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#official blackbox art
this is just a collection of highlights from my last Goofy Presentation Night in which i discussed (read: forced my audience to listen to) orv/yhk thoughts for two hundred and ten minutes
ill add more and rb/tag accordingly n stuff later bc its a lot of words to post and i am one very eepy boy
ON DOKSOO
In 1973, Ursula LeGuin wrote the short story The Ones Who Walk Away From Omelas, which, if you’ve been around the English side of ORV fandom for long enough, might recognize due to jomeimei, our yhk scholar’s writings. If you don’t know it, the basic premise of the work is that there exists in some far-flung imagined world, a utopia called Omelas that is perfect in every way, save for the fact that its perfection is maintained via the constant suffering of a small child. (One can surmise from the title of course, that there are those who upon learning this, choose to leave the city and live elsewhere.)
One of the ways this intersects with ORV comes in the Epilogues and what happened to the Avatar of Han Sooyoung living in the 1863rd round. The Han Sooyoung of that round, if you recall, found post-suicide attempt Kim Dokja in the “real” world while looking for the author of Three Ways. Judging by her reactions, we see she has two epiphanies:
EPIPHANY ONE: There was no tls123. It was nearing the end of the year that Three Ways was published (in her and Kim Dokja’s memories), but the novel had not been published yet. The only people with knowledge of the original Three Ways timeline in the world were herself and the Dokkaebi King. If she didn't do anything, if she simply sat back and let the year finish out, she could leave WOS as an unpleasant memory and nothing more. She could save the world.
EPIPHANY TWO: Kim "Three Ways to Survive in a Ruined World saved my life" Dokja would not survive without that story.
She is faced with the same dilemma those who left Omelas were faced with: does she condemn the world to save this child, or does she save the world but condemn this child?
Let's leave that thought to simmer for a while.
Now the moral quandary that she’s dealing with is similar in structure to the Trolley Problem. (Which, if the reader of this has been living blissfully unexposed to 20th century philosophy and 21st century bastardizations of such, is a moral thought experiment in which a tram is headed down a track towards five people, with a lever allowing one to switch the tracks placed before the subject. However, the second track has one person on it who will also surely die from a direct hit by the trolley. Does the subject choose action or inaction?)
And this decision, which, according to other iterations of the Trolley Problem (in which the one person is someone the subject knows and cares about) is still not even in line with those theories or justifications.
ORV is utterly rife with these sort of fun moral messes. There are countless moments in which characters are faced with needs-of-the-many versus needs-of-the-few. Kim Dokja, for one, is perhaps most memorable for these given his propensity for (continuing with the Trolley Problem metaphor) throwing himself onto the track before the tram can reach the fork.
The events of the 1863rd round (and its aftereffects) are the most direct parallel of the experiment. 
As has been established, Han Sooyoung of the 1863rd round only knew Kim Dokja for a week, if even that, and yet she is fully willing to burn the world to make sure a life in which he might be happy is given to him. This decision is even further warped when we consider that the moment of her epiphany(s) is not the first time this Han Sooyoung was faced with the Trolley Problem.
We know that (based on the conversations she has with Kim Dokja) in the 1863rd round, Han Sooyoung was operating in a utilitarian space in order to seamlessly complete the scenarios. She chose to sacrifice Yoo Joonghyuk and put him in the position of a “villain” (thereby making him spiritually “dead” to all his loved ones and peers) in order to make sure she made a perfect run. And arguably she did–upon arriving in the 1863rd round Kim Dokja (loathe though he is to admit it) cannot find fault with how she has completed the scenarios thus far, and is even (if I remember correctly) somewhat jealous of her for being able to orchestrate such a clean run.
But instead of working with her to finish her run, to draw the period marking the end of the story she’s made, Kim Dokja’s desire to save Yoo Joonghyuk outweighs his desire to save the world, and he steps in and tears it into a comma. (Yes, I’m deliberately referencing the epilogues. No, I haven’t stopped thinking about the fucking period/comma scene. Don’t talk to me.) He switches the lever back to the track with five people because he refuses to sit back and allow the one man to die.
Now, based on what we see of Han Sooyoung in this round and her immediate reaction to Kim Dokja’s dickery, she would have continued operating in her ends-justify-the-means space. She obviously does to some extent as she reaches the end of the scenarios and wrangles the Dokkaebi King into granting her a wish. Upon arriving in the “real” world she is fully prepared to kill tls123 and save the world. But she doesn’t, she has the key to saving the world in her hands, she could so very easily keep Yoo Joonghyuk from suffering a thousand lives, she could save billions of people and live a wildly successful life as a famous webnovel author but! She! Doesn’t!
Why?
