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#zineth
ahtla · 8 months
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onlybricole · 1 year
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London gave very little, Barcelona is giving a little much lol. Rome better be on it's best behavior, because these knees... Just hit my 24th country! 6 to go before I hit 30 🎉 #24Countries #30CountriesBy30 #Barcelona #Spain #SagradaFamilia #Shoko #SmokyDragon #Zineth #AllNighter #TravelWithBriCole (at Barcelona, Spain) https://www.instagram.com/p/ClzX39LKoIA/?igshid=NGJjMDIxMWI=
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energyprison · 1 year
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Arcane kids will make a new game tomorrow. Trust me
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zebraradar · 2 years
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@LAZineFest people planning zine things! #LAZF #LAZineFest #ZineThings (at Los Angeles, California) https://www.instagram.com/p/CfTIsgrOYNx/?igshid=NGJjMDIxMWI=
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miloscat · 7 months
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[Review] Bomb Rush Cyberfunk (PS5)
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Jet Set Radio Future 2 is here, and it's all I ever wanted.
When Team Reptile made Lethal League and—more precisely—its sequel, they did an excellent job capturing the feel and aesthetic of Sega's Jet Set Radio games in a new genre. Now they've only gone and bloody done it - made an actual Jet Set Radio homage game, and it's an absolute stunner! Specifically, this is a pitch-perfect pastiche of Jet Set Radio Future, acting as a sequel to the 2002 classic in all but name, and since that particular instalment is a personal favourite of mine, I couldn't be happier.
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BRC seems to deeply understand what was great about JSRF and then faithfully and lovingly recreates it, with some new ideas and refinements to boot. In case you need catching up, it's a sort of urban street punk adventure: you get around, grind, and trick on inline skates, tag graffiti all over, contest with rival gangs, and avoid the overzealous police force. The world is colourful and detailed but a bit low-poly with a cel-shaded filter, and levels are set up as huge skatepark playgrounds. All the while a soundtrack of fresh beats including hip-hop, house, and electropop accompanies you.
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In BRC the structure of story-related tasks broken up by exploration returns, the levels full of collectibles to give you new colour schemes, music tracks, graffiti designs, etc. as well as just setpieces to "platform" around. A fast-travel system helps you get between areas, some of which replay the hits of JSRF while others explore new territory like a mall complex or industrial oil rig; the setting of New Amsterdam nods to the developer's Dutch origin but in practice it feels like it would easily fit in Tokyo-to (disclaimer, I have never visited The Netherlands). In addition to skates you have skateboards and BMX, each one having slightly different manoeuvrability plus the chance to open certain doors in the game world: for example, a skateboard can trick on fire hydrants to get elevated to a handful of secret areas. This gives more of a reason to have different ones on hand but can feel like an arbitrary passkey check.
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Movement is aided by the new boost pack mechanic, which gives you an enormously useful air-dash. A boost meter gives you some speed but can also freshen up trick combos and extend your manual, while it's refilled by tricking (like in Sonic Rush), so doing these cool lines and combos feeds back into movement in a satisfying way. Cans have been done away with entirely so you can tag at any time without worry, and graffiti minigames have actually been brought back from the original JSR, except here they're super quick and snappy, and your inputs determine which of your unlocked tags goes up which keeps the visuals fresh.
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A handy new feature is the flip-phone menu (reminiscent of The Arcane Kids' vaguely JSR-esque Zineth). It's great for flavour but also lets you get tips from teammates or contact new recruits, check out your range of graffiti designs and how to write them, consult a persistent minimap while highlighting tag spots, or change the currently playing music. And speaking of the soundtrack, it's sublime, a heady mix and perfect tonal accompaniment that even includes three tracks from the funky uncle himself Hideki Naganuma (much like Hover before it)... and if you ask me they're some of his best.
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Another way BRC expands slightly on JSRF's template is a bit more emphasis on plot, with a central mystery revolving around recently-decapitated protagonist Red, his new cyberhead, and his connections to the previous top dogs in the city's counterculture. This framing fumbles at times, but it gives more purpose to your interactions with other rudies and conflicts with the cops, and interstitial sequences between chapters lets the game reinterpret JSRF's surreal climax in a dream context.
