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arlo-rose · 3 months
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Guys I love them
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the-sunshine-dims · 9 days
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'If you'll have me'
(And something something, old habits)
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hoardingpuffin · 2 months
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Hm. Another series with a scientist who has a well-used notebook they carry around.
Hm.
Sure would be a shame if someone were to replicate that book, wouldn't it?
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charlyaster · 3 months
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thinking about them
thinking about them real hard
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villainsally · 28 days
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Vast. Look at me. Don't indoctrinate Rune into your weird cult.
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Everytime i watch an artfullrenegade bound stream i have to choose between my love of birds and hatred of the british. birds always win.
(This is a joke, im half british)
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lolgamer2309 · 2 months
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I love how we all just decided that Vast and Rune are gay for eachother even if they just started this SMP and i find that great
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nwdsc · 2 years
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(▶︎ Scry | Cole Puliceから)
Scry by Cole Pulice
Cole Pulice is a composer, saxophonist and electroacoustic musician from Oakland-via-Minneapolis. Following their debut album "Gloam" and two duo collaborations with Lynn Avery and Nat Harvie, Cole Pulice returns with their sophomore album "Scry". The sound is deeply contemporary, incorporating saxophone/wind synth with live signal processing and modern electronics/software. It drifts between electroacoustic experimentalism and more traditional forms of song-like beauty, casting a wide sonic net that highlights Pulice’s versatility and creativity as both an improviser and composer. From Cole: "Scry is a collection of musics exploring fragmentary or gradient states of liminality – recursive spirals of worlds hidden within worlds, dreams within dreams, sensations of time, and the notion of the past, present, and future all occupying a single point. It’s a record that, for me, resonates strongly with this sort of “between-ness:” it began in Minneapolis, and was finished in Oakland, bridging pre-pandemic life with the “new normal” of current times; being genderqueer and navigating the spaces between and outside of the masculine and feminine binary; wandering through a musical interchange station that is interconnects improvisation, “song,” and collage experiments . . . multidimensional yet woven together by similar aesthetic threads. Whereas my previous record, Gloam, was mostly a series of compositions for a very specific electroacoustic setup, Scry utilizes a series of different hardware/software frameworks and apparatus. Or, to think of it in another way: Gloam was like looking through a kaleidoscope (each turn of the handle giving a different abstract perspective of the same bits of gemstone); Scry is more like a stained-glass crystal ball (a singular sculpture, with each fragment somehow offering an ephemeral glimpse into another world or dimension). Scry is deeply indebted to the electroacoustic works of Pauline Oliveros, David Behrman, Marion Brown, Maggi Payne, Harold Budd, and Jon Hassell - all of whom explored, in their own ways, the interconnectivity between acoustic instruments, interactive electronic signal processing, and improvisation - the crux of ‘Scry’s DNA. To this end: virtually all of the signal processing on ‘Scry’ is done live as I play saxophone/wind synth, either through a hardware setup that I control with my feet as I play, or through software instruments I build which respond live to what I’m playing. Often, both software and hardware processes are being used simultaneously. "To scry" defines the practice of foretelling the future through gazing into a crystal ball or other reflective surfaces. There's a lot to say here regarding the mix of temporalities, timelines, states of being, and so forth, but I mostly just have to give a special thanks to glass artist, composer, and dear friend Sadie Robison. The arcane aesthetics of her technicolor stained glass sculptures were a major influence on the themes of Scry 🧡" —Cole Pulice クレジット2022年9月30日リリース Recorded between 2019—2022 in: Minneapolis, Minnesota Seward, Ventura Village, 8vB Studio Oakland, California West Oakland, Oakland Music Complex, Paul Dresher Ensemble Studios, Reinhardt Redwoods Regional Park Lynn Avery: Live signal processing on "Moon Gate Rune," clarinet on "Scry" Charlie Bruber: Electric bass on "Astral Cowpoke," double bass on "City in a City" Mitch Stahlmann: Clarinet, Lou Harrison Digital Gamelan, Sampling on "Scry" Mixed by Lynn Avery & Cole Pulice Mastered by Angel Marcloid at Angel Hair Studios Art & Design by Steve Rosborough
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linuxgamenews · 2 years
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Terra Ventura fantasy world gets a full release on Steam
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Terra Ventura action RPG game officially launches on Linux and Windows PC. Thanks to the ongoing creative effort of developer Logical Progression Games. Which is now live on Steam. Fans of classic style RPGs will be eager for good news. Since the isometric action RPG, Terra Ventura developed by a one man studio, gets a full release on Steam. Along with positive reviews. Plus the game features real time combat, skill tree paths, and player development. Including character customization and limited semi-random loot. On top of, handcrafted maps and more. All while combining classic style isometric action RPGs with modern gameplay features.
