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#apologies for the subpar graphic
teaforkenobi · 1 month
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i've got nothing to lose (except everything you are) by teaforkenobi
Anakin knows it’s unwise to keep quiet, knows that Obi-Wan is the very first one he should tell if he suspects something odd is happening to him. But what is he going to say? “Oh, by the way, Master, I noticed when staring into your eyes and forgetting how to breathe that maybe I might be going blind or something. Weird, right?”
In a universe where unrequited love leads to a disease that drains your Force sensitivity, Anakin develops what he believes to be one-sided feelings for Obi-Wan.
(Or, two idiots suffer in silence, until they don’t.)
→ chapter one
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hellboundgraphicnovel · 8 months
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Hi there!
This is the blog for Hellbound, the graphic novel that I’m working on.
Hellbound takes place in a low fantasy Wild West setting, but wait! It’s queer!
I want to use this blog to log my progress as I work through writing this story and to develop character and scene design.
I also want to use this blog to get experience from real people about their experiences so that I don’t accidentally create characters that are offensive or rely on stereotypes.
I would also like to apologize in advance for my subpar writing and art, but practice makes progress, right?
Art credit: Me! You can call me ToadChampignon :)
Anyway, I’ll see you down the road!
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Hell to Pay: Chapter Thirty-Three
I, II, III, IV, V, VI, VII, VIII, IX, X, XI, XII, XIII, XIV, XV, XVI, IX, IX, XX, XXI, XXII, XXIII, XIV, XV, XVI, XVII, XVIII, XVIIII, XXX, XXXI, XXXII
cowritten by @lux-scriptum
A/N: This chapter is very heavy. Trigger warning for implied incest, implied rape, forced prostitution, character death. There is no graphic images of rape or incest. All is implied. This chapter is very past!Cameron-centric, bls be careful when reading
Cameron was seventeen years old the first time he laid eyes on the golden eyed omega that was supposed to train him. He had been introduced to him by the name Darius and even if he had been here for several years, and Cameron was the bastard son of Asmadai, he offered Cameron the warmest smile.
Cameron gave him a tight grin. “I’m guessing you’re the one that’s going to be teaching me the ropes?”
Darius nodded. “That’s me. I’m Darius.”
“Oh, I’ve heard. However, I do not think I need to be ‘trained’.”
Darius’ face didn’t shift from his smile. If anything else, it just seemed a little amused, if a little sad. Cameron said, “Don’t give me that look. I don’t need the pity. I’ve known my job since I was young. I was always going to end up here. It’s fine. Either way, look at me. Who wouldn’t want to fuck me.”
“I do suppose that is one way of looking at it,” Darius remarked, looking Cameron over. “You are very attractive.”
“I know.”
Darius snorted and began leading Cameron through a set of double doors to a large room bathed in white and gold. Cameron looked appreciatively around, running his fingers along the silken furniture while he roamed around the room. “Not bad,” he said. “I didn’t think whores got paid this well.”
“This one does,” Darius replied. “I’m a favorite for a reason.”
Cameron looked at him. “I’m guessing that reason is because you’re hot?”
“Among other things, I imagine.”
Cameron wasn’t blind. Darius’ bright golden eyes and long waves were sure to be a favorite to many people. He just held little stock in appearances, himself. Darius was beautiful to him the way music sounded to his ears. Cameron went to settle on the couch, watching Darius move towards a small kitchen area where he started fixing himself something to drink. “Would you like some tea?”
“Do you have anything stronger?”
“Not with me, no. I’d rather not be inebriated in case my services are requested.”
Cameron thought on that. It did make sense, he supposed, but he also figured Darius would be getting fucked one way or another. “Wouldn’t you rather not remember it?”
Darius gave him a steady look. “No. I want to remember everything.”
-----
Cameron had kept himself busy for the last three months and it was still unnerving to be in the same room as Darius without any kind of ulterior motive on Darius’ part. Darius left him to his own devices at night and didn’t bother him. It was easier to get a night of sleep for the next day when he didn’t have Destris coming into his room to bother him every night.
But that didn’t stop Destris from bothering him any other time of the day. It just made it more difficult. Especially when Cameron seemed to be becoming a favorite amongst court ladies. Cameron offered lazy smiles to everyone he passed in the hallways. Lingering looks told him enough about who was going to end up filling his mother’s pockets by the end of the night.
Cameron’s muscles, as worn as they were on a daily basis, were defined, unlike the slender build Darius seemed to have. He had seen Darius in passing a few times that day, but they both had been too busy to speak much.
Cameron was leaving a lady’s chambers, buttoning up his shirt when he nearly ran into his brother. “Can I help you?” Cameron asked, annoyed.
Destris gave him a lazy smile. “Maybe later. What I want to know is why you are sleeping in that whore’s rooms when you have perfectly fine rooms of your own. My mother gave you the finest, and yet you settled for subpar trash?”
“Well,” Cameron said, “I’m sure our mother would much rather have a room where she doesn’t have to house her bastard. It’s best for the economy, don’t you think? Maybe she can turn it into a war room.”
That smile sharpened. “I think you’re trying to avoid me.”
“Why would I ever try to do that?” Cameron said. “You get my services for free.”
Destris’ hazel green eyes flicked around them before coming back to settle on Cameron’s face. “I do,” he said. “And I do not like having to come find you when you should be in your own bed.”
“I do apologize,” Cameron said. “I just think it would be best to be near my trainer. Since he is more experienced than I. What if I have questions? Whomever would I go to when I need to learn how to properly suck a cock?”
Cameron didn’t blink when Destris shoved him back against the wall, fingers curling tightly around Cameron’s throat. “I don’t know who you think you are.” he hissed. “You belong to me, no matter who you’re on your knees for. Understand? I am the only thing between life and your death. I own you.”
Cameron couldn’t form words even if he wanted to. The air in his lungs protested at the lack of oxygen to his brain. His eyes trained to the floor, even if he wasn’t an omega. He tried nodding against his brother’s claws. When Destris finally pulled back, it took all of Cameron’s strength to not start coughing. Destris looked pleased at what were surely new bruises around his neck. “You will be making up for your back talking when I see you again, tonight. Better get going. I’m sure there are plenty waiting for you to warm their bed.”
-----
Darius wasn’t quite sure how Cameron had managed to con his way into Darius’ chambers when he had his own in another part of the castle. But Cameron was now camped out on his couch with one of the silken throw blankets almost every night.
He hadn’t bothered to try and keep Cameron out of his rooms. Part of him wondered if Cameron would just find his own way into the room, or just force his way in and Darius didn’t want to bother replacing door knobs or locks every time Cameron would get in here. And oddly enough, Darius didn’t mind when Cameron slept on his couch.
Darius had finished his shower and was getting dressed when Cameron came through the doors as if he owned the place, but Darius didn’t say anything while Cameron unbuttoned his black shirt and slacks to settle on the couch; not when there were prominent bruises in choice places on Cameron’s pale body.
Darius quietly sat a cup of tea and a plate of food on the coffee table in front of Cameron but didn’t try to offer any words, not when there was the aura of lethality around him. Instead he settled in a chair across from him while Cameron turned into the couch. The finger-like bruises wrapping around his throat were hidden when Cameron pulled the blanket over his head.
Darius almost offered to see if he wanted a healer, but instinct enough told him that Cameron wouldn’t want one. Even with no power of his own, Cameron seemed to relish any kind of control he could get his hands on, even if control over his own body was scant at best.
“If you would like,” Darius said, hesitantly, “I can have your clothes brought here? That way you don’t have to go across the manor to get them every day.”
Cameron remained quiet, and didn’t move an inch. Just when Darius thought that Cameron was going to ignore him, Cameron hoarsely said, “Do what you want. I don’t care.”
Darius took a long drink from his tea, thinking about how sharp those words sounded. “It would be practical.” Darius said, “I have some tea here for you- it might help your throat.”
Cameron stiffened slightly but snapped the blanket off himself and sat up to stare at Darius. The black bruising against his skin clashing darkly against the gold and silver blanket hanging off his shoulder. “Oh will it? I’m sure you’ve had enough things rammed down your throat to know.”
Darius didn’t blink. “Yes I have. You have too, yes?” Cameron rolled his eyes and picked up the cup from the table and scented it. “There’s no poison, if that’s what you’re looking for.”
Cameron flicked him an annoyed look. “What a shame,” he said, dryly. “What about honey? I guess I can settle for that.”
Darius smiled. “I have honey you can use.”
“Good,” Cameron said, curtly, getting up smoothly from the couch to move to the kitchen area where he poured a healthy dose of honey into the earl grey tea. “It’s like you have no taste buds,” Cameron complained.
“Well,” Darius said. “I cannot cook. So, I do tend to hold little stock of what kinds of things I cook outside of what I need.”
He bit back his snort when Cameron looked at him with disgust. “Are you saying I need to feed you?”
“That is not what I’m saying,” Darius said.
Cameron arched a brow while taking a drink from his cup. “I think you are,” he said. “Why else would you tell me you can’t cook? I’ll do it.”
“You really don’t have to-” Darius started.
“Too late, it’s done,” Cameron said, turning back to the kitchenette. “I’ll make a list of things you need, but I can do that later. It’s too late to do shit right now.”
“Indeed,” Darius said, getting up to put his tea cup and the untouched plate of food away. “We both should probably get some sleep.”
Cameron nodded, taking another drink from his tea cup before hesitating slightly and looking at him. “Can… you can say no- nevermind. It’s fine.”
“What?” Darius asked, looking at him. “Would you like me to get a healer? Or some more blankets?”
Cameron still looked uncomfortable, but shook his head. “It’s fine.”
“Cameron.”
“Darius.”
“How can I help you?” When Cameron just chewed on his lip, eyes trained onto the ground, Darius took a tentative step towards him and cradled Cameron’s cheek. Cameron’s entire body locked into place. “Please?”
Cameron’s nostrils flared, but he still wouldn’t meet Darius’ gaze. “Can I sleep with you?”
Darius blinked. That was. Not what he was expecting. “I-”
“Not sex,” Cameron said, instantly, looking up finally. “I just. I don’t want to be alone. I understand if you don’t want to, though.”
“You want to share my bed?”
“I- yeah.”
Darius forced his eyes to not linger on the bruising still so prominent on Cameron’s pale skin. “Of course you can,” he finally said. “I’m sure it’s more comfortable then the couch you’ve been sleeping on anyways.”
Cameron looked visibly relieved. “Thank you.”
----
Even if it was cloudy out, Darius had found himself with a free afternoon with Asmadai and her cabal gone. Cameron had chosen this free time to sit at the piano studiously for the last hour playing, and Darius had listened contentedly until he started getting restless. And if he didn’t stop Cameron, then Cameron was going to sit at that damned piano for another three hours playing.
Darius sidled up next to him and drew the piano case down. Cameron’s long fingers snapped back before they got stuck under the weight, shooting Darius a dirty look. “Can I help you?”
“I’m sure you can,” Darius said. “We have the day free to do as we wish.”
“Yes? And? I’m using that time to play.”
“You play every day,” Darius pointed out. “Come out with me. We can go have a picnic by ourselves and get some fresh air.”
Cameron looked blankly at him. “A picnic?” he echoed.
“Yes.”
“That sounds absolutely horrific. It’s not even sunny out.”
“Just humor me,” Darius said.
“And if I don’t?”
“Then I guess I’ll just have to have a picnic all on my lonesome.” The flat look Cameron gave him had a smile tilting up on Darius’ face. “I’ll let you pick out the snacks.”
Cameron looked so pained. “Fine.”
----
Cameron was still annoyed by the time they had left the manor half an hour later, even if Darius seemed pleased with himself. Luckily it was still early enough in the summer that Cameron didn’t have to worry about it getting too cold yet. The winters in the Court could be brutal and even he didn’t enjoy it.
They ended up finding some hill to sit on that was on the outskirts of the city, away from prying eyes. Cameron let Darius sprawl the blanket out on the grass and spread the food out before Cameron sat down and squinted around him. “Are we supposed to just… sit here and eat? We could do this back in our room,” he said. “There is no point of doing this out here.”
“It’s for the aesthetic, Cameron,” Darius said, looking into the basket of food Cameron had packed. “The ambiance.”
“It’s cloudy,” Cameron said, reaching for his own food. “The ambiance is tainted by shitty weather, Darius.”
Darius hummed and bit into his sandwich. “Mm. I think you’ve just been cooped inside for too long. Your already pale complexion is even more pale. However will you get the vitamin D that you need for a healthy body.”
“By dick in my ass, I imagine,” Cameron muttered under his breath.
“Wrong vitamin,” Darius said. “Interestingly enough, that’s vitamin C. Amongst other things.”
Cameron rolled his eyes. “I’ll remember that next time my face is in a mattress.”
“What is it you want, Cameron?” Darius asked, looking up at the idiotically grey sky. “If you could have anything, be anyone, right now, what would it be.”
“Does it matter?” Cameron said, laying on his back, closing his eyes. “Wanting things has never been in my vocabulary. It’s irrelevant and a waste of time. I’m not even a person. Tools of war have but one purpose. To cause damage.”
He could feel Darius’ brilliant gold eyes on him, and Cameron didn’t like it. “Well,” Darius said, softly. “I think you have done the least amount of damage to me out of everyone I have ever come in contact with.”
Cameron opened his eyes and looked at him tiredly. “For now,” he said, softly enough, Cameron almost hated both himself and Darius.
Darius just laid down next to him and folded his hands over his stomach. “I think I want a place of my own,” he said. “I’d like a family, children. Sure, it could be because I’m an omega. But I think… I just want a family. Never had one.”
