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#this was also an exercise in cel shading
dual-cetacean · 1 month
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This is the full Amy Rose render I made for the cover of my new fic, No place like home. Instead of just making what I needed for the background, I made a full render of the characters in case I needed to change composition or positions. It worked out well, but naturally, the renders took more time to complete. But the outcome is lovely, so I don't mind. (It also made me check if the poses I used were accurate or not.)
Amy was the first character render I made for the background, which is why she is on the rougher end. If there was one thing I would redo, I would give her a more energetic pose. But I've learned to be satisfied with my art, so eh. Her pose is inspired by the Parasol Lady class trainer from the Pokemon Gen 5 games.
Thought just posting the render might be boring, so I painted the background to relax today. I only spent 2 to 3 hours on it, but I'm satisfied. (I was thinking of cake while I was painting the close-up of the dirt ♪(´▽`))
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kotilae · 3 months
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I tried the character head turn exercise once Years Ago and decided to do it again, this time with my fire genasi cowboy [insert kissing blorbo emoji]
I also FINALLY learned how to actually use layers in clip studio's animation folders....... cel shading here I come 👀
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stedipace · 11 months
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"What if?" My Pitch for the Dreamcast 2
So after the bird app got bought by a rich moron, I got to thinking: what company would I impulsively buy if I had more money than common sense? I mean I wouldn't, I'd probably try and end world hunger or something but if there was anything left I'd just buy SEGA.
Like, for a laugh.
This started out as a design exercise for coming up with a launch title library but I got carried away...
So here's my plan:
The Actual Console
I think I'd like to honour VMU of the original Dreamcast and seeing Sony's recent announcements, we wouldn't be the only ones hopping on the Nintendo Switch Bandwagon.
The Actual console could stand to be a bit more powerful than the Switch but it doesn't have to be a top of the line behemoth. focus on making it fun, rather than powerful, thats how Nintendo sold a buttload this generation.
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Launch Titles
Sonic Adventure 3
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Ok, so right off the bat this one is a bit tricky.
Let me be clear: I LOVED Sonic The Hedgehog when I was a kid, but I'm sorry, I'm beginning to think there has never actually been a good Sonic game. Even my favourite ones haven't aged gracefully. Sonic Adventure 1 & 2 are a bit crap, I think we can all agree there. I love them games but the lack of polish on display, considering its SEGA's flagship title, is inexcusable. And since a SEGA console needs to ship with a "mainline" Sonic game (we've seen what happens when it doesn't), I say we go with Sonic Adventure 3 but maybe, like... good?
The idea of a 3D, momentum-based mascot platformer isn't a bad one. In fact, it's kind of a resurging genre in certain indie dev circles.
Twitter user @Cornf_Blue has been developing what looks like the best Sonic Adventure game Sonic Team never made. Actually, let's just hire this dude to run the project.
I'd also refer you to Spark The Electric Jester.
IT CAN BE DONE.
I'm not going to go into too much detail about my idea for SA3 cause I might do another "What If?" post specifically about that at some point but basically, here's the gist of it:
3 Playable Characters are Sonic, Tails & Knuckles
Stages connected by a hub world the player can explore as they like in SA1 but make it bigger and more open to exploration like Sonic Frontiers
3 Kinds of stages: Sonic "speedy" stages, Tails shooty mech stages and Knuckles treasure hunting stages like in SA2 (but keeping it to 3 characters instead of 6 so the team isn't spread itself thin and can focus on delivering quality over quantity).
Special challenge modes like Boss Rush, Speedrun mode etc..
In fact, just put in a bunch of speedrun-friendly features and modes.
Chao Garden! (but more on that later)
Power Stone 3
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You need a big, fun multiplayer game in your launch titles and what's more fun than a 4 player fighting game with items and (kind of) platforming elements? It'd be fun to have a big co-op story mode and an online lobby system for multiplayer matches, but mostly, if you've got more than one kid and you're buying them a console for Christmas or whatever, this is the game you'll want to get with it.
Jet Set Radio: Legends of Tokyo-To
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Another SEGA IP that started on the Dreamcast, this game was just a ton of fun. The game had a VERY distinct 1999/2000 timestamp on it and I think we're juuuust starting to see the nostalgia wave from that period swelling, so instead of going to the future like the game's sequel, it continues immediately after the plot of the first one. Get Hideki Naganuma, Cibo Matto, Guitar Vader and the rest of the gang back to do the soundtrack, keep the cool cel shading art style BUT make it an open-world game, having all of Tokyo-To available to roam around in, with different gangs controlling different territories, skating and tagging challenges, customizable art (players can make their own tags), and a faction system with rival NPCs (kind of like the nemesis system in those Lord of The Ring games but with graffiti instead of murdering). Heck, get the folks who did Bomb Rush Cyberfunk to make it.
