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#i wanted to make more gifs but this video upscale is hard to work with
natalia-lafourcade · 1 year
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R.E.M. Losing My Religion (1991)
dir. Tarsem Singh
Image Description
(1/4) A sepia-toned shot of singer Michael Stipe falling to his knees as if struck by something. He is wearing a white dress shirt and black slacks. Behind him are two large feathered angel wings and an open book propped up on a stand.
(2/4) Scene of an older white man with angel feathers falling from the sky against a black screen. There is another man dressed in brown and tan robes looking up at him as he falls and leans over to help him.
(3/4) Shot of Michael Stipe dancing in a large brown room with a single window. He dances by spinning in a circle, clapping his arms together, and waving them around. The scene changes to reveal another man wearing a black blazer and white dress shirt watching him.
(4/4) Scene of an angel reaching down into the ground, grasping at something. The actor playing the angel wears golden wings and golden boxer shorts. The angel is against a backdrop of a sky and on a set filled with trees and plants. The scene changes to reveal the other angel and man dressed in robes from the previous gif. They look up to the sky in fear as a hand reaches down towards them.
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madhogthymaster · 5 days
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Master Recs: The "N64" Trilogy (2023)
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Pseudoregalia
Let us muse over a very small, three-dimensional Metroidvania game stylistically fashioned after the Nintendo 64 era of graphical fidelity. It stars a deliciously polygonal rabbit-y, goat-y, cat-like girl.
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Now, I am playing this on the fabled Steam Deck. It runs and controls smoothly on the platform but you might require to fiddle with the video settings as the default configuration is slightly blurry due to a very specific and fascinating reason. It turns out Pseudoregalia vaunts a certain level of depth in its technical customization, one that's surprisingly fun to manipulate. There's an option to toggle on or off a retro graphical scale and character movement rate, which graciously emulate the old school console experience. You can also manually reduce or augment the maximum framerate for the whole game. You could theoretically play something that looks like a 30 fps 3D Platformer from 1997 or the most HD upscaled version thereof at 144 fps, or everything in between! The default, blurry configuration comes as a result of the aforementioned retro scaling clashing with the 4K resolution in full screen mode. This is the first and last time in recorded human history that I will ever be this enamoured with "specs talk."
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The point is, we have a darling gem with a cultivated aesthetic, a good level of polish: it will look "right" regardless of your favoured settings. I'm impressed by the extra layer of work placed in the subtle use of limited framerates for the character's movement.
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Pseudoregalia captures the idea, the abstract concept and low-poly charm of a N64 title with a gameplay that recalls your memory of it, rather than the unwieldy reality. I say this as someone who doesn't have nostalgia for early 3D graphics: the game makes them look spiffy.
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I shall be honest, this is normally not the sort of title I would enjoy playing, as precise platforming and traversal puzzles are my nemesis. I mentioned afore the level of polish, which is generally consistent, but some of the movement upgrades you get (such as the jump/wall kick) can be rather finicky to master. In that sense, be wary that the game does not openly provide you with tutorials for the moves that require more finesse, choosing instead to hide an additional set of instructions in the inventory descriptions. It's "old school", you see. Older versions were bereft of maps thus making exploration a burden for those like me who are directionally challenged - both in games and in real life. Regardless, I kept getting drawn by its world, its somber atmosphere, its tight gameplay and especially its protagonist, Sybil.
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An appealing design for your avatars goes a long way in ensuring an emotional connection to them and Sybil just so happens to have one of the most striking and instantly recognizable appearances I can fathom. It's a pleasure to look at her go! Furthermore, I would posit that she has a lot in common with my precious videogame fluffy boy, Klonoa - and I do I mean, a lot. I will not elaborate. If you get it, you get it. In conclusion, Pseudoregalia is an impressively put together jam. It's easy to pick up yet punishing to handle, it's fun and fascinating in spite of its more irritating aspects. The best overall critique I can give it is that it made me want to keep trying, and trying, and trying, until I eventually became good enough to complete it several times and even beat the insanely hard Time Attacks. In short: game is good. Play it.
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Corn Kidz 64
If I had a nickel for every time a throwback 3D Platform game starring a cute goat-like creature managed to grab my attention, I would have a whopping three nickels! Anyway, here is Corn Kidz 64, an artistically verosimile homage to the Rareware games you probably remember.
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Deliciously stylized polygons welcome both you and I into a quirky mindscape. You play as a rude little prick named Seve who's having a vivid nachos related dream but has to contend with various bollocks - as it's often the case.
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If you are even marginally familiar with all the Kanjo-Bazooies and Konkey Dongs out there then you will recognize its sphere of influences right away. It's a proper tribute to that era of gaming up to the inclusion of the "correct" low video resolution settings and insane completion requirements. There is much puzzling and platforming to be had, tactical traversal and secrets-within-secrets to bamboozle and titillate your gamer's lizard brain. Genre freaks will feel very welcome here.
I will say that I find the character design especially pleasing. Aesthetically, I would place it somewhere in between Rayman. Belgian comic book artist André Franquin and web strips from twenty years ago or more. It's expressive, to say the least.
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As a sign of good will from the game's part, this is the track that greets you as you plunge into the realm of your dreams of childhood:
Corn Kidz 64 is a short, fun experience, bedazzled by tight controls, surreal atmosphere and "Early Internet" humour. It does not overstate its welcome and only occasionally gets immensely frustrating. Its dedication to the N64 ethos is both a boon and a detriment, in that sense. Let me put it this way: I shall not be doing a 110% completion run any time soon.
