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#mod spotlight
alldokzine · 5 months
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💗 Guest Incarnation Spotlight 💗
『 Nebula member @nasykuching has entered the Love Scenario! 』
This nebula is accepting new member applications until Oct. 25th!
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📑Mod Spotlight: Facility Writing Mod Blaidd
Please give your warmest of welcomes to our Writing Mod, @blaiddraws!
Hiya, call me Blaidd! I'm an artist and writer in my free time, and of course I'm a big fan of Pokémon! I love all those funky little critters and I also love violence <3
➡AO3: Blaiddsumu
Artist Applications | Writing Applications | Carrd | Neocities | App Guidelines
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aktyzine · 5 months
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⋆⁺₊⋆ ☾ MOD SPOTLIGHT ⋆⁺₊⋆
Next, we'd like to introduce our Art Mod, Cat!
She loves to draw, and she also loves a good cup of coffee... these cannot be separated from her, or she'll shrivel away.
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gracedbygold · 12 days
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⭐️MOD SPOTLIGHTS⭐️
Presenting our head mod- @dovahcaine! They share a single braincell with their Tarnished, Pidge.
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bltngames · 3 months
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Mod Spotlight: Sonic Forces Overclocked
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So this is an interesting little thing. For those of you not aware, Sonic Forces Overclocked (if I'm remembering right) was originally an attempt to "fix" Sonic Forces by expanding all of the levels and even completely rewriting the story. Obviously that's a big task, and the developers eventually realized that, scaling it down into what could best be described as an "Encore" of sorts -- an epilogue story where the villains make one last desperate final push, spread out across remixed versions of eight of the game's best levels. All told, it's about an hour worth of content.
Which is... actually totally fine. With eight (technically seven, but the final boss still counts) levels, there's plenty to see. Actually, pacing is probably Overclocked's strongest suit.
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The original Sonic Forces was a pacing disaster; levels often felt like they were cut off at the knees, usually ending just as they were getting started. That's never true in Overclocked, as each level took me a good 3-5+ minutes to finish. Levels in Overclocked are also massively improved in other ways, too -- all that extra length is put to good use with Sonic's trademark alternate pathways, new enemies, and new interactive elements. Interactivity is up across the board. Sonic Forces loved to lock you into long, obnoxious scripted set pieces but Overclocked keeps you firmly in control most of the time.
Which brings me to something I'm not entirely sure is a complaint: difficulty balance. If you've been reading this blog long enough you know I can be pretty picky about difficulty balancing, and the way its handled in Overclocked is interesting.
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Generally speaking, Overclocked treats the boost like "expert mode." It's there for people who know the levels already and want to push themselves to do it faster. At first it's fine -- boosting means you'll miss some alternate paths (shortcuts, most likely) but you can still bumble your way to the end of the level and coast by on C ranks. The further you get into the game, though, the more it starts to punish you for trying to go fast without knowing what you're doing. The safety nets that would catch you in earlier levels go away and Overclocked tells you to either slow down or get serious.
Which... I think I'm fine with? The thing it brings to mind for me is the two Sonic Rush games. My favorite one is Sonic Rush Adventure, because it's more accessible (read: easier to learn) than the first Sonic Rush. At the same time, the first Sonic Rush ends up being the more replayable of the two games, because it's a lot harder to master. The higher skill ceiling has kept me coming back to Sonic Rush long after it felt like I wrung all of the gameplay out of Sonic Rush Adventure.
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So the idea of a Sonic game not only facilitating a higher skill ceiling but maybe even encouraging that? Not the worst way to balance things, as long as you keep the less skilled players in mind and communicate things correctly. Which, at least for me, I feel like Overclocked does. It started to kick my butt at certain points, but never in a way that felt too mean or unfair. And that's exactly the way it should be, though it should be noted I haven't exactly put myself through the hell of trying to go for higher ranks.
The one real complaint I have about the levels is something I've been observing for years, and unfortunately my fears came true: the lighting.
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I've talked about my monitor in the past. I bought it somewhere between 2011 and 2012, so it's getting up there in years. I believe it was the first thing I ever purchased with my Youtube Earnings. It's starting to get kind of dim in its old age, and it's exacerbated by the fact I like to keep it on its "Theater Mode" setting, which gives me really good black levels (for an LCD) and amazing color. But it's an aging monitor, so those amazing black levels end up feeling a little dark, depending on the game. For those of you who caught my halloween streams this year, you know I ended up switching my monitor to its "Standard Mode" because it flattens the contrast and makes the darkest darks more visible. It could be argued that I should just leave the monitor in "Standard Mode" at this point, but I can't stand how Windows looks with it turned on.
To cut to the chase, I had to turn on "Standard Mode" for Sonic Forces Overclocked. In keeping with the theme of this being an encore, a lot of levels have wildly new lighting applied to them, with many levels set later in the evening or at night.
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This blankets a lot of levels in a single color and lots of high-contrast shadows, which makes character, enemy, and hazard visibility incredibly difficult. In some levels with a lot of high-frequency noise (like Chemical Plant) it can be difficult to tell where your character even is on screen sometimes. In other levels, like the revamped Mystic Forest, the blue-on-purple-on-teal color scheme makes for a readability nightmare (as does the Death Egg Core level with Buddy, with a red character navigating a level full of orange fog, lit by pink and yellow lights).
