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#your artstyle is so great with the colors and your line art always has such a beautiful expression
ssalballoon · 1 month
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What are your favourite art books? 💕💕love your work
thank you! 🌟 oh artbooks?! that's actually a really interesting question hmm... I don't physically own any (expensive ⚰️) but I've seen them online for some games and artists I like! idk how interesting they'll be if you're not into those specific games but nonetheless i think the art is a treat to see even without context! i'll answer under the cut, this ended up being rly long
Dai Gyakuten Saiban 1 & 2 / The Great Ace Attorney Chronicles (Kazuya Nuri)
- Nuri's soft lilac shading is so beautiful + unique to his art! I also appreciate that this artbook is mainly full of sketches and renders you don't see in game. They're so expressive, I wish other artbooks had more doodles of the characters goofing off, you can tell Nuri loves these characters a lot hehe (how often can you say the lead artist drew april fool's furry designs + canon animal plushie designs for the mcs)
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the doodles that really stuck out to me are spoilers so i won't share those, but they really feel like snippets from a slice of life anime which humanizes the characters so well
Fire Emblem Echoes (Hidari)
- Hidari's designs are so classy and elegant, the way his fabrics all have a palpable weight and texture to them, and his coloring is so warm... there's a good reason why his designs keep getting circulated with praise every once in a while hehe. I really hope they bring him back for another game!
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a personal favourite... she's very pretty!!
(on a side note i rly love Nuri and Hidari's female character designs, it's refreshing to see! not to say that modest designs are inherently better than more fanservicey ones, but i find that the female character designs are even more memorable because of it! it's mainly a personal preference)
Fire Emblem Awakening + Fates (Kozaki Yusuke)
- god of drawing armor and anatomy in perspective... his poses are so dynamic because of his mastery of foreshortening. I love seeing his work in Heroes, it only continues to get better over the years! plus he designed Lucina and Inigo so :D
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as much as i love his artbooks my favorite art from him comes from fe heroes! his units have the most unique posing in the game, it always makes me excited to see more of his art (i especially love how conscious/deliberate he is with body types in his designs)
Persona 5/ 4/ P4 Arena Ultimax (Shigenori Soejima)
- Soejima's art influenced my artstyle a lot back in 2017(?) and 2021! (I mainly enjoy his b&w rougher style since it's so bold and also a fun style to draw in, although his painted stuff is fantastic as well) I enjoy seeing the Persona designs since they're so different to what I usually draw and it's really hard to capture the grace he draws them with (especially P4's)
this video of Shigenori Soejima drawing live changed me in 2017
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persona 4/arena ultimax have my favorite persona designs out of the modern games!
Death Stranding (Yoji Shinkawa)
- It's a shame you don't see Yoji Shinkawa's artwork in the game much (to my knowledge) because it's stunning how vivid, gritty, and yet effortlessly elegant it is. The monster designs are so haunting gahhh it's so cool! The mastery he has with ink and brush is insane he can be so loose with the lines and yet it conveys everything you need to know
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the full body ink sketch of die hardman... it's so loose and yet it's very controlled aghh it's so impressive (i saw hunter schafer got her portrait drawn by him and like. imagine yoji shinkawa drawing you. ohmygod)
Okami (Takeyasu Sawaki, Kenichiro Yoshimura, Mari Shimazaki)
- when I was in middle school I didn't even know games could look like this?! The obvious traditional Japanese art influence makes the designs really unique even compared to modern games. The calligraphic brush strokes are so striking and I especially love the subtle ink bleed outside of the outlines, it honors traditional media so well. honestly this game's style in general is one of a kind
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love how playful these are! i forgot how much i loved this game
Journey (Matthew Nava)
- (although it is an artbook I've only been able to see a few of the pages! Nava does have an archived GDC talk where he presents the book that I still have to take a look at) I found the color script for the complete story interesting since it shows both the color corresponding with the literal height of the mountain for the hero's journey that the game was so inspired by. Plus the alternate designs for the iconic main character are so cute!
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masterfully crafted experience... i think this is the first time i've seen a color script for a game? (although i guess i'm not that familiar with games)
These aren't actual art books but I really like the concept art for them:
Transistor (Jen Zee)
- my favorite Supergiant game! It's a shame there's so little of the concept art out there (I'm pretty sure I saw more years ago but I couldn't find them more recently... link rot grr...) Jen Zee's painterly style is gorgeous and the colors are so warm, so uncharacteristic of the cyberpunk genre we're typically familiar with! her art was also a big inspiration for me when I was younger
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Apex Legends
- apex does have an artbook but l mainly enjoy looking at the character designs and the transition screens for compositions (especially the season 4 Revenant's trailer ones, one day I hope my background/environment art can reach a level anywhere close to that). The character designs and overall setting are different from my usual style so it's cool to see the attention to detail in fabric texture, prop design, worldbuilding, etc. and try to apply it to my designs
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this transition has such a strong sense of narrative in the illustration, it impressed me so much i drew something inspired by it (i'm not sure who the original artist is, i thiiink it's liam mcdonald...?? i really hope i'm not misattributing it;; out of the concept artists his illustrations look the most similar...?)
I'm interested in Outer Wilds' artbook and Disco Elysium's but I don't think I can look at those without spoilers! both phenomenal games that i really need to finish (i know outer wilds' main story but not echoes of the eye)
hit the limit on pictures 😔 and i've been sitting on this ask for a while... I feel like there are more artbooks that aren't coming to mind ahh I should really keep track of them better! thank you for the ask, it was nice to revisit these again 💞
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kuronatcher · 3 years
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Soft art and thin line art!
Oh thank you! <3
The funny thing is that I discovered thicker lines for myself and that I personally like better. But let's see how long it will last xD
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jam-blue · 3 years
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I already said it when I answered from your ask, but here again that everyone can see it =D: your artstyle is so great with the colors and your line art always has such a beautiful expression <3
Aw thanks!! I like to focus a lot on my colors more than my own lineart at times!
