After six years of waiting, Hollow Knight: Silksong was released last week, breaking the internet a little bit in the process. Folks are falling in love with the Bell Beast and Hornet (again), finding ways to get through the game, sharing help with anyone struggling, and creating incredible fan art. Please enjoy this little offering, and please refrain from scrolling through if you're yet to play—mild spoilers ahead!). Happy Tuesday, Tumblr <3
One of the best moments in fandom is when a ship you love to ship becomes a canonical ship. And, of course, there's nothing Tumblr likes more than a bickering lord and his underling. This Tumblr Tuesday is dedicated to Henry of Skalitz and Hans Capon of Pirkstein, who have been canonized as lovers in the recent release of Kingdom Come: Deliverance II. Thank you to all the artists who are outdoing themselves with pictorial celebrations of that fact.
Hello to you, especially if you're still celebrating last week's Trans Day of Vivian. Obviously, some other cool stuff happened in the reboot of The Thousand-Year Door. But if we're honest, the real win is Vivian's restored trans identity.
Tumblr Tuesday: A Cozy Little Spot in the Underworld
It’s a Hades art collection! All your favorite drapey ones, right here on your dash. Please join us in celebrating the incredibly talented artists in this fandom. They are doing us all such a solid while we anxiously await the official release and its delicious family drama.
What follows are a few sentences about what inspired us and what challenges we faced.
We’ve always been big fans of science fiction stories, passionate about the works of Isaac Asimov, Arthur C. Clarke, Philip K. Dick, films like Forbidden Planet, Metropolis and the genius of futurologist Jacque Fresco. In Retro Machina we had the opportunity to pay homage to these works that we love so much by creating a universe inspired by several elements present in these great fiction classics. Retro futurism is present in all aspects of the game, both in the design of characters and scenarios, as well as in the narrative and aesthetics of visual elements such as interfaces, maps and tutorials.
Since the pre-production of the game, we had in mind that the narrative would be one of the most important points and part of it should be told through the elements of the scenarios. That’s why we chose to create a game in an isometric look, with highly detailed graphics in high resolution, which simulates a 3D environment. This choice was a great challenge, since most games of this genre opt for a Top-Down view in pixel art that is much simpler in development, but make it difficult to see some elements because the camera is directly above the characters and the absence of details because it is pixel art. We had to solve several problems such as blind spots, bad angles, scene composition, connection between maps, among others. There are few games in 2D isometric view with a focus on scenario exploration, we believe that we have managed to innovate in this aspect and we have done a good job.