always go for the head
any tips 4 art
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.
Bagel time. Work your stuff.
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.
Oh, like the interior dividers? Alright, I can get along with that logic; but I still think there would be a methodology for what colour of book they use.
But would it be like incantations in blue, recipes in green, and rituals in red? Or like Hemalurgy in red etc.?
You roll up to the Wizard Battle and your opponent takes out his spellbook but it’s just one of these
Hi, so sorry, so sorry. I just followed you and you have no idea who I am. The big "T" made me do it aha, I had to follow 3 accounts & 5+ topics to make this account aha, please don't block me, I swear I'm cool. *gulp* Anyways, take a look at previous post if you wanna see a semi-recent example of my art.
To follow up on what my friend @fru1tycak3 is talking about here as well. I found the online system to be a bit obtuse in it's presentation (though I am fully willing to admit that I am used to the MH4U and MHRise systems), it felt difficult to form a party and then start the environment link so we could play in the same instance and, y'know, hunt together. Besides getting actually connected, the servers would DC us every so often (understandable, it is a massively popular beta that's open to the public and is available for free), but while we were hunting it felt pretty smooth.
There's a lot to love about the beta that I think points towards a really ambitious and well-crafted final product: The story actually had me really intrigued and I went to watch Secret Sleepover Society's stream VOD (plugging some creators that I love) after I played so I could refresh myself on the minutia of the setup. As a player that started with MH3U and MH4U I'm not used to the plot taking center stage for what felt like a pretty holistic start to the experience. I'm used to you being a random shmuck that is in the right place at the right time before you get encountered with something that the dialogue box tells me I can help with, and away I go. The way that monsters feel like they react to your actions is really tight; for instance I was playing Bow while with fru1ty and whenever I landed a big shot the monster would sometimes switch focus for a moment to me before going back to focus on fru1ty's Charge Blade assault, then switch back to me after he'd put pressure on the shield. Really great communication and enemy design there. I also can't get over how much I love the Seikrets, I'm a big bird fan so go figure, Capcom did a great job of making locomotion feel organic as well as very aesthetically integrated to the world you find yourself in.
Some of the things I hope to see either confirmed before release, or adjusted/added in the final games: 1) I hope the way the game handles draw distance rendering is reworked or adjusted so that we don't have super high rez models popping into the far distant horizon, or low poly getting up in my grill because the game prioritized something else for a reason unknown. 2) I would love to have online functionality explained more thoroughly as a player coming from the "portable" series. 3) BRING BACK PRANCE GESTURE, PLEASE ;^;
I've been playing Wilds with a friend (@mintyfreshka), and I have some thoughts about it:
To get it out of the way, I do think the *beta is poorly optimized for average gaming setups. It's probably due to a poor or broken LOD system; but the extravagant fidelity of simulation for the ecosystems doesn't help either. 30-40 average frames on a relatively modern system is not worth $100 CND to me. Lowering the settings has drastic changes to the picture and feel that anything lower than medium or high really cheapens the whole thing.
*it's going to release like that anyway
Despite all that, it's still really good. Like, willing to stomach bad optimization good. The general presentation rides the line of fidelity and stylization well. The gameplay was fluid; focus mode with the wound system feels like a culmination of various weapon mechanics now unified under a common system.
The stars of the demo, the new monsters, are neat spins on common wyvern archetypes. Especially Rey Dau, as I have no clue how capcom is going to make fighting a Rathalos match the gravitas that the Glassing Wyven brought to the table. Like, it's just cooler than the king and queen in Rise/Sunbreak despite them being equally lethal to your average hunter.
I'm excited to wait a few months after launch for Capcom to sort their shit out, then get it. On sale.
:3 feels happier than :) But not as genuine as :]
After several months of fierce fighting, with 256 initial combatants, we have made it to the FINALS
Now, it's time to determine Tumblr's Favorite Show!
Previous rounds can be found below the break:
Prior Weeks:
Week 1: Round 1: Group 1
Week 2: Round 1: Group 2
Week 3: Round 1: Group 3
Week 4: Round 1: Group 4
Week 5: Round 2: Groups 1 and 2
Week 6: Round 2: Groups 3 and 4
Week 7: Round 3
Week 8: Round 4
Week 9: Round 5
Week 10: Round 6
Week 11: Semifinals