Terra Ventura Release trailer
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Take on the Terra Ventura action RPG adventure on an off the charts island. One where your character gets shipwrecked. As s result, you will collect loot and explore the maps for collectibles. Then find the way back to your crew. Delve into a medieval fantasy world. You will encounter a town setting, underground caves, and lava lakes. Also face winter conditions, toxic wastelands, desert dunes, and much more. Approach each setting with hack and slash combat or use acquired skills. While you will take on 30 enemies with different abilities and strengths.
Features:
Select your Terra Ventura
Develop your selected character while improving character stats. Then gain powerful bonuses by collecting runes. Unlock the skill tree by investing into an explosives path or attacking path. There is also a health path, alchemy path, and materials path. Even character has unique paths.
Collect loot, manage inventory, find alchemist, smith, merchant, or tailor shop. Since you can trade additional items or repair gear.
Explore handcrafted maps ranging from a town setting, underground caves, lava lakes, and winter conditions. Due to further toxic wastelands, desert dunes, and more. Approach each setting in Terra Ventura with combat or use acquired skills.
Scout the maps for collectibles and engage in optional quests.
Play the hard mode with tougher enemies, less loot, and less consumable items. If you are ready for an experience that will also test you further.
Terra Ventura isometric action RPG launches on Steam. Priced at $11.99 USD / £9.11 / 9,99€, including the 20% discount. Which is also available for both Linux and Windows PC.
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arlo-rose · 3 months
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The bound brainrot is zooming so I throw a Rune and scurry away
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the-sunshine-dims · 1 month
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A sense of calm
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hoardingpuffin · 3 months
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So now we have two characters from two mysterious groups both looking to fix the obelisks - Vercane and Avicane?* - who both messed up at some point in their attempts it seems?
Curious...
Also "I wasn't born with the wings, I mean, none of us were" ?!
* [spelling may be false, don't mind that]
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terribleco · 4 years
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Top Fives: Ade The Terrible’s Top 5 Skateboarding Video Games
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With this Coranavirus shit kicking off, and the sensible advice being to STAY THE HELL INDOORS, it’s understandable that you might get bored and have that itch to skate. Unless you have your own private skatepark, you’re gonna have to get creative and dig out some video games so you can still shred. With almost 10 years of experience working in the games industry, and as someone who has held a BAFTA, I know what I’m talking about when it comes to all of this video game malarkey, so join me as I talk you through my top 5 skateboarding video games.
5. Thrasher: Skate And Destroy (PS1)
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This game had literally everything going for it back in 1999. It had the Thrasher license. It had legit, authentic skate spots like the Brooklyn Banks and Southbank. It had gameplay based on getting kicked out of spots by security guards (#sorelatable). It had a realistic approach to skateboarding that made tricks difficult, yet satisfying. And it was published by (arguably) one of the best video game companies in the world - Rockstar Games. However, it near enough flopped, because a competing skateboarding game came out a month later and completely trounced it in sales and critical praise. That game was Tony Hawk’s Pro Skater. For this reason, not as many people probably know about Thrasher as they should.
