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#text portrait effect
divinector · 8 months
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CSS Text Portrait Effects
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sahdevvala · 10 months
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Text Portrait Effect
#Adobe #Adobephotoshop #photoshop #kshitijvivan #sahdevvala #artwork #Photoshoptutorial #photoedit #photoediting #graphics #graphicdesigner #designer #creativegraphics #creativedesigner #creativedesign #educationvala #education_vala #parthsir #educationvala.com #educationvalanews #creativeagency #socialmediabanner #socialmediabannerdesign #socialmediapost #realestate #realestatesocialmediapost #socialmediapostrealestate #socialmediapostdesign #socialmediapostlayout #creativesocialmediapost #creativegraphicdesign #creativedesign #socialmediapostfor #socialmediapostforrealestate #movieposter #moviebanner #filmposter #filmbanner #clipmask #clipmasking #layermask #layermasking #texteffect #textportraiteffect #textportrait
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codingflicks · 5 months
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CSS text Portrait Effect
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umayanga · 1 year
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text portrait
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my Text portrait 01
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nocreativityfornames · 4 months
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Everything we know about Michael so far, lore wise.
WARNING: SPOILERS FOR ALL SEASONS
➤ He's an high-ranking angel from the Celestial Realm, more specifically a Seraph. (nb: 18-2 and nb card: Luke - "I can do it too!")
➤ His love for sweets is the reason Luke took interest in baking. (swd: 5-12 and 23-5)
➤ He and Lucifer were equals in the Celestial Realm and no other angel shared the same status as them. Simeon referred to them back then as "the two great leaders of the Celestial Realm's legion of angels." (swd: 23-7) But currently Michael carries that position alone. (swd: 23-5)
➤ He was supposed to meet MC when they visited the Celestial Realm with Solomon but couldn't because a secret spring suddenly started drying and Michael had to go there to investigate the situation. (swd: 23-7)
➤ He used to be Mammon's mentor and tried his best to train the white-haired brother while in charge of him but wasn't able to figure out how to handle him and eventually went to Lucifer asking for help. And since Lucifer was somehow able to get Mammon to listen to him, he ended up taking over Michael's role and became his mentor instead. (swd: 27-19)
➤ He was originally the one in possession of the Ring of Wisdom but gave the ring to Solomon at a time when the human was feeling "lost" and Michael wanted to help him. (swd: 29-5)
➤ During MC's 2° stay in the Devildom when Diavolo was keeping secret from everyone that their powers had become a threat to the three realms, Michael sent the prince a message through Simeon, warning him that if whatever he was keeping a secret affected the Celestial Realm, angels wouldn't hesitate to intervene. (swd: 31-16 Hard Mode)
➤ He's the one who found the Ring of Light, counterpart to the Ring of Wisdom that Lucifer had lost during the Great Celestial War (swd: 37-9), and quickly noticed it was missing when Simeon stole it to give it to MC ( since it was the only other way to control their powers ), shooting the other angel a text stating that they needed to have a "good, long talk" and that he wanted to see him as soon as possible. (swd chat: M, "untitled")
➤ When MC was given the Ring of Light and fell unconscious because of it, Michael appeared to speak with them. And during their talk, the seraph told MC that he had pictured them to be truly wicked person due to being so well-liked by the brothers, but that he had been proven wrong after meeting them. (swd: 38-17)
➤ In that same conversation, Michael confessed to being jealous of MC. He told them: "I must admit that I'm jealous of you, MC. I wish I could have been more like you. Because I loved Lucifer and his brothers, and I lost them. Perhaps things could have been different..." (swd: 38-17)
➤ When asked, Satan explained to MC that Michael was the opposite of Lucifer appearance-wise but that they felt like twins at the same time. And when Mammon brought up Michael's adoration for Lucifer, Satan chimed in saying that in his opinion the reason Michael liked Lucifer so much was because he was the embodiment of everything he wanted to be but couldn't. (swd: 43-19)
➤ He would be the one having meetings with Diavolo when the prince took over the kingdom if he hadn't thrown the responsibility onto Lucifer in the last minute, making Michael in a way the stepping stone that led Lucifer to question his faith and start having doubts about God and the Celestial Realm in general. (swd: 44-15)
➤ When MC ended up in the past Celestial Realm through a dream Solomon sent them to accidentally by feeding them his food, Michael was the one to bring them back home. The angel told MC that they and the brothers would likely forget what happened in the dream but that it would still have an effect on all of them and he would keep an eye on them to make sure that said effect didn't have negative consequences in the future. (swd: 44-18)
➤ Luke told MC that he often found Michael in the hall where the brothers' portraits used to hang staring at the empty space, lost in thought. According to the small angel, Michael to this day still deeply misses the brothers and has regrets about the war. (swd: 49-15)
➤ He was the one to cast out the brothers from the Celestial Realm and send them to the Devildom. (swd: 50-7)
➤ According to Mammon, Michael and Simeon must've pulled some strings behind the scenes to get Luke to participate in the exchange program and be able to visit the Human World with Simeon because, with his low ranking, he'd never be the one chosen for those sorts of things and the Avatar of Greed is convinced that they're doing this because they want Luke to experience life outside the Celestial Realm, see that there's more out there than heaven, and stop thinking that angels are perfect beings who can do no wrong. (swd: 50-10)
➤ He's knowledgeable on constellations and likes them so much he had Raphael rebuilt a whole room so Human World constellations could be seen even from the Celestial Realm. (swd: 52-7) He also taught Mammon about them when he was still in his care, and later on taught Luke as well. (swd: 50-12)
➤ It was actually he who went into the Devildom and told the brothers that they had been forgiven by God and had to choose between staying in the demonic kingdom ( and making an enemy out of heaven ) or coming back to the Celestial Realm and leaving Satan behind. And in a conversation with Raphael, Michael said the reason for his disguise was that he was worried about what could happen if he showed up as himself. But Raphael quickly rebutted that by saying that the true reason Michael didn't go as himself was because he wouldn't know how to act around the brothers. (nb: 20-14 Hard Mode)
➤ Still disguised as Raphael before going back to the Celestial Realm, Michael told Luke that he wasn't surprised that the brothers didn't accept his offer to go back to heaven and actually knew that would be the outcome of it. He was also surprised not too long after when Luke, not knowing it wasn't Raphael who he was talking to, pointed out that Michael seemed sad and lonely whenever he was staring at the wall where the brothers' portraits used to be. Michael's exact response to the younger angel's words was: "...I didn't realize that's what people thought.” (nb: 20-A)
➤ When asked by Raphael if he planned to attend RAD in the future, Michael avoided giving an direct answer and left. (nb: 20-14 Hard Mode)
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jovial-thunder · 3 months
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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sixlair · 11 months
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A (Somewhat Incomplete) Guide on How to Fake Sinner Profiles
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LIMBUSIFY YOUR ARTSTYLE (optional)
The core components of limbus companies artstyle are as follows:
Textured, ink pen like lineart
Desaturated colours leaning towards the outermost area of the colour square
Cell shading with some texture
lots and lots of visual effects. God have mercy
Keep references around while drawing, as there are often lots of small details and these will be your guide for not going too crazy with your noise effects.