Family’s overrated, Cameron almost felt compelled to say. Instead he offered Darius the mercy of hopeless causes. “Sounds nice,” he said, mildly. “I guess… I’d just want to be left alone to cook and make music. That’s all I want. Not going to get it, so I don’t waste my breath. But… it’d be nice.”
Darius nudged him. “I think you’re getting the hang of it.”
Cameron closed his eyes again. “”Don’t touch me.”
-----
A month later and Darius was still letting Cameron sleep in his bed. Every night since that first night Cameron asked, and every night, Darius said yes. But there were some where Cameron never came back to the room at all. Darius didn’t have the bravery to ask Cameron about it, especially when Cameron seemed to be more distant those next mornings. But Darius always provided Cameron tea and honey when he came back.
They had both been reading for hours by the time Cameron’s services were requested. Darius read in the same spot for several more hours before Cameron came back. Cameron returned to sit next to him on the couch, watching Darius tiredly. Darius offered him no words, not wanting to break Cameron’s silence.
Eventually Darius felt the weight of Cameron’s head against his shoulder. He dared to look over, careful to not move too much. As he thought, Cameron had fallen asleep, his white hair falling over his closed eyes, smoothing out the perpetual annoyed look on his face.
Darius resisted the urge to move the hair away from Cameron’s elegant face, but remained in control of his impulses. Instead he turned back to his book and felt himself smile when Cameron settled more against him. Darius awkwardly reached for the throw blanket and threw it around Cameron’s bare shoulders before turning back to his book.
----
“Okay, but you learn absolutely nothing from those books,” Cameron said, looking distastefully at the paperback romance novel in Darius’ hands. “It’s pure fantasy. Life’s too bloody and miserable for anything like that to come true.”
“Okay,” Darius said. “But consider this. That’s the point. It’s a fantasy, it’s something to hope for some day. Sure, a whirlwind romance like the one in this book could be hard to imagine, but that doesn’t mean romance in the world is dead. Nothing can kill true love, no matter how hard some try.”
Cameron gave him a long, skeptical look, but elected to not tell him that love didn’t exist. “I still think the right books are the ones where you actually learn something. Otherwise it’s just a waste of time and paper.”
“Not everyone can read just nonfiction like you can, Cameron.”
“That’s because not everyone has good taste,” Cameron said, propping his legs up on Darius’ lap, eyes turning back to his own book. “Not only is it useful, I am not wasting my time chasing fantasies.”
Darius sighed softly and just patted Cameron’s leg. “It must be quite exhausting in your head, my Cameron.”
Cameron glowered at him over his book. “No more exhausting than in yours, I imagine, my nuisance. It’s a special kind of hell chasing fantasies when you should be focusing on survival.”
“Oh Cameron,” Darius said, softly. “There is so much more to life than surviving.”
-------
It was a rare night when both Cameron and Darius had the same time off. Cameron had made the habit of fixing them both dinner in the evenings, even when they both weren’t in the room at the same time. It was the only way Cameron could convince himself to eat.
He could feel Darius staring at him while they ate. Cameron pretended to not notice how Darius’ sneaking looks kept lingering on his face. Finally Cameron looked up from his meal and met his gaze steadily. “Is there a particular reason you are staring at me?”
Darius didn’t even blink. “Because you’re beautiful.”
Cameron rose a brow. “Yes, I am. But that doesn’t explain why you are staring at me when you’ve seen my face every night for the last four months.”
“Okay,” Darius said, annoyed enough Cameron’s mouth lifted. “I’m staring at you because I want to kiss you. Haven’t done that in the last four months.”
Cameron blinked. “You- why? I mean I know why, as I have seen my reflection, but-”
“Believe it or not, I do appreciate your company.”
He was annoyed. “Well as long as you appreciate it-”
Darius leaned over and covered Cameron’s mouth with his golden hand. “Cameron. Let me- just. Please stop talking.” Cameron glared at him, but didn’t snap his wrist at the unneeded censorship. Darius gave him a firm look before removing his hand. “Whether you want to believe it or not… I know you feel the same way too. You don’t… you don’t have to act on it, or you can even leave if you want. But just. Don’t lie, not about this. About me. Because I’m your truth.”
For the first time, Cameron had to force himself to hold those golden eyes. He… He didn’t know what he felt. Was- Did he feel safe? Was that how Darius made him feel? He made him feel warm, not like a walking corpse, not used. But… That didn’t mean anything, did it? It just meant he was decent enough to not pay Cameron to take him to bed. “I… don’t know what that means. I don’t know what you mean to me. You’re just. I don’t know what you are. You’re just not my enemy. I’m safe with you.”
“You are safe with me,” Darius said.
“But are you safe with me,” Cameron countered.
Darius seemed to think about that. Cameron stared him down for what felt like an eternity before Darius said, “You live a very bloody life, Cameron. I think I’d be a fool to think I was ever completely safe, even with you. But that doesn’t stop me from caring about you, from wanting you in whatever way you’ll have me.”
“There are so, so many more people that you could want, Darius,” Cameron said. “Or is it because I am Asmadai’s bastard that you’re interested.”
Darius looked genuinely hurt and taken aback. “No, of course not. I have no desire to have her ear. I just want you.”
Cameron stared at him. He opened his mouth and closed it several times, at a loss of words. How the fuck was he supposed to answer this. He felt like there should be some kind of catch. There had to be, but he couldn’t figure out what if it wasn’t because Darius wanted at his mother. “I have been nothing but a pain in the ass to you,” he finally said.
“A cross I am willing to bear,” he said, solemnly.
“I…” Cameron sighed sharply. “I don’t know.. How to be what you want.”
“You make it sound like I actually know how a relationship is supposed to go,” Darius pointed out.
“Don’t your fancy romance novels tell you,” Cameron said, trying to keep the annoyance out of his voice.
“I thought you said those were a fantasy?”
“They are,” Cameron said, flatly.
“Then I don’t see why we can’t work together to figure it- us- out,” Darius said. “Since romance novels seem to not be construction manuals.”
Cameron gnawed on his lip. “But why. I don’t understand why.”
“Why I like you? Care for you?”
“Yes,” Cameron said, exasperated.
“That is a good question,” Darius mused. “One I do not know the answer to. I just like you. You amuse me, keep me company. You make sure I don’t starve. Surely that has to count for something.”
“Are you saying you want me because I can cook.”
“Oh absolutely.”
“Well at least that makes sense,” Cameron muttered under his breath.
“I know what you’re doing,” Darius said. “And it’s not going to keep working.”
“I think it’s working quite well,” Cameron replied.
“I’m sure you do, however, we are all allowed to be wrong sometimes.”
“I am not wrong,” Cameron snapped.
Darius smiled. “Then prove it.”
Cameron’s nostrils flared. “You’re mocking me and I do not like it.”
“Am I?”
“Yes you are,” Cameron said, knowing damn well Darius was baiting him. “I think you like making a fool out of me.”
Darius’ eyes glittered in amusement and Cameron frowned. Darius leaned forward and cradled Cameron’s face, sending a jolt of electricity through his core. Cameron looked down, trying to ignore the tingling in his face. “Look at me?”
Cameron forced his eyes up. The words died in his throat.
Cameron somehow felt warm and ice cold at the same time. He was sitting too still and he was too restless. He wanted… he didn’t know what he wanted. To run or to stay. He wasn’t sure if he felt safe or not, but he didn’t see any threats, his mind was betraying him, looking for an out, but there was only Darius. “What?” he rasped.
The way Darius looked at him had Cameron wanting to shatter something. “What are you feeling, right now?”
“I already told you. I think you like making a fool out of me.”
“Don’t do that. Don’t do that to me. Tell me what you’re feeling.”
Cameron could almost taste the metallic flavor of his venom. “Threatened,” Cameron finally said. “I’m feeling threatened and I don’t know why.”
Darius stilled just slightly enough Cameron straightened. “Do you want me to move my hand?” he asked.
“I don’t.”
“Do you want me to leave?”
“I don’t.”
“What do you want?”
Cameron gazed at him in silence. That was the question, wasn’t it. He couldn’t very well just say him, that would make Darius his, and that would mean he would be Destris’ and Cameron couldn’t do anything against his brother. It had been well trained into him since he was seven years old.
“I want…” Cameron’s voice faltered. He closed his mouth. “I can’t want anything.”
“Cameron.”
The last of his nerves frayed. “Don’t you get it,” he snapped. “I can’t want anything. I can’t want you, I can’t want my own kitchen or a damn piano or anything. I am not a person. You are not a person. We are not people. We are tools for the elite to warm beds, or in my case to slit throats when my father wishes. If I so much as try to want something Destris will find out and he will take it away from me. He will have me on my knees one way or another, Darius, and that makes you a liability.”
Darius tried for a small smile. “Are you saying I’m important to you?”
“I’m saying you make it extremely inconvenient to be me,” Cameron said, crossly. “You’re not… supposed to. Make me feel like- you’re not supposed to make me feel. It’s a distraction. You are a distraction.”
“A distraction from what?”
“Survival.” The faint way Darius’ thumb brushed against Cameron’s cheek made Cameron shiver. “You are a threat to me and I can’t protect you.”
“I don’t need you to protect me,” Darius said, pressing his forehead against Cameron’s. “I need you to take what you want. To do what you want. To do more than survive. You deserve to live, Cameron. You deserve more than what you have been given.”
The cinnamon and thyme scent filled his nose and Cameron closed his eyes. “No I don’t,” he said, weakly. “I don’t deserve anything just because I’m alive. I am a bastard. In the eyes of every single demon of the realm, I am not a person.”
“You are to me,” Darius said, softly.
Cameron looked at him for what felt like an eternity. “Then you’re a fool,” he said. Cameron leaned over, hesitated only slightly before kissing him on the mouth. The softness of Darius’ slightly parted lips undone him in a way that had Cameron abruptly pulling back and staring at him.
His breath was shallow and he could barely breathe. Darius somehow looked alarmed and perfectly calm at the same time, but Cameron didn’t give him the chance to say anything before getting to his feet and stalking out of the room.
Cameron nearly bulldozed into several court people on his way outside. He reached for a pack of cigarettes he had in his pockets and had one half lit before the familiar hazel green eyes appeared in front of him. “I do hope you have a plan on fixing your teeth if you’re going to smoke those. Mother will not be happy if your value drops because of yellow teeth.”
Cameron didn’t have the energy to quip at him. Instead he just took a singular drag from his cigarette and tiredly said, “Of course. Mustn’t damage the merchandise. Many do enjoy being bitten in bed.”
“Mm. Do you?”
“Does it matter if I do or not?”
“Not really, but I thought I’d humor you.” When Cameron didn’t say anything, Destris took his chin and forced Cameron to meet his eyes. “Are you ill?” he mused. “Perhaps you lost the ability to use your tongue. Should I see?”
“If you choose so,” Cameron said, mildly. “I can assure you my skills are up to par. Just in a sour mood, that’s all.”
“I might take you up on that later,” Destris said. “It is your day off after all. You need your rest.”
“Much appreciated,” Cameron said. “Do you need anything else?”
“No, I do not think so. Just wanted to make sure my idiot toy isn’t doing something stupid like permenantly marring his body.”
---
Darius waited up for hours upon hours, nearly reaching into daylight for Cameron to come back, not even knowing if Cameron was going to come back. But when he finally did, Cameron was back to his normal untouchable self. He seemed to have regained that faux composure he had spent the last seventeen years perfecting. Even if he did stumble a little when he locked eyes with Darius. “You’re still awake,” was all Cameron said. “I’ve been gone for nearly eight hours.”
“I wanted to be awake in case you came back.”
“Why wouldn’t I come back,” Cameron said, mildly.
“Why would you bolt like a rabbit after kissing me?”
Cameron worked his jaw. “Apparently becuase I thrive on making stupid decisions.”
Darius couldn’t help the way his mouth lifted at the corner. “I don’t think you made a stupid decision.”
“Of course you don’t,” Cameron said. “You wanted me to kiss you. And now I broke the rules. For another whore. One who quite possibly has the power to destroy me.”
Darius gave him a long, steady look. He didn’t think anything could possibly destroy Cameron. He was still standing now despite life and he would still be standing a thousand years from now despite a thousand lives. “You kissed me because you wanted to.”
Cameron didn’t even blink; his face didn’t even move, either. Cameron just met Darius’ look for look and there was pure alpha in those pale blue eyes. It was an effort to not give into his own instincts and bare his throat, especially when Cameron appeared much closer in front of him. He wasn’t sure who moved first or if they had always been this close. Cameron gripped Darius’ chin and glared down at him. “Don’t put a knife in my back,” he said, softly.
I won’t if you won’t, Darius thought, as if he actually had the power or the training to be able to do so. Darius put a hesitant hand on Cameron’s tapered waist. His skin was somehow warm and ice cold at the same time, just as heated and frigid as his stare. “Okay,” he said, in equal softness.
“Okay,” Cameron said, firmly. He let go of Darius’ chin and hesitated only slightly before letting the ice thaw on his face. “This… whatever this is,” Cameron said, “Is between us. Outside of these rooms, we are nothing. We are no one. You are nothing to me. Understand? I cannot and will not protect you if it comes down to it. Your survival is up to you and you alone.”
“I completely understand,” Darius said, other hand moving to Cameron’s other side. He waited for Cameron to move, to say something, but he kept watching Darius with those eyes before slowly letting out a soft breath and pressing his forehead against Darius’ shoulder.