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The only thing Thrasher didn’t have was actual pro skateboarders. The game had a bunch of unlicensed generic skater characters who you could customise, so at the very least you could alter them and create someone who looked like you instead - something THPS wouldn’t get until the second game. It had an awesome hip hop soundtrack (which, to me, isn't really in keeping with Thrasher, but when the soundtrack is as good as Skate And Destroy’s, you could see it getting a thumbs up from the Phelper), and the gameplay was far more slow paced, methodical and grounded in reality than THPS. It doesn’t particularly hold up well today, but it’s well worth a look.
4. Session (PC)
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Despite being in early access on Steam, Session is already a far more satisfying experience than half of the stuff that came out in the “extreme sports” boom of the early 2000’s. In many ways, despite people pinning their hopes of it being a spiritual successor to EA’s Skate, it has far more in common with the previously mentioned Thrasher: Skate and Destroy. It’s authentic, urban location gives me strong Thrasher vibes, and it’s slower, methodical gameplay, where combos and scores are non-existent, rewards practice and patience. It exhibits details that other games have largely ignored, like boards having different deck and wheel sizes, or stance literally mirroring your controls, or the ability to do pressure flips.
Recently they just added Update 0.0.0.3, which adds Skate-like controls and some new levels to play: whilst some (myself included) hoped this might improve the experience, it becomes painfully clear this game was never meant for Skate’s control scheme. To have the option, however, is a nice touch if you are itching for something like Skate. The new locations in the game add a “modified” version of the Brooklyn Banks designed by the developers, which adds a ton of stairsets, ledges and handrails. There’s a lot to skate here, and a lot of fun to be had. There’s also a mini ramp, but (and this is probably a symptom of the game still being in early access), the transition skating is extremely buggy and doesn’t work properly at all. This is a problem Session’s main competitor, SkaterXL, also suffers from. I worry these newer games are going to get transition skating all wrong, which would suck, but it’s still too early to judge either one.
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The game very obviously lacks the budget and scope of a AAA console game made by Activision or EA, but in many ways that gives the whole thing a scrappy, DIY feel. Comparing Skate to Session is like comparing Fully Flared to a local scene video - they are doing completely different things and going for completely different vibes, despite both being about skateboarding. One has a near infinite budget, and the pick of every pro on the planet, and the other scrapes by on what the people behind it can throw together within a limited budget and a small crew. I think the hope of Session being “Skate4” might have hurt its reputation slightly, but if you go in with fresh eyes and judge it on it’s own merits, you’ll have a lot of fun.
3. Tony Hawk’s Pro Skater 4 (PS2)
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This game is on my list because it is, I feel, the culmination of the best features in extreme sports games at the time. I liked the THPS games that came after (OK, maybe not THPS5… or the ones where you stood on an actual skateboard), but the new ideas in THUG1 and 2 just felt like they started to veer away from authentic skateboarding and turned the game into “Jackass: The Video Game”. THPS4 felt like the last game truly grounded in skateboarding culture, with challenges that truly referenced stuff you had seen in skate videos, with little jokes for skateboarders, and a list of locations which had a few nods to Thrasher: Skate and Destroy’s level selection, but through the lense of Neversoft’s excellent level design.
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The game cribbed features from a competing game of the time - Aggressive Inline (developed by Z-Axis, who had been the team behind Thrasher), featuring no strict time limits, and treated each level as a mini open world, allowing players the freedom and time to just skate freely and pick up challenges at their leisure. This was the first THPS game to do this, and compared to the constrained time limits of past games, it felt like a true evolution for the series. The basic building blocks of the THPS controls were at their peak here as well, with spine transfers being a big edition which made you feel like you could flow skateparks like Grant Taylor at the push of a button (or, Rune Glifberg, to use a more era appropriate comparison).
2. Tony Hawk’s Pro Skater 2 (PS1)
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Yeah, I know, this makes it look like I ran out of games to put on the list. But, this choice is intentional. There are so many other PS1 skateboarding games I could mention here (Grind Session immediately came to mind, if only because Ed Templeton was in it), but THPS2 has a special place in my heart. It is the reason I started skateboarding; without THPS2, this blog wouldn’t exist. I remember THPS1 being a fun game, and it definitely grabbed me, but THPS2 is where I remember the series really stretching its legs, and the authentic elements of skateboarding really expanding. 