Imagine for a moment, if you will, sitting in a hospital room across from a fifteen year-old boy, sleeping or unconscious, fresh from a suicide attempt. Imagine for a moment, if you will, having met this fifteen year-old boy in another life when he was no longer quite so small or physically close to death, but was equally (if not more) close to it in spirit. Imagine for a moment, if you will, knowing the exact thing that will keep this boy if not happy, then at least surviving, for long enough that you might meet him again. Imagine for a moment, if you will, knowing that withholding that thing is certain death for this boy.
How could she condemn him then? How could she, after knowing the depth with which he will love and will fight to save those he wants to save, leave him here to die, alone?
We see therefore, that as a result of her interaction with Kim Dokja, that she is fundamentally changed in her worldview: she is no longer utilitarianally or unilaterally doling out unambiguous justice, sacrificing Yoo Joonghyuk for the world, but rather sacrificing the world now for Kim Dokja. 
It is by this that we know that written into the very condemnation of the world that Kim Dokja uses to justify his consistent self-flagellation is a story of love. Han Sooyoung does not walk away from Omelas--no, she reaches in and says to that lonely, suffering child, I will save you. I will love you as you are. The three ways to survive in a ruined world have always, always been love.
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coffee-scrub · 4 months
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It was for the coins
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Starember 🤝 Blackbox
Doing God's work
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asteropewpew · 1 year
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999th dumpling has the face of ten thousand angry men judging you for your stupid life choices no wonder he gave kim dokja an existential crisis about yoo joonghyuk
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bixiaoshi · 5 months
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kinda want to change my theme but idk to what
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bigbangbuffer · 1 year
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tbh the thing I am Most nervous about for the orv webtoon is Biyoo. Will Sleepy-C draw her as cute as she deserves???
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bidokja · 1 year
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i know blackbox is the Official Artist who got to draw the Official Art for the orv web novel but also every time i see their KDJ art (official or otherwise) i cannot help but think of this post
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orviposition · 1 year
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kdj and ugliest king and kdj never hearing himself be described as ugly before the apocalypse. two sentences that are coexisting somehow
fhsjdkfj i had a post regarding kdj's face in my drafts so now that i have an excuse to post it im gonna paste it here
now ofc beauty is subjective, art style even more so. while i find webtoon and other official arts of kdj to be absolutely beautiful I've seen other fans claim that he is barely above average or blackbox art suffers from same face syndrome
some official arts of him include but not limited to:
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(webtoon/sleepy-c and redice studio, alter/previous official artist, blackbox, and the artist who drew official kdj art for the simplified chinese version)
these are visuals that we have to go by whenever we picture him. when we think of kdj we're most definitely picturing one of these right?! so is he ugly in these pics? most definitely not. so then why the nickname?
first let's address the elephant in the room. kdj does in fact say that before the apocalypse started he was never described as ugly. this is quite important especially when you start considering that 1) he had bullies and 2) he is a south korean. now i dont want to come off as prejudiced but south korean beauty standards are notorious. do you think song minwoo and his lackeys wouldn't stoop low enough and call kdj ugly during one of their daily bullying sessions? is being called ugly worse than being called a psycho son of a murderer even??
anyway, the technical reason why they call him ugly is because his face is """incomprehensible""" his face is obscured by the fourth wall and therefore censored and blurry. you cannot focus too much on it or else you'll get a headache
my hypothesis on this stems from the thought that singshong wrote kdj with y/n in mind. if orv had been a video game, his name 독자 (dokja) which translates to reader would be the same as say 旅行者 (luxingzhe) translating to traveler (can you tell I've only ever played mihoyo games) it's an umbrella name for the self insert mc. but since it isn't a video game orv gives all of us the gift of having a kdj fragment within ourselves and all of us have a different name and different face from each other
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qprsmackdown · 1 year
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PROPAGANDA (under the readmore)
Kaladin and Syl
they're so. they have a supernatural magical bond called the Nahel bond that literally links their souls. syl's life depends on kaladin's honor and kaladin's life rests on syl's support (bbg is So Fucked Up <3). they're constant companions and support each other through both of their grief and struggles (since they both have been through some Fucked Up Shit). they've defied literal gods (at least, the closest thing to one they had at the time) to stay together. and never at any point is their bond treated as anything other than deeply platonic and deeply valuable to both of them.