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shenlongshao · 3 years
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GG Strive: Highlights pt. 2
Welcome to part 2 of the GG Strive highlights! If you haven’t seen the previous one, please go here.  During the livestream, the developers announced the official website for GG Strive(both English and Japanese) will feature content to help people understand the lore of Guilty Gear. The website features manga based on the events of the games separated by chapters. There’s also Youtube videos of the Xrd series’ story modes uploaded directly from Arc System Works.  My perspective of the manga will mainly be from me being a long-time fan of GG. I’ll look at how well and how much information it gives to those not familiar with the series. And, I’ll also be reviewing it as a manga in general with how the writing is, etc. I’ll be using the grade system to judge each aspect. This will definitely be a long post since it’s about the lore.  WARNING: My review will contain some spoilers. If you haven’t read the manga yet or you don’t wanted to be spoiled, it’s best not to read this post.  (Here is the line for the GG manga!) https://www.guiltygear.com/ggst/en/story/ Readability:  The GG Story Digest comics follow the format of reading from right-to-left and turning the pages is from the left side; this is different if you’re not used to reading Japanese material. The font size and style of the dialogue, titles, etc. is generally clear enough. But there are times where it may be hard to see like this one.
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The story introduction text of Chapter 5 is mixed in with the background image that has some dark shades of gray. This made it hard to see what it says, especially since the website doesn’t have a zoom-in/zoom-out feature for the pages. You would have to use your browser if you have trouble seeing certain words. Other than this, the readability is very good! Rating: A Artstyle & Presentation: The artist chosen to do the GG Digest comics is Sumeragi, whom you may recognize because she’s known to do artwork for Blazblue. The presentation of her art is nicely done from the opening scenery of each chapter to the expressions on the characters’ faces; there’s a good amount of detail on everything. My favorite part about Sumeragi’s style is the beautiful, soft colors implemented at certain moments in the story like this one.
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It perfectly highlights how special the moment is whenever I see it, but it also makes me wish all of the chapters were in color. Sumeragi’s art fits the modern anime style that’s been more mainstream for a while. I think her artstyle is really cute of how she interprets the characters’ designs. I couldn’t help but be reminded of Blazblue more than Guilty Gear at times, though. I personally would loved it if they got with an artist with a distinct style reminiscent of the 90s/early 2000s(for example like Outlaw Star or Record of Lodoss War). Other than this part, I like looking at the pages! Rating: B + (Note: I’ll be going by the English version of the manga by the western side of Arc System Works. The translation has gotten better over the years, but I’ll check the Japanese one for any noticeable differences in the future.) Writing/Pacing: The general quality itself is good, so there won’t be errors like “Welcome to die!” or “This guy are sick”, XD. I noticed the dialogue based on the events of the first Guilty Gear game is improved and the personalities of the characters is conveyed well in each chapter. It does a great job of providing brief character bios and the world of GG in a straightforward way. If you were ever confused on which paths took place as part of the main story, the writing will help make it easier. The writing also adds small details in some of the chapters that you may recognize. For example, on this page below...
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For GG fans, doesn’t the man Sol is talking to look familiar? It’s the same guy Sol was stepping on from this.
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What happens is the following page between them is probably the funniest part to me throughout all the chapters. The final chapter of the manga ends on a cliffhanger, which is done on purpose for you to watch the Story Modes on Youtube. Now for the negative part... The website does state it’s a quick-overview of events, but I think it’s too quick. There’s so many important details missing that the manga completely ignores. Examples include information about Forbidden Beasts, the Assassin’s Guild, the other Sacred Treasures(like Anji Mito’s fans called Zessen), nations like Zepp, the P.W.A.B.(Postwar Administration Bureau), etc. Other mainstay characters that play supporting/vital role to the series(for example Faust) is reduced to being just there for 1 or 2 chapters. There’s some that don’t appear at all like Slayer, I-No, and Anji Mito to name a few. Things like this is essential to world building in general, but especially for introducing new people to Guilty Gear.  Except for Chapters 5 and 3, the chapters of the manga is short. The final chapter being short is understandable, but not for the previous ones. It ruins the overall pacing of the manga because it’s too focused on getting to the point instead of inform you of the details. The second part is something the official GG website lets you know immediately; there will be some events that differ from the games. This itself isn’t an issue, though there are some things I personally disliked. One of them for me is how the Xrd SIGN design of Justice being incorporated in the earlier events of GG(like The Missing Link). That design of her looks like a xenomorph reject with breasts, XD. It’s not as amazing as Justice’s iconic, mech-like design. Another one is based on GGX Plus when Sol encounters Dizzy. It follows the game version at first, but it then changes a bit with creating a scenario where Ky intervenes. How it was done ruined how is in the game with Sol showing some of his humane side to Dizzy and sparing her on his own. It could’ve been done better. I think it’s best to view the GG Digest manga as a basic guide to the world of GG for those new to the series. For long-time fans, it’s just nice seeing more GG related content in general. It obviously doesn’t negate the source material like the novels, Drama CDs, etc. The manga is definitely worth reading, but still important to play or watch the games’ stories for full context. Rating: C  I’m glad the story of the Guilty Gear series is being promoted more in the West. I love the lore of GG and its characters, especially since it has the depth of an JRPG rather than a generic plot in most fighting games. Sadly, it’s not easy finding info due to either it’s Japan only and/or it’s very rare. There are a few fanmade English sites and blogs continuously trying to provide this for years. Each of them do have some reliable info that can be trusted, so it’s good to browse around to put the pieces of the puzzle together. So far, there’s no #1 source for GG lore yet because besides the part of finding info, there’s also still areas where mistranslations, misinterpretations, etc. of GG is still present. Mistakes like this happens sometimes and not always easy to spot, but can be fixed with no problem! But sadly, it isn’t always that simple because some people handling GG information be very... “heavy-handed” instead of helpful.  So I think it’s best to be not afraid to check and dig, dig, dig! I’m still digging for more GG material, XD.  Stay turned for part 3!