Phantasy Star Online II
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So it turns out this game already exists! And it's free to play! I didn't know that before I started making this post but honestly, that's perfect. If there's already a community of players, however small, that's already a lot of the legwork out of the way. Get some crossplay in there and you're set! Imagine getting the new console and your launch title but then, on the home menu, you see Phantasy Star Online II available to download for free! Old school players can enjoy the influx of new blood, revitalizing the game with a massive story event like new colonies being discovered or something, to explain the arrival of all the new players.
Crazy Taxi 3
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YAHYAHYAHYAHYAH!
Everybody loves Crazy Taxi, there'd be something wrong with you if you didn't. Honestly, there's not much I'd do in terms of changing up the formula except maybe add a company management element to it, like you're trying to build a little taxi service where the main characters work. Upgrading cars, drumming up business and expanding to new areas. Just something to balance out the relentless fast-paced arcade gameplay. Online leaderboards for challenges and a local multiplayer with a versus mode (see who makes the most money) and a co-op mode (try to reach a set goal together) too, for good measure.
Bayonetta 4
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Bayonetta isn't an OG Dreamcast title but IS currently an extremely successful franchise that would absolutely help sell some units on launch. I'm putting it in here because it's published by SEGA so I guess it's technically their IP? But it's also a Nintendo exclusive so I don't know how that would work. Platinum Games has a 4 contract deal with SEGA, but whatever, for this little exercise, pretend SEGA keeps the publishing rights to all their stuff as they move back into making consoles.
Virtua Tennis Pro
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So we need a sports title in our launch library and I think it should be Vitrua Tennis. EA Sports games aren't exclusive anymore so you would eventually your FIFAs and whatnot, but it'd be nice to have a proper SEGA sports game again. For this one though, it would have a big, cinematic NBA 2K17 style where you're a rising young tennis star on your way to the top, singing deals, beating rivals etc... Get some competitive online multiplayer in there too of course.
Skies of Arcadia: Dusk
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I've always loved the idea of Skies of Arcadia, a big, bright and colourful swashbuckling adventure, and you need one of those in your launch library, but I only played a little bit of the GameCube version unfortunately.
That doesn't matter cause I think I know exactly what to do with this one. Make a traditional RPG title, honouring the franchise's heritage BUT, since we now know how to make a fun pirate game thanks to Assasins's Creed IV: Black Flag, we add in the ship boarding/crew capturing mechanics from that game! So imagine you have the trusty, old-school dungeon crawling/battle systems when you get of your ship but you can get back in and sail through the skies, looting other airships and slowly building your fleet!
Chao Garden
Kinda like Nintendo Land but with Chaos!
Remember the Mii characters in Nintendo consoles? What if they were cute instead of creepy? Every console would have a Chao Garden where the player would create, customise and raise their own Chao. That Chao would also serve as the player's online avatar when connecting with friends and shopping in the SEGA store or whatever.
Players would be able to meet other Chaos, have them compete in minigames and lots more. Essentially the SA2 Chao garden but online. And of course, this would also connect to our Sonic Adventure 3 Chao Garden.
Obviously, this would extend to the console's portability function, like how the 3DS could actively search for the profiles when the user would walk around with it, letting you meet other Chaos!
Make a mobile app for it too so you can check in on your Chao.
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These videos were massively helpful to me when writing this post:
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practiced some shading techniques this morning to help prepare for our posters. Really enjoyed practicing with different light source directions and I also tried out different styles like cel shade vs soft realistic rendering. This exercise is great to get you thinking about the dimensions of an object which will help a lot later on when we start to render out our characters in an environment. I think that for my poster I’ll keep to a cel shaded look since a realistic approach to the poster design would take some time and I wanted my character elektra to be catered towards an animated series style, which most of the time is simplistic in shading.
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spiderdreamer-blog · 3 years
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Marvel's What If?: "...Captain Carter Became The First Avenger?"
