kyraneko:

thestuffedalligator:

My favourite type of movie is “period piece romance but fantasy-horror hijinks happen and now everyone has to adapt to the new genre or die,” ala Curse of the Black Pearl, Anastasia, The Mummy (1999)

“everybody has to adapt to the new genre” is really criminally underutilized in general

crow-bar-tender:

id: black text on white background that says “is that a boy or a girl? ma’am that’s an outlaw” in wild west font

easternmind:

easternmind:

Earlier this year, I started collecting examples of mirrors and reflective surfaces in videogames, something which I intended to do for the longest time. It struck me at some point that so many of the defining moments in videogames – whether created in the East or the West – appeared to relate to this generally pleasant, sometimes unsettling effect. Even when graphics programming was a challengingly restrictive pursuit, creators resorted to cunning techniques in order to achieve such unexpected and intriguing results. By no means a complete list, I set out to include examples that were either aesthetically significant or technologically advanced for their time – in some instances, both. Unsurprisingly, there is a preponderance of thrillers and horror games in the catalogue.

To avoid any sentiments of frustration, I’ve also taken the time to prepare a list of the titles featured above, arranged in as chronological an order as is possible. I am certain that I have neglected some noteworthy references, thus any suggestion would be greatly appreciated.

Latest update

22/04/2022 – added 11 new games to the list, now at 143 entries.

Video games were forever changed for me when I worked on a game called Predator Concrete Jungle for Xbox/PS2. There’s a room in an abandoned building with water pooled up around the floor which reflects the player character and the entire space. Since I had access to it, I used debug fly to go under the floor, and wouldn’t you know it, they achieved that reflection effect by creating mirrored duplicates of everything and making it visible through semitransparent water textures. An upside character running around in a shadowy copy of the real world. A literal mirror universe.

I think part of me never left that place.

obstinaterixatrix:

tinsnip:

When we’re new to adulthood, it doesn’t immediately occur to all of us that you’re almost always allowed to leave a situation, because growing up we’re forced to stay in situations until someone dismisses us and/or takes us home, or if we do leave on our own accord there’s someone waiting at home to say “we don’t quit in this family!” Boring party? You can leave. You don’t like the lecture? You can walk out. New doctor not working out? You can end the appointment, you don’t need to wait for them to dismiss you. Bad date? You can just go home. Leaving a situation prematurely might have consequences, but unless you’re under arrest or serving prison time, it’s pretty much always allowed.

–commenter Allison @ askamanager

da share zone's if it sucks hit the bricks imageALT

tristealven:

“I might fuck up again. As a matter of fact, I’m quite certain I will. But it will not mean I’m nothing. It will never mean I’m nothing again. My mistakes will live on in me, when I’m doing well, and when I’m diving back down into the depths again. They are as much a part of me as any success or good thing I ever do.”

Lidia Yuknavitch, from The Misfit’s Manifesto


(via women-loving-art)