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Hollywood Level Visuals 💥 Explosive Action Blocks 🔥 Fresh Film Making Style ❤️ Brand New Edit Pattern 👌🏻 Unique Music Vibe 🤯 #Nani in a Witty, Fun-Filled Role 🥳😝 When Quality Collaborates with Quality 🙇🏻 #NaniXSujeeth is #BloodyRomeo 💥

129,962 просмотров • 4 месяцев назад •via X (Twitter)

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Watched #Skanda as usual it’s a no logic less typical #BoyapatiSreenu Oora Mass Kummudu 💥 RAm POthineni as the title itself Skanda The Attacker is here with #RAmPOthineni What a transformation you have did truly the cult mode is on that’s it. Your screen presence is terrific and career best intro 🤯 no doubt in that. literally he gave his outstanding performance 🔥😎 especially Climax is purely Rampage 💥 Sreeleela limited screen space and only fitted to songs like #Gandarabai & #NeeChuttuChuttu dance numbers are highlighted the movie with her grace and style 😍 definitely a good one. Saiee M Manjrekar after #Major it’s good to see you again, small space but yet good role. Looking forward to see you as lead actress in many more movies rather than side roles. thaman S you blasted 💥as you said earlier theatres lo speakers jagratha 🤯 em duty Anna nuvvu chesindhi mental vachindhi literally. Especially climax ayithey Rampage 🔥 hatsoff 🫡 small disappointment with songs but #Gandarabai, #NeeChuttuChuttu and #CultMama sounds a different vibe in theatre 😎 entire movie maddddddd BGM blast. Underestimating your work is definitely a bad idea for everyone 😎 Thaman on Duty. @SantoshDetake cinematography and stun shiva goosebumps action blogs are next level. SRIKANTH MEKA sir, you lived it, fantastic. On the whole, #Skanda is a mass action entertainer that offers a solid performance by #RAmPOthineni energetic action scenes and dance worth watching. While fans and the masses will enjoy this high-voltage entertainer, the films simple story, illogical action sequences and a sluggish second half might not appeal to others. If you are fine with these aspects you may give this movie one time watch weekend. Pros: fights, Ram acting and his transformation, literally he gave his career best performance. Climax never before rampage 🤯💥 BGM & visuals. Cons: routine boyapati story, second half lags too much, no title justification and easy predicable storyline. Congratulations to entire team RAm POthineni #BoyapataiSreenu Sreeleela Saiee M Manjrekar thaman S Srinivasaa Silver Screen

J SOLUTIONS MEDIA®️

30,641 просмотров • 2 лет назад

One shot. One dream. One unforgettable finish. ⚽🔥 Made this cinematic World Cup final using Agent Team inside RoboNeo with visuals powered by Seedance 2.0. Video Prompt 👇 A cinematic 30 second World Cup inspired short film set in a futuristic mega stadium at night. The atmosphere is electric with packed crowds waving flags, flashing lights, giant holographic scoreboards, smoke effects, and cinematic rain reflections on the pitch. Opening scene starts with a young underdog football captain walking through the stadium tunnel in slow motion while hearing the deafening roar of fans. Close up shots of boots touching the wet ground, tense faces, jerseys moving in the wind, and dramatic eye contact between rival teams. Ultra realistic cinematic camera movement, emotional tension, dynamic lighting, realistic crowd reactions, premium sports commercial quality. As the beat intensifies, transition into fast paced World Cup action. Explosive dribbling sequences, impossible skill moves, aggressive tackles, synchronized team movement, dramatic goalkeeper saves, and cinematic slow motion shots of the ball flying across the field. Final hero shot begins at the climax of the match. The captain performs a gravity defying bicycle kick from outside the box while multiple defenders leap in slow motion. Stadium lights flicker, rain particles freeze mid air, crowds erupt, camera rotates around the player in ultra cinematic style as the ball curves perfectly into the top corner of the net. Massive fireworks explode above the stadium while teammates rush in celebration. Hyper realistic visuals, emotional storytelling, cinematic sports trailer pacing, high energy World Cup atmosphere, multi character consistency, smooth action choreography, realistic physics, premium blockbuster film quality, anamorphic lens flare, dramatic sound design, epic final frame with trophy reflection and roaring crowd. #RoboNeo

