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#also i took this screenshot by accident but i think its gold
eternalera · 2 months
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Who is stronger Lute or Vaggie?
Personally I'm gonna go ahead and say Lute is stronger than Vaggie. 'But they fought and Vaggie beat her-' yeah no one cares, lemme explain.
So basically I know that the angels are meant to be kinda bad fighters because yknow they don't arm themselves properly and stuff and they don't defend as well and you can strike them easily from there but uh...
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while I don't doubt that this is the case with other angles its pretty damn clear that it isn't the case with Lute.
Lute attacks Vaggie aggressively and when she first attacks her she goes straight for her eye like she said she would. Not to mention but Vaggie does try and defend against her. Of course this is all kinda unfair towards Vaggie since well she is defending and apparently angels aren't good at defending but you also have to keep in mind that Carmilla trained her so... yeah- sorry.
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not to mention the fact that she isn't totally helpless as we see Lute lunge at her trying to attack and Vaggie grab her arm most likely trying to throw her to the ground. But as we see in this next very weirdly timed screenshot I took Lute easily counters this attack. She doesn't hesitate to fly up and slam Vaggie into the ground.
That is impressive. Especially since it's hard to react that fast with a move that effective. Most people even when fighting for a while wouldn't think of that because when you're in hand to hand combat with someone every decision you make is in the moment. Especially in such a fast paced battle like this one.
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Another thing would be her notice of the piece of glass that Vaggie held. She had basically a few frames (from what ive seen) to see that and grab it trying to stab Vaggie. That being said though she puts all of her weight and force on it causing Vaggie to easily overpower her and use her own force against you. Remember when fighting you don't put all of your weight/force into one move, it can be easily used against you and yeah, its gonna suck.
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We see that here when Lute is in a very bad position, but not for long as it seems that Vaggie might've also made the same mistake and used it. Not to mention that she appears to be standing here and having bad frame as she is bent over. When fighting in a position like this you typically wanna stay tall with your chest since it'll be hard to do what Lute does next which is throw you over.
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And we see that Lute does in fact do this with what seems to be little to no struggle. Not to mention that Vaggie didn't have the upper hand for very long. She had it for like a frame in the animation so yeah.
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Vaggie does react quickly in this scene though so thats nice :)
Not to mention she's just been thrown to the ground and had to get up and regain posture so thats cool :D
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We then see Lute quickly back away though which is also a good move and is kinda a defense I wanna say. She distances herself with her weapon knowing that more distance equals more power but uh yeah she kinda rams it into the wall...
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She then leaves her sword (good idea since its proven that she and Vaggie are both quick to react) and goes to instantly tackle Vaggie to the ground instead. I want to point out that this is something that could've been easily avoided on Vaggies part I think. Just take a few steps back or keep some sort of guard up or stance and she easily wouldn't have gotten tackled as easily. But she lets down her guard and well she gets bodyslammed.
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Once again Lute uh... uses the environment and slams Vaggies head into a desk... fun. Also Vaggie bleeds gold blood, kinda makes you wonder if she never cut herself on accident before.
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Lute lets her guard down though as she goes to search for something to stab Vaggie with and within this time Vaggie finds something to hit her with which is impressive as her eyesight is probably horrible after being slammed into the desk.
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In the end we don't see how Vaggie gets to this point but seeing as how they were going before it probably was a long while with a ton of injuries on each side but with Lute most likely having the better position/upper hand in each of the battles as she mostly had it in this fight.
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Then in the end Lute stabs Vaggie's hand, she removes the spear and grabs it throwing Lute across and into the rubble (she's pretty damn strong I gotta say).
I'm not gonna count the rubble as fast reaction because Lute was doing a monologue and yknow its not really that impressive in terms of reaction. But it is a good use of surroundings.
But overall in this fight despite Vaggie winning I would still say that Lute is stronger/the better fighter. She let her guard down in a battle she thought that she was already winning but lets be honest, if she didn't she would've killed Vaggie without a doubt it was only when she mentioned Charlie that she actually yknow got Lute.
If she didn't then Vaggie would've been as good as dead.
Overall these two are very good fighters and their fight scene was probably one of my favorites if not my favorite. But in the end I feel like if they were in a sparing match that Lute would win. Honestly she would've/should've won but yknow. Yeah she mentioned Charlie and the power and love and shit :)
lemme know what you think :D
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alexgaswalker · 4 years
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This is my contribution to the witcher/the amazing devil fandom.
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kazukitsune · 4 years
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Ok y’all so I have found some literal gold and you should look forward to my next post.
Anyway so I’ve been inspired by manga I’ve read and the two main characters resemble Geraskier and I’m like why did I just realize this now.
So it’s about this guy named Dojin (this would be jask) who gets into a car accident on his way home from work and as he’s literally dying
his conscience is sleeping away, he seesthis silver haired guy (Geralt) telling him to “come into my arms” and then he wakes up practically in this alternate universe
where he has to be selected by this yellow dragon (again geralt) and gain the dragons approval and become the next emperor of yooguk (the city) and so yooshin (the yellow dragons name) ends up accepting him
but you know they kinda have to have sex in order to seal the deal and be able to allow the people to see the yellow dragon god as he was sealed away in his own labernyth.
