There's an EU initiative going on right now that essentially boils down to wanting to force videogame publishers with paid games and/or games with paid elements such as DLC, expansions and microtransactions to leave said games in a playable state after they end support, or in simpler terms, make them stop killing games.
A "playable state" would be something like an offline mode for previously always online titles, or the ability for people to host their own servers where reasonably possible just to name some examples.
I don't think I need to tell anyone that having something you paid for being taken from you is bad, which is a thing that routinely happens with live service and other always online games with a notable recent example being The Crew which is now permanently unplayable.
Any EU citizen is eligible to sign the initiative, but only once and if you mess up that's it. You can find it here. (https://citizens-initiative.europa.eu/initiatives/details/2024/000007_en)
Even if you're not European or you signed it already, you can share this initiative with anyone who is, even if they don't care about videogames specifically because this needs a million signatures and there is different thresholds that need to be met for each EU country for their votes to even count and could also be a precedent for other similar practices like when Sony removed a bunch of Discovery TV content people paid for.
This is frustrating.
I love the comparison, but I hate how they are comparing.
They are acting like she is using optics to give herself an advantage. But the device she is wearing is just for comfort and essentially does the same thing as closing one eye and squinting the other.
The little thing over the left eye is basically like an eye patch.
And the thing over her right eye is a mechanical iris, like in a camera lens, but it is NOT a lens.
Different lighting environments are going to be brighter or darker and you may have to squint more or less to let in the same amount of light into your eye. Squinting allows the shooter to get the sharpest possible vision in order to shoot a bullseye the size of a 12-point Times New Roman period.
But if you have to squint for hours for practice and in competition, this can strain your face muscles and become uncomfortable. So this iris basically squints for you.
It's more like wearing comfortable shoes so your feet do not hurt than a lens magnifying the target and giving an advantage.
Both athletes have access to these items. One felt more comfortable without them. The other didn't feel like getting a muscle cramp from squinting all day.
Either would have shot the same if they had or had not used these devices.
Just a funny difference in gear preference.
I should also add, the Turkish dad is the only one using lenses.
kot blini's facial expression is so inscrutable. its like the mona lisa, or the famous kuleshov effect face. what is he feeling. pride...?
based on a dream I had last night
Nah, fr, I love having friends that send me posts that they find at the same time as they add them to a several day long queue. It's like having a subscription to a newsletter of specifically curated content that I enjoy, but with the added benefit that I know it's coming from someone who thought of me and cares to share those things.
Found a sick tutorial on how to replicate 2D cel animation effects using blender, so I decided to revisit a past art piece!
Vid I followed is right here ⬇️
Gaebomon’s Cottage by Kenza Morvan
?
I meant to make this meme ages ago when pride month was still on but yeah gé (pronounced gay) is the Irish for a goose.
Pokémon development history fascinates me like. Pokemon red and green were genuinely passion projects based off of very personal themes and which were kinda just assumed to end up as late game boy shelf filler but now they’re The biggest media franchise straight up.
They really should teach people how to cook in school.
We’re excited to announce our newest project, Possessor(s), a brand new story and world we’re crafting with the support of our publisher Devolver Digital. As with all our games, this is a piece of work from our hearts that blends our signature aesthetic with new ideas, creating an experience that is both deeply personal and visually stunning.|
A Message from Danny Moll, Art Director
We have carefully calibrated the overall aesthetic and tone of Possessor(s) and are proud of what we’ve come up with. Inspired by games like INSIDE, Signalis, and Control — and TV shows like Severance, we’ve created a world that feels both familiar and hauntingly surreal.
Imagine a post-apocalyptic sci-fi landscape, influenced by weird fiction world-building in such works as Jeff Vandermeer's Area X or the Annihilation film.
It’s “sony-walkman retrofuturism” in a game.
A Message from Alx Preston, Founder & Creative Director
You’ll notice that Possessor(s) shares DNA with Hyper Light Drifter, despite being an entirely different world and story. As a studio, we’re eternally applying valuable lessons from our past successes and mistakes to our present work. We’re carrying those lessons forward, and transforming them into something unique with this game. We hope to continue to build on our legacy while pushing the boundaries of what we can create.
At its core, Possessor(s) is a game about relationships – specifically, the ones that hurt us and how we navigate through them. We wanted to explore the idea of getting out of toxic traps and the difficult journey of self-improvement. Our characters are trying to change for the better and struggling to stop punishing themselves. The theme of possession ties into how we heal from these emotional wounds.