Leonardo

46,690 просмотров • 1 месяц назад

This is the biggest thing I've ever done, I hope you spare some time to read through it 🙏 I am pleased to announce that I have found investors and have now raised the funds needed to launch GREENMAN FILM STUDIOS, a video production house focusing on live action content shot in 3D enviornments. ( like the example in the video ) using the top industry standard CGI software mixed with my GreenMan 'lets Macguyver everything' style, we will have the ability to make near-hollywood level CGI content for 1000s of times cheaper than big film studios. we will be making everything from short stories, funny commercials, skits, to full blown action/drama/comedy series in a way and to a level that hasnt been done before. (basically just like everything I do lol) This gives us a unique way to produce content that not only tells amazing stories, but also gives us the ability to make content to market products for small/med/large businesses. To do this, we are also partnering with a startup app that connects advertisers (that want to market their products in a more cost-effective way than buying TV commercials and airtime) to rising stars in the content creator community. - WHAT THIS MEANS FOR CREATORS: if you have been following me for a while you know I hate low effort, low frequency content. what we're planning to create here is not only a movie studio, but a hub to teach creators how create better content, how to network with others to create their own 'indie film studio' (all you need to get started is a person good at writing, one thats good at video, and one sound guy and you have the framework) and once they have honed their skills and are making cool stuff, there are advertisers waiting that suit their style of content. WHAT THIS MEANS FOR ADVERTISERS: do you have a business that makes it hard or too expensive to have professional level advertising made in a authentic and creative way? maybe you own a small energy drink company or you've created an AI helper tool... or even a small mom and pops family run arms dealer, we will give you high quality, super afforable solutions to market your products in a very unique way - if you're sick of low effort one liner type content and know that its not only stupid, cheap, and lame but also an unsustainable way to make a living as a creator... if you are willing to work hard for a very long time getting nothing in return except getting better at your craft until its good enough to earn you a serious living... then this is for you. this project is going to take some time to get off the ground. I am currently looking at premesis's to set up the studio space and talking to a few VFX artists about the various worlds we want to create. If you are someone who really wants to create cool visual content then this is your chance. spend this time finding people that complement your skill set, finding your style and practicing making cool stuff. when the time comes, we can help you elevate that to the next level, ready to entice advertisers. I'll be making a video in the next week explaining everything in more detail with cooler visuals and stuff but for now, thats the announcement. I cant tell you how pumped I am for whats about to come, I cant wait to show you all! (*the footage below is from a short film series called 'Dynamo Dreams')

GreenMan

33,400 просмотров • 1 год назад

My latest AIGC film "Him" is here ( finally )! "Quan, a girl from Haixian, sets out on a journey to Min City in search of him. But when she finally arrives at her destination, everything takes an unexpected turn…" Image:Midjourney V6.1 Video: Dreamina AI 3.0 Eight months have passed since the release of The Thin Man The Gun The Hotpot, and my new work, Him, is finally ready to meet the audience. This film marks a significant departure from my previous creative style. One of my original intentions in making Him was to explore a new visual language and narrative rhythm. I was fortunate to utilize the Dreamina AI Video 3.0 model in the production of this film. At the same time, Him is also my tribute to the genre of “cruel youth” stories. For teenageers, the world often appears more pure—yet that very purity makes emotions feel all the more weighty.Him is a love story. It’s not a love story. And at its core—it is still a love story. I’ve retained the Sichuan-Chongqing setting, but placed it within a fictional world to create an experience that feels both familiar and fresh. The visual style of this piece is inspired by the gouache illustrations once found in old Chinese language textbooks—imagery that defined the visual memories of an entire generation. To me, those gouache paintings have become synonymous with nostalgia. I’m curious to see how audiences will respond to this stylistic approach. On a deeper level, I hope this story can deliver a moment of genuine emotional resonance—something I wasn’t quite able to achieve in The Thin man The Gun The Hotpot. Due to family and work responsibilities, the production of Him, which began in February, has progressed in fits and starts. I want to express my heartfelt gratitude to the Dreamina team for their tremendous support. The Dreamina Action provided invaluable inspiration and insights during the writing stage. It was like a creative partner, brainstorming and shaping the story with me. If you liked Sailor Suit and Machine Gun, or Better Days, then maybe—just maybe—you’ll like Him too. Thank you for watching! For 4K, you can watch it at

Jim HuiHui

15,144 просмотров • 11 месяцев назад

🎧 Jay Park’s new rookie group is HERE — meet LNGSHOT! 🚀💥 Under the vision and leadership of Jay Park, MORE VISION introduces its newest boy group, LNGSHOT, already turning heads with their bold sound and fresh storytelling. Their pre-debut release, “4SHOBOIZ MIXTAPE” (Nov 2025), features 8 self-produced tracks that highlight their raw talent, creative independence, and fearless artistry. This project perfectly captures Jay Park’s mission for MORE VISION — to empower artists to express their truth and individuality, free from convention. 🔥🎼 They also unveiled their intro film ‘4SHOBOIZ Scenedump_ep1.mp4’, finally revealing the members and giving fans a glimpse of their personalities.👇✨ 🌟 Meet the Members! 👑 Ohyul Ohyul carries dynamic power with sharp rap delivery and explosive stage energy. Known for experimenting with genres and pushing boundaries, he’s a creative force shaping LNGSHOT’s identity. ⚡🎤 ⚡ Ryul A multi-talented rapper and writer, Ryul brings sincerity and introspection to the group. His work on “Trust Myself” shows his ability to blend emotion and artistry through honest storytelling. ✍️🎧 🎤 Woojin Woojin is the emotional heartbeat of LNGSHOT. His soulful vocals and warm tone shine in his solos, capturing vulnerability and growth that fans connect with instantly. 💛🎶 🔥 Louis Louis stands out as both a strong lead vocalist and thoughtful lyricist. With reflective messages and confident performance style, he aims to create meaningful music with lasting impact. 🌌🖤 📢 K-pop fanatics! Which member or track from the mixtape is your favorite so far? 👇 Drop a comment and let’s hype up LNGSHOT from day one! 💬❤️ #LNGSHOT #4SHOBOIZ #4SHOBOIZMixtape #MOREVISION #JayPark #NewKpopGroup #KpopRookies #KpopDebut #KpopBoys #KpopMixtape #KpopUpdate #AllKpop #StanLNGSHOT #KpopNews #TrendingKpop