Afterwards, the ritual (not exactly a ritual I just didn’t know what else to call it) took about 3 days to actually come through a lunar eclipse and dojin is supposed to drink this alcohol that lifts the seal once the eclipse is at its peak.
Anyway moral of the story geralt would be this big yellow dragon who has murdered the previous emperor cause he didn’t like him
he was also sacrificed when he was teen to become the god that protects yooguk just like the other cities had one but those one existed since earth came to be and yooshin was not he was a noble blood who was sacrificed and became a god and hes searching for a new emporer which happens to be dojin (jask)
the yellow dragon is pretty much fearless like he has the yellow cat eyes the long silver hair the stubbornness and he doesn’t speak to anyone really but dojin or to his younger self before the sacrifice as he can switch between forms he’s really pale like geralt.
Witcher geralt has his potions that has toxicity levels wya to high and in this the yellow dragon has something similar.
So I should probably explain something else real quick this also has to do with why dojin and yooshin have sex so soon after meeting each other.
So yooshin has went through the mishap of finding 26 other emperors before dojin and he had reversed time that many times so the soul which all of the emperors has shared as they were reincarnations but like they all looked different and had different personalities.
Doing the reversing took a role on yooshin and his life/energy force depleted more and more he does it and it doesn’t regenerate and the way he gets it back is by having sex with emperor that was chosen at the time.
So basically like geralts potions that turn his eyes black and pales his skin even more. Yooshin also has a poison that does a similar thing when he releases it into dojin when they’re having sex and mind you this poison is in no way harmful physically to dojin and mentally not so much either as it is supposed to give him nightmares as a side effect but from what I read so far the nightmares weren’t bad to the point like he can’t sleep.
The worst being that he saw himself die from old age and was calling for the yellow dragon thinking that he’d go back into his arms like the first time he technically died.
oof I almost forgot this yellow dragon is very handy with a sword and he’s got eight of them.
I will be posting some screenshots of this in my next post so look out for that.
Also beware cause it’s nsfw so look at your own risk.
Also let me know if you’d like me to turn this into an au cause I very much like the concept there’d be some tweaks to make it more witcher like and I’d make jask a noble/of high status maybe even a celebrity cause in this manga the emperor is a commoner technically in the modern world he ain’t rich but he ain’t dirt poor, even if he ends up being an emperor later on
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“So Happy Together” Analysis
i don’t sleep
tl;dr: tbh not much to go off on about. i think we see a new skin for Iron Bear, one with some stripes. amara smiles, i do talk a little bit about little sisters in bioshock but tbh i think this was all just a stylistic choice lol. oh and handsome jack’s masks- probably Mount Jackmore. i don’t want to get to freaked out over jack returning, but damn gearbox lol u had me there for a second. im pretty sure it’s just a reused cut quest from bl2 that they never got to implement. 
EDIT: here’s all the cut content in bl2 (plus all the non-cut content as well for funsies). you can go to the cut quests and see the audio files for claptrap’s jackmore quest
holy shit can i just vomit all my emotions rn, they’re all good so imma do that so im rational when i start analyzing stuff okay? okay! 
holy shit that was fucking great and im really glad i tempered my expectations to something smaller than i thought because i feel bad for people expecting something huge, i was under the assumption we’d be getting a new mechanic that was like ‘choose ur +1 and they’ll be able to play the game with you if you’re both online even if they don’t have the game’ which was what someone said on reddit. altho im sure the poor company is gonna get spammed now with hate like ‘WTF YOU SHOULDN’T HAVE BUILT THIS UP AAAA’. not to lie, i was slightly disappointed it wasn’t a longer stream, but i mean if they’ve got nothing to announce, they’ve got nothing to announce and HEY! new trailer!!! gonna be combing thru on the assumption this has some easter eggs like the MoM trailer did, just in case. i thought it was a cute trailer, gearbox never explicitly said what it was gonna be, a lot people all just assumed what was gonna happen was a demo/beta which sucks so i hope this doesn’t negatively impact people’s perspective of the game. im staying off reddit for now bc when i first checked it people were pretty pissed and i dun need that negativity lmao
okay! emotions are LOCKED behind closed doors. i am shifting into study mode. here we go boys/girls/those of us who know better. haven’t done one of these in a while, let’s see if im rusty at all.
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claptrap! and the skull on the chair which reminds me of tyreen’s “favorite skull”. 
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tv says “we are under attack, please stand by”
and afaik claptrap is near the beginning of the game, you can see part of the recruitment center behind him when the camera pans.
im thinking there might be something in the roses, specifically the hand-drawn roses later on in the trailer. will be keeping an eye open for that.
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this is specifically a jakobs brand chest. i really like the see-through aesthetic of it
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intro area of the game again. possible hint to the opening cutscene? tbh i was worried that’s what we were about to get because i haven’t finished the roughs of my mock up lol
so what i didn’t notice my first time through is that you can then see claptrap, also being shown in the chest
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waving up at the camera. that’s not trippy at all or anything lol
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this car in the foreground (with no one driving it, mind you)
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randomly combusts, looking quite like elpis in that one shot of the claptrap presents pandora trailer. wonder if that means it’s gonna ‘splode.