----
Cameron had spent the last several hours wandering through the different shops in the Court, finding… something. He would know when he found it, Cameron had thought. He ended up in a jewelry shop eyeing the watches and bracelets. The branding tattoo on his wrist almost felt like it was on fire, but he wasn’t here for him.
Cameron finally settled in front of a display of slender black and silver watches. He was aware that neither color matched Darius’ rooms, but perhaps Darius would appreciate the sentiment nonetheless.
The jeweler came over and eyed Cameron over the counter. “How can I help you?”
“How much for this one?” he asked.
He looked at Cameron for far longer than Cameron cared for before looking down at the watch. “This is not for sale.”
Cameron heard the ‘not for your kind’ loud as day. Cameron narrowed his eyes. “How much would you want for it? I have the money.”
“Tainted money,” the demon said.
“Oh don’t worry,” Cameron said, “I washed the coins after I was done spreading my legs.” Cameron gave a sharp smile at the faint look of disgust on his face. “If you’d like, I can clean it again. Though, I do not think where you get money is that important. Profit is profit.”
“I don’t sell to whores,” the demon said, flatly. “Bad for business.”
“Would you if I was on my knees?”
The demon’s mouth opened but promptly closed when a voice mildly said, “Perhaps you would sell it to me, then.” Destris came up beside him and snaked an arm around Cameron’s neck, giving the jeweler a lazy smile. “Surely Asmadai’s heir is someone you’ll sell to. Now denying me would be bad for both your business and your life.”
“Of course, of course,” the demon rushed out. “Special price, just for you, prince.”
Cameron bit back his scoff. Destris was about as close to a prince as he was. Just because his mother was in charge of the hellbeasts of the Obsidian Court did not make her a queen. But he wisely said nothing and kept his face smoothed out while Destris bought the watch for him.
Outside the shop, Destris put the bag in Cameron’s arms. “I didn’t take you one for jewelry, Cam.”
Cameron chose his words carefully. “I thought it wise to own a timepiece. Never know when I’ll be able to need the time. All these clients; need to make sure to be punctual.”
Destris’ long, considering look had Cameron’s bones freezing in place. “Well,” he said, “I’m sure now you’ll be on time for our appointments, then.”
Cameron dipped his head. “Of course.”
---
Darius had barely had an hour to himself before he was finally able to retreat back to his rooms. The doors were shut when he started peeling out of his clothes on the way to the washroom, where Cameron was already waiting. Darius blinked. “Are you joining me?”
Cameron’s slightly raised brow only had Darius more confused. That didn’t stop him from finishing undressing, and that certainly didn’t stop Cameron from coming over behind him and unpinning Darius’ hair, letting it fall back down around his shoulders. “No,” he finally said, “however I thought I would offer my services in getting you clean.”
“Hmm.” Darius couldn’t stop the small smile. “Okay. But,” he said, “I want to wash you, too. And your wings. Please?”
Cameron gave him a long, long considering, almost bewildering look. “I- my wings?”
“If that’s alright?”
If Darius didn’t know any better, he’d say that Cameron almost looked flustered, but Cameron just began unbuttoning his shirt and shrugging it off his pale shoulders. Darius felt the breath leave his body when Cameron unfurled his wings. Black and leathery with the faintest purples and silvers. Cameron gave him an odd look. “What? They’re just wings.”
“But they’re your wings,” Darius said.
Cameron gave him an unimpressed look, but he didn’t miss the way Cameron’s mouth tilted upwards. “I suppose anything on me would be exceptional,” he said as he finished shedding his clothes.
Darius hummed to himself and watched Cameron run the water for the large tub and expertly choose fragrances to put in the water. The room filled with the faintest scent of citrus and cinnamon while Cameron went for soft towels and rags. Darius went to slide into the tub, watching Cameron’s back move against his wings. He could count only once or twice in the last several months he even saw a glimpse of them.
By the time Cameron came back, Darius had already submerged part of his hair under the water and had moved back so Cameron could get in with him. Cameron eyed him the way a painter would a blank canvas before finally saying, “Turn around.”
Darius did as instructed and listened as Cameron wetted a rag and began washing across his shoulders and down his back. Cameron so carefully parted Darius’ hair so he could get to his neck and Darius could not stop the small purr at the feeling.
Cameron only stilled for a split second before continuing once again. Not even a moment after Cameron put Darius’ hair back did Darius feel Cameron move to tilt his head back so he could pour water over his hair.
He did his best to not melt into Cameron when Cameron started lathering shampoo in his hair. Cameron’s long, nimble fingers were skilled. Though Darius already knew that from the amount of time he had watched Cameron play piano. While he managed to keep himself from melting, he was not able to stop his purr from getting louder, but Cameron seemed to not mind and kept washing Darius’ hair.
Cameron’s voice startled Darius into opening his eyes. “Turn around.”
Once again Darius did as instructed and turned back to face Cameron. The steam of the tub had Cameron’s hair dripping in his slightly flushed face. Without thinking, Darius reached over to tug the white strands out of his eyes. “There,” he said, softly.
Cameron’s flickering gaze had Darius leaning forward and pressing a light kiss to Cameron’s jaw before letting him get back to work. His eyes wandered back to Cameron’s wings, to the sharp talons, while Cameron continued running the soft rag down Darius’ arms.
“Could I convince you to show your wings in the room more?” Darius asked, curiously.
Cameron’s face turned thoughtful, considering the question while he continued his work. “Oh, I’m sure you could think of something,” he finally said. “You do have a way with words.”
Darius couldn’t help the smile blooming on his face. “I think that was a compliment.”
“Do you?” Cameron asked, eyes flicking to his for a split second. “I’m sure you would.”
“Mm. I’m right.”
“If you say so,” Cameron said, mildly, pouring fresh water over Darius’ freshly cleaned skin.
“I’d offer to make you food, but I think you’d rather I didn’t.”
“Mmm. No,” Cameron said, rolling his shoulders. “Food poisoning is not high on my priority list.”
“Tea?”
Cameron thought on it, pale blue eyes fixed on him steadily. “What else you got?”
Darius thought on it. He didn’t think he’d genuinely get this far. But he was going to run with it if it meant he could see more of Cameron’s wings. “You can have more room for your books,” he said. “Even if they are so dull.”
Cameron’s mouth twitched. “I do not think you are good at maintaining your position, Darius.”
Darius couldn’t help how he bit his lip. “Well what would you like, then.”
Cameron’s smile widened a bit more. “I do not know,” he said. “Why don’t you keep offering me things and I’ll see how far I can get.”
Darius whined softly. “Cameronn.”
“Dariuss.”
Darius frowned. “You’re mocking me now.”
Cameron lifted a single, perfect brow. “Is that what I’m doing?”
“Yes it is,” Darius mumbled under his breath, but he went for the rag and began to wash Cameron’s silky skin. Cameron’s amused look had Darius wrinkling his nose. “I will give you whatever you’d like, within reason, of course.”
“Mmm. Dangerous offer, Darius.”
Darius held Cameron’s gaze steadily. “I trust you.”
Cameron didn’t blink at Darius’ quiet truth. “I think all I want is a ‘please’.”
“A- what?”
Cameron smiled at him. “That’s all I want.”
“Please?”
“Please what?” Cameron asked, leaning forward to let Darius at his neck to wash.
Darius ran the rag over his skin, inhaling Cameron’s faint citrusy scent. “Please let me see your wings in our room. They’re too beautiful to be kept hidden away.”
“One would say every part of me is too beautiful,” Cameron said, mildly.
“Well, yes,” Darius said, “But your wings are exceptionally beautiful. And I so rarely get to see more than a glimpse of them.”
Cameron took Darius’ chin into his fingers and considered him for what felt like eons. He could feel something tighten and solidify in his core when Cameron leaned over and gave him a chaste kiss. “Very well,” he said. “Since you said ‘please’.”
Darius smiled at that look, and motioned for Cameron to let Darius at his hair. He ran water through the silky strands and washed delicately. He took care and treated them as if they were made of eggshells. He washed out the shampoo, conditioner and moved to his long, pale limbs and washed them just as delicately. Even if Cameron’s skin was flawless, Darius knew just what kind of damage the alpha could do at a mere seventeen years old.
More than anything, Darius wished he could protect him from his fate, but he knew Cameron would not appreciate the sentiment, so he kept doing what he was and washed the invisible marks from Cameron’s body and motioned for him to turn around.
Darius sucked in a breath when he took a long look at Cameron’s wings. “Can… May I touch?”
Cameron inclined his head, wings spreading slightly. “Yes. Just. Be careful.”
Darius hummed and lightly ran the rag over the long, thin bones, eyes trailing over the light silver veins tracing through the black and purple leathery skin. Cameron went almost… limp at the feeling of his wings being washed. He knew what level of trust Cameron was putting in him, and he had no intention of breaking it.
-----
A few hours later and Cameron was watching Darius read one of his useless books. He had been debating how to do this the last several hours and decided to just do it now before he lost any nerve he had. Owing Destris for this would be for nothing if he didn’t give the watch to Darius.
“Darius.”
“Mm?” he said, not looking up from his book.
Cameron went over and replaced the cup of tea in Darius’ hand with the small box. “Open.”
Darius looked down at the small box before looking up at him. He looked almost bewildered, but looked back down at the box and slowly began to open it. The watch was shining in the silver wrapping paper. “Oh,” he said, softly. “I- thank you, Cameron. It’s lovely.”
Cameron wasn’t sure how to answer that, so he just opted for a terse nod. “I saw it in the window and thought you’d have use for it.”
Darius gave him a far too knowing look, but just smiled. “I love it nonetheless,” he said, solemnly. “Help me put it on?”
Cameron moved down to his knees and took the box from him. “I know it’s not your typical aesthetic, but I figured you’d appreciate it anyway.”
“I do,” Darius said, extending an elegant hand.
Cameron carefully removed the watch from the box and clasped it, carefully covering up the branding on Darius’ wrist. “You probably couldn’t… wear it outside of the room often,” Cameron said, looking up at him. “But...”
Darius seemed to hesitate only slightly before leaning over and pressing a light kiss to Cameron’s forehead. Cameron did his best to not screw up his face at the sentiment and allowed it briefly before pulling back. The way Darius’ eyes shone was enough to endure the payment that he was sure Destris would take out of him for it. “I’m glad you like it,” he said, getting to his feet.
“I love it.”
----
Cameron spent that night with Destris, and then he spent the next several days between Destris and other clients. He barely saw Darius the whole time and the only time he did was when he came back to sleep. He barely ate unless Darius bullied him into it, and even then it took much persuasion on Darius’ part to get him to eat.
Cameron finally came back to the rooms after seeing a copy of himself leaving the room. But those same pale blue eyes shifted to the hauntingly familiar hazel green and it had Cameron stopping in his tracks, schooling his face into neutrality. “Have I forgotten an appointment?”
“No,” Destris said, sliding his hands into his pockets. “But I must say, I did not think the watch I paid for would be given to a common whore. Though, he did pay well for it as well. So I think I can let it slide. This time.”
Cameron blinked, and he opened his mouth before promptly closing it. He didn’t know what to say, and the ice slicing through his veins made him very aware he needed to say absolutely nothing. “Thank you,” he finally said, voice carefully neutral.
Destris gave him a spidery smile before walking around Cameron, his form shifting back to his own slowly. Cameron closed his eyes, sighing softly and bracing himself before going into the bedroom. Darius was sleeping on the bed, clearly naked beneath the throw blanket covering his lower half. Cameron’s throat closed when Darius awoke to look at him, confused. “You’re back already?”
“Yes,” Cameron said, numbly. “I decided to just come to bed, instead.”
Darius gave him a small, pleased smile and laid back down in the bed. Cameron changed into his pajamas, not feeling himself do it before climbing in the bed next to him. The smell of sex clung to Darius, and even if that was his job, this didn’t- this wasn’t the same. And Cameron couldn’t voice this, especially when Darius moved over to curl into Cameron’s side, falling back asleep almost instantly.
--------
Tuathal had never liked the Obsidian Court. It stunk of power and desperation to keep it, and it made his skin crawl with memories he didn’t want to touch. But Asmadai had asked for a meeting, and for now he needed to keep the peace.
Just in case, though, he’d brought his brother along. Cináed made a wonderful distraction, especially when he couldn’t be bothered to put on a shirt. He looked the part of a halfbreed, radiating his own power, and not power he had to steal. In comparison, Tu with his neatly pulled back hair and calm demeanor seemed the civilized brother.
While Tuathal sat, listening to Asmadai try to sell him on lending her his support. Not that he had any intention of giving her what she wanted, but it was good to seem like he was considering it. He knew damn well his magic was a coveted asset, but his plans revolved around ending this war, not prolonging it with more infighting.
Behind her, her son lurked, pale as snow, and an obvious attempt to be an enticing addition to the offer. Asmadai had no way of knowing Tuathal could never be swayed by a pretty face; he’d never been interested in sex, and that was not going to change for this young demon. Besides, he looked barely in his twenties, if that. Tuathal had centuries on him.
While Tu listened to Asmodai, nodding along as he braced his chin on his fingers, Cin wandered the room, poking his nose where it didn’t belong, passing close enough to the demon and her son that he could sniff at the both. They seemed unimpressed by the way Cin bared his fangs in a grin at them.
“Cináed,” Tuathal warned mildly. “No nibbling.”
Behind Asmadai, her son lifted his brow ever so slightly, the faintest of amusement showing up in his face, even as Cin growled at Tu.