allkpop

14,543 просмотров • 7 месяцев назад

Player Profile: Khanyisa Mayo[27]📝 Position: RW/RF/CF Foot: Left Club: Kaizer Chiefs FC Kaizer Chiefs has made another bold move in adding quality to the teams attack. Khanyisa Mayo provides immediate and long-term attacking solutions for the club on the right. 1. Technical Qualities Mayo is a skillful, left-footed attacker with a profile built for modern, high-intensity attacking football. ■ A very direct winger, always looking to advance play instead of recycling possession. ■ Excellent at carrying the ball through pressure, breaking lines, and forcing defenders into retreat. ■ His dribbling and progressive runs add verticality to the team’s attacking structure. Shooting and Passing: ■ Strong shooting range when cutting inside from the right. He provides that unpredictability to the attack with his quality to strike the ball from range. Consistently attempts to feed the box: goals, assists, and key passes. A finisher and creator between the lines. Positional Versatility: ■ In a 4-3-3/4-2-3-1, his best role is as the right forward or right winger, cutting inside to shoot or combine. He can also be effective stretching play and still carry goal threat and creativity. ■ As a No. 9: While not his best role, he is capable of leading the line. He uses his pace to run in behind. He can compete but lacks the physicality to hold off defenders, though his finishing is good. ■ As a Second Striker[442]: A role that plays better to his strengths than as a 9. He is comfortable operating between the lines, combining with midfielders and a traditional box striker. His mobility, creativity, and shooting ability allow him to function as the link player, collecting the ball, supporting the primary striker, and creating or finishing opportunities. This ability to operate both wide and centrally makes him tactically flexible, giving Chiefs options in various attacking structures. 2. Physical Attributes ■ Pace & Explosiveness: Quick acceleration makes him a constant outlet for balls in behind. ■ Strength & Balance: He is strong enough to hold off fullbacks, sustaining attacking sequences under pressure ■ High Intensity: Matches the tempo of Chiefs’ pressing and counter-pressing game. We do most actions with a lot of intensity, and his explosive nature will be very much welcomed in our attack. 3. Tactical Fit at Chiefs Under Coach Nabi, Chiefs are shaping into a side that plays with directness, intensity, and aggression across all phases of play: ■ Pressing & Counter-Pressing: The team applies immediate pressure after losing the ball. Mayo’s speed, defensive work rate, and forward momentum align seamlessly with this system. ■ High-Tempo Attacking: Chiefs don’t rely on slow possession. Attacks are vertical, sharp, and quick. Mayo’s instinct to drive forward, dribble at defenders, and attack space makes him an ideal fit. ■ Attacking Personality: His ability to provide not just progression but also the final goal, final pass, and decisive action elevates Chiefs’ attacking efficiency. Mayo’s game is inherently aligned with protagonist football: high tempo, forward intent, and productivity. 4. Experiential Value ■ Continental Experience: Spent a season in Algeria with CR Belouizdad, scoring 6 goals from wide positions. Notable not just for the numbers but for adapting to a challenging cultural and tactical environment. ■ Tactical Growth: North African teams are disciplined and organized, with compact defenses and structured pressing. Mayo sharpened his decision-making, spatial awareness, and ability to operate against tight blocks, preparing him for high-level CAF competitions. ■ Mentality: At 27, he blends maturity with hunger. His willingness to take risks reflects confidence and attacking intent. Yet to reach his peak, now is the perfect time to step up, showing the quality glimpsed at Cape Town City. Mayo joins Chiefs as both a system player and a game-changer. A top signing by the Glamour Boys! 📝