Kim and Joo
-Dokja uses Joonghyuk as a metric of attractiveness, ex. “This guy is two times as attractive as joonghyuk” “Joonghuyk is three times as pretty as her”. This is canon and something that actually happens throughout orv -Identity theft as love language. Need I say more? -Canonical relationship status is Companions, the term companion holds immensely significant value to YJH and this is not lost on KDJ -In this official art ( https://static.wikia.nocookie.net/shipping/images/0/05/Joongdok%27s_pov.png/revision/latest?cb=20220802214129 ) the reflections on their sword of each other from their points of view depict them as better looking than they do in their own points of view -This art by Blackbox (official artist) https://twitter.com/1l9l2aa8ucl0igj/status/1166323611222724608?s=46&t=FQ0bwCKWBVd2fJSDqTEmSA -They’re doomed by the narrative
(Out of context)Spoilers below, here are some beloved quotes in the orv fanbase:
“ We are companions separated by life and death.” -KDJ
“ Tell me, you fool. If I continue to regress, will I ever get to meet you again?” -YJH
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HIII, please vote yoohankim, like look at them
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they look so snazzy, LOOK AT THEM,,, THEY
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they’re so cool,,,,, vote for the polycule who are cringefails but look like badasses,,, please,,,,
(art from blackbox!! official artist for the novel i think?)
gonna be real w u idk which is kim dokja because i was told he is average looking and like i said he clearly isnt both of these men are very handsome
that said han sooyoung is the nost handsome i think
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made this for @stingray-shelter 😎
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hdawg1995 · 1 year
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With Artfight 2023 officially over, heres all the attacks I made! If the person doesn't have a tumblr I like to whatever social media they have listed on their ArtFight.
from top to bottom we got: @excali8ur sister's peanut. Cryptidrhys's Ludmila. Luzzil's Echo Fang. PirateReaper's Tango. @rogue-healer 's Blackbox. @aikaikaik-art 's Cedric. Todorolee's Winchester. @foilflingza 's Crocodile Juice. IcyGlace's Cottoncandy ft. my character rootbeer. Enby_Gremlin's deep sea pearl. Gh0sts_B00's Ace. LARS0N's bayou.
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Since Kyrgios didn't appear in the latest ORV manhwa chapter, I figured that I could make a design for him before the official manhwa design comes out.
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A couple notes on his design below the read more:
Man, there's so many potential outfits to put him in. His original world is a western-style medieval fantasy manga, which was written and published in Japan, he trained in Murim, which is inspired by China, and ORV itself is mostly set in Korea. Most people, including the official Blackbox art, put him in what I believe is hanfu. But I'm Korean and ORV is Korean and I just wanted to see my blorbo in hanbok (traditional Korean clothes).
Unfortunately the last time I wore hanbok was when I was a tiny child and I (AFAB) don't think I've seen men's hanbok in person in my life, so I had to look up references on Google. They were unhelpful.
Why is he wearing hanbok? I dunno. Let's just say he lives with KimCom post-epilouge and his dumb disciple and his disciple's kids are introducing him to Korean holidays. They all dress up and Kyrgios won't admit it but he's having fun.
In Chapter 280 of the webnovel, Kyrgios's hair turned white from fighting the Indescribable Distance. I headcanon that it grew back to blue later but the ends of it are white.
I gave him red eyeliner because red makeup is just objectively one of the coolest character designs ever and you can fight me on that. Would Kyrgios wear it? Ehhhh, probably not during the scenarios. But it looks cool so whatever.
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breakingarrows · 1 year
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Demoscene and “Art” Games on PlayStation 3
Early in the seventh console generation, with the inclusion of storefronts allowing a user to download games on every home console, the ability to self-publish or be picked up by a publisher increased thanks to this new ease of access and lower costs of digital distribution as compared to boxed retail products. For Sony and the PlayStation 3, this would see the release of some games both Sony, games media, and players alike would sometimes deem non-games, especially those that came from a group of artists called demosceners which we’ll look at today.
Currently: Linger in Shadows .detuned
To be completed: flOw Echochrome PixelJunk Eden Flower Noby Noby Boy Journey Datura PixelJunk 4am Papo & Yo The Unfinished Swan Proteus Bound Linger in Shadows
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Released: Thursday, October 9, 2008 On: PlayStation Network for PlayStation 3 Developed by: Plastic Published by: Sony Computer Entertainment America Inc.
Linger in Shadows was announced at the demoparty Breakpoint 2008 in Germany. Breakpoint was a successor to the demoparty mekka & symposium which ran from 1995 - 2002. Demoparties came out of the demoscene in which software crackers would create their own audiovisual effects and playbacks to be shared via demoparties, the internet, and inserted into cracked software. Organized parties would break the competition into categories of size and platform, letting the restrictions feed creativity. As explained by the organizers of the demoparty mekka & symposium:
What is MS? The mekka & symposium is a demo-scene party that was organized annually at Easter. More than 1200 young Multimedia artists gathered here for four days in order to meet similarly-minded people, to exchange ideas and to participate in the competitions, in which individuals and groups show off their talents in a certain form of electronic art called Demos. ms2002 has been the eighth and last event in a traditional party series that started back in 1995, when 300 mostly German visitors attended the BlackBox Symposium. To our 2002 event, about 1220 visitors came from all over Europe, and beyond - "sceners" have come to celebrate with us from countries as remote as Estonia and Israel! The event was never a LAN or gaming party. People playing Qu*ke or Half-Life on our events would have been considered non-creative by our "serious" visitors, and as a matter of fact, the participation of gamers on our parties has always been exceptionally low, which made the MS one of the last big enjoyable events for real sceners.