The weird downhill levels were gone, and the level selection was a combination of great real life parks (Marseille, Love Park and FDR in Philly), and references to skate videos (The Bullring from Tony Hawk’s part in The End was expanded into a full level!). Character creation, and park creation, were added, to give you infinite hours of fun building your dream skate session. The soundtrack is, still, I think, the best soundtrack to grace a skateboarding video game.
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Manuals were added, as the first step toward THPS giving you the tools to land never-ending combos. There are a lot of jokes about THPS feeling like a weird, unrealistic, arcade game - but at the time it was genuinely the closest thing you could get to playing a game that had the perfect cross-section between authenticity and playability. Even better, with the “sim physics” cheat, the game felt far more realistic, and skating the mini at Skatestreet Ventura felt like skating a real ramp. It is instant nostalgia for me, and I feel it is the most replayable of the THPS games.
1. Skate 3
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EA’s foray into skateboarding seems like it was over within the blink of an eye, but they bashed out 3 games very quickly in that time. 2007’s Skate, 2009’s Skate 2, and 2010’s Skate 3 are perhaps the closest we have ever got to the “game-feel” we expect from AAA games perfectly aligning with the authenticity of skateboarding. Skate 3, for all of it’s unfortunate, weird glitches, is still the peak of the series, with a wealth of features that give players the tools to skate and create. Even 10 years after release, I play Skate 3 far more than any other skateboarding game I own (even newer games like Session and SkaterXL get ignored in favour of Skate 3), and having the game on the Xbox One’s list of backwards compatible games has been one of the best things to happen during this console generation.
Skating street in Skate has always felt natural and intuitive. You can literally frontside flip a 16 stair and feel like Andrew Reynolds from the comfort of your living room. The room for inventive street skating is limitless within the game’s main city, and the park creator gives you a palette of options to create even more insane spots to invent tricks on. Transition skating has always been a bit hit or miss in these games, with vert/mega ramp being the only thing which they nailed. In Skate 3, however, they got the closest they had ever got to making it fun and realistic. With small touches like characters “dropping in” from tail and nose stalls, footplants which behave (mostly) in a way you would expect and a good selection of pools and mid-sized transitions for realistic skate sessions; Skate 3 had just enough to it for anyone wanting to skate transitions properly. I’ve debated with people whether the transition skating was really that good in Skate 3, but Nollie BS Bigspin Tailstalls and Noseblunts look so, so good in it - so I think it gets a pass.
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Skate 3, for me, represents a gold standard for skateboarding games - perhaps even open world games in general. In many ways it pre-empted gaming trends that would come years later; an increased focus on user generated content, online connectivity (originally used to create a sense of community not unlike a local skate scene), and tutorialisation and a wiki for game mechanics to aid accessibility. The game was welcoming and intuitive for most players, and made bombing hills fun and rewarding. It’s deep selection of tricks was engaging, and it’s open world (although splintered into 3 hubs) was fun to explore and navigate. There was a real feeling of discovering new spots, and maybe being the first person to skate something. I can see in Skate 3, what I saw in THPS2 - an experience that sums up the raw, creative, positive energy of skateboarding, and a game which could inspire millions to get out and skate in real life. For these reasons, it is my favourite skateboarding game, and will take nothing short of something akin to “Skate 4” to top it.
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villainsally · 1 month
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Ive got a feeling this relationship is not gonna be healthy at all (giving s1 corrupt!sherb and momboo vibes a little bit ngl)
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entergamingxp · 4 years
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Tony Hawk’s Pro Skater Remaster — Everything You Need to Know
May 12, 2020 6:39 PM EST
Not sure what this new Tony Hawk’s Pro Skater remaster is? Here is everything you need to know about the newly announced Tony Hawk’s Pro Skater 1 and 2.