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I've been eagerly awaiting this game and as a big fan of JSRF it didn't disappoint. BRC takes everything I loved about that (now slightly creaky and inaccessible) game and gives it a fresh coat of paint. I've seen people gripe about the price and playtime but both are about on par with the game that it styles itself as a love letter to, so it would be disingenuous of me to complain about either. Better by far to celebrate what an awesome achievement this game is in recapturing a unique classic while brilliantly modernising it. Bomb Rush Cyberfunk reminds me why I love video games.
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forgottenlunarium · 3 months
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One of the perks of being trapped as a forever DM is that I have so much pent up "player character creation energy" (PCCE for short) that when one of my players even so much as mumbles a suggestion for an idea of a oneshot that they'd like to run, I basically explode a fully realised character into existence in the span of mere seconds.
Having said that, here's a fully realised character I created in the span of mere seconds!
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Enlila Tar-Zineth, the princess of the skybound city of Zineth, and warrior-poet of the dragon deity Anu! Clad in ceremonial relic armour of her city, she is a paragon of courage, compassion, and virtue, seeking to bring solace and aid to all those who have need of it! However, she does not see herself as a hero, and is prone to falling prey to self-doubt; if someone were to call for a hero to save them, Enlila would run forwards not because she believes herself a hero, but in the hope that she might be able to help the poor soul whilst they both wait for a hero to arrive.
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paxi-suru-art · 2 years
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"Nuestro reencuentro no fue como lo imaginaba... Cambiaste tanto que apenas y te reconocí, Rune"
"Our reunion was not as I imagined... You changed so much that I barely recognized you, Rune"
-Snow Lynn W.S
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¡Así es, tenemos nuevo personaje para el Au Amigos míos! ^^
Conozcan a Rune Zineth :3 (Zineth es su apellido xd)
Uno de los variados híbridos que hay en Cursetale. Fue compañero de Snow en el colegio y actualmente es su ex-amigo.
Snow y Rune se distanciaron durante tantos años que apenas y se reconocieron cuando se volvieron a ver.
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Ojalá les guste ^^) Agradecería mucho el apoyo~
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thetrailofflames · 1 year
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The Splinterclaws Culture
~Based on barbary lions and satyrs~
Values
The Bold and Brutish, these cats value Strength, Honor, Bravery, Mentorship.
Ranks
These cats value the authority of the high ranks very strongly. A commander, the guildlord, ranks the highest.
Who rest under is the General and Lieutenant. The General is charged with the battle and outer base alignment while the Lieutenant is charged with hunting and inter base alignment. A cleric is charged with all things healing of the guild and its members.
Veterans are retirees who have given service to their guild and have earned rest.
Calvary are the ones charged with the skill combat at the words of the general.
Drill Sergeants are ones charged with being the lords of the overseer over the entire guidance process of overseer and cadet.
Architects are the ones charged with crafting and various maintenance around the base.
Ventators are the ones in charge of the skilled hunts
Nurses are the ones charged with the care of the young of the guild
Rangers are cats of no specific path.
Succession
The decision of a general or lieutenant is almost exclusively up to the commander. They have the final say.
If a previous general or lieutenant retires, their voice is the loudest in who there replacement will be. 
There’s usually up to at least three candidates for either role.
Diet
Their dense forest is home to many things to consume such as Mice, Shrews, Squirrels, and various woodland birds, with the uncommon rabbit on occasion.
They also hunt and consume deer, nicely roasted. The varies berries are used for their jams, sauces, and soups.
In more scarce times, they often hunt snakes.
Trading
They are a very in demand guild due to their open access to antlers. However they also trade deer hides, feathers, tree sap and bark, and honey. 
Decoration
Cats will display their physical strength with the weapons of predators. The typical are fox or badger teeth.
Commanders, generals, and lieutenants cover themselves in paint to signify their rank at gatherings and in combat.
Body Traits
Broad shoulders.
Bulky.
Large paws
Antlers 
Hoofed back legs
Tufted ears, average size.