Breakpoint would see its first iteration during Easter 2003, Friday, April 18 - Monday, April 21. The lead organizer was Scamp who detailed in an interview some of the difficulties in running the first party such as heating, internet access, attendance-to-expense, and getting permission to have the meeting during the Easter holiday in Germany. Attendance cost was reportedly €40.00 for men and no cost for women. It was during Breakpoint 2008 that the team called Plastic would reveal a video teasing the project Linger in Shadows for the PlayStation 3, with official confirmation coming later that year at E3.
Linger in Shadows was released on October 9, 2008 as an “interactive art” application for $2.99. Sony was quick to assert that this was not the typical PSN release. Rusty Buchert on the PlayStation Blog would state, “I’ll start with the easier side, and that is Linger in Shadows is NOT a game. It was never meant to be a game and it will never be a game.” In IGN’s “Impressions” piece on the game Chris Roper stated, “Linger in Shadows hit the PlayStation Network this week, but make no mistake - it is not a game. It even says so in about three different places just to make sure the point gets across. Instead, it's being dubbed as "interactive art", which is a pretty fitting description.” GameSpot’s Ricardo Torres would similarly remark, “While this isn't a game…”
“Games” are restricted to things such as Pac-Man, Madden NFL, or even LittleBigPlanet. Linger in Shadows is interactable (the player makes inputs and the game responds and reacts) though because it doesn’t fall into the traditional, high score, killing, or numbers-go-up categories so familiar to game players it becomes a non-game. Sony understood this and is why they would denote it as “not a game” themselves in its promotions. While seeking out the various titles listed at the beginning of this article the main things I was looking for were “art” games that lacked the traditional video-game framework such as a scoring system or games that had “artsy” visual styles but were really just dressing up a traditional platformer or point and click adventure game.
Due to its “non-game” status, reviews from release are fairly scarce. HonestGamers’ 1.5/5 community review by zippdementia says, “What bothers me is that this was such an obvious attempt to make an extra buck off the PS3 owner with overblown advertising. Next time, Sony, tell me what's really inside your package. Don't tell me you're going to give me cheese and then hand me Cheetos.” Eurogamer’s Dan Whitehead appeared to be the most adept at talking about the game in a “review” context, ending theirs with “Linger therefore exists in a strange new realm between the hardcore demoscene and the mainstream audience being asked to pay to play around with its peculiar concept. It's an interesting move if it opens up Sony's platform for more demos to reach a broader audience, but perhaps not if they have to pass through the gateway of establishment approval to get there. This experiment may at least tempt a few more people to Google "demoscene" and, payment aside, it's refreshing to see something so esoteric being championed in such a public way. You certainly won't see anything like this on Xbox Live or the Wii Store. That, at the very least, makes Linger in Shadows something rather special.”
Modern reviews have not been kind either, as Gamerhub’s ⅖ reviewer Steven Barry writes in 2022 that, “To be fair to developer Plastic, they do go out of their way to emphasise that this is not actually a game and is instead ‘interactive art’. So, it does feel a little strange to review this like any other game when in reality it’s a glorified tech demo. However, this was a purchasable product on release in 2008 over the Playstation Network so that is why it’s ultimately eligible for critique.”
Since most people were more preoccupied with grappling with its status as a “non-game,” there wasn’t much discussion about what it actually is and does. Linger in Shadows plays and unfurls itself as a dream. There is an unlogic to the procession of movement, space, and plot. The first signal of this is when watching the dog try and run through the air to escape the ethereal black cloud presence haunting the concrete setting. The dog's attempts to flee are vigorous, but without much effect, calling back to a shared experience nearly everyone who dreams has, of trying to run but finding you are unable to move at much more than a snail’s pace.