2. BACKGROUNDS
In the interest of saving time, here’s a free template for you to use. Feel free to change up the background colour however
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Key notes:
The background colour loosely matches to the sinner’s eye colour, however usually slightly more saturated.
the outer border is lined thinly by black. This also covers the limbus logo section.
3. TEXT
The font for the light yellow text for your sinners weapon is Futura Condensed Medium. There’s a slight black backdrop to it you can get from duplicating the text and lowering it slightly.
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4. EFFECTS
Sharpen, noise and blur will be your best friends here. Too high quality of a character sprite can make it not mesh with the background, and look odd when matched with canon portraits. Here’s a step by step process:
Add wear to the portrait with textured brushes, low opacity and blending modes. I’d generally suggest using gouache or watercolour brushes very lightly to establish texture, then going back in more strongly to indicate dirt and grime. Always use a coloured shadow.
using a blur filter, blur your character on the lowest setting possible, to the point it’s almost unnoticeable.
If your program has a layer texture filter, switch to the noise option and lightly cover the portrait with a thin layer of noise texture. If not, use your pen’s texture settings OR download a png of noise texture and set the layer it’s on to multiply, then lowering the opacity to around %5-10.
Apply a sharpening filter very lightly, only to the point where when zoomed in light colour separation and grain from the lineart can be seen.
aside from that, I’d always recommend playing around with colours, light and textures to make the portrait fit closer.
In the end, it can look something like this!
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To conclude this, have fun, go crazy, and suggestions on how to improve this guide are very much encouraged.
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lacunafiction · 1 year
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Some homecomings feel more like rude awakenings, but this one will become a waking nightmare. Find love while exposing the secrets of your eerie hometown!
The wait is finally over; Book One of The Fernweh Saga is out now for you to experience! 💚
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✨DEMO✨ | GooglePlay, Steam , Apple, Choice of Games
If you enjoy TFS, please consider leaving a review/rating. It does wonders for the series and draws new readers into Fernweh, helping our community grow.
🌲TFS Patreon🌲 (New, alpha content from Book Two available!🎉)
My Patreon has launched. Character (RO) portraits, bonus writings, sneak peeks, and much more can be found on it, including some free content that is open to the public.
TFS: Book One Achievement and Stat Guide 🏆📊
Thank you for your support and reblogs of this post are appreciated! 😊
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The Fernweh Saga: Book One is a 600,000-word interactive, romantic thriller novel by Aelsa Trevelyan. It's entirely text-based, without graphics or sound effects, and fueled by the vast, unstoppable power of your imagination.
Return to a small town that you now feel a stranger in. It has been years since you were sent away following the tragic house fire that claimed your parents' lives, but the death of your grandfather has brought you back. While grim circumstances overshadow the visit you never planned on making, there are also opportunities to reminisce, reconnect, and reunite with old childhood friends, rivals, and neighbors. Familiar faces are all around, but will they aid or hinder you as your return trip spirals into a dark mystery and you start experiencing vivid nightmares? Begin to unravel what is going on in this seemingly idyllic, forested town.
A feeling of unease grows with each sleepless night spent within Fernweh's borders, but you can't leave yet…
It won't let you.
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Play as male, female, or non-binary–with options to be gay, straight, bi, asexual, or poly.
Develop the beginning of a unique and enduring romance with 5 potential love interests.
Influence relationship dynamics with a cast of characters from your past and present.
Experience how your personality, habits, decisions, and relationships impact your visit to Fernweh and how you confront what lurks within the town.
Discover that things aren't always what they seem by making connections and noticing links.
Fight, resist, flee, struggle, or give in to whatever is invading your nightmares and the town; there is more to it than a boring ole monster…Much more.
Fall in love, forge friendships, and uncover your past while spiraling into a mystery.
Reblogs of this post and spreading the good news are immensely appreciated. I'm grateful for all of your support, and I hope you have fun in Fernweh! 🌲💚
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purplealmonds · 10 months
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🩸 Portrait of the Blood God's most devoted acolyte.
Close-ups, process pics, and artist commentary below the cut!
Close-Ups:
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Process:
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Commentary:
This was actually my first Technoblade piece, but when I found out the anniversary of his passing near so it was postponed for a more tonally appropriate project.
Yes, that’s a hoglin head he’s wearing. My headcanon is that this was his first kill. The skull’s rather small, and the tusks haven’t quite grown in yet so it’s likely a juvenile. It’s the right kind of fucked up for someone who owns a sword called the “Orphan Obliterator”.  It becomes desiccated and gross over time, but he keeps it on as a trophy and the added intimidation factor. It contrasts strongly against the ornamental vibes of the rest of his outfit as a nod to his violent origins. From a design standpoint, I wanted to feature both his actual face and his pig persona. This seemed like a decent -and aptly gory-  compromise. 
The halo is his crown. Obvious godhood and death symbolism aside, it was also a creative solution to the challenge of making a crown sit in an aesthetically pleasing way on a bloody, decapitated boar head. 