With the advent of films like Avengers: Endgame and series like WandaVision or Loki, the Marvel Cinematic Universe has fully jumped into one of my favorite writing exercises to perform with comic book superheroes: alternate universes and timelines. The new animated series What If?, while taking its name from a famous line of Marvel comics (among other milestones, it's where that "Captain America wakes up in the 80s and opens up with both barrels on Reagan-era nationalism" story you've seen make the rounds comes from), aims to fully answer some of these questions for the MCU itself. And based on the first episode alone, it should prove to be a delightful quest for answers.
Uatu the Watcher (Jeffrey Wright) is our guide and narrator, sonorously describing a different path taken through the events of The First Avenger where Peggy Carter (Hayley Atwell, one of many MCU actors reprising their roles here) elected to stay on the ground floor to watch Howard Stark (Dominic Cooper) facilitate the transformation of Steve Rogers (Josh Keaton, taking over from Chris Evans) into America's first super soldier. But this, a seemingly small change, had a ripple effect: the embedded Hydra agent acted quicker, disrupting the transformation before it began, and prompting Carter to undergo the procedure herself with little time to lose. Carter is dismissed at first by the sexist General Flynn (Bradley Whitford, reprising his role from the Agent Carter TV series), but quickly proves to be key to changing the tide of the war, and Steve finds a new role for himself as an iron-suited Hydra Stomper. The Red Skull (Ross Marquand, reprising his takeover from Hugo Weaving in Infinity War and Endgame) has also opted for a new plan, trying to summon a beast from beyond the stars that resembles, more than a little, Doctor Strange's foe Shuma-Gorath. And perhaps the biggest change of all comes at the end, when Captain Carter finds herself out of time...
What head writer/producer A.C. Bradley (Trollhunters) and the Marvel brain trust has done in this outing is quite clever indeed, tweaking our expectations in ways both big and small. Iconic moments get new renderings, such as Carter gaining a new physique that will definitely cause some awakenings, and others get clever spins, such as a near-fall by Bucky that prompts a dark, knowing laugh. Story-wise, there are good nuances as well. While Carter ultimately doesn't let Flynn's prejudices stop her, it does offer a more openly expressed angle on her connection with Steve than the original film took time for, and her prowess in battle is equally ferocious. And while the episode length ultimately only allows for an abbreviated take on the film's plot, it packs quite a bit of meaning into it, with her own sacrifice echoing Steve's in a heartbreaking callback. If anything can be called a "flaw" here, it's that it expects you to thoroughly know and love the details of the film and the larger MCU narrative, but also at this point, if you don't know any of that, I'm not quite sure why you're watching this program in the first place.
Visually, the series has adopted a pop art-esque cel-shaded CGI look that proves quite vibrant and dynamic. I'm not usually fond of this technique for TV series, as I generally believe it tries to meld the expressiveness of 2D animation with the solidity of CGI and doesn't often split the difference well (see: RWBY, The Dragon Prince as counter-examples). But What If is the most successful variation I've seen so far courtesy of studios like Squeeze (Monster High, various theme park attractions and video game cutscenes) and Flying Bark (Rise of the Teenage Mutant Ninja Turtles). I particularly enjoyed how the effects animation like smoke and explosions appeared to be hand-drawn, giving them an extra kick. The likenesses of the film actors aren't too distracting and meld well into the style, and the action scenes are on par with those of the films thanks to surehanded direction by Bryan Andrews, storyboard veteran of various MCU and Genndy Tartakovsky projects.
Sonically, one of the big selling points of the series has been the aforementioned MCU reprisals with a few exceptions. Most notably, these initial episodes will be the last time we'll get to hear the late Chadwick Boseman's portrayal of T'Challa after his passing in 2020. While a couple contributions are puzzlingly small (Stanley Tucci is brought back as Dr. Erskine to do only a few lines of exposition, and Toby Jones gets a brief if memorably scuzzy moment as Arnim Zola), most seem to be acquitting themselves well here, particularly Atwell. She's always handled one of the most sure-footed character portrayals in the entire MCU with aplomb, and clearly relishes getting to sink her teeth into a new set of contexts. I almost like Cooper better here as Howard than in the main films, as he proves to be more energetic and looser, giving us a better connection to Robert Downey, Jr.'s iconic portrayal of Tony Stark, and Whitford is a stuffily hateable bureaucrat. I was pleased to hear Keaton finally get to take a crack at Steve; the VA veteran has always had a voice for heroics between characters like Shiro and Spider-Man, and he's been allowed to let the performance flow from him naturally rather than try and match Evans' portrayal note for note. And while Marquand isn't an exact match for Weaving vocally, he chews the scenery appropriately compared to his more morose, subdued Skull in the films. Of the characters we haven't met before, Wright offers an intriguing storyteller take on Uatu; if Jordan Peele wasn't already the current host of the current Twilight Zone, he'd certainly be my pick. Curious to hear if his stated neutrality will last in the face of what's to come.
