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#freedom is the right of all Sentient beings
skoff-the-artist · 1 year
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Idk how I survived through this year
But yeah. I did
Sometimes people call me strong because of it, but I don't really like it when they do, I'm just trying to live my life yk.. It makes me nothing other than traumatized, strong out of the question
Couldn't be more grateful to the girls and boys protecting me right now, they are strong
So, guys. They gave us 3 days, 1 year passed since. We're still standing
And if my faves survived through 4 million years of war, I can too
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thesplatterman · 2 months
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no, nonono, you've got it all mixed up:
i'm a turf war enthusiast.
those troglodytes over yonder are TERF war enthusiasts.
we were never the same.
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robotshowtunes · 2 years
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Maligayang Araw ng Kasarinlán!
Design by Heli Bartman (Transformers: More than Meets the Eye #4)
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kairukitsuneo · 4 months
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Optimus says human rights to be FREE 🕊🤲💕
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steelthroat · 3 months
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I think that if Terminus and Optimus ever met, they would cause each other an aneurysm.
I want them to meet, obviously.
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withoutatrace-pkmn · 8 months
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I reckon I could possess someone. if I tried.
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🍉
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all the pissed off transphobic dudebro idiots angry about nightshade being nonbinary and using they/them pronouns should be shown clockwork orange style the idw comics from 2005 where there's not only gay transformers but also explicit discussion of changing one's pronouns to better fit who they are. they should also see the mpreg
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spotsupstuff · 8 months
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Would Suns be a decepticon trying to come off as an autobot?
goddammit that actually requires me to think about the ideologies h...
alright fine, so here's an idea: we start off at neutral with everyone. the Children of Eo would go Decepticon at first (with some staying neutral like Gem n Expiation who in turn would force Spore to stay with them) cuz iirc the Cons were the ones who first rose up against the council and for a bit were actually the somewhat good guys. at least usually its thought of like this. Moon's group would either stay neutral or be lookin at the Cons uncertainly cuz the beginning ideas are good but something ain't smelling right. Suns would be staying neutral cuz that is the local popular choice
then the Cons start going bad which would surprise the Eo group n when the Autobots branch off of the Cons, they join Them (with Boreas coming along only cuz he doesn't want to be left behind. would quite like to stay with the Cons actually). this new side becomes more appealing to the neutrals that are kinda on the fance, especially with Optimus n the Matrix as the representative, so Moon's group would join up There. Suns is going along cuz that is, once again, the popular choice
so they'd never be a Con. they kinda remind me of idw Getaway if anything, really
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ghostingcrows · 1 year
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Also on the topic of RiD
I feel like we moved past the fact that the Bee put bombs in the Decepticons head and was actively threatening their lives if they didn’t behave a little too quickly-
I mean 
The good guys folks
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chicken-blitz13 · 1 year
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never have i been tempted to put an Optimus Prime quote in my essay about democracy 😭😭😭😭😭💀💀💀💀💀
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allottavabassa · 11 months
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Everything I need to know, I learned in kindergarten (the name of every transformer)
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robotshowtunes · 11 months
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Isang makabuluhang ika-125 na Araw ng Kasarinlán sa lahat ng mga Pilipino!
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blacktabbygames · 5 months
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Slay the Princess Concept Art
We shared a bunch of concept art on Twitter today. Sharing it here, too, where you can find it all in one post. Post contains spoilers, so proceed with caution (or just play the game already if you haven't 😉)
Going to start with the first piece of concept art Abby drew for the game.
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In the earliest stages of development, we toyed around with the concept of there being multiple "end game" forms of the Princess.
The initial outline, rather than being tied together by an overarching metanarrative, structured a full playthrough as a 5-6 chapter long, self-contained journey down a single route, determined by your decisions in chapter 1. Here's an alternative late-game form:
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The idea of deviating end-game forms didn't lost for very long, though. As we explored the game's themes more deeply, it made the most sense for there to be a singular "true" form.
If your reality is shaped by subjectivity and perception, then the "truth" has to be what's left when that subjectivity is swept away. the Shifting Mound's final design feels like that initial truth for the Princess, though there's also another truth if you push back against her and press on into the final cabin.
We really liked this "void" design, and I played around with the idea of it being an intermediary to the final form. The "void" Princess would be what you saw upon encountering the final Princess without understanding your own truth, but once you had that understanding, you would see her as the Shifting Mound, as depicted in the game.