The text encircling the halo reads “Blood for the Blood God,” “Technoblade Never Dies”, and “One of Us”. We can only hope that our voices still reach him, wherever he is now. 
The draped folds of his white shirt were stupidly difficult for me to capture. It was backlit, and a lot less skin-tight than what I was used to rendering. At one point the fabric was also slightly transparent and showcased a little more of the skin tone beneath, but it diverged too much from the color study so I dialed it back considerably.
The enchantment text engraved on the axe and sword read “Axe of Peace” and “Orphan Obliterator” respectively. (I know it doesn’t make sense that the sword’s unsheathed in its holster, but you wouldn’t see the fancy text otherwise!) The actual enchantments on these weapons manifest as a shimmering ripple effect inspired by Damascus steel. 
A lot of interpretations of Technoblade streamlines his coat to a cape. I wanted to stay true to the source material, but instead of him wearing the oversized coat I draped it over his shoulders Howl’s Moving Castle style. Not pictured at his angle is the gold chain keeping the garment from drifting off. I also altered the fur lining to resemble an ermine pelt - a traditional feature of royal mantles in combination with the red velvet fabric. 
When looking at Technoblade’s character skin, I was at a loss on how to interpret the checkered pattern of his pants. I ended up making them into wooly cowboy chaps worn atop faded maroon trousers. His DSMP cabin was located in the chilly tundra, and he worked with quite a lot of wildlife and livestock so I think this is in character for him! Bit of trivia - without the wrinkles, the trouser fabric color looked very, very similar to his skin tone. And with the sword conveniently covering his crotch, I had some very unintentional symbolism happening down there until I added the stitches. Whoops. 
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spiderfunkz · 11 months
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hihi!! loved ur artist hcs with the arachkids!!
could i request an artist! gf with miles? they could be sketching in their own journals on a rainy day and maybe even share a kiss??? thank you! much love xx
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✧.* lovers rock
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— summary : while the others talk, we were listening to lovers rock, in her bedroom.
— pairings : miles morales x fem!reader
— word count : 0,3k
— warnings : fluff, established relationship, super cheesy teen romance stuff, miles being a rambling mess, reader calling miles a nerd, and like a kiss (on the cheek Oops). also not proofread.
a/n : hii thank u sm for the request lovely ^_^ sorry this took so long writers block kicked my ass around, but here it is now!! hope u like it <3
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you could hear the faint sound of the rain followed with a bit of humming through your earphones. you've been spending the day sketching in your journal with your boyfriend, as the rain had cancel your plans of going out.
but there's no point in being sad about that, so when your boyfriend texts you if you wanna meet up of course you said yes.
"what're you working on?" miles peaks, "it's a surprise." you reply, scribbling on the page. your drawing a portrait of miles, he's smiling, teeth showing, with a little kiss mark on the cheek.
and he's drawing a portrait of you, his art style perfectly capturing your beauty. there are already many drawings of you in his journal, each one picturing a different memory with you, but there's just something about this one.
maybe it's because how your surroundings can effect feelings. miles loves going on dates with you to arcades or the movies, but he adores spending time with you like this, lazy rainy days where he just chats with you and sit there in comfortable silence.
"how about, if i show you mine, you'll show me yours?" he asks. you nodded, "alright, i'm also done with mine."
a few minutes pass by and you're putting the finishing touches on your sketch. "i'm done!" you smile, showing him your drawing.
miles reveals his book too, it was a similar sketch to yours, it was you smiling with a little kiss mark near your cheek. and if you squint you could make out a little 'i love you' with a heart next to it.
he gasps, "we drew the same thing? no way, i mean obviously you drew it better than me but everything you draw is basically amazing. like seriously though, this should be put in a museum, my face! well not my face but you drew my face really nicely! wait no- that sounds narcissistic but.." he rambles causing you to chuckle.
"does that say 'i love you' ?" you squint, pointing at the tiny writing. "oh you could see that?" he hides the book away from you, face turning red.
he seems embarrassed, so you reassured him not to be. "i love you too, nerd." you kiss him on the cheek, just like the sketch you made.
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taterdraws · 1 year
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hm, is that microphone even connected to anything? 🤔🤨
[ID: A dramatic portrait in black and purple of Cecil Palmer in Night Vale episode 48. He stands within a purple frame, holding a mic and Khoshekh, and looks forward with three glowing purple eyes. A black angel with many eyes and a glitch effect of them hovers behind him. Around them is the text: “He is holding… a cat.” End ID]
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redheadpumpkin · 9 months
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under one of my posts with my demoman oc, someone wrote this in a reblog
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so I was inspired and decided to draw a portrait with him in the disco elysium style!!
I drew this art a month ago, but delayed publishing it because I thought I wanted to draw a screenshot like from a game. But I didn't have enough imagination for the text
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purple light from the eye - the effect of a professional killstreak on a weapon
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shenji-yei-v2 · 2 months
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Transformation Stages
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Harvester/Ghoul transformation is something to me. While playing Amnesia and comparing characters' models in HPL Editor I was quite surprised with how it distorts a human, and we could see its effects in both Rebirth and The Bunker games. Came up with the idea of comparing different known characters on different stages of becoming a ghoul and tried some new technique...
more under the cut
without texts ver + separate portraits. loves drawing these guys and girls....
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also @veilsol thanks foe the help with shading !!!
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linnaealyn · 7 months
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Old mod page, abandoned 3/2/24; New mod page @ Godsibb
Finally, after 2 years of work, it is complete. -But still being updated.
There's a Japanese version of the mod now!
今は日本語版のMODがある!
This is a mod for Xenogears using Retroarch's Beetle PSX HW core real-time texture replacement feature. (It requires the Vulkan driver, so make sure your graphics card supports that.) (Duckstation doesn't have a similar option, unfortunately.)
It replaces every single character dialogue portrait, menu portrait, & (almost every) battle portrait (looking at you, Yggdra officer Gear pilots) with high quality, cleaned up artwork, as well as recreated high quality UI while keeping it as close to the original game as possible.