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ohhh it spins. please no spin imma get motion sick blech
shot of some cultists. one appears to have a jetpack near the bottom right there
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another explosion to the beat
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the shock wave!!!! that’s awesome
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shock nomads cultists are back. f in chat for our shields
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another cultist seconds before he gets blown to bits
it cuts to black for a secco as it moves thru said explosion
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another cultist, i assume a psycho
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finally some good fucking angles
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heh.
idk what i expected from someone who’s first action skill line i ever heard was them shouting MAGIC WALL!!! TAAAADAAAAAAAAH
as a side note
who is shooting those lasers
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we see them coming from behind the VHs, but
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there’s nothing there
SPOOKY~
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they’re coming from... the wall???
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tfw u shot urself in the foot on accident
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amara is not amused
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`is this some human custom i don’t understand yet`
also i hate that i’ve done this exact dance before when i took dance classes as a kid
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with less style of course, i was like 7
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moze is into it, hell yeah
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this reminds me a lot of Kingsman. where all the blood is like fireworks and stuff. i wonder if that has anything to do with the psycho brainwashing. like little sisters in bioshock. they see roses instead of blood, right? maybe there’s something like that going on with the psychos
i’d certainly hope our vault hunters aren’t brainwashed, anyway.
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this dude looking SHOCKED to see that tho, lmfao
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i relate to this man on a spiritual level i stg
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man he looks pissed
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omfg lol
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“um”
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“i guess this is okay”
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the body language in this is gold i am just having the time of my life
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adsfdgfhgjhgfk
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this is so cute
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also in retrospect, i think this is one of the turrets we see on promethea. i wonder what it’s doing here!
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moze u ok?
oh nvm she’s into it, look at her! she’s dancing! She’s Dancin’!
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oooo one of the robots from the we are mayhem trailer! okay you can totally see why i think they’re jakobs, RIGHT???
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iirc this is a maliwan soldier
man this is a crossover event, isn’t it?
i get it now. togetherness. i gotchu gearbox.
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some maliwan ships in the sky. possibly sanc-iii on the right? or a ship of the same model as sanc-iii!
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this is a magitek dropship, change my mind
eh, they both start with M, fuck it.
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no idea what fl4k is doing here
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mayyyybe shielding themselves from the ‘firework’/confetti shower
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i like that the confetti explosions are backed up by purple, you know like eridium/slag/siren powers. seriously, maybe this is just how to cultists see us Vault Hunters and the mass murder.
at the very least, the psychos.
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fl4k’s into it. i wish we knew the name of their skag, if it has one. i hope it does.
well now the lasers are coming from the other side! what the hell
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moving on
i think this is the HBC from the speakers, plus im pretty sure that skull and the stained glass are the entrance to mouthpiece’s arena
we also get a different colored explosion. im paranoid jack is somehow making a return (please god no), so i’ll just note it’s the same color as his eyes.
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AND the chests are vomiting out gold guns, which i think, gold-plated gear, is the cult’s way of signifying standing. which im sure is a tongue-in-cheek commentary as gearbox gives out a gold weapon pack as a pre-order bonus. no, like, it even shows up as an ad on the video
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smh gearbox lmao
oh, also, the cultists are doing fuckin flying impressions
im not saying its a reference to the cultist with rakk wings on the cover, buuuut
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bitch it might be lol
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it’s an upside-down vault symbol! ive been trying to figure out what that is in those screens for the longest time!
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back on promethea and we get to see fl4k’s spiderant in action
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their skag, too, of course
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the jabbermon in the back there, too! i wonder if they’re going to be shock or cryo. i would imagine shock given how they’re glowing
also i love the way the flowers look in contrast to the character models
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moze is so happy aw
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i love the way fl4k’s skag comes flying in and slides to a stop. such a good doggo ;-;
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this is beautiful, i want it as a wallpaper
moze skipping? holy shit
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100% verified the best thing i’ve ever seen
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i lied. this is.
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is this the fast travel station effect?
also! IB is looking a bit different
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i wonder if this is a redesign or if IB is wearing a new skin moze picked out
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pan over to zane who clearly doesn’t notice the being of darkness and horror in the doorway
oh also, we’re on eden-6 now. which would explain the fast travel effect
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psychos dancing on the rooftops lol
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oh god my eyes
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nothing to really say here, i just like this screenshot
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pink shields booyah
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this is so fucking cute
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we also get a better look at that one facility on eden-6
is that... red i see? >w> i won’t say it i won’t i won’t say it i swear i just- ATLAS
fuck
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i like that zane’s clone spawns with his melee attachment
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not AS excited as the real life version though
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GB pls let this be a zane emote
is that a varkid? on eden-6?
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wtf is a varkid doing on eden-6???
more shots of the facility btw. reminds me a lot of sanc-iii so maybe this actually is the supamax mfg construction facility like i originally thought. hmmmmmmm
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ah yes, of course
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holy shit what is this a reference to?
im told it’s the sex pistols
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the back of the bullet turns into Athenas
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pans in
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amara!
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enemy with a top hat on. some variation of/upgraded gravedigger? it’s like a psycho but recolored with blue pants and a top hat. you can see it fall off when amara shoots him
y’know, these guys
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some rakk in the background
i am hoping bc this is a celebration of togetherness we’re seeing all enemies everywhere, not that the planets don’t have their own unique fauna.