That gave way to the intermediary design of the SM being a sea of disembodied limbs, and we also took parts of both designs and incorporated them into the protagonist (particularly the wings.) You can see the eyes and feathers for this void form in the ending card of the original trailer below:
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You can see extremely early concept art for the spectre (top), nightmare (top-right), stranger (left), beast (bottom) and ??? (right) as well!
The eyes became a motif in the Nightmare route (Paranoid's manifestation of the fear of being watched), but I also like to think of them as a part of The Long Quiet's truth. You are space and emptiness, but you're also that which observes those things, and it's your perceptions that give the Shifting Mound shape.
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Anyways, on the note of the original original concepts for the game, the Princess was initially going to remain human for several loops before taking on more monstrous forms. Some concepts of that are below. Had to get Abby to tone down some of the more horrifically cartoonish designs because they creeped me out and I didn't want to romance them in a video game.
We had to hold our cards close to our chest in the non-metanarrative early drafts, which is part of why, even in the first demo, the cabin doesn't really change much in chapter 2. More room to subtly play with the concept of transformation over time.
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There were a lot of reasons we moved in a different direction for the full release. The branching was unmanageably large to write, and the game felt like a slog to write.
Using an overarching narrative as a framing mechanism in the final version gave us a lot more freedom to explore wildly divergent ideas within routes while still driving the player towards the originally planned finale.
Anyways, now we've got some concept art for individual princesses. There's a lot more than this lying around somewhere, but it's all in sketchbooks, and we'll probably wait until we make an art book to show it off.
First is the tower, who really didn't change much at all. (She got a little thicker, I guess. All of the Princesses did)
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Not a lot to say about her, other than the fact that we knew we wanted a set piece where she gets so big that the trees and cabin orbit around her.
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The stranger went through many many redesigns over the course of development. Here, she was a "princess skin" filled with a hive of sentient bugs. The script wasn't working for me, though, so instead she became a peak behind the curtains without the necessary context to know her.
A lot of people ask how these earlier drafts of the Stranger route would have played out, and the answer is I can't tell you, because I couldn't figure out something worth writing.
The writing process for individual routes didn't really start with outlines or plot beats. Rather, the routes started from a theme and a relationship dynamic, and I organically found their outcomes by exploring actions within those themes, and then seeing if those passed Abby's editor brain.
Neither of us found actions we wanted to explore with those versions of the Stranger, at least actions that weren't a beat-by-beat retelling of chapter 1, which contained way too much variation to put on a single chapter 2 route.
If each princess examines a relationship formed by perception and first impressions, the Stranger examines one that's fundamentally unknowable. One where you've seen too much, too quickly.
An insect hive-mind pretending to be a person seemed like a good starting point, but it was too difficult to write any interactions that didn't immediately feel knowable, if still strange. So the final version of the Stranger was designed in such a way where her unknowability makes interacting with her on a human level fundamentally impossible, and you don't get to have a real conversation with her unless you satisfy extremely specific criteria.
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Anyways next up is the razor's final form. We decided she needed more swords.
Hearts became an accidental motif very quickly in the development process, too. (The fact that it is only strikes to the heart that fell her in the demo was accidental, but it felt poetic so we extended it to the rest of the game.)
So on top of adding more swords, we made her heart visible. This is something we did with the fury as well, as a way of showing their emotional (and physical) vulnerability.
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Here's an early version of the Adversary and what would eventually become the Eye of the Needle, back when she was still called the Fury. Originally her hair was going to be fire (as seen on the right), but it didn't feel right in its execution.
She's hit the gym since this concept art. Good for her :)
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And we're going to end with the Beast, who at this point was called the Adversary. I think this was before the Witch was added? The Beast was originally designed to be a Questing Beast who lurked in the shadows, where you'd only see glimpses of her, and where each glimpse would make her appear to be a different animal. This was too difficult to execute, though we gave her a more chimera-like appearance in the final game.
This design was from when we still has the Voice of the Obsessed, and the route was going to be a more feral mirror of what eventually became the Adversary, but it felt too thematically similar while being less interesting, so we moved in the direction of making the Beast about consumption as a form of love.
Anyways, that's all we've got for you right now. Hope this was fun!
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th3e-m4ng0 · 3 months
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Freedom is the right of all sentient beings
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kagebros · 3 months
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Freedom is the right of all sentient beings. Always.
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