls the plants around him to seal himself away into a large, cocoon-like growth. A few months pass after Dream escapes the lab with CORE FRISK, and the cocoon breaks open.
The fungi and other plant life had merged with his body. Nightmare was still mostly mentally there, but the cordyceps merging with most of his body was taking tolls on his brain and making him go a little crazy, not to mention the pent up vengeance and wrath he was feeling. Naturally, he slaughtered everyone in the laboratory and fled to the same place Dream and various other superheroes found themselves in. Craving any sort of comfort and affection, he forced together a team of supervillains including Dust, Horror, Killer, and maybe other willing characters. He’s convinced everyone including himself that he assembled the group for personal revenges on the world and to show everyone that they’ll be more than just tools, as well as general instinct telling him to feed off people’s suffering and all that.
But deep down, it’s just because he doesn’t want to be alone with nothing. Never again after all of the suffering he felt growing up in the laboratory…
Powers
Pre-Experimentation
Plant Communication
Hand-To-Hand Combat
Post-Experimentation
Phytokinesis / Plant Manipulation (Includes roots, mushrooms and fungi, flowers, ETC)
Poison Expulsion and Immunity (He pretty much vomits it up, or can poison people with poisonous plants/spores)
Regeneration
Spore Infiltration (He uncontrollably gives off spores every time he exhales as well as from his body’s fungi. Inhaling these spores can cause headaches and nausea, but severe cases can result in brainwashing, in which a host will become a mindless drone forced to take commands from Nightmare)
If a skeleton is spore-infested, they must wash out their skeletal system and clear all spores before the spores begin growing inside of the body and through the eye sockets and bones. The fungi that grow from these spores feed off a person’s negative energy and soul magic, slowly draining them and turning them into an emotionless husk, eventually killing them and leaving behind a visceral mess of flesh and flora. Humans and non-skeletal Monsters require more advanced surgical procedures to remove spores and fungi, and have far lower chances of surviving the infection.
Abilities
Insect Attraction (The foul stench that Nightmare gives off usually attracts flies, maggots, worms, caterpillars, ETC to feed on and live in parts of his body. This also means it’s not just chunks of moss and goop he’s throwing up…)
Nauseation and Headaches (Nightmare smells like rotting flesh and mushrooms, and the scent is very potent)
Intimidation (He’s scary!)
Weaknesses
Extreme Flammability/Fire
Explosives (He’s weak to those and generally dislikes the loud noises)
Light/Blaster Magic
Herbicides/Plant-Toxic Chemicals
Low Temperatures/Cold Climates
Abandonment (General Fear/Phobia)
Other Information
Alignment is Chaotic Neutral that eventually becomes Chaotic Evil
He's asexual and biromantic
One drastic difference involving this Nightmare from the original personality-wise is that Passive Nightmare is still in-tact. He's not dead in this AU, he's just been driven a little mad by vengeance and his own fungus. The apple he had consumed WASN'T the one that was possessed by the human that killed Nim; It was a Gold Apple he turned rotten, meaning he'd have more of his conscious than the main universe's Nightmare
Furthermore, he's also more of a liar and willing to bend the truth, such as when he lies to himself and others about the true reasons as to why he formed a team
Nightmare doesn’t leave his team to fight alone; he comes along with them every chance he gets to, even if it seems like a bad idea towards the others
When Nightmare realizes who Dream is, he’s hellbent on killing him and everyone that he has bonds and friendships with. He believes Dream had abandoned him and wishes to exact the same suffering he had to go through. It’s that Spiderverse-Miles-And-Spot “They turned you into a lovable hero, but I was turned into THIS.” dynamic we all know and love. Nightmare’s also very envious of his brother due to the fact he got to live a better, more fulfilling life than he did
Nightmare could definitely do that sick “Akira hand explosion attack” thing
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nuzzle · 7 months
Note
Hi~
I saw your post about how lolita fashion (and ads for it) have changed in the last few years, especially for Angelic Pretty, and I agree completely!
I think the lack of creative ads these days might be b/c Gothic & Lolita Bible isn't around anymore? (cries) and Kera went purely digital ages ago, I don't know if it's even still around (I should have kept my old Kera magazines). But I remember how I always used to look forward to seeing the clothes and layouts that were featured in the new issues of each magazine.
My favorite when I first got into lolita was from the Wedding issue of the English edition of GLB; a model for Baby was wearing a lovely, tulip print skirt (or was it the jsk?) in blue, holding a parasol and sitting at a cafe table. Something about her looked so sweet and simple; I wanted to be a lolita just like that!
The models in the magazines always looked like they were happy or having fun, which I think is part of what made me want certain dresses or blouses. In AP's current ads, the model just looks... kinda sad and pouty and bored. I've noticed that for a lot of their dresses, they've been skimping on the lace, frills, and ribbons, and there's no more cute hair styles either! Meanwhile, wasn't it AP that brought lolita from old school to New School / OTT sweet when they had models wearing pastel pink / blue wigs for their Mermaid Symphony (iirc) photoshoot back in 2007?