When you're running through these stages at a couple hundred miles per hour, it all blurs together into something that's sometimes either too dark or too muddy to parse. At one point Sonic jokes that Infinite's aesthetic is "monochrome colors" but I'd rather have the levels be readable at a glance than hanging a lampshade on it. Things just need to be a little brighter, with a little more diversity of color to highlight the edges of roads and incoming hazards.
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The story is... fine. It's not incredibly deep, and it doesn't need to be, so it works well enough. There's actually a surprising amount here, though, from mid-level chatter, map screen debriefings, and even full on cutscenes. Voice acting duties seem to be handled by Adrenaline Dubs, who I subscribed to last year for their surprisingly good dubs of Archie and IDW Sonic comics. They turn in some pretty high quality work here, often rivaling Sega's official dubbing efforts. My only real complaint is that Sonic's dialog is a little too referential; his call-outs during levels often reference other infamous lines from different Sonic games ("The whole city's on fire!", etc.), and sort of like how the game pokes fun at the monochromatic lighting, there's a line where Sonic even cringes at his own dialog a little bit. "We're admitting it's bad, but still doing it anyway" is not a healthy design ethos.
Earlier I mentioned cutscenes, and rather than the complex, high-budget cutscenes Sega had in the original Forces, Overclocked instead opts for motion comic videos. Artistic duties for these cutscenes are shared between a handful of 4 or 5 different artists, each bringing their own art style to their scenes. Generally, I think this is a good move. A little more consistency between artists would make it feel a bit more polished, but seeing the art style change between scenes has its own charms, too. It really drives home how much of Sonic Forces Overclocked was not only a team effort, but to some degree, a community effort. Many different hands touched this project, and it is better for it.
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It's easy to focus on the negative things I said about Sonic Forces Overclocked here and think I came away not really liking it. Nothing could be further from the truth. I think this is a genuinely impressive mod, with significantly better level design than the base game. It has a few problems, sure, but the overall product, when taken as a whole, is absolutely wonderful. This might be a bit incendiary and hyperbolic, but this close to the top of the list as the most fun I've had with a Sonic game this year. If you own Sonic Forces on Steam, it's not to be missed.
Download: https://gamebanana.com/mods/485051
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“I’ll never give up. Not today, not ever!”
Introducing our art mod, @ivypond11! Ivy’s here to help with everyone’s art as well as, mayhaps, sneak in some Sasharcy?
You can also find Ivy on these socials media platforms:
Twitter
Instagram
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rnnkzine · 5 days
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🎲 Finally rounding off the mods, it's Sana!
The one behind all our clean graphics as both the graphics mod and the art mod, she may be eepy but her love for rinniki will power her through!
tmblr: @nguyenfinity ig: _nguyenfinity_
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yosukezine · 8 months
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Our first spotlight is mod @catnatch!
In cat's words: “You may have seen me previously as head mod of the new york times best seller Seasons of Souyo: A Souyo Zine" and "Yosuke is cute I guess.....I might give him a chance."
Thank you cat for your help and experience! 😊💕
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hyrulewarriorszine · 2 months
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Denouement of War – MOD SPOTLIGHT
Introducing our Head Mod, Allen! They will be in charge of overlooking all zine progress and everything in between. They can't wait to present this zine to everyone!
Find them on social media as: Twitter: fuwafuwallen Instagram: fuwafuwallen Tumblr: fuwafuwallen
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hermitzine · 5 months
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To tide you over until the zine is ready to be published, we will be introducing all the contributors, starting off with mods!
Meet @boxbug , in charge of social media and participant communication, and who also made all the contributor spotlights!
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silverfanzine · 6 months
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✨ 🌀 Meet the Mods 🌀 ✨
New space-time pass issued for Head Mod Talaka! As head mod he is the mind behind this whole zine. They act as the creative mind overseeing the project's creative direction.
🌀 Tumblr: @superemeralds
Be sure to stay on this timeline, as more zine updates are incoming!
Promo Art by @firbetmakes!
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alldokzine · 5 months
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💗 Guest Incarnation Spotlight 💗
『 Nebula member @nemomosso has entered the Love Scenario! 』
This nebula is accepting new member applications until Oct. 25th!
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📑Mod Spotlight: Facility Head Intern Cardinal
Next up, please welcome our Intern Mod, @cardinal-crossing! They assist the team by interning as a Co-Head and Graphics Mod!
Hello! My name is Cardinal; I love Pokémon, and battling competitively is a hobby of mine. I am super excited to participate in a zine that showcases some of my favorite Battle Facilities and Battle Facility Heads!
Artist Applications | Writing Applications | Carrd | Neocities | App Guidelines
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fragmentsoffatezine · 2 months
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🐈‍⬛Mod Spotlight🐈‍⬛
We wanted to spotlight our finance and shipping mod, the incredible @Untramen_Taro! She will be making sure we stay in budget and will be keeping track of our fiances for this zine's project!
We're glad to have Taro help us out!
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gracedbygold · 12 days
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⭐️MOD SPOTLIGHTS⭐️
Presenting assistant mod @rococospade, whose hobbies include putting her Tarnished Letho in "situations" and delighting in his suffering.
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merukomuluxuryzine · 22 days
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Merukomu Luxury Zine Mod Spotlight!
We are happy to introduce @frenchublog, who will be working on art, graphics, and creating the cover art for Etched X Amber! As a pillar in the Merukomu community, we are happy to have Fren work with us on another Zine project! They were also the Cover Artist for Marshal X Spy, our first free Merukomu Zine!
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Find their previous Zine Cover below!
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