Idc if celebrating fictional character’s birthdays is annoying
Happy birthday Utena-sama! Hope your rat monkey son eats your cake before you do
Toucan discovers a traffic cam. video
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
girl unhinge ur jaw
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?
I feel like the increasing hostility of online spaces, and the unhelpful moderation/development of them into ad-spaces has made me lean way further towards "not be perceived", but dang it's just too much fun to talk to people :)
Mutuals in different timezones:
Turn based friendship
It was especially funny since I was very verbally excited and invested in the segments that @fru1tycak3 had had the most friction with.
No major spoilers: the unit-control segment near the beginning was a pretty fun switch up and was really neat in how it contextualized the way Corpus military works. The stealth segments were a blast, and Fru1ty told me I got through the most frustrating parts much smoother than their experience. The stuff I struggled most with was the railjack segments, because I strongly felt like the feedback I was being provided to in completing objectives was unclear.
I really loved the way everything came together by the end, and the experience was really cool. Very much made appreciate the highs of the pre-2022 Warframe experience, as well as highlight the things in the game that don't resonate with me.
Just spent most of the night watching @mintyfreshka play through The New War quest in Warframe, mostly to share in the frustration. He had gone through the Sacrifice the night earlier, watching him really getting thrown by the Umbra encounters foreshadowing what would come in The New War. Although, to my surprise, it went much differently for him. That is, having frustrations in completely opposite places.
It is still the perfect example of what a mixed experience is; amazing concepts marred by bad execution. Pre-2022 Quest Design is an exercise in frustration where your reward is being able to with your Warframe and Weapons.