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gamers have no rights
SEIZE THE MEANS OF PRODUCTION
Oh and Minato actually using crude (like he always speaks very politely)  speech for the last big shot was a good moment. i rather like minato  and you can  see how dear kaburagi is to him. Minato gets Kaburagi put on mod duty instead of being destroyed or sentenced to life at the waste facility. Minato then stops Kaburagi from getting destroyed a second time and even keeps his avatar which would have gotten him killed. and he does all this without Kaburagi asking him, without Kaburagi ever knowing. Minato in the finale then risks annihilation to see kaburagi in the finale and is willing to gamble his life by staying in deca-dence to execute the plan. if he hadn’t helped, kaburagi would almost certainly be destroyed by the bubble wipe. Minato just wants to be near Kaburagi and be a part of his life. me in the distance: “gaaayyyyyyyyyyyyy”
when the admins threw donatello into the poop jail, did no one think to take the arm gun?
Yuzuru Tachikawa  has a lot of good stuff. death parade, mob psycho 100 II, assistant director for zankyo no terror.
once a limiter is released, can you put it back on?
http://decadence-anime.com/en/ incase the website ever goes down and i have to use the wayback machine
5.5: ok so i did forget the part where they say that Solid Quake and the other mega corps manufacture the cyborgs. ah and the cyborgs are also property of Solid Quake. real last stage capitalist dystopia. and some cyborgs’ job is to play the mmo. Like the company mandates download of the game upon cyborg activation. yeah if solid quake has the resources to manage a population of squishy monsters and have absolute control of all matter in the bubble they totally could have dealt with the air pollution on the rest of the planet. There’s also at least 4 other structures/companies on the planet. I wonder what they are up to. i was wondering about the ruins, so they were made as set pieces/background art for the post apocalyptic story.
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so cyborgs did originally have their roots in biological humans. but currently and all the ones we see are assembled by Solid Quake. I wonder about the cyborg cores, they have the same green glow as oxyone. And one of the characters (minato? kaburagi?) says that cores aren’t controlled by Solid Quake, so the cyborgs have free will.
So I doubt minato ever switched departments though I guess its possible, meaning when he says he wants to fight along side kaburagi again he means this metaphorically, he wants to be able to once against work towards the same goal as kaburagi side by side. Also Minato calls Kaburagi “Kabu” no honorifics or anything and the subtitles bastardize this into just “Kaburagi”
they ended up making a game that involves throwing around a cyborg core. isn’t that a little...
Though everyone helped out a little, the finale was all about helping kaburagi where as I would have preferred something like everyone working and changing the system rather than kaburagi having a chat and the deca dence system letting him do what he wants. but I suppose that’s a hook for season 2. So seen on its own deca-dence has a good solid ending but not a spectacular one. But I am so glad it has a good ending, you don’t know how many shows have gotten my hopes up in the first couple episodes only to fizzle out and flop. I am so happy this show stuck the landing even if there was a little wobble.
I watched all of Deca-Dence in one sitting and wow do I love this show. It's just a good solid show. There's no weak point, each episode is solid, the writing is good, the animation is striking, and most importantly the show holds itself together throughout its entire run.
funny thing is. When I first saw the promo material for this anime back in spring of 2020 i went like ”ugggg not another one of these” where the remnants of humanity fight against annihilation at the hands of some monsters like shingeki no kyoujin or kabaneri of the iron fortress mostly because I’m been thinking a lot on compassion for the Other and a lack of that combined with propaganda about how the Other is a threat to the existence of the in-group forms the basis of a lot of modern facism and white supremacy groups that justify their existence against an imaginary threat use this same kind of logic framing themselves as the last bastions of humanity (whiteness) against a monstrous other (muslims, immigrants, ethnic minorities, usually people of color/not white people). Now the premises of humanity fighting against annihilation by monsters in of itself isn’t necessarily racist, but after a year where violent racism exploded against asian americans and BLM had a lot of attention, my mind can’t help but be in that space. However by the time I watched Deca-Dence on January 25, 2021 I had completely forgotten everything and anything about the show. All I remembered was some people crying about it on tumblr and twitter whose posts I skipped over once I realized they were about a show I hadn’t seen. So I went into this with a completely blank slate, I didn’t know that this was scifi, or that there was a giant fortress city, I didn’t know that Kaburagi was featured in the promos alongside Natsume, and I didn’t know we would be fighting monsters. But the first episode was just so well directed that I was excited for a second one despite the premises, and also i was still processing that last shot when i clicked the next episode button. It was the second episode that sold this show for me.
Oh I totally forgot to talk about natsume’s arm and how the show handle’s disability. Also I don’t have a prosthetic so take this with a gain of salt. Natsume occasionally feels self conscious about her prosthetic arm since people will comment on it and it adds barriers in her life, disqualifying her from joining The Power and making it more difficult to adjust the nozzle on her pack. She has added struggles in her life that others don’t, but the show never portrays her as lesser for it, its just something she has to consider and work around in her life. The line about how its not her weakness, but her power was a good line. And she literally turned it into a weapon, that’s so cool.
Corporations generate capital for the enrichment of their shareholders. But in the world of deca-dence there are no shareholders at the end of the pipeline. The machinery of the capitalist firm continues to spin, squeezing out as much cheap or free labor as possible, and acquiring assets, but for nothing and no one. Its a system made to benefit the Few, but whose beneficiaries no longer exist (or at least we never see them in the anime). The exploitation of the Tankers and cyborgs serve no purpose but to continue the existence of Solid Quake and its system.
dissonance grieving tankers at funeral to cyborgs chatting about how fun the last raid event was. bright cartoony artstyle to the dystopia of neoliberal capitalism (and the labor camp). the cheery game trailer and company intro style exposition for the apocalypse.
