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As of my freshman year, I will be posting content centered around a certain topic. You can expect my blog posts to feature well-written sentences.
Brady Bryan
Dragon Ball has had many iterations of video games in the past twenty years. From arcade to handheld to console, it has had its fair share of fun, combative games albeit some games more flawed than others. One spinoff of the Dragon Ball series is one titled Super Dragon Ball Heroes. What makes this spinoff stand out is its massive character roster as it encompasses every single character from the Dragon Ball universe both canon and non-canon. This includes movie characters, unofficial manga publications, and new original characters. The series recently received an anime adaptation around five months ago. The video games adaptation of the series come in the form of a turn-based card game. A few weeks ago, the latest installment of the Super Dragon Ball Heroes games was World Mission. I haven't much prior experience to the series games, but only after playing through only five minutes, this game was a regrettable purchase. There is an abundance of expository and baseless nonsense that the player is bombarded with. On top of that, some scenes are unskippable. This means that the player has to mash through the repetitive, bland dialogue just to get to another insignificant scene. One of the beginning scenes between the main character (you) and two other allies is unskippable and takes roughly around a minute to two minutes to mash through the text. After you are done viewing that scene (which also counts as a mission meaning that nothing engaging such as a battle has occurred), you have to read through another long scene. The animations of the game in both battles and the overworld are subpar and stiff. The expressions on the characters' faces appear mediocre and boring. It's almost too easy to lose interest in the story due to the boring dialogue and long scenes. It makes one think that the developers of the game threw in a story mode haphazardly to entice players and made that the game's selling point along with its massive roster. As far as digital card games go, the battle system isn't so bad, and the fighting animations are fun to watch apart from the fact that they all appear to be lacking frames. Other Super Dragon Ball Heroes games are similar to World Mission, but they appear to be more loved by the fans than World Mission. This is notable as one of the main enticing traits of the game was that it was the first game of the series to be localized in America as all of the other games are Japan-exclusive and were only playable in America through hacking or purchasing a Japanese copy. In conclusion, World Mission dropped the ball before it could even get it rolling. Recap:
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Brady Bryan
Nothing gets under a gamer's skin than taunting. Whether they just lost, died, or was defeated in any sort of way, showboating and putting ones' victorious attitude on display is sure to leave a bad taste in their mouth. In this day and age, taunting has evolved into almost a separate form of communication among the gaming community, and is subliminally present during matches between one another. This mutual unspoken connection between gamers is seen as a form of respect that is tempting to breach after something of significance has occurred. For instance, if a player kills another player with style/flair, one would think it appropriate to emote for added flair. However, since taunting and emoting is looked down upon, the one with the kill may feel peer-pressured into not emoting. Before online play was as present as it is today, taunts and emotes for characters wasn't such a big source of grief as much as the actual gameplay was. However, when compared to now, it seems as though every little thing is a cause of grief to gamers; as though not just those who play video games, but society as a whole has become dramatically sensitive over the years for no clear, discernible reason. Sometimes people emote at the beginning of the game to show respect, and at other time, to disrespect. After landing a flashy combo or once it seems as though the match is over, the prevailing opponent would taunt in a common situation. As one can imagine, taunting before the match has been decided is foolhardy, reckless, dangerous as one false move in a game could mean certain doom. This is what makes taunting (especially in this situation) so disrespectful: the shock factor. Performing a punishable action in front of your opponent and escaped unscathed is like dangling keys in front of a baby. This has led to compilations of players taunting their opponents only to face defeat shortly after as shown here. In short, taunting has taken on new forms in the video game community. It can be interpreted and used in different ways, and can even be implemented into a playstyle. Taunting can confuse and irk your opponent, causing them to make a fatal miscalculation. Recap:
Source: GRsmash. “Top 20 Taunt To Get Bodied Combos - Super Smash Bros.” YouTube, YouTube, 3 Sept. 2016, www.youtube.com/watch?v=37_ot98HAfw. Brady Bryan
In the last few units, I have learned how to animate cameras utilizing different types of camera angles with different types of cameras, illuminating scenes with various types of lights based on what the scene constitutes, and rigging objects to change how it interacts with the environment while changing form in the middle of its movement. As you can tell from this list of knowledge, these are all time-consuming processes. While this entirely depends on the level one quality one seeks, it is bound to take a while to properly set each object and alter the settings for an optimal render. Lighting has been the hardest skill to learn during the past two months. This is primarily due to certain lights functioning properly when a certain renderer is chosen. Additionally, the color for some lights require adjustment for the scene to not become over-saturated with lighting. The placement of the lights matter much more than one would originally think, especially when considering certain lights. This normally constitutes the addition of multiple lights or an omni light with a decreased intensity. Doing the "Depth of Field" assignment was a pain because the omni light cast shadows on the spheres in directions where they would overlap. While the solution seems simple, moving the spheres around caused them to fall out of the FOV of the camera which would decrease the visibility of the blurriness around further objects, depicting how they affect each other. Aside from minor inconveniences that are bound to happen with first-time learners, lights, cameras, and rigging can be put to good use as I have done here, and they can enhance older projects by quite the margin. I hope to learn more about their applications to enhance the quality of my scenes. Recap:
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AuthorBrady Bryan is quite familiar with blogs since he had to frequently post on his blog in 6th grade. Although its been a long time since then, he still knows what a proper blog should look like. Archives
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