Marvel TV animation has always been a bit of a crapshoot compared to the more resolutely solid DC offerings. For every Spectacular Spider-Man or Avengers: Earth's Mightiest Heroes, you get either camp classics like the 80s and 90s offerings of Spider-Man And His Animated Friends and X-Men (though the latter deserves some credit for attempting, if not entirely succeeding, at serialized storytelling), or the blandly competent offerings that have ruled the roost on Disney's kid's channels since 2012's Ultimate Spider-Man. Thankfully, What If seems to be indicating a strong, vivid new direction, and I can't wait to see where things go from here.
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dirtreally · 4 years
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kokkuri3replied to your post“every time i publicly complain about an artist that isn’t japanese but...”
No I want to see your long post about this this is interesting
Okay this ended up being a lot because this is something i’ve been thinking about a lot so here’s too many words about me being too mad about anime
I first have to preface this by talking about a very deep uncertainty: i don’t know what i’m talking about but i only know what i’m talking about. everything i am about to say is based on what i feel are fundamental truths. everything i am about to say feels so deeply obvious that half the time i spend thinking about this is spent wondering if i’m just running in circles. But also like: every artist i am about to mention here has some level of large, clout-able, mainstream success but like, 0 substantial critique whatsoever(critique that isn’t just: hey check out this artist cuz i like them/we’re collabing), much less critique that even pokes at any of these deeply obvious truths. So i’m stuck here wondering if i’m a crazy person or if like, all the cool epic kids Whose Art I Personally Like already realise this, but like they comprehend it so thoroughly that such a thing doesn’t even need to be said. To some extent, the latter has to be true, cuz like, the Cool Epic Kids don’t usually fuck with a lot of the art i’m about to shit on, so on some level we must realise these same things about this art. But at the same time that kind of doesnt matter? because both possibilities (either that you already think of this in the same way that i do OR that you have a different understanding about what i’m about to talk about) BOTH have to end with the same conclusion: that by the end of this post, it will be deeply obvious that this has been an exercise in running around in circles. this post is the seinfeld of talking about anime.
okay so i get mad about this specific thing a lot but let’s just look at the specific studio that kicked it off today:
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and here’s the thing i got mad at for good measure:
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Okay so here’s the background info: local singaporean graffiti studio, they really like anime, and they were the source of that one dumb ass screenshot i posted earlier. and like just look at this
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this literally just looks like youtube is recommending me a future bass playlist but in real life. This tells me nothing about anything that has ever mattered. This is a math equation. This is just: kitschy faux-retro aesthetics because they’re popular, rendered in a modern cel-shaded style cuz it’s popular, and with katakana thrown in because if cool anime art wasn’t enough to convince you that these guys were hip then maybe some fucking  A E S T H E T I C S will. Nothing about this communicates to me that anybody who had any part in the creation of this actually wanted to be here. This goes beyond any idea of like, art competency, or even being good at art. if you want you can change the subject matter, make your art more dynamic, sure:
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But even this piece, arguably the studiomoonchild work with the most energy to it, feels completely lifeless. Like yeah, i could say that it’s cuz all of their anime girls have like those weird dead eyes but that’s almost certainly a copout: the simple truth is that this thing and the earlier one with the robot are the exact same piece of art. they are both interchangeable, they both tell me the exact same nothing.
If you like go through all of their work it’s basically the exact same thing through where like everything they do has this exact feeling of “nobody really had to be here”. even the way this art is produced reflects this because studiomoonchild and their contemporaries are all part of the same sycopanthic surge in the popularity of “”legal graffiti”” in singapore that’s all just this problem repeated for infinity. nobody doing legal graffiti in singapore actually really cares. there is so much art that is absolutely nothing other than like, 1. YO IS THIS HIP? 2. YO DOES THIS TOE THE LINE OF BEING EDGY? 3. YO IS THIS IMMEDIATELY SAFE ENOUGH TO NOT ACTUALLY CHALLENGE OR COMMUNICATE ANYTHING? all of this is literally just stock music but with extra steps i don’t want anybody to tell me how much they fucking hate kevin macleod ukeleles while liking this its all the same bro!!!!!!!!!!!!!!!!!!!!
But here’s the kicker: studiomoonchild actually has art that pulls away from this i mean look at this!!