El Capitano⚪

87,172 просмотров • 10 месяцев назад

Highguard impressions after 12+ hours on PS5 Pro. I've read the PC version is unoptimised, so exp there may differ. Included video of a 17 kill match with randoms where I was also explaining mechanics to a new player. + LOVE the integration of mounts. Morphing onto them and rushing through maps is thrilling, fast and fun; can feel like a medieval soldier charging into battle. + Mounted chases and combat is cool. + Weapons feel punchy and general controls are great. Once you get to grips with it, can be so fast and mobile, inc jumping with mounts straight onto zip lines etc. + As I don't have the attention span of a gnat, I enjoy the exploration and looting downtime between rounds/high intensity action heavy moments. Offers a calm before the storm vibe and allows you to enjoy the scale, environments, mounts and art. + Enjoy the fusion of looting, catching/chasing shield breakers and Counter Strike style bomb detonation or defusing. Things get crazier and crazier over a match, and the environment destruction adds strategy and approach variation, allowing you to mould choke points etc. + Solid skill ceiling with a lot of strategy in team play, abilities, map control etc. Those with higher play IQ and the ability to master multiple mechanics simultaneously, will be highly rewarded. + Most of the characters are well balanced, with differing abilities and strategy purpose. + Weapons are generally well balanced. Don't mind not having my weapons of choice. + Cool art direction and sense of scale. At times a bit like a more fantastical AAA Breath of the Wild. + Maps are well designed with great vistas, draw distances, huge towering structures, good choke points and lots of approach points. Also diverse in biome styles; lava, overgrown, desert, snow etc. + Sound design is strong. Foot and mount steps being exaggerated also brings tension and spacial caution. + Skins of weapons, characters etc are varied and high quality. Even free ones. Many aren't just different coloured variants but totally different outfits and weapon models. + With two good teams, the constant back and forth can make for some thrillingly tight, clutch or saved in the last second type moments. + Nice design details; keeping loot on death, each round loot rarity increasing, shield bearer being a beacon, being able to teleport back to base, mount health etc. + Progression so far seems fair, and cosmetics not too excessively priced. + Performance on Pro has been solid, and I've not had a single bug, glitch, matchmaking error etc. - Shielding up your base needs work. Often times not effective enough. - Image quality is pretty poor, especially in motion. - Most randoms don't have a clue what they're doing and many don't have mics, can make things much harder and less exciting, esp when team play is so effective. - Wish the free Battle Pass had more content, or there were more free unlocks. - On some maps loot is too spread out. - When enemy has shield breaker and you die, can sometimes take too long to get back into the thick of it. - Weapons are a bit uninspired. Basically just typical archetypes like revolver, AR, shotgun etc. - Would have liked more weapons and characters, but for launch it's decent. ___ Overall, so far I'm really enjoying it and have actually been quite hooked. I'm not a clairvoyant so can't tell if it'll hold my attention long term (that'll partly depend on post launch support), but initial impressions have been solid. I was highly critical of games like Concord, Redfall etc, but Highguard isn't that, it's far higher quality. Highguard ultimately has aspects from multiple different games I love, so while individually they're not so innovative or unique, having them all combined together with the mount riding, great gunplay, scale etc, to me is fun, engaging and pretty fresh. Still, this is a more methodically paced and playing FPS; those wanting constant shoot shoot bang bang, look elsewhere. #Highguard #PS5 #PS5Pro

NIB

32,888 просмотров • 5 месяцев назад

Now that I'm 80 hours in and have completed Rinacita, I want to give my thoughts on Wuthering Waves as a whole, both from the perspective of a new player and as someone who hates the gacha monetization model. When I first started I was told that 1.0 (The first arc/region of the game) was mid. I disagree with that sentiment. While the first 7 or so hours were bogged down a bit by lore terms and exposition that often left me confused, around Yinlin's companion quest is when I started getting invested and upon reaching Mt. Firmament (10-15 hours?) I was locked in. What I WILL say, is that the first arc of the game is mid in COMPARISON to what the game offers and becomes later on in every single regard, writing, dialogue, gameplay, music, map/world design, everything. Rinacita is truly a game changer and you can see the game's budget increase in real time with higher quality animations and cutscenes, as well as the map basically being an entire game on top. Every single companion quest without fail has ranged from solid to great, even making me tear up on a few occasions (Encore lol) and making me care about characters I never thought I would. They're truly a highlight and the writing is what makes this game go from just playing with attractive characters to playing with characters you actually care about. The sheer amount of content this game offers is absurd with both varying forms of short/long form content. It's hard for the game to feel repetitive when it gives you a new character to play as or constantly introduces new mechanics. (puzzles, traversal, combat challenges, bosses, etc) Even 80 hours in there's constantly new mechanics being introduced to me. The combat and team building is great, simple but with a level of depth that allows for some player expression (especially newer characters) and the various Forte's and movesets of the characters are both satisfying and incredibly flashy. The audio design specifically on some attacks is very punchy like Chisa's ult. The game is also just, gorgeous. The art design for everything in Wuwa is stunning, the map sizes are huge with varying biomes and the heights you can fly can be jaw dropping at times. Almost every location is screenshot worthy and the music does a lot of heavy lifting to, especially once you get to Rinacita. Wuwa just might also be the most F2P friendly Gacha that exists and while I stand by the idea that every game (including this one) would be better without gacha systems I have to give credit where it's due. It is INCREDIBLY generous with summoning currency (asterite) and I'd even wager to say, due to the store prices being absurd (If I remember correctly it's about $25 for 1 multi-summon) unless you're very well off it's a horrible decision to spend money for summons in this game when you could easily grind that in 2-3 hours of gameplay. Not to mention the pity system being very favorable and lenient. Even if you find yourself playing with mostly base characters for 40 hours (like I did because I didn't know you got more asterite from exploring than doing quests) the game is constantly giving you new characters to temporarily play as in quests to stop combat from getting too repetitive. Once again the characters are a massive highlight, in design, gameplay and writing, this is quickly becoming one of my favorite worlds where every arc introduces new favorites for me. I find myself enjoying where Rover is being taken as a character and that she's starting to speak more and more, slowly seeming to become less of a self-insert even if she'll always be that to an extent. I'm not going to lie to you and say the story is some unique masterpiece that avoids all tropes. It's not, you've likely seen similar stories told, but it executes everything at a high level and accomplishes what it's trying to do. The biggest flaws are the file size and the prices of the in-game store, as well as it's nature as a gacha game. Even if it may be the most generous one. The actual optimization of the game I find is solid, on PC with a 4060 I run on almost max settings and get 70+fps even with how massive the world is. The starting few hours can also be slow and exposition heavy with lore-terms you don't understand. Leaving you confused and disconnected for awhile, even later on in Rinacita the dialogue can stretch on for too long sometimes which can be a pace killer, but it doesn't ruin the quality of the stories it's trying to tell. From what people say I haven't even gotten to the best part of the game and I'm very excited! If I were to give a current rating, it would be a 8/10 and as long as you don't spend money on summons, I would recommend at least giving it a try.

