Thứ Tư, 22 tháng 11, 2017

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It's incredibly difficult to fully appreciate hand-drawn animation without physically doing

it, so that's why I'm in here.

Technically, this is a dark room, but I'm using this light table over here to put together

a 1 second animation with just charcoal and paper.

Now of course back in the '30s, they used celluloid, pen, and ink, which only made this

process even longer.

But regardless, let me show you the one second animation I've made.

This looping animation took me five hours to complete, and it's one second, so I can

only imagine what making '30s cartoons, and Cuphead, a game that stylizes itself after

them, was like.

For classic cartoons there was a large staff of animators, photographers, inkers, etc,

but Cuphead was only done by 19 people, only seven of which were actual animators.

The game took seven years to make because each frame of animation had to be meticulously

drawn and animated on paper in order to capture that style.

In stylizing itself like classic cartoons, Cuphead places itself amongst those cartoons,

specifically the work of Max Fleischer and his studio.

Fleischer's cartoons are incredibly groundbreaking.

Famously, Fleischer invented the rotoscope, a device that allows for fluid animation to

be done over live action film.

The device taught Max and his brother, Dave, how to create animation.

It's legacy led to the motion capture technology used so much today for animation and special

effects.

But as time went on, the brothers didn't rely so much on it, using it primarily for

complex movements and reference.

They learned the art of animation, and it liberated them, allowing them to break from

the confines of realistic movement, and define the wildly stylized nature '30s cartoons

have.

In these cartoons, everything is fair game for a gag, a twist, or a character.

The world is truly alive in these cartoons.

Contrary what Disney was doing, The Fleischer Cartoons also took on a more risque and urban

feel, characterized by Betty Boop.

Betty is not your typical happy-go-lucky cartoon character.

She's promiscuous, independent, and rebellious, representing everything her flapper design

alludes to.

On top of this, Fleischer's cartoons had an edge in their content, like in Ha Ha Ha

where Betty and KoKo accidently drug the entire city of New York with laughing gas, or in

Swing You Sinners where Bimbo tries to escape the army of the dead and the judgement of

his sins.

These cartoons had some genuinely demented imagery in them, and pushed the medium of

animation with their surreal worlds, in which everything seems to dance.

Fleischer had a very close relationship with sound.

Four years prior to Steamboat Willie Fleischer had a series called Song Car-Toons which pioneered

the "Follow the Bouncing Ball" approach to karaoke singing.

Moreover, though, they were experiments of early sound film before The Jazz Singer would

usher in the sound era.

When sound was popularized, Fleischer's relationship flourished.

As previously stated his cartoons had dancing elements to them.

The sound is so closely knit to what appears on screen, that the screen seems to dance

along to the music.

Many of the cartoons have a musical number in them.

These numbers gave the first film appearances of many of the jazz legends working at the

time, such as Cab Calloway.

Take a look at this musical number from Minnie the Moocher.

This sequence here sums everything I'm talking about.

Betty and Bimbo are terrified as they stare ghosts, electric chairs, and demons in the

face.

Meanwhile, Cab Calloway's famous dancing it rotoscoped onto this ghost.

The whole world has character as it moves to this obituary song about a homeless lady

in Indianapolis.

Through this frequent emphasis on the sound of the cartoon along with its wild visuals,

the Fleischer cartoons begin to serve as a microcosm of the jazz era of the 1930s.

Think about it, they have dark, depressing themes, just like many of the popular Blues

and Jazz songs of the era, including Minnie the Moocher, and almost improvisational movement

that subverts expectations of the world's rules, relevant to jazz as a genre subverting

expectations with its breaking away from musical structure with improvisation, as well as the

disillusionment with the world as it was in the Depression, and plunging itself into another

world war.

[c][d][e][f]

Now, in 2017, we have Cuphead.

Complete with live jazz, hand-drawn animation, and a slough of references to classic cartoons,

Cuphead wears its influences proudly.

It goes so far as to name it's world "Inkwell Isle" as a reference to Inkwell Studios,

the first studio founded by none other than Max Fleischer.

Along with its frequent and direct homage to Fleischer's work, Cuphead captures the

same feel the Fleischer cartoons do.

Just like these classic cartoons, Cuphead is married to darker themes, expressive animation,

and lively sound, but takes those things a step further by adapting them to interactive

language of games.

All of this has been achieved through the brilliant levels and boss fights, well except

the dragon, screw that dragon.

But in the beginning, the central premise of the game underscores the dark tones found

in classic cartoons.

Cuphead and Mugman made a deal with the devil when they were gambling.

When Cuphead rolls wrong, the Devil gets their souls.