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it’s definitely still pulling on that same vein of like, youtubebait anime art, but there’s an undeniable sense of PRESENCE that doesn’t exist in any of their other work. It feels like the people who drew this actually WANTED to draw this, and it’s vibrant and fluid in a way that no amount of weird katakana placement and anime lo fi hip hop girl playlist thumbnail type art can convey. AND LIKE even then, it doesn’t shake off the gender thing, where in the world of studiomoonchild, the female subjects can only ever be pretty and silent and cool or cute while the dudes are actually allowed to have flesh in their face, to have big defined noses and cheekbones and laugh lines, and perhaps most importantly, to transcend the flesh by being a cool robot that gets to shoot all the laser beams and like how apparently this is their entire conception of anime. OH WELL we can’t hit it out of the park every time i guess.
CONCLUSION
conventional thinking about art and the way it exists in society suggests that it is better, perhaps even more virtuous, to be technically skilled but stylistically conventional than it is to be unique but unrefined. think about every single “ohhhh i could draw that though???” type comment ever.  Like, there’s this buzzfeed draw-off video ive posted about before where hae-joon and jonni phillips redraw superman
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the comments are basically what you expect: 
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this is just two of them but like its sooooo much worse literally every single top comment is some version of shitting on jonni but like heres the thing; all of these bitches will, without a shadow of a doubt, remember jonni’s superman before hae-joons’. A single look at jonni’s superman already communicates so much. we understand that it’s not supposed to be a literal 1:1 depiction of the truth of superman as he appears in the cartoons or comics or movies but rather a rendering of her own emotional truth on the subject of superman: he’s literally just kinda whatever!!! he’s just a strong cool man who wins fights epicly and has all the powers and loves his wife and has Logo That Makes Grown Men Spend 27 Dollars On Mug. Jonni understands this and is able to use this to her advantage, creating this single drawing tgat is apathetic, disdainful, and playful all at once. 
You kind of can say the same thing about hae-joon’s art, but you kinda can’t? There’s the same core idea here: that hae-joon also has no strong feelings on superman apart from “i know of him, and i know you know of him”. But the thing is that like: he knows it, but he doesn’t Know it. hae-joon cannot take this fundamental, deeply funny, truth, that one of the biggest fictional characters ever mainly exists as the emotional, narrative, and aesthetic equivalent of white bread, and bring it to its logical conclusion.
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heljay · 4 years
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I’m beginning @tarnsaurusweek with G1 TARNSAURUS!!
Filling in the actual prompts will come with the accompanying fic to this piece, but the basic premise of what I decided to draw/write for this is G1 Tarnsaurus-- where I import Tarn into Victory canon (at least, as much of it as I know because i’ve only watched and read Victory and not literally anything else of the Japanese continuity)
The nice part about this was that I could simplify the crap out of Tarn’s design, because he’s normally hell to draw. Yet, ironically, I feel like I have a better handle on it now that I have drawn a simpler version of it, because it’s an exercise in evaluating what’s important for the character to be recognizable? and also allows me to worry less about accuracy because I AM HIS GOD NOW
I also went cel-shaded to make it a bit more anime, and I also should mention that I should not have put off drawing Victory!Des this long, he is so much easier to draw than his IDW counterpart. Holy shit.
* Please take a look at my blog for links to my commission info!
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huntergi632 · 3 years
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Shader Model 3.0 Download Filehippo
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Feb 25, 2015 The CUDA tab provides specific model information, shader clock speed, processors, warp size, grid size, memory data and other Note: GPU Caps Viewer 3.0 is an older version of the the program. There is a newer version available. Download SwiftShader 3.0 Full Version HD Download is an advanced software renderer Direct3D 8/9 class features, including shaders to play the latest game on a graphic card computer. This is the best SwiftShader version you can get. If I have to choose between 4.0 and 3.0 version I will select the 3.0 version.
Pixel Shading is a strategy utilized for delivering progressed graphical highlights, for example, knock planning and shadows.
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The 30 vertex shader model (vs30) expands on the features of vs20 with more powerful register indexing, a set of simplified output registers, the ability to sample a texture in a vertex shader, and the ability to control the rate at which shader inputs are initialized.
Most current PC games use pixel shaders related to cutting edge GPUs (Graphics Processing Units) found on most Nvidia, ATI and certain Intel video cards. Pixel Shaders likewise straightforwardly relate with Microsoft’s DirectX stage. Smith & wesson serial number date.