“Cin,” Tu said, voice soft, and laced with a threat of his own.
This time Cin settled with a grumble, returning to Tu’s side as Tuathal stood.
After tugging on one of Cin’s golden curls, Tuathal fixed Asmadai with a level look. “I’ll have to think about your offer,” he said smoothly. It wasn’t a lie. There was plenty to be gained from picking apart just why and how she thought to go through with her plans. “I’ll let you know if I’m interested.” He wasn’t, but she didn’t need to know that until he had his brother safely away from her claws. Demons had done enough to Tuathal; they didn’t need the opportunity to do the same to Cináed.
Asmadai reached up to drag her fingers down her son’s jaw, not taking her eyes off of Tuathal. “I’ll be waiting for your answer.”
Tu didn’t even give her the respect of a bow. He turned away, knowing Cin was following on his heels. They didn’t say a word until they were free of the Obsidian Court. As soon as they were, Cin’s teeth found Tu’s shoulder, the pressure questioning.
“What did you think?” Cin asked, some of the playfulness fading from his sharp golden eyes.
“I think she’s a bitch, and can go fuck herself,” Tu replied, pulling his hair down with a frown. He ran his fingers through it once or twice to loosen it up, and then added, “Though she seems a bitch who might rise high. I’ll keep an eye out for her in the futures.”
“Probably a wise decision,” Asmadai’s son said from behind. It took a few moments for Tu to place a name; he hadn’t bothered to care in the room with her, but it seemed rude to not know now.
Cin shifted subtly in front of Tu, eyeing Cameron with the same feral look to him that Cin always wore in front of others. Cameron was unphased, but Tu already expected that. “Can I help you?” Tu asked instead of responding to Cameron’s comment.
“I’m here to offer myself to both of you,” was all Cameron said.
Tu bit back a snort. “Your services aren’t needed,” he replied. This was not a demon who had harmed him. He had no reason to be cruel. “You can let your mother know I’m not interested.”
Cameron’s icy gaze shifted to Cin. “And you?”
Cin met his stare, washed out gold clashing with pale blue. “I prefer my partners willing. I don’t pay to sleep with anyone.”
“I don’t intend to take your money.”
“And I don’t take bribes,” Cin replied dismissively. He headbutted Tu’s shoulder. “I want to go home.”
Tu stared at Cameron for a long time, chasing down flickers of the future. He knew Cameron’s answer before he opened his mouth. “I could buy you from her,” he offered quietly. “I don’t lack the funds.”
He could see the gears turning in the young demon’s head, and despite so many futures telling him Cameron would say no, he had to hope he might say yes. But when Cameron answered, all he said was, “You couldn’t afford me.” Here the demon hesitated. “But there’s another whore you could afford. He goes by the name Darius.”
This time Tu closed his eyes. Second ticked by, and then he opened them again. “I could afford it, yes,” he finally said. “But I don’t think there I have the... the time for a different man. This offer would only work for you.” Unease coiled through him. He rarely offered advice based on what he saw when he looked forward. “Don’t hesitate. It’s better that way. Merciful.”
Cin flicked him a look, a frown pulling at his lips. Tu shook his head once, unable to speak around the sour taste in his mouth. The blank look on Cameron’s face only made it all the worse. The young demon just inclined his head slightly. “Noted.”
Before he could get far, Tuathal called him back, on impulse. “Life has a strange way of bringing you things you thought lost,” he said. “This is not your only path, and not your only life. Your future forks more than you’re willing to believe, and you will be surprised by the outcome.”
Cameron paused long enough to give him a small, sharp smile, disbelief clear in the expression. “I’ll keep that in mind,” he said, and then he kept walking.
“You tried to tell him,” Cin offered, bumping shoulders with Tu.
“I feel like those cryptic old prophets,” Tu complained, turning towards home. “I hate those prophets. They’re all dicks.”
“Well. You are a dick, so.” Cin ducked away from the swat Tu aimed at him, laughing.
---
Cameron found two men to service that held similar enough scents to the two halfbreeds before heading back to the mansion. He was ordered to sleep with them, and he could not show back up without the scent of sex on his skin, unless he wanted to answer questions that would get him in hot water.
Cameron went to kneel in front of his mother. His brother was leaned against the throne next to her, that lazy, spidery smile curling his face as he rested his eyes on Cameron. The same smile was mirrored on Asmadai’s face and Cameron trained his eyes to the marble white floor. “The halfbreed wishes you to know he is not interested.”
His mother hummed, but it was Destris who said, “And did you serve them?”
“I did,” Cameron lied, smoothly.
“Clearly you didn’t do it well,” Destris replied. “Not enough training, I suppose. Even with your own personal whore. Here I thought Darius was useful.”
Cameron’s blood was somehow ice cold and burning at the same time. He allowed himself to feel neither and said, “I apologize. I’ll accept whatever punishment you deem necessary, Lady.”
His mother’s clicking nails was the only sound in the room, and Cameron could feel his heart pound in rhythm to them. “Bedding the half breeds was punishment enough, I think. You probably wish to wash their reek off your skin.”
“I would appreciate it, Lady,” Cameron said, still looking down at the floor.
“You’re quite welcome,” she said. “You may take your leave, Cameron.”
“Thank you,” he said, rising to his feet smoothly, eyes down as he walked out of the room. Cameron carefully eyed the hallways he took back to the rooms and he wasn’t sure if he were relieved or not when Darius was not in the rooms. He had no choice but to sit there and wait with the blade in his hand.
He had it resting on his lap by the time Darius came back, smelling of sex and perfumes. Darius looked from Cameron’s wings, to his eyes to the knife back up to his eyes. “So, I suppose the knife is going in my back?” he asked.
Or throat, Cameron thought, numbly.
“Yes,” was all he had to say, while standing.
Darius seemed to think about that, gold eyes never wavering as he held Cameron’s gaze. He tried for a half smile that didn’t quite reach his eyes. “I wouldn't by chance be able to convince you to not?”
“No,” was all Cameron said.
Darius nodded, more in acceptance than anything else. Cameron watched Darius carefully unclasp the watch from his slender wrist and hold it out. “Wear it for me? I’m sure you’ll have more use for it than I.”
Cameron unwillingly looked down at the black and silver watch in Darius’ fingers and found himself reaching out for it. The metal was warm from Darius’ touch. Cameron forced it onto his own wrist and lifted to curl his fingers around the back of Darius’ neck. The black strands brushing his fingers sent goosebumps up his arm and down his spine. Darius had to lift Cameron’s chin to make him look him in the eyes. “It’s okay,” he said. “I knew what I was getting into by getting involved with you. I know this isn’t what you want. I just hope you can eventually get what you need.”
“I’m sorry,” Cameron’s voice cracked.
Cameron didn’t give himself a second before he expertly plunged the blade into the back of Darius’ neck. He twisted sharply, feeling the nerves sever and the life leave Darius’ body without so much as a whisper. Cameron wasn’t sure if the feeling in his chest completely severing as well was imagined or not.
Blood seeped down his fingers, drenching Darius’ hair as Cameron gently brought the warm, limp body to the floor. Cameron’s eyes were bleary, tears streaking down his face and he couldn’t breathe. He had no right to feel this; he had no right to tears or pain of any kind. But that didn’t stop Cameron from dropping his forehead against Darius’ blood splattered one.
Closing Darius’ eyes, Cameron felt a sob tear through his chest. It felt like he was dying, like this was what death was. He supposed, in a way, it was. He never planned on living that long, anyway. He was going to end up dead one way or another, either at his mother’s hand or his brother’s.
A walking corpse.
----
Five hundred years later and Cameron was still serving in his mother’s court. He had carefully crafted an image for himself, making people want him; making people fear him. Of course, that did not include Destris in the mix, but he had his roles to play and he played them well.
Cameron, however, had not been expecting a half beaten angel to drop at his mother’s feet. The golden brown, tattooed skin was covered in bruises and blood, dark brown eyes somehow daring even with one of them bloodshot.
It was interesting enough to get Cameron’s attention, seeing as how his mother didn’t kill him right away. Angels were a thorn in his side, but this one- he was also an omega and that also piqued Cameron’s interest. An angelic omega in his court, still alive and daring to grin at his mother like this.
“Well,” the angel rasped. “This is surely one way to gain an audience.”
Cameron wasn’t sure how he had gotten from his mother’s side to his back oozing blood, and half dead in angelic territory in a matter of weeks. He had used the last of his strength to make sure he ended up on the right doorstep, hand slamming hard against the heavy oak door before completely crumbling.
Black edged at his vision, and all he could taste was the mingling metallics of blood and venom. He heard, more than saw the door open, black biker boots appearing in front of his eyes. “What the hell? Cameron?”
The next thing Cameron saw was the inside of what appeared to be a large bedroom. He could hear Nik and someone arguing. Pain laced through his body as he looked over to see the idiot angel and a taller, red haired angel bickering about him. He felt the eyes of the ginger turn towards him, bright green and disgusted and hateful. “Oh, you’re awake,” he deadpanned. “I guess you did survive.”
“Ash,” Nik hissed. “Don’t be a prick. I know it’s hard, but I think you could manage for a split second.”
Cameron closed his eyes for a heartbeat, and tried sitting up. Pain laced down his back, his arms threatening to buckle. He would have landed back on his face anyways had Nik not moved to put him back on his stomach. “You stupid bastard,” he breathed. “You just had your wings chopped off. Don’t move.”
“Let him,” Ash said. “If he’s stupid enough to move after a hack amputation like that, so be it.”
If Cameron had the energy he might have rolled his eyes. “I need to go,” he rasped. “I can’t be here.”
“Well, too bad,” Nik said.
“Angels,” he mumbled, forehead against the bedding.
“Yeah? And?” Ash asked. “If I haven’t killed you, I doubt anyone else is going to. Not when Nik would probably throw a damned fit first. Plus Az’ril isn’t here, so you don’t need to worry about him.”
He could hear how Nik’s breath hitched just a bit before, “Well lucky us. It’ll be fine. I’ll deal with Papi when the time comes. Blood debts and all that.”
Cameron had spared Nik and for his troubles he had gotten his wings carved off. Cameron sighed into the bedding and tried getting up again. The temperature in the room spiked enough Cameron knew Ash’s power and filed that information away for later. “Ah. So this is why Nik likes you. You are as stupid as he is.”
“Shut the fuck up, Ashwyn.”
Ash muttered under his breath but came over and had Cameron jolting when Ash touched his back. Cameron reached out and grabbed Ash’s arm in a vice grip and turned to glare up at him. “Don’t. Touch. Me.”
Ash rose a brow. “I see, too good for angelic healing?”
Cameron removed his hand and put his face back in the blanket. “Something like that.”
Ash scoffed, but Cameron could almost feel Nik inching towards them. He could feel the calloused fingers hesitantly touching his hair; knew Nik was stupid enough to touch him like this, in front of another angel. “Ash, get out.”
“You made me come over here and save your stupid demon,” Ash snapped. “And now you want me to leave you alone with him?”
“Do you really think he is in any position to hurt me,” Nik said, sharply. “He already spared me once, I doubt he’d try to kill me now.”
He could feel the heat of the glare Ash sent both their ways. It was hot enough Cameron could feel his hair sticking to his forehead. “Fine,” he finally said. “Your funeral.”
“Aw thanks,” Nik said. “Now get out.”
----
“Sir?”
Cameron looked up from his paperwork, annoyed to see one of his bouncers at his door. “Can’t knock?” he asked, coolly.
“I- There’s another angel here. Besides the mutt and... Nik.”
Cameron lifted a brow and leaned back. He thought on it; there weren't many angels that bothered showing in his club, unless it was Nik or Amara. But they both were gluttons for punishment and both got sex out of it. And unfortunately he could never really get rid of Nik anyways.
“Noted,” he said. “Now get out and go do your job.”
When the bouncer bowed out, Cameron rose from his desk and went to the tinted glass windows that overlooked his club. The club was packed, and Cameron kept looking to see where this angel was. He had no patience tonight to deal with angels trying to dismantle his establishment. But his attention was caught when sudden shadows appeared, wrapping around one of the patrons.
“Mmm.” Cameron said, leaning closer, to get a better look. He might have walked away when a demon started talking to the angel had the angel not tried flinching back. He cocked his head, watching more when Nik appeared in that awful body glitter and slung his arm around the angel’s neck.
Cameron watched enough for Nik to drag the angel to the bar where he knew Amara would be, drinking all his booze like usual. As annoying as she was, at least she provided steady profit for his club.
Cameron came down to the bar, more out of vague curiosity and suspicion than anything else. He made his way through the noisy club, training his hearing on Nik, the angel (apparently named Levant) and Amara. By the time he reached them Levant had a glass of water in his hand and was following Nik’s line of vision. The dark haired angel nearly dropped his glass.
Cameron nearly stopped in place when the wide gold eyes turned to his, but the arm slipping around his waist had him loosening once more, pulling him into focus. He let Nik at his throat, to scent him, but he still forced himself to offhandedly say, “Don’t get glitter on me.” He ignored Nik’s happy hum and kept his eyes on Lev. “Who are you?”
Lev was gaping like a fish out of water when Nik grinned. “This is Lev. Mar is trying to get us in his pants.”
Hmm. Cameron forced himself to turn his attention to Amara. “I’m not giving you free booze.”
The long drink and loud sigh didn’t impress him. “Why does everyone insinuate that I want free booze? I'm just trying to get my darling cousin loosened up a little. Maybe by a cock or two, you know?”
