There was a crooked man and he walked a crooked mile. He found a crooked sixpence upon a crooked stile. He bought a crooked cat which caught a crooked mouse, And they all lived together in a little crooked house.
There was a crooked man and he walked a crooked mile. The crooked man stepped forth and rang the crooked bell. And thus his crooked soul spiraled into a crooked hell. Murdered his crooked family and laughed a crooked laugh.
THE CONJURING 2 (2016) dir. James Wan
17 year-old Juliane Koepcke was sucked out of an airplane in 1971 after it was struck by a bolt of lightning. She fell 2 miles to the ground, strapped to her seat and survived after she endured 10 days in the Amazon Jungle.
After ten days, she found a boat moored near a shelter, and found the boat's fuel tank still partly full. Koepcke poured the gasoline on her wounds, an action which succeeded in removing the maggots from her arm. Out of 93 passengers and crew, Juliane was the only survivor of the LANSA flight 508 crash that took place December 24th, 1971.
đź”—Her story in her own words: https://www.bbc.com/news/magazine-17476615
Heather Greenmire is my anthropomorphic bog witch and just one of my favorite OC gals >:) And she has Lime.
The Pickety Witch on Etsy
Out in the fields you’ve seen something resting at a broken grave, and until dark it lies there waiting, weary-eyed and unafraid.
Bloodborne (2)
PRINT AND OTHER GOODIES AVAILABLE HERE : https://www.redbubble.com/fr/shop/p/45653432.AJ1A3?ref=artist_shop_grid
Support my work on PATREON : https://www.patreon.com/anatofinnstark ( if you want )
B L A S H P E M O U S + bossfights — 1/3
Hell’s Monarch by Andres Rios
and I oop–
Bloodborne compilation -III-
the architecture in blasphemous was based on the architecture of seville
cvstodia is spelt so even outside of the in-game font
francisco goya’s art allegedly also gave the makers inspiration
the idea for blasphemous started when the creative director and CEO & producer of blasphemous talked about “how a game using cultural references from the Spanish folklore solely would look like in the eyes of an international audience”
the “fourth boss was particularly challenging to design [artistically or programming-wise], and there is a lot going there lore-wise.” (i don’t know which they mean by fourth boss)
many and much of blasphemous’ characters and lore were inspired by 16th c. and 17th. c. legends of seville
the creative director and level designer are big fans of berserk
the makers of blasphemous plan to add free DLCs and further content in the future, incl. kickstarter stretch goals and expanding the story
the makers may consider adding a spanish dub of the game in a later patch (english voiceover was a specified kickstarter stretch goal and they had no money left for funding a spanish dub)
the penitent one wears a senbenito. penitents during the spanish inquisition wore these conical hats as punishment while processioning through the streets
seville, the makers’ home city, was the headquarters for the spanish inquisition (explains a lot)
animations were not made by rotoscoping. blasphemous had multiple animators, each with their own style and method. one animator actually recorded himself practising sword martial arts as a guide (although it was not used for rotoscoping)
ideas such as teleporting to enemies, double jump, and multiple dashes were discarded as they wanted the penitent one to feel “weighty”
they experimented with a holdable block but removed it because they felt it encouraged passivity and removed tension from combat
the parry is an “exploration” tool, encouraging players to learn about different enemies’ attacks and timing, and decide how best to defeat an enemy
“exploration + risk/reward was a big part of our [gameplay mechanic] decisions“
castlevania symphony of the night was a huge inspiration, and doom was a (lesser) inspiration for the combat part of the game
the level designer likes cinemassacre, mark brown and jim sterling, and loves no man’s sky. apparently the team watches every single video of mark brown’s lol
coding crisanta was “specially hard” as she has many different states and animations
“Every part of the lore and dialogues were made individually and not as a whole.“
the makers of blasphemous have 200+ animations of the penitent one
the level designer loved bloodstained and said they would be up for a crossover thing with the developers of bloodstained if the opportunity came up
the most blasphemous thing that has happened is one of their producers made a t-shirt of some cool concept art of blasphemous, “disgracing” it. the t-shirt is apparently really ugly
they found it difficult to convey the penitent one’s feelings because of the helmet, so they tried to convey it through animations. they said feeling was important and that the penitent one is feeling a lot throughout the game
the music composer was inspired by dark ambient music and ancient flamenco, and experimented with several middle-age instruments and electronic synth
blasphemous’ combat is not actually based on dark souls at all, “at least not consciously”
every time you have fallen onto spikes and died, it has been a necessary cost to make death and the penitent one feel physical and real in-game (rather than, say, appearing at the edge of the spike pit with less health). or so i interpret this
the shape of the Tears of Atonement and that the Penitent One sketches with blood, etc. is based on the pose of the Twisted One
they are going to add map zoom
level design was done by testing again and again and again by trial-and-error and using iteration
it was difficult for them to get the feel of hitting an enemy to be satisfying but it was also important to them to get it right
info gathered from news updates on the blasphemous steam feed and from a blasphemous AMA on reddit