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she’s so happy omfg
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oh, you want some?
Uhhh then there’s THIS sequence
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they’re doing the flying thing again lmao
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there’s also whatever that black blob is on the left. a spaceship maybe?
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car wheel
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all their eyes started glowing red. uh oh gamers
also another fast travel effect
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hmmmm... zarpedon is that you??
back on pandora.
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“super 87 racetrack”, maybe this is near that motorcade fast travel we saw?
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huzzah! rainbows!
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i do believe that’s sanctuary-iii
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another ship. drop ship?
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elpis is looking nice this time of year. definitely not explode-y. yet.
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pret-ty sure that’s iron bear. moze is standing atop the tower lmao
also! back to it’s old paint scheme. looks like moze was using a skin or smth
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we also have this. are my eyes failing me or is that a big cross on the left? could be where jack was buried. 
also i know there was cut content in bl2 about Mount Jackmore! and this looks like a Mount Jackmore to me. it’s a cut quest where claptrap asks you to basically ruin the thing. but since the quest was cut, it’s still here in bl3. maybe they’ll reintegrate the quest lol
i can’t imagine it being roland’s gravesite. because it looks like the below.
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i do know we’re going to roland’s grave in bl3, but the statues don’t really match up. maybe it is and the statues were broken, or ruined or something and replaced by a cross. could be then that the gravesite was defaced with, well, the guy that killed him. 
im really hoping jack doesn’t make a return. im fine with dealing with what he set in motion, and his influence, and probably even some ECHO logs and movie trailers, but please, for the love of god, don’t actually bring him back, AI or otherwise. im really excited for the calypso twins, i’d really hate to see the focus shift back to that guy. he’s had his fingers in every borderlands game. it’s time to let him go.
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idk what this is exactly. it looks like maybe that weird eye bot troy stands next to in the intro for the behind closed doors panel?
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goodbye mr magical jakobs chest, it’s been real
the RC now has red drapes going down it. have those always been there? i don’t remember those
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hmmmmmmmmm maybe we’re looking at it from the back 🤔
anyway, that’s all she wrote. i haven’t see any hidden morse code messages or anything yet, but if something surfaces, i’ll be sure to add it here.
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commhunter736 · 3 years
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The plot, in case you're wondering, is you taking the role of Marcus Reed, a down and dirty gangster thug who has embraced the straight and narrow and become a police officer. Although he can still fight and play dirty, he's out to solve a few mysteries and clean up the town. This is mostly achieved by driving around (or by subway, or walking, but, unlike the real NYC, driving is preferable) and catching calls on the radio for random crimes. There is an interesting amount of variety in the crimes, but you soon reach the end of the cycle and bust your 34th counterfeit syndicate and your 23rd serial rapist and the regular missions soon get old. There is a larger plot to follow, however, and it is slightly more interesting. You follow a series of clues and leads to interrogate increasingly more important thugs. The interrogation mini-game is a fun little past-time to beat, or reason, information out of people. You're soon turned onto a mission that involves a mole from inside the precinct.
Ultimately, this plot has been done to death so many times on so many cop dramas that it's difficult to get engaged. This is just the beginning of where the game goes downhill. Obviously, high production values went into this game, but as is so often the case lately, they missed the mark in some very key areas. The controls for one. Amd display driver whql 8.10. I have rarely seen a more convoluted control system for PC.
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I'll be the first to admit that this was originally for console, but it seems that barely a token effort was made to translate the commands to a keyboard layout. My fingers got a workout hopping all over the keyboard for the numerous and poorly constructed commands. If you're thinking that a gamepad might fix all this, nix that idea too. My Logitech PS2 Styled PC gamepad looked like a perfect match for this game, alas it was barely configurable and did not coordinate to the multiple styles of game play, you could set it up for driving, but not running, or vice versa, but its limitations soon had me back on the keyboard.
After I had adapted to the controls somewhat, the physics had me somewhat at a loss. Keeping in mind that this is not a driving simulation, at its core, I don't expect much more than doughy arcade style driving. Labtec speakers drivers download. But nothing handled as I expected, the cars were sloppy, sometimes you lightly skidded off the front end of a fire truck, other times being brushed by a motorcycle had you recoiling and turning 360's while your perpetrator was getting further and further away. The fighting system was convoluted as well, with a light attack, a heavy attack, a grab attack that was also the way to frisk people, which is also the button to arrest people, plus the buttons to put away your gun, pull it back out, fire a warning shot, flash your badge, tackle someone, all while trying to keep the squirrelly camera centered behind you (which it rarely does well).