🎮𝙆𝙖𝙞𝙮𝙖🎮

100,644 просмотров • 1 месяц назад

After 8 months of building in stealth and testing our infrastructure on 10000+ hours of real-world data and hundreds of unique environments, we're bringing FPV Labs into the open today. FPV Labs started with the following bet - if human data proves to be the underlying factor that determines scaling laws in general-purpose robotics, it will trigger the largest economic transformation in human history, and the underlying infrastructure that captures that data will determine how fast we get there. We will achieve this by building the full-stack infrastructure for capturing, processing, transferring, and evaluating human experience into spatial, temporal, and semantic knowledge for machines. Despite all the research novelty behind ChatGPT, its success can be attributed to one foundational fact - the scaling law of transformers. We believe the same dynamics have made their way into robotics. Recent studies showed task completion rates jumping from 30% to 70% when human demonstration data scaled from 1,000 to 20,000 hours, a log-linear trend that mirrors exactly what we saw in language and vision. Seeing these emergent signs of scaling law curves in robotics, we believe we are entering the era of general-purpose robotics policies, which makes the next few years the most exciting time in the history of this field. But the library of physical interactions required to train general-purpose robot policies does not exist yet. Over the last 8 months, we've seen dozens of companies emerge in this space. We were really happy to see new companies pushing this space forward, but we also saw the same pattern repeat: every egocentric data company was making some tradeoffs between quality, scale, and diversity. We have built FPV labs on the core principle that high-quality data is orders of magnitude more valuable than sheer volume. Case in point, self-driving cars collect thousands of hours of data per day, but only a small fraction of that data is actually useful for training better models. Several studies, like RT-2, have shown that as little as 1% of data improves as much as 25% on task success. The quality and diversity of data matter a lot more than scale, so there is clearly a power law curve in the downstream impact of data. We've spent months obsessing over data quality by building our stack, discarding it, rebuilding it, and iterating until we found a formula that doesn't compromise downstream quality at scale. We believe the downstream impact here is far more profound than most people realize. Workers globally are paid around $60 trillion per year in aggregate, and a lion's share of that compensation goes to physical labor - tasks that require navigating real spaces, manipulating real objects, and negotiating the infinite variability of the physical world. Human-to-robot transfer will be one of the most important infrastructures that will shape our society in the near future, and if it works, the economic impact will dwarf every technology transition that came before it in an exponential manner and lead to the creation of goods and services we can’t imagine today. Our mission is to lay the groundwork for us to transition into this future - the future of abundance. We are deeply grateful to our earliest believers, Paras Chopra and Lossfunk, who played a critical role in shaping our thinking.

Abhishek Anand

81,285 просмотров • 3 месяцев назад

I played Clair Obscur Expedition 33 for 60+ hours, defeated all the superbosses and here is my review: -2 graphic modes on PS5 -Many options (Motion Blur, Film Grain, Chromatic Aberration and more) -Played the game on the PS5 in performance mode -Solid 60fps with great picture quality -Very fast loading times -Minimal hud design -Played on the normal difficulty (was just right) -You can change the difficulty anytime (up and down) -The visuals and art direction in this game are insane, trust me -Every new location looks stunning and tells a story -The art direction is so unreal but also so authentic at the same time, stunnig work, the art director should get a raise for this -THE VOICE ACTING is also top tier, every character is brought to life with so much passion and love -The dialogue quality is also amazing and really reminded me of Naughty Dog games -How the characters behave and communicate with each other is simply lifelike -The characters also have complex personalities -Some very dark themes and overall a very mature story (death/loss, love, swearing, blood and gore) -The story is amazing and remains exciting until the very end -Some insane "holy shit" story moments -The game is more linear with some open zones and one massive overworld -I would compare it to Final Fantasy 10 in a very good way -There are also some beautiful fixed camera angles that took me right back to that time -The best overworld map out there, the size is MASSIVE and full of content (hidden areas, superbosses, shortcuts, lore and more) -You can camp everywhere on the map -Camp is your hub that will change overtime (extra dialogue, new NPCs, side content, listen to music and more) -You can level up your relationships with various characters -Romances are also a thing -Exploration is very rewarding, no minimap works great -Dedicated jump button and no fall damage is a huge win -There are so many cool things to collect -The game will respect your time, no long walks and good checkpoints -New outfits and weapons will look different (also in cutscenes) -You can skip cutscenes before boss attempts -The combat is super fun and a mix of Persona, Final Fantasy 10 and Legend of Dragoon -One button press combat is just stunning and will flow over time -You can see every enemy before the fight, quick in and out -Some of the boss fights are gigantic with insane attacks and some stunning "From Software boss arenas" (no joke) -The enemy variety is great with some terrifying creature design -The build variety is also crazy with so many combinations -Some of the late game bosses and especially the superbosses are no joke -Soundtrack is insane and every track is a banger -Different battle themes, boss themes, secret boss themes and many more -Some of the tracks especially in the emotional scenes hit me so hard -Game is super polished but I've encountered some small bugs (sound disappear, could no longer jump and some other small things) -Bugs got easy fixed with a reload (day 1 patch could fix that) -Not a fan of some jumping puzzles, but there are optional -Skill management becomes a little bit confusing as the game progresses (menu design could be better) -Would love a mechanic to kill lower level enemies fast and quick -New game plus on day 1 (with extra stuff) is amazing -The game is made by around 30 people, 30 hours of main story, 30 hours of bonus content, insane number of outfits, story focused, no microtransactions bullshit, new game plus mode on day 1 and a price tag of around 50 bucks, need I say more This game is brimming with attention to detail and is a true passion project by fans for fans. The developers may not have had the biggest budget, but they had a clear vision and the result is simply outstanding. My Verdict: 9.5/10 #ClairObscurExpedition33 Clair Obscur: Expedition 33 Shuhei Yoshida