The game mostly finds itself following the presence of a black sentient cloud figure, as it moves about an impossible high rise grouping and its various unlogic features, such as a large flower atop a levitating rock, barrels similarly suspended in the air, and the biggest “tech-demo” flag of “how many moving objects of different shape and synchronicity can we have at the same time?” The black cloud can be interpreted as a malevolent entity even before it turns the dog to stone due to its coloring and the faint imagery moving about within it recalling the antennae of insects, both elements long associated with the impure. A cat impassively watches as the cloud turns the dog to stone, maybe something of a mirroring of the player impassively watching and even participating, without much of a feeling for what’s occurring on screen. Soon after, a giant creature bearing a mask with eyes and a body of trailing tentacles appears. In contrast to the black cloud, which effortlessly weaved in, out, and between various objects without much effect, this mask creature blunders its way toppling various objects as it seeks out the petrified dog which it also ends up breaking apart. Bearing familiar eyes and a more tangent shape than the ethereal black cloud, this mask creature is instantly interpreted as the “good guy.” Confronted by the black cloud, the mask ascends a pillar of stone atop of which is a semicircle of columns surrounding a statue of a woman. The black cloud begins petrifying the mask’s tentacles, furthering the black cloud’s villainy and the mask’s innocence as a victim. The “camera” is destroyed by a toppled column leading to the credits. As the demoscene is more about visual demonstrations than narrative, it's not surprising that the one displayed here is pretty simple and straightforward and more a way to show off different character models and what the player can manipulate.
The “game” portion of the game is that during this entire video playback you can at any point pause and manipulate the camera and objects on-screen. Since everything is a rendered object you can escape the usual limitations of regular video playback, and the UI even resembles the UI of media playback on the console or any DVD/Blu-Ray player of the time. The game itself will guide you through what types of manipulation you can do, with an additional hidden object portion tied to finding images that are shout-outs to other demogroups tucked away just out of frame. Playing Linger in Shadows is mostly a touch and go affair of moving the timecode forward and backward and moving around the controller and pressing buttons to see what sort of movement you can do in this specific frame or scene. Aside from whatever you can come up with yourself there isn’t any set of objectives beyond the tutorial teachings and then the image hunting collection.
It is this lack of purpose or list of things to do that I think most frustrates people into declaring Linger in Shadows “not a game!” Coming from arcades with high scores to home consoles with experience to accrue and levels to beat and people to shoot, we’ve been conditioned to think of games as filling a certain role and no other. Even Shadow of the Colossus in 2005 was heralded as the fulfillment of “Games as art” that would convince people like Roger Ebert of the medium’s value. That goal is self-defeating anyway, but also Shadow of the Colossus, while a phenomenal work, still falls into the traditional video game category quite easily, with the game bearing the objective to kill 18 colossi that are framed as unique boss encounters. While there is no progression in terms of level or equipment you do slowly increase our stamina and health over the course of the game. Nobody would mistake Shadow of the Colossus as an “interactive art piece” like they would Linger in Shadows, but both are video games.
Watching another of Plastic’s demos from 2008, called “Into the Pink,” many similarities come up, from more explicit bugs, more imposing crawling shadows, moving lots of objects floating through the air, and distorting text/images so that they jitter. Another project of theirs, “Catzilla,” is much more an entertainment object playing with destruction on a city-wide scale which just happened to come out the same year as Man of Steel and its similar experiments.
This art stands among the other “demoscene” game(s) on PlayStation 3 as a period when Sony was interested in courting the margins of games in order to sell its struggling console. At the time, the PlayStation 3 was in dead last place when it came to home console sales, and so Sony had to look at alternative ways to attract engagement. One of those ways was to present the PlayStation 3 as something more than just a video game console. Early advertisements for the PlayStation 3 are routinely mocked, though they really don’t stray too far from some of the advertisements for the PlayStation 2, such as those famously directed by David Lynch. These more “heady” adverts attempt to sell the console based not on gameplay footage but on an idea of what the console could do/be. It didn’t work.
Not until the Kevin Butler series of commercials did PlayStation 3 begin to majorly change its presentation to the larger gaming audience. PlayStation Plus, courting indies, and the humbled approach they took towards developers with the creation of the PlayStation 4, culminating in the disaster that was the Xbox One’s lead-up to launch, secured their continued success to this day. The cost of that success has been a lack of effort to engage the margins of gaming, something unofficially certified with the closure of its internal Japan Studio in early 2021 and further with the shuttering of PixelOpus  and the announcement of ending support for MediaMolecule’s Dreams just this month. With its focus on huge titles, contemporary Sony would not throw money towards a group of students and tell them to “go wild” and release their demoware title on the PlayStation Network. The closest we have gotten in recent years was the release of Dreams, a game to create other games from MediaMolecule, itself a development team founded in part by a demoscene participant named Alex Evans known as Statix/TPOLM during the 1990s.
This is not to write off Microsoft and Nintendo’s attempts to court the indie space for success, as Xbox Live famously had its “Summer of Arcade'' titles, as well as being the console that really began today’s online network connectivity and distribution of smaller titles on the OG Xbox. Microsoft still had a restrictive storefront however, with file sizes and other limitations holding back small developers from seeking it out as the best place to try and publish their game. Nintendo also had some success with indie releases under the WiiWare brand (World of Goo and Bit.Trip Beat), but failed to do much to advertise or promote them.
