familiarity, the lack thereof, and the only way it could have ended.
the thing is, ultrakill is a very diegetic game. near everything, from the style meter to the bottomless arsenal to the shitass graphics themselves, are explained in some way by some in-universe fact.
so, what with violence and the implication that V1 was designed to counter earthmovers
what with 7-4 and the fact that it is a culmination of this implication
i wonder. when V1 looked up at that earthmover, did it know, with whatever passes for instinct in a machine, exactly what to do? and if it did, then, how is this conveyed to the player?
diegetic as the game is, how does it engineer a situation in which the player, themselves, knows exactly what they have to do?
the biggest factor, i think, is the fact that the earthmover's health bar appears the moment you lay eyes (or camera, or whatever) on it, and it does not leave until you have finally killed this colossus.
but this factor is much more subtle than it appears at first glance. yes, big honkin' boss healthbar on screen for the entire level, what more to it. there's a good deal more, it turns out.
first off- this is the shortest leadup by far to any bossfight in the game. you slide through a single vent, and you are greeted with benjamin right out in the open. even P-1, devoid of any other hazards as it is, gives you a long trek down the spinal staircase before you reach the flesh prison. 7-4 has none of it. you enter the level, you enter the stage, and there you have it. you know exactly what you are up against right from the outset, and it's not quite a feeling of familiarity but it tells you exactly what you have to do. which is the point of this all, isn't it?
7-4 is also... not a bossfight! it is a full level! it is a full level framed as a bossfight. the health bar frames this full complete level as a bossfight.
and on one hand, this is not new news. on the other hand, i think this is the crux of it. the thing is, most bossfights are near-to-entirely new. you do not know how the boss acts. you do not know their attack patterns. you do not know their capabilities. you are learning something new. levels, though, you have done a thousand times over and so the player knows how they need to play through this bossfight in a way that is not quite present with any other boss in the game.
the content of the level is new, of course, because that's how it goes. but you know the motions. you have done this for two acts prior, you know the motions. you know exactly what to do.
also! this level does not exist in a vacuum. what i am saying is this: the rest of violence layer shifts its storytelling and its tone and even its graphics. it is something completely new in contrast to the rest of the game. 7-4, though, returns to environments and graphics more akin to what you have experienced before, bringing you back to familiarity and again knowing what to do here in a way the rest of violence hasn't let the player experience.
one more thing about this level: it plays directly into expectations. which is something that the rest of the game actually does not tend to do.
the game, at base, is just not a typical FPS. it gives you movement like a roguelite or a platformer, it takes guns you expect to know the mechanics of and goes utterly wild with how far the archetype can be changed.
in a smaller scope, here is a comparison of the earthmover and the corpse of king minos as two separate colossal bosses foreshadowed in similar ways. and i mean, minos's bossfight isn't unprecedented in other works. but i think the thing that matters here is that you are not, in fact, the underdog as is the case with so many other bosses of its ilk. riven of many voices, destiny 2, similar bossfight similar scale. you are hiding from her you are a fireteam of many you are triumphing over a dragon larger than life. project gestalt, madness project nexus, you are pulling out every stop you can to take down something so far over your head (both literally and metaphorically). corpse of king minos- V1 looks up, stands its ground, and parries his god damn fist.
and the thing is, the earthmover plays into a different expectation, but it's playing into an expectation nonetheless. you look at this thing and you climb it and you dismantle it from within, like you have done in many games prior. you know what your goal is from the moment you see that healthbar and you hook onto the conspicuously placed hookpoints that tell you- you will climb this machine; you will fight your way up to whatever its core is and you will kill it. you play through the entire level with this expectation and you get exactly this expectation. you destroy its core and it begins a countdown, and so very many games have countdowns before the collapse of whatever level you have just beaten, and you know exactly what you have to do.
i don't know. i love diegetic storytelling. i love this level.
it's just familiarity, i think. this level runs off familiarity. it gives you, the player, things and tropes and designs you are familiar with. it signals to you that you should know what to do, and it lets you do exactly what you expect to do.
if i were any more cheesy i could absolutely end this by restating something about the only way it could've ended, but uh. i am not that cheesy. this time.
aw crud now i don't know how to end this oh well goodbye then
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PLEASE DONT TAG AS D/NA/TIONS ETC!!
hey, I didn't want to do this but Im at my wits end. I'm Haney, im disabled physically and mentally, and I need financial help. Recently me and my two friends have been kicked out of the place we've been living at and had to scramble around to find a place that would let us move in. We had no money at the time and we still barely do. We found a flat that let us take our cats and also allowed us to pay some costs like agency fee at a later date to help us. I borrowed 3k PLN from my (also struggling) family to pay the first rent, but we still have to pay 3k deposit to the landlord, and 2.5k to the agency. My paycheck this month was only 2.5k, and girls are struggling with money too, we just don't have enough and I have noone to turn to at this point.
We're around 2k short, not even counting in things like food, and my family is broke, so I have to ask for help. Literally anything will help, because a single dollar is worth quite a lot of PLN. I can do anything in return too: draw, write, help you with homework or projects, teach you polish lang/history, send nsfw content, whatever comes to your mind, just tell me and I'll try my best. I work 10-12h shifts so it might take a while but it'll be done.
I have ppal, and if you're polish ask me for BLIK. I'd appreciate any help and reblogs. Thank you.
^ my photography for attention
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Hey! I love your screenshots so much! Do you have a guide on how you take them? Which mods, if any, do you use? How do you get the camera parallel to the ground at different heights etc? Any help would be amazing. Thank you!