It’s official: Tony Hawk’s Pro Skater 1 and 2 are getting a makeover. Vicarious Visions, Activision, and Tony Hawk announced the first two games of the beloved franchise will be remastered for current-gen consoles and PC. Here is everything you need to know about the upcoming Tony Hawk’s Pro Skater remaster.
What is the Tony Hawk’s Pro Skater remaster?
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Tony Hawk’s Pro Skater 1 and 2 is a full-fledged remaster of the first two games: Tony Hawk’s Pro Skater and Tony Hawk’s Pro Skater 2. Vicarious Visions, the makers of the recent Crash Bandicoot remaster, are the development studio behind the upcoming game, while Activision will publish.
Vicarious Visions aims to create a remaster that feels like the original releases while still making it feel like a modern take of the Tony Hawk’s Pro Skater franchise. This is what Jen Oneal of Vicarious Visions had to say during the Summer Game Fest reveal:
“Approaching this, the number one this for us was to get it to feel right. It’s got to be a high-quality game that feels like you remember it. So, we started with the Neversoft engine, looking at the Neversoft code base for the handling, [and] brought that over. Also, [we] looked at the level layouts and brought over the geometry as a starting point. And then you upgrade everything from there; from the animations to the high-res graphics to those quality of life improvements that modern gamers expect. So, it’s a complete package for the fans who are just aching for the nostalgia of these original games.”
Similarities and differences from the original’s gameplay
I think it is safe to say Tony Hawk’s Pro Skater 1 and 2 will attempt to recreate the gameplay of the original games, while still making it feel good.
Just on a performance level, the remaster will run at 60 frames per second. If you played the originals, the framerate was definitely not those games’ strength. If that wasn’t enough, it can also be played at 4K resolution if you have a compatible console and TV; or monitor and computer if you’re a PC player.
Some of you may not remember, but Tony Hawk’s Pro Skater and Tony Hawk’s Pro Skater 2 did not have some of the tricks that really made the series so beloved. So, the remaster will have the Revert and the Wall Plant, allowing players to continue those huge combos. Despite that, Vicarious Visions and Tony Hawk wanted to keep tricks as close to the original as possible.
“There are some polished moves, but I was trying to stay as true as we could to the original,” says Hawk. “So, besides the visuals and, obviously, the responsiveness, we stayed pretty true to the tricks and the maps.”
Multiplayer: Online and local co-op
There will be multiplayer modes in Tony Hawk’s Pro Skater 1 and 2. In classic fashion, you can play the remaster on local co-op. You can also hop online and play against people around the world.
“Well, of course, online gaming is naturally an expectation from the modern gamer. So, of course, we’ve got all of your favorite modes from multiplayer that are now online,” says Oneal. “But, it’s interesting because I think, actually, split-screen is still kind of a novelty these days. So, we’re bringing that back. All of your favorite modes, again, you can play on the couch with your friends.”
Specific modes were not mentioned. But Oneal does say “all your favorite modes” which may give us some hints. Until we hear more details, here are the multiplayer modes from both Tony Hawk’s Pro Skater 1 and 2:
Graffiti
Trick Attack
Horse
Tag
Free Skate
The Activision blog post also mentions “original multiplayer game modes” for online play. Again, there are no specifics on what these modes are just yet. We will update this article when we receive an update.
Create-A-Park and Create-A-Skater
Create-A-Park is back, allowing you to create your own levels with the games “robust editing suite.” This includes a plethora of parts you will be able to modify into some unique shapes and sizes. More importantly, your created parks can be shared online, so you and your friends can check out each other’s creations. Other players will also be able to customize your created park even further. You will also be able to apply tags or descriptions to your created park. Here is what Oneal had to say about Create-A-Park:
“I am really super excited about Create-A-Park because the VV (Vicarious Visions) team has truly modernized this feature. I told you a bit about how you can share online, etc., but there are a ton of pieces and parts you can customize your park with. The new news is that you’ll be able to modify many of the pieces. So, if you want to take a rail, twist around, turn it into basically like a roller coaster, you can do that. If you want to create some crazy massive mega ramp that goes all the way up into the sky, you absolutely can do that too. So, I’m really super stoked to see what our players create with this.”