One question that persists is in the intention behind the team of Plastic in creating Linger in Shadows. Dipping into demos and their productions, what strikes me is that the challenge comes from crafting advanced renders on platforms with limited and dated capabilities. As I’ll detail later, .theprodukkt was able to create a first person shooter with a file size of 96kb, and results for demoparties are broken down by platforms such as the C64, Amiga, and restricted file sizes such as 64kb. So why choose to utilize the PlayStation 3? Proudly boasted as the most powerful next-generation console in 2007, what appeal does that have to a group regularly challenging themselves to see what they can create using computers from the 1980s? Perhaps it was the challenge of working with the difficult to develop for CELL processor powered console. Perhaps they just thought it would be fun to swindle Sony out of some cash and just create whatever their whim deemed suitable for a wider audience instead of fellow demosceners. As I mentioned before, portions of Linger in Shadows definitely seem to be examples of the team simply trying to see how much they could get away with without breaking the game, though in 2023 it can be hard to look at it with the same eyes as someone in 2008, as graphics are continually chasing more and more fidelity with reality.
Shared between Linger in Shadows and the next demoscene game, .detuned, is Rusty Buchert, a producer at Sony Santa Monica who was the face of these demoscene games to the PlayStation audience at the time. Previously at Interplay Entertainment from 1990 - 2003, Buchert joined Sony Santa Monica Studio in 2003 and his major credits include flOw, Everyday Shooter, Linger in Shadows, Flower, .detuned, and despite his departure from the company in 2011 gained Special Thanks in Datura, Sorcery, The Unfinished Swan, and Sound Shapes. Speaking to Engadget in 2007, Buchert detailed his role as focusing on producing PSN titles for the PlayStation 3 and details what type of games and culture Sony was interested in cultivating.
We started searching for games like this [flOw] from the outset and we were searching through the Indie Scene right out the gate. In general the Scene thinks outside the traditional development box. All too often people get indoctrinated into one general way of thinking about games in genre, design, and execution. You are not going to get anything new thinking like that. We were betting on the fact that people wanted something new and not a rehash of a rehash of a rehash. There are a lot of games to sort through. When we find a gem we start pursuing it. Some work out, some don't. I recently heard back from one developer that wanted to finish college and then he would like to try. The game made me think he was already programming professionally. There are some other experimental projects that will also fit in this vein too. These are very much art and an extremely different take on interactivity.
In a later post on the PlayStation Blog, Buchert also discusses how he, and another producer, George Weising (who is still at Sony today) scoured the Indie Games Festival booth at GDC 2007 where they found and signed a deal with the team behind Everyday Shooter. Their seeking out of indie games led to the next project from a group called Plastic.
Linger in Shadows developer Plastic was a Polish demogroup led by Michal Staniszewski (bonzaj). Alongside Staniszewski for all three Plastic projects were Grzegorz Juraszek (fei) and Damian Bajowski (mime). Those who developed Linger in Shadows and went on to Datura in 2012 are Krzysztof Deoniziak (rork) and Wojciech Golczewski (Blz). Shared staff between Datura and Bound, released for the PlayStation 4 in 2016, are Andrzej Uszakow (uho), Kinga Staniszewska, Marek Bielawski (mare), and Michał Szymczyk (misz). Plastic joined Epic Games in 2022, and was credited in Cyberpunk 2077 under “Outsource Partners,” though Staniszewski details on his Linkedin that the work was, “Responsible for visual development and prototyping of Cyberspace in Cyberpunk 2077.” 
Grzegorz Juraszek (fei) is still active in the scene as he is the main organizer of the demoparty Riverwash, the largest of its kind in Poland. Damian Bajowski (mime) continues to work as an artist, most recently contributing to an episode of Netflix’s “Love, Death and Robots” called “Manson’s Rats.” Micahl Staniszewski (bonzaj) now works at Epic Games and has many YouTube videos talking about Plastic’s last game, Bound, which was released on PlayStation 4 in 2016. He has one lone video on the making of Linger in Shadows from December 2008. Krzysztof Deoniziak (rork) is also active in the scene, being credited on several demos in 2022. Wojciech Golczewski (Blz) continues to make music, though hasn’t been a participant in the demoscene since his time with Plastic early on. Andrzej Uszakow (uho) appears to still be at CD Projekt Red as a “Senior Engine Programmer.” I couldn't find much of anything to see what Kinga Staniszewska has been up to since Bound’s release. Marek Bielawski (mare) is currently a senior audio programmer at CD Projekt Red. Michał Szymczyk (misz) has the most surprising transition, while most of the developers stuck to Poland, Szymczyk is a Senior Software Engineer at the LA-based developer Infinity Ward starting in September 2017.
Plastic’s work on Linger in Shadow would be the first, but not only, demoscene game to find its way onto the PlayStation 3, as within a year of release another title from another demogroup would appear on the PlayStation Network.