Spiky “lion like’ tails
Fluffy manes that are a different color than most of the body, can reach over their head and ears.
Thinner pelts so they don’t get caught in their dense forest territory.
They are the second tallest in the guilds.
Naming Traditions
Very typical with how they operate and strict minded, they’re naming system is a of a simple selection of their constant surroundings. Sucks as plants, prey, and trees.
However there is more room for varity over the many seasons since the founding such as fur textures and patterns and rarely the time of day.
They’re also a big fan of legacy naming. Typically, after a cat that’s already passed but cats tend to name their kits after their partners or overseers. 
Religion 
They aren’t the most devote of the guilds. Neutral mostly. 
Their patron is The Lion, Zineth and Nuvu.
Holy Days
Aren’t the most in tune when it comes to sacred days, but they are still present. 
Pretty neutral to Paka’s Light and Sirsha’s Gleam. Celebrates both however not to the extreme of their neighbors. 
Hava’s Grace - the time of bonding between the noble deer of the forest and the cats. This time where cadets get to meet the fawns and play games and watch the stags fight it out.
Brawls of Lika and Trila - the time when splinters really cut loose. Games of all kinds are held from three to seven days. 
Courting / Bonding Habits
These value strength above all else. Courting is no exception to this.
A mate is nothing if they aren’t if they don’t seem able to provide. Courting is typically initiated through a duel or a gift of a starling.  Arranged pairings aren’t too common.
Cats who’ve built a great deal of respect and trust naturally fall into a stable relationship.
Relationships typically happen later in life, so much so that it’s quite common for older cats to just start having a family.
Cats show their worth through battle and hunting.
Neutral to some encouragement with polyamory
Family Dynamics
Kits typically nurse past the expected time. To help increase bonds between mother and kit.
A father may not be around for the early days but a father is expected to show a decent bond with their kits. For a father to shun his young without reason, is to display weakness to his bloodline.
Death + Burial 
The body of the deceased is examined and cleaned by the clerics. The cats’ family and closest friends are allowed contact. 
After the mourning time, the seniors take the body to be buried, family members can go along if they wish. 
Other
They typically speak in a gruff and loud tone compared to the other guilds.
They have duels to settles disputes and slights. Public one’s are set in the middles of camp as while private ones are settled in The Pit. 
Nicknames are commonplace such as sapling, acorn, little thorn, seedling.
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mecharlie-fox · 2 years
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FEH: Mid-cutscene + new banner
Here it is again guys, since going back to the Askr vs Embla conflict after several books - we finally got the gods!
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Bish literally said dilf energy for Askr and I'm living for it.
It's lowkey odd to see him seem kinda and carefree? Considering his two descendants (Gustav and Alfonse) are so serious for their own good, remember - I think we have an answer to where Sharena kinda got her carefree attitude from. We can say it's in their blood.
He's gonna be the father of memes in the FEH community now, I can feel it.
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Now a lot of cows vs bats were happening on Twitter when this all came out but hey, Embla does kinda look devious and I am hoping that there would be personality between Lady Embla and Lord Askr - but this is Nintendo and we have a few chapters remaining, so all we can do is hope.
If, let's say Embla is corrupted considering that they worked together centuries ago before the cursed thing - I guess we can see it in the design of Lady Embla. She's corrupted, like her descendants from the imperial royal family.
I'm happy that the Embla and Askr gods are close to what designed we've seen prior. Unlike Nifl and Muspell who... kinda look like they came from a completely different game. Still confused as to why they're bats and cows since I remember reading somewhere that they're dragons - unless... there's something else in there that needs revealing.
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Ascended/Legendary Veronica?
The design is nice, and considering Letizia being a playable character in the next few days on the new update, maybe we can finally get the default Veronica and Bruno/Zacharias unit we've been waiting for.
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This bish. I love Ash's design. I like her character compared to Reginn from Book 5. But yeah she doesn't have enough screen time to the point where I just don't see her usefulness in the story. Elm is doing his damage as he was told to by Lady Embla, but Ash? Yeah, I don't see her importance and hopefully, I.S. will give her something in the next few chapters before it ends, especially now that Lord Askr has recognized the threat and went down to Zineth himself.