The reason the ending was only good instead of spectacular is because it doesn’t engage with the themes laid down in earlier episodes enough. The ending provides an emotionally fulfilling ending for its characters but only a lukewarm one for late-stage capitalism. There’s two narratives going on in Deca-Dence. The personal narrative told through Natsume and Kaburagi about learning to try again, improve yourself, make your own decisions, live on your own terms, and push your limits. Then there’s the secondary narrative about overcoming structures and systems of oppression. The anime team did a great job at the first one, but kinda meh about the second one. When we are introduced to the people of Deca-Dence we see them stratified into classes like Gear/cyborg and Tanker. However this is a false narrative perpetuated by Solid Quake to maintain its control of both groups, after all Solid Quake owns both the cyborgs and the Tankers as literal property. Ideally the Tankers and cyborgs would realize the divide between them is false and team up to tear down not only Solid Quake but the systems that allowed mega corps to exist in the first place and build more equitable and just social systems. And we do get some of this in the ending with changes in how Solid Quake is run (no more punishment of “bugs”, got rid of the gulag), but all this is shoved to the background. Essentially management and company policy changed but the fact that the corporation or its structures exists, didn’t. I can't tell if its deliberate or not though. Its common with single cour anime to leave dangling plot threads as a bid to the funding for a second season and most of them never do. So I can see it like that, but eh I still never liked this approach. Its also a limitation of the single cour instead of being produced as a 24 ep anime where they would have had lime to develop that second narrative.
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msbowser · 4 years
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My Top Games of the Last Decade
The year 2020 is here, ushering in a new decade to live in. Instead of looking at the bad events that occurred over the years, I instead want to look at my favorite games over the last 10 years. It’s crazy that back in 2010, I was only in my second half of the fifth grade. Oh how young and naïve I was and an even worse gamer. Now in 2020, I am in the second semester of my second year of university, studying in the psychology field. I feel how I was raised over the last years shaped of how I am as a person and I am still learning, no one is perfect. Those developments shaped even the gamer I am now. Back when I was younger, I just liked games that were fun to play. But now I am a person who puts Character Development and Story before Gameplay. You will see this shift as the years go by.
Well let’s start with 2010. And I will try to limit how much I write each game to about a paragraph each. Don’t want to make this post too long. I can give a more detailed explanation at a future date if someone is interested. 
PS. All the games are Nintendo Games. I’m only a Nintendo gamer so sorry if you don’t see like Persona 5 or Last of Us.
2010: Kirby’s Epic Yarn
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Gosh this game is too freaking cute for words. I remember the stories about how much I wanted this game when I was younger, even the embarrassing ones. While this game is easy even for Kirby standards, this game is so fun to play. The levels are enjoyable to play, you can get lost hours doing minigames and playing music (Frosty Wheel is still the best), and is just cute. This game is cute incarnate. And if you don't want to play the original version, you can play a port of it on the 3DS with even more goodies on it.
2011: Pokémon Black and White
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My favorite Pokémon games and generation even if I started with Pearl. Gen 5 of Pokémon is super special to me as I know it is for many others, being the first game I bought the day of release. I was also pretty blind in my playthrough, finding new discoveries as they came along and finding new Pokémon that I might have not liked at first but became my favorites. Pokémon like the Krookodile line, Emolga, the Leavanny line and so much more. The game also first brought to my attention to how characters can be written well and still is my favorite story in a mainline Pokémon game. 
2012: Rhythm Thief and the Emperor's Treasure
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So I’m kinda cheating with this one since I didn’t play it until 2013 but damn it, I don’t care! This game is awesome. I am super terrible with rhythm games but this game is one that is very enjoyable with an excellent story and characters. Phantom R is such a cool guy that you just want to hang out with and go dancing with and not the fact he’s a gentleman. The rhythm minigames are mostly enjoyable and have a wide variety to play so you can't bored very easily (the gyroscope one can go die in a fire though). All I want to know is where is the damn sequel already Sega?! It’s been 8 freaking years with that teaser you showed at the ending of the game and no I don't count that bad IOS game you made a year later. We fans need our fix and answers now. 
2013: Mario and Luigi Dream Team
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Bowser’s Inside Story will always be my favorite Mario and Luigi game but this game comes to a close second. As part of Year of Luigi, this game did not disappoint. Luigi is front and center and he is the best of the part of game, with his dream abilities and overall character. The story is also very good with the adventures the bro’s have on Pi’illo Island and the soundtrack of the game is my video game soundtrack of all time. There is also the fact that giant battles return and if anyone knows me, knows I love me those giants <3
I also have two honorable mentions for 2013 that I will give a brief note while I like them
Fire Emblem Awakening 
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First Fire Emblem game, got me in the series. Characters are great and story left me generally shocked at points. Make a yearly tradition to one playthrough each year
Super Mario 3D World
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Favorite Mario platformer, Peach being playable and being a cat. Yes please
2014: Kirby Triple Deluxe 
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I freaking love Kirby games :D Triple Deluxe was the first Kirby game on the 3DS, using an engine that looks beautiful on the 3DS that was used for the next game they did. The game is super colorful with its vibrate worlds and use of pastel colors. The new abilities is super fun to play with as well, Archer being my favorite. Supernova is also a neat gimmick for the game and glad it was present in many of the levels and used in new ways to solve puzzles. 
2015: Dragon Ball Z Dokkan Battle
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Surprise! I said favorite games of the decade and mobile games count. This game means so much to me, being the one of the mobile games I keep track of everyday, even looking at what the JP version gets. I am proud of my account and how far it has come over these past years. Though I was not there right when it released, it has felt like that long as I have had my account for over 4 years now and don’t plan to quit now. One day I will have my full husband team, just you watch <3
2016: Dragon Ball Fusions
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This game was my answer to a playable Dragon Ball RPG to play on Nintendo consoles (before Xenoverse 2 got ported over on the Switch). The chibi artstyle gave this game its own identify from other games like it. The gameplay was fun as you can make your own character and fly all across the world fighting characters from the Dragon Ball timeline. The game is all about the fusion mechanic, but with an expanded roster of characters to fuse and the ability to fuse your favorites is a blast. 
Brief Honorable Mention to Pokémon Sun and Moon for a fun region to explore, new pokemon to love and pretty good story.