GermanStrands

800,064 просмотров • 1 год назад

Solon Lee (Producer at Kuro Games): Thank You for Playing My Game "Wuthering Waves: Exploring Game Creation Under Unreal Engine." Interview by Nvliu66 When you think of Unreal Engine, what comes to mind? A few days ago, at the Epic Games Shanghai office, I met the producers of Clair Obscur: Expedition 33 and Wuthering Waves. Both games are developed based on Unreal Engine, and they shared the stories behind their game creation. My biggest takeaway was that while a great game stems from a producer's emotional expression, its realization relies on the "escort" of technology. Let's return to the interview scene and listen once more to their unique insights on game development. Wuthering Waves and Unreal Engine Bill Clifford (VP and GM of Unreal Engine at Epic Games): With Wuthering Waves, they used many complex artistic techniques to present this anime style, and it's truly outstanding. They are among the first companies to create a role-playing game in an open world that is also cross-platform, which is another incredible feat. They introduced console-level graphics and combat systems while maintaining a consistent update frequency. Furthermore, as they adopt and integrate new Unreal Engine technologies into the game, the experience is continuously enhanced. It’s a truly inspiring success story. Solon Lee (Producer at Kuro Games): We have grown alongside the updates of the UE engine, including the release of UE5. Throughout the process, we’ve been able to learn from UE’s updates. When UE5 was released, it introduced many new technical features, especially ray tracing. Everyone currently praises the ray tracing effects in Wuthering Waves, which is actually due to the continuous updates of the engine. We found those highlights and ported them over to UE4.26. During this process, our engineers were learning the logic of the engine, following its updates, and developing an engineering mindset and a way of creating visual effects. So, my biggest personal takeaway is that choosing a top-tier engine doesn’t just make the game better; it makes us better in the process. "Punishing: Gray Raven" was developed on the Unity platform, while "Wuthering Waves" is based on Unreal. What was the reasoning behind this change at the time? Solon Lee: Psychologically, we don’t have a heavy dependence. We don't feel that just because we've used Unity, we must continue using it. We are a bit more pragmatic. When we were about to start Wuthering Waves, we clearly knew we wanted to make an open world. UE obviously offers more support for open worlds. We felt that "standing on the shoulders of giants" to make a game was definitely a more practical decision. At that time, we could also sense that most engineers in the industry had an aspiration toward UE. "Wuthering Waves" has been live for a year and a half. At this stage, could you use a short summary or a few words to introduce "Wuthering Waves" to the players? Solon Lee: Wuthering Waves is a game that strives to continuously create resonance with players. From the excitement and design of the action to the scriptwriting and performances, we strive to find "highlight segments" or moments in every version that can trigger internal resonance, touch the heart, or make players "scream" with excitement. This is actually a creative consensus our team has slowly formed over the past year. When we find that moment in a version and we ourselves "scream" for it, we feel that there is a high probability that when the version is released, it will be recognized by the users. Because the most important thing about a game is that it must be fun, as developers, we often think about what kind of game qualifies as "fun." What is a "Fun" Game? Solon Lee: One point I can think of right now is that the rules should be as simple as possible. As soon as you start, after two slashes or casting a skill, you should feel, "Wow, that was so cool! I want to do it again! Wow, so cool!" Specifically for action games, the "fun" is often hidden in very small granularities. For example, if you compare two different games where you are just running and jumping, the running in some games feels fun. Why? It might just be because the "grip" is better, the animation swing feels better, or it gives you a sense of gravity or momentum. Whether a point in a game is fun can be subjective. For me, there are a few games that have had a significant influence on my work. One is definitely NieR; when we were making Punishing: Gray Raven in the early days, we were very inspired by NieR. When Devil May Cry 5 came out, it gave us a lot of new inspiration for our combat system. Death Stranding is indeed one of my personal favorite games from recent years. When Elden Ring was released, it also gave us a very strong impression and touched us deeply. The project for Wuthering Waves started in the first half of 2020. At that time, there were very few open-world action games on the market because most action games back then were stage-based (linear/hub-based). All excellent action games required very tight level design. Later, Elden Ring came out, and experiencing it gave us strong resonance. We felt that action games definitely have potential in an open world, and we believe it should be that way. A Message to the Players Solon Lee: I am truly grateful that so many players like Wuthering Waves. It is because of everyone’s love whether it's encouragement or criticism that we are given a lot of motivation to maintain our continuous passion to make our game better. I believe the only way we can give back to the players who like Kuro and Wuthering Waves is by producing better and better versions and content, and making more and more great games. Happy New Year, and thank you for playing my game. translated by Xu #WutheringWaves #WuWa