As Askr's retainer, she should have an idea about the Emblian blood curse - correct me if I'm wrong, or maybe we'll get them in the next few chapters, but we don't get that sort of confirmation yet?
We can argue that Letizia is on the verge of breaking because of the curse since she is of royal blood, ninth in line. We saw Bruno cracking in book 1 and were reminded of that curse in book 4 in the realm of dreams. Veronica has yet to be cracked.
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This one broke me. I'm not saying it's not expected but based on the pattern of the books starting from book 2 - a sibling will die on the opposing side. Gunnthra and Legjarn died in book 2, Gustav died in the classic Fire Emblem father dying formula plus Lif and Thrasir, kinda-ish? Book 4 had both Freyr and Freyja dying. Book 5 had Otr, Nott, and Etri dying - but Etri had us questioning our life choices before she died.
Following that, Letizia might surely die as she's the major antagonist and if she lives she's gonna spend the rest of her years of lifetime imprisonment unless forgiveness saves the day. Hopefully not though.
If Veronica dies who knows what Zacharias/Bruno might think. He might give in to his sorrows break completely and go against Alfonse. Accepts the fact that there was no way to save Veronica. Or he dies. Like in true Fire Emblem fashion.
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She's either on the verge of breaking or she's already broken.
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Default enemies were updated. Literally screams Emblian invasion now that their god is at their side.
Now, where is Sharena, you cowards!
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kusogamesss · 1 year
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AaaaaAAaaaAAAaaAAAAaAAAAA!!! -- A Reckless Disregard for Gravity
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The captivation of the early Steam indie landscape can never be understated. Before the arrival of Steam Greenlight, the walled garden meant a very select few titles graced the storefront now resplendent with asset flips and low-grade eroge. Renowned games like Project Zomboid didn’t even appear on the store at that time — it and other indie darlings relied on Google Checkout and Desura for distribution. So limited was the indie space on Steam that days, weeks could go by without a new title. In looking for what underground, offbeat goodness was permitted, users invariably came across AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity, the first title alphabetically on the store. In Dejobaan Games founder Ichiro Lambe’s words:
“A name should be interesting, memorable, and descriptive — a game about jumping off of a perfectly good building in a flimsy wingsuit should be exciting. We had plenty of other ideas. The working title was Low Altitude, and we considered a bunch of others: Screaming and Falling AaaAaaAaa! Deploy Parachute for Hot Chicks Jumping to Earth From Tall Buildings Bridge. Antenna. Span. Earth. Falling Toward Earth Your Personal Crater Free Fall Don't Forget Your Parachute Remember Your Parachute Spicy Mountain Lion Freedom, Free-Fall, Freedom I Fell From a Building A few of those were obviously thrown in as jokes. "Deploy Parachute for Hot Chicks" was a dig at the industry's obsession with boobs. Spicy Mountain Lion was my personal favorite non sequitur. But when our PR/Marketing dude, Leo saw the list, he poked his finger at "AaaAaaAaa!," and refused to let me adjourn the meeting until I agreed to go with that.”
Though also available from Direct2Drive, GamersGate, Impulse, and WildTangent, the one-two punch of Steam's self-imposed exclusivity coupled with an ostentatious title made AaaAaaAaa! an enticing proposition for a couple years. Its inclusion in The Potato Sack on April 1, 2011 made it (relatively) explode in notoriety over a year after its initial launch. A crucial part of the associated Portal 2 ARG, many players, myself included, snatched up the game at its steep -75% discount and got to work inflating the player count, seeking clues, and nabbing potatoes for the ultimate goal of releasing Portal 2 early. Ten days after The Potato Sack launched, player numbers remained as high as 4,253, a number which would never be even approached again. By June 27, 2011, concurrent players topped out at 624. A year later, only 13. Since mid-2014, AaaAaaAaa! has failed to reach double digits. It has become a footnote of a footnote, a stepping-stone towards the contemporary AA indie zeitgeist of Game Pass and publishers and safety.