And best thing about it is, if there's anything you don't like about it, like certain aspects of the UI, you can locate and delete that file from the folder. Everything is optional. (if you have any questions as to what's what, drop them into my dms)
Current version: 1.4
現在の日本語版: 1.4
(More screenshots below download info and UI changes.)
Being a real-time texture replacer, it should work with any English version of XG, both base-game and modded/patched. Any fan-translated patch using the US version as a base should display correctly.
There's a separate version for the Japanese version of the game. May need some editing still with other characters' UI ("Ether"/"Spells"/"Arcane"/etc) but for the most part its good to go in terms of battle UI. Let me know if you find any errors.
(I've been using it with the Perfect Works Build mod. Highly recommended!)
(Note!!: If you use PWB mod, don't use its "readjusted portraits" patch when patching your rom, as that patch interferes with this mod's portraits texture replacing.)
(It works on Steam Deck... but don't ask me for details in setting that up in particular, I don't own one 😅)
~~~
Download/ダウンロード
I recommend reading the instructions txt files I included in the DL.
This includes information such as how to set up .cue and .m3u files, swapping discs, renaming the texture folder, Retroarch settings and Beetle PSX HW Core settings to get the mod working, settings suggestions for making a cleaner looking and faster playing XG (YMMV), and settings to fix certain emulation issues Ive come across (freezing on fast-forward, crackling audio during 3D/effects-heavy cutscenes/gameplay, blank screen during Rico flashback, etc).
~~~~~~~~~~
-Changes made to the UI include:
Menu UI:
selection triangle, Walk/Gear icons
menu portraits
▲ ■ ● ✖ button DeathBlow menu icons
ABXY button DeathBlow menu icon- alternate textures
Battle UI and on-foot specific battle UI:
Circular battle palette and tags behind text
Battle palette text, "Combo", "Return", "Enter", "Miss", "EP", & HP/DMG/heal/AP numbers
HP/AP bars
"Time", "fuel", "total damage", AP numbers, "1/2/3 point(s)", "cancel end"
battle portraits
▲ ■ ● ✖ button DeathBlow icons
ABXY button Deathblow icons- alternate textures
Bottom screen mid-DeathBlow ▲ ■ ✖ icons (unfortunately, there's no way to change the other mid-DB quadruple-button icons)
Combo 1-7 and Accept icons
In-Gear specific battle UI:
"fuel" and fuel numbers
"Fuel" (when using boost)
fuel bars (top and left)
All Gear status menus' green text/numbers
Attack level numbers and ∞
Gear menu backgrounds
Gear "power shut down", "camera damaged", "out of fuel", etc, statuses
background UI elements, runes, triple red triangles, Gear lock-on UI (unfortunately, there's no way to change the circular part of this UI)
Misc UI changes:
Red/grey spheres (in the menu and loading screen)
All instances of selection diamonds, both horizontal and vertical
Load/save screen "CARD 1"/"2" text, memory card icon, load/save bar/text
Disc 1 and 2 maps (with alternate color versions; makes the enterable area indicators harder to see though)
NESW compass letters (unfortunately, there's no way to change the circular compass texture)
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-Screenshots (before & after and alts):
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And Japanese version's (日本語版) UI:
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⬇!!Spoilers in images further down!!⬇
--
I won't be showing all portraits here; only the ones worth mentioning.
Portraits created for the mod that have no artwork equivalent:
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Portraits to match their sprites vs official unedited artwork:
(default on left, alt on right)
Roni/Medena/Erich edited sprite equivalent vs their official PW art
Citan edited unsmiling (dialogue-only) sprite equivalent vs official smiling art)
Krelian(s) edited sprite equivalent vs official art
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Portrait alts created for fun:
Both sides of scar-eyed Bart
Two-eyed Bart
Kim lab coat with glasses
Fei-colored Id
Fei-colored Id with Id's yellow eyes
Fei-colored young & older Emeralda
(might add to this list later. have any suggestions? fun ideas? lmk. It doesn't have to be canon-compliant.)
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Screenshots of alt portraits in-use:
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I'll continue to update this and subsequently reblog it as new versions are released.
With any new updates, just DL and replace/overwrite the old folder.
In-progress tumblr post of the past as a bit of a time capsule for myself 😄
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hawkland · 7 months
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Art Masterpost: The Beginning Story by emmbrancsxx0 (@valleydean) Art by sidewinder (@hawkland)
When I saw an endverse story up for claims in this year's @deancashorrorfest — particularly one exploring the beginnings of how it all came to be — I knew I had to get my grubby, greedy hands on it. When I found out it was written by none other than @valleydean, I may have made some hqppy screeching noises to rival Castiel's true voice. Getting to do art for one of my favorite writers is always exciting, if sometimes anxiety-inducing, but I ended up having an absolute blast working on these with Mallory and am really happy with how they turned out. Thank you for being such an amazing partner to work with, and I'm so excited for everyone else getting to read the story now!
Thank you as well to @kingdumbass for organizing Horrorfest once again, and creating one of my favorite little Destiel communities on the net. It's always a ton of fun and I love how you keep the server going & engaging year round.
Some rambling comments on the art & my process below the cut.
As usual these were all done in watercolor with a little bit of black & white acrylic pen work for fine details and lines. I used rough/cold press paper for all of these to keep a consistent feeling and because it's always my favorite for doing any portraits and where I want a lot of blending control.
The hardest thing for me was deciding which of the many memorable scenes and moments I wanted to illustrate in the time I had available. I had a pretty clear vision for the title art early on: to show Dean & Cas at the beginning of it all, with a collage of elements of destruction behind them and doing the title text in the "Croatoan graffiti" style. There were a bunch of different reference shots combined for that one: screencaps from 5x04, a later-season shot of Dean & Cas walking together to get their positions how I wanted, etc. My Cas "face" reference was actually from Stonehenge Apocalypse as I wanted him looking a little more human/hopeful than standard s4-5 Cas as he's pretty low on grace but still has a little "angel mojo" left.
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(As Mallory commented when I shared it as a WIP, "That's a man who's about to be destroyed!" :D D:)
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I'm also really glad I was able to get the painting to Mallory at DC-Con! You can see in the pic that it's pretty big (16"x20") to get all that detail in!