The world of Possessor(s) is an unsettling place where beauty and decay coexist. It’s hopeful, it’s dark, and it’s waiting for you to explore it.
Heavensward
Kingdom Hearts 3
ok.
Love this take on the character! I've seen fru1tycak3's iterations of this character a lot since her inception, and I love seeing what they've done with it!
One again, a great artistic impression of Miss Gardenia
(Artist: @/cloud-ya)
(I've finally commissioned someone outside the people I know, lmao.)
This is the fourth-ish iteration of my rabbit; Miss Gardenia Dubosquet!
A lot has happened since the last look I got for her. Long story short; yet another dead game. But the group, aside from the GM, has stayed together since then! We've got a few games running between us now, and another opportunity to have her in a game.
Won't yap too much about it; It's just nice to have her being weird at people again. And this time, she's French too.
A hummingbird thought a man’s orange hat was a flower [x]
please do
Lord, I cannot say how fun this game is. I've just sunk nearly 2 hours on a work night into playing it. The music, the visuals, the great characterization of all the shopkeeps and NPCs, and the great sense of humor in how things like the ship's-canon gun playing some yo-ho-ho ass music every time it reloads.
Not done it yet, so I can't speak on the game much more, but I already am obsessed.
Based purely on this game's title and cover art, if you had to take a wild stab at what it's about, what would your first guess be? No wrong answers.
whenever people are like "bloober team aren't that bad, they understand horror" i think of this clip of jerma playing 'layers of fear'
I found the first drawing I made of Cinnamon and thought it'd be fun to compare it with her latest one! First (left) was drawn in very early 2020, I believe. Latest (right) is from the latest comic page!
Cinnamon was created before Auro with no intention of making her more than a throwaway, silly DnD character, later turnt into character design practice. I'd recieved the Frozen 2 artbook for Christmas that year and was so inspired by all the dress design drafts and sketches in there that I wanted to attempt it for myself! A lot of that detail I initially gave her got lost in a "holy shit my hand will break if I draw that over a thousand times" fashion, which is a thin ice she still threads with all that frog foot/star pattern haha. Her fur markings changed too due to some character reasons as I realized more and more how chaotic and rude she is. The eyepatch, I feel, helps sell that versus in the first draft where the symetrical division makes her look more refined. She is not refined. If she'd have been born as anything else, it'd be a raccoon. Or an oppossum.
Just now realizing that you listed your species in your bio and I love that for you! Pray tell, what breed of clown might you be? Sorry if this is too personal!
Not too personal at all!
I'm actually a half-breed. My father was a Therapeutic Clown, and mother was a theatrically trained Red-Nose Clown. In the end I inherited the friendly shape and calm demeanor of my dad, as well as the jovial laugh and sort of tongue-in-cheek sense of humor from my mom.
Illustration below-
Read this comic, it's incredibly dope
More silly Minotaur Witch comic is up!
Read on Webtoons! or
Read on the website!
Whoever she was, she is now transformed. What does she want?
And what is the pain behind her howl?
Hyper Light Drifter was a game well-known for its wordless storytelling. A quick Google search will yield dozens of videos and articles discussing the art of worldbuilding without words.
As Jake Theriault artfully describes in his analysis of the opening sequence of Drifter:
“We discover all we need to know about the world in one wordless sequence. And from there on out, all the discovery made by the player is done visually.”
While Hyper Light Breaker will not be entirely devoid of text (there will be UI and some loadout descriptions), we have made the decision to lean back into our strengths and reveal our world and mysteries therein through illustrated vignettes.
There is so much about the Hyper Light universe to discover. With Breaker, we’re excited to share more about the history of the world that led to the events of Drifter.
Our Character Artist, Isaak Ramos, has established a house style for our studio, inspired by the works of Katsuhiro Otomo.
Some key aspects include:
Clearly defined straights and minimal curves
Shading using a halftone pattern (and/or halftone+flat value)
And reasoning includes:
Effectively receives color blend modes
Meaningfully calls back to our influences and to our past without resorting to pixels
Adds gravity/seriousness
Quickly creates a more finished aesthetic that will support looser lines and different drawing styles
What do you think about this return to wordless storytelling? And our panel art style?
And what’s going on with Dro?
Continue✨ Keep going✨