AaaAaaAaa! is reckless, an emblem of a sliver of a fraction of time wherein indies were starting to get the recognition they deserved. The polish of contemporary indies is absurd, their development cycles arduous, their teams an enormity, publishing rights are snatched in an instant. Finji co-owner Rebekah Saltsman in 2021 stated “Five years ago, I’m like, ‘Oh, I can make a game for a million dollars.’ And that was crazy then. And [now] I’m like, ‘I can’t make this for under four [million].” By contrast, Dejobaan’s marketing budget for AaaAaaAaa! was $0. With assets that seemingly fell out of a wallet containing lint and a single fly, AaaAaaAaa! and its ilk prided themselves not on their graphical fidelity or scale, but singular ideas explored maximally within small packages. AaaAaaAaa! isn’t bursting at the seams with content, but it didn’t need to. Like Zineth or Voxeltron or Darwinia, the aim was to present something new that hadn’t been explored within the games space as a sort of proof of concept, an offer of what games can accomplish.
As an in-effect sacrificial lamb then, AaaAaaAaa! is easy to dismiss as unimportant, as belonging to its position as a footnote’s footnote, but in revisiting it (having realised the kids of today know nothing of this time beyond its winners, its Super Meat Boy and Minecraft and Limbo) I was surprised at how enjoyable it remains. The gameplay is little more than falling while grazing obstacles and responding to simple button prompts. It isn’t good to look at. Yet it kicks ass in all the right ways. This first-person adaptation of BASE jumping evokes concepts of bullet hell with its tight navigation of enclosed spaces, of racing games in its sheer velocity, of arcade high-score chasing as you go for one more kiss, one more score plate. It oozes with risk’s rewards. It is drenched in text as an accessory, taking its overlong title and applying it to every facet of the UI and gameplay experience. It contains small nothingburgers of video chaos as if it is some valid reward in its own right. Image macros bespeckle gray slabs of polygonery. It is balloonshop’s Oreo, sounding not even half good but it is good, really Most importantly, it doesn’t wear out its welcome in the slightest, being just long enough to explore itself fully without the pressures of content bloat on the player. It would be reiterated upon with its semi-sequel AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome semi-reconstructed with its long abandoned half brother 1… 2… 3… KICK IT! (Drop That Beat Like an Ugly Baby), mobilised with AaaaaAAaaaAAAaaAAAAaAAAAA!!! (Force = Mass x Acceleration) and is apparently being revitalised with the upcoming AaaaaAAaaaAAAaaAAAAaAAAAA!!! (if it ever releases).
It would be irresponsible to act like Superflight, Steep, Rush, and even Just Cause 3 haven’t trounced AaaAaaAaa! in nearly every regard with their years of hindsight to work off of, their immeasurable polish, and astounding budgets, but AaaAaaAaa! did it without a shred of shame, staying true to Dejobaan’s obtuse philosophies of making games that raise an eyebrow for their names, premises, and gameplay. It doesn’t blow my gourd, but it doesn’t need to. It’s fun, and it sits at the top of my Steam library for eternity. Jumping off of it into thousands of other games as I scroll and scroll seems fitting, somehow. It’s like Dejobaan knew they would be pioneers on an ever-growing mountain that forever shifts its form. It is a stratum fondly remembered.
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502kayleigherwee · 2 years
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Poster & Zine
The basically completed and finalised 8-fold poster zine. Only minor changes will be applied to this design now, after having the final proofread and check completed. The poster design is simple and clean. It creates a slight mystery and allows the viewer to fill in the gaps of the motif. The text has been reduced to a simple description and question. The logo at the bottom has been made a dark grey to match with the colour branding and allow easier readability. The zine has updated the green shade to a brighter one and had minor changes like title positions and weights changed. I also removed the numbers on the pawprints for the bullet points. I prefer them as bullet points instead of numbers because having numbers creates a sense of order, like you should do number 1 first, but actually my aim is for them to do something, no matter how big or small, just do something. The numbers also made it a bit busier, without them it feels calmer to the eye.