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KILLER IS DEAD (2013) - First impressions
I started KILLER IS DEAD last night. I picked up a cheap copy of the special edition for 360 a couple weeks ago. I’d heard mostly negative things about it - the mechanics are mediocre, the script is incomprehensible, the callbacks to prior games are insulting, etc. - so like most ex-fans who have become deeply jaded about Grasshopper Manufacture over the years I felt fine with writing it off when it came out.
Well, maybe this is just my low expectations talking, but it’s… pretty alright, honestly. The visual aesthetic is slick. The cutscenes actually have decent cinematography, which is still to this day something few developers other than Grasshopper seem to grasp. The level designs aren’t exactly inspired - mostly just a sparse procession of combat arenas - but the combat system seems like a logical progression and refinement of NO MORE HEROES. I mean we’re not talking about Platinum Games levels of mechanical depth and complexity, but it’s fun and challenging enough (kudos for incorporating an ARKHAM ASYLUM-style combo preserving parry move more elegantly than those games do) and the boss fights are creative, smart enough and feel pretty well balanced.
There are a bunch of cute little references to prior Grasshopper games: the cel-shaded visuals and blood-gathering mechanic from KILLER7, Travis’s guard-break attack animation and flamboyant bosses from NO MORE HEROES, the shapeshifting heavy gun from SHADOWS OF THE DAMNED; even the protagonist’s first name (Mondo) is shared with the guy from FLOWER, SUN & RAIN. The much-ballyhooed “Gigolo Missions” - wherein you play a “seduction” minigame with a series of voluptuous “Mondo girls”, a pun on “Bond girls” that was probably way more obvious in Japanese - are blatant parody, so nakedly fucking ridiculous it’s hard to imagine anyone being seriously offended by them. (You earn “Guts Points” by ogling your date’s cleavage while she’s busy drinking, but lose them if she catches you. You can get them back again by holding down the left trigger for prolonged eye contact.)
The script totally is complete nonsense, but it’s pretty clearly not endeavoring to be anything else. It’s unapologetically free-assocotiative absurdism. When you’re tromping through a garish ALICE IN WONDERLAND-inspired level listening to a shrill-voiced Japanese schoolgirl squeal directions at you before watching a cleavage-bearing Alice cosplayer transform into a grotesque H.R. Giger-esque insect boss, well, the whole thing starts to feel a bit like some kind of Dada anti-art exercise, which I suppose is appropriate for a video game. The majority of game scripts are histrionic fucking nonsense, after all, so why shouldn’t they all be so gonzo about it?
People (including myself) have complained about Suda 51 having long since abandoned games like FSR, K7, and NMH that were absurdist but also ostensibly (maybe) trying to say something… though now I kind of wonder, were they really so different? Or were they just a bit more subdued in their conscious application of nonsense, enough so to suggest a veneer of purpose? There’s increasingly little doubt as to how Suda writes scripts: not with any sort of master plan or overriding narrative thesis, but by stringing together whatever ridiculous ideas pop into his head and wrapping it all up in a veneer of semi-ironic pop culture pastiche. Maybe his personal investment in creativity and self-expression (as opposed to brand management) has declined over the last decade; or maybe the thing he does was just more appealing in the form of mystery-themed adventure games and perversely violent action titles. Or maybe every Grasshopper project since the modest success of the original No More Heroes has just been an exercise in recreating that one specific variation on Suda’s formula - with diminishing returns.
In any event, KiD doesn’t seem like it’s really the insult to Grasshopper’s legacy that I was led to believe. It just… is what it is. Nothing revolutionary, but a slick grindhouse entertainment with brains enough to wear its gonzo stupidity on its sleeve. It’s style over substance, unabashedly, but the style remains sufficiently novel - in a games industry where any significant aesthetic inspiration from other media still tends to begin and end with multiplex cinema and Shonen Jump comics - to justify my interest.
Sure, Grasshopper. I guess you can keep making games.
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operationrainfall · 4 years
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Azur Lane: Crosswave has some new DLC to show off.  Launching on October 5 for Steam and PS4 in NA and EU comes the Azur Lane: Crosswave Character Bundle. The bundle includes all 5 DLC for 33.95, which is a 15% savings, or you can purchase specific ones you may want for $7.99 each. Each DLC will unlock one main playable character, 3 new support ships, and additional Story Mode content for the main playable character.
You can add them to your Steam Wishlist.
Taihou
Formidable
Roon
Le Malin
Sirius
Le Malin Screens:
Find more about each DLC, and about this title in general, below.