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(Lillie is so precious for this world I swear. And Snowy as well :D))
2017: Miitopia
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A lot of people would write off this game as a simple Mii game, but it is so much more than that. This game has much more personality than one might think, with its class system, characters even when you chose who is what role and the story as well. The story and characters allows many possibilities of ideas for stories and art for creators to make and enjoy, as this game and Tomodachi Life was used as a template for a rp that me and my bf do. And this game can get hard, like wanting to rage quit hard, so be prepared for grinding. The OST is also a charm of the game, being one of my favorite OSTs ever. 
Like with 2013, I have two honorable mentions that I will give a short comment on.
Splatoon 2
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Love it more than the original, Aerospray is still the master race and Off The Hook is better than Squid Sisters, don’ t @ me XD
Fire Emblem Echoes: Shadows of Valentia 
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Amazing story, characters and unique experience from other games I have played. Berkut x Rinea OTP
2018: Dragon Ball FighterZ
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As much as I like the Super Smash Bros games, I was more excited for this game to come out. I was glad it did come to Switch so I can play it. FighterZ was my first proper fighting game with button inputs and it threw me for a loop, but eventually I got the hang of it and is still learning. The story is a fun experience if you don’t think too much about it, me loving Android 21. And of course I main my husband that is in the gif above <3
2019: Pokémon Sword/Shield and Super Dragon Ball Heroes World Mission (That’s right, a tie)
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I was excited for SwSh since day 1 and was not disappointed even with the dex cuts. The Wild Area has been a blast exploring, finding all the new raid Pokémon to catch and train. The new Pokémon are super fun to use, some of my favorites being Ponyta, Scorebunny and Dreepy. My baby Eevee also got a GMax form and she is super freaking fluffy, big and I want to hug her <3 I’m excited for the Isle of Armor and Crown Tundra DLC when they come out.
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This game was huge to us USA fans of the series as this was the first time we ever got anything DB Heroes related here. The cards were fun to make teams with and make even custom cards. It was a full experience without to play the irl game, which would still be fun. Though the game is slow to add updates, I will be waiting for what will be coming. I am glad the game came out so we can finally enjoy all of what the game has to offer. (Though I played the previous game in the series being Ultimate Mission X through Citra, so I got a headstart XD)
This is it for this post. Even though I am late at posting it, better late than never. If anyone is interested, I’m glad to give more detailed descriptions. I realize I have to do better at explain my opinions in a more detailed matter.
Thank you so much for reading :D
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fine-not-fine · 6 years
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My review of ONE
Hello I’m Andy and I’m going to give my full honest opinion about the things in ONE I love. It’s giving me a lot of hope and something to look forward to. So let’s get into it. Characters: OFF was full of interesting bosses and characters. ONE has even more. Playing as a child is not a new concept, but ONE pulls it off in the best way possible. Doux is the son of Zacharie which is a character we know well if you played or watched OFF. This introduces a familiar element with a new one. This sets an tone of learning, which is vital for these types of stories. The player slides in so smoothly into the situation. Each character is introduced formally, but not completely. Every interaction feels special. These characters are much more than their roles. Doux- I can’t get enough of this child. He has the traits that make him so lovable while avoiding most classic tropes. Doux isn’t subject to being ‘perfect’, but he doesn’t fall into a narrow track of a character must be extremely flawed or extremely perfect. He mannerisms come off as endearing and sometimes encouraging to the player. I’m not even fond of children, but god I love this kid. His intentions are so pure, I can’t help but want to follow. Doux’s large eyes and overall real toddler like appreance helps. It reminds you, you are indeed watching over a child. Doux manages to have a cute overlook despite some otherwise monster-like features with don’t overtake his prime look. Doux can just as easily became frightening, with a look that makes the player startled and beckons a need of carefulness, worrying about Doux’s safety. He becomes scary while still sympathic. Buttons- While a silent character, there is something sentimental about having him on your team. A gift from Zacharie and something just makes me feel like Buttons belongs. There’s not much personality here, but he’s a great companion and I love this little plush toy just being around for Doux. The design is simple but deeply reminiscent of a childhood doll. He stands out enough from normal specters, but fits in alongside them. Blight- This character came at just the right time. He starts off as a merchant and through the game provides a sense of progress. You get to see him in the world’s you pass. He’s not overbearing and shows some honest interaction later on. He’s not exposed right away which is something that happens a lot. Instead his reasoning and expotition are slowly added. He’s the big brother type that was needed. He’s the cynical to counteract Doux’s optimism. This gives the player two views of the world they explore in. Blight also provides a center point on which the world that Doux is unaware of. His design is one of the more complex but fitting. Blight’s design is burned into a feeling of struggle and suffering. He continues on with it regardless, but its very clear. His features all show a much darker tone to the world and one could happen in it. He also manages to very much appear like a mistake when compared to what he was made to be. This becomes him, he’s not a carbon copy. He’s Blight. Which is cleverly shown in small design choices like the longer ears and differencing in face. Viola- God I love this character so much. Her interactions are delightful, like every other character in this game. She’s friendly and has a wit to her that makes her charming. She takes the place of Blight as a merchant. Her story isn’t completely known yet, but it makes her quite the yarn to unspin. She’s a smile waiting every time you go and buy from her. Her all around interactions with the world ake her feel more than just a merchant, which is something I love in this game. Her color choices are spot the fuck on and I love it. Pink and blue stand out on her well, while also having those white and gray tones. She’s so different from the other characters but somehow fits in so well. Her strangeness is captured in her design fantastically. Goutte- This lil fucker was a great starting boss. He has enough connection to start the bat off but not too much to overload the player. Having a boss like this is ideal, as overloading the player in the beginning can leave story telling fuzzy. He had enough in him to make his interaction with you one that was mostly out of anger. Though once defeated the spite is somehwat distilled. This set up a good pathway to more complex and enriching bosses. A very simple design but an enjoyable one.  