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True Crime Pc Game Free Download
In a GTA-styled attempt to test the limits of my virtual city, I shot an arsonist, grabbed his flamethrower and took out 30 people before highjacking a public bus and driving over half the residents of the Lower East Side. I finished up with some cop killing. reckless driving and traffic accidents. I was being hunted by every cop in the city and identified as a rogue cop who was 'mentally unstable,' according to the radio. Assured of my own impending death, I ran to and fro waiting for the inevitable. Which never came. I made a break through the park and dived into the bay and swam around for 2-3 minutes. Upon returning to shore my 'criminal' rating had gone back down and I was back to being boy hero. Realism indeed. In another game glitch, I began a mission to follow a motorcycle courier on a bike of my own for an exciting chase, but after trying 20 times to follow him, he wrecked within two blocks almost every time. Finally I just tracked him down on foot after he fell and interrogated him, wondering why I even got on the motorcycle. It's this kind of unfinished and unpolished gameplay that brings this gaming experience to its knees. I couldn't bring myself to care about the characters, the city, the law; nothing in this game draws you in efficiently enough to make you want to finish it.
The controls need work, the engine needs work, the collision detection needs work, the AI needs serious work, all in all I wouldn't be surprised if you told me this was a beta. A brief look at the customer support page for Activision also shows that numerous glitches and problems were had by users of all consoles. Overall, a well-presented, high-budget flop. Advanced systemcare ultimate 7 crack. The world doesn't ever need another World War 2 game but developers keep making them, which I guess is the same reason they keep trying to capitalize on the awesome profits of Grand Theft Auto. But a bigger budget does not make a better game.
True Crime New York City Pc Game Download
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lancecarr · 5 years
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One Word: Lightfarm on Visualizing the Brainҳ Struggles after Traumatic Injury
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After a brain injury, people often struggle to regain the ability to do things we ordinarily take for granted, like organize thoughts, understand speech and even talk. It’s hard to imagine what that recovery process must feel like, but that was the assignment Rio de Janeiro-based Lightfarm took on while working with New York health advertising agency Area 23 on “One Word,” a video promo for Learning Corp’s new Constant Therapy app. Using a combination of Maxon Cinema 4D, Blender Eevee, Zbrush, SideFX Houdini, and Adobe After Effects and Photoshop, Lightfarm and Area 23 spent two months working on the video, which recently won a Gold Lion for Best Film at the Cannes Lions International Festival of Creativity.
We asked Lightfarm’s Creative Director Rafael Vallaperde and Director of Animation, Kawe de Sá, to describe the making of “One Word,” which begins with a toddler’s nap and turns into something much more ominous. (Watch the making-of video here: https://vimeo.com/342775927.)
Kawe de Sá often uses Post-It notes to organize ideas when coming up with the baseline for stories. “Because if a shot will work in that small space it will work anywhere,” he says.
Why did Area 23 choose Lightfarm for this project?
Rafael Vallaperde: We’ve been partnering with them for quite a while and felt like we were building up to doing special projects like these. And when the opportunity did come, they chose us.
Kawe de Sá: I think it’s also because Lightfarm is known for doing projects that are outside the box. Most clients come to us with very unique briefings, and we have to work closely with them to figure out a way to make their ideas viable.
Modeled from scratch in ZBrush, the baby went through many iterations, including this one that was deemed a bit too cute and cartoon-like.
How did you hone Lightfarm’s style and get your name out there?
R.V.: Whenever we have time, we work on our own original projects where Lightfarm is the client. It helped when we hired Kawe because I, and Milton Menezes, who co-founded Lightfarm with me, come from a print background. Kawe helped us come up with interesting videos, and we’ve spent a lot of time creating those because we knew we wanted to do this kind of work, but we didn’t have anything to show we could do it.
Those projects always help us learn how to do different things and try out creative ideas. And posting them has helped clients understand what we can do and how we can put energy and style into their brands. They’ve definitely attracted some new people to us. [Check out Lightfarm’s personal portfolio.]
Bloom, the story of a firefly who discovers nature’s dangers, is one of Lightfarm’s many personal projects.
What kind of direction did you get, and how did you decide how to tell the story?
R.V.: It was a difficult briefing because the client wanted us to do something abstract rather than figurative, and we needed to convey something very complex. We spent about two months trying out ideas, but neither us nor the client could decide on a script that we could follow and really liked. They had, like, a 15-page script for a two-minute video, so we knew that wouldn’t work. I think it started working when we put things in place to just tell the story visually so we could convey the emotions of desperation and fear and confusion people feel when they are struggling with a brain injury.
The story ends with a mother using the app in a room with an empty crib. The meaning of the scene is left open to interpretation.
de Sá: There were points in the 15-page script that we tried to hit, but mostly we just tried to make everything very fast-paced and action-packed like a roller-coaster ride. You see the baby and she’s all cozy and then suddenly she’s sucked up by a hurricane, which is conveying a sense of what trauma really is. You see the baby go through all of these scary things, but the baby is not really the focus of the story.
To create the model of the bee on a tight deadline, de Sá says he “just messed up the model by pulling vertexes around to get a weird, terrifying look.”
That’s why we don’t show the action from the baby’s point of view. This was our way of showing what the mom was feeling as she tried to connect the links in her brain to remember the word baby. Not having the baby in the crib at the end was really hard for us because we got really attached to that baby. But the client wanted the ending to be focused on the mom, so you’re left wondering what happened to the baby. Was there some kind of accident?