Naru

55,609 просмотров • 5 месяцев назад

Eine kleine Nachtmusik, KV 525, is a well-known work by Wolfgang Amadeus Mozart. Composed in 1787 for string ensemble, the piece consists of four movements, each with its own character yet unified within the Classical style associated with Mozart. Among them, the opening Allegro is the section most widely recognised and illustrates his approach to musical form. The version in the recording highlights a distinctive feature of this movement: the entire development proceeds according to a highly organised musical order, while retaining a sense of lightness and natural flow. To understand why the Allegro continues to engage listeners after more than two centuries, it is useful to examine how Mozart establishes that order. What strikes the ear from the first bars is not a complex melody or elaborate compositional devices. The impression is one of clarity. The opening theme is formed from balanced phrases, with clear question-and-answer patterns and natural points of rest. Each musical idea appears at the right moment, develops in its proper place, and prepares for what follows in a continuous manner. Listeners generally sense the direction in which the music is moving and the reasons for that direction. This clarity is maintained throughout the Allegro. Mozart develops the theme through modulations, dialogues between instrumental groups, and subtle rhythmic variations. Yet each step emerges as a natural consequence of what has come before. The music moves forward steadily, without abrupt shifts or disjointed passages. The movement resembles a continuous flow, in which every section occupies an essential place within the whole. It is worth noting that even in the way the string parts converse, Mozart ensures no single instrument disrupts the balance of the work. Each part has its own function and character, yet all lines are arranged to support one another. This clear division of roles allows the ensemble to move with flexibility while avoiding any sense of disorder. Listeners perceive not only the beauty of individual melodies but also the harmony of the overall structure that sustains them. Harmony plays an important part in creating this impression. Harmonic progressions remain clear and stable, providing a firm foundation for each development. Every change appears as a natural continuation of the preceding material. This natural quality arises not from spontaneity alone but from an inner structure organised with care, so that its presence is scarcely noticed by the listener. As a result, the experience of listening tends to deepen. At first, attention may be drawn to the bright melodies and graceful qualities of the work. With further listening, what remains is not merely the appeal of separate phrases but a sense that all elements combine in a natural way. Here Mozart demonstrates a notable aspect of his art: order does not render the music rigid; rather, it is through this order that the movement achieves its lightness and vitality. On a broader level, Eine kleine Nachtmusik reflects a principle familiar in human experience. It is sometimes thought that freedom arises only in the absence of rules or frameworks. Yet many refined achievements suggest otherwise. A violinist performs with natural ease only after years of technical training. A speaker expresses ideas fluently when language has become instinctive. A skilled craftsman works with assurance when the principles of the craft have become part of every action. In such cases, rules do not remove freedom. When those rules have been absorbed into the manner of living and working, natural expression becomes possible. Mozart translates this principle into musical terms. In the Allegro, order does not appear as an external pattern imposed from without but as an unseen foundation that connects every element into a unified whole. Listeners therefore sense the lightness of the music with little awareness of the structure supporting it. At a deeper level, the work also reflects a general principle observed in nature. In the natural world, the most stable systems often follow the clearest laws. A flock of birds may change direction with great flexibility while maintaining formation. A planetary system moves continuously through space without disorder. A healthy body performs countless actions because its organs function within a unified order. Law does not make life rigid; it enables life to move with flexibility while preserving stability and balance. It may be for this reason that Eine kleine Nachtmusik retains its appeal after more than two centuries. What holds the listener’s attention is not only the beauty of the melodies or the refinement of Mozart’s compositional technique. What endures is the idea that order and freedom need not exclude each other. When every element is in its proper place, beauty can emerge in a natural manner. In this way, the Allegro continues to convey to successive generations a sense of a world in which things exist together in harmony and balance.

𝗖𝗹𝗮𝘀𝘀𝗶𝗰𝗮𝗹 𝗠𝗲𝗹𝗼𝗱𝗶𝗲𝘀

10,982 просмотров • 11 дней назад

today is a HUGE day... my first project as a director is out now!! "kid for life" by lulu la (full music video) shot, produced & edited by myself & Xavier Jimenez featuring performances by lulu la & Avi Julia Brown with assistance from Jackie Kay & Dan Stadnicki title graphics by FishyPond _________________________ almost a year ago, my roommate Xavier & i were tired of doing nothing but auditioning & had so many stories we wanted to tell. we realized that the only thing stopping us from just doing it was knowing that we had to commit 100% of our time and energy - so i decided to quit streaming & we formed a production company. since then we've been building out sets of high quality cameras, amazing lights, beautiful lenses (some being vintage lenses from the 40s and 50s, rehousing them ourselves to fit modern cameras) & other awesome film equipment *and* learning how to edit, color grade & sound engineer to make an all-encompassing production company that does pre-production, production, & post production. we've played just about every film crew role on our projects so far (to the point where on our upcoming short film i was running sound while operating our b-cam while pulling focus while also directing) & it's been such a fulfilling learning experience. since my exit from the walking dead over 5 years ago i keep hearing the question "so what are you doing now?" and for the longest time all i could say is that i was auditioning for new stuff - and i wasn't proud that i didn't have a better answer. i was fortunate enough to do some amazing projects here & there over the years, but none of them lasted longer than a couple months. now i do have an answer i'm proud of! i'm constantly creating my own projects and telling stories i want to tell, and i get to do it with some of my best friends. so being able to visually tell a story like this music video - wanting to be a kid again, when everything was easier, feels full circle to how i constantly felt when i was in that limbo-stage. and don't worry, i'm still acting. this is just another way for me to be able to create meaningful art that you can watch, feel for & relate to. enjoy!