Chahal- This was a great boss to fight and a wonderful zone. He was satisftying to watch, which the inner workings showing a lot about him before even facing him. His brief moments of talking had clear motive. He seems so relaxed. His possible fear or regret make him quite the character to try and understand. The green in his design is very pleasing visually. It’s very interesting where the option could clearly have been blue, but green is very pleasant. He’s lightly pissed off in a relaxed or cocky form. I enjoy it. Oculi- A very cool and calculating figure that leads into a lot deeper plot. His design mixed with gray/red/blue is very nice. Despite his design he’s not nearly as vain or high and mighty as I expected, but the change is welcomed. He’s even calmer than Chahal. He knows things and I’m all for it.  Hathath- The most plot based boss at the best time. This is were the story is needed most and he directs it perfectly. His zone and him a very much tied together. The horror and his apathy are terrifying and it fuels the plotline well. He’s the boss I want to fight the most. His relationship with existance itself seems to reflect how he believes his zone should be. His full honesty on how fucked everything is, is pretty nice. His cloaked, bandaged appreance always feels as though he’s hiding himself or his real self.  Corpse Batter- Probably the most interesting spin on The Batter I’ve seen. He’s put in a morally gray way. His past crimes aren’t hidden, but he is not empty of all kindness. His design fucks me up too this day and shows so much about what’s changed. His add-ons are literally in his spine. His outfit if very befitting of a reaper type. Laisser- I favor this boy more than I should have. This is the character that effected me most. The way he talks and the way he ends up will eat me alive everytime. He appears lonely, easy to push around, and sad. He gains my sympathy quietly. His need to have a friend made Dopple. This dependence shows up between them, Laisser needing Dopple to have company and complete his tasks. I have a hard time faulting this character. From hair to clothes, I love how he looks. He’s cute and his stitch eye and heart are my favorite things. His hoodie is something I’d want to buy. He certainly seems older than Doux, but he still feels like he’s growing and maturing.  Doppledanger- One of the most fun and confusing characters. He’s fun to meet but extremely terrifying in using truama to try and snag Doux. His whole design feels like a mimic in the best way. He feels and looks like something not quite of flesh. His relationship with Laisser feels split. He cares for Laisser, but has a very cruel way of trying to get Laisser’s goat. His shifting masks and forms are my favorite parts.  Specters/Elsens/Frog people- I just felt like adding these guys because i could. They all feel natural in their enivornments and the have small traits that make them feel live like. They’re really fun for background npcs. Pacing: The pacing in this game is so perfect. Everything is put together so fucking well. It starts with a sense of very light dread which evolves into a sense of desperate hussle. None of the story is spoiled too early and there is enough smaller details sprinkled in. It takes awhile to get to the main plot but each section is full of stepping stones to get to each boss. The stakes get a lot higher as the plot continues. Each zone is different and full of activites and extras that take away from emptiness that a lot of games have, but in a useful or enriching way. Nothing feels rushed into place like someone ran out of time and pushed a zone or event forward. Everything happens in keen order.  Design: God where to I begin? Mostly this will be level design. Adding extra elements to the zones was a welcomed changed. The ice, the park, the extra worlds, everything! Colors are used to an absolute t and it’s beautiful. This game makes usual nasty colors look fantastic. The moving backgrounds in certain places and the added effects are a nice break from the straight and narrow. People seem to want to stick too closely to the original OFF and fear breaking the lines a little. This stuns creativity. ONE expands the world far beyond the original, making it easier to invest in. Most of the puzzles and challenges come in a wide varity and it different ways than expected.
Artstyle: I could kiss ass about this style all day. It’s something very different from the standard and it works well with the themes. Everything can come off as cute or terrifying in the blink of an eye. It’s got a very memorable look and each new scene, object, or character brings out the style’s charm. I’ve always loved Fire’s art. Every character is strikingly different from each other.  Overview: ONE is one of my favorite games. It’s got a lot of OFF like mannerisms while having it’s own story, characters, and style that takes you throught the game. Even if OFF wasn’t really your thing I’m sure you could enjoy ONE.  Every inch of it is decorated in love and I am so in love with it. Explore the world and get wrapped up in a whole new story. Please give the creator lots of love! @chimakiisane has worked very hard on ONE and I completely adore it~ I know I repeated myself a lot through this review, but it’s wonderful and an expirence all on it’s own. 
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yollocalli · 7 years
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Murakami: color, saturation & details
By Yajaira Quiñones
I would gladly live in the Museum of Contemporary Art (MCA) Chicago until September 24, the last day to admire the exhibit by Takashi Murakami, The octopus eats its own leg. I would have a mini fridge, a soft blanket with warm milk, hoping nobody would find me and kick me out forever. I would love to observe his artwork over and over, just because it is simply phenomenal, breathtaking, and remarkable. The vibrant colors, stunning art style and wild detail just gives a bubbly ecstatic feeling.
It may just be the artist in me, but I wanted to own and touch everything. Although, I know better than to ever touch the art, especially with my pizza-greased-taki-filled fingers.
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This man, Murakami, and his young artists from his company Kaikai Kiki Co. have an eye for color schemes and style that catches a person’s attention.
Takashi Murakami’s work involves a large amount of saturation and hue colors; even though saturation is still considered a big no-no in the beginning of an artist’s life. In a few words, Murakami is not afraid of bright coloration and his saturated work reflects the purity and truest of a color -- primary colors (red, blue and yellow) are considered the truest version of color as they are fully saturated. When beginners use too much saturation, colors often clash, looking ugly, unappealing and blinding.
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Color theory is (sadly) another subject an artist has to learn. Murakami and the artists at Kaikai Kiki Co. obviously are knowledgeable about color theory and carefully overlap multiple layers of flooded imagery. You are not born knowing colors, but in their case, colors come easy at the pace of the process; and that’s what separates the amateurs from professionals- experimentation and comfortableness.
Boring! Color is something that you may see naturally and it may always be present, so let’s move on to something more fascinating: details! Our eye may not catch small peculiarities daily, but Murakami makes us notice. His notable work is cartoony detail! He is freaking awesome for that. Sometimes artists don’t know when to stop detailing, they want to add more and more; and in the end, it might not look as great as they believe.