Create-A-Skater is also back, letting players create their own skater to use in-game. Supposedly, there are enough customization options, including clothing and skateboards from various skateboard brand, that will allow you to create something unique.
“The game has always been about self-expression. So, Create-A-Skater is awesome,” says Oneal. “We a ton of diversity in our faces, the hair, the clothing, so many things you can pick out. Of course, your deck graphics, trucks, wheels, you name it.”
Who will be the playable skaters?
In the post the Activision blog post, it is confirmed that Tony Hawk’s Pro Skater 1 and 2 will feature “the full original roster of pro skaters.” The below skaters were specifically listed.
Tony Hawk
Steve Caballero
Geoff Rowley
Bucky Lasek
Elissa Steamer
Kareem Campbell
Andrew Reynolds
Bob Burnquist
Eric Koston
Rodney Mullen
Jamie Thomas
Rune Glifberg
Chad Muska
The Tony Hawk’s Pro Skater franchise has been known for including alternate costumes and secret characters. Although we currently don’t know if there will be secret characters, the Digital Deluxe Edition of the game does include the Powell-Peralta “The Ripper” skeleton as a playable character; there are also retro costumes for Tony Hawk, Steve Caballero, and Rodney Mullen included.
What levels will be available?
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Mentioned in the post on Activision’s blog, it confirms that all the original levels from Tony Hawk’s Pro Skater 1 and 2 will be playable. Specifically, they say “from Warehouse to The Bullring.” I’m not quite sure if this means we’ll also get Chopper Drop and Skate Heaven from Tony Hawk’s Pro Skater 2 as they were secret levels. Until that is confirmed, here is the full list of playable levels in the remaster:
Tony Hawk’s Pro Skater 1 levels
Warehouse, Woodland Hills
School, Miami
Mall, New York
Skate Park, Chicago
Downtown, Minneapolis
Downhill Jam, Phoenix
Burnside, Portland
Streets, San Francisco
Roswell. New Mexico
Tony Hawk’s Pro Skater 2 levels
Hangar, Mullet Falls, Montana
School II, Southern California
Marseille, France
NY City, New York
Venice Beach, California
Skatestreet, Ventura
Philadelphia, Pennsylvania
The Bullring, Mexico
This list will be updated as we learn more about the playable levels in Tony Hawk’s Pro Skater 1 and 2.
Will Superman by Goldfinger be part of the game’s soundtrack?
I don’t think this could be a Tony Hawk’s Pro Skater 1 and 2 remaster without it. It is confirmed that Superman by Goldfinger, as well as other songs from the first two games, will be featured in the game. It is currently unclear if every song from both games will be available, but the trailer did have a list of the artists that would have songs in the game. If they are just bringing back the old tunes from first two games, here are some of the tracks you can expect to be in the remaster:
When Worlds Collide by Powerman 5000
You by Bad Religion
Police Truck by Dead Kennedys
Superman by Goldfinger
No Cigar by Millencolin
Pin the Tail on the Donkey by Naughty By Nature
Blood Brothers by Papa Roach
Jerry Was a Racecar Driver by Primus
May 16th by Lagwagon
Guerilla Radio by Rage Against the Machine
The trailer did say “more” tracks will be in the game. This will be updated as we learn more about the Tony Hawk’s Pro Skater 1 and 2 soundtrack.
Is there a Collector’s Edition?
Yes, there is a Collector’s Edition. In fact, there are three different editions for the upcoming Tony Hawk’s Pro Skater remaster.
The standard edition of Tony Hawk’s Pro Skater 1 and 2 just comes with the game; it costs $39.99. The Digital Deluxe Edition includes playable “The Ripper” character from Powell-Peralta, retro 80s-era outfits for Tony Hawk, Steve Caballero, and Rodney Mullen, and unique retro content for you create-a-skater, including boards, clothes, shoes, and gear. This will cost $49.99.