.detuned
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Released: Thursday, October 15, 2009 On: PlayStation Network for PlayStation 3 Developed by: .theprodukkt GmbH Published by: Sony Computer Entertainment America Inc.
Developed by .theprodukkt, .detuned™ is a personalized, interactive music experience which gives you the opportunity to create dynamic artwork in real-time to accompany your XMB™ music collection. Manipulate the given scene by interacting with and modifying its unique graphics using the DUALSHOCK®3 Wireless Controller. Plus you can change and tweak your own music to accompany the scene. .detuned™'s brilliant design and capabilities call for the state-of-the-art processing power that can only be done on the PS3™ system. Download .detuned™ today for an artistic music experience! Features: -Artistic Experiences: An abstract and surreal interactive experience to players of all levels and interests -Personalized Music: Manipulate and tweak music tracks on the XMB™ to accompany your artistic creations -Power of the PS3™ system: Stunning and crisp HD environment that brings your artistic visions to life in real-time
It started with a team of eleven people, a majority of which came from 49Games GmbH of Hamburg, Germany. 49Games GmbH’s main development was the annual winter and summer games for PC and consoles in Germany. Summer Athletics 2009 for Wii, released on July 24, 2009 was the largest collaborative effort, seeing nine of the eleven developers for .detuned credited on that game. An earlier collaborative effort is more closely related to the work of .detuned, a first person shooter game called .kkrieger. Released on April 10, 2004 for Windows PCs, .kkrieger was a product of the Breakpoint demoscene party in April 2004 in Bingen, Germany. It was the result of a challenge to create a first person shooter in the vein of Unreal Tournament and Quake but with the restriction of being 96KB in size. GameDeveloper has an interview with programmer Fabian Giesen (who was only 19 at the time!) and Nostalgia Nerd on YouTube has a great video documenting the development of .kkrieger that is worth a watch if you want to know more about how they accomplished this feat.
Sony Santa Monica Studios Producer Rusty Buchert announced .detuned on the PlayStation Blog on May 1, 2009. He said it would, “[offer] an abstract and surreal interactive experience like nothing else. It is not exactly a game or an art piece like Linger in Shadows. It allows you to create your own visual to accompany your favorite music tracks on the XMB, and using the SIXAXIS™ Wireless Controller, you will be able to manipulate the given scene by interacting with and modifying a man and his world. It even lets you tweak your music as you play with it.” Their announcement is already getting ahead of the “not a game!” crowd, though the comments on that PlayStation Blog piece are generally positive and welcoming.
.detuned would release on PSN for $2.99 on October 15, 2009. Games media reviews were limited, as most game “critics” were used to reviewing games such as Madden, Call of Duty, and Uncharted, but something like .detuned was challenging when approached from the limited scope of a consumer review with the stated goal being a buyer’s guide to “should you purchase this?” IGN gave it a 4/10, Bad, with Chris Roper saying, “Currently selling for $2.99 in the US PlayStation Store, that's about a dollar per minute of entertainment. If you have cash to blow and want to see one of the weirdest pieces of software on any system, go for it. Otherwise, just watch our videos and you'll get the point.” GamesRadar’s Shaun Curnow would rate .detuned 2.5/5 with its negatives being, “-Not really a game, -Won't amuse everyone, -Won't amuse for long.” Again we hit the same reactions and falsehoods of criticism, not being a [mainstream’s expectation of a] game, not reaching some imagined universal appeal, and not lasting long enough to be “worth” it in the mental formula of $/hour. A retrospective review in 2019 from Gaming Audio News’ Trevor Chan would say, “It didn’t take long to wonder if it was worth paying the small amount of money for this bite-sized experience. It’s a great snapshot of a bygone decade. Does that mean one would go recommending .detuned as a ‘must-play’? No, but it is worth experiencing, even if just for a few minutes.” Again we come back to reviews being centered on this one point: Monetary Price. No matter the time it costs you, don’t go questioning whether those 40 hours in the latest RPG were truly meaningful, be glad you got more bang for your buck compared to this! 
As mentioned by GameSpy’s Sterlin McGarvey in their news writeup for .detuned’s announcement, Linger in Shadows, and .detuned, were positively regarded for their easy trophies, “It [Linger in Shadows] was also a handy way to clean up on some good trophies, another reason why many people picked it up.” This sentiment was echoed in PlayStation The Official Magazine Issue 22 for August 2009 whose Trophies for Cheaters by Carlos Ruiz includes entries for Linger in Shadows, Flower, and Noby Noby Boy. I admit, my purchase of Linger in Shadows and .detuned at the time was more for their easy trophies than interest in the demoscene or its history. It is only while looking back do I realize there is a richer field to examine than just a quick injection of trophy points. 