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Cavern of Dreams
As a direct result of me wanting more, here is Cavern of Dreams. Yet another N64 aesthetically driven title that came out last year but was promptly overshadowed by Funny Goat Game and Sexy Goat Game - as far as my own pop cultural myopia is concerned, that is.
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It is a small yet multilayered Collect-A-Thon with an emphasis on exploration rather than combat or complex platforming. There is no health bar and there are no traditional enemies. There is a handful of puzzles here and there, some of which might be legitimate head scratchers. The dragon baby is cute. I do have a couple of gripes with this one.
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Playing this game is, in a word, annoying. It is bothersome how weighted and limited the movement is, it is fastidious how the character collision is in relation to the environment, it is aggravating how it all affects the gameplay in small yet noticeable ways. Here's an example: you can use the traditional ground pound to gain extra height. However, in order to do so, you have to keep pressing the attack button while in midair. The problem with that is the game still registers it as an attack when you do so. As such, if you happen to be hugging a wall, atop a small ledge, this action will inevitably cause your character to hit said wall and propel you backwards, resulting in you falling to your doom. This happened constantly. Generally speaking, the control scheme doesn't feel ideally tailored to an experience that requires precise platforming. A repeated offender would be grabbing onto climbable ropes. Which is to say, sometimes it just doesn't happen. You'll float towards a rope and, if the collision isn't pixel-perfect, you will miss it entirely. Also, Baby is unable to jump above once he climbs all the way to the top, half the time. The later levels are worse in that regard as they need some amount of skill.
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Speaking of which, something that will always make me consider quitting a game in a fit of rage is being sucked down a drain that expels me into a different area, forcing me to walk all the way back to where I was before. Once again, annoying is the word.
All that said, the saving grace of Cavern of Dreams lies in the exquisitely crafted, imaginative stages that compose the dreamlike tapestry of the game's aesthetics: living airborne vessels, desolate ice kingdoms, nightmarish art galleries that twist and distort your senses.
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The use of colour hues, sounds and deliberately non-contiguous spaces create this palpable atmosphere of both wonder and anxiety. A welcoming world may turn weird and alienating. A dream may turn into a nightmare. There is a depth beneath the surface presentation that is absolutely worth experiencing. I really wanted to like this game but, alas, I'm left with mostly mixed feelings. Regardless, it's an adorable title with some tinges of darkness and it might just be for you!
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As a conclusive note, I find myself enthralled by the subtle similarities these games share as well as their abundant differences. All of them are stylistically reminiscent of a specific bygone era whilst being perfectly distinct in presentation, and they all are about Dreams...
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They are about exploring dreamscapes, lands where subconscious thoughts and memories materialize in daunting vistas of a forlorn past, comically bizarre hyper-realities from an active imagination or an infant's idea of the world around itself. Pondering about the familiarity of it all fills me both with comfort and melancholy: the parallelism of Dream, Childhood and Gaming. The distant memories of youth in correlation to the experience of videogame escapism are akin to a dream from which we are expected to wake... Well, now I just want to gush about Klonoa again!
In fact, I would go as far as to say that Corn Kidz 64's "plot resolution" feels like a direct parody of Door to Phantomile's ending, and it gets funnier the more I think about it.
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A/N:
Thank you for reading.
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carassiusvigorous · 6 years
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So here we go, a post about my drawing process, hope you can get something out of it.
I start from searching a composition/character pose by making a bunch of tiny thumbnails (pic.1). They don't take much time and keep me from useless over-detailing.
When I found something I'm satisfied with I upscale the thumbnail to desired size. Now to get from here to lineart I can take one of three routs: Pic.2. Proper. I don’t take it often enough. Pic.3. I’m an expert, hold my beer. Pic.4. Savage. Works for little drawings/doodles.
Generally, my sketches are varied from bunch of vague lines to roughly constructed objects and more or less anatomically correct “mannequins”(if it’s for a bigger picture), and stuff like clothes I often leave to figure out later in the lineart. I tried to do very elaborate sketches in the past but they would get cluttered and brought more confusion than actual help. Also inking would turn into a burden, because when every little detail has already been laid out, going over everything again felt like I was doing the same thing twice. After all, an undersketch just needs to provide some guidance so a better picture could be built on top of it, it doesn’t matter if it’s clean or looks “good”. And you know that popular problem of hating your lineart because you think that a sketch looked much better? If your sketches never look nice in the first place then that problem is solved, ha! Okay, that may be an ill advice.
For inking part I can’t say anything substantial, I’m afraid. A demonstration of how it goes down is all I can offer, so check two videos at the end of this post.
Now, onto coloring. Going to take advantage of the moment and promote this efficient way of filling in a lineart. I keep seeing people filling in with a brush, and it hurts my non-existent soul when someone desperately tries to not go over the outer edges of the inks; oh honey, what are you doing, grab a magic wand and save yourself some time and effort.
I often keep coloring simple (either giving picture an overall tint of one color, using related colors, or two complimentary colors), because I have hard time managing lots of different colors at once. But I also don’t forget that rule of making hue of shadows opposite to hue of light. On pic.5 there are some old tests of using opposite hues for light and shadow, tad bit extreme but descriptive examples of my approach to shading.
After all of that I might through some correction layers on top of the picture. My favorite crutch is gradient map, it can add an atmosphere to dull coloring, gather a picture full of colors that don’t go together very well, or simply liven up a grayscale drawing.
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I rely heavily on different layer modes and correction layers. When everything is separated like that it's very easy to change color and lighting. There are people who seem to know exactly what result they want to achieve, so they just paint directly on flats, goddamn wizards. I'm never sure of what I'm doing so I stick to my convoluted layer juggling.
And to wrap it up here are time-lapse videos of two recent drawings.
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