PRESS RELEASE
LOS ANGELES, CA., September 15, 2020 – Le Malin, hailing from Vichya Dominion, comes into the fold in Azur Lane: Crosswave! Today, we are happy to announce that fans view Le Malin’s character DLC story on the Azur Lane: Crosswave official website!
The 5 Azur Lane: Crosswave Character DLC will launch on October 5 for both Steam and on the PlayStation®4 for North America and Europe. Both PSN and Steam users can purchase the character DLC individually for $7.99 each or grab the Azur Lane: Crosswave Character Bundle, which includes all 5 DLC for a discounted price of $33.95 (15% off)!
The PS4 DLC links will be available to view at a later date.
Check out the Steam pages on the links below and add them to your Steam Wishlist today:
Taihou
Formidable
Roon
Le Malin
Sirius
Each of the 5 DLC unlocks:
One Main playable character
3 new support ships
Additional Story Mode content for the Main playable character
    Story: The Royal Navy decided it would host a new Joint Military Exercise, using the Cubes. Going with the flow of things, Le Malin participated in the exercise as a representative of the Vichya Dominion. That is where she encountered Essex.
The event was a challenge to see how many things could be made using the Cubes.Since it calls for skills outside of battle, Le Malin decided to create. The ocean arena was both surprised and excited.
Although the event was expected to reach the end smoothly, the Sirens appeared and targeted everyone!
What does fate have in store for Le Malin?
The Le Malin DLC unlocks the following:
Main Ship (Playable):
Le Malin
Support Ships:
Essex
Baltimore
Centaur
Story Mode:
Le Malin – Additional Story Mode Content
View Le Malin DLC Page (Steam)
View the DLC Website
About Azur Lane (mobile game)
Azur Lane is a side-scrolling shooter created by Shanghai Manjuu and Xiamen Yongshi, originally released in 2017 for iOS and Android platforms. The Shanghai-based publisher, Yostar, published the Japanese and English version of the mobile game, popularizing the game to more mobile users across the world. The game takes place in a world where personified battleships from around the globe engage in side-scrolling shooter gameplay.
About Azur Lane: Crosswave
Azur Lane: Crosswave takes the spirit of the mobile game and uses the Unreal Engine to bring its characters to life in a massive 3D world, so fans can see them like they’ve never seen them before. The in-game character designs will also feature cel-shaded anime style 3D graphics that stay true to the original art.
Key Features
Retrofitted in 3D – Azur Lane mobile, the beloved side-scrolling shooter, is now retrofitted for the PlayStation®4 and Steam® as a cel-shaded, 3D action shooter with the help of Unreal Engine! Choose from 25+ characters and 30+ support characters to help lead your fleet to victory. Azur Lane: Crosswave also introduces 2 brand-new playable characters, Shimakaze and Suruga!
4 Modes to Choose From – Choose from 4 different modes: Story, Extreme Battle, Photo, or Episode Mode. Story Mode goes through 7 riveting chapters in the footsteps of newcomers, Shimakaze and Suruga. In Extreme Battle Mode, choose from 100+ challenging fleets to battle for rare items and special materials. In Photo Mode, you can pose characters, change facial expressions, alter backgrounds, and camera angles to create a picturesque moment. Episode Mode includes 50+ sub-stories that deliver bonus character backgrounds!
Arm Your Armada – Before setting sail, beef up your characters by equipping them with rare items found after a successful battle or by crafting items at Akashi’s Laboratory. Here, Commanders can exchange blueprints to create new gear, convert materials into rare items, and earn rewards. Experiment with different fleet arrangements to gain special Fleet Effects that can provide in-game stat bonuses.
Ready, Aim, Fire – In Azur Lane: Crosswave, you can now control, aim, and fire at incoming battleships, aircraft carriers, and other enemies. Depending on the character’s subtype, players can dash to evade attacks or activate defensive shields, unleash torpedoes or aircrafts, and switch-on character-specific special attacks to defeat unruly enemies!
Le Malin Comes Into the Fold in Azur Lane: Crosswave Azur Lane: Crosswave has some new DLC to show off.  Launching on October 5 for Steam and PS4 in NA and EU comes the Azur Lane: Crosswave Character Bundle.