Cameron could have told her it was because he knew very well that she pick pocketed his patrons and used their money for her alcohol. So she was, in fact, not paying for her own alcohol. However, he was still making profit, so he did not care.
Lev’s mortified squeak had Cameron looking back at Lev and gripping his chin. He looked him over indolently. “And does he want to be loosened up by a cock or two?” he asked, lips brushing against Lev’s ear.
The sharp spike in Lev’s scent- in the cinnamon and vanilla scent- nearly had Cameron freezing himself.
“Oh, don’t break him yet, Cam. The poor angel’s going to be too much of a mess to be fun to either of us.” Cameron could smell Lev’s very clear, very obvious interest in Cameron. “Though, something does tell me he enjoys being a mess.”
Cameron couldn’t stop himself from brushing his nose along Lev’s neck, getting more of his scent into his lungs. Nik had grabbed the glass from Lev’s hands and Cameron used that moment to grab Lev by the hoodie and press him back against the bar, still scenting him.
“I’m going to take that as a yes?” Amara was saying.
Cameron eventually pulled back, his eyes trained on Lev. Cameron lifted his gaze from those bright gold eyes to the black wavy hair. Despite this skin being paler, despite the moles dotting that pale skin, and despite this angel being so thin-
It was like looking at a ghost.
Tagging:  @idreamonpaper @incandescent-creativity @solangelo3088 @halstudies @alittleyellowdinosaur @mis-lil-red
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otakuuchu · 3 years
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After launching on Dec. 10 on all platforms Cyberpunk 2077 has been pulled from the PlayStation Store by Sony. This is due to the controversy of performance that followed after its initial release. These reports consisted of graphical issues and game-breaking bugs only subjected to Xbox and PlayStation players of the previous generation consoles. It seems like PC players are having minimal issues with the game, unlike their console counterparts. Developer CD Projekt Red apologized for the subpar performance and promised to fix the issues to improve the "overall performance." They asked players to stop patronizing Sony for refunds and to contact them directly. Providing an email address where players can request a refund through Dec. 21. Sony finally decided to pull the game from the PlayStation store due to the culminating requests for refunds. Sony is now providing full refunds itself and the game will be unavailable for an unknown amount of time. Even though Cyberpunk 2077 was previously announced for next-gen consoles such as the PS5 and Series X/S in 2021. What are your thoughts on these events?
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Process Things! Part 3 - Frame Layouts/Storyboarding/Thumbnailing (Part 1)
Ok so I know I said I’d get to this last time and then never did so LET’S TRY TO DO IT THIS TIME.
Somehow I made this long winded, but it really is pretty straightforward: splitting stuff up into frames is just like splitting stuff up into pages! Only on a smaller scale.
Ok it’s not EXACTLY the same. But a lot of the same rules apply. Let’s go over them again and apply them to frames this time.
Usual disclaimer: This isn’t necessarily the “best way” or the “right way” to make a graphic novel, but it’s the way that works for me, one person with no training, to get it friggin done. So maybe someone else can get inspiration from this and like make their own thing if they didn’t know how to start. We’re all bored in quarantine and the purpose of this is to help some random person be less bored.
Extra disclaimer: I’m not using my own material in this guide because I’m self-absorbed and especially like any crap I churn out...I’m more just worried about using something else and not having the rights to it. So it’s just safer to use my own shit. I apologize in advance at the subpar examples….
Splitting a Page Into Frames
Let’s Compare It To Splitting the Chapter Into Pages
Let’s revisit the summary list from last time. The general guidelines for splitting a chapter up into pages (revised now to say frames!) were:
Don’t just AUTOMATICALLY give every frame the same amount of script. Sometimes you will and sometimes you won’t. It’s all about what keeps the reader interested and makes the page flow better and also.... 
Do think about the purpose of each frame and what it shows and accomplishes, even if it’s just a vague idea.
Less is more and more is less...I.E. The more you stick in a frame the less of an impact it will have. If you stick less in the frame, it will have more of an impact. (This even applies to exposition...Like honestly you still have a frame with exposition text, but make sure it sticks to the same subject and count that as putting “less”)
Keep pacing in mind. ← this becomes like even more important now because it determines how we split things up.
Ok so let’s elaborate. 
As for not giving every frame the same amount of script, that will come naturally if you follow the other guidelines.
Think about the purpose of the frame. I mean obviously sometimes you’re just like “I have some shit that needs to happen and this is a comic so it goes in a frame” and you’re not inspired. If that happens, I recommend looking for something on the page that you want to emphasize - like the most important thing, and splitting things up around that. If anything abruptly changes the mood, if there’s a sudden awkward silence, if there’s an important line of dialogue, a key romantic moment….Any stuff like that should stand alone, or not have much distraction surrounding it. 
One thing I’d say is if you have anything like that - something that changes the mood or needs to stand out, put that in its own frame. Or even a couple frames. Use your judgment of course, but that’s usually what I do.
Comics Don’t Move By Themselves, So You Have To Mimic Movement
But sometimes you’re not going to have any mood changes or big bold things. Sometimes you’re just gonna have two people talking about cheese or something. And honestly? I think those things are more difficult to get right. So what I would do is picture it like a movie. And watch a lot of dialogue heavy movies.
Make a note of the shots and the cinematography. You notice how when two people are having a conversation, an interesting movie will generally change shots and angles and points of view to keep things interesting? Have people moving about? Rather than just having one big shot with two characters centered? You’ll find that you can apply the same things to comics. Just pretend each shot is a frame change. So in a back and forth conversation every so often change frames (I like to do this every character line or two or three depending on the conversation). Change the POV, show something relevant in the setting, that sort of thing. (Yeah there are exceptions like Rope, which intentionally has very few cuts and the ones it has are well-hidden, but keep this in mind...It still uses physical movement and dialogue delivery to keep things interesting and keep things within the shot changing, even when there isn’t a physical cut. You don’t have that advantage in a comic, so you have to “mimic” movement, as you’re limited to standalone snapshots.)
A back and forth with fists is much the same. You don’t want a bunch of the same exact thing over and over again but like one wham here and a thwack there. 
Keep that in mind. But we’ll get into the specifics of that when we actually do the storyboarding. Also, if you ended up calling out actual shots in your script (which I’ll get into in a bit), that’s great! You can split up a lot of the frames based on those. But honestly, I never do that so I’m gonna pretend you’re like me and put everything off till the last possible minute. 
I will say this though, the last time I created a comic for someone else, I did add shot sizes and angles in the script to give them an idea of what to expect, and to clarify what I was going for in my thumbnails because they needed to give me a thumbs up before I started penciling. It’s also a good idea if you’re working with like a friend who’s doing storyboarding and/or pencils for you to include more detailed shot descriptions. They’ll have a slightly harder time understanding what’s in your head otherwise if you have something specific in mind.
Splitting Things up Differently Communicates Different Things
I think I already summarized this basically. More frames dedicated to a moment, a bigger frame, isolating something specific in its own frame...Those are all things that will draw attention to whatever is in the frame or frames. How much you put in a frame depends on how much attention you want on it. And that will guide you when you split things up.
So take a normal conversation between two people that doesn’t really have anything plot heavy and is just a casual chat, the point of which is just to show the two characters making casual plans or something. You would want about the same amount of emphasis on all the dialogue, so you probably wouldn’t change that up too much from frame to frame. And you wouldn’t want any drastic closeups or dramatic silent long shots (unless of course you want some time to pass or need it to show movements and transitions). So the way you’ll be making things interesting is by varying the shot angles and frame shapes a little bit. And we’ll get to that.
But what if we do have something we want to emphasize? Like what if the point is to reveal something about the character’s preferences, or suggest that there’s more to the character and their thoughts and motivations than their agreement to the plans suggest? 
We can communicate that in part by the way we split it up. You can add a silent frame after a line of dialogue. Or have the character take a couple frames to get through their sentence. When you add extra frames for a single instant, it makes the reader take longer to get through it, sort of emphasizes it.
God this is already getting long again.
But alright let’s move on. I want to combine this with storyboarding because it’ll all start to make more sense. And I want to show some examples eventually before I’m 50.
The Fun Part - Actually Storyboarding/Thumbnailing
I call it thumbnailing when I’m by myself lol and probably slip up every now and again...that’s why I have these two terms together. But when I’m talking to other people, I call it storyboarding. And what this step is is basically just making a bunch of little scribbles sort of blocking out how you want your frames to look. Now I have no idea if other people also sketch out the layout of the whole page, but I definitely do. I do that and the frames at the same time, because not only is each frame its own composition, but each page is as well, and you need to treat it like that. If you have a decent composition for each individual frame, but then the page as a whole has no flow, your storytelling will suffer.
BUT as much as it kills me, because I want to have a special section on laying out the whole page (and laying out the frames in more detail....because how you lay the individual frames out may need to be tweaked with their size and shape and position), I’m going to just stick to shot layouts themselves right now.
Some Terms
Also a quick note on some of the terms I’m using here…I find it really useful if I ever make notes to myself on things before I thumbnail, or if I’m showing a script to someone else, to use camera shot size/angle terminology. Also when I do this, if I forgot what I wanted to do or I lose my thumbnails somewhere, I can go back and look and use these as a reminder. 
Here’s a break down of what I’m talking about when I use certain shot size/angle terminology and when I might use it. Since we’re not actually filming a scene, instead of acting like this is a camera’s POV, let’s call the camera “the observer”. To help (I hope) here are some images from my comic. (Please forgive me if these aren’t perfect examples I know...There are also shot sizes that fall in between these…but I honestly just thumbnail to get things exact.)
Long Shot - Subject is far away compared to the observer and definitely entirely in the shot. I use this for shots like where I want to pull back a bit and let the reader take something in, or show that we’re moving to a new area within the scene. I’ll also use it after an establishing shot sometimes to briefly show where exactly the characters are in the larger setting. 
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Medium Shot - Subject is fairly close compared to the observer, but not like RIGHT THERE. COVID-19 conversation distance, maybe slightly more. You can see a character from approximately the waist up. I use these in normal conversations, when I want a character to be emphasized so you know they’re talking but not emphasized enough to be like DRAMATIC. It’s also a good size for when you want two people talking in a frame, but don’t need to show details of the setting.
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Close Up - When you want something emphasized and you’re going the extra mile. This is the shot you use when you want an appropriate reaction to character x gasping audibly when character y says “yeah so character c was right I’m actually a vampire and here are my blood-drenched fangs to prove it.” You know or if you need a close up of a character being embarrassed. Basically when you want an emphasis on like a facial expression, that sort of thing. I don’t just use this for people either. You can also use it handily for things like clenched fists, tear puddles, a neglected letter blowing in the wind….stuff like that. Please forgive the sub par example, I’ve suddenly forgotten every frame I’ve ever drawn in my life.
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Extreme Close Up - I use these sparingly because after a while they can get cheesy, but this is like...You know in some anime when a THING happens and two characters are about to fight and the screen sort of does that splice thing and you just see the characters and their “Now I mean business” eyes? That’s this. I also use it for the same stuff I use close-ups for, but for extra emphasis. Like if I was showing that neglected letter blowing in the wind, then I wanted to emphasize the word “Love” at the end or something, I’d use this type of shot.
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Ok so now that we’ve tackled shot sizes, let’s talk about angles. These make things more interesting. It’s the difference between having 9 panels of back-and-forth where every other one is the exact same shot of a person, and having an interesting conversation that draws your reader through the composition and dialogue. You can really use these whenever you feel it in your gut, but I tend to save dramatic angles for action and “wham” lines, although I do use them a little bit less dramatically in normal conversations. For example, I might use an angled shot to better show a change of setting in a long shot, but I probably wouldn’t use a dramatic angle on a close up of someone saying idk  “I like to pet my dog.” 
Eye Level - I never actually write this down anywhere when noting shot angles. In a slice-of-life drama like what I write, I can pretty much assume everything is this by default unless Some Shit happened (or I need to mix it up a little briefly). This is just like a normal straight-on shot. The observer is at the same level as your subject. Like you’re walking next to a pal of the same height and talking to them. Use this as like your baseline observer POV.
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Low Angle - The observer is a bit lower than the subject. Now we’re starting to get a little more dramatic. In particular, the lower the angle your observer is at, the more domineering the subject appears to be (especially the closer you get). Keep that in mind when using it. Of course it can also just be practical. Maybe your subject is character A who’s speaking while walking up stairs and character B is following them and the frames are switching between their perspectives. Then a handful of them might use this POV.
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Worm’s Eye View - I had to look up the term for this because I was just calling it “ground angle?” lol….But that’s what it is. The observer is very low compared to the subject. Maybe not EXACTLY ground level, but close enough. This is like Honey I Shrunk The Kids material. Use for FEAR or AWE. Keep in mind the “subject” doesn’t always have to be a person. It can be a building. So like. Using a worm’s eye view of a school building could, depending on the other elements of the composition, be used to communicate how intimidating school is to the characters.
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High Angle - The observer is a bit higher than the subject. Like the observer is sitting and the subject is standing. I actually personally don’t use this one a TON, but when I use it it’s usually for exactly that reason - just my POV character is a little bit higher than the speaking character due to being on stairs or something. You can use it for making someone look inferior and small. But I often find it works for dramatic emphasis, too. Like in the following shot where it’s a high angle, but it’s because I’m focusing on that hand to signal that my character is done playing.
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Bird’s Eye View - Most people are familiar with what this is...The observer is “up in the air” somewhere looking down on the scene. To be honest, I don’t have hard and fast rules for this one...I tend to use it when I want to use a high angle but With Emphasis. But I also just use it in an establishing or transition shot to make things interesting sometimes. Doing that isn’t forbidden. Like the following shot is just the first shot in a scene and I wanted an interesting establishing shot.