But, in making a compromise, Cuphead and Mugman get to keep their souls, if they collect the

debts of the bosses in the game.

Of course, with a premise involving deals with the demonic, gambling addictions, and

debt, the subtle dark themes are established, but Cuphead takes this a step further with

its character design.

Chad Moldenhaur, the lead artist for Cuphead, was influenced by the creepy character design

of these classic cartoons, saying in an interview with Time Magazine, "Why would a character

go from super happy to just insane and showing his gums like a wild dog because he wants

a piece of candy?

It's only for two or three seconds, and then it cuts back to "Oh, the guy's 100%

normal."

[..] you can't quite put your finger on why it's disturbing, but it's all the

small pieces coming together to give it that feel.

Having eyes and mouths on almost every object doesn't help."

So, Cuphead brings all manner of objects to life in an unsettling way.

The Run and Gun Level "Funhouse Frazzle" really demonstrates this.

Cars, toy ducks, walls, star cannons, mini rockets, jack-in the boxes, jacks, and tubas

all come to life with a unique flair and personality.

The unsettling living wall and jack in the box capture that creepy element.

The wall opens its mouth, holds out a sign saying "uh oh," a subtle nod to Looney

Tunes director Tex Avery, and then shoots its tongue across the screen.

This sign is an homage, and adds to the aesthetic and feel, but also blends with gameplay as

a telegraph for an attack.

The jack in the boxes certainly are unsettling as well.

The box has a spinning realistic eye on it, and the "Jack" isn't so comforting either.

But when it attacks, Jack pops out, laughs, goes back in, the hat lingers for a while,

then shoots at the player's current location.

The laughing and the lingering serve as similar telegraphing elements, creating a visual and

auditory cue alerting the player of the projectile.

But also it serves as a great example of Cuphead's ability to make anything a dangerous object

that can hurt the player, helping it bring the world to life, like Fleischer's cartoons

did.

Furthermore, this is consistent with the art style.

When a cartoon character rapidly moves, they do not move all at once.

Often a piece of them, such as a hat, will remain before it too moves.

The way these characters move in both Run n Gun and Boss fights also serve to capture

the expressiveness, meaning the stylized movement and characters, of these cartoons.

In the level "Ruse of an Ooze" Cuphead finds himself fighting a blob name Goopy le

Grande.

Most of this boss fight plays out a lot like Monstro from the Binding of Isaac, but in

his final phase his own gravestone absorbs his consciousness and begins to attack the

player.

When Goopy comes in to crush you, notice the way he tilts back, telling the player to get

out of the way, before falling down.

Jake Clark, the animator for this boss, says at GDC, "I not only get change of shape,

but change of color and perspective as well, cause I find the more something changes, the

more visual gravity it's going to have."

When I say that Cuphead takes the feel of these '30s cartoons and adapts them to gameplay,

this is what I mean.

The gravestone has the same absurdity and darkness of these classic cartoons, and would

not feel out of place in any of them, but also moves in such a way as to convey the

size and weight of the character, as well as give a clear antic to the player to move.

The intensity of this situation is only emphasized by the music.

As previously stated, Cuphead's soundtrack was recorded by a live jazz band.

Knowing Max Fleischer's, and really all animators at the time's relationship with

music, it's no surprise Cuphead's music bolsters the game so well.

The game frequently uses looping animations, such as this one of Cuphead bobbing up and

down, to create that "dancing" feel the cartoons have.

Almost all the bosses have some kind of idle animation that loops to give the impression

of dancing.

But jazz is in more than just the animation and music.

Cuphead's boss fights feature a heavy amount of randomness in their attacks.

The order of attacks, projectiles, patterns, and locations are all fair game to be randomized

from boss fight to boss fight, which ends up accounting for a lot of the game's unrelenting

difficulty.

But, these random elements force an improvisational, almost jazz-like gameplay in the player.

The player can never predict where a boss will be, what attack they will do, or, in

some situations, where they will be able to attack the boss from.

I mentioned this in my video on creativity focused games, which I call Canvas games,

but jazz requires learning a set of certain rules before improvisation can be done well.

Cuphead's gameplay works in the same way.[g] It's near impossible to beat a boss on the

first try.

The player has to learn what attacks the boss does, and how to avoid them, before they can

really beat the it.

In my playthrough, there was only one instance where we actually beat the boss on the first

try, that being the first boss, The Root Pack.

These different attacks and patterns are the fundamental rules the player has to learn,

so that when the order of the attacks, for example, is randomized, the player can improvise

their gameplay in order to properly avoid it.