Hey! Thank you! I love them, as well, and it’s always lovely to hear when others do!
Unfortunately, I am not much of a technical writer so I don’t have any guides.The reality is I spend hours and hours taking screenshots and I often feel like I luck into things looking nice.
But I can give you the same tips I give to my friends who have said it’s helpful advice:
Vanilla gpose is very good! You can do a lot in it without the need for 3rd party tools and I’ve found having a good, solid understanding of how gpose works is what really rockets shots into ‘oh wow’ territory. You really just have to touch all the buttons and see what they do and how they interact with each other.
The main thing is, for re/g-shade users: If it doesn’t look good in vanilla lighting, the preset isn’t going to make it suddenly stunning.
The second thing, for everyone, is: Play. Play is very important. If you’re not having fun you’re probably not gonna love the final result. If it feels like a chore, come back to it later! Play a different game!
The third thing, for everyone, is: These are not rules, these are not laws. Just because I do something a certain way doesn’t mean it’s the ‘right’ way to do it. Your eye is what makes your art beautiful.
I'm putting the rest under a cut because this wound up being three pages without the pictures because I ramble.
The parts of vanilla gpose I touch with every shot:
Camera Position: The first slider is your field of view. For portraits I set it to 200, but I tend to fiddle with it in all other shots until I get something I like. The second slider is rotation, very helpful to get to exactly 45 degrees or 90 degrees for shots. But you should also be able to use Q and E to rotate and this is fun to get neat angles on shots! Play with it!!
Depth of Field: I’ll be honest, I turn this sucker off because Reshade has ADOF which I think is better! But, I still suggest playing with this a little bit.
Lighting settings: You have three lights, each with three levels and each able to be a unique color. USE THEM. Find lighting objects in your setting that you can use to base the colors and directions off of. Is the moon full and above? Use a pale blue light as a rim light.
3a. Also, highly recommend looking at RL photography lighting set ups. This has been the most helpful. You can do a lot with three lights!!!!!
3b. Typically, I am mostly using two lights at type 1 or type 2. Sometimes I’ll use a third light, or that type 3 lighting, but it depends heavily upon the vibes.
3c. On this page there is ‘Character Lighting’ this makes your character brighter. I don’t use this at all because it tends to wash out shadows and shadows are an important part of lighting. I DO suggest that YOU use this to see how it works! A little is a lot, you know?
3d. THE MAIN THING IS TO PLAY WITH IT. Get weird with the lighting. Do really intense close up lights! Do funky colors! Cover them in bi lighting!!!!
Lighting Round Two: The one thing that my friends have said is the most helpful is telling them to use the Manual Birghtness Adjustment. This is on the general tab, not with your other lighting settings (circled in red). This controls the light of the WHOLE setting, including the brightness of your three lights. This is what really makes me go OH WOW. Turn it on, wiggle it around, be amazed. (Say it with me: Play with it!)
ADJUST YOUR LIGHTING.
Vanilla Gpose has a Motion Settings tab. This is what I use for my expressions but also a lot of ‘poses’ are just well captured emotes. A lot of this tab should be self explanatory.
The Eyes: The first eye has your subject turn to face the camera. You can have them look in a direction, turn it off, and freely move your camera around. The second eye is eye tracking. This is your friend! The head will stay stationary and the eyes will follow the camera.
Movement: Walk, run, sprint. Forward, left, right, back. Pause, play, reset.
Lip Movements: This, in junction with expression emotes, is very handy! Type 1 is minimal, type 3 is a lot more head movement. Pause, play, reset buttons.
Emotes: You already know what I’m gonna say. PLAY WITH THIS. Almost every emote can have an expression emote overlaid it and have lip movement added.
A personal favorite is /aback, /beam, lip movement 2, eye tracking.
Now. When you enter Gpose your subject is gonna be doing the animation they were last doing. To stop this, ground sit and stand before you enter gpose to start with a clean slate. However, this is also how you can get cool action shots. Using a dummy you can use an attack, reset the dummy, and enter gpose and your subject will be flailing wildly.
Some of the emotes and actions can move very quickly! To move things frame by frame we’re going to use the Disable/Enable Motion buttons. You have two of these at the top of the gpose settings.
Disable/Enable All Motion - This will pause or start all the motion of all the targets in your gpose! My Keybinding for this is 1 and I think this is the default for PC users.
Disable/Enable Target Motion - This will pause or start the motion of your current target. (Tab cycles through the characters caught in your gpose.) My Keybinding for this is 2 and I think this is the default for PC users.
To go frame by frame by frame through an emote or action you’re going to freeze the character (1) and then, rapidly, you’re going to hit 1 then 2. (1 2 1 2 1 2 1 2) this unfreezes your subject and then refreezes them. Be mindful of your eye tracking and camera!
One last thing: Take a LOT of shots. From all sorts of angles, with all sorts of lighting, with different expression. For every 1 screenshot I post there are about a 100 others that I didn't like as much.
Whew, okay, I think that covers the stuff I tell my friends. Sorry this got kinda long and it might be confusing because, again, I am no technical writer!
Now, I do use 3rd party tools but I’m only comfortable talking about those off anon! Other than Reshade. I understand social anxiety might keep folks from asking directly but I am a nervous person myself and just do not feel comfy talking about that stuff so publicly. But I try to be helpful where and when I can!
Apologies, anon, if this isn’t what you were hoping for in a reply but if anyone else reads this maybe they’ll learn a new trick or idea of idk something!!!
If you read the all thing that's fucking WILD and the only reward I have for you is my love !!
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