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corrupt-gaming · 4 years
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Azur Lane Crosswave Gameplay - Anime Side-Scrolling Shooter (JRPG) (1080p 60FPS) In this video we have some Azur Lane Crosswave gameplay on PC. This is just a first look walkthrough of this Anime Side-Scrolling Shooter (JRPG). * Subscribe for FREE http://bit.ly/CorruptSub * Support a Creator code: CORRUPT (EpicPartner) * Follow me on Twitter: https://twitter.com/CorruptGYT * Website: https://www.corruptgames.net * My Other Channel: https://www.youtube.com/channel/UCG1rddtSov9380Ivxwa9dZA You can buy Azur Lane Crosswave here: https://store.steampowered.com/app/1150080/ Azur Lane Crosswave Game TITLE: Azur Lane Crosswave GENRE: Action, Adventure, Anime, RPG DEVELOPER: IDEA FACTORY, COMPILE HEART, FELISTELLA PUBLISHER: Idea Factory International FRANCHISE: Azur Lane RELEASE DATE: 13 Feb, 2020 Azur Lane Crosswave Gameplay About Azur Lane: Crosswave Taking place in a world where personified battleships from across the globe duke it out, Azur Lane: Crosswave takes the spirit of the mobile game and uses the Unreal Engine to bring its characters to life in a massive 3D world, so fans can see them like they’ve never seen them before. The in-game character designs will also feature cel-shaded anime style 3D graphics that stay true to the original art. About Azur Lane Azur Lane is a side-scrolling shooter created by Shanghai Manjuu and Xiamen Yongshi, originally released in 2017 for iOS and Android platforms. The Shanghai-based publisher, Yostar, published the Japanese and English version of the mobile game, popularizing the game to more mobile users across the world. The game takes place in a world where personified battleships from around the globe engage in side-scrolling shooter gameplay. Story Enter the four nations: Eagle Union, Royal Navy, Iron Blood, and Sakura Empire. The military of each nation marched towards yet another season of diligent training. Suddenly, in the middle of their normal routines, a Joint Military Exercise was enacted. In this monumental event, a select few from each nation were chosen, causing all of them to train even harder in anticipation of rigourous battles ahead. But how did this event come to exactly? Are there ulterior motives at play? Key Features Retrofitted in 3D – Azur Lane mobile, the beloved side-scrolling shooter, is now retrofitted for the Steam as a cel-shaded, 3D action shooter with the help of Unreal Engine! Choose from 25+ characters and 30+ support characters to help lead your fleet to victory. Azur Lane: Crosswave also introduces 2 brand-new playable characters, Shimakaze and Suruga! 4 Modes to Choose From – Choose from 4 different modes: Story, Extreme Battle, Photo, or Episode Mode. Story Mode goes through 7 riveting chapters in the footsteps of newcomers, Shimakaze and Suruga. In Extreme Battle Mode, choose from 100+ challenging fleets to battle for rare items and special materials. In Photo Mode, you can pose characters, change facial expressions, alter backgrounds, and camera angles to create a picturesque moment. Episode Mode includes 50+ sub-stories that deliver bonus character backgrounds! Arm Your Armada – Before setting sail, beef up your characters by equipping them with rare items found after a successful battle or by crafting items at Akashi’s Laboratory. Here, Commanders can exchange blueprints to create new gear, convert materials into rare items, and earn rewards. Experiment with different fleet arrangements to gain special Fleet Effects that can provide in-game stat bonuses. Ready, Aim, Fire - In Azur Lane: Crosswave, you can now control, aim, and fire at incoming battleships, aircraft carriers, and other enemies. Depending on the character’s subtype, players can dash to evade attacks or activate defensive shields, unleash torpedoes or aircrafts, and switch-on character-specific special attacks to defeat unruly enemies! My Amazon Storefront (Gaming Products I recommend): https://www.amazon.com/shop/corruptgaming (US) https://www.amazon.co.uk/shop/corruptgaming (UK) Recommended Games: Borderlands 3: https://www.corruptgames.net/buy-borderlands-3 Control: https://www.corruptgames.net/buy-control Cyberpunk 2077: https://www.corruptgames.net/buy-cyberpunk-2077 Falcon Age: https://www.corruptgames.net/buy-falcon-age Tetris Effect: https://www.corruptgames.net/buy-tetris-effect DISCLAIMER: This video and description contains affiliate links, which means that if you click on one of the product links, I’ll receive a small commission. This helps support the channel and allows us to continue to make videos like this. Thank you for the support! Website Owners: Feel free to embed my videos on your websites #AzurLaneCrosswave #AzurLaneCrosswaveGame #AzurLaneCrosswaveGameplay
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