Lastly, the Tony Hawk’s Pro Skater 1 and 2 Collector’s Edition includes everything from the Digital Deluxe Edition, as well as a full-size Birdhouse skateboard deck featuring the Tony Hawk’s Falcon 2 design. According to the GameStop listing, it will be available for PS4 and Xbox One for $99.99.
Is there a bonus for pre-ordering the Tony Hawk’s Pro Skater remaster?
If you pre-order Tony Hawk’s Pro Skater 1 and 2 digitally, you will get access to the Warehouse Demo before the game launches. The demo is expected to launch this Summer, with a specific date to be announced later. This offer begins today and is valid until the game launches.
Additionally, there is an extra bonus if you pre-order physically. You will receive a Tony Hawk mini fingerboard if you pre-order the game physically at GameStop in the US, EB Games in Canada, and select retailers in LATAM, Europe, and Australia. The fingerboard will be available while supplies last.
When will the Tony Hawk’s Pro Skater remaster launch?
Tony Hawk’s Pro Skater 1 and 2 launches on September 4, 2020, for Xbox One, PS4, and PC via Epic Games Store.
May 12, 2020 6:39 PM EST
from EnterGamingXP https://entergamingxp.com/2020/05/tony-hawks-pro-skater-remaster-everything-you-need-to-know/?utm_source=rss&utm_medium=rss&utm_campaign=tony-hawks-pro-skater-remaster-everything-you-need-to-know
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juliandmouton30 · 7 years
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Luca Nichetto fills room with totem-like glass lamps for Decode/Recode exhibition
Colourful blown-glass totems by Luca Nichetto are among the works in Decode/Recode, Venetian glassmaker Salviati's exhibition at Milan design week.
Exploring the potential of modular glassware, each of the illuminated objects is made from several stacked pieces.
Named Pyrae, the installation features 53 totems made from different combinations. Some sit on vase-shaped bases, while others are supported by small half-domes. Some elements are finished in milky colours, while others feature patterned or ridged exteriors.
To create the collection, Nichetto first designed a set of 25 base modules, which were then made using one of ten traditional techniques, in 15 colours. This made for thousands of possible unique combinations.
"A fascination for the depiction of human forms through culture and history – for the idea of character – here materialises in 34 different objects," said Nichetto, who created his first piece for Salviati when he was 23.
The designer has also worked with Claesson Koivisto Rune and created modular lighting for Hem.
"Exploring the expressive potential of Salviati glass, we used colour and technique to design simple modules that, combined, introduce the possibility to create more than 10,000 unique and original figures, no one the same, each one beautifully proportioned."
According to Salviati, which has been working with traditional Murano glass for over 150 years, the exhibition is intended to explore how centuries-old methods can be combined with contemporary aesthetics.
It's also an experimentation into the different ways glass can be adapted to form modular objects.
Salviati has also partnered with Ben Gorham, founder of fragrance and accessory brand Byredo, on a second piece, named Strata. Gorham created mini carousels of glass panels, which were then hung alongside and above each other to create an illuminated tower.
"Because of the qualities of glass, we could develop the concepts of stackability and layering," said Gorham, who set up Byredo in 2006.
"The interaction of each piece determines variations in colours, textures, figures: it was natural to think how glass interacts with other parts and with the light."
Decode/Recode is on display at Ventura Centrale, a new Milan design week district located around the Central Station. The exhibition is on from 4 to 9 April on Via Ferrante Aporti 19.
Also on within the new district is Lee Broom's Time Machine, for which he filled a modernist-inspired carousel with products he has designed over the past decade.
Related story
16-year-old artist builds igloos from refugee life jackets for Moroso installation
Images by Mattia Balsamini and Maurizio Polese.
The post Luca Nichetto fills room with totem-like glass lamps for Decode/Recode exhibition appeared first on Dezeen.
from ifttt-furniture https://www.dezeen.com/2017/04/08/luca-nichetto-totem-glass-lamps-decode-recode-exhibition-milan-design-week-2017/
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