For the next piece, there's a small scene of Dean and Cas on the road under smoke-filled skies, past a "God Saves" billboard that just struck me. I'd just driven out to Pittsburgh and back on the PA Turnpike so used some quick reference snaps I took combined with photos of the hazy skies from the Canadian wildfires earlier this year to get the atmosphere I wanted. I tried to keep some of the same washed-out colors and feeling of the title piece for that, save the color of the sky.
For the rest, I wanted to do one piece each of Cas and Dean at critical moments in their journey through the story. Cas facing himself in the shattered glass of a pharmacy cabinet was a moment I knew I had to try to capture. It reminded me of that amazing shot of Misha in Gotham Knights, with Harvey and the smashed mirror, so that was definitely in my mind as a visual reference.
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Cas himself is a combination of some Purgatory screencaps and some out-of-character Misha pics from here and there to get his hair the way I wanted it to look (even if I ended up painting over most of it with interference silver watercolor to create the effect of the shattered glass. Here's an in-progress look:
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The Dean rooftop piece is one I'd had in my head as soon as I read the passage in the story, but it was the last piece I tackled. The city in flames behind Dean was pretty much done in one shot as a spontaneous wet-in-wet wash...though it was a little eerie and unsettling working on it this past week with current events playing out on the tv while I painted.
Finally, I really wanted to do a piece showing Dean and Cas as they are near the end of the story compared to how they started out. This one came together in a really fast burst of inspiration - I think one day drawing and two days painting because it's smaller than the others (12"x6") and I wanted it to be really close up and intimate. Drawing:
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Poor boys have been through a lot. And it's only going to get worse )-:
Anyway, that's more than enough from me. Have you gone to start reading the story yet? If not, go there now! Bookmark! Read! Leave lots of love in the comments! Reblog and check out the rest of this year's Horrorfest collection while you're there!
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richea · 4 days
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Arise review
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After buying the game at launch, I finally, finally finished my playthrough of Tales of Arise. Normally I would just write a few thoughts on Twitter and leave it at that, but I found I had a lot of things I wanted to touch upon with this game. With the prior two entries in the series, I kind of just rushed to finish them and then let them collect dust in my brain afterwards. However, back then I had other Tales games I wanted to try for the first time, so part of it was I was itching to get to ones I knew I would enjoy more. I got all caught up with the series before Arise was even announced, so there's no excuse this time!
With Arise, I took my time (well, maybe too much time), and let myself really process the game before I let myself finish it, in order to give myself a more solid basis for how I will feel about this game going forward. To that end, I wanted to really write down my feelings on the game in depth, touching upon all the various aspects of it and how everything made me feel.
Quick warning: if you don't accept criticism of Arise well, this isn't the review for you. I am approaching the game from the perspective of somebody who has played every other entry in the series and ruminated on all of them for years on end. I will be critical of the game in this piece. I'm not trying to tell people how to feel on the game, this is all purely my own thoughts and feelings, from the perspective of a long time Tales fan who deeply cares about the direction the series is going, and more importantly, its rich history.
I am also not looking for people to change my mind on the game, so please do not try to tell me my feelings are "wrong" or that I'm not appreciating certain things properly. I'm not looking for discourse.
That said, if you are someone who is interested in my perspective, then by all means enjoy the essay that is to come.
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In this post I want to dive into all the different aspects of the game and talk about each in depth, namely the story, characters and gameplay. I think it's more interesting to judge a game by balancing all these traits rather than just pinpointing one specific thing and basing my entire view of the game on that one thing (for instance, I tend to value interesting characters first and foremost when I indulge in media).
That said, for a quick TL;DR of my feelings on various things, when compared to other entries in the series:
Story: 2/10 Characters: 1/10 Character designs: 3/10 Other UI designs (such as monsters/menus/etc): 0/10 Battle gameplay: 4/10 Other gameplay: 4/10 Music: Undecided, which in its own right may not be a good indicator of how I feel about it Graphics: As a video game it's a 10, for Tales specifically it's a 9/10 for the graphics themselves and a 1/10 for the lack of anime portraits and the portraits we got just look awful (how does Ufotable only get worse with its Tales designs?)
Visual presentation
I want to start by acknowledging the graphics, as it's something that has zero relevance to how I feel on video games. Arise is a very pretty game! There is no denying this. I found myself stopping and just moving the camera around to admire all the pretty landscapes and views in the game. The character models are also very nice.
That said, like all modern Tales games, the battles are a bit overly stimulating on my eyes, because there's so much going on and lots of flashing lights. The actual effects were very pretty though.
The skits are absolutely horrible to watch. Even setting aside how I feel about the lack of skit portraits, the thin white text on top of the off-white backdrop was a horrible design choice. I think this is probably my least favorite aspect of the game. I get headaches very quickly from playing video games even just normally, and watching a ton of skits with intense eye strain did not help! There's also way too much movement with the skit... boxes? as well. Were they thinking about accessibility at all when coming up with them?
On the same topic, the subtitles for general cutscenes were also awful. The outline around the text needed to be much thicker. I could probably read 30% of the dialogue in the game. Thankfully I know a decent amount of Japanese, but still, I was interested in reading the actual translation of the text and I was having a really hard time. I feel bad for people who wanted to play with Japanese voices and don't know as much as me.
The menu UI was also very disappointing. It felt really barebones and had next to no personality to it. The big portraits drawn by Iwamoto were a nice touch (though if you're going to make such massive paintings, at least make the art itself more interesting to look at?), but it wasn't enough. They just felt like something to fill in the empty space which there was a lot of; the menu layout really did not utilize the space on the screen well, and it's double annoying when you consider how microscopic the font in the game is and how they could've used that space to make things more readable. Everything was hard to read, and again the lack of portraits was just utterly disappointing. Every time I opened the menu I just felt sad at how lifeless it felt.
Gameplay
My feelings on the gameplay are mixed. I'll start with the elephant in the room: the gald system in this game is not good. Only getting gald from chests and sub events is just a massively poor game design. Fishing helps but it's more time consuming than doing battles would be and there's really no other incentive to even doing it (at least battles would work towards EXP and getting battle proficiency things!).