Were you trying to make the video look and feel like an illustration?
de Sá: Yes, we were really chasing an illustration feel and we wanted it to look stunning. We didn’t have time to create a storyboard or an animatic, so we started by placing a camera in Cinema 4D and sculpting a background that worked. I animated the camera from there, and we had to test things out a lot. That was really interesting from start to finish. We used Blender, which has a new engine called Eevee that allowed us to render in real time. And [Adobe] After Effects was great for giving the render a 2D look that our illustrators painted over to integrate the 2D and 3D feel.
Color keys created in Photoshop by Lightfarm artist Giselle Almeida served as the team’s “Holy Grail,” as they worked in 3D.
This was the first time I’ve ever animated anything that had one camera and no cuts. We just went from one scene to the next, and we’d be thinking ‘Okay, where do we go from this angle?’ We were always trying to follow the motion from the best angles, which we had to discover as we went along. We took screenshots from key moments and our illustrators went over them, which really helped give us a sense of how the video would go. After we were done blocking and creating color keys, we started splitting the continuous shot into scenes and that was easier to work with.
Just when you think the baby is going to get a little time to rest, the cute teddy bear turns into a frightening monster.
Do you have a favorite scene?
R.V.: The evil teddy bear was a lot of fun. The client first thought the bear wasn’t evil enough, but then it opened its mouth and they were like, ‘Oh, that’s so scary!’ We really wanted a contrast between the tiny baby and the huge bear, and the baby’s wondering what she’s going to do now. After making the 3D model in ZBrush and Cinema 4D, one of our illustrators worked in Photoshop to get the dynamics of the saliva right. We were on such a tight deadline, we did what we could to make things work, like you can see how the jaggy look of the low-poly model gives the feeling of spiky hair.
After modeling in ZBrush and Cinema 4D, Lightfarm artists used Photoshop and After Effects to enhance details, like the bear’s saliva, in 2D.
How was this project different from what you normally do?
R.V.: We discovered so many things about this project as we worked. I think some people might call us crazy, but we were always trying to make this really great. We weren’t afraid to take risks, and sometimes we had to tell our client something just wasn’t going to work, but we did it in a positive way and we have a great relationship with them. We were working right up until the deadline on this. I think we rendered the last scene a day before it was due because we were going back and forth so much on changes.
It was a lot of pressure and everyone felt it. But everyone also felt like this project was special, so we’d tell people to go home and they’d be like, ‘No, no, I want to stay and finish this.’ In the end, it was an important process for the studio. We learned a lot and earned our first big prize, and that was great. 
The post One Word: Lightfarm on Visualizing the Brain’s Struggles after Traumatic Injury appeared first on Studio Daily.
https://www.studiodaily.com/2019/09/one-word-lightfarm-visualizing-brains-struggles-traumatic-injury/
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ciathyzareposts · 5 years
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Lords of Time: Won! (with Summary and Rating)
Narrator: “It was not continued.”
             Lords of Time
United States
Hollyware (developer and publisher) Released 1992 for the Amiga
Date Started: 3 January 2019
Date Ended: 2 February 2019
Total Hours: 25
Difficulty: Moderate (3/5)
Final Rating: (to come later)
Ranking at Time of Posting: (to come later)
Summary:
Lords of Time is a fantasy RPG with a science fiction framing story. A character called “Major Thom” tries to find a way back to Earth after an aerospace accident deposits him in a fantasy kingdom called The Realm. The game uses an update of the Faery Tale Adventure engine with an axonometric interface, action-oriented combat, experience-based leveling, and a day/night cycle that force the player to manage hunger and fatigue. Adventure game-style inventory puzzles carry the player across multiple episodes as he uncovers the lore of The Realm. The game has some fun moments, but a horrible combat system and threadbare story ultimately hurt this one.
*****
Lords of Time is a 12-hour game that manages to double its duration by making it unclear what you need to do next. Its open game world is a bit of an illusion because to actually solve the plot, the player has to visit places in a specific order. This results in a lot of backtracking, and because of the relentless spawning of enemies, backtracking in this game–actually, even just “tracking”–is an exercise in frustration. In previous entries, we saw how much random exploration I had to do to advance between points that would have taken but minutes with a walkthrough.
           Crossing the ocean as a wyvern.
            The same dynamic was at play in the final episodes. I could have won in two hours with some foreknowledge; instead, it took me about five. In the previous entries, I had received the jeweled key to the island keep from the dwarf king and the “Mage Nullification Spell” from the Druid Temple. I saw no reason not to go right for the island keep. I used the “Wyvern Morphing” spell to cross a strait at the north end of the map and fly to the only island where the “island keep” could possibly be located.
There were two sets of mountains on the island. One had a bunch of windows but no entry point.
              It looked pretty cool, though.
           The second had a large door that opened with the jeweled key. It led to an underground area full of water. Unfortunately, the only paths forward were blocked by locked gates, and no keys I had (nor my lockpicking ability) would open them.
              “Sewer-like tang” is an unpleasant phrase.
          Sighing, I returned to the mainland and messed around a bit while figuring out my next move. Around this time, I tried a commenter’s suggestion to cast “Portal Activation Spell” on one of the little shrines I’d encountered. It worked. The spell moves the character among four shrines: one on the north coast, one on the south coast, one on the west coast, and one outside Castleguard. These shrines made it a lot faster to move around the map. Between them and “Wyvern Morphing,” I bypassed a lot of the frustration with random combats.