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awesomelyanon · 2 years
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A game called Sable came out recentlyish and it reminded me very strongly of a game I played around 2012/13 so I tracked down the game (ZIneth) and made a little comparison
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vg-sanctuary · 3 years
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Zineth
Arcane Kids - PC - 2012
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Zineth was an experimental student game that was originally supposed to be a proof of concept but instead turned into what it is now, which is maybe the length of a traditional game demo and one of my top n games of the 2010s. people compare it to Jet Set Radio because it’s cel shaded and has wallriding and rollerskates, but it doesn't have as much tricks or graffiti. it does have incredible high speeds, a bunch of quests and secrets, a brilliant rewind feature and the best "pause" menu of all time.
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this game takes place in a wasteland where society has collapsed after everyone got absorbed with a mobile game, and now they all get their information about everything from zines. you play as a zine delivery guy and the "main line" missions involve you getting zines to folks around the city. the quests are technically the main gameplay but they take a back seat to going fast and looking around at the neon post-apocalypse while listening to the high-speed experimental soundtrack. there's only 13 missions, most of which are time trials on little courses within the open world. the only "hard" one is the last one, get to the moon, which can be done the intended way by beating a bird at Zineth's version of Pokemon Go. (this game has a version of Pokemon Go, by the way, with a bit more depth to its combat. a lot more, actually, normal Pokemon Go combat is boring. I like this game's version of it better.) there are also dozens of people to beat at that game, cash so you can upgrade your monsters, and lots of secret zine pages to find.
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but the main focus is really speed. there's a nice big speedometer up in the corner to tell you how fast you're going. you can wallride and grind rails to build speed and you gain it a lot faster than you lose it, so it's very possible to get your speed to the hundreds, at least until you crash into a wall and lose it all instantly. it’s also easy to whiff a jump when you’re moving that fast. the devs knew this wasn't fun so they added an awesome rewind feature that lets you go to whatever point you want from the last several seconds and continue from there with all your speed! the cityscapes of Zineth are fun to explore at any reasonable velocity because in most areas you can either start gaining speed or continue to build it with the help of rewind.
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I never expected myself to be able to write an entire paragraph about a pause menu in a video game of all things but this one is seriously remarkable, I promise. instead of covering the screen like many do, regardless of whether they actually stop the motion of the game, Zineth's menu is relegated to a phone on the side of the screen that leaves most of your view open. its menus get the entire right stick instead of giving any kind of camera control — which is alright because there aren't any precision jumps that you'd want to turn the camera for — so you always have full access to it even while moving. that's what makes this menu so great, how you can use every part of it while playing the actual game. most menus in it are radial, which makes them much faster and more elegant than scrolling through options. just like in real life, it's kinda hard to go hundreds of miles per hour while looking at your phone without crashing, so if you want the game to stop moving, you can just use the rewind feature. also, it has Twitter! I don't know how to use it, and I don't think you can anymore, but Zineth's phone has real actual Twitter. (Team Reptile's upcoming Bomb Rush Cyberfunk seems to like the phone UI too!)
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the developers Arcane Kids have been silent for years now, but they had an excellent run. maybe I'll write about their other games at some point. Zineth is free on PC — well, it was, but all official downloads are now dead, so here's a link to it at archive.org instead. this game is way, way better with a controller, so use one of those if you have it, but if not it's still worth playing on keyboard. definitely try it out.
(P.S. for those wishing to use online multiplayer, the IP you enter when you want to start a server is your EXTERNAL IP, not your internal like all the other games. and you have to port forward, just like if you’re starting a Minecraft server.)
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energyprison · 5 years
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mynameisdreartblog · 5 years
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There’s a specific sub-genre of the existing broadness of cyberpunk that I see rarely communicated as an independent aesthetic of its own (while still paying homage to its cyberpunk roots). Born of the Y2K Era — that gave us such great cultural forms as overly glossy designs, Now That’s What I Call Music, and the Sega Dreamcast — this aesthetic seems to infuse the height of the skater culture of urban California during the ’70s and the alien ambiance that came with what our minds could conceptualize during the said era: What new technology and cultural forms could possibly await us on the dawn of this new millennium?
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Monangambé (Sarah Maldoror, 1968)
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