In the case of Murakami & company, detail becomes a category, redefining “more”. The integration of items or characters are never enough; considering that his work is not into the realistic mood and lays into cartoons and anime style.
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“Murakami’s art encompasses a wide range of media and is generally described as superflat.”
Superflat is a theory by Takashi Murakami as where distinctions of high and low, new and old, original and derivative meet in a fine line of contemporary society; also includes an aligning of commercial media (mass production) and fine arts media. Inarguably, that is his artstyle. He mixes old techniques with new, draws on a paper, refurbishes a computer, then screenprints and paints over with the help of an entire production team.
Also, I can see this theory as a great opportunity for young artists to learn -- as he has opened an entire studio for them to learn and work -- since a great amount of artists are criticized for use of modern techniques, for not having the skills, knowledge or money to use old ways of doing art work. So using the technique of superflat helps young artists learn the older ways of art but still be in touch with modern art.
“Tako ga jibun no ashi wo kurau” translates to (simplest version) “The octopus eats its own leg”. In times of stress, an octopus will self-cannibalization, often if a virus or bacteria is involved but the leg will regenerate and “life will go on.”
In a video presented at the MCA, Murakami tells us why the exhibit is named “The Octopus eats its own leg”, his fame, downfall, and realization towards art and his culture. Murakami’s artwork is almost like his own personal autobiography. You can visually see it from start to finish, the culture, and influences from each art piece.  His art has inspired so many young artists to go beyond their knowledge and culture and blur the lines of art. His influence over the Chicagoans expanded all the way to Little Village. Students from Street Art Studio at Yollocalli visited the exhibition and worked to produce a mural where they utilized Murakami’s theories of color, saturation and detail.
A post shared by @sentrock on Aug 11, 2017 at 3:32pm PDT
The Octopus eats its own leg is definitely something different from your cliche old art exhibition. I can say that the exhibition, as well as Yollocalli’s new mural on 28th Street and Ridgeway, can be as exciting for an 8 year old as for an 80 year old grumpy man.
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waynekelton · 5 years
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The Best Turn Based Strategy Games on Android, iPhone & iPad
This particular codex will train and challenge even the most avowed strategy enthusiasts with a maddening variety of scenarios and systems to learn and master from the world of turn-based strategy. Tactics, 4X, Puzzles... across all platforms and many different playstyles, there's a range of turn-based strategy games to celebrate in 2019.
We've reviewed a few titles recently that have moved to our list of the best war games, you should check them out!
Enjoy, and take your time digesting our top picks of the best turn-based games for Android, iPhone and iPad:
Community Suggestions & Recent Releases
We can't always review every game, and out of the ones we do, not all of them manage to claim a top spot in the list. Plus we're always getting input form our readers on what some of their favourite turn-based strategy games are. It'd be remiss of us if we didn't give them a small shout-out as well:
Squids Odyssey
Slay
Starbase Orion
UNIWAR
Egypt: Old Kingdom (Review)
Publisher: Clarus Victoria Platforms: iOS Universal, Android Price: $4.99
Clarus Victoria are back with a second entry in their turn-based strategy series based on different historical periods of Egypt. The first game focused on the prehistoric history of the area, while their new game focuses on the 'Old Kingdom' period, which last around 400 years ending around 2100 BC. Back then, the capital of the nation was Mephis and it is here that the player must work to try and build great periods and develop their civilisation.
Resource management is key, and then you must also try and assimilate the other Egyptian tribes through either diplomacy or warfare. It's a niche-style strategy game on a very niche topic, but a breath of fresh air and an excellent pick for those looking for something a little bit different.
Heroes of Flatlandia (Review)
Publisher: Martin Klement/Highland Studio Platforms: iOS Universal, Android Price: $1.99
The newest entry to the list is an excellent indie title that aspires to be a 'Lite' Heroes of Might & Magic types experience. It's still got some ways to go - it's a bit rough around the edges at the moment, the combination of tactical depth and characterful army/race compositions means there's still plenty of game to get you by.
The AI is especially good, and puts up a significant challenge. It will zero in on your weakest units and exploit holes in your defenses. You will have to play carefully if you're pitting two evenly-matched armies against one another and can expect heavy casualties. Given there's no zone-of-control here, pay special attention to quick units that can dart between your lines and threaten your weaker backline. The lack of online multiplayer is one of the game's few genuine drawbacks, but you can engage in local pass-and-play multiplayer if you're with friends.
Ticket to Earth (Review)
Publisher: Robot Circus Platforms: iOS Universal, Android Price: $4.99
In hindsight, our original score of 5/5 was perhaps a bit ambitious. While an excellent turn-based strategy game, much of Ticket to Earth's appeal and potential lay on the assumption that Robot Circus would finish the final three chapters of the game. One could argue they're taking their time, but 20 months on and players have finally gotten Episode 3, and the promise TtE made to players all those years ago is almost complete.
With a unique take on turn-based tactics, a genuinely engaging story and plenty of challenge to boot, now that Ticket it Earth is 75% complete it definitely deserves your attention, and can be considered one of 2017's silent stunners. It shot itself in the foot, for sure, but time has proved early adopters right in the end.
Farabel (Review)
Publisher: Frogames Platforms: iOS Universal, Android Price: $8.99
Given that there are so many ways you can design a turn-based tactics game, for something to come along with a genuinely interesting and clever twist is rare, and speaks to the highest levesl of creativity. Farabel's trick, such as it is, is to start you at the end. You being the story at the height of your power, having just emerged victorious from a long and bloody struggle with the Orcs. But to learn the tale, you have to go backwards in time.
With each level you complete, your forces actually get weaker as you make your way back to the beginning of the war. Within individual turn-based battles there's also some timey-wimey shenanigans your hero character can exploit, making for some devilishly flexible tactical solutions. There are thirteen scenarios in all as part of the main story, and beyond that you can participate in daily challenges, or build an army from scratch to take part in special modes, like survival. All round, it's excellent value for money, even being at the steeper end of the scale.