              Activating the portal at one of the shrines.
           Consulting my notes, I realized that the only lead I hadn’t pursued involved using dragonsbane to deal with the previously-encountered dragon. My notes said that I discovered its cave on Wyvern Mountain, but after crawling all over the mountain for about an hour to no avail, I realized I must have made a mistake. Sure enough, I found the cave a few klicks to the west, at the base of the dwarven mountain.
As I entered, I donned the Druid Cloak, thinking it might protect against the dragon’s breath. I then opened my satchel and grabbed a handful of dragonsbane. The game asked what I wanted to apply it to. I said my sword. It said that the goop just slid off. I tried again and specified my homing daggers. Again, the attempt was fruitless. No other weapon worked either. It turns out that the dragonsbane–for no sensible reason–only works with regular daggers, and I had sold or dropped all of mine. Meanwhile, the cloak did protect me, but the dragon proved immune to every other weapon or spell.
              What if I wanted his head?
             I made my way back to Castleguard, bought a few regular daggers, and returned. This time, the dragonsbane knocked the dragon out (though it notably didn’t kill him), allowing me to scoot past him into his cavern. In his treasure chamber, I looted a bone, some gems, some gold, and a “slimy key.”
              Looting the dragon’s lair.
            The slimy key–of course–turned out to open those grates in the caverns below the island keep, but it really doesn’t make any sense that the dragon would have had it.
The game has another surprise up its sleeve when it comes to the slimy key: it only works three times, after which it crumbles away. There are more than three grates in the island keep caverns. If you use it on the “wrong” doors–which of course there’s no way to tell–you enter a walking dead state and you have to reload from outside and try again.
               I hope that was the last time I needed it!
             Ultimately, I found my way through. The caverns led up to a dungeon full of cells and a torture chamber. New enemies appeared, including slimes and floating eyes. Skeleton keys unlocked the prison cells (fortunately, I’d bought a bunch in some previous session), and from the prisoners I learned that the wizard Kruel was occupying the tower above, and that I could reach him from the “mirror room” via the fourth mirror from the north.
            Freeing a prisoner in Kruel’s dungeon.
            I couldn’t find anything to do in the torture room, even though there were some interesting graphics of some prisoners in stocks and one on a torture rack. As we’ll see, I should have tried harder.
The level above the dungeon had several cabinets and beds along with wandering enemies. There wasn’t much to do here, but I appreciated the ability to sleep.
In the level above that, I found the mirror room. Following the prisoner’s instructions, I looked at the fourth mirror from the north end of the room, and was sucked through (a one-way trip) into Kruel’s lair.
           A flying eyeball and a slime killed me while I took this screenshot.
            It was a small area. I was immediately accosted by demons as I entered. Kruel was standing in a little throne room casting spells at me, including “Sleep” and “Paralysis,” but I had plenty of healing and spell point potions to counter them. Confidently, I ran up to Kruel and cast the “Mage Annulment Spell.”
The game told me that the spell uses concepts I didn’t understand. I messed around a bit more, trying different spells, poison, and so forth, but I couldn’t find anything that would defeat Kruel.
               How come I don’t have that spell?
            I don’t know why I made this assumption, but what I assumed was that my character hadn’t taken “Advanced Spellcasting” at the guild in Castleguard. I mean, I know I had taken it–I had a screenshot and everything–but I assumed that something must have caused me to reload after taking it, and that I had forgotten to take it again. Sighing, I reloaded from outside the keep, flew back to the mainland, returned to Castleguard, and took the course again. I still couldn’t cast the spell.
Now I was lost again. I ended up revisiting several places, including Bessak’s Keep and the king’s castle, just to see if anything changed. Down in Murkvale, I realized I’d never rented the raft or gotten the two raft propulsion spells that makes it move. This all turned out to be a waste of time, and I’m still not sure what purpose the raft serves since you can just wade through the water between the islands.
             Well, this was pointless.
            After a long time, I decided I must have missed something in the lower parts of the island keep, so I returned to try again. This time, I realized that the figure on the torture wheel must in fact be Bessak, and that the five sticks in the ground south of him, which I had regarded as some kind of fence or barrier, were actually levers that I needed to manipulate to stop the wheel.
Each of five levers had three positions, and it took me a while to find the right combination. I think you’re supposed to watch their effect on the wheel–some of them slow the wheel down, some speed it up–and discern the combination accordingly. The change in speed is hard to perceive. I just made a list of the 3^5 = 243 possibilities and worked my way through them, getting the correct combination when the list was half done.
Bessak crawled off the wheel, thanked me for my help, and said that he’d help me get home. He told me he’d meet me in Kruel’s throne room after he got a “certain spell from the Druids,” taking off before I could tell him I already had the spell.
                “Wait! I already . . . bollocks.”
           Back I went to the throne room. This time, Bessak appeared in the northwest corner and started casting spells at Kruel. The two locked in their magic duel while I accomplished nothing fighting endlessly-spawning demons and gulping potions. Finally, I ran up to Bessak and the game offered me the ability to give him something. I gave him the “Mage Annulment” spell.
After that, I ran over to Kruel and began attacking him. I don’t know whether my attacks brought an end to the battle or whether I just had to wait a certain amount of time, but eventually Kruel admitted defeat.