On a different, but kinda related note, I've noticed that in the past 5 years or so AP has been making a lot of dresses with ridiculously high waists.... also so many sack dresses (I know they started doing this back in like 2012 or so with that polka-dot M&M print dress)
Sorry for the long rant, I just really miss the old days of lolita fashion
hello there!
i'm always glad to have some feedback when i post rambles and thoughts on things. i never expect it, so thank you for your input! it's also comforting to know others feel the same way.
i agree that without as many publications in general (especially physical) there's less of a reason to put as much effort into details, like the magazine spreads that were commonly done for example. most people get information on releases online these days, making physical catalogs a bit obsolete.. aside from collectors. i greatly miss all of the graphics and how inspirational everything felt back then, especially the little PNG pictures of items in catalogs.
you're completely right about pictures from GLB's and other magazines looking generally "happier" and more like daily life sort of pictures, like the one in the cafe you mention. that aspect of it appealed greatly to lifestyle lolitas! seeing a dress pictured in a "real life" situation rather than just a plain white background photoshoot picture makes a huge difference. it brings it to life, and makes it a lot easier to see yourself wearing it.
i think a big change in marketing is that AP doesn't cater as much to lifestylers.. and lolitas who are very much interested in the fashion beyond a surface level and see them as more than just clothes. all of the photos now actually feel like advertisements, when they used to also be appealing from a photography perspective. like they're only trying to sell you a product and not an experience, even if only visual. for me, that takes away from it a lot.. it almost feels as though that sense of community, and the acknowledgement that lolita is a subculture, is dwindling.
plus, it's definitely more than just presentation that's changed as you said. i feel as though the designs AP offers have been super uninspired compared to old releases. not as many details, not as much custom lace, and the general silhouettes becoming a bit lazy.. tons more, but i could go on for days. even the revamp and progression of the lyrical bunny mascot has felt a bit soulless. very sad to see, because i do agree that they were the brand to introduce OTT sweet in a revolutionary way.
as much as i gripe about old vs new AP changes, the positive side is that we can still look back fondly on the old era!
and no problem at all! it was nice to hear another perspective on this. ^^
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comicaurora · 1 year
Note
This is probably a weird question, but what are some tips you could give on character design? I've been trying to feel confident with my own designs, but they feel kind of bland... what kinds of things would you suggest to help make designs stand out more?
Hoo boy. Hm. I feel like I am not the right person to ask about this because objectively I do almost nothing you're "supposed" to, but if it's working I guess that means I might be onto something?
A lot of my design considerations are practical. I don't want to give anybody a design that's going to be a nightmare to draw over and over again. I've done enough commissions in my time to know when somebody is overdesigned and therefore hugely annoying to draw, and that's a no-no. So I tend to stick with simple patterns at most, not too many layers, no need for five million belts, no need for incredibly intricate hairstyles, etc. This is a practical consideration for the medium of comic art, but other mediums have different considerations - 3D-modeled art, for instance, can overdesign the characters as much as they want because they only need to model them once, and a lot of visual novel characters are limited to a very small handful of poses and some interchangeable expressions, meaning it isn't prohibitively complicated to make them a little Extra. The most time-consuming and frustrating commissions I've ever done were for characters who were frankly never designed to be drawn more than once. A quick sampling of highlights for the design features I swore to myself I would never deal with again-
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So on a basic level, if you're designing a character to draw over and over again, it needs to be something you're willing and able to draw over again. Intricate patterns, a lot of interlocking plates, anything with lace - those are all things I try to avoid.
I've often seen the advice that character silhouettes should be super visually distinct, that characters should be very strongly shaped like different things. I think that's great if your style is that flexible, but if you kind of want everybody to be shaped like a human being with a skeleton, this advice is not very useful.
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I think a diversity of body shapes is great, but the style I favor requires the anatomy to at least sort of makes sense, which means while there can still be a lot of variation in the distribution of muscle and fat, everyone's bones are gonna be in roughly the same place. I can't just draw a square and fill it with a dude. So instead I try and distinguish my character silhouettes in other ways.
Everyone's hair is different, and because most characters have big hair, this plays a large part in their silhouette. Falst and Erin both have short hair, but Falst's is a bristling mane while Erin's is usually more swept and soft-looking. Dainix and Kendal both have long hair, but even when Dainix's hair is loose it doesn't hang or flow the same way Kendal's does - it gets in the way, drapes in front of his face and overall doesn't move the same. Alinua's hair is bouncy curls. On top of that, everyone's outfits are fairly simple, but no two of them are exactly the same - Erin has a monopoly on poofy sleeves, Kendal has cuffed boots and the back-slung sword, Dainix has the poncho and the poofier pants, Alinua has the v-neck top with slightly pauldron-y shoulders and the slippers, Falst's clothing is ragged at the edges, etc. Even without getting into their distinct color palettes, everyone's at least a little bit distinct.
And this is another place where I purposefully try to avoid overdesigning. If everyone has too much going on it can circle around to being hard to tell the characters apart, because too much is happening. Who can pay attention to the fact that one character is sleeveless and one has asymmetrical boots and one has a mullet when everybody is wearing eight layers of embroidered fabric with four belts and half a breastplate on top?
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Avoiding same-face is hard, and I'm not very good at it. But I do try to make sure everyone's face shape, nose and eyes are at least slightly different from everyone else's. It might not show from a distance and it might not be as extreme as a pixar design sheet, but it's something.
Ultimately the main consideration I keep in mind when designing characters is - perhaps a bit redundantly - their character. Who they are as people, and how that will impact the way they look. Everybody stands differently, and shifts their weight differently when a situation is changing.
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Despite both being short, lightweight guys with short hair, Falst and Erin are wildly different people and are not going to dress the same, make the same facial expressions or hold themselves the same way. Despite both being tall, long-haired, generally friendly warrior badasses, Kendal and Dainix carry themselves very differently and react to things in very distinct ways. Tess and Erin have the exact same haircut and nobody noticed for ages because of everything else.
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The designs aren't complicated, and compared to some, they aren't even that distinct. But I try to make sure that their personality is visible in every aspect of their design. Every "why?" in their design has an in-character answer, and since they're all quite different on the inside, keeping things simple means that starts showing through on the outside.
This is also how I can visually distinguish between Vash and Kendal, who have the exact same body and clothes.
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we can never underestimate the importance of ✨body language✨
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