Euclidean Skies (Review)
Publisher: Miro Straka Platforms: iOS Universal Price: $4.99
This game would also fit right in on our Puzzles guide, but there's a healthy enough dose of turn-based tactical thinking that earns it a place on this list (that, and the five-star review it got). It's a significantly different game to its predecessor, and while it doesn't always work the raw ambition this game shows makes it all the more compelling. Even the art style is different - more vibrant and aggressive, it brings the world to life in a way that's unexpected, but also fantastic.
This is a must buy for fans of puzzle tactics games, and while some of the charm is lost in the shift away form Euclidean Land's simplicity, there's plenty of character in this boisterous new chapter.
Six Ages: Ride Like the Wind (Review)
Publisher: A Sharp LLC Platforms: iOS Universal Price: $9.99
Some strategy gamers will find Six Ages' blend of (sort of) forced immersion awful, where others will lap it up. Fans of King of Dragon Pass - which this serves as a spiritual sequel to - will already be familiar with it. They'll discover a smoother interface and a new setting in a new culture. Forgoing the traditional control and power fantasies of strategic empire-building is a hard habit to give up. But for those that can make the sacrifice, Six Ages holds a wealth of wonders few other games can match. It wants to tell you a tale of gods and humans, of mysteries and the mundane while still taxing your tactics. It's a bold goal and, while it doesn't always work, the narratives that it weaves are unlike anything else in gaming.
Darkest Dungeon (Review)
Publisher: Red Hook Studios Inc. Platforms:  iPad Price: $4.99
With each passing year since its conception and release, Darkest Dungeon recedes into annals of history, into the collective memory of unspeakable legends. In other words: a horrid, demanding and sublimely satisfying little game is fast becoming an all-time classic. Some have balked at the fine-tuning numbers behind its challenges (e.g. pre-Radiant days, the initial Crimson Court balancing), but in general the game’s ‘give-no-quarter’ philosophy has won a die-hard following that keeps coming back for more punishment. With the next expansion The Color of Madness slated to arrive later this year, this is a game whose vicious, compelling cycle will continue for a long time.
XCOM: Enemy Within (Review)
Publisher: 2K Platforms:  iOS Universal, Android Price: $9.99
XCOM: Enemy Unknown is still the golden standard for turn-based tactical gameplay, so let’s take a moment to revisit why. Squad-based, knife’s edge combat constantly challenges commander’s ability to scrape victory from defeat. Players make overworld and between-scenario decisions for which soldiers to train and tech to pursue, every bit as decisive as the individual commands given to the squad members in the heat of battle. The game has its hallmark AAA production lustre and mankind-on-the-brink storyline, and these conventions work in its favour. Keep your squad intact, do the mission, save the world, piece by piece. The Enemy Within expansion content makes this turn-based strategy game even better.
The Battle for Polytopia (Review)
Publisher: Midjiwan AB Platforms:  iOS Universal, Android Price: Free (additional Tribes as in-game DLC)
Polytopia takes the crown for best Civ-lite. If this sounds like damning with faint praise, it’s quite the opposite. Because civilization-building builds its challenges and satisfactions with a grand scope and timeframe in mind, trying to miniaturize this genre experience can go pear-shaped in several ways. In Polytopia, the tribes are separated by a single tech (with some glaring exceptions), and the map has been foreshortened to a grid of 256 squares. Units and tech are the same for everyone, but the simplicity of this means a shorter list of decisive, vexing choices. There is no diplomacy system, but victory is determined by points and not necessarily conquest. The game’s blocky, loose artstyle and easy interface make it an easy game to learn and hard to put down. Only just recently did the support for online multiplayer finally make its debut, and it is this latest change that elevates this title to a must-try.
Invisible Inc. (Review)
Publisher: Klei Entertainment Platforms: iPad Price: $4.99
The future came and went, (Invisibly) and it has been cruel to all but a select few supranational, extraterritorial megacorps. Your ragtag bunch of spies and specialists will scour the globe for intel and supplies so they can make one final run, wipe their identities from the omni-vigilant database and live off the grid in peace. Each run escalates if the agents are detected by the guards, cameras or drones, yet the stealth aspect of the game is only one kind of risk calculation among many. The game’s AP and power systems mean that even successful runs can be tight, and sometimes making a clean escape is a failure if the team did not steal enough resources. The game’s generous learning curve belies an experience in which knowledge can lead to perfect play and challenge runs for pacifist or no-item wins at even the most fiendish difficulty.
Imbroglio (Review)
Publisher: Michael Brough Platforms: iPad Price: $3.99
Imbroglio sounds like a mess; it is in the name. But of all Michael Brough’s excellent, sparse designs, this one has the most player-driven customization and controlled random inputs. Here is ample proof that roguelikes can offer as much strategic challenge as the best of classics. Each character has their own ability and weakness, and the 4x4 grid on which the game unfolds is filled with tiles doubling as weapons. Swiping towards an enemy will activate that tile and fire its ability, with every slain enemy adding experience to the weapon responsible.
The goal of the game is to collect treasure, which upon collection heals the character and causes the walls of the grid to change configuration. Enemies spawn quicker and quicker as the turn count increases, so the whole affair is a race against time to level-up the sixteen tiles while staying healthy and collecting treasure at a steady pace. It is accessible but with a glut of weapons and characters to unlock and the final challenge to beat, it will reward sustained interest and focused strategic approaches.
Hall of Fame
We like to keep these lists lean, so we can't feature all games at all time. Still, whether it's a classic we initially forgot about, or something that's been rotated out of the main list to give way for a newcomer, we want to make sure these past genre heroes are not forgotten.
Warbits
The Banner Saga
Chaos Reborn: Adventures
Templar Battleforce Elite
Final Fantasy Tactics: War of the Lions
Civilization 6
What would your list of the best turn-based strategy games on mobile look like? Let us know in the comments!
The Best Turn Based Strategy Games on Android, iPhone & iPad published first on https://touchgen.tumblr.com/
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sharmonie-blog1 · 7 years
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