                The lack of a comma suggests a big change in my quest reward.
             Bessak opened a portal and I ran through.
              “. . . and maybe not let those demons follow you.”
           As I entered, Bessak commented that he “forgot to ask what world [I was] from.” 
               Did he just choose a “default” world?
             I thus awoke on a rocky landscape with two suns. Paralyzed, I watched in horror as an army of dwarves riding wolves bore down upon me. And then the game ended on a cliffhanger. A screen offered my final statistics and score.
                Maybe I arrived after the events of 2010?
Who is hoarding dwarves?
             This entry is pretty long already, but let’s do a quick GIMLET anyway:
            3 points for the game world. The backstory is original but also pretty silly, the main quest (simply to return home) is uninspiring, and the world is distressingly static–to the point that doors close and re-lock if you leave the screen and return. NPCs give the same hints no matter where you are in the game. It would have been a lot better if it had been structured as a series of quests from the king that in some way helped The Realm while simultaneously helping you find a way home.
2 points for character creation and development. There’s no creation; everyone plays the inane “Major Thom.” The development system has you acquire more hit points and spell points with experience and training, but combats never really seem to get any easier, and development is thus largely unrewarding. 
4 points for NPC interaction. There are scattered NPCs–far less than you would expect in a world of this size–who impart information about The Realm and help you with the quest. As noted before, they’re quite static, and there’s no opportunity for role-playing in your dialogues with them.
            The game’s few NPCs are useful but one-way.
          3 points for encounters and foes. The small list of monsters is unimaginative, and the monsters themselves mostly indistinguishable except by graphic. The respawn rate really kills the fun of exploration. Puzzles are mostly of the inventory type, although there a couple of exceptions, such as opening the way to the Druid Temple.
3 points for magic and combat, mostly for the magic. The combat system was awful–a bunch of sword-waving, rendered ineffectual if you’re slightly offset from your foe. Magic is more useful for exploration than combat, but I thought some of the spells were original.
4 points for equipment. There are a few weapon and armor upgrades and spells, and I like that some items can be used on others in creative ways (e.g., applying poison potions to weapons) and that “examining” items gives you a basic description. There are a lot of red herrings–I ended the game with wyvern eggs, bones, fossils, jewels, incense, and other items that I guess you were just meant to sell for gold.
            It’s a rare game in the era that allows for interactions between items.
           6 points for economy. It remains strong to the end. After you’ve bought everything, bribed everyone, and taken all the courses, you can still stock up on healing and magic potions, which never stop being useful.
3 points for a main quest with multiple stages, but no role-playing, decisions, alternate outcomes, or side-quests.
5 points for graphics, sound, and interface. The graphics are pretty good, particularly when depicting indoor areas. I didn’t care for the constant vibraphone-like music, and the sound effects were sparse, but there were some nice background effects like chirping birds in the forest. The joystick control was sufferable given the many keyboard options.
               To me, the indoor graphics are the best-looking part of the game.
              4 points for gameplay. It’s geographically nonlinear but very linear in plot. It’s not very long, but still longer than it needs to be. The overall difficulty is moderate. It’s not replayable at all.
                That gives us a final score of 37, so I guess I liked it just enough to recommend it–a little. The developer did fix some of the problems with the Faery Tale Adventure approach. Notably, the world isn’t quite as large or empty (though it’s still large and empty), and it has a better inventory system.
                 The box art would seem to be depicting the end of the game.
                Owing to its obscurity today–it escaped MobyGames and Wikipedia, which is unusual for a post-1990 title–I’m guessing it didn’t sell very well. (The failure to develop the promised sequel is another clue.)  The best review (87%) came from the September 1992 Amiga Action, which called it a “little gem” and offered a review that repeatedly suggests a greater depth of gameplay than actually exists in the game, particularly in the image captions. It got 78% from Amiga Mania, 53% from Amiga Power, and 45% from Amiga Joker.
Hollyware Entertainment had been formed in 1991 by David Boyles, a former MicroIllusions employee, after the bankruptcy of MicroIllusions. In his history of the failure of MicroIllusions, Jimmy Maher suggests that Hollyware’s raison d’etre was to sue Activision for things that happened during the MicroIllusions era. Certainly, the new developer wasn’t very prolific. Besides Lords of Time, they seem to have published only two action games–Hoi (1992) and Jonny Quest: Curse of the Mayan Warriors (1993)–and the puzzle game Gear Works (1992). Oddly, the company still exists, or at least re-exists, as Hollyware Transmedia, which is apparently working on virtual reality software. I’m not entirely sure how the rights to Faery Tale Adventure made its way to The Dreamer’s Guild in time for Halls of the Dead: Faery Tale Adventure II (1997), but we’ll sort that out when the time comes.
Developer Steve Postma is the biggest mystery here. He has sole credit for programming, design, graphics, music, and sound effects–the only other names are associated with just the manual and game box. He has no other video games to his credit. I can’t find him now. Where did he come from? Where did he go? Maybe he’ll Google himself one day, see this review, and pop by to answer the most important question of all: why is the game called Lords of Time?
source http://reposts.ciathyza.com/lords-of-time-won-with-summary-and-rating/
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