What is .detuned if not a video game? The visual effects manually activated by the player suggests it is a visualizer meant to mesmerize you while enjoying your custom tracks imported onto the PlayStation 3 hard drive. Reliance on human, rather than machine, for these effects means the attention of the player is squarely on enacting movement to the rhythm of whatever track is currently being played instead of enjoying the track and visuals meshed together. Due to this, it reads as more of a toy, something to pick up and play around with, poking at its odds and ends, seeing what action you can provoke and manipulate, before setting it down and moving on. This briefness of experience and interest may be why publisher, reviewer, and player alike referred to it as, “not a game.” It failed, intentionally so, to entertain for multiple hours, tell a story, or offer a high score. Still, I find it limiting to restrict the moniker of “game” from .detuned and its ilk. The player can manipulate and control aspects programmed by the developer, engaging in a unique kind of conversation between player and program that can only happen in video games.
As a game, what does .detuned evoke? The first time through was spent poking and prodding at the game, seeing what the different button press combinations could accomplish and create in the suited man. The default track demo that you can watch to get an overall feel for what this game is capable of producing works well, though the cuts and camera movement seem way out of range of what the player is capable of producing when in control. The lack of an editable timeline means creating your own music video with this game as the base foundation would be a waste of time and effort. So, as before, it remains a toy, something you can plug a music track into in order to have some fun pulling and twisting it around in your hand, not quite as literal given the capability of the Sixaxis within the PlayStation 3 controller (though maybe for the best given the Sixaxis never achieved much in its lifetime). One of the tracks I chose to test out was probably the most apt for a repeatable batch of animations: Daft Punk’s “Around the World.” Some other experiments were on Blink 182’s “What’s My Age Again?” and M.O.O.N.’s “Hydrogen” from the Hotline Miami soundtrack. Unfortunately I did not realize I could turn off the sound effect to the “crank” noise when using the analog sticks to forward and rewind the animations. Due to this, my experience, and footage, are inseparable from the annoying click-clack of the crank.
In 2012 Q-Games released a game very similar to .detuned in intention, PixelJunk 4am, a game for the PlayStation Move motion controller that allowed players to, “Mix and create your own music with the PlayStation®Move. ‘Paint’ with sound in 3D space by pulling new tracks from the surrounding audio palette.” Though more social-minded than .detuned was, the audio effect manipulation and importing of your own custom tracks, aka your iTunes library, is very similar to the sandbox playground of .detuned, and is something I hope to try out once I obtain a PlayStation Move myself.
Some members of .theprodukkt continue to work in the demoscene today. Dierk Ohlerich (chaos) is an organizer for The Revision, a German demoparty that continues even to this year with an event in April 2023. Thomas Mahlke (fiver2) has continued working in the demoscene as well, most often with the group Farbrausch, one of the groups shouted out in Linger in Shadows. Tammo Hinrichs (kb) has also helped organize The Revision, and continues to make music for demos. Sebastian Grillmaier (wayfinder) has continued to create music for the scene and even provided the theme music for The Revision 2022. Christoph Mütze (giZMo) also appears to have remained active in the scene contributing to projects as late as 2021. Fabian Giesen (ryg) currently works at RAD Game Tools in Kirkland, Washington and maintains his blog to this day. Bleick Bleicken (mcfly) has most recently worked as an art director for Chorus developed by Deep Silver. I had trouble looking for any recent output from Oliver Waechter (joey) and Uwe Meier (moonlay). I believe Thomas Heinrich (aTom) is this same Thomas Heinrich on Twitter who links to Glare Productions as his current place of employment. Lastly Leonard Ritter (paniq) is currently a co-founder and developer at Duangle working on a crowdfunded game called Nowhere, an “alien life simulator.” The game has been in development since 2011 though sadly it appears the latest update was in March 2021. 
Ever since my article on the short lived studio Endrant I’ve always wondered where these groups of people end up long after this project I’ve just played was probably last on their mind. Thankfully, in the comments of that Nostalgia Nerd video YouTube on .kkrieger there is a message from Tammo “kb” Hinrichs posted in October 2022 who gives an update on where the team is at now,
"Where are those guys now?" We exist, living our lives, all outside actual game development nowadays (because we wanted to have lives), but still quietly working away on various things that you might or might not have seen. Some of us are still active in the demoscene, and we're all fine, thank you :)
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foundfamilyarena · 1 year
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hi, thanks for setting up this poll!!! just wanted to send you a photo of kim dokjas company (kdjc). It was drawn by the person that does all of the official art for orv (blackbox) so it's the closest depiction of them to canon that we have! (their Twitter is @1L9l2Aa8UCL0IGJ if you'd like to include the source)
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THANK YOU so much i was. Worried about getting a picture for these guys
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faggotvivisection · 1 month
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im going to be honest with you i dont like the blackbox official art
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