The owl system was fun and was definitely a highlight of the game for me. It took me back to looking for attachments in Xillia, which is something I really enjoyed in that game as well and made the long traversing in the game more bearable. I just went from point A to point B in both Zestiria and Berseria, so this was the first game since Xillia 2 that I actually touched every corner of the map.
The battles are also a mixed bag for me. I will be completely transparent and state here that I mostly only played Shionne and Rinwell, so my feelings on the melee gameplay is very limited. My committed team was Shionne, Rinwell, Dohalim and Kisara. Between them you could hit every element weakness, on top of Kisara's high defense (and the fact that I just liked her more than Law and Alphen). From the perspective of a caster main, the battle gameplay was fine. Like other entries, you could do fun manipulation strategies to speed casting time. By the end game I was just spam casting Rinwell's highest tier spells instantly which was fun.
The healing is definitely... not great. There were a few times where I would run out of Orange Gels and then have to do a story progressing map action and it would eat the rest of my already gone CG bar. It was really infuriating. I only used First Aid the entire game, never anything else, because why would I use a better healing arte when it would just drain my gauge faster? It was a mess.
The monsters I did not enjoy. It felt really hard to stun them so it never felt satisfying fighting anything. Their movements felt WAY too grand. If every single boss is huge and epic and has moves that hit the whole map, the whole game starts to lose its impact. I also feel like they did way too much damage in a single hit, which made the healing issue even worse, and it felt more like I was trying to perfectly dodge every attack than it did managing my health in a natural way.
The skill system was just fine, no real commentary to make there. I wish there were more titles in the game however, and that they would display on the status screen (even Graces did this despite them both having the titles and skill systems merged).
Some quick other things
The campsite system was fine
I liked that the sub event indicators were really obvious, as someone who's really bad about doing sub events especially on my first playthrough (the actual sub events themselves are a different issue)
Like with fishing, I never really understood the point of the ranch
Did this game even have minigames?
I actually really liked the weapon skins system, that was super fun
Story
This is where I will start to nitpick things because I play Tales games for the story and characters first and foremost. And, having played every other game in full, my feelings on the story and writing in this game are... not very high.
To start, I do at the very least think Arise had some interesting starting concepts going on. Namely, a protagonist trying to figure out his amnesia and a girl who zaps everything she touches are pretty cool concepts! However, even from the first promotion trailer I was concerned about Shionne's story hinging too much on Alphen. The "he can't feel anything, she hurts everything she touches" plotpoints felt really, really convenient to me from the first trailer, and was a setup for having all the impact on the game being reliant on Alphen being a decent character (as well as, well, almost forcing him to be Shionne's hero, rather than him gaining that honor through actual hard work and emotion), but I was more than willing to give the game the chance to prove me wrong on that aspect.
I have too many feelings on the character writing so I will be giving them their own section below.
Anyway, sadly, I think those are the only two interesting and unique things in Arise's narrative. Everything else the game has done has been done in a prior Tales game but better. Let me go down the list (non-comprehensive as I can't remember every single theme from every single game, but I will name games that at least have these as the major theme that I can recall):
Two worlds vying for power (I could name games that don't have two worlds faster than I could name ones that do), and one world is trying to suck power out of the other one (Symphonia, Hearts)
The plotpoint about "when humans lose all their power they turn to dust" is literally exactly what happens in Hearts, while the "making people feel strong bad emotion to provoke them into our gains" is what Zestiria and Berseria's entire lore was about as well as Rebirth
Racism, oppression, slavery and colonialism (Phantasia, Destiny, Symphonia, Rebirth, Legendia, Tempest, Hearts (R removed this but there's literally an NPC who flaunts about enslaving the "lesser beings"), Berseria)
First half of the game is fighting a series of specific enemies, second half is focused on lore, especially figuring out stuff with the second planet (Destiny, Eternia, Symphonia, Vesperia, Hearts)
Do I think Tales rehashing tropes is a bad thing? No, not at all. It's something they have been doing for a long, long time. But what made it work in other games is that each game had at least something completely unique to it to balance that feeling of repetitiveness out. For instance, Hearts shows up a lot on this bullet list, but it is the only Tales game to have lore based around entering people's hearts, and the whole story is based around a fairy tale. Even the fact that it has a robot as a playable character was a first for Tales. Legendia rehashed a lot of plotpoints from Rebirth, but it had its own unique spin on things and the worldbuilding in it is completely unique with the focus on marine themes and the story structure being unique from any other game. Symphonia even keeps the same worldbuilding from Phantasia but the feels of the games are completely unique from one another due to how different the themes the stories tackle are. The issue with Arise is that I cannot think of anything unique in the game, aside from Shionne's thorns, that wasn't done in another game. And even then, all of the writing regarding her thorns is a big rehash of heroine tropes and situations in the series' past. I will go over that when I discuss her though.
Another glaring issue with the game is the skits. Normally, Tales skits have roughly 4 purposes. In order of prevalence: fun skits to show off the character's personality that the story can't showcase, the characters discussing story events to showcase the full depth of their feelings on the events as they happen, skits going over worldbuilding to explain in better detail if you didn't catch it from the story scenes (or just giving more information!), and navigational skits. Skits were always meant to be lively and engaging, even if things felt dull in the story, skits existed as a pick-me-up, and as a way to show how the characters were having fun. Skits are one of the most famous parts of Tales storytelling, specifically for this reason.
What's wrong with Arise's skits? In a franchise where the fun:dull skit ratio was 6:4 give or take, Arise changed those numbers to 2:8. Most skits were dedicated to rehashing events. Even in those rehashes, the characters were near constantly bringing up plotpoints that happened 30+ hours ago in the story. Over and over! Alphen was still talking about the first 5 hours of the game when you're on Lenegis!
Watching the skits, it genuinely felt like I was having constant deja-vu. I think I actually was worried I was going crazy at some point, because of the sheer extent of times they would have the same conversations over and over and over again. It got to a point where I would joke about Alphen and Law being on the screen together and I would say "countdown to them bringing up Zephyr" and every single time I would say that, the convo would turn to him. This was 55 hours into the game!