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Dutch Angle - Battlefield Earth angle. The observer is tilted observably to the side. Use for dramatic emphasis, but, unlike Battlefield Earth, try not to OVERUSE. I don’t use this much. Maybe like for some concert shots or when a character is disoriented.
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The general rule of thumb though is that angled shots will be more dramatic and non-angled shots are less dramatic. But changing the type of shot dramatically can also serve the same purpose. For example, if I have two characters talking and I’m just switching between their points of view and I have eye-level medium or medium-close-ups for every shot, then a character says something and both characters stop walking as I zoom out and have a large frame with a long shot, that can signal drama just as well as cutting to a close-up or something. 
Frame/Panel Sizing and Layouts
I just want to make some notes briefly about this. (And also mention that I call the individual segments of the page frames, but I think some people call them panels and TBH I don’t know what’s used more, so I’m just gonna call them frames)
I actually started touching on it in the last section but frame properties themselves can also play into what you’re communicating. Not only can you have shot angles and shot sizes doing the work for you, but the shape, size, and location of frames themselves can help.
I would suggest the following use of shapes:
Angle and skew the shapes of frames themselves to demonstrate action. Good for fight scenes, or when something shakes up a normal conversation.
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Use rectangular frames of various sizes - with lines parallel to page margins - for a normal conversation that isn’t particularly action packed.
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Use a borderless frame for an establishing shot of an open area, or when you want to avoid boxing something in/making it feel cramped. So like if I have characters chilling outside and the scene isn’t too tense, I’ll use that.
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And here are some ideas on how to size frames:
Thirds and golden rectangles are your friend. A lot of companies actually sell paper with guides that will help you see these rectangles on the page and place frames accordingly. I’ll get more into this with page layouts, but a lot of times, your choice to follow this guideline will influence the frame size.
A lot of same-sized and angled frames following each other tend to imply steps in one action. Can be used for comedic effect...which is why you see a lot of newspaper comics like this. HOWEVER, the way you arrange these frames can also have an effect. If they’re overlapping and stair-step a bit, it could be more dramatic, like a character coming to an inevitable realization, but you want to show that they have a dramatic pause before getting there. 
When doing scenes with a lot of action, it’s good to keep in mind that too many ACTION frames following each other will start to bog the reader down. You know this because when you watch an action movie and there are fight scenes, every now and then there’s a break where the characters chase each other to a new part of the environment, or they pause to say something snarky. Your action scenes should have some semblance of pacing too. I suggest having a couple frames that are “exciting”....You know, skewed, angled, etc. But then have a larger frame and pull back and give your reader a chance to breathe. With every type of scene, I ALWAYS vary the frame size a bit at points to keep things interesting and keep the reader’s attention. And the way I do that is by changing things. If I change things up, it keeps grabbing their attention.
When doing conversations, the same rule applies. You might be tempted to do a bunch of the same size frame because not much is happening BUT that’s not really true is it? Just because people aren’t punching each other in the face doesn’t mean stuff isn’t happening. It just means it’s happening on the inside maybe. Interpersonal things are happening. I tend to size frames according to importance when I’m at a loss. If something is a really important dramatic line, I’ll pull back and have a big frame. This also takes up more space on the page so the reader can’t brush it off and is forced to spend a tiny amount of extra time on it. But even if there’s nothing particularly dramatic going on, the characters are doing SOMETHING right? They should be. So vary your angles and frame sizes to show more about the setting and how they’re interacting with it. Keep it interesting.
Placement is a little trickier. I feel like this overlaps with planning out the page so I’m gonna pause for now. It also has a lot to do with those thirds/rectangles rules I mentioned.
Other Stuff To Consider
Backgrounds
Of course there aren’t going to just be characters and objects of interest in your frames, there should be backgrounds in most of them (actually all of them...but depending on your style and genre, sometimes the background is going to be a tone or color or some WHAM lines or maybe another visual effect….But don’t make EVERY background that). You need this so that you can ground the characters and have them move around in a way that makes sense. Backgrounds can also be used to help with timing. Like I mentioned before, cutting to a view of the setting can help with your pacing or transitions.
Actually you know what? I think I’m gonna do a whole section on settings and backgrounds next time? Why next time? Well for me, I have trouble figuring out shots and angles if I don’t know how possible they are. So usually I plan out my setting at least a little bit, and then include it in my thumbnails...or at least a few vague lines so I know where everything is. 
Line of Sight and Points of View
There are also a few guidelines I’ve picked up elsewhere that you may find handy for having flow in conversations. Sometimes I break these rules when they’d be really awkward or inconvenient, but for the most part they work. 
You remember how I mentioned a low angle or high angle, if subtle, can represent the POV of a character of a certain height? You can use that for effective conversation sequences. A good thing to do when having back-and-forth conversation frames is to look at the character you start with, see who they’re focused on, and then reverse the point of view to focus on what’s in their line of sight. Like maybe the other character. That way, it keeps the flow of the conversation going while keeping it interesting.
Another good rule to follow - unless there’s some significant or dramatic movement going on - is if not much is happening, try to keep characters oriented the same way.
Deciding On Shots and Vaguely Planning Out A Frame
Alright let’s get to it. I tend to do this all at the same time. So I’ll just do that here. I’ve got some basic dialogue and I’ve split it up into frames 3 different ways. I’ll show you each one and break down what I did and tell you why and how I applied the stuff above. 
Here’s the basic dialogue:
PERSON A and PERSON B are walking down the sidewalk. Person A is carrying a BAG and holding onto the strap. Person B has their hands in their pockets.
PERSON A Hey um, I was wondering, would you like to get some coffee and just talk?
Person B is quiet for a brief moment to consider. PERSON B Sure, that sounds like fun!
Not much, but actually quite a few possibilities.
Ok here’s each, and a breakdown of my thought process, and the frame notes I would put in the script to indicate something about what’s in each shot, if you decided to add those to your script.
Way 1 - this is just like a normal mundane thing happening
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Script would look something like….
FRAME 1 Medium Two-Shot, Eye-Level, of PERSON A and PERSON B, from the perspective of an observer directly in front of them. PERSON A and PERSON B are walking down the sidewalk. Person A is carrying a BAG and holding onto the strap. Person B has their hands in their pockets. PERSON A Hey um, I was wondering... FRAME 2 Medium (slightly closer) two-shot of Person A and Person B, from the perspective of an observer just behind Person B’s point of view (more or less...pretend my scribbles approximate this). PERSON A ...would you like to get some coffee and just talk?
Person B is quiet for a brief moment to consider. Frame 3 Reverse angle. Medium two-shot of Person A and Person B, now from the perspective of an observer just behind Person A’s point of view (more or less). PERSON B Sure, that sounds like fun!
Way 1 Breakdown and Reasoning
I’m sure that in a real comic I would have some part of the script before this, but for the purpose of the example, I go ahead and add a grounding frame at the beginning of the snippet. It focuses on the characters, but also shows a little bit of where they are relative to other things in the scene. We can see they’re on some kind of sidewalk, flanked by trees and buildings. (In a real comic, there probably would have been other things like an establishing shot as well)
In the next shot, we dig into the conversation a little bit more. We move the observer to keep things interesting. I choose to focus on the speaker - character A in this shot. I’m not zoomed in dramatically, because the mood of this conversation is just casual, not particularly emotional, and I don’t need to show any exaggerated facial expressions or anything. I don’t feel there’s any sense in adding extra tension to the scene, so I incorporate that pause by just showing character B silent in the same frame (as opposed to having them respond in the same frame).
In frame 3, I change the point of view to keep it interesting, but also stick very loosely to the line of sight rule...We started out looking at character A and B, focused on character A, and then switched to what character A is focusing on - character B. So in a way, I’ve drawn sort of a clean, smooth line through the whole scene.
Oh also...see how I kept the characters in basically the same orientation in the frame even though I changed shots? A on the left and B on the right? That’s the kind of thing I was talking about earlier.
Way 2 - the way I don’t like
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Frame 1 Medium-Long Two Shot of Person A and Person B, with the observer in front of them. PERSON A and PERSON B are walking down the sidewalk. Person A is carrying a BAG and holding onto the strap. Person B has their hands in their pockets. PERSON A Hey um, I was wondering…
Frame 2 Another Medium-Long Two Shot of Person A and Person B, with the observer in front of them. PERSON A ...would you like to get some coffee and just talk?
Person B is quiet for a brief moment to consider. Frame 3 Yet Another Medium-Long Two Shot of Person A and Person B, with the observer in front of them. PERSON B Sure, that sounds like fun!
Way 2 Breakdown….
“But EJ,” you shout, “why are you doing one where you’re breaking all your rules and guidelines.” To illustrate, my young padawan. 
This way is how I probably would never do this in a comic. And it’s not that it’s WRONG, necessarily, it’s just that it works better for short-format comics. Like newspaper comics you know? Where there’s a punchline or a wham line at the end - a setup and a payoff/resolution within a few frames. If you did that in a graphic novel for pages and pages, it would get kind of boring wouldn’t it? Don’t you think it’s a little boring after just 3 frames? I kind of do…It DEFINITELY would be boring after a chapter. Better to change things up and keep the reader’s eye busy….Well, busy doing something besides looking for a punchline lol.
Way 3 - extra drama
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Frame 1 Medium-Long (kind of...or “wide”) two-shot of Person A and Person B, from the point of view of an observer in front of them, not a long way away but more than a conversational distance. PERSON A and PERSON B are walking down the sidewalk. Person A is carrying a BAG and holding onto the strap. Person B has their hands in their pockets. PERSON A Hey um…
Frame 2 Medium-Close, slightly high-angle, single shot of Person A. PERSON A I was wondering… Frame 3 Close-up of Person A’s hands on the strap of their bag. PERSON A ...would you like to get some coffee and just talk?
Frame 4 Medium-Close, Single shot of Person B, from Person A’s perspective. Person B is quiet for a brief moment to consider. Frame 5 Medium (slightly closer maybe, but less close than the previous two frames) shot of Person A and B. PERSON B Sure, that sounds like fun!
Way 3 Breakdown....
I put this version here just for fun. I wanted to change it up a little and insert some tension between these two characters, and it’s easy to do that by adding space. Because in your comic, extra space can count the same way as awkward silence or tense silence in a movie. 
Here I start again with a grounding shot in frame 1. I decided to zoom out a little. That’s the first “space” I give the reader. There’s also the implication that it might take up more space on the page, idk...I’d probably note that explicitly though. 
Now what I do is, I break down Person A’s request into a series of frames to draw it out, demonstrating that Person A is taking some time. Maybe they want to ask Person B out and this is the next best thing they can manage. Maybe they’re uncertain for another reason. But by adding some extra space, we add time. The slightly high angle in the second frame will diminish character A a little bit, giving the reader the hint that they’re a little less confident in this moment. 
The next shot, frame 3, I add a detail we can’t see in the other versions, a close up of character A’s hands on the strap. Now you might argue that it breaks the flow a little bit….I think a lot of that would depend on where we put it on the page and what comes next. We could also just modify character A’s expression so they’re looking down at the bag and then we’d be following their line of sight. We can make whatever last minute decision we want….In any case, this added frame allows us to show that maybe character A is gripping that bag nervously. 
Frame 4 is a silent medium close up of character B. Not close enough to be over-dramatic, but close enough to focus on their expression. The tension increases because we’re in character A’s shoes, seeing character B considering the request from character A’s perspective. 
And then in Frame 5, we show the two of them together, and the shot zooms out a bit, relaxing the focus and breaking the tension a little bit as the dialogue resolves.
Oh Boy This is Long
Well I guess I gotta cut this off again and come back to it. Geez there’s gonna be more stuff in this than I thought….Sorry I guess. Yeah next time though I’m gonna get more into backgrounds and if I have time, also page layouts. Otherwise that’ll be in part 5. Well thanks for reading! I hope this gives you some ideas. I’ll be back! 
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chungledown-bimothy · 5 years
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Trust Me: Chapter 7
Hey look! A timely update! Consider it a preemptive apology to everyone who loves Logan. 
Chapter 1 Chapter 6 AO3 Chapter 8
Warnings: GRAPHIC DESCRIPTION OF TORTURE and JD is a high schooler. It’s relatively short, and marked by ******* before and after. But it’s for sure there. Oh, and some swearing.
Author’s Note: The German translates to “I speak German too, and I know you killed them.”
Word Count: 2190
Tag List: @ccecode​ @emo-sanders-sides-loving-unicorn​ @ren-allen​ @ilovemygaydad​ @bloodropsblog​ @funsizedgremlin​ @raygelkitty​ @roxiefox23​ @thomasthesandersengine​ @spookyingarbageisland​ @band-be-boss-blog​
15 minutes passed before Logan broke the silence. "I understand that two members of the football team committed suicide two weeks ago. I know that you are new to the school, but it must be difficult nonetheless."
"Not really. I bounce around so much, I don't bother learning names or faces, let alone care about anyone. Besides, I heard they did it because they were gay and too homophobic to deal with it. No major loss there, in my opinion."
"That is… an interesting perspective, JD. I am almost afraid to ask about your thoughts on Heather Chandler's death."
"Sometimes even the shiniest of ivory towers are prisons, I suppose. One has to wonder, though, how much the bullying rate has dropped since she kicked the bucket. I mean, sure, one of the other Heathers is trying to take her place, but even she knows that she'll never measure up." He looked out the window and then back to Logan. "Hang on, I never told you where I live."