This jazz-like improvisation is perhaps the biggest way Cuphead introduces gameplay to

the style of 30's cartoons, and thusly places itself in context among them.

Cuphead's the type of game that's almost impossible to fully appreciate when you play

it.

It's difficulty requires such a deep focus on movement and attacking, that the beautiful

watercolor backgrounds and subtle animation details can be missed.

Listening to the soundtrack while making this video, it's like listening to a really fast

jazz album for the first time, because when you play you aren't acutely aware of it.

What's so great about the game is that it's playing experience is fast paced and a ton

of fun, but it's viewer experience is awe-inspiring, since it allows you to truly take in all the

gorgeous detail Studio MDHR spent seven years on.

It's homage done right, and in a year where homage[h]s to the works of the past are extremely

prevalent, and all done incredibly well, Cuphead counts itself among the best.

[a]I like how you frame your videos in the intro with a personal thing.

:) [b]Thanks babe.

[c]Might have spent too long talking about old cartoons?

Lemme know.

[d]I kinda love it tbh.

I think you could probably tighten some stuff up.

But a lot of it leans into what Cuphead is so it's hard to ditch some stuff.

[e]I kinda like it, but maybe it could use an "Alright so I'm going to talk about the

history of traditional animation for 5 minutes" or something idk

[f]Yes and no.

You talk about them for a while, but it's all relevant.

The thing is, you've actually got a couple different points.

You start on animation, you go to the creepy edginess of the cartoons, and the land on

sound and jazz.

Then you go through each one of those things in relation to Cuphead.

If you're worried about going on for too long in the intro about the cartoons, I'd suggest

breaking it up into its parts.

Start with explaining Fleisher cartoons, go to animation and and edginess because they're

kinda linked, and explain about how Cuphead uses them as telegrpahing and such.

Then go back to the 30s and explain Fleisher's relationship with sound and their context

within the jazz era, and then expand with how Cuphead's jazzy soundtrack relates to

its improvisational gameplay.

[g]THIS IS SO GOOD HOLY CRAP [h]nice little wrap-up. :)

For more infomation >> Peering into Cuphead: Modernizing the Classic Cartoon Style - Duration: 12:25.

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A New Take On Some Classic Side Dishes - Duration: 3:03.

For more infomation >> A New Take On Some Classic Side Dishes - Duration: 3:03.

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Godless first-look review: a classic Western saga from the writer of Logan|K CHANNEL - Duration: 2:56.

Godless first-look review: a classic Western saga from the writer of Logan

Thundering hooves, beautiful shots of sun-soaked scenery and, of course, the lingering threat of violence. Netflix's six-part Western series Godless lands today (22 November), and it revels in the cinematic hallmarks of the genre.

Despite being executive produced by Steven Soderbergh, the show is actually created, written and directed by Scott Frank, who also co-wrote this year's acclaimed superhero road-trip Logan – a work which also owed a debt to classic Westerns.

Frank brings a similar sense of world-weariness, backwater danger and intimate character moments to bear here.

Even if it is sometimes in thrall to its inspirations. An eerie opening It's 1884 in Colorado, and a group of riders come trotting through the dust-filled air.

The remains of a burned-out town – and its decaying people – are strewn around them. Bodies litter the streets and hollowed-out homes.

The wind howls and, as they take in the horror of the scene, a lone female survivor offers a spine-tingling lament.

It's eerie and atmospheric – even before the horrifying pay-off. At times Godless's depiction of the worst the West had to offer is unflinching.

But it contrasts its more sinister moments with some tranquil and amusing ones. Its core plot is familiar-feeling too.

Not just a 'girl power' Western On a stormy night, Jack O'Connell's wounded mystery man turns up at a remote ranch, and collapses at gun-point. Meanwhile, Jeff Daniels' similarly ailing gang leader Frank seeks treatment for his own injury elsewhere.

The latter is hunting the former, and you know it isn't going to be pretty when their paths cross once more.

Unfortunately for the residents of La Belle, it's their town that O'Connell – as the blatantly named Roy Goode – has come to. A town populated almost entirely by women, following a local mining tragedy.

These are women who have grown accustomed to protecting themselves and their property. Who follow through on their promises to shoot first and ask questions later.

Given this premise, it would be easy to bill Godless as some kind of 'girl power' Western,.

But while that's an interesting hook, it's not a crutch the drama leans on. In fact, the opening episode gives much more time to the male characters. So make of that what you will.

Godless is no revisionist Western. Its foundations are built on classic movie convention, and it doesn't have the foul-mouthed wit, gutter intrigue or outlandish characters of Deadwood, for instance.

But what it does have is a high level of cinematic quality. Even if it also has a whole host of clichés to match.