It's not bad for characters to reflect on the past events, but when that makes up the vast majority of their conversations, and one singular event makes up the entire personality of the character, the game feels dull very, very quickly. Skits transformed from a thing that I would usually open to find fun shenanigans between the characters and silly banter into me sighing about having to hear about Zephyr's death for the 200th time in the past 5 hours. It was very exhausting. Can we talk about something else now? My rant about this could be endless, but I genuinely want somebody to do a study on just how many times Alphen and Law bring up Zephyr throughout the game, and how many lines in the skits were dedicated to things that weren't just recapping events.
(Even then, there were cooking skits! However, I can only hear so many conversations about preparing food before I start getting bored. I know that eating and food is a BIG cultural point in Japan, but did every single "fun" skit need to be about eating? No.)
Speaking of, let me go over my feelings on the actual story and its events.
While the game did have a slow start, it wasn't that bad. The game eases you into what's going on, with the slavery and meeting Shionne. Nothing really of note to mention here. Rinwell and Law's character introductions were nothing special, but that was fine, it was still early in the game. My first major issue with the game is Zephyr's death. As it may be obvious from my above rant, the game places way too much importance on him as a character. A game mourning a character is nothing new. For instance, fractured Milla's death was a big turning point in Xillia 2. However, the entire game, as well as two entire characters, did not revolve around her death. Arise's issue is that Zephyr is barely a character, and yet the game constantly reminds you of how great and wonderful he was. We barely saw the guy, and no number of skits dedicated to Alphen and Law talking about him changes the fact that he is no more memorable than any other random NPC in the game. His death is unceremonious and was one of the most predictable deaths in the series to date.
(As an unrelated note, I am someone who loves a lot of NPCs in Tales. I love a lot of characters who have very little screentime. Two of my favorite Tales characters are Stella and Marian, who actually have a lot of similarities with Zephyr in narrative importance! The difference, however, is that you are not constantly having it drilled in that they are the epitome of nuance and the stories are not dictated by either character's morals, of which we never got to even see. Arise has Alphen claim Zephyr has the best moral views in the world and his entire life is dictated by those morals he was taught, and he pushes them on everyone else. Including the player.)
Zephyr's death aside, the other non-party characters are barely characters. I don't even remember any of their names. Especially the lords. To sum up my feelings on this instead of subjecting you to a long tangent on the lords, let me just drop these posts I made while playing:
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One of Arise's lowest points however is how it handles its themes of racism and colonialism. I have a distinct memory of Alphen telling Rinwell to shut up when she brings up Renan oppression to him, Law tells Rinwell she's not allowed to want revenge due to her oppression, and there's this not-so-great scene on Lenegis where the party reflects on how... one of the lords was "only human" for wanting to enslave the Dahnans and how they can "see" his point of view? NOT GOOD! One of the comments I made while playing the game was "Alphen would stop Cless on his quest of revenge and he would also tell Velvet she's over-exaggerating is kind of my feelings on him at this point" and I still stand by it.
In general, the story is just very predictable. At no point in the game was I surprised by what was going on. Well, no matter, there's other predictable things in Tales games! ...But the difference is that other games, I at least was compelled by the characters and their reactions to those predictable events. Or, their personalities alone would carry me through plotpoints I otherwise found boring. Arise never endeared me to its cast, yet it expected me to find shock value and importance in its very predictable storytelling. I remember when the party takes on the lord who kills Rinwell's family, they said "we'll spare her life" (which is its own long rant but I digress) and I went "oh well someone DEFINITELY won't kill her one second later" and then Vholran showed up as I was saying it! Then, Alphen JUST so happens to get his feeling back in his body after Shionne walks right into Vholran's arms! This was truly the point in the game where I completely gave up on enjoying it and I started to only push myself to beat it just so I could get it over with.
The story sadly saw no improvements after that point either to remedy my soured feelings. The only two things I enjoyed after that point were the little bit with Dohalim's past and him making the speech on Lenegis, and Rinwell touching Shionne's hand in the final scene in the game.
I could go on forever about the story, but I will leave it at that.
As for the sub events, you couldn't really call them "events" when they were just one or two lines about defeating monsters. I did every sub event in the game up until before the final dungeon. I was very unimpressed by them.
Characters
This is absolutely my least favorite part about the game. As I stressed at the beginning, what I go through media for is for the characters. Good characters can salvage just about anything for me. When I watch story scenes, I'm always thinking about how it makes the characters feel. I went into Arise thinking "even if the story doesn't cater to me, at least I can fall back on enjoying the characters and their banter".
As you can already tell, I was utterly disappointed with the cast in Arise.
Alphen
He is easily the contender for my least favorite Tales protagonist, hands down. The issue with Alphen is he never has any original ideas at any point in the game. He always attributes any of his morals to Zephyr. He would go on tangents, explaining how other characters should feel about things, but when asked he got all of his ideas from Zephyr. It seriously felt as if he never thought for himself.
Making this worse is the fact that he would explain how everyone should feel. He would tell Rinwell to stop being mad about her oppression, he would tell Law to listen to his feelings on Zephyr and change his view on him based on his view of who Zephyr was, he would tell Kisara how to feel regarding her place as a woman.
Worst of all, however, was how he would talk to Shionne. Any time she would have an issue, he would make it about himself. In her most important scene in the game, where she's talking about how her thorns make her want to die, he made it about himself. She said what she wanted for herself and he said "whether you like it or not, I'm taking matters into my own hands". Yes, Tales has done this before, with the heroine wishing to die and the hero telling her he won't allow that, but it's infuriating in this case when he never lets her think or act or move or do anything without his input. There's countless scenes in the game where she would be upset and want time alone and he would force her to talk to him about her feelings. Shionne was not permitted to ever exist without Alphen forcing her to talk to him about it and expecting her to go along with what he wanted, and his feelings about her situation. Again, past Tales game have had this, but when it's so constant and so prevalent, and is the only thing the character has to them, it becomes exhausting and annoying.
