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Tycho

Golden Axe: Beast Rider isn’t a good investment, on any axis of assessment.  Also, the title is ambiguous.

These are the things I spent all weekend thinking about:

- As you reach the culmination of Dead Space, it begins to take on a shape much more akin to quote survival horror than previous.  The store that seed so friendly and inviting in a long-gone idyllic Golden Age becomes black altar of greed and usury, a grasping, mercenary savior with a coin slot.  The game only improves as you progress, and Dead Space - as good as it is - is only the most rudimentary kind of story they could tell with what they have here.  But the ground is cracked, the seeds are in the furrow, and I can’t wait to come back and see what grows.

- As is (by now) well established, the primary conceit of the combat in Dead Space is that it has many weapons that don’t fire direct damage so much as they fire shapes or planes of damage, which turns every gruesome howling corpse into a kind of shooting gallery.  You’re trying to make your shaped damage intersect with the weakest parts, either to conserve damage or for some other corollary effect.  Shaped damage is sort of an obsession of mine.  As a young man, I spent some time with Renegade Legion: Interceptor and Centurion, in both the digital and tabletop contexts.  These were wargames where you dealt damage as shapes, against grids that represented a target’s armor.  If you want to see how something like that would work, check out page 5 of the Centurion manual.

- I started writing this post with bullet points because, in my mind, I was going to talk about something other than Dead Space.  But here we are, three points in, and Space is still incredibly Deadly.

I chose to play the game on Normal, because for a very long time Normal meant Normal - as in, if you are playing a videogame, you are a gamer, and Normal for you constitutes bitch-ass hard to the greater population.  Given my full playthrough, Normal is sometimes Nasty, but never Brutal.  Hard would most likely be about the level I would expect, which would have shorn up some of my expectations vis a vis “an atmosphere of omnipresent danger.”  I did unlock a new mode by completing the game, that’s true, but I’m choosing to take “Impossible Mode” at its word.

(CW)TB out.  

i have but one desire

Gabe

So our big Fallout 3 project just wrapped up and our new project for Prince of Persia just kicked off. Pretty good timing. We’re fortunate that we really get to pick and choose what games we create these Penny Arcade Presents projects for. Every year we end up turning down way more than we accept.  Fallout was obviously a game that Tycho had a real passion for. It was fun for me as well since it was my my first experience with that world. I ended up really digging the setting and the idea of the vaults. This new project for Prince of Persia is one that I was especially excited about. 

I’ve seen the game a couple times now and it’s just beautiful. The illustrated look of the characters against the almost painted backgrounds is just gorgeous. With the current tech we can make stuff that looks photo realistic. Games like Gran Turismo are perfect examples. That’s fine but I’ve always felt like games need an impressionist movement. We need designers to say “yeah, we could make it look real, but we’re gonna make it look cool.” 

In my opinion this new Prince game is a perfect example of that idea. The game looks like a story book come to life and it’s that idea that really inspired me on this latest comic. Since the game feels like a story book, I thought why not create an actual story book to go along with it. 

Tycho wrote a really classic tale that will give you some back story on Elika as well as the Hunter. For my part I wanted this story book to feel authentic. So I raided my son’s book shelf and I also pulled out a box of baby stuff my Mom had given me. It had some awesome Little Golden Books that I had read as a kid. With all these great books around as inspiration I sat down to use Photoshop in a way that I never had before. I wanted to really “paint” with it and that meant learning all new techniques. Kiko challenged me to get rid of my reliance on think outlines which was terrifying but also exactly what I needed to do. In the meantime I started to try real paints for the first time and I found that the more I painted on canvas the better I got painting in Photoshop. I’ve really tired to push myself in some new directions recently and this Prince of Persia comic has been the catalyst.

The project has 16 unique digital paintings each accompanied by a page of story. The cover as well as the first page are up over at the Prince of Persia site now. I’d like to take a second here to thank Ubi for the incredible presentation. They went above and beyond with they way they are delivering the pages. They’ve created a really classy UI that I think actually enhances the comic. They will be updating it with new pages all the way up until the games release in December. I’ll try and keep you posted here as new pieces of the story become available. There isn’t much there just yet but please head over and take a look. As always I’m excited to hear what you all think so drop me a mail with your thoughts. 



-Gabe out

 

Gabe

 

I’m still working on a Samus piece but I am learning the importance of having multiple paintings going at once. While one is drying I can be working on another! 

So I picked up some small canvases and did a couple more little paintings over the weekend. These were a lot of fun.

 

 

 

-Gabe out

 

Gabe

I had quite a few people ask to see what my work space looks like. Right now it’s pretty much just a sheet on the floor in our spare room. I was working on an easel for a bit but got tied of standing up so I moved to the floor. I’ve seen easels that you can sit at and I think I might invest in one of those soon. You can see my work area there on the left and lil’ Gabe’s work area next to me on the right. He has also taken an interest in painting and likes to work right along side me. His work tends to be less object oriented than mine, which I find inspiring. 



I finished my Samus painting last night. I tired using all different kinds of things to paint this one besides brushes. I wanted to see what sorts of effects I could get with different things I had around the house. I used stuff like sponges of varying sizes, toothpicks and newspaper. Like I’ve said I still consider all of these paintings to be learning experiences. I feel like I just need to experiment for a while. 



I really appreciate the mail asking about purchasing these but they still aren’t for sale and making prints wouldn’t work because these aren’t my characters. I don’t think Namco or Capcom would appreciate me making money off their IP. I am planning on selling my Jim Darkmagic painting for Child’s Play and that will happen some time in November. I’ve had a few people suggest a raffle as a way to sell the piece and I like the idea but need to figure out the logistics. I also appreciate the requests for commissions but I’m just not ready for that yet. Some day I’m sure I’ll be up to that challenge and when I am I’ll let you know here. 

I’ve had a few requests for a gallery of my paintings so I went ahead and put them up on my deviantART page for now. That’s right I have a DA page, pretty soon I’ll be taking pictures of naked girls in bathtubs full of ice with ketchup smeared all over their wrists. 

-Gabe out