To be fair, Godless also subverts a few (Roy's farmyard horse whisperer act doesn't go entirely smoothly), but there is little that's original here. What matters most, however, is the execution.

And on first impressions, it's slick and accomplished enough to make for a satisfying six-hour viewing experience. Western fans will feel right at home.

For more infomation >> Godless first-look review: a classic Western saga from the writer of Logan|K CHANNEL - Duration: 2:56.

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Xbox One getting free CLASSIC 360 game as well as December Games with Gold - Duration: 6:51.

Xbox One getting free CLASSIC 360 game as well as December Games with Gold

Microsoft has announced that another fan favourite game is going to be added to its Xbox Games Pass service next month.

In addition to the 100 games already active as part of the service, Micorsoft is adding last-generations favourite sci-fi RPG Mass Effect to the roster.

The news comes after the team teased last week that players will also be getting Gears of War 4 - an Xbox One X-enhanced game.

Titles including Gears of War 4, Darksiders: Warmastered Edition, Sherlock Holmes: The Devil's Daughter will all be added from December 1st. The service will also launch in Korea - the 40th territory youll be able to enjoy Games Pass in.

You can see the full list of new games added here, but the biggest news by quite a way is Mass Effect.

Heres what Microsoft has to say about it: Mass Effect   We are beyond excited to bring Mass Effect to Xbox Game Pass on December 1! One of the greatest single-player action RPGs of all-time, Mass Effect is a true classic that has aged extremely well.

In Mass Effect, we follow the story of Commander Shepard, a 22nd century soldier assuming the tiny little mission of… saving the entire universe from a super race of ill-intentioned, mighty mechs.

Choose from six different classes and level-up your character as you seek out and complete combat missions, resource gathering expeditions, and other side quests.

Winner of multiple awards, Mass Effect is an incredible experience that we highly recommend you make time to check out in your journeys through the Xbox Game Pass catalog! If youre a member of the Xbox Games Pass, you get to choose from a selection of games and play them as and when you like - think of it like a Netflix service for games built into your Xbox One, Xbox One S or Xbox One X console.

This comes after a tease that Gears of War 4 will be added to the service.

This is great news for anyone thats gone out and bought an Xbox One X recently, too - The Coalition has recently released a patch that gives the game a suite of upgrades on the new version of the Xbox One console, including 4K and HDR capability.

The tweet can be seen here, and will be an extra on top of next months Games With Gold Games.

The December 2017 Games with Gold havent been announced yet, but today we saw Microsoft refresh the titles that are available as part of Novembers Games with Gold lineup.

This means players have missed their chance to download NiGHTS into Dreams and The Turing Test if they hadnt already.

From November 16, the aforementioned games will be replaced by Tales from the Borderlands on Xbox One and Deadfall Adventures on Xbox 360.

Deadfall will be replaced by a new game on December 1, while Tales from the Borderlands will be available until midnight on December 15.

The Xbox 360 games are also backwards compatible, which means they can be played on Xbox One. The December 2017 lineup will be revealed towards the end of the month, perhaps as early as next week.

You can take a look the Xbox Games with Gold lineup in the gallery below. Microsoft has officially announced their third update to the Xbox Game Pass list, which launched three months back at the start of June.

The Netflix-style subscription service launched with 100+ Games featuring a collection of Xbox One and Xbox 360 games playable thanks to Microsofts Xbox One backwards compatibility feature - all for £7.99 per month.

Recent additions to the collection include ReCore: Definitive Edition, Metro: Last Light Redux, 10 Second Ninja X, Hue, The Bridge and backwards compatible Xbox 360 games, Fable 2 and Garou Mark of the Wolves.

When Microsoft revealed the new service they said it was their way of saying thank you to our valued Gold members for their continued support. The service differs from Sonys PlayStation Now in that games are downloaded to the console, rather than streamed, but once a Game Pass subscription lapses, all downloaded games will no longer be playable.

However, as an added benefit, Microsoft revealed that Xbox Game Pass members can also purchase all Xbox One games in the catalogue – and related add-ons – at an exclusive discount to make them a permanent part of their Xbox library.

For more infomation >> Xbox One getting free CLASSIC 360 game as well as December Games with Gold - Duration: 6:51.

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Mercedes-Benz A-Klasse 140 CLASSIC Nieuwe APK Rijklaarprijs Inruil mogelijk - Duration: 0:59.

For more infomation >> Mercedes-Benz A-Klasse 140 CLASSIC Nieuwe APK Rijklaarprijs Inruil mogelijk - Duration: 0:59.

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UGG Australia Classic II Boots - Duration: 0:41.

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