Also, his only "unique, fun" trait was that he likes armor, but this dialogue only ever showed up... when you made armor?
I was really disappointed with Alphen. Which is really not good when he is the protagonist, and Shionne's entire character also hinges on him. Especially given the grand finale to the game was their wedding, when I saw no romantic tension between them, because all he ever did was explain how she should feel. He was such a mess. I have more I could rant about with him but I need to leave it at that.
Shionne
Shionne is a big bundle of wasted potential to me. That said, she is probably one of the only characters in this game who felt like a character.
Like I said above, her thorns are an interesting concept. However, the handling of it really was standard Tales heroine tied to a cursed fate. The damsel scene, the way she wants to die but the protag talks her out of it, etc. That said, I did think her trauma with never being touched in her life was interesting, and it did make me emotional at points, even if the execution was poor.
I just really, really wish she could've been a character separate from Alphen. Her writing truly was doomed from the start with him being the only person who could touch her. Again, it felt like she bonded with Alphen because he's the only person who can touch her, rather than them actually making a proper bond as people.
Rinwell
Rinwell is... fine? I honestly don't have a lot to say here. I think it was nice that she got importance as the spiritual person in the party, and her banter with Dohalim was nice. I really disliked her relationship with Law however, and again, I hated that Law and Alphen tried to talk her out of her revenge. She was in the position as a "spiteful" person who "needed to grow out of it" but... her family was massacred? Why is Law allowed to be furious about his dad dying, but she's not allowed to be mad about her family being killed? The hypocrisy in regards to Rinwell seriously infuriated me and I felt really bad for her.
Law
Hoo boy. I really do not like Law either, for many of the reasons I don't like Alphen. He does with Rinwell what Alphen does to Shionne. What is with Arise men and mansplaining everything to the girls and refusing to let them have any agency or thoughts without their input?
He was also supposed to be the "mood maker," except his only mood making scenes were Hootle pecking him in the face or him saying something dumb and Rinwell calling him an idiot. It really wasn't that funny and felt like borderline bullying.
Law falls under a Tales archtype I normally really really like (Tytree, Spada, Hisui, etc), so I was expecting to like him quite a bit, but sadly I just... do not. See my Zephyr rants above as well.
Kisara
Kisara is probably the most unfortunate character in the cast. In theory, I really like Kisara. I'm a big fan of knight ladies, and I always enjoy the older woman character in the party (even if only in her 20s). In practice however she just... completely misses the mark. All of her scenes are dedicated to one of three things: working (or not working) under Dohalim, her brother, or how she can be a proper woman. Yikes! It's not good when a female character's entire character revolves around what she can do for men! There's many skits where she asks "what can I even do if everyone cooks for themselves" and her conclusion is... to follow her brother's dream? Kisara, can't you find your OWN dream? And no, bringing up how she can help Dohalim also doesn't count here.
I don't hate Kisara for being who she is, but I really just want to have a stern talking to with whoever wrote her. A female character should not revolve around men and being in the kitchen. Seriously. This game came out in 2021, you should've known better.
Dohalim
While I didn't like his introduction scenes much, he grew on me a lot throughout the game, and he definitely felt the most like a Tales character to me. There was a lot of humanity and nuance to him, and he had the honor of actually having his backstory shown on screen. He had a lot of facets to him: the part of him that was a Renan leader, the part of him that supports the party, his own goals, his own motivations, interesting relationships with other characters, as well as (and maybe most importantly) fun things about his personality via his breaks from seriousness as well as his fondness for music and artifacts.
Overall he felt very fleshed out, and I really wish he had been put in another game. I came out of Arise quite content with the character that was Dohalim, which I cannot say for anyone else.
Closing thoughts
Overall, this is probably the most disappointed I have been with a Tales title. Of course, I don't think every game is perfect, and there are games that I will admit just don't click with me personally that others adore, and likewise there are games that I think fall flat in some regards but resonate with me for the characters.
For instance, I think Tempest is a perfectly fine and even charming game, despite it being more on the barebones side of things. I do not hold Tales games to unrealistic expectations when it's not necessary, and I always think of a lot of things when I base how I feel about the game: crunch time, what the creators had in mind when making it, what heart was put into the story, what fun I am able to find even in the game's flaws. Things to that effect.
Where Arise differs for me is that many of the decisions I dislike about the game were intentional. The lackluster, yet overbearing monsters were intentional, the lack of skit and status portraits were intentional, the story not being that compelling, but taking itself way too seriously and acting as if it's the pinnacle of Tales writing, is also what the producer of the game flaunts when he discusses it. All of these things negative attribute to the quality of the game. Arise scratches away the charm that Tales games have, yet it is flaunted as being something groundbreaking when the story never attempts a single new trope.
It's not one deviation from series staples, it's a whole cluster of them. Why was there any reason to remove post battle dialogue, when that is something everyone absolutely LOVED about the series? Why are skits, which are part of what brought Tales to fame, boiled down to recaps of story scenes and not fun moments, which is what everyone is excited for when they go to open a skit? Why are the cute and iconic monsters completely gone, when every single game used the same designs? Why does the producer for the series actively hate the things that the fans love about Tales?
Arise is essentially a long laundry list of bizarre decisions made by the producer with awful execution, and then sadly the writing does the game absolutely zero favors. I came out of playing it feeling hollow. I've been revisiting some older games after playing it, and I've been getting legitimately emotional at how the characters in these other games actually talk to each other like people, and don't just bounce recaps of events back and forth to each other. Other games know how to have fun, and they have compelling characters, which is really what has always been the thing bringing people back to this franchise.
Would I like Arise more if it wasn't labeled a Tales game? Honestly, no, given I only ever played it because it's under the Tales branding. And I shouldn't have to even ask myself that, given I play Tales to enjoy Tales, and its tropes, and all the fun little things these games provide that no other series can give me.
If and when the next Tales game comes out, I will still probably play it. But so long as it is under our current producer, I will go in incredibly cautious, given he seems adamant about hating all of the things I love most about Tales. At the very least, I hope the next game is more innovative with its writing and characters, and brings back some of the charm that even Zestiria and Berseria had.
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