chandler riggs

310,734 просмотров • 3 лет назад

dNFTs are marching to the battlefield 💥 🐾 Unleash your full potential by customising your Panzerdogs NFTs appearance to boost your in-game XP/earnings as you fight 💣. What makes dNFTs a game-changer? 🎮 Dynamic NFTs (dNFTs) bring an NEW level of strategy to Web3 gaming. Optimise your Panzerdogs NFTs appearance to suit your battle tactics, or simply have your pilot dripped out to suit your style. dNFTs are exclusive to Sui 🌊. Equipment NFT fields for you Avatar NFT: Hat, Face, Mouth, Dog Breed, Colour Neck, Body, & Background. How will the dNFT system work in-game? 🪖 1️⃣ Drag & drop your chosen equipment NFT onto your pilot. 2️⃣ Hit the ‘Equip’ button. 3️⃣ Approve the transaction (We’ve got the gas fees covered cadet) 🫡. Your NFT will instantly update in-game & in your wallet—ready for action! If you apply an Equipment NFT to a non-NFT pilot - it will become an NFT that can be listed on secondary marketplaces - P2E 🤯. Created a Cyberdog NFT? 💊 Good news 🗞️! All Equipment NFTs attached to the original dogs you merged will be stored in your wallet & in-game inventory. These previously burned items are now yours to REUSE 🦾. The Cyberlabs are making a comeback in a future update. Do you own 2 Panzerdogs NFTs & a Cyberpill NFT? Create a Cyberdog—the strongest force on the battlefield (cyberdogs is alpha) 🧪. How to get your paws on Equipment NFTs 🐕? All Equipment NFTs will be up for grabs on secondary marketplaces. Choose to purchase items individually or go all & buy a full Panzerdogs NFT, complete with a dynamic dog & equipment set. Prepare to become a true war tactician in our next update, troops 🫡!

Panzerdogs 🪖 🐕

10,496 просмотров • 1 год назад

woonhak’s first impression of jaehyun! 🧸🐶♥️ 🧸 okay next.. next is jaehyun hyung, i’ll proceed in order of age. my first impression of jaehyun hyung… i’ll say it straight, if i had to describe it as a colour, it was full of purple energy. but not a deep purple… more like an ambiguous light purple? but at the same time, slightly deep too… how do i say it, it felt like this kind of shimmering energy was spreading out from his body. 🧸 back then, jaehyun hyung came in with a bridge hairstyle, wearing really strong perfume, and even had his jeans on inside out.. this is such a well-known talk, right. he came, and while he was greeting us, he seemed a bit shy around new people. we had high expectations, because.. how do i say it.. we’d heard that a really cool hyung was joining, so we were like “oh, the vibe is good, this hyung, okay, let’s go.” i immediately tried to get close to him. 🧸 even though he was shy, i kept approaching him non-stop. back then, i kept asking him things, what do you want to eat, what do you want to do, what kind of music do you like, and even had 1:1 talks with him in the studio. that was also when i had just started making songs, so i would play him the songs i made. looking back now, i think “wow, that song was actually really good.” to me, at least. they were cute songs quality-wise, and i’d let jaehyun hyung listen to them. back then, he said they were really good, probably out of politeness, but later on he even teased me about them. 🧸 i got closer to hyung by listening to the songs he made, and that’s how we became close. originally, we had this thing where we’d kind of do talent shows for fun, like when the energy got high, we’d just act crazy and play around. and there was always someone in charge of raising the energy, and that was me. but once jaehyun hyung came along, that role got split between the two of us. i’m really grateful for that. 🧸 we always… like i mentioned, i’d open with three songs, and in our practice room we had LED lights, so when we turned all the lights off and just left the LEDs on, we really loved playing around like that. we’d play music, k-pop and stuff, and what i did back then was play songs like ‘bohemian rhapsody’ or ‘crooked,’ and i’d go crazy in front of the hyungs. they’d enjoy it, and i remember that. i’d imitate michael jackson too, and they’d find it fun… honestly, i don’t even know, but we had times like that. when we got tired from practice as trainees, before going home, we’d just play music, play around, and laugh among ourselves. 🧸 ah right, we also had time to wrap up the day, like we’d all gather and talk about things like what time to come in the next day, stuff like that. we’d kind of organise the day. and then there was this thing where one of the hyungs from the new development team would come and guide us, so while waiting for that, we’d play around like that and end the day in a fun way. 🧸 but after jaehyun hyung joined, thanks to him my pressure got lighter. from then on, it felt more like something we could all enjoy together, and the overall vibe became more shared and fun. and through that, jaehyun hyung also got closer with the other hyungs too.

노이

12,375 просмотров • 2 месяцев назад