"I know where I'm going. What do you know about how Heather, Kurt, and Ram died?"
"If you say so," JD began, hesitantly. "Only what everyone knows. Heather drank drain cleaner, and Kurt and Ram shot each other. I heard someone saying that they used some special kind of bullets called ich lüge."
"Ich spreche auch Deutsch und ich weiß dass Sie sie umgebracht haben."
"H- how could you possibly know that? No one knows that. I was careful. I was perfect."
"Obviously, you were not. If you were truly careful, you would not have said anything about the bullets. You wanted to applaud yourself for being so much smarter than everyone else. You also would not have chosen such an emotionally-driven accomplice. I understand the appeal. We have a lot in common, JD. We both understand that emotion and personal attachments are nothing more than hindrances. But there is that one person who changes all of that. Who makes you want to know how to feel things. But ultimately, they will always choose their emotions over us. I was not completely certain that you killed them until you bragged about the bullets. Killing people who had been cruel towards your person, Miss Sawyer, aroused my suspicions. Rule number one of getting away with murder: only kill people to whom you are not linked."
"It's you, isn't it? The killer everyone's talking about. The Park Puzzler."
"That is the first honest and correct thing you have said all evening." Logan paused, considering JD's words. "Is that really what they are calling us? Disappointing, but not surprising. The best and brightest certainly do not go into journalism."
"You aren't gonna kill me. You said yourself, the first rule of getting away with it is killing strangers." Logan was filled with a savage glee, seeing the terror in his student's eyes, his desperate attempt to save himself.
"In most circumstances, yes, killing you would be a mistake. However, your father is known for leaving town and taking you with him unexpectedly. You have attended 10 high schools, I believe, and it is your senior year? Everyone knows that the killer is punishing people for their unpunished crimes, and how would a simple teacher know what you did? Especially one who does not interact with other teachers, let alone students. No one was around when you got in my car. No one has ever seen us interact outside of the rare occasions you showed up to my class." He sighed when he saw JD reach for the door handle. "Don't be stupid- there is no point in trying to escape. I engaged the child-lock this morning. You cannot open the door from the inside, and breaking through the window is difficult with only a fist for exceptionally strong individuals. Looking at you, I estimate that you have slightly below average upper body strength for an 18-year-old male."
"Well that's awfully rude, teach. So, I'm gonna die. Why? Why not just turn me over to the cops?"
"You are a young, white man who, when you want to, can be quite charismatic. The American justice system is skewed to protect people like you. Even that is predicated on the assumption that a prosecutor would take the case, which is unlikely, given how well you were able to convince everyone that they were suicides. Your kills were cold-blooded with very little motive outside of bloodlust, and you left very little to no evidence. Truthfully, I am rather impressed."
"And we're back to my question. Why do I have to die for doing such good work? You're a killer too. Why should I die, when you're no better than I am? If the papers are accurate, killing me will even up our body counts, so you aren't even better than me on that front."
"The quality of your work was admirable, but it was still wrong. You took three innocent lives, simply because you wanted to. I only kill those whose crimes go unpunished by the corrupt justice system. We are both killers, but my crusade is a righteous one."
"I still don't buy it. I trade in half-truths, straight-up lies, and manipulation, teach, and there's more to it than you're saying. You're gonna kill me anyway, and clearly we aren't to wherever it is you're taking me to do the job. Why not pass the time with a good old-fashioned villain monologue?"
"All will be revealed in due time. I have been reliably informed that people tend to dislike 'spoilers'."
"You're absolutely nuts. You know that, right? You're even more delusional than I am. And that's my self-harm of choice is fucking Slurpees."
"I find it interesting that you truly believe that your obsession with what is colloquially known as 'brain freeze' is less sane than your manipulation of Veronica Sawyer and the cold-blooded murders of your peers."
"Peers? That's bullshit. They were, at best, vapid instruments of the system."
"And for that, they deserved death?"
JD shrugged. "I would do anything to protect Veronica from assholes like that."
"As I would do anything to protect my sibling from a world that turns a blind eye to the crimes of assholes like you. We are at an ideological impasse. That impasse, however, is rendered irrelevant by my superior intellect. Ah, here we are." Before JD could respond, Logan reached across the car and emptied a syringe into his arm.
-
The first thing JD noticed when he came to was the rope around his wrists tying him to a chair. Struggling revealed that his ankles were bound as well, and the chair was bolted to the ground. He was surprised to find that he wasn't gagged. Looking around, he reasoned he could only be in a warehouse, and it was empty except for him and a video camera. He continued to struggle against his restraints, barely noticing when the rope burn broke his skin. He was also hungry, and his mouth felt like sandpaper.
"How long was I out?" JD croaked, unsure if anyone was there.
"Approximately eighteen hours. It is 2pm on Saturday." JD jumped, not expecting Logan's voice to be so close behind him. "You are in luck. Normally, Patton would take a turn with you before I do anything, but they are… otherwise occupied. You should thank me- you will be useless to them once I have started with you, let alone finished. I am saving you potentially weeks of agony. The last one took a week and a half to learn his lesson. Only then could I begin my experiments."
"Experiments? What the fuck are you going to do to me?"
"As many things as you can endure."
"Why? Why not just kill me and get it over with? Satisfy your 'righteous crusade' without wasting time."
"And waste the opportunity to study how much the human body can endure? I think not. In all honesty, I care about the cause far less than Patton does. As I said, you will be spared their particular brand of torture, both physical and mental. I can only imagine what they'd do to you, given the fact that you murdered children, despite being a child yourself."
"We were all 18. Technically not children. Why, may I ask, won't I have the pleasure of making their acquaintance? They sound absolutely delightful."
"I am not surprised that your listening skills are subpar. They have other business to attend to."
"They're with someone, aren't they? That's why you've got such a big bug up your ass about emotional attachments and me and Veronica. It's rebellious child 101, teach. Lash out to get their attention. You aren't the center of their universe any more, and it's eating you alive." Logan flinched, and JD smirked; he'd hit his mark.
"Those who speak of what they know find too late that prudent silence is wise. This is doubly true for children who know nothing." He raised a hand, cutting JD off. "No more talking. Feel free to scream, however. Your responses will be recorded on that camera," he pointed, "and further analyzed later. I tend to get… distracted in the moment."
Logan briefly returned to the shadows of the warehouse before returning with a tank that seemed to be smoking. "This, JD, is liquid nitrogen. You mentioned your fondness for cold-induced pain. Let us see how you feel about it in the extreme. And remember, this is for posterity, so be honest."
****************************
He put on thick gloves and an apron before opening the lid and pulling out a ladle full of liquid nitrogen. Very carefully, he stepped forward and slowly emptied the ladle onto JD's arm.
The first drops hit JD's skin with a sizzle, causing JD to flinch. That flinch quickly turned into convulsions and a scream he didn't know he was capable of making when the stream grew thicker. It burned. Every second was more painful than the last. He was on the edge of unconsciousness when the agony stopped getting worse- Logan had stopped pouring. JD didn't know how long he sat there, face contorted with pain, before he was able to open his eyes and look at his arm. He immediately wished he hadn't. From wrist to elbow, his arm was mostly violently red and blistered. What truly horrified him, however, were the areas that weren't red at all, but were an unnatural grayish-yellow.
***************************
"That is third degree frostbite. Those uniquely discolored areas should turn black over the course of our time together." JD tried to scream, to swear, to cry, but he couldn't. He was hit with a wave of dizziness and nausea when he tried to open his mouth. "Ah yes, that would be the shock setting in. Breathe with me, JD. In for four, hold for seven, out for eight." Logan led him through the breathing exercise until he returned to a slightly more normal temperature. "Well done. Keep focusing on your breathing; I will be right back with some first aid."
"Wh- why bother?" JD asked when Logan returned without his gloves and apron, carrying a first aid kit. "Why not let me die from this?"
Logan gently began heating the frostbite with a warm, wet towel before responding. "There are more experiments to run. Even if this was the only one I had planned for you, seeing how it heals is a crucial part of the process. My goal isn't killing you. My goal is observing how the human body reacts to and recovers from various extreme stimuli. Letting you die would be extremely counterproductive. For now, at least." Logan began wrapping JD's arm with bandages. "There we go. That should be adequate to keep you alive and will hopefully prevent gangrene. The point is to study frostbite, not gangrene."
"Why thank you." JD smirked the best he could, but even he knew that it was, at best, a pitiful attempt.
"You certainly are strong, JD. Most people would not dare being sarcastic in the face of their torturer. Drink this." Logan demanded, holding a water bottle to his lips. "Good. I suggest you get comfortable. I will be back tomorrow to change your bandages and check on you. Can't have you dying before I allow it."
-
Sunday
"Oh Logan, he's absolutely wonderful. He's so smart, kind, and handsome. He didn't even blink when he learned my pronouns! And he said the most beautiful things about Monet and Impressionism. Aahh, I wish I could stay and tell you all about it and him, but I have to spend some time at the coffee shop- between our work and Virgil, I haven't spent nearly enough time there!" Patton got to the door before turning around. "Oh, and I'd love to know what you were up to yesterday- I called, but you didn't answer or call me back. That's why I had to come check on you before going to work. I'll be back around eight tonight, okay? See you then!" Patton was out the door before Logan could respond. Eleven hours. Plenty of time to tend to JD and come up with a convincing lie.
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aion-rsa · 3 years
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Cyberpunk 2077 Refunds: Why Some Players Are Calling the Game a Failure
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We knew fans were going to want to manage their expectations for Cyberpunk 2077, but the post-release conversations and mad dashes for refunds have ensured that Cyberpunk 2077 will contend with The Last of Us Part 2 for the honor of being this year’s most divisive title.
While we’ve previously covered the many, many controversies that impacted Cyberpunk 2077 ahead of its release, few could have predicted that the pre-release debates would only be the start of a much larger argument that has turned Cyberpunk 2077 into a title that has inspired venomous scorn and outright hate from many.
While it would take quite an effort to cover every grievance against Cyberpunk 2077, there are a few key elements of the experience that have attracted the most…passionate responses to CD Projekt Red’s much-anticipated follow-up to The Witcher 3. We’re going to look at some of those elements in an attempt to better understand how we got here.
Cyberpunk 2077 is Nearly Unplayable on PS4 and Xbox One
While this particular collection of grievances is in no particular order, this has to be Cyberpunk 2077’s biggest problem at the moment.
Recent Cyberpunk 2077 delays strongly suggested that the game was going to poorly optimized for PS4 and Xbox One, but nothing could have prepared people for how bad those versions of the game really are. Beyond the downgraded graphics and additional bugs is the plain fact that previous-gen consoles are not equipped to effectively run Cyberpunk 2077. 
The constant crashes that plague those versions of the game make it nearly impossible for console gamers to even try and enjoy Cyberpunk 2077. At a time when it’s nearly impossible to find next-gen consoles and new GPUs, the fact that Cyberpunk 2077 is borderline unplayable on the gaming platforms with the largest active install bases is hard to accept no matter how much you’re enjoying the game. 
Cyberpunk 2077’s Refund Situation
Recently, Cyberpunk 2077 developer CD Projekt Red issued a statement in which they apologized for the Xbox One and PS4 versions of the game and told players on those platforms that they “can opt to refund” their copies of the game if they don’t want to wait for improvements. 
Recently, though, players began reporting that Sony and Microsoft are not necessarily honoring those requests. In an investors’ call, CD Projekt Red followed-up on this situation by essentially noting that they were just pointing people towards those retailers’ standard refund systems rather than any special arrangements that had been made just for them. 
While CD Projekt Red has set-up an email address that fans can use for additional refund assistance, it’s not clear how much help they’re actually able to offer. Overall, many fans are seeing this refund situation as an example of CD Projekt Red’s communication problems and subpar support.
Cyberpunk 2077 Is A Very Buggy Game
It honestly wasn’t difficult to guess that Cyberpunk 2077 was going to be a buggy game. There was almos no chance that the game wouldn’t launch with the usual array of open-world bugs even if it was delayed another year. 
That said, Cyberpunk 2077 might just be the buggiest game of the modern era. Along with constant visual bugs, Cyberpunk 2077 features a number of glitches that severely hinder the game’s performance and, in some cases, have broken the game and made progress impossible.
CD Projekt Red has already addressed some of those bugs in early patches and promise to target the rest in the coming weeks and months. However, even PC, PS5, and Xbox Series X players are currently having to contend with a nearly constant barrage of bugs that come to define most of the time spent with the game.
Cyberpunk 2077’s Missing Features
One of the most contested talking points of the Cyberpunk 2077 debate involves the game’s missing features. 
Fans have brought up features like wall-running, customizable cars, and multiple apartment options as examples of features that are missing from the game. However, others have pointed out that CD Projekt Red did state at different points during the development process that some of those specific features were cut and not intended to be in the final game. 
Even then, there’s a popular belief that CD Projekt Red may have oversold the impact of certain elements of the game such as the role of police, expanded hacking options, and the global ramifications of your in-game choices. Players feel that many of the smaller elements of the game were either oversold, altered, or simply delivered in a way that matched expectations associated with some of CD Projekt Red’s previous statements. 
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Cyberpunk 2077’s Potentially Offensive Characterizations and Writing
At multiple points during the game’s development, some fans pointed out that aspects of Cyberpunk 2077’s gangs, characters, and world felt stereotypical and potentially offensive. CD Projekt Red downplayed some of those concerns by suggesting that some of them could be attributed to only seeing slices of a game that was still a work in progress. 
Now that we’re playing the final (or at least the “retail”) version of the game, though, many of those concerns remain valid. Players have been quick to point out the game’s use of cultural stereotypes and cheap characterizations don’t belong in the year 2020 or 2077. Others have stated that the game’s generally immature tone prevents it from being able to meaningfully address the social commentary elements featured in notable examples of the Cyberpunk genre in different mediums. 
The debate surrounding this issue will continue, but it’s important to remember that you can’t tell someone whether they have the “right’ to be offended. At the very least, this topic warrants a conversation involving Cyberpunk 2077’s triumphs and shortcomings in this area and how both can be used as practical examples of doing better in the future. 
Cyberpunk 2077’s “Empty” City and Immersion Issues
Cyberpunk 2077’s recreation of Night City was touted as a key component of the game’s overall experience, but some fans are finding that the retail version of the urban hub leaves them feeling cold. 
While some have suggested that CD Projekt Red exaggerated certain technical elements of the city (most notably crowd size), the bigger debate concerns the perceived lack of interactive elements in the city itself. Fans lament not being able to play arcade games, lose themselves in city life that exists without their input, or, generally speaking, interact with the city in ways that we’ve seen in other notable large world titles such as the Yakuza and Grand Theft Auto series. 
It’s been suggested that the expectation for some of these features were based on wishlists rather than unofficial information, but there’s a popular perception that Night City feels more like a vessel for the missions and collectibles rather than one of the game’s major characters. 
Cyberpunk 2077’s Limited Lifepaths
One of the most hyped elements of Cyberpunk 2077 was the game’s multiple optional origin stories. CD Projekt Red told fans that you’d be able to choose between Corpo, Street Kid, and Nomad lifepaths and that the game would play out differently based on your selection. 
While those lifepath choices are in the game, some fans feel that this was one of those core experiences that was exaggerated during the build-up period. Each lifepath does offer somewhat unique prologue experiences, but the difference between the various lifepaths largely amounts to which dialog options will be available to you during certain conversations.  
Again, the question is whether this system is working as CD Projekt Red always intended or whether there were more ambitious plans that were somehow cut short by the game’s development.
Cyberpunk 2077’s Broken AI
While there are various “little” aspects of the Cyberpunk 2077 experience that many fans are dissatisfied with, one of the more prevalent concerns involves the game’s AI.
Cyberpunk 2077’s enemy AI is passable (if more than a little buggy and certainly not revolutionary), but the game’s police and civilian NPC AI have both come under fire for their perceived fundamental inadequacies. Specifically, some players have pointed out that NPCs feel much more static in comparison to the NPCs in other open-world games that often follow their own schedules. Most NPCs won’t even react if you steal things from right under their noses. Many of those same fans have noted that the game’s police feel oddly omnipotent and don’t seem to follow any logical patterns based on their position and your criminal activity. In other words, they kind of just spawn around you like in old-school GTA games. 
AI is one of those elements of the game that CD Projekt Red absolutely hyped up during the Cyberpunk 2077 pre-release period, so it’s easy to understand why some have pointed out that the final product feels underwhelming. 
Cyberpunk 2077’s Limited Character Customizations
In an in-game world that’s practically built around people modifying their bodies and the ways those modifications have reshaped society, it’s more than a little strange that Cyberpunk 2077 won’t even let you get a haircut. 
While it’s certainly possible to build a Cyberpunk 2077 character equipped with the best cybernetic implants and perks, you’re seemingly never given the chance to meaningfully modify your character’s physical appearance outside of the initial creation process. For that matter, it’s been pointed out that Cyberpunk 2077’s character creation process feels bare in comparison to other major games that offer similar features. 
While CD Projekt Red has noted that features such as car customization were cut during development, this is yet another one of those instances where it’s not clear whether or not we’re experiencing CD Projekt Red’s intended vision for the game or a version of the experience that was compromised by production problems. 
Cyberpunk 2077’s Review Process
It’s hardly a surprise that there are fans who disagree with early Cyberpunk 2077 reviews, but Cyberpunk 2077’s review process is further complicated by the restrictions reviewers had to adhere to. 
Not only were all reviewers sent a copy of the PC version of Cyberpunk 2077 (which appears to be the only version of the game that’s even close to working as intended) but it seems that reviewers were not allowed to use their own gameplay footage in video reviews. This was seen as an attempt to prevent footage of the game’s buggy performance from leaking ahead of the game’s release. 
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
There are some who feel that these restrictions and the shape of the game at launch do not currently justify some of the high review scores the game has received so far. At the very least, others are criticizing CD Projekt Red for what they see as an anti-consumer form of damage control. 
The post Cyberpunk 2077 Refunds: Why Some Players Are Calling the Game a Failure appeared first on Den of Geek.
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse �� and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes
symbianosgames · 7 years
Link
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
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symbianosgames · 7 years
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The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend. This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
In particular, I was taken by that piece on the success of Lineage 2: Revolution for mobile - $176 million in a month in South Korea alone? Wow. It's a good reminder that when franchises have fans - and Lineage is gaming royalty in Korea - then startling things can happen.
Oh, and FYI - we opened up registration for our standalone Virtual Reality Developers Conference this week - happening this September in San Francisco. We've added board members from ILMxLAB and HTC to a stellar set of advisors from Valve, Oculus, Sony, Magic Leap, Microsoft & more. Lots going on in the VR, AR, and mixed reality space, and it's good to have a truly platform-independent show to explore it...
- Simon, curator.]
-------------------
Highlighting History's First Female Game Designers (Manon Hume / Game Informer) "Though it might be difficult today to imagine Uncharted without Amy Hennig or Journey without Robin Hunicke, women in the early days of video games rarely had their time in the limelight. Carol Shaw and Dona Bailey, creators of River Raid and Centipede respectively, were two of the first female game designers in video game history, yet their contributions have often been overlooked… Until now."
Building Worlds in No Man's Sky Using Math(s) (Sean Murray / GDC / YouTube) "No Man's Sky is a science fiction game set in a near infinite procedurally generated universe. In this 2017 GDC talk, Hello Games' Sean Murray describes some of the most important technologies and interesting challenges behind generating both realistic and alien terrains without artistic input, using mathematics."
College Esports Programs Are Growing, But Can They Field a Winning Team? (Will Partin / Glixel) "The doors to University of Nevada Las Vegas’ Cox Arena and Pavilion open at 12, and every seat inside is filled by 12:30. If it weren't for the occasional StarCraft cosplayer or the elaborate apparatus of club lighting enveloping the stage, you could be forgiven for mistaking Heroes of the Dorm for a division one basketball game."
Making Horizon Zero Dawn's Machines feel like living creatures (Willie Clark / Gamasutra) "One of the most memorable features of the recent PlayStation 4 title Horizon Zero Dawn are the sophisticated robots, known as Machines, that wander the game world like a natural part of the landscape. How were these distinctive robot/creatures conceived of and designed? We talked with several devs from Guerrilla Games, the studio behind HZD, to see just what went into the making of the Machines."
Persona 5 deserved better: a translator's take on a subpar script (Molly Lee / Polygon) "I found myself mentally rewriting A LOT of Persona 5. What should be a gripping tale of outcast kids became an outright chore to parse … and I was barely a few hours in. The start of every game is the part that's meant to hook you."
The 15 year quest to mod the mainland into The Elder Scrolls III: Morrowind (Luke Winkie / PC Gamer) "It has been said that everyone’s favorite Bethesda game is the first one they play, as if stepping into that freedom for the first time is far more powerful and resonant than any prospective gameplay upgrades or graphical bumps. There’s probably no better proof than the community at Tamriel Rebuilt—a mod that’s been in development since Morrowind’s original release date."
A No Bullshit Conversation With The Authors Behind The Witcher and Metro 2033 (Piotr Bajda / Waypoint) "Witcher novelist Andrzej Sapkowski says he doesn't owe games anything, but Metro 2033 author Dmitry Glukhovsky thinks games made them both."
Unleashing the Benefits of Coviewing With Minecraft Videos (Matthew Farber / Joan Ganz Cooney Center) "Both Minecraft and YouTube are ubiquitous in today’s children’s media culture. And like millions of other children, my six-year-old son loves to watch Minecraft videos on YouTube. He frequently watches Grian’s how-to-build-it Minecraft videos. He enjoys the silly antics from Pat and Jen of Gaming with Jen, the husband-and-wife team who produce PopularMMOs. And he loves Stampy Cat—but more on Stampy later."
SU&SD Presents: British Board Games 1800-1920, By Holly Nielsen (Holly Nielsen / Shut Up & Sit Down) "Continuing our collection of talks filmed during the V&A’s Board Game Study Day, here’s 15 minutes from journalist and historian Holly Nielsen on the hilarious, horrifying history of British board games."
Steam games in China: Making the most of a lucrative opportunity (Chris Priestman / Gamasutra) "There are now over 15 million Steam users based in China (according to SteamSpy). That makes it the country with the third largest number of Steam account holders, behind only Russia and the USA. Numbers like that should be enough to convince any game developer to make efforts to appeal to the Chinese audience. Yet many don’t."
How Ghosts ’N Goblins helped video games find comedy in failure (Anthony John Agnello / AV Club) "Most games tried to lighten up your failure to soothe the loss. Pac-Man touches a ghost, the music stops, and the game bloops as the little semicircle winks out of existence, vanishing with the last of your extra lives. The sounds are disappointing in tone but fun in execution, enough to make another quarter seem worth it. And in 1985, Ghosts ’N Goblins made failure infuriating but also hilarious, giving video games their very own comedic language."
"Creating an MMORPG that anyone can play": The making of Lineage 2 Revolution (Matt Suckley / PocketGamer.biz) "It's safe to say that Lineage 2 Revolution has been a huge success for Netmarble. On the face of it, this hardcore MMORPG based on a PC title is one that caters to a relatively niche audience. But despite only being available in South Korea, the game hit $100 million in revenues within 18 days - $176 million in a month - powering its developer to an 81% leap in profits."
Clark Tank: Steam user review changes and SimAirport! (Ryan Clark / YouTube) "I'm veteran indie game developer Ryan Clark, and this is the Clark Tank! Every second Friday at 1pm Pacific time we stay on top of the latest game industry trends by examining the Steam top 50, scrutinizing the latest Kickstarted games, and by playing the most prominent recent releases. [SIMON'S NOTE: this is the second YouTube stream compilation, and is still catching up, but the commentary and analysis in here is still super helpful for devs & interesting to others!]"
From Squadron To Ringleader (Jimmy Maher / The Digital Antiquarian) "European developers remained European, American developers remained American, and the days of a truly globalized games industry remained far in the future. The exceptions to these rules stand out all the more thanks to their rarity. And one of these notable exceptions was Chris Roberts, the young man who would change Origin Systems forever."
The Virtual Life – The Unsettling Humanity Of Nina Freeman's Kimmy (Javy Gwaltney / Game Informer) "Kimmy is a different kind of game from the rest of developer Nina Freeman’s works. Freeman, who now works at Fullbright as a designer on Tacoma, has released a number of personal vignette-like games throughout her career."
The Metal World: Horizon Zero Dawn (Matt Margini / Heterotopias) "In the sleepy suburb of Sydenham, south-east of London, the statues of the Crystal Palace Dinosaur Park stand watch over nothing in particular. By today’s standards they look hilariously inaccurate: the Iguanodon is little more than a fat alligator, while the Megalosaurus looks like one of No Man’s Sky’s misshapen dog-like quadrupeds. [SIMON'S NOTE: watch out for Heterotopias, it's a super-promising new outlet about game worlds - its first zine was in my recent Storybundle, and more zines & more web-exclusive articles are coming!]"
Classic Game Postmortem: Deus Ex (Warren Spector / GDC / YouTube) "In this 2017 GDC postmortem, acclaimed game designer Warren Spector walks through the development of the 2000 hit game Deus Ex and reflects on some of the key lessons from launching the critically-acclaimed immersive sim."
The Field of Dreams Approach: On Writing About Video Games (Graham Oliver / Electric Lit) "Every year, more and more great essays are published on literary sites concerning video games. In the past year I’ve especially loved entries like Janet Frishberg’s “On Playing Games, Productivity, and Right Livelihood,”Joseph Spece’s “A Harvest of Ice,” and Adam Fleming Petty’s “The Spatial Poetics of Nintendo: Architecture, Dennis Cooper, and Video Games.” But for each great essay there are a handful of others written like apologies, seemingly perennial pleas to take video games seriously as a form of meaningful narrative."
Meet the most honest man in EVE Online (Steven Messner / PC Gamer) "When you're the most trusted person in EVE Online, your reputation has a way of preceding you. For years, the name 'Chribba' felt like an urban legend to me—a man you can trust in a galaxy where the first rule is to trust no one. Inside the Harpa convention center in downtown Reykjavik, I meet Chribba amid the bustle of players gathering for EVE Online's annual Fanfest."
How An Offbeat Video Game Got 100 Japanese Bands To Write Its Soundtrack (Jared Newman / Fast Company) "Let It Die is a game about a mysterious tower in post-apocalyptic Tokyo, where players control an emotionless, reanimated corpse, and are guided by a cheery, skateboard-riding grim reaper named Uncle Death. Strange as that sounds, the story behind Let It Die‘s soundtrack is even more unusual."
-------------------
[REMINDER: you can sign up to receive this newsletter every weekend at http://ift.tt/2dUXrva we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to [email protected]. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra, so you may sometimes see links